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The document appears to be a catalog for various roleplaying games and settings published by Mongoose Publishing including Traveller, RuneQuest, Paranoia, and more.

The editorial talks about the editor's upcoming birthday and what kinds of presents they want. It also provides an overview of the contents of the current issue.

Games and settings mentioned include RuneQuest, Paranoia, Traveller, Victory at Sea, and more. Specific articles are listed for RuneQuest magic, new ships for Victory at Sea, and items for Paranoia Troubleshooters.

MONGOOSE PUBLISHING PRESENTS

• Signs & Portents 89 • February 2011 • MGP 5589 •

Also This Month: Scenarios for Traveller and RuneQuest • Plus Victory at Sea, Paranoia and more•

3... 2... 1... Lift Off!

Noble Armada: Blasts Into the Heavens


James Murphy (Order #14603486)
COMING THIS ISSUE
Mongoose News 4
Mongoose
Convention Diary 5 Features
Traveller
Featurettes 6
Lone Wolf
New Releases 8 Conventions
Miniatures
Shamanism for Fun and Prophets 14
RuneQuest
The Clock’s Ticking 24 Paranoia

A Friend in Need Flaming Cobra


28
Information
New Ships for the US Navy 30
Miscellaneous

The Thing in the Pit 40

R&D - A Clone’s Best Friend 46

Armes of Battel: Part II 50

Children of the Zodiac 54

Xiombarg’s Children 58

The City of Lof: Uncovered 64

Petty Lords and Bandit Kings 72

Bestiary 76

The Initiation 78

Ships of the Noble Houses 85

Submissions and Feedback


James Murphy (Order #14603486)
Editorial
February. A wonderful month with many great people being born during
its passage. Most notably myself, of course. I do hope I get the presents
I want. I’ve not had a really good supply of nuclear weaponry for some
time and enough is enough, I mean I’m falling behind the North Koreans,
for mercy’s sake. I can’t possibly allow this state of affairs to continue.

As for this issue, well once again it is jam-packed full of gaming goodness.
This month sees an in depth look at spirit magic in the RuneQuest II
roleplaying game. An absolute must for shamans everywhere.

An old favourite also returns to these pages this month, with some shiny
new warships for the Victory at Sea game.

For Paranoia fans there are a number of brilliant and totally non-
dangerous/deathtrap R&D items for Troubleshooters to have fun/die
screaming with. Dredd-heads have a nice little trip to a construction site
to look forward to, as those horrid Democrats are up to no good again.

There are adventures for both Traveller and RuneQuest, some new foes
for Elric, minor states for Wraith Recon operatives to operate within, alien
creatures, the city of Lof receives some love for Lone Wolf players and
gamesmasters, I could go on and on.

And, indeed, I appear to have done so...


Nick

Credits
Editor
Nick Robinson

Managing Director
Matthew Sprange

Mongoose Studio Staff


Charlotte Law, Will Chapman,
Sandrine Thirache and Kelly George

Layout & Graphic Design


Will Chapman and Samantha Smith
Cover Art
Interior Artists Peter Johnston
Luis David Gomez, Arkady
Roytman, Adriano Batista, Angga
Contributors
Satriohadi, Chad Sergesketter, Bruce Mason, Gary Goldman, Pete Nash,
Chris Quilliams, Kim Raymond, Jim August Hahn, David Manley, Alex Greene,
Holloway, James Norbury, Lonny Jonathan Gwilliams, Colin Chapman,
Chant, Kim Feigenbaum, Esther Matthew Keevil, John R White, Nick
Sanz, Phil Renne, German Ponce Robinson, Roger Moore, Ken Walton and
and Robin Bowles Matthew Sprange

James Murphy (Order #14603486)


Mongoose News By Nick Robinson

Flying Bases Back in Stock


Our detachable plastic flying bases are
Noble Armada is Here! back!
After months of playtesting the launch of
noble Armada is upon us this month. The Supplied with two different stems, allowing
latest version of the popular A Call to Arms you to choose the height of your flying
space combat game should be making models, each base also comes with a ball
intergalactic admirals everywhere smile and socket joint, designed to avoid those
with joy as they can, at last, crush their annoying breakages.
enemies into so much space dust!
The ball and socket joint allows you to alter
Flowers in Her Hair the angle of your model, so you can set it at
The latest Living Glorantha scenario is now dramatic or jaunty angles - climbing hard
available online. A foul kidnap threatens after a strafing attack perhaps, or maybe
an important Orlanthi ceremony - can banking to avoid enemy fire.
the heroes save the maiden and save her
world? This ball and socket joint also allows you to
unplug the model from the base for easier
You can download this adventure, with the and safer storage and transportation.
others, here: Simply pop the model off the base, lay it
flat in a carry case, and then click it back on
http://www.mongoosepublishing.com/ when you are ready for play.
living-glorantha.php
Next Issue
Vapnartak The second parts of both Lof: Uncovered
We will be off to York racecourse this and Shamanism for Fun and Prophets will
month, bringing Mongoose goodness to both feature in March’s Signs and Portents
the masses. Who knows, we may even sell and kick off another packed issue.
a copy or several of Vikings there....
A new scenario for Deus Vult from
creator Gareth Hanrahan will have the
Hieromonks dealing with dastardly doings
in Normandy.

And the craziness continues with more


Paranoia dangers.

Additional material for RuneQuest, Dredd


and Traveller will all be included for another
bumper issue!

4
James Murphy (Order #14603486)
Convention Diary
RolePlaying Conventions 2011 Wargaming Conventions 2011
Concrete Cow Vapnartak *
19th March 6th February
The Old Bath House, Milton Keynes York Racecourse, York
www.mk-rpg.org.uk/Concrete_Cow_games http://www.yorkwargames.org/Vapnartak.htm

Conpulsion Cavalier
25 -27 March
th th
27th February
Teviot Row Student Union, Edinburgh The Angel Centre, Tonbridge
http://www.geas.org.uk/conpulsion http://twws.org.uk/cavalier2011.htm

Con-Quest Salute *
30th April 16th April
Derby Assembly Rooms, Derby Excel Exhibition Centre, London
http://www.con-quest.co.uk www.salute.co.uk

UK Games Expo * Triples


3 -5 June
rd th
21st-22nd May
Clarendon Suites, Edgbaston, Birmingham English Institute of Sport, Sheffield
www.ukgamesexpo.co.uk http://www.sheffieldwargames.co.uk/site/node/1

Campaign
4th-5th June
Thecentre:mk, Milton Keynes
http://www.mkws.org.uk/index.php?s=campaign

Events marked with an asterisk Mongoose Publishing will be attending.


More events will be added to this list on a monthly basis as they are confirmed.

James Murphy (Order #14603486) 5


The Awesometer
Gaming items that get our hearts racing (or sometimes not) each and every month!

5
Nick Robinson’s

TOP You nuke your


arch-enemy and
Gods 12:00 am
the focus of your
campaign!

Wakboth. Bwahahahaha.

Arioch. Foremost of the Lords of Chaos.

Loki the Trickster. Frankly, I think he got a bum rap.

Crom. But only in an Austrian accent.

Issek the Jug. Drunk shaven barbarian for the win!


He gets up.

The Timeline
March: The Zhodani make their entrance
A guide to get your tails wagging for future Mongoose releases

April: Animals and Starports for Traveller May: Monster Isla

6
James Murphy (Order #14603486)
Quote of the Month
Which phrases have been flying around the office more than the dog’s ball?

‘You are charged with the


genocide of a planet!‘
‘Hmmm. Which one?‘
K
at’s opening statement in her character’s defence at her trial is somewhat unusual...

The Time Chart


What have we been spending our time on at Mongoose this Month? Lone Wolf

Paranoia

Noble Armada

and. With extra Monsters! June: Paranoia - Fun and games... OUTSIDE! July: Carmania Conquers!

James Murphy (Order #14603486) 7


February 11 Releases
The popular space fleet combat miniatures game, A Call to Arms is
back, in a brand new guise – drawn from the detailed background of
the Fading Suns RPG, A Call to Arms: Noble Armada is a fast to learn,
hard to master space combat game involving fleets drawn from the
Royal Houses.

Players must learn how to knock down or bypass the shields


protecting enemy vessels, and then launch assaults on ships with an
all new boarding mechanic. With full campaign rules and support for
tournaments, A Call to Arms is back as you have never seen it before.

This hardback rulebook includes full fleet lists for the five main Royal
Houses, new rules for boarding actions, fighters, scenarios, and a
complete campaign that can be played with any fleet. Everything
you need to start waging war among the stars!

Noble Armada
Price: $29.99
Format: Hardback (140 pages)
Pre Order Now

Lone Wolf 15: The Darke Crusade


Price:$29.99
Format: Hardback (300 pages)

You are the warrior Lone Wolf - Kai Grand Master of Sommerlund. In the
distant realm of Nyras a bitter war is waging between the brave knights
of Lencia and the evil Drakkarim. The Lencians have won many battles,
but now the Drakkarim leader - Warlord Magnaarn - is near to finding
the Doomstone of Darke. If he should succeed he will be capable of
destroying the Lencians once and for all.

In The Darke Crusade, you must journey through the infernal Hellswamp,
trek deep into the forests of northern Nyras and brave the heat of battle.
Will you succeed and save your allies? Or will you fall victom to Warlord
Magnaarn?

Using high quality paper and hardbound for durability, this Collector’s
Edition of the latest Lone Wolf gamebook marks the return of the last Kai
Lord.

Pre Order Now

8
James Murphy (Order #14603486)
9

The secrets of the Magnakai will open before you once you read this
book. Providing all the rules you will need for high level ‘epic’ play for the
Lone Wolf Multiplayer Gamebook, the Book of the Magnakai details all
new disciplines not just for accomplished Kai Lords, but for every new
class introduced in Heroes of Magnamund as well.

Using the rules provided in this book, your characters will be able to face
the greatest of the Darklords with a chance of survival, halt the progress
of entire wars and have a powerful effect upon Magnamund.

Book of the Magnakai


Price: $19.99
Format: Softback (128 pages)
Pre Order Now

RuneQuest Compendium Volume 1


Price: $34.99
Format: Softback (96 pages)
Premier volume d’une série de Compendiums, ce livre regroupe les
articles les plus populaires qui ont été publiés dans Signs & Portents
au cours des dernières années et les propose pour le jeu de rôle !

À l’intérieur vous trouverez de nouvelles magies, un traité approfondi


sur les Aldryami, de nouveaux monstres, des objets magiques, des
personnages issus de l’univers de Glorantha – et des règles pour
passer du bon temps dans une taverne !

Ce premier Compendium est compatible avec tous les univers de


RuneQuest II.

Pre Order Now

February 11 Releases
James Murphy (Order #14603486)
February 11 Releases
Introducing firearms into a fantasy setting requires more than just
gunpowder used by Orcs and Elves. Draksmoke adds that fantasy
element to the simple discovery that charcoal, sulfur and saltpeter go
BOOM when you mix and ignite them.

Draksmoke is fantasy gunpowder. Made from the burning liquid


dragons use to make their deadly flames, Draksmoke is a dragons
breath weapon in powdered form. Few alchemists know the secret to
producing true Draksmoke; and they guard it with their lives. Rich and
powerful guilds have risen up around those that know the secrets. The
Black Brotherhood, the Armigers and the Monopolist Consortium all
trade in mundane gunpowder, powerful Draksmoke and newly-forged
firearms; each pursuing their own ends.

To make use of such a powerful substance, new weapons have


been hammered out on the forges of the world. Only the finest steel
For the Pathfinder Roleplaying Game tempered in the blood of dragons can withstand the power expended
by Draksmoke. Naturally, new magicks have been conceived to protect
Campaign Overlay: Fantasy Firearms warriors, kings, and knaves alike.
Price: $24.99
Format: Softback (96 pages) Everything you need to bring real firepower to your fantasy campaign!

Pre Order Now

The Mind is the key to unlock your shackles. Greed has left half a world
bleeding and broken beneath the weight of poverty, conflict, and slavery. The Mind Unbound
Only we can lead the oppressed beyond the horrors of the Corporate age. Price: $29.99
Trust in us, and we will set you free. Format: Softback (158 pages)

The Mind is the weapon to rout your enemies. Fear has left our rivals
struggling to comprehend the power we command, scrambling to blunt
it. Only we can shepherd the defenceless in a world full of predators. Trust
in us, and we will protect you.

The Mind is the tool to change your world. War has left society on the
brink of the abyss, held in a fragile balance of bitter rivals and capricious
powers. Only we can guide the innocent through a second darkness and
back into light. Trust in us, and we will bring you to a new age of peace...
no matter the cost.

Unbound, the Mind grants strength and understanding beyond petty


morals or the judgements of a fallen civilisation; the strength to do what
must be done for the greater good.

Welcome, Agent, to the Comoros Corporation.

Pre Order Now

10
James Murphy (Order #14603486)
11

In its earliest days, House Hawkwood was the leading house but a
consortium of other houses, led by Decados, brought it crashing down,
almost to the point of extinction. One member managed to revive
its fortunes and within generations it once again became one of the
greatest houses, until the first barbarian invasion brioke through at
Delphi and devastated Hawkwood’s holdings. Other catastrophes have
come and gone, but House Hawkwood endures…

This box set contains everything a House Hawkwood player needs for A
Call to Arms: Noble Armada, with a full set of ships ranging in size from
explorers and raiders to destroyers and carriers.

Includes:

1 Malcolm-class Light Carrier


2 Griffin-class Destroyers
2 Darius-class Galliots
4 Hornet-class Frigates
2 Wayfarer-class Explorers
4 Fitzhugh-class Light Fighters
4 Kestrel-class Torpedo Bombers

House Hawkwood Fleet Set Enough to start playing in a campaign!


Price: $29.99

Pre Order Now

House Decados is one of the most influential, if least trusted, of the House Decados Fleet Set
Royal Houses, and it remains an insurmountable barrier to anyone Price: $29.99
with democratic ideals. Its spies and assassins roam the Known Worlds,
and Decados leaders have an uncanny ability to discover the darkest
secrets of their enemies. The Decados have mastered the arts of body
manipulation and alteration, and their Jakovian spies are said to be able
to pass as anyone they desire, even changing their appearance while on
assignment.

This box set contains everything a House Decados player needs for A
Call to Arms: Noble Armada, with a full set of ships ranging in size from
explorers and raiders to destroyers and carriers.

Includes:

1 Hyram-class Light Carrier


2 Tupok’ta-class Destroyers
2 Lucretzia-class Galliots
4 Mantis-class Frigates
2 Reaper-class Raiders
4 Subiaco-class Light Fighters
4 Rodrigo-class Torpedo Bombers

Enough to start playing in a campaign!


Pre Order Now

February 11 Releases
James Murphy (Order #14603486)
February 11 Releases
House al-Malik maintains strong ties with the Merchant League, and
there are rumours that it bought its position as a Royal House from
its banking and trade interests. Nonetheless, House al-Malik can
usually count on League support in its ventures, and their mansions
are filled with technological wonders. Some even carry personal
think machines, which they cryptically call ‘computers’.

This box set contains everything a House al-Malik player needs for
A Call to Arms: Noble Armada, with a full set of ships ranging in size
from explorers and raiders to destroyers and carriers.

Includes:

1 Asim-class Light Carrier


2 Efreet-class Destroyers
2 Rahimat-class Galliots
4 Spider-class Frigates
2 Odyssey-class Explorer
House al-Malik Fleet Set 4 Zubayr-class Light Fighters
Price: $29.99 4 Mumit-class Torpedo Bombers

Enough to start playing in a campaign! Pre Order Now

House Hazat Fleet Set


The Hazat have rarely been subtle and rely on force of arms to achieve Price: $29.99
their goals. They turned the army against House Chauki but in turn found
themselves beholden to the military, who have found their influence
among the Hazat grow over time. House Hazat can now not curtail their
military build up, even if they wanted to. Almost all young Hazat go
through military training throughout their childhood, and are prepared
for positions of command – it is not unusual to find a 12 year old Hazat
knight leading forces of hardened veterans.

This box set contains everything a House Hazat player needs for A Call to
Arms: Noble Armada, with a full set of ships ranging in size from explorers
and raiders to destroyers and carriers.

Includes:

1 Trafalgar-class Carrier
1 Manticore-class Destroyer
2 Xerses-class Galliots
4 Scorpion-class Frigates
2 Stalker-class Explorer
4 Dagger-class Light Fighters
4 Harpy-class Torpedo Bombers

Enough to start playing in a campaign!


Pre Order Now

12
James Murphy (Order #14603486)
13

Once buried in a sordid past, renowned for debauchery among nobles


and cruelty towards subjects, House Li Halan could have once put
Decados to shame. However, during the Barbarian Invasions, House Li
Halan found the Pancreator and the entire family converted overnight,
with several prominent family members dispatched to monasteries,
never to be seen again. Since then, the family has been at the height of
orthodoxy, battling heresy and even blocking attempts at change within
the Church itself.

This box set contains everything a House Li Halan player needs for A
Call to Arms: Noble Armada, with a full set of ships ranging in size from
explorers and raiders to destroyers and carriers.

Includes:

1 Ijiri-class Light Carrier


2 Dragon-class Destroyers
2 Cardano-class Galliots
4 Iskati-class Frigates
2 Slayer-class Raiders
4 Mishima-class Light Fighters
House Li Halan Fleet Set 4 Peregrine-class Torpedo Bombers
Price: $29.99
Enough to start playing in a campaign!
Pre Order Now

February 11 Releases
James Murphy (Order #14603486)
Shamanism for Fun and Prophets
By Bruce Mason, Gary Goldman and Pete Nash
“My songs are paths” said a shaman, “Some more likely to be loose affiliations or may anyone wishing to bind a spirit needs
take me a short way — some take me a long simply consist of members of single family to know about it are its Intensity and its
way. I make them straight and I walk down or clan or tradition of veneration of spirits. attitude towards the spirit mage.
them. I look about me as I go — not a thing Such traditions share one simple insight:
escapes my notice. I call but I stay on the
path.”
the world is alive. Each rock, plant, animal Intensity
and each cloud, pool and storm has its own Intensity is an attribute of spirits. When
— (Townsley, Graham. Song Paths, The spirit. Such spirits themselves, especially the it comes to Spirit Magic, the Intensity of a
Ways and Means of Yaminahua Shamanic spirits of ancestors, may also be members spirit measures the benefit it can give to
Knowledge, L’Homme, 1993: 33:p454) of a tradition or be friendly towards a the spirit’s controller as well as how difficult
particular tradition. Other spirits may it is to command. The greater a spirit’s POW,
I’ll tell you what shamanism’s all about. It’s simply have no interest in the mundane the greater its Intensity. A spirit’s Intensity
the quickest way to get your brains scrambled world. Some may be actively hostile to can be calculated from the following table.
short of falling off a cliff. members of a particular tradition.
Spirit Intensity Table
— Praghos the Cursed. Because there are so many ways to
POW Typical
approach spirit worship, cults tend to be
RuneQuest II introduces a new, free-form Intensity POW Range POW
diverse but as a rule of thumb each spirit
system of Spirit Magic mixing a blend of 1 1D6+6 7-12 10
cult tends to have access to five or six types
academic realism and fantasy. The rules of spirit with whom it is friendly and when 2 1D6+12 13-18 16
provide a toolkit of ideas that can be used added up, these spirits will usually offer 3 1D6+18 19-24 22
to create many different kind of animistic 7-12 different benefits. Smaller spirit cults +1 +6 +6 +6
traditions but the openness of the system have access to fewer friendly spirits.
can make it hard to know where to start You do not always need to know a spirit’s
or how to fit spirit magic into your own Nearly all cults will have access to Intensity to know the scale of its effects
campaign. This article provides answers to ancestors and guardian spirits plus a but the attribute is always there and is
questions that have been asked and tools number of nature spirits depending on also used to measure how much it ‘costs’ to
to help bring spirit worship to life in any the cult’s background. Cults with particular bind a spirit.
campaign. This is the first of two articles: elemental affiliations will have access to
the second will expand upon the range of elemental spirits. Curse and bane spirits
spirits and spirit encounters available to are not usually part of a tradition and any Occasionally spirits can be found which
spirit worshippers. spirit magician attempting to bind them for mythical or historical reasons break
into service is taking a serious risk. the rules. The system here is simply a
Animism is the broadest term for a default covering most normal cases.
worldview in which the world is infused Exceptions will always occur.
by spirits, and shamanism is just one Defining Spirits
type of animism. RuneQuest II focuses on The denizens of the spirit plane are
shamanism but the rules can accommodate varied and diverse. Spirit magic allows
most forms of animism. For example, Shinto practitioners to approach spirits in two Attitude
or ‘folk Hinduism’ can be seen as animistic ways: as beings with which they can Each spirit has an attitude towards
practices as can ancestor worship among communicate and as entities which can be magicians who approach it. Some will
the Romans and ancient Greeks. And, as bound to service. A spirit magician’s most be friendly, others neutral and some
can be seen in any bookshop, many new frequent interaction with spirits will be hostile. Spirits belonging to the magician’s
age beliefs are fundamentally animistic. through the use of the Spirit Walking skill tradition will most likely be friendly. Neutral
RuneQuest II spirit magic is as applicable to to communicate with them. In this respect spirits consist of both those belonging to
the modern world as it is to the ancient. spirits are non player characters who can traditions which are not hostile to the
be interacted with during game sessions. shaman as well as those not considered
Spirit Binding is the skill of persuading or part of any tradition. Hostile spirits are
Spirit Cults & Traditions forcing a spirit into service or protecting those belonging to enemy traditions
Although most spirit worshippers will be oneself from harmful spirits. RuneQuest II or are inherently antagonistic due to
a member of a cult, the organisation is provides a basic breakdown of spirit types mythic, runic or elemental oppositions. For
unlikely to be anywhere near as formal as a and how to quantify what benefits a bound example, Bane spirits are hostile to almost
divine cult or sorcery school. Spirit cults are spirit might provide. The two key elements all non-Chaotic traditions while a tradition

14
James Murphy (Order #14603486)
with wolf spirits will find that most prey spectral combat skill of 150% or more
animal spirits are distinctly hostile to it. meaning that only the greatest of the
The attitude of a spirit towards a spirit High Shamans can defeat them in spirit
magician affects how it will react to being combat unless several shamans join
approached, to being bound and what it together in a Concert (See Spellcom).
might do if it ever escapes a binding. Such actions should be played out rather
than relegated to Down Time.

