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james stevens (order #2085857)

james stevens (order #2085857)


james stevens (order #2085857)
To Pat Jim, Joe, and Tim, for counUess hours ofmayhem
And to Jenny, for putting up with it

CRfDITS
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

james stevens (order #2085857)


james stevens (order #2085857)
PLAYfRS .........................................•. 6 Nomenklatura (Idle Rich) ............... .45 Direct Fire Hit Procedure ..................... 83
INTROOOCING DARK C ONSPIRACY .................... 8 Paramedic ....................................... 45 Automatic Fire ................................ 86
The Horror Begins ................................. 9 Paraphysicist .................................. 46 Movement 11nd Fire .............................. 87
How to Use This Book ......................... 1 0 Poli tician ......................................... 46 Ammunition ........................................ 87
If You're New to Roleplaying ................ 11 Prisoner .......................................... 46 Special Ceses ...................................... 88
CHARACTER GENERATION ............................... 12 Private Investigator ......................... 47 Direct Fire Deviation ............................ 88
Charecter Generation Overview ........... 13 Professor ......................................... 4 7 Indirect Fire ......................................... 88
Background ......................................... 13 Prole (Corporate Welfare Recipient) ..... 4 7 Thrown Weapons ................................. 90
Attributes ............................................. 15 Psychietrist ..................................... 48 Hand G ren11des .................................... 90
Initial Experience ................................. 16 Psychic Test Subject ...................... .48 Chemical Grenades and Rounds .......... 90
Skills ................................................... 17 Public Employee ............................. 48 Shotguns ............................................. 91
Secondary Activities ............................ 18 St ate/Local Law Enforcement ........ .48 Explosives tmd Demolitions ................. 92
Military Rank ....................................... 19 Truck Driver ................................... 49 Frequently Used Burst Diagrams ..... 93
Reserves .............................................. 19 Military Occupations ............................ 49 Demage ............................................... 94
Contacts .............................................. 19 United States Army ......................... 49 Gunshot W ounds ............................ 9 4
Generic Contacts ............................ 19 Regular Forces ............................ 49 Human/Animal Hit Location Chart ... 95
Solid Contacts ................................ 21 Enlisted .................................... 49 Bums .............................................. 97
Initiative ............................................... 23 Officer ...................................... 50 Explosions ................... ................... 98
Age ..................................................... 24 Elite Forces ................................. 50 F11lls .............................................. lOO
Skill and Attribute Derived Values ........ 25 Enlisted .................................... 50 Poison ........................................... 101
Starting Money and Initial Equipment .. 26 Officer ...................................... 50 WOUNDS & HEAUNG ................................... 102
Skill Improvement ............................... 28 United States Marine Corps ............. 51 W ounds ............................................. 102
Character Generation Examples .......... 30 United States Navy ......................... 51 Knockdown ................................... 103
Dara Schwartz ................................ 30 Enlisted Sellman ......................... 51 Stun .............................................. 103
Herbert Vahn ................................... 32 N11val Officer ............................... 51 Wound Severity ............................ 103
CAREERS ........................................................... 34
He~: ~s~ Ai·d·:::::::::::::::::::::::::::::::::::::::: ~ g:
Nav11l Aviator .............................. 52
Education ............................................ 34 Enlisted SEAL (Sell Air Land) ..... 52
Undergraduate University ................ 34 SEAL Officer ............................... 52 Stabilizing Critical Wounds ............ 105
Graduate University ........................ 35 United St11tes Air Force ................... 52 Basic Healing Rate ........................ 105
Law School ..................................... 35 Enlisted Airman ........................... 53 Recovery From Scratch W ounds ... 105
Medical School ............................... 35 Pilot (Officer) ............................... 53 Medic11l C11re ................................. 105
National Military Academy .............. 35 Career UsL. ...................................... 53 Treating Poison Wounds ............... 106
Technical School ............................ 35 T ASK R ESOLUTION & SKILLS ........................ 54 Adequate Diet and Shelter ............ 106
Civilian Occupations ............................ 36 Emp11thic Success ............................... 55 Surgery ......................................... 106
Astronaut ......... .. .......................... ... 36 Power Level Table ........................... 56 W HEELS OF FIRE:
Athlete ............................................ 36 Emp11thic Difficulty Levels ................... 56 V EHICLE TRAVEL & C OMBAT ................. 107
Attorney ......................................... 36 Skill Descriptions ................................. 56 Travel and Encounters ....................... 108
Bodyguard ...................................... 37 Skill Ust.. ........................................ 57 Vehicle Movement Rates ............... 108
Bounty Hunter ................................ 37 DARK TIMES ..................................................... 65 Terrain and Travel ........................ 108
Civil Engineer ................................. 37 The St ate of the Union ......................... 66 Operating Aircraft .............................. 109
Clergy ............................................. 37 Future Dark Earth America ............. 66 Vehicle Combat ................................. 109
Commercial Pilot ............................ 38 Onset Of The D11rk Times ............... 66 Combat Movement ....................... 109
Computer Operator/Programmer .... 38 The Decline Of Government ............ 67 Firing at Vehicles and Vessels ....... 112
Construction Worker ....................... 38 Urban Sprawl ....................................... 67 Firing at Aircraft ............................ 113
Criminal .......................................... 38 Ufe In The City ............................... 67 Vehicle Damage ................................ 114
Cyborg Escapee ............................. 39 "Are You Anybody?" ....................... 69 Vehicle Hit LocaUons Chart ......... 114
Drifter ............................................. 39 "God Shed His Gr11ce on Thee.. ." ......... 70 Vehicle Damage Resolution Chart ... 114
Entertainer ...................................... 40 "Don't Drink The Water; Hit Locations ................................. 114
Environmentalist ............................. 40 Don't Breathe The Air" ................ 70 Damage Resolution ....................... 115
Factory Worker ............................... 40 "You're Not From Arrund Here, Are You?" .... 71 Turreted Vehicle Damage Chart ...... 115
Farmer ............................................ 40 The Dark ............................................. 72 Standard Vehicle Damage Chart .... 115
Federal Law Enforcement .............. .41 The Dark Minions ............................ 72 Cre..v-/rl-Hu/1 Vehicle Damage Chart ..... 116
Gambler .......................................... 41 Demonground ................................. 72 Damage lmplement11tion ............... \16
Gonger ............................................ 41 COMBAT & D AMAGE ....................................... 73 Boat Damage Chart ................... 117
Government Agent .......................... 42 Comb11t Movement .............................. 74 Aerospace Oaf/. Damage Chart ...... 11 8
Homeless ......................... ...... ......... 42 The Grid System .................................. 74 Collision Damage .............................. 118
Journalist ........................................ 42 The Combat Tum ................................ 75 SPACE TRAVEL .............................................. 120
Manager ................................., ....... 43 Actions ................................................ 75 Spacecraft Characteristics ................. 120
Martial Artist .................................. .43 lniti11tive ............................................... 76 Spacecraft Size Chart .................... 120
Mechanic ........................................ 43 Tum Sequence .................................... 76 Launch CharacterisUcs Table ........ 121
Medical Doctor ............................... 44 Panic ................................................... 77 Reentry Table ................................ 121
Mercenary ....................................... 44 Unarmed Melee Comb11t ...................... 78 In-Space Transfer Table ................. 122
Merchant Marine ............................. 44 Armed Melee Combat .......................... 80 Space Missions .................................. 122
Mystic ............................................. 45 Fire Combat ........................................ 82 Launches ...................................... 122

4 DARK CONSPIRACY

james stevens (order #2085857)


Landing ........................................ 123 Beat Cops ..................................... 173 Weapons ........................................... 277
Maneuvering in Space: Bikers ........................................... 173 Vehicles and Robots .......................... 300
Avoidance and Intercepts .......... 123 Cultists ......................................... 173
Dl{flculty of Intercept Derelicts ....................................... 173 R EFERENCE CHARTS ..................................... 3 16
(Based on Travel DtrecUon) .... 123 Dobies and Gidgets ....................... 174 Language Table ................................. 31 6
Maneuver Times Chart ............... 124 Eco -Warriors ................................ 174 Nationality/ Native Language Chart .... 316
Intercept and Avoidance Times ..... 124 Gangers ........................................ 174 Soviet Nationalities ............................ 316
Launch Vehicles In Orbit ............... 124 Gizmoids ....................................... 175 US Enlisted and NCO Ranks .............. 317
Attaining Higher Orbits ................. 1 24 Good Samaritans .......................... 175 US Commissioned Officer Ranks ....... 317
Spacecraft ......................................... 125 Government Agents ...................... 175 Career Ust ......................................... 317
R osoTs ••..••.••••••...•.••.•••••••••••.....••••...•..•.•••..•.•• 128 lgors ............................................. 176 Skill Ust. ............................................ 317
Robot Behavior .................................. 1 28 Mother Earthers ............................ 176 Character Generatico Worksheet Part 1 .. 318
Combat ............•................................ 129 Security Guards ............................ 176 Background Skills Chart ................. 318
Melee Combat. .............................. 129 BEAS11ES ...•....••••..........•.•........•........•...•.....•..• 177 Secondary Activities Chart ............. 318
Fire Combat. ................................. 129 Be asty Combat .................................. 186 Character Generatico Worksheet Part 2 .. 319
Battle Damage Beasty Movement ......................... 186 Effects of Age Table ....................... 319
(Nonvehicular Robots) ............... 130 Mounts in Combat. ........................ 186 Character Sheet ................................. 320
Battle Damage (Vehicular Robots) .... 130 Baa sty Attacks .............................. 186 Tasks Chart .................................. 321
Bum Damage ............................... 131 Beasty Morale ............................... 186 Power Level Table ......................... 321
Typical Drudgebots ........................... 131 Beasty Listings .................................. 187 Body Armor Protection ...................... 322
Designing Your Own Beasties ............ 200 Human/Animal Hit Location Chart ..... 322
Rff f Rf fS .•.•.•••..•.•...••••....•............ 132 D ARK R ACES ····•·······••··•··•·· ••·········•······•· ••····· 201 Combat Sequence ............................. 322
R EFEREEING DARK CONSPIRACY •..••..•.••.••.• 134 Darkling Attributes ............................ 209 Scatter Diagram ................................ 322
The World .......................................... 134 Physical Attributes ........................ 209 Bum Damage .................................... 322
The Story ........................................... 135 Mental Attributes ........................... 209 Melee Weapons ................ ................. 323
The Rules .......................................... 135 Soul Attributes .............................. 209 Bows ................................................. 323
The Host ............................................ 136 Darkling Skills ................................... 209 Revolvers and Single-Shot Pistols ...... 323
Conversion Notes .......................... 136 New Empathic Skills ..................... 209 Automatic Pistols ............................... 323
D ARK EARni ······•·•·•••••••··•·•••••···················•··· 13 7 Dark Minions and Human Emotions .. 211 Submachineguns ............................... 323
We Are Not Alone .............................. 138 Dark Races Ustings ........................... 212 Sporting Rifles ................................... 323
The Door to Hell ................................ 140 Designing Your Own Dark Minions ..... 232 Sniper Rifles ...................................... 323
The Cities .......................................... 142 D A RKT EK •••....•••••..•.•••••...••••....•••••.•.....•••••..•... 233 Assau lt Rifles ..................................... 323
The Countryside ................................ 144 Technical Imagery ............................. 234 Battle Rifles ....................................... 324
Technology ....................................... 146 Dimension Walk Device ..................... 234 Automatic Rifles ................................ 324
The Dark Ones .................................. 148 Proto- Dimensional Topology ......... 235 Shotguns ........................................... 324
Demonground ................................... 150 Dimension Walk Machineguns ..................................... 324
Empathy ........................................... 151 and Other Dimensions ............... 235 Heavy Machineguns ........................... 324
R UNNING A DVENTURES & CAMPAIGNS ••..• 152 PCs and Dimensional Travel ......... 236 Grenade Launchers ............................ 324
Beginning a Campaign ...................... 152 Biocomputers .................................... 237 Rocket Launchers .............................. 324
Running an Adventure ....................... 152 Computer Empathy Antitank Missile Launchers ................ 324
Making Rolepfllying a Community Effort .... 152 and Darkling Computers ............ 238 Mortars .............................................. 324
Setting the Scene ............................... 153 Animator Generators ......................... 240 Flamethrowers ................................... 325
Heightening Horror ............................ 153 Cyborgs ............................................. 241 Surface-to-Air Missiles ....................... 325
Maintaining Mystery ........................... 153 UFOs ................................................. 242 Hand Grenades ....................... ........... 325
Promoting Paranoia ........................... 154 Death Rays ........................................ 243 Rifle Grenades ....................... ............ 325
Preparing Adventures ....................... 154 A DVENTURES .•.......•..•••...•............................... 244 Cyber Hands ...................................... 325
A Detail o{ CorrupUon ................... 155 Ravening Wolves ............................... 245 Fragmentation Attack ............. ........... 325
Time and Money ................................ 155 Other Adventures .............................. 254 Demolition ......................................... 325
Rewards and Experience ................... 156 Armor Values of Cover ....................... 325
ENCO<JNTERS .••••••••...••...•••.••..•••.•••••..•••..•••....•• 157 f QU IPMfNT & RfffRf NCf CHARTS .. 258 Armor Equivalent .............. ................ 325
In the City .......................................... 158 EQUIPMENT ··•·•···•··•····•·········•·····••··•·•·············· 260 Explosive Penetration Formulas ......... 325
Travel by Highway ............................. 160 Documents ........................................ 260 Frequently Used Burst Diagrams ....... 326
Countryside ....................................... 160 Fuel ................................................... 260 Belt Ammo Record Forms ................. 326
Anywhere .......................................... 162 Tripods .............................................. 260 Ammo Record Forms ........................ 327
HuMAN NPCs ............................................... 163 Ammunition .............................. ........ 260 Turreted Vehicle Damage Chart ......... 328
NPCs in Combat ................................ 166 Hand Grenades .................................. 263 Vehicle Damage Resolution Chart ...... 328
NPC Stats Chart ............................ 166 Types o( Rounds ........................... 263 Crew-In-Hull Vehicle Damage Chart ... 328
Other NPC Skills ................................ 167 Explosives ......................................... 264 Vehicle Hit Locations Chart ................ 328
NPC Motivations ................................ 167 Tools ................................................. 265 Boat Damage Chart ........................... 329
Spades: Ambition ......................... 168 Electronics ........................................ 266 Standard Vehicle Damage Chart ........ 329
Hearts: Sociability ......................... 168 Vision Devices ................................... 270 Aerospace Craft Damage Chart ......... 329
Clubs: Violence ............................. 169 NBC Equipment ................................ 270 Terrain Effects on Movement Chart .... 330
Diamonds: Greed .......................... 169 Body Armor ....................................... 270 Combat Move Table ........................... 330
NPC Appearance ............................... 170 Medical Supplies ................................ 271 Cruise Speed Table ............................ 330
Stock NPCs ....................................... 170 Other Equipment ............................... 272 NPC Stats Chart ................... .. ............ 331
MajorNPCs ........................................ 17 1 Personal Gear .................................... 273 NPC Motivation Table ........................ 331
Contacts ............................................ 171 Cyber Hands ...................................... 274 NPC Record Forms ............................ 331
Sample Stock NPCs ........................... 172 Cyber Hands Table ....................... 27 4 INDEX .............................................................. 332

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

james stevens (order #2085857)


captors, and stretched his limbs in {our directions. A fist sat on the edge of the rumpled bed and hefted the
locked in his hair and pulled his head back painfully, stainless steel Colt Python, wondering for the hun-
baring his throat Cold, hard fingers clenched his neck, dredth time how much of an edge the six silver ..157
choking off his breath. He could feel his veins distend magnum wadcutt.ers in its cylinder really gave him.
with the blocked circulation.
Then sharp teeth tore his throat, splashing blood THt HORROR BEGINS
across the sidewalk. In horror, he listened to the Imagine an Earth where chaos reigns, an Earth
creatures lap it up as his vision faded. of the very near future. Runaway population growth ,
diminishing resources, and human greed have all
Hadyn sat up in bed with a cry. Reflexively, he taken their toll on the planet. Megacorporations
felt his throat: It was whole. Just a dream, then, but have slipped the reigns of national regulation, and
so real. He stumbled to the bathroom, switching on now they wage a continual economic war on
the TV along the way. He splashed water on his political governments. A global economic collapse
face, then under his arms and across his chest to has plunged all but the most privileged into poverty.
wash away his sweat's stink. Then he sat on the The superpowers have collapsed from inertia and
edge of the tub until a wave of weakness and economic stress. In some places those federal
nausea passed. republics still exist in name, but their individual states
Padding slowly into the kitchen, he opened the have stepped forward to fill the vacuum of power, and
refrigerator and got a can ofcold beer. He drank halfof where those states fall short, local governments take up
it in one long pul~ with the refrigerator door open, the slack. The result is a political crazy quiltofbizarreand
enjoying the cool air and the glow of the light contradictory laws and practices. What isthe custom in
Returning to bed, he sipped the rest ofhis beerand let one locale may well get you shot in another.
the TV's chatter wash over him, soothing his nerves. But economic and political chaos are only the
He had just begun to doze off when an an- symptoms of the disease. Its cause lies in the roots
nouncement caught his attention: of humanity's deepest, darkest nightmares. Some-
how, an ancient, unspeakable evil has been un-
This is Mike McDowell for WKXN News, leashed on the Earth, an evil which thrives on the
Chicago. Tonight's top stories: Governor anguish of a billion tortured souls. This malevolent
Jenkins threatens the CLU from his hospital power now twists the minds of men and women,
bed, Chrysler sells downtown St. Louis to using their base instincts to serve its purposes.
Tojicorp, and a Daytonreporterclaimsblood- Parts of the world have fallen completely under its
drinking cannibals stalk his city. All this, and control, and from them emerge its Dark Minions,
more, after these messages. creatures of another time and space that feed not
only on human flesh, but also on the human spirit.
Hadyn stared blankly at the TV for a minute, But there are still people fighting to drive back
then he picked up his phone and dialed. the Darkness. Sometimes they're agents of organi-
"Hunter, this is Hadyn. Yeah, I know what time zations that retain some small residue of their
it is. Listen, if you haven't unpacked yet, don't former power and independence. Sometimesthey're
bother. We've got to go to Ohio. Dayton, Ohio. members of what remains of the free press. Most
Something big's happening there, maybe worse often they're just victims who've escaped the hor-
than Iowa City. I'll be over in half an hour to ror and are now fighting back. But always, they
explain. n Numbly, he set the receiver down. have to walk softly, because thousands of people
He remained motionless {or a moment and then disappear every day, people who simply know too
sighed deeply. "No rest{or the weary, n he mumbled. He much. People who know that Darkness has returned.

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

james stevens (order #2085857)


used during play, as well as an index to aid easy player characters, or NPCs. Next, we should men-
reference to the rules. tion rules.
Roleplaying rules, such as those in Dark Con-
If YOU' Rf NfW TO ROLfPLAYING spiracy, help to determine the outcome of character
If you have never played a roleplaying game actions and to take some of the burden of deciding
before, there are a few basic things you should be the outcome of events off of the referee. If a PC and
informed of before going any further. an NPC are wrestling over a gun, for example, how
Roleplaying combines some of the best elements does a roleplaying group decide who gets it? The
of a number of other activities into a special whole. answer is by checking the rules and rolling dice. The
For one thing, it is a form of shared storytelling. Uke rules explain what the chances are for each charac-
any other story, roleplaying concerns the experi- ter, and the dice determine the exact outcome.
ences of a select group of characters as it m oves Another function ofthe referee, then, is to be familiar
through a plot. One person, whom we'll call the with the rules in order to decide how they apply to
referee, prepares the basics of this plot and acts out specific circumstances. It helps if the players are
the parts of secondary characters the protagonists also familiar with the rules, but it should always be
encounter. Each ofthe other players m akes all ofthe remembered that the referee has the final say in how
dec isions for a particular character that he or she those rules are applied.
has designed. Like the audience of a movie or novel, As you read through the pages that follow, you will
roleplayers become swept up in the experiences of learn more about how the rules work and what a
the protagonists. But unlike an audience, which can player's and a referee's responsibilities are. The most
only observe the events, roleplayers actually decide important thing to remember, though, is that the
the outcome of the plot by the decisions they make purpose of roleplaying is to have fun. Let that thought
for their characters. And unlike an audience, in guide you as you explore the world of Dark Conspiracy.
which each person experiences the story individu-
ally, roleplayers experience their stories in a shared
social setting that fosters friendship and personal
growth.
Another thing people enjoy about roleplaying is
watching a character improve in abilities over the
course of time (from adventure to adventure, that
is) . Designing a character is something like bringing
a child to life: You want to watch that character grow.
For that reason, many people enjoy the sense of
accomplishment they feel as their characters col-
lect items and experiences. And some people just
like the chance to act a part.
We've mentioned players, referee (in other games
sometimes called game master, GM, dungeon mas-
ter, DM, director, or other such terms), and adven-
tures (plot situations that may be based upon a
locale, a special character, a momentous event, or
a number of other things). We've also m entioned
characters: those run by players-player charac-
ters, or PCs-and those run by the referee-non-

INTRODUCTION
11
james stevens (order #2085857)
( ~~~~(Y~~
(Gj f lNJ f ~~ lf ~ (0) lNJ

or as much ofa Leader as we've got He's an honest


cop, which makes him kind ofa group conscience,
and he's got this sort of sixth sense that lands us in
the middleofthe weirdest messes. That's our hobby,
by the way-cleaning up the weirdest messes.
A{ter Dale, there's Kirin. She was the major
element in getting us all connected. But she's too
introspective-too lone a wolf-to be a leader.
As for Big Daddy G, he isn't stupid, but his
muscle is so obvious that it's hard to imagine him
as a thinker. Besides, his Jamaican accent is so
thick I have to listen to him twice on a good day to
be sure of what he's saying.
Then there's Manfred, the spooky German. He's
pretty bright, but I'd bet there's been insanity in his
family.
And finally there's me. I'm Cas, and I don't want
to be the leader. I couldjust see me making a wrong
call in a tight situation and getting us all killed, or
worse.
So I guess if you have to think of one of us as ~~
leader; Dale's it Lucky Dale. :..::.

12 DARK CONSPIRACY

james stevens (order #2085857)


Dark Conspiracy characters are described in education. At that time, players start making career
terms of innat e attributes, skills, and a number of choices for their characters. Each career choice repre-
other characteristics. During character creation, sents four years of training and/or experience (four
the initial values for all of these are derived by a years being an arbitrary number that helps regulate
combination o f die rolls and player choices. Over character generation.) Each time a player makes a
the course of a series of adventures, m any of these four-year career choice, a hobby may also be selected
will increase to reflect sk ill improvement, advanc- for the character. Careers and hobbies provide the
ing age, and the like. The rules in this chapter character with all-important skills.
explain the process of character generation. Each career period-henceforth called a term-
In order to m ake the long process of character ages the character by four years. At the end of each
generation easier, a Character Generation Worksheet term, a roll is made to see if character generation
is included with this game. The Worksheet is largely ends. If so, the character's pregame experience is
self-explanatory, but occasional reference to the complete. (In other words, the character is this old
rules is necessary, at least for your first few charac- when the adventure campaign begins.) If not, the
ters. Players should read the rules as they generate player makes another four-year career choice. In
their characters, filling in the appropriate blanks of this way, some characters will begin the game
a Worksheet as they go. Once a character is relatively young and unskilled, but with attributes
completely generated, the inform ation from the the undiminished by age, while others will be older and
worksheet should be transferred to a Character more experienced, but possibly less resilient than
Sheet. After that , the worksheet may be discarded, their younger counterparts.
if you wish. Only the Character Sheet is necessary If the referee allows, players who prefer to choose an
for play. (Note: Always remember to save at least age for their characters (i.e., a numberciterms) may do
one blank copy of each sheet to photocopy for so, rather than rely upon random die rolls. At the end of
future characters.) each term, then, such players simply decide whether or
not their characters will pursue ancther term.
CHARACTER GfNfRATION D erived Values: Now that all changes to skills
and attributes are completed, certain values are
OVfRVIfW calculated that are based on them. These are things
The abilities and limitations of a character are like accuracy with different weapons at various
determ ined by three general areas of information: ranges, damage done by bare-handed attacks, and
background, attributes, and experience. Therefore so forth.
the character generat ion procedure follows these Equipment: Finally, players determine how much
three general steps. equipment their characters have accumulated
Background: Players decide on name and sex for during their careers.
their characters, as well ason such things as nationality. N ote: During character generation, and through-
(Ahematively, these things can be decided upon after out most of this game, many references will be
attributes and skills have been determined.) m ade to die rolls. If you are unfamiliar with nota-
Attributes: Players determine the seven basic at- tions for these, please see page 54.
tributes d their characters, either by rolling dice or by
using a point-based system described later. These BACKGROUND
sevenbasicattributesareStrength,Constitution,Agility, Kirin doesn't talk much about her past. All I
Intelligence, Education, Charisma, and Empathy. know about it is what Dale has passed along. He
Experience: Characters begin to accumulate expe- was the arresting officer when she was finally
rience at the age of 17, upon completing secondary apprehended.

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

james stevens (order #2085857)


cally receive skill level 10 in their native language see fit) to bring the total up to 33. This ensures that
without penalties or costs. characters are always at least average.
Characters of certain nationalities have a chance Point Allocation: Players who choose the point
of having a second native language as well, receiv- allocation method have a total of 36 points to be
ing a skill level in it equal to their Intelligence rating. distributed among the attributes in any combination
In the Native Language column of the NationalityI the player wishes. Each level of Empathy costs two
Native Language Chart on page 316, possible points instead of one. No attribute other than Empa-
second languages are listed below each nationality's thy may have a value of 0, and none may have a
native language. The number in front of a language value of more than 10.
is the D 10 chance that the character can speak it. Meaning of Attributes: Attributes have the fol-
For Soviet nationalities and languages, see the lowing definitions.
Soviet Nationalities Chart, also on page 316. Strength: The numerical quantification of a
For example, a Mexican character has a chance of character's muscular power.
speaking English (1-5on 1D10), Nahuatl (1 on 1D10), Constitution: Health and physical stamina. This
or Maya (1 on 1D1 0) in addition to Spanish. Players determines the character's hit capacity and resis-
make D 10 rolls for each language, in order, stopping at tance to disease.
the first success or after failing with all of them. Agility: A measure of a character's coordination
In addition to native languages, players may acquire and nimbleness.
additional language skills as explained later in the rules. Intelligence: The ability of a character to perform
abstract reasoning. Intelligence primarily affects the
ATTRIBUTfS ability of the character to learn; it is not the same
Each character is described, in the simplest of thing as common sense. (How much common
terms, by seven basic attributes: Strength, Consti- sense characters have is determined by the actions
tution, Agility, Intelligence, Education, Charisma, of the players themselves.)
and Empathy. These attributes are divided among Education: The ability of a character to gain
three groups: physical attributes (Strength, Consti- knowledge and experience from a formal academic
tution , and Agility), mental attributes (Intelligence setting. This attribute determines how far a character
and Education), and spiritual attributes (Charisma can advance at a university and serves as a pre-
and Empathy) . requisite for certain forms of higher education.
Attributes may be determined in one of two ways: Charisma: A quantification of personality and
random generation or point allocation. Random personableness. Charisma reflects skills that affect
generation gives players only minimal control over how NPCs react to a character. It is not so much a
the generation of characters. Point allocation allows measure ofphysical appearance as ofnatural charm.
players greater input in shaping characters, but it Empathy: A measure of a character's sensitivity to
evens out the extremes of random fluctuation. and attunement with the natural forces of the Earth and
Random Generation: In this method, each attribute its creatures, including cther humans. Empathy reflects
except Empathy is determined by rolling 2D6-2 (reroll a character's ability to sense and influence things
any roll that would result in a 0 attribute score). This gives beyond the normal five human senses. Only half the
a range of from 1 to 10 for these attributes. Empathy is population has any discernible Empathy rating.
generated by rolling 1D6-1, with a resultofOrernaining Abbreviations: The seven attributesofStrength Con-
0. (NPC Empathy is generated by rolling lD 10-5, with stitution, Agility, Intelligence, Education, Charisma, and
results of 0 or less counting as 0.) Empathy are used throughout these rules. For brevity,
Players who roll attributes totaling less than 33 they will sometimes be abbreviated asSlR, CON, AGL,
points may add attribute points (allocated as they li'IT, EDU, CHR, and EMP, respectively.

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

james stevens (order #2085857)


at that age. (For example, Dr. Irwin F. DiMicelli, a
professor of psychology, has been through five
terms thus far: one as an undergraduate, two in grad
school (to get both an M.A. and a Ph.D.), and two as
a professor. At the end ofthis fifth term, the DiMicelli
player rolls a 6 on 1D 10, which is higher than the
current number of terms, so the good doctor goes
on to complete another. At the end of this sixth term,
the player again rolls a 6, which is equal to the
number of terms served thus far, so character
generation ends and the adventure campaign be-
gins. (Note that this does not mean that DiMicelli is
no longer a professor, merely that after 12 years of
teaching, he began to get mixed up in hunting Dark
Minions.)
Those players who prefer not to use this random
method may simply choose a number of careers for
their characters. Note also that nothing in these
rules prevents a character from entering the game
at age 17. without pursuing any careers at all. But
very few people would be interested in playing such
an inexperienced, and unskilled, character.

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

james stevens (order #2085857)


MILITARY RANK
Characters who spend more than one terrn in a
military career may receive promotions to higher ranks
than those they begin at. To determine if a character is
promoted, make an Average roll versus Intelligence.
(Use the Tasks Table on the Character Sheet for Easy,
Average and Difficult formulas.) Graduates of a military
academy subtract 1 from their roll. Characters who
change branches of service add 2 to the roll that term.
Success means that the character is promoted to
the next higher grade. See the US Enlisted and NCO
Ranks and US Commissioned Officer Ranks Tables
on page 317. (Note that for simplicity's sake, the
various grades of private have been ignored, as
have the specialist ranks, which are currently being
phased out. Also, due to realistic space constraints, contacts. For a roleplaying game to mirror reality, then,
only US ranks are listed. Players will need to re- it should take into account important contacts that PCs
search the actual names of the ranks ofother armed acquire. Of course, it is easy enough to do this with
forces-Twilight: 2000 lists many-if their use is characters met during the course d an adventure
desired.) campaign; we need merely jot down a note that sc:rand-
so can be found in such-and-such a place and may be
RfSfRVfS able to help somehow in later adventures. But what
A character who completes one or more full about contacts that PCs would have made dumg their
terms of active duty with the armed forces may education and development prior to play? In Dark
leave the armed forces and enter the reserve com- Conspiracy, those contacts are indicated in a note at the
ponent. Characters may also enter the reserves end of each career description.
through ROTC. While in the reserves, the character Contacts are categorized in two broad groupings:
may be active or inactive, at the player's option. This solid and generic.ln general, solid contacts are intended
decision is made separately each career term. as resources for PCs to use during the course of an
An inactive reservist retains his previous rank but adventure, as people who can provide information,
does not roll for promotions and does not receive special equipment, or some ether source ofneeded aid.
any additional skills. (Note that the availability and quality of such aid will
A character who is an active reservist counts this be dependent upon a contact's situation, perscoality,
as his second activity for his main career for the and relationship to the PCs.) Generic contacts can serve
term. He rolls for promotion normally and receives well as a resource for a referee to use to help spur the
one skill level from the list of subsequent term skills adventure plot along, allowing the him or her to drop an
for his military career (or from the Army, regular unexpected ally into the story just vmen the PCs really
forces, officer car eer, if the reserves are entered need one. How these two types of contacts are used will
directly from ROTC). become more clear from the explanations that follow.

CONTACTS Generic Contacts


During the course of our lives, we all meet a great Generic contacts are received as a result of career
number of people, many of whom become imJ,Xrtant terms during character generation. If players desire,

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

james stevens (order #2085857)


business. Now, the journalist will either be a Wealthy: The contact was wealthy when he or she
member of one of those megamedia services, or originally became friends with the PC. With the
she or he will be scraping by as a "yellow economic turmoil now occurring in the world, how-
journalist" for a streetcorner press. ever, there is no guarantee that the contact still has
Law Enforcement: The contact was a policeman the same wherewithal. And any wealthy contacts
or investigator of some sort, and is probably doing who . have actually grown wealthier will be very
the same thing now, most likely for a small commu- difficult to contact again, due to increased security,
nity government. higher mobility, etc. Nonetheless, it can be very
Medical: The contact was a medical doctor or handy to have a wealthy friend.
administrator when the PC last knew him or her. It is
extremely likely that such contacts will still be Solid Contacts
involved in that business. Solid contacts are those whose present where-
Military: Military contacts were soldiers when the abouts the PC knows, and with whom the PC has
PC first made their acquaintance. There is about a fairly regular dealings. These include three different
70 percent chance that these contacts will have types of characters. The first are the other Pes in the
since left the military and moved on to a civilian adventure group. When a group is first put together,
career closely associated with their military spe- or whenever a new PC joins, the players and referee
cialty. should work together to determine how the group
Specialist : When the PC knew her or him, th is members know one another. As long as each PC has
contact was a construction engineer, medical tech- some link to one other in the group, that is enough
nician , or one of the other specialities mentioned in to justify their all working together. Understand that
the career lists. It is the nature of such specialists to while PC links are similar to NPC contacts, they do
continue in their specialty, although they will un- not actually use up any of the contact designations
doubtedly have increased their expertise since the given by careers. PC links are in addition to those
PC last met them. contacts.

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

james stevens (order #2085857)


bathroom. I've never seen anyone move so fast. She
INITIATIVf just seemed to sort of waltz up behind the first guy
I don't like to admitit. but the firsttime we got into and planta knee in his kidneys before heeven knew
a scrap, it was all ouer be{ore I even knew what was she was there. He sagged into his partner, who took
happening. We had driven nearly 16 hours to check hiseyesoffDaddyforjustonesecond;butitwasone
up a lead on a slaver ring in Providence, and we hit second too long. His shotgun thundered and took a
town late and tired. We checked into a mote~ but we chunk out ofthe ceiling as Daddy shoved it upward
were all too keyed up to rest, so we sort of congre- with his left. hand; then Daddy's right fist took aU the
gated in one room to make plans {or the next {ightouto{the goon./ still remember the crack ofthat
morning. blow sounding even through the echoing in my
Eventually, I started getting foggy, and I wasjust ears. Next thing I knew, Dale and Manfred had
thinking about getting up and going to bed, when jumped on thepile·up o{the two goons, Daddy and
suddenly the door crashed open, and these two Kirin. A {ew seconds more, and the bad guys were
goons with shotguns jumped inside. trussed up all nice and neat.
I froze. I'd never actually had a gun pointed at me And through /tal~ /just sat there, {rozen.lt wasn't
before, and I guess my brainjust couldn't believe it. fear, more like astonishment. Then Kirin saw me
So I sat there with my mouth hanging open, like a sitting there with my mouth hanging open, and she
perfect idiot, while the two big bozos motioned started laughing. All of a sudden, something sort of
angrily {or us all to lay {ace down on the floor. clicked in my brain, like the clock was running
Outo{thecornerofmy eye, /could see Big Daddy again. Icould {eel my {ace turning red. But then Kirin
G slowly moving to comply, and the goons were came over, pulled me out o{ the chair, and slapped
watching real close tomakesure he wasn'tgoing to me on the shoulder, and I knew it was okay.
try and rush them. Then Kirin came back in {rom the Initiative represents a character's ability to re-

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

james stevens (order #2085857)


beginning of each term. equal to 80, plus four times Strength minus Agility,
Example: Idle Eyes enters her fifth term and must roll or (4x(STR-AGL))+80. (One kilogram is approxi-
forareductioninherAgility,whichispresently7.Sherolls m ately 2.2 pounds.) Thus, a character with a Strength
a 3 and, since that is less than her current attribute level of 6 and an Agility of 1 would weigh 100 kilogram s
of 7, she loses one point of Agility. In another example, (about 220 pounds), while a character with a Strength
U!XXl entering his eighth term, Hunter must roll three of 4 and an Agility of 8 would weigh 64 kilograms
times, once for Strength (presently 5), once for Consti- (roughly 141 pounds).
tution (presently 4), and once for Agility (presently 6). Physiological differences, particularly in bone struc-
The rolls are 7, 6 and 2 respectively, so Hunter does net ture, result in smaller body masses for women. There-
lose any Strength or Constitution points, but has his fore, weight in kilograms for female characters is calcu-
Agility reduced to 5. latedbysubstfurung65for80intheforrnula,or[4x(S1R-
AGL))+65. Thus, a female character with a Strength of
SKill AND ATTRIBUTf 6 and an Agility of 1 would weigh 85 kilograms (about
187 pounds), while a female character with a Strength
DfRIVfD VAlUfS of4andanAgilityd8wouldweigh49kilos(roughly 108
Once the character has fin ished all steps of pounds).
character generation affecting skills and attributes, Load: A person can lug a considerable weight of
the following values, which are derived from skills equipment, even cross-country, but there is a linit. In
and attributes, can be calculated. Dark Conspiracy, characters may carry, without being
Hit Capacity: Hit capacity is a measure dthe amount heavily burdened, a total weight in kilograms equal to
of damage (hit points) a character can take before three times the sum oftheir Strength and Constitl..tioo-
suffering serious injury. Hit points can be suffered in any (S1R+CON)x3. This is called a character's nama! load.
of seven different parts of the body: left leg, right leg, left Uptotwicethis weight can be carried, but the character
arm, right arm, head, abdomen, and chest. The hit is considered burdened and has movement reduced, as
capacity of the head is equal to twice the character's explained in the "Combat & Damage," beginning on
Constitution (C0Nx2). Thehitcapacityofthecharacter's page 73. A character may lift loads up to four times this
chest is equal to three times the sum ofhis Strength and amount and carry them short distances (50 to 100
Constitution-(S1R+C0N)x3. Each of the other body metersatatime).Naethatm ultiplecharactersm ayadd
partshasahitcapacityequaltotwotimesthesumofthe their load capacities to lift heavy objects.
character'sStrengthandConstitution-(SlR+C0N)x2. Throw Range: The distance (in meters) a charac-
Boxes are provided on the Character Sheet for ter can throw a one-kilogram weight accurately is
playerstowriteintheirPCs'woundlevelthresholdssothe called the character's throw range. Throw range is
players will know to what degree their characters have four times the character's Strength (STRx4).
been w01.mded. See pages 103 and 104 fD determine <Inarrned Combat Dam age: Unarmed combat dam-
wou.ndleuelthresholdsand thee{fectso{being I.J..)()Unded. age indicates the hit-point loss a character inflicts on an
Except for the "Critical" column, the values in the boxes opponent when that opponent is successfully hit during
represent the amount ofdamagethe character can take melee combat. Unarmed combat damage is deter-
before progressing to a more servere wound status. mined by multiplying Melee Combat (Unarmed) skill by
The "Current" boxes should be used to keep track Strength and dividing by 10, rounding fractions down
of how much damage the character has taken. The (SkillxS1R)+ 10. The result isthe numberofhit poirts the
numbers in the slight wound boxes are equal to the striking character will inflict per successful attack. (Note:
base hit capacity numbers of the character (gener- A result of 0 is considered 1.)
ated by the above procedure). Example: Oscar has a Strength of 9 and a Melee
Weight: A m ale character's weight in kilograms is Combat (Unarmed) skill l evel of 8. 9x8= 72.

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

james stevens (order #2085857)


course of the character's life thus far, not all at
once. And any money left over is considered
savings.)
As has been stated, Education is typically the
value used when calculating starting money. The
career descriptions list exceptions to this rule.
(For example, gamblers use Luck instead of
Education, to determine money from terms spent
gambling.)
Finally, while it may be somewhat easier to
generate all starting m oney after character gen-
eration is complete, it is actually more accurate
(and more enjoyable) to do so term by term as
characters progress through their careers. For
purposes of fairness, it is important that all
players either do it the one way, or the other. Your
referee will tell you which way she or he prefers.
Initial Equipment: After generatin g a
character's starting money, a player can look
through the equipment chapter and purchase
items appropriate to the character. While doing
this, there are a few things to keep in mind.
First, in this world of the near future, it is legal
to carry knives, switchblades, pistols, and/or a
bow and arrows as personal defense weapons.
All other weapons require a special license.
Licenses available and the requirements for gain-
ing them are also included in the equipment
chapter.
Note that legal doesn't necessarily mean wise.
If you walk into a strange bar with a bow and
quiver across your back, a Luger strapped to
your thigh, a hunting knife in each boot, flicking
a switchblade in one hand, you can expect
trouble from the locals.
Next, buy equipment that is appropriate for Dark Conspiracy, so depending upon where
your conception of your character. Your referee your characters will be, you may be allowed
will reward you for adhering to a realistic charac- more or less than u~ual. Your referee may also
ter concept. decide that certain items of equipment are easier
Finally, before buying equipment, ask your or harder to find in your character's locale, which
referee if he or she has any guidelines for you to could also affect your purchases. By following
follow specific to the campaign you will be play- your referee's guidelines, you'll help to ensure
ing. For example, laws concerning what is or is that your adventures have a consistent atmo-
not legal vary greatly from locality to locality in sphere.

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

james stevens (order #2085857)


be used for Initiative.
Advance by Observation: If a player character
carefully observes another PC successfully accom- "Saying that democracy is the best
plishing a task, the observing PC gains one experi- form of government is nearly as
ence point. This observation must be a close-up
examination ofthetask and must have the coopera-
great an understatement as saying
tion of the character actually performing the task. If that the Pacific Ocean holds more
the referee considers the skill sought to be a compli- water than any tin cup you've ever
cated one (such as Mechanic), the task should take seen. The issues are so clear, the
longer than usual to finish (perhaps substantially
longer), to represent the fact that the character
truth so solidly anchored, that I
performing the task is pausing frequently to explain have no patience with people who
what is being done or to answer questions. A think that there's even anything to
character may gain experience points from obser-
argue about.
vation only if the observed character's skill level is
at least twice as great as the skill level of the "SOmeone once said to me, 'Some-
observing character. times the people are lazy and ~­
Instruct ion: A character may be taught a skill. pid, and make poor decisions. It
Teaching a skill requires an Average check of the
Instruction skill. An instructor may teach a number
sometimes takes a strong leader to
of students equal to that character's Instruction skill protect them and choose the right
level and must have a skill level in the skill being course.'
taught. An instructor cannot teach a student whose
skill level in th e subject taught is equal to or greater
"So a nation of stupid and lazy
than that of the instructor. The task takes four hours people, because of a strong, intelli-
per day for one week (seven consecutive days). gent leader, is saved from its own
Successful completion of the task (rolled for at the sloth and folly? Where is the justice
end of the week) results in experience points for both
the students and the instructor. The instructor gains
in that?
experience for accomplishing a task as explained "Democracy isn'tjust the best fonn
above. Students gain a number of experience points of government; it's the only one
(in the skill bein g taught) based on the number of
even remotely worth a damn. Only
students being taught.
If the number of students is less than half of the democracy guarantees that people
instructor's skill level, each student gains three get what they deserve."
experience points. If the number of students is half --zena Marley
or more of the instructor's skill level, each student (Early 21st-century mercenary-phUosopher)
gains one experience point.
New Skills: A character who has a skill level of 0
in a particular skill may still attempt to learn the skill. may be allowed to attempt tasks they have no skill
This may be done either through observation or for. In such a case, the controlling attribute for that
through instruction. Since the character has a skill skill is used as if it were the skill's value, and task
level of 0, experience cost for the first level will be one. levels modify it as normal, but percentile dice are
Unskilled Task s: Ifthe referee desires, characters used instead of 1D10 when making the check.

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

GENERATION in a career thet will allow double the


normel secondary activities, i1 order
Savings for this term are $5000, for
a totalof$9000. The player chooses
this career, she automatically re·
ceives Interrogation 2, Observation
EXAMPLES to most quickly hcrease the EDU
rating. Mer looking over the career
a business contact, then rolls a 4 on
1D10 to continue, which is safely
1, Melee Combat (Unarmed) 1,end
Small Arms (Plstol) 2. For her sec-
To demonstrate the character Usthgs, she chooses public employee above the 2 for terms spent thus far. ondary activity, she chooses Will -
generation system, we present two to begin, 11 career with no prerequi - power 1. This time, the player de-
Dara's age is now 25.
annotated characters. sites. (Forstory'sseke, sheexpleins it Third Term: For this term, Dara cides upon a criminal contact. Again
es e deri</typist position at a local IRS enters an undergraduate university. Dare earns $5000. But this time the
office.) The entry says she has five points to player rolls a 4 to go on, well below
Dora Schwartz First Ter m: Initial skills for the spend as desired among a list of 11 the required 6 to start a sil(th term .
Dara will be generated using ran- public employee career are Busi- skills. Dara'splayerchooses Llnguage Dara is now 37, which requires
dom die rolls. ness 2 and Computer Operation 3. 2 (Japanese again), Leadership 1, another roll for age effects on Agil·
Bacl<g'ould: Dara's playerdecides For her character's two points in Psychology I , and Engineer 1. Dara ity. This time the player needs a 6 or
upon American for nationality and secondary activities, the player gets only the normal one secondary better and rolls a 7, so the attribute
female for sex. Native language will, of chooses EDU+2, end characterizes ectivity this term, which her player does not decline any further.
course, be English. Theseriesofc:hecks it as night school. spends on Observation. At the end of At the end of career generation,
for a second native language come up At theendofherfirst term, then, the term, then, Dare's skills are: then, Dara's attributes are now:
5, 9, 7, 5, and 1, failing respectively at Dara has the following skills: Archery 2 STR8
Spanish, German, Italian, and Polish, Archery 2 Business 2 CON6
on the Nationality/Native Language Business 2 Computer Operation 4 AGL6
Chart, but succeeding at Yiddish (at Computer Operation 3 Engineer 1 INT5
which point the player decides upon Stealth 2 Instruction 2 EDU5
the character's name). Swimming2 Lenguage(Japanese)3 CHR 5
Attributes: Six rolls of 206-2 gen- Vehicle Use (Motorcycle) 2 Leadership 3 EMP2
erateS, 6,0,5, 2, and5forSTR, CON, Dara's EDU is now 4 (still one Observation 1 And she has accumulated the
AGL !NT, EDU, and CHR. AGL is short of allowing undergraduate Persuasion 1 following skill levels, either through
rerolled and comes up 7 this tme. study). The player chooses a gov- Psychology I her careers or through secondary
Next, a 1 D6-1 roll generates an EMP ernment contact. Savings for this Stealth 2 activities:
2 for the character. The begirvling term are $4000 (EDU 4><$1000). Swimming 2 Archery 2
stats, then, are: Her age is 21. A 1D10 roll of 3 is Vehicle Use (Motorcycle) 2 Bargain 1
STRB greater than the number of terms From the contacts allowed, the Business 2
CON6 served so far, so the player contin- player chooses journalism. Dara Computer Operation 4
AGL7 ues with the next term. receives no income while in school, Disguise I
INT5 Se<:ond T erm: Dare's second so her total savings remain $9000. Engineer 1
EDU2 term is again public employee. The And a 1D1 0 roll of 9 is higher than Instruction 2
CHR 5 player has si x points to spend her three terms, so she can con- Int errogation 4
EMP2 among Business, Computer Op- tinue. She is now 29. Language(Japanese)3
This totals 35 points, two over eration,lnstruction, Leadership, and Fourth and Fifth Terms: For her Leadership 3
the minimum 33, or just above av- Persuasion. She spends one on fourth term, Dara goes to law school, Melee Combat (Unarmed) 1
erage. Computer Operation, two on In- where she automatically picks up Observation 3
Experience: The character re- struction, two on Leadership, and Bargain I, Observation 1, Persuasion Persuasion 3
ceives four initial skills et level 2, one on Persuasion. For secondary 2. and Interrogation 2 in her first term. Psychology 1
which the player chooses es: skills she spends one point on EDU She chooses Disguise 1 as a second- Small Arms (Pistol) 2
Archery 2 and one on Language, choosing ary activity. Also, she picks up another Stealth 2
Stealth 2 Japanese because it seems like a govemment contact but saves no Swimming2
Swimming 2 good thing for business. Dare's skills money while paying for law school. Vehicle Use (Motorcycle) 2
Vehicle Use (Motorcycle) 2 are now: She then succeeds at her roll to con- WiHpower l
Career: Dara'splayerdeddesshe'd Archery 2 tinue. Her age is now 33. which re- She also has accumulated
~ke the character to be in some sort of Business 2 quires a roll for age effects on Agility. $14,000 worth of equipment and
federal law enforcement. L..ooka1gover Computer Operation 4 The player needs to roll a 7 or better savings.
the cereer lists. she finds that the Instruction 2 (because Dare's Agility is 7) to avoid A ge: We have alreody calculeted
federal lew enforcement cereer re- Language(Japanese) 1 a decline. She rolls a 3, so one point is Dara's age as 37. 1hls required two
quires lew school and no prison record Leadership 2 lost and Dare's new Agility is 6. checks K>r decline of Agility. one at
as prerequisites. Lew school requires Persuasion I Her fifth term is federal law en - age 33 and another at age 37. Note
en t.ndergraduate degee, which itself Stealth 2 forcement, and now Dara has that normally it is quite all riglt to wait
requires en EDU 5 or better. Dara's Swimming2 achieved her dream. Dare's player until after all a~reer terms have been
beginning EDU is too low, but it cen be Vehicle Use (Motorcycle) 2 has her become an agent of the finished before checkng the effects of

30 DARK CONSPIRACY

james stevens (order #2085857)


age on STR, CON, end AGL How-
ever, if a character wishes to erter a
new careef" that hlls 11 STR, CON, or
AGLprerequisite, elfuctsofageshould
be checked before the Cllreef" is en-
tered, to ensure that the character will
still pass the career's prerequisites.
Hit Capacity: Dara has the fol-
lowing number of hit points in e11ch
body area:
Head: CONx2-12
Chest· (STR+CON)x3~42 t. . •n '
-·· oase H1
. t '·..
Abdomen: (STR+CON)x2· 28
Each Arm: (STR+C0N)x2R28 Slrcngth ....................................... _6_ wmpower.
:. N u m b ci r s ~•
Each Leg: (STR+C0N)x2R28 Archery ........... ... ........................ .£__
Weight: As 11 fem11le, Dara adds
Heavy Weopom ............... ........... _ fducolion ......... ........ £ Short Medium LDng Extreme
Skill (><2) (•I) (.0.5) (.0.25)
1-\e<::IIMic ..... ... ,.••••.•.••••••.•. ••.••.•.•• _ Biology ................. ...................... _
55 to the quantity 4x(STR-AGL) to Melee Combot (Unotmed) •••.••••.••..•.J_ Business ... .................................. ...!:.. Small Arms (Pistol)
discover how many kilograms she Melee Combot (Armed) .
Snulll Arms (Pistol) .....................
_
.Z:... ~~::::::::::::::::::::::::!: [i]~OJB
weighs. In her case, the result is Small Arms (Rille)
Small Arms (Rifte) ...................... . _ Engine« ...................................... _j_
4(8~)+55=73 kilograms. Thrown Weapon .......................... _ Medico! .................................... ... _
Physk:s ...... ............ ........... Archery
!!JOJEJB
Load: Dare's normal load is
(STR+CON)x3. or 42 kilograms. Oimbing. ...................... .
Horsemanship ............................. _
Chori11110 ......•....••........................•..
Act/Bluff .................................. .
t:j DODD
Heavy Weapons
This is how much she can carry
without being overly burdened.
Parochute., ...... ,........................... _
Swimming ..................................• ~
Borgoin.............. I
Disguise .............. ........................ I
DODD
Throw Range
Throw Range: A character can
throw a one-kilogram weight four
Vessel Use (Bo4t) ........... ..... ........ _
VessdUse(Ship) .................. ...... _
Instruction .............. ..................... 'Z.
lnterrogatjon ................................ T 112-I (FO< . . . . . . . )

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~~

Longuoge ( ) ......... _ Unarmed Cbt. Dam . Initiative


Unarmed Com bat D am age:
Dara's unermed combat damage is Electronics ............................... .. .
Longuoge ( ) ......... _
Leode.-.hip .......................... ..........3._
OJ ~
equal to her STR multiplied by her Forgery ....................................... _ Luck ...
Lockpick ........... .... ................ ...... _ Persuos~~-::::::::········:::::::::::::::::: 3::
Melee Combat (Unarmed) skill di- Pickpocket .. ........................ _ (O.se)

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

beginning Initiative of 1 05+2,


Stolking .......... ............... .
Streetwise ................................... _
D G9JOO ~ [ll]
Right Leg
rounded down. The federal law en-
forcement career gives a bonus of
Trocking ........... ......... .. ............ ... _
Vehicle Use (MotO<C)Ide) .............•.. Z:.. D IIDrniJ ern CfrJ
Left leg
Vehicle Use (Wheeled Vehicle) •....... _
+ 1 if more than one term is spent in Vehicle Use (Heovy Vehicle) D IKJOO ~[ill
the career, butDara spentonlyone.
The player rolls a 5, helf of which is
2.5, which rounds down to 2.
Equipment: The pleyer decides
that Dara is still en agent for the
SEC, so she has a pistol assigned to
her and is able to sign out agency
vehicles if necessary. However, she
also hes $14,000 to spend on other
personal equipment. (The player
intends to have her purchase a pri -
vate handgun, unregistered with the
agency, and a motorcycle for per-
sonal use, es well11s 11n archery set
end a switchblade, plus some elec-
tronic gear.)

CHARACTER GENERATION
31
james stevens (order #2085857)
ary activity,another level of Stealth decides upon Melee Combat (Un - an Agility reduction.

Herbert Vahn is chosen. At the end of his first


term , then, Herbert has the follow-
armed) 1 as a secondary activity.
Now Herbert's skills are:
Hit Capacity: Herbert has the
following number of hit points in
Herbert will be generated by point ing skills: Animal Empathy 2 each body area:
allocation. Animal Empathy 2 Foreboding 5 Head: CONx2·8
Background: Herbert's player Foreboding 2 Human Empathy 9 Chest· (STR+CON)x3-24
decides upon American for nation- Human Empathy 5 Empathic Healing 2 Abdomen: (STR+CON)x2-16
ality and male for sex. Native lan- Project Emotion 2 Luck 1 Each Arm: (STR.CON)x2·16
guage will, of course, be English. Stealth 3 Melee Combat (Unarmed) 1 Each Leg: (STR.CON)x2· 16
The player declines checking for a Willpower2 Project Emotion 2 Boxes are provided on the char-
second native language. The player chooses an empathic Project Thought 4 acter sheet for players to write in
The player has in mind a highly contact, describing it as a fellow Stealth 3 their character's wound level thresh-
Empathic character, someone so test subject. Because he intends Willpower 2 olds so the players will know to
in tune empathically that he seems Herbert to flee the lab after one (Note that his Human Empathy what degree their characters have
slightly out of touch with reality. more term. no money is calculated skill would be pushed to 10 by the been wounded. See pages I Q3 and
Attributes: Herbert's player has (it would all be lost upon fleeing). three extra levels gained except I 04 to determine wound level
36 points to divide among the seven Nevertheless, the player must roll that his EMP attribute is 8, making thresholds and the effects o{ being
attributes, with none to be higher this term to see if the lab authorities the ninth and tenth skill levels re- wounded. Each number represents
than 10 and none except Empathy consider Herbert dangerous. The ceived count as half levels.) the upper limit of damage for that
to be O.lnorderto reflect the sort of player needs to roll a 5 or less to From the contacts allowed, the type of wound.
character described above, the continue, and rolls a 4 . Herbert's playerchoosesempathic. Charisma Looking at Herbert's character
player decides upon the following age at this point is 21. is the base for calculating savings, sheet, wecanseethatifheweretotake
attributes: SecoodTerm:Anotherfour-year so Herbert ends the term with $5000. 44 pointsofdamagetohischest, he'd
STR4 term is spentin the psychic test Iab. His age is 29, and the player de- have a serious WOISld. Four points to
CON4 This time, the player chooses Hu- cides to take the character one the he1ld would be a 9Cflltch. One
AGL3 manEmpathy2, Empathic Healing more term. more point to thehead,lhougl. and he
INT3 2 , and Project Thought 4 as career Fourth Term: Mystic is again the would have slight WOISld.
EDU 1 skills, plus Luck 1 from the second- career chosen for Herbert. Bealuse Weight: As a male, Herbert has
CHR5 ary activities list. His skills are now: this is a second term in the career, the his weight in kilograms calculated
EMP8 Animal Empathy 2 player gets to choooe six levels from by adding 80 to the quantity 4(STR-
Experience: The character re- Foreboding 2 among 11 different skills. He cho5es AGL). 4-3· 1. 4x1 - 4. 80+4• 84. So
ceives four background skills at Human Empathy 7 Animal Empathy 2, Empathic Heal- Herbert weighs 84 kilograms.
level 2.ltisdecided that Herbert will Empathic Healing 2 ing 1, Foreboding 1, and Human Em- Load: Normally, Herbert can
begin life on a secluded farm, where Luck 1 pathy 2, with Melee Combat (Un- c erry 24 kilograms (STR.CONx3)
he can develop close ties to nature. Project Emotion 2 armed) 1asasecondaryactivity.lhis without being encumbered.
Initial skills chosen are: Project Thought 4 makes Herbert's skills: Throw Range: Uke any other
Animal Empathy 2 Stealth 3 Animal Empathy 4 character, Herbert can throw a one-
Foreboding 2 Willpower2 Foreboding 6 kilogram weight four meters per
Human Empathy 2 Again, no savings are calcu - Empathic Healing 3 point of STR. This makes Herbert's
Stealth 2 lated for this term, because of the Human Empathy 10 throw range 16 meters.
Career: There are only so many imminent escape. The player Luck 1 Unarmed Combat Damage:
careers that grant empathic skills, chooses a medical contact this time, Melee Combat (Unarmed) 2 Herbert's unarmed combat dam-
and most of them provide the more rationalizing it as a sympathetic Project Emotion 2 age is equal to his STR multiplied
passive ones. Herbert's player de- worker who helps Herbert to es- Project Thought 4 by his Melee Combat (Unarmed)
cides upon psychic test subject, in cape the lab. When Herbert flees, Stealth 3 skill divided by 10 (round down).
order to give Herbert the Project his age is25, and the player decides Willpower 2 4x2+ 10-0.8 (rounds to 0)
Thought skill. In story terms, he to have him conduct another term Another empathic contact is Since this would make his un-
says that word of Herbert's innate in a different career. gained. Also gained is $5000 in armed combat damage 0, he is
abilities spread throu!71 small towns Third Term: Afterescapingfrom s~IVings, for a total of $10,000. given the default value of 1.
in the area of his farm, eventually the secret lab, Herbert moves to a Herbert is now 33, and at this point, lniiD~:Aswithallolherattributes.
drawing the attention of a secret different area of the country and the player determines to conclude the player decides to take the point
government laboratory. Herbert was beg.i ns to work as a psychic inves- Herbert's generation; no roll is made. allocation option for determirmg Ini-
kidnapped at 17 and taken to the tigator. Mystic is the career chosen He decides that Herbert will begin tiative. Because Herbert has only pur-
lab. by the player to represent this, and the game still working as a psychic sued civilian occupations, his Initiative
First Term: Initial skills for the Herbert more than passes the pre- investigator. willaliornatically be 2.
psychic test subject career are Hu- requisite of Empathy 4 +. Skills for Age: Because his age is 33, he Equipment: The player chooses
man Empathy 3, Project Emotion the first term are Foreboding 3 and must roll to see if AGL is reduced. appropriateequipmentforHerbert's
2, and Willpower 2. For his se<:ond- Human Empathy 3, and the player He rolls a4, which does not resultin role as a psychic investigator.

32 DARK CONSPIRACY

james stevens (order #2085857)


ChoroderH~
Player ~1c.. W. ~\?oc.K.
Gender MA~ lv:Je ~2
Nationality AM~IcA'N
a
Weight q K& Height c; ·11"
Current Oc~ion :.;..
M!....L'iS
.JL;ru.::
lc,___ __ _ _
,. . •n ' . . .
- ·i , o a s e ·H i t . . -.
- ~..,.·. Numbe'_rs _--~
Slrcnglh ....................................... j_ Willpower .............. .. .... ...... .. .. .. .. 2-
Archery ...................................... _ Short Medium Long Extreme
Heavy Weapons .......................... _ fducotion ................................... .. Skill (><2) (><I) (,.().5) (,.(}.25)
MechaniC .................................... _ Biology ....................................... _
Melee Combat {UI1M'Tled) .............. ..Z:: Business ..................................... Small Arms (Pistol)
Melee Combat (Armed) ................. _
Srrnlll Arms (Pistol) ..................... _
Chcmostry ................................... _
Computer Operation ...................... _
DODD
Small Arms (Rine)
Small Arms (Rille ) ....................... _
Thrown Weapon .......................... _
IJ
Engineer ...................................... _
Medical ...................................... .
Physics ....................................... _ Archery
DODD
Consfi luf ion .................................. _,
Charisma ........................................ _
Act/Bluff ..................................... _
Cj DODD
Heavy Weapons
Horsemanship ............................. _
Pari!IChute .................................. ..
Swimming ................................... _
Bargain ....................................... _
Disgu1se ...................................... _
DODD
Throw Range
Vessel Use (Boat) ........................ _ Instruction .................. ,... ,........... .
Vessel Use (Ship) ........................ _ Interrogation ................................ _ ~ (fO< I kg"" l
l.ztnguage ) ......... _ Thrown Weapon
Vessel Use (Hovercraft) .................. _
l.ztnguage L _ _ __,
l.ztnguage ( ) ......... _ D (fcw I·I<Q ""' up
10 Thtow Range.)
D (fcrl ~bo)<lnd
n-~Wogo.)

l.ztnguage ( ) ......... _ Unarmed Cbt. Dam. Initiative

Electronics ..................................
l.ztnguage ( ) ......... _
Leadership .................................. _
OJ ~
forgery ...................................... _
Lockpick ..................................... _
Luck ........................................... _1_
Persuasion ................................ ..
:'Hi t" ~J ri'p ci c! t y'~
(011~)

~~:=.~.~~.::::::::::::::::::::::::::::::::::~ Empathy ...................................... _a CWTenl Scmt<:h 5/Jghl Serious Crlllcat


Animal Empathy ......................... _!:L Head
Intelligence .................................. 3_ Computer Empathy ..................... _ CJ CD[][] [K] [ill
Navigation .................................. _ Empathic Healing ........................ .3_ Chest
foreboding ................................. _l.L
Observation ................................ _
Pilot (Fixed· Wang) ....................... _ Human Empathy ......................... I b CJ [ill ~ [ill~
Right Arm
Pilot (Rotary) ................................ _ Project Emotion ........................... Z
Pilot (Shlllle) ................................ _ Project 'Thought ............................ y CJ []D C&JI ~z. l l~' +I
Psychology ................................. _ Willpower Drain ........................... _ Left Arm
Stalkang ...................................... _ CJ [1]0£] ~ 1'3') +1
Streetwise .................................. . Right Leg
Tracking ..................................... _
Vehicle Use (Molorcyde} ................ _
CJ CIJ lliJ [li] IH3
Left Leg
Vehicle Use (Wheeled Vehicle) ........ _
Vehicle Use (Hee<vy Vehicle} ............ _ CJ CD rn;J 11z.-1 [1E

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

james stevens (order #2085857)


with the fact that it'll never make many jobs other than teaching government. On a 1D 10 roll of the armed services, plus a total
you a lot of money. In the world that build on such a degree). 9+, the contact is foreign. of 6 levels from any one or a
of Dark Conspiracy, that saying Entry: Undergraduate degree, Special: No income is received combination of the following:
is beginning to be applied to any Education 7+, Intelligence 7+. while attending law school. Demolitions
degree from a full university. Skils: Four levels per term in Engineer
Entry: Education 5+. any one specialty, plus a total of Medical School Heavy Weapons
Skills: Total skill levels equal two levels in any electives. Medical school is a prerequi- Horsemanship
to a character's Education at- SpecialUes: site for working as a medical Leadership
tribute from any combination of Biology doctor or a psychiatrist. Few Small Arms
the following, but no more than Business people go to the trouble of going Contacts: Two military. On a
level 3 in any one skill: Chemistry to medical school without going 1D 10 roll of 10, this contact is
Biology Engineer on to pursue one of those ca- foreign.
Business Language reers. Special: Enter the Army, Air
Chemistry Physics Entry: Undergraduate de- Force, or Marines at the rank of
Computer Operation Psychology gree, Biology 3+, Chemistry 2+. 2nd lieutenant-Navy as en-
Engineer Skills: The characterautomati- sign--and must serve at least
Instruction ElecUves: cally receives the following: one term. No income is received
Language Computer Operation Computer Operation 1 while attending a military acad-
Leadership Instruction Medical6 emy.
Persuasion Language Observation 1
Physics Leadership
Persuasion
Contacts: One medical. On Technical
Psychology a 1D 10 roll of 8+, the contact is
Contacts: One per term, ei- Contacts: One per term, aca- foreign. School
ther academic or journalism. demic or government On a 1D 10 Special: After medical In the near future of Dark
On a 1010 roll of 10, the con- roll of 8+, the contact is foreign. school, a character can enter Conspiracy, increasingly fewer
tact is foreign. Special: One term provides the military with a direct com- people are able to afford a de-
Spedai:Mayelecttojoi'lROTC an M.A. or M.S., the second and mission as captain, if desired. gree from a full university. The
(Reserve Officer Traini1g Corps). each subsequent term provides No secondary activities are al- drive for a well rounded, well
If so, the next career choice must a Ph.D. (or equivalent). Degrees lowed during medical school. educated populace has been
indudeeitherentryintotheregular must be taken in one of the No income is received while at- nearly trampled in a mad dash
armed forces or enrollment in the specialties noted above. No in- tending medical school. to get people a skill and get
Reserve Component in lieu of a come is received while attend- them to work. Of course, even
second activity (see Reserves on ing graduate school. with a degree from a technical
page 19). Rankis2ndlieutenantor
National Military school, jobs can be very hard to
equivalent (officer). No income is Low School Academy find.
received while attending under- If you want to be a lawyer, Some corporate heads have Entry: No prerequisites.
graduate school. you have to go to law school. defended their demands for un- Skills: A total of 61evels from
The same is true if you want to questioning obedience from any one or a combination of the
Graduate go into federal law enforcement.
But a lot of other lines of work
their employees as being no following:
different from the loyalty ex- Business
University can benefit as well from the pected from soldiers. Of course, Computer Operation
Characters who wish to things a law student learns. they have neglected to mention Electronics
progress from an undergradu- Entry: Undergraduate degree, that while most military forces Mechanic
ate degree to a Master's or Doc- Education 5+,lntelligence 5+. have a long tradition of honor, Medical
torate, go to grad school to do Skills: The character auto- courage, and devotion to coun- Pilot (Fixed-wing or Rotary)
so.lfyouwantyourcharacterto matically receives the follow- try, the biggest businesses have Vehicle Use
have a degree in some subject ing: an opposite tradition ofcutthroat Contacts: One specialist
other than those listed below, be Bargain 1 competition and devotion only (skilllevel8) in one of the areas
creative. For example, a degree Interrogation 2 to a few, ultra-rich stockholders. listed above.
in History can be represented Observation 1 Entry: Education 6+. Special: No income is re-
by concentrating on the Instruc- Persuasion 2 Skills: All basic training skills ceived while attending techni-
tion skill (after all, there aren't Contacts: One academic or for the appropri.a te branch of cal school.

