* .
N
E
$ W O
$3.95
Canad
. -
0 . AThe
Black
Sword
(Turin
om the edges of the Anfaugli, Turin was snatched from Morgoth's
F
grasp by the Elf Gwindor, who took him back to Nargothrond on the Narog. Here he dwelt at the court of Orodreth the King, and was held in honour by him and his people. Thus it was that the Evil fate which enmeshed Turin, was to spread out and weave the destruction of Nargothrond itself. Turin became mighty in Nargothrond and was called Adanedhel, the Man- Elf by the people. He rose in power and esteem and calling himself 'Morrnegil', The Black Sword, was to lead the war-hosts of Orodreth against the armies of Morgoth.It had long been the practice of the Noldor of Nargothrond, to husband their resources for war with great care and to fight the Enemy by means of stealth and the setting of ambushes. This was not to The Black Sword's liking who, ignorant of the Doom that he was fulfilling, bridged the Narog and led out the War host of the King in noise and splendour.
-1
M239
I' lirp(il
Orodreth
of
Nargothrond. He is armoured in plate and chainmail. Originally an insignia used by captains to distinguish themselves to their hosts in the field, the wings gradually became a symbol of Kingship amongst many of the Elven kindreds, worn by some upon a silver circlet, but by most of the Noldor, on an ornate war- helm.
He carries a long sword, jewelled at the hilt. Orodreth's cloak is decorated with his own insiania. the waterlily and the diamond. The traditional emblem of his house was an eight spoked wheel surrounded by a golden disc, but when his brother Finrod relinquished the crown in his favour, Orodreth instead used his own emblem of the water Lily, rather than adopt that of his brother who yet lived.
The host of the Noldor was destroyed on the field of Tumhalad, and the fair
C i of Nargothrond sacked and laid waste by the Dragon GlaUNng. Turin had played his unwitting part as the agent of Morgoth's curse, and had brought destruction ever in his wake. But Morgoth was not yet finished with the son of Hurin. Still he hounded him as he fled North to Brethil and joined with the Haladin in that place. Here Turin called himself 'Turambar' or Fatemaster, a title of miserable irony, in view of his final acts; for Glaurung, although slain by Turin, had bewitched Nienor his sister, and she, ignorant under the Dragon spell, of who she was, had wedded Turin and conceived his child.
Glaurung, in a last fulfilment of Morgoth's curse, had lied the spell upon his own expiry, whereupon Nienor became aware of who she truly was and slew herself. Turin, upon learning this and unable to bear the weight of Doom longer, took his own l i e with the evil blade Gurthang.
F i n d z z
and Gwindor
[[
When Turin came to Nargothrond, the heart of Finduilas, Orodreth's daughter was turned from Gwindor, her previous suitor, to Turin who for his part, did not return her love. Finduilas' costume is embroidered with the waterlily emblem, albeit much slenderer than previously and with no central diamond. The sleeves of her gown likewise have a 13e lily
flower rnoti as part ofthe paltern. She wears an ornate circlet of silver about her head. Gwindor wears a tunic which comes to a point at the front in traditional Elven house. His cloak-clasps are decorats been of Finrod's household before hi a handgrip decorated as an unfu Nargothrond.
-I
I;tyb, which is decorated with the motifs of his own I with spoked wheel patterns, showing him to have capture at the Nimaeth Amoediad. His sword has ing bud, a popular moti among the Noldor of
M238
Turin
'Black
Sword" mounted
Turin was shown great favour by Orodreth of Nargothrond, and was the only Man ever to lead an Elven host. He is arrayed in Elvish arrnour, a mixture of plate and chain-mail. His helmet is also distinctively Ehren, with characteristic wings at the sides. He wears a Dwarf-made mask on the front of the helmet. The foreplate of his armour carries the insignia of Orodreth, in the form of a stylised water-lily inset with a diamond, a motif common amongst all the Noldor. He carries the great sword Gurthang, Beleg's weapon of old and now re-forged by the smith's of Nargothrond, and whence he derives his name 'Mormegil', the Black Sword.
M242
Hithlum
Easterling
warrior
This warrior wears his hair long and swept back, and with long moustaches His sword, whosescabbard attaches to his bet by means of a heart-shaped piece of thick leather, is long and of the cavalry sort His mail is formed of squares of metal sewn onto an undertunicof leather. He wears greaves made of thin iron strips and has a small, semi-circular shield with a spiral motif, characteristic of the Moon worshipping Easterlings. Bright primary colours are favoured among the Easterling bibes, principiy reds, yellows
M245
Niniel the
Bride
Niniel was, through Glaurung the dragon, Morgoths utimate tool for the destruction of Turin Deprived by Glaurung of all memory of her previous lie she
fled naked to Brethil and was tended and cared for by the Haladin of that place. Her costume is simple and she wears double skirt, a common custom amongst the women of the Edain Each is decorated with embroidered flower patterns around the rim. Her hair is adorned wlth flowers, acommon practice for weddings amongst the Haladin in their poverty,
II
b
I
lacking as ihey do, the refinements of jewellry and rich cloth.
M243
Brandir
the lame
Brandir was the leader of his people, the Haladin, in Brethil, during the years following the Battle of the Un-numbered tears. Brandir's costume is simple and coarse made, reflecting the harsh times that had befallen his folk. His cloak and tunic will be brown, green or the parchment colour of unbleached cloth. He wearsashirtofsoftleatheras hisonly armour and carries a Northman (Edain) sword, an heirloom of the second house of the Edain from a time before the fortunes of his people fell at the Nirnaeth Arnoediad. Brandirwasfalselythought by Turin to have caused Niniel's death and L!
was slain by him.
II
II
M247
Elven
warrior
(Noldo)
This figure represents one of the retainers of Orodreth, who fought under Turin at the battle of Tumhalad. Heis clad mostlyinfine Elven mail, but with some plate armour on his arms and legs. Like Turin and Orodreth his helmet is
r
winged. His gauntlets are decorated with the 'unfurling-bud' design and his longsword has a diamond emblem on the pommel, both characteristic Noldo symbols. His cloak is decorated with the waterjily motif of Orodreth, the leaves of which would be red and the surrounding semi-circle coloured gold.M246
Angband Orc
Captain
Like all the Orcs of this age this figure is garbed in primitive dress and crudely beweaponed. (see fig M222 Morgoth Orcs). His clothing consists largely of pets
and fur-scraps, but with some .I
leather armour on his upper torso. The features that most clearly distinguish him from his underlings are his helmet, whip and iron-headed axe. The helmet, of a dull iron colour, and axe have been forged in the smithies of Angband and the whip, even at this early period was used by the Orc leaders
to instill discipline and obedience on their less intelligent followers. It is unlikely that at this stage, the Orcs would have been sufficiently skilled in metallurgy to produce their own weapons.