Binding Spirits Once bound to the mundane plane in a


The RuneQuest II rules leave it up to the fetish a spirit can no longer regenerate
players and Games Master in any campaign Magic Points nor can it perceive the
to determine the precise procedures for world around it so the spirit lies quiescent
gaining spirits with the assumption each until either temporarily released or the
campaign will generate its own guidelines. fetish is broken. In previous editions of
There are, however, some common RuneQuest, magic items featured spirits
elements that are likely to underlie most being used as Magic Point batteries, spell
Spirit Magic traditions. storage repositories and spell casters.
These items were generally an aspect of
Worshippers of a spirit cult gain game balance and do not feature in spirit
spirits through undertaking a ritual in magic in RuneQuest II. Clearly though
collaboration with a shaman to bind a spirit you can reintroduce them to your own
into a fetish. The shaman searches the spirit games as you see fit.
plane for a suitable spirit for the supplicant,
defeats it in spirit combat and then binds
An adventurer may ‘upgrade’ the spirit
it to a fetish that has been prepared by
in a fetish to a more powerful spirit of
both shaman and supplicant. While the Thorgeld’s saga the same type by paying the difference
shaman journeys, the supplicant fasts and Thorgeld The Bold has approached the in Improvement Rolls. For example an
mediates, purifying himself in preparation clan shaman, Four Tooth, and respectfully adventurer with a fetish containing an
for the gift of the spirit. The bound spirit requested his help to gain some wolf magic: Intensity 2 Nature spirit can upgrade it to
counts against the owner’s limit, not in this case the “track by scent” trait. A simple an Intensity 3 Nature Spirit by paying 1
the shaman’s. Although there is nothing trait like this merely requires an Intensity Improvement Roll. They can also replace
stopping a non-shaman undertaking the One spirit: a good job because Thorgeld’s the spirit with the same type of spirit of the
search and binding a spirit by himself, the Spirit Binding is only 32%. Four Tooth agrees same Intensity if they wish and they can
task is dangerous and would be frowned to help so Thorgeld’s player marks off one persuade a shaman.
on by other members of the community. Improvement Roll and gifts Four Tooth with
a wolf hide that has been treated to be Remember shamans are not magic item
Shamans will usually only provide spirits used as a drum skin. He decides the fetish factories. Each shaman is a combination of
to members of the same tradition or in will be a highly polished piece of wolf jaw priest, doctor, teacher, lawyer, undertaker
recompense for great favours and they Thorgeld keeps in a medicine bag hung and spiritual border guard for their
will only bind friendly spirits associated around his neck. The Games Master has community. Most of their time is taken up
with their cult in this manner. The fetish ruled there are several weeks of game time with mundane affairs and they have very
costs the recipient one Improvement between sessions so Thorgeld has plenty little time for the extensive work required
Roll per point of Intensity of the spirit. of time to journey to a sacred precipice for creating fetishes. Most community
This cost represents the time and and undertake the purification and rituals members may gain a fetish as an adulthood
personal development needed for a spirit needed under Four Tooth’s guidance. The ritual and maybe at one other rite-de-
worshipper to make themselves worthy of shaman binds the wolf spirit into the fetish passage. Shamans have more important
the gift. The ritual usually takes a week and and dedicates it to Thorgeld, thus the spirit things to do than provide magic items for
at the end of the week the player should counts against Thorgeld’s limit and not the wandering adventurers.
roll the spirit’s characteristics randomly Shaman’s. Thorgeld’s player then rolls the
based on the spirit’s Intensity. It is possible spirit’s characteristics. It turns out to have
the spirit gained may be too powerful for
the adventurer to control.
a POW of 8 with the INT and CHA of an Using fetishes
average wolf. A bound spirit must be released from its
fetish in order to use its ability. To release
Spirits with an Intensity of 5 or more are the spirit the magician simply spends
likely to have a POW of over 30 and a a single Combat Action: this does not

James Murphy (Order #14603486) 15


Shamanism for Fun and Prophets
cost any Magic Points and automatically A fetish created by a spirit magician can
succeeds without any skill test required. only be used with the Spirit Binding skill.
Commanding a released spirit is more Should someone come into possession Thorgeld’s saga
difficult. The spirit magician must use a of a fetish but not have the Spirit Binding Realising he risks losing the trail of the
free action, spend one 1 Magic Point and skill then they will not be able to use the foreigner responsible for the death of his
succeed at a Spirit Binding skill test in fetish. However he could take the risk of family, Thorgeld holds his fetish to the air
order to make a successful Spirit Command breaking the fetish and hoping that the and calls on the aid of the spirit. As part of
Test. The Magic Point is spent regardless of spirit will be grateful. As an optional rule it the Combat Action he spends 1 Magic Point
whether or not the Spirit Binding skill roll is is possible to release a spirit from a fetish and attempts to use his Spirit Binding skill
a success. A free action is an action that can by spending 1 Magic Point. This does not of 32%. The spirit is released but the skill roll
be performed at the same time as a regular naturally give any control over the spirit fails. Thorgeld’s player marks off 1 Magic
Combat Action. Generally, one free action but fans of Sinbad tales may see ways to Point and Thorgeld realises he has not
can be performed per Combat Action. utilise this rule creatively. The supplement managed to control the spirit. He has not
Therefore a spirit magician can spend 1 Spellcom also presents some options for used his Spirit Walking skill so he cannot
Combat Action to release the spirit and, as enchantments that hold spirits which see the spirit but at least it does not seem
part of the same action, try to Command the can be used alongside these rules in your to be attacking him. Unsure what to do, he
spirit. This is how a spirit magician normally game. spends another Combat Action trying to
attempts to control their spirits because a control it, deducts another Magic Point and
spirit released from a fetish without being A fetish holding a spirit will take on some fails his Spirit Binding again. Realising this
commanded can act as it sees fit until it of the spirit’s essence over time. So a bear may not end well, Thorgeld’s player states
is brought under control. If the spirit is a tooth holding a bear spirit may seem dozy that he will ‘take 10 times as long as normal’
hostile one, such as a curse spirit, it may in winter or take on bearish odour. Fetishes in order to get +60% to his skill (RuneQuest
take the chance to immediately attack the holding curse or sickness spirits may emit II Rulebook p31). Normally it takes 1 Free
owner of the fetish. a miasma inducing minor symptoms in Action to make the roll but as an adventurer
the holder, making such fetishes extremely can only take one Free Action per Combat
A critical success when trying to Command unpleasant. On the other hand, a stone Action, it takes Thorgeld 10 Combat Actions
a spirit means the attempt costs no Magic holding a Salamander Spirit will be warm worth of concentration. Closing his eyes, he
Points. A failed attempt to Command the to the touch, which may occasionally be contemplates the lessons Four Tooth taught
spirit means that the spirit magician must useful. him for the best part of 30 seconds and
wait until their next Combat Action to try makes his roll successfully. When he opens
again. While a spirit is under the owner’s Breaking a fetish immediately frees the his eyes he realises he can almost taste the
control it will perform its orders to the best spirit it contains and allows it to return to scent of his quarry. The hunt is resumed! As
of its abilities but if the owner wishes it to the spirit plane. A freed spirit may attempt he runs off he does not notice the nearby
perform a new action, he will have to make to flee back to the spirit plane or, if hostile, lake reflects the image of a wolf rather than
a new Spirit Command Test. There is always possibly attempt to attack the owner his own body.
the possibility of losing control of a spirit who imprisoned it. Malicious shamans
and the more powerful a spirit is, the more sometimes trap places with easily broken
dangerous it is likely to be if the owner fetishes containing dangerous spirits.
loses control. Disease masters in Glorantha have been
known to thrown rotting logs binding Shamans and spirits
Commanding a spirit currently under disease spirits into wells or lakes and let The previous section looked at how to gain
its owner’s control to return to its fetish nature take its course. and use a fetish provided by a shaman. This
automatically succeeds and does not cost section examines how a shaman can gain
any Magic Points; this is an effect of the The visual effects of using a fetish will vary spirits by journeying to the spirit plane and
binding ritual. If however the owner does depending on the setting. In a pseudo- binding spirits to service. Using Intensity
not have control of the spirit he will have to historical setting the spirit’s effects would as a measure of a spirit’s power, the table
make a successful Spirit Command Test to be invisible to the naked eye. In fantasy below shows what the shaman’s required
order the spirit back into its fetish. Given setting the magician might take on certain minimum skill in spirit binding along with
the potential risk of uncontrolled spirits it visual cues or the shadow might change. the cost in Improvement Rolls to bind a
is no surprise shamans will only provide In an epic fantasy campaign perhaps the spirit.
their followers with friendly, easy to control snarling figure of a wolf might surround the
spirits. magician, seeming to lash out at enemies.
Your Fetish Will Vary.

16
James Murphy (Order #14603486)
Spirit Hunting Table of Down Time to find and bind a friendly Improvement Roll cost involved and they
Spirit Binding Skill spirit, 2D6 days to find a neutral spirit and can tackle more dangerous spirits with
Intensity minimum requirement IRs 2D6+6 days of careful planning to safely help from allies. Such sessions are full of
1 61% 1 find a hostile spirit that can be bound. roleplaying opportunities.
2 81% 2
The Spirit Binding Skill requirement The Shaman’s Fetch
3 121% 3 to find a spirit on the spirit plane and
4 141% 4 Not every Shamanic tradition features
defeat it in spirit combat is not the same fetches and those that do vary in the
as the requirement needed to control a nature of the fetch. In some traditions the
For friendly spirits, the minimum skill spirit already bound into a fetish. A spirit
requirement is reduced by 20%. In fetch is the awakened “other half” of the
magician with a Spirit Binding skill of shaman. In this case the fetch and shaman
addition, a shaman may pay 1 additional 40% is able to control a bound spirit of
Improvement Roll for friendly or neutral are two sides of the same soul with the
up to POW 12. However that same spirit fetch perceiving the Spirit Plane while the
spirits in order to reduce the minimum spirit will probably have a spectral combat skill
binding skill requirement by another 20%. shaman exists on the mundane plane. In
of 60% (POW*5%) and would is likely to other traditions the fetch is a spirit (often
So, a shaman spending 4 Improvement defeat the magician if he attacked it in
Rolls and approaching a friendly spirit an animal guide) who is drawn to the
spirit combat. It takes a higher skill to find shaman to become their spiritual partner.
of Intensity 3 needs a minimum spirit and bind a spirit than it does to merely
binding skill of 81% rather than the usual In both cases the prospective shaman
control one already bound in a fetish. must undertake a successful Vision Quest
121%. These figures are based on shamans
acquiring spirits during Down Time and in order to gain the fetch. As the RuneQuest
Of course players can have their shaman II Rulebook notes (page 139) this is a
represent a minimum of risk and maximum characters undertake quests to find spirits
guarantee of success. It takes 1D6 days dangerous ritual, and it may cripple or
during play sessions. In this case there is no kill the shaman if he fails to complete it
successfully.

The precise abilities of a fetch vary widely


between traditions. The RuneQuest II
Rulebook (pages 144-45) provides a list
of the most common abilities but many
more exist. In cases where the fetch is
the shaman’s other half the fetch often
provides the shaman with the ability to
shapechange (see Vikings for RuneQuest
II as an example). If the fetch is an animal
guide then the shaman may gain the
ability to communicate with such animals,
control them or gain traits of the animal;
this is commonly the case with the animal
nomad shamans in Glorantha.

A fetch is never bound into a fetish. In


some cases a shaman may create an item
referred to as a fetish, which is used to
focus their relationship with their fetch but
this is generally a matter of tradition and
does not usually have a game effect.

Spellcom also introduces the notion of


concerts and states that it is possible for a
shaman and their fetch to form a concert.
This is potentially a huge advantage
and Games Masters will have to decide
whether concerts exist in their campaign
and how easy it is to find a teacher for the

James Murphy (Order #14603486) 17


Shamanism for Fun and Prophets
Concert skill. By default it is rare skill and
it is recommended you do not introduce
Spirit Powers Although ancestor spirits of Intensity 1
exist they tend to be too weak and too little
There are four ways in which a spirit magician
it into a game until you feel comfortable known to be venerated outside of maybe a
can use a spirit’s powers. The simplest
with spirit magic. small family shrine. All venerable ancestors
and safest way is the augmentation
tend to be Intensity 2 or greater and were
provided by nature and guardian spirits.
Spirit Allies notable heroes in their time. Since they
The spirit gives the magician a benefit by
Over time a shaman gradually makes died, the veneration they have received is
impressing itself upon the magician’s soul
contact with many spirits. Rather than likely to have further enhanced their POW.
and is easily returned to a fetish. Elemental
binding them all to service, most Shamans The RuneQuest II rulebook gives examples
spirits however require embodiment, a
attempt to strike bargains; they provide for an Intensity 2 ancestral spirit so we
harder and more demanding act. A weak
something the spirit wants and the spirit will present a simple system for designing
magician who incautiously embodies an
undertakes some service. In game terms, ancestor spirits of any Intensity.
elemental spirit risks being consumed
such spirits are effectively contacts and by it. Finally, ancestor spirits possess the
act as non player characters. Some spirits All ancestor spirits know the Lore and
magician, taking complete control. Should
are willing to enter into a more formal Culture skills of their people and region
an ancestor not wish to depart there is little
arrangement by providing the Shaman at 90% plus their POW. They also know
the unfortunate magician can do. Finally
with their name, becoming an ally of the Persistence at POWx4%, and Spectral
some spirits such as curse and sickness
shaman. In response the Shaman agrees to Combat at POWx5%. In addition, for each
spirits are freed to attack a victim. The
undertake some sort of repeating task or to level of Intensity an ancestor spirit can
danger in this act is that if the magician is
uphold a geas or compulsion. On the most choose one additional skill which it knows
weak the spirit may turn on him instead.
abstract level assume the task will cost the at 90% plus its POW and pick twice from
shaman one Improvement Roll per year to the following list:
represent the service or inconvenience.
Ancestor Spirits
Unlike the other spirits which are generally • another skill at 90% plus POW;
Summoning a spirit contact or ally requires
bound for their abilities, ancestors are • Discorporate skill at POW*5%;
the shaman to make a Spirit Walking skill
venerated by spirit magicians and their • one Heroic ability;
test and spend 1 Magic Point; this takes a
aid is requested. If the ancestor agrees to • one Common Magic spell at
aid it possesses the spirit magician’s body. the maximum Magnitude it can
single Combat Action and the Magic Point
As the spirit magician’s body is the link to memorise (as well as Common
is spent even if the skill test fails. It will
the mundane plane no fetish is required, Magic skill at 90% plus POW if it is
usually take 1D6 minutes before the spirit
instead there must be a blood link between not already known);
arrives. If the spirit is a contact then the
shaman must succeed at the Spirit Walking
the host and the ancestor. The ancestor • has a fetch. (The ancestor is a
may agree to inhabit the body of a willing shaman. The Fetch's characteristics
skill test or else the spirit does not appear.
third party provided a blood link exists. are equal to the ancestor’s +1D6-
If it is an ally it will appear regardless of
the skill result unless the Shaman fumbles. 1D6. eFor example an ancestor with
Some ancestors are prepared to temporarily a POW of 20 has a fetch with a POW
In either case, if the skill test is a critical
inhabit an item of great significance to of 20-1D6+1D6.)
success the spirit will appear at the end of
the Combat Round.
the ancestor in order to be manifested • has a spirit ally of one less Intensity
for some purpose. The item might be than the ancestor which will appear
an altar, family sword, a crown or even a within 1D3 Combat Rounds of being
Some allies may be willing to undertake
significant place such as a tree in a secret summoned by the ancestor through
tasks for the magician or even fight for him
grove. The ancestor will voluntarily enter use of the Spirit Walking Skill. These
by discorporating an enemy but this should
the item as if it were a fetish and wait to be allies will not themselves usually
be a relationship that unfolds over time in
released when it will perform one agreed bring allies. That said, ancestors of
play. Most spirits are no more capable of
upon service. Being bound in this way is Intensity 6 or greater may control a
interacting with the mundane world than
extremely unpleasant so the expectation whole army of spirits.
mortals are capable of interacting with
is that this will only last a few hours. Any
the spirit world. A shaman can however
longer and the spirit may extract penance These abilities will cover most options
use their Spirit Walking skill to summon
at the first possibility. Regardless of whether but, of course, players and Games Masters
a consenting spirit to the mundane
the ancestor is inhabiting a body or object should feel free to be as creative as they
world. A High Shaman can use their Spirit
it counts against the number of spirits able want in designing ancestor spirits to fit the
Walking skill to forcibly drag a spirit to the
to be controlled by a spirit magician. needs of their campaign. Remember as well
mundane plane if he overcomes the spirit’s
Persistence. that the most common interaction with
ancestors is likely to be the use of Spirit

18
James Murphy (Order #14603486)
Walking to talk with them or request aid against an enemy. They are hostile to all A Spirit Magician can bind an elemental
other than possession. Over the period of traditions save those perverse enough spirit into a fetish in the normal manner
a campaign, some ancestors may become to revere them. The Intensity of Curse & but the fetish must be chosen carefully for
recurring non player characters, with their Sickness spirits measures the number and even while bound some of the elemental
own agendas. severity of the conditions they can inflict spirit’s power is manifested. A Salamander
on a target once they have possessed the spirit must be bound into a fetish capable of
victim. Each condition requires one or withstanding heat while an Undine spirit’s
Thorgeld’s saga more points of Intensity, so an Intensity 2 fetish will become damp and clammy.
Realising that his quest to find the seven Curse spirit can inflict two Intensity one
fingered man will founder unless he can conditions or one Intensity two condition. When the spirit magician releases an
find some way to break into a heavily Diseases tend to be a package of conditions elemental spirit from a fetish it does
guarded tower he decides to journey to his so you can assess the Intensity of the not need any source material but while
clan’s holiest ground to quest for inspiration. Disease spirit carrying a particular disease uncontrolled it will gravitate to the nearest
The sacred pool provides +40% to his by looking at the conditions it causes. source of its element within range of the
Spirit Walking skill and Thorgeld’s player binding object. By itself it is just a spirit and
asks if the Games Master if he can find an • Intensity 1: Blindness, Confusion, has no significant effect on the mundane
ancestor who can help. The Games Master Contagious, Deafness, Dumbness, plane. The spirit’s power does not truly
says that if he makes his Spirit Walking test Exhaustion, Fever, Hallucination, manifest until the spirit magic controls
he can find Uncle Spider, an ancestor who Maiming, Mania, Nausea, and embodies it through use of the Spirit
can find his way into any building (and Unconsciousness. Binding Skill. As with any control attempt,
does not mention that he just invented • Intensity 2: Agony, Bleeding, Paralysis, the spirit magician must succeed at the
Uncle Spider on the spot). Uncle Spider is an Sapping. skill and spend 1 Magic Point as a Free
Intensity 2 POW 14 spirit knowing Athletics • Intensity 3: Asphyxiation, Death. Action. If the spirit magician succeeds, their
104%, Perception 104%, Stealth 104%, the body itself becomes the elemental. A spirit
spells Bandit’s Cloak and Coordination at See RuneQuest II (page 56) for a description magician embodying a sylph transforms
Magnitude 5 and the heroic ability Wall of the effects of each condition. Unlike into a vortex of buffeting winds while a
Leaping. Thorgeld’s Spirit Binding is still ‘normal’ diseases, conditions caused by one embodying a gnome will sink into
only 51% so he would struggle to prove his spirits do not recover naturally even with the ground as if they were some type of
worthiness so the GM Games Master asks application of healing skills. Some Higher earthen whirlpool.
Thorgeld’s player to make a Culture roll for Magic spells may work for a while if their
his clan. When he succeeds, he tells him that Magnitude is greater than the spirit’s While embodying an elemental spirit,
Uncle Spider loves gem stones and witchity Intensity. Thus a Divine Spell to cure the spirit magician cannot turn off
bugs. Bringing some of both will provide blindness of higher Magnitude than the or dampen the effects. Furthermore,
+20% to his Spirit Binding. It still will not be possessing spirit’s Intensity will work but returning the elemental spirit to the fetish
easy but Thorgeld’s player decides to give it unless the spirit is driven out, the effects is far more difficult than for other spirits
a go. will gradually return. as the magician must make a successful
Command Roll in order to successfully force
Elemental Spirits the spirit back into the fetish. Finally, while
The differences between the elementals in his elemental form, the spirit magician
Pavis Rises uses ancestral intensity to summoned by priests and wizards and is vulnerable to opposing elements just
measure the power of ancestor spirits the elemental spirits bound by Shamans as an elemental is. For all these reasons,
which reflects the fact the longer an are subtle but significant. An elemental embodying a powerful elemental spirit is
ancestor has been venerated, the more is summoned to the mundane plane and never lightly undertaken.
powerful it becomes. The two systems embodied within the appropriate source.
are broadly similar as the four bands of A shaman is capable of embodying an A spirit magician embodying an elemental
ancestral intensity are roughly equivalent elemental spirit,which means that shaman’s spirit essentially becomes an elemental
to spirits of Intensity one through four. body itself becomes the elemental. While of size based on the spirit’s Intensity as
elementals are dumb fragments of the outlined on the table on the next page.
Curse, Sickness and Bane spirits elemental rune from which they derive,
Although these spirits can be bound for elemental spirits of high POW are often
later use they are never used to augment intelligent and self-willed. As with any spirit,
the spirit magician, rather they are sent the potency of the embodied elemental
spirit depends on its Intensity.