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

james stevens (order #2085857)


9+, the contact is foreign. Small Arms Engineer
Special: None. Stalking Instruction
Stealth Navigation
Streetwise Physics
Contacts: One per term, Vehicle Use (Wheeled Ve-
criminal or law enforcement. On hicle)
a 1D 10 roll of I 0, the contact is Contacts: One per term, gov-
foreign. ' ernment. On a D I 0 roll of 10,
Special: When figuring be- the contact is foreign.
ginning cash, use Streetwise Special: None.
instead of Education for each
term as a bounty hunter.

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

james stevens (order #2085857)


protection is simDar to a Kevlar
helmet, with a 1D6 roll of 5 or 6
meaning an unprotected portion
of the head was hit
**Either right hand or left
hand. Comes with a mechani-
cal hand which works exactly
like the original organic equip-
ment. This may be removed
and replaced with one of several
altemateattachments. However,
the player will not begin the
game with any of these attach-
ments in his or her possession.
Contacts: None.
Special: Agility, Strength, and
nation of the following: choice must be prison. - Melee Combat are allowed to ing for somewhere to settle
Archery rise above 10 with these en- down. After a few years, though,
Climbing Cyborg Escapee hancements. For each term the travelling life gets into their
Disguise You remember seeing bright completed, add + 1 to Initiative blood, and they wouldn't put
Forgery Iights coming for you. Then there as well, to a maximum of 7. down roots if they could.
Lockpick was a long time of darkness and (This is exception to the non- Entry: No prerequisites.
Melee Combat pain. Finally, you found yourself cumulative nature of Initiative Ars t Term Skills: The char-
Small Arms (Pistol) in unfamiliar territory, running modifiers, and the only way to acterreceives the following skills
Vehicle Use (Auto) interrorfrompursuersyouknew gain a 7 Initiative. Initiative 7 in the first term:
Subsequent Term Skills: A would follow. But you could not acts once before phase 6 of Streetwise 3
total of 6 levels from any one or remember who those pursuers each combat turn, then acts just Observation 2
a combination of the following: were. When you reached civili- after Initiative 6 in each phase.) Melee Combat 1
Archery zation, you learned that four Also,eachterm,subtract1 from Subsequent Term Skills: A
Climbing years had passed, although you Empathy or Charisma, player's total of 7 l~vels from any one or
Disguise have no recollection of the time. choice. (Remember, Charisma a combination of the following:
Engineer But during those years, your maynotreachO.)lfthismakesany Act/Bluff
Forgery body was mechanically en- skillsgovemedbytheseattributes Archery
Language hanced. You don't know why. higher than the attribute, those Climbing
Lockpick All you know is that the pursu- skills must be reduced, as well. Horsemanship
Luck ers are still hunting, and you No money is made during Language
Melee Combat can't let them find you again. this career. Luck
Small Arms Entry: No prerequisites. Finally, there may be un- Mechanic
Stealth S kllls and Enhanceme nts: pleasant consequences other Melee Combat (Unarmed)
Streetwise Each term, choose two sepa- than the ones mentioned above. Observation
Thrown Weapon rate items from the following When the time comes, your ref- Persuasion
Vehicle Use (Wheeled Ve- list: eree will let you know. Small Arms (Pistol)
hicle) AGL+2 Streetwise
Contacts: One per term, STR +2 Drifter Swimming
criminal or law enforcement. Melee Combat 2 With the economic crash Vehicle Use (Motorcycle,
Contact is foreign on a 1D 10 roll Integral Body Armor (one hit brought about by break-away Wheeled Vehicle)
of 10. location) * international business conglom- Contacts: One per term,
Special: If more than one Socket Hand** erates, there has been a resur- business, criminal, government,
term is served, + 1 to Initiative. *This armor works just like gence oftransients who wander or Jaw enforcement. On a 1D 10
Also, roll once per term versus regular body armor with an AVof from farm to farm and city to roll of 10, the contact is foreign.
Intelligence to avoid capture. If 1, but it can be built into the limbs city looking for work. Generally, Special: No secondary ac-
unsuccessful, the next career as well as the head and torso. Head when they begin, they're look- tivities allowed.

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

james stevens (order #2085857)


Contacts: One per term, nation of the following: total of 6 levels from any one or
criminal or specialist in one of Computer Operation a combination of the following:
the above skills. On a 1D 10 roll Instruction Act/Bluff
of 10, the contact is foreign. Interrogation Bargaining
Special: None. Leadership Foreboding (if Empathy 1+)
Language Human Empathy (if Empa-
Melee Combat thy 1 +)
Observation Luck
Small Arms Melee Combat (Unarmed)
Stealth Persuasion
Contacts: One per term, gov- Psychology
ernment or criminal. On a 1D 10 Streetwise
roll of 8+. this contact is foreign. Contac t s: One per term,
Special: If more than one criminal, law enforcement, or
term is served, add + 1 to Initia- another gambler. On a 1D 10
tive. roll of 8+, the contact is foreign.
S pecial: When calculating
fields as far as the eye can see, starting money, use Luck in-
dotted here and there by aban- stead of Intelligence for each
doned farmhouses gone to ruin. term as a gambler.
But you swore you'd never
leave. So now you live even
closer to the land, raising just
enough to keep yourself fed, federal
with some left over to sell or
trade in town, treating your Low Enforcement
equipment with kid gloves, try- The local forces do a pretty
ing to make it last. It isn't an good job of policing their own
easy life, but it sure beats mov- neighborhoods, but to your way
ing to the city. of thinking, their focus is a bit
Entry: No prerequisites. nearsighted. Somebody has to
First Term Skills: The char- keep an eye on the larger
acter receives the following skills scheme of things, tracking fugi-
in the first term: tives that stay on the move, and
Biology 2 remaining on top of problems Gambler
Mechanic 2 that affect whole geographical Your kind has been around
Tracking 1 regions. That somebody is you. since the dawn of time, making
Observation 1 With the state the world is in a living out of sharp wits, a
S ubsequent Term S kills: A today, your hands are more than knack for bluffing, and a little bit Ganger
total of 6 levels from any one or full. of luck. In a world that changes You're young, you're tough,
a combination of the following: Entry: Law school, no prison as fast as this one, you figure andyou'reslick. You'repartofa
Animal Empathy (ifEMP 1+) record. only the gamblers can hope to family of the street, a motley
Biology Firs t Term S kills: The char- survive. collection of disaffected youths
Empathic Healing (if EMP acter receives the following skills Entry: Luck 5+. that knows the world is going to
1+) in the first term: Firs t Term Skills: The char- pieces and intends to party and
Horsemanship Interrogation 2 acter receives the following skills rumble until the world's last
Mechanic Melee Combat (Unarmed) 1 in the first term: gasp.
Observation Observation 1 Act/Bluff 2 But lately you've been won-
Tracking Small Arms (Pistol) 2 Persuasion 1 dering if it's ever going to end.
Vehicle Use (Wheeled or Subsequent Term Skills: The Bargaining 1 Maybe someone's manipulat-
Heavy Vehicle) character receives a total of 6 Streetwise 2 ing things to keep everyone right
Willpower levels from any one or a combi- S ubsequent Term Skills: A on the brink but never let them

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

james stevens (order #2085857)


That one was truth, intended to Lockpi<:k
drl!W fire on the perpetrators, and Melee Combat
apparently it worked, because the Observation
murders stopped. Pickpocket
Youwishyoucouldprintnoth- Stalking
ing but stories like that But the Stealth
more sensational ones serve two Thrown Weapon
purposes. First, they draw buy- Willpower
ers, keeping you in business.
Second, they serve as camou- GroupB:
flage to screen you from the AGL +1
revenge of whatever it is out STR +1
there that's driving this world CON +1
insane. As long as your true Contacts: One per term,
stories seem accidental, you've business, criminal, or specialist
got a chance to survive. (Melee Combat). On a lDlO
Entry: Undergraduate degree own slice of the pie. can hold your own against mul- roll of 7 +,the contact is foreign.
or Charisma 7 +. Entry: Undergraduate de- tiple foes in face-to-face com- Special: Use INT instead of
First Term S kills: The char- gree. bat. Even in fire combat, how- EDU for determining starting
acterreceivesthefollowingskills First Term S kills: The char-ever, your training gives you an money per term. If more than
in the first term: acterreceivesthefollowingskills edge, making your reactions one term is served, add + 1 to
Act/Bluff 1 in the first term: quicker and more exact. Also, Initiative.
Computer Operation I Bargain 1 your physical control translates
Interrogation 2 Business 2 into stealth when necessary.
Observation 1 Computer Operation 2 The martial artist career in-
Persuasion 1 Leadership 1 eludes everything from martial
Subsequent Term Skills: A Subsequent Term Skills: A arts instructors to Oriental as-
total of 41evels from any one or total of 61evels from any one or sassins.
a combination of the following: a combination of the following: Entry: No prerequisites.
Act/Bluff Bargain First Term Skills: In the first
Disguise Business term, a character gains the fol-
Interrogation Computer Operation lowing skills and attribute en-
Luck Instruction hancements:
Observation Leadership STR +1
Persuasion Luck AGL +1
Stealth Observation Melee Combat (Unarmed) 3
Contacts: Three per term, Persuasion Willpower 1
criminal, government, and/or Psychology Subsequent Term Skills: A
law enforcement. On a 1D1 0 Streetwise total of 6 levels from any one or
roll of 7 +,the contact is foreign. Contacts: One per term, a combination of the skills from
Special: None. business or government. Roll group A. Alternatively, for each Mechanic
8 + on lDlOforthecontacttobe 2levels not taken from group A, There's not much romance
Manager foreign. 21evel may be taken from group or mystique to being a me-
Sure the world is going crazy. Special: When calculating B. chanic, but people sure holler
But that's what makes business starting money, use Business when they need one. It's not
opportunities so wonderful. Ev- instead of Education for each Group A: everyone that can take a look at
ery second, it seems, someone term as a manager. Acrobatics a piece of machinery, figure out
else goes out of business, but Archery what's wrong, and then fix it.
they are the bunglers. By drop- Martial Artist Climbing You can. As long as humans use
ping out, they leave all the more The streets are more danger- Disguise machines, then, you'll have work
room for you to make your own ous than ever before, but you're Foreboding (if EMP 1+) to do.
mark on the world, to grab your well trained in self-defense and Instruction Entry: Agility 3+ or lntelli-

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

james stevens (order #2085857)


the Maritime News. people, who aren't as sensitive Special: For each term as
Entry: Constitution 3+. as you, are beginning to feel its nomenklatura, multiply by 10
A rst Term Skills: The char- pressure, and it adds to the the money available to the char-
acter receives the following skills world's problems, causing them acter, using Luck instead of
in the first term: to lash out in ever-increasing Education as abase. This money
Navigation 1 violence. Someone has to lo- does not represent the
Swimming 1 cate the source ofthat infection character's total value, but rather
Vessel Use (Ship) 3 and lance it. Unfortunately, it how much ready cash is avail-
Subsequent Term Skills: A looks like that someone will have able at the beginning of the cam-
total of 6 levels from any one or to be you. paign. Also, at the beginning of
a combination of the following: As a mystic, you play the each new adventure, the char-
Business part of a psychic investigator. acter will have an additional
Computer Operation Chances are that you will have amount of money available
Electronics some other type of occupation equal to Luckx$3000.
Language to support you during your in-
Leadership vestigations. (Teachingandwrit-
Mechanic ing careers are good choices,daughters of Communist Party
Navigation for example, because of theirmembers, members of the privi-
Swimming flexible schedules.) leged class guaranteed high-
Vehicle Use Entry: Empathy 4+. ranking jobs due to their family
Vessel Use Arst Term Skills: The char-
connections. In today's vernacu-
Contacts: One per term, acter receives the following skills
lar, it refers to anyone from a
business, law enforcement, or in the first term: wealthy, privileged group.
specialist (PC's primary skill). Foreboding 3 Nomenklatura (often called
On a 1010 roll of 6 +, the con- Human Empathy 3 gnome or nomen) characters
tact is foreign. Subsequent Term Skills: Ahave almost unlimited funds.
Special: None. However, they are also highly
total of 6 levels from any one or
a combination of the following:
visible in the international jet
Act/Bluff set, which means that if you
Animal Empathy begin spending too much money
Business financing Dark Minion hunts,
Computer Empathy you're likely to draw unwanted
Foreboding attention. Paramedic
Human Empathy Entry: Charisma 8+, Luck 6+. To your mind, the city streets
Observation Skills: A total of61evels from have become a war zone. Just
Persuasion any one or a combination of the tocollectthewounded, you have
Project Emotion following: to carry firearms on the ambu-
Streetwise Act/Bluff lance. And body armor is stan-
Willpower Business dard-issue for ambulance teams
Contact s: One empathic per Computer Operation nowadays. One good thing
term. On a 1010 roll of 8+, the Foreboding about it all, though: You don't
contact is foreign. Horsemanship have to worry about a layoff.
Special: When determining Instruction Business is booming.
starting money, use Charisma Language Entry: Technical school,
rather than Education for all Luck Medical 2+
Mystic terms as a Mystic. Persuasion Arst Term Skills: The char-
You've always been more Swimming acterreceives the following skills
attuned to the nature of things Nomenklatura Vehicle Use in the first term:
than most people. Llltely, you've Contacts: One per term, Biology 1
felt a sickness growing in the (Idle Rich) wealthy or government. A roll of Computer Operation 1
world, like a sort of psychic Nomenklatura is a Russian 6+ on 1D 1 0 means it is a foreign Medical2
gangrene. Even the common term referring to sons and contact. Vehicle Use (Wiieeled Ye-

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

james stevens (order #2085857)


Stalking Small Arms (Pistol) 1 Entry: Ph.D. vide for you. Youwearthedothes
Stealth Observation 2 First Te rm Skills: The char- they give you. And you watch
Streetwise Persuasion 1 acter receives the following skills the television they pipe in. All
Willpower Disguise 1 in the first term: the corp require.s in return is that
Contacts: Two per term, Subsequent Te rm S kills: A Specialty 1 (a level in the you sign a proxy allowing it to
criminal. On a 1 D10 roll of 10, total of 6 levels from any one or character's specialty skill) vote in your place in public elec-
the contact is foreign. a combination of the following: Instruction 3 tions. All in all, it doesn't seem a
Special: No secondary ac- Act/Bluff Persuasion 1 bad exchange, but it's awfully
tivities allowed. Released after Business Language 1 boring, or would be if it weren't
one term. Disguise Subsequent Te rm Skills: A for the gangs, gambling, and
Do not count prison terms Forgery total of Slevels from any one or gin mills. You also tend to meet
when calculating starting Interrogation a combination of the following: a lot of strange people in the
money. Lockpick Instruction slums.
Luck Language Entry: No prerequisites.
Melee Combat Leadership Firs t Term S kills: The char-
Observation Observation acter receives the following skills
Small Arms (Pistol) Persuasion in the first term:
Stealth Specialty skill Act/Bluff 1
Streetwise Contacts: Two per term, aca- Observation 1
Conta cts: Two per term, demic or government. Roll 7 + Streetwise 2
criminal, law enforcement, or on 1D 10 for the contact to be Willpower2
government. Roll 1D 10 for 9+ foreign. Subsequent Te rm S kills: A
for the contact to be foreign. Special: Professors may have total of 6 levels from any one or
Special: None. two secondary activities per a combination of the following:
term. Act/Bluff
Bargain
Computer Empathy (if Em-
pathy 1+)
Empathic Healing (if Empa-
thy 1 +)
Foreboding (if Empathy 1 +)
Private Investigator Human Empathy (if Empa-
It used to be you tracked thy 1+)
down missing husbands and Lockpick
testified at divorce proceedings. Luck
Sometimes you'd get a real case Melee Combat (Unarmed)
investigating crimes the police Observation
had decided to let lie. Nowa- Persuasion
days you track monsters in the Pickpocket
sewers and investigate crimes Streetwise
that would get you an appoint- Willpower
ment with a psychiatrist, if you Contacts: One per term.
told anyone. You're not sure ex- Professor However, for each term, a roll of
act.ly what's happening to the Research is an essential part Prole (Corporate 10 on 1D10 means that the
world, but you certainly intend of your career, in many ways character receives one govern-
to find out. even more so than teaching. Welfare Recipient) ment or journalist contact. Oth-
Entry: Intelligence 5+, Cha- Recent research you've done You used to be unemployed, erwise the contact is criminal.
risma 5+. leads you to believe that there's homeless, and hungry. Now On an additional 1D 10 roll of
First Term Skills: The char- something alien and evil mani- you're just unemployed. You live 10, the contact is foreign.
acterreceives the following skills festing itself in the world. Per- in a barracks or tiny apartment Special: No secondary ac-
in the first term: haps more research will reveal provided by a major corp. You tivities are allowed for proles.
Act/Bluff 1 to you how to combat it. eat the daily rations they pro- Also, no money is received for

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

james stevens (order #2085857)


You've worked hard to establish
a reputation as a hard-bitten MILITARY Unifed SfofeJ Army
officer who's tough but fair. The US Army is made up of
You're proud to think of yourself OCCUPATIONS several specialized arms, includ-
as a peace officer, someone who The following material pro- ing Armor, Artillery, Aviation,
not only enforces the law, but vides an overview of the armed Engineers, Infantry (which itself
who also defuses confrontations forces of the United States. Play- includes Airborne and Rangers),
before they escalate into vio- ers can use this information to Medical, Military Intelligence,
lence. create equivalent foreign mili- Special Forces, and Support.
The trouble is, out-of-towners tary characters, as well, by For simplicity's sake, these vari-
don't know your reputation. With merely choosing skills that seem ous arms have been collapsed
them, you have to prove your- appropriate. (If more detail is into two major groupings: Elite
self anew in each encounter. desired, the referee may allow Forces (Airborne, Rangers, and
And you resent the added trouble players to use the military ca- Special Forces) and Regular
they bring to your beat. Often as reer listings in Twilight: 2000, Forces (everything else). Play-
not, you'll use the least pretext following the guidelines at the ers should choose skills to re-
to send them packing back learned to deal with strange cus~ end of this book for conversion flect the particular MOS (Mili-
where they came from. toms. of skills, etc.) tary Occupational Specialty) of
Entry: No prison record. Most of the time, you haul Note that basic training is the characters. For example, a
First Term Skills: The char- loads for small companies strug- included in first term in any mili- medic would concentrate on
acterreceives the following skills gling to survive in the shadow of tary career; it does not take an Medical and Biology rather than
in the first term: the megacorps. But sometimes additional terrn. on something like Heavy Weap-
Interrogation 2 those megacorps will contract ons.
Observation 2 an independent to supplement
Small Arms (Pistol) 2 their own fleets on a particular Regular forces
Subsequent Term Skills: A run. For them, it's cost effec- Entry: No prerequisites.
total of 4levels from any one or tiveness. For you, it's a windfall. Bask: Training: The charac-
a combination of the following: Entry: Agility 4+. ter receives the following skills
Computer Operation Firs t Term Skills: The char- as a part of his basic training:
Instruction acter receives the following skills Melee Combat (Unarmed) 2
Interrogation in the first term: Small Arms (Rifle) 2
Language Vehicle Use (Wheeled Ve- Stealth 1
Leadership hicle) 2 Thrown Weapon 1
Melee Combat Navigation 2 SpecIa1: Characters with both
Observation Mechanic 2 Intelligence and Education of
Small Arms Subsequent Term Skills: The 7 + may enter OCS (Officer
Stalking character receives the following Corps School). If so, they re-
Stealth skills in the second and in all ceive a level 1 Leadership skill,
Tracking subsequent terms: are commissioned as a 2nd lieu-
Vehicle (Wheeled Vehicle) Bargain 1 tenant, and then conduct their
Contacts: One criminal con- Mechanic 1 first term normally.
tact per term. On a 1D 10 roll of Navigation 1
10, the contact is foreign. Streetwise 1 fnlisted
Spedal: If more than one Vehicle Use (Wheeled Ve- Entry: No prerequisites.
term is served, add + 1 to Initia- hicle) 1 First Term Skills: A total of 4
tive. Contacts: One per term, spe- levels from any combination of
cialist (mechanic), or law en- the following:
Truck Driver forcement. On a 1 D 10 roll of Bargain
As an independent operator, 10, the contact is foreign. Climbing
you've been all over the nation. Special: Truck drivers are Computer Operation
In those travels, you've seen allowed two secondary activi- Demolitions
some really weird things and ties per career period. Electronics

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

james stevens (order #2085857)


scription, the following material Language
concerning the US Navy can Leadership
effectively be used to generate Mechani<:
characters of foreign navies, as Medical
well. Melee Combat
Entry: No prerequisites. Navigation
Basic Training: Characters Observation
receive the following skills as a Small Arms
part of their basic training: Swimming
Melee Combat (Unarmed) 1 Vessel Use
Smell Arms (Rifle) 1 Willpower
Swimming 2 Contacts: One per term, mili-
Vessel Use (Boat or Ship) 2 tary. Roll 1D 10 for 8+ for the
Special: Characters with both conttlct to be foreign.
lntelligen<:e and Education of Special: None.
· 7 +may enter OCS.lfthey do so,
Climbing branch of service from the US they receive Leadership 1 and
Computer Operation Army. Traditionally, it has been are commissioned as ensigns,
Interrogation used primarily for amphibious then conduct their first term as
Language operations, but more recently it normal.
Leadership has come to be recognized as a
Melee Combat force ready for rapid deploy-
Navigation ment for more conventional mis-
Observation sions.
Parachute Entry: Strength+Constitu-
Psychology tion+Agility= 15+, and no prison
Small Arms record.
Stealth Basic Training: Characters
Willpower receive the following skills as
part of their basic training: ·
GroupB: Smail Arms (Rifle) 2
Demolitions Melee Combat (Armed) 1
Engineer Melee Combat (Unarmed) 1
Heavy Weapons Swimming 1 Naval Officer
Swimming Thrown Weapon 1 Entry: OCS, military acad-
Thrown Weapon Careers: Available careers emy, or commission.
Vehicle Use are equivalent to those for the First Term SkiDs: The char-
Vessel Use (Boat) Army. However, the Elite forces acter receives the following skills
Contacts: Two perterm, mili- designations for the USMC is Enlisted Seaman in the first term:
tary. A roll of 7 + on 1 D 10 indi- force Recon or Marine Sniper, Entry: No prerequisites Heavy Weapons 1
cates the conttlct is foreign. instead of Airborne, Ranger, and
First Term Skills: The char- Leadership 1
Special: When calculating Special forces. tlcterreceives the following skills Navigation 2
starting money, count each term in the first term:
SpecIal: Characters with both Subsequent Term SkUI.s: A
as an officer as double. If more lntelligen<:e and Education ofMechanic 1 total of 3 levels from any one
than one term is served, + 1 to 7 + may enter OCS. As a result Heavy Weapons 2 or a combination of the skills
Initiative. of doing so, they receive Lead-Subsequent Term Skills: A in group A, plus 1 level from
ership 1 and are commissioned
total of 5levels from any one or group B.
Uniled Slale$ as 2nd lieutenants, then con-
a combination of the following:
Computer Operation
duct their first term as normal. Group A:
Aforine Corp$ Electronics Heavy Weapons
The United States Marine Uniled Sfale$ Navy Heavy Weapons Instruction
Corps (USMC) is a separate As with the US Army de- Instruction Leadership

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

james stevens (order #2085857)


CARffR LIST
fducation
Undergraduate University
Graduate University
Law School
Medical School
National Military Academy
Technical School

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

james stevens (order #2085857)


depth.} Such an attempt is called a task, or sometimes an the referee, he or she decides that not only do you get a
att:ri.OOtecheckorskillcheck.Generally,foryourcharacter peek at the records, the rece¢onist actually leaves the
tosucceedatthetask being attempted, the die roll you room long enough for you to photocopy them on a
make must be less than or equal to the numerical machine in the office.
value of the attribute. Sometimes, instead, your target On the other hand, it may be that you failed the roll
number will be double the attribute rating or half, or even horribly, rolling a catastrophic failure. Anytime you roll at
a quarter or an eighth. Obviously, the smaller the fraction, least fourpoints above a task's target number, you have a
the more difficult the task is to perform. chance of suffering a catastrophic failure. Roll the die
Usually, tasks are attemJ=ted at one of three levels of again, and if this second roll is above the task's target
difficulty. A roll versus your attribute or skill rating is called number, you have failed catastrophically (ifitisatorbelow
anAveragetask.AnEasytaskisrolledversusdoubleyour thetargetnumber,youhavesimplyhadanonnalfailure}.
att:ri.OOte or skill rating. Ifthe referee considers the task to For example, in the situation described above, suppose
be Difficult, the check would be rolled versus half that you had rolled a 9, instead of a 1. You would have failed in
normal value. Only in very special circumstances will your your task attempt, with the possibility of a catastrophic
skill or attribute be divided any further, so no official names failure. When you rolled again, if you obtained a result of
are given for these difficulty levels. Your referee will simply 6 or higher (again above the target nunber of 5} so you
ask you to roll versus a quarter, eighth, etc. of the value. would have failed catastrophically. The referee mi~t
Dealing with Fractions: If you are instructed to decide that not. only does your character not get to peek
halve (or quarter, or whatever} a rating, any fractional at the records, but the receptionist also calls security to
values will be rounded down. (After all, Dark Con- have him or her thrown OLt of the building.
spiracy involves a bleak world.} For example, if you Pretty much all of Da rk Conspiracy's rules build
are instructed to roll versus one-quarter of your upon the basic concepts explained above. As you
character's Stealth skill, and the full rating is 7, the read through later chapters, such as "Combat &
quarter rating will be 1. 75, rounded down to 1. Damage," you will discover specifically how the basic
Success Quality: If, when making a task success mechanics are applied in specific circumstances.
check, you manage to roll better than necessary to
succeed, your character may have achieved an out- fh\PATHIC SUCCESS
standing success at the task. Anytime you roll at least One additional rule applies to the useofEmpathy skills,
{our points below a task's target number, you achieve to reflect the varying effects these skills can have under
an outstanding success. An outstanding success may different conditions. When a character makes a task
decrease the amount of time spent at the task, attemJ=t with an Empathy skill, ifthe attempt is successful,
increase the amount of information gained, or have 1D6isrolledtohelpdeterminetheexactpowerleve/ofthe
some other beneficial effect. The exact effect will be success. lhis power level is equal to the empathic skill
determined by your referee, based upon the specific rating, plus the rumber rolled on the D6, minus the
task and the situation at the time (although players Willpower rating (if any} of the skill's target In the evert of
are free to make suggestions!}. an outstanding success being rolled on the D 10, the final
For example, supJX)Se your character were trying to result is doubled. If the target's Willpower reduces the
persuade a receptionist at a hc;>spital to allow a peek at power level to 0 or less, then the skill attempt fails.
some records. Your referee might say, "lhat SOll1ds like a Power level i.s used in two different ways. Some-
Difficult task versus Persuasion," meaning you have to roll times it is translated point for point into a unit of measure,
halfor less of your character's Persuasion skill. You check such as rangeofeffectin meters, ornunber ofkilograms
the skill and discover it is rated at 10, so you need to roll affected, etc. At other times, it is used to determine stages
a5orlesstosucceed. Butyougetluckyandrolla 1, which of effect, with each six full points equaling one additional
yields an outstanding success. When you point this out to stage beyond basic success, and each extra stage indicat-

TASK RESOLUTION & SKILLS


55
james stevens (order #2085857)
ing another with willing subjects. In normal condi- stances of the story at the time.
creature de- tions, however, they become Average Acrobatics (AGL): The Acrobatics
POWfR lfVfl TABlf tected, or an- in difficulty, due to general distractions skill allows a character to make Agility
Power Level Stage othersenseap- and normal resistance. In a stressful checks involving overall body motion
1-5 Basic Success pealed to, etc. condition, such as during combat, at one step easier than normal. Note
6-11 Stage Two The exact ef- they become Difficult. The referee, of that this makes a character better at
12-17 Stage Three fects depend, course, has the final word in determin- grappling and avoiding diving blows
18-23 Stage Four ofcourse, upon ing which conditions apply to any (seefv\eleeCombat).Acharacterdoes
24-29 Stage Five thespecificskill specific empathic skill use. not have to be an acrobat per se to
30-32 Stage Six being used, as have this skill. Any sort of sports
Power Level-Empath 's explained inthe SKILL DfSCRIPTIONS experience would serve as well
Skill+ 1D6-Target's Willpower individual skill The skill descriptions and task ex- Act/Bk.Jff (CHR): This is the ability
descriptions. amples in this chapter are irtended to to convincingly pretend you are
give players a basic idea of how the something you are not For actors, it
fMPATHIC skills work in this game, so that char- means portraying a fictitious charac-
acters can be designed intelligently. ter, of course, but it also covers such
DiffiCULTY lfVfLS However, players should always re- things as effectively pretending you
As a general rule, empathic skill member that the referee has final say areholdingawinninghandatpokeror
attempts are Easy when done under in what skills apply to a particular task convincing voters that you will fulfill all
very relaxed conditions, such as in a and what the resuhing difficulty level of of your campaign promises.
safe and peaceful environment, and that task is, based upon the circum- Animal Empathy (EM.P): Animal

56 DARK CONSPIRACY

james stevens (order #2085857)


Empathy is a sixth sense that allows a Bargain (CHR): When trying to
character to perceive the mental and
emotional state of animals. (Humans
buy information or equipment, or get
a higher price for his or her services,
SKILL LIST
Skill Conlrolli!2£1. Attribute
are much more difficult to sense, be- bargaining comes in handy for a Acrobatics AGL
cause of their more complex cogni- character. Although bargaining Act/Bluff CHR
Animal Empathy EMP
tion and their habit of hiding their should be roleplayed out between
Archery STR
thoughts and emotions. For this rea- the referee and player, the referee Bargain CHR
son, there is a separate Human Em- should give in more easily to PCs Biology EDU
pathy skill, and it is more difficult to with a higher Bargain skill, or let the Business EDU
Chemistry EDU
acquire expertise in it.) The exact player know critical information about
Climbing CON
amount of information perceived de- the bargain. Forexample, hemighttell Computer Empathy EMP
pends upon the type of creature being the player that the NPC ~s ner- Computer Operatio n EDU
scanned and the power level of the vous, as if there's more to this job Demolitions AGL
Disguise CHR
scanning character's success. than meets the eye. Or the NPC Electronics AGL
Simple success reveals the pres- seems anxious that you not see the left Empathic Healing EMP
ence and basic emotional state of side of the car you're bargaining for. Engineer EDU
one creature within a sphere centered Biology (EDU): This skill reflects a
Foreboding EMP
Forgery AGL
on the sensing character and with a general knowledge of the physical Heavy Weapons STR
radius, in meters, equal to the power functions of living creatures. While it is Horsemanship CON
level of the success. not treated as a cascade skill, for Human Empathy EMP
Instruction CHR
Each additional stage of success roleplaying purposes a character with Interrogation CHR
allows the character to improve that a high Biology skill should choose to Language CHR
information in one of three ways: (1 ) specialize in botany (concerning Leadership CHR
Lockpick AGL
double the sphere's radius, (2) reveal plants), zoology (concerning ani-
Luck CHR
all creatures of one species, or (3) mals), ecology (concerning environ- Mechanic STR
reveal the exact emotions and mental relations), genetics (concern- Medical EDU
thoughts of a single target creature. ing heredity}, or biochemistry (con- Melee Combat STR
Navigation INT
For example, a character who ceming the chemical nature of life).
Observation INT
gained a Stage Three success might Business(EDO):TheBusinessskill Parachute CON
choosetoperceiveonecreaturewithin indicates a familiarity with business Persuasion CHR
four times the normal radius (doubled practices. It includes a knowledge of Physics EDU
Pickpocket AGL
!Wice), or know the exact emotions bookkeeping procedures, an a ware- Pilot INT
and thoughts of two creatures within ness of resources necessary to con- Project Emotion EMP
the original radius, or perceive the duct different businesses, and famil- Project Tho ught EMP
exact emotions and thoughts of one iarity with methods of locating or at- Psychology INT
Small Arms STR
particular creature while keeping tabs tracting customers. Stalking INT
on all creatures of a particular species Chemistry(EDU): Characters with Stealth AGL
within the original radius. this skill can, with the proper equip- Streetwise INT
Swimming CON
Archery (STR): In many cities of ment, perform chemicalanalysis. They
Thrown Weapon STR
the Dark Conspiracy world, a hunting canalsocreateusefulsubstancessuch Tracking INT
bow is now a legal type of personal as chemical smoke (Easy), gunpow- Vehicle Use INT
defense weapon. Archery skill reflects der (Easy), smokeless powder (Aver- Vessel Use CON
Willpower INT
expertise in using such a bow for fire age), tear gas (Average), dynamite Willpower Drain EMP
combat (Average), explosive primer (Aver-

TASK RESOLUTION & SKILLS


57
james stevens (order #2085857)
age), and plastic explosive (Difficult). a computer or computer network. even "read" the computer without
(Note: Smokeless powder is the pro- This allows the character to react looking at the screen). Stage Three
pellant in modem cased ammunition; more quickly and smoothly to allows the character to sense the inte-
gunpowder is for old-fashioned weap- changes in the data flow, making rior workings of any one computer to
ons in whlch the powder and shot are ComputerOpereiion(seebelow)tasks whlch his or her own is connected (by
loaded separately.) easier. The character must be physi- modern, for instance), or to "read" all
Clmbing (CON): This is the ability cally touching a computer (whether data stored within the computer being
to scale vertical surfaces, whether keyboard, screen, or processor) in touched, even data that is rot pres-
rock facesorbuildings, with the proper ordertoinitiatetheernpathy. When the ently being accessed. A Stage Four
equipment Climbing a steep slope or character makes a test of this skill, success means the character can
sheer rock face with good handholds empathic power level determines "read" any data being accessed by a
is Average. Climbing a sheer, mostly how much Computer Operation is computer that is in communication
smooth rock face or a building wall is enhanced by. with the one being touched. Stage
Difficult. The above assume no spe- Basic success means the charac- Five allows the character to em-
cialized equipment With climbing ter can sense the interior workings of pathically "read" data stored within
equipment the difficulty level is one the single computer that is being that distant computer. Stage Six
lower. Rappelling is Easy. touched, revealing any interior dam- means the character can perform
An experienced climber may as- age or any problem areas in its elec- Computer Operation tasks at two lev-
sistan inexperiencedclimber. lfso, the tronic flow. Stage Two success allows els of difficulty lower than normal
inexperienced climber uses his or her the character to ernpathically "read" (Difficult becomes Easy, forinstance).
ownCONattributeasaCiimbingskill. any data the computer is accessing, Computer Operation (EDG): As
Computer Empathy (FMP): With whlch lowers by one level the difficulty might be expected, Computer Opera-
the Computer Empathy skill, a char- rating of all Computer Operation tests tion indicates a familiarity with the use
acter can sense the flow of data within the character is doing (and you could of computers. The referee will deter-
mine difficulty levels for tasks a char-
acter wishes to perform with a com-
plter.
Demolitions (AGL): Demolitions
skill involves the knowledge of explo-
sives, including how to place and
detonate them effectively. Typically,
placing an explosive charge to simply
blow something up is an Easy task.
But the difficulty may increase if the
character wishes to achieve some-
thing fancy, such as making a wall fall
in a particular direction, or if the char-
acter has to improvise the explosives
and/or detonator.
Disguise (CHR):Thisskillinvolves
convincingly looking like something
you are not. it includes use of camou-
flage as well as such things as make-
up and costume.

58 DARK CONSPIRACY

james stevens (order #2085857)


Electronics (AGL): Pretty much
everyone in Dark Conspiracy knows
how to operate most electronic de-
vices. Characters with the Electronics
skill know how to create and repair
thosedevices,andcanfigureoutfairly
easily how to operate the more ad-
vanced sorts (such as radar systems,
power plant controls, and the like).
Empathic Healing (EMP): Em-
pathic Healing allows characters to
improve the healing rate for wounds
they have taken. Basic successlowers
a woll1d's healing time by one day,
and each additional stage of success
further lowers that time by another
day (toaminimumtimeofonehour).
An empathic healer may also
attempt to enhance healing of an-
other creature's wounds. First, how-
ever, the healer must make a Hu-
man Empathy test (or Animal Foursuccess (8+5-4=9, 9x2= 18, and pens days before the events occur.
Empathy, if appropriate) to estab- 18-;.6=3). The first wound's time im- Other times, it is merely a second's
lish empathic contact with the vic- proves by two days (one day for basic worth of warning. Sometimes, the
tim. This test then serves as a lim- success, plus one day for the addi- prescience manifests itself as a
iter of success for the Empathic tionalsuccesslevel). Thesecond does dream. At others, it comes as a wak-
Healing tests to be made for each not improve at all, because he failed ing hunch. Sometimes the warning is
wound. his Empathic Healing roll. The third terribly vague. At others, it is crystal
For example, suppose that Alan, also improves by two days, despite clear. The exact results are left to the
an empathic healer with a skill level of the outstanding success at healing, referee's discretion, based upon story
8, is trying to treat three wounds on because he is limited by the power situation and quality of the Forebod-
Frieda, who has a WiUpower of 4. He level scored for Human Empathy. ing power level rolled.
succeeds at his Human Empathy Note that only one Empathic Heal- Forgery (AGL): Forgery is, of
check, and rolls a 6 on 1D6 for a final ing test can ever be performed for course, the ability to create false
power level of 10 (8+6-4), resulting in each wound. documents. When used in conjunc-
a Stage Two success. On his first Engineer(EDG): TheEngineerskiU tion with the Electronics skill, Forg-
Empathic Healing test. he succeeds reflects a general knowledge of struc- ery allows for the falsification of
and rolls a 2 on 1 06, just barely tural design, material strengths, and electronic documents.
scoring a Stage Two success (8+2- construction techniques. HeavyWeapons(STR): The Heavy
4 =6 ). Rolling for the second wound, Foreboding (EMP): Characters with Weapons skiU reflects training with fire
he fails the skill test. but not cata- the Foreboding skill are prone to re- weapons larger than one-person ma-
strophically. For the final wound, he ceiving impressions of events before chine guns. It includes, for example,
scores an outstanding success, fol- those events .actually take place. crew-served weapons such as mor-
lowedbyarollof5on 1D6,foraStage Sometimes this precognition hap- tars, as well as single-person weapons

TASK RESOLUT ION & SKILLS


59
james stevens (order #2085857)
ability to obtain information from
people. Primarily, Interrogation in-
volves asking the right questions and
correctly interpreting the responses. It
does not only include interrogation of
unwilling persons, but a lso of con-
fused witnesses, and even of sources
who don't realize how much they
really know.
language (CHR): Languages in
Dark Conspiracy are organized ac-
cording to groups and families (see
the Language Table on page 316).
Communicating in a language shared
by both characters is an Average dif-
ficulty task vs. the average of the two
characters' Language skill levels. If
one of the characters does not speak
the language, but is substituting
skill in anotherlanguageofthesame
group, the task becomes Difficult vs.
the average of the two Language
like the LAW. era! ways: ( 1 ) the radius of the sphere skills. Both of these tasks become
Horsemanship (CON): This skill can be doubled; (2) an additional one level easier if only simple con-
indicates a knowledge of horses, person can be sensed; (3) the level of cepts are being communicated (''I'm
how to ride them, and how to main- mental activity can be increased, pro- hungry"). Also, if one character is
tain them . ceeding from emotional state, to sur- overhearing another character (lis-
Human Empathy (EMP): Human face thoughts, to deeper thoughts. teningatadoor, empathically read-
Empathy is similar to Animal Empa- For instance, an empathic char- ing thoughts--which are, of course.
thy, except that it allows a character to acter who made a Stage Three in the thinker's nat ive language-
perceive the mental and emotional success might choose to monitor etc.). then only the listening
state of other humans, rather than three people's emotional state character's Language skill is used.
animals. The exact amount of infor- within the basic radius, or one Identifying a language is Easy if the
mation gained depends upon the qual- person's surface thoughts within identifying character speaks it, Aver-
ity of the empathic character's die roll. double the basic radius, or any of age if it is from a group containing a
Basic success reveals the pres- several other combinations. language the character speaks. or
ence and basic emotional state of Note that the referee may im- Difficult if it only shares a family with a
one person within a sphere cen- pose additional levels of difficulty language familiar to the character.
tered on the sensing character and based upon specific situations. Leaders hip (CHR): Leadership is
with a radius, in meters, equal to Instruc tion (CHR): A character the use of force of personality to con-
the character's final power level. with skill in Instruction is able to vince others to obey you. Different
Each additional stage of success effectively teach skills to other people have different manners of
allows the empathic character to im- people. (See page 29.) leading. Some do so by barking out
prove that information in one of sev- Interrogation (CHR): lhis is the orders. while others simply inspire

60 DARK CONSPIRACY

james stevens (order #2085857)


loyalty in their followers. Players who For example, Consuela, a Mexican she uses it in a later adventure session,
choose this skill for their characters pilot, is trying to pull her damaged however, it will be at Easy level once
should consider their character's per- plane out of a nosedive. The referee again, and so on.
sonality when roleplaying its use. decides it is a Difficult check vs. her Mecha nic (STR): This reflects a
It is typically an Average difficulty Pilot (PLXed Wing) skill, and she fails. knowledge of how to build and
task to use the Leadership skill to She asks to test her Luck for the first repair machinery in general. Diffi-
convince NPCs to follow your orders. time in this adventure session, hoping culty of the build or repair task will
To recruit NPCs is usually a Difficult for a second chance at the Pilot roll, be set by the referee. If improper
task. The referee may adjust this, of and the referee agrees. But Consuela tools are available, increase any
course, depending upon otherfactors. fails the Easy roll versus her Luck. task difficulty levels by one.
L.ockpick (AGL): The L.ockpick Desperate, she asks for a second Luck Medical (EDG): The Medical skill
skill enables a character to manipu- check, now at Average level, and allows for the treatment of wounds
late mechanical locks. Toopensimple again, the referee agrees. She makes and diseases. For wounds, see
locks (like those on a briefcase, desk, her roll this time, and as a result gets a "Wounds & Healing," beginning on
or normal door) or to hot-wire ave- second try at the Pilot skill, at which page 102, for details. Diseases are
hicle are Easy tasks. To pick she also happens to succeed. If left to the referee's discretion.
deadbolts or key locks on hand- Consuela uses her Luck skill again in .MeleeCombat(STR):MeleeCom -
cuffs and jail cells is Average. Open- this adventure session, the check will bat is a cascade skill that includes both
ing combination and key locks on be at Difficult level. The first time Armed and Unarmed combat See
padlocks, strongboxes, and safes is
Difficult All of these assumetheuseof
proper lockpicks; they become one
level more difficult if tools have to be
improvised. Locks on vaults and high-
security facilities always require spe-
cial tools and are always Difficult
Luck (CHR): Some people just
seem to have fortune looking out for
them whatever they do. The luck skill
is intended to reflect this innate ability
to beat the odds. Whenever in an
adventure session a character fails a
check against some other skill, the
player may ask the referee for a Luck
check.lfthe Luck roll is successful. the
player may reroll the original skill
check. It is possible to check Luck
repeatedly, hoping to gain a second
roll on the original skill. However, as
characters press their Luck, it deterio-
rates. The first time that Luck is
checked in a session, the difficulty
level is Easy. Each time thereafter, the
difficulty increases by one level.

TASK RESOLUTION & SKILLS


61
james stevens (order #2085857)
tion equipmert. attention and then surreptitiously re-
Observation (INl): Observation moving an item from their person.
reflects a quality of alertness and/or a Generally,thevictimwiUgetanObser-
training in noticing importart infor- vation skill check to notice the theft.
mation in one's surroundings. The The Observation skill check is
skill is used for such diverse things as treated as an opposed test, compar-
detecting ambushes, discovering hid- ing the Observation skill level to the
den compartments in luggage. and Pkkpocket skill level.
finding one important file within an Pilot (INT): Pilot is a cascade
entire drawer full of them. skill including Fixed-Wing, Rotary,
Paracrute (CON): Parachute is and Shuttle operation.
the ability to safely descend from an Prqject &notion(EMP):TheProject
aircraft using a parachute or Emotion skill allows a character to
paraglider. To land safely in most use an empathic link to instill emo-
terrain is Easy. To land safely in tions in other creatures. In order to
woods, cities, swamps. or water is use this skill, first an empathic !irk
Average. Toland inaparticularspotis must be established, using either Ani-
Difficult with a parachute and Aver- mal Empathy for animals, or Human
age with a paraglider. Rigging or Empathy for humans. As with Em-
checking a rig is Easy. F1ying a hang pathic Healing, the success level of
glider is Average. Repairing a para- the contact established serves as a
chute, paraglider; or hang glider is limiter for the quality of emotion
Easy. Making a parachute, paragUder, projection. Note that if the target's
or hang glider is Difficult Willpower rating causes the attempt
Persuasion (CHR): Persuasion, a to fail (lowering the power level to
skill at convincing other people to act 0), the target will feel the emotion
as you wish them to, includes such but will recognize it as originating
things as haggling for a bargain, rous- from outside themselves.
ing a crowd to action. and convincing Basic success with this skill means
an enemy to let you go. The referee the target must make an Easy test vs.
will set the difficulty level based Intelligence to avoid acting the emo-
upon the specific situation and ex- tion out (running or cowering if fright-
actly what sort of a speech you make. ened, arguing or fighting if angry,
Phys ics(EIXJ):P'nysicsrepresents etc.). Each stage of success beyond
"Combat & Damage" on page 73 for a theoretical knowledge of the work- basic increases the difficulty of the
details on the effects of ooth.. ings of the 1..11iverse. Although net a target's Intelligence save by one level.
Navigation (IN1): This skill indi- cascade skill, for roleplaying pur- Project Thought (EMP): Uke
cates an ability to maintain a sense of poses, players whochoosethisskill Project Emotion, Project lhougl-t re-
direction, read and follow maps, and for their characters should desig- quires a preestablished empathic link
use other basic navigational equip- nate some area of specialization. in order to be effective, using Animal
ment such as a compass. When pos- Examples include geophysics, astro- Empathy for animals and Human
sessed by a character who has the physics, or molecular physics. Empathy for people. Only simple
Vessel Use (Ship}skiU, it allows for use Pickpocket (AGL): This skill in- thoughts may be communicated to
of more specialized nautical naviga- volves ooth misdirecting a person's animals ("climb the tree" o r "attack

62 DARK CONSPIRACY

james stevens (order #2085857)


themantotheleft, "forexample). With into shadows, and the like. Characters
human targets, the amourt and qual- adept at Tracking can substitute that
ity of information communicated de- skill for Stalking at one difficulty level
pends upon the power level of the higher than normal.
empathic character's attempt Ba- Stealth (AGL): This is the ability to
sic success means that a single, move about without drawing notice. It
simple sentence may be commu- is an Average difficulty task to move,
nicated (as with animals). A Stage unnoticed, to within one meter of an-
Two success allows the empath to other character at night The same
project a ghostly (transparent, two- task becomes Difficult in daylight
dimensional) vision. Stage Three (assuming there is some reason-
makes this vision opaque and three- able route to approach by). Also,
dimensional. Stage Four adds au- attempts to track or stalk a stealthy
ditory hallucination, and Stage Five character require the trackers to sub-
appeals to all senses (except Em- tract their target's Stealth level from
pathy). A Stage Six success allows their Tracking or Stalking skill before
the empathic character to control making their task rolls.
the target like a puppet. Streetwise (!NT): Streetwise is
As with Project Emotion, if the a general knowledge of how to
target's Willpower reduces the power survive in the roughest parts of an
levelofaProjectlhoughtattempttoO, urban environment. lt includes such
the target will recognize the thoughts things as knowing how to project
as originating from someone else. an image that engenders respect
Psychology (I NT): This skill al- among the locals and recognizing
lows a character to judge the mo- where to go to find what you need.
tives of another character. It can be Swimming (CON): S wimming is
used, for example, to determine the ability to stay afloat and move in
the truth or falsehood of statements water. Floating is an Average difficulty
the character makes. Other uses task when fully clothed; Easy with little
are left to the referee. or no clothing. Each kilogram of
S m a UArm s (STR): This indicates equipmenteffectively reduces a char-
a familiarity with firearms. Small Arms acter's Swimming skill level by one.
is a cascade skill, with Pistol and Rifle If the task is failed, the character
as its two subdivisions. See "Combat sinks and will drown within a number
& Damage" on page 73 fortheiruses. of combat rounds equal to his Consti- stitution. Floating without clothes
Stalking (INT): Stalking is the ur- tution score. Shedding clothing and/ uses Oendurance points; floating while
ban equivalent of Tracking (below).lt or equipment (one round) allows a clothed uses one point per minute ( 10
involves following a quarry that typi- new attempt at the task. combatrounds).Swimmingunclothed
cally does not want to be followed. But If the task is successful, the charac- usesoneperminuteathalfspeed and
instead of looking for prints and drop- ter floats and may swim at a speed fiveperminuteatfullspeed. Clothed
pings, the stalker is skilled at judging equal to her (adjusted) Swimming swimmers use double that endur-
the quarry's path by watching for skill, in meters per combat round ance and move at half that speed.
unconscious signs from bystanders, Characters have a swimming endur- To tow another person while swim-
gauging distances to alleys, peering ance equal to five times their Con- ming requires an Average skill check

TASK RESOLUTION & SKILLS


63
james stevens (order #2085857)
and halves speed. Diving without an adept at Stalking can substitute it that motorboat, while Ship indicates water
aqualung is an Average task for up to skill forTracking at one difficulty level craft from yachts to oil tankers.
five meters in depth, or a Difficult task higher than normal. Willpower (INT): This skill reflects
up to 10 meters. Vehicle Use (LNT): Vehicle Use a strength of character that resists
Thrown Weapon (STR): This is a is a cascade skill that includes Motor- domination by outside forces and per-
skill at throwing objects to hit other cycle, Wheeled Vehicle, and Heavy severes in the face of adversity. The
objects. Specifics of this skill's use in Vehicle. Wheeled Vehicle includes skill is typically used in two different
combat are explained in "Combat & everything from sports cars to semi- ways. First, it is an automatic subtrac-
Damage," which begins on page 73. trucks. Heavy Vehicle involves pri- tion from the power level of all Em-
Tracking (INT): Tracking is a skill marily military vehicles and very pathic attacks directed at the charac-
used for trailing creatures in a rural large construction equipment. ter. Second, the referee may require a
environment ltincludesknowledgeof Vessel Use (CON): Vessel Use is a Willpower check to be made if the
prints, droppings, and habits of wilder- cascade skill that includes Boat, Ship character witnesses particularly horri-
ness animals, butcanbeusedtotrack and Hovercraft. Boat involves any- fying events. The difficulty level of the
human quarry as well. Characters thing from a rubber raft to a large test will be decided by the referee,
based upon the exact circumstances,
and the results of failure could range
from characters losing their most re-
cent meal, to running away, to fainting
from shock. Exact results are to be
decided by the referee. In general, the
easier the Willpower test, the less se-
vere the effects of failure.
Willpower Drain (EMP): Some-
times, in order to succeed at an em-
pathic attack, a character first has to
overcome a victim's Willpower. Will-
power Drain allows a character to
do so. It requires an Average oppo-
sition test of the attacker's skill
level minus the target's Empathy,
and each stage of success reduces
the target's Willpower by one point
for the duration of the encounter.
Often, several successive attacks
are required to "soften up" the tar-
get sufficiently for other EMP skms
to have a chance of success.
Depending upon the circum-
stances, the referee may choose to
adjust the Willpower Dra.in's difficulty
level upward or downward to account
forsuch things as a wounded defender
or attacker, a captive target, etc.

---- DARKCONSPIRACY

james stevens (order #2085857)


';;=' ••

... ·-.
'

..

t~d
( ,
~*
..
• I
I

. ~··,
;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

james stevens (order #2085857)


Mining facilities, factories, oil wells and refineries- for the cities in accelerating numbers. The result is
all were targets in the flurry of border wars that left that in excess of 80% of the population of the United
the belligerents impoverished, but still armed. States now lives in a few gigantic, teeming urban
The result was an economic decline greater than metroplexes.
any in modern history. Over a decade later, the
Greater Depression still grips the world, and shows Life In The City
no signs of improvement. As the city populations have swelled with rural
refugees, quality of life in those cities has declined
The Dec Iine Of Government even further. Unemployment is hjgh around the
Economic and social ruin outstripped the ability cJ globe, and crime has skyrocketed as a direct result.
government to deal with them, and so traditional institu-
tions which promoted crder began breaking down.
Government still exists, but it is f"ar more remote and less
powerful.
As income plunged, so too did tax revenues, leading
to a moratorium on debt repayment that sent a massive
shock through the wood financial community. Now few
borrowers will buy government bonds (making deficit
financing nearly impossible) and meager tax revenues
will not support the previous levels of activity.
In the political arena, passage ofthe \k:lting Rights Act
of1997. which includedprovisionsforvoterstogivetheir
proxy votes to others in government elections, just as
they previously could in corporate elections. has con-
centrated tremendous political power in the hands cJ
large corporations. They, in tum. have done everything
possible to limit the size of government.
The result is nct only a dramatic decline in basic
government services, but also a retreat from even
trying to control certain geographicareas. Large stretches
ofcountrysidearen<:~oNreferedtoasthe"OJt-Law."since
they are out of the legal jurisdiction cf any active
governmental authority. Rural areas are the responsibil-
ity of county police. but in counties where there are no
permanent residents, there are obviously no police.
State police patrol the interstate highway system, but
little else. The FBI still has nominal authority over a wide
variety of situations. but financial and manpower re-
sources are so limited that intervention is infrequent and
haphazard.

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

james stevens (order #2085857)


we find a region of high-tech. corporate affluence. tions in corporate management.
These islands of affluence are surrounded by a Mikes are what is left of the middle class, and
mixture of depressed, but still surviving, middle- actually consist of two radically different groups:
class housing and true slums. Picture the bulk of wage slaves {a term considered extremely offen-
20th-century Hong Kong, with streets packed with sive) and outsiders (or true mikes).
pedestrians and bicyclists, dotted with a sprinkling Wage slaves form the bulk of the salaried work force
of cheap autos. through which an occasional el- for the large corporations which control over90%ofthe
egant stretch limousine passes on its way to the productive capacity and distribution channels of the
megacorporate heart. Outside the city proper stretch industrialized woods. They are middle- and lower-
miles upon miles of decaying suburbs, filled with echelon managers, accountants, clerks, technicians,
desperate souls and rocked regularly by violence. janitors, and security thugs. They are re5JX)nsible for
keeping the corporate machine running, both flgura-
"Are You Anybody? '" tivelyand,inthecaseoftheautornatedfactories,literally.
Much more rigid deliniation exists between social One area of economic endeavor at which corpo-
classes than has been true in the past. Broadly rate yes-men have never proven adept at, however,
speaking, there are three classes of society in is the creative process itself. The outsiders are
industrialized nations: gnomes. mikes. and proles. responsible for almost all creative effort in society.
Gnaneis a double play on words, hearkening both to Not only are they artists, writers, and performers,
the old term wGnomes ci Zurich." meaning the Swiss they are design engineers, software designers, ad
financial community, as well as to the contemporary jingle writers. toy inventors, and hundreds of other
term nomenklatura, or privileged class. Gnomes {or occupations necessary to creating and selling prod-
nomens) are the absolute financial elite of the wood. ucts. Most work on a royalty or piecework fee basis,
Most gnomes are bom to their station, with family selling their work to the highest bidder.
money guaranteeing a superb private education and The last group is the proles. Prole is the general
family influence securing choice entry-level posi- term used to describe the vast underclass that clings

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

james stevens (order #2085857)


temperature and precipitation are much more pro-
nounced than ever before. Rains are heavier. droughts
are more severe, freezes often reach well into the
tropics, and tropical heat occasionally finds its way
nearly to the arctic.
The countryside has been almost completely aban-
doned. Only monster agricorps, a scattering ofdie-hard
farm families, and bandsofoutlaw drifters remain. Many
ofthe fields have become tangled wildemessesofbrush,
dotted here and there with copses ci the fastest growing
trees (given another few decades, they will havereverted
to forest). Roads still run through rural regions, ofcourse.
but only a few interstate highways are maintained.
About one town or village in five remains in existence;
the rest are ghost towns. Technologically. these areas
have taken a step back roughly 50 to 100 years.
With the abandonment of the countryside, natural
wildlife has multiplied, but it is an imbalanced growth, a
riotous explosion of life, without many of the biological
checks and balances characteristic of earlier times.
lnsectpopulationshaveincreasedastronomically.some-
times covering the sky in dense clouds. In some areas,
there has been a resultant explosive increase in the
number of insect predators such as birds and bats,
followed by increased numbers of larger predators, and
so on. But disease organisms have been on the rise too,
and unpredictable plagues sweep through these
burgeoning populations, dotting the countryside with
thousandsofdead, bloated creatures. Consequently, the
life forms that have been most successful are carrion ments, local governments have been forced to take
eaters such as crows, vultures, and the like. up the slack, and they have come to resent any
federal or state intrusions into their authority. Very
"You . . re Not from Around Here, few people have the means to travel any distance,
so strangers are, by definition, wealthier than nor-
Are You? '. . mal, and locals resent being reminded of their own
One of the most important social changes has poverty. The fact that much less effort than ever
been the increase in parochialism-the tendency before is devoted to educating the general populace
for communities to view themselves as self-suffi- increases that populace's isolation from outside
cient and to distrust, even hate. all outsiders. This ideas, cultures, and viewpoints. resulting in wide-
has become particularly pronounced in the few spread bigotry. Finally, the very fact that the world
surviving small cities and rural comunit ies. Travel- has become such a miserable place for most people
lers are faced constantly with distrust, envy, and does nothing to enhance their friendliness toward
antagonism. strangers.
With the decline of federal and state govern- The rural Out-Law is much worse. Gangs wander

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.

72 DARK CON SPIRACV

james stevens (order #2085857)


~ b% ~ y ~
& [)) lA\ 0% lA\ (Gj -IE

,.

.. .
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- ~

COMBAT & DAMAGE


73
james stevens (order #2085857)
side. Obviously it is fairly easy for people to move
COMBAT MOV£M£NT about a square this large without interfering with
Movement and relative positions of figures dur- one another. In the first diagram below, this large
ing combat can be handled in many different ways, grid system has been superimposed upon an Ameri-
depending upon the exact situation being repre- can-style 100-yard football field, in order to give a
sented. In some cases-those involving only a very good sense of the actual area covered within each
few figures, for example--<:haracters' changing of these squares. In the diagram, the offensive team
positions can be kept track of in the players' heads, is shown lined up for a play with the ball on its own
as the referee describes them. In slightly more 40-yard line.
complicated situations, a rough sketch on paper The indoor grid is used for smaller areas, and
can often serve well enough. Even more complex generally includes more detail of the contents of
combats can be represented with counters or min- such areas. Therefore, a two-meter grid is used for
iatures on a more detailed map. Any convenient these. In the second diagram below, the same
scale can be used; movement rates and weapon offensive line shown on the eight-meter grid above
ranges in this book are listed in meters. is shown again on a two-meter grid. Note that three
Humans: In general, humans move atone offour large eight-meter squares are reproduced and
different rates: c rawl (2 meters), walk (8 meters), broken into their component two-meter squares.
trot (15 meters) , or run (30 meters). Burdened At this scale, each person occupies a single square.
characters travel half this fast. Note that crawling Theoretically, it is possible for more than one to
characters are considered prone. occupy a two-meter area, but it would difficult for
both of them to conduct any sort of activity without
TH£ GRID SYSTfM interfering with each other.
All maps included in Dark Conspiracy products These grid sizes have been chosen to make them
are executed with a square grid to help measure as easy as possible to use with the movement rates
movement and firing ranges. Two different scales and ranges in Dark Conspiracy. For example, when
of grids are used, one for large-scale, outdoor using the two-meter grid, a character can crawl one
combats and another for smaller-scale combats grid square, walk four, trot eight, and run 15 in each
such as inside buildings or in alleys. The outdoor action. When using the larger grid, the same char-
grid uses squares representing eight meters on a acter could walk one, trot two and run four squares

10 20 30 40 50 40 30 20 10 G


....... • • ••
• •



Two-Meter
football field Grid

74 DARK CONSPIRACY

james stevens (order #2085857)


per action. It would take four actions worth of target. It is done immediately before firing. Aiming
crawling to move one square. at a target or area also enables characters to fire at
It is completely possible to move and fire diago- any target which moves through their line of sight in
nally through a square as well as orthogonally a later phase.ln effect, the firing character is waiting
(straight up and down or from side to side), but the for the target to appear before taking a shot.
diagonal distance is greater. This can be repre- Reload: It generally takes one combat phase to
sented fairly accurately by counting a square as reload a weapon, although some weapons take
being half again as long diagonally as it is orthogo- longer (and thus require several reload actions to
nally. In other words, a two-meter square counts as finish).
three meters diagonally, and an eight-meter one Melee: This constitutes either an armed attack
counts as 12. with a melee weapon (which may be combined with
a walk or a trot) or an unarmed or hand-to-hand
TH£ COMBAT TURN attack. There are four types of unarmed attacks:
Each combat turn is 30 seconds long and is strike, grapple, escape (any of which may be com-
divided into six five-second combat phases. A bined with a walk or a trot), and diving blow (which
character may perform one action per combat may be combined with a walk, trot or a run).
phase, and each action is considered to take the Ready/Change Equipment: This can consist of
entire phase to complete. An action is a precisely putting down your rifle and taking out a knife,
defined activity as listed below. drawing a pistol, linking two ammo belts together,
A combat turn doesn't always have to be broken readying a radio to transmit, etc.
down into discrete phases, however. Some encoun- Crawl: The character moves two meters (one
ters, such as long car chases with sporadic gunfire small grid square) in a prone position.
for instance, may be better handled by treating the Walk: The character moves eight meters (one
combat turn as a whole. In such a case, the players large grid square).
tell the referee what their characters intend to do . Trot: The character moves 15 meters (two large
during the turn. The referee then determ ines the grid squares).
activies of the NPCs, resolves fire, and tells the Run: The character moves 30 meters (four large
players what their characters see and hear as a grid squares).
result. In many cases, however, it is important to Go Prone/Stand Up: A crawling character is
preserve a more rigorous division of time and prone. A prone character may stand up at any time,
action. either as an action by itself or as part of a walk, trot,
or run action. Standing up cuts the distance moved
ACTIONS in an action in half.
A character may only perform one action per Mount/Dismount: Get in or out of a vehicle (on or
combat phase. Players decide each of their charac- off a mount such as a horse).
ters' actions only when it is actually time for the Talk: During combat, players will often want to
character to act. The possible combat actions are discuss their plans. But for realism's sake, the
explained below: referee is encouraged to keep these discussions to
Fire: The character fires a weapon at any target a reasonable length and complexity. Since each
that is within line of sight or that has been within line action is only five seconds long, players should not
of sight at some point during the current phase. With say more than one sentence or so during a combat
some weapons this action may be combined with a phase. Note that while talking can be combined with
walk or trot. most other actions, it cannot be combined with
Aim: Aiming improves the chances of hitting a firing.

COMBAT & DAMAGE


75
james stevens (order #2085857)
INITIATIVf TURN SfQUfNCf
The number of actions that characters may con- The six phases of a turn are numbered in reverse
duct in a combat turn, and the order of their actions, order, with phase 6 coming first, phase 5 second,
is det ermined by Initiative values (as explained and so on. In each phase all characters with an
under "Sequence," below). These numbers range Initiative equal to or greater than the phase number
from 1 to 6 initially, but they can be reduced due to may conduct an action. In phase 4, for example, all
panic or wounds. characters with Initiatives of 4, 5, and 6 conduct
Characters who are slightly wounded have their actions.
Initiative reduced by 1, by 3 if seriously wounded. Actions in each phase are conducted in a specific
Characters who have had their Initiative level re- order. Characters with the same Initiative as the
duced to 0 m ay not act at all. (They are not phase number go first, followed by the next higher
necessarily unconscious, merely too wounded, Initiative, followed by the next, and so forth. The
stunned, and frightened to act effectively.) referee will moderate this flow of actions by calling
out Initiative numbers in the order in which they act.
When a character's Initiative number is called, the
responsible player tells the referee the action the
character is conducting, as in "firing at the creatures
in the doorway."
When an NPC's turn com es to act, the referee will
announce that NPC's action provided it is detectable
to the characters.
The effect of this sequence is both to limit the
number of actions a character can perform to his or
her Initiative rating and also to regulate the se-
quence of actions in a turn. A typical turn proceeds
as follows:
Phase 6: 6 acts.
Phase 5: 5 acts, 6 acts.
Phase 4: 4 acts, 5 acts, 6 acts.
Phase 3: 3 acts, 4 acts, 5 acts, 6 acts.
Phase 2: 2 acts, 3 acts, 4 acts, 5 acts, 6 acts.
Phase 1: 1 acts, 2 acts, 3 acts, 4 acts, 5 acts, 6 acts.
Note that this not only means that high-Initiative
characters may attack more frequently in a turn
than may lower-Initiative characters, it also means
that if they choose to move, they can usually move
farther. This does not mean that high-Initiative
characters could run faster in normal competition,
only that they can in a com bat situation because
they hesitate less. Even lower-Initiative characters
have the option of choosing m ovement as a repeti-
tive action , however, and thereby may move as far
in one turn as a high-Initiative character.