M244
Turin
Turambar
When Turin came to Brethil after the wreck of Nargothrond, and joined the people of Brandir, he set aside his fine Elven mail and the evil sword Gurthang, and took for his weapon, the spear. The Haladin of Brethil were cowed and small in number, and their ways of fighting were by ambush and trap. The only items of Elvish origin that remain to Turin are the short sword at his side which is decorated with the lily emblem of Orodreth, and a part of his Elven chainmail, which is worn underneath a leather jerkin. His clothes would be green and brown in colour, suitable to the secret warfare of the forest.
M241
Brodda the Easterling
The chieftain of an Easterling tribe who were allied to Morgoth during the Baffle of the un-numbered tears, Brodda was rewarded with lands in Dor-Lomin after the conflict. His rank is denoted by the many golden chains of office which hang about his neck, each depicting suzerainty over a sub-chief who would present him with the chain as a sign of his own feaHy. He wears an embroidered belt, the ancestor of the long decorated belts of the Third age Sagath, and greaves of bronze. The patterning on his clothes and cloak is angular, another characteristic of Easterling design. Easteriings fight predominantly from horseback and he wears a long cavalry sword which has no cross-piece below
A
the grip. His long swept back hair and moustaches are also characteristic of the Easterlings
This text is sup ort material for Middleearth Ltd., Macroom, Co. Cork, Ireland, under figurines rnanukctured by Mithril Miniatures licence from Tolkien Enterprises Inc. These figures a r e available from good hobby and games stores.
Trademarks and mpynghts 1991 Tdken Enterprises lllc MERP 1s mpynght 01 iron Crown
E d i t o r i a l
RUNES.
. . .
f.4
Stewart gives a mission statement and talks about direction.F e a t u r e s
ITEMS
FOR
ANY
REALM
. . .
6
THE
SILICON
DUNGEON
. . .
12
INFILTRATION
OF THE
MIND
MAGGOT
FROM
PLANET
V
. .
.16
NATIVES
OF THE
BIG
EASY
. . .
25
THE DARK
TOWER
. . .
34
FEATURE
REVIEW:
DREAM
PARK
. . .
50
ARTIST
SPOTLIGHT
. . .
54
FEATURE
REVIEW:DANGEROUS
JOURNEYS
. . .
56
LICENSED
TO
THRILL
. . .
59
CAPSULE
REVIEWS
. . .
67
Spike
Y.
Jones gives us some magic items modelled in our own image. Jim Trunzo lets us in on what's hot and what's not in computer games, including a peek at the new Wizardy.A new live action roleplaying scenario by Roger Spendlove of the Dream Park Corporation.
C.R. Shaver & J a s o n
Rush
bring us seven new Archetypes inthe
second of their five-part Shadowrun series detailing New Orleans. A Crossover Story for Vampire:The Masquerade andWerewo1f:The Apocalypse
by Chris
Hind.Stewart Wieck gives us the
highs
and lows of R. Talsorian's new Dream Park Game.David Martin, our cover artist, shows us an overview of his work Rob Hatch lets us in the newest release from E. Gary Gygax and Game Designers Workshop.
A
look a t the plusses and pitfalls of licensed game products.Staff reviewers take a look at hordes of new products.
Credits
JulylAugust 1992
Publisher: White
Wolf
Editor-in-Chief: Stewart Wieck Layout and Design: Chris McDonough
Assistant Editors: Ken Cliffe
and
Robert Hatch Art Director: Richard ThomasProduction: Sam C h u p p
Advertising Director: Wes Harris Cover Artist: Dave Martin Poster Artist:
Tony
Harris Cartographer: Chris McDonough Staff Writer: Jim TrunzoLine Reviewers: G e n e Alloway, Donnie Collette, Steve
Crow,
Christopher Earley, Keith Eisenbies, Jim2 J U L Y / A U G U S T 1 9 9 2
Foster, Matthew Gabbert, Phillip Hess Hind, Sean Holland, Daniel Huber,
Allen Mixson, Charles Peirce,
Herb
Petro, Thomas Riccardi, DavidL.
Pulver, Anthony Ragan,S.
J o h n Ross and J o h n Setzer.A r t Credits: Josh Timbrook, Tony Santo
and
Richard ThomasEditor-in-Spirit: Stephan Wie Deutsch Sprecher: Mark Rein
Printed in the United States
of
America. Special thanks this issue to:R.
Talsorian Games for providing a prepublication copy of DreamPark
for the Feature Review.Garou and
Kindred
mix
it
up
in
The Dark Tower
by
Chris
Hind
P.
34
WHITE WOLF Magazine (ISSN 0897-9391) is published bi- monthly by White Wolf. The mailing address for all items is: White Wolf, 4598-B Stonegate Industrial Blvd., Stone Mountain, GA 30083. The phone number is (404) 292-1819. WHITE WOLF is distributed through subscription and distribution services throughout North America, Europe, Asia and Australia. Overseas subscriptions are available. All subscriptions are priced as follows: any U S . address = $24, any Canadian address = $35, overseas via surface mail = $50, overseas via airmail = $80. All rates are for twelve issues. Checks or money orders should be made payable to White Wolf. Subscribers are given constant notification of the last issue of their current subscription by the number following
their name on the address label.
WHITE WOLF Magazine and White Wolf are both copyright White Wolf. All material printed in these pages is the exclusive property of White Wolf unless prior arrangements have been made with the author/artist. None of the material may be reproduced in whole or in part without prior written permission from the publisher. Third Class postage is paid at Stone Mountain, GA. Postmaster: Please send address changes to White Wolf, 4598-B Stonegate Industrial Blvd., Stone Mountain, GA 30083.
The mention of or reference to any companies or products in these pages is not a challenge to the trademarks or copyrights concerned.
I
feel that there is definitely a place for an independent game magazine in this hobby. It’s simply a matter of the function best served by such a magazine. WHITE WOLF Magazine has experimented with several different approaches and formats, but I think it’s time to work on a long-term perspective.WHITE WOLF Magazine is finally receiving the attention we’d
came a dedication to cover the smaller game companies, probably because we were one ourselves and I saw a chance to help others get some attention.
The next format involved dedicating each issue to a certain theme, like the Horror Issue or Fantasy Issue. We followed this format from WW18 through WW30, but I feel that it has been worn out. The format made the magazine too predictable and, I
Although it’s too soon to say for certain, it looks like always hoped it would, and it may truly fill the void that has existed since the passing of magazines like Different Worlds. The feedback on WW31 has been tremendous so far. The favorite article seems to have been “United States v. The Lizard Thing,” but many others
commented on the Feature Review with the Other Opinions, the Live-Action scenario, and the beautiful Shadowrun article. the new format and the new era of
WHITE
WOLF Magazine behind
us, it’s time to prepare forthink, scared off potential readers because they didn’t enjoy whatever genre was being targeted.