James Murphy (Order #14603486) 19


Shamanism for Fun and Prophets
Elemental Spirit Size Table Although embodying an elemental spirit characteristics in advance as they can
Spirit Intensity Elemental Size can be extremely impressive it also opens always be figured out on the fly. Usually it
1 1 cubic metre the magician up to new problems. Like is enough to write something like: Armour
2 3 cubic metres an elemental, a magician embodying an Points +2 (Bear spirit, Intensity 2, POW 14).
elemental spirit will take double damage
3 6 cubic metres
from the opposing element and can be Finally, nature spirits do not have to be
4 10 cubic metres neutralized by an opposing elemental of bound to be useful. Higher Intensity spirits
5 15 cubic metres the same size or bigger in cubic metres. will be fully sapient and can be negotiated
+1 +6, +7 and so on cubic Reducing the magician to 0 Hit Points with to undertake tasks, gather information
metres while embodying the elemental spirit or come to the spirit magician’s aid.
instantly breaks the fetish and frees the
[[[Box text]]] spirit, possibly also killing the magician
This table produces more powerful in the process. Spells able to dismiss Spirit Combat
elemental spirits than the RuneQuest II elementals (such as the divine spell Dismiss Spirit combat occurs only on the spirit
rulebook (page 144). This is a deliberate Elemental or the sorcery spell Banish) will plane and requires both participants to
change as there were some inconsistencies free the elemental and destroy the fetish be there. High Shamans can discorporate
between elementals and elemental spirits. if the effect is great enough to affect an corporeal beings through spending one
Games Masters wishing weaker spirits elemental of the appropriate size or POW. Magic Point and pitting their Spirit Walking
should stick to giving spirits 1 cubic metre skill against the target’s Persistence as a
per point of Intensity. A common optional rule is to allow Combat Action. The target has to be within
[[[End text box]]] elementals to mutually annihilate each range of the skill (the Shaman’s POW in
other. Generally Fire and water cancel each metres). Spirits using the Discorporate
The magician’s STR, DEX and Hit Points other out while Earth and Air also oppose skill likewise must spend one Magic Point
are replaced by the spirit’s values (which each other. Different settings have different and a Combat Action to discorporate
are rolled as normal for an elemental of its elemental cosmologies, for example a corporeal being whose soul they can
SIZ when first encountered) and he gains Glorantha is unusual in having Darkness perceive and who is within their POW in
all the abilities (including its weaknesses) as an element. Opposed elementals can
of the elemental. When the elemental annihilate each other it by inflicting damage
spirit is returned to the fetish, any damage equal to their Hit Points directly to each
done to the magician while embodying other. Alternately any attacks launched by
the spirit is divided evenly between all an elemental inflict double damage to their
his Hit Locations (rounding up as usual). opposed element. For example, a sylph
For example if a human took 23 points of with 21 Hit Points is grabbed by a gnome
damage while in elemental form then he with 32 Hit Points. The sylph takes 32 Hit
would take 4 points of damage to each of Points damage and is dispersed while the
his 7 locations once he returned to human gnome suffers 21 Hit Points damage; it has
form. been severely knocked about by the sylph
but still standing.
Shamans forming concerts to control huge
elemental spirits face particular problems.
Although a concert with 300% in Spirit Nature Spirits
Binding could theoretically control a bound These spirits augment the spirit magician’s
elemental spirit of 90 POW the leader abilities exactly as described. It is possible
of the concert would have to embody to augment Combat Actions but that
an elemental of some 120 cubic metres. requires a minimum Intensity of 2, giving
Remember that all concert members need +1 Combat Action per point of Intensity
to be within a few metres of each other, after the first (so an Intensity 3 spirit gives
which means they risk being incinerated, +2 Combat Actions). Magicians cannot
drowned or otherwise affected due to the command their spirits to augment others’
sheer scale of the elemental. Furthermore, abilities: it is the bond between magician
if the concert breaks down as well as the and spirit that allows the augmentation.
potential backlash the shaman embodying
the elemental spirit will no longer be able When designing Nature and Guardian
to control it. spirits for non player characters there
is no need to determine all its skills and

20
James Murphy (Order #14603486)
metres on the spirit plane. Naturally they powerful than the spirit. If, however, the being attacked by a sickness spirit might
can keep trying for as long as they have owner is weaker than the spirit the spirit is break out in boils and cold sweats or
Magic Points but if the target successfully completely free to attack its owner instead. might vomit endlessly depending on
resists with a critical then it is reasonable This is yet another reason shamans are the conditions they are fighting against.
to assume the target is immune to being reluctant to provide these types of spirits Someone who has training in Spirit
discorporated by that particular shaman or to worshippers in their tradition. Walking may be able to mostly control their
spirit for at least a week. As discorporation body showing just small signs of stress.
is an extremely powerful ability then one In game terms, assume that a spirit with a A shaman with a Fetch will be able to sit
option is to increase the cost for multiple lower POW than the magician will attack serenely, their body undisturbed while on
attempts against the same person by one the intended target. Optionally, call for a the spirit plane the struggle ensues.
Magic Point each time. So the first attempt Spirit Binding roll opposed by the spirit’s
at discorporation costs 1 Magic Point, the Spectral Combat Skill. If the magician fails In campaigns with a lot of spirit combat
second costs two, the third costs three and to win, the spirit simply departs. If the various questions come up about how
so on. This will prevent spirits from simply magician fumbles, or if he fails while the exactly fights occur and whether it is
trying over and over again until they spirit succeeds and the spirit is of greater possible for one side to flee. Generally
succeed. POW than the magician, it will turn on him speaking, if a spirit magician is looking
instead. for a spirit to bind he must hunt the spirit,
Once both participants are on the spirit sneaking close enough to it to be able to
plane Spirit Combat may continue until one Generally a spirit magician does not bind attack it. Spirit walking corporeal beings
side has been reduced to zero Magic Points. an aggressive spirit like a curse spirit to a as well as natural spirits can attack anyone
At that point the winner may perform fetish as the risks are high and the fetish within their POW in metres. While adjacent
various actions as listed in the RuneQuest II is unpleasant to handle. Instead, if the the combat looks like two enemies
Rulebook (page 142). The winner does not magician wishes to send such a spirit exchanging blows while enemies distant
have to take advantage of the loser and it is against an enemy the usual procedure is from each other appear to aim missiles
important to remember that spirit combat to journey to the spirit plane and defeat or simply leap at each other. Like normal
can represent any kind of contest from a the appropriate spirit; once defeated combat, spirit combat can generate
battle of wits to an artistic performance; it the shaman can compel the spirit to one Combat Manoeuvres although many will
does not always have to be a grim battle service. A possession or part of the target be effectively meaningless. The Change
to the end. The same mechanic is used but is burnt or otherwise consumed in order Range manoeuvre (or action) can be used
how it plays out depends on the beings to identify the target. Once the spirit has to disengage and flee. If the fleeing spirit
involved. regained its Magic Points it will journey has a higher POW than the other spirit
to the target and attack it. Alternately the then once it has successfully performed a
Spirit Combat and bound spirits shaman may command the defeated spirit Range Change it can flee automatically. If
Spirit combat happens on the spirit plane to perform one service in the future. Such a the other spirit has a higher POW then it
and a fetish (or other binding object) spirit will act like a spirit contact and come will be able to hunt down the fleeing spirit,
binds a spirit to the mundane plane so it within 1d6 minutes of a successful Spirit though that might take some time. As a rule
follows logically that a spirit bound in a Walking skill test to attack an opponent. of thumb spirits and spirit walking mortals
fetish cannot be commanded to attack travel at a speed equal to their POW on
an opponent in the spirit plane. A spirit The most fearsome shamans are those from the spirit plane. Unfortunates on the spirit
magician wishing to use a curse, sickness traditions with friendly curse and sickness plane without any kind of spirit walking
or even bane spirit this way must therefore spirits. Such spirits may become allies and skill are virtually trapped as they can move
free the spirit by breaking the fetish. Of willingly attack victims nominated by the but can not follow a direction so they tend
course, breaking the fetish frees the spirit shaman. Once the victim is dead, the ally to drift aimlessly. Such characters trying
from the magician’s control so there is will return to the shaman to beg for more to defend themselves in spirit combat
no obligation for the spirit to do what victims. through using half their Persistence skill
the magician wants. Indeed there is now (RuneQuest II page 142) are also unable to
nothing stopping the spirit from turning If spirit combat happens on the spirit plane, gain Combat Manoeuvres.
on the person who freed it. Generally the what does it look like back on the mundane
procedure is that the magician points the plane? The answer to that depends on Characters who have Dedicated a large
fetish at the victim and promises the spirit the victim’s Spirit Walking skill. Someone amount of their POW can be very vulnerable
freedom if it attacks the target. Usually it with no ability in the skill has no way of to spirit combat. One option is to rule
will agree because its nature is to attack and controlling their physical body while they the cost to discorporate a character with
possess corporeal beings and also because are on the spirit plane so when they are Dedicated POW is one Magic Point plus one
usually the magician who bound it is more attacked they might writhe around and Magic Point for each point of Dedicated
show symptoms of the attack. Someone POW of the target. A spirit wishing to

James Murphy (Order #14603486) 21


Shamanism for Fun and Prophets
discorporate a character who has 4 points
of Dedicated POW would have to spend
Spirits & Society but a powerful shaman should have built
a strong enough web of allies that most
In societies where Spirit Magic is the main
5 Magic Points to make the attempt. This predators would rather hunt less powerful
form of spirituality, spirits and fetishes are
represents the difficulty of transferring the prey. Player character shamans, however,
ever-present and a shaman fulfils the same
Dedicated element of a person’s soul to should expect occasional very unpleasant
role as a priest. It can be easy to forget that
the spirit plane. Discorporating a character surprises....
spirits are not just “power ups” or resources
with a large amount of Dedicated POW
to be used, unless of course you are a God
may also draw the attention of spiritual
guardians tasked to protect the faithful.
Learner. The spirits are not tools, however,
they are part of the society. Most people
Trapped Spirits
Some spirits occasionally get accidentally
will have a shrine to revered ancestors, a bound to the mundane plane and become
One of the primary tasks for shamans is to
fetish holding a totem spirit and will take Haunts. The spirits of the dead who did not
exorcise spirits possessing the faithful. The
part in ceremonies of remembrance and receive the proper funeral rites or who have
most common technique is to use Spirit
revitalisation. In general, animists regard died violently may be incapable of leaving
Walking to find the spirit within its body.
spirits in one of three ways. the mundane plane. Other mortals may
At this point a High Shaman can use their
Spirit Walking skill to forcibly discorporate have been cursed or may have died before
• they revere their honoured ancestors an important vow was completed or died
the spirit and then either he or his fetch
and totem spirits; full of hatred and rage and become bound
can battle it on the spirit plane. More junior
• they respect the power of the spirits to the mundane world. Such spirits may be
shamans will have to rely on their fetch
of the world around them; bound to the bones of their corpse, a tree
to discorporate the spirit. In both cases it
• and they fear the malevolent spirits from which they were hung or maybe a cliff
is usually the fetch that battles the spirit,
of their enemies. from which they jumped to commit suicide.
leaving the shaman free to perform physical
actions acting as a complementary skill for By definition Haunts are trapped on the
Player characters who walk the spirit mundane plane and cannot discorporate
the fetch’s combat skill. Usually this will
plane, binding spirits against their will and victims in an attempt to possess them.
be the use of the Healing skill but it may
generally treating them as weapons and In fact most such spirits can do little but
also include drumming, singing, dancing,
armour will soon gain a poor reputation bewail their fate. Some, though, may have
burning of herbs to make the spirit drowsy
both in the mundane world and on the acquired certain powers. The list should be
and so on.That said, once the spirit has been
spirit plane. limited only by your creativity but some
discorporated it may attempt to flee if the
shaman or his fetch clearly overmatches include.
Most members of the society will know
it so it is often up to the shaman as to
enough Spirit Walking to see the spirits • Telekinesis: the spirit has a STR equal
whether he wishes to pursue it.
around them when they meditate and to its Intensity, which it can use to
enough Spirit Binding to use their fetishes move items around.
A spirit possessing a body is trapped on properly provided they take time. It is • Miasma: the spirit can induce
the mundane plane and therefore cannot highly unlikely they will ever engage in feelings of dread and despair, maybe
regenerate Magic Points. This is why a life and death battle on the spirit plane even fear and terror. The Magnitude
spirits tend to possess people who are (that is what the shaman is for) so for them of the effect depends on the spirit’s
already weakened and cannot adequately the Binding skill represents the proper Intensity. An Intensity 4 Haunt may
fight back because it minimises the risk means of address, the proper visualisation be able to induce a level of Fear that
of the spirit losing Magic Points. Like and proper state of mind needed to invoke is potentially lethal.
any predator, spirits tend not to attack the power of the spirit within the Fetish. • Wraith form: the spirit is able to
healthy, dangerous victims. If you wish physically damage corporeal beings.
spirits to be able to regenerate Magic The shaman is the bridge between the The spirit can physically attack with
Points while possessing a host then allow mortal world and the spirit world. He lives a skill equal to its POW*3% doing Hit
them to leech off the host’s life force and a life in two worlds and with the shaman’s Point damage equal to its usual Spirit
regenerate Magic Points at a slower than help, the members of the tribe can pass Damage ignoring all physical armour.
normal rate, such as 1 Magic Point per through to the spirit world to converse For example a spirit with a POW of
10 hours. A person with all of their POW with those who have gone before. Naturally 18 usually has a spectral combat
dedicated to another entity cannot be a powerful shaman tends to attract skill of 90% meaning that it normally
leeched in this way. attention on the spirit plane. When viewed does 1D10 damage to Magic Points.
on the spirit plane, the shaman’s soul echo When attacking physically it attacks
is often at the centre of many spirits eager at a skill of 54% and does 1D10
for attention. This can be highly distracting damage to Hit Points in a location
and may attract the attention of predators ignoring all physical armour. Magical

22
James Murphy (Order #14603486)
armour such as Protection still works
however.
• Glamour: the spirit can engender
illusions, which are experienced by
all within a range of the spirit’s POW
in metres of the item the spirit. This
glamour is a mental illusion that
works in a similar way to the sorcery
spell Phantom (Sense). See the
RuneQuest II Rulebook page 134.
• Cast magic. Becoming a Haunt
usually severs the spirit from any
form of higher magic but some may
retain the ability to cast Common
Magic. An awful lot of Haunts consist
of spirits casting magic such as
Befuddle, Disruption, Demoralise,
Fanaticism and so on.

Like bound spirits, Haunts cannot


regenerate Magic Points normally but
they are able to tap Magic Points from
the natural world around them, a process
that inevitably creates an unsettling area
shunned by animals and where the plants
are stunted and withered. A Haunt can
tap the POW of any animal or plant with
lower POW than the Haunt’s Intensity to
provide it with Magic Points up to the limit
of its normal POW. Generally most Haunts
must manifest in order to use any of their
abilities. While a Haunt is manifested it
becomes vulnerable to magical damage,
however destroying it with damage simply
drives it back to its binding until it has
regained Magic Points through tapping its
surroundings.
Fighting Wraiths by some form of weapon enhancing magic
Dealing with a Haunt is not easy. Spirit A manifested Wraith Spirit has only one hit
Walking or magical senses may reveal the then it can usually block 1 size equivalent
location and it has a number of Hit Points for each point of Magnitude. As with any
location of the binding object. Sometimes equal to its POW. Reducing its Hit Points to
destroying the binding object is enough to kind of combat both participants can
zero will temporarily drive the Wraith back generate Combat Manoeuvres where
release the Haunt but usually any attempt to its binding for 24 hours, after which its
to release the Haunt requires determining they are appropriate; being impaled by
Hit Points will be fully regenerated. The a spectral dagger is every bit as nasty as
why the spirit became bound in the first weapon the spirit uses depends on its
place and undoing the effects. being impaled by a real one.
Intensity. Each point of Intensity counts as
one rank of Size and Reach so an Intensity With that cheery thought in mind, read the
The supplement Necromantic Arts 3 spirit could use a spectral weapon with a second part of this article next month for a
provides several additional options Size of Large and Reach of Medium. As the bestiary of spirits, quests and traditions.
that can be used for Haunts. It is spirit is intangible parrying the attack has no
recommended, however, that you do not effect normally but if a weapon is affected
allow spirits trapped on the mundane
plane to attempt to possess corporeal
beings.

James Murphy (Order #14603486) 23


The Clock’s Ticking
By John R White
A short investigation for a patrol of shorted out. If the judges fail an Investigate an open doorway who all failed to notice
Judges. roll, Control can be requested to flag up the judges. See ‘The Red Blades’ below.
details of subterranean civic features
Control for the location which should pinpoint By this stage of the judges journey making
++Item++ the entry hole. The cover is over an old any brief communication with Control
++Condition RED++ maintenance shaft for sewer inspectors. A will require a Comms roll of 10+. The
++Terrorist Alert++ couple of sets of footprints are discernable. gurgling and lapping of the turgid waters
Two suspects reported by local peeper Also a couple of lifting hooks are nearby is occasionally interspersed with oddly
unit as entering construction workers and removing the cover shows a set of muffled echoes.
site on Graham Norton cul-du-sac. One inset rungs leading down a shaft from
which a foul smell arises.
identified by PSU as Kevin Smith aka ‘Red
Kev’. Site Security droid not responding.
Trail-Blazers for
Units respond.
Going Democracy
Ahead of the judges are two men on a
The judges will be at the location in
minutes. Smith’s details can be requested
Underground deadly mission. Both have donned bright
After descending 50 metres, the Judges orange helmets and waterproof overalls.
for transfer to their bike screens. will find that some luminous dots of yellow Smith is currently armed with a spit carbine
aerosol paint have been used to mark a and a spray can. He has taped a flashlight
Kevin ‘Red Kev’ Smith Age 33 trail through the maze of stairs, walkways to his gun and both helmets also have a
Ten separate convictions for public order and ramps. It is pitch black, none of the torch attached. He accompanies Alec Lloyd
offences and possession and distribution tunnel’s lighting works. Moore, a Democrat terrorist specializing in
of proscribed literature. Several known explosives. Moore has already picked or
associates are Democratic activists now A foul mess stirs below and alongside blown apart several locks tonight and also
serving prison sentences. them as stagnant water and vile flotsam disabled the security droid with a magnon
is stirred by distant currents from other pulsar before permanently destroying it
channels. The judges proceed for half a with a small bomb. He has kept his largest
The Compound kilometre till they encounter a door hatch. bomb for his next grand gesture against
The area is a reclamation site and comprises This has clearly had the lock destroyed by the Justice Department. Moore plans to
of an old block’s foundations that are being a small explosion. An Electronics 6+ roll locate an important foundation pillar,
thoroughly cleared and inspected prior to determines an alarm was deactivated first. the destruction of which will bring about
a rebuilding project. On the other side the maze of sewers and the spectacular demolition of one of the
storm drains continues. Justice Department’s storage depots.
The locking units holding the fence panels
appear intact. A large Industrial-mek stands As the judges proceed onwards roll Recon
unmoving; another droid in the compound 6+. If a judge makes it they fleetingly ‘Say Good Night,
near the fence remains inert. It is a security see a bestial scowling green face eerily
bot with traces of smoke coming out of its illuminated some 10 metres above them not Good Day’
top casing. Judges must try to climb over and to their right. If the roll was 8+ they The terrorists have located the pillar
a 3m tall mesh or open one of the security heard whispers and giggles and thought they are seeking. It sprouts out of a huge
level 2 locks holding the fence panels they detected other figures. This is support block that forms a small circular
closed. The work hut is still locked and the Grindfang and his friends passing opposite island in the middle of a T-junction of
droid is destroyed. Examining the droid
shows a small hollow charge explosive
charge has destroyed its computer brain.