76 DARK CONSPIRACY

james stevens (order #2085857)


Agility and Weapon Bulks: Iftwo characters have
the same Initiative and are conducting actions at the " 'Steady.'"
same time that may interfere with each other (such
as firing at each other), the character with the
-ZenaMarley, quoting WalterCronkite
highest Agility goes first. However, for purposes of
(late 20th<:enturyjournalist)
this determination, subtract the bulk rating of each
character's weapon from that character's Agility. undetected, it is probable that the moving force is
Repetition: A character who decides to do ex- not conducting combat movement, but simply
actly thP same thing for an entire turn may conduct moving. For purposes of this first combat turn, then,
that action in every phase of the turn. All repetitive all characters in the m oving force with an Initiative
actions are conducted at the beginning of the phase, other than 6 are considered to be conducting repeti-
regardless of the Initiative level of the characters tive movement, and thus move every phase. (Char-
conducting them. However, characters who inter- act ers with an Initiative of 6 may take actions
rupt their repetitive actions in the middle of a tum normally.) The ambushers may open fire when one
may not take any other action until their next regular or more of them reach a phase in which they
opportunity to do so in the action sequence, and that normally can act, or, if they are aiming, when the
next action may only be to go prone or to duck target enters their line of fire.
behind cover.
Opportunit;y Fl.re: Characters who are aiming in a PANIC
specified direction or at a specific area may fire imme- Whenever characters are knocked down by wound
diately upon an enemy who passes through their lined damage (see ''\\bunds & Healing," page 102) or sur-
sight. This fire is resolved as if it happened simulta- prised (attacked from an unexpected direction, am-
neously with the target's movement. If the target was bushed, etc.), there is a chancethattheywill panic. This
visible at the beginning of the airning character's action, is not blind panic which sends them screaming away, but
the first shot fired counts as an aimed shot; otherwise aU which rather causes them to freeze momentarily.
individual shcts are considered quick shots (see page To det ermine if a character panics, roll l D6.1fthe
84). (In the case of automatic fire, no shots count as result is greater than that character's Initiative rat-
aimed fire. See the automatic fire rule on page 83.) ing, the character panics. A panicked character
Characters may fire opportunity fire in a phase in may not conduct any action for a number of phases
which they would not normally be able to take an equal to the amount by which the die roll exceeded
action. Once they fire opportunity fire in such a the character's Initiative. However, a character who
phase, however, they may not do so again until they is forced to freeze for more than one combat phase
conduct an additional aim action. may choose to go prone in the second phase, in
A character who conducts opportunity fire is which case he or she remain s there until able to act
considered to have taken an action for that phase again.
and may not take another, even if it is his or her Charge: Characters on foot who are charged by
normal turn to do so.ln the next phase the character a vehicle (not a bicycle) o r running horse within 100
is still considered to be aiming at the same point until meters (that is, they are about to be run over by
she or he takes some other action. something large and fast) m ust each check for
A player may only conduct opportunity fire once panic. Any character who panics does not hesitate;
during a phase. instead, he or she runs. Subtract 1 from the panic roll
Ambush: An ambush consists of one or more of any character holding a weapon with a good
characters firing at an enemy force from previously chance of stopping the attacker, if that character is
undetected positions. Since the ambushers will be prepared to fire it.

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

james stevens (order #2085857)


allowed to choose the hit location.
Damage: Damage inflicted from a strike is equal to
either the attacker's unarmed combat damage rating or
the damage value of the weapon used.
Armor: Armor absorbs points of damage equal to its
armor value from each strike attack and suffers no
damage itself. For every two hits absorbed, one hit (round
off to the nearest whole number) is inflicted on the body part
the attacker used to make the strike (right arm,left arm, right
leg, left leg, or-tn some rare cases--head).
Thus, if Sarah Mitchell landed a right hook into Big
Daddy G's abdomen and caused 6 points of damage,
but Daddy was wearing a flak jacket, Daddy would
on! y suffer 5 hits, while Sarah's right arm would suffer
1 hit.
Grappling: Grappling is an Average difficulty task
versus Agility. It is somewhat simpler to resolve than a
strike because blocking is not possible, there is no hit
location to be rolled, and armor has no effect.
While grappling "damage" is calculated in the same combat value every phase thereafter, for as long as the
way as for a strike, the results of the attack are termed hold is maintained. If the hold is released before death
controlling hits. They are not actual damage, but rather ensues, the victim rolls to regain consciousness per the
a measure of the extent to which one character has serious wound rules. Note: Garottes double the attacker's
physically controlled another (with a hammer lock, a unarmed combat damage rating for strangling attacks.
bear hug, etc.). Once a character has inflicted controlling . Diving Blows: Diving blows are attempts to throw
hits on another character equal to or in excess of the oneself at an enemy and knock him or her down.
target character's Strength, that character is totally Blocking is not possible and armor has no effect.
controlled and ceases struggling. The controlled charac- Avoidance: If a character is surprised (an unexpected
ter may not move, nor may the controlling character attack from behind) the attack always hits. If not sur-
move without releasing control (all control! ing hits disap- prised, the character may attempt to avoid the attack: an
pear). Until that time, however, the target character may Average test versus Agility. If this succeeds, the attacker
attempt to escape or may grapple with the original is knocked down, but an outstanding success means the
attacking character. If both characters grapple, the first avoidance does not use up the target's action for the
one to achieve hits equal to the opponent's Strength phase. A catatrophic failure means the avoider takes
controls the other. double damage from the attack. (See Effects, below.) If
Escape: An escape attempt is resolved in exactly the the attack is not avoided, it automatically hits.
same way as a grapple, but if the attempt is successful, Effects: If a diving blow hits, either the attacker or
hits are removed from the accumulated total which the defender is knocked down and suffers wounds. If
other character has already built up. 1D6+ (2xConstitution) of the attacker is greater than the
S trangling: Strangling is handled like grappling, with Strength of the defender, the defender is knocked down
three main differences: ( 1) It may be blocked; (2) armor and suffers hits equal to the difference. Otherwise, the
does have effect; and (3) a character who becomes attacker is knocked down and suffers hits equal to the
"totally controlled" becomes unconscious and begins to difference. Defenders who are surprised use only thier
suffer head wounds equal to the attacker's unarmed Constitution for the comparison.

COMBAT & DAMAGE


79
james stevens (order #2085857)
unexpected attack from behind), no roll is made; the
ARMfDMflff COMBAT attack automatically hits.
Armed melee combat is conducted with hand- Modifiers: Some melee weapons add a modifier
held striking weapons. to the character's Melee Combat skill, as shown on
Range: There are two general categories of me- the Melee Weapon Chart. This modifier is added to
lee weapons: short and long range. Characters must or subtracted from the character's skill; however, it
be within two meters of each other (the same as for may never reduce the character's skill below Ievell .
unarmed combat attacks) for short-range attacks, Blocks: If the target of a melee attack is also
or within three meters for long-range attacks. If a armed with a melee weapon and wishes to attempt
character with a short-range weapon (including to block the strike, the character may do so. How-
unarmed combat) encounters a character with a . ever, the block counts as one of the character's
long-range weapon, the short-range weapon may actions for the combat turn.
not attack in the first phase of contact (although a For example, Jerome, with an Initiative of 2, and
short-range melee weapon may be used to block in Miguel, with an Initiative of3, are battling each other
this case). with machetes. In phase 3, Miguel makes a success-
The ranges of melee weapons are given on the ful attack on Jerome, who decides to try and block
Melee Weapons Chart on page 323. it. (Jerome knows that he is going to run out of
Hit Procedure: An armed melee attack is an actions before Miguel does, but he is hoping that
Average difficulty task versus Melee Combat Miguel will miss in a later attack or that someone will
(Arm ed). In the case of a surprise attack (an come to his rescue.) The block is successful, so it

'J I tl \\1\1
' \ I '

80 DARK CONSPIRACY

james stevens (order #2085857)


stops Miguel's attack, but Jerome has spent an Other Considerations: The referee may choose
action for the term. When phase 2 comes, he will to mandate hit locations if the situation seems to
have to decide whether to take another action warrant it. For example, if an injured character
then and lose his chance to act in phase 1, or skip crawls up to an enemy and attacks with a knife, the
his action in phase 2 and retain the opportunity attack is unlikely to hitthe target anywhere but in the
in phase 1. legs. Similarly, a character standing on the roof of a
A block is a Difficult level task versus Melee truck and swinging a short chain is not going to hit
Combat (Armed). Success means the attack is the leg of an opponent on the ground.
blocked, but an outstanding success means the Damage: Damage inflicted from a melee attack
blocking character does not lose an action for the depends upon the type of weapon being used. The
turn. Melee Weapons Chart gives the number of damage
Hit Location: Hit location is rolled on the appro- dice rolled for each type of weapon.
priate hit location chart. The die roll for hit location Some melee weapons have a notation indicating
is not made for a surprise attack, however. Instead, that the Strength rating, or half the Strength rating,
the attacker picks the location. of the attacker is added to the total from damage
A imed Attacks: An attacker may attempt to dice rolled. This reflects added damage caused by
specify the hit location before making a melee heavy blows from stronger characters.
attack, but this makes the task Difficult level. If the Armor: Armor absorbs hits equal to twice its
attack succeeds, the attacker chooses the location armor level from each armed melee combat attack
hit. and suffers no damage itself.

COMBAT & DAMAGE


81
james stevens (order #2085857)
particular weapon type may not fire it.
fiR£ COMBAT Rate of Fire: Each shot in the game represents a
Obviously, fire combat can be conducted at single bullet.lt is, however, possible to fire more than
considerably greater distances than any sort of a single bullet from most weapons in a five-second
melee combat. Fire combat weapons (and hand action phase. All weapons in the game have either
grenades) are listed on the weapons charts (pages a reload rating (Rid) or a rate of fire (ROF) rating.
323-325 ), which give a variety of information on Weapons with a reload rating hold only one round
each weapon. Weapons capable of firing more than in the weapon at a time, and once that round has
a single type of round have one listing per type. The been fired (one action), a number of action phases
use of this information is explained in the subse- must be spent reloading before the weapon can be
quent rules. fired again. The reload rating defines how many
There are two general varieties of fire combat: reload actions are required. Ifthe weapon is listed as
direct fire and indirect fire. Direct fire is conducted having more than one loader as part of its crew, each
by characters who can actually see their target and loader must spend the indicated number of actions
who fire in a direct line toward it with the intention of reloading. For each loader missing from the crew,
obtaining a direct hit. Indirect fire is usually con- add 1 to the reload rating for all other crewmembers.
ducted by characters who cannot see their target Weapons with a rate of fire listing have either a
and instead fire at a high angle to lob their rounds letter code or a number. These notations are ex-
over intervening obstacles with the intention of plained below:
coming down in the near vicinity of the target. For SS (Single Shot): This weapon can only fire one
the most part, only certain heavy weapons (gre- round and then must be reloaded.
nade launchers, mortars, and howitzers) are ca- BA (BoltAction), LA (LeverAction):These weap-
pable of indirect fire. ons can fire one round per phase. Each time a round
Human U mits: A single character can fire only is fired from one of these weapons, the bolt or lever
one weapon at a time. Characters with no skill in a must be worked to eject the spent casing and

82 DARK CONSPIRACY

james stevens (order #2085857)


chamber a new round. But this can be done in the open cylinder at once), one reloading action is
same phase in which the weapon is fired. sufficient to reload the weapon.
PA (Pump Action), DAR (Double Action Re- i (Individual): Weapons with nondetachable
volver): These weapons may fire up to three rounds magazines, particularly under- barrel tubular maga-
per phase. Pump action refers to shotguns, and zines, often have to be reloaded one shell at a time.
involves working a lever between shots to eject the Up to three bullets may be loaded into ani-class feed
spent cartridge and chamber a fresh one. A double device per reloading action.
action revolver cocks its hammer with the first part B (Belt): The weapon, either a machinegun or
of the trigger pull, then fires with the second. This automatic rifle, is fed by a belt usuaJly containing
makes the trigger pull somewhat harder than in a from 50 to 100 bullets. Two reloading actions are
semiautomatic pistol (see below). necessary to replace a belt. However, if the ma-
SA (Semiautomatic): Semiautomatic weapons chinegun has a two-man crew (gunner and loader).
may fire up to five shots per action phase. Each this re_quirement can be met by both expending one
squeeze of the trigger fifes one round, and the force action reloading in the same phase.
of its firing automatically recocks the weapon. C (Cassette): A cassette is a large self-contained
Automatic Fire: Weapons with a number instead ammunition feed system which takes one full turn to
of a letter code are capable of fully automatic fire as replace.
well as semiautomatic fire. The number shown is the
number of bullets in a typical burst from the weapon. DIRfCT fiRf HIT PROCfDURf
Each automatic weapon can fire up to either five Direct fire is one of the two most common forms
individual shots or five bursts per fire phase. As a of combat in the game (the other being melee). In
practical matter, however, no character may fire at direct fire, the target is visible to the firing character.
more than three different targets in the same fire Both small arms and heavy weapons use direct fire.
phase. Small arms are rifles. pistols, machineguns, shot-
Reloading: All small arms have a magazine ~uns, and the like. Their two principal distinguishing
(Mag) listing which consists of a number and, in characteristics are that they are generally man-
some cases, a letter code. This shows the type of portable and they fire a simple nonexploding round
feed device used for ammunit ion in the weapon and of less than 20mm in diameter. Small arms fire is
the number of rounds in it. The most common form most effective against living targets, but it can be
offeed device in small arms is a box magazine which used against othertypesoftargets, such as vehicles,
attaches through the stock or pistol grip. Weapons for instance.
with no letter code after their feed value are fed by Heavy weapons fire rounds which are 20mm in
box magazines, each of which contains the number diameter or greater, and which are capable of
of rounds shown. containing a significant explosive filler. Most heavy
One reloading action is sufficient to detach an weapons in D ark Conspiracy are man-portable.
empty box magazine and insert a full one. They include such things as grenade launchers,
Other forms of feed devices are noted by letter rocket launchers, and some antitank missiles. Other
code as explained below: heavy weapons must be mounted on vehicles or
R (Revolver): A revolver's feed device is a non- heavy fi eld carriages (things such as howitzers).
detachable revolving cylinder which usually holds Few com bats in D ark Conspiracy will involve such
six bullets. If loaded individually, three bullets can be large weapons, but rules for their use are included
put into the cylinder per reloading action.lf a quick- for those rare exceptions.
loader is available (a circular clip holding six car- Heavy weapons use high-explosive (HE) and
tridges which enables all six to be dropped into the other similar am munition to attack living targets

COMBAT & DAMAGE


83
james stevens (order #2085857)
benefit s of the aiming action are lost in doing so.
Quick Shots: Any shot that is made without
being preceded by an aiming action is considered a
quick shot. (This includes shots at a target other
than the one originally aimed at.) Even if an aiming
action is performed prior to fire, if more than one
shot is fired in the phase, only the first counts as
aimed; all subsequent shots are considered quick
shots.
All quick shots are conducted at one level of
difficulty higher than normal (i.e., an Easy difficulty
shot becom es Average, an Average becomes Diffi-
cult, etc.).
Laser Sights: Laser sights may be fitted to any
small arm (at additional cost), and can only be used
in semiautomatic fire. Laser sights may only be
used at 40 meters or less, and enable up to three
and light vehicles, but some may have an array of shots fired during a phase to count as aimed shots
specialized rounds for attacking armored vehicles. instead of only the ftrst one (all other shots fired in
In direct fire, the chance of hitting a target with the phase count as quick shots). All other modifiers
individual shots is dependent primarily on three (movement by target, movement by firer, etc.) still
things: marksmanship, range, and recoil. The com- apply. Ultraviolet and infrared laser versions exist.
bination of these factors will produce a D 1 0 chance (For more detailed information, see "Equipment"
of hitting a target. The person controlling the firing on page 258.)
player throws 1D 10 for each bullet fired. Any die Range: There are four ranges for direct fire: short,
that has a result less than or equal to the necessary medium, long, and extreme. The value printed in
hit number m eans that the bullet it represents has hit the range column of the weapons tables is the
the target. Any roll higher than the hit number weapon's short range in meters. Medium range is
means that bullet missed. twice short range, long range is twice medium, and
Marksmanship: All small arms use Small Arms extreme range is twice long range.
(the appropriate subskill) as their marksmanship For example, a weapon with a printed range of 50
skill except for bows, which use the Archery skill. has a short range of 50 meters, a medium range of
Crossbows use Small Arms (Rifle). Large-caliber 100 meters, a long range of 200 meters, and an
guns and howitzers use Heavy Weapons. Grenade extreme range of 400 meters.
launchers use Small Arms or Heavy Weapons, It is an Easy task versus the appropriate marks-
whichever value is greater. All other heavy weapons m anship skill to hit a target with direct fire at short
use the Heavy Weapons skill. range. At medium range it becomes an Average
Aimed Shots: An aimed shot is an action that task. At long range, the task becomes Difficult. At
takes place after one action (phase) has been spent extreme range, the task becomes one stage more
aiming the weapon. For an aimed shot to be al- difficult, which means that one fourth the character's
lowed, the target must be visible in both the aiming skill level is used. (Remember to always round
and firing phases. Also, the player must declare the down.)
target being aimed at. While it is possible to aim at Note that characters firing quick shots at extreme
one target and then fire at a different one, the range will be checking versus one eighth their

84 ., _ DARK CONSPIRACY

james stevens (order #2085857)


marksmanship skill level (marksmanship quar- generates in a phase, compare the total to the firing
tered for range, and halved again for a quick shot). character's Strength. lfthe recoil is equal to or less
Rifle S copes: Sniper rifles come with a scope than the character's Strength rating, fire is resolved
fitted to them, and other rifles may be purchased normally. If it is greater than Strength, reduce the
with a scope attached, for an additional price. The final hit number (after range, etc.) by the difference.
printed range on the appropriate tables is for a rifle In the example above, if Nicki has a Strength
without a scope. If a scope is mounted, add 15 of 7, the recoil from her shots with the pistol are
meters to the printed range figure when conducting less than her Strength, so she suffers no negative
aimed shots. In addition, aimed shots at extreme effects to her shots.lf she were to fire three shots,
range are conducted as if at long range for purposes however, recoil would jum p to 9, so she would be
of hit determination. Note that scopes have no effect at -2 to hit. (Recoil effects from autofiring the
on quick shots. M60 are figured slightly differently, as explained
For example, a rifle with a printed range of75 and under Automatic Fire on the following page.)
a scope would be treated as having, for purposes of Note that this m eans that high recoil weapons
aimed fire, a short range of 90 meters (Easy task can physically be fired as rapidly as low recoil
versus marksmanship), a medium range of 180 weapons, but it becomes much more difficult to hit
meters (Average task), a long range of 360 meters anything with t hem.
(Difficult task), and an extreme range of 720 meters Pistols: Pistols may be steadied by using both
(also a Difficult t ask, because of the scope). hands and bracing yourself. This may only be done
Recoil: Recoil is a measure of how much a while stationary, and it reduces the printed recoil
weapon kick s when it is fired. This recoil affects value by 1.
accuracy in two ways. First, people tend to flinch in Two Weapons: Characters who are carrying two
anticipation of the kick. Second, when firing shots in weapons at once (one in each hand) may fire either
rapid succession (i.e., m ore than one per phase), one in a single phase, but not both. For purposes of
recoil moves the weapon off target for all shots after controlling the recoil of either weapon the effective
the first. Strength ratings of such characters are reduced by
For the purposes of this game, recoil affects only 10%, rounding fractions down.
small arms, not heavy weapons. Each small arm
has a recoil value listed for a single shot. If it is
capable of automatic fire, it also has a recoil value
listed for firing a burst. Whenever a character fires a
small arms weapon , total the amount of recoil the
weapon generates that phase by multiplying the
recoil of a sin gle shot or a burst by the number of
single shots or bursts fired.
For examp le, Nicki has an M60 slung from a
shoulder strap and is firing it on full automatic.
She fires five bursts for the phase, each with a
recoil value of 4, for a total recoil of 20 for the
phase.lf, instead, sh e were firing t wo single shots
from a .357 m agnum, h er total recoil for the
phase would b e 6 (two shots with a single-shot
recoil value of 3).
Once you know how much recoil t he weapon

COMBAT & DAMAGE


85
james stevens (order #2085857)
Range: Subtract one die from each three-round
Automatic fire burst, two dice from each five-round burst, and three
Automatic fire uses a somewhat different proce- dice from each 10-round burst for each range band
dure from that for individual shots. Whenever char- beyond short.
acters fire a weapon on its automatic fire setting, For example, a small arm weapon which fired 10-
they fire one or more bursts of rounds, up to a round bursts would roll 1OD6 per burst at short
maximum of five bursts. The number of actual range, 7D6 at medium, 4D6 at long, and 1D6 at
rounds in each burst is listed in the weapon's ROF extreme range. A weapon which fired five-round
column. Each time that a burst is fired, roJI a number bursts would fire 5D6 at short range, 306 at me-
of D6 equal to the number of rounds in the burst (a dium, and 1D6 at long.
weapon with a ROF of 5 woultl have 5D6 roJled for Recoil: Recoil is calculated in the same way as for
each burst fired, for example). Each die roJI of 6 individual shots. If it is greater than the character's
exactly represents a hit by one round. Strength, reduce the number of dice rolled per burst
For instance, when Nicki fired the M60 in the by the difference. For weapons with 10 -round bursts,
previous example, she actuaJly put out 25 rounds in reduce the number of dice rolled per burst by twice
the phase (5 bursts of 5 rounds each, because the the difference.
M60 has an ROF of 5). Therefore her player would For example, suppose Nicki is firing that same
roll a total of 25D6 for hits, were it not for the effects M60 toward a motorcycle gang that is pursuing her
of recoil and range, explained next. and has reached short range. The M60's recoil
The actual number of dice roJled per burst may be rating is 2 per burst. Nicki could fire up to three
reduced by range and/or recoil. bursts (a total recoil of 6) without penalty. If she fired
four bursts, her total recoil would be 8, which is one
greater than her Strength of 7. so she would have to
subtract one die from each of the four bursts. If she
were firing an M249 from a bipod, instead, her total
recoil in each case would be the same, but because
the weapon fires 10-round bursts, she would have to
reduce each burst by two rounds when her total
recoil reached 8. Now imagine that the motorcycle
gang begins fleeing, and Nicki keeps shooting at
them. When they reach medium range, if she fires
four bursts from the M60, she will have to subtract
two dice from each burst: one for recoil and one for
range.If she is firing the M249 instead, she subtracts
four dice: two for recoil and two for range.
Danger Zone: The danger zone is the area where
characters that are not actually aimed at may be hit
by stray buJlets from a burst of automatic fire. The
danger zone is an area four meters to either side of
a line drawn between the firing player and the target,
and including aJI potential targets which are within
the same range band as the target.
Once a player had roJled aJI automatic fire hit dice
and noted how many rounds hit, half of the dice

86 DARK CONSPIRACY

james stevens (order #2085857)


which missed (rounding fractions down) are taken Fire From the Saddle: Characters firing while
and rolled again. Each 6 rolled on this second set of mounted on a draft animal or saddle horse do so the
dice is a hit on som e other target in the danger zone. same as dismounted characters, with two excep-
The referee will assign these hits to the other targets, tions. First, their movement category is based on
beginning with those closest to the intended target. the movement of the animal. Thus, characters on
Any dice which missed from this second roll (or running animals may not fire at all. Second, the
half of all dice that missed the first roll, if there were marksmanship skill used to determine the chance
no other potential targets) are set aside and wiU be of hitting with single shots is either the character's
used to attack any character moving through the appropriate weapons skill or Horsemanship skill,
weapon's danger zone until the character's turn for whichever is lower.
action in the next combat phase. (If the character Target Movement: If the target is moving 30
would normally receive no action in the next phase, meters or more in the current phase, any attempt to
the danger zone lasts only until the end of the hit it is conducted as if at greater than normal range.
present phase.) For normal fire, this merely means one stage more
Note that by careful use of this effect, auto- difficult than normal, but for automatic fire, it means
matic weapons fire can be used to interdict that the number of dice rolled per burst is reduced.
movement or keep enemy troops under cover by
simply firing through open doorways, over the AMMUNITION
tops of walls, etc. Every time a weapon fires, it uses ammunition.
Minimum Dice: A three- or five-round burst will Ammunition Record Forms are provided in this
never be reduced to less than one die per burst, game on page 326-327. They are intended to be
regardless of the num ber of reductions made for photocopied, and permission is herein granted to do
range and/or recoil. A 10-round burst will never be so. Page 326 is laid out for ammunition belts, and
reduced to less than two dice per burst. page 327 is for box magazines. Players should each
Long Bursts: Some Gatling-type miniguns in have one or more copies of this form to keep track
future and compatible products have a burst size of of the ammunition their characters are carrying.
50. Treat this as a 10-round burst for purposes of hit Write down by each magazine the type of bullets A 32-round
bo .
determination, but each hit achieved counts as loaded and mark off the excess rounds so that the x{cmagazme
or a 9 mm
three actual hits. number of boxes is equal to the number of bullets submachinegun
loaded. When a magazine is
MOVfMfNT AND fiR£ loaded into weapon, the player
Movement by either the firing character or the simply circles it on the form Magazine
target reduces the chance of scoring a hit. and marks off bullets as they
Advancing Fire: Characters may not fire while are fired. The boxes are laid
crawling or running. No aimed fire is possible while out in rows of five each, so
oo•
OOODLJ
walking or trotting, but characters may fire quick most weapons can record 0 0000
shots or bursts. For purposes of controlling recoil, bursts fired by marking off 000 00
however, a walking character's Strength is reduced one or two complete rows. To OOOuO
by 10% and a trotting character's Strength is halved avoid confusion, it is sug- 00000
(rounding fractions down). gested that individual shots 0 0000
Fire From .Moving Vehicles: Characters may not be marked off from the top of Caliber~
conduct aimed fire from a moving vehicle. They the magazine form and bursts
may fire quick shots or bursts at one stage greater be marked off from the bot-
difficulty than normal. (See also page 11 0.) tom.

COMBAT & DAMAGE


87
james stevens (order #2085857)
sible, the firing character or gun crew must be in
SPfCIAL CASfS communication (usually by radio) with a character
The following special cases further modify the (called a forward observer) who can see the target.
basic firing rules. The target is actually a stationary position; it can be
Target Obscured: If the target is partially ob- a building but not a moving vehicle (although it can
scured (in brush, fog, mist, light smoke, etc.) at- be the place where the forward observer believes
tem pts to hit it with direct fire are made at one stage the vehicle will be when the fire hits). Before fire
greater difficulty than normal. begins, the forward observer must talk to the firer for
Firing at Riders: If the target is a rider on an one turn. After fire has begun, the forward observer
animal, motorcycle, or bicycle, attackers must de- r'nay want to call in corrections to make the fire more
dare whether they are firing at the rider or the accurate. The sam e restrictions on both characters'
mount. In either case, fire is resolved normally, but act ions apply as with other communication; in
if a sin gle shot misses its intended target it has a 10% particular, the firer may not fire the weapon during
chance of hitting the other. In the case of automatic the conversation.
fire, misses are rerolled for additional hits in the Hit Difficulty Level: Conducting indirect fire is a
danger zone as noted above, but half of all such Difficult task versus the Heavy Weapons skill of the
additional hits are taken on the secondary target. firing character or of the forward observer, which-
Multiple Modifiers: All modifiers to the number of ever is less.
dice rolled or the range at which fire is delivered are Exception: Indirect fire with a rifle grenade or
cumulative. However, when firing single shots (ei- hand-held grenade launcher (M203) is one degree
ther aimed shots or quick shots}, all rolls of 9 or more difficult. (It uses one-quarter the skill level, in
higher m iss the target and all rolls of 1 hit the target, other words, rounded down, of course.)
regardless of the character's skill level or any modi- D eviation: If the round deviates, the referee deter-
fications to it. When a weapon is firing bursts, the mines the distance and direction from the target of
number of dice is never reduced to zero (see page the impact point. F irst t he referee rolls 1D 10 for
87). distance of deviation. For grenade launchers and
rifle grenades, the result is multiplied by five meters.
OIRfCT fiRf DfVIATION For mortars an d howitzers, it is multiplied by 10
Certain weapons, such as rifle grenades and meters. If the indirect fire weapon is firing at greater
grenade launchers deviate if they miss, when fired than half its indirect fire range, double the result of
in direct fire. The die is rolled for distance and the deviation roll.
direction in the same way as for indirect fire as noted After determining distance of deviation, the ref-
below; the distance die roll is multiplied by one eree rolls 1D 10 and consults the Scatter Diagram on
meter. page 322 to determine the direction of deviation.
Corrections: If the shot doesn't hit, the forward
INOIRfCT fiRf observer may call in corrections. After each correc-
lndirect fire is generally fired at a target which the tion, add 1 to the chance of a hit and subtract 1 from
firing character cannot see, in which case the firer is the die roll for distance of deviation if the round
directed by a forward observer who can see the misses. Thus, four corrections would raise the chance
target . Only weapons with an indirect fire range of a hit by 4 an d would lower the deviation die roll by
(listed on the weapons chart) may use indirect fire. 4. A deviation roll of less than 0 is changed to 0.
These are rifle grenades, grenade launchers, how- There m ust be at least one additional shot after each
itzers, and mortars. correction before another correction is possible.
Calling Frre: In order for indirect fire to be pos- A ccuracy: There is a m aximum limit to the

88 DARK CONSPIRACY

james stevens (order #2085857)


accuracy of indirect fire. The maximum chance of
a hit is 7; for rifle grenades and hand-held grenade
launchers, the maximum chance is 5. In addition,
the deviation distance roll may never be reduced by
more than 5; for rifle grenades and hand-held
grenade launchers the roll may never be reduced by
more than 3.
Subsequent Shots: If a shot hits, subsequent
shots will continue to deviate around the target
because of the maximum limits of indirect fire
accuracy. Ifa shot does not hit, subsequent shots will
deviate around the initial impact point (not the
target). In both cases, the deviation distance roll is
reduced by 5 (for most weapons) or 3 (for rifle
grenades and hand-held grenade launchers).
For example, Wako has anM203grenade launcher
and a Heavy Weapons skill of9. His partner, Monty
(skill 6), is on a hillcrest watching a group of
mercenaries coming up the hill at him. Wako is on
the other side of the hill. Monty radios Wako and tells
him to fire, giving approximate direction and dis-
tance to aim for. Wako fires one grenade, rolling for
a 3 on 1D 10 (a Difficult task versus the lower of their
skills. in this case Monty's). A 5 is rolled, indicating
a miss. Now the referee checks for deviation dis-
tance, rolling an 8: Thegrenademissesthetarget by
40 meters. A roll for direction comes up 6, so the
round falls short.
Wako fires another; this time there is no roll to hit,
and the grenade deviates from the point where the
first grenade hit. The referee rolls a 3 for distance.
reduced by 3, which makes the deviation distance
0; a direction roll is unnecessary and the grenade
hits in the same place. and when Wako fires again he has a hit chance of 5.
Monty radios a correction, which takes up the This time he rolls a 3 and hits the target. Having hit
next combat turn. This correction increases the the target, all further deviation is around the target,
chance of a hit to 4 (the base of 3, plus one subtracting 5 from the distance roll.
correction). On the turn following, Wako fires again Self -Observed Frre: Firing characters may act as
but rolls a 5, thus missing again. The referee rolls a their own observer if they can see the target. (This
6 for distance. Because of the correction, this is is done if the target is out of the weapon's direct fire
reduced to a 5, or 25 meters from the target. A 4 is range or if the weapon is a mortar with no direct fire
rolled for direction, meaning the round falls to the capability.) The rules above apply except that there
right. is no delay for corrections; fire is corrected auto-
The next turn Monty radios another correction matically after every shot until a hit is scored.

COMBAT & DAMAGE


89
james stevens (order #2085857)
THROWN WfAPONS HAND GRfNADfS
Any hard object can be thrown at a target. Hitting Uke other thrown weapons, hand grenades are
the target with an object weighing one kilogram or thrown at specific targets. The basic procedure for
less, at a distance less than or equal to a character's doing so is exactly as described under Thrown
throw range (as calculated in character generation) Weapons, above.
is an Average task versus Thrown Weapons skill . Ifthe throw misses, roll for distance and direction
Long range is twice the normal throw range and of deviation in the same m anner as for indirect fire,
requires a Difficult check versus Thrown Weapon. If but multiply the distance of deviation die roll by one
the thrown object weighs more than one kilogram, meter if within normal throw range, or by two meters
the character's normal throw range is divided by the if within long range. The total deviation may never
weight of the object to determine an adjusted throw be greater than half the distance to the target. Thus,
range. if a grenade is thrown at a target 20 m eters away, it
For example, Manfred Vandermark has a normal cannot deviate more than 10 meters.
throw range of 12 meters. It is an Average task A player may throw additional grenades at the
versus Thrown Weapons for him to hit a target within same target to increase chances of hitting. If the
12 meters with a one-kilo weight, or within six target does not move, add 1 to the thrower's Thrown
meters with a two-kilo weight, or within four meters Weapons skill for all grenades after the first.
with a three-kilo weight, and so on. He can hit a Referees may alter the chances of a hit based
target within 24 meters with a one-kilogram weight upon other factors. For example, a referee might
if he succeeds at a Difficult task versus Thrown reduce the difficulty level by one for throwing a
Weapons. If he wanted to throw a six-kilo weight, it grenade at a large target like a semi truck, or
would be an Average task up to two meters away, or increase it by one for trying to toss a grenade
a Difficult one up to four meters distance. through a second-story window.
If a thrown object hits, it causes damage equal to
the throwing character's Strength divided by 2 plus CHfMICAl GR£NAD£S AND ROUNDS
the object's weight in kilograms [ (S1R+2)+ weight!. Occasionally, characters will find smoke or tear gas
Thrown objects have an armor penetration of Nil. grenades to be useful (or perhaps they will find them
Exception: A throwing knife will always inflict 1D6 being used against them). Smoke and tear gas can also
hits, regardless of the range or the Strength of the be delivered in rounds from some indirect fire weapons.
thrower. Its armor penetration is likewise Nil. When a chemical round explodes, the cloud
released has a width equal to the round's listed burst
radius, and its length is four times that distance. A
chemical grenade with a burst radius of 12, for
instance, would release a cloud 12 meters wide and
48 meters long. This cloud begins at the point of
impact and extends downwind.
If characters are within the burst radius when the
round explodes, they have a chance of suffering
damage from fragmentation. However, as this burst
is designed to spread the chemical cloud (not
specifically to cause dam age), the explosive force is
less than with true explosive rounds. To reflect this,
fragmentation damage is restricted to 106+2, with

90 DARK CONSPIRACY

james stevens (order #2085857)


.. . _ ._...
·.:..:. - ~-· · - -

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

james stevens (order #2085857)


Effects: Uke anything which blows up, explosives
have a concussion, burst, and penetration value. fRfQUfNTlY USfD BURST DIAGRAMS
Concussion: It requires progressively larger quan-
tities of explosives to produce a linear increase in ~ Primary
~
concussion. Todeterminetheconcussion ofa charge,
consult the Demolition Table on page 325. This lists [J Secondary
demolition points and their corresponding concus-
sions. In reading the chart, you will notice that there
are several gaps in the listing of dem olition points.
The DP value listed for a given concussion is the
minirnum number ciDPsrequiredtoachievethatvalue. four-Meter
If more precise results are desired, the following
formulas can be used to calculate the concussion Burst
value of a given demolition charge and the size of
charge needed to achieve a given concussion . To
determine the concussion of a charge, divide the DP
value of the charge by 2, extract the square root of
the result, and multiply by 5. To determine t he
number of demolition points needed to ach ieve a
given concussion, divide the concussion by 5,
':'·.:,.} ·.~· :;':: :-::.:-~·. ~:~~: :~f~~· ~~?~* :;·~-:.~: -~.:~:.~. ::·::~:. -:~ ·.:· :_:· ·:
:;·::·: ·::·:~:: .::-: :;_: :~:._:·:: ·~~-~~;· :~~=~tf~\\~:-. .':':·.:· -~ :-;~:· .::.:-;: :_:.: :
square the result, and multiply that result by 2.
:/:·}.:::·:::.:.,'';'.·:.J:·.::_:.; :.:·:·:}::. . : .':-::· .~:;::: ·::>.<
·:.:··:l::'· ·!~..::·..::!:.>.:(.:;·. ::: :·' >:-:.
C=5(.JDP+2)
: ·.: :·:y:·.~:r :· J'' ·.'. ·::,=:
C: Concussion DP: Damage points.
20-Meter Burst
DP=2[(C+ 5} 2 )
C: Concussion DP: Number of damage points
needed to arrive at a certain concussion.

Burst : Once the concussion of the explosion has


:;_;.: .:~·.:: :·::·.: :::·;·. ::::-.:.r:.:.: <J>·:.(.~::J.:<.=.: ::.: /:1.'.:.-.:.:t·:.::--: :':::
been determined , determine the maxim um concus-
.-.:::.-.:. ·<_:...: _.:_: .._·. :·>::;-~ :-~·:·:_ :: -:~:·: i.=Y~ .;·~<r.~;; ·::.:·.:= ~: :·:.· .: .......... :. :·:·=:~ ~·:. :~·: ...:..:
sion radius of th e explosion the same way as for a
high-explosive round , as described above. This
·..::.:-: .::-:=:.::...::.: '.:··.::- ·.:·:·.:: t·::~ h> P< :t,::- })~ .-·< :.:::.: (:-:·; :::::.r:.:·
maxim um radius of concussion is also t he primary
burst radius of the explosion. The secondary burst
radius is twice this.
Unlike a high-explosive artillery round, a demolition
charge does not contain the material necessary to
produce a large quantity of fragments, but these are
usually produced by the destruction ci the object being
demolished. Ifthe demolition charge is simply lying on
:::.: .: ··: :··::·::-:·, j .::. :::::·:: :, :.: :. :.
the ground, it does not produce fragments.
Penetrati on: The base penetration of a demoli-
tion charge is the same as its concussion value, but
28-Meter Burst
COMBAT E;. DAMAGE
93
james stevens (order #2085857)
is modified by its m eans of emplacement. If the demolition charge, first determine its maximum
charge is tamped, its penetration is doubled. If the penetration. To do so, divide the penetration value
charge is simply laying on top of or leaning against of the charge by the armor value constant of the
a structure (as in the case ofa thrown satchel charge material of the barrier. This constant is listed on the
or stick of dynam ite) its penetration is halved. Armor Equ ivalent Table on page 325. The result is
Unlike other explosions, the listed penetration value the number of m ilimeters penetrated by the charge.
of a demolition charge is its actual penetration; For example, a charge with a penetration of 8 would
players do not add a roll of 2D6 to it. penetrate 40 millimeters of armor plate (8+0.2), 267
Breaching Barriers: Breaching a barrier basically millimeters of brick or concrete (8+0.03), and 400
means blowing a hole in it. Demolition charges can millimeters of stone, packed dirt, or wood (8+0.02).
be used to breach walls, armor plate, embank- Next, the actual diam eter of the breach made is
ments, etc. determined. The diam eter of the breach, in millime-
To determ ine the size of the breach made by a ters, is the penetration (in m illimeters) of the charge
m inus the thickness (in m illim eters) of t he barrier.
For example, Vanna wants to breach a 500-
m illimeter thick (about half a yard) reinforced con-
crete wall. The character is using nine one-kilogram
blocks of plastic explosive (a total of 54 DP).
Consulting the Demolition Chart she uses the 50
row for DPs and notes that this has a penetration of
25. She spends an extra five minutes carefully
placing and tamping the charge for m aximum
effect, thus doubling the penetration to 50.
She divides the penetration value of 50 by the
reinforced concrete's armor value constant of 0.04,
obtaining a total penetration of 1250 millimeters.
Subtracting the thickness of the wall from this
leaves a hole 750 millimeters (3/4 meter, or over
two feet) across.
Characters should take cover from the blast, as
an explosion with a concussion value of 25 will
inj ure characters within three eight -meter grid
squares (24 meters) of the explosion, and it will
throw concrete shards to twice this distance.

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

james stevens (order #2085857)


Hit Location: Whenever a character is hit, roll Each weapon has a penetration rating that re-
1D 10 and consult the Human/Animal Hit Location flects its ability to punch through armor. This rating
Chart at right. This indicates the body part struck
and injured by the shot.
Weapon Damage: All weapons do the same Human/ Animal Hit location Chart
damage at all ranges. The damage value of each Die Roll Biped and Prone Biped Quadruped
weapon is listed on the weapons charts (pages 323 1 Head Head
and 324) and is the number of D6 rolled. Some 2 Right Arm Forequarter
weapons have a damage value of -1. In this case, 3 Left Arm Forequarter
roll the die and subtract 1 from the result. 4 Chest Forequarter
Some weapons fire exploding rounds. These 5 Abdomen Chest
weapons have a damage rating consisting of two 6 Abd~ Chest
separate listings: concussion and burst. (See Explo- 7 Right Leg Abdomen
sions, on page 98, for an explanatioo of these listings.) 8 Right Leg Hindquarter
Penetration (Target Protection): If the target is 9 Left Leg Hindquarter
wearing body armor and the bullet strikes a pro- 10 Left Leg Hindquarter
tected body part, the bullet may not be able to Biped: Table assumes front/rear shot. For side shots, far
penetrate the armor. Flak jackets and Kevlar vests side hit equals near side hit.
protect both the chest and abdomen. Helmets par- Prone Biped: Table assumes top shot (shooting down
tially protect the head. If a round hits the head, roll onto target). For side shots, far side hit equals near side hit.
1D6. The bullet strikes a steel helmet on a roll of 1- For front shots, a leg or abdomen hit equals a miss. For rear
3, a Kevlar helmet on a roll of 1-4. On any other shots, a head, arm, or chest shot equals a miss.
result, the round misses the helmet and strikes an Quadruped: Table assumes side shot. For front shots, a
unprotected portion of the head. (The armor values hindquarters or abdomen hit equals a miss. For rear shots,
of various types of lxxiy armor are summarizes on a head or forequarters hit equals a miss.
the Body Armor Protection Table on page 322.)

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

james stevens (order #2085857)


of 10 exactly. If the hit was scored on an area
protected by armor, roll versus the rem aining dam-
age value of the round. For automatic frre, roll only
once per phase (regardless of the number of shots
that hit). This rule should be applied only to NPCs.
It is recommended that PCs who suffer a k illing
wound instead suffer enough dam age to increase
the wound level of the head or chest to at least
serious if unwounded (and critical if already seri-
ous), and in addition take the normal damage
inflicted by the round.
SLAP R ounds: Note that the M2HB machinegun
may fire the special SLAP (Saboted, Ught Armor-
Piercing) round in addition to its normal ammuni-
tion. Characteristics of the SLAP round are the same
as the normal .50 BMG round except that the
penetration is superior, as noted in the footnote on
the Heavy Machineguns Chart (page 324).

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

COMBAT & DAMAGE


97
james stevens (order #2085857)
character was hit. Characters hit by burning fuel will
"We say that the Dark Ones are un- instantly begin attempting to extinguish the flames.
They will make one such attempt per second in the
knowable, unfathomable, indecifer- phase, as an Average test versus Agility. Each
able. We say that their motives are successful attempt extinguishes the flames on one
too twisted, too otherworldly, for body part (character's choice of which body part),
although characters still suffer burn damage during
humans to understand. I have never
the second in which they extinguished the flames.
felt so, though I do sometimes think For example, Sybil's minicopter has been shot
that about humans. outoftheair, and as Sybil crawls from the wreckage,
"For generations we have killed our the fuel tank explodes, spraying her with blazing
fuel. She begins rolling on the ground in an attempt
brothers, robbed our neighbors, to extinguish the flames, but in the first second she
abandoned our children, polluted our fails to extinguish any fires and takes 1D6 damage
world. Now the Dark Ones encour- to each hit location. In the second second, she
age us to do so even more, as they manages to smother the flames on her head, but still
takes 1D6 in all locations. In the third second, she
benefit from the suffering that re- extinguishes her right arm, then takes 1D6 damage
sults. to each location except her head (which was extin-
"What's our excuse?" guished one second ago). At the end of the next
second, she will take no damage to head or right
-Zena Marley
arm, and so on.
(Early 21st-century mercenary-philosopher) A character who suffers sufficient damage to lose
consciousness partially through a phase (perhaps
after three or four seconds) will remain conscious
until the end of the phase and can continue to work
at extinguishing flames until then.
Other characters may help extinguish the burn-
ing character, making one attempt per second of the
phase in the same way as described above.
Protection: Any sort of helmet will protect the
head from an open flame. Blazing fuel will bum
through a helmet, or its heat will be conducted
through after one turn. The helmet may be removed
and discared in one second without need for an
Agility check. Flak jackets and Kevlar vests will
protect characters from open flames, but they will
catch fire if contacted by burning fuel.

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

james stevens (order #2085857)


this section, however, we will delineate the effects of
,.,
r
explosive ammunition. ,
A
.• ,•
Descriptive Terms: The power of an explosion is
described by two ratings: concussion and burst. !
Concussion is the effect ofthe massive overpressure
wave generated by the explosion , while the burst ...
radius is the area filled with small, high-energy
fragments, often called shrapnel. These jagged
metal fragments can cause severe injury, but they
lose energy quickly due to their eccentric ballistic
shape, and thus do not travel anywhere near as far
as a bullet.
Concussion: Concussion can affect part or all of

the body, so the number of concussion dam age dice
called for are rolled and divided evenly among the
. .,.s ....
J ••
various body parts. Simply divide the total damage
suffered by seven (representing the seven hit loca-
tions) and add that many points to each body part.
., .t
.~
All points left over which are not evenly divisible by
seven are added to body parts as instructed by the . .\."
referee. At least one of the extra points should be ·s
~
~ ... J~
... ,


~
added to the head, and the remainder should be _. ·' ,'I
distributed on the side facing the explosion or on any ~ . .Jl. . • ..0

previously injured part.


. : .~
.
GOO\
The listed concussion value for an explosion is
the number of damage dice rolled if a charact er Cover: Characters completely under solio cover,
is in physical contact with the explosion. Char- such as behind a thick wall, completely inside a
acters not in physical contact but with in the trench or foxhole, or inside an armored vehicle, do
same eight-meter grid square as the explosion not suffer the effects of concussion. Characters
suffer half this con cussion (rounding fractions under partial cover (such as partially behind a wall,
down). Characters in an adjacent eight-meter in a foxhole, or in the hatch of an armored vehicle)
grid square receive one-quarter of the original or prone, halve the concussion value of any attack
concussion value, rounded down, and so on until on them. (This does not apply to explosions which
the concussion is reduced to 0. are in physical contact with them, such as grenades
The following example table shows the reduction dropped into their laps.)
of concussion damage at successive ranges for an Fragmentation: The burst rating for an explosion
explosion with a concussion value of 30. is its primary fragm entation radius, the area satu-
Range Concussion rated with a high density of fragments. The second-
Contact 30 ary burst radius, which has a lower concentration of
Same square 15 fragments, is twice this. Pr~ary and secondary
1 square 7 burst radii are expressed in meters, but are stepped
2 squares 3 in increments usable with the tactical grid system.
3 squares 1 Explosions with a burst rating of four meters, for
4+ squares None example, include the impact square in the primary

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

"If we wish to battle the Dark Ones, to determine the number.


Damage and Penetration: Fragments do dam-
we must recognize the nature of our age as small arms fire. Fragments closer to the
struggle. First, we have to under- explosion are more dangerous than those farther
stand that most people do not even away. Fragments in the primary burst area do 206
damage and expend 1 damage die per level of
know they exist. Of those who do aqnor value (AV) struck. (Thus, they may penetrate
know of them, the mctiority are their AV1 and still do 1D6 damage.) Fragments in the
servants. That leaves only a scatter- secondary burst area do 106 damage and will not
penetrate armor.
ing of us who actively oppose them. All hit, damage, and penetration information is
"Llke their own .Minions, then, we summ arized on the Fragmentation Attack Table on
must use secrecy as our greatest page 325.
weapon. Fortunately, the world has Penetration: All exploding rounds have a listed
penetration value expressed as the minimum armor
become a chaotic welter of political value of penetration. The actual penetration of the
states, megacorporations, and citi- round is the listed penetration plus the roll of 206
zens' groups all struggling for (except for rounds with a listed penetration of Nil).
Ifthe target was a vehicle, compare this to the armor
power. Often, we can strike and
value of the target vehicle and consult the vehicle
then retreat into the chaos before damage tables on pages 328 and 329 for details.
the Dark Minions can respond.
"But there will be no quick or easy falls
Characters falling from a height take blunt
victory." trauma damage upon hitting the ground. This
-Zena Marley damage is equal to 206 per meter fallen. Dam-
(Early 21st-century mercenary-philosopher) age is distr ibuted according to the Human/Ani-
mal Hit Location Chart as follows: Roll three
burst radius and the surrounding adjacent squares locations. The first location takes half the total
in the secondary burst radius. Explosions with a dam age points. The second takes one-quarter
burst rating of 12 meters include the impact square the total, and t he third takes the remainder. If the
and all adjacent squares in the primary burst radius, same location is rolled twice, it takes additional
the next two squares out in the secondary burst damage accordingly. It is possible for one loca-
radius, and so on. tion to receive th e full damage.
Hit Procedure: Roll 1D 10 for each character Damage from falls is reduced by Agility. Roll a
within either the primary or secondary burst radius number of D6 equal to the falling character's Agility
of an explosion. Characters within the primary burst and reduce the damage by that amount (removing
radius are hit by m ultiple fragment s on a roll of 1-3, hit points from locations at the character's choice).
a single fragment on a roll of 4 -6 and no fragments Unconscious characters m ay not use their Agility in
on a roll of 7 -1 0. Characters in the secondary burst this manner.
radius are hit by m ultiple fragments on a roll of 1-2, For example, a character with Agility 4 falling
a single fragment on a roll of 3 -4, and no fragments from three meters would tak e 606 damage, re-

100 DARK CONSPIRACY

james stevens (order #2085857)


duced by 4D 6. 1p 1, so on this phase Octavius takes two points of
Refereees may adjust the total number of dam - damage to the arm andone pointtothe head, butthe
age dice at their discretion to reflect intangibles and jacket stops the chest wound. On the next phase
variable such as type and hardness of surface and each thereafter, Octavius will take 3D6 points to
landed on. (Deduct several dice for landing in soft the chest, from the wounds to head and arm.
snow, for example, or double the dice for landing on For simplicity's sake, poison damage is consid-
a picket fence.) ered to continue until the character's chest wound
level becomes critical. If the referee desires more
Poison realism (and more complexity) each poison wound
Some creatures, such as vipers, do little actual can be considered to cause damage for 12 phases
damage with their claws and/or teeth, but are able (one minute), after which the toxin becomes dis-
to inject poisons into their prey. Damage listings for persed enough to lose its potency.
these creatures are given in the form of a number
followed by a small p (for poison) then another
number. The first number represents the number of
hits actually done by the delivery system (fang,
stinger, etc.) .If these hits are negated by armor, then
no damage is suffered from the poison. However, if
any damage does get through the armor, the target
takes that damage on the round in which was hit,
and on each succeeding round it also takes damage
from the poison. Poison damage is always applied
to the target's chest, and it is expressed as a number
of dice, as indicated by the number following the p.
For example, imagine that Octavius has been
stung by assassinoids (from the "Beasties" chapter
on page 177) twice in the right arm, once in the
head, and once in the che.st, which is protected by
a flak jacket . Assassinoids have a dam age rating of

COMBAT & DAMAGE


101
james stevens (order #2085857)
w~ ~ ~ ~ ~
& .[H) .[E ~ [L ~ lN1 (Gj

102 DARK CONSPIRACY

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Knockdown
Characters who suffer more points of damage in "Darkness makes the sunlight so
an action phase than their current Agility are knocked bright that our eyes blur with tears.
down and may not conduct any other actions for the Challenges remind us that we are
rest of the current t urn. Concussion dam age counts
the sam e as gunshot and fragmentation wounds for
capable of great things. Misery
determining knockdown, but burn damage and shalpens the edges of our joy.
cumulative poison damage do not. "Life is harcl.lt is supposed to be."
--Zena Marley
Stun (Early 21st<:entury mercenary-philosopher)
Any damage to the head, including burn dam-
age, has a chance of stunning a character. To avoid
stun, rolll D6 and add the damage suffered from the sent the initial shock of suddenly being hurt. The
wound. If the result is equal to or less than the first time that a charact er takes damage during
character's Constitution, the character is unaffected. combat, he loses his next action. Characters never
If the result is great er than the Constitution rating, suffer more than one lost action per day (24-hour
the character is stunned and remains unconscious period) for scratch wounds, regardlessofhow many
for a num ber of combat turns equal to the amount they suffer in a combat.
by which the total exceeded the Constitution rating. Slight Wounds: A slight wound immediately
For example, Tiger Jones suffers a 3 point \IIOUlld to reduces the character's Initiative rating by 1 point.
the head and rolls a 6, for a total cl9. His Constitution is However, characters never suffer more than one
7, so he is stunned (unconscious) for two combat turns. Initiative reduction for slight wounds, regardless of
Not surprisingly, stunned characters are also considered how many they suffer. Slight wounds have no other
to be automatically knocked down. effeet on combat, although the referee may decide
to penalize actions making use of slightly injured
Wound Severity arms or legs.
There are four levels of wound severity: scratch, Serious Wounds: A serious wound reduces a
slight, serious, and critical. If one of a character's character's effective Strength by half (rounding the
body parts has tak en damage less than or equ al to final Strength rating down) and causes an additional
half it s hit capacity (round down), it is "scratched." immediate 2 point reduction of the character's
If one of a character's body par ts has taken damage Initiative rating (for a total of three, including the
more than half of its hit capacity up to equal to its hit slight wound reduction). Characters whose Initia-
capacity, it is slightly wounded. If it has tak en more tive ratings are reduced to 0 or less may not take any
damage t han its hit capacity, but less than or equal further actions during this combat.
to twice it s capacity, it is seriously wounded. If it has Characters who suffer a serious injury must also
taken damage in excess of twice its hit capacity, it make a special roll to avoid losing consciousness.
is critically wounded. This is a percentile roll (using two 10-sided dice, one
Note: If a character takes enough dam age from a representing the tens digit and the other the ones
hit to immediately take a part of his body from digit) versus the Constitution rating. The roll must be
unwounded to slightly wounded, the effects of a repeated every com bat turn in which the character
scratch wound are superseded by the effects of the attempts to conduct any activity. A serious injury to
slight wound. the head automatically causes loss of conscious-
Scratch Wounds: Scratch wounds mainly repre- ness. Unconscious characters make a percentile

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.

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First aid has no effect on slight or scratch wounds, to slight, and Pigeon gets in a fight with his room-
except to prevent infection. To administer first aid to mate, taking another slight wound to the head. By
damage caused by poison requires an antivenin the next Monday, all three slight wounds have
autoinjector or a doctor's medical kit (which con- healed completely. Now Pigeon is totally ready to go
tains them). out and get himself all messed up again.
First aid is an Average task versus the Medical
skill, assuming a doctor's medical kit is on hand. If Recovery
such a kit is not available, the task becomes Diffi-
cult. Conscious characters can attempt first aid on from Scratch Wounds
themselves. Scratch wounds require 24 hours to heal to an
unwounded state. If a scratch wound is taken to a
Stabilizing Critical Wounds body part, and then further wounds to that body part
Critical wounds must be stabilized within 10 during the day push that body part's wound level to
minutes or the injured character dies. (Remember, slight, the rates and rules for healing from a slight
though, that death is automatic with a critical wound wound are used. Slight wounds do not heal to a
to the head.) Stabilizing a critical wound is an scratched state, they heal to unwounded without
Average task versus Medical, but certain types of passing through the scratch wound level status.
equipment add points to the effective skill level of
the character performing t he treatment. Blood Medical Core
plasma, strong sedatives, or a medical kit of some Medical care and supervision will increase an
sort each add+ 1 to the skill level, and these things injured character's basic healing rate. If a char-
can be used in conjunction with one another for a acter is under successful medical care while
collective bonus. In a hospital or clinic setting, whole healing, two days are trimmed from each stage
blood may be used instead of blood plasma, for a of healing. In other words, critical wounds heal in
bonus of +2 instead of + 1. five days, serious wounds in two days, and slight
wounds in one day. (In the example above,
Basic Healing Rate Pigeon would have healed completely in eight
A character without medical attention may heal from days, rather than two weeks.)
a slight wound level to unwounded in three days. To go Successful medical care requires two things.
from serious to slight takes four days, and from critical First, the caregiver must spend half an hour per
to serious takes one week. Note that healing of various wound level, per body area damaged, per day,
body parts goes on simultaneously. tending to the wounds. (For instance, when
For example, on Monday, Pigeon is nearly eaten Pigeon was first inju red, he would require four
by a humongous sewer-dwelling alligator and re- and a half hours of care per day. When he
ceives a slight wound to his head, a serious wound reached only three slight wounds. only an hour
to his chest, and a critical wound to each leg. An and a half of care was required per day.) Second,
ambulance team stabilizes his critical wounds, and once per day the caregiver must pass an Easy
Pigeon's roomm ate takes him home to recover. check of his or her Medical skill. If no medical
Three days later, on Thursday, his head wound has equipment is available (a doctor's kit is mini-
healed. By Friday, his chest wound has reduced to mum), then the task check becomes Average.
slight. On the next Monday, both critical wounds Failure means that on e of the two days' worth
reduce to serious, and his slight chest wound re- of time to be saved was lost.ln other words, if the
duces to unwounded (it has been three days since task is failed one day during the treatment pe-
Friday). Four days later, on Friday, both legs reduce riod, only one day is saved from the normal

WOUNDS & HEALING


105
james stevens (order #2085857)
healing time. If the task is failed twice, no days acter with both inadequate food and inadequate
are saved. Note that failing the task a third time shelter will take two extra days to reduce each
(or more) does not add time to the basic healing wound level. For instance, imagine that Pigeon, in
rate unless a catastrophic failure is rolled on this the example above, is hiding out in an abandoned
third check (or beyond). warehouse and subsisting on nothing but water and
a case of stale cheese crackers. This is certainly
Treating Poison Wounds inadequate diet, so he'll suffer an additional day to
Poison wounds can be treated just like regular heal each wound level. If the weather is cold, the
wounds, with the exception that either a doctor's kit heatless warehouse will also qualify as inadequate
or an antivenin autoinjector is essential rather than shelter, so Pigeon will require two extra days to heal
optional and confers no bonus point to the task. note each level. Now, instead of healing his slight head
that a successful first aid roll has the normal effect wound on Thursday, it will take until Saturday, the
on wounds incurred and halts any further damage serious chest wound will take until Sunday to be-
from the poison. come slight, and the two critical leg wounds will take
until the next Wednesday to reduce to serious.
Adequate Diet and Shelter
If the referee decides that a wounded character Surgery
has inadequate food or shelter, each wound level will Surgery can reduce a critical wound drastically.
require an extra day to reduce to the next level. Uke any other medical care, it will usually be
These penalties are additive, meaning that a char- performed at a hospital, where all necessary equip-
ment is available and quality post-operative care is
available. But occasionally a character might have
reasons for not going to a hospital forth is care (such
as insufficient money, or being sought by assas-
sins). In these cases, a friend might be asked to
perform the surgery.
Surgery can only be performed by someone with
at least Medical 3, and it requires the use of surgical
instruments. It is a Difficult task versus Medical to
reduce a critical wound to serious, but if the task roll
is successful, the reduction occurs immediately
after surgery is completed. The use of blood plasma
and local anesthetic each add + 1 to the surgeon's
effective Medical skill, and are cumulative. If whole
blood is used instead of plasma, it adds +2 to the
effective skill level. Total anesthetic adds +3 if it is
used instead of local anesthetic.
Only one surgery attempt can be performed pa-
critical wound. Failure means that the wound re-
mains critical. Catastrophic failure can result in
extra healing time, loss of limb, or loss of life,
depending upon the hit location receiving surgery,
the severity of the critical failure, and the referee'il
judgment of the situation as a whole.

106 DARK CONSPIRACY

james stevens (order #2085857)


w~ {E fl $ (0) f f ~ ~ {E:
w~~~(l~ i~~w~t &(~~~~i

racks, to laser-wielding satellites, all betra


humanity's fascination with speed and destruction
In this chapter, we explain how to .,.,,,..,..,.....,..,,,,.• .,
vehicle combat into your Dark Conspiracy adven
tures. Travel rules are als6 included, for those
when characters must trek across long distances,
whether it be along well-patrolled interstates,
decaying backwater regions, or across hideou
• stretches of rural Demonground.
1 r~ - /'

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


107
james stevens (order #2085857)
ground, the referee may· dec ide to cut down travel
speed somewhat, to represent the necessity for
more cautious progress, for scouting ahead, for
vehicle maintainance, and the like. Generally, there
will be more likelihood for encounter during such
travel, simply because of the hazardous nature of
the region. But in every case, the decision is left to
the referee.
For long-range encounters or encounters with large
parties, the referee may decide to use 30-second
combat turns as the means of resolving the encounter.
When greater detail is desired, combat phases can be
used. 1he use c1 combat turns and combat phases is
explained more completely in "Combat & Damage."

Vehicle Movement Rates


TRAVfl AND f NCOUNTfRS Each ground vehicle card contains a pair of
Different adventure situations call for different movement listings: Cruise Speed, which is how
treatments of travel and time passage. If a group is many kilometers the vehicle can effectively travel
making a 200- or 300-kilometer trip from one city per hour, and Combat Movement, which is how
to the next, along well-kept highway, for instance, many meters it can move per combat round.
the referee may simply have the players determine Additionally, each listing contains a pair of num-
how long it takes to get there, based upon the exact bers: the first is a safe on-road movement rate; the
distance and the speed of the vehicle(s) being used, second a safe off-road rate. Air and water craft have
and then consider the trip accomplished. On the slightly different ratings, as explained later.
other hand, the referee may decide to throw in an
encounter to liven things up, or the adventure may Terrain and Travel
call for a travel encounter. If the group is making a Travel on a good road is largely unaffected by
days-long trek across a rural stretch of Demon- the terrain through which the road passes, but good
roads are becoming scarce. A poor road (one
which is breaking up, partially washed out, or just
hasn't seen a road crew in three or four years)
allows travel at the full cross-country rate for
vehicles, regardless of the terrain through which the
road passes.
Aside from roads and rivers, there are four main
types of terrain encountered in the countryside:
woods, swamp, hills, and open terrain.
Woods: Woods are forested areas of consider-
able density. While a person can walk through
virgin forest, it is an impractical means of travel for
vehicles and for a party of people for any distance.
Thus, all travel through wooded areas is assumed
to be along only paths and roads and through

108 DARK CONSPIRACY

james stevens (order #2085857)


clearings whenever possible. Travel movement on
foot through woods is at half the normal movement "I have come up with a good advertis-
rate. Vehicles travel through wcxxls at halftheir off-road
movement rate unless following a particularly well-
ing slogan for Zil cars. Its Zen-like
travelled dirt road, in which case they move at their full clarity and perfection please me
off-road movement rate. Bicycles may not be ridden greatly:
through woods except along such roads.
Swamp: Swamps are difficult to traverse, but a
person \.. r:;ot can rnove at full movement rate. All
BuyaZil-
vehicles move at half of their off-road movement It's almost better
rate. Bicycles may not be ridden. than having a root canal.
Hills: Hills are relatively steep but regular rolling
ground. All movement is reduced by half in hills.
Hills may also be wooded. If so, determine the "_The true beauty of this rests in the
movement rate for woods first and then apply the hill fact that, like all classic advertising,
terrain reductions to the result. it is a lie."
Open: Open terrain is generally flat or gently
rolling grasslands, and for the most part consists of
-Zena Marley
former cultivated lands which have reverted to the (Early 21st-century mercenary-philosopher)
wild but are not yet wooded. Open terrain also
includes cultivated ground. All movement through
open terrain is at the full off-road movement rate. Combat Movement
Incorporating vehicles into the combat sequence
OPfRATING AIRCRAfT involves adding a few adaptations to the basic
The most difficult thing about operating aircraft is combat rules. Most of these adaptations involve
not the flying itself, but rather the takeoff and _vehicle movement.
landing. Taking off or landing an aircraft each Units of Measure: As mentioned above, movement
normally require an Easy level skill roll unless rates for ground vehicles are given in meters. first on-
complicated by mechanical difficulties, poor weather, road, then off-road. Movement rates for water vessels
or some other such trouble. and aircraft are given in eight-meter increments moved
A failed takeoff or landing roll means that the pilot per combat phase. When using a two-meter grid,
has either pulled up from landing or groundlooped multiply this number by four; when using individual
at the end of the runway and aborted the maneuver for meter measurement, multiply it by eight. (Note that
the moment. A catastrophic failure means the aircraft many water vessels have a movement allowance ofO .5,
has crashed and is destroyed. The extent by which the 1.5, 2.5, etc. When moving on the eight-meter grid,
task was failed should indicate the seriousness of inju- these vessels move an extra square every other phase.)
ries, if any, sustained by pilot and crew. Boating Maneuvers: A few special rules apply to
watercraft combat movement.
VfHIClf COMBAT Turning: Each vessel has a turn rating which is
To this point, we have dealt almost exclusively the number of 45° turns it can make each combat
with combat among combatants on foot. But occa- turn (30 seconds). Regardless of this rating. only
sionally mounts or vehicles will be involved. This one turn can be made per phase (five seconds), and
section delineates the basic rules for incorporating only on the phases in which the helmsman (or
those things into a batt le. captain who is with the helmsman) has the Initiative.

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


109
james stevens (order #2085857)
Acceleration and Deceleration: Each vessel has the number of dice rolled per burst is reduced.
an acceleration rating which is the amount by which "Drive" Action: When vehicles are involved in com-
it can increase its speed each combat tum. Regard- bat. Drive is considered an action added to the list of
less of the rating, only one point of increase can be normal actions. Drive includes the operation of all types
made per phase, and then only in phases in which of vehicles. from bicycles to oil tankers to space shuttles.
the helmsman (or captain who is with the helms- In some cases, performing this action will require a skill
man) has In itiative. A boat can decelerate at twice check.In others, the action is considered to be automati-
its acceleration per turn, but still at no more than one cally successful. For instance, a character who was
point per phase_ using the Drive action to pilot a helicopterthrough a train
Rowed Boats: Rowboats may be rowed at up to t~nnel might have to make a Difficult: Pilct check, while
(but not more than) twice their listed speed. another character who was driving a family car along a
Sailboats: Sailboats will not move upwind, nor citystreetingoodweather,orwhowascomingtoasafe
within 45° to either side of that direction. halt at a well-marked stop sign, would be required to
Motorboats: Size 1 motorboats may be rowed if make no check at all.
necessary. A few other actions can be combined with the Drive
Fire F rom M oving Vehicles: Characters may not action. Talking and driving can be done together freely.
conduct aimed fire from a moving vehicle. They The Ready/Change Equipment, Reload, and F~re ac-
may fire quick shots or bursts at one level greater tions can each be done while driving, but any necessary
difficulty than normaL Drivers fire quick shots at two driving checks are at one level more difficult (sometimes
levels of difficulty greater than normaL requiring a check that might not otherwise be required).
Pilots or crew of aircraft firing weapons mounted Vehicle Movem ent and Driver Initiative: Driving a
on the aircraft are a special case and do not apply vehicle is considered to be a special case ofthe repetitive
the above rule, although crew and passengers firing action OJ:Xion- That is, vehicles move every phase,
nonmounted weapons (such as rifles or pistols) do. regardless of the Initiative rating ci their operators. This
Target M ovem ent: If the target is moving 30 movement is considered to be simultaneous, although
meters or more in the current phase, any attempt to for simplicity the referee will most likely choose to have
hit it is conducted as if at range greater than normaL characters move their vehicles each phase in reverse
For normal fire, this merely means one level more Initiative order (lntiative 1 acts, then 2, then 3, etc.).
difficult than normal, but for auto fire, it means that At the beginning of each 30-second combat tum,
each player of a driving character tells the referee the
basic direction and speed ofthevehicle. This can include
such things as going in a straight line, following a road or
path, travelling off-road toward a landmark, driving to a
particular position and stopping, following a leading
vehicle, or any similarly simple plan. The vehicle then
follows the stated course through all phases prior to the
driver's Initiative point The only change that can be
made to this plan during these phases is to bring the
vehicle to a halt in response to an unforseen obstacle or
action (thus terminating the repetitive action).
Once a character's Initiative point comes up in the
combat tum, however, that character can divert freely
from the stated plan, choosing a new action each phase,
if desired.