There are a few unifying elements of the new format. Now, we feature one popular game with regular articles for an entire
year (like the Shadowrun pieces this year, though the idea grew out of the Torg adventures printed last year) and supplement it with articles that have a more universal appeal, like last issue’s “United States v. The Lizard Thing”; while this article certainly would most interest those who play superhero games, it is also fun reading for other With the beginning of
by
Stewart
Wieck
the future. Toward that
end, I would like to prepare a Mission Statement for the magazine. A Mission Statement is a simple but powerful device used by individuals, groups, and companies to provide a focus for the future. These statements indicate why an individual or group does what it’s doing. It’s not an inane statement of expectation or desire, like “In three years
WHITE WOLF
Magazine will be the most,widely read roleplaying game magazine.” Such sales or monetary goals are outside the tenets of a Mission Statement, though one can hope that by achieving or upholding the Mission Statement such rewards will also be earned.I hope to create a statement that will serve the life of the
magazine, perhaps even beyond my issue-to-issue involvement with it (which will probably only end when the magazine goes to a monthly publication schedule). The future will undoubtedly force changes in the magazine, but hopefully a Mission Statement created now will serve to impose my personal vision on the magazine for its entire existence.O n the way to the future, I should begin with the past.
WHITE
WOLF Magazine was originally conceived as a forum
for the writing of both myself and Steve Wieck. It quickly became more (and consequently less) than that as we began to view the magazine as an actual periodical. Searching only for artists soon became a search for writers as well. With more writers came less writing by the Wieck brothers, and I have at times mourned the burden the magazine has become. Today the magazine is a duty, as the majority of my writing in the magazine is in the form of reviews, but with the new format and expanding audience I think there is a chance to create a new vision.The changes in the format of the magazine have always been incremental. The first big change came with WW8, and this was also when Steve and
I
decided on a basic format of one fantasy adventure per issue supported by whatever assortment of articles for other games that we could put together. Out of this gradually4 J U L Y / A U G U S T , 1 9 9 2
garners or those who just enjoy comic books. “Licensed to Thrill” in this issue is another example. Other elements include at least one Feature Review that is supported by Other Opinions, an article or adventure for a game published by a small game company, a dedication to printing our columns like “People of the Land” and “Items for Any Realm” on a more regular basis, and a Live-Action scenario. Mission Statement? Any Mission Statement for this magazine will have to include a number of elements, including: 1) a dedication to supporting lesser-known games that are worthy of attention, 2) bringing an awareness of other forms of roleplaying like Live-Action games, and 3) providing information about new developments from all game companies. There are some angles that the magazine probably won’t pursue. For example, there has been an on-again off-again desire to make WHITE WOLF Magazine more “newsy” by including details about events within the industry, but I think the focus is more appropriately directed at the games and the creators than the political duels between companies except where the latter interferes with the former.
There are many more desires and possibilities to consider beyond this bare list, but I suppose that’s partially how a Mission Statement succeeds. A Mission Statement provides criteria by which to judge any proposals concerning the magazine. The Mission Statement that follows will be reprinted in every issue of the magazine, and while we may not live up to it in every regard right now, it is something to work toward. I hope you’ll let us know how we’re doing.
WOLF Magazine is dedicated to the purpose of making garners aware of new advances in roleplaying games and game tech- niques. While pursuing this goal, roleplaying will be always be considered as art, as well as simply entertainment.”
So what does all this history and format change mean for a
I
M E C H F O R C E N O R T H A M E R I C A o
THE OFFICIAL
'
II"
FULL
MEMBERSHIP0
Membership $20.00 I N0 US First Class Postage
...
Included0 Canadian & Mexican First Class Postage
...
...
$4.000 Overseas First Class Postage $6.00
Total Amount Included.. .$
If Renewal, list AWOL/MNA .#
...
COI MEeH To m m m, I'u Boo.
...
...
...
Prices subject to change without notice
Now is your chance to get all of the latest information on the Inner Sphere, the Clan invasion and all the latest news on FASA products.
organization dedicated to the warriors who count, warriors like
Mechfwce North America is the FASA approved players'
Greetings Mechwarriors!
Make all CheckdMoney Orders payable to MECHFORCE NORTH AMERICAe AND IN UNITED STATES DOLLARS ONLY
(please allow 4
-
6 weeks for initial kit delivery) Please Mail to:AWOL Productions 21 01 West Broadway #305
PO BOX 6018 Columbia, MO 65205-6018
you!!
As a member of MNA you'll receive an
Official MechforceO Membership Kit:
032 Page
MecMwceO
Manual with theavailable anywhere, Writer/Artist guidelines and complimentary battlesheets
.MechforceO Membership Certificate *Membership Card
FASA poster (subject to availability)
You'll also receive four 32-Page Issues of MECW delivered quarterly
.Each issue is poly-bagged and mailed first class
*Discover the current scoop on the political intrigue of the Inner Sphere Check out the Mech Lab for the newest mechs and equipment
.Each issue gives you great new fiction
Coverage of all aspects of the Battietech Universe ~MechwarrioP M eRanking: Where you can
compete against warriors from around the world!
.The ability to purchase exclusive MNA
products like T-shirts, Mastersheets, special issues and more!
all approved by FASA
A
candle continues to burn (a maxi- mum of one turn per inch of the
candle’s height). This magic candle can be extinguished and relit like a
normal candle, but the wax melted from it cannot be
- reformed into candle-form to
extend the maximum “lifespan” of its smoke-
spirit.
\
While it’s possible that almost any creature could be represented by a candle of smoke-spmts, it is unlikely that any wizardwould expend the effort to carve and dip an eight-foot long red dragon candle; man- sized creatures are the usual limit, with the
occasional “L”-sized monster being the exception.
Icon of Identity
(Wizard)
This magic item takes the form of a small, man-shaped statuette crafted from any common sculpting material. While
highly
decorated examples are often found, the decorations serve no intrinsic purpose; the magic of the icon of identity can as easily be imparted to a plain, almost crude statuette as to a beautiful work of art. In order to function, the icon must be magically linked to a person byattaching a personal effect of that individual (such as a nail-clipping or strand of hair) to it. Once that is pre- formed, certain spells cast o n the icon will affect the person it is now linked to.
While this effect is similar to that attributed to voodoo dolls, there are some important differences between the two. The first is the fact that the icon is completely reusable, and the subject of the icon’s effects can be changed in a moment’s time by merely removing the personal effect tying the icon to one individual and replacing it with one attuned to another. Second, only magical effects can be transferred through the
icon; poking it with a pin or dipping it into boiling water will have no effect on the individual the
icon is linked to. Finally, harming the individual magically is not as easy as simply destroying the icon with a fireball or disintegration spell; if the spell cast at
the icon destroys the icon, its ability to transfer magical effects to a distant person is destroyed as well. Even a relatively weak damaging spell such as shocking grasp or heat metal is likely to affect the icon enough to render it an inert piece of wood, metal or bone.