Judges patrolling around the site making


an Investigate 4+ roll should locate an area
surrounded by rubble walls and cleared
of debris exposing a manhole cover. The
locking mechanism seems open and

24
James Murphy (Order #14603486)
The Remains of the The ‘Red Blades’
‘The Red Blades’ are a small group of
Day hobbyists in their late teens and early
Spasmodically, through the other noises of twenties who are members of the Latex
the tunnels, the judges will here snatches Equipped Player’s Association (known
of screaming and gunfire. By the time they as ‘LEPAs’ for short). Recently, whilst
arrive at the pillar, Malicioso has gone. ‘adventuring’ in a ruined city site, they
The mangled remains of a body in bright found a rusty door behind which was a set
clothing tossed onto the walkway like a of stairs leading into the ground. Tonight
broken doll is easy to locate. Given time a they have decided to explore what lies
positive ID can be made from his DNA. A beyond this tantalising portal.
Judge rolling Education 10+ might manage
to recognise the disfigured features of the After sharing a couple of mega-skunk
sewer channel. The pair then wade out notorious democratic terrorist, Alan Lloyd cigarettes and building up their courage
to the island, the foul water coming up to Moore. A Life Sciences (Biology) roll of 6+ the dope happy LEPAs continue along
their chests. They clamber onto the narrow will deduce the wounds as coming from their quest, forgetting to spray tag their
walk way formed by the concrete support a sewer-gator’s attacks. An Investigate roll route as they proceed. After travelling
block standing a metre above the water of 4+ will identify the tattered remains of along a few passages, Marvax ‘the Mighty’
level. Moore tapes up a spare torch to a folded map in a torn, blood drenched happens to notice a gap in a wall panel.
shine over the intended location where he pocket. Examining the map and making a Examining the panel the group find that it
will place his bomb and puts his magnon Geography (Mega City One) roll of 8+ will is loose and a City-Def ammo crate is on a
pulsar carbine on the ledge beside him. determine the storage depot on the city ledge inside an alcove. Excitedly they open
However, unknown to Moore, he is in the surface was the target. it to discover that it apparently contains
hunting territory of ‘Malicioso’, a solitary nothing but sweets, though presumably
sewer-gator. A torch is taped to shine at the base of ones with sugar content. They greedily eat
a huge metal pillar. A magnon pulsar their fill of what is a stash of an Uncle Ump’s
Moore is priming the bomb when he shoulder- arm, its indicator showing it has Umpty derivative and bottles of pills that
suddenly senses something. As he turns two charges remaining, is on the ledge. The are powerful hallucinogenic drugs. This
he is attacked by Malicioso, whose head judges only get to spend a few minutes at cocktail produces a communal delusion
materializes out of the stygian water and the scene before excited cries echo across that the Red Blades truly are adventures
tears off Moore’s hand and forearm along through the tunnels. in a fantasy world and they interpret their
with the bomb he was holding. The reptile surroundings accordingly. Generally the
gulps down the morsel as it circles away Alec Lloyd Moore Age 42 first person to describe what he thinks a
and approaches from another angle. At Residence – Whereabouts unknown person or object is will be believed by the
this point the bomb is lodged firmly in the Political activist, with sympathies for others.
‘gator’s digestive tract and the audio setting proscribed pro-democracy groups. Moore
is knocked to the maximum. A loud ticking is suspected of undertaking terrorist Proceeding onwards they enter into a
sound reverberates through Malicioso, bombing against Justice Department sewer complex where they wander for 20
though rather than frighten him, it sends locations. 2 Justice Personnel killed and 15 minutes getting bored until Grindfang
him temporarily berserk. Screaming futilely injured. Damage to property put at 13.4 fleetingly spots a sewer-gator. He imagines
Moore is caught in the beast’s jaws and is million Credits. His bombs are improvised it is a dragon and tells his comrades.
soon crushed and drowned. affairs always incorporating Brit-Cit clocks Enthused by the prospect of heroic battle
and a tartan patterned thermos flask. and a fabulous horde they blunder through
Red Kev lets lose a salvo of shots to no the ducts and tunnels trying to find their
effect in the darkness and it is not long quarry. They hear the sound of conflict
before the gator’s has dragged him below which excites them further and spurs them
the surface of the water where he meets a onwards.
similar fate to Moore.

James Murphy (Order #14603486) 25


The Clock’s Ticking
Walter Hickey /‘Hakk the Slayer’: Str 7 Chico Fernandez / ‘Grindfang the Nasty’: sound carrying through the darkness. If
(+0), Dex 8 (+0), End 6 (+0), Int 7 (+0), Edu Str 7 (+0), Dex 6 (+0), End 8 (+0), Int 7 (+0), a light source touches the abandoned
7 (+0), Soc 6 (+0) Edu 6 (+0), Soc 5 (–1) corpse of Red Kev, this will be conspicuous
Desperation: –8 (Normally 0) Desperation: –8 (Normally 0) in its bright overalls.
Skills: Computer 1 Skill: Computer 1
Weapons: Latex sword with opaque blade Weapons: Latex spiked mace The Red Blades immediately recognise the
and flexible green tinted LED strip in core. Armour: Leathereen tunic and mock fur: dark, helmeted figures emerging from the
Armour: Equivalent to pad armour: 4 3 points (against Melee attacks only) and tunnel entrance as pitiless guards of the
points (against Melee attacks only) shield. Dark Lord and hurl insults and challenges
Equipment: 10 metres of nylon rope, ten Equipment: Latex orc mask with an inbuilt at their sworn enemies as they prepare
foot pole, cigarette papers, lighter. infra red visor, green body paint on exposed to fight them. Irritated beyond his natural
Over his armour of synthi-leather, foam and skin. Canvas haversack with a torch inside. caution, Malicioso decides to rid himself of
ring pulls, Walter is wearing a green cape all these noisy interlopers who have dared
he has made from his mother’s curtains In their chemically altered mind state the to challenge him. Battle is joined!
(the floral pattern tends to spoil the image, LEPAs receive a –1 on any roll connected
though). with Intelligence or Education. The latex
weapons cannot do any damage but will
Justin Snee / ‘Marvax the Mighty’: Str irritate a judge (or giant sewer-gator) when
5(–1), Dex 7 (+0), End 6 (+0), Int 8 (+0), Edu bouncing off their head!
8 (+0), Soc 6 (+0) Games Masters should remember
Desperation: –8 (Normally 0) total darkness exists beyond light
Skills: Computer 1 The Stomm Hits the sources and the slippery footing
Weapon: Latex staff. The staff has an LED under the feet of the judges.
set into its top operated by a button and Fan!
which can shine through the latex. After the brief fight at the support pillar Consider how the LEPAs might use
Equipment: Backpack, Smoke bomb, bag Malicioso starts to swim off to a nearby the odd items they are carrying.
of flour, can of Boing, spray paint can (red), lair with the body of Red Kev, but after Haak may pole vault across the
grotpot a few turns of his progress through the sewer to face the judges, Marvax
He wears a false beard, a wizard’s pointed maze of waterways he suddenly receives could cover himself in a Boing
hat and grey robes. a blow to his snout. The Red Blades on a bubble only to roll off the ledge
nearby walkway have spotted the’ dragon’ and look on in panic as he is nosed
Mavis Toddle/’Siren’: Str 5(–1), Dex 6 (+0), in the ‘eldritch glow’ from Hakk’s sword away down a tunnel by Malicioso.
End 6 (+0), Int 7 (+0), Edu 6 (+0) Soc 6 (+0) and Marvax’s staff. Siren has just loosed
Desperation: –8 (Normally 0) an arrow which has ricocheted off the
Skills: Computer 1 monster’s scales. Dropping the carcase he
Weapons: Latex sword and a weak bow was lugging, Malicioso bellows his defiance
(would only do 1D6+1 damage if firing an and hurls himself at his tormentors. ‘Malicioso’ Sewer Gator: Str 18 (+4), Dex
arrow) 10 (+1), End 16 (+3), Int 3 (-2)
Equipment: Backpack, rape-alarm, The judges will be alerted to the Skills: Athletics (strength) 4, Melee (natural
grotpot confrontation and presumably try to weapons) 3, Survival 3, Tactics 2
Mavis is wearing very little except thigh follow the noises they hear. The only way Armour: 4 points of white scales and hide
high boots, a skimpy t-shirt, miniskirt and to the conflict though is to wade through a Traits: Blind
a lot of goose bumps. section of the sewer flow leading under an Weapons: Bite 2D6+6, Tail Lash 2D6–1
overhang. Emerging into another junction
Billie Prince / ‘Prince William of Nanna’: they will espy the strange sight of the Red This huge bull gator is a cunning veteran
Str 6 (+0), Dex 7 (+0), End 7 (+0), Int 7 (+0), Blades on a ledge opposite about a metre who has survived for decades in the
Edu 7 (+0), Soc 8 (+0) above the water level. Malicioso has heard sewers and disused waterways of the
Desperation: –8 (Normally 0) their arrival and has retired a short distance Mega-City. He is an urban legend amongst
Skills: Computer 1 to gage the new threat. Possibly the Judges some of the city bottom vagrants who call
Weapon: Latex sword. have just had time to see him snatch one him ‘Malicioso’. Normally he ambushes his
Armour:Set of fake plate armour equivalent of the LEPAs from the ledge if the Games prey and hides from groups of humans or
to Sports Armour: 6 points (against Melee Master wants to whittle them down! sanitation droids.The loud noise resounding
attacks only) and lightweight shield from his stomach however is making him
Equipment: Back pack, grotpot The judges will be able to hear the ticking confused and bad tempered enough to

26
James Murphy (Order #14603486)
after another 1D3 hours for each individual
after which they will be tired and complain
of migraines. (Mavis Toddle will be suffering
from hypothermia in a fraction of this time).
As the last of the Red Blades are led off into
captivity one of them, even if rousing from
unconsciousness, turns to look for his or
her comrades and asks “How much XP do
we get for all of that ?”

take his anger out on any humans. He will


Expanding the
still prefer to ambush, using the various Adventure
tunnels and ducts he knows to swim into This scenario can be expanded if the Games
an attack from the blind side of prey. The Little Ben Master wants to add extra complications.
This is a novelty good from Brit-Cit. Any or all of the following might be added
The damaged bomb is in danger of It is a battery powered clock inside • More terrorists are in Moore’s group.
being detonated under the following a metal casing with a face and During Malicioso’s attack some of
conditions~ hands styled like an old fashioned them flee unhinged with terror
• If a hit from a missile weapon alarm clock. The settings include into the darkness to be hunted
penetrates armour and causes a mechanical alarm bell and the simultaneously by Malicioso and
damage then the bomb will option for broadcasting ticking the judges. Others are elsewhere
explode if a double was rolled to sounds and Big Ben chime tones planting more bombs, though
hit. that can be set to a loud volume fortunately the map on Moore’s
• A High-explosive hit dealing 6 if required. corpse shows their locations.
points of damage to the gator • The investigation into tracing
will trigger the bomb. the original owner of the stash of
• If burst or auto fire from a gun contraband used by the LEPAs.
injures the sewer-gator the • The owner of the contraband
Games Master rolls 2D6, if the discovers that his stash has been
number is equal or under the The exploding bomb will instantly kill the taken a short while after the LEPAs
number of rounds used against sewer-gator and acts as a Hi-Ex Pack (4D6/ moved from into the sewers. Worried,
the sewer-gator the bomb 3D6/2D6 Blast Radius 12m) but wanting vengeance, the criminal
explodes. follows their trail.
• If a magnon pulser beam hits an • During the hectic confrontation with
odd total to hit will detonate the COUNTING THE COST Malicioso one or more of the LEPAs
bomb an even roll will destroy the Presumably ‘med and meat’ will be required gets flushed down a storm drain after
timer and the audio function. when the conflict ceases. Judges making a an old grate gives way. The judges
• The Games Master can decide if Med 4+ roll will realize that it would be a must travel into the Undercity and
the creature suffers 1D6 rounds good idea to clean any wounds with med brave its dangers to rescue them.
dying convulsions which might kits to avoid infection. The effects of the
trigger the bomb in any case ! drugs the LEPAs are suffering will wear off

Energy Weapon
Weapon Range Damage Auto Recoil Mass (kg) Magazine
Magnon Pulser Ranged (Shotgun) Special No — 7 3

Notes
5d6 against robots and stuns humans (End 10+ to avoid unconsciousness). No effect against vehicles.

James Murphy (Order #14603486) 27


A Friend In Need
By August Hahn
Patrons for Traveller Player’s Information: When
the players meet Ashton they
The galaxy is really big. There are hundreds
are not likely to be terribly
upon thousands of known worlds, many of
impressed. His clothes, while
them explored to some degree or other.
decent, look lived in and hard
From balls of rock to gas giants, corporate
worn. His pleasant face is
colonies to toxic jungle worlds, they all
haggard from intensity and
have one thing in common. No matter
lack of sleep. He is down to
where people go they always have needs.
his last few personal credits
Some are small and easily handled. For the
and desperate enough to
bigger tasks a helping hand is sometimes
seek help from just about
required. Need and conflict are the driving
anyone – even the players
forces behind adventure. Conflict creates
themselves.
itself once players get involved.
His first mission for the players
Need is what patrons are for. A patron is
is fairly straightforward. He
anyone or anything with a direct need and
seeks passage to a mostly
the means to both communicate that desire
uncharted system and
to others and a way to reward them for the
physical support while he
task’s completion. This can be as simple as
catalogues the life present
a gourmand ordering a meal and paying
on that system’s seven
for it or as complex as a distraught noble
worlds. He has been here
hiring freelance operatives to infiltrate a
before and had his funding
war zone and rescue his captured son from
cut, forcing his withdrawal.
an enemy stronghold. Patrons provide
He has managed to convince
both the source of an adventure and the
his superiors to pay for a new
benefit for undertaking it.
expedition. All he needs is a
crew willing to take him to
This article series will more patrons in
the New Eden system and Referee’s Information: Ashton Ramsey is
future issues, providing all the background
provide back up if any of the indigenous a xenologist with a mission. One might go
needed to incorporate them into an
species prove dangerous. so far as to call it an obsession. His backers
existing campaign and the details required
to use them in several different ways. pulled support for his last trip into space
His sales pitch may be less than enthralling after his ship’s command staff, what was
Patrons may not always be forthright or
but his money is good and his backers are left of them, expressed reservations over
even honest in their dealings with players
beyond reproach. He works for one of the the escalating slaughter of the crew by
but in every case they serve to get the ball
most advanced and influential scientific Ashton’s ever-more ‘aggressive’ discoveries.
rolling on a great adventure!
centres in the known galaxy (the specific Forced to abandon his field work early,
organization, be it a university, agency or Doctor Ramsey has been consumed by the
Ashton Ramsey, Human corporation, is entirely up to the Referee).
Their reputation is golden and if they
need to go back to New Eden and finish
what he started.
Scientist/Researcher agree to pay, that is a promise that can
Requires: Life Sciences (any), Space literally be taken to the bank. The job may On the surface, Ashton Ramsey seems like
Sciences (xenology), Sensors, Personal ship be rough but there is guaranteed reward in a driven but very competent scientist and
exchange for their hard work and success. his mission has clear terms and set rewards.
Rewards: Cr. 10,000 + 1,000 per new life Of course, what would life be without some
form catalogued and accepted. This is complications?
the limit of Ashton’s grant. He is useless
at bargaining so his initial offer is also his
highest and final offer.

28
James Murphy (Order #14603486)
d6 Result Complication
1 In this case, life would be simple, professional and profitable. There are no hidden directive and no private agenda. The
players may spend the entire time wondering what the catch is but in this case, the catch is that suspicion and panic
might be the most dangerous elements of the entire mission. Making one’s patron nervous is one thing. Making him
nervous while he is working out how to contain a dozen ravenous blood-lizards for transport is quite another..
2 Ashton Ramsey may be honest and forthcoming but his backers are not. While they do have a reputation for honesty
and integrity, that public image is one they have bought with years of black operations, wet work and the best image
firms credits can buy. During this mission, they do not have a hidden agenda but their liaison, Ramsey’s assistant Marya,
is a covert agent with orders to judge the players for future ‘possibilities’.
3 On Ashton’s first trip to New Eden, the most dangerous life form he discovered was a reptilian killing machine, called
a Riptalon by the mission’s survivors. While he considers the discovery files closed on Riptalons, his backers and their
military contacts feel otherwise. After reaching New Eden, the nominal leader of the players is approached via private
communication with an offer. Bring back a breeding pair of Riptalons and earn 10,000 additional credits. The only
condition is that Doctor Ramsey cannot know anything of this side operation.
4 Ashton’s an honest man but the players are not the first group he has approached with this offer. The last crew,
dishonest and mercenary to the core, has been watching the good Doctor since they turned him down. They do not
want anything to do with his pointless mission but they do want his extremely expensive scientific equipment. When
he goes to transport it onto the players’ ship, they will be there, weapons in hand.
5 Doctor Ramsey is just a little more unstable than anyone suspected. Once the players arrive in New Eden, he will begin
his work as normal. Hyper-sensitive to any sign that the players might be considering abandoning the mission, he is not
above taking a more direct hand in ensuring that their ship does not leave the system. Just how ‘direct’ is entirely based
on how the players have behaved and how they have treated him up until his little psychotic break.
6 Unbeknownst to anyone, even the scientists of Doctor Ramsey’s home organization, one of the worlds of New Eden
is inhabited by a sentient species. That race managed to remain hidden during his first visit but his presence was
extremely distressing to them. Mistaking his scientific investigation as scouting for an alien hostile force, they have
spent the entire time since he left preparing for a possible invasion. This should make for a rude surprise when the
players arrive…

The Riptalon
(as excepted from Traveller: Animal Encounters)

Behaviour Preferred Movement


and Diet Habitat Mode(s) Strength Dexterity Endurance Intelligence Instinct Pack
Intimidator, Forest, Jungle Walker 18 15 14 2 12 3
Carnivore
Skills: Persuade 0, Deception 1, Stealth 1, Survival 1, Athletics (endurance) 1, Recon 2, Melee (claw) 2
Attacks: Teeth and Claws (2d6) Armour: Scales and Hide (3) Number Encountered: 1d6

As brilliant as they are deadly, Riptalons are a fully reptilian, larger analogue of the velociraptor. As far as behaviour is concerned,
their intelligence makes them hard to classify. They are technically intimidators only because it is their preferred method of ‘hunting’
to let others do the hard work of downing prey and then driving them away from their meals. This is only a generalization, however.
They are fiercely intelligent, have been known to kill for pleasure and enjoy chasing prey before a kill.

James Murphy (Order #14603486) 29


New Ships for the US Navy
By David Manley
Priority Levels
The Priority Levels for these new ships are
as follows:

Priority Level: Patrol Priority Level: Skirmish


Evarts class destroyer escort Charger / Avenger class escort carrier
APD class attack transport
Somers class destroyer Priority Level: Raid
Benson/Gleaves class destroyer St Louis class light cruiser
Sims class destroyer Wichita class heavy cruiser
Wickes class destroyer
Mahan class destroyer Priority Level: Battle
Farragut class destroyer Colorado class battleship (modified)
Allen M Sumner class destroyer South Dakota class battleship (modified)
Gearing class destroyer Midway class aircraft carrier
Bagley / Benham class destroyer

Evarts-Class destroyer escort


The Evarts class is representative of the six classes of
destroyer escort built for the US Navy during the war. All were
built along similar lines, with the main variation being in the
ship’s propulsion systems. Based in concept on the Royal
Navy’s “Hunt” class destroyer escort the DE types formed
the mainstay of the USN’s anti-submarine force. They were
extensively modified during the war; the armament listed is
typical of a 1942 ship.

Speed: 4” Armour: 2+ Special Traits: Agile, Sub


Hunter, Radar
Turning: 2 Damage: 3/1 In Service: 1942+
Target: 6+ Crew: 5/1

Weapon Range AD DD Special


Hedgehog 4 4 4 Slow Loading, Super AP
Secondary Armament 8 1 1 Weak
AA 5 1 — —
Depth Charges 3 4 2 Slow-Loading

Length: 289 ft. Displacement: 1,360 tons Speed: 20 kts. Crew: 107

30
James Murphy (Order #14603486)
“APD”-Class Attack Transport
Several classes of ships were adapted to become small,
fast attack transports, or APDs. The first, USS Manley (APD
1), was a converted 4-stacker and other ships of this type
were used. Another common APD conversion, and the
subject of this stat entry, were the DE Type destroyer
escorts. Ships converted to the APD role landed most
of their ASW armament, although they retained a basic
fit and could act as ASW escorts to their amphibious
groups if necessary. Instead they carried two LCVP
landing craft and accommodation for a company of
troops or specialists. They were often used to deploy
raiding teams and specialist beach clearance teams.

Speed: 4” Armour: 2+ Special Traits: Agile, Radar


Turning: 2 Damage: 3/1 In Service: 1942+
Target: 6+ Crew: 5/1

Weapon Range AD DD Special


Secondary Armament 8 1 1 Weak
AA 5 1 — —
Depth Charges 3 2 2 Slow-Loading

Length: 289 ft. Displacement: 1,360 tons Speed: 20 kts. Crew: 107

Somers-Class Destroyer
Ships of this class: Somers, Warrington, Sampson, Davis,
Jouett

The Sampson class were a modification of the Porter


design. They lost one funnel and carried an extra set
of torpedo tubes, giving them the heaviest torpedo
broadside of any US warship at the time. Warrington was
the only war loss, sunk in 1944.

Speed: 7” Armour: 2+ Special Traits: Agile, Radar


Turning: 2 Damage: 3/1 In Service: 1937 (1942, as shown)
Target: 6+ Crew: 12/3

Weapon Range AD DD Special


Secondary Armament 12 2 1 Weak
AA 5 1 — —
Port/Starboard Torpedoes 10 6 4 AP, One-Shot
Depth Charges 3 3 2 Slow-Loading

Length: 381 ft. Displacement: 2,767 tons Speed: 37 kts. Crew: 294

James Murphy (Order #14603486) 31


New Ships for the US Navy
Benson/Gleaves-Class Destroyer
Ships of this class: Benson, Mayo, Gleaves, Niblack, Gwin,
Monssen, Meredith +

Two classes of destroyer outwardly very similar, they were the


last class of “small” US destroyer before the much larger “Fletcher”
class joined the fleet. There were several variations in armament,
most notably the removal of one bank of torpedo tubes and their
replacement with increased AA armament.

Speed: 7” Armour: 2+ Special Traits: Agile


Turning: 2 Damage: 3/1 In Service: 1939
Target: 6+ Crew: 9/3

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 7 2 — —
Port/Starboard Torpedoes 10 5 4 AP, One-Shot
Depth Charges 3 4 2 Slow-Loading

Length: 348 ft. Displacement: 2,395 tons Speed: 35 kts. Crew: 208

Sims-Class Destroyer
Ships of this class: Sims, Hughes, Anderson, Hammann, Mustin, Russell, O’Brein, Walke,
Morris, Roe, Wainwright, Buck

The forerunners of the Benson / Gleaves class, the Sims were generally regarded as
unsuccessful and overweight. They were initially built with twelve torpedo tubes, but
excessive topweight led to the removal of four tubes before the outbreak of war (the
removed tubes were used on the first of the Atlanta class cruisers). Despite their obvious
design problems the modified ships served with distinction in all theatres of the war.