110 DARK CONSPIRACY

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For example, Dr. Willoughby, with an Initiative of2, is fects, based upon the situation at the time and the
driving his Yugo Contempo to his office when a pack of amount by which the die roll exceeded the mini-
nomad bikers roars up from behind and surrounds his mum for catastrophic failure. It may be that the
car. The referee decidestogotocombatsequence at this vehicle suffers a collision (perhaps with passenger
point and asks the doctor's player what the doctor is injuries), for example, or simply that it has become
planning to do. The player decides to have the doctor too mired down to become unstuck without the aid
continue driving at the same speed and continue straight of a towing vehicle.
down the road.1he referee secretly makes a determina- Water vessel mishaps mean the vehicle suffers a stall
tion for the bikes, not letting the doctor's player know of some sort. Engines die, sails break loose, oars are
that none ofthem has an Initiative higherthan 3 .In phase dropped, and the like. To get the vessel underway again,
6, Willoughby continues onward, as do the bikers. On the character· in charge can attempt an Average roll
phases 5 and 4, the same thing occurs. versusVessel Use once per phase in which that character
On phase 3, however, one of the bikers suddely would normally act. Success means the problem has
swerves in frontofthe doctor's car and slows down. been resolved. If the mishap was the result of a
Willoughby is still locked into his repetitive course catastrophic failure, however, the vessel has suffered
until next phase, so he has only one oftwo choices: some sort ofpermanent damage, as determined by the
continue to follow his stated course-in which case referee, based upon the situation at the time.
he'll run into t he biker-or stop the car. The player Aerospace craft mishaps mean the craft goes out
decides to have him continue his course, and the of control and begins rushing toward the ground.
biker goes flying. If this had been one of the doctor's Once per phase, the pilot can make an Average
Initiative phases, he could have chosen to do some- check versus the appropriate Pilot skill to regain
thing other than merely continue or stop. For in- control. Success means that control is regained.
stance, he might have swerved, or slowed down, or Based upon the speed of the craft and its altitude at
sped up, or pulled a pistol from his jacket, or any of the time control was lost, the referee will determine how
a number of other things. many phases can elapse before the craft runs out of air
Fast Driving and Mishaps: During combat, a vehicle space. If the pilot has not regained control by this time,
may travel faster than the listed safe on-road/off-road the craft crashes, with damage being determined by the
speeds at the risk of a mishap. Driving at up to twice the referee'sjudgment. Notethat ifthe mishap was the result
safe speed requires an Average check versus the of a catastrophic failure, attemJ:XS to regain control are
appropriate vehicle skill. Ground vehicles (with the
excej:tion ofbicycles, seethe following page) may travel
at up to three times the safe speed, but this requires a
Difficult task check. In either case, the roll is made each
phase. Failure of the check means a mishap occurs.
Ground vehicle m ishaps mean the vehicle has
become stuck in a ditch, or bottomed out in rough
ground. It cannot move until it becomes unstuck. ln
each phase that the driver would normally act, a
Difficult roll versus the appropriate vehicle skill may
be made in an attempt to correct the m ishap.
Success m eans the vehicle becomes unstuck. If the
mishap was the result of a catastrophic failure,
however, the vehicle suffers some sort of severe
damage. The referee will determine the exact ef-

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


111
james stevens (order #2085857)
takes 1D6 points of damage, and the motorcycle
suffers one suspension hit.

firing at Vehicles and Vessels


Firing at vehicles and vessels is similar in general
principle to firing at individuals, but there are a few
differences. Some additional die rolls must be made
when dealing with vehicular weapons and vehicular
damage.
Range Finders: Many vehicle-mounted guns have
range finders which provide a fire bonus to the gunner's
marksmanship. The bonus may only be used for aimed
shcts and only when shooting at land vehicles, vessels,
and other large targets (such as buildings). The entry in
the equipment list for each vehicle gives its range finder
at Difficult level, rather than Average. bonus. This bonus is added to the gunner's modified
Bicycles and M otorcycles: A character can at- marksmanship at medium and long range. Half of the
tempt to go up to twice the safe speed on a bicycle. bonus is added at extreme range.
(Characters who are encum bered travel at half Note that factors which cause a target to be
speed on bicycles and may not go faster.) Travelling treated as being at a longer range (such as move-
over speed on a bicycle requires an Average check ment or obscuration) do not change the range finder
versus Agility. Failure means the character falls off, bonus used, only the effective marksmanship of the
but no dam age results. Catastrophic failure results gunner. For example, firing at an obscured target at
in damage to bike and/or rider. close range is treated as if at medium range for
Motorcycle mishaps mean the driver has taken a determ ining the gunner's effective skill; it does not
spill. Characters suffer 1D6-3 damage unless·they allow use of the medium range range finder bonus.
succeed at Difficult: Agility. The rider can use the Antitank Missiles: On rare occasions, guided
next available action to rem ount the motorcycle and antitank missiles may become available to charac-
continue. Catastrophic failures mean the driver ters. Unlike other direct fire weapons, the range
given on the combat chart {or an antitank missile is
its maximum range. Within this range, the chance to
hit is the same regardless of distance: It is an Easy
task versus Heavy Weapons skill. However, the firer
must take an aim action before firing, and (except
for Tank Breaker, below) must continue to aim
during the entire flight of the missile or it will miss the
target. All missiles travel 1 000 meters per combat
phase.
If a m issile-firing character is hit by any sort of
attack, the aiming concentration will be broken and
the missile will m iss its target.
Tank Breaker: Tank Breaker is a fire-and-forget
antitank missile. That is, once it is aimed and launched,
it will continue to home in on the target without further

112 DARK CONSPIRACY

james stevens (order #2085857)


guidance from the operator. The firing character must
still aim before firing, b..rt once the missile is fired there
is no need to continue to aim.
Multiple-Barrel Guns: In extremely rare cases
(you'd better hope) ,large guns with multiple barrels
may find their way into combat. In such a case, the
firing procedure is conducted as normal up to the
point of calculating the number of hits achieved.
When this point is reached, the resultant number is
multiplied by the number of barrels on the weapon.
For example, if a two-barrel gun were used, the
number of hits would be doubled.

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.

WHEELS OF F IRE: VEHICLE TRAVEL & COMBAT


113
james stevens (order #2085857)
vehicles are further subdivided into three types
VEHICLE HIT LOCATIONS (noted on each vehicle's vehicle card): standard,
turreted, and crew in hull.
Surface -Aerospace- Standard: These vehicles have a roughly rectangular
Die Roll• Result Die Roll• Result shaped body or "hull." Passenger cars and trucks are
1 Turret/superstructure** 1 Wing standard vehicles.
2 Hull 2 Wing Turreted: Turreted vehicles have a large, manned
3 Hull 3 Wing turret on top of the hull. Tanks are turreted vehicles.
4 Hull 4 Hull Crew In Hull: A crew-in-hull vehicle combines a
5 Hull 5 Hull standard hull with a small, unmanned turret. (While
6 Su spen sion /wat erline*** 6 Hull
there are no crew-in-hull vehicles provided in the Dark
7 Su spen sion/w at erline *** 7 Hull Conspiracy basic game, some will appear in later
* .. 1 to die roll for side shots.
**If the vehicle has no turret or superstructure, this becomes HulL supplements.)
***Minor damage halves speed; major damage immobilizes the vehicle. Boat Tar get Size: Because boats are often much
Two minor results equal one major.
larger than other types of vehicles, many of them are
much easier to hit with weapon fire. When firing at
VEHICLE DAMAGE a boat, add 1 to the chance of hitting it for each
Uke human targets, vehicles in Dark Conspiracy number by which its size rating exceeds 1. For ex-
have various hit locations. When a hit is scored on a ample, add 2 to the chance of hitting a size 3 boat.
vehicle, damage is determined by a series of steps. First, Bicycles and Motorcycles: All small arms hits on a
a roll is made for hit location on the Vehicle Hit Locations bicycle or motorcycle result in damage. All hits by larger
Table. Second, the damage value of the round is weapons result in destruction. A damaged bicycle or
compared to the location's armor value, revealing a motorcycle can no longer be ridden. Characters riding a
damage severitytable to berolled on. Third, a roll is made bicycle or motorcycle when it is hit fall off, taking no
on the appropriate damage severity table, and the damage ifon a bicycle. Characters riding a motorcycle
resulting damage is applied. at more than its safe speed suffer 1 06-3 damage
Vehicle Configuration: Forsirnplicity'ssake, vehicles unless they pass a Difficult test of Agility.
in Dark Conspiracy are divided into two main groups:
surface vehicles and aerospace vehicles. Aerospace Hit Locations
vehicles include all those covered by the P"llot skill (i.e., When a hit is scored on a vehicle, a 1D6 roll must be
fixed wing, rotary wing, and shuttle). Surface vehicles made to determine where it impacted. One point is
include all those covered by the Vehicle Use and Vessel added to the die roll if the shot was made upon the
Use skill (i.e., all ground and water craft). Land surface vehicle's side. The final result is then compared to the
Vehicle Hit Locations Table, to determine exact hit
location. Those locations are explained as follows:
VEHICLE DAMAGE RESOLUTION CHART Hull: This reflects a hit upon the main body of the
Result
vehicle, whether it be an aircraft's fuselage, an
0 or less No effect
automobile's body, or a boat's hull.
1 to 10 1 minor damage result
Superstructure: Many water vessels have structures
11 to 20 2 m inor damage results
built above the hull. This die roll result means the target
21 to 40 1 major damage result
vessel was hit in that area. If the vessel is ftush decked
41 to 60 2 major damage results
(has no superstructure), treat this as a hull hit.
61 or more 3 major damage results
Turret: If the vehicle has a turret, the round
*P-A V: Penetration minus armor value.
impacts upon it. For vehicles without a turret, treat

114 DARK CONSPIRACY

james stevens (order #2085857)


this as a hull hit.
Waterline: This indicates a hit below the waterline STANDARD VfHICLf DM\AGf
on a water vessel, resulting in flooding. (The exact Minor Mctior
results of flooding are explained later.) Die Result Die Result
Wing: In the case of rotary craft, this indicates a 1 1 crewmember 1 Engine
hit upon the rotor. On all other aircraft, it is a hit upon 2 1 crewmember 2 Engine
one wing or the other. 3 2 passengers* 3 Fuel
S uspension Hits: No damage tables are pro- 4 2 passengers* 4 Fuel
vided for suspension hits. One minor damage result 5 Radio or sight/vision** 5 Weapon/ammo
to a vehicle's suspension halves that vehicle's move- 6 Major hull 6 Weapon/ammo
*2 passengers becomes a 1 crewmember hit if this is not a passenger·
ment. A second minor damage, or any major carrying vehicle. If it is a passenger-carrying vehicle but no passengers are
damage, immobilizes the vehicle. present, the hit has no effect. Cargo destroyed may be substituted for this
result41t the referee's discretion. **Referee's choice.
Tracked suspensions are treated like any armored
part of the vehicle using the armor value listed. Wheeled Small arms fire against vehicles is handled somewhat
suspensions do not have an annor value, but instead differently. For attacks on vehicles, the number of
have a critical damage level. (See Armor on page 116.) damage dice is divided by the appropriate penetration
Each time a weapon hits the suspension, it inflicts value (rounded down). The result is the weapon's
damage equal to its final penetration. Once the cumu- penetration versus vehicles.
lative damage reaches the critical damage level, the Exploding Rounds: Rounds which explode always
suspension suffers minor damage. Once it reaches have only one penetration listed-either a number
twice that level it suffers major damage. (In most cases,
any hit on a wheeled suspension will immobilize the TURRflfD VfHICLf DAIMGf
vehicle. Only in the case of small arms fire is the Turret Minor Hull Minor
cumulative damage likely to be important.) Die Result Die Result
Overhead Attacks: Tank Breaker missiles may be 1 Loader* 1 1 crewmember
programmed to fly over the target and attack it from 2 Sight/vision 2 Loader*
above. Foroverheadhitlocationsneveradd 1 tothedie 3 Sight/vision 3 2 passengers**
roll for a side shct and treat all suspension hits as hull hits 4 Traverse 4 2 passengers**
instead. All attacks are resolved using the vehicle's side 5 Secondary 5 Radio
armor value. 6 Major turret 6 Major hull

Damage Resolution Turret Mcijor Hull Major


To complete determining the extent of the vehicle's Die Result Die Result
damage, the striking round's penetration and the armor 1. Loader* 1 Engine
of the location hit, along with any other special factors, 2 Main armament 2 Engine
must ncm be considered. 3 Main armament 3 Fuel
Penetration: Once the hit location is determined, the 4 Main armament 4 Fuel
penetration value of the attacking weapon is compared 5 Major hull 5 Ammo
to that location's armor value. But penetration is figured 6 Minor hull 6 Ammo
differently for small arms and exploding rounds. *Loader is either a hit on the autoloader mechanism or the actual
crewmember loading the gun. This becomes a driver hit if neither are
Small Arms: When using small arms against living present.
targets, the weapons' penetration value indicates the • *2 passengers becomes a 1 crewmember hit if this is not a passenger-
carrying vehicle. If it is a passenger-carrying vehicle but no passengers are
number of damage dice lost per level ci annor on the present, the hit has no effect. Cargo destroyed may be substituted for this
target, and this penetration value varies with range. result at the referee's discretion.

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


115
james stevens (order #2085857)
itsarmor.lfitgoesthroughthewindoworcargoarea, the
CREW-IN-HULL VEHICLE DAMAGE shot is always resolved as minor damage and damage
Minor Turrret Minor Hun results except for crew or passenger/cargo are ignored.
Die Result Die Result Extent of Damage: Subtract the correct armor
1 Loader * 1 1 crewmember value of the target from the final penetration of the
2 Sight /vision 2 Loader* weapon and consult the Vehicle Damage Resolution
3 Sight/vision 3 2 passen gers** Chart (page 114). If the result is 0 or a negative
4 Traverse 4 2 passengers** number, the shot had no effect. If it is a positive
5 Secondar y 5 Radio number, the result will r ead out (from the chart) as
6 Major turret 6 Major hull "from one to three damage results, and will indicate
whether they are minor or major.
Mcijor Turret M aj or Hull When firing at aircraft, severity of damage is deter-
Die Result Die Result mined differently. All automatic small arms weapons
1 Main armament 1 Engine cause minor damage when they hit, while all larger
2 Main armam ent 2 Engine caliber automatic weapon cause major damage. When
3 Main armam ent 3 Fuel firing missiles, a successful task roll indicates that the
4 Main arm am ent 4 Fuel target aircraft suffers minor damage, while an outstand-
5 Major hull 5 Ammo ing success roll indicates major damage.
6 Minor hull 6 Amm o
*Loader is either a hit on the autoloader mechanism or the actual
crewmember loading the gun. This becomes a driver hit if neither are present.
Damage Implementation
**2 passengers becomes a 1 crewmember hit if this is not a passenger- Locate the damage table corresponding to the target
canying vehicle. If it is a passenger-canying vehicle but no passengers are vehicle's configuration (standard, turretted, boat, etc).
present, the hit has no effect. Cargo destroyed may be substituted for this
result at the referee's discretion. Find the correct section (minor or major damage, hull or
turret damage) and roll 1D6 once for each required
followed by the letter C {indicating that it is constant damage result. The following results are possible:
throughout its range) or the notation Nil.lfthe value is a 1 Crewmember: If a turret hit, this is from the turret
number, roll2D6 and add the total to the listed value; the crew; if a hull hit, from the hull crew (driver, most likely).
result is the final penetration value. If the notation Nil is Which crewmernber is hit is determined randomly. The
present, the round has no final penetration effect. crewmember suffers 1D6 hits, each of which does 1D6
Armor: Once the penetration value and hit location damage. Determine hit location separately for each hit.
are known, consult the vehicle description and note the 2 Crewmember: Exactly as above, but two crew-
armor value ofthat location. Hulls and turrets each have members are hit, and they are selected randomly from
a front, side, and rear armor value. Tracked suspensions the entire vehicle crew, notjust those in the huU or turret.
have one armor value which is used when hit from all 2 Passengers: Two passengers are selected at ran-
angles. Wheeled suspensions do not have an armor dom and are hit exactly as noted above. If this is not a
value, but do have a critical damage value, which is passenger-carrying vehicle, then this is treated as a 1
listed in parentheses to differentiate it {rom armorvalues. crewmember hit.lfthis is a passenger-carrying vehicle
Unarmored Vehicles: Unarmored vehicles have a but none are present, this has no effect.
slight armor protection provided by their metal bodies, Sight/Vision: The gun sight or night vision equip-
but it is an incomplete cover. Whenever a shot hits an mentis damaged. (The referee will determine which.)
unarmored vehicle, there is a 50% chance of the shot Traverse: 1heturrettraverseisjammed and the turret
hitting m etal and a 50% chance of it going through the will no longer tum. This makes it impossible to fire any
windows or canvas cargo covers. !fit hits metal, the shot fixed weapon (such as the m ain gun or coax) in the turret
is resolved normally, and the vehicle gets the benefit of until itisunjammed. Repairing the traverse is an Average

116 DARK CONSPIRACY

james stevens (order #2085857)


BOAT DMAGf
Waterline .Minor Hull .Minor Superstructure .Minor
Die Result Die Result Die Result
1 Waterline hull 1 1 crewm ember 1 1 crewmember
2 Waterline hull 2 Auxiliary machinery * 2 Radio/radar
3 Waterline hull 3 Secondary armament 3 Sight/ v ision
4 1 crewmember 4 Radio/radar** 4 Secondary weapon
5 Cargo 5 Sight/vision*** 5 Secondary weapon
6 Major waterline 6 Major hull 6 Major superstructure

Waterline .Mcijor Hull Mcijor Superstructure Mitior


Die Result Die Result Die Result
1 2 crewmem bers 1 Main armam ent 1 2 crewmembers
2 Rudder/screw 2 Main armam ent 2 2 crewmembers
3 Engine 3 2 crewmembers 3 Fire
4 Fuel 4 2 crewmembers 4 F~re

5 Amm o 5 Ammo 5 Ammo


6 M inor hull 6 Fire 6 Major hull
• Auxili11ry m11chinery includes bilge pumps, power winches on the deck, genemtors, etc.
••A rlldio/rlld11r hit in the hull becomes 1 crewmember if this is 11 vessel with 11 superstructure.
• • • A sighVvision hit in the hull becomes 11uxili11ry machinery if this is 11 vessel with 11 superstructure.

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

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


117
james stevens (order #2085857)
is halved. Whenthesecondrowisfull, the vessel is"dead

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

118 DARK CONSPIRACY

james stevens (order #2085857)


applied as waterline hull damage, causing flooding.
Air and Space Craft: Fa- aircraft and shuttles, com-
sian damage value equals tonnage times net speed, but
not divided by 10. A random roll is made as normal to
determine wing or body as hit location, then the damage
value is used as a penetration value versus the hit
location's armor value, the resuh being used on the
Vehicle Damage Resolution Table (page 114).
Vehicle Collisions With Creatures: When a ve-
hicle collides with a human or other figure, including
those riding bicycles or motorcycles, severe injury
can result. In order to calculate the effects of this
injury, first multiply the collision speed times the
vehicle tonnage. If the target character is riding a
bike or motorcycle, this number is the percentage
chance that the bike or motorcycle is damaged suffers a waterline hull hit which is worth 10
enough to become inoperable. Next, the number is [ (20x5 )+ 10] damage points, which will cause 10
divided by two and becomes damage applied to a flotation hits worth of flooding per combat phase
randomly rolled hit location on the target. Target until repaired. The 20-ton boat suffers a waterline hit
figures have a chance to leap out of the way of an worth 70 [(140x5)+10] damage points, enough to
oncoming vehicle, by succeeding at an Average immediately sink it.
check versus Agility. If they succeed, they take no Fmally, two characters on a tandem bicycle are being
damage; otherwise they are struck by the vehicle. run down by a 5/•-ton truck moving at 45. The vehicle's
Examples: For instance, imagine that a 5/4-ton speed is45, timestwotonsweightequalsa 90%chance
truck going 60 and a Yugo Contempo going 35 were that the bicycle is ruined.lfthe characters fail an Average
to collide head on. The collision speed in this case check versus their Agility, they will each take45 damage
is 95. The truck weighs two tons, which means the points to a random location.
Yugo is hit with a value of (95x2}+ 10, or 19. Loss of Control: After all damage effects are
Regardless of the hit location rolled, the Yugo's calculated, operators of vehicles involved in colli-
armor is 1, which means that the full 19 ( 19+ 1=19) sions must immediately make a Difficult test of the
is referenced on the Vehicle Damage Resolution appropriate skill in order to remain in control of their
Table on page 114, for "two minor results." vehicle. Failure at this check means the vehicle
The truck takes less damage from the lighter Yugo. goes out of control. Ground vehicles will skid to an
The collision speed of95, times the Yugo's weight of 1, uncontrolled stop, possibly colliding with some-
yields 95, which when divided by 10 results in 9. thing else and requiring a second damage check (at
Again, regardless of hit location, the armor value is the referee's option). Water vessels will drift with the
1. As a result, the full9 points are taken to the Vehicle current, spinning slowly until control is regained.
Damage Results Table for a result of "one minor Aerospace craft will plummet toward the ground at
result." (Of course, what yet remains to be done is maximum speed. It is a Difficult test versus the
to roll the actual minor results and apply them.) appropriate vehicle skill to regain control, which can
In another example, a 20-ton boat collides with a be made once per phase in which the driver is
140-ton boat, with a net collision speed of 5 (re- normally allowed an action. A catastrophic failure at
m ember, boats and aircraft are rated in eight-meter the original test means the vehicle is damaged so
increments instead of meters). The 140-ton boat severely that control cannot be regained.

WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT


119
james stevens (order #2085857)
While na-
SPACfCRAfT SIZf tional govern- SPACECRAfT CHARACTERISTICS
Size Value Characteristics ments have Spacecraft are extremely complex machines.
0 Small (under 15 m eters) lost the where- Most of the standard vehicle data would be mean-
] Moderate ( 16-35 meters) withal to main- ingless in defining the primary attributes and ca-
2 Large (36-55 m eters) tain space ex- pacities of spacecraft, so a simpler format is used.
3 Very large (very heavy and/or ploration pro- Besides a brief description, the following data are
56-75 meters) grams, the busi- provided:
4 Huge (76+ meters) ness value of Source: The organization indicated is the source
space travel which currently controls the inventory and launch-
has kept a few programs alive. In the US, for ing of the vehicle.
instance, NASA survives largely as a specialized Price: This indicates the dollar-cost of such a
transportation company. NASA rockets launch vehicle (including fuel, etc.). (Space enthusiasts
corporate satellites to orbit, NASA shuttles carry may note some drastic changes from today's rates;
equipment and personnel to orbital factories, and these largely reflect the altered economic and
NASA space planes rush corporate heads from space exploration environment ofDark Conspiracy.)
continent to continent-all for a substantial fee Also listed here is a two-letter availability code.
(which in turn finances NASA investigations of ET V=ver y common, C=common, S=scarce, and
sightings). Very few other space agencies rival R=rare. Letters to the left of the slash indicate a
NASA in size. general market availability. If such a rating is present,

120 DARK CONSPIRACY

james stevens (order #2085857)


it means that private contractors may negotiate for
such craft and launch support on a strictly com- LAUNCH CHARACTfRISTICS
mercial level. No governments are involved. Ifthere Launch Value Definition
is a dash in the general market availability slot, it 0 None (has no practical launch capability
means that such a system is controlled by a from the surface of any world)
government (or its equivalent), and the cargo and 1 Temporary (produces short duration orbit-
purpose of the launch is likely to come under 0.1-10 days)
scrutiny. Approval for sale of the launch is contin- 2 LEO (capable of inserting payload into a
gent upon whether or not the customer's interests stable low Earth orbit)
and activities further the objectives of the govern- 3 GEO (stable geostationary earth orbit-
ment in question (or at least, that they do not 36,000 km)
contravene those objectives). The letter to the right 4 OEV (orbital escape velocity-used prima-
of the slash indicates special market availibility. rily for launching interplanetary payloads)
The more difficult the special market rating is, the
more scrutiny the government will offer, and the Tonnes deliverable to G£0=
more it will need evidence of mutual benefit. If there 40% of LEO delivery rating
is no rating in the special market slot, it means that
any launches of such vehicles are carried out by the Tonnes deliverable to Moon=
government, for government purposes. Pes might 90% of G£0 delivery rating
still wind up on such a vehicle in a number of ways:
being hired by the government, proposing a space Tonnes deliverable to Mars/OEV=40% of G£0
venture that the government wants them to now
oversee, etc. Launch Characteristics: This is a broad defini-
Size: This quantifies the general mass and tion of the vehicle's ability to transfer a payload to
dimensions of the vehicle. Size values range from
0 to 4, and are detailed in the Spacecraft Size Table
on page 120.
RffNTRY
Note that very slender (or very bulky) designs
Reentry Value Definition
0 None (Can't survive reentry attemJ:X.)
can offset these values. In the case of orbital
1 Tenninal (Anonreuseablecapsule,similartoApolb.)
systems, a second value is given in parentheses;
this is the system's mass in tonnes (metric tons).
2 Glide (This craft is reuseable and can control its
reentry through aerodynamic properties alone.
This is necessary to know, since these systems are
launched as payloads by launch systems (i.e., the
1-b.vever, it is very suscepti>le to unexpected
launch system m ust have a payload capacity that
environmental conditions, snce
ooce it begins its
descent, it is fully commmitted.)
is equal to or greater than the orbital system's mass
3 Partially powered (This system combines aerody-
in tonnes).
Payload: Payload is measured in tonnes and
namic lifting properties with limited capabilities for
powered fligrt, giving it greater maneuverability-
defines the size ofthe payload that can be delivered
to low Earth orbit (LEO). However, since many
and therefore, security-than a glide-only vehicle.)
4 Powered (This craft may, or may not, incorporate
craft can deliver payloads to orbits beyond LEO, it
aerodynamic llting properties. It is very versatile
is necessary to be able to define the maximum sizes
with high survivabilly in the face a adverse
of payloads that can be delivered to those orbits.
conditions. In-air refuelng is.possible if extended
The following equations (while far from precise)
airborne delays are encountered.)
provide these values:

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.

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Landing DiffiCULTY Of INTfRCEPT
All landings are controlled by computer, unless
something goes wrong or the crew deliberately
(Based on Travel Direction)
overrides the computer landing sequence.
When making a computer-controlled landing,
roll9 or less on 1Dl 0 to avoid an irregularity in the
approach pattern. Add 1 to the roll if the spacecraft
is poorly maintained, the weather is bad, or a
manual landing is being attempted. Subtract 1 if the
landing vehicle is a spaceplane. All modifiers are
cumulative. If an approach irregularity is avoided,
the craft lands safely. Craft with terminal atmo-
spheric reentry characteristics usually land in water,

~
· _ /'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

SPACE TRAVEL 123


james stevens (order #2085857)
intercept or avoidance, as per the outer system, it could be years or even decades.
its wishes. Using these time-to-distance scales as your
MANEUVER TIMES (2) One of the ships loses baseline ruler, reduce the baseline time scale by one
Distance Time some of its transfer value. The step for every additional level of intercept/avoid-
Suborbital Minutes other ship can then achieve ance success (i.e., less than -1 or greater than 1).
LEO Hours either intercept or avoidance, Therefore, if a ship m anages to avoid a pursuer in
GEO Days as per its wishes. GEO space with a final intercept value of 1, the
Cislunar Weeks (3) One ofthe ships elects to entire maneuver should require days. However, if
Translunar Months change course. The other ship the final intercept value was 2, the time unit used
Transmartian Years can then achieve either inter- should be hours (one less than GEO standard) .
Transjovian Decades cept or avoidance, as per its Referees can also use this broad relation between
wishes. time scales and distances to determine the likelihood of
Note that t his m eans that intercepts are v~y intercepts to begin with. For instance, let us say that
difficult, and impossible when intercept angles are NASA detects a derelict alien craft nearing Venus, and
extreme. That is precisely the way it should be; heading away from Earth. It wants to intercept. Well,
when it comes to achieving intercepts, serendipity even though the NASA craft. will be launching from LEO,
is m ore essential than thrust at these early techno- the time units used must be determined by the maxi-
logical levels of spaceflight. Basically, human craft mum scale, which in this case is the inner system scale,
must commit to a t rajectory weeks in advance and where the base time value is months. Given the limited
then stick with it (plus or m inus 0.5%) for weeks to duration of human spacecraft, they'd better have a
come. Either luck or tremendous superiority in tremendous transfer rating if they want to have the
m aneuver capability is required to effect intercept. faintest chance of pulling off the intercept mission
If the initial intercept values are too disparate, it is successfully.
essentially impossible to" go into reverse" and catch Note that this scale also provides a useful yard-
someone. stick for t imes to various orbits, with each step
upward or downward using the time scale ofthe next
Intercept and Avoidance Times lower orbit. That is, it is minutes to LEO, hours (at
The greater the degree of success, the less time most) to GEO, days to the moon, weeks to Mars and
is required to achieve it. Therefore, if the final the inner planets, months to the moons of Jupiter,
intercept value was -3, this intercept would take a and years to the frozen outer worlds.
much shorter period of time than would a similar
attempt where the final intercept value was - 1. launch Vehicles In Orbit
Conversely, the higher a positive intercept number If a launch vehicle were to be transferred to orbit
is, the faster that avoidance can be effected. (i.e., as cargo rather than as the launching system),
Referees will determine what these intervals mean its launch value becomes its transfer value.
in terms of precise t ime units. However, the follow-
ing guidelines are offered for their assistance. Attaining Higher Orbits
The scale of m aneuver will have a great deal to do At atransfer valueof2or greater, a spacecraft can
with the basic t ime unit to use. If the craft are attain the next higher orbital (launch ) value than its
encountering each other in the course of low Earth launch took it to. So a craft in LEO with a transfer
orbit maneuvering, the time unit m ight be hours; at value of 2 could m ake it to GEO on its own.
GEO, it would be days; in cislunar space, it would be Also, craft that can attain GEO can reach the
weeks; within the inner solar system, months; and Moon if their loads are only 90% of their GEO
once one is operating across the vast distances of maximum payload or less.

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platforms into space. They have little or no maneu-
SPACf CRAfT verability once launched.
There are two principal types of spacecraft: Combinations Syst ems (Launch and Orbital
launch systems and combination (launch and or- Syst em s): A combination system is one in which
bital operations) systems. A representative sample there are both launch and orbital systems, and in
of each is shown below. which both are essential to the launch phase of the
Launch Systems: Launch systems essentially system. They are generally the most complex. and
are large rockets. Their function is purely to launch versatile, of all space systems.

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>

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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

STS (Space Transportation System)


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

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

Shuttle-( (Cargo Module) Zen it


Shuttle-C was developed in the mid-late 1990s as a cargo- This Russian vehicle was designed for the commercial
only complement to the shuttle. Disposable and requiring launch market and never got all its bugs worked out before the
vastly less preparation time (due to reduced safety require- Russian Space agency Glavkosmos effectively went out of
ments), shuttle-C is now the only true heavy lift launch business. The few Zen its that remain are not in high demand,
vehicle (HLLV) currently in use. It is reliable, and several since their failure percentage is twice the international aver-
systems are always on standby. age. (Count all Zenits as poorly maintained.)
Type: Combination system Type: Launch system
Source: NASA (US) Source: Glavkosmos (Russia)
Price: $200,000,000 (-/-) Price: $55,000,000 {S/S)
Size: 2 (50 T mass) Size: 2
Payload· 60 Payload· 13
Launch: 0 Launch: 3
Reentry:O Reentry: 0
Transfer: 1 Transfer: 0
Crew: 0 Crew: 0
Duration: 0 Duration: 0

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

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programming, sometimes augmented by re- of the speed and agility of their striking/cutting
mote instruction by radio. Consequently, even appendages.
the most "friendly" or innocuous robots can Unarmed Combat Damage: This is the num-
suddenly prove deadly, without warning. ber of hit points inflicted by a blow from an arm
or other appendage.
COMBAT Melee Weapon: Not all robots have melee
For the purposes of combat, robots are divided weapons, but those with drills, screwdrivers,
into two broad categories: vehicular and cutting saws. welding torches. and so forth, do.
nonvehicular. The particular category into which a Robots with multiple tools like this may have
given robot falls is defined in the equipment de- several weapon listings. If the robot cannot use
scriptions. The normal combat rules apply to hu - more than one at a time, this fact is specifically
man versus robot and robot versus robot fire com- noted. Weapon effects are defined by the follow-
bat, except as noted below. Melee combat can only ing three characteristics:
be carried out with nonvehicular robots. • Range: Either short or long. Long covers
Nonvehicular robots are assigned attribute num- things on the end of long servo arms, while short
bers to enable their use in melee combat. covers things mounted closer to the torso.
Weapons: The weapons installed in robots are • Hit Modifier: Some weapons are clumsier than
identical in performance to those used by charac- others. Hit modifiers can be -1 . -2. + 1. and +2.
ters, except that the magazine capacities are often • Damage: This is the amount of damage the
larger. Ratings for weapons are included with the weapon does if it hits. (Melee weapons average
individual robot entries. about 1D6 damage.)

Melee Combat f ire Combat


Vehicular robots may not engage in melee Fire combat against nonvehicular robots is
combat. Nonveh icular robots use the normal carried out according to the conventional fire
melee com bat rules, with the following excep- combat rules on pages 82-89. Fire combat
tions. against vehicular robots is carried according to
Unarm ed Combat : Robots may make strike the vehicular combat rules on pages 109-119.
attacks , escape attempts, or grapple attacks. Hit procedures are identical to those given in
They may not make diving blows. Unarmed those pages, but battle damage differs, as noted
attacks by robots are resolved normally, but the on the following pages.
robot uses its Agility rating in place of Melee
Combat skill.
Armed Combat : Only robots which have built-
in melee weapons may make armed melee
attacks, and they do so with the characteristic of
the weapon. Robots with more than one melee
weapon can attack with each of th em in every
phase in which it attacks. u nless specifically
prohib ited by the robot description.
M elee Ratings: For melee combat, robots have
the following ratings:
Agility: This is the robot's chance of connecting
with a blow or a grapple attempt, and is a measure

ROBOTS
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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

130 DARK CONSPIRACY

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move at half normal speed, and that it cannot move Foodbot: A foodbot is a nonvehicular robot de-
and fire at the same time. Major damage means that signed to take food orders at restaurants. The
the robot may not move, and can only fire one machine is equipped with voice-recognition soft-
weapon at a time. ware and a limited number of vocal responses such
Fuel: This represents damage to the robot's power as "Thank you for dining at Zhukov's! May I take
source, either the fuel tank or its rechargeable your order, please?" "Would you like to speak to my
batteries. Fuel hits are adjudicated as in conven- supervisor?" and the ever-popular "Would you like
tional vehicle combat. Battery hits result in the cabbage rolls with that?" Foodbots are similar to
immobilization of the robot. butlerbots, except that they have provisions to
Weapon/Ammo: One weapon system is de- accept money and make change from an armored
stroyed. If no weapon is present in the location "safe" within their body.
damaged, the hit becomes an ammunition hit. Receptionistbot: This non vehicular robot is pro-
Ammo hits are handled as conventional vehicle grammed to greet anyone who comes within range
combat. If no ammunition is present in the location and ask their business. The sophistication of this
damaged, the hit has no effect. robot's voice-recognition software, and the pattern
of responses, varies with the particular duties of the
Burn Damage robot. The cheapest versions of this robot look like
Burn damage against nonvehicular robots is beverage vending machines (and are extremely
halved, to reflect the fact that machines are harder rugged). More expensive versions are humanoid in
to damage by heat than are people. Being on fire basic shape, and deluxe models may even be
completely destroys infrared (IR) sensors, however. equipped with very realistic appearing skin and hair
(these can easily be told from real humans by their
TYPICAL DRUDGfBOTS limited movements and precise "machine" speech,
The following are typical of drudgebots that the as well as their inability to rise from their chair or
PCs may encounter, in the right circumstances. move from behind their dais). Needless to say, such
Players should keep in mind that while these robots models are very del~ate, and are reserved for
are usually harmless, there have been instances of corporate offices and the like.
them being reprogrammed to attack. Of course, it is Repairbot: This is a small, squat, nonvehicular
theoretically possible that the PCs might do such drudgebot with several arms ending in assorted
reprogramming themselves (using, for instance, tools, intended to perform preventative mainte-
the ROM burner mentioned in "Equipment"). nance and simple repairs on other machinery,
Cleaningbot: This is a small, vehicular drudgebot including other robots.
with several arms (ending in various cleaning and
polishing attachments), sometimes found towing a
wheeled trash bin.
Butlerbot: This nonvehicular robot resembles a
small, four-wheeled cart. It is fitted with serving
arms, a sensory arm, and a number of compart-
ments to keep food and drinks at the optimum
temperature. Butlerbots take on comestibles in the
kitchen, transport them to the dining area, and serve
them, accompanied by appropriate phrases ("Din-
ner is served," "More wine?" and "Would you care
for some freshly ground pepper?").