Instead, it gives a mage greater range and control
for his spells; spells with a range of “touch” like protec- tion from evil can be cast at a distant person through the near-to-hand icon, while “area” effect spells such as haste or slow will only affect the subject of the icon. The casting of clazraudzence and clairvoyance spells on the icon allows a stay-at home mage to follow the progress of a friend, enemy, henchman or hireling as if
h e were using a crystal
ball,
and he could aid or hinder the individual spied upon at will.After Paca’s death his collection of puppets was split up, and as few more have been created over the years, the chance of finding more than a single puppet in any one person’s possession is slim.
The thieving abilities of pilfering puppets vary; each has
70
points to spend on any of the following thieving skills:Pick
Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide In Shadows and Climb Walls, and the nonweapon proficiency Appraising (each5%
spent on this proficiency gives the puppet a1
in 20 chance of performing thisskill).
As70
points is not a lot to spread out over seven skills, most puppets have only a few skills at a relatively high chance of success (such as having35%
each in Climb Walls and Open Lo&, producing a puppet proficient at “second story work”).The
original collection of pilfering puppets had the full range of abilities distributed between them in a numberPaca’s
Pilfering Puppets
This item takes the form of a carved wooden m ~ i O n e t t e (almost always in hUmanold shape) from one to two feet in height. While it can be used as a normal Puppet in a show, when the Proper Command word IS spoken it becomes animated and, trailing
its now useless strings behind it, will per- form thefts at the direction of its owner. The puppet can only stay animated for a period of half an hour per day, after which time it becomes once again an unmoving construct of wood, paint and strings.
band of pilfering puppets is unknown, but it is known
criminal puppeteer facsimiles and well-
named Paca the
Showman who prepared in advance
commissioned a
s no innate intelli- The creator of the original
master has described
by the puppeteer and
mated puppet are all Appraise items o n its own can be given
ore general commands such as: “enter hat store and take the three most
valuable items you
find”.
They see byway of a special magical sight that works as well in darkness as in light
but have n o sense of travel from town
each town when capture or destroy if one
knows about their presence.
AC
7
and can take10
hit
points of They take normal damage from weapons and spells, except that discovered rose.they are immune to c h r m , illusions and other spells affecting the mind of the victim, or any spell only affecting living creatures, such as stinking
cloud.
Pilfering puppets resist dispel magic spells as12th
level, but if they fail their saving throw they return to their inert form and cannot be reanimated for two days.XP
Value:500
Otto‘s
Obedient
Armv
the troops would take up battle forma- tions (eerily mimicked
by
the miniatures on their table), and then theycould either be commanded conventionally or
by
orders#
made to a mage manipulating the statuettes. In order to guard against the possibility of the troops on
the field
being disrupted
by
an accidental disruption of the table holding their linked miniatures,the
miniatures were soconstructed that
the only
movements they would pass on to their linked soldiers were those imparted
by
the force of a(Wizard)
While the commanders in most small-scale battles take the field along
with
their men, in large-scale to stand outside of thebattle and command from a position where he can see more clearly the overall situation, as opposed to having his
vision restricted to the enemy within sword’s reach. But one of the greatest difficulties of this command style is that it can take time and effort for the commander’s orders to be relayed to his troops, and often the situation on the field
will
change too fast for his couriers to cope with.In order to overcome this difficulty, Otto, one o the famous wizards of
Greyhawk, was commissioned
by
a warring king to produce an army of miniature soldiers whose movements on a tabletop would duplicate those of the ruler’s real troops on the battlefield, and which could themselves be manipulated in order to change the position of the real troops on the field. In short order the wizard producedhis
Obedient Army, a collection of inch-tall sculpted soldiers that could be magically linked to the king’s troops a short time before a battle and then released from their linkage after the fighting was done.Each “toy soldier” was sculpted from precious metals and stones to represent an average soldier in the army, with a
Each miniature had to be linked to its real-life counter- soldiers (and horses, in the case of cavalry) march in single file through an arch Otto had constructed which
engagements it isn’t for a general
telekinesis spell. Inhibitions on the movement of the miniatures are magically built into them so that the telekinesing mage cannot force the
figures to move across the tabletop at a speed faster than the linked soldiers can
-Cmove on the real field. Thus, while the
Z
mage could pick up a linked minia- ture with his hand and hold it over the table without imparting thepower of flight to the soldier repre- sented, he would not be able to
I
telekinetically lift it unless the soldierd
had the power of flight
magic item in use is shown on page 113 of
The
Completey. (An example of this
Fighter’s
Handbook,
with one of the two depicted com-manders presumably a fighter/mage of some sort.)
Although Otto only produced one Obedient Army (a collection totalling some
500
miniatures; his commissioner
Id
hardly afford to pay for a larger army (at about100
gp per statuette), and used his magically-controlled soldiers as shock troops, in difficult terrain or condi- tions, or interspersed with his normal troops in largebattles),
his methods have
sincebeen duplicated
by
other mages, so that a collection of50
or more figuresin a
wide
array ofby
anywith
considerable expense), or a new set offigurescould
be commissioned
from a mageby
awealthy
State number (some5%)
On horseback*can
be
Pa‘‘
individuallY,
a Process Performed havingthe
serious commander with a minimal effort (but possiblylink
them to an figure. Aftenvards,or ruler. Methods of linking soldiers to figures besides W H I T E W O L F M A G A Z I N E 9
developed since Otto's time, and will normally either be included in the price of fabrication of a new
Amy or can be easily discovered through research.
X P
Value:400
per figureShadow
AssasSin
(Alteration, Necromancy)
Wizard, 5th level
Range: Touch Components: V,
S, M
Duration:
1
turn/level or until completion of missiorl Casting Time:1
turnArea of Effect: Bone touched Saving Throw: None
tom assassin which immediately sets out to
kill
a person designated in advanceby
the casting wizard, relent- lessly seeking out its victim at its maximum move of9.
The material component for the spell is a single bone taken from the body of an executed murderer of the same species as the assassin's intended victim and carved into a likeness of that victim; the bone turns into dust after the shadow assassin completes itsThe casting of this spell creates a one-time phan-
dmntuahcim
Qamcs Company
ProudlyPrsrmh:
mission or at the end of the spell's duration. The shadow assassin takes the form of a shadowy outline of
the
executed murderer (which isn't detailed enough to show a recognizable face) that contains only one bit of solidity - the carved bone hovering eerily within the outline in the same position it occupied in the murderer's body.This solid bone is the only vulnerable portion of a shadow assassin's body as all weapons pass through the other parts of its body as just so much air.