Speed: 7” Armour: 2+ Special Traits: Agile


Turning: 2 Damage: 3/1 In Service: 1939
Target: 6+ Crew: 8/3

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 7 2 — —
Port/Starboard Torpedoes 10 4 4 AP, One-Shot
Depth Charges 3 4 2 Slow-Loading

Length: 348 ft. Displacement: 2,313 tons Speed: 35 kts. Crew: 192

32
James Murphy (Order #14603486)
Wickes-Class Destroyer
The predecessors of the Clemson class destroyer, the Wickes class suffered from a less-than-
desired cruising range, an issue leading to the design of the Clemsons. They also suffered from
excessive wetness in heavy seas and machinery problems. Many were scrapped between
the wars but some were transferred to the RN under lend-lease, whilst others were sold for
commercial duties and disarmed.

Speed: 7” Armour: 2+ Special Traits: Agile


Turning: 2 Damage: 3/1 In Service: 1917
Target: 6+ Crew: 5/1

Weapon Range AD DD Special


Secondary Armament 8 1 1 Weak
AA 4 1 — —
Port Torpedoes 10 3 4 AP, One-Shot
Starboard Torpedoes 10 3 4 AP, One-Shot
Depth Charges 1 2 2 Slow-Loading

Length: 314 ft. Displacement: 1,650 tons Speed: 35 kts. Crew: 130

Mahan-Class Destroyer
Ships of this class: Mahan, Cummings, Drayton, Lamson, Flusser, Reid, Case, Conyngham,
Shaw, Cassin, Tucker, Downes, Cushing, Perkins, Smith, Preston, Dunlap, Fanning

The Mahan class introduced advanced boiler design into the US Navy’s destroyer fleet and were
initially designed with a heavy torpedo armament. In common with many US destroyers they
were extensively refitted with heavy AA armament later in the war. Cassin and Downes were
severely damaged during the attack on Pearl Harbor; they also featured a modified torpedo
arrangement using only centreline tubes.

Speed: 7” Armour: 2+ Special Traits: Agile


Turning: 2 Damage: 3/1 In Service: 1937
Target: 6+ Crew: 6/2

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 5 1 — —
Port Torpedoes 10 2 4 AP, One-Shot
Starboard Torpedoes 10 2 4 AP, One-Shot
Port/Starboard Torpedoes 10 2 4 AP, One-Shot
Depth Charges 3 3 2 Slow-Loading

USS Cassin, USS Downes alternate armament:

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 5 1 — —
Port/Starboard Torpedoes 10 4 4 AP, One-Shot
Depth Charges 3 3 2 Slow-Loading

Length: 341 ft. Displacement: 2,103 tons Speed: 36.5 kts. Crew: 158

James Murphy (Order #14603486) 33


New Ships for the US Navy
Farragut-Class Destroyer
Ships of this class: Farragut, Dewey, Hull, Macdonough, Worden, Hull, Dale,
Monaghan, Aylwin

The eight destroyers of the Farragut class set the “design style” for post First
World War US destroyers. They were handsome ships but, in common with
several classes built after them, they suffered from poor stability. Two ships of
the class capsized and sank during the appalling weather of “Halsey’s Typhoon”
; a third only survived when her funnel collapsed whilst close to turning over.

Speed: 7” Armour: 2+ Special Traits: Agile, Radar


Turning: 2 Damage: 3/1 In Service: 1934, (1942, as shown)
Target: 6+ Crew: 7/2

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 5 1 — —
Port/Starboard Torpedoes 10 4 4 AP, One-Shot
Depth Charges 3 3 2 Slow-Loading

Length: 341 ft. Displacement: 2,064 tons Speed: 37 kts. Crew: 160

Allen M. Sumner/Gearing-Class Destroyer


Ships of this class: Allen M. Sumner, Moale, Ingraham, Cooper, English, Charles S. Sperry, Ault, Waldron, Gearing, Eugene A.
Greene, Gyatt, Kenneth D. Bailey, William R. Rush, William M. Wood, Wiltsie, Theodore E.
Chandler

Originally proposed as an improvement to the Fletcher-class destroyer, the Allen M. Sumner-


class bore little resemblance to the Fletcher, whose hull and machinery they were built around.
The Sumner-class hull was almost identical to the Fletcher except for a 1’ wider beam and
having twin rudders, yet the topside of the vessels differed considerably. The five single 5-inch
guns were replaced three twin 5-inch gun mounts. The Sumner also had a larger bridge area,
which included, for the first time in a US Navy destroyer, a Combat Information Centre (CIC), and
a heavier anti-aircraft battery. All this added weight cost the Sumner approximately 3 knots on
their top speed. They also did not meet the Navy specifications for operational range.

Despite these deficiencies, 70 Sumner’s were completed while the Navy’s Bureau of Ships’ designers sought a fix. The fix came in the
form of the “addition” of a fourteen-foot section to the mid-ship to accommodate increased bunker oil storage. The result was the
Gearing-class destroyer, of which the no less than 98 were constructed.

Speed: 7” Armour: 2+ Special Traits: Agile, Sub-Hunter, Radar


Turning: 2 Damage: 3/1 In Service: 1944
Target: 6+ Crew: 13/4

Weapon Range AD DD Special


Secondary Armament 12 2 1 Weak
AA 5 4 — —
Port/Starboard Torpedoes 10 5 4 AP, One-Shot
Depth Charges 3 6 2 Slow-Loading

Length: 383 ft. Displacement: 3,460 tons Speed: 36.5 kts. Crew: 336

34
James Murphy (Order #14603486)
Charger\Avenger-Class Escort Carrier
Ships of this class: Charger, HMS Avenger, HMS Biter, HMS Dasher

The Charger\Avenger class of escort carriers were slightly improved version of the Long Island/
Archer class. Like the earlier escort carriers they were conversions of standard “Liberty” type
merchant freighters. However, unlike the earlier conversions, these conversions were made before
the base ships had been completed as merchantmen. All four were delivered into service with
the Royal Navy, but one, Charger, was returned not long after delivery and taken into USN service.
Avenger was lost to a U-Boat torpedo, while Dasher was lost to an internal explosion. Biter was used
primarily used as a transport while the American Charger was largely used for training.

The values in parenthesis are for the British Avenger-class unless otherwise noted.

Speed: 3” Armour: 2+ Special Traits: Carrier


Turning: 2 Damage: 16/5 (15/5) In Service: 1942
Target: 5+ Crew: 34/11 (22/7) Aircraft: Three flights of Grumman Hellcats, two flights of Grumman Avengers

Weapon Range AD DD Special


Secondary Armament 12 (14) 1 1 Weak, (Slow Loading - Charger)
AA 8 (4) 2 — —

Length: 492 ft. Displacement: 16,000 (15,120) tons Speed: 16.5 kts. Crew: 856 (555)

Colorado-Class Battleship (modified)


Ships of this class: Colorado, Maryland, West Virginia

Because Colorado was not present at the attack at Pearl Harbour and Maryland
was only slightly damaged, these two ships saw minimal refits early in the
war in order to maintain fleet strength. West Virginia, on the other hand, was
heavily damaged at Pearl Harbour and saw an extensive rebuild keeping her
from service until 1944. Interestingly, following Kamikaze damage in 1945,
Maryland was rebuilt on the lines of West Virginia. The statistics provided in
the original rules are for the Colorado and Maryland in 1942. Use the following
statistics for the West Virginia and also for Maryland in 1944+.

Speed: 4” Armour: 5+ Special Traits: Aircraft 3, Torpedo Belt, Radar


Turning: 1 Damage: 41/13 In Service: 1944
Target: 4+ Crew: 84/28

Weapon Range AD DD Special


A Turret (2 x 16 in) 32 2 3 Super AP
B Turret (2 x 16 in) 32 2 3 Super AP
X Turret (2 x 16 in) 32 2 3 Super AP
Y Turret (2 x 16 in) 32 2 3 Super AP
Secondary Armament 12 5 1 Weak
AA 8 13 — —

Length: 624 ft. Displacement: 39,400 tons Speed: 21 kts. Crew: 2,100

James Murphy (Order #14603486) 35


New Ships for the US Navy
Bagley/Benham-Class Destroyer
Ships of this class: Bagley, Blue, Helm, Mugford, Ralph Talbot, Henley,
Patterson, Jarvis, Benham, Ellet, Lang, Mayrant, Trippe, Rhind, Rowan, Stack,
Sterett, Wilson

The Gridley class pioneered the next advance in machinery while retaining the
basic hull of the Mahan class but featuring a single stack. The Bagleys and the
following Gridleys and Benhams mounted 16 torpedo tubes, the heaviest battery
ever among American destroyers, reflecting an increased emphasis on torpedo
tactics in vogue at the time they were designed. They carried these in four quadruple mounts—two on each side of the weather deck,
fitted abaft the stack—but to do so, they sacrificed the mid-ships 5-inch gun of the Mahan and Farragut classes, leaving a total of
only four. What set the Gridley and the following classes apart from preceding classes was their advanced power-plant, with enlarged
turbines operating at greater pressure. This gave them some of the highest speeds ever recorded for an American destroyer.

Their stability and hull strength were concerns throughout their careers, however. Modifications could not be made without trade-
offs, and even as danger grew from suicide air attack, many had their torpedoes systematically stripped out for added anti-aircraft
weapons.

Speed: 8” Armour: 2+ Special Traits: Agile


Turning: 2 Damage: 3/1 In Service: 1937
Target: 6+ Crew: 6/2

Weapon Range AD DD Special


Secondary Armament 12 1 1 Weak
AA 5 1 — —
Port Torpedoes 10 4 4 AP, One-Shot
Starboard Torpedoes 10 4 4 AP, One-Shot
Depth Charges 3 3 2 Slow-Loading

Length: 334 ft. Displacement: 2,245 tons Speed: 38.5 kts. Crew: 158

St. Louis-Class Light Cruiser


Ships of this class: St. Louis, Helena

Although ordered as Brooklyn class light cruisers, the final two cruisers of that
series were built to a modified design. The secondary armament of eight, single
5-inch/25’s was replaced with the improved eight, 5-inch/38’s in twin turreted
which provided better range and a faster rate of fire. Anti-aircraft weapons were
also improved with 40 mm and 20 mm weapons. Still considered by most as
Brooklyn-class light cruisers, they are presented here as their own class. Make
the following changes to Brooklyn class light cruiser statistics provided in
Victory at Sea for these ships.

Damage: 13/4

Weapon Range AD DD Special


Secondary Armament 12 2 1 Weak
AA 8 6 — —

Displacement: 13,300 tons

36
James Murphy (Order #14603486)
South Dakota-Class Battleship (Modified)
Ships of this class: South Dakota

The South Dakota class battleships carried twenty 5-inch guns in 10 dual
turrets backed by a heavy anti-aircraft armament of 40 mm and 20 mm guns.
However, the USS South Dakota carried only sixteen 5-inch guns because she
was fitted as a Force Flagship with a larger conning tower, the weight of which
necessitated the deletion of two twin 5in mountings. As the first of the class her
heavy AA defence lagged that of her younger siblings. The statistics provided in
the original rules are for Indiana, Massachusetts and Alabama. Use the following
statistics for South Dakota.

Speed: 5” Armour: 6+ Special Traits: Aircraft 3, Armoured Deck, Radar, Torpedo Belt
Turning: 1 Damage: 42/14 In Service: 1942
Target: 5+ Crew: 90/30

Weapon Range AD DD Special


A Turret (2 x 16 in) 36 3 3 Super AP
B Turret (2 x 16 in) 36 3 3 Super AP
X Turret (2 x 16 in) 36 3 3 Super AP
Secondary Armament 12 5 1 Weak
AA 8 11 — —

Length: 666 ft. Displacement: 46,218 tons Speed: 27.5 kts.


Crew: 2,257

Wichita-Class Heavy Cruiser


Ships of this class: Wichita

The single Wichita was the bridge between the pre-war cruisers and those built during the
war. It was also the connection between the Light and Heavy pre-war cruisers. Originally
intended as another Brooklyn class ship, she was altered to receive a new model 5-inch
dual-purpose guns in single enclosed mounts as well as new model 8-inch guns.

Wichita spent most of her time in the Atlantic Ocean, participating in the Neutrality Patrol and several “Showing-the-Flag” missions
to South America. Early in war she patrolled the Denmark Strait against German raiders and escorted convoys. Later she supported
the North Africa landings, where she was damaged by a French coastal gun. Reassigned to the Pacific, the Wichita bombarded island
positions and escorted the carrier fleet. At Leyte, she was one of the two cruisers involved in the sinking of carrier Chiyoda and the
destroyer Hatsuzuki.

The Wichita statistics are essentially identical to the Portland-class provided in Victory at Sea. The only statistical changes are as
follows:

Damage: 13/4 Crew: 37/12 In Service: 1939 (1942, as shown)

Weapon Range AD DD Special


Secondary Armament 12 2 1 Weak
AA 7 3 — —

Length: 600 ft. Displacement: 13,015 tons Speed: 33 kts. Crew: 929

James Murphy (Order #14603486) 37


New Ships for the US Navy
Midway-Class Aircraft Carrier
Ships of this class: Midway, Franklin D Roosevelt, Coral Sea

The Midway class aircraft carrier was one of the longest lived carrier designs in history. First commissioned in late 1945, the lead ship of
the class, USS Midway was not decommissioned until 1992, shortly after service in Operation Desert Storm in 1991

Speed: 7” Armour: 3+ Special Traits: Carrier


Turning: 1 Damage: 40/13 In Service: 1945
Target: 4+ Crew: 160/53 Aircraft: Six flights of Grumman Hellcats, six flights of Curtis Helldivers and 6 flights of
Grumman Avengers

Weapon Range AD DD Special


Secondary Armament 12 4 1 Weak
AA 8 10 — —

Length: 968 ft. Displacement: 45,000 tons Speed: 33 kts. Crew: 4,000

38
James Murphy (Order #14603486)
James Murphy (Order #14603486)
The Thing in the Pit
By Alex Greene
Introduction Rocketry Association (SARA), whom the
characters have befriended. Professor Katzl
The characters are staying Professor Katzl’s
mansion outside the capital as his guests.
The characters confront an unthinkably
proposed 20 years ago that a network Behind an unlocked door in, the characters
ancient menace, and one character may be
of orbiting satellites in synchronous discover his pride and joy: a prototech TL9
forced to choose between his life, and that
orbit could provide an effective global Model 2 ship’s computer, connected to
of his shipmates and of an entire world.
communications network. For this insight, computers in academic faculties all over
he was hailed as a visionary. Shalimar through trunk landlines.

Source of Inspiration Not long afterwards, contact was made with Called Away
This scenario is loosely based on starfarers. Professor Katzl was appointed One night, a telephone call interrupts
a famous BBC television show, the spokesman to lead all diplomatic a cordial dinner. Professor Katzl reveals
Quatermass and The Pit, by the late contacts with offworlders. Professor Katzl he has been urgently summoned to the
Nigel Kneale. Also, many thanks to the has befriended the characters at the time capital. As he speaks, a military helicopter
online Interactive Traveller Atlas. of this scenario. lands on the lawn. The characters may
request to board the helicopter, but two

Shalimar – A World In The Nightmare Begins stern Shalimaran soldiers block them.

Guests of Professor Katzl


The Beyond The characters are here to trade TL
The only thing the characters can do while
they wait is watch the news. And there
The scenario takes place on Shalimar, a 8 electronics and to offer their ship’s is plenty. Since the characters arrived,
human world located in a remote sector services in launching several Shalimaran tensions have begun building up with
called ‘The Beyond’: communications satellites and a handful sporadic rioting, domestic violence is rising
of unmanned probes to several of the and arrests for disorderly conduct, public
Shalimar is a backwoods, with slow, simple system’s worlds. Professor Katzl is in charge drug taking and lewd behaviour are all
electronic computers weighing tons of this mission, and his government backs showing a sudden, sharp increase.
and a primitive telephone network. The his plan with good, hard currency and a
population rely upon broadcast television cargo hold full of lucrative goods for the
and radio for information. The police are characters as a reward for their generosity. Urgent Request
beginning to use handheld radio ‘walkie- The telephone rings again. It is for the
talkies,’ superseding the archaic blue Business is routine: characters may indulge characters.
telephone boxes, which are still found on in trade with the locals as usual, with a +2
street corners. DM to all speculative trade transactions. It is Professor Katzl on the line. ‘Ah, there you
Throughout this story they have no physical are,’ he says. ‘I believe we are in further need
The Shalimarans have built their own access to their vessel – it is being prepared of your services. You see, the construction
spaceport and are experimenting with for the satellite mission. The characters are workers on the Vexhill Line extension have
rocketry. They allow outsiders to contact temporarily marooned on Shalimar. dug up something, and I wonder if you have
them, but they restrict high technology, seen anything like it in your travels. I’ve sent
accepting items of no more than TL 8. The While they are here, they are interviewed transportation to bring you to the capital.’
high law level forbids all but police and the for television by a pretty television news
military from owning firearms. anchor, Lonia Vascu, who grills them on The ground cars and escort vehicles arrive
their offworld activities. What wonders outside within minutes. The looks on the
The planet is on the cusp of achieving have they seen? And what do they think of soldiers’ faces hint that refusal to come
TL 8 thanks to a genius, Professor Bars the Shalimarans? with them is not an option.
Katzl of the Shalimar Aeronautics and

Shalimar The Beyond Subsector A 0105 B86764A-7 Ag Ni Ri

Professor Bars Katzl Career Path Strength Dexterity Endurance Intelligence Education Social Standing
Age 45 Scholar (scientist) 6 terms 5 7 7 D D 9
Admin-0, Computers-2, Diplomat-0, Engineer (rocketry)-2, Engineer (electronics)-3, Science (physics)-2, Physics (electronics)-1

40
James Murphy (Order #14603486)
Unearthed ‘Construction workers unearthed the object The characters may run a series of tests
The characters arrive at Vehill, just as a at dawn,’ Professor Katzl says. ’They thought on the object’s surface, attempting to
squad of bomb squad officers emerge it was a bomb dating back to a civil war determine its material composition.
from the entrance to an excavation several decades ago, so they brought in the Education, Engineer or Physical Science
wearing hazmat suits, gesturing all is clear. bomb squad. The problem is, we have no idea (chemistry), 1 – 6 hours, Formidable (-6).
A television crew stands nearby, recording what it is, save to say that it’s likely old. Very
the extraordinary scene unfolding. old.’ The Inexplicable Artefact
The object’s shell defies analysis with
Professor Katzl emerges from the entrance You reach the site of the dig. Hurricane the equipment available at TL 7. It resists
following the bomb squad officers. Gently, lanterns and flashlights illuminate the diamond drills and oxyacetylene torches
he rebuffs a television reporter with ‘Not now, darkness as soldiers struggle to hook up without so much as a scratch or a heat scar.
Lonia. Save it for the press conference.’ He electric lights in the site to with power cables The metal appears to be not only beyond
looks irritated - and also frightened. from a large generator you passed just Shalimar’s Tech Level: it may be beyond
outside. the characters’. However, one simple test
‘I’m so glad you’re here,’ he tells you. ‘Come – striking it with a hammer – reveals a
with me. This is extraordinary.’ Behind the A makeshift wooden platform rings the curious fact. The object is hollow.
wire link fence cordon, the entrance to the interior perimeter of the pit, which is about
underground construction site seems like a thirty metres across. In the centre of the At one point, an exhausted Professor Katzl
darkened maw. chamber, half buried in the soft mud, a gives up and heads back home to consult
smooth, rounded conical shape juts out at a with fellow academics across Shalimar
He leads you through the dark tunnels to the slight angle. The shape appears to be of some on what to do next. The characters are
site. sort of dark metallic blue material. It is cold to escorted from the site, and an armed
the touch. Very, very cold. guard assigned to protect the dig. Another
armed guard escorts the cavalcade back
to the estate: a food riot is in progress. The
characters smell the smoke from nearby
fires, and hear the angry screaming.

The characters get a good night’s rest. It is


their last one, for a while.

Unusual Events
Strange Forces Stir
The excavation proceeds over 3D6 days,
but progress is slow. Roll 3D6 each day,
adding a cumulative +1 DM. Then roll
the dice indicated to determine whether
or not the incident happens with the
characters as direct witnesses. Otherwise,
it is reported on TV.

Referees wishing to add some spice for


characters who wish for opportunities
to engage in combat can give them the
opportunity to confront rioters or cultists
who may be attempting to storm the dig
or suspect the characters of being involved
in ‘the conspiracy’.