ROBOTS
131
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133
james stevens (order #2085857)
~~f~~~~~~~
~~~oc c~~§~~~~cr

First of all, it is the referee who is primarily responsible

134 ' DARKCONSPIRACY

james stevens (order #2085857)


for the world in which the player characters live. The then letting the chips fall where they may. The same
referee is the person who is most familiar with the thing applied, of course, to other sorts of conflict
game background, which makes him or her the besides com bat.
touchstone for the players' imaginations. That is to There are some problems with per iving the
say, while each of the players has some mental referee in this way, however. First of all, referees
image of the world in which the PCs live, it is the could hardly act as dispassionate observers of the
referee who knows the most about that world, who battle, considering the fact that they were also
serves as the shepherd of their collective imagina- responsible for playing the part of (making tactical
tions. decisions for) the PCs' opponent. As well, in most
As such, the referee is responsible for more than cases it was the referee who designed the opponent
just factual information about the game world. in the first place and set up the encounter. In other
Perhaps even more importantly, the referee is also words, while the referee in a sports event is expected
the primary conveyor of atmosphere. to have no part in either team's play, the referee in
a roleplaying session has traditionally had to adju-
THf STORY dicate the rules while at the same time playing as
The referee is also, of course, the central force in one of the teams.
the individual stories (adventures) that the PCs Another problem with viewing the referee as an
experience. This is true whether you tend to run impartial arbiter has come about as a result of
tightly paced, episodic adventures or instead just changes concerning the ways in which people
let the players wander where they will. Referees roleplay. In early roleplaying games, play was
who run pregenerated adventures are certainly the much more like a board game in which the PCs
primary force in the story, because they serve to were pawns (being little more than a collection of
keep the PCs on track with the predetermined plot. attributes). But with the passage oftime, there has
But the same centrality is true of referees at the been a growing tendency for roleplayers to think of
other extreme, who come to an adventure session their characters as personalities. As a consequence,
with next to nothing in terms of notes and run things continually more of the action in a roleplaying
"by the seat of their pants." In either case, the session takes place in the imagination, and less on
referee reacts to the PCs' actions, telling the players paper. Less action on paper means fewer hard-
what their characters see, playing the parts of the and-fast rules, which makes refereeing a less me-
NPCs, and just generally being the world that the chanical job.
PCs live in. There is a second important reason why this
move toward m ore fully imagined player charac-
THf RULfS ters results in a less impartial referee. That is, the
In the field of roleplaying games, it has long been more imagination and emotional energy a player
customary to think of the referee as the final arbiter invests in a character, the less easy it is for the
of the game rules. The earliest roleplaying games player to watch that character die. As long as PCs
characterized the referee as an impartial judge, were little more than numbers with nam es, a PC
much like the referee of a sports event. (In fact, death as the result of an unlucky die roll could be
that's where the widely used roleplaying term accepted pretty easily. But the more fully players
"referee" comes from.) As a consequence, if the identify with their characters, the more painful
player characters encountered som e nasty beast losing those characters becom es.
and began combating it, the referee was supposed This is only natural. Think of it this way: The
to serve as an arbiter of the game rules, applying more fully players imagine their characters, the
them equ.ably to both the PCs and their opponent, more roleplaying becomes like creating fiction,

REFEREEING DARK CONSPIRACY


135
james stevens (order #2085857)
and no one likes to see the protagonist of a piece of
fiction die. PCs are the protagonists of roleplaying
CONVfRSION NOTfS adventures.
Be<::ause Dark Conspiracy, Cadlllacs and Dinosaurs, and second
edition Twilight: 2000 are all based upon the same general rules system, If the referee's function is becoming perceived
it is possible to use elements of one game in either of the others. However,
due to differences among the central themes of the games, there may be less as that of an impartial arbiter of hard-and-fast
some slight adaptations to be made. In order to accomplish that, you will rules, and is now being thought of more as a stage
need to understand in what ways the rules of Dark Conspiracy diverge from
those of the others. setter and coach, you might suppose that the task
Most obvious, of course, has been the addition of a seventh attribute- has become easier. After all, there are fewer rules to
Empathy-and its related skills. If you wish to use chamcters from
Twilight: 2000 or CadUJacs and Dinosaurs in Dark Conspiracy, you may know. But actually, the job of referee has become, in
want to allow a chal'lCe for Empathy skills to manifest in them at the time
many ways, more demanding. Fewer hard-and-fast
of conversion. One way to do this is to roll 1010-5 to determine each
character's Empathy mting, and if that comes up greater than 0, roll again rules mean more demands upon imagination, but it
for each Empathy skill, with the skill maximum limited by the value of the
attribute. If you prefer, roll 106-1 for the attribute, but we recommend is this emphasis upon imagination that also makes
1 D1 0-5 for the skills, nonetheless. the referee's job more satisfying.
There are a few other skill differences among the games, as well.
Be<::ause TwHight: 2000 emphasizes military conflict, ithasmore militarily
oriented skills than Dark Conspiracy, with its emphasis on (civilian) horror,
and both are different from the technologically more primitive worid of
THf HOST
Cadlllacs and Dinosaurs. As an example, whileTwilight: 2000 has a Pilot Let's face it. Not only is the referee typically the
skill with Fixed-Wing and Rotary as cascades, Pilot in Dark Conspiracy person who buys the game, learns the rules, and
also includes Shuttle as a cascade, while Cadlllacs and Dinosaurs has no
Pilot skill at all. When converting from one game to another, referees will puts a group of players together, it is generally also
have to judge references to skills on a case by case basis, determining what the referee who sets the time and place for the
skills overlap functions. Try to be fair to each particular PC's initial concept
(don't consider Twilight: 2000 or Cadlllacs and Dinosaurs chamcters to gaming session.lf you think of a roleplaying session
be lacking will just because there is no Willpower skill in the games, for
instance), and recognize that skill listings are not intended to define as a social get-together, generally it is the referee
characters' limits, but rather their abilities. who plays host.
If you wish, you may use career listings from one game to supplement
another. For example,ln Dark Conspiracy, military career possibilities are We'd like to make a suggestion at this point. We
less detailed than those in Twlight: 2000. Mllrine sniper in Dark Con- strongly recommend that you, as referee, foist offon
spiracy is subsumed under •EJite Forces." for instance, while in TwRight:
2000 it is a sepamte listing. But there is nothing to prevent you from using someone else in your group the job of hosting your
the Twilight: 2000 marine sniper career to create a Dark Conspiracy roleplaying session . It may be the case that you
character. Just tmnslate the career's Mountaineering listing to Climbing,
and allow thecharacterto spend an extra skill level or two for skills per term think it necessary to call the players yourself before
(Dark Conspiracy characters tend to get more skills per term to enhance
a session, to make sure you know who is going to
the game's more cinematic nature). Use the secondary activities list from
Dark Conspiracy. show up. But we urge you to have the session
Equipment listings among the three games have largely the same
statisictics, but there are a couple of differences. First, the equipment
actually held at someone else's home. That way,
availability codes mean different things in Dark Conspiracy and Twilight: there will be someone else to answer questions
2000 (Cadlllacs and Dinosaurs has no availability codes). In Dark
Conspiracy, the first letter is availability without a contact, the second about where the paper cups are, or to point people
through a contact. In Twilight: 2000, the first letter is availability to to the bathroom , allowing you to concentrate on
Western forces, the second to Eastern. Referees of one game, using
equipment listings from the other, should change these codes as seems moderating the game.
appropriate. Second, notice that while Dark Conspiracy vehicles have a By the way, getting someone else to take part of
Cruise Speed listed (which is kilometers per hour}. Twilight: 2000
vehicles have a Travel Movement (kilometers per {our-hour period) rating the responsibility in this way is a primary step
instead. This is because in Dark Conspiracy travel is usuallly by road from toward establishing a strong sense of community
city to city, while In Twilight: 2000 it is genemlly cross-country and
exploratory. Multiply Cruise Speed by two to get Travel Movement (and effort in your roleplaying sessions. As we will ex-
divide Travel Movement in half to get Cruise Speed). In this way, Twlight:
2000's travel rules can be applied to Dark Conspiracy adventures plain in m ore detail in the next chapters, this com-
involving long, off-road travel through Demonground or protodimensions, munity effort can help to enrich the plots of adven-
if the referee desires to focus on the hour after hour grind of such travel. By
the same token, Twlight: 2000's fatigue rules and vehicle maintainal'lCe tures, bring NPCs more fully to life, translate die
rules can easily be applied to Dark Conspiracy In such adventures. (The mechanics into vivid story elements, and generally
referee can extrapolate base maintainal'lCe values for Dark Conspiracy
vehicles by comparing them to similar vehicles from TwDight: 2000.) m ake the referee's job much easier while at the
same time enhancing enjoyment for everyone.

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As the referee, you will have the primary
responsibility for setting and maintaining the
appropriate atmosphere in your Dark Conspiracy
campaign. In order to accomplish that, you
need to have a firm grasp of just what Dark
Conspiracy is really all about. So far in this
book, we have worked to euoke the sense of
mystery and weirdness that makes Dark Con-
spiracy what it is. Now-for referees only-we
are going to talk frankly about the ingredients
that make up the Dark Conspiracy milieu.
Unless you intend to referee, you should re-
frain from reading the following section. Much of
your errjoyrnent of the first several adventures
will come {rom gradually discouering these se-
crets, so don't ruin it for yourself.
Dark Conspiracy is set in the near future. But it
is a bleak, shattered future. The Earth has changed
dramatically in the few years which have passed.
Obviously some central event has taken place to
alter the normal course of history. As referee you
need to be familiar with that event, while players will
only know (at ftrst) the results of it. As game time
passes. they will gradually piece together the ex-
planation. In fact, solving this mystery will be a
major theme in the early adventures of your play-
ers, so it is important that, at least at first, you not
let the cat out of the bag.
Please do not let this betrayal of secrets kill your
own sense of the Dark Conspiracy mystique. The
material below is intended as a firm foundation
upon which you can build your own Dark Con-
spiracy campaign. It is not meant as a marking off
of rigid boundaries. In other words, once you are
privy to these basics, you can graft your own weird
ideas upon them. In later chapters. you wiiJ find
ample examples of how we applied these basics in
translating outside material into Dark Conspiracy
terms.

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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

138 DARK CONSPIRACY

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more than a few hundred beings. They were extraterrestrials. The bodies and the wreckage of
completely isolated from their home worlds, the alien craft were taken to Wright-Patterson Air
which were located literally hundreds of light- Force Base where they were first studied and,
years away. No help could be expected from that eventually, permanently stored. Very little infor-
quarter. mation was gleaned from the investigation-no
Second, the aliens were, for all practical pur- more than an 18th-century scientist would dis-
poses, unarmed. Since their mission was one of cover from the wreckage of a home computer if
exploration, they had a few side arms for defense it were dropped from the top of a 20-story
against local animal life, but virtually no heavy building.
weaponry. They were certainly unprepared to After some time, Air Force and government
invade or conquer a planet containing over a officials were contacted by the extraterrestrials.
billion inhabitants. More to the point, they were This contact was extremely tentative at first, due
unwilling to do so-their intentions had never to a tremendous reluctance on the part of the
been aggressive or violent. explorers to make their existence known to the
The decision was made to continue to survey public. They insisted that the government main-
the planet and the nearby worlds of the solar tain the cloak of secrecy concerning their exist-
system, but to do so clandestinely. ence for fear that the resulting public hysteria
In early July of 194 7. a scout saucer experi- would lead to an active campaign to exterminate
enc ed a complete and catastrophic electrical them. Nevertheless, trust gradually grew be-
failure and crashed near Corona, New Mexico. tween the ETs and humans, and a number of
Found in the wreckage were the bodies of two friendships developed over the years.

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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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of the Dark Ones and their minions. Only in this way
have they been able to escape detection. The
protecting groups of humans carefully guard the
secret of their location and even their existence.
Even so. word occasionally leaks out due to one
careless act or another, and then shambling, bloody
horrors descend on the small cell, slaughtering all
they fmd.
Many of the mentally controlled extraterrestrials
were driven mad by the experience, although they
were seldom reduced to a state of helplessness by
their condition. Instead. they began exhibiting bi-
zarre behavior. By 1985 reports began to appear in
the news media, particularly the tabloids, of human
abductions by UFOs, followed by horrifying biologi-
cal experiments. Sometimes victims were returned
to Earth. their m em ories erased. Neither the experi-
ments nor the return of the subjects were the acts of
rational beings. In fact, the very irrationality and
seeming pointlessness of the abductions made it
difficult for the victims to gain a public hearing.
A few of the controlled extraterrestrials remained
rational (but possessed) and, at the direction of the
guiding Dark Ones, began to visit numerous ancient
sites on Earth. These sites were locked portals to
other dimensions. dimensions which were only
pale. dark shadows ofour own, inhabited by twisted,
perverted beings. For countless millennia, the por-
tals had been locked by energy barriers too powerful
for the Dark Ones to overcome. Now, with the aid of
the technologically sophisticated drilling tools of the
extraterrestrials. they were able to breach barrier
after barrier.
The mental efforts of these Dark Ones through-
out the ages to bridge the gap between our dimen-
sion and their own had left their marks on humans
in the form of mental impressions. These impres-
sions had resulted in myths and legends: werewolves,
vampires. zombies. In earlier times minions o f the
lords of these dark dimensions had slipped through
the portals, but had eventually been either extermi-
nated or driven into remote areas. Now, however,
they have reemerged and have been joined by new -......._- '__.
monstrosities from beyond the dimensional portals.

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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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industrial areas d the city, called " 'Bot City" (due to the Ant Hills: Ant hills are the densely pcpulated, low-
extensiveuseofrobots). Thereislittleresidentialhousing income (and no-income) slums of the city. Many build-
(aUdit very bad), andtheonlypeopleusuaUyfoundhere ings are collapsed, and those standing are heawy
are police, corporate security, maintenancetechnicians, damaged. (Only lucky i'lhabitants have running water,
and delivery personnel. electricity, and intact windows.)
Precincts: Since passage of the \bting Rights Act of Crime is rampant, and violence an accepted means
1<¥.)7. megacOf'JX)raticns have amassed tremendous of interpersonal interaction. Many Ant Hm areas are no
political power by buying the proxy votes of financiaUy longer patrolled by the police, and are posted "You Are
destitute people. Many ofthese so-called "ballotmen" Now Leaving A Controlled Area." Occasional police
live in corporate-supplied housing, similar to the sweeps (growing less frequent) are supported by heli-
"projects" of the late 20th century. Most of these copters and armored vehicles. Some are now officially
projects house the equivalent of about one municipal police free fire zones, with 24-hour curfews.
precinct's worth of voters, hence the name. 'Burbs: The suburbs are also populated by the
Ballotmen receive a corporate dole consisting of otherwise homeless poor. While there is occasional
small amounts of spending money, regular ship- opportunity for employment closer to the city cen-
ments of clothing (paper coveralls), food (similar to ter, the suburbs are all but abandoned except by the
combat rations, typically Russian), and some luxu- destitute and mad.
ries ( soap, eyeglasses, etc.). They spend their days Demonground: Urban Demonground consists of
in barracks-style apartments, watching free corpo- areas ofthe city rcN deserted by humans and nhabited
rate cable lV. and their nights in the ramshackle sin- by Dark Ones. lllese areas have been altered into
mills that surround them. habitats more familiar to their new residents.

DARK EARTH
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james stevens (order #2085857)
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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Corp Farms: Dotted across the landscape are
huge agricorp farm complexes. These vast tracts
of land are mostly roadless, as giant robot p lows
"Many things just aren't what they
have obliterated most of the gravel, dirt, and used to be. A weekend in the coun-
blacktop roads which once linked farmhouses to try is fairly high on that Bst."
the main highways. The farm complexes have
machine shops, barracks for maintenance work-
-ana Marley
ers, a helipad (helicopters are used to inspect the
(Early 21st<entury mercenary-phUosopher)
land and move maintenance personnel to repair
broken-down machinery), and crude recreation habitable. Sut other parts are sparsely inhabited
facilities. by various groups of people estranged from
Towns that lie on the periphery of these corp society for one reason or anoth er.
farms are both blessed and cursed by the corpo- Biker is a generic term for the most dangerous
rate presence. Corporate workers are discour- of these, an d it refers not so m uch to mode of
aged from mingling with the local population, transportation as t o a brutal , violent life-style.
but they often frequent town bars and dance Bikers t ravel in groups of from on e to six dozen.
halls for diversion. Relations between the town Some ride motorcycles, but many ride h eavily
populations and farm workers are strained at m odified tru cks and cars. These gaudily painted
best, and more often downright hostile. vehicles often have improvised armor and light
Rural interstates are still maintained, to an weapons mounted on them, as well as having
extent, and patrolled by state police cars. Never- bizarre decorative additions. Bikers live by hi-
theless, travel along the highways is dan gerous, jacking truck convoys, terrorizing local towns, or
particularly at night. Megacorps which use the sometimes hiring out to the agricorps as local
interstates to haul bulk cargo by truck m aintain muscle.
guarded fuel and rest stations along the road, but Nomad covers a variety of less dangerous
independent drivers are forced to purchase fuel, (usually) inhabitants. Nomads live o ff the land
food, and lodging in local towns , often at exorbi- by hunting and foraging, and generally resort to
tant rates. A lso, local sheriffs and police in the violence only in self-defen se. Nomads include
small road towns are notoriously brutal and Native Americans attempting to reestablish their
corrupt. bond with the land, eco-utopians practicing a
The Out-Law: Just as there are parts of the cities simpler and less destructive life-style, m en and
no longer patrolled by the police, there are large women pursued by powerful corporations who
stretches of the countryside which are officially out have fled to the countryside, and a startling array
of any legal jurisdiction (except for the federal of genuine eccentrics and crazy people.
government). These areas are called the Out-Law. Overseas: In Third World nations, where th e
State law enforcement has long since been limited countrysides were never so well developed, rural
to highway patrols, and local law enforcement populations have been affected somewhat less
exists only where there is a permanent, gainfully severely than el sewhere. But urban areas have
employed, tax-paying population. Since large become even more economically depressed than
stretches of the countryside no longer m eet that ever before. As well , in portions o f Africa, the
criteria, there are no police. Middle East, and Central America, vast stretch es
Much of the Out-Law is genuinely uninhab- eflan d have been rendered uninhabitable due to
ited. As it is a favorite toxic dumping ground for residues from nuclear, chemical , and biological
the megacorps, parts of it are also nearly un in- weapons.

DARK EARTH
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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

146 DARK CONSPIRACY

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Ones. This is one of the sources of cyborgs, for leads the world in agricultural production. Both
example. They also buid aganic comJ:Uers com- Mexican and Soviet corporations purchase crops
posed of ttmly sliced brai1 tissue. This is explained in from the US for their processed food operations.
greater detaa in the "DarkTek" chapter. The thing to The US has greatly decreased emphasis on
remember at this point, however, isthat thei"technology consumer goods production, concentrating instead
isbizarre and quasi-organic i1appearanceandfuncfun. upon high-intensity agriculture, large aerospace
SpaceTek: One area where technology has ad- and ground transportation equipm ent, and high-
vanced slightly is the space program. Spacecraft in tech weaponry. Most of the wars that rage on the
service consist of old versions of craft presently in Earth find both sides equipped with weapons pur-
use or on the drawing boards in the 1990s. Lack of chased from the US.
funding has slowed adoption of new designs and Japan and Germany, on the other hand, now
greatly limited manned flights. Several smaJI re- concentrate upon competing for the attention of the
search stations are in orbit, however, all with m ajor ultra-rich. Most of the world's advances in consumer
industrial and military applications as well. technology were developed by these two nations,
Conveying Tech Differences: So how do referees and most gnome high-tech consumer toys are
convey the technology of Dark Conspiracy? First, manufactureci in one of these two countries.
remember to think of the bulk of it in '50s and '60s
terms. Fast food comes from toaster ovens, not
microwaves; home telephones are less prevalent
and tend to be out oforder a lot. Similarly, when PCs
purchase weapons from a street source, what is
available should be out-moded models stolen from
a closed-down National Guard armory. Once that
technologically degenerated mood is firmly set,
start letting the PCs catch glimpses of how the
wealthy live, or have them encount er an alien ray
gun. Many real-world publications occasionally
mention experimental devices and technological
developments that you can incorporate, in final
form, in your campaign . In each case, make sure to
play up the contrast between this ultra-tech and
day-to-day technology.
Global Production: There remains one final topic
to be discussed concerning technology in Dark
Conspiracy. That is the division of production among
the nations.
It has been mentioned previously that Mexico and
the Eastern European states have taken over the
basic consumer market. In general, the East Euro-
peans have a lead on Mexico in terms of production
facilities, but Mexico has made advances in plastics
manufacturing, due to its petroleum resources.
Most of the world's packaged food comes from
these two nations, as well, even though the US still

DARK EARTH
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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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there is no reason to ever assume such a form.
Instead, the Dark Ones influence the world by
twisting the thoughts and motivations of others.
The rampant greed and brutality that permeates
the Dark Conspiracy world is the result of weak-
willed individuals giving in to the corrupting siren
song of the Dark Ones.
Som e of these humans have no belief in the
supernatural, and merely think of themselves as
realists. Others have joined covens or satanic
cults, thinking that they have made a pact with
t he biblical Devil.
Whatever the belief structure of these hu-
mans, they wittingly or unwittingly serve the
purposes of the Dark Ones, and thus are part of
the Dark Conspiracy. Sometimes this will take
the form of a detailed, purposeful plan. At other
times, the end result will be ruin and misery for
all concerned, including the human dupes. The
Dark Ones do not care whose spirit feeds their
boundless appetites.
Extraterrestrials: The members of the four
spacefaring races who travelled to our star sys-
tem decades ago, coming in peace and in search
of knowledge, are the m ost pitiful of the souls
captured by the Dark Ones. As their principal
means of communication was empathic, their
minds were extraordinarily open to capture and
corruption. Now most ofthem are helpless slaves
of evil, and many of those have been driven mad
by the experience. bies, and demons. They are the dark fey folk of
The extraterrestrials are extremely important faerie legend, the lurkers in the shadows, the evil
to the Dark Ones, due to their mastery of tech- creatures of all our myths. And they are cruel
nology. The Dark Ones themselves have virtu- beyond imagining.
ally no ability to understand the principles of The Dark Minions are the minor creations of
technology, and no patience for its systematic, the Dark Ones, fashioned from their own life
routine demands. However, the technology prac - force and sent out into the physical world to
ticed now by the captive-spirit extraterrestrials is spread terror and destruction. Many of them can
a horrible, blasphemous perversion of their origi- feed off of flesh or blood, thus allowing the Dark
nal science. Master to consume all of the life energy of their
Dark Minions: The Dark Minions are the very victims. Others live off of life energy as well, but
embodiment of our worst nightmares, and for generate enough additional horror and suffering
good reason: It is they who are the basis of our to make this investment of life energy worthwhile
legends of vampires, trolls, werewolves, zorn- to their Dark Masters.

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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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intended to attract the curious, who will then become
the next meal.
"The Dark Ones gained their free-
fMPATHY dom, and suddenJy there were more
A nother major element of the Dark Conspiracy empathically active humans. Sens-
milieu is the incidence of empathic powers am ong
humans. In response to the increased psychic activ-
ing the threat, the Dark Ones hunt
ity on the Earth, many humans have begun to us.
manifest extrasensory abilities, abilities that are "Most problems in nature are ulti-
closely tied to that natural world.
mately self-correcting. The question
How powerful, potentially, is empathic power? At
this time humanit y has no inkling, but there is a
is, which of us is the problem, and
growing suspicion that we have only scratched the which the correction?"
surface. As a referee, you know that this is the case, ---Zena Marley
as the entire m eans by which the Dark Ones interact (Early 21st<entury mercenary-philosopher)
with and manipulate the universes around them is
by the psychic power hum ans label empathy.
Empathy, as described in D ark Conspiracy, conjecture, when they are discussed at all. Of
amounts to the ability to sense and , in som e cases course, tabloids claim that there are people who can
manipulate, the life energy which is the spiritual predict the future by reading the lines in a cracked
essence of all living beings. Hum ans with empathic windshield and other such things, but few people
powers draw on their own life energy as well as the give them much credence.
Earth's life energy field, which is generated by all Below the surface of ever yday society, however,
native life forms, but particularly the h igher forms of there is an em pathic comm unity, com posed of
anim al life. This shared life energy between higher peoplefromallwalksoflifeandallpartsoftheglobe,
life form s is the reason for the strong bonds between who know that these powers are on the rise and
humans and animals, particularly m amm als. know something of how to use them. There have
The Dark Ones resent, and even fear, th is rise in even been some secret facilities established to study
human empathic powers, and even more than the phenom ena-some created by official govern-
before seek to separate humans from their natural ment agencies, and others by private concerns.
heritage. This is the reason, for example, t hat they (This is the reason for the psychic test subject
have long been working toward making the higher career, for example.) A m ong the entire em pathic
forms of animal life extinct. The fervent desire of community, there are even a good number who also
most ofthe Dark Races is to transform the Earth into have at least som e inkling of the Dark Ones' inva-
a polluted, m echanical travesty of itself, with virtu- sion, as well.
ally no native living beings other than hum ans, on In day-to-day hawenings, then, characters with
whom they will feed . empathic powers should be treated as mysterious. If
When incorporating em pathic powers into your they flaunt those powers, they are likely to get into all
adventures, rem ember that they do not manifest in sorts ci trouble, from kx:als who fear them or suspect
many people, and t hat even among those people them of fraud, from agencies that would like to collect
with em pathic powers, they are often so m inor as to them for experimentation, or from the Dark Ones who
seem little m ore than an advanced intuition . Em- find them threatening and wanttodestroythem. Let your
pathic powers are not publicly recognized as valid, playersknowthatempathic powersmustbeused subtly
but instead are the subject of speculation and ifthey are to be effective.

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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.

RUNN lNG AN ADVfNTURf MAKING ROLEPLAYING


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

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times players work against the referee. being somehow significant, and the importance of the
There is a general solution to all of these problems, bodies is played clown.
and that is to train your players to think of roleplaying
as a shared responsibility. It is surprising just how HfiGHTfNING HORROR
many things you can afford to let players take a hand One of a referee's main tasks is to mairtain an
in, from looking up rules, to scene setting, to plot a1mosphere of horror, by which we mean a sense of
suggestions. The more fully you involve your players, brooding menace. plU'lctUated by moments of intense
the more satisfying your sessions will be for everyone. fright There are a number of ways of achieiving this.
Striving to be dramatic, as mentioned above, is
SfTTING THf SCfNf important part of maintaining horror. Careful setting
As the primary storyteller, the referee Is the play- descriptions and NPC characterizations do wonders
ers' window on the world. Everything the PCs see, for helping to achieve a horriffic atmosphere.
hear, feel, smell, taste, or otherwise sense is conveyed Next, remember that while you may not want to kill
by the referee. One of the most important ways of off player characters right and left, with NPCs you can
building drama in the game is by carefully playing afford to be ruthless. One way to enhance the PCs'
upon all of these senses, painting a rich word picture own sense of danger is to have the creature they are
that projects your players into the Dark Conspiracy world. investigating kill off lots NPCs, beginning with strang-
When you begin a description, take a moment to ers and working steadily closer to the PCs. With this
picture it clearly in your own mind. Then convey it to sort of a progression, the players w!ll feel the danger
the players as it appears to you. Remember to start growing ever closer, enhancing their horror.
with their strongest sensory impression. If the first Finally, recognize that we humans are just not
thing the PCs notice upon stepping Into a room is the constructed to maintain one emotion unrelievedly.
stench of decaying bodies, that is what you will want We need a change now and then, and when we return
to tell them first. then fill in their other senses. MThere to the original emotion, it is fresh once again. Levity
are two bloated corpses lying on a stained drop-cloth makes a good break from the oppressivene.s s of
in the middle of the floor, illuminated by light from a horror. For example, imagine that a PC named Mark
grimy picture window across from you. You can hear Douglas is at home and hears strange scrabbling
the buzzing of scores of flies. Glancing around, you noises coming from the next room. Cautiously, he
see that there is no furniture, just a painting on the left works his way to the doorway and peeks inside.
wall. Even from the door, you can tell it has been Suddenly, his little sister leaps up and screams,
mutilated." If you want to heighten player tension, toy MBoo!" Mark jumps with fright, maybe gets angry, but
with their two main senses: sight and sound. Some- when she collapses in laughter, he finally relaxes and
times you will want to rob them of those senses; at starts tickling her to get even. Suddenly she looks
others, to overload them. And nothing gets players' over his shoulder and screams horrifically, and Mark
interest like a hint of danger. Even if there is no turns to find a humongous thing, all muscles and
immediate threat, you ought to drop a mysterious hint teeth, looming over him. The end result is more
or two just to keep their paranoia high. terrifying than if the thing, rather than his sister, had
Also, save the most important for last. so ithas the most startled him in the first place.
impact Don't make your players wait through the rest of
yourdescriptionbe!Oretheycanaskaboutthatimportart MAINTAINING MYSTfRY
detail, or they will be distracted from your descrijXion. and One of the things that can ruin enjoyment of a role-
they will mistake the siglificance of the scene's details. In playing game is for the players to discover all of its
the room description alx>ve, for instance, players' atten- secrets. After the PCs have encountered a particular
tion will naturally be drawn to the mltilated painting as creature a few times, the players become familiar with

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james stevens (order #2085857)
its statistics, and it ceases to seem like a living being PCs when they arrive ln a new town. Just mentioning
any longer. Eventually, after all of the creatures have that a man at another table in the same restaurant has
been encountered, all of the PC types have been tried, looked at them several times can be enough to make
and all of the standard plots have been spun, the game the PCs feel suspicious, in which case they will act
can begin to seem mechanical. But that doesn't have suspicious, thereby drawing even more attention.
to happen. As long as the game world seems bound-
less, as long as the challenges the PCs face are always PRfPARING ADVfNTURfS
new, in other words, as long as there remains a When you create an adventure, it may help to th.r··'
powerful sense of mystery, player interest will stay in terms of major elements of the task.
high. Maintaining that sense of mystery isn't really that Adventure Concept: Generally, the first thing to do
difficult to do. You just need to stay away from rigid in creating a new adventure is to come up with a
definitions and to avoid tying things off completely. concept It may be that you want to do one about a
ThatiswhysomethingsinDarkConspiracyareleft.only particular creature. Or perhaps you have a basic plot
partially defined. For example, somewhere in some other- idea in mind. Good sources for either of these are
dimensional space the Dark Masters plot humanity's myths, modern fiction, and tabloids. Once you have
downfall. WhatarethoseDarkMasters like? Noone knows. the basic concept, it is time to begin fleshing it out.
They are too elusive, too distant for the Pes to ever actually
Adventure Location: Next, you need to choose a
encounter them. After all, they've been working behind the
location for your adventure. Let imagery and familiar-
scenes for millennia; it is unthinkable that any group ofity be your primary guides. For instance, once we had
set our sights on the vampire adventure (see "Adven-
investigators would ever fully penetrate their secrets. The
Masters, then, are the embodiment of mystery. tures," page 258), we decided to place it in Dayton,
But even the Dark Minions are only provisionally Ohio, partly because Dayton seems so innocuous,
defined. Real-world myths and legends reveal a great and we wanted the bizarre imagery of vampirism in
confusion of details concerning the supernatural. Just such an unlikely location. But our author also chose it
because the PCs encounter a vampire, for instance, to demonstrate the value of familiarity. Having grown
that doesn't mean their next vampire will be anything up in the Midwest, he felt most comfortable about
like the first. In fact, it is your job to make sure that the
using a Midwestern city, especially as this allowed him
next isn't, to maintain the mystery. to extemporize freely during actual play.
Of course, location doesn't only mean geographi-
PROMOTING PARANOIA cal. It also includes things much smaller in scope.
Closely related to this rule of keeping the players Perhaps you want to set part of the adventure in a
guessing, is another of playing on their paranoia. Just meat-packing plant, or a mental institution. We started
as they can never be certain of a Dark Minion's plans ours on Dayton's downtown streets and ended it on a
or abilities, they cannot guess which of their fellow farm outside of the city.
humans is an "Igor" (from the typical name for de- Adventure Plot: Now that you have your basic idea, it
mented lab assistants in many "B" movies). But the is time to develop a basic plot. First, you need to come up
PCs have many other reasons to be paranoid. For one with a very basic sequence of events. In our vampire
thing, they are travellers in a world in which locals adventure, for instance, it was decided that first the Pes
mistrust outsiders. Often, they will experience as would hear rumors of cannibalism in Dayton. Assuming
much trouble from locals as they ever would from that they followed those rumors, they would most likely
Dark Minions. Also, because laws vary dramatically stake out the downtown streets, whereupon they would
from locale to locale, the PCs are almost guaranteed encounter the vampire's followers, precipitating a fight
to transgress some of them. Referees can enhance One ofthe followers would die, and his uniform would point
player paranoia by having strange figures follow the the PCs to the Wright-Patterson Air Force base northeast

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oftown. That location woukltumouttobea red herring, but
from it, the PCs would be pointed to the University of ADETAIL Of CORRUPTION
Dayton's ROTC program, which would in tum lead them In an overview such as this, It Is Impossible to give aU of the
to a private farm, where the vampire was hidin!;J out Having details of an ecologically ruined Earth. But there are multitudi-
only encountered the minions, and having bested them nous real-world examples that referees can use for color. For
easily, the PCs were expected to be overconfident about Instance , because of swelling population In the Norfolk, Virginia,
their abilities, rut would be rudely awakened by the metropoliuan area, landfill reclamation has become an abeolute
surprising power of the vampire behind it all. Fmally, necessity. In particular, there Is a city park that has been built upon
another investigator would show up with ultmviolet lasers a landfill, which has to be evacuated on some days because ofthe
capable of destroying the creature. gasses It gives off.
Notice that in this synopsis, we have determined This Is a relatively minor example, when compared to the
how to get the PCs involved at the beginning, what Infamous Love Canal, where toxic wastes that had not been
their most likely courses of action are through the buried deeply enough began to surface In what had become a
middle, and how they can succeed at the end. suburban residential area, forcing the area to be evacuated.
Other Things to Consider: When you create an adven- As referee, you should keep youreyesopen for examples such
ture, design it to fit your player characters. Plant exciting as these, which can be used as scene- and mood-setting details
equipment in it, for instance, to satisfy players who like to for your Dark Conspiracy adventures.
collect such things. In "Ravening \l.blves," we have the CN
lasers, for example. Similarly, we have included an impor- Another thing to remember is to include things in the
tant battle at the end, to satisfy the shoot 'em-up players. adventure that have little or nothing to do with the primary
Players who enjoy a good mystery ought to be intrigued by plot, so that your players will notbeableto predict precisely
the question of just what these creatures in Dayton are. what is going to happen, as they could if they knew that
Next, referees should recognize that the illusion of everything their characters experienced was completely
great danger serves much better than actual danger. significant. Plant a red herring ortwo. Have people show up
For example, when the PCs first encounter the "can- from previous adventures (a hit man sent by an earlier
nibals" in the adventure, they are outnumbered about opponent makes an interesting diversion, for example). If
five to one, which ought to make them very tense. The you have other adventures planned out ahead, you can
referee knows, of course, that once the first of those plant the initial hints of them in the present adventure.
creatures falls, the rest of them will flee, so the PCs are Fmally, in order to make certain that all of your players
actually in little danger, but the players have no way of are getting equal satisfaction from your adventure ses-
knowing that. sions, you may wish to design each new adventure to sort
Also, when you are designing adventures, make of"star" adifferentPC.lnotherwords, ifyour group consists
certain that the players a lways feel their characters are of a computer em path, a bounty hunter, a Mexican auto
fighting a personal enemy, not merely struggling mechanic, and a video star, you could design a first
versus an impersonal environment. Suppose, for ex- adventure centered on computer work, a second involving
ample, that you want to have them climb a particularly the recaJXt.tre ofan escaped convict, and so on. Passing the
difficult mountain at one point in the adventure. But for attentionaroundinthiswaynotonlyencouragesallofyour
the players, besting an abstract thing such as Nature players to feel completely involved in the campaign, it can
is just no fun, and it is especially disappointing to lose also give you some adventure ideas you might not have
a character to something as impersonal as a rock thought of otherwise.
slide. However, if the PCs are on the mountain because
of a personal opponent, then the rock slide takes on TIMf AND MONfY
significance as a tool of the enemy, and the players will Remember that in Dark Conspiracy the emphasis
feel proud when their characters survive it. is on story. We don't intend for you to kee p track of

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james stevens (order #2085857)
every day of the PCs' lives, nor of exactly how much accomplishments. Don't go overboard. Remember, if
money they earn between adventures, nor of exactly you give them too much, not only are they going to
how much they spend on meals and the like during tend to feel dissatisfied, you will also have more of a
adventures. Instead, we suggest you handle your problem giving them challenging adventures later on.
campaign something like an anthology of stories. In general, it is a good idea to start out stingy, because
During each adventure, you know exactly how many you can always make up for it in later adventures as
days go by. But between adventures, the characters you gain a feel for how fast the characters are pro-
return to their careers for several months. gressing. But if you start out too generous, it is very
When an adventure begins, decide how much money difficult to take things away later.
each PC has available (based upon the character's Skill Improvement: One of the most significant
career, and roughly how many months have passed since rewards of an adventure session is a character's
the last adventure. A good rule of thumb is to divide the increased experience. Among other things, this in-
career's listed money per term by 30, and then cludes improvement of skills. Skill ratings are in-
multiply that by the number of months since the last creased by use of experience points. In general, you
adventure). But don't nitpick about money during the should award one experience point per adventure
adventure. You'll want to charge the PCs for major session to anyone who survives. Bonus experience
costs, such as hotel rooms, travel expenses, and the points can be awarded in one of two ways.
like, but don't keep track of the price of every single Referee Determination: A bonus point can be
meal they eat, every stamp they buy, etc. Excessive awarded for any skill that was used repeatedly or in a
bookwork slows down the pace of play and kills the particularly dangerous situation. An additional bonus
drama. Just assume they have enough pocket money point or two can be awarded to a player who is
to pay for such things. (Of course, in a particular particularly good at staying in character during the
adventure, you might want to strand the PCs some- session or who performs a notably heroic deed.
where with only a few bucks. In that case, it is perfectly Peer Determination: If you feel uncomfortable with
reasonable to make them keep track of every penny judging your players' performances, you may want to
they spend, because their momentary poverty is an rely upon your players to determine bonus points. To
important part of the adventure situation.) do this, simply have each player secretly write down
Character aging can be kept track of in a similar two or three praiseworthy things that other players did
manner. If the PCs are getting in two or three complete during the session (they cannot vote for themselves).
adventures peryearoftheir life, for example, then after Then collect those notes and read them aloud. Every
about nine or 10 adventures, they will have aged one time an event is mentioned in those notes, that char-
term, which means that someone will likely have to acter who performed the action receives a bonus
check for deterioration of attributes. If you prefer notto experience point. (Referees have the option to veto
have them check so often, you can increase the any event that they don't believe sufficiently exciting
number of adventures that can be fit into one term. or important to gain an experience point.) This peer
determination of bonus points helps make certain that
R£WARDS AND £XP£RI£NC£ players are rewarded for actions the referee might
When your players complete an adventure session, have forgotten, and it also encourages a shared sense
their characters ought to receive suitable rewards. of responsibility in the campaign.
There are lots of things that can serve as rewards, Initiative: Referees should award one Initiative ex-
depending upon the circumstances of the session. The perience point for each session in which there is a life-
PCs might get specialized equipment, or money, or threatening battle, awarding an extra point for a par-
favors, or perhaps they have made new contacts. ticularly outstanding shot or a superiorfeatofhand-to-
Be careful to make the rewards match the PCs' hand combat.

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I

'/
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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157
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

158 DARK CONSPIRACY

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the amount of money to be gained is so m uch larger likely to get nervous when they notice that they are
and the lives of bystanders seems so much cheaper being followed, considering the creatures they are
by comparison. themselves tracking.
Rogue Robot : A security robot has gone rogue, Solicitation: Someone wants to sell the PCs
either due to mechanical failure or some sort or something, and the PCs don't want it. The some-
deliberate tampering with its programming. It be- thing can be anything from drugs, to stolen watches,
gins shooting randomly at pedestrians and vehicles to cult pamphlets. to beauty products. What is
passing by on t he street. This could as easily be a important is that the someone doing the selling is as
servant robot which suddenly drops the parcels it is pushy, obnoxious, and tenacious as possible. This
carrying and attacks its owner. can be a great encounter to foist on the PCs when
Security Sweep: A squad of well-armed corpo- they are trying to stake out a place surreptitiously.
rate security goons sweeps through the slum area Street Thugs: These are merely punks waiting
the PCs are in. They are looking for someone else on a corner with nothing to do but watch the PCs. Of
(probably), but are none too gentle in their methods course, the players can only assume that their
or considerate in how they handle the locals. They attention is purposeful. If, however, your players do
are also afraid, which makes them especially dan- not panic, the street thugs may actually be a good
gerous. source of information.
Shadow : The player characters aren't the only Terrorist Bomb: As t he PCs are walking down the
investigators in the world. There are always local street, a vehicle or storefront on the other side of the
talents lurking about, trying to make sense of the street suddenly blows up. The destroyed facility
world, as well. These include local police, of course, could be a t ravel agency, airline, or information
plus private detectives, news reporters, and even bureau for an unpopular foreign government, a
neighborhood crime watches. Any and all of these restaurant which caters to the rich and powerful, a
will take an interest in the PCs when they show up bookstore selling books which some group finds
and start nosing around. Of course, the PCs are objectionable, or it m ay be without obvious motive.

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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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Animals Flee: Something spooks all animals in
the PCs' vicinity and sends them SCI..Il)'ing for safety, or
maybe even makes them flee the locale entirely. Only
penned creatures remain. You don't have to explain this
to the PCs at all---just let them wonder.
Biker Gang: There are virtually no law enforce-
ment agencies patrolling the back roads anymore,
and biker gangs roam freely. All of them are armed
and willing to defend themselves against other
gangs, and many live by extorting food and money
from the remaining local residents. A few enjoy
robbing and murdering passing travellers.
Cultivator : Cultivators are huge automated mo-
bile farm machines programmed to plow, plant,
fertilize, spray, or harvest crops. (See the Kraus
Maffei-Deere Auto-Farmer on page 313.) Most
have obstacle avoidance visual and radar sensors
and laser cutters to enable them to remove trees and
rocks which m ight dam age their cultivating equip-
ment.
Cultivators will not normally react to the presence
of the PCs, but if a cultivator has gone rogue (see
Rogue Robot on page 159) it will pursue them and
attempt to kill them. It is not very fast ( 16 meters per
combat phase) and has a very low Initiative rating. can be gained, however, they may prove to be a
Also, many of its attempts to kill will be misdirected valuable source of information and even assistance.
and ineffective. It may, for example, attempt to Road Out: The back road the PCs are travelling
spray the players with insecticide, or "weed" them simply stops. One ofthe giant agricorps has decided
(pick them up and drop them in a mulching cham- that it has no need of the road and so has just plowed
ber, from which the PCs can escape fairly easily). it under. As the road emerges from a copse of trees,
Local Law: A local sheriff's deputy demands that the players see only miles of muddy, plowed fields
the PCs stop and submit to a search. He may arrest stretching out before them. Even a four-wheel-drive
them on trumped up charges, attempt to extort a truck will have difficulty crossing it.
bribe, or simply let them go on their way, depending Toxic Dump: While making their way through a
on his NPC motivation result. remote area of the countryside, the players come
Nomad Tribe: A clan of nomads suddenly ap- across a secret toxic dump site. This may be very
pears, or the PCs stumble across their encamp- old and abandoned or it may be new and still in use.
ment. This can be anything from a Native American Perhaps it will form the basis of a new adventure.
tribe living in their original life-style to a '60s-style Wandering Mystic: A wise (or crazy) man or
hippie commune, complete with rusty Volkswagen woman is encountered. He or she lives off the land
microbusses and naked children named Moon- and leads a solitary existence to better attune him or
beam Love. herself to the land and its natural creatures. The
Nomads will be suspicious of any outsiders and mystic will be very familiar with the area and its
may react with violence or panic. If their confidence dangers.

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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.

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Yuri kept the van running while Hadyn
went in to find the girL I forget exactly why, but -:::
we'd all decided the time had come to check out -
CoL Leeds' country estate. Only problem was, we
had just the vaguest idea where to find it. All we
knew was that it had a Rural Route 5 address,
which meant it was somewhere southwest of the
city limits.
: That's where the girl came in. She'd told Hadyn
ouer the phone that her boyfriend had given
I
directions to the place, {or the weinie roast where he
and all his buddies had disappeared. Fortunately
{or us, she hadn't gone to the festivities, or she'd

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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

164 DARK CONSPIRACY

james stevens (order #2085857)


something in the old days. remember screaming "Runr but it was no use. We
Not wanting to arouse suspicion, we drove right had only taken a few steps when we discovered
on past and stopped about half a mile down the that there were more ofthe things laying in ambush
road. Wecheckedourgear-YurihadhisAKM, /had between us and the van. I emptied the shotgun at
a pump-action shotgun, and Hadyn carried an Uzi dim shapes, never certain if I was firing at enemies
and some infrared goggles-and everybody but me or at shadows, then pulled my knife and prepared
splashedonsomegarlicextract, then wegotoutand to sell my life dearly.
clambered over the fence. Yuri caught his pants on They came loping at us, screeching like madmen.
the Line of barbed wire on top and tore his inseam I remember slashing one across the face, then I was
open, scratching his Leg in the process. Even in the blinded by a spotlight bouncing toward us across
darkness, I could see a trickle of blood against the the field. "My eyes felt Like they had been stabbed
paleness of his thigh, but he just grunted and with ice picks. /could hearan engine racing, and the
moved on. light kept getting brighter, but I couldn't really see
We'd gotten about a dozen meters into the woods anything. "This is it," I thought. "It's Leeds come to
when Hadyn stopped us with a curse. He said he'd run us down, and I can't even see to get out of the
picked up acoupledozen human-sized heat sources way."
approaching through the trees ahead. He and Yuri The vehicle stoppedjust a couple ofmeters away,
had a quick consultation and decided we were way and the spotlight swept across the field. "Get in,
outnumbered, that we'd better go back. "Sorry, quick. "I heard somebody say, and I obeyed./ could
guys," I whispered, "but that's gonna be kind of just make out that it was a pickup truck, and as I
tough. We got more company coming up behind." climbed in the back, I saw that it had black lights
They were close enough to spot even without the strapped on all around. Yurijumped in beside me,
goggles. then cursed as Hadyn dropped in on top of him.
We couldn't go {or ward, and we couldn't go "Hang on" the driver shouted, and we started
back, so they only way to go was sideways, toward jouncing across the field, back toward the road,
the open field that bordered Leeds' land. Yuri and plowing through whatever got in our way. A few
Hadyn squeezed offsome bursts of{ire to discourage minutes later, we were headed back into town, with
pursuit, and we hightailed it. I could hear scream- a new ally to help us fight the creatures.
ing, so I knew somebody 'd been hit, but Hadyn took And that's the story of how we met Fred Brody.
one last Look with the goggles and swore the rest
were right behind us. I discovered I could run even As we've explained earlier, while the players in a
fasterthanlthought.Jswear/vaulted the fence, then roleplaying adventure have only to concentrate on
I spun to cover my buddies as they climbed it. The playing a single character, the referee has to play the
grove was full of pale shapes with glistening eyes part of an entire world of NPCs. In the narrative
and teeth. One of the things was right behind example above, for instance, while the players
Hadyn, and my first shell took it in the head. My concentrate on Hadyn , Yuri, and Marcus (the nar-
second and third caught two more just as they left rator), the referee must play the part of the girl
the trees. After that, Yuri and Hadyn were over, and Hadyn speaks to, the crowd at t he frat party, the guy
we started a fighting retreat in the direction of the who insults Marcus at the door, the hordes of
van. The creatures kept coming, buta{terwedropped creatures at the Leeds farm, and the driver of the
eight or 10 of them, the rest ducked low in the rescue vehicle. But this narrative provides only a
weeds. We couldn't see them, but we could hear tiny view of the work that is involved. What Marcus
them howling to each other as they closed in on us. sees doesn't reveal the referee's efforts at being true
My heart was hammering to beat the band. I to all the NPCs' m otivations, nor the headwork

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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.

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

OTHfR NPC SKILLS


Of course, the combat skills listed above will not
be the only skills an NPC has.ln fact, for many NPCs
(perhaps most), the player characters will never
have occasion to know their combat skills. Instead,
they will be known for their expertise in some other ~~
field. These skill levels should be assigned by the +-<"'ai:' ,;;;.
referee, as seems appropriate to the situation.
For example, ifthe PCs have sought out an expert
chemist, that character can be assigned a Chemistry
skill of perhaps 8 or 9. If it turns out that the chemist
has some cause to use a computer while the PCs are
present, the referee can assign the NPC an appro-
priate amount of Com puter skill. Note that these
skill levels need not even be decided upon ahead of
time, but can be set during play, allowing the referee
to create new NPCs at a moment's notice.
Also note that the expert chemist might only be
a Novice in terms of combat.

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.

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Ace, Just: This NPC sees justice as the greatest leader in battle, able
virtue a person can display and the only truly to inspire confidence
important consideration in deciding upon a course in others, and receiv-
of action. Such characters have no respect for ing complete obedi-
cheats and swindlers, and they will wholeheartedly ence from followers.
assist any attempt to right an injustice. In terms of combat
rules, treat such NPCs
Clubs: Violence as having an Initiative
These NPCs have a greater likelihood of reacting of6 (they never panic),
with violence than do most people. A "somewhat and allow them to pre-
violent" NPC is not frightened or intimidated by dict their opponents'
threats of violence and will not hesitate to use force general strategy and
if the situation seems to warrant it. A "moderately be prepared for it.
violent" NPC is aggressive and inclined to view
violence as the preferred means of resolving dis- Diamonds:
putes. A "very violent"NPC loves a good fight and
either is or wants to be a warrior.
Greed
Even a high violence rating does not, however, The NPC wants to
necessarily indicate that the nonplayer character is be rich. A "somewhat greedy" NPC wW be fairly easy Clubs: Violence
brutal or a bully. For example, a "very violent" NPC to convince to take a particular course of action as
who was also "very sociable" could be described as long as money is involved. A "moderately greedy"
friendly, good-natured, and loyal, but also a good NPC will drive a harder bargain, but will actually be
person to have with you in a fight. more willing to take larger risks, provided the pay-
Jack , Murderous: This NPC is subject to sudden, ment is sufficient. A "very greedy" NPC will do
uncontrollable, murderous rages. Chances are, such virtually anything for money, but will insist upon
NPCs have already killed at least once in a fit ofrage. very high fees, and will perhaps attempt treachery Diamonds: Greed
If not, it certainly will not be long before someone if it seems that even
crosses them at the wrong time and dies ... more money can be
Queen, Stubborn: Such NPCs are so stubborn gained by doing so.
that once they have made up their minds about Jack, Coward: This
something, it is nearly impossible to persuade them NPC is a total coward
differently. They tend to scoff at innovation and and will run from
insist that the "old ways" of doing things are best. danger at every op-
King, Brutal: These NPCs are sadistic brutes who portunity. (You might
enjoy causing other people pain and grief. They say such characters
often serve as tools for the Dark Minions, m ost of are greedy about their
it:
them without ever realizing Frequently, they are own safety.) If escape
dupes who find themselves propelled to power, is impossible, a cow-
seemingly because of unassailable luck, but actu- ard will cower and
ally because of Dark Minion manipulation. Just refuse to fight.
when they think they are most secure, however, Queen, Lustful :
their unseen masters suddenly bring them to ruin, These NPCs are driven
and the victimizer becomes the victim. by lust for the oppo-
Ace, War Leader: The NPC is an unusually good site sex. Depending

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upon the circum stances, the referee may interpret strokes, working in snatches of mood-setting detail.
this as an impersonal lust for all members of that sex Don't f<;>rget to appeal to other senses as well as
or as an obsession for a particular person. sight. Sound, sm ell, touch, and even empathy all
King, Selfish: A selfish NPC never helps without add to the impact of a scene. As you continue, work
demanding payment and will never give away inward from the setting to the NPC, giving details of
anything. Such NPCs are convinced that everyone background before giving details of the character.
else is just as selfish as they are. As a result, they will And add a sense of mystery-something unex-
demand higher payment than they are due (believ- plained-to make it obvious that there is more to the
ing their employers to be holding out on them), and character than merely what the PCs sense, that the
they will jealously guard their own possessions NPC did not suddenly come into existence just when
(convinced that everyone else is just waiting for an the player characters arrived, but was living a life
opportunity to steal them). NPCs this selfish are long before they came along.
likely to steal what other people do not guard very Stereotypes are fine, especially because they
closely. serve as a sort of shorthand, getting a lot of informa-
A ce, Generous: In terms of the Dark Conspiracy tion across to the players with a limited number of
world, these NPCs are extremely generous. Those words. The basics of an NPC 's appearance, for
who have another heart card as a secondary moti- instance, will have a lot to do with the NPC's
vation are so generous that they will gladly give attributes and skills. And once you've appealed to a
away anything they have to others in need, even if stereotype in your description, any details that
this leaves them with nothing. All others will tend to break with that stereotype will become all the more
make generous deals and will refuse payment for firmly fixed in the players' minds. Along with this,
favors, unless those favors directly relate to their realize that the description you give will do a lot to
normal line of business. determine what the players think about that NPC
from this point on. Just as in real life, first impres-
NPC APPtARANCt sions do make a major difference.
When you describe an NPC's appearance to Finally, recognize that knowing when to avoid
the players, you should keep in mind two main detail can be as important as knowing when to
goals: You want to make the NPC seem truly include it. The players are likely to be much more
alive, and you want the NPC description to help nervous about a figure that their Chf3racters can't
develop or maintain the mood you've set for the quite see than about one they can see clearly,
adventure. There are a number of things to be however hideous it is.
considered in doing this.
First, it will help if you take a moment to build a STOCK NPCS
m ental picture of the NPC in your own mind. If you As we have mentioned, in describing NPCs it is
can accomplish that, you probably have already often helpful to appeal to stereotypes to most
succeeded at pretty much everything else we are quickly sketch out the most important information.
about to tell you about NPC appearance. Once you As a matter of fact, there are a number of types of
have that mental picture, you need to begin thinking NPCs that will be encountered so often that it just
about the most dramatic way to convey it to your does not make sense for referees to envision them
players. from scratch each time. We'll call these NPCs stock
Generally, t his will mean painting a scene, not NPCs. They work something like extras from central
merely a description of the NPC. After all , characters casting and include such things as gang members,
have to be somewhere when the Pes encounter innocent bystanders, and security guards. Descrip-
them . Now paint the basics of that scene in broad tions (and illustrations) for a number ofthese sorts

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of characters are appended to the end of this
chapter. Referees may wish to create standard
descriptions for others that they find recurring fre -
quently in their adventures.

/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

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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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following a highly charismatic
Beat Cops leader, many even to death.
With the constant rise in urban populations, local By cultists, we mean the
police forces have returned to putting walking pa- latter type. They tend to be
trols back on the streets. Beat cops patrol in pairs, fanatically evangelical, form-
at a minimum, and they live in the neighborhoods ing barricades across city
they patrol. streets and accosting citizens
These cops do not try to deal with every crime as they pass by. Generally,
they see. Rather, they think of themselves as some- they have t\I{O messages for
thing like dampening rods in nuclear reactor, keep- their listeners-the first is that
ing the reaction from running completely out of love and peace can be found
control. Nonetheless, they are heavily armed and in their leader, and the second
armored, and they are under constant radio surveil- is that they need money to
lance by their headquarters. spread the message. Bik er
Few citizens are foolish or deperate enough to Unfortunately, their peace and love cannot sur- Cu/Ust
start a battle with their neighborhood cops. vive far from the presence of
Level: Veteran. their leader. If these cultists are
Skills: As per Veteran NPCs, plus Leadership 6, separated from their group,
Interrogation 4, Observation 6, and Streetwise 6. they tend to become panicked
Normal A rmament: Flak jacket and pistol, with and confused, then despon-
a pump shotgun or assault riAe available in their dent or even suicidal.
vehicle (if any). Level: Novice.
Skills: As per Novice NPCs,
Bikers plus Persuade 2.
The breakdown oflaw and order in rural areas has Normal Armament: None.
led to an increase in brigandage. Due to the poor
state of most rural roads, motorcycles are natural Derelicts
sources of mobility, because of their off-road capa- Derelicts are the unem-
bility. These gangs. usually including one or two ployed and homeless who have given up any hope
dozen bikers (roll 4D6), are well-armed and mur- of regaining a normal life. but who lead a solitary
derously violent. existence, rather than joining a corporate sanctuary Derelict
Level: Veteran. or cultist enclave. They can be
Skills: As per Veteran NPCs. of any age; many are alcohol-
Normal Armament : Knives, pistols, shotguns, ics, drug addicts, or mentally
and occasional submachineguns. ill.
The main secret of living as
Cultists a derelict is to know how to
One consequence of the worldwide depression avoid trouble. One way of do-
has been the rise of literally millions of street-corner ing this is to avoid drawing
prophets, each teaching their own brand of apoca- attention to oneself.lfthat fails,
lyptic "truth." As a result, the streets are filled with then the other method is to
religious disciples of every stripe. Some few hold to move on to somewhere else.
justifiable teachings of tolerance, kindness, and Successful derelicts can be
hope. But most just devote themselves to blindly wellsprings of information, if

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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.

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Most of the time, street gangs only battle each what we mean by the term
other. But sometimes, just for fun, they will terrorize "Good Samaritans."
neighborhood citizens who are not gang members. Good Samaritans cannot
Level: Experienced. only offer player characters
Skills: As per Experienced NPCs, plus Stealth 6 material aid toward accom-
and Street wise 7. plishing their missions, but
Normal Armament: Knives, zip guns, revolvers, they can also o ffer them
and occasional submachineguns or assault rifles. hope, reminding them that
there are still bright spots in
Gi zmoids the world and that the Dark
Gizmoids are bright people with a natural Minions h ave not yet won.
tal ent for mechanics, electronics, or biology As personalities, they tend
(choose one), but who, for one reason or an- to be tolerant of others and
other, do not have a steady job in their field of full of hope. Gizmold

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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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.

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I ,._ ._
, ........

...r

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Beasties can come in handy in several different
ways for Dark Conspiracy referees. For one thing,
true animals can serve as a referee prop to pass
warnings along to the PCs. Imagine, for instance,
that the PCs are about to enter a Dark Minion-
infested area. One of the more empathic PCs might
scan the area for animal presence. If that PC senses
that there are no native creatures within the area, the
PCs will be alerted to be on their guard. Similarly, a
pet dog who accompanies the PCs might bristle and
growl upon being taken into the area.ln either case,
the referee has been able to use animals (or the lack
of them) to convey important information to the
adventurers.
Those same examples demonstrate another im-
portant use of beasties in Dark Conspiracy adven-
tures, however. That is, they can be used to help set
atmosphere. Whatever mood native animals dem-
onstrate is naturally passed on, at least to some
degree, to the PCs. In the examples above, the PCs
will feel a sense of ominous menace hanging over
the area, and that mood will have been communi-
cated much m ore effectively than if the referee had
simply said, "You feel a senseofominousmenace." as with any other NPC, that referee's portrayal will
Of course, another major way of using beasties to be much more effective and entertaining than if the
convey the foreboding of Dark Conspiracy adven- creature is merely played mechanically.
tures is by using mutated creatures, or alien ones. That brings us to our next point, which involves
Alien creatures can portray the sense of otherness the reason for putting beasties' statistics and com-
desirable in Dark Conspiracy. Mutated terran crea- bat rules here, rather than in the "Combat & Dam-
tures can do not only that, they can also convey a age" chapter of the players' part of this book. If the
sense of ruination brought about by the Dark Min- players do not know exactly what abilities and
ions. Their warped condition can play upon the PCs' numerical ratings a particular beasty has, they will
emotions of pity and righteous anger: pity for the be much more likely to picture it as a living being
despoiled creatures, and righteous anger to thwart than if they know its every secret in game terms.
the Dark Minions' future plans. Remember, the more involved players are with
Beasties also help bridge the gap between imper- story, and the less they're involved with numbers
sonal circumstance and personal enemies. That is, and mechanics, the more the essential sense of
animals can be as implacable as any natural force, mystery is preserved.
but if handled correctly, they can also convey the Finally, it might be helpful to think of beasties as
sense of malevolent personality necessary to make low-grade NPCs. Generally, they will be easier to
players feel satisfied when their characters have best than human or Darkling opponents. Even if the
bested them. It all depends upon how the referee beasties are physically powerful , the PCs should be
portrays them. If the referee tries to get inside a able to outsmart them, or at least the PCs will have
beasty's mind, to feel its desires and fears as much the advantage of special equipment and firepower.

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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

186 DARK CONSPIRACY

james stevens (order #2085857)


has a chance of attacking listed with its other Agility: Again, not surprisingly, this refers to the
statistics. This is the likelihood that the creature will beasty's Agility rating. It is useful for determining
attack when first encountered if the PCs stumble such things as whether or not the creature avoids a
upon it accidentally. (Of course, ifthe referee planted diving blow.
the creature intentionally, whether it attacks or not is Skill: This number represents the beasty's ability
entirely dependent upon the referee.) That chance to hit an opponent in melee combat.
of attacking serves also as the likelihood that the Dam.: An abbreviation for "Damage," this iden-
beasty will continue to attack even if wounded. By tifies the amount of harm a beasty does with a
the same token, when a beasty is killed or rendered
unconscious, an equal chance exists that any other