In
addition, its mostly insubstantial form means that it can squeeze itself through openings only large enough to admit the bone, so that the tiniest of bones (those small enough to fit under a closed door) can follow a victim almost anywhere.As there are over
200
bones in the human body, it would appear that components are common; however, there are three mitigating factors. T h e first is the fact that most jurisdictions have laws against grave-robbing and some will actively work to prevent the trade in murderer's bonesby
cremating or breaking the bones ofthese criminals. The second is the fact that each bone must be individually and expertly carved into shape before it can be used in the casting of the spell, a process taking anywhere from two to
24
days, assuming that the caster has the Artistic Ability: Sculpting nonweapon proficiency and succeeds at a proficiency check. A failed proficiency check means thatthe
sculptor has destroyed the bone he was working o n and will have to start again with another bone.The
final limit on the use of this spell is that the abilities of the resulting shadow assassin are determinedby
the size of the bone used in its creation. Large bones, such as the long bones of the arms and legs, make the strongest shadow assassins, while small bones, such as those making up the fingers or even those in the inner ear, are much weaker; however, these assassins have higher armor classes, as it is harder to hit these bones in midair than it is to hit large bones. T h e armor class of a shadow assassin is the same as its Hit Dice, with the total range of hit dice and armor classes for bones in abody
going from1
Hit Die andAC 1
to10
Hit Dice andAC 10.
its victim, doing one point of damage per hit die o n a successful hit (minimum of one point). Because of its highly specific purpose, a shadow assassin can
do
no harm to anyone other than its intended victim (al- though anyone can attack a shadow assassin at will), nor will it attempt t o attack others, even those that interfere with its mission.'tmd
6
A
shadow assassin fights by attempting to strangle1 1
A
-. .
I
his
+piece
First in Fantasy
RoleBPlaying
sourcepack from
the editors of Role
Aids'" includes:
the most
powerful spells in
fantasy role-
playing,
never-
before-seen
creatures, new
magic items, new
character classes
and more!
Mayf
ai
r
Games
I
IFR
rn
.
/
A
I
I
ray
Jim
Trunzo
The software industry, like television, runs in cycles, and what gamers have experi-
enced during the past few months is akin to summer reruns. After the glut of programs
debuting in December and January, a software lull set in, aided and abetted
by
big-name
titles that simply failed to come anywhere close to anticipated release dates. Now a tidal
wave of products has flooded the market and consumers have a plethora
of
riches from
which to choose.
I
I
uinm
UNDERWORD
THE SNGlAN ABYSS
Origin,
p.0.
gox 161 750, Austin,TX
7871 6;exploring every nook and cranny of your surroundings. The time normally spent managing the inventory of six characters, tracking six sets of skills, and SO on shifts t o
checking what your Single character IS doing at the IBM & Compatibles, 3 8 6 s ~ or 386/486 machines;
Requires 2 meg
of
RAM and Expanded Memory Manager; 256 color VGA; Suggested Retail: $69.95moment.
scheme employed by
The
Stygian Abyss. The graphicThis switch in emphasis is also aided by the graphic
“through the eyes” fantasy game
1
will wipe away any preconceived notions of what computer fantasy gaming is all about. It’s that innovative.Unlike other excellent first- person perspective games,
The
Stygian Abyss assigns you a
~ single persona instead of placing
you in charge of an entire party.
I ‘
With
only one character to worryabout, emphasis switches strongly from party maintenance to
I
i
T h e Stygian Abyss requires diplomacy, bartering, intellect to piece together puzzles, and of course, fighting. Combat, like all actions in the game, takes
some getting used to.
A
“Power Gem”-1
measures the world - the Stygian Abyss-
survive its perils, rescueArial and return. look takes some getting used to because although the
graphics are rendered in 256-color
VGA
mode, the style is different from the highly polished art of Eye of the Beholder and the upcoming Wizardry game or even from the slick animated cartoon look of Sierra On-line games.A t first glance, the graphics may seem a bit crude. This is due for the most part to the fact that the main View Window in Ultima Underworld takes in only what could logically be seen at one time
by
the human eye in a dimly lit area. This limited immediate view allows the window to portray even small objects in perspective relative to your proximity to them. For example, a piece of cheese may be an indiscernible shape from a distance, but as you move close enough to it to pick it up, thegraphic image of the cheese will be
L
bigger than an entire character in most games.This enlarging/shrinking perspective is done so smoothly that you really feel
like
you’re moving, turning, walking running, even swimming. Again, the constantly shifting size of every object in your viewing window (walls, floors, monsters, missiles, swung weapons, magic spells, allies and so on) necessitate a different graphic style that takes time to appreciate but eventually thrills the viewer.Incidentally, all you ever see of yourself in the View Window is your hand and whatever is in it at the time.
If
you have a sword in it, for example, you will view the tapered blade increase in size as you bring it near you in preparation for a strike and decrease as it speeds toward its target.Although the graphics play a large role in the overall effect of this drama, the “game” part should be given equal billing. The interface is completely mouse- driven (keyboard equivalents are available but not recommended) and not a single word needs to be typed. Command Icons, dialogue selection boxes and indi-
vidual weapon, food, clothing, and spell icons relegate all other tasks to the click of a mouse.
The plot of T h e Stygian Abyss appears to
be
straightforward; however, this time it appears that you have been brought back as an Avatarby
a malevolent force and framed for the kidnaping of the beautiful young Baroness Arial. Your only chance to prove your innocence is to bravethe
dangers of Ultima’s Under-strength being put into each of the three types of strikes that can be delivered.
If
the target cursor is high in the View Window, an overhand blow will result; if it is in the middle of the window, a sideways slash will occur; and if it is low in the window, a lunging thrust will take place. You can opt for a quick but weak attack or a slower more powerful one. Knowing your opponent will often be the determining factor here.example, it took me a while to learn to jump. Yes, jump. Jump over boulders, jump onto ledges, jump over chasms, jump down shafts, jump up to reach levers.
And
swim. And run. Origin prides itself on the fact that Ultima Underworld is a true vicarious experience, as close to virtual reality as you can get with a home computer and a ten-inch screen.hours and hours and hours. The Stygian Abyss consists of 25 actual miles of dungeon passages, chasms and rivers and you need to explore almost every inch of it. The game also contains (heavy sigh of relief) auto- mapping and a really neat feature that allows you to take a quill and write your own comments on the map itself.
Ultima Underworld is simply the kind of product that you need to experience to fully understand where Origin has taken fantasy gaming.