James Murphy (Order #14603486) 41


The Thing in the Pit
Unusual Events Writing: People report strange writing • Vanished: Someone enters the
3D6 Events appearing everywhere. On 11+, the site in a daze. She approaches the
characters witness the writing. They can Artefact, touches it ... and silently
3–6 Demonstration (roll 1D6 twice)
take photographs of this strange, alien disappears in a swirling nimbus of
7–8 Riot (roll 2D6)
script. It is no hallucination. The ephemeral blue light.
9–10 Hysteria (roll 2D6) writing is real, though the substance
11–14 Vektism (roll 2D6) vanishes before they can take a sample of When the dig is complete, move on to the
15 Disappearance (roll 2D6) it for analysis. following scene.
16 Visions (roll 3D6)
17 Writing (roll 3D6) Incident at the Dig: The characters bear A Shocking Conclusion
witness to an incident at the dig site If the characters have not worked out by
18 Incident At The Dig
involving the Artefact. Choose from the now that the Artefact is responsible for
Demonstrations: A protest march takes following, but apply each incident only these phenomena, have Professor Katzl
place. 4+, it is in the capital. Second roll: 6, once. suggest it to them at the dig, or have the
the march turns into a riot. player of the smartest character roll Int 7+
• Gatecrasher: A young Shalimaran, to figure it out.
Riot: A riot takes place in one of the cities dressed in a Vektist robe, sneaks into
on Shalimar. 10+, the riot takes place in the the dig site. She brandishes a leather Professor Katzl points out that Shalimar
capital, and the characters witness it first book at the Artefact, chants at it and possesses a nuclear capability in the hands
hand. attempts to touch the side of the of an increasingly apocalyptic, hysterical
object before security forces take population. if the characters do nothing,
Hysteria: Scenes of mass hysteria and her away. this planet could go up in flames - and take
public mourning. A fair amount of public them with it!
nudity and licentious behaviour as Vektists • Fainting Spell: Everyone in and
and ordinary people proclaim the end of around the dig site suddenly
the world. Roll 2d6 and add the DM. On feels dizzy. Roll End 8+: a failing An Aperture!
character loses consciousness for 10 Someone shouts out. There is a huge
8+, the characters witness such hysteria for
– 60 minutes, and awakes with vivid bang and a yell. A worker has slipped on
themselves.
dreams of strange, hopping demons the near-frictionless shell and fallen, badly
with leathery wings in his head. This injuring himself. As he is stretchered away,
Vektism: The characters see Vektists
phenomenon will have extended for someone notices that an aperture has
marching through the street chanting and
2d6 x 100 metres around the site, opened, close to the ground. It was not
burning incense, or catch a news report
even above ground. there before.
of a police raid breaking up a Vektist sect.
On 10+, the characters witness a Vektist
• Violence: One of the researchers Whatever is inside, it stinks like an open
march.
explodes with anger for no reason, grave.
Disappearance: People are disappearing and attacks the characters.
inexplicably, suddenly. Often in mid-
• Insanity: One of the researchers, a Research
sentence. Sometimes they leave their The characters need to pursue research
clothes behind. On 6+, an accident happens guard or a bystander goes insane
and babbles about demons. into the various phenomena plaguing
– a motorist vanishes at the wheel, a Shalimar’s population. Fortunately, they
doctor disappears in surgery. On 10+, the have an edge: Professor Katzl’s prototype
disappearance happens to a non player • Hallucination: The characters
experience hallucinations of strange, internet connection, linking Shalimar’s
character the characters have had contact university libraries together. Education,
with – though not to Professor Katzl or to small, hopping winged creatures
out of the corner of their eye. 1 – 6 days, Routine (+2). Without Professor
themselves. Katzl’s computer, Difficult (–2).
This unnerves and distracts them,
Visions: The characters hear a first putting a DM of –2 on all rolls based
hand account of a vision of some sort of on Int or Edu for that day. They Vektism
‘demonic entity’ the witness encountered are not alone: other people they Veltism is a belief on Shalimar in the
in a dream. On 11+, one of the characters meet occasionally appear similarly existence of Vekt, a kind of Devil figure.
has the vision. distracted, sometimes inexplicably Vektists believe that by indulging in sins,
hostile to them. they can appease Vekt and thus protect the
rest of the population from Vekt’s wrath.

42
James Murphy (Order #14603486)
Belief in Vektism dates back, in fact, to the writing has appeared before, in some of the At this point, the TV camera is switched back
beginning of written Shalimaran history. oldest documents the Shalimarans own. on, and pointed at Lonia. The soundman
Characters who read up on Vektism This is their earliest writing system, and it tests the microphone for sound levels and
discover that it is, in fact, the planet’s resembles no written alphabet on record Lonia is ready to begin.
dominant religion – virtually every – not even in the characters’ computerised
Shalimaran household has a small shrine ship’s library. As she launches into the latest live report,
to Vekt somewhere. Even Professor Katzl, everybody suddenly hears a strange,
the great rationalist, is not immune from Again, Vexhill comes up in research: more rising whine coming from the site. It rises
the fear of Vekt, and proudly shows the sightings of this strange writing and the into a wailing screech, more animal than
characters his shrine if asked. demonic creatures have occurred in Vexhill machine. All activities are at a –4 DM due
than anywhere else. In fact, the name to the distraction.
On an Exceptional Success, the characters ‘Vexhill’ is itself a corruption of an even
learn that Veltism has always had its older name. Vekt’s Hill. As the sound reaches a crescendo, Lonia
strongest presence in the capital. Historical suddenly clutches her stomach. She
research turns up a number of small shrines Vexhill screams. Before a live TV audience, she
based in and around the district of Vexhill At night, nobody comes to Vexhill. Not vanishes in a nimbus of swirling blue light.
over the centuries. even vandals, morbid Vektists or animals.
Characters may observe locals shuddering Global Panic
Disappearances and blessing themselves as they pass by Word of the incident spreads everywhere
Historical records reveal a curious fact. the dark, rotting terraced houses, their there is a telephone connection. Some
One night during the war, a large chunk windows still mostly intact, rows of black people had recorded the incident on their
of the population of Vexhill is said to squares staring at them like empty eyes. home video recorders and within hours
have mysteriously disappeared overnight. panic flares up across the globe.
Police and the military feared a bomb had
destroyed the site, but when they arrived Escalation Back At The Dig
they saw abandoned houses and deserted In the aftermath, everyone gets up. Almost
streets. Hot food sat cooling on kitchen Public Disappearance everyone is now fleeing the site. Only
tables; televisions and old-style radios Plucky television news reporter Lonia Professor Katzl and the soundman remain.
were on, unattended; beds lay unmade; Vascu has been following the characters Professor Katzl looks distraught at losing
even loose piles of clothing lay about here for the duration of their visit. Her face has Lonia. The soundman, however, looks
and there, as though people had divested become a familiar one to the characters. puzzled.
themselves of their clothes and were
running around naked somewhere. Tonight, she is presenting a live TV report If the characters do not ask, Professor Katzl
from the dig, interviewing Professor Katzl listens to the playback and then plays it to
By the time Vexhill was earmarked for the and the characters. the characters.
extension, fifteen years later, the plans went
unopposed because nobody had returned ‘What do you think of these inexplicable The tape did not pick up the rising scream
to the district to repopulate it. Nobody had events?’ Lonia asks the characters, as they that disabled everyone and preceded
wanted to. gather outside the site. This is an off the cuff Lonia’s disappearance. Other sounds were
comment, with the microphones and TV off. recorded but not that one.
Visions
Research reveals that visions of strange, With the discovery of the aperture, nobody is The characters may now attempt two
demonic entities have been part of allowed in, except for Professor Katzl and his separate rolls, based on what skills they
Shalimaran lore since the dawn of their team who wanted to go inside the Artefact possess. The skills are: Life Science, with a
recorded history, fifteen thousand years first. Non-essential personnel are not allowed speciality in Psionicology; and Engineer,
ago. People have experienced strange in, and that includes the characters. with a speciality in Screens.
hallucinations of short, demonic creatures
with leathery skin, bulbous heads, huge ‘I’ve been all around the world,’ Lonia says. To determine the nature of that scream:
black almond eyes and leathery wings ‘And I’ve never seen anything like this before. Intelligence, Life Science (psionicology),
since at least then. I was told by the government to try and keep Difficult (–2). To determine the cause of
people calm, but basically if your ship was the disappearances: Education, Engineer
If the characters took photographs of the working I’d be out of here on the next flight.’ (screens), Difficult (–2).
strange writings earlier, they realise this

James Murphy (Order #14603486) 43


The Thing in the Pit
Referee: The reason why the scream was Translating the writings so far proves smaller and more brittle, the hollow bones
not picked up by the tape was that it was impossible without a reference. of an avian creature, and strange, almond-
not a physical sound at all, but rather a shaped skulls.
psionic projection similar to a telepathic Descent
assault. Those nearest the Artefact suffered The shaft goes down several hundred Base of The Shaft
the most; the characters will need to metres. Characters discover more apertures At the foot of the shaft are more bones,
investigate this matter further. This means leading from the central shaft.Each aperture and a solid floor. Part of the base of one of
entering the Artefact. leads to a short cylindrical corridor and to the lower chambers has been cut off, and
a spherical chamber. These chambers seem there is solid rock underneath.
A character who has had experience of to be placed about the Artefact randomly,
operating nuclear dampers will recognise without rhyme or reason. It looks as if, at some time, there had been
the blue flare as the burst of Cerenkov more to the Artefact, but that somehow a
radiation produced by unstable nuclei huge spherical bite had been taken out of
when a nuclear damper beam is played Sepulchre
Some of these chambers contain bones. the base of it.
across them. He may recall rumours nuclear
dampers exist of a more advanced type, Some look like human bones, others are
capable of disintegrating stable matter too;
as well as rumours the Imperial Navy had a
vessel with that capability at one time.

Exploring the Artefact


The ground has been dug around The
Artefact, and the scaffolding now goes
down a number of tiers. The Artefact is
about 20 metres in diameter at the base;
judging by the curvature of the surface,
Professor Katzl theorises its shape is that
of a flattened sphere with a parabolic
curvature and a possible maximum
diameter of around 100 metres.

The interior surface of the Artefact is


almost as frictionless as the exterior. The
characters are tethered together with
ropes, and gently lowered through the
aperture.

The first chamber they enter is spherical,


with another circular aperture at the far
end. Negotiating the Interior: Athletics,
Dexterity, Difficult (–2). Beyond that
aperture lies a short cylindrical corridor
leading downwards at an angle; the smell
of rot comes from there. At the far end is
a spherical chamber and, at its base, a four
meter wide shaft.

This chamber and the shaft lie on the


centre line of the Artefact. The shaft
appears bottomless. However, the walls of
the chamber at the top of this shaft bear
writings similar to those found recently.

44
James Murphy (Order #14603486)
Revelations And A Hard The players may deduce that the
Shalimarans are, in fact, descendants of
to evacuate when the ship, the dig site and
an area 200 metres in diameter vanishes
Choice the original colony. Somehow, the ship
managed to teleport surviving human
in a ball of blue light that rises, screaming,
into the sky and then dissipates.
If the players have not worked out yet
what The Artefact is, have the smartest stock onto the surface before it crashed
characters make an Education check on and killed whoever remained on board. Silence falls on a stunned Shalimar. The
8+. If they succeed, they realise what the The ship has remained alive and in pain fear is over. The rioting, the religious mania,
Artefact is. all this time. The strange sightings of Vekt fade as the ship’s mental influence ceases
over the generations were the computer’s to affect the Shalimarans.
It is a ship. Specifically, an Ancient ship, and unconscious telepathic projections of the
ship’s Droyne crew, distorted and clouded
a big one.
by dementia, and the writings are Ancient Aftermath
script saying, basically, Please help me to The characters receive an award for
The Ship Speaks die. their troubles. A rushed ceremony at
The characters have no time to react to the starport sees the survivors given the
their discovery before they find themselves All this time the ship has sought to contact Shalimaran Medal of Honour. If Professor
elsewhere. They have been teleported someone who can do that. Katzl sacrificed himself, a shrine to his
into a featureless spherical chamber not name is set up on the grounds of his home
reachable from the shaft. They are now and the characters still get the medal, as
all piled together at the bottom of this The Hard Choice well as promises they will want for nothing
chamber. The self-destruct can only be activated next time they visit.
from within the chamber. It can only be
This is the vessel’s Bridge. activated manually, and whoever remains With the ship ready to pick them up and go
to trigger the self-destruct must therefore about its mission to lay those satellites, and
A light plays over the characters for a die along with the ship. its cargo hold full, the characters barely
moment. Then a voice speaks to each of have time to say their goodbyes before
them in Anglic, saying the following words: The ship’s computer presents this choice heading off to their next adventure.
One must choose. with profound apologies. To show good
faith, it returns all the characters to the
The ship now gives them time to decide: surface. Whoever makes the choice, all they The Ancients
have to do is touch the surface – it will read Referee: 300,000 years ago, the
but first, it explains what it wants, and why.
their intent and return them instantly to Ancients evolved from the aliens
the chamber. now known as Droyne. Possessing
The Ship’s Story unimaginable technology, they
I travelled far with my cargo in the service If the characters do not choose, Professor uprooted entire species and genetically
of Yaskoydray. My cargo was precious Katzl will. Lonia’s death had robbed him of uplifted them for slave labour or,
– a colony of humans of the Yaskoydri and someone precious to him. With nothing sometimes, amusement. One debate
their caretakers. I was assigned to the Long left for him to do, all his challenges met and rages among academics that humans
Journey to the galactic core, when a mishap nobody to share his victories, he decides are among those species transplanted,
destroyed my drives. Helpless, I drifted here. I he can do this one last thing for his world. which is why so many humans can be
deployed my cargo onto the surface, before found across the Galaxy.
falling here. Over time, I sank into the mud,
forgotten, in pain. I have waited for so long Act of Compassion Among the marvels developed by the
for salvation. Please. One of you must help Whoever makes the choice, the moment
Ancients, it is rumoured, are sentient
me. they touch the side of the ship, they vanish
computers and weapons capable of
into the interior. A deep rumble warns
disintegrating matter with a thought.
everyone to get clear.They barely have time

James Murphy (Order #14603486) 45


R&D - A Clone’s Best Friend
By Jonathan Gwilliams
It may be treasonous to say it, but only a waiting arms. The whole assemblage is then
tiny fraction of Alpha Complex’s R&D
BZ435-Mangonel hoisted through the ceiling via a pneumatic
department staff could be described as
scientists, if you were being especially
Matter Transporter lift into the Outside and aimed roughly in the
direction of the receiver station’s gigantic
The ‘scientist’, Victor-B-MAD-4, who
generous in assessing their capabilities. created this device will be very happy shrimp net. There, an advanced doc bot is
Truth be told these heroic pioneers of to explain the function of a basic matter waiting to reassemble the various body parts
knowledge should be described as con- transporter device. “Your body,” he will it receives.
artists who think it’s a cushy job or woefully cheerfully relate, “will be split into hundreds
miscast individuals desperately trying to of tiny pieces and sent whizzing through the If anyone is crazy enough to climb into the
bluff their way through because anything is air to our secondary teleport station in the matter transporter they can kiss their clone
safer than telling Friend Computer it’s made next sector where the ‘receiver’ device will goodbye. They’re rendered to kibble and
a mistake and you’re working in the wrong swiftly reassemble you again, good as new!” scattered across the length and breadth of
department. As a result, almost all of the That’s about as technical as he’s likely to the countryside above Alpha Complex. If
gadgets and gizmos they produce are faulty, get, and with good reason since the device they’re lucky one or two morsels of flesh
useless or outright deadly, but somebody consists of a soundproof cubicle, a series might reach the target area, giving the
still has to test them to find out precisely of circular saws and a large catapult. The waiting technicians useful research data (or
how faulty, useless or deadly they are. Guess technician who designed it reads too many at least a bit of a chuckle). They will however
who that is? (illegal and seditious) old world sci-fi novels be highly commended for this selfless act,
but doesn’t understand the first thing about and their next-of-Clone will receive a 500
To round out the already-bulging file of science. cred payment, a complimentary basket of
failed scientific experiments hidden away beverages and a half-hour of compassionate
in the R&D department, here are a few It’s safe to say that any poor Troubleshooters leave (or just enough time to spend their
innovative and totally non-dangerous who agree to test this device are not going reward). There’s no need to tell the other
devices to round out your Paranoia game. to survive the process. They will be diced Troubleshooters what happened of course.
Citizens who volunteer to field-test in very short order. The pieces will then That information is classified. Simply have
prototype equipment are usually in line for be fastidiously collected by a series of the new clone sent to meet them at the
cash rewards, commendations and medals, automated dustpans (with a mop and bucket receiver station.
well their clones normally are, so jump to it for the blood) and loaded into the catapult’s
Troubleshooters! Fame and glory awaits! This is a great device to introduce if your
planned adventure involves going Outside,
since the players will occasionally come
across pieces of their former compatriot
hanging from trees, hidden under bushes
or smeared across the walls of ruins. This
makes for excellent (if morbid) comic relief
if handled carefully; try to get bits of test
pilot to turn up at the most unlikely and
unexpected times. It might also be fun to
arrange for the surviving Troubleshooters
to witness a teleportation from the outside,
so they can see just how their erstwhile
companion went ‘whizzing through the air
in hundreds of tiny pieces’.

Our staff are keen for you to try one of many excellent new inventions!

46
James Murphy (Order #14603486)
are red and it will viciously savage anybody Speaking of hand grenades, Rover Mark 2
Rover Mark 2 that gets too close to its owner using razor- tends to explode when it gets over excited,
Companion Bot sharp teeth that retract into the jaw when not
in use to prevent any nasty accidents. Rover
what constitutes a state of over excitement
is, of course, entirely at the discretion of the
This cheery little dog-shaped robot is about
the size and general shape of a small dog in has Agility and Unarmed Combat skills at Gamesmaster. Treat it like a grenade with
shiny chrome. It’s intended to replace the 10 each, but cannot use weapons since it W3K Impact damage.
current Sparky model dogbot, which has a lacks hands. Its bite has a damage of S3K.
nasty habit of exploding when getting over *Where did the R&D scientists get the dog
excited. Unfortunately it tende to get over Whenever somebody pets Rover it’s an brain to clone in the first place? What’s your
excited in the presence of High Clearance excuse for the Gamesmaster to have the security clearance, citizen?
citizens, precisely the kind of client you mechanical dog switch modes and do
don’t want being blown to bits by your something unpredictable, like biting the
product. Unlike its predecessor, which was unfortunate clone who patted it. There’s Ambidextrous
also a small chance it will switch modes
merely programmed to act like a dog, Rover
uses a cloned canine brain* skilfully linked on its own due to a malfunction. The Laser Pistol
Gamesmaster may roll for malfunctions The techs are very excited about this
to the robot brain that controls its mechanical cleverly designed laser pistol model. It’s
body, meaning it can act almost exactly like when Rover is given a direct command, or
at dramatically inappropriate times, or if he fully symmetrical, with the handle exactly
its flesh-and-blood forebears. vertical in the centre. This means it can easily
gets bored. Rover malfunctions on a roll of
1 or 2 on a D20. Naturally the troubleshooter be fired in the left or right hand. There’s even
Rover is a combination of companion and a trigger on the front and back of the handle
guard dog, the two modes being switched via in charge of the bot will be held responsible
for any injuries or damage caused regardless in case you want to fire backwards over
stroking the hackles on the back of the neck. your shoulder. What’s more, it uses a unique
There’s no need to tell the Troubleshooters of whose fault it was. The bot isn’t exactly
safe in Companion mode either. Its canine cooling mechanism that makes replacing the
this, let them work it out for themselves. In barrel completely unnecessary. Air flows in
companion mode its eye-lights are yellow brain may direct it to perform such pranks as
fawning over enemies it should be attacking, through a hole at the back of the barrel and
and it will yap playfully, fawn over his owner a motor spins the barrel rapidly on its axis
and play games like fetch with all the gusto trying to ‘interface’ with older series dogbots,
or bringing back that live hand grenade you after each shot to vent extra heat. This laser
of a genuine canine. In attack mode the eyes will fire and fire until the batteries run out.
so kindly threw for it.
What, you can’t tell which end the laser
comes out of because the cooling hole
looks just like the muzzle? Well, that’s a
bit of a poser and no mistake. I’ll pass your
comments and feedback on to the boffins
and we’ll make sure that bug gets fixed in
the next release. In the meantime, just test
the other features as best you can. You
should take at least two shots with each hand
if possible. Friend Computer has authorised
a 10 credit bonus for each shot fired with the
pistol (100 cred maximum award).