beasties in its group will flee. This die roll is made each
time a beasty is killed or rendered unconscious.

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.

BEASTIES
187
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.

]l exuded pitch dark-


ness and prowled
In combat, the referee should describe them as a
carpet of insects that begins at one side of the map
"""\'
I . tombs to guard and sweeps steadily toward the other. When a
them from robbers. character first enters a square containing army ants
Nowadays, they (or vice versa) that character suffers attack by a
prowl the mazy, or- number of ants equal to the"# Appear" notation.
ganic corridors of That many dice are rolled for combat, and for each
Dark Minion corpo- success, the character takes one point ofdamage to
rate constructs, a random location. Each phase thereafter, another
guarding them from roll is made for "# Appear," and that number of
intrusion by outsid- attack dice are added to the previous total.
ers. Hitson army ants are automatic, with the charac-
Apeps are roughly of a size with the largest ter destroying a number of ants equal to his or her
pythons. They are h ighly empathic by nature, with unarmed combat damage rating.
incredible skillfulness at the use of Human Empathy Obviously, fighting army ants is a losing proposi-
and Project Emotion. This latter skill
is used primarily to project a convic-
tion of blindness, preventing the
apeps from being seen, but if an
apep elects to forgo a normal action,
it can also project panic into its
opponents. Targets of these attacks
get a save versus Willpower to resist
the P-ffects: to save versus panic is an

188 DARK CONSPIRACY

james stevens (order #2085857)


tion. However, characters can easily outrun them, damage. Rath er, the victim must keep a sepa-
unless they find themselves trapped somehow. rate account of "wounds" it causes. The effects
of the drug are the same as for regular wounds ,
Assossinoids but the wound level never progresses beyond
I Appear: 306 Initiative: 4 Agility: 4 serious, and sleep drug-induced damage wears
Attack: 100% Strength: 1
Ski/Dam.:5/lp1 off completely after 10 hours.
Move: 12/24/36 Constllutlon: 2 Hits: 3/5 Generally, if an assassinoid is damaged it is
destroyed. However, if it is reduced to exactly 0
hit points, it can be repaired by a Difficult check
of Electronics, and it can be reprogrammed to
attack a different type of creature or to recognize
a different code word if a successful Difficult
check of Computer Operation is made. It may be
necessary for the creature's injector to be re-
filled, however (it is a Difficult test of Chemistry
or Medical to manufacture more of its toxin).

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-

BEASTIES
189
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

james stevens (order #2085857)


slightly empathic as well .) On land and water, bloats The only real difference between blood vultures
move by rolling across the surface, which they can and regular vultures is that blood vultures do not
do quite rapidly. Under water, they move much wait for dead prey. They attack the living, even t he
more slowly (one-quarter the listed speed) by strok- unwounded (although 20% is added to the listed
ing with their spines. The creatures can also leap as chance of attack if the target is already bleeding).
much as three meters straight upward by m eans of In combat, blood vultures drop upon their prey
flexing those quills. and buffet it wit h their wings while pecking at it with
Bloats get their name from their manner of their beaks. They are more likely to hit the head and
feeding. Typically, a bloat will attack som e small upper torso than the legs, so 1D6 is rolled on the hit
creature, up to twice its size, impaling the victim location table, rather than 1D 10.
upon the quills and slowly sucking body fluids from
it. After the victim has died, the bloat will remain Camels
attached to the decaying carcass, continuing to take I Appear: 1 D6 Initiative: 3 Agllty: 7
sustenance from the bloating corpse while waiting Attack: 10% Strength: 17 SICIDam.:4/106
for carrion eaters to arrive. The bloat then attacks Move: 10/20 Constitution: 18 Hits: 35/65
those creatures as well, beginning t he cycle once In desert environments, camels
more. In the water, it is not uncomm on for a bloat can be indispensable, especiaUy if
and its victim to be swallowed whole by a larger vehicles are not avaaable or fuel is
creature, which then finds its life being drained from limited. The creatures can be quite
the inside. cantankerous, however.
· In com bat, a bloat attacks by leaping at larger As a beastofburden, a cam el
opponent s, continuing to do so until it has made a can carry loads up to 120 kilo-
successful hit, which indicates that it has fastened gram s in weight. Camels seldom
onto its victim. Damage from that point on is attack, but when they do it is a
automatic until the bloat is destroyed. Any attacks bite attack. It is an Easy test of
that miss a bloat once it is attac.hed automatically h it Horsemanship to calm a biting camel.
the bloat's victim instead. The only time a bloat will
not attack creatures that encounter it is when it is Cats, large
attached to a victim that is not yet quite dead. I Appear: 1[)6.3 lnltlattve: 6 AgDity: 8
Attack: 40% Strength: 10 Sk111Darn.:8/2[)6
Blood Vultures Move: 10/30/60 Constlutlon: 10 Hits: 15/25
I Appear: 106 lnltlattve: 4 AgDity: 6 The category
Attack: 40'K. Strength: 3 Ska~Dem.:4/l 06 "large cats" in-
Move: 20/40/80 Constitution: 4 Hits: 5/1 0 cludes such fe-
lines as lions,
leopards, and
cougars, crea-
tures that may
be encountered
inthewild. (See
"Tiger" and "Sa-
be r -toothed
Cat" for really
lar ge cats.)

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."

192 DARK CONSPIRACY

james stevens (order #2085857)


No one knows what chimeras truly look like. remains engaged with t hat character, it may make
These elusive creatures are highly empathic, with no further diving blows.
powerful natural skills of Animal Empathy, Hum an
Empathy, and Project Emotion, which they use to Dragons
stir up animal m emories in their opponents' minds. # Appear: 106 Initiative: 4 AgDity: 3
As a result, opponents remember only confused Attack: 70% Strength: 8 Sk&'Dam.:7(2D6
images amalgam ated from portions of various Move: 5/10/20 ConstllutJon: 9 Hits: 12/24
creatures. Because chimeras invariably flee after
taking half their total hit points in damage, there
have been no carcasses left to study, either.

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
193
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 .

194 DARK CONSPIRACY

james stevens (order #2085857)


only in their native environment, but also as escap-
Rats ees from zoos. Rhinos in combat do little else but
liiltlatlve: 6 AQIIIty: 7 make charge attacks. A rhino's charge does require
Strength: 1 Skill/Dam.: 3/2 its targets to m ake a panic check (as explained in
Constllullon: 1 Hits: 1/2 "Com bat & Damage"), but for purposes of deter-
mining hits and damage, the charge is treated as a
diving attack. (The skill and damage listings above
are for those rare occasions when the referee deter-
mines a rhino may be unable to make a charge.)
When a rhino makes a successful attack on a
vehicle, dam age is calculated as a collision, count-
ing the rhino's weight as three tons.

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
195
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

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have been known to consume creatures ranging in further damage, but it will be swallowed (instant
size from house cats to cows. death) within 106 phases, unless the slither takes
At least one account claims that, while slithers enough damage in the interim to push it past half its
cannot freely travel through rock, they can use their total hits. After t aking more than half its total hits, a
acid to tunnel in it at a very slow pace, perhaps up slither will drop its prey and flee into its deeper
to 25 centimeters an hour. tunnels.
In combat, a slither attacks by positioning itself
under its victim, either by using existing tunnels to Slugs, Giant
lie in wait for the victim to pass, or, if hungry enough, # Appear: 206 lnltletiYe: 1 AgDlty: 1
by tunneling through the soil toward the prey (at a Attack: 90% Strength: 3 SkiiJI)am.:612D6
maximum speed of four meters per phase). In the Move: 2 Constlutlon: 6 Hits: 8/16
latter case, it is an Easy test of Observation to notice Ukeitssmallercousin,
the slither's approach, because the creature tends to the garden slug, the gi-
burrow along near the surface, causing the ground ant slug is a slimy chunk
to rise as it moves. Once the slither is under its ofdark gray-brown flesh,
target, it raises its mouthed end suddenly, some- like a snail without a shell
times knocking the victim off its feet (Easy test of (for all pract ical pur-
Agility to avoid), then launches its tentacles into the poses, it is a snail without
air to pin the prey. If its attack is successful, the prey a shell). While normal
takes the listed damage as a combination of acid slugs can be found above
burns and crushing. This attack cannot be blocked, ground, giant slugs dwell
but it can be avoided by an Average test of Agility, only in sewers and caves.
using one of the dodger's actions for the combat Giant slugs reach a size
turn. Once the prey has been grabbed, it takes no up to two meters in
~en gth.
The crea-
tures are
terrib l y
slow, but
because
they feed
on refuse,
speed is not normally an issue. Also,
in the sewer tunnels that they fre-
quent, it is not impossible for anum-
ber of them to trap a quicker crea-
ture in a dead end and attack it en
masse.
In combat, giant slugs suffer no
loss of Initiative until they have lost
half of their hit points, at which point
they can take no action except to
attempt to flee. Note that salt serves
as a deterrent to the creatures.

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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

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become increasingly more desperate in their hunt vessel, it will remain in the area for 1D6 m inutes,
for food. As well, hunters that once prowled only the attacking any swimmers. Note that combat by
depths have recently begun to haunt the oceans' swimmers adds one level of increased difficulty to all
surface. One result of this has been a recurrence of skill checks (although this does not apply to skill
sightings of giant squids, some as large as whales. check s by the squid, which is native to the water).
Generally, a giant squid will not attack a single
human figure in the wat er. It will, however, attack Tigers
boats up to 50 tons. If there are any human figures I Appear: 1 Initiative: 4 Agllty: 6
on deck, it will attack them as well, more in reflex- Attack: 50% Strength: 18 ~:8/306
ively closing its tentacles around whatever it en- Move: 10/20/40 Consllullon: 18 Hits: 20/40
counters than in any deliberate plan.
In combat, then, a giant squid usually gets two
attacks per phase. The first is an attack on the boat,
treated as having a penetration of 4, and causing
hull hits as in a collision. This represents the boat's
prow being slowly pulled under water. The second
attack is against one human figure on the craft's
deck (referee's choice of multiple figures). If this
attack hits, a hit location is rolled, and that body area
suffers the dam age listed above not only in the
present phase, but also automatically in every
succeeding phase until the creature is killed or
driven off. (Once a giant squid has taken dam age
totaling m ore than h alf its hit points, it m ust mak e an
attack check and will flee if that check ed is failed.)
After a giant squid has completely submerged a

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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.

DESIGNING YOUR OWN BfASTifS


The beasties listed above ought to be enough to
keep player characters busy for sometime to come.

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DARKLING ATTRIBUTfS DARKLING SKilLS
Attributes for the various Dark Minions described To keep things simplest for the referee, most
in this chapter are given in human terms. But individual skills are not listed for each race. lnstead,
obviously the Dark Minions are not human, so there referees should assume that the races have the
are a few things that need to be explained up front following skills at the level of their associated
about some of those attributes. Note, for example, attributes. Any other appropriate skills are indi-
that some of these creatures have poison attacks. cated in the individual descriptions.
See the "Combat & Dam age" chapter for an expla- Constitution Skills: Swimming, Climbing.
nation of poison notation and effects. Strength Skills: Thrown Weapon. Melee Com-
bat (Unarmed) is indicated by the "Skill" notation
Physical Attributes in the statistic listings.
The Darkling physical attribute ratings reflectthe Agility Skills: Acrobatics, Stealth. Remember
same things as for humans. But many secondarily that Acrobatics means the creatures make normal
derived characteristics--such ashit capacity, weight, Agility checks versus this skill instead, and at one
load, throw range, and unarmed combat dam - level less difficulty.
age-are much different from what those primary Intelligence Skills: Navigation , Observation,
attributes would indicate. Some creatures, for ex- Stalking, Tracking, Willpower.
ample, are much more resistant to damage than Education SkiUs: None at full value. Biology,
are hum ans, and as a result their hit capacity is far Chemistry, Comput er Operation, and Physics are
beyond what their Strength and Constitution would at one-half Education unless otherwise indicated.
suggest. In the descriptions below, such differences Charisma Skills: Act/Bluff, Leadership, Lan-
are indicated. If a difference is not listed, assume guage, Persuasion. Language will be appropriate
that the human norm applies. for the region in which the creature is encountered.
Leadership is generally through fear, and Persua-
Mental Attributes sion is through greed, fear, or confusion.
The Intelligence rating reflects the same sort cithing Empathy Skills: Darkling Empathy (see below).
in Dark! Minions as it does in humans. But Dalkling Foreboding,· Human Empathy, Project Emotion,
Education ratings are typically very low, not so much Project Thought, Willpower Drain. Most Dark Min-
because the Darl<Minionsareignorant, as because their ions rely heavily upon Human Empathy and Project
knowledge is so alien. The Education rating, then, Emotion to enhance the natural dread humans feel
indicates their familiarity with human knowledge. upon encountering them.

Soul Attributes Nw fmpathic Skills


Obviously the Dark Minions are not pleasant, Some Dark Minions have empathic skills that do nct.
chummy creatures with sunny dispositions. Many normallyoccurin ht.nnans. lfyou wanttoallowyourPCs
of them are, however, quite forceful and charis- to acquire these skills, you m ay do so, but it is recom-
matic. The Charisma rating, therefore, reflects not mended that they only be acquired through Darkling
how likable they are, but instead how frightfully contact and that the PCs be strongly encouraged to
impressive. As for the Empathy rating, it indicates keep them secret afterward (otherwise some clandes-
the same sorts of things as for humans; but while tine psychic agency may snatch them up for testing).
Empathy in humans projects warm and whole- Note that the rules concerning task difficuhy and
some feelings, Darkling Empathy feels cold, cruel, power levels (from "Task Resolution & Skills")
and twisted. apply to these skills just as with other EMP skills.

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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.

210 , DARK CONSPIRACY

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Additionally, in order to progress a target through powerful ones may even project feelings of good-
these stages, the pyrokinetic creature must main- will, to lure humans off their guard. The mechanics
tain concentration. The creature may perform no for this are exactly the same as those for PCs (as
other actions and must keep the target in view. As described in the "Task Resolution & Skills" chapter),
well, if the pyrokinetic creature takes damage dur- but there are a couple of ways in which referees can
ing this time, it must make a Willpower check to dramatize the results to enhance the game.
maintain the Pyrokinesis. If slightly wounded, it The referee should never tell players that their
must make an Average test; a Difficult check is characters have been the victims of a Project Emo-
required ifseriously wounded; and critically wounded tion attack. Whenever a PC is the target of such an
means the Pyrokinesis automatically ends (in which attack, the referee should roll that PC's saves se-
case the target begins decreasing in heat one level cretly. Then , if the save is failed, rather than tell the
per combat phase). Note that by maintaining con- player that the PC feels "terror," "irritation," or the
centration, a pyrokinetic creature m ay prolong like, the referee should instead make the player
whatever stage is achieved, thereby causing the believe that the PC has had a sudden sense of
target to suffer repeated damage, for instance. Foreboding, and it should be described in terms
Telekinesis: Each point of power level achieved intended to evoke that emotion in the player.
on tasks allows Telekinesis to move up to 10 For instance, a player whose PC is the victim of
kilograms/m eter per combat phase. That is, one an attack of rage might be told, "Beyond the door
point would allow 10 kilograms to be moved one you face, you sense a terrified child, locked away in
meter, or five kilogram s to be moved two m eters, or a dark closet after having been tortured and maimed."
one kilogram to be moved 10 meters. for example. If the PC bursts through the door and finds a couple
Similarly, 15 points of power level would allow 150 of smug corporate execs seated inside, he or she will
kilograms to be moved one meter, five kilograms to be likely to take immediate, rageful action , only to
be moved 30 meters, etc. As with Pyrokinesis, discover later that there was no child, just a figment
concentration and line of sight must be maintained. of the imagination. As another example, a player
If not, the object falls. whose PC is the victim of a terror attack might be
Telekinetic creatures may combine their results told, "You have the certain sense that the Dark
for truly impressive feats. In such cases, if the Minion you'refacing isn'ttheonlyone in the vicinity.
concentration or line of sight of one of their number In fact, even now, you can sense dozens of them
is disrupted, the object's levit ation may be main- closing in on your position, and they feel really
tained if the rem aining creatures are sufficient to do mean" (when, of course, there really aren't any
so (but obviously some of the effect-i.e., distance more in the area)'. The trick is to invent a description
moved-will be lost). that will evoke as much as possible the emotion in
Note that thrown weapons can be tossed tele- the PC, rather t han stating the emotion directly.
kinetically. Similarly, the referee should make secret saves
for PCs who are victims of Project Thought, and, if
Dark Minions those saves are failed, describe things in such a way
as to make the players think the way the attack
and Human fmotions makes the characters think. For instance, the victim
As mentioned above, most Dark Minion races of a projected thought should be told that the
rely heavily upon the Human Empathy and Project thought comes from the Foreboding skill. As well ,
Emotion skills to enhance the dread that humans when faced with hallucinations, referees should not
feel for them (as if their appearance were not say, for instance, "You see a medusa," but rather,
horrifying enough ). Some of the more empathically "St anding before you is a m edusa."

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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

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Looking like animated shadows ofcloaked figures, truly "vital" organs. Their nervous system is well dis-
bleaks prowl deserted streets and desolate loca- persed throughout their bodies, and their circulatory
tions, waiting for lone humans to feed upon. The system consists cia slow-moving nutrient bath, which
creatures have no actual corporeal existence but makes it unusual forth em to "bleed" to death, even from
are instead merely psychic manifestations of utter the severest wounds. Also, they heal incredibly swiftly
human despair. Somehow, they psychically feed from everything except burns, particularly ifthere is food
upon the life force itself, aging their victims in the readily available. Bloodkin feed primarily upon blood,
process. To do this, the bleak must be within melee the larger ones supplementing this diet with flesh.
range of its victim. Each successful attack causes Fortunately, bloodkin are very susceptible to damage
aging, with the amount varying, depending upon from ultraviolet light, which gives rise to legends of trolls
the power level of the bleak's attack. A victim ages and vampires being afraid of sunlight. In general, the
one year per point of power level the bleak scores. larger a bloodkin is, the slower and less intelligent it is.
Because they are incorporeal, bleaks cannot be More specific information for bloodkin trolls and vam-
damaged by physical weapons. Bright lights pires is given below, along with average statistics for each
(floodlights, automobile high beams, etc.) will drive type of creature.
them away but do no real damage. Bleaks can be
destroyed by empathic characters, however. To do Bloodkin Trolls
this, the character needs only establish empathic Strength:12 Education: 1 Move: 1/5/10/18
Constitution: 18 Charisma: 1 Skill/Dam.: 8/2010
contact with the bleak, using the Human Empathy
Agility: 5 Empathy: 2 Hits: 45/90
skill to tap into its despair and drain it away. Any Intelligence: 3 Initiative: 3 # Appear: 106+3
level of success destroys the bleak, but the quality Special: Trolls are treated as having an overall
of success determines what effect the empathic body armor value of 1. They do not suffer double
character suffers. To determine this, the character damage from head hits, like most NPCs (see page
should roll a Difficult test of the Empathy statistic 166). They also heal very quickly, but UV light does
and calculate a power level for that roll. The charac- special damage to them (see details below).
ter will then age a number of months equal to 32 Trolls, the large, dumb bloodkin, tend to hide in
minus the points of power level scored caverns or abandoned buildings and wait for un-
wary travellers. (In days of yore, they often lay in
BLOODKIN
Legends of trolls and vampires have been spawned
largely by one Dark Minion race in particular, often
called the bloodkin. Bloodkin are roughly humanoid
in shape, with a hairless, slug-gray skin that covers what
would otherwise be a plated exoskeleton. Their arms
are longer than a human's, with hands and feet that
end in heavy claws. Bloodkin facial features differ
markedly from a human's, consisting of a pair of
lidless yellow eyes surmounting a muscular trunk
instead of a human nose and mouth. The trunk ends
in a pair of sharp pincers set in horizontal opposition.
Bloodkin are incredibly difficult to wound. Their
skeletal plates provide impressive protection from inter-
nal damage. But even more importantly, their internal
organs are largely undifferentiated, meaning their are no

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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

214 DARK CONSPIRACY

james stevens (order #2085857)


well, thus adding more confusion to the vampire lings read the psyches of their
legends. targets, becoming intimately fa-
Referees should choose an NPC experience level miliar with their personalities. As
for these "lesser vampires," based upon where they well, the changelings' growth is
were "recruited" from. However, because they be- empathically guided to result in
lieve themselves to be immortal, they will attack an identical physical appearance.
with incredible ferocity-treat them as having an But the changelings do tend to
Initiative 5, regardless ofactual NPC level- until one have higher empathic skills and
of their number dies. At that point, they revert to lower Charisma ratings than the
their normal Initiative and attempt to flee. Unfortu- people they replace (reflecting
nately, by the next time they are encountered, their that something feels slightly
master will have convinced them of their immortal- wrong about them).
ity once again (explaining away their comrade's The Type II changeling listed
death as a fluke or illusion, perhaps). above is a cyborg replacement
commonly used by extraterres-
CHANG£ LING trials. A human who resembles
the replacement target is surgi-
Type I (Mystic) cally adapted to enhance the
Strength: * Education: * .Move: * resemblance and to boost Agil-
Constitution: * Charisma: -1 Skill/Dam.:*/*
Agility: * Empathy: + 1 Hits: * ity, Melee skills, etc. The change-
Intelligence: * Initiative: * # Appear: * ling isthen hypnotically prepared
*As per character being replaced. to take the subject's place. Be-
Special: Dimension Walk, Telekinesis. Modifiers causethey are less well-prepared
listed are adjustments to statistics of the character in terms of memory and person-
being replaced. ality than the Type I changelings,
Type II changelings are gener-
Type II (Cyborg) ally intended for s;1orter term
Strength: + 1 Education: -2 Move: 3/10/18/35 replacements. For example, a
Constitution:* Charisma: -2 Skill/Dam.: +2/+2
Agility: + 1 Empathy: -2 Hits: x2 state governor's bodyguard might be exchanged
Intelligence: -1 Initiative: + 1 # Appear: 1 with a Type II changeling prepared to assassinate
*As per character being replaced. the governor.
Special: Internal armor of armor value 1. Modifi- There are basically only two
ers listed are adjustments to statistics of the charac- ways to recognize that a person
ter being replaced. has been replaced by a change-
In faerie legend, the fey folk (see below) would ling. The first is to notice lapses
sometimes steal a human child and leave a faerie in the changeling's memory or
imposter in its place. That imposter was known as behavior. This requires a test of
a changeling. In Dark Conspiracy, even adults can the Observation skill: Difficult to
be replaced by changelings, and nearly every type recognize a Type I, and Average
of Dark Minion does so at one time or another. for Type II. However, this test
The more m ystical races, such as the fey folk, should only be allowed when the
tend to leave changelings that are in nearly every referee believes it appropriate,
way just like the humans they replace. These are the such as when the changeling is
Type I sort,listed above. Empathically, these change- under unusual stress, or when a

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

216 DARK CONSPIRACY

james stevens (order #2085857)


while many of the other races use
humans for food or slaves, dremons
seem to have no need other than the
drive to create havoc.
The statistics and skills listed
above are for the average dremon.
Referees should feel free to adjust
them to reflect the particular legend
being recreated.

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

DARK RACES
217
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

218 DARK CONSPIRACY

james stevens (order #2085857)


are generally dark blue or black with no visible
whites. Their features betray no emotions. They
travel about in saucer-shaped vessels that are little
more than flying laboratories.
The most frightening thing about these creatures
is their utter disregard for individual human life. Like
soulless laboratory workers, they collect specimens
of humanity (or occasionally other terran crea-
tures), conduct psychological or surgical experi-
ments with them, then destroy or discard the test
subjects when they are 'finished.
Most humanoid ETs stay very close to their
vessels. Some of the most human looking, how ever,
will sometim es infiltrate human society, ifthere is an
end to be gained. They m ight join t he research staff
of a scientific facility, for instance, to sabotage its
work.
nous tunnels, oozing with moisture, and filled with
lnsedoid fTs hungry ET grubs. h. is a terrible thing to be captured
Strength: 5 Education: 8 Move: 4/ 12/20/30 by these ETs and deposited in the nests as grub
Constitution: 4 Charisma: 1 Skill/Dam.: 6/4
food. Even though the grubs are slow, there are
Agility: 6 Empathy: 3 Hits: 12/24
Intelligence: 8 Initiative: 4 # Appear: 20 6 multitudes of them, and a person cannot run indefi-
Special: Armor value 1 (versus melee only). nitely.
Animal Empathy 10 (insects only- see below), The adults have a specialized form of Animal
Project Thought 6. Empathy that works only with insects. By use of
Project Thought, they are able to command any
Grubs insects they are in empathic contact with (including
Strength: 10 Education: 1 Move: 3 their own grubs).
Constlbrtlon: 13 Charisma: 1 Skill/Dam.: 6/lD10
In appearance, the adults are roughly human size
Agility: 3 Empathy: 1 Hits: 20/30
Intelligence: 1 Initiative: 6 # Appear: 1D6 and look something like a terran cockroach, but
Special: None. standing upright like a mantis. The grubs are some-
lnsectoid ETs want humans for one purpose only: what larger, averaging two meters in length and a
as food. But t hey would like to keep that food supply meter in diameter, with pale, bloated bodies and
running for as long as possible. So, like cattle glossy black heads.
farmers, they work to k eep their herds placid and
productive. In the case of human cattle, this means Tentacular fTs
maintaining social and political systems as well as Strength: 11 Education: 6
Move: 2/4/8/15
Constitution: 11 Charisma: 1
Skill/Dam.: 6 * /5
feed and medicine. For this reason, insectoid ETs Agility: 5 Empathy: 4
Hits: 13/25
have been among the Dark Minions most directly Intelligence: 11 Initiative: 3
# Appear: 206
involved in terran politics. Many of the m ega- *Each does 1D6 attacks per action in melee
corporate st rongholds in urban areas are actually combat , due to their m ultiple tentacles.
nests of insectoid ETs-their out er blocks m ain- Special: Swimming 10.
tained in terran style as a facade of normalcy, but The tentacular ETs are perhaps the most hideous
their inner regions transformed into bizarre, chiti- looking of the ET races described here. They are

DARK RACES
219
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

220 DARK CONSPIRACY

james stevens (order #2085857)


Uke the banshee, the barghest haunts its in- The dark elves are incredibly cruel. In human
tended victim for days before finally attacking. At cities, they prowl the m ost elegant night spots,
night, it sends horrible dreams of pursuit by fero- looking for victims to invite to a "very private party."
cious hounds. During the day, it projects an image Once a sufficient number of people have been
of a great mastiff, always prowling at the edge of collected, the dark elves lead them to an isolated
vision, seen only in from corner of the eye. Finally, spot and slaughter them in the most hideous ways
when its victim's terror has peaked, the barghest imaginable. (For example, one particular slaughter
attacks. This attack always comes at night, and involved a locked warehouse and a threshing ma-
always when the victim is alone. Some people have chine.) In rural regions, pairs of dark elves will pose
tried to protect themselves by surrounding them- as travellers in need of shelter for the night, only to
selves with friends, but the barghest is expert at turn on their hosts and murder them in their beds.
drawing its victims away from protection. One The dark elves are quite capable of using any
theory is that it projects an image of a friend to lure human technologies, although it is doubtful that
the victim out, then drops the illusion just before it they ever develop new technologies of their own.
attacks. The one exception to this is the creation of animator
spirits (see above), which the dark elves are quite
Dark fives accomplished at.
Strength: 6 Education: 4 Move: 3/10/20/35
ConstlbJtlon: 4
A gility: 8
Charisma: 9
Empathy: 1 0
Skill/Dam .: 7/4
Hits: 10/20
fuath
Int elligenc e: 5 Initiative: 4 # Appear: 206 Strength: 10 Education: 1 Move: 5/l 0/30/60
ConstibJtlon: 8 Charisma: 3 Skill/Dam.: 8/8
Special: Di:nen sion Walk. Agility: 7 Empathy: 12 Hits: 13/25
The dark elves Intelligence: 2 Initiative: 6 # Appear: 1
are apparently
very human in
appearance, al-
though fairer
than average.
Legend is that
they dwell in vast
subterranean
caverns, where
they maintain
entire under-
ground civiliza-
tions. But the
dark elves have
always taken a
great interest in
humanity, a perverse interest which derives plea-
sure from human suffering and ruination. As a
result, individual dark elves often join human soci-
ety, where they pass themselves off as human,
generally preferring to pose as artists, poets, musi-
cians, or magicians.

DARK RACES
221
james stevens (order #2085857)
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

222 DARK CONSPIRACY

james stevens (order #2085857)


residue of dead hum ans. In actuality, ghosts are damage). Of course, this requires a suitable supply
merely another type of Dark Minion. (The one of stones and ample time to resupply between each
exception to this, the "data ghost," is actually attack. lftimeor head room is limited, they will hover
nothing more than a collection of human memories within melee range of their victims and tear at them
trapped with in a computer network. See the with their clawed feet.
"DarkTek" chapter for details.) Harpies usually haunt the wildernesses of the
planet, but they can sometimes be found in the
HARPY employ of other Dark Minions, occasionally even in
Strength: 4 Education: 2 Move: 15/30/50* inner cities.
Constitution: 2 Charisma: 2 Skill/Dam.: 6/1D6
Agility: 6 Empathy: 2 Hits: 8/16
Intelligence: 3 Initiative: 4 # Appear: 106+ 1 MEDUSA
*This is fl ying speed; harpies walk 5 and run 10
when grounded. Human Statistics
Special: Drop stones (treat as thrown weapon St rength: 4 Education: 5 Move: 2/8/15/30
ConstJt:utlon: 6 Charis ma: 3 Skill/Dam.: 9/5
attack for 1D1 0 damage). Agility: 7 Empathy: 8 Hits: 12/25
Intelligenc e: 6 Initiative: 5 # Appear: 1
Special: Poison-tipped tentacles on head and
neck.

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

DARK RACES
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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

224 DARK CONSPIRACY

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people have been brave enough to explore those have other Empathy skills as per Dark Minions (as
tunnels afterward, and even fewer ofthose who were explained under "Darkling Skills," above).
have ever returned. Nukid gangs can be an excellent source of infor-
Particularly frightening is the fact that numerous mation for Dark Minion hunters, provided the ques-
firearms and other equipment have disappeared tioners survive their first meeting. In particular, a
into those holes, as well. All indications are that the number of the more hideously deformed gangs
morlocks are completely capable of learning to use have taken up residence in the sewers, and some of
human technology. these are great enemies to morlocks and dark elves.
Unlike true Dark Minions, nukids are not actively out
NUKIDS to ruin humanity. Instead, like nearly any other street
Strength: • Education: • Move: • gang members, they are merely unfortunate people
Constitution: • <llarlsma: • Skill/Dam.: */*
in a dead-end life-style, with no hope for the future.
Agility: * Empathy: * Hits: *
Intelligence: • Initiative: * #Appear: 206-1 Nukid gangs just have more to complain about than
*As normal NPCs, except one in 10 has an most others.
Empathy rating of 106+4.
Special: Empathic nukids have Darkling Empa- OGR£
thy skills, including Dimension Walk, Dissolution, Strength: 24 Education: 1 Move: 2/l 0/15/30
Constitution: 21 Charisma: 1 Skill/Dam.: 5/406
Pyrokinesis, or Telekinesis. AgUity: 4 Empathy: 1 Hits: 28/55
Nukidsisacol- Intelligence: 2 Initiative: 5 # Appear: 1
lective term for Special: Long unarmed melee range.
streetgangscom-
posedofmutated
humans. It origi-
nated as a refer-
encetoradioac-
tive contamina-
tion ("that dude's
been nuked for
sure"), but has
come to refer to mutations resulting from other sorts
of contamination as well (chemical, for example).
The prerequisite for membership to a nukid "family"
is having a mutation of some sort. Most of these
mutation s are merely physical deformations. But
roughly 10% of the nukids also demonstrate one
Darkling empathic ability or another, falling into one
offour different classes: geists, slimers, spooks, and
torches.
The term "geist" is a shortening of "poltergeist,"
and these nukids are highly telekinetic. "Siimers"
are nukids with the Dissolution skill; they also tend Ogres are basically huge, filthy, brutish human-
to be slightly radioactive. "Spooks" are those with oids that love to tear weaker creatures limb from
the Dimension Walk skill. And "torches" are limb and eat them. Their average height is about
pyrokinetic. Ail of these empathic characters also three and a half meters, and they mass up to 250

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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

226 DARK CONSPIRACY

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death, saving them to feed upon again and again.
The average human can survive down to a body
temperature of about 25° centigrade (77° Fahren-
heit), but will becom e comatose in the process and
require special care to be rewarmed. Humans can
remain coherent and able to care for themselves
with body temperatures down to almost 32° centi-
grade (90° Fahrenheit). Below this, they become
delirious and eventually incapable of any activity at
all. Following these guidelines, referees who wish to
run pales that keep captive victims can multiply
such victims' body weight (in kilograms, of course)
by the number of degrees their temperature is
lowered, then divide the result by 50 ( 100 if Fahren-
heit). to determine the number of hours activity the
pale gains. For example, a pale that leeched 5° C
from a 70-kilogram human would gain about seven
hours ofactivity ( (5x70)+50=7). Assuming adequate The ancient Egyptians mummified their most
food and shelter, the victim's body heat could important dead, in order to enhance their success in
certainly return to normal during that time, meaning the afterlife. Mummification typically involved hav-
the pale could feed once again. ing most of the internal organs scooped out, includ-
Referees are encouraged to enhance the frightful- ing the brain , and the resulting cavities filled with
ness of adventures involving the pale by having preservative herbs and linen padding. The impor-
player characters captured by the creatures. Other tant organs were sealed in special funerary jars. The
Pes will certainly be horrified to finally find their rest of the body was treated with special chemicals
friends locked in som e damp cellar, shivering and to desiccate it, then wrapped in linen, doused in
blue with cold, and mumbling incoherently about funerary resins, and placed in a sarcophagus. (It is
tall, gangly, pale men. the desiccation and funerary resins that make mum-
mies vulnerable to fire, causing them to take double
UNDtAD the normal burn damage.)
In Dark Conspiracy, t he term "undead" refers When this sort of mum my is animated, it serves
specifically to dead creaturesthat have been brought as nothing but a vehicle for the animating spirit. The
back to a semblance of life, usually by an animator mummy is physically strong, but because of its
spirit (see above). The three primary examples of brittleness, it is anything but agile. Of course, with-
undead are animated mummies, skeletons, and out a brain, the body has no intelligence of its own.
zombies. Zombies are covered in their own section, The mummy's mental and soul attributes are merely
below. Mummies and skeletons are described as given by the animating spirit.
follows. There are cases ofmummified corpses, however,
in which the brain and internal organs were not
lfu.Jmmy removed. Generally, these cases involve accidental
Strength: 9 Education: 1 Move: 1/4/8 deaths by suffocation in conditions that prevented
Constitution: 9 0\arlsma: 1 Skiii/Dam.:8/306
AgUity: 2 Empathy: 1 Hits: 25/30 the corpse from decomposing or being eaten by
lnteDigence: 1 Initiative: 2 I Appear: 106+3 scavengers. For example, mummified corpses have
Special: Burns do double damage. been found in extreme northern bogs, frozen in ice,

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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,

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Wererat Werewolf
Strength: 5 Education: 6 Move: 3/9/17/32 Strength: 8 Education: 4 Move: 3/9/17/32
Constitution: 2 Olarlsma: 7 Sldl'Dam.: 7/1 D6+ 1 Constitution: 6 Charisma: 6 Skill/Dam.: 6/206
Agility: 7 Empathy: 10 Hits: 8/15 Agility: 7 Empathy: 9 Hits: 11/22
Intelligence: 8 Initiative: 5 # Appear: 206 Intelligence: 6 Initiative: 6 # Appear: 106
Special: Automatic human image projection. Special: Automatic image projection.
Silver disrupts Empathy. Silver disrupts Empathy.

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,

230 DARK CONSPIRACY

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and it only affects mammals. Appar-
ently, when a mammal encounters the
moss, it inhales airborne spores. Those
spores remain dormant through much
of the year, but during the rainy season,
they suddenly sprout within the circula-
tory system of their victims, giving their
blood (and skin) a greenish tint. As the
infection mounts, it causes a chemical
imbalance in the host which gives rise
to murderous rages, much like rabies.
The significant difference is that while
rabies produces blind , unreasoning vio-
lence, typically occurring only when the
subject is somehow provoked, the zom-
bie moss produces a cold-blooded, cun-
ning murderousness in which its vic-
tims stalk others of their kind. (There
has been speculation that the murders
are actually intended as mercy killings,
to prevent others from later contracting
the infection.)
By the end of the rainy season, the
infection has completely filled the host's
circulatory system, and the victim dies.
Within two to three days, the corpse
bursts open from the moss' rampant
growth, and new spores are released
into the air, peginning the process all over c.gain. invade a human body, consume the nervous tissue
There have been some isolated reports of moss there, and replace it at the same time, keeping the
zombies in Oregon. body functioning as long as there is any nervous
tissue remaining for sustenance.
Yellow Zombies Unfortunately, livi.n g humans move too quickly
Strength: 8 Education: 1 Move: 2(7/13/25 for the organism to invade, so it generally settles for
Constitution: 9 Charisma: 1 Skii/Dam.: 6~1
corpses, then uses those bodies to create more
Agility: 5 Empathy: 3 Hits: 9/18
Intelligence: 2 Initiative: 4 I Appear: 306 corpses from the living. The zombie organism be-
Special: None. gins its invasion with the brain, then works its way
Yellow zombies are so named because of the outward toward the extremities. Note that the or-
putrescent, curdled, yellowish fluid that swells their ganism does not actually return life to the corpse,
skulls and nerve paths. This fluid consists of a type only movement.
of microorganism that combines to form a commu- After all ofthe nervous tissue in a corpse has been
nity intelligence. It feeds on human nervous tissue consumed (a process that takes approximately
and is able to stimulate m uscle activity in the same three days), the zombie organism must move on to
way that nerves do. In other words, it is able to a new body. Each hour that it spends in a used-up

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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.

232 DARK CONSPIRACY

james stevens (order #2085857)


Uke everything else about the Dark Minions,
Darkling te<:hnology (or DarkTek} ought to be
mysterious to the player characters. In fact, it ought
to seem almost magical, so that the Pes can never
be quite certain what the Dark Minions are capable
of, and so that humans cannot learn to mass-
. produce Darkling devices. In this chapter, we dis-
cuss in detail some of the most important te<:hno-
C~~;,~Iogical devices the Dark Minions possess.

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james stevens (order #2085857)
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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are always cubical, and portals are always twice as "sky" to be "seen" overhead, both zhot through with
wide, tall, and deep as the device that generates tremors caused by other objects entering and leav-
them. (They appear as a misty black cube projected ing the proto-dimension. Neither ground nor sky
from one face of the device.) Therefore, if you want have any distinguishing features, though. Both
to move an auto into the proto-dimension, for stretch blankly to the horizon.
instance, you have to generate a portal that is as In the most commonly used proto-dimensions, dis-
large as the auto's longest dimension, which means tancesareaboutone-tenthciwhattheyareinthenormal
you need a device half as long as the car. It can be universe. This means that by walking for about an hour
difficult to keep such a thing hidden. Also, these in the proto-dimension, a humanoid Dark Minion might
devices draw a lot of electrical power, which is why cover about five kilometers; but upon returning to Earth,
Dark Minions like to use megacorporate holdings in it would have travelled 50 kilometers. If that same
large cities to house them. creature took a motorcycle into the proto-dimension, it
might cover up to 20 kilometers during that hour
Proto-Dimensional Topology (considered off-road travel), equivalent to 200 kilome-
Each proto-dimension is in many ways much like ters when it returned to Earth.
our own universe.lt has "planets" circling "stars," for
example. One such body is the proto-dimensional Dimension Walk
equivalent of our own Earth. But the mass and
energy there can only be perceived by the empathic and Other Dimensions
sense. Nonempathic characters find themselves The Dark Minions are actually able to access
seeming to float in a sort of limbo. But when the many different dimensions and proto-dimensions.
empathic sense is in operation, there is a sort ofdark Many of the dimensions are the abodes of one or
"ground" to be "felt" underfoot, and a sort of black another of the Dark Races. In future supplements,

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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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creature would enter the proto-dimension, walk for of them terminal patients in corporate-owned hos-
10 hours in order to cover 50 kilometers, then pitals and clinics). Their brains are then sliced thin,
reenter the real world only one hour later in real time, and the pieces are laminated in an organic sheath-
again an effective trip of 50 kilometers in an hour. ing. These pieces are then tested and sorted by type
The only problem is that the creature is 10 hours of function (no two brain slices have their neurons
older and much wearier. And if you include the "wired" quite the same), before being assembled
possibility of encounters in your proto-dimension, a into complete computers.
proto-dimensional trip of 10 hours can be much The unique nature of each brain slice not only
more dangerous than a one-hour trip. means that each must be sorted by function; it also
means that many "circuits" in each slice are entirely
BIOCOMPUTfRS unused. All too often, these extraneous circuits
One of the most hideous of the Darkling devices house memories and instincts that wander about
is the computers used primarily by insectoid and the computer circuitry as" data ghosts." Sometimes,
tentacular ETs. On the outside, these look like other if enough slices from a particular brain are incor-
Darkling devices, but inside, suspended in a greenish porated into one computer, or if several computers
nutrient bath, are row after row of paper-thin slices with brain tissue in common communicate jointly, a
of human and animal brain tissue, serving as circuit partial personality is reconstructed of the creature
boards for the computers' operation. from which the brain was taken. Often, when such
Every day, thousands of terran creatures are a thing happens, the ETs are forced to destroy the
killed to supply the parts for these machines (many computer to prevent it from shaking off their control.

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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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puter's access to the network, for example, or the player states that Dolph is going to attempt
perhaps invade it with a virus. It might even take Computer Empathy to feel for pathways hidden
control of the character's computer and purge it of under undisclosed menu headings. The referee
all programming not specifically hard-wired in. agrees, again setting the task at Difficult. A Stage
As referee, you should decide the specific results Two is rolled, which the referee translates as having
based upon your perception of the relative power of accessed the line leading to the sentient computer.
the two computers and the quality of task rolls by Another Computer Operation check, this one at
each of the combatants. (You will need to assign a Average difficulty, is called for to search that
Computer Operation skill and Empathy rating to the computer's files. At the same time, the referee rolls
Dark Minion computer.) Computer combat is not for the computer itselfto empathically recognize the
intended to be handled in the same detail as normal intrusion, deciding to set the computer's Empathy
combat, however; after all, it is a completely differ- rating at 4 and the task at Easy. Dolph's player rolls
ent environment. Also, two important things to keep an outstanding success, which the referee trans-
in mind are that Dark Minion computers can meld lates as Dolph having found the file he wanted at the
empathic skills and Computer Operation in ways top of the menu and copying it to his computer's
not possible for a human or Dark Minion, and any memory almost instantly. The Dark Minion com-
encounter with them ought to be horrifying for the puter's skill check results in a Stage Two success,
character involved. Finally, you need to describe and the referee tells the player that Dolph hears a
computer interaction at the level you are familiar mental voice asking "Who's there?" then finds
with. As always, the important thing to convey is himself in empathic contact with another mind. He
story. Don't think you have to mention every switch- sees images of a dozen different people's lives, plus
ing point along the way a character's goal. Instead,
you should have the player make skill tests and base
your descriptions of the action upon the quality of
those rolls.
Let's consider an example of computer interac-
tion and combat. Dolph, a PC with a Computer
Operation skill of 6 and a Computer Empathy skill
of 8, is attempting to access the Tojicorp computer
system by modem and call up a personnel file
secured within it. What he does not know is that the
file is held within an organic computer that has
developed its own limited sentience. The referee
decides to have him make a Computer Operation
test first, at Difficult level because the Tojicorp
system is well protected. Rolling, the player suc-
ceeds, and a roll for power level (see Empathic
Success in the "Task Resolution & Skill" chapter)
reveals a basic success, which the referee translates
as having accessed the system'sopening menu and
finding an entry for personnel records, but discov-
ering nothing important after doing a quick search
of what is available under that heading. Convinced
that the record he seeks is hidden there somewhere,

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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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ought to be. After that, have them make a Difficult
Computer Operations, Electronics, or Mechanic roll CYBORGS
to operate the machine, and base their success on Cyborgs have been discussed in two other places
the quality of that roll. A success should give them in this book: in "Careers" (as a character generation
an animator that operates as planned, and an possibility), and as one of the forms of changelings
outstanding success one that is better than planned in "Dark Races." To design cyborgs for adventures,
in one manner or another. Fmally, the last guideline then, referees can use the guidelines in either of
you should follow is that after the PCs have had the those locations. Those in "Dark Races" are consid-
machine for a while, by all means take it away from erably Jess complex, but those in the "Careers"
them again. (You might have the Dark Minions give chapter are more detailed.
it a remotely controlled order to destruct, for ex- Some of the Dark Minions also use cyborgs as
ample.)PCsshouldnotcometorelyuponsomesort guards and assassins, enhancing their bodies and
of magic box to do their work for them. Besides, controlling their minds. This is just what PC cyborg
Dark Conspiracy is supposed to be a game of escapees were intended for. And this, then, is what
constant change. the special note for that career refers to as "unpleas-

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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.

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a UFO, and powered by its engines).
DfATH RAYS folv:>& death rays just bum ga~ holes through
Just as ETs need UFOs, they also need ad- whatever they hit. Optionally, yoo can have them
vanced weapons with which to slay. We call these electrocute their targets or have the hi kx:afun just
weapons, generically, death rays, because virtu- burst into flames. You might even have itdisintegrate
ally any hit by one causes death to any living entirely or explode. The visual effect is up to you as
target. There are two basic sizes for these weap- referee, but the end result is the same in any
ons: hand-portable (pistol-sized to shoulder- case. For referees who desire specific statistics,
mounted), and vehicular (generally mounted on the following two examples are provided.

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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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.)

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started thinking in terms of story-building and
RAVfNING WOLVfS playing roles.
In this adventure, the Pes go to Dayton, Ohio, to Make certain that at som etime during their dis-
investigate rumors of cannibalism in that city. cussion and preparation , the Pes catch a news
Actually, the rumors are due to servants of a story or two about possible cannibalism in Dayton.
bloodkin vampire (see the Bloodkin entry in the They might be radio or 1V announcements, or
"Dark Races" chapter) who controls the head of the perhaps newsfax accounts. In any case, if the
University of Dayton's ROTC program. The PCs players ask for details, tell them that the stories
wend their way through a welter of confusion and concern nude bodies of homeless people being
danger, finally to confront the bloodkin vampire found in some of downtown Dayton's alleys. Ac-
and end its reign. cording to the stories, their throats had been torn
out and other body parts chewed to expose major
Scene One: The Dream blood vessels, but there was very little blood about.
To introduce your PCs to this adventure, have all Police believed that stray animals had made the
of them with any empathic rating at all make an wounds and lapped up the blood, but the reporter
Average test of their Empathy attribute. Then take insisted that the killings were by cannibals, because
aside the player who succeeds by the greatest the wounds indicated blunter teeth, as of humans.
margin, and tell that player that he or she has had Considered together, the murders have all occurred
a very disturbing dream. It is, in fact, the dream within a three-block radius of Deeds Park, which is
ascribed to Hadyn in the "Character Generation" located on North Dixie Drive, where the Mad River
chapter of this book.ldeally, you oughtto relate that meets the Miami River (see the map of Dayton).
dream afresh to the player,
telling it in your own words.
But in any event, you should
make sure that the details
and atmosphere ofthe dream
are fresh in that player's mind.
(Also, it is probably best if you
do not allow the player-or
any of the others, for that
matter-to reread the dream
during play. Make him or her
rely upon memory, to simu-
late the way that dreams
slowly fade from the mind
over the course of waking
hours.)
After you have recounted
the dream, let the player as-
semble the rest of the charac-
ters. Encourage the players
to act out the phone calls and
messages that are ex-
changed, in order to get them

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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

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investigate, they find the nude body of a dirty, be a fiasco. While the vampires fight ferociously,
middle-aged man, his throat torn out and his limbs they are arm ed only with tooth and nail. Against
gnawed horribly. A Difficult test of Observation or unarmed street people that has always been suffi-
Tracking reveals several sets of booted footprints cient. But against armed PCs, it is another thing
leading deeper into the alley. If the Pes follow them, entirely. Most likely, your Pes will be carrying at least
they find that the prints run all the way to the next switchblades and pistols. The vampires believe
street, where the imprint of a heavy tire can be found themselves immunetothem,sotheydonottakethe
in a patch of mud in the gutter. From appearances, precautions normal opponents would (they don't
a group of half a dozen "cannibals" boarded a truck bother to dodge, for instance). As a consequence,
at this spot and drove away. you should treat any successful hit on one of these
lesser vampires as fatal.
Scene five: The Immortals
The next evening after the Pes find the body of the
old man, they finally meet up with the creatures
behind the killings. As they are patrolling the streets,
make an Average test of Observation secretly for
each of them. Those who succeed notice that they
are being followed by darkly clothed, pale-skinned
figures that flit silently from shadow to shadow, just
as in the empathic character's dream. They are
lesser vampires (as described in the "Dark Races"
chapter and the next page), and they serve a
bloodkin vampire that they know only as The
Master, who hides out at a farm outside of the city.
The Master always appears to them as an elegant
human, and he has convinced them that as he feeds
on them, they are becoming immortals just like
himself. (Of course, they have been duped in this.
Not only are they not immortal, but neither is he.)
From time to time, The Master lets them take a truck
into town to hunt, in order to replenish their blood.
They always park the truck in Deeds Park, and
range from there.
If possible, have these lesser vampires tailing an
individual PC. But ifthe Pes are travelling in groups,
just make certain that there are twice as many lesser
vampires as Pes, and play up the elusiveness of
their movements, so that the Pes cannot be quite
certain just how many there really are. Of course,
they have no way of knowing just what they are,
either. You want to make these creatures seem as
threatening as possible, in order to get the players
quite worked up before they are attacked.
When that attack comes, however, it turns out to

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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.

Scene Six: Tracing New Clues


The PCs now have an important due to the
identity of the Dayton "cannibals": The fact that at
least one of them was a Lieutenant Snyder, appar-
ently an Air Force lieutenant. It is most likely that
they will do some sort of computer search ofWright-
Patterson's personnel listings, perhaps going to the
Air Force base to do so. But this will reveal no listing
for Snyder.
If they somehow check the Dayton police files,
they will find that the police have identified the
victim as Jack Snyder, a sophomore student at the
University of Dayton, who has been on the missing
persons list for about t wo weeks. If the Pes think to
check for a forensics report, they will learn that

248 DARK CONSPIRACY

james stevens (order #2085857)


Snyder was suffering from iron-deficiency porphyria
and also has several sets of paired bite marks on his Scene Seven: The Lecher
neck, some more fully healed than others. A search It is likely that your PCs will go to the ROTC office
of back issues of newspapers will also reveal the fact to interview Major Leeds and that they will try to
that Jack Snyder was listed as a missing person, interview Snyder's girlfriend, Lori MacNamarra, as
and it will give the name of his girlfriend-lori well.lfthey call Lori's dorm room, a roommate will
MacNamarra-who turned in the missing person answer and explain that Lori is at class. She will not
report. give out any other information, but will take a
If the PCs manage to convince Snyder's girlfriend message to have Lori call the PCs when she returns.
to talk with them, she will reveal that he disappeared Major Leeds is much easier to find. His secretary
along with a couple of buddies, and that the last will make an appointment for the PCs for whatever
place she remembers him going to was an ROTC time they like, provided that it is during normal
party at the country home of Major Gerald Leeds, business hours. Or the Pes can talk to Leeds by
the university's ROTC director. Checking with any phone. Either way, Leeds will tell them that he knows
other offices on campus will generally result in an nothing more about Snyder's disappearance. He
answer of "I'm sorry, but we are not authorized to will say that Snyder did come to the ROTC party at
give out that sort of information." If the PCs are his country house, but he left about midnight, and
especially convincing at one of these offices, they that Leeds did not see him again afterthat.lfthe PCs
will learn only that Snyder was an above-average meet Leeds in person, play him according to the
student and a member of ROTC. It is easy enough description on the next page.
for them to Jearn that Major Leeds is the director of The most important thing for a referee to keep in
the ROTC program. mind during this scene is that the PCs have to

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.

MAJOR GfRALD LffDS Scene fight: Reconnoiter


Level: Experienced Having learned of Leeds' involvement with
Skills: Act/Bluff 6, Leadership 5, Instruction 5, Melee Snyder's disappearance, the PCs go to Leeds'
Combat (Unarmed) 4, Persuasion 6, Small Arms (Pistol) 4, country house to take a surreptitious look around.
Willpower 4 The place is located along a secondary road about
Initiative: 3 20 kilometers southwest of Dayton, an agricultural
Physical Description: Major Leeds is a slim man of area that has since been abandoned. The grounds
moderate height, with a thinning gray crewcut and a pencil are fenced in and heavily wooded up front; to either
moustache. He appears to be in his mid-50s. An easy smile side are cattle pastures now gone to waist-high
is generally upon his lips, but his eyes shift about continu- weeds and brush. Beyond the wood lies a cleared
ously, as if his mind is constantly working to recognize an area containing the house and barn, and behind that
advantage to be gained in every situation. is land that used to be cornfields. (See the diagram
Motivation: Spade King: Major Leeds is completely self- on page 251 for details.)
centered but highly charismatic. He has obtained his present, Most likely, the PCs will attempt to sneak onto the
quite comfortable, position through careful manipulation of property, most likely through the cover of the wood,
those around him. feigning friendship with those in power and in order to scout the place out. (If, instead, they drive
creating scandals about those who have stood in his way. In right up the lane to the house, skip this scene and go
person, he is quite likable, but he uses people for his own to the next: The Master Takes A ight.) As they slip
ends. A few months ago, he met a bloodkin vampire who through the woods, however, guards are waiting for
promised him wealth and power if he would serve as a them. If the PCsmaketheir attempt at night (which
recruiterof"servants" forTheMastertofeed upon. Leeds has is probable), these guards are more lesser vampires
used his position as head of the University of Dayton's ROTC who have been convinced that they are immortal
program to lure healthy young students out to his country and that Snyder's death was because he lost faith in
house, where The Master is hidden. The Master. During.the day, the lesser vampires are
Diamond Queen: Leeds also has an insatiable lust for replaced by new recruits (Novice NPCs) who want
young women. In fact, one of the primary reasons that he to prove their worthi1ess to become lesser vampires.
agreed to shelter The Master and work for him is because he In either case, let the PCs work their way to about
gets his pick of all females that are "recruited." Leeds has the middle of the wood, then tell them that they spot
quite a harem of young women (whom The Master has multiple figures flitting through the trees ahead of
drained of their will) locked up in his country house. them. As they watch, more and more figures ap-
pear, until it is obvious that the PCs are terribly

250 DARK CONSPIRACY

james stevens (order #2085857)


outnumbered. Soon , more figures are visible to their want to have some new guards arrive with firearms,
flanks, and as the PCs retreat, the figures try to if necessary, to make the PCs flee. Also, have the
outrun them, to cut them off from escape. Eventu- guards move faster than the PCs, especially if the
ally, the PCs will be forced to fight just to get free. PCs stop occasionally to fire, so that they will be
Their attackers are unarmed (hum an guards have closing on them, and eventually the PCs will be
melee weapons), but there are so m any of them. reduced to fighting hand to hand.
The trick is to make the PCs feel outn umbered Just when things begin to seem hopeless, how-
enough to retreat, without making it seem that there ever, a new factor enters the conflict : The PCs see a
is an entire army based at the farm. You might even pair of headlights rushing headlong across the

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P~sture

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.

252 DARK CONSPIRACY

james stevens (order #2085857)


If, however, the PCs agree with Brody, they will
arrive at the farm house just as The Master's limo is
preparing to leave. The driver is the last to get inside, BLOODKIN VM\PIRfS
Strength: 4 Education: 3 Move: 3/9/16/32
and the van behind the limo is still being loaded. As Constitution: 7 Charisma: 12 Skill/Dam.: 8/1010
the PCs approach , three lesser vampires with Uzis AgBity: 9 Empathy: 15 Hits: 25/50
take up position behind the van and fire on them. Intelligence: 8 Init iative: 6 I A ppear: 1
Special: Bloodkin vampires are treated as having an overall body armor
While the van blocks the lane between the house value of 1. 1hey do not suffer double damage from head hits, like most
and barn, the limo prepares to make a swing around NPCs, and they heal very quickly from wounds (see below).
Vam pires, the smaller bloodkin, are much more intelligent than their
the barn, in order to escape past the PCs' vehicles. larger brothers, and are also highly empathic. As a consequence, they rely
From this point on, the adventure devolves to a much more upon guile than upon brute force (although they are no stranger
straightforward firefight. to that, ei,ther). A vampire will use its powers of thought projection to make
i tself appear as an attractive human, then use emotion projection to draw
victims near enough to be feasted upon. Generally, however, a vampire will
fpilogue not kill its victim immediately, but will instead keep a coven of victims. all
weakened from blood loss, to serve it as slaves and bring it more victims.
After The Master and his servants have been Uke trolls. vam pires heal naturally from wounds at the following rates:
defeated, have the players wind down by describing slight, 1 hour; serious, 1 day; c ritical 3 days. For each pint of blood they
in brief their plans for returning home. Mention that consume, they heal one wound level almost instantaneously (effectively
within one combat phase). This means that a normal human body, if
a few days later new stories surface about some sort completely d rained of blood. will heal six wound levels for a vampire.
of an armed feud on a farm near Dayton, and that As with trolls, (JV light does extra damage to vampires. Normal daylight
does two points of damage per combat phase, as do black lights. <JV lasers
the bodies of several students from the University of do double their listed damage. Thermite and white phosphorous explosions
Dayton were found there, many of them people who do (JV damage per the concussion rules, in addition to concussion damage.
had been reported as missing persons. There are no
more stories about cannibals in Dayton. (You might, may earn more than that if, at adventure's end, the
however, want to mention other stories that can lead referee or their peers decide that they have done
to the PCs' next adventure, so that they can be something unusually valorous or entertaining. They
puzzling over them until you meet next.) won't have been paid anything for this adventure,
This adventure should give the PCs a base of but they m ight have acquired some more equip-
about 2 experience points each, perhaps 3. They ment that may be of use in the future.

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.

OTHfR ADVfNTURfS Other Interesting Stories


The following are some of the best stories from
actual tabloids, stories which can easily be con- in This Issue
verted into Dark Conspiracy adventures. In each Referees may wish to include these as back-
case, we give you the actual headline and the tabloid ground for the Iglesias story, or perhaps even de-
it came from, followed by a synopsis of the story and velop them into adventures as welL
a general outline of a suggested adventure to be run Horror of the Screaming Skull: According to the
from it. We also include other interesting headlines account, the skull of a man wrongfully hanged for
from each issue, so that you can obscure the rape on July 3, 1701 has haunted ever since the
significance of the major story by using the others as castle he owned. Each year, on the annivesary of his
red herrings. Following these examples, you can death, the skull has a screaming fit, threatening
develop adventures from tabloids you find , allowing doom to everyone within earshot. People who have
you to h and the tabloid to your players as their PCs' tried to remove the skull from the table where it rests
daily news. have all died mysteriously.
Dolphins Trained to Kill Frogmen with Nose
THf DAY JULIO IGLfSIAS "DifD'' Guns: The US Navy is strapping .45-caliber weapons
Synopsis: This front -page headline has a color to the noses of dolphins and training them to butt up
photo of the corpse in the morgue, and it does, against swimmers, causing the guns to fire.
indeed, resemble Julio Iglesias. According to the Five-Month-Old Baby Charged with Murder: In

254 DARK CONSPIRACY

james stevens (order #2085857)


this story, the aforementioned baby has killed nurses Now he calls her every Sunday.
with beams of light from its eyes. It was caught in the Adventure: If we assume that "disconnected"
act by a hospital security guard watching by remote means canceled by the phone company, not physi-
camera. cally disconnected, then this story becomes a per-
Nine-Year-Old Is a Miracle Healer: According to fect opportunity for the PCs to make contact with a
this story, Helena Molinez of Vtlla Maria, Chile, has Dark Minion computer that has slipped free of Dark
even performed surgery with a rusty knife and her Minion control. According to this theory, the Dark
patients are healed. Perhaps the PCs would like to Minions took Ralph Davenport from the Minneapo-
recruit this young empath. Perhas some secret lab lis hospital shortly before his death, and removed
will beat them to it. his brain to slice and use for circuitry in some of their
computers (see the "DarkTek" chapter).
CHilD TAlKS TO DfAD GRANDPA- But Davenport was a stubborn old coot with a
high Empathy rating, and his brain tissue soon
ON OlD TflfPHONf reintegrated itself into h is own personality. Now that
Synopsis: Kristin Leone, a nine-year-old native brain has the power of a number of Dark Minion
of Minneapolis, Minnesota, was heartbroken when computers at its control, and it has used them to
her maternal grandfather, Ralph Davenport, died of manipulate the Minneapolis phone system, in order
cancer. One Sunday morning after church, about a to reopen the line to the attic phone, so that he could
month after he died, an old phone in the family's call his family for help. He needs som eone to come
attic-a phone that had been disconnected-began take the various computers his brain is divided
ringing, and when the parents answered it, the voice among and hide them from the Dark Minions before
on the other end identified itself as belonging to the they recognize his integration and shut him down.
dead man. He asked to speak to Kristin, and encour- Unfortunately, the story has hit the papers, and if
aged her not to lose herself in mourning for him. something isn't done soon, it will be too late.

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?

WOUNDfD ClVI LWAR SOLD lfR


fOUND IN GfORGIA
Synopis: Benjamin Couch was found beside a
Georgia highway, wearing the uniform of a Confed-
erate private, and with a Yankee musket ball lodged
in his left leg. He claims he was fighting in the Battle
of Gettysburg, when suddenly he was shot in the leg
and began to bleed severely. He blacked out from
shock and blood loss, only to find himself in 1990.
Historians have found records of his service in the
Confederate Army, and psychiatrists have deter-
mined that he is quite sane. He is now being held in

256 DARK CONSPIRACY

james stevens (order #2085857)


a government hospital for reeducation, in order to Them!: Mutilated corpses of beautiful women have
integrate him into our society. been discovered in woodsofPortugal, Spain, France,
Adventure: Couch's story is exactly true. He is a and even Italy. Apparently, the women were killed,
natural empath of great power, one of the few then their hearts, lungs, and brains, were removed,
humans to ever develop the Dimension Walk skill cooked, and eaten. Authorities are looking for an
without having been taught it. In the stress of the escaped maniac named Isidro Lopez Cruz, certain
Battle of Gettysburg, his mind reached out and that he is responsible. But what if he is actually a
tapped into a nearby proto-dimensional portal, dupe for some larger evil?
which somehow launched him into the future. The Runaway Chainsaw Tried to Kill Me! : Breg Waller,
humanoid ETs want him in order to determine how of Colombia, South Carolina, nearly had his foot
he did it, so that they can exploit time travel to their removed by a chainsaw when he dropped it. Waller
own advantage. Elements of the US government claims it was a natural accident, because he had
want him as a weapon with which to combat the disconnected the automatic kill switch. Of course,
Dark Minion invasion. If the PCs believe the story as Dark Conspiracy referees, we know that Colom-
printed about him, they may want to rescue him, to bia has recently been the scene of numerous acci-
allow him to live as a free man. But they have to find dents involving machines that come to life. Waller is
him first, and both the Dark Minions and the govern- merely afraid to admit the truth: The chainsaw had
ment are going to do everything possible to stop a mind of its own.
them.

Other Interesting Stories


in This Issue
Each of these stories is also ripe for use as the
core to an adventure.
Miracle Pooch Comes Back Frotn the Dead!: A
puppy owned by 11-year-old Evan Davies, ofBuilth
Wells, Wales, followed a rabbit down a hole and did
not return for 36 days. During thattime, Davies kept
a vigil by the hole, caiJing the dog's name out
repeatedly. Eventually, the dog returned from the
hole, in perfect health, and Davies is t ickled pink.
But what if it is not really his dog, but a morlock
device sent to lure Davies, and then other children,
into their underground lair?
Bigfoot Tracks Found!: Cliff Crook, of Bothell,
Washington , has found human footprints seven
inches wide by 14 inches long in the Pacific North-
west. He claims it is a print from Bigfoot, a tall, half-
human, half-ape creature with a powerful stink .lf, as
referee, you throw in a couple of mauled campers,
you have the makings of an ogre or troll adventure
on your hands.
Escaped Maniac Butchers Beauties--And Eats

ADVENTURES 257
james stevens (order #2085857)
f~~~~~f~lf
&~fff~f~(f [~~~y~
).;~

258 DARK CONSPIRACY

james stevens (order #2085857)


259
james stevens (order #2085857)
EquipmentlistingsinDarl<Conspiracy bearer, fingerprints, and a bar code that purchased separately.
include an availability code next to the can be read by security robots and elec- NLT (NATO light Tripod): Accepts
price. The availability code is in two parts. tronic locks. The barcode is generated by M60andMG3.
The code to the left of the slash means machine that encodes a retina scan ofthe Wt: 7 kg.
availability status without contacts; the bearer, meaning that the challenging ma- Price: $500 {-/C).
code to the right of the slash means chine must also take a retina scan and NMT (NATO Medium Tripod): Ac-
availability with contacts (how contacts compare it with the card for complete cepts MAG.
workintoitisexplainedon pages 19-23). identification. Scanning machines can Wt: 10 kg.
The abbreviations are: V=vesy common, dothisfromadistanceofuptoonemeter. Price: $650 {-/C).
C=common, S=scarce, and R=rare. A The machine works fast enough that NHT (NATO Heavy Tripod): Ac-