Roleplaying
(5);
Strategy(4);
Playability(5);
Sum(5)
All
actions in the game need to be “learned.” ForThe game isn’t cheap but you’ll be at this one for
sort of mastery in a chaotic environment. T h e comput- erized version of Twilight 2000 places the gamer in Poland in the year
2000
A.D.,
as the leader of a twenty- man platoon whose goal is to free Poland from the grip of a dictatorial madman, Baron Czarny.The game begins, like all roleplaying games, in the
TWILIGHT 2000
Paragon Software, Berkshire Center, Suite
402,
Greensburg, PA 15601 ; IBM & Amiga (IBM Reviewed); Retail $59.95Twilight 2000 is a product that has been long
overdue: overdue in the Sense that the game’s release character creation mode, allowing You to either Play came approximately eight months after it was expected, * witha Preedes1gned PlatoQn Or create your Own groUPl
k
by
man. For the inexperienced, the strong recom- and overdue in the sense that Twilight 2000 hasmendation is to go with the existing
established itself as one of the premier posteWW 111
roleplaying games on the market. Numerous reasons were given for the delay of the computer version of Twilight, the most frequent being that Paragon wanted to make sure that it was ready for the market when it made its debut.
ironically, full of bugs, making the game virtually unplayable. The people at Paragon quickly fixed the problems, however, and the game now runs as it was intended (and if you happened to have purchased a bad copy, Paragon will courteously make things right free of charge).
Unfortunately, the initial copies of the game were,
group; if you are an ardent Twilight 2000
player and familiar with the nuances of the system, you might wish to create your own team.
Once you’ve decided upon the composition of your platoon, you’re ready to embark upon the first of over
50
missions. Each mission allows you t o designate which four members of your platoon will comprise the squad for that mission. Other members may be called up via hand-held radio if needed during a mission; however, if a new member is recruited, an original member of the squad must be dismissed t o maintain the maxi- mum squad size of four.Graphics vary in both type and quality, though all of them are very good. Full-screen shots,
2-D
overheads,
3-D
through-the-scope views, and close-ups are used to maximum advantage throughout the game.Game play is a two-sided coin. Heads: the action is fast, furious, realistic and guaranteed t o give garners sweaty palms. Tails: different aspects of the game can be quite cumbersome. For example, traveling long distances can be handled with ease; yet moving around within cities can be awkward due to the small area depicted because the detail is so great and the images are so large. Other parts of the game run into
the
same What’s the game like once it’s up andrunning?
It
is safe to say that fans of the pencil and paper version won’t be the least bit disappointed, nor will those who want to climb into real armor (as in tanks)and play with real missiles (as in grenade launchers). Twilight 2000 is as accurate a military simulation as its progenitor. theme of Twilight 2000, the game is based upon survival in a hostile, post- nuclear world where formal governments no longer exist and various military and/cr
-
mercenary groups struggle to achieve somFor those of you unfamiliar with the
INTRODUCING THE FIRST
GAMES
ONLY
NETWORK
~~Where
canyou
flnd TSR,Inc.,
Origirpwtems,Jnc.,
West
E n d Games,Sierra On-Lhe
Inc.,
White WOENew
WorldComputing,
R
T a l s o ~ ,
Chaosium,
Flyhg
Buffalo, Inc.,
Darkflower
Enterprises,
AND
MUCH, MUCH
MORE?THF
SUMMIT
GAlMES
~ @NETWORK
This multi-tasking menu-driven network allows you to UPLOAD a n d DOWNLOAD
fdes simultaneously, while stdl having complete control of up to FOUR LIVE WINDOWS plus GLOBAL FUNCTIONS. IBM compatible only. Modem must be Hayes compatible.
Whether you’re a computer games fan, role-playing devotee, or war game enthu- siast, we have what you want.
For
more information:
Call 1-800-955-9957(Voice
Line)
Write
SUMMIT GAMESNETWORK,
3130
AntUley
Road,
AMlene,
Texas
79606To
order
bymodem
-
(915) 672-2810 (7,Even,
1Stop)
inconsistencies. Please note, however, that even the down sides of Twilight 2000 don’t seriously impair this (,vera11 strong product.
To
call Twilight 2000 a roleplaying game is a bit of a stretch in either of its versions. Yes, you do have nice individualism in each of the recruits and they do advance from stage to stage throughout the game, and yes, you do encounter NPCs who are helpful and with whom you establish a surface-level relationship. However, the nuts and bolts of Twilight 2000 is combat and the essence of the game is using the men at your command, utilizing your tanks and weaponry to their best advantage and implementing solid strategy and tactics. Wargamers will he pleased to learn that a battle can often last an hour or longer due to the attention Paragon has paid to details and realistic action.Twilight 2000 will challenge both novice and experienced gainers. Those tired of standard science fiction and/or high fantasy should investigate Paragon’s latest offering because it has a uniqueness not found in many games. Don’t he surprised to see a sequel in the near future; like its pencil ani1 paper predecessor, their are many avenues open for computer Twilight 2000.
( 2 ) ;
Strategy(5);
Playability (3); Sum( 3 )
Complexity (moderate); Graphics
(4);
RoleplayingMAGIC
CANIJLE II:
THE FOUR AND
FORN
Mindcraft Software, Inc., 2291 205th St., Suite 201, Torrance, CA 90501 ; IBM & Compatibles; Amiga (available soon); Retail: $49.95
When T h e Magic Candle came out several years ago, it broke new ground (not an easy task in computer fantasy games) and went on to garner numerous awards.
Now, Mindcraft has refined the hallmark of their game line, and Magic Candle
11:
T h e Four and Forty returns us to the fascinating and dangerous land of Gurtex on an even more ambitious adventure than before.The Guardians of the land have been iinprisoned in
44
black candles as the forces of evil try once againto overcome King Rehnard of Deruvia.
A
band of heroes must discover the multi-layered plot, find the guardians and set the ~ r l d right. Dungeons, cata- combs, mines, dark towers, dozens of t ~ w n s and villages- the entire continent of Gurtex is yours to explore
during the course of your quest.
that the game play isn’t. Magic Candle
I1 (MCII)
is, like its prequel, innovative, departing in a number of ways from other games of its ilk. For example, charac- ters, including the hero/heroine who you choose to leadyour party of six, are pre-set. There is n o character generation segment to the game. Thirty-plus potential party members await your invitation to join you on your quest, all with different qualities and skills that can be enhanced through training and experience.
In
MCII
you can assign your adventurers different tasks, and even separate them from the main group.A
mage might be told to stay at a Mage Guild to learn new spells, another character might be told to take a job and earn money for the group, and the rest of the party may continue o n in the adventure.This volatile party system allows for tremendous variation in party composition, and begs the gamer to use character management wisely to be sure he has the best people for the specific tasks that need to be accomplished. Some garners, though, might see a down side because you do need to keep track of who’s doing what and where, but the program contains features to aid you in this endeavor.
1
In
MCII
you can assign your ad-
venturers different tasks, and even
separate them from the main group.
A
mage might be told to stay at a
Mage Guild to learn new spells,
another character might be told to
take a
job
and earn money for the
group, and the rest of the party may
continue on in the adventure.