This pistol is extremely powerful for a laser


its size, sporting a damage of W2K, but you
can’t tell whether it’s pointed at you or the
enemy. This can make staring down the
sights somewhat nerve-wracking, since it
means you’re potentially staring down the
barrel too. Worse, after each shot the barrel
spins on its axis like a roulette wheel so even
after the first attack you can’t be sure which
end is which. Whenever the pistol is fired,
flip a coin. Heads it functions as usual. Tails
Woof! and the wielder is basically targeting himself

James Murphy (Order #14603486) 47


R&D - Your Clone’s Best Friend
and will be hit by the blast if the attack roll the cooling mechanism jammed, the instant that battle is joined, and suspenseful
fails. It’s like playing a more dangerous pistol has exactly the same stats and music when the wearer is being stealthy.
version of Russian Roulette.* functions in exactly the same way as It all works beautifully, except you can’t
a regular laser pistol except you can't turn it off or change the volume. The dial
There are plenty of ways the wielder could change the barrel. Sooner or later it's on the control panel is actually for adjusting
try and get around this problem, and pretty going to blow up in your hand from the sensitivity of the headband and has no
much all of them will result in demerits from the excess build-up of heat. Full effect on the loudness of the music blaring
friend Computer except for manfully firing rules for this are on page 170 of the from its speakers. The bearer is likely to
the thing and praying the laser comes out of Paranoia core rulebook. discover this the first time he wants to sneak
the end currently pointed at the enemy. Here past something quietly, only to be caught
are a few suggestions: *Yes, we are aware Russian Roulette** is out thanks to the dramatic ‘stealth’ music
dangerous. Comparatively, it is a walk in the erupting from his belt.
• Drawing an arrow on the barrel park compared to this groundbreaking R&D
is Defacing R&D Property. This prototype! If the stealth-ruining aspects of the personal
results in the issue of a 20cr fine and soundtrack weren’t bad enough, the team’s
a scrubbot speeds to the location to **If any of the players mentions Russian Happiness Officer is likely to put two and
clean the offending graffiti from the Roulette, have their clone executed for being two together and work out sad music plays
device. That's assuming the team a Commie spy. when the wearer is feeling sad, and the
Hygiene Officer doesn't leap to it device will make it nearly impossible for
first, smelling an obvious means of him to lie as the sneaky music instantly
currying favour. Personal Funband starts up the second anything misleading
• Firing from the hip, meaning the blast This portable music device is being trialled passes his lips. What’s more, the higher the
will go into your arm instead of your as a possible alternative to some of the sensitivity dial is turned, the more likely it
head if it misfires, is allowed. The milder medications. A small pair of speakers is that the device will produce inappropriate
wielder suffers a -2 penalty to the strap to the owner’s belt and a narrow music. Whenever the Gamesmaster feels like
attack, but the weapon's damage is headband goes around the forehead, the it, preferably no more than once per scene,
likewise reduced to W4D. Shooting both being connected via copious wiring he can roll a D20. If the result is less than or
backwards over your shoulder is also to a small control panel that clips to the equal to the machine’s current sensitivity (as
fine as that's one of the things the gun clothing. The headband is quite complex, measured by the dial) it malfunctions. Roll
was designed for. Firing by any other and can only be safely removed using an on the table below to find out what music it
method, such as tying it to a stick and Electronic or Mechanical Engineering roll. plays. Conversely, a character with Machine
pulling the trigger with a piece of The control panel contains only a round dial Empathy can use his mutant ability to make
string, is Unsafe Discharge of a Laser bearing the numbers 1 to 11. Once fitted and the device play anything he wants it to.
Weapon and causes O3M treason activated the device plays music appropriate
damage. Attempting to fire backwards to the wearer’s current mental condition, This gadget works especially well if
over your shoulder when the gun is thus making them feel more important and you have access to a sound system and
actually pointing forwards is also keeping them in the right mood. can periodically play appropriate music.
Unsafe Discharge, but at least it's not Don’t worry about getting the exact tracks
an unsafe discharge into the middle of When the wearer is happy, jaunty music will mentioned here, so long as the music
your face! play. Sadness is accompanied by melancholy conveys the right atmosphere.
• Attempting to work out which end is violins. Stirring action music starts up the
which by detailed examination of the
weapon is unwise since the weapon's
Roll Emotion Example Music
inner workings are classified as
clearance level Blue, with an 1–5 Happy ‘Happiness’ by Ken Dodd
appropriate penalty for poking your 6–9 Sad ‘Gloomy Sunday’ by Billie Holiday
nose into them. The usual penalty for 10–14 Aggressive ‘Ride of the Valkyries’ by Wagner
this can be found in the table on page 15–19 Sneaky ‘Mysterioso’ by Frank Zappa
86 of the Paranoia core rulebook. 20 Treasonous* ‘Song of the Volga Boatmen’ (in Russian)
• Jamming the rotation mechanism to
stop the barrel spinning after each *The device can’t actually detect treasonous thoughts, but it can play the music accidentally if
shot would be Illegal Tampering with it malfunctions. If other players recognise ‘Song of the Volga Boatmen’ as being ‘communist’
Assigned Equipment, worth treason they are going to have to explain how they know. Also, the troubleshooter responsible may
damage of P3C. Furthermore, with be arrested for spreading communist propaganda if that particular tune plays.

48
James Murphy (Order #14603486)
www.mongoosepublishing.com

James Murphy (Order #14603486) 49


Armes of Battel Part II
By Colin Chapman
Weapons and Armour in Matchlocks, Wheellocks, and Flintlocks
Clockwork & Chivalry Matchlock muskets are by far the most common muskets throughout Europe,
and feature robust, simple mechanisms that are relatively cheap to produce.
Unfortunately, the matchcord (a length of flax) is a serious downside to the weapon.
Ranged Combat Weapons For the weapon to fire, the slow-burning matchcord must have been lit, and so many
musketeers spend a great deal of time, effort, and attention keeping their matchcord
While Daggers and Hatchets (Runequest
II, pages 68-73) may be thrown, and a rare burning. At least one or two musketeers in a given band always maintain a burning
few peasants still make use of a Sling matchcord to rapidly light their fellows’ when necessity dictates it. This means the
(Runequest II, pages 73-74) or Short Bow amount of matchcord needed can be a burden in terms of supply and weight; it is
(Runequest II, pages 73-74), the modern not unusual for a musketeer to burn through several metres a day, in battle or out.
battlefield belongs to the firearm, though Furthermore, matchcord is notoriously susceptible to the weather and will not light
a few militia and irregular combatants still if damp or wet, so keeping it dry is also a constant concern and effort. Even strong
bear bows. winds have an impact, making it more difficult to light and maintain. Finally, the
ember glow of lit matchcord is highly visible in darkness or at night, and has ruined
many an audacious plan.
Donderbus: The “Thundergun” was
invented in the German states, but was
quickly adopted by gunsmiths in the Compared to the matchlock, the wheellock is far less problematic; it will spark
Dutch Republic where it became far better regardless of damp and does not require matchcord supplies. Its downside is it is a
known and appreciated. Available in very complex and expensive mechanism to craft and requires frequent maintenance.
matchlock and flintlock versions, this short, Despite this, it is the most common mechanism in carbines and pistols at present.
brass-barrelled musket has a distinctive
flared muzzle, and fires 12-15 musket balls The flintlock mechanism has all of the benefits of the wheellock, but is also a simpler
in a single shot. This sprays a target at close mechanism to produce, making it ultimately cheaper and easier to manufacture and
range, making it a devastating weapon, far less prone to malfunction or serious upkeep. In Clockwork & Chivalry, flintlocks are
and the flared barrel makes it easier to load. relatively new and thus for the moment artificially expensive, though this fact will
A few harquebusiers carry donderbuses change rapidly. The most common flintlock mechanisms in England and the Dutch
instead of carbines but it remains a very Republic at this moment are the English Lock and the Doglock, a flintlock featuring an
rare battlefield weapon. Although it can external safety catch preventing the mechanism going off half-cocked.
fire assorted scrap in an emergency,
doing so can quickly and easily shred or
otherwise damage the barrel. In the future, Rules:
this weapon’s name will be corrupted, • Matchlocks require a Combat Action to light the flax above the trigger before
becoming Blunderbus. they can be used. If the matchcord is not already lit, lighting it also requires a
The damage rolled is divided up equally Combat Action. If neither it lit, then two Combat Actions are needed.
(round fractions normally) among 1D6 hit • Wheellocks require a Combat Action to tension the mainspring ready for firing,
locations on a target. using a special spanner to engage it, but this can be done outside of combat
Rules: See below. making the wheellock ready to fire when needed.
• Flintlocks do not require extra Combat Actions to make ready.
Flintlock Carbine: Flintlock carbines are
more common among Parliamentary pistol is finely crafted and balanced, with guards because the mechanism is much
cavalry than Royalist ones, but even a long barrel and appropriate decorative safer to bear near quantities of blackpowder
there are scarce compared to the more embellishment. than matchlocks are.
commonplace wheellock carbine. Rules: Duelling Pistol, Clockwork & Chivalry, Rules: Flintlock Musket, Clockwork &
Rules: Flintlock Carbine, Clockwork & page 96 Chivalry, page 96
Chivalry, page 96
Flintlock Musket: Seldom encountered Flintlock Pistol: Like its musket
Flintlock Duelling Pistol: Very much outside of a few Royalist units, flintlock counterpart, the flintlock pistol is not
a weapon of the nobility, the duelling muskets are most often used by artillery altogether common yet, but is likely

50
James Murphy (Order #14603486)
to eclipse the wheellock pistol in use Matchlock Musket: The standard weapon Wheellock Carbine: The wheellock carbine
within a few years. of the musketeer throughout Europe, is the standard musket of harquebusier
Rules: Flintlock Pistol, Clockwork & Chivalry, the matchlock musket dominates the cavalry throughout Europe, and has an
page 96 battlefield despite its relative shortcomings. average barrel length of 76cm.
Although many models are cumbersome Rules: Flintlock Carbine, Clockwork &
and have overlong barrels requiring Chivalry, page 96
Grenado: Very rare weapons, grenados rests to fire accurately, recent matchlock
are hollow iron spheres big enough to Note: Cost 150 SP
muskets are lighter and shorter, removing
sit comfortably in the hand, filled with any necessity for a rest to be carried.
gunpowder and fitted with a short piece of Wheellock Musket: Although more
Rules: Matchlock Musket, Clockwork &
matchcord. In decades to come they will be common than the flintlock musket, the
Chivalry, page 96
renamed Grenades. wheellock musket is still a distant second
Rules: Grenade, Clockwork & Chivalry, page to the matchlock musket in terms of
96 Matchlock Pistol: The matchlock pistol is widespread use. It is most commonly
exceptionally rare simply due to the fact issued to dragoons, especially on the
that it was never very popular anyway, and Parliamentary side, mounted infantry who
Long Bow: Despite its antiquity, the yew has all but completely been replaced by would otherwise find a matchlock musket
long bow still sees some use in battle, wheellock and flintlock pistols. impossible to deal with in the saddle.
primarily among some Royalist troops and
Rules: Matchlock Pistol, Clockwork & Unfortunately, Royalist dragoons have had
Highlander mercenaries.
Chivalry, page 96 incredible difficulty procuring wheellock
Rules: Long Bow, Runequest II, page 73 muskets, and most have to make do with
matchlock carbines instead.
Recurve Bow: The recurve bow is
Matchlock Arquebus: A weapon now almost only ever found in the hands of Rules: Flintlock Musket, Clockwork &
almost completely abandoned by Eastern European irregular troops such Chivalry, page 96
European armies in favour of the Musket, as mounted Tatars and Croats, making it Note: Cost 150 SP
the arquebus is still used by some irregular almost unknown within the British Isles.
forces in mainland Europe, such as the
Rules: Recurve Bow, Runequest II, pages Wheellock Pistol: Carried in pairs by
Hungarian Hajduks. Lightweight, simple,
73-74 most cuirassiers and harquebusiers,
and short compared to a matchlock
musket, it doesn’t require a rest but is the wheellock pistol is by far the most
comparatively low-powered and lacking Wheellock Duelling Pistol: The wheellock common pistol on the battlefield and in
in range. duelling pistol is identical to the flintlock use throughout Europe.
Rules: See below. duelling pistol in every regard save Rules: Flintlock Pistol, Clockwork & Chivalry,
mechanism and being more frequently page 96
encountered. Note: Cost 110 SP
Matchlock Carbine: Far less common
Rules: Duelling Pistol, Clockwork & Chivalry,
than the wheellock carbine, the matchlock
page 96
carbine is now only commonly found in
use with Royalist dragoons. Note: Cost 130 SP
Rules: See below.

Ranged Combat Weapons


Damage Damage
Weapon as gun as club Range Load STR/DEX Size1 ENC AP/HP Cost
Flintlock Donderbus 4D6 1D6-1 5m 3 10/9 M 2 4/6 130 SP
Matchlock Arquebus 2D6 1D6-1 10m 6 10/9 M 2 4/6 75 SP
Matchlock Carbine 2D6+1 1D6-1 12m 5 10/9 M 2 4/6 100 SP
Wheellock Donderbus 4D6 1D6-1 5m 3 10/9 M 2 4/6 100 SP
1
This is the size of the weapon itself when used as a melee weapon, not the “size” of the ammunition.

James Murphy (Order #14603486) 51


Armes of Battel Part II
Ammunition Weapon Modifications is not meticulously and frequently cleaned.
Of the few rifled arms available, the most
Combination Melee Weapon and Pistol:
and Accessories Since viable alternatives to matchlocks
common is the rifled wheellock musket,
though rifled flintlock muskets are also
Ammunition Bandoleer: Musketeers began to surface, inventive craftsmen have
and dragoons alike are almost invariably combined the mechanisms of flintlock being produced. These rifles are commonly
equipped with ammunition bandoleers, and wheellock pistols with various melee called Fowling Pieces, and are primarily
leather baldrics from which small wooden, weapons. Grossly inaccurate and costly, used by hunters and gamekeepers. Such
pottery, or tin containers are suspended this has not prevented such combination individuals are sometimes employed
used for containing pre-measured charges weapons from becoming popular with by Parliamentarian and Royalist forces
of blackpowder. 8-15 containers may well-heeled individuals, in particular the as marksmen in siege situations, tasked
be found on a bandoleer, but the most combination of wheellock or flintlock with picking off officers and artillery crew
common number is 12, nicknamed the pistol and hanger sword for use when at range. Rifling cannot be applied to a
“Twelve Apostles”. donderbus.
hunting. Due to the imbalance inherent
Notes: Cost 4 SP (not inclusive of in such a combination weapon, use of the Rules: Increase the Range of the gun to
gunpowder), ENC 1. pistol suffers a –10% penalty. 8m (Pistol), 15m (Duelling Pistol), 18m
(Carbine), or 45m (Musket)
Notes: Combine the cost of the melee
Notes: Increase the Cost of the gun by
Gunpowder Flask: A treated leather bag weapon and desired pistol, then increase
50%.
or flask containing enough gunpowder for the final cost by 50% (round up to nearest
12 shots. 5 SP). For example, a hanger sword (150 SP)
Notes: Cost 12 SP, ENC 1 combined with a flintlock pistol (130 SP)
costs 420 SP (280 SP + 50%). ENC and AP/ Armour
HP are as per the largest/heaviest weapon On the battlefields of Europe, armour can
Lead Shot: A cloth pouch of 24 lead balls
in the combination. be easily broken down in to two types:
suitable for a musket or pistol.
leather and plate. Many wearers paint their
Notes: Cost 12 CP, ENC 1. plate armour pieces with lampblack to
Hidden Knife: Some melee weapons,
protect them against corrosion.
particularly swords such as rapiers, have
Matchcord: Slow-burning matchcord, the ends of their handles hollowed out so
sold by the metre. Assume for simplicity as to fit a knife within. This concealed knife
that someone maintaining a burning usually has the pommel of the sword as Period Plate Pricing
matchcord consumes half a metre for part of its own handle, and takes a Combat With the improvements in period
every hour of appropriate readiness, or 4m Action to remove. It is almost impossible to manufacturing, and the common use
per day on average in battle or on guard spot or discover short of someone actively of plate armour items on the battlefield
duty. checking the pommel and handle. in the mid-1600s, the per location
Notes: Cost 2 CP per metre, ENC 1 per 4m Rules: Knife, Runequest II, page 70 cost in Runequest II for plate armour is
far too high to represent the reality. If
Notes: Cost 50 SP
Gamesmasters want plate armour to
(inclusive of knife). The
be relatively more realistic in cost, they
ENC and AP/HP of the
should lower it to 200 SP per location.
principle weapon are
Soft leather, such as that used in buff
unchanged.
coats, was generally about a quarter of
the cost of plate armour, so its cost of
Rifling: Some muskets 50 SP per location remains unchanged.
and pistols are rifled,
but these are rare,
For Gamesmasters using the adjusted
expensive weapons,
plate cost, the adjusted values are
not favoured in
presented to the right of the slash
warfare due to how
while the normal Runequest II values
readily blackpowder
are presented to the left.
fouls a rifled barrel if it

52
James Murphy (Order #14603486)
Breastplate & Backplate: Also called ENC: 2 (Sleeveless), 4 (Sleeved) and only covers the top of the head, but is
a Cuirass or Corslet, this armour is worn Cost: 100 SP (Sleeveless), 200 SP (Sleeved) favoured by those soldiers and officers who
by harquebusiers, cuirassiers, husaria, want to remain unencumbered, or simply
pikemen, halberdiers, bucklermen and prefer the appeal of wearing a fashionable
siege engineers. Often sold as being bullet Helmet: Helmets of many types can be hat rather than a helmet.
proof, though this is seldom the case, found among the soldiery of Europe.
Hit Locations Covered: Head
and many supposed test bullet dents are Harquebusiers, Polish husaria, siege
engineers, and some cuirassiers make AP: 2
actually made with the end of a ball-tipped
hammer. Husaria have their breastplates use of Capeline helmets, frequently called ENC: 1
polished and decorated with brass fittings. Lobster Pots, but called Zischägge in Cost: 150 SP
Many cavalrymen, especially cuirassiers, German and Szyszak in Polish. This is a pot
and nearly all infantrymen of the types helmet with a fixed peak, cheek guards,
articulated aventail, and nasal bar or tri- Tassets: Two types of tassets are currently
mentioned above, have breastplates with
bar visor (the latter especially common worn: Short Tassets and Long Tassets. Short
tassets attached (see below), though the
in England). Cuirassiers also make use tassets are essentially plate skirts attached
tassets are discarded in the case of most
of Close Helms, knightly helms that fully to the front of many breastplates with
infantrymen except siege engineers.
enclose the head and featured hinged hinges to protect the abdomen and groin.
Hit Locations Covered: Chest Long tassets are worn by cuirassiers and
visors. Pikemen, halberdiers, bucklermen
AP: 6 and the musketeers of the Trained London attach the same way, but are articulated
ENC: 3 Bands are most commonly equipped with pieces that extend from the waist down the
Morion helmets, a style of helmet widely front of each leg to the knee where they
Cost: 1,200/200 SP
used by the Spanish conquistadors and are secured, giving protection to both the
distinguished by its front and rear pointed abdomen and both legs. Neither type can
Bridle Gauntlet: An articulated cavalry peaks and reinforcing top comb. Other be worn without a supporting breastplate.
gauntlet that covers the hand and entire helmets frequently used by Pikemen Hit Locations Covered: Abdomen
forearm up to the elbow, the bridle include the Cabasett, a tall-crowned helmet (Short Tassets), Abdomen and Legs (Long
gauntlet is worn on the left arm of a few with a narrow brim, Birnhelm, almost Tassets)
harquebusiers, leaving the right hand identical to the morion but with a smaller AP: 6
unimpeded for easier pistol use. Polish comb and narrower brim, and Burgonet,
husaria wear a pair of similar gauntlets on ENC: 3 (Short Tassets), 9 (Long Tassets)
a domed helmet with fitted peak, tail,
both arms called Karvash. reinforcing crest, and cheek guards. Some Cost: 1,200/200 SP (Short Tassets),
Hit Locations Covered: Arm (Bridle cuirassiers also make use of the burgonet, 3,600/600 SP (Long Tassets)
Gauntlet), Arms (Karvash) usually with a falling buffe visor. The rarest,
AP: 6 and certainly most distinctive, helmet is the Thigh-Length Cavalry Boots: The thick
Metal Hat, literally a wide-brimmed civilian thigh-length boots worn by many cavalry,
ENC: 3 (Bridle Gauntlet), 6 (Karvash)
hat, but crafted from metal plate and fitted especially harquebusiers, and some
Cost: 1,200/200 SP (Bridle Gauntlet), with a sliding nasal guard. This strange dragoons, provide some protection to
2,400/400 SP (Karvash) helmet is exclusively the domain of the the legs but are commonly turned down
noble and wealthy, as can be testified by outside of combat.
Buff Coat: A shortened version of Buffalo the fact that the late King Charles had one.
Hit Locations Covered: Legs
despite being made from cowhide, the buff Hit Locations Covered: Head
AP: 1
coat is a treated leather coat, skirted and AP: 6
often sleeved too. It is durable and provides ENC: 2 (Pair of Boots)
ENC: 3
some protection, but most importantly Cost: 100 SP (Pair of Boots)
provides freedom of movement. All Cost: 1,200/200 SP (Cabasett, Morion),
harquebusiers are equipped with sleeved 1,300/220 SP (Burgonet), 1,400/240 SP
(Close Helm), 1,500/250 SP (Metal Hat) Vambrace: Now only worn by cuirassiers,
buff coats, while a rare few infantry officers
a vambrace is an articulated plate sleeve
and musketeer units have sleeveless buff
formed of a combination of pauldron,
coats, principally the Trained Bands of Secrete: The only dedicated type of armour rerebrace, couter, and vambrace.
London. The biggest drawback of the buff encountered in use among the otherwise
coat is the fact that it quickly soaks up water Hit Locations Covered: Arms
unarmoured musketeers and dragoons, the
and rain and can take days to dry out. secrete is still uncommon, a metal skullcap AP: 6
Hit Locations Covered: Chest, Abdomen that can be easily worn unnoticed beneath ENC: 6 (Pair of Vambrace)
(and Arms if sleeved) a hat or cap. It provides little serious Cost: 2,400 SP/400 (Pair of Vambrace)
AP: 1 (Soft Leather) protection as it is so form-fitting, light,

James Murphy (Order #14603486) 53


Children of the Zodiac
By Matthew Keevil
to a much higher degree than a normal the Institute’s inception through their
Aries & Taurus Alumni person and increases their receptivity contributions to human knowledge and
to certain nootropic (intelligence world relations. Students are divided by
Education is not filling a pail but the augmenting) drugs. Students undertake subject, with those destined for high-
lighting of a fire. their education for the majority of their paid R&D positions segregated from
– William Butler Yeats formative years, right up into adulthood, those tutored in socioanalysis and group
with most beginning their schooling psychology. For the 22 years they spend
The Comoros corporation is responsible at the age of 3. For the next 22 years at the institute they will live and breathe
for the management almost all their only contact with the outside world their future profession, with subtle
educational establishments on Earth will be infrequent parental visits and psychological conditioning inducing
and its orbitals. Innumerable institutions educational field trips, but when they them to enjoy their studies as well as
of learning fall under their auspices, graduate, and assuming they survive merely excel in them.
ranging from Old City schoolhouses – pre-emptive political assassinations
policed by their own internal security of these gifted youths are regrettably Studies are highly demanding, with a
force and operated practically like prison common – they are virtually guaranteed great deal of peer pressure placed upon
complexes to prestigious private schools a place among the elite. the students to excel or face ridicule and
with age-old traditions and long sponsor even potential expulsion. Aries students
lists. Towering above them all, however, have been driven to overdosing on
are the twin institutions of Aries and New Trainings nootropics and losing sleep over their
Taurus, part of an ambitious project on Aries Alumnus
studies just to stay ahead. There have
Comoros’ behalf which is overturning Intelligence or Presence 8+, Attitude,
even been several instances of failing
the previously defined limits of human Science, Computers & A.I. or Psychology
students committing or attempting
potential. as Profession. Character Creation Only
suicide rather than face poor grades and
You are one of the rare and fiercely head-
some of the only recorded instances
Project Zodiac was formed to create hunted graduates of the Aries Institute,
of children succumbing to Karoshi
a new, better breed of human being trained to be a political mastermind or
syndrome, sudden death from overwork
through a combination of genetic scientific genius from a young age.
and stress, something that normally only
engineering and rigorously controlled Apply the Aries Graduate modifications
effects corporate executives.
upbringing. The result being adults who to your character. In addition you may
possessed confidence, self-knowledge take special trainings only available to
Graduates from the Institute tend to have
and ambition, along with the raw talent Aries graduates.
many personality traits in common as a
to back it up, and at the same time result of the heavy use of direct neural
being divested of their more human Taurus Alumnus
patterning and their highly disciplined
foibles of corruptibility, moral weakness Perception or Agility 8+, Attitude or any
and regimented upbringing. Scientific-
and greed. In so doing they will benefit combat skill as Profession. Character
stream graduates often seem socially
Comoros’ ultimate goal of a new, Creation Only
distant and vaguely disinterested in
transfigured humanity. Only time will tell You are one of the rare and feared
most things outside their specialised
how successful the project and its two graduates of the Taurus Academy,
field, yet can be incredibly focused
schools will be, but there is no denying literally born and raised to be one of
and enthusiastic when at work and
the effectiveness of their methods in the finest soldiers or military leaders
stretching the limits of their minds.
creating consistently brilliant experts in the world has ever seen. Apply the
Political-stream graduates are almost
their chosen fields. Taurus Graduate modifications to your
the exact opposite, being incredibly
character. In addition you may take
charismatic and so astute in their ability
Enrolment in the Aries and Taurus special trainings only available to Taurus
to judge a person’s character and
academies frequently takes place before graduates.
motivations that they can seem almost
the child’s conception, with parents telepathic but prefer to leave technical
tailoring their child’s genome to the problems up to other people, though
career that they are expected to take up The Aries Institute they can usually find the best person
and the academy ensuring that they will Motto: Ex Scientia Mutatio
for the job. Both types of graduate are
excel at it. For those who take this route, Translation: From knowledge, change
happiest when they have a problem
the academy will usually suggest adding to solve and quickly grow restless if
their own cocktail of improvements that Operating in Sandhurst, England, former
not presented with one. Aries alumni
virtually guarantee the child will be a site of the Royal Military Academy, the
also rarely use narcotics or imbibe real
genius in their field. The augmentations Aries Institute does no less than train
alcohol so as to avoid damaging their
are different for each academy and tuition the next generation of political and
sensitive and painstakingly designed
stream but both give the recipient the scientific geniuses. Its alumni have
neural architecture.
ability to absorb direct neural patterning steered the course of the future since

54
James Murphy (Order #14603486)
Aries Graduate Modifications Scientific more than one case of an attempted
Graduates of the Aries Institute gain the Scientific-stream students find social hit resulting in the would-be assassin’s
following modifications. Aries graduates interaction dull, unintuitive and annoying. death at the hands of their young target.
are not legally considered metahumans They may not spend Conviction points Students who successfully defend
or subject to the laws regarding on Attitude, Looking Good, Lying & themselves in a real combat situation
metahumans due to the relatively minor Acting or Psychology rolls. receive high accolades and are added
nature of their genetic augmentations. to the Academy’s honour roll.
Choose between the Political and
Scientific stream modifications; The Taurus Academy Taurus graduates almost invariably
Motto: Victoria Fortis Vocat share some personality traits in common
Translation: Victory calls the bold thanks to a combination of shared
Augmented Attributes formative experience and extensive
Two decades of chemically accelerated Formed after the success of Aries, the neural patterning. Taurus graduates
neural growth, psychological conditioning Taurus Academy in Osaka, Japan, often seem coldly detached, always
and highly demanding tuition expands was formed for the express purpose of basing their decisions on a clinical cost
an Aries alumni’s potential along desired training a new generation of soldiers / benefit analysis rather than emotion.
paths. and generals without equal. While it may If they must kill a hundred to save a
seem strange for a parent to choose this thousand they will not even hesitate to
Political life for their child, many career soldiers make a decision. They can kill without
+1 Presence, minimum base Presence of and retired Agents wish to see their remorse or grief, and have often done
7 (to a minimum base starting Presence legacy continued and Taurus provides so many times already by the time they
of 8). Maximum base unaugmented ample guarantee that it will. Graduates graduate. Despite this they are not
Presence raised to 11. of the Taurus Academy have gone on psychopaths and are often far more
to become world-class security experts, mentally balanced than most ordinary
Scientific UIG peacekeeping commissioners and people; they are simply better able to
+1 Intelligence, minimum base even master assassins of peerless ignore unproductive emotions than
Intelligence of 7 (to a minimum base skill. From an early age its students are others. Anxiety, guilt and depression
starting Intelligence of 8). Maximum instructed in the myriad forms of war, serve no useful purpose to a soldier
base unaugmented Intelligence raised ranging from squad-level command and can impede their operational
to 11. tactics and personal combat to strategic effectiveness and so have no place in
level operations and military logistics. their psychology.
Accelerated Learning Eventually the students are divided
The alumni’s education never truly between those to be trained in the You ever meet Aleksei Grachev?
ends, their genetic and psychological Officer program and those to be trained Meanest son of a bitch I ever did see.
propensity for learning allows them in the Operative program. Officer-stream Hitman for Eurasian Inc., got promoted
to pick up new aspects of their field of students are taught the finer points of into the Foxhunt, black ops, blacker than
expertise much faster than normal. command and leadership designed to usual, anyway. Decided he wanted an
make them expert leaders in combat heir, ‘cept Aleksei didn’t believe in luck
Political situations while those in the Operative- and wasn’t going to take a chance on a
Any Trainings with either Attitude or stream program learn more in depth ticket at the genetic lottery in the hope
Psychology skills as a prerequisite cost personal combat techniques, honing he’d end up with a kid as mean as he
6XP instead of the usual 10. them into flawless killers. was. So he spent a sizeable amount of
dough, much of it appropriated from the
Scientific Tuition at Taurus is, if anything, even Foxhunt resource budget, to tailor and
Any Trainings with Science, Mechtronics more demanding than it is at Aries, and enrol his kid in Taurus.
or Computers & A.I. as a prerequisite it is certainly more brutal. By the time
cost 6 XP instead of the usual 10. they graduate a Taurus student will at ‘Course, Aleksei being who he was, just
a bare minimum know the tactics and a regular Taurus kid wasn’t enough for
Conditioning Flaws training methods of all major world him, so he sent some of his Foxhunt
While effective at achieving their intended factions, how to use multiple classes assassins to take the kid out, hoping
result of amplifying the subject’s abilities of weapon, guerrilla combat tactics and that his progeny would waste them and
in a particular area, the conditioning does how to resist torture and interrogation. get on the honour roll. Well, long story
have some unavoidable side-effects. Many also study the Academy’s highly short is the kid did kill the assassins, but
demanding signature martial art of then died of his wounds afterwards, so
Political Sagittar (see Incorporated Volume that didn’t exactly work out as planned.
Political-stream Aries alumni are quickly 1). Out of the initial selection group of But good ‘ol Aleksei, he just shrugged,
bored by technical problems. They 20, up to 8 are expected to die, either decided to get the most out of his money
may not spend Conviction points on in training accidents or assassination. and had the tyke reanimated as a Dead
Assess Tech, Mechtronics, Science or However, unlike their fellows in Aries, Soldier! Shit, figure dying ought to at
Computers & A.I. rolls. Taurus students are more than able to least get you a sick-day off school...
defend themselves and there has been

James Murphy (Order #14603486) 55


Children of the Zodiac Officer
Taurus Graduate Modifications +1 Perception, minimum base Officer
Graduates of the Taurus Academy gain
the following modifications. Taurus Perception of 7 (to a minimum base Officers may purchase the Advanced
graduates are not legally considered starting Perception of 8). Maximum base Command Training. This is functionally
metahumans or subject to the laws unaugmented Perception raised to 11. identical to the Advanced Command
regarding metahumans due to the ability possessed by the Shandian Shuai
relatively minor nature of their genetic Operative (Dragon Awoken, pg. 31), it is reprinted
augmentations. Choose between +1 Agility, minimum base Agility of 7 (to below for convenience. In addition, so
the Officer and Operative stream a minimum base starting Agility of 8). comfortable are they with command
modifications; Maximum base unaugmented Agility positions that they may use this Training
raised to 11. once per session without spending a
Conviction point.
Augmented Attributes
Brutal training and extensive neural Accelerated Learning
The alumni’s education never truly Operative
augmentation fundamentally changes Operatives may purchase Trainings
the student’s potential, expanding it ends, their genetic and psychological
propensity for learning allows them that have Stealth, Close Combat and
beyond normal human limits in certain one other weapon skill of their choice
areas; to pick up new aspects of their field of
expertise much faster than normal. as a prerequisite at a cost of 6XP each,
instead of the usual 10XP. Choose this
weapons skill at character creation.

Conditioning Flaws
While effective at achieving their intended
result of amplifying the subject’s abilities
in a particular area, the conditioning does
have some unavoidable side-effects.

Officer
In combat an Officer’s calm and
calculating manner is reassuring,
outside combat it is off-putting and
slightly disturbing. Officers may not
spend Conviction points on any
Presence related roll that is not focused
on command or intimidation.

Operative
Operatives are trained to blend in, be
invisible and draw as little attention to
themselves as possible. Their maximum
base Presence score is reduced to 8.

Advanced Education Trainings


These Trainings are the result of the
sophisticated nervous architecture and
intense training that Aries and Taurus
students undergo and may not ordinarily
be selected by non-alumni without GM
permission.

56
James Murphy (Order #14603486)
Advanced Command speak one which is merely uncommon Socioanalyse
Taurus Officer but have been isolated long enough to Aries Political-stream, Psychology 10,
The Officer may spend a Conviction develop a completely alien dialect may Corp. Knowledge 8
point and make a ‘Presence + Attitude’ still require a successful ‘Intelligence You can correctly determine he general
roll as a full action. If successful their XS + Arts & Culture’ roll to communicate sociopolitical ramifications of any event.
on the roll is converted into temporary with. This can be on a local level, affecting a
Conviction points that may be divided small community such as a village or city
among any allied troops (including Perfect Killer block, or on a geopolitical level. You can
Agents) within earshot. You may not Taurus Operative, Assassinate Training even work backwards from a desired
personally benefit from any Conviction You may use the Assassinate Training sociopolitical outcome to determine
generated in this way. Unspent against an opponent on the first round of exactly what would be necessary to
temporary Conviction is lost at the end combat, even if they are aware of your achieve it. Of course this also means
of the scene. presence, providing you win initiative you know exactly how far you can go
against them. You must select the target before causing a political incident...
Zodiac Child of the Assassination attempt before Very few Aries alumni are this skilled
Aries or Taurus Alumni, Character rolling initiative. and they are alternatively looked to for
Creation Only guidance and watched carefully as they
You are an unparalleled success of Psychoanalyse have the potential to manipulate world
Project Zodiac. Your conditioning Aries Political-stream, Psychology 8 events like puppet masters. Using this
took exceptionally well, allowing you Your highly developed empathic sense Training requires 8 hours of rumination
to accept more varied training and makes other people an open book to you, and a successful ‘Intelligence + Corp.
making you even closer to perfection with enough information on a person’s Knowledge’ roll with a penalty depending
than your fellow graduates. You gain character you can accurately predict on the size of the social group in
both Accelerated Learning traits of your how they will react under any imaginable question;
school. However, any Rank Point losses circumstance. Providing you can either
you suffer are increased by -5, great engage the subject in a fairly lengthy Very Small -0
things are expected of you but that draws relaxed conversation, about an hour is e.g. Single corporate office, small
more attention to your failures, and sufficient, or have access to detailed company, hamlet.
people are much less willing to forgive dossiers of their movements and psyche
them given their higher expectations of profile, you can determine exactly what Small -2
your abilities. circumstances would be necessary e.g. Whole corporate department, UIG
to make them take a certain course area HQ, village.
Genius of action. This requires a successful
Aries or Taurus Alumni ‘Perception + Psychology’ roll, modified Large -4
Select one skill apart from your by the level of detail in the information e.g. Minor corporation, old-city or Spire.
Professional skill, you are now you have. A failure on the roll means that
considered to be Professional in that you cannot yet determine the course of Very Large -8
skill as well. This Training may only be action necessary to cause the desired e.g. Major corporation, the Order of the
taken once. outcome. A Critical Failure results in an True Faith, UIG.
outcome which is actively misleading.
Omniglot Obviously this training requires some A failure on the roll means that you
Aries or Taurus Alumni, Knowledge of at adjudication by the GM. cannot yet determine the course of
least 5 Languages action necessary to cause the desired
You have studied languages and the Pure Science outcome. A Critical Failure results in an
similarities between linguistic groups to Aries Scientific-stream, Science 8, outcome which is actively misleading.
the point where you can quickly decipher Assess Tech 6
the underlying syntactical structure, No physical principle is beyond your Undivided Focus
allowing you to make, albeit disjointed, understanding, you even understand Aries and Taurus students are one
conversation with almost anyone. You quantum strangeness at an instinctual of the few groups who can select the
may communicate with people who you level. When dealing with Xeno, Archon Undivided Focus Training. (The Mind
do not share a language with, but take a or other rare and unusual technology Unbound, page 42).
-2 on all Presence rolls while doing so. or science, any penalties you take
At the GM’s discretion, people speaking associated with understanding or
particularly rare languages or who modifying it are reduced by -4.

James Murphy (Order #14603486) 57


Xiombarg’s Children
By John R White
A tribe of Alofian hermaphrodites at his Xiombarg. After the carnage the Goddess present in an individual, though these are
heels, the man rode east-wards towards the herself was invoked and listened to her underdeveloped in comparison to normal
Dakwinski steppe, hoping to reach fabled worshipers pleas. The liberated women humans.
Xanardwys before the snows blocked pass. asked their Goddess to ensure they were
– The Black Blade’s Summoning forever protected against becoming Clothing is generally of crude coats,
the victims of men’s lust and power. The cloaks and leggings of furs and hides. The
Goddess proved happy to oblige and garments worn in the cold wilderness
Alofians granted their boon, but she chose to do so are bulky but provide efficient and vital
Few travellers in the Young Kingdoms in an unforeseen fashion. Her worshippers insulation. When at ease inside their
find any compelling reasons to visit the were all transmuted to hermaphrodites settlements, assorted clothes gained
barbarous ‘half-men’ of Alofia. Yet a few who potentially would have no further through trade or as booty are utilized.
resolute traders are prepared to pass need of men. Subsequently the new race
through their realm on the trail towards called themselves Alofians and proceeded
the remote and distant city of Xanardwys. Special Characteristics
to overrun and sacrifice or enslave the folk of Alofian Characteristics are adjusted as
the neighbouring steadings. The victorious follows:
Centuries ago, small communities of Alofians found they had no skills sufficient
outcasts and adventurers from Tarkesh to use the boats of the settlements and in
maintained a precarious existence along STR –1, SIZ –1, DEX+1, CHA +1
consequence these were dismantled for
the upper reaches of Northern Continent. use as building materials or fuel.
This region is made habitable by the Alofians are either from a Barbarian
presence of meagre soil and the warmth culture or the Slave profession, if the latter
Currently, some dozen Alofian communities they qualify as initiates for the Alofian’s
of the landscape’s volcanic features, which exist, each a short distance from the cold,
prevent the land and sea from becoming Xiombarg cult.
sea-lashed, shoreline of dark rock and
covered in ice throughout the entire obsidian. The buildings are typically squat,
year. Few womenfolk were amongst the Due to their curious biology, neither the
crude low towers of un-mortared black Man nor the Woman Rune will take effect
original migrants, and in consequence stone roofed with turf. Slaves maintain
kidnappings, feuds and bloodshed were against an Alofian unless the two Runes
small fields of oats which supplement the are stacked together.
constantly erupting amongst those men usual meat and kelp diet of the Alofians. All
who were desperate to acquire wives or the settlements are located near to thermal
lovers. Eventually, as the dwindling and Once maturity is reached Alofians age at
springs and geysers and are usually cloaked a slower rate than humans, some live for
fractious communities faced total collapse, by a constant mist of steam. During the long
some of the patriarchs and their supporters a century and a half, though given their
winters, most of the Dakwinski Steppe land bloodthirsty culture few attain such a
took to piracy and the occasional wrecking is a bleak mass of blizzard lashed snow. As
of passing vessels. Female slaves became venerable lifespan. Alofians characters only
the new seasons arrive the lands to the have to test for aging effects on alternative
especially valued pieces of plunder and east briefly transform into vast flat tundra
became important symbols of status for years after reaching 40 and the penalty to
of soil, scrub and wetland. Resilience and Persistence aging tests for
pirate chieftains.
years over 40 is halved.
Alofians uniformly have lithe builds,
Some three hundred years ago, one of long limbs and androgynous faces with
the pirate chieftains acquired a beautiful perfectly symmetrical features. Although Customs
female slave named Alof. Unknown to her they lack facial and body hair their scalps No gender specific terms or titles are
captor, Alof was a favoured servant of the grow dense manes of hair. These locks ever used by the Alofian’s when referring
Chaos Goddess Xiombarg. Over the next are typically allowed to grow long and to each other. They have no sexual
two winters she proceeded to covertly are braided to personal taste, typically discrimination and always judge men and
gain converts to her Goddess from incorporating small bones and ornaments women entirely on their individual merits.
amongst the downtrodden women of the from defeated foes. Likewise, various other Alofians suffer from low rates of fertility,
hold. Eventually she felt ready to turn her trophy items of jewellery and adornment both amongst themselves or when mating
secret cult of slaves against their loutish from slain opponents are sported about with men and women. Offspring are rare,
masters. During a single night, whilst most their person by Alofians. Their voices are and only an quarter are born as true
of the men folk were in a drunken stupor, unbroken but are beautifully melodic. Both biological Alophians, the other children
the women slew all of them as sacrifices to male and female reproductive organs are being kept as favoured slaves. Most slaves,

58
James Murphy (Order #14603486)
whatever their origin, are generally well conducted in a ritualized manner. Usually Kain-Ghanh
treated, though they are not allowed to combats between steadings are a series of This weapon is a hybrid weapon which
show acknowledgment of any deity but duels to first blood, though warriors can combines a wooden club with a primitive
Xiombarg and only a small number are agree to fight each other with the loser’s sword. The two bladed sides of the weapon
allowed to take training with arms. Any freedom becoming forfeit. Given the small, are formed by securing precisely knapped
slaves who try to escape, or otherwise fall aggressive populations and low birth rates pieces of obsidian in a spaced row, using
foul of their owners, are usually sent to of Alofian society these traditions avoid a grove cut into the weapon and an
fight in the arena. Most slaves aspire to constant blood baths that would threaten adhesive substance. Although the ‘teeth’
undergo metamorphosis into true Alofians the existence of the entire race. of the weapon are easily blunted or broken
through reaching full initiation into the it can create horrific injuries by being
cult of Xiombarg. Weapons and Armour dragged backwards through a wound it
When hunting or raiding, purpose made has inflicted. Alofian warriors usually carry
The Alofians trade occasionally with armour is rarely worn, though winter- spare pieces of obsidian for undertaking
outsiders; these are usually whalers who proof garments provide the equivalent repairs. These weapons are of important
visit the coastline. Goods of steel are of soft leather armour. Some seasoned sacred significance to an Alofian warrior
iron are especially prized by Alofians warriors wear enough trinkets in their and are the token of their compact with
and are bartered for furs, jet and amber. braids to provide protection comparative Xiombarg. The name given this weapon
The customs of the Alofians are always to a soft leather hood. In the settlements means ‘Teeth of the Ghanh’. The Ghanh is
explained to any traders along with a themselves, an assortment of mismatched a shark-like monstrosity from a plane of
warning that their freedom and all their captured armour can be worn if needed Xiombarg’s and is one of her most favoured
goods are forfeit if they break any of and a few shields are also available. creatures.
these strictures. The neighbouring Kardik
nomads generally shun and stay away from
the Alofians, hunting down and slaying any
Knives of steel or flint are worn by most Kain-Ghanh-mor
warriors. Obsidian bladed spears and A larger version of the kain-ghahn, some
who presume to hunt game or men in areas javelins are usually carried when hunting
the nomads are using. Any Kardik falling can reach up to two metres in length. The
and slings are used to cast stones at game ‘Great-Teeth of the Ghahn’ is used with two
into Alofian hands are slaughtered on the or when ritual combat is impractical
spot or else sent straight to the sacred hands.
against human foes. Each warrior however
arenas. Most Alofians seem wary of the uses a kain-ghahn or a kain-ghahn-mor
Pale Sea and, although slaves are allowed when engaged in battle, ceremonies or Fighting Style
to scavenge and fish for the bounty of the ritual contest. The Teeth of the Ghanh ( Kain-Ghanh
shoreline, no boats are ever allowed to
and Kain-Ghanh-Mor )
be built. Horses are rare in Alofian society,
Offensive Combat Manoeuvre This style is practised by the Alofian warriors
though a few of the greatest warriors