dash means unavailable except at several scans can be made in a few cepts M2HB. and Mk-19.
referee's discretion. Weight remains the hundredths of a second, minimizing po- Wt: 22 kg.
same in all versions. tential for error. Price: $800 (-/C).
Some enbies contain addlional infor- Unavailable except through proper
mation. Some items (mainly wea.pons channels. AMMUNITION
and vehicles) are covered in data cards. Price: None{-/-}. Weights per magazine include weigtt
These are intended to be photrx;opied Forged Security Pass: Unavailable of magazine (which is negligible in most
and rearranged, enabling each player excerA through criminal, police, or gov- cases) and ammunition.
and referee to assemble weap::>n arrays to ernment connections. Price depends on Magazines are purchased separately
suit individual situations. Players and sensitivity of installation the pass gives and cost $1 per three rounds of capacity,
referees have pennission to photocopy access to (referee's discretion). excerA the 1OOO-rounddrumfor5.56mm
the data cards [or personal use. Price: $10,000--100,000 {-/S}. N ammunition, which costs $200.

DOCUMfNTS fUfl Small Arms


Note that genuine documents can Commonly available fuels include:
be obtained through the normal chan- Alcohol: & Machineguns
nels for such things, and usually in- Wt: 1 kg per liter. Longbow Arrow:
volve only nominal fees. Weight is Price: $.35 per liter {C/C}. Wt: 3 kg per 24.
negligible in all cases. Avgas: Price: $36 per 24 {C/C}.
Forged Passport, Ordinary Iden- Wt: 1 kg per liter. Crossbow Bolt:
t ity Papers, etc.: Price: $.50 per liter {C/C}. Wt: 3 kg per 24.
Price: $1500 {-/S}. Diesel: Price: $36 per 24 {C/C}.
Other Forged Document: The ref- Wt: 1 kg per liter. Flamethrower Fuel Cannister: A
eree may change the price or avail- Price: $.40 per liter {C/C}. cannister of jellied gasoline (napalm}
ability for extremely rare or hard to Gasoline: for flamethrowers. Cannisters can be
duplicate documents. Wt: 1 kg per liter. refilled with ordinary gasoline at a
Price: $1000 {-/S). Price: $.50 per liter (V/V}. cheaper price, but at a cost in range.
SecurityPass:Thisisapieceofplasti<: Wt: 10 kg.
approximately eight certimeters by five TRIPODS Price: $120 {-/R).
centimeters. It carries a photo of the A tripod for a weapon must be Loose Black Powder and Ball:

260 DARK CONSPIRACY

james stevens (order #2085857)


These are m ost commonly pre- 20-round magazine, 1.5 kg per 50-round per 7 -round magazine.
measured and wrapped in paper in belt, 3 kg per 100-round belt. Price: $11 0 per case (V/V).
ready-to-use units. Price: $75 per case (C/V). .475 WM ( 12x60mm Wildey Mag-
Wt: 1 kg per 40. .30-06 (7.62x63mm): num) :
Price: $25 per 40 (C/C}. Wt: 15 kg per case of 500, 35 loose Wt: 18 kg per case of 500, 0.4 kg
Stun Dart Package: This is a rounds per kilogram. per 7 -round magazine.
preloaded dart assembly and C0 2 car- Price: $95 per case (C/C}. Price: $11 0 per case (V/V).
tridge for propelling it from a stun gun. .32 ACP (7.65x17mm SR): 12.5mm Cis ( 12.5x24mm Case-
Police or military contacts are required. Wt: 20 kg per case of 2900,0.1 kg less):
Wt: 1 kg per case of 10. per 10-round magazine, 0.2 kg per Wt: 11 kg per case of 1800, 0.4 kg
Price: $50 (-/R). 20-round magazine. per 20-round magazine.
4.7mm Os( 4. 7x21 mm Caseless): Price: $240 per case (V/V). Price: $1100 per case (-/S).
Wt: 10 kg per case of 1800, 1 kg per 8mm M (7.92x57mm Mauser): .50 BMG (12.7x99mm Browning
50-round magazine. Wt: 10 kg per case of 300, 30 .Machinegun):
Price: $1300 per case (- /S). rounds per kilogram. Wt: 15 kg per case of 1 belt, 13 kg
5.45mm B (5.45x39mm Bloc): Price: $45 per case (C/C). per 105-round belt.
Wt: 10 kg per case of 840, 0.5 kg .380 ACP (9x17mm): Price: $75 per case (S/V}.
per 30-round magazine, 0.6 kg per Wt: 15 kg per case of 1500, 0. 1 kg .50 SLAP ( 12.7x99mm Saboted
40-round magazine. per 7 -round magazine. Ught Armor Piercing) :
Price: $170 per case (S/C). Price: $240 per case (V/V). Wt: 15 kg per case of 1 belt, 13 kg
5.56mm N (5.56x45mm NATO): 9mm P (9x19mm Parabellum): per 105-round belt.
Wt: 10 kg per case of 840 or 4 belts, Wt: 15 kg per case of 1500, 0.1 kg Price: $85 per case (S/V).
0.5 kg per 30-round magazine, 2 kg per 8-round magazine, 0.2 kg per 13- 15mm Dart/Cartridge: This is a
per 200-round belt. and 15-round magazine, 0.3 kg per hypodermic dart and compressed gas
Price: $160 per case (C/C}. 25- and 30-round magazine, 0.4 kg cartridge designed for use with the
.22 LR (5.7x 17mmR Long Rifle): per 32- and 34-round magazine . tranquilizer gun mentioned on page
Wt: 20 kg per case of 5000, 0.1 kg Price: $195 per case (V/V). 280.
per 7 -round magazine. .38 Special (9x29mm R): The darts come prefilled with a
Price: $110 per case (V/V}. Wt: 15 kg per case of 1000. tranquilizer compound. They must be
7.62mmT(7.62x25mmTokarev): Price: $90 per case (V/V). fired from the gun in order to take
Wt: 35 kg per case of 2500, 0.2 kg .357 Magnum (9x33mm R): effect.
per 8-round magazine, 0.6 kg per 32- Wt: 18 kg per case of 1000. Wt: 0.1 kg (including dart, drug,
round magazin e. Price: $1 00 per case (V/V}. and C02 cartridge).
Price: $375 per case (R/S). 10mm ACP (10x21mm): Price: $45 (including dart, drug,
7.62mm S (7.62x39mm Short): Wt: 18 kg per case of 1500,0.2 kg and C0 2 cartridge) (- /S).
Wt: 10 kg per case of 600, 1 kg per per 14-round magazine, 0.3 kg per 18mm Cis (18x34mm Caseless):
30-round magazine. 30-round magazine, 0.1 per 6-round Wt: 12 kg per case of 1800, 1.2 kg
Price: $880 per case (R/S). magazine. per 50-round m agazine.
. 30-30 (7 .62x51 mmR): Price: $205 per case (S/S) . Price: $1400 per case (-/S).
Wt: 20 kg per case of 1000, 50 .44 Magnum ( 11 .2x32.8mm R) : 12 Gauge (12 Gauge All-Brass):
loose rounds per kilogram. Wt: 20 kg per case of 1000. Wt: 15 kg per case of 240, 1 kg per
Price: $ 130 per case (V/V). Price: $120 per case (V/V). 10-round m agazine ( 15 loose rounds
7 .62mm N (7.62x51mm NATO): .45 ACP (11.43x23mm): per kilogram).
Wt 15 kgpercaseof600, 0.75 kg per Wt: 20 kg per case of 1000,0.3 kg Price: $ 11 0 per case (V/V}.

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-

262 DARK CONSPIRACY

james stevens (order #2085857)


ons skill. so that the grenade flies with the shaped Aice:$8each, $120percase {-/V}.
152mm HEAT {Tank Breaker): Fred charge pointing forward. Fragmentation: The grenade, upon
from a Tank Breaker laiJlcher. A self- Wt: 1 kg, 25 kg per case of 15. exploding, scatters metal fragments
guiding missile with a HEAT warhead. Aice:$24each,$325percase{-/C}. throughout its burst radius.
Wt: 18 kg. Chemical: Same as a chemical Wt: 0.5 kg, 30 kg per case of 30.
Price: $75,000 (-/S}. round for large-caliber guns. Two types Aice:$1 Oeach, $150percase (-/V}.
127mm HEAT (Dragon PIP): Used are available: HC smoke and tear gas. Thermite: The grenade has little
with the Dragon launcher. Wt: 0.5 kg, 16 kg per case of 16. blast or fragmentation, but it bums
Wt: 7 kg. Price: $3 each , $18 e~ch, $250 per with intense heat. (See Burns on page
Price: $3000 (-/C}. case for smoke, double prices for tear 97.) It also produces significant
gas (smoke, S/C; tear gas, R/S}. amounts of visible light and light in the
Surface-to-Air Concussion : The grenade consists ultraviolet portion of the spectrum.
of explosive filler in a cardboard or Wt: 1 kg, 20 kg per case of 16.
Missiles plastic container. Upon explosion it Aice· $18 each, $250 per case {S/ C).
These are ftred using Heavy Weap- will knock people down, but causes no WP (White Phosphorus): The gre-
ons skill. lethal fragmentation . nade scatters incendiary fragments
FIM-92A Stinger Missile: A sur- Wt: 0.5 kg, 20 kg per case of 20. throughout its burst radius and burns
face-to-air missile.
Wt: 16 kg Price: $450 (R/R).
FIM-99 Scorpion Missile: A sur-
TYPES OF ROUNDS
Autocannon rounds, grenade rounds, missiles, and rockets come In several
face-to-air missile. types, explained below. Each weapon can fire one or more of these types.
Wt: 12 kg Price: $595 (R/R}. CHEM (Chemical): A hollow shell which, upon landing, bums and releases
MBB-7 Venusfliegen{alle Missile: a gas or smoke. 1be most common chemical Is hexachloroethane (HC)
A surface-to-air missile. smoke, and all prices given later are based on that round. Rounds may also be
Wt: 11 kg Price: $595 (R/R}. filled with tear gas (double price). In all cases, the chemical cloud will cover an
SA-27 Grappler Missile: A sur- area the width of the given burst area and four times as long as the burst area.
face-to-air missile. 1be cloud will originate at the Impact point of the round and stretch downwind.
Wt: 12 kg Price: $250 (R/R}. HE (High Explosive): A high-explosive I'OWld Is a hollow casing containing
an explosive compound. Set to detonate on Impact or at a selected altitude, it
Is useful against Infantry and some larger targets. It Is the least expensive (and
Mortar Rounds thus most common) indirect fire round used.
60mmHE:
HEAT (High Explosive, Antitank): A hollow shell filled with explosive
Wt: 25 kg per case of 12.
compound. An Inverted cone In the nose of the shell directs the explosive force
Price: $72 per case (-/C}. forward Into a hl~-energy jet of super-heeted gu and molten metal, reducing the
60mmWP: effec::tlveness of the rcuxl agent 110ft targets, bi vastly lncl""e!IU1g It agalnit armor.
Wt: 25 kg per case of 12. HEDP (High Explosive, Dual Purpose): A hollow round containing an
Price: $75 per case {-/S}. explosive compound filler with a shaped charge director In the nose to provide
60mm IU.OM: the round with an enhanced armor-pene~ting capabUity.
Wt: 25 kg per case of 12. ll.l.UM (llwninatlon): A hollow round containing a parachute flare which
Price: $75 per case (-/S}. wUI illuminate the area defined by the round's burst radius for two combat turns
(one minute). The round radiates In the visible, ultraviolet and Infrared
HAND GR£NAD£S spectrums.
WP (White Phosphorus): A hollow round filled with white phosphorus. Upon
Antitank: The grenade is designed
detonation, It scatters burning white phosphorus throughout Its burst radius.
to explode on impact. It contains a
WP rounds also generate thick, white smoke.
shaped charge and is stabilized by fins

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):

264 DARK CONSPIRACY

james stevens (order #2085857)


For use with electrical blasting caps. 10 electrical caps. Once set and sealed, itself requires a bl asting cap. Primer-
Any length can be fastened to up to 10 it is waterproof, but it cannot be set cord has a DP value of 3 per meter
caps. Not normally reused. Wt: 5 kg/ underwater. Wt:0.25 kg Price:$20 (SIC). Wt: 0.5 kgs per meter.
spool Price: $20 (V/V). Igniter (5): A pull/release detona- Price: $15 per meter (-/C).
Wire, Trip (Jx500m Spool): A thin tor, used for sophisticated booby traps.
wire used in booby traps and the like. It will detonate either when pressure is TOOLS
Trip wires can be of any reasonable placed on a trip wire or released from Aircraft Tools: Sam e as wheeled
length, but it makes no sense to have the trip wire (if a wire is cut, for ex- vehicle tools, but for aircraft.
them longer than the blast radius of ample). Up to three trip wires m ay be Wt: 22 kg.
the explosive. Wt: 2 kg/spool Price: attached. Wt:NegligiblePrice:$75 {R/C). Price: $1100 (S/S).
$30/spool (V/V). Full Kit: All of the above; packed in Arc Welder: Operates off of an inte-
Blasting Machine (1): A hand- a wooden chest for transport. Wt: 30 gral generator, which cannot be modi-
cranked electrical igniter which can kg Price: $500 (R/C). fied for other use.
fire up to 10 caps electrically. The H er cul es Powder Co . F ra me Wt: 75 kg.
machine generates current by mus- Charge: A prepared explosive charge Price: $850 (C/C}.
cularmotion and never needs recharg- used to blow in locked windows or Basic Tool Kit: Small hand tools
ing or battery changes. Wt: 0.5 kg doors, even those equipped with bars which are suitable for a variety of pur-
Price: $95 (S/C). or metal plate up to two centim eters poses. These may include wrenches,
Fuse,Jnstant(2x100mcoils): Bums thick. It requires two phases ( 10 sec- pliers, screwdrivers, and so on.
5900 meters per second; for use with onds) to emplace (using prefitted, Wt: 5 kg.
nonelectric blasting caps. May be ig- doubl e-sided tape or an integral Price: $250 (V/V}.
nited by any igniter or by flame, and it wooden brace), and can be either Construction Tools: Hammers,
can be combined with itself (to set off command or remotely detonated, or saws, squares, hatchets, chisels, and
more than one cap) or w ith time fuse. rigged with a timer. The charge can other woodworking tools.
Wt: 3 kg/coil Price: $ 15/coil (S/C}. also be used to blow holes in walls, Wt: 30 kg.
Fuse. Tune(2xJOC\'nCoils):Bums 100 provided they are not too thick. The Price: $400 (V/V).
seconds permeter; forusewithnoneleCtric frame charge has a penetration value Electrical Repair: Specialized tools
blasting caps. May be ignited by any of 2, but automatically counts as for work on electrical appliances. wir-
igniter or by flame, and it can be com- tamped and has only a concussion ing, and nonsolid-state equipment.
bined with itself (to set off more than one value of 1 due to the shape and com- Wt: 3 kg.
cap) or with instant fuse. Wt: 3 kg/coil position of the charge. Price: $275 (V/V).
Price: $25/coil (S/C). Wt: 2 kg. Electronic Repair: Same as electrical
Igniter, Fuse (50): A weatherproof Price: $1 00 (- /R). repair tools, but for work on solid state
pull igniter, which can be used to light Hercules Powder Co. Primercord: electrical devices such as radios, com-
either instant or time fuses. This ig- A rope-like plastic explosive used in puters, etc.lt is a! soused forf.eld expedi-
niter can be used in simple (pull-only various demolition jobs. Primercord entmodificationofsolid-stateequipment.
trip wire) booby traps. Only one trip can be wrapped around conduits or Wt: 3 kg.
wire per igniter. It can be fLXed directly small girders to sever them , or taped Price: $350 (V/V).
to a nonelectric blasting cap. Wt: Neg- to a wall (in a circle) to blow an entry Excavating Tools: Picks, shovels,
ligible Price: $3 (S/C). hole. It can also be used to link other mattocks, and so on.
Timer (5): This detonator has a explosive charges together for almost Wt: 20 kg.
digital timer which can be set to any instantaneous detonation (it will deto- Price: $250 (V/V).
time from 30 seconds to 48 hours, in nate other explosives by itself, without Heavy Ordnance Tools: Special-
30-second increments. It will frre up to need for a blasting cap). Primercord ized tools for use in the maintenance

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

266 DARK CONSPIRACY

james stevens (order #2085857)


chains or lines. Mot ion detectors on Radio Shack Eavesdropper Moni- This kit, combined with an electronics
security robots are more sophisticated t or : This is a special radio with an repair tool kit, permits characters with
than stand-alone m odels, due to the integral audio recorder. Can be tuned Electronics skill to listen in on cellular
greater anaylitical power available in to any bug frequency. It uses standard phones, radios, etc., provided theoperat-
the robot's "brain." audio recording cartridges. ing frequency of the device is known.
Wt: 2 kg. Wt: 0.6 kg. Wt: 1 kg.
Price: $3600 (R/S}. Price: $550 (S/C} . Price: $400 (R/C}.
Radio Shack Eavesdropper I: This Bug-Detect ing Tools: This kit X omax Audio Recorder (Simple):
is the cheapest, least sophisticated ( aboutthe size of a briefcase) contains This is an inexpensive cassette re-
bugging device (it is about 2x3xl several sophisticated electron ic de- corder/player (Indonesia makes the
centimeters, wit h a three-centimeter vices designed to detect the most best ones), available at any shopping
whisker antenna), consisting of a common bugging devices and par- m all electronics store.lt uses standard
cheap solid-stat e transmitter, a sound tially or completely neutralize them. audio recording cartridges.
pickup, and a small power supply. It All bugs (whether broadcasting or not) Wt: 0.3 kg.
has a range of 500 meters, a duration emit certain distinctive forms of radia- Price: $75 (V/V}.
of 24 hours between recharges unless t ion which can be detected if the op - dbx 162X Audio Recorder (Ad-
it is hooked into a building's electrical erator knows what to look for. O nce vanced): This is a sophisticated digital
system (an Easy:Electronics t ask), located, bugs can be physically dug recording machine (Thailand makes
and is not voice activated (it broad- out and destroyed, neutralized with the best ones). capable of picking up
casts continuously, which m akes it jamming signals (a signal generator is a greater variety of sounds (including
easy to fmd). Any civilian FM radio included), or masked with a white ultrasonic and subsonic), playback at
can receive the signal if tuned to the noise generator (also included). a variety of speeds, and so on. It uses
right frequency. Locating an Eavesdropper I bug standard audio recording cartridges.
Wt: Negligible. without these tools is D ifficult: Obser- Wt: 2 kg.
Price: $120 (C/V}. vation. No other bug may be located Price: $750 (S/S).
Radio Shack Eavesdropper U: This without these tools.
is a smaller, more sophisticated bug- Locating an Eavesdropper I bug favesdropper BugsI-III,
ging device than an Eavesdropper I (it with bug detecting tools is Easy: Elec- Bug Detecting Tools
is a cube, one centimeter on a side, tronics. Locating an Eavesdropper II
with a three-centim enter whisker an- bug with bug detecting tools is Aver-
tenna). It has a range ofone kilometer, age: Electron ics. Locating an Eaves-
and a duration of 36 hours of continu- dropper Ill bug with bug detecting
ous broadcasting (longer if voice acti- tools is Difficult: Electronics.
vated). Wt: 6 kg.
Wt: Negligible. Price: $2400 (R/C}.
Price: $450 (S/C). Wire-Tapping Tools: This k it , com-
Radio Shack Eavesdropper m:This is bined with an electronics repair tool
a very small bug, about the size ofa grain kit, permits characters with Electron-
of rice, with a three-centimeter whisker ics skill to tap into and m onitor elec-
antenna.Ithasarangeof200meters,and tronic telecommunications lines (tele-
a duration of 12 hoofs of continuous phone, fax, teletype, et c.).
broadcast. Wt: 2 kg.
Wt: Negligible. Price: $300 (R/C}.
Price: $1100 (R/S}. Broadcast Monitoring Equipment:

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

268 I • ....- DARK CONSPIRACY

james stevens (order #2085857)


scramble pattern is known, it can be internal battery will power the broad- battery, and requires 30 seconds to set
used to program another scrambler cast for 18 hours, and can be started up and tune.
with the same code. with an internal timing circuit up to 72 Wt: 5 kg.
Wt: Negligible. hours after emplacement. Price: $3000 (C/C}.
Price: $2000 (R/S}. Wt: 1 kg. Miltech Ltd. 2km H and Radio: Also
Tandy Jackrabbit Frequency-Hop- Price: $1800 (S/C}. known as a walkie-talkie, this is a
ping Radio: This radio resists jamming Tojicorp Discreet Micro-Transpon- small, readily portable radio similar to
and interception by shifting among der: A smaller, rnoreexpensiveversionof the US AN/PRC-68 or Soviet R- 126.
several preset frequencies at preset the transponder described ~bove, with a Powered from internal batteries.
intervals. Unless a listener knows the one-kilometer range (it can't be hooked Wt: 0.5 kg.
frequencies and intervals, they can- up to an antenna, however). This device Price: $250 (C/C).
not remain locked onto the signal. All is about the size of an aspirin tablet, and Miltech Ltd. 5/25km Manpack/
sets in a system must be synchronized one side is self-adhesive (peel off the Vehicular Radio: Small, portable ra-
in order to communicate. backing paper and stick it in place) for dio similar to the US AN/PRC-77 or
Wt: 10 kg. attachment to a car bumper or whatever. Soviet R- 107. Powered from internal
Price: $800 (R/S}. Removing the device from its plastic batteries (for five-kilometer range) or
Miltech Ltd. ITR-VD Individual Tac- carrying case activates it, and the internal a vehicle (25-kilometer range) .
tical Radio: A small radio of limited battery will last for six hours. It is Wt: 5 kg
range (one kilometer) designed to be rechargable by anyone with Electronics Price: $800 (C/C).
used by small groups who require skill and an electronics tool kit. Miltech Ltd. 5/25km Secure
precise coordination and hands-free Wt: Negligible. Manpack/Vehicular Radio: A small,
operation. The radio consists ofa voice- Price: $1800 ( -/S). portable radio similar to the AN/PRC-
activated throat mike (strapped over Teledyne S 19658 Radio Direction 70 (US). Powered from internal bat-
the larynx), a headset with bone-con- Finder: A specialized radio reciever teries (for five-kilometer range) or
duction earphones, and a battery case designed to determine the specific
(usually carried in a shirt pocket). direction a particular radio broadcast Individual Tactical Radio
This radio is hands-free, and allows is coming from. These are useful for a
the wearer to hear more-or-less nor- variety of tasks. Getting a directional
mally when in use. The set also incorpo- fix using one of these is a task (Easy:
rates a manual "beeper" button, enabling Electronics) and requires 30 seconds
rnorsesignalstobesentifthesenderdoes (provided that the signal stays on the
not want to speak. These are relatively air that long). The result is a compass
sophisticated radios, and are more ex- bearing, not a distance. Two or three
pensive than the normal walkie-talkie. such RDF units, spaced far apart, can
Wt: 0.5 kg. get two or more bearings for triangu-
Price: $550 (S/R}. lation of a broadcast source.
Tojicorp Tagalong Transponder: Wt: 2 kg.
Special radio transmitter designed to Price: $1500 (C/C}.
broadcast a specific signal at a spe- Shure SM80&D Directional Micro-
cific frequency to provide a homing phone: Also called a "shotgun mike,"
becon for pickup aircraft, radiation this is a device which permits the user
homing missiles, etc. The device has to electronically eavesdrop on normal
a one-kilometer range without an- conversations at ranges of up to 500
tenna, 10 kilometers with antenna.lts meters. It functions off an internal

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

270 DARK CONSPIRACY

james stevens (order #2085857)


against direct h its from sm all arms.
Wt: 4 k g. Medical
Price: $800 (S/C}. Suppli es
Security Industries Flak Jacket:
This type of body armor is intended to
provide p rotection from fragments,
not direct hits from small arms.
Wt: 8 kg.
Price: $400 (R/C}.
Miltech Ud. KV1 Kevlar (Ballistic
Nylon) Helmet: This is intended to
provide p rotection from fragments,
not direct hits from small arms.
Wt: 0.5 kg. Price: $1000 (R/C}. who have served at least one term as
Price: $ 100 (S/C}. Antivenin Autoiqjector: A specially paraphysicists, or as a refill for a para-
Garcia-Seguro Steel Helmet: This built, one-use autoinjector designed physicist's field kit (described below).
is intended to p rovide protection from to adm inister the correct dose of a Wt: Nil.
fragments, not direct hits from sm all specially designed generic antivenin Price: Special(- / - }.
arms. in case of snakebite, manticore sting, Pain-Reliever, Mild (1 00 Units):
Wt 1 kg. etc. An autoinjector is essential to Oral (pill) form only.
Price: $50 (C/V}. enable treatment of poison to proceed Wt: 0.5 kg.
RamTech Close Assault Armor: (a doctor's m edical kit is amply sup- Price: $500 {C/V}.
Im p roved, but bulky body armor in- plied with these). Sedative, Mild (100 Units): Oral
corporating additional layersofKevlar Wt0.3 kg. (pill) form only.
and met al/ceram ic plate inserts. It Price: $45 (R/S}. Wt: 0.5 kg.
protects chest and abdom en with an Empathy Booster Drug: Empathy- Price: $500 (C/V}.
armor value of 2, arm s and legs with boosting drugs add a temporary + 1 to Sedative, Strong ( 10 0 Units) : Uq-
a value of 1. Because of the armor's all Empathy skills for 2D6+3 hours uid (for injection ) form only.
bulk, wear ers may not move faster (rolled for each injection). Referees Wt: 0.5 kg.
than a trot . All tasks becom e one level should k eep the length of the drug's Price: $500 (S/C}.
more difficult for wearers of this ar- effective period a secret, but can a!low Blood, Whole ( 1 Unit):
mor. the charact er to feel the power weak- Wt: 0.5 kg.
Wt: 16 k g. ening for 10 m inutes or so before it Price: $25 {-/C).
Price: $ 1200 (-/S} cuts off com pletely. Doubling the dose Plasma ( 1 Unit ):
gives a temporary +3 to all Empathy Wt: 0.5 kg.
MfDICAL SUPPLlfS skills for the same random period, but Price: $10 (-/C).
Anesthetic, Total ( 100 Units): also reduces Initiative and Willpower Surgical Instruments: Scalpels,
Available in two forms: liquid (for in- by 1 point each for the same duration. forceps, hemostats, damps, and other
jection) and gas. Injection of more than six doses in a tools for major surgery.
Wt: 0.1 k g. 24-hourperiod,ormore thanadouble Wt: 5 kg.
Price: $ 1000 (RIC). dose, causes unconsciousness last- Price: $2500 (R/C}.
Anesthetic, Local ( 100 Units) : Avail- ing 1D6 hours. Empathy booster can- Steri-Med Personal Medical Kit:
able only in liquid form (for injection) not be bought, but can only be ob- An individual's first aid kit. Includes
Wt:0.5 k g. tained in 10-dose units by characters bandages, one unit of antibiotic, and

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.

272 DARK CONSPIRACY

james stevens (order #2085857)


Wt: 30 kg. Includes poles, skis, boct.s, and binders. Wt: 0.1 kg per set of three.
Price: $500 (C/C}. Wt: 8 kg. Price: $75 per set of three {- /S).
Ford-Revlon Moray Rebreather: A Price: $250 {C/C}. Rope: This is high-quality, 11 mm-
device which absorbs carbon dioxide Steri-Med One Count Tranq diameter climbing and rappel ling I ine.
from exhaled air and bleeds pure oxy- Autoinjectors: Similar to the atropine Wt: 5 kg per coil.
gen into it. One oxygen tank is used at autoinjectors used as anti-nerve agent Price: $100 per 50m coil (V/Y).
a time with it, and it contains enough injectors by the US Arm y, but loaded
for 30 minutes underwater. Fins and a with a fast-acting tranquilzer drug, PfRSONAL GfAR
mask are included. these devices were originally made for Handcuffs: Used for the physical
Wt: 10 kg. use by mental hospitals and police. restraint of undesirables, these come
Price: $400 (C/C). Applied to an unresisting target (one in two types: the metal, reusable kind
Rebreather Recharge Kit: For use surprised or subdued by unarmed (unlocked with a key) and the plastic,
with the rebreather. This kit includes a combat), it hits the body part of the disposable kind {these these must be
can of carbon dioxide absorbent and a user's choice. Resisting targets must cut off). Applying handcuffs counts as
small tank of pure oxygen (enough to be subdued using unarmed combat an action. and takes five seconds.
recharge a rebreather for 30 minutes before the injector can be applied. Wt:0.2 kg (metal); 0.001 kg (plastic).
underwater). As with tranq darts, a hit in any part Price: $20 (metal) (S/C}; $2 (plas-
Wt: 5 kg. of the body will be effective eventually, tic) {S/Y).
Price: $100 {C/C}. but some areas give faster results than Laser Sight: A laser sight is mounted
Road Flare: This is a simple pyro- others. Head hits result in instant un- atop a weapon in the same way as a
technic device intended for emergency consciousness. Chest and abdomen telescopic sight, and must be carefully
signaling and illumination purposes. hits result in unconsciousness after fitted and sighted in (Average: Small
When ignited, it generates an extremely 1D6+2 phases (5-15 seconds). A limb Arms (Rifle or Pistol)) , a task requiring
bright light (radiating slightly into the hit requires the target to make an 30 minutes and 10 rounds. The laser
UV spectrum ), and enough heat to be Average: Constitution roll, succeed- is adjusted to put a red dot on the
a source of ignition. ing to stay awake each phase. The target at the point of impact for that
Wt: 0.3 kg. drug will take effect even if the injector particular weapon, and hitting the tar-
Price: $10 {V/Y). is removed immediately. Tranq get becomes easier (although it still
Silencer/Supressor: A kit of parts autoinjectors also affect dogs in the requires some skill). Ultraviolet and
which, when fitted to a firearm, re- same way as tranq darts. infrared laser versions exist.
duces the sound of the discharge.
Nothing can completely eliminate the
sound of a weapon firing. There is
always some sound, even from the
best of silenced/supressed weapons,
even if its only the clack of the action
and the click of the hammer falling.
Weight and price below do not include
the weapon. Price includes the cost of
a gunsmith's m odification (revolvers
cannot be silenced).
Wt:0.5 kg (pistol), 1 kg (SMG/rifle)
Price: $1000 (S/C)
Epoke-RosignollCross-CoWlbySkis:

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

274 DARK CONSPIRACY

james stevens (order #2085857)


Basic hands occur in left and right normal gripping strength to be exer- tracted is a mystery).
versions, all others may be frtted to cised, but retains the sensitivity of the Tentacle-Fmgers Hand: This hand
either arm as necessary (the hands normal human hand. Whatthismeans appears to be a normal basic hand,
automatically perform the needed ad- in practice is up to the referee, but bear but each finger and the thumb can be
justments). Many come with natural in mind that this does not permit the telescoped to form a tentacle up to
appearing plastic coverings that mimic character to lift any greater load than three meters in length. Each tentacle
human skin (autom atically adjusting normally, merely to grip or crush things has the strength ofa normal human arm,
themselves to the skin color and age normally uncrushable. and the hand can be used for climbing,
of the wearer). Chainsaw Hand: This attachment is a grappling, and a thousand other uses
All hands can be dismantled, but 30-centimeter chainsaw, evidently in- limited only by the imagination of the
their inner workings are unfathomable tended for use by construction workers, character and the generosity of the ref-
to the present-day human mind. but also a devastating melee weapon. It eree.
Basic: The basic cyber hand dupli- is not normal in appearance. Gun Hand: This hand appears to be
cates the appearance, function, and Blade Hand: This hand appears to a normal basic hand, but the index
capabilities of a normal human hand. be a normal basic hand, but each (first) finger contains a pistol mecha-
To the casual glance, it cannot be finger and the thumb contain 10 cen- nism. The finger flexes normally when
distinguished from a normal hand (it timeter-long, razor-sharp blades which not firing, although it must be held
feels warm to the touch), but a close may be extended at will. When re- straight for the weapon to be used. The
examination will reveal its true nature. tracted, the hand appears to be a hand fires standard 9mmP ammuni-
Power Hand: A normal-appearing normal human hand (how the fingers tion, retaining the casings inside for
cyber hand allows up to I 0 times the remain flexible with the blades re- disposal during reloading. When re-

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.

276 DARK CONSPIRACY

james stevens (order #2085857)


belt usually containing from 50 to 100 ing a lever between shots to eject the
WfAPONS bullets. Two reload actions are necessary spent cartridge and chamber a fresh one.
The following notes explain the head- to replace a belt. However, if the A double-action revolver cocks its ham-
ings on the weapons cards and notations machinegun has a two-person crew (gun- mer with the firSt part of the trigger pull,
in the weapon card statistics. Note that ner and loader), this requirement can be then fires with the second. This makes the
magazines and ammunition (and tripods met by both expending one action reload- trigger pull somewhat harder than in a
for machineguns and grenade launchers) ing in the same phase. Two or three belts semiautomatic pistol (see below).
must be purchased separately, and are may be linked together if the weapon is SA (Semiautomatic): Semiautomatic
not counted into weight or price. not moved (i.e., if vehicle-mounted or weapons may fire up to five shots per
Ammo: This lists the type of ammuni- firing from a dug-in position). Linking combat phase. Each squeeze of the trig-
tion used. belts counts as an action, but can be done ger fires one round, and the force of its
Mag (Magazine): All small arms have by the weapon's loader while the weapon firing automatically recocks the weapon.
a Mag listing (short for magazine) which is firing. Automatic Fire: Weapons with a num-
consists of a number and, in some cases, C (Cassette): A cassette is a large, self- ber instead of a letter code are capable of
a letter code. This shows the type of feed contained ammunition feed system which fully automatic fire as well as semiauto-
device used for ammunition in the weapon takes one full turn to replace. matic fire. The number shown is the num-
and the number of rounds in it. The most ROF (Rate of Fire): Each shot in the ber of bullets in a typical burst from the
common form of feed device in small game represents a single bullet. It is, weapon. Each automatic weapon can fire
arms is a box magazine which attaches however, possible to fire more than a up to either five individual shots or five
through the stock or pistol grip. Weapons single bullet from most weapons in a five- bursts per fire phase. As a practical mat-
with no leUer code after their Mag value second action phase. All weapons in the ter, however, no character may fire at
are fed by box magazines, each of which game have either a reload (Rid) rating or more than three different targets in the
contain the number of rounds shown. a rate of fire (ROF) rating. same fire phase.
One reload action is sufficient to de- Weapons with a reload rating hold only Dam (Da mage): For ranged combat
tach an empty box magazine and insert a one round in the weapon at a time, and weapons, Dam indicates the number of
full one. after f~ring that round must reload before 06 to be rolled for each round that hits the
Other forms of feed devices are noted firing again. The reload rating is the num- target. A listing of "-1 " means roll 106-1.
by letter code as explained below: ber of reload actions necessary to prepare Listings of"C:5," "B:20," etc., indicate explo-
R (Revolver): A revolver's feed device the weapon to fire again. sive rounds (see Explosions on pages 92-
is a nondetachable revolving cylinder Weapons with an ROF listing have 94).
which usually holds six bullets. If loaded either a letter code or a number. The Pen (Penetration): This indicates how
individually, three bullets can be put into various letter codes are listed below: many 06 the damage rating is decreased
the cylinder per reload action. If a quick- SS (Single Shot): This weapon can by per point of armor on the target loca-
loader is available (a circular clip holding only fire one round and then must be tion. Nil means the damage rating is de-
six cartridges which enables all six to be reloaded. creased to 0. If there are multiple listings,
dropped into the open cylinder at once), BA (Bolt Action), LA (Lever Action): the first applies to short and medium
one reload action is sufficient to reload the These weapons can fire one round per range, the second to long, and the third (if
weapon. phase. Each time a round is fired from one any) to extreme. Note that each die of
i (Individual): Weapons with of these weapons, the bolt or lever must damage rating reduced becomes 1 point
nondetachable magazines, particularly be worked to eject the spent casing and of blunt trauma damage to the target.
underbarrel tubular magazines, often have chamber a new round. But this can be Rid (Reloa d): If a weapon has a reload
to be reloaded one shell at a time. Up to done in the same phase in which the rating listed, it indicates the number of
three bullets may be loaded into an indi- weapon is fired. actions necessary to reload the weapon
vidual-class feed device per reload ac- PA (Pump Action), DAR (Double Ac· between shots.
tion. lion Revolver): These weapons may fire Blk (Bulk): This is an indication of how
B (Belt): The weapon, either a up to three rounds per phase. Pump ac- clumsy the weapon is to move, and serves
machinegun or automatic rifle, is fed by a tion refers to shotguns, and involves work- as a modifier to Agility when deterrnining

, 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.

278 DARK CONSPIRACY

james stevens (order #2085857)


lt\elee Weapons Bows
For damage end other stetistics on melee weapons, see the Once only for hunting end terget practice, bows are now used
Melee Weepons Table on page 323. in combat where ammunition is scarce. While the longbow requires
Knife: About the size of a kitchen butcher knife. Of limited use special Archery skill, a crossbow uses Small Arms (Rifle).
because of its short reach, but deadly in the right hands. Longbow: Includes fiberglass composite bows and wooden self-
Wt·0.25 kg; Prtce:$5 (V/V). bows, of 30 to 50 pounds pull.
Bayonet: A military knife which can be held in the hand or Ammo: Arrows
attached to the end of an assault or battle rifle. WL: 1 kg
WL· 0.25 kg: Price: $20 (C/C). Price: $300 (C/C)
Spear : A short, broad blade mounted on a long, wooden shaft. --~..... l~

It is 11 thrusting weapon-awkward, but useful because of its reach.


Civilians use spears es defense against animals.
WL: 2 kg; Price: $10 (V/V).

-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

Zip Gun Black Powder Pistol


Zip Gun (Single-Shot Pistol): This is a primitive, one-shot Black Powder Pistol (Single-Shot Pistol): Either a museum
fire~rm jury-rigged out of pipe, wood, and other nonstandard piece or a modem sporting reproduction.
ma~rials. It is designed to fire standard ammunition-usually Ammo: Loose black powder and ball
sma~l-caliber pistol ammo. The end result is much the same, WL: 0.5 kg
regardless of ammunition. Mag: 1 individual
Ammo: .22 or .380 ACP Price: $125 ( S/S)
Wt·0.5 kg
Mag: 1 individual -Recoii-
Price: $75 (V/V) Weapon ROF Dam Pen Rid Bik SS 8rst Rng
BP Pistol ss Nil 2 2 3 8
-Recoli-
Weapon ROF Dam Pen Rid 8ik SS 8rsL Rng
Zip gun ss -1 Nil 1 1 2 6

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

Colt Python/ 20.3 Martin Dynatech Pacifier Stun Gun


Colt Python/20.3 (Revolver): A very long-barreled version of Martin Dynatech Pacifier Stun Gun: A pistol-sized weapon
the basic Python. used to stun rather than kill, the stun gun fires two small darts and
Ammo: .357 magnum two lengths of light wire into the target, then administers a mild
Wt: 1.6 kg electric shock. It doesn't always succeed in stunning the victim.
Mag: 6 revolver With a successful hit anywhere on the target, that character
Price: $425 (S/S) immediately loses two Initiative levels for six phases and must
make an Average: Constitution roll to stay conscious. Failure
-Recoil- means the target loses consciousness for six phases. Reloading the
Weapon ROF Dam Pen 8/k Mag 55 8rst Rng stun gun consists of removing the expended dart package and
Python/20.3 DAR 2 1-Nil 2 6R 3 18 loading a new one. The dart package contains a charged battery,
darts, three meters of fine wire and a compressed gas cylinder to
propel the darts.
Ammo: Dart package
Wt: 0.5 kg
Mag: 1i
Price: $600 (R/S)

-Recoil-
Weapon ROF Dam Pen 8/k Mag 55 8rst Rng
Stun gun SS Nil 1 li
* Damage is special and is described above.

280 DARK CONSPIRACY

james stevens (order #2085857)


High Standard .22 Desert Eagle
High Standard .22 (Automatic Pistol): This is a very reliable, Desert Eagle (Automatic Pistol) : An automatic pistol cham-
lightweight, easily handled automatic pistol in a small ca liber. bered to fire the rimmed .357 magnum and .44 magnum car-
Ammo: .22 long rifle tridges, the Desert Ellgle is popular with some because of the
WL: 1.3 kg power of its cartridge and its large magazine capacity (compared
Mag: 10 box to revolvers).
Price: $250 (C/C} Ammo: .357 magnum, .44 magnum
WL· 1.3 kg
-Recoil- Mag: 9 box (.357 magnum), 8 box (.44 magnum)
Weapon ROF Dam Pen 8/k Mag S$ 8rst Rng Price: $750 (R/S)
HS.22 SA -1 Nil 0 10 2 10
-Recoil-
Weapon ROF Dam Pen 8/k Mag 55 Brst Rng
DE .357 mag SA 2 I -Nil 9 3 18
DE .44 mag SA 3 2-Nil 8 4 14

Browning HP-35 Colt Krait


Browning HP- 35 (Automa tic Pi stol): The standard military Colt Krait (Automatic Pistol): The Krait is a large-capacity
sidearm of the British (and several other armies). It is considered automatic, chambered for a variety of ca libers, of which I Omm is
by many to be the finest 9mm automatic pistol made. the most popular. A wide variety of accessories are available.
Ammo:9mmP Ammo: 10mm ACP
WL·l.l kg WL·1.4 kg
Mag: 13 box Mag: 14 box
Pn"ce: $450 (S/C) Price: $400 (S/C)

-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

Colt M1911Al Walther PPK


Colt M 19 11 A 1 (Automatic Pistol): The standard military side Walther PPK ( Automatic Pistol): The Walther PPK (Polizei
arm of the United States until the late 1980s, the M 1911 A 1 has Pistole Kriminalorcriminal police pistol) is a German pistol favored
been supplanted as general issue by the 9mm M9. However, M9 by European police agencies. It is best known as the weapon of the
procurement has never been sufficient to completely replace the British Ml-5 and Ml-6 organizations. It was made famous in the
M1911A1 in military use, and thus it is stil l encountered, especially public eye by Sean Connery's use of it in the James Bond films.
in National Guard units. Ammo: .380 ACP
A number of civilian versions of the M1911A1 are made, Wt: 0.8 kg
induding conversions to other calibers. The conversion to 1 Omm Mag: 7 box
is among the most popular. Price: $350 (S/S}
Ammo: .45 ACP
WL·1.4 kg -Recoii-
Mag: 7 box (6 box for 1Omm variant) Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Price: $275 (C/V) Walther PPK SA 1 Nil 7 3 10

-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

282 DARK CONSPIRACY

james stevens (order #2085857)


Vz-52 Wildey Wolf (.475 WM)
Vz-52 ( A utomatic Pistol ): Standard side arm of Czech military Wildey .475 WM (Automatic Pistol ): Also known as the Wildey
fon:::es. Wolf, this weapon Is a custom -made version of the Wildey pistol.
Ammo: 7.62mm T Ammo: .475 Wildey magnum
WL: 0.5 kg WL: 1.5 kg
Mag: 6 box Mag: 1 box
Price: $350 ( - /S) Price: $1900 (-/-)

-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

284 DARK CONSPIRACY

james stevens (order #2085857)


MAT-49 MP-7
MAT-49 (Submachinegun): The French standard military and MP- 7 (Submachlnegun): An improved version of the MP-5
police submachinegun. series, chambered for the popular 10mm cartridge.
Ammo:9mm P Ammo: 10mm ACP
Wt:4.8 kg WL·3 kg
Mag:32 box Mag:30 box
Price: $650 (-/C) Price: $750 (-/C)

-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

Uzi Vz-61/ 62 Skorpion


Uzi (Submachinegun): The israeli-designed Uzi is the most Vz-61/62 Skorpion (Submachlnegun): Commonly referred to
common SMG. it is used by armies and police agencies worldwide, as a machinepistol, the Skorpion is small enough to carry in a
including the US Secret Service and US Federal Marshal Service. shoulder holster. Its short range and underpowered ammunition
Ammo:9mm P make it of limited combat va lue, but its ease of concealment has
WL·4 kg made it very popular with Warsaw Pact covert agents. It is also
Mag: 25 box or 32 box frequently carried by Czech airborne forces, particularly by offic -
Price: $500 (- /Y) ers.
Ammo: .32 ACP
- Recoil- Wt: 1.6 kg
Weapon ROF Dam Pen Blk Mag 55 Brst Rng Mag: 1 0 box or 20 box
Uzi 5 2 Nil 2/3 25/32 2 5 30 Price: $800 (-/R)

-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

Remington-Peters .22 Bolt-Action Rifle (Sporting Rifle): A


widely available light hunting rifle , the .22 is excellent for squirrels
and other small game, but it does not have sufficient stopping power
to be reliable against larger targets.
Ammo:.22 LR
Wt: 2 kg
Mag: 5 individual
Price: $150 (C/C)

-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)

286 DARK CONSPIRACY

james stevens (order #2085857)


-Recoil-
Winchester 1894 Weapon ROF Dam Pen Blk Mag S$ Brst Rng
Winchester 1894 (Sporting Rlne): This rifle is a modernized 1894 LA 3 2-Nil 5 6i 4 50
version of the Winchester 1873. Improved versions are still used as
hunting weapons in the US.
Ammo: .30-30
Wt: 3.1 kg
Mag: 6 individual
Price: $275 (C/C)

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)

M27 (AR-27 Keyholer) Weapon ROF Dam Pen


-Recoil-
Blk Mag SS Brst Rng
/'t\27 (Sniper Rifle): The Armalite AR-27 is a development of AR -27 SA 4 2-3-Nil 6 20 6 85
Armalite's AR-22 Olympic-grade target rifle, upcalibered for use as All sniper rifles come with a scope. With the scope, add 15 meters
a military sniper rifle. It was adopted by the US Army as the M27 in to the basic range for aimed shots. If the scope is later damaged or
1998. lost (or for quick shots) this modifier is not added.
Ammo: 7.62mm N
Wt·8 kg
Mag: 20 box
Price: $950 (-/R)

AK-74 Weapon ROF Dam Pen Blk Mag


-Recoil-
55 Brst Rng
A K-74 (Assault Rifle): The standard combat rifle of what were AK-74 5 3 1 -Nil 5 30 3 7 50
formerly known as the Eastern Bloc forces.
Ammo: 5.45mm B
Wt:4 kg
Mag: 30 box
Price: $500 (-/V)

288 DARK CONSPIRACY

james stevens (order #2085857)


AKM Weapon ROF Dam Pen Blk Mag
-Recoli-
SS Brst Rng
AKM (Assault Rlne): The modem version of the ubiquitous AK- AKM 5 3 2 -Nil 5 30 3 8 50
4 7. It is perhaps the most widely used military small arm in the world,
and is very popular despite its underpowered and unstable cartridge.
Replaced in front-line service by the AK-74, many AKMs were
rechambered to fire 5.45 B loc ammunition (designated AKMR for
AKM rechambered). Thus, true AKMs are mostly found in use by
militia units.
Ammo: 7.62mm S
WL·4 kg
Mag:30 box
Price: $500 (- /C)

-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)

Gll magazine capacity. Since there is no spent cartridge casing to eject,


the rifle's action is completely enclosed and thus is very reliable in a
G 11 (As sault Rifle ): A weapon of radical design and great dirty environment. However, there is no way to reload the round since
effectiveness, the G11 replaced the G3 as the standard assault rifle it is completely consumed.
and the Uzi as the standard submachinegun of the German Army. It Ammo: 4.7mm caseless
is a bullpup-configuration weapon, which means that the action is Wt: 4.5 kg
placed behind the firing hand, in the normally empty stock. This Mag: 50 box
means that bull pup rifles can have a shorteroveralllength without the Price: $800 (-/S)
necessity for a shorter barrel.
It differs from other combat rifles in that it fires caseless 4.7mm
-Recoll-
bullets. The compact nature of the weapon and low recoil of its round
Weapon ROF Dam Pen Blk Mag ss Brst Rng
make it as handy as a submachinegun (even though it is a rifle).
Gll 3 3 4 2 3 55
Its caseless ammunition is extremely compact, allowing a large Q:;;::::;;;!ii 1-Nil 50

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

Armington Laser Carbine Model 2 Weapon ROF Dam Pen


-Reco/1-
Blk Mag SS Brst Rng
ALC- 2 ( Laser): The A LC-2 (Armington Laser Carbine M odel 2) is
ALC -2 1* 12 2 5 12** 60
extremely rare. Developed by Armington Laboratories as a testbed
for a laser carbine, the ALC never entered full production, although * One shot per 30-seconds.
an unknown number of prototypes (each essentially hand-made) **Backpack is good for 12 shots; none ere ectually canied "in" weapon.
were produced. The carbine incorporates a liquid nitrogen cooling
system (the Nz bottle is plainly seen over the action) which vents itself
after each shot, producing a t endril of "steam• that can be disconcert-
ing to the uninit iated. lhe carbine is connected by a power cable to
a rechargeable backpack filled with batt eries and 11 capacitor which
requires 30 seconds to recharge after a shot ( leading to the weapon's
nickname, "Blue Moon: since that was how often it could be fired-
" once in a blue moon"). A pai r of LEDs on the left side indicate the
weapon's st atus (red for charging, green for charged). A discharged
backpack requires six hours to recharge. 1l;;;;;;;;;;;;;;;;;;;~f;;;;;:f;~i'
Ammo:-
Wt: 26 k g (Carbine WL· 5 kg; Backpack WL· 21 kg)" 1iiiii~~,~~~~~;iiiiiiiiii~,~
~
Mag: A backpack is good for 12 shots per charge.
Price: $12,000 (-/- )

-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)

290 DARK CONSPIRACY

james stevens (order #2085857)


G3
G3 ( Battle Rlne): The standard German assault rifle until replaced
Weapon ROF Dam Pen Blk Mag
-Recoll-
SS Brst Rng
G3 5 4 2 -3 -Nil 5 20 4 9 65
by the G 11, the G3 was still widely used by territorial and internal
security troops and is now back in service with German troops. It is
quite popular in U!tin America, possibly since it is taken from an
earlier Spanish design.
Ammo: 7 .62mm N
Wt: 5 kg
Mag: 20 box
Price: $750 (-IV)

-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

Savage 311-R Weapon ROF Dam Pen Blk Mag


-Recoil-
55 Brst Rng
Sevage 3 11-R ( Shotgun): This weapon is one of the last of the 311 -R SA 4 3-4 - Nil 5 2i 5 40
double-barreled shotguns designed for police and prison guard use Short SA 9 Nil
(hence its nickname of the "guard gun"). It is representeti ve of with buckshot*
double-barreled shotguns in general. Medium 5x10 Nil
Ammo: 12 gauge with buckshot*
Wt: 3.5 kg * See Shotguns on page 91.
Mag: 2 individua l
Price: $350 (C/C)

292 DARK CONSPIRACY

james stevens (order #2085857)


-Recoii-
Armalite AR-12 Stormcloud Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Armallte AR- 12 S t ormcloud (Shot gun): The Arm111ite AR-12 Stormcloud 5 4 3-4-Nil 4 12 3 8 45
Storm cloud is a combat shotgun by 11 firm known primarily for assault Short 5 9 Nil
rifles. Since the Stormcloud is 11 shotgun c11p11ble of 11utomatic fire, it with buckshot•
needs a speci11l rule: At short r11nge, roll 506 for hits (as m odified by
Medium 5x10 Nil
recoil and possibly r11nge, if 11ny f~~etor such as target movement
c11uses it to be tre11ted as 11t 11 longer range), with each 6 hitting and with buckshot *
each hit causing 906 d11mage. At medium r11nge, calculate the * See Shotguns on page 91.
number of dice normally rolled for 11 five-round burst (subtracting t wo
immedi11tely for being 11t medium r11nge) 11nd 11fter all reductions are
done, multiply the rem11ining number by 7 to determine the number
of 06 rolled for hits. Elich hit does 1 06 damage.
Ammo: 12 gauge
Wt:4 kg
Mag: 12 box
Price: $1200 (-/S)

-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)

H&K CAW Weapon ROF Dam Pen 8/k Mag


-Recoil-
S$ 8rst Rng
H& K CAW (Shot gun ): The Honeywell & Koch (formerly Heckler H&K CAW 5 4 3-4-Nil 4 10 3 8 40
& Koch) CAW (Combat Assault Weapon) is the stanclerd combat Short 5 9 Nil
shotgun of the German 11nd US armies (the US weapon being a
with buckshot*
slightly modified version produced under license by Olin. The CAW
Medium 5x10 Nil
is 11 bullpup-configur11tion weapon, like the G 11. Since the CAW is a
shotgun capable of automatic fire, it needs a special ru le: At short with buckshot *
range, roll 506 for hits (as modified by recoi l and possibly range, if * See Shotguns on page 91.
11ny factor such es target movement causes i t to be treated as at a
longer renge), with each 6 hitting and each hit causing 906 damage.
At medium range, calculate the number of dice normally rolled for a
five -round burst (subtr11cting two immediately for being at medium P'fM~£~=;:;;::;=.;:~
range) and after all reductions are done, multiply the rem11ining
number by 7 to determine the number of 06 rol led for hits. Each hit
Jiili~~g~~~~~~~~~ t-------I.IL,.

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)

294 DARK CONSPIRACY

james stevens (order #2085857)


MAG (MAG-58, L7A2 GPMG) Weapon ROF Dam Pen Blk Mag
-Recoil-
ss Brsl Rng
MAG (M4chlnegun): This weapon (also known as the MAG 58 MAG 10 4 2-3-Nil 6 1006 7 65
and as the L7A2 GPMG in British service) is the standard general- bipod 10 4 2-3 -Nil 6 100B 4 90
purpose machinegun of the Belgian and British armies (as well as tripod 10 4 2-3-Nil 6 100B 2 125
others) and is often used as a coaxial (i.e., mounted with the primary
gun) MG in US vehicles. It is equipped with a bipod and can also be
fired from a tripod (NMT). It accepts 1 00-round belts.
Ammo: 7 .62mm N
Wt: 12 kg
Mag: 100 belt
Price: $1500 (- /S)

M2HB Weapon ROF Dam Pen Blk Mag


-Recoil-
ssBrst Rng
M2HB ( Heavy Machinegun): The M2 Heavy Barrel is the standard M2HB 5 8 2-2-3 * 8 105B 3 14 65
heavy machinegun of every western European army. It accepts 105- tripod 5 8 2-2- 3* 8 105B 2 7 150
round belts and may be fired only from a tripod (NHT) or from a • .50 SLAP ammunition has a penetration value of 1-1-2.
vehicle mount.
Ammo: .50 BMG
Wt: 51.2 kg (Tripod WL: 19.3 kg)

Mag: 105 belt


Price: $3500 (-/C) C:~=:===:.:::=:::;;::;:;:~~ ~
~;~~~~~

-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)

Ma~ ROF Rn~ IFR Rnd Dam Pen


Mk-19 AGL T!J.e!.
Mk-19 SOB or 1i 1 100 400 HE C:3, 8:12 Nil
M k- 10 AG L (Grenade Launcher): The standard infantry-support HEDP C:3,B:12 4C
grenade launcher in the United States Army, the Mk-19 is a tripod- CHEM C:1, 8:4 Nil
mounted (NHT). belt-fed automatic weapon.lt may also fire unbelted ILLUM 8:100 Nil
individual grenades (ROF 1 ). It may be fired only from a tripod or
vehicle mount.
Ammo: 40mm grenades
WL· 40 kg
Mag: 50 belt or 1 individual
Price: $5000 (R/S)

ROF Rid Rng Round Damage Pen


"'136 T!J.pe
M136 1 75 HEAT C:4,B:4 70C
M 136 (Rocket launcher): This disposable system is used in some •single-shot disposable. Cannot be reloaded.
numbers by the United States Army to supplement the M72 LAW and
Armbrust.
Ammo: 84mm HEAT rocket
Wl:6 kg
Price: $200 (-/C)

296 DARK CONSPIRACY

james stevens (order #2085857)


Type ROF Rid Rng Round Damage Pen
lAW 80 LAW 80 1 * 125 HEAT C:6, 8:4 lOOC
LAW 80 ( Rocket Laun cher): The replacement for the M72 LAW * Single-shot disposable. Cannot be reloaded.
in British service, this is a 94mm disposable antitank rocket launcher.
While it is quite a bit heavier than the M72, it has considerably
improved performance.
WL·9.5 kg
Price: $250 (-/C)

Type ROF Rid Rng


M12 SMAW M12 SMAW 1 2 100
Round
HEAT
Damage
C:4, 8:4
Pen
55C
M 12 SMAW ( Rocket Launcher): A shoulder-fired "bunkerbuster" 125 HE C:12, 8:12 5C
issued to US Marine Corps troops, but never formally adopted by the
US Army.
Ammo: 82mm SMAW (HE or HEAT)
Wt·3.5 kg
Price: $1800 (- /R)

Type Rid Rng Damage Pen


Dragon PIP Dragon PIP 2 1000 C:12, 8:12 135C
Dragon PIP (Antitank M issile Launcher): The Dr,agon PIP (Prod-
uct Improved) is a man-portable antitank missile designed to give the
rine squad some means of dealing with armored vehicles at medium
to long range.
Ammo: Dragon PIP
Wt: 8 kg
Price: $9000 (-/S)

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)

Tonk Breaker Type


Tank Breaker
Rid
2
Rng
2000
Damage
C:6, B:4
Pen
90C
Tank Breaker (Anltltank Missile Launcher): A man -portable
l11uncher fired from 11n integral rest, Tank Breaker fires a homing fire-
lind-forget missile which can be set either to hit the target directly, or
fly over it 11nd ettack from 11bove where the armor is generally thinner.
Ammo: Tank Breaker
Wt·lO kg
Price: $7500 (-/R)

-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)

298 DARK CONSPIRACY

james stevens (order #2085857)


fiM-92A Stinger fiM-99 Scorpion
FIM-92A Stinger (Surface-t o-A ir M issile): The Stinger is an FIM-99 Scorpion (Surface-to-Air M issile): The Scorpion is 11n
Ameri<::11n-built surf11ce-to-11ir missile with 11dvanced IR homing Americ11n- built, shoulder-fired, surf11ce- to-8ir missile with televis·
capability. ual 11nd 11dvanced IR homing C8pability.
Range:6 km Range:7 km
Accuracy Level: Aver119e Accuracy Level: E.8sy
Wt: 20 kg WL· 16 kg
Price: $1500 (- /R) Price: $1750 (- /R)

MBB-7 Venusfliegenfalle SA-27 Grappler


M BB-7 Venusfliegenfalle (Surface-to-Air M issile): The Ger- SA-27 Grappler (Surface-to-Air MlssDe): Code-named the
man- built Venus{llegen{alle (Venus Flytrap) is a shoulder-fired, Grappler by the NATO powers, the SA-27 is a Soviet-built surface -
surface-to-air missile with televisual and advanced IR homing to-air missile with televisual and advanced IR homing capability.
c apability. Range: 6 km
Range:7 km Accuracy Level: Easy
Acc uracy Level: Easy Wt: 15 kg
Wt: 14 kg Price: $1000 (- / R)
Price: $1850 (- /R)

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.

Suzuki Sparrow Motor Scooter


Suzuki Sparro w Motor Scooter (Una rmored Cargo Vehicle): A
small, lightweight, and inexpensive motorbike, very popular with
those who need more speed than a bicycle can give (and who can
afford the gasoline).

Horse (Broken) Price: $950 (C/C) Cruise Speed: 100/40


Used as a mount for sport riding by nomenklatura and as Fuel Type: G, A Com M ove: 50/25
transport in certain wilder areas of the country. Some people, Load: 50 kg Fuel Cap: 12
(Native Americans, for example) have a particular affinity for Veh Wt:95 kg Fuel Cons: .7 5
horses. Crew: 1
Night Vision: Headlight Combat Stati s tics
Cruise Speed: 10/1 0 None. Driver is fired at as
Com Mov: 10/30/60 a mounted t arget (see Spe -
Damage R ecord cial Cases on page 88).
Price: $2000 (S/S) Crewmembers: Driver 0
H(ls: 60 Sight/Vision: Night vision equipment 0
Feed: 12 kg+graze Engine: O
Load: 120 kg Fuel(% Consumed or Destroyed): 00000 00000
Wt: 350 kg Suspension: Minor damage 0 Immobilized 0

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james stevens (order #2085857)


Yamaha Apache Motorcycle
Yamaha Apache Motorcycle (Unarmored Cargo Vehicle): One of
a variety of small dirt and cross-country models, used primarily by the
military for scouting and by certain rural criminal gangs for transpor-
tation.

Cruise Speed: 95/ 37


Com Move: 45/20
Fuel Cap: 16
Fuel Cons:2

Combat Statistics
None. Driver and passenger are fired at as mounted targets (see
Special Cases on page 88).

Price: $5000 (V/V)


Night Vision: Headlight
Fuel Type: G, A, AvG
Load:300 kg
Veh WL· 156 kg
Crew: 1+ 1

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.

Cruise Speed: 95/40


Com Move: 50/20
Fuel Cap: 16
Fuel Cons: 2

Combat Statistics
None. Driver and passenger are fired at as mounted targets (see
Special Cases on page 88).

Price: $8500 (C/C)


Fuel Type: G, A
Load: 100 kg
Veh Wt: 140 kg
Crew: 1+ 1
Night Vlslon: Headlight

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

VEHICLES AND ROBOTS


301
james stevens (order #2085857)
Yugo Contempo
Yugo Conternpo (Unarmored Cargo Vehicle): The cutting edge of
Serbo-Croatian design technology, used for for rental cars, cabs, and
by m iddle-class types who have saved enough to get off a bicycle.
lower-echelon executives also use Yugos if they are on their way
down and can't afford extravagances.

Cruise Speed: 90/15 Price: $7000 (C/C)


Com Move: 50/10 Fuel Type: G, A
Fuel Cap: 80 Load:300 kg
Fuel Cons: 5 Veh Wt-1 ton
Crew: 1+3
Combat Statistics Night Vision: Headlights
Damage Record Con{lg: Stnd HF: 1
Crewmembers: D river 0 Susp: W(2) HS: 1
Passengers: 1 0 2 0 3 0 HR: 1
SlghVVision: Night vision equipment 0
Engine: O
Fuel(% Consumed or Destroyed): 00000 00000
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.

Cruise Speed: 90/15 Price: $6000 (C/C)


Com Move: 45/ 8 Fuel Type: G, A
Fuel Cap: 80 Load:400 kg
Fuel Cons: 5 Veh WL·1 ton
Crew: 1+3
Combat Statistics Night Vision: Headlights
Con{ig: Stnd HF: 1
Susp: W(2) HS: 1
Damage Record HR: 1
Crewmembers: Driver 0
Passengers: 1 0 2 0 3 0
SighVVision: Night vision equipment 0
Englne: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

ford -Revlon £1 ite


Ford-Revlon Elite (Unarmored Cargo Vehicle): The Elite is one of
the most popular modem sportscars. Its electra-glide engine pro·
vides smooth acceleration. The Elite is known to have the most well·
equipped glove compartment on any current model (due to the
influence of the Revlon arm of the conglomerete) with an automatic,
lighted, pop-down makeup mirror and completely stocked makeup
kit , including all relevant applicators. The Canadian humorist Anton
Wilson Peale says of this car: "My ex-wife had an Elite, but she had
to trede it in. It ren out of lip-gloss.•

Cruise Speed: 110/ 17


Com Mov: 60/10 Price: $55,000 (S/C)
Fuel Cap: 80 Fuel Type: G, A
Damage Record Fuel Cons: 5 Load: 0.5 tons
Crewmembers: Driver 0 Veh Wt-1 ton
Passengers: 1 0 2 0 Combat Statistics Crew: 1+2
SighVVlsion: Night vision equipment 0 Con{ig: Stnd HF: 1 Night Vision: Headlights
Englne: O Susp: W(2) HS: 1
Fuel(% Consumed or Destroyed): 00000 00000 HR: I
Suspension: Minor damage 0 Immobilized 0

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james stevens (order #2085857)


General Dynamics Motors Lancer
aDM Lancer (Unarmored Cargo Vehicle): The Lancer is a good,
solid car-almost a throwback to another era. But it is elso one of the
m ost luxurious enimals on the road, with a plush interior, 11 high-
response, high-powered engine, top-of-the-line stereo, soundproof-
ing, extr11 safety features end near-race cer quelity breking and fuel
injection systems. W ith its distinctive lines it hes often been described
as "the shark of the road. •

Cruise Speed: 100/17 Price: $695,000 (S/S)


Com Mov: 60/10 Fuel Type: a, A
Fuel Cap: 1 00 Load: 0.6 tons
Fuel Cons: 6 Veh Wt: 1.2 tons
Damage Record Crew: 1+4
Crewmembers: Driver 0 Combat Statistics Night Vision: Headlights
Passengers: 1 0 2 0 3 0 4 0 Con(ig: Stnd HF: 1
Sight/Vision: Night vision equipment 0 Susp: W(3) HS: 1
Engine: O HR: 1
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

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.

Cruise Speed: 100/15 Price: $85,000 (SIS)


Com Mov: 60!1 0 Fuel Type: a, A
Fue1Cap:100 Load: 0.4 tons
Fuel Cons: 6 Veh WL·1 ton
Crew: 1+3
Combat Statistics Night Vision: Headlights
Con{lg: Stnd HF: 1
Susp: W(2) HS: 1
Damage Record HR: 1
Crewmembers: Driver 0
Passengers: 1 0 2 0 3 0
Sight/Vision: Night vision equipment 0
Engine: O
Fuel(% Consumed or Destroyed): 000 00 00000
Suspension: Minor damage 0 Immobilized 0

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.

Cruise Speed: 90/ 15 Price: $25,000 (C/C)


Com Mov: 50!10 Fuel Type: a. A
Fue1Cap: 120 Load: 0. 7 tons
Fuel Cons: 5 Veh WL· 1.6 tons
Crew: 1+4
Combat Statistics Night Vision: Headlights
Con(ig: Stnd HF: 1
Damage Record Susp: W(3) HS: 1
Crewmembers: Driver 0 HR: 1
Passengers: 1 0 2 0 3 0 4 0
Sight/Vision: Night vision equipment 0
Engine: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

VEHICLES AND ROBOTS


303
james stevens (order #2085857)
Mihubi shi -ferrari Kamikaze
Mltsublshl-Ferrarl Kamikaze (Unarmored Cargo Vehicle): La -
beled the "testosterossa" by the Canadian humorist Anton Wilson
Peale ("My nine-yeer-old son got in one et the dealership, and it jump-
started him into puberty"), the Kamakazi is one of the hottest, most
expensive sportscers on the roed.lt elso merits the highest insurence
premiums of any vehicle on the American road.

Cruise Speed: 130/ 17 Price: $980,000 (S/S)


Com Mov: 80/ 10 Fuel Type: G, A
Fue1Cap:60 Load:0.2 tons
Fuel Cons: 7 Veh Wt·1 ton
Crew: 1 + 1
Damage Record Combat Statistics Night Vision: Headlights
Crewmembers: Driver 0 Con{lg: Stnd HF: 1
Passengers: 1 0 Susp: W( I) HS: I
Slghi./Vlslon: Night vision equipment 0 HR: 1
Engine: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

Mazda firefly Convertible


Mazde Firefly Convert ible ( Unarmored Cargo Vehicle): Although
it is not the only "regtop" left, the Firefly is by far the most popular
convertible eveileble todey. 1he vehicle is in such demand thet the
menufecturers heve esteblished e welting list for purchasers, and
used Fireflies cen be sold elmost instantly.

Cruise Speed: 110/20 Price: $300,000 (S/S)


Com Mov:70! 15 Fuel Type: G, A
Fuel Cap: 1 00 Load: 0.4 tons
Fuel Cons: 6 Veh WL· 1.1 tons
Crew: 1+3
Combat Statistics Night Vision: Headlights
Damage Record Con{lg: Stnd HF: 1
Crewmembers: Driver 0 Susp: W(2) HS: 1
Passengers: 1 0 2 0 3 0 HR: I
Sigh I./VIsion: Night vision equipment 0
Englne:O
Fuel(% Consumed or Destroyed): odOOO 00000
Suspension: Minor demege 0 Immobilized 0

Mercedes-Benz 750 SLX


Mercedes-Benz 750 SL.X (Unermored Cargo Vehicle): An ar-
mored luxury automobile, with en extre-lerge, customized interior.
Vehicles such es these are used by extremely weelthy individuals,
high government officiels, or by high- level corporete executives.
They are often equipped with enterteinment centers, cellular tele-
communications devices, computers, and mobile fax machines.
Most elso heve e two-wey redio (secure channel) to enable security
personnel in other vehicles to communicate with the driver and vice
versa. Many heve 11 see led pessenger/driver compartment with a 1-
2 hour intemeleir supply (to foil chemical or flamethrower attacks).

Cruise Speed: 90/ 17 Plice:$1,910,000 (S/R)


Com Move: 45/ 8 Fuel Type: G
Damage Record Fuel Cap: 180 Load: 600 kg
Crewmernbers: Driver 0 Bodyguerd (optional) 0 F uel Cons: 11 Veh WL· 2 tons
Passengers: 1 0 2 0 3 0 4 0 Crew: 1+4 (or 2+4)
Slghi./Vislon: Night vision equipment 0 Combat Stati stics Night Vision: Headlights
Englne:O Con{lg: Stnd HF: 4
Fuel(% Consumed or Destroyed): 00000 00000 Susp: W(4) HS: 4
Suspension: Minor demege 0 Immobilized 0 HR: 4

304 DARK CONSPIRACY

james stevens (order #2085857)


Volkswagen Karloffeln Von
Kartoffeln Van (Unarmored Cargo Vehicle): Designed for business o r
private use, this v an is a one -ton t ruck wit h a completely enclosed cargo
bed accessible from the passenger com partment. Private models can be
fitted with extra seats. Vans with fake business markings are used by the
police a nd others for covert surveillance. Weapons are seldom fitted, but
a radio can be. Price does not include any addit ional equipment fitted.
Passenger limitat ions are primarily comfort related.
Police forces make use of special versions ofthese vehicles tocarry riot
control teams (add ing sirens, lights, and corrvnunications gear) or as
p risoner transfer vehicles (at double the passenger capacity given below).
D a m age Rec ord
Crewmembers: Driver 0 Cruise Speed: 9 0/ 17 Price: $83,000 (C/C)
Passengers (Business Version): 1 0 Com M ove: 4 5/ 8 Fuel Type: G. A
Passengers (Private Version): 1 0 2 0 3 0 4 0 5 0 Fue1Cap:120 Load: 1 ton (business); 600 kg
Passengers (Surveillence Version): 1 0 2 0 3 0 Fuel Cons: 8 (private}; 300 kg (surveillance)
Sight/Vision: Night v ision eq uipment 0 Veh WL· 2 tons
Radio (I( Any): 0 Combat Statist ics Crew: 1+5
Con(ig: Stn d HF: 1 Night VISion: ~dlight.s (private),
Engine: O
Fuel(% Consumed or Destroyed): 00000 00000 Susp: W (2) HS: 1 imcgeintensif.ervideocam(surveillance)
Suspension: Minor damage 0 Immobilized 0 HR: 1

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.

Cruise Speed: 90/ 20 Price:$ 35,000 (C/S}


Damage R ecord Com Mov: 60/ 20 Fuel Type: G, A
Crewmembers: Driver 0 Cab passenger 0 Fue1Cap:105 Load: 1.25 tons
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0 F uel Cons: 5 Veh Wt: 2 tons
Armament (/(Any): 0 Crew: 2+6
Sight/Vision: Night vision equipment 0 Combat St atistics Night Vision: Headlights
Radio (I( Any): 0 Con(ig: Stnd HF: 1
Engine: O Susp: W(3) HS: 1
Fuel(% Consumed or Destroyed): 00000 0 0000 HR: 1
Suspension: Minor damage 0 Immobilized 0

Winnebago Nomad Camper


Winnebago N o mad Camper ( Unarmored Cargo Vehicle): This is
a special_ l y modified version of the pane l van incorporating a small
k itch en , toilet , sh o wer, and folding beds fo r long -distance cross-
country t ravel or for use as mobile living quarters. A lt hough still used
for thei r o riginal purpose (recreational campin g), they are stand ard
housing for an increasing proportion of the population .

Cruise Speed: 90/ 17 Price: $580,000 (C/C}


Com Move: 4 5/ 8 Fuel Type: G, A
Fue1Cap: 120 Load:800 kg
F uel Cons: 8 Veh Wt: 2 tons
Dam age Record Crew: 1+4
Crewmembers: D ri ver 0 Combat Statistics Night Vision: H eadlights
Passengers: 1 0 2 0 3 0 4 0 Con(ig: Stnd HF: 1
Sight/Vision: Nigh t vision eq uipment 0 Susp: W (2) HS: 1
Radio (I( Any): 0 HR: 1
Engine: O
Fuel(% Consumed or Destroyed): 0 0000 0000 0
Suspension: Minor damage 0 Immobilized 0

VEHICLES AND ROBOTS


305
james stevens (order #2085857)
Range Rover II
Range Rover II (Unar mored Cargo Vehicle): The rugged Range
Rover series of vehicles has been popular in some circles for years.
The extrl! cl!pl!city fuel tanks 11nd good cross-country capability
make it popular with those whose travels take them off of the
pavement occasionally.

Cruise Speed: 90/30 Price: $50,000 (S/S)


Com Mov: 50/25 Fuel Type: G, A
Fuel Cap: 150 Load: 0.5 tons
Fuel Cons: 5 Veh WL· 1.5 tons
Crew: 1+4
Damage Record Combat Statistics Night Vision: Headlights
Crewmembers: Driver 0 Con{ig: Stnd HF: 1
Passengers: 1 0 2 0 3 0 4 0 Susp: W(2) HS: 1
Sight/VIsion: Night vision equipment 0 HR: 1
Englne: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

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.

Cruise Speed: 100/30 Price: $18,000 (C/C)


Com Mov: 50/15 Fuel Type: D, G, A
Fuel Cap: 90 Load: 1.25 tons
Fuel Cons: 7 Veh Wt: 2 tons
Damage Record Crew: 1+5
Crewmembers: Driver 0 Combat Statistics Night Vision: Headlights
Passengers: 1 0 2 0 3 0 4 0 5 0 Con{ig: Stnd HF: 1
Sigh !/VIsion: Night vision equipment 0 Susp: W(2) HS: 1
Radio:O HR: 1
Engtne: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

Orca 2 1h-Ton Truck


Orca 2 1/z-Ton Truck(Unarmored Cargo Vehicle): A standard6x6
cargo truck with moderate cross-country performance, capable of
carrying 2 . 1/z tons of cargo or an equivalent load of passengers.

Cruise Speed: 90/17 Price: $50,000 (C/C)


Com Mov: 45/ 8 Fuel Type: D. A
Fue1Cap: 195 Load: 2.5 tons
Fuel Cons: 16 Veh WL· 4 tons
Crew: 2+ 10
Combat Statistics Night VIsion: Headlight~
Damage Record Con{ig: Stnd HF: 1
Crewmembers: Driver 0 Cab passenger 0 Susp: W(3) HS: 1
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 HR: 1
Sight/Vision: Night vision equipment 0
Rad/o: O
Armament (If Any): 0
Englne: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

306 DARK CONSPIRACY

james stevens (order #2085857)


Kenilworth Piledriver
Semi-Trailer Tractor
Kenilwor th Piledriver Semi-TraDer T ractor ( Unarmored Cargo
Veh icle): A 4x6 t ruck engine-and-cab combinat ion used to pull a
variety o f trailers. This truck is commonly known as a Msemi. • a
shortened version o f its full name. The vehicle does well on the
highway, but has verY poor cross-country mobility. It is usually
equipped w ith multichannel CB radios and other electronic equip-
m ent (radar detectors, etc.).

Cru ise Speed: 80/17 Price: $87,000 (C/C)


Damage Record Com Move: 40/ 8 Fuel Type: D, A
Crewmembers: Driver 0 Fue1Cap: 280 Load:400 kg
Passengers: 1 0 Fuel Cons: 1 7 Veh WL- 9 tons
Sight/VIsion: Night vision equipment 0 Crew: 1+ 1
Radio: O Combat Statist ics Night Vision: Headlights
Englne: O Con{lg: Stn d HF: 1
Fuel(% Consumed or Destroyed): 0 0 000 0 0000 Susp: W(2) HS: 1
Suspension: Minor damage 0 Immobilized 0 HR: 1

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.

Combat Statistics Price: $24,000 (C/C)


Con{lg: St nd HF: 1 Load: 12 tons
Susp: W(2) HS: 1 Veh Wt: 16 tons
HR: 1

Damage Record
Suspension: Minor damage 0 Immobilized 0

Roadrunner Passenger Bus


Roadrunner Pa ssenger Bus (Unarmored Cargo Vehicle): This is
a typical cross-countrY pessenger bus, now mostly used for
intermetroplex travel along major interstates. Smaller models are-
occasionally used by city mass-transit companies, or by private
companies.

Cruise Speed: 8 0/17 Price: $100,000 (S/S)


Com Move: 40/ 8 Fuel Type: D. A
Fuel Cap: 280 Load:7 tons
F uel Cons: 1 7 Veh Wt: 11 tons
Crew: 1+60
Combat Statistic s Night Vision: Headlights
Damage Record Con{lg: Stnd HF: 1
Crewmembers: Driver 0 Susp: W (2) HS: 1
Passengers: 10 0 20 0 30 0 40 0 50 0 60 0 HR: 1
Sight/Vision: Night vision equipment 0
Englne: O
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

VEHICLES AND ROBOTS


307
james stevens (order #2085857)
Cadillac-Gage Commando V-300P
Commando V-300P ( Armored Personnel Carrier): The V-300P
(for police) APC is intended for riot control and civil affairs duties by
police departments. It is armed with a water cannon and a Mk-19 AGL
(usually armed with tear gas rounds only), although a coaxial MAG
MG can be also be installed. It hes six firing ports. three on the right
side and three on the left side. The vehicle comes equipped with an
on board storage tenk for the water cannon (the ammunition capacity
below), but it is elsoequipped w ith a hose for connection to a hydrant,
(unlimited "emmunition" at a sacrifice of mobility). Connecting/
disconnecting the hose must be done from outside the vehicle. and
Weapon Data takes one person 15 seconds.
Weapon ROF Mag Rng Ammo Damage Pen
Water Cannon 5 I0 5 Water pulse Nil Cruise Speed: 100/30 Price: $230,000 (- /S)
• All charocters within an eight-meter square are knocked down, take I 06- Com Move: 50/25 Armament: Water cannon,
1 damage to a random location, and lose all further actions for the tum. Mk- 19 40mmAGLcoaxial. (co-
Fuel Cap: 284
Fuel Cons: 18 axial MAG MG optional)
-Recoil-
Weapon ROF Dam Pert Blk Mag ss Brst Rng Ammo: Water. 100x40mm
MAGMG 10 4 2-3-Nil 6 IOOB 7 65 Comba t Statistics grenade (1200x7.62mm N op -
bipod 10 4 2-3-Nil 6 IOOB 4 90 Config: Trt HF: 6 tional)
tripod 10 4 2-3-Nil 6 IOOB 2 125 Susp: W(3) HS: 4 Fuel Type: D, A
HR: 3 Load:600 kg
Type ROF Mag Rng IFR Rnd Damage Pen Veh Wt: 12 tons
40mm 5 50Bor SS 200 3km CHEM C:l, B:4 Nil Crew: 3+6
A mmuniti on
Water Pulses Night Vision: Headlights
Damage Record
Crewmembers: Commander 0 Driver 0 Gunner 0
0000000000
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0
Radio: O 40mm Grenade ( 100 rounds)
Water Cannon: 0 00000 00000 00000 00000
Trauerse: O 00000 0 0 000 00000 00000
Engine: O 00000 00000 00000 00000
Fuel(% Consumed or Destroyed): 00000 00000 00000000 00 0 0000 0000 0
Suspension: Minor damage 0 Immobilized 0 0000000000 0 0 00000000

Rom Tech P-320


RamTech P-320 (Armored Personnel Carrier): This vehicle
represents one of the most advanced police anti -riot APCs available.
The 6x6 armored vehicle is designed to carry up to 10 fully equipped
riot police end provide them with support as well as transportation.
The vehicle is equipped with a "cherry picker" platform, capable of
elevation up to 18 meters above street level. This platform carries a
remotely operated tranq dart gun, 40mm AGL. video camera, and
foam nozzle. all controlled by the vehicle commander from inside the
hull. The 40mm AGL has two 50- round bins for ammo storage,
selected at will by the commander. It has six firing ports, three on the
right side and three on the left side.
The foam nozzle sprays short bursts, each covering a single eight-
meter square. The foam is very dense, highly sound-absorbent, and
transmits light well, but diffuses it greatly. Victims trapped in it can
breathe normally, but are unable to see beyond a few centimeters and
cannot hear sounds more than a couple of meters distant. If desired.
a knockout gas can also be injected into the mixture (characters must
roll Difficult: Constitution to remain conscious each five-second
phase exposed to the foam). A harmless dye can also be mixed into
Weapon Data
the foam, to mark suspects for later retrieval.
Type ROF Mag Rng IFR Rnd Damage Pen
40mm 5 SOB or SS 200 3 km CHEM C: 1, 6:4 Nil
Cruise Speed: 100/30 Price: $690,000 (- /S)
Com Move: 50/15 Armament: 40mm AGL.. trenq
Damage Record
Fuel Cap: 284 dart gun, foom nozzle
Crewmembers: Commander/Gunner 0 Driver 0
Fuel Cons: 18 Ammo: 1OO>c40mm, 1OOxtrenq
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 1 0 0
darts, 20xfoam pulses
Radio:O
Combat Statistics Fuel Type: D. A
40mm AGL: O
Con{ig: Trt HF: 2 Load:600 kg
Foam Nozzle: 0
Susp: W (3) HS: 2 Veh WL· 12 tons
Trauerse: O
HR: 2 Crew: 2+ 10
Engine: O
Night Vision: Headlights
Fuel(% Consumed or Destroyed): 00000 000 00
Suspension: Minor damage 0 Immobilized 0

308 DARK CONSPIRACY

james stevens (order #2085857)


Small Open Boat
Rowboats, canoes, assault boats, and other open craft four meters
long o r less. These can often be carried by one or two people, and can
usually be stored on top of a vehicle as cargo. Inflatable versions are
even more portable than wooden ones.

Cruise Speed: 2/2 Price: MetaL· $300 (C/C)


/n[lat.able:$900 (C/C)
~~fl Con{lg: Flush deck ~ooden:$2300(R/C)
Tonnage: 1 Armament: None
Hull Armor: 0 Length: 1
~aterllne Armor: 0 Dra{l:0.5 m
Superstructure Armor: 0 Speed: 1
Propulsion: Muscle power Tum:4
Size: 1 AcceleraUon: 1
Pumps: None
Damage Reco rd Night Vislon: None
Full Speed 0
Load: 100 kg
Dead in Water 0
Minimum/Oplimwn Crew: 2/4
Sunk 0

Pepsico Sunray Small Sailing Boat


A sail -powered, wooden-hulled pleasure craft with a small cabin
below deck.
These boats require little maintenance and no fuel, although they
can be hard to maneuver in cramped estuaries and the like.

Cruise Speed: 4/ 4 Price: $15,000 (C/C)


Armament: None, although
Con(ig: Flush deck one machinegun can be fitted
Tonnage: 10 Length: 1
Hull Armor: 0 Dra(t: 2m
Waterline Armor: 0 Speed: 1D6+2 downwind,
Propulsion: Sails 1D6+4 upwind
Size: 1 Tum:2
Acceleration: 0.5
Pumps: None
Da m age Record Nlght Vlslon: None
Full Speed 00000 00000 Load: 1 ton
Dead in Water 00000 00000 Minimum/Oplimwn Crew: 2/4
Sunk 0000000000

Cris Craft Runabout Small Motorboat


A wooden-hulled, open, "runabout" pleasure boat o r small private
fishing boat. It is very handy for those who can afford the gas.

Cruise Speed: 8 / 8 Price: $30,000 (C/C)


Fue1Cap:220 Armament- None, although
Fuel Cons: 5 one machinegun or grenade
launcher can be fitted
Fuel Type: D, A Length: 1
Con(lg: Flush deck Dra(L·1 m
Tonnage: 10 Speed:4
Hull Armor: 0 Turn:4
Waterllne Armor: 0 Acceleration: 4
Superstructure Armor: 0 Pumps: 1
Propulsion: Motor Nlght Vision: None
Size: 1 Load:1 ton
Damage Record Minimum!Optimwn Crew: 1/2
Full Speed 00000 00000
Dead in Water 00000 00000
Sunk 0000000000

VEHICLES AND ROBOTS


309
james stevens (order #2085857)
Cris Croft foomdoncer
Medium Motorboat
A medium-sized, wooden-hulled pleasure boat with a small cabin
(a cabin cruiser) or small commercial fishing vessel. This is the most
popular type of craft with small merchants, but fishing boats of this
size are usually operated by several families in a communal consor-
tium.

Cruise Speed: 6/6 Price: $300,000 (C/C)


F uel Cap: 400 Armament: None, although
Fuel Cons: 1 0 one or more machineguns can
easil y be fitted
Fuel Type: D, A Length: 2
Con{ig: Flush deck Draft: 1 m
Tonnage: 20 Speed:3
Hull Armor: 0 Turn: 2
Waterline Armor: 0 Acceleration: 1
Propulsion: Motor Pumps: 1
Size: 2 Night Vision: white light
spotlight
Load:2 tons
Minimum/Optimum Crew: 2/8

Damage Record
Full Speed 00000 00000 00000 00000
Dead in Water 00000 00000 DDDDD 00000
Sunk 00000 00000 00000 00000

PBR (Patrol Boat, River)


A small, armed, wooden-hulled river patrol boat or its equivalent.
Many of these are former government revenue boats or customs
patrol boats which are now in private hands.

Cruise Speed: 12/12 Price: $490,000 (R/R}


Fuel Cap: 500 Armament: One or two