Another feature unique to
MCII
is the Notepad. This feature, when activated, will retain every bit ofconversation, text and action as they occur. T h e Notepad can be saved to disk, viewed via a text editor or word processor or printed immediately. The gamer never has to worry about wading through mounds of scrap paper containing key information.
smallest detail in order to closely approximate live roleplaying.
The
clothing and supplies used by the characters must “match” the weather conditions or there are consequences. On the same order, friendly non+player characters may not respond if approachedby characters with weapons drawn, which makes sense, but which also necessitates close watch
by
the gamer as to each character’s present state.Details like the above make the game extremely “accurate” and believable and provide a real sense of
reality in a fantasy setting. However, there are so many details to which one must attend that some garners may feel put upon, wanting the computer to handle the
Mindcraft continues to pay attention to even the
intricate nuances of the game rather than
be
encum- bered with these things themselves. It really comes down to a matter of taste.It becomes obvious early in the game that Mindcraft has opted for a deep, involved plot set in as real a world as possible in lieu of graphics, animation and special effects. That’s not to say that these features are lacking: the graphics are nicely done in
VGA
mode and depicted in a2-D
top-down view, and animation is present as is sound board support. Nothing about any of these elements are going to make you gather people around your computer to look at the pretty pictures! However, you might well discuss the intricacies of plot, note that nothing is generic about the game (each village is laid out differently on the screen, for ex- ample) or mention the artificial intelligence that makes the game so real.Overall, Magic Candle
I1
is a product that will run the gamut with game players. Most people will rankMCII
among the best fantasy games they’ve everplayed due to its realism, others will be nonplused, and a few may even find it not to their taste due to the attention that must be paid to minute details.
If
you are looking for a game that has a somewhat unique ap- proach t o fantasy role-playing and don’t mind less than state-of-the art visuals, Magic CandleI1
is just the game for you.(Like Twilight 2000, Magic Candle
I1
contains %ugs”; some are simply quirks that don’t affect game play; others are serious.Only
early copies of the game are plaguedby
these gremlins and Mindcraft has a free disk available that corrects the errors. The disk also has utility files that enhance the game and provide full mouse control. Contact Mindcraft for details.)(5);
Strategy(3);
Playability(4);
Sum(3)
Complexity (moderate); Graphics
(2);
RoleplayingSilicon Dungeon Exclusive
A Sneak Peek
at
Sir-Tech’s
Cru
(This “sneak peek” is based on an incomplete version of the product being reviewed. Its intent is to alert garners to a special product about to be released and should not be considered the final word on the product.)
After the resounding success of Sir-Tech‘s Bane of the Cosmic Forge, a “through the eyes” rendition of Sir-Tech‘s acclaimed Wizardry series, garners have waited with anticipation for the much-publicized sequel. And waited. And waited. They have been teased
by
advertisements, small blurbs in magazines, and256
color VGA screen shots. Well, the wait is almost over, and one look at an alpha copy makes it clear that to say that itwill
have been worthI
the wait is a gross understatement.
Crusaders is determined to be “all that it can be” and
to outshine the considerable competition that has recently redefined the fantasy adventure genre and set much higher standards in all areas. To that end, Sir-Tech has continued to delay release of Crusaders until it is as bug-free and full, featured as possible. Considering the scope of Crusaders, that is a tremendous undertaking.
Crusaders of the Dark Savant is a delightful mixture
of new and old. The game retains the strengths of Bane of the Cosmic Forge while adding considerable depth.
If
BaneThe non-player characters interact
more frequently, more logically, and
more functionally with the gamer’s
group. The artificial intelligence
appears to be state-of-the-art and
tracks all interactions between your
party and each group type with
which you come into contact.
was a complete overhaul of the old Wizardry series,
Crusaders refines and augments its predecessor. The first
change is strikingly obvious: a
full 256
color palette andVGA
graphics replace the ditheredEGA
presentation ofBane. The new look equals and in some ways surpasses
most of the games on the market and exceeds all others in variety.
those gamers who
did
not play or did not complete Bane.Regardless of which opening sequence plays, the actual game
will
place your party of six (created from a combination of11
races and14
character classes) in awilderness outside of New City on the planet of Guardia. Here your party will encounter other races so unique that they must be seen to be believed. However, all of you have one thing in common: finding the legendary Astral
Dominae, a device with the power to create a universe -
or to destroy one.
This short synopsis of the key plot element brings several other improvements of Crusaders to the fore. The
non-player characters interact more frequently, more logically, and more functionally with the gamer’s group. The artificial intelligence appears to be state-of-the-art and tracks
all
interactions between your party and each group type with which you come into contact. For example, the Umpani don’t seem to care for the T’Rang; if you become friendly with one group, the other may not be willing to deal with you, making it necessary for you to use force rather than diplomacy when dealing with one or the other. Word of your actions spreads among the inhabitants of Guardia.The game offers multiple beginnings, including one for
Because this is a preview, this review is not going to go into detail about all the features of Crusaders, nor
will
ratings appear at the end of the article. Suffice to say thatall
aspects of Bane of the Cosmic Forge have beensupplemented, which means more monsters, more spells, and more weapons. Significant changes besides those already mentioned include outstanding realism in sound and animation. Birds chirp, swords whoosh, spells snap and crackle and pop! Swords diminish in size as they draw away from you and grow as the thrust nears you, missile weapons do likewise. Between the graphics, sound effects and animation, Crusaders produces an excellent visceral and
vicarious experience.
“first look” is the depth of the story. While there is plenty of combat, Crusaders is much more than just a hack-and- slay adventure. The puzzles, character interaction and non- combat encounters make the game play like a good mystery book reads. Crusaders unfolds a little at a time, providing numerous mini-successes to encourage the player to continue on for the more than
200
hours this game willtake to complete in the same fashion as a good book builds the needed interest to sustain a reader over the course of
200
pages.Crusaders of the Dark Savant has certainly passed its initial test as far as the Silicon Dungeon is concerned. We can only imagine the other delightful surprises that await us in the final version of the game. ’#J
Probably the last thing needed to be mentioned in this
Magic Tricks
on
your
PC!!!
Here’s a chance to become a wizard in
real life!!! Your PC will perform effects that will
amaze everyone!!!
For the first time ever, your PC will be able to perform mindreading, ESP, pre- dictions, X-ray vision, and more. Easy to
learn. Comes with instruction manual and props.
10-trick Professional version
$48
+$5 shippinghandling5-trick Basic version
$22
+$3 shippinghandling Send check or money order to:MicroMagic Productions
175 5th Avenue Suite 2625
New York, NY 10010
(212) 969-0220
Requires PC or compatible with VGA, EGA or CGA Also available I-trick demo version $3 + $2 s/h
A
a
Live
Action Role-Playing game scenario
by
Roger Spendlove
of
the
Dream Park Corporation Design Group
Something in this town is not right.
Lately, people have been acting strangely.
Not
bizarre
or
outrageously, just
-
well, the truth
is,
everyone’s too
normal. Nothing unusual
or
interesting has occurred in weeks, and the citizens seem
to
be
acting out their lives without any emotion. There’s no passion in their actions, no volition except
to preserve
the status quo. Everyone,
that
is, except yourself. You can’t figure out what’s happening, but you know for
a
fact
that
you
are
not a part of
it.
You’re not just paranoid! People really are conducting duy-to-day tasks with glazed eyes as if they’re
programmed robots.
Or
zombies?
Maybe
they’ve
been possessed
by
an alien or demonic intelligence?!
But not everyone! There must be others who,
like
yourself, are unaffected
by
this mysterious force.
Thus begins the adventure of the lnfilcration of the MindMaggot from Planet
V ,
a Live Action Role-Playing (LARP) scenario, in which mundane yet heroic gamers play themselves as they attempt to outwit and thwart the invasion of an insidious menace from outer space!If you intend to play in this adventure,
READ
NOFURTHER!
If you intend to Game Master this event, you’ll need the following: (a) a group of six to 20 friends, two of whom agree to play predetermined roles, and one who will serve as a co-game master; (b) two players’ homes (preferably the two playing the Professor and Simon); (c) two locations in the wilderness such as a little-used public park; and (d) a few easy- to-make props detailed later. Oh, and of course lots of imagina- tion and creativity, but gamers usually have no problem supplying these!lNVlTlNG THE PLAYERS
After assembling your guest list, ask one of the guests to act as your co-game-master. One
GM
is needed for each of the two “teams.” Next, get two players who’ll agree to play the pre- determined roles of “the Professor,” and “Simon Larvaplixos” (or Simone, if female). All others will be portraying themselves.For two of the encounter sites, you’ll need to use players’ homes (be they houses, apartments, mansions, yachts, etc.). The Professor and Simon are the best choices since the encounters deeply involve their characters, but any home will do. The two
GMs’ dwellings would be good alternatives.
Assign two-thirds of the remaining players to the Professor’s team, and one-third to Simon’s team. Send each player a n invitation which consists of the first three paragraphs of this article, and one piece of background information listed
later. Feel free to make up your own additional bits of lore, to customize the game to your locations. For the Professor and Simon, send their character’s description as well.
You will probably want to include an “out-of-character” note explaining that you’re inviting them to participate in an unusual Live-Action Roleplaying Game. The only skills they’ll be allowed or able to perform will be real-world, true-to-life skills they are personally capable of; furthermore, they must perform their skill with a prop of some sort. Thus, if they anticipate doing some rock climbing, they should bring rope, spikes, pitons, etc. If they want to use computer programming skills, they must bring a computer; music skill requires an
amaze you.
However, you’ve begun to suspect that a threat from outside Earth has landed and begun to infiltrate the town you’ve called home for several years. The local citizenry has been acting strangely complacent, as if their actions were controlled
by an outside force. Recalling the telepathic technique you learned on Golga-Trameehs-8, you broadcast a message which should have been received by any and all humans in your vicinity who still retain their own personalities.
All
hope for your adopted home lies upon whether any unaffected humans remain, and whether they answer your summons...
!PLAYERS ON THE
PROFESSOR’S TEAM:
Each should receiveThis
morning, as you were in the shadow-world betwee the following paragraph as part of their invitation:less against your plan to infiltrate and consume the entire population. Well, maybe not every one of them. Besides, they might make a nice, easily controlled legion for the invasion of other, more powerful worlds!
However, you realize that some few individuals may be immune (for some inexplicable reason) to your psionic control. Such individuals could organize a resistance effort - as happened during your last invasion attempt at the planet
If
there are indeed Earthlings who are immune to your hey work with you, not againstERS ON SIMON’S
TEAM:each ive the following paragraph as part of their invita-agree to it. This means no wrestling, boxing, fencing, water guns, and so forth. (2) Whenever players wish to leave a home base and
seek out an encounter site or perform some other major action,
M
to inform him or her of their plans.report the outcome of each ossible.
( 3 )
At most encounters, therethe exact function of the device(s) card, then read the appropriate passages
s containing sections for the eyes only, due to their extraterrestrial should sign all cards before placing them,
at actions are
It did not take you long to notice that, although the mind
controt failed on you, it succeeded upon every other human
you’ve met since then. The mind-touch left a tenuous link with Simon, and you’ve used it to
spaceshy, (cleverly disguised
as
a typicalEanhling
home) at[ h n
at [insea date time game is to h i n ] to see
what
is goingon. Perhaps you will make him an offer: you won’t expose or thwart his plot in exchange for your being left alive dnd un- posesed...
figure out on their own!
If the players seem confused about the object ot the game, inform them that the object is, in part, to figure ()Ut what the object of the game is, and then to do it! This is the essence of
Live-Action
Role playins
- you make your OW game by the actions you choose.T h e y
W i l l eventually gather enoughinformation to determine that the Primary gOa1 ofthe
Protessor’s team is to eliminate the devices and allies by which the Mind Maggot plans to infiltrate
Earth.
Simon’s tcam willendeavor to eliminate Earth’s last resistance
by
possessing the “free minds” and bringing them under Simon’s control. For the players on Simon’s team, make certain they understand they are not and cannot be mind-controlledby
Simon. They retain control of their actions at all times, and may even, it they choose, jointhe
that he is hiding in
his
of
pcSs
honle], You’ve decided tohim
a \visitTHE
TWO
GAM€
MASTERS:
~ecause
several e d i t i o n s and encounters could take place simultaneously, in very different locations, a single GM could not possiblybe
present at themall;
nor is it possible to second-guess when some ofthe encounters will actually take place. Therefore, two
GMs
are needed, one foreach
team. However, since the players may decide to dividetheir forces
and
seek out multiple encounters at once, the twoGMs
may still be unable to go to every place they’re needed, sothey mqht have to stay in a central, easily contacted location
?he
homes
serving as Simon’s wisedSpaceshipand
theProfessor’s house would be the best choices, because several
imponant encounters might take place there.
If
oneGM
doesdecide
to ;Iccompany his or her team on a major expedition,then the
other GM
must remain at a home base.Before the
playefs
get too far into the game,GMs
mist conveythe
fundamentat N~es: ( 1here is
tobe
b l u t e i y 110phpapicol
contact ot &Gda
all participantf hvdvd
team.
PREGAME
LORE
&
CURRENT EVENTS:
Aneuspaperarticle,~oneweekugo(eitherorboth~~:
U p 0 Sitings Appear Hoax
by Richard Lovejoy
Two nights ago,
wimesses
from [name of players’ town]reported
an unidentified flying object However, after initial claims, none of the witnews have corroborated theirStories.
Althou;9h
several known and public People, such as sqmtLgnn Chandler of Maloppar observatory, initially
and
indepen-S p e d to
dte
Post~Bsacon.
Anthony