Fuel Cons: 12 machineguns, at most
Length: 2
Fuel Type: D. A Draft: 1 m
Con{ig: Flush deck Speed:S
Tonnage:20 Turn:4
Hull Armor: 0 Acceleration: 4
Waterline Armor: 0 Pumps: 1
Superstructure Armor: 0 Night Vision: White light spot-
Propulsion: Motor light
Size: 2 Load: 1 ton
Minimum/Optimum Crew: 2/8

Damage Record
Full Speed 00000 00000 00000 ODDOO
Dead in Water 00000 00000 00000 00000
Sunk 00000 00000 00000 00000

310 DARK CONSPIRACY

james stevens (order #2085857)


Teledyne Dornier CV-27 Peregrine
Teledyne D ornler CV-27 Peregrine ( lilt- Rot or V S TOL): The
Peregrine is a tilt-rotor VSTOL (Vertical/Short Takeoff and Landing)
used by the m ilitary as a tactica l trensport, end by some civi lian firms
as a substitute for helicopters. The cabin has a door on the forward
right side and a cargo ram p in the reer, and provision for a cergo hoist
capable of carrying a slung load (vertical takeoff only) of up to 4.5
tons et half the aircraft's normal speed (at the expense of part of the
internal cargo load). Vertical takeoff is only possible at two-thirds
maximum load capacity. Statisti cs gi ven below are for the executive
transport/corporate security model (w eapon pods for security model
only). For extended range, two 6600 kg fuel pods can be installed on
the external hardpoints.
W eapo n Data
-Recoll- Cruis e Sp eed : 10/ 1 0
Weapon ROF Dam Pen 81k Mag SS 8rst Rng Com Move: SO
M2H8 5 8 2 -2-3" 8 1058 .... .... 150
Fuel Cap: 6215 (+ 13,200 in d r op tan ks )
" .50 SLAP ammunition has a Pen of 1-1-2.
Fu e1Cons:512
**Weapon has negligible recoi l when used th is way.
Price: $3,200,000 (S/S)
Damage Record Armament: 2xM2H8 minigun pods (two hardpoints)
Crewmembers: Pilot 0 Copilot 0 Flight Attendant 0 Ammo: 1500x.50 8MG
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 0 10 0 11 0 Fuel Type: AvG
12 0 13 0 14 0 15 0 16 0 17 0 18 0 Load: 9 tons (up to 4.5 tons slung)
Radio: O Veh Wt: 24 tons
Gun Pod 1: 0 Crew: 3 + 18 (executive version)
Gun Pod2: 0 Night Vision: None
Ammo: O Min . Runway, Takeoff: 24 m (550 m in STO mode)
Engine 1: 0 Min. Runway, Land: 24m (600 min STO mode)
Engine2: 0
Fuel(% Consumed or Destroyed): 00000 00000
Wings: Damaged 0 Destroyed 0

MBB/ Bell / Textron


Model 256 Voyager
MBB/Beii/Textron M odel 256 Voyager ( Rotary-Wing Aircraft):
The Voyager is a civilian version of the military OH -62 Shawnee
observation helicopter. Corporate securi ty versions are som etimes
fitted with a pair of M2H8 door guns (one per side).

Cr uise Speed : 376


Com Mov e: 18
Fue1Cap: 460
Fuel Cons: 153

Price: $1,750,000 (S/ S)


Weap o n Data Armament: 2xM2H8 door guns
-Recoil- Ammo: 2000x.50 8MG
Weapon ROF Dam Pen 81k M ag S$ 8rst Rng Fuel Type: AvG
M2H8 5 8 2-2 -3" 8 1058 .... .... 150 Load: 2400 kg in four hardpoints
" .50 SLAP ammunition has a Pen of 1- 1-2. Veh WL· 2.5 tons
"" Weapon has negligible recoil when used this way. Crew : 2+6
Min. Runway, Ta keoff: 24m
Damage Reco rd Min. Runway, Land: 24m
Crewmembers: Pilot 0 Copilot 0
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0
Radio: O
Door Gun 1: 0
DoorGun2: 0
Ammo: O
Engine: O
Fuel(% Consumed or Destroyed): 00000 00000
Rotor: Dam aged 0 Destroyed 0

VEHICLES AND ROBOTS


311
james stevens (order #2085857)
Boeing-Sikorsky RAH-66 Comanche
Boeing-Sikorsky RAH-66 Com anche ( Rotary Wing A ircraft):
The RAH-66 (recon and attack helicopter) Comanche was devel-
oped by Boeing-Sikorsky in the early 1990s for the US Army's LHX
program, with the first models entering service in 1997. The aircraft's
landing gear and weapon racks retract into the hull for stealth nights,
but weapon capacity can be expanded by bolt-on wings with weapon
racks. The helicopter has six internal (retractable) hard points, but the
bolt-on wings add eight additional hardpoints (nonretractable). Each
hardpoint can carry two Stingers, one fuel pod, or other weapon pod.
Fuel and missile pods cannot be carried internally. Two main
armament loads are carried, as noted below.

Cruise Speed: 560


Com M ove:28
Fue1Cap: 1020
Fuel Cons: 400

Price: $6,500,000 (-/-)


Weapon Data Armament:
Weapon ROF Mag Rng Ammo Damage Pen Recon Mode: 25mm Gatling autocannon, 6 internal hardpoints
25mm 5 1008 250 HE C:l, Brst:2 -8C Attack Mode: 25mm Gatling autocannon (internal), 6 internal and
8 external hardpoints
Damage Record Ammo: 500><20mm autocannon
Crewmembers: Pilot 0 Weapons Officer 0 Fuel Type: AvG
Sight/Vision: Gun sight 0 Range finder 0 Night vision equipment 0 Load: 3200 kg in up to 14 hardpoints
Radio: O
Veh Wt: 4.5 tons
25mm Gatling Autocannon: 0 Crew: 2
Ammo: O Night Vision: Thermal Imaging. Image Intensification
Engine: O
Min. Runway, Takeoff: 24 m
Fuel(% Consumed or Destroyed): 00000 00000 Min. Runway, Land: 24 m
Rotor: Damaged 0 Destroyed 0

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.

Cruise Speed: 320


Com Move: 16
Weapon Data Fuel Cap: 7 5 0 ( +600 in d rop t ank s)
-Recoil- Fuel Cons: 281
Weapon ROF Dam Pen Blk Mag S$ Brst Rng
M2HB 5 8 2·2· 3 * 8 1058 150 Price: $10,650,000 (SIS)
* .50 SLAP ammunition has a Pen of 1-1 -2. Armament: 800 kg on two hardpoints
**Weapon has negligible recoil when used thi s way. Ammo: 1500• .50 BMG
Fuel Type: AvG
Dam age Record Load: 800 kg
Crewmembers: Pilot 0 Copilot 0 Veh Wt: 4.5 tons
Passengers: 1 0 2 0 3 0 4 0 5 0 6 0 Crew: 2+6
Radio: O Min. Runway, Takeoff; 750 m
M2HB Pod 1 (If Fitted): 0 Min. Runway, Land: 800 m
M2HB Pod 2 (I{ Fitted): 0
Ammo:O
Engine 1: 0
Engine2:0
Fuel(% Consumed or Destroyed): 00000 00000
Wings: Damaged 0 Destroyed 0

312 DARK CONSPIRACY

james stevens (order #2085857)


Kraus Maffei-Deere Auto-farmer
K raus Maffel-D een: Auto-Fa.rmer (Vehicular Robot): The Kraus
Maffei-Deere Auto-Farmer is typical of a number of agricultural
drudgebotsm11de by sever11l companies for use by the giant agricorps.
The Auto-Farmer is a giant farming machine, combining the func·
lions of tiller/cultivator, planter, 11nd harvester. The machine is
gig11ntic, and covers 64-128 rows of any given crop per pass. Older
models of these machines had a human operator, and ail models
have 11 comp11rtment for a human in case the robotic brain is
damaged for some reason. Some models are rigged up for remote
control from a central complex.

Cru ise Speed: 12/12


Com M ooe: 12/12
Fuel Cap: 2000
Fuel Cons: 50

Combat Statistics
Con{ig: Stnd HF: 1
Susp: T: 4 HS: 1
HR: 1

Price: $30,000,000 (-/R)


Fuel Type: D
Skills: Observation 3
Damage Record Wt: 65 tons
Crewmembers (I{ Present): Operator 0 Crew: 0 or 1 (Robot lniUative: 2)
CPU: O Night Vision: Headlights
Other Electronics: 0
Power Plant· 0
Fuel(% Consumed or Destroyed): 00000 00000
Suspension: Minor damage 0 Immobilized 0

Kraus Maffei -Deere CropScout


K raus M affel -Deere CropScout (Nonvehicular Robot): The Kraus
Maffei-Deere CropScout is a specialized drudgebot used by agricul -
tural corporations to monitor the condition of fields. CropScouts
travel from field to field checking the level of insect, weed , and fungal
infestation. When a field reaches a set level of infestation, the
CropScout will send for the drone helicopters to spray the field wi th
the appropriate insecticide/herbicide/fungicide combination for its
particular infestation. CropScouts resemble giant mechanical spi·
ders, two meters wide and one high (including legs). The CropScout
has an internal battery containing power sufficient for up to 18 hours
average operation. It uses the Quadruped column on the Human/
Animal Hit location Table (with adaptations for the additional legs-
the multiple legs are treated as one collective hit location). Som e
models come with internal pesticide sprayers.

Armor V alues
Head: 1
Chest/Abdomen: 1
Arms/Legs: 0

Com Mooe: 90/50

Price: $12,565,000 (S/C)


Initiative: 2
Agility: 2
Strength: 2
Damage Record Constitution: 2
Head: 0 Chest: 0 Abdomen: 0 Skills: Observation 6 , Unarmed combat damage 1
0 0 0 Wt: 60 kg
R.Arm: 0 L. Arm: 0 Legs: 0 Night Vision: White light spotlight.
0 0 0

VEHICLES AND ROBOTS


313
james stevens (order #2085857)
Kraus Maffei -Deere GB-1 000
Kraus Maffei-Deere GB-1000 (Nonvehlcular Robot): This robot re·
sembles a one-meter-high garbllge can mounted on two tank treads (the
"legs"). The top is 11 small turret -like structure containing a smoke detector,
electronic motion sensor, siren, flashers, ll spotlight , chemical spray tubes
(usually lollded with tet~r gas), a small loudspet~ker, and a paint pellet
mllrker gun (to mllrk suspects for later identificlltion). Some models also
contllin provisions for remote operation from a central control room, and
many have lin intemt~l video Cllmera to record evidence. '
Tile robot is progrerrrned to patrol a fixed route on ll fixed schedule, lind to
react in a nt.rrberofpreprograrrvnedwaystovarious situations. kis intended for
intemt~l patrols, or paved areas such as parking lots where itdoesn'thavetocross
rough terrain. k also has a smaD loudspellker for warnings, challenges, lind
announcements ("This area is a restricted. Please vacate it at once.").
The robot's pattern recognition softwllre is sophisticated enough to
recognize the difference between llnimllls such as dogs or cats and
humans, react ing to them differently. The robot comes with ll standard IR
bar code scllnner to recognize securit y passes.
GB-1000 gullrdbots are little more thlln moving burglar alarms, al·
though they can videotape their actions, and they are capable of distin·
guishing between llnalleycatand a cat burglar. They use the Biped column
on the Human/Animal Hit Location Table.

Com Move: 15/ 6 /niUaUve: 2


FuelCap: 12 Agility: 2
WL: 110 kg Fuel Cons: 1 Strength: 4
Price: $1,630,000 (-/-) ConsUtuUon: 4
Fuel Type: G Armor Values Skills: Observation 8
Head: 1 Armament: Chemical projec-
Damage Record Chest/Abdomen: 2 tor, paint pellet gun (Range 15
Head: 0 Chest: 0 Abdomen: 0 Legs: 1 meters)
0 0 0 Sensors: IR motion detector,
R. Leg: 0 L Leg: 0 pattern recognition software
0 0 (v ideo only)
(Treat right or left arm hit results as misses.)

Kraus Maffei-Deere GB-2000


Kraus .Maffel- Deere GB -2000 (Nonvehlcular Robot): This is a
larger, better armed and ermored version of the GB-1000 guerdbot.
The GB-2000 guerdbot is intended for security at factories, mini·
mum-securit y prisons, etc. It has everything the level one robot has.
and an internal tranq dart gun in addition, for apprehension of
dangerous animals, escaping prisoners, fleeing felons, etc.lt also hlls
two manipulator erms which it uses for llpplying restraint to suspects,
opening doors, melee combat, etc. It uses the Biped column on the
Humen/Animal Hit Locat ion Teble.

Armor Values ln£UaUve: 4


Head:3 Agility: 4
Chest/Abdomen: 2 Strength: 6
Arms/Legs: 2 Conslitulion: 6
Skills: Observation 8. Small
Com Move: 32/ 12 Arms (Rifle) 6, Unarmed com ·
FuelCap:18 bat damage 2
Fuel Cons: 1 Armament: Chemical projec·
tor, paint pellet gun (Range 15
meters). tranq dart gun (see
pege 287)
Sensors: IR motion detector,
voice/p<~ttem recognition soft-
w ere (eudio/video)
Damage Record WL· 160 kg
Head: DO Chest: DO Abdomen: DO Price: $4,875,000 (-/-)
DO DO DO Fue/Type:G
R. Arm: 0 LArm: 0
0 0
R. Leg: 0 L Leg: 0
0 0

314 DARK CONSPIRACY

james stevens (order #2085857)


RamTech Roboguard-111
RamTech Ro boguard-111 ( Nonve hlc:ular Robot ): The Roboguard-
111 resembles 11 1.5-meter-l!lll 11rmored golf C!lrt w ith three arms, two
of them capable of restraining suspects, opening doors, windows,
c11bi nets, or conducting un11rmed melee comb11t. One of the arms has
11 small rotary s11w blade, which it uses to clear obstructions (armed
melee st ats for the saw !Ire given below).
The robot's on-board computer includes a complex program
detailing responses to v11rious situations, and levels of permitted
violence depending upon the stimuli. Roboguard -llls use the Quad·
ruped column of the Human/Animal Hit Location Table (the robots
have four small track units as their "legs" ) .

Armor Values SkU/s: Observation 8, Small


Head: 3 Arms (Rifle) 6 , Small Arms (Pis-
Chest/Abdomen: 3 tol) 6, Unarmed combat dam-
Weapon Data Arms/Legs: 2 llge 2
Weapon Range HIL Mod. Damage Armament· Chemical projec-
Saw arm Com Mooe: 32/ 12 tor, paint pellet gun, tr11nq d!lrt
Fuel Cap:24 gun, integral 5.56mm selective
-Recoli- Fuel Cons: 1 fire rifle , integral9mm selective
Weapon ROF Dam Pen Blk Mag SS Brst Rng fire SMG
Int. 9mm SMG 5 2 Nil 1 120 2 5 30 lniUaUve: 5 Sensors: IR motion detector,
Int. 5.56mm rifle 3 3 1-Nil 2 60 3 5 55 Agility: 4 voice/pattern recognition soft-
Strength: 8 w are (audio/ video), ultr11sonic
Damage Record ConsUtuUon: 10 and subsonic sound dectectors
Head: DO Chest· DODD Abdomen: DODO WL· 220 kg
DO DODO DODO Price: $43,250,000 (- / - )
R. Arm: 0 L (Saw) Arm: 0 Fuel Type: G
0 0
R. Leg: DO L Leg: DO
DO DO

Ram Tech Roboguard-IV


RamTec:h Roboguard-IV (Nonvehic~r Robot): The Roboguard-IV is in-
tended for miliary and high-security 8pplic:ations.lt resembles a three-meter-tall
clam with legs, arms, tsnda small weapon mount attached to each side under the
arm. It is eldremely sophisticated and c!lpable of considerable independent
action within its preprograt'TYl'led parameters. The RobogU8rd -IV has two
manpulative arms to restrain tmnqed suspects. It uses the Bipedal column of
the Human/Animal Hit Location Table. Da m age Record
Head: DO
Armo r V alues DO
Head: 4 Chest: ODD
Chest/Abdomen: 6 DOD
Arms/Legs: 4 Abdomen: DOD
DOD
Com M ooe: 3 0 /18 R. Arm: 0
Fu el Cap: 100 0
Fuel Cons: 5 L Arm: 0
0
lniUatlve: 6 R. Leg: 0
Agility: 4 0
Strength: 14 L Leg: 0
Constutlon: 10 0
Skills: Observation 10, Small Arms (Rifle) 8, Heavy Weapons 8,
Unarmed combat damage 2 Weapon Data
Armament: Chemical projector, paint pellet gun, tranq dart gun, Weapon ROF Mag Rng Ammo Damage Pen
integral9mm SMG (use Uzi slats), M2HB MG, 25mmHE autocannon 25mm 5 100B 250 HE C:1 , Brst:2 -8C
Sensors: IR motion detector, voice/pattern recognition software
(audio/video, UV included), ultrasonic and subsonic sound dectectors, -Recoii-
white light spotlight, IR/UV spotlight, ultrasonic motion detector Weapon ROF Dam Pen 8/k Mag SS Brst Rng
Price: $67,750,000 (- / - ) M2HB** 5 8 2-2-3 * 8 105B 2 7 150
Fuel Type: G Int. 9m m SMG 5 2 Nil 1 120 2 5 30
Veh. Wt: 240 kg * .50 SLAP ammunition has a Pen of 1-1-2.
**Weapon counts as being mounted on tripod.

VEHICLES AND ROBOTS


315
james stevens (order #2085857)
LANGUAGf TABLf NATIONALITYI
Famllli. Group
~ua~
A&nien
Altaic
Albanlen
Turkic
AI n!Gn
Turkish
NATIVf LANGUAGf CHART
NaUonality Subcategory NaUve Language
Azerbaijani
Uzbek
A mei'ICifi Americen EIIQiiSh
(2 Spanish)
Kazakh ( I German)
Tartar (I llalian)
Chuvash (I Polish)
Kirgiz (I Yiddish)
Turkoman British English EngUsh
Ugric Hungarian Welsh English
Finnic Finnish (2 Welsh)
Estonian S<:ottish English
Lapp (3 S<:ots Gaelic)
Mordvinian Irish English
Amerindien South Amerindian Maya (2 Gaelic)
Athabasosn Navaho Canadian Anglo-Canadian Eng&sh
Oto-Azte<:an Nahuatl (3 French)
Armenian Armenian Armenian French-Canadien French
Bolto-SIIIvic Baltic (3 English)
Lithuanian
Czech Czech Czech
L..otvien
(2 Slovak)
East Slavic Russ ion (I Hungarian)
West Slavic Polish (I Romany )
Czech Slovak Czech
Slovak (8 Slovak)
South Slavic Serbo- CI'OIIt ( I Hungarian)
Bulgarian (I Romany)
Slovenien Danish Danish Danish
Macedonien (5 English)
Bantu Bantu Swahili Finnish Finnish Finnish
Bosque Basque Basque (2 Lapp)
Celtic Goidelic S<:ots GaeUc (2 English)
Breton French French French
Brythonic Welsh (3 English)
Gaelic (I Breton)
Caucasien South Caucasien (I Basque)
Georgion
Dravidian Dravidian Tamil (I Catalan)
German Ge!TTian Ge=an
Germanic Anglic English
H~ Hungarian Hungarian
West Germanic German (I German)
Dlich ( I Romany)
Yiddish Icelandic Icelandic Icelandic
Flemish ( I English)
North Germanic Danish Mexic:an Mexican Sponish
Swedish (5 English)
Icelandic (I Nahuatl)
Norwegian (I Maya)
Greek Greek Greek Norwegian Norwegian Norwegian
lndo-lranien lndic Hindi -Urdu (5 English)
Bengali Polish Polish Polish
Romany (Gypsy) Portuguese Portuguese Portuguese
Iranian Taijik (I English)
Parsi (Persien) Soviet See Soviet Nationolilies Ust
Japanese Spanish Spanish (3 Engli sh)
Japanese Japanese
Korean (2 Catalan)
Korean Korean
(2 Basque)
Mayalo -Polynesian W . Mayalo-Polynesian Malay -Indonesian Swedish Swedish Swedish
/lo\on-Khmer Moo-Khmer Cambodien (I L..opp)
Romance East Romance Italian
(5 English)
Romanian
West Romance Spanish
Catalan
French

East & West Romance


Portuguese
Latin
SOVIET NATIONALITIES
Russian* Kazakh
Semito-Hamitlc Semitic: Arabic Azerbaijani Chuvash
Hebrew (Jkrainien* Armenian
Hamitic Berber ByeloNssilln • Estonian
Hausa Georgion Kirglz
Sino-Tibetan Sinitic Mandarin• Uzbek Tartar
Cantonese• L.ithJanian fo\ordvinlan
Tibeto -Bu!TTIIln Thai Rornanien Taljik
Bu=ese L.atvien Turkornan
Vlelname8e Vlelname8e V"M!tnamese *(Jkroiniens, Byelorussians, and RuuiaM lpellk RuNien. All ad.-
•These two languages (Mandarin and Cantonese) ore mutually unintelligible Soviet n~~tionalities speak their own '-nguege {_,. Mme as the nation-
ality), plus a small arncxn ol Russian {roll 1010.2 b lklll leYel In
in their spoken fonn, bi.L they ore 100% Intelligible In their written fonn. Russian).

316 DARK CONSPIRACY

james stevens (order #2085857)


US ENLISTED CAREER LIST
fducation
AND NCO RANKS Undergraduate University
Graduate University
Army Marines Law School
Private Private Medical School
National MiUtary Academy
Corporal Lance Corporal Technical School
Sergeant Sergeant
Staff Sergeant Staff Sergeant Civilian Occupations
Astronaut Journalist
Sergeant 1st Class Gunnery Sergeant Athlete Manager
Attomey Martial Artist
Master Sergeant Master Sergeant Bodyguard Medlanic::
Sergeant Major Sergeant Major Bounty Hunter Medical Doctor
Civil Engineer Mercenary
Clergy Merchant Marine
Navy Air Force Commercial Pilot Mystic
Computer Operator/ Prog111mmer Nornenklature (Idle Rich )
Seaman Airman Construction Worker Pa111medic
Gunner's Mate Senior Airman Criminal Pa111physicist
Cyborg Escapee PoUtician
Bo'sun Sergeant Drifter Prisoner
Petty Officer 2nd Class Staff Sergeant Entertainer Private Investigator
Environmentalist Professor
Petty Officer 1st Class Technical Sergeant Factory Worker Prole (Corporate
Farmer Welfare Recipient)
Chief Petty Officer Master Sergeant Federal Law Enforcement Psychiatrist
Senior Chief Petty Officer Flfst Sergeant Gambler Psychic Test S ubject
Ganger Public Employee
Go vernment Agent State/l...ocal Law Enfotcement
US COMMISSIONED OffiCER Homeless Truck Driver

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

CHARACTER GENERATION CHARTS


317
james stevens (order #2085857)
CHARACTfR GfNfRATION WORKSHffT PART 1
1. Name - - - - - - - - 7. Careers (Career Ust on page 317.) 2nd Term _ _ _ _ _ _ _ $ __
2.Gender~------- 1st Term $ __ Skills Level
3. Nationality _ _ _ _ __ Skills Level
4. Native Language(s)
(See Nmionalty/Nirtive !Angullge Tt~ble on pt~ge 316.)

5. Basic Attributes (Roll2D6-2; roll


0 over. For Empathy, roll 1 06-1; 0 counts
as 0. If total is less than 33, may add points Secondary Activity (or Activities)
as desired to bring total up to 33. Alterna-
Secondary Activity (or Activities)
tively, allocate a total of 36 points. Empa-
thy only attribute allowed to be at 0. None
over 10. Empathy costs double. Aging Contact Foreign (YIN)?
and/or activities may raise or lower certain Contact Foreign (YIN)?
attributes.)
3rd Term _ _ _ _ _ __ $ __
Attribute Roll Adj Final Skills Level
Strength (STR) SECONDARY ACTIVITifS
Constitution (CON) _ Skl/1 or Attribute Controlling Attribute
Agility (AGL) ~UH cAR
(nel!jlborhood theaer or gam~)
Intelligence (INT) AGL +1 AGL
Education (EDU) (yoga classes, gymnastics, flexercise)
Animal Empathy ( If EMP 1+) EMP
Charisma (CHR)
Archery STR
Empathy (EMP) CON+ 1 (jogg!ng CON
Roll: Roll/allocation Ad): Adjustment. Disguise (neighborhood theater) CHR
EDU + 1 (adult education) EDU
Electronics (adult education) AGL Secondary Activity (or Activities)
6. Background Skills Foreboding EMP
2 Horsemanship CON
Human Empathy (If EMP 1+) EMP
2 Language CHR Contact Forelgn (YIN).'
2 (adult education or travel)
Luck CHR
2 Mechanic STR
Medical (CPR and first aid lessons) EDU 4th Term - - - - -- - $ __
Melee Combat (Unarmed) STR
BACKGROUND SKILLS (martial arts classes)
Att. Adjust. (Aging) _ __
Skills Level
Skill Controlling Att.ribute Observation INT
AlChei"Y sTR (paint-gun com bet games)
Animal Empathy EMP Parachute CON
Computer Operation ED<J Pilot (Axed-wing) (flying lessons) INT
Computer Empathy EMP Project Emotion (If EMP 1 +) EMP
E.oreboding EMP STR + 1 (weight lifting) STR
Vehicle Use INT Small Arms (tllrget shooting) STR
(Motorcycle or Wheeled 'khide)
Stalking INT
(peH-gun c::anbet games: urban)
Human Ef!pathy EMP Stealth AGL
Language* CHR
Swimming CON
luck.. CI:IR Tracking INT
Melee Combat STR (paint~un combat games: rural) Secondary Activity (or Activities)
(Armed or Unarmed) Vehicle Ute (Mol.olcyde or Wheeled Vehlc:le) tNT
Persuasion CHR Vessel Use (Boat) CON
SmaiLArms (Pistol) STR Willpower INT
Stealth A<ll This list identifies skills that can be Contact Foreign (YIN).'
Streetwise INT obtained from secondary activities. For
SwJmmlog CON flavor's sake, many of the skills have par-
*This is in addition to any native enthetical notes describing activities char-
ltmguages the character has as a acters might have pursued in order to gain
result of nationality choice. the skills.

318 DARK CONSPIRACY

james stevens (order #2085857)


CHARACTfR GfNfRATION WORKSHffl PART 2
5th Term - - - - - - - $ __ 8. Skills Summary 11. Hit Capacity (Base)
Att. Adjust. (Aging) _ __ Skills Level Head (CONx2}
Skills Level Chest (STR+C0N)x3
Right Arm (STR+CON)x2 __
Left Arm (STR+CON)x2
Right Leg {STR+CON)x2 __
Left Leg (STR+CON}x2 __
Write the results in the "Slight (Base)" col -
umn of the character sheet. The "Scratch" box
values are halfof base va lue; "Slight" is equal to
the base: "Serious" is double slight, and "Criti·
cal" is one more than serious. Each number
represents the upper limit of damage ifor that type
Se<:ondary Activity (or Activities) of wound. The "Current" boxes are used to record
damage taken. See page 31 for an example.

Contact Foreign (YIN)?


12. Weight (in Kilograms)
Male- 80+(4x(STR- AGL) ].
Female- 65+(4x(STR-AGL)).

6th Term _ _ _ _ _ _ _ $ __
13. Load (in Kilograms)
Att. Adjust . (Aging) _ __ Load - 3x(STR+CON).
Skills Level
14. Throw Range
Throw range- 4xSTR.

15. Unarmed Combat Damage


9. Initiative
Civilian - 1D6+ 2, round down. 0 counts as 1. Unarmed combat damage•
Military- 1D6. [Melee Combat (Unanned)xSTR}+ 10, round
down.(Minimum of 1.)
Initiative M odifiers: Some careers give Ini-
tiative bonuses. See individual career listings
Secondary Activity (or Activities) and page 24. If point allocation was used to 16. Base Hit Numbers
create this characters, Initiative is automati-
cally 2.
Short Med Lon.g Extr
Contact Foreign (YIN)? 10. Age Skill (><2) (xi) (x0.5) (x0.25)
Age~ 17 +(TermS><4 ).
Small Arms
7th Term _ _ _ _ _ _ _ $ __ (Pistol)
Att. Adjust. (Aging) _ _ _ ffffCTS Of AGf Small Arms
Skills Level -Losses- (Rifle)
Terms Age CON STR AGL Archery
17 Heavy
1 21 Weapons _
2 25
3 29 17. Final Equipment Allowance
4 33 y

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

CHARACTER GENERATION CHARTS


319
james stevens (order #2085857)
Character---------------------------------
Player _ _ _ _ _ __ _ _ __
Gender --------------------- hJe _ __
Nationality _ _ _ _ _ _ _ _ __
Weight Height _ _ Load _ ___
Current Occupation _ _ _ _ _ _ __ CONSPIRAcy·· .• ~ ~ ... . . ~ .·-·H· . t .. ; : ;;(~-
~-:i ..- c. d s·e ,..- 1 ·._
,. • ~. ' \ •• • ~ ' "' .• }tf..,..

Strength ....................................... _ Willpower .................................... _


-~
'•
. ··, ·N u.. ·m-'D'e .r... s ·'-' ...:):"
Archery ...................................... ___
Short Medium Long Extreme
Heavy Weapons .......................... ___ fducofion .................................... .
Mechanic ................................... . Biology ....................................... ___ Skill (x2) (xl) (x0.5) (x0.25)
Melee Combat (Unarmed) .............. ___ Business .................................... . Small Arms (Pistol)
Melee Combat (Armed) ................. _
Small Arms (Pistol) ..................... ___
Chemistry ................................... ___
Computer Operation ...................... ___
DODD
Small Arms (Rifle)
Small Arms (Rifle) ....................... ___ Engineer .................................. .... ___
Medical ...................................... .
Physics ....................................... ___ Archery
DODD
Constitution ..................................
Climbing ..................................... ___
Horsemanship ............................. ___
Charisma ....................................... .
Act/Bluff .................. .... .............. .
DODD
Heavy Weapons
Parachute ................................... .
Swimming ................................... ___
Bargain ....................................... ___
Disguise ...................................... ___ Throw Range
DODD
Vessel Use (Boat) ........................ ___
Vessel Use (Ship) ........................ ___
Instruction .................................. .
Interrogation ................................ ___ D (For 1-kg wt.)

Vessel Use (Hovercraft) .................. ___ Language ( ) ......... ___ Thrown Weapon

Agili~ .......................................... _
Language (
Language (
) ......... ___
) ......... ___ D D
(For 1-kg wt. up
to Throw Rllnge.)
(For 1-kgwtbeyond
Throw !Qinge.)

Acrobatics ................................. . Language ( ) ......... _ Unarmed Cbt. Dam. Initiative


Demolitions ................................ .
Electronics ................................. .
Language ( ) ......... ___
Leadership .................................. ___
D D
Forgery ....................................... ___ Luck .......................................... .
Lockpick ..................................... ___ Persuasion ................................. .
Pickpocket .................................. ___ (Base)
Current Scrat.ch Slight Serious CriUcal
Stealth ....................................... . fmpothy ······································-
Animal Empathy ......................... ___ Head
lntelligen<e .................................. _
Navigation .................................. ___
Computer Empathy ..................... ___
Empathic Healing ........................ ___
CJ c=J c:=J c=J c:=!l
Chest
Observation ............................... . Foreboding ................................. ___
Pilot (Fixed-Wing) ....................... ___ Human Empathy ......................... ___ CJ c=J c=J c=J D
Project Emotion ........................... ___ Right Arm
Pilot (Rotary) ................................ _
Pilot (Shuttle) ................................ _
Psychology ................................. ___
Project Thought ............................ ___
Willpower Drain ........................... ___
CJ c:=::J D D D
Left Arm
Stalking ...................................... ___
Street wise .................................. .
CJ c=JCJ CJ[3
Right Leg
Tracking ..................................... ___
Vehicle Use (Motorcyde) ................ ___ CJ c=JCJ CJ[3
Vehicle Use (Wheeled Vehicle) ........ ___ Left Leg
Vehicle Use (Heavy Vehicle) ............ _ CJ DDDD

james stevens (order #2085857)


..~
I

,~ .
• \.. ___
• -__,~
__..,.

, .. ·.
~ • H.I'•S . ·:t), r-..·' · .. ., ' ..
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'-.. :'!',. 'I ' .-""' ' :. ~~: r: ' ~.,.; , # - ::. • • ~ • ~ ~- t, .,... ~ • I , • •

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• • •
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·~ "- ~ ···~··
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,. ·i!... •.•· ,
I'' •

t • _r: .....~.... • ', ' · ·: • ' ,... : • ... • " • ~ ~ ....

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)

POW£R l£V£l TABL£


Power Level Stage
-Recoil- 1-5 Basic Success
ROF Dam Pen Blk Mag SS Brst Rng
6- 11 Stage Two
12- 17 Stage Three
18-23 Stage Four
24-29 Stage Five
30-32 Stage Six
Power Leuel:Empath 's
Skill+ 1D6-Target's Willpower

james stevens (order #2085857)


BODY ARMOR PROTECTION COMBAT SfQUfNCf
Type Head Chest/Abd. Arms/Legs
Actions in each phase are conducted in a specific
Flak jacket 1
order. Characters with the same Initiative as the phase
Kevlarvest 1
number go first, followed by the next higher Initiative,
Steel helmet 1 (1-3)
Kevlar helmet followed by the next, and so forth. A typical turn
1 ( 1-4 )
Close assauh armor 2 1 proceeds as follows:
Numbers in parentheses are the chances on 1D6 Phase 6: 6 acts.
that a round will strike the armor and not an unpro- Phase 5: 5 acts, 6 acts.
tected area. Phase 4: 4 acts, 5 acts, 6 acts.
Phase 3: 3 acts, 4 acts, 5 acts, 6 acts. -
Phase 2: 2 acts, 3 acts, 4 acts, 5 acts, 6 acts.
Phase 1: 1 acts, 2 acts, 3 acts, 4 acts. 5 acts, 6 acts.
HUMAN/ ANIMAL Note: If two characters have the same Initiative and
HIT LOCATION CHART are conducting actions at the same time that may
Die Roll Biped and Prone Biped interfere with each other (such as firing at each other),
Quadruped
the. character with the highest Agility goes first. How-
1 Head Head
2 Right Arm Forequarter ever, for purposes of this determination, subtract the
3 Left Arm Forequarter bulk rating of each character's weapon from that
4 Chest character's Agility.
Forequarter
5 Abdomen Chest
6 Abdomen Chest
7 Right Leg Abdomen
8 Right Leg Hindquarter SCATTfR DIAGRAM
9 Left Leg Hindquarter
Long
10 Left Leg Hindquarter
Biped: Table assumes front/rear shot. For side
1, 2
shots, far side hit equals near side hit.
10 3
Prone Biped: Table assumes top shot (shooting
down onto target). For side shots, far side hit equals 9 4
near side hit. For front shots, a leg or abdomen hit
equals a miss. For rear shots, a head, arm, or chest
8 5
shot equals a miss.
6, 7
Quadruped: Table assumes side shct. For front shots,
a hindquarters or abdomen hit equals a miss. For rear
Short
shcts, a head or forequarters hit equals a miss.

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.

322 DARK CONSPIRACY

james stevens (order #2085857)


MELEE WEAPONS SUBMACH INEGUNS
Weapon Range Hit Mod. Damage -Recoil-
Axe L -2 1D6+STR Weapon ROF Dam Pen Blk Mag SS Brsl Rng
Bayonett L +1 1D6+1f2STR AKR 5 3 1-Nil 2/3 30 3 8 30
Bottle s 106+2 M3A1 5 2 Nil 3/4 30 2 4 30
Club s -1 106+1f2STR M177 5 3 1-Nil 3/4 20/30 3 8 40
Garotte s +1 Special** M231 5 2 1-Nil 3/4 20/30 4 25
Hatchet s 106+1/zSTR MAT-49 5 2 Nil 3/4 32 4 30
Knife* s 1D6 MP-7 5 2 1-Nil 4 30 2 6 30
Machete L 106 Uzi 5 2 Nil 2/3 25/32 2 5 30
Spear L 106+1/zSTR Vz-61 /62 5 Nil 1 10/20 3 7 4
Sword L 106+STR stock 5 Nil 3 10/20 1 4 12
*Including bayonet, when not on rifle. **Unarmed com-
bat damagex2. tWhen on rifle. SPORTING RifLES
-Recoil-
BOWS Weapon ROF Dam Pen Blk Mag SS Brsl Rng
-Recoil- .22 BA -1 Nil 4 51 2 50
Weapon ROF Dam Pen Blk Mag SS Brsl Rng .22 SA -1 Nil 4 10 2 50
Hunting bow SS -1 Nil 1 5 10 15 .30-06 BA 4 2-3-Nil 5 5i 2 75
Crossbow SS 1 Nil 4 6 4 20 Win. 1894 LA 3 2-Nil 5 6i 4 50
Tranq gun SS * Nil 1i 3 8
REVOLVERS AND SINGLE-SHOT PISTOLS *Damage is special and is described on page 287.
-Recoil-
Weapon ROF Dam Pen Blk Mag SS Brsl Rng SNIPER RifLES
Zip gun SS - 1 Nil 1 1 2 6 -Recoil-
BP Pistol SS 1 Nil 2 2 3 8 Weapon ROF Dam Pen Blk Mag SS Brsl Rng
S&W 29/16.5 DAR 3 2-Nil 2 6R 4 16 C3 BA 4 2-3-Nil 5 3i 5 75
S&W 36 DAR 1 Nil 1 5R 6 4 M21 SA 4 2-3-Nil 6 20 4 65
Python/20.3 DAR 2 1-Nil 2 6R 3 18 bipod SA 4 2-3-Nil 6 20 2 75
Pacifier stUn Qll'l SS * Nil . 1 1i 1 1 AR-27 SA 4 2-3-Nil 6 20 6 85
*Damage is special and is described on page 280. All sniper rifles come with a scope. With the scope, add
15 meters to the basic range for aimed shots. If the scope is
AUTOMATIC PISTOLS later damaged or lost (or for quick shots) this modifier is not
-Recoil- added.
Weapon ROF Dam Pen Blk Mag SS Brsl Rng
HS .22 SA -1 Nil 0 10 2 10 ASSAULT RifLES
DE .357 mag SA 3 2-Nil 1 9 3 18 -Recoil-
DE .44 mag SA Nil 8 4 14 Weapon ROF Dam Pen Blk Mag SS Brst Rng
HP-35 SA Nil 13 2 12 AK-74 5 3 1-Nil 5 30 3 7 50
Colt Krait SA 2 1-Nil 1 14 3 15 AKM 5 3 2-Nil 5 30 3 8 50
ALP (1)* 4 2 3 30 AKMR 5 3 1-Nil 5 30 3 7 45
M9 (M92S) SA Nil 15 3 12 G11 3 3 1-Nil 4 50 2 3 55
M1911A1 SA 2 Nil 7 3 12 M16A2 3 3 1-Nil 5 20/30 3 5 55
M1911A1 1Qnm SA 2 1-Nil 6 3 15 AR-15 SA 2 1-Nil 5 20/30 2 55
Walther PPK SA 1 Nil 7 3 10 ALC-2 1* 12 2 5 12** - 60
Vz-52 SA Nil 8 4 12 *One shot per 30 seconds.
Wdy .475 wm SA 4 2-Nil 1 7 4 25 **Backpack is good for 12 shots; none are actually
XM26 APW SA 3 1-Nil 3 20 4 25 carried "in" weapon.
*One shot per 15 seconds

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

324 DARK CONSPIRACY

james stevens (order #2085857)


flAMfTHROWfRS DfMOLITION
-Recoil- Concussion/
Weapon ROF Dam Pen Blk Mag SS Brst Rng DP Penetration *
M9A1 Flamettrower SA * Nil 4 5 4 5
*Damage by burning gasoline is covered in Bums on pages 2 4
97-98.
3 6
4 7
5 8
SURfACf-TO-AIR MISSilfS 7 9
Missile Accuracy Rng 8 10
F1M-92A Stinger Average 6km 9 11
FlM-99 Scorpion Easy 7km 11 12
13 13
MBB- 7 Venus{liegen{alle Easy 7km
15 14
SA-27 Grappler Easy 6km 18 15
32 20
HAND GRfNADfS 50 25
Type Damage Pen 72 30
Antitank C:3, B:4 18C 96 35
128 40
Chemical C:1, B:12 Nil
162 45
Concussion C:5 Nil
200 50
Frag C:3, B:12 Nil
*Penetration is modified by emplacement. Tamped:Penx2.
Thermite C:1, B:4 Nil Laying on or Leaning Against: Pen+2.
WP C:l, B:12 Nil
ARMOR VALUfS Of COVfR
Rlflf GRfNADfS Cover AV
Type Rng IFR Damage Pen Sandbag(250rnm) 5*
HEAT 15 200 C:7, B: 12 2" wooden plank (50mm) 1
30C
Timber house wall (200mm) 4
WP 25 200 C:1,B:12 Nil
Cinderblock wall (300mm) 9
RAW HE 100 2000 C:10,B:28 1C Stone wall (300m m) 6
RAW HEAT 100 2000 C:8, B:20 75C Thick stone wall (600mm) 12
Reinforced concrete 10 * *
CYBfR HANDS Tree trunk (600mm) 12
Weapon Range Hit Mod. Damage Value Brick wall ( 1OOmm) 3
Thick brick wall (300mm ) 9
Power Hand S 2D6+Strength
*Per sandbag. **Per 250mm.
Chainsaw Hand S 2D6+Strength
Blade Hand
Torch Hand
S
S
+2 1D6+(Strength+2)
3D6
ARMOR fQUIVAlfNT
Millimeters per Armor Value
Material Armor Value 1 Constant
-Recoil- Armor plate 5 .2
Weapon ROF Dam Pen Blk Mag SS Brst Rng Sheet steel 6 .16
Gun Hand 5 2 Nil 0 8 5 7 20 Reinforced concrete 25 .04
Concrete and bricks 35 .03
Stone, packed dirt, wood 50 .02
Loose dirt 250 .004
fRAGMfNTATION ATTACK
Fragment. Mult. One fXPLOSIVf PfNfTRATION
Radius Rng Frag. Frag. Miss Dam Pen
Primary lxBurst 1-3 4-6 7- 10 2D6 1
fORMULAS
C=5(-JDP+2). C: Concussion; DP: Damage points.
burst radiu s
2xBurst DP=2[(C+5)2]. C: Concussion; DP: Number of damage
Secondary 1 2 3-10 1D6 Nil
burst radius points needed to arrive at a certain concussion.

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
00000 ooorn
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_

50-Round Belt 50-Round Belt


J.: : .:_) :·\~. /. :;·~ .-:. :·:~·:~~f: ~~::{ ~:·;;1~:XJ.~:·\.\:::.: :·. :~ : ;:.:·.-:. :·.~.: :; :\t 00000
00000
oocoo
oorno
·.:·>.·:::.·. . ·:·y: \·'. ..:.:.: / ·; :·.:. .: .=:: t :· ·.:: .J:.:: :. ·.:::.:...:·>::{. 00000 CDITTI
·.·.· :.'-:.· ·.:.·:, ·: ·. '..:·:· :.. ; .·:· .... :.... ·. : :·.: ·.· ...: '. :.
00000 00000
00000 00000
:_:~<· ·:~ ·: . . ~::<>·.-:· ·:·~.-< ':·> ::·:· . .. -:·· ·.-: . . :-~ .· 00000 OOo:JO
·.:' :' ·. ·:- .·.. : . :·. . :.: .. . : : . 00000 OOCDO
00000 oocoo
ooorn 00000
28-Meter Burst 00000
Caliber_
00000
Caliber_

326 DARK CONSPIRACY

james stevens (order #2085857)


AMMO RfCORD fORMS
Ma Ma Ma
Do=! ODD ODD OLD OLD
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
Caliber_ Caliber_ Caliber_ Caliber_ Caliber_

OLD OLD OLD OLD OLD


00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
Caliber_ Caliber_ Caliber_ Caliber_ Caliber_

OLD OLD OLD ODD OLD


00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 OOOD:l 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 ooorn 00000
00000 00000 00000 ooorn 00000
Caliber_ Caliber_ Caliber_ Caliber_ Caliber_

OLD OLD OLD OLD OLD


00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 OOo::JO
OOOo::J 00000 00000 00000 OOCIIJ
oooco 00000 00000 00000 00000
00000 00000 00000 00000 oooco
Caliber_ Caliber_ Caliber_ Caliber_ Caliber_

Oil ODD ODD OLD OLD


00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 rnooo 00000 00000
00000 00000 00000 rnrno 00000
Caliber_ Caliber_ Caliber_ Caliber_ Caliber
-
COMBAT CHARTS
327
james stevens (order #2085857)
TURRflfD VfHICLf DAMAGf CRfW-IN-HULL VfHICLf DAMAGf
Turret Minor Hull Minor Minor Turrret Minor Hull
Die Result Die Result Die Result Die Result
1 Loader* 1 1 crewmember 1 Loader* 1 1 crewmember
2 Sight/vision 2 Loader* 2 Sight/vision 2 Loader*
3 Sight/vision 3 2 passengers** 3 Sight/ vision 3 2 passengers**
4 Traverse 4 2 passengers** 4 Traverse 4 2 passengers**
5 Secondary 5 Radio 5 Secondary 5 Radio
6 Major turret 6 Major hull 6 Major turret 6 Major hull

Turret Major Hull M(\jor Major Turret Major Hull


Die Result Die Result Die Result Die Result
1 Loader* 1 Engine 1 Main armament 1 Engine
2 Main armament 2 Engine 2 Main armament 2 Engine
3 Main armam ent 3 Fuel 3 Main armam ent 3 Fuel
4 Main armam ent 4 Fuel 4 Main armament 4 Fuel
5 Major hull 5 Ammo 5 Major hull 5 Ammo
6 Minor hull 6 Ammo 6 Minor hull 6 Ammo
*Loader is either a hit on the autoloader mechanism or *Loader is either a hit on the autoloader mechanism or
the actual crewmember loading the gun. This becomes a the actual crewmember loading the gun. This becomes a
driver hit if neither are present. driver hit if neither are present.
* *2 passengers becomes a 1 crewmember hit if this is ** 2 passengers becomes a I crewmember hit if this is
not a passenger-carrying vehicle. If it is a passnger- not a passenger-carrying vehicle. If it is a passenger-
carrying vehicle but no passengers are present, the hit has carrying vehicle but no passengers are present, the h it has
no effect. Cargo destroyed may be substituted for this no effect. Cargo destroyed may be substituted for this
result at the referee's discretion. result at the referee's discretion.

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.

328 DARK CONSPIRACY

james stevens (order #2085857)


STANDARD VfHICLf DAMAGf AfROSPACf CRAfT DAMAGf
Minor Hull Minor Wing Minor
Die Result Die Result Die Result
1-
1 1 crewmember 1 1 crewmember 1 No effect
2 1 crewmember 2 Controls 2 No effect
3 2 passengers* 3 Controls 3 Controls
4 2 passengers* 4 2 passengers* 4 Controls
5 Radio or sight/vision** 5 Radio 5 Controls
-
6 Major hull 6 Major hull 6 Major wing
-
Major Hull Major Wing Major
Die ' Result Die Result Die Result
1 Engine
- 1 Engine 1 Controls
-

2 Engine ,_ 2 Engine 2 Fuel


3 Fuel 3 Instruments 3 Fuel
4 Fuel 4 Instruments 4 Fuel
,-
5 Weapon/ ammo 5 Weapon/ ammo 5 Fuel
6 Weapon/ ammo I~
6 Minor wing 6 Fireball
*2 passengers becomes a 1 crewmember hit if this is not a *2 passengers becomes a 1 crewmember hit ifthis
passenger-carrying vehicle. Ifitisa passenger-carrying vehicle but is not a passenger-carrying ve hicle. If it is a passen-
no passengers are present. the hit has no effect. Cargo destroyed ger-carrying vehicle but no passengers are present,
may be substituted for this result at the referee's discretion. the hit has no effect. Cargo destroyed may be substi-
•• Referee's choice. tuted for this result at the referee's discretion.

VEHICLE COMBAT CHARTS


329
james stevens (order #2085857)
TERRAIN £ff£CTS ON MOV£M£NT CRUIS£ SP££0 TABl£
Unit Open Wood Swamp Hill Mountain Water
Humans On-Road/Off-Road
Humans N N N 1/2 1/4
1/2 1/2 1/4 Human 5/4
Animals N N
Animals On-Road/Off-Road
Vehicles N 1/2 1/4 1/2 1/6
Horse (Broken) 10/ 10
Hovercraft 1/2 1/2 N 1/2 N
Vehicles On-Road/Oft-Road
Boats 1/2 N
Conquistador Bicycle 30/10
N: Normal. - : Prohibited.
Suzuki Motor Scooter 100/40
Yamaha Apache Motorcycle 95/37
Harley-Davidson Motorcycle 95/40
COMBAT MOV£ TABl£ Yugo Contempo 90/15
Humans Crawl/Walk/Trot/Run Zil Tovarisch 90/15
Human 2/8/15/30
Animals Walk/Trot/Run
Ford-Revlon Elite 110/17
Horse (Broker.) 10/30/60 Gener~l Dynamics Motors Lancer 100/17
Vehicle On-Road/0{{-Road GDMAriel 100/15
Conquistador Bicycle 15/ 4
Chysler LeBoeuf 90/15
Suzuki Sparrow Motor Scooter 50/25
Yamaha Apache Motorcycle 45/20 Mitsubishi-Ferrari Kamikaze 130/17
Harley-Davidson Motorcycle 50/20 Mazda Firefly Convertible 110/20
Yugo Contempo 50/10 Mercedes-Benz 750 SL.X 90/17
Zll Tovarisch 45/8
Volkswagon Karto{{eln Van 90/17
Ford-Revlon Elite 60/10
5
Chrysler Conestoga /.-Ton Pickup Truck
General Dynamics Motors Lancer 60/15 90/20
GDM Ariel 60/10 Winnebago Nomad Camper 90!17
Chrysler LeBoeuf 50/10 Range Rover II 90/30
Mitsubishi-Ferrari Kamikaze 80/10
Mazda FireAy Convertible 70/15
HMMWV (Hummer) 100/30
Mercedes-Benz 750 SLX 45/8 Orca 2 1/2-ton Truck 90/17
Volkswagon KariD{feln Van 45/8 Kenilworth Piledriver Semi-Trailer Tractor 80/17
Chrysler Conestoga o/•·Ton Pickup Truck 60/20
Roadrunner Passenger Bus 80/17
Winnebago Nomad Camper 45/8
Range Rover II 50/25 Cadillac-Gage Commando V-300P 100/30
HMMWV (Hummer) 50/15 RamTech P-320 100/30
Orca 2 1/2-Ton Truck 45/8 fuats On-Road/Off-Road
Kenilworth Piledriver Semi-Trailer Tractor 40/8
Small Open Boat 2/2
Roadrunner Passenger Bus 40/8
Cadillac-Gage Commando V-300P 50/25 Pepsico Sunray Small Sailing Boat 4/ 4
RamTech P-320 50/15 Cris Craft Runabout Small Motorboat 8/8
Boat Speed Per Turn (or Upwind/Downwind) Cris Craft Foamdancer Medium Motorboat 6/6
SmaOOpen Boat 1
Pepsico Sunray Small Sailing Boat 106+2/106+4
PBR (Patrol Boat, River) 12/12
Cris Craft Runabout Small Motorboat 4 Aircraft On Ground/In Flight
Cris Craft Foamdancer Medium Motorboat 3 Teledyne Domier CV-27 Peregrine 10/ 10
PBR (Patrol Boat. River) 8 MBB/ Beii/Textron Model 256 Voyager 376
Aircra{L In Flight
Teledyne Dornier CV-27 Peregrine 50
Boeing-Sikorsky RAH-66 Comanche 560
MBB/ BeO/Textron Model 256 Voyager 18 McDonneii-Sukhoi Noehvyeter (NightWind) 320
Boeing-Sikorsky RAH-66 Comanche 28 Robots On-Road/Off-Road
McDonnell-Sukhoi Nochuyeter (NightWind) 16
Kraus Maffei-Deere Auto Farmer 12/ 12
Robot On-Road/0{{-Road
Kraus Maffei-Deere Auto Farmer 6/6 Kraus Maffei-Deere CropScout None
Kraus Maffei-Deere CropScout 90/50 Kraus Maffei-Deere GB-1000 None
Kraus Maffei-Deere GB-1 000 15/6 Kraus Maffei-Deere GB-2000 None
Kraus Maffei-Deere GB-2000 32/12
RamTech Roboguard-111 None
RamTech Roboguard-10 32/12
RamTech Roboguard-IV 30/18 RamTech Roboguard-IV None

330 DARK CONSPIRACY

james stevens (order #2085857)


NPC SlATS NPC MOTIVATION
Level Initiative Attributes Clubs: Violence Diamonds: Greed
Card Motivation Card Motivation
Elite 5 7 Ace War leader Ace Generous
Veteran 4 6 King Brutal King Selfish
Experienced 3 5 Queen Stubborn Queen Lustful
Novice 5 Jack Murderous Jack Coward
8-10 Very violent 8-10 Very greedy
5-7 Moderately violent 5-7 Moderately greedy
Level Skill Damage 2-4 Somewhat violent 2-4 Somewhat greedy
Elite 6 4
Veteran 5 3 Hearts: Sociability Spades: Ambition
Experienced 4 2 Card Motivation Card Motivation
Ace Just Ace Cllerismatic ·-
Novice 2
King Honorable King Deceitful
Queen Loving Queen Ruthless
Jack Wise Jack Pompous
NPC RfCORD 8-10
5-7
Very sociable
Moderately sociable
8-10
5-7
Very ambitious
Moderately ambitious

f 0 R M s 2-4 Somewhat sociable 2-4 Somewhat ambitious

NPC#: Wounds NPC#: Wounds


Experience: ID:JDDOOo:JOO <~>-llnit Experience: CilOOOOOo:JOO <D_, lnit
Attributes: m=IODOOo:JOO 0_2 !nit Attributes: ~DDIJOo:JOD 0 -2 lnit
Skills: Skills:
In Weapon In Weapon
DOD DOD
Initiative: 00000 Initiative: 00000
WeaJX>n: ODDDO WeaJX>n: 00000
Magazines: 0000000 ODDDO Magazines: OOOODDO 00000
Special: 00000 Special: 00000
00000 00000
oorno 00000

NPC#: Wounds NPC#: Wounds


Experience: moooooo:Joo <D_ ,,nit Experience: illODO:JDLDOO <~>_, lnit
Attributes: m=JDDOOo:JOO 0 _2 !nit Attributes: ~ooooor::::ooo 0 - 2 lnit
Skills: Skills:
In Weapon In Weapon
DOD DOD
Initiative: 00000 Initiative: 00000
WeaJX>n: 00000 WeaJX>n: 00000
Magazines: DOOOODD 00000 Magazines: DDOOODD 00000
Special: 00000 Special: 00000
DODOD 00000
DODOD 00000

NPC#: Wounds NPC#: Wounds


Experience: ffiDDOOOo:JOD <D-llnit Experience: mDDOOOo:JOO <~>-llnit
Attributes: KilDDCJOOo:JOD 0 -21nit Attributes: (?JODDDDCIJOO 0 -2 lnit
Skills: Skills:
In Weapon In Weapon
DOD ODD
Initiative: 00000 Initiative: COODD
WeaJX>n: 00000 WeaJX>n: CIJOOO
Magazines: DDOOOOD 00000 Magazines: 0000000 00000
Special: DODOD Special: 00000
00000 00000
00000 00000

NONPLAYER CHARACTER CHARTS


331
james stevens (order #2085857)
Abbreviations (of attributes) ......... 15 5.45mm B ......................... 261 Automatic Fire ............ 83, 86, 277 'Burbs .................................... 143
Acce leration and Deceleration 5.56mm N ......................... 261 Automatic Pistols .................... 278 Bums ....................................... 97
(ofboats) .......................... 110 7.62mm N ......................... 261 Automatic Rifles ..................... 278 Damage .................... 131, 322
Accuracy (of Indirect Fire) ........ 89 7.62mm S ......................... 261 Avgas ..................................... 260 Exposure Time .................... 97
Acquired skills .......................... 17 7.62mm T ......................... 261 Avoidance ................................ 79 Protection ............................ 98
Actions ..................................... 75 8mm M .. ........ ................... 261 8-see Belt Temperature (of burning
Adequate Diet and Shelter ...... I 06 9mm P ............ :................. 261 BA-see Bolt Action substances) .................... 97
Advance by Observation ........... 29 12 Gauge .......................... 262 Background .............................. 13 Bursts
Advancing Fire ......................... 87 I 2.5mm Cis ...................... 261 Ballotmen ............................... 143 Automatic Fire .............. 86, 87
Adventures (see also Runn ing I Smm Dart/Cartidge ......... 262 Banshee ................................. 220 Explosives ........................... 93
Adventures£, Campa igns) .244 18mm Cis ......................... 262 Barghest ................................. 220 C-see Cassette
Other Adventures .............. 254 25mm HE .................. ....... 262 Basic Healing Rate .................. I 05 Cadillacs and Dinosaurs .......... 136
Bigfoot Tracks Found! ..... 257 40mm CHEM .................... 262 Bats ....................................... 189 Calling Fire ............................... 88
Child Talks to Dead Grandpa- 40mm HE ......................... 262 Battle Rifles .................... 278, 324 Camels ................................... l91
On Old Telephone ..... 255 40mm HEDP ..................... 262 Bears, Common ..................... 190 Career List ........................ 53, 317
Crippled UFO Sends SOS to 40mm ILLUM .................... 262 Bears, Grizzly or Polar ............. 190 Career Terms ........................... 13
Earth ....................... 256 40mm Stun ....................... 262 Beasties .................... ............. 177 Careers ..................................... 34
Day Julio Iglesias "Died," 40mm Stun Grenades ........ 262 Attacks ............................. 186 Cascade Skills .................. ........ 18
The ......................... 254 60mm HE ......................... 263 Combat ............................. 186 Cassette ........................... 83, 277
Dolphins Trained to Kill Frogmen 60mm ILLUM .................... 263 Illustrations ................. 178-184 Cats, Large ............................. 191
with Nose Guns ............ 254 60mm Mortar .................... 298 Listings ............................. 187 Cattle ..................................... 192
Escaped Maniac B~.tehers Beal.Aies- 60mmWP .. ........ .......... ..... 263 Mounts .............................. 186 CAW ........................................ 91
And Eats Them I ............... 25 7 82mm SMAW HE .............. 262 Morale ............................... 186 Cerberoids .............................. 192
Five-Month-Old Baby Charged 82mm SMAW HEAT .......... 262 Movement ......................... I 86 Changelings ........................... 2 15
with Murder .............. 254 127mm HEAT (Dragon PIP) ..... 263 Before the Session .................. 152 Type I (Mystic) .................. 215
Hitler Captured ............. 256 140mm RAW (Rine Assault Beginning a Campaign ........... 152 Type II (Cyborg) ................ 215
Hooor c:l the Screaming SkuI .. 254 Weapon) HE ................ 263 Belt .................................. 83, 277 Character Generation ................ 12
Miracle Pooch Comes Back 140mm RAW (Rifle Assault Bicycles .......................... ll2, 11 4 Examples .................... .. 30, 32
From the Dead! ....... 257 Weapon) HEAT .... ........ 263 Biocomputers ......................... 234 Overview ............................. 13
Nine-Year-Old Is a Mirac le 152mm HEAT (T~nk Breaker) ....... 263 Communication between Worksheet Part I ............... 318
Worker .................... 255 Crossbow Bolt ................... 260 biocomputers ............... 237 Worksheet Part 2 ............... 319
Runaway Chainsaw Tried to Dragon PIP ........................ 297 Computer Empathy and Character Sheet ...................... 320
Kill Me1 .................... 257 Longbow Arrow ................. 260 Darkling Computers ..... 238 Charge .......................... ........... 77
Six-Foot lobster Tums Loose Black Powder and Ball Partial persona lities ............ 237 Charisma .................................. 15
Deep-Sea Di vers Into 260 Biological technology ............. 234 Chemical (grenade) ................ 263
Jellyfish ................... 256 FIM-92A Stinger Missile ..... 263 Bleak ..................................... 212 Chemical Grenades and Rounds ....... 90
Sky Diver Plungers Two FIM-99 Scorpion Missile ..... 263 Blk-see Bulk Chimeras ................................ 192
Miles-And Lives! .... 256 FIM-92A Stinger ................ 299 Bloats ..................................... l90 CHR- see Charismn
Wounded Civil War Soldier FIM-99 Scorpion ................ 299 Block s Cities, The .............................. 142
Found in Georgia ..... 256 MBB·7 Venus/l~,hlle MiSSile ...... 263 Armed Melee Combat .......... 80 Civilian Occupntion s ........... 36-49
Ravening Wolves ............... 245 SA-27 Grappler Missile ...... 263 Unarmed Melee Combat ...... 78 Cobra People ......................... 216
After the Session .................... I 52 Animal Hit Location Chart ......... 95 Blood Plasma ......................... I 05 Collision
Age .......................................... 24 Animator ................................ 2 12 Blood Vultures ........................ 191 Dnmage ............................ 118
AGL-see Agility Animated Auto .................. 2 12 Blood, Whole .......................... 271 Ground and Water Crnft ..... 118
Agility .................................... .. 15 Animated Knife ................. 212 Bloodkin ................................. 213 Air and Space Craft ........... 119
Agility and Weapon Bulks .... 77 Animated Statue ................ 212 Trolls ................................. 213 Examples .......................... I 19
Aim .......................................... 75 Crawling Hand ................... 212 Vampires ........................... 2 14 Loss of Control .................. I 19
Aimed Attacks ..................... 80 An imator Generators .............. 240 Lesser Vampires ................ 2 14 Vehicle Collisions
Aimed Shots ........................ 84 Animator Zombies .................. 230 Blunt Trauma ........................... 96 with Creatures .............. 119
Air-to-Air Combat ................... I 13 Ant Hills ................................. 143 Boat Damage ................. I 17, 329 Combat £, Damage ............ ....... 73
Aircraft-see Operating Aircraft Antitank Boat Target Size ..................... 1 14 Combat .................................... 73
Alcohol (Fuel) ........................ 260 Grenades ........................... 263 Boating Maneuvers ................. I 09 Actions ................................ 75
Ambush ................................... 77 Missile launchers ...... 278, 324 Turning ............................. 109 Aim ................................ 75
Ammunition ....... .............. 87, 260 Missiles ...................... I 12, 263 Acceleration ...................... I I 0 Crawl ............................. 75
.22 LR ............ ................... 261 Range ................................ l l2 Rowed Boats ..................... I I 0 Fire ................................ 75
.30-.06 .............................. 26 1 Apeps .................................... 188 Sailboats ........................... I I 0 Go Prone/SIDnd Up ......... 75
.30-.30 .................... ... ....... 26 1 "Are You Anybody?" .. ............... 69 Motorboats ........................ I I 0 Melee ............................. 75
.32ACP ............................ . 261 Armed Melee Combat Body Armor ........................... 270 Mount/Dismount .... ......... 75
.38 Special ........................ 261 -see Combat Bolt-see Ammunition, Crossbow Ready/Change Equipment ...... 75
.44 Magnum ...................... 261 Armor ........................... 79, 81, 95 Bolt Reload ............................ 75
.45ACP ............................. 261 Vehicles ............................. l l 6 Bolt Action ....................... 82, 277 Run ................................ 75
.50 BMG ............................ 261 Army Ants .............................. 188 'Bot City .................. ............... 142 Talk ................................ 75
.50 SLAP ........................... 261 Arrows- see Ammunition, Longbow Bows .................. ............ 279, 373 Trot ................................ 75
.357 Magnum .................... 261 Arrow Brain slices ............................. 237 Walk .............................. 75
.3BOACP ........................... 261 Assassinoids ........................... 189 Breaching Barriers .................... 94 Ammunition ........................ 87
.475 WM (Wildey Magnum) ...... 261 Assault Rifles .................. 278, 323 Buckshot .................................. 91 Armed Melee Combat .......... 80
4.7mm Cis ........................ 261 Attributes ............................ 13, 15 Bulk ................................. 77, 277 Aimed Attacks ................ 80

332 DARK CONSPIRACY

james stevens (order #2085857)


Annor ............................ 80 Effects of Wounds ........... 76 Conversion Notes ................... 136 Dennonground
Blocks ............................ 80 Mounts ....... ....................... 186 Conveying Tech Differences ...... 14 7 Explanations ............... 72, 143
Damage ......................... 80 Beasty Attacks ............. 186 Corrections (for indirect fire) ..... 88 Rural ................................. \50
Hit Location .................... 80 Beasty Morale ............... 186 Corruption Urban ................................ 150
Hit Procedure .................. 80 Movement ........................... 74 Dark Ones ......................... 148 Derived Values (from attributes) ........ 13
Modifiers ........................ 80 Vehicles ........................ I 09 Detail of, A ........................ 155 Designing Your Own
Other Considerations ...... 80 Units of Measure ........... I 09 Countryside Beasties .......... .. ................ 200
Range ............................. 80 Movement and Fire .............. 87 Description ........................ 144 Dark Minions ..................... 232
Automatic Fire .................... 86 Advancing Fire ............... 87 Encounters ....................... . 160 Detail of Corruption, A ............ !55
Danger Zone .................. 86 Fire From Cover (see also Target Obso.Jred) .....•.• 96, 99 Deviation
Long Bursts .................... 87 Moving Vehicles ..... 87, I I 0 Crawling Hand ........................ 212 Direct Fire ........................... 88
Minimum Dice ................ 87 Fire From the Saddle ...... 87 Crew In Hull (defined) ............. 114 Hand Grenades .................... 90
Range ............................. 86 Firing at Riders ............... 88 Critical Wounds Indirect Fire ......................... 90
Recoi l ............................. 86 Target Movement ... 87, 110 Description and effects ...... I 04 Dice
Bicycles and Motorcycles .. I 12 NPCs ................................. 166 Stabilizing .......... ................ I 05 Types .................................. 54
Boating Manuvers .............. I 09 Panic .......................... ......... 77 Crop Fanns ............................ 145 Percentile .......................... I 03
Buckshot ............................. 91 Robots ............................... 129 Cyber Hands ........................... 274 Die Roll Modifiers ...................... 54
Bums .................................. 97 Battle Damage ............. 130 Basic ................................. 275 Diesel ..................................... 260
Damage ............... 131,322 Melee Combat .............. 129 Blade Hand ........................ 275 Dimension Walk ..................... 210
Exposure Time ............... 97 Fire Combat .......... ....... 129 Chain saw Hand ................. 275 Dimension Walk Device ..... 234
Protection ....................... 98 Shotguns ............................. 91 Fine Utility Hand ................ 276 Other Dimensions .............. 235
Temperature .................. 97 Special Cases ...................... 88 Grapple Hand .................... 276 Dimensional Travel ................. 236
Charge .... ... ......................... 77 Target Obscured ............. 88 Gun Hand .......................... 275 Dimensions, Other .................. 235
Chemical Grenades and Rounds ........ 90 Firing at Riders ............... 88 Pick lock Hand ................... 276 Direct Fire
Smoke ........................... 91 Multiple Modifiers ............ 88 Power Hand ....................... 275 Deviation ............................. 88
TearGas ........................ 91 Target Movement ........ 87, II 0 Surgical Hand .................... 276 Hit Procedure ....................... 83
Damage .............................. 94 Thrown Weapons ................. 90 Tentacle Fingers Hand ....... 275 Dissolution ............................ . 210
Blunt Trauma .......... ....... 96 Tum .................................... 75 Torch Hand ....................... 276 Diving Blows ............................ 79
Cover ............................. 96 Phase ............................. 75 T ractor/Pressor Hand ......... 276 Dogs ...................................... 193
Explosions ..................... 98 Tum Sequence .................... 76 Utility Hand ....................... 276 "Don't Drink The Water;
Falls ............................. 100 Agility and Weapon Bulks ..... 77 Cyborgs Don't Breathe The Air" ........ 70
Gunshot Wounds ............ 94 Ambush ......................... 77 Changeling, Type II ......: ..... 215 Door to Hell, The .................... 140
Hit Location .................... 95 Opportunity Fire ............. 77 Further descriptions .. ......... 241 Double Action Revolver ....... 83, 277
H~ Location<; (vehc:les) ...... 116·118 Repetition ....................... 77 Daemons ................................ 216 Dragons ................................. 193
lmpl=~ntiltioo (vehid~) ........ I 16 Unarmed Melee Combat ...... 78 Dam-see Damage Dreamland ............................. 142
Pe~trntion (farget Damage) ..... 95 Aimed Attacks ................ 78 Damage ........................... 94, 277 Eco-Commandos ................... 158
Poison .......................... 101 Annor ............................ 79 Anned Melee Attack ....... ..... 81 EDU-see Education
Resolution (vehicles) .... 115 Avoidance ...................... 79 Explosions ........................... 98 Education
SLAP Rounds ................. 97 Blocks ............................ 78 Concussion ..................... 99 Attribute .............................. 15
Quick Kill ....................... 96 Damage ......................... 79 Damage and Penetration .... I 00 Career terms ....................... 34
Weapon Damage ............ 95 Diving Blows .................. 79 Fragmentation .............. 100 Effects of Age ........................... 24
Direct Fire Deviation ............ 88 Escape ........................... 79 Penetration ................... I 00 Electrical Repair (tools) .......... 265
Direct Fire Hit Procedure ...... 83 Grappling ....................... 79 Falls .................................. 100 Electronic Repair (tools) ......... 265
Aimed Shots ................... 84 Hit Location ............ ........ 78 Gunshot Wounds ................. 94 Elephants ............................... 193
Laser Sights ................... 84 Strangling ....................... 79 HH.ocations (vehid~) ........ 114- 118 EMP-see Empathy
Marksmanship ................ 84 Strike Attacks ................. 78 Implementation (vehicles) ........ 116 Empathy Skills
Pistols ............................ 85 Vehic le Combat ................. I 09 Poison ............................ ... 101 Difficulty Levels ................... 56
Quick Shots ................... 84 Collisions With Creatures .... I I 9 Resolution (vehicles) ......... 115 Success ............................... 55
Range ............................. 84 Configuration ................ 1 14 Unarmed Combat ................ 78 Empathy ...........................: ........ ..
Recoil ............................. 85 Damage ....................... 1 14 Danger Zone ............................. 86 Attribute .............................. I 5
Rifle Scopes ................... 85 Movement and DAR (see Double Action Revolver) Description ........................ 151
Two Weapons ................. 85 Driver Initiative ........ I I 0 Dara Schwartz .......................... 30 Empathy Booster Drug ........... 271
Drive Action ...................... I I 0 Movement Rates ........... I 08 Dark Earth ............................. 137 Encounters ............................. 157
Explosives and Demontions ........ 92 Small Arms Fire ........... 1 15 Dark Elves ...................... 221, 234 Anywhere .......................... 162
Breaching Barriers .......... 94 Communication between Dark Minions, The .................... 72 Countryside ....................... 160
Burst .............................. 93 biocomputers .................... 237 Dark Minions and In the City .......................... 158
Concussion ....... ............. 93 Computer Empathy and Human Emotions .......... 211 Travel by Highway ............. 160
Eflects ............................ 93 Darkling Computers .......... 238 Descriptions ................ 72, 149 Energy ETs ............................ 218
Penetration ..................... 93 Concussion ......................... 93. 99 Dark Ones, The .......... ............ 148 Equipment f, Reference Charts ...... 258
Radio Detonation Grenades ........................... 263 Corruption ......................... 148 Equipment ............................. 260
of Explosives ............. 92 CON-see Constitution Dark Minions ............ ......... 149 Personal Equipment
Setting Charges .............. 92 Constitution .............................. 15 Extraterrestrials ................. 149 2km Hand Radio ........... 269
Tamping ........................ 92 Construction Tools .................. 265 Dark Races ............................. 20 I 4x Binoculars ................ 270
Types of Explosives ........ 92 Contacts Illustrations ................. 202·208 5!25km Manpack/Vehicular
Fast Driving and Mishaps ... Ill Defined ................................ J9 Dark Times .............................. 65 Radio ...................... 269
Fire Combat ........................ 82 Generating ........................ 171 Dark, The ................................. 72 5!25km Secure Manpack/
Human Limits ................. 82 Generic Darkling Vehicular Radio ....... 269
Rate of Fire ..................... 82 Academic ....................... 20 Attributes ............ ... ........ ... 209 I O-Man Tent ................. 272
Reloading ....................... 83 Business ............... •......... 20 Computers ........................ 238 50km SeCl.re Vehicle Radio ..... 270
Firing at Aircraft .. .............. 113 Criminal ......................... 20 Empathy ........................... 210 50km Vehicle Radio ...... 270
Firing at Vehicles and V~ls ......... I 12 Empathic .............•......... 20 Skills ................................. 209 Advanced Still Camera ....... 268
Grid System ........................ 74 Entertainment ................. 20 DarkTek ................................. 233 Air Compressor ............ 272
Hand Grenades .................... 90 Government ................... 20 Data ghosts ............................ 237 Air Tank , Aqualung ...... 272
Indirect Fire ......................... 88 Intelligence Community .. 20 Dayton Map ............................ 245 Anesthetic .................... 271
Accuracy ........................ 88 Journalist ....................... 20 Dealing with Fractions .............. 55 Antivenin Auto injector ..... 271
Calling Fire ..................... 88 Law Enforcement ........... 20 Death (by critical wounds) ...... 104 Aqualung ..................... 272
Corrections .......... ........... 88 Medical ........................... 20 Death Rays Arc Welder ................... 265
Deviation ........................ 88 Military ........................... 20 Hand-Portable ................... 243 Annor, Close Assault .... 27 I
Hit Difficulty Level .......... 88 Specialist ........................ 20 Vehicle Mounted ................ 243 Audo Recorder (Advanced) ........ 267
Self-Observed Fire .......... 89 Wealthy .... ~ .................... 20 Decelerat ion (of boats) ........... 110 Audio Recorder (Simple) .... 267
Subsequent Shots ........... 89 Solid .... ................................ 21 Decline of Government, 1lle ........ 6 7 Audo Recotding Cartridg~ ....... 268
Initiative .............................. 76 Controlling Attributes and Skills ........ I 7 Demolition (See also Explosives) .... 325 Autoinjectors ................ 273

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

334 DARK CONSPIRACY

james stevens (order #2085857)


Fraction~ Dearng with Fractions Humanoid ETs ........................ 218 Combat ............................. 114 Direct fire ........................... 85
Fragmentation Hand Grenade .... 263 i-see Individual Mounts in Combat .................. 186 Pistols ................................. 84
Fragmentation .......................... 99 Identity Papers ........................ 260 Movement and fire ................... 87 Recovery
Fred Brody ............................. 252 If You're New to Roleplaying ..... II Multiple Barrel Guns ............... 1 13 Scratch Wounds ................ I 05
Brody's Ultraviolet Lasers ..... 252 IFR-see Indirect fire Mult iple Modifoers ...................... 88 Slight Wounds ................... 104
Fuath ..................................... 22 1 In-Space Transfer ................... 122 Mummy .................................. 227 Serious Wounds ................. 104
Fue1 ........................................ 260 Indirect fire .....................•........ 88 NBC (Nuclear, Biological, Critical Wounds ................. 104
Gasoline ................................. 260 Accuracy ............................. 88 Chemical) Equipment. ....... 270 Reentry ................................... 121
Generic Contacts ...................... 19 Calling fire .......................... 88 New Empathic Skills ............... 209 Referee Determination ............ 156
Ghosts .................................... 221 Corrections .......................... 88 New Skills ................................ 29 Refereeing Dark Conspiracy ...... 134
Haunt ................................ 222 Deviation ............................. 88 Nonplayer Characters Referees ................................. 132
Poltergeist ......................... 222 Hit Difficulty Level ............... 88 -see Human NPCs Reference Charts .................... 316
Global Production ................... 147 Indirect fire Range (IFR) .... 278 NPCs-see Human NPCs Reload
"God Shed His Grt~ce on Thee .. ." ...... 70 Self-Observed fire ............... 89 Nukids .................................... 225 Action ................................. 75
Grapple .... .............................. 272 Subsequent Shots ................ 89 Obscured Target Statistic ............................. 277
Grappling ................................. 79 lndividual .......................... 83, 277 -see Target Obscured Reloading ................................. 83
Gre<~ter Depression Initial Equipment ...................... 27 Ogre ....................................... 225 Repe11ting actions
Description ..................... 66-67 Initial Experience ...................... 16 Onset Of The Dark Times ......... 66 in a combat tum .................. 77
lnlluence on Agriculture ..... 144 Initial Skills ......................... 16, 17 Open terrain ........................... 109 Reserves ................................... 19
Grenade Launcher Rounds ...... 262 Initiative Operating Aircraft ................... 109 RetroTek ................................ 146
Grenade Launchers ......... 278, 324 Defined .................... 23-24, 76 Opportunity Fire ....................... 77 Revolver ........................... 83, 277
Grid System, The ...................... 74 Improvement ............... 28, 156 Other Equipment .................... 272 Revolvers and Single-Shot Pistols .... 278
Ground Weapons ....... ............. 113 lnsectoid ETs .......................... 219 Other Interesting Stories Rewmds and Experience ......... 156
Grubs .. ................................... 219 INT- see Intelligence in This Issue ....... 254. 256, 257 Rhinos .................................... 195
Gunshot Wounds .......... ............ 94 Intelligence ............................... IS Other Things to Consider ........ 155 Rifle Grenades
Hand Grenades .... ..................... 90 Introducing Dark Conspiracy ...... 8 Out-Law, The ................... 71, 145 (see also Indirect fire) ....... 262
Types ................................ 263 Knockdown ............................ I 03 Overhead Attacks ................... 1 15 Rille Scopes ............................. 85
Harpy .. ........................ ........... 223 LA-see Lever Action Overseas ................................ 145 Rid (see Reload)
Haunt .......................... ........... 222 Languages ................................ 18 PA see Pump Action Rng (see Range)
Healing ........................... 104, 105 Laser Sights .............................. 84 Pale, The ....... ......................... 226 Roaches, Giant ....................... 195
HEAT ..................................... 263 Launch Characteristics ........... 12 1 Panic ........................................ 77 Robots .................................... 128
Heavy Weapons ..................... 262 Leeds' FarmMap .................... 251 Paraphysicist ............................ 46 Ammunition .......... ............ 128
Heightening Horror ................. 153 Lesser Vampires ..................... 214 Paraphysicist's Field Kit ..... 272 Battle Dam11ge .................. 130
Herbert Vahn ............................ 32 Lever Action ..................... 82, 277 Empathy Booster Drug ...... 271 Nonvehicular ................ 130
Highways ............................... 160 Life In The City ......................... 67 Partia l personalities ................. 237 Vehiculllr ............... 130- 131
Hills ........................................ I09 Load ......................................... 25 PCs and Dimensional Travel •..... 236 Behavior ............................ 128
Hit C11pacity ............................. 25 Long Bursts .............................. 87 Peer Determination ................. 156 Bum D11mage .................... 131
Hit Locations Loss of Control (of vehicles Pen-see Penetration Combat ............................. 129
Un~~rmed Melee Combat ...... 78 after collision) .................... 1 19 Peroetration Melee Combat ................... 129
Armed Melee Combat .......... 81 Machineguns .......................... 278 Exploding rounds .............. I 00 Fire Combat ...................... 129
Gunshot Wounds ................. 95 Mag (Magazine) ...................... 277 Demolitions ......................... 93 Drudgebots ........................ 128
Vehicles ............................. l14 Maintaining Mystery ................ 153 Firearms ................. 95-96, 277 Cleaningbot .................. 131
Hit Procedure Major Gerald Leed s ................. 250 Vehicles ............................. liS Butlerbot .................... .. I 31
Armed Melee Combat .......... 80 Major NPCs ............................ 171 Percentile Dice .................... .... I 03 foodbot ....................... 131
Explosions ........................ 100 Making Roleplaying Persona l Gear ......................... 273 Receptionistbot ............. 131
HiTek ..................................... 146 a Community Effort ........... 152 Phase ................................. 75, 76 Repairbot .................... . 131
Horror Begins, The ..................... 9 Maneuvering in Space ............ 123 Physica I Attributes .................. 209 Guardbots ......................... 128
Horses .. .................. ................ 194 Attaining Higher Orbits ...... 124 Pistols (rules for Recoi l) ............ 85 Rocket Launchers ................... 278
Host, The ................................ 136 Avoidance and Intercepts ..... 123 Plant Empathy ........................ 21 0 Rockets .................................. 262
How to Use This Book .............. 10 lntmqlt and Avoidance Tunes ...... 124 Plasma ................................... 271 ROF- see R11te of Fire
Human Li-n its (in fire combat) ..... 82 Launch Vehicles In Orbit .... 124 Players ....................................... 6 Rolling versus an Attribute or Skill ..... 54
Hum11n NPCs .......................... 163 M11neuver Times ................ 124 Point Allocation ........................ 15 Rowed Boats .......................... 110
AimedShotsvs. NPCs (double dam· Reentry ....................... ...... I 2 1 Poison .................................... 101 Rules, The .............................. 135
age for head shots) .. 166-167 Manticores .............................. 194 Treatment ......................... 106 Ruming Adventures & Campaigns ........ 152
Appemance ....... ................ 170 Scorpion Tail ..................... 194 Poltergeist .............................. 222 Beginning A Campaign ...... 152
Combat ............................. 166 Marksmanship .......................... 84 Power Hand Tools ................... 266 Detail of Corruption, A ....... I 55
Contacts ............................ I 71 Meaning of Attributes ................ 15 Precincts ................................ 143 Heightening Horror ............ 153
Hit Capacity ...................... 166 Medical Preparing Adventures ............. 154 Running an Adventure ....... 152
Major NPCs ....................... 171 Care .................................. 105 Promoting Paranoia ................ 154 Before the Session ........ 152
Motivations ................ 167, 331 Supplies ............................ 271 Promotions (military) ................ 19 During the Session ........ 152
Clubs: Violence ............. 169 Medusa ................................... 223 Prone (action) ........................... 75 After the Session .......... 152
Diamonds: Greed ......... 169 Human Statistics ......•........ 223 Protection (from bums) ............. 98 Making Roleplaying
Hearts: Sociability ......... 168 Tentac les ............... : ........... 223 Proto-Dimensions a Community Effort ...... 152
Spades: Ambition ......... 168 Melee Weapons ...................... 279 Topology ........................... 235 Maintaining Mystery ........... 153
Other NPC Skills ................ 167 Mental Attributes .................... 209 Travel ........................ 235, 236 Preparing Adventures ........ 154
Panic .............. ................... 166 Mike-Town ............................. 142 Pump Action .................... 83. 277 Promoting Paranoia ........... 154
Record Forms .................. .. 33 I Military Pyrokinesis ............................. 210 Rew11rds and Experience .... 156
Sample Stock NPCs .......... 172 Occupations ....................... .49 Quick Kill ....................... .......... 96 Setting the Scene ............... 153
Beat Cops .................... 173 Rank .......................... ......... 19 Quick Shots .............................. 84 Time and Money ................ 155
Bikers ........................... 173 Reserves .............................. 19 R-see Revolver Rura l Demonground ............... ISO
Cultists ......................... 173 Minimum Dice .......................... 87 Radio Detonation of Explosives ......... 92 SA see Semiautomatic
Derelicts ....................... 173 Mishaps-see Fast Driving Random Generation .................. 15 Saber-toothed Cat .................. 196
Dobies and Gidgets ...... 174 11nd Mishaps Range ..................................... 278 Sailboats ................................ 110
Eco-Warriors ................ 174 Modifiers (to melee weapons) ...... 80 Automatic Fire .................... 86 SAM-see Surface-to-Air Missiles
Gangers ....................... 174 Moreau We res ........................ 230 Direct fire ........................... 84 Sample Stock NPCs ................ 172
Gizmoids ...................... 175 Morlocks ........................ 224, 234 Melee Weapons ................... 80 Scorpion Tail .......................... 194
Good Samaritans .......... I 75 Mortar Rounds ........................ 263 R11nge finders ........................ I 12 Scmtch Wounds ..................... 103
Government Agents ...... 175 Mortars .........................•..... .... 278 R11te of fire ....................... 82, 277 Recovery ........................... I 05
lgors ............................. 176 Moss Zombies .................... .... 230 Rats ........................................ 195 Secondary Activities ................. 18
Mother Earthers ............ 176 Motorboats ............................. I I 0 Ravening Wolves .................... 245 Self-Observed Fire .................... 89
Security Guards ............ 176 Motorcycles Recoil .................... ................. 278 Semiautomatic ................. 83. 277
Statistics .................... 166. 331 Movement ......................... 1 12 Automatic weapons ............. 86 Semitek .................................. 264

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

336 DARK CONSPIRACY

james stevens (order #2085857)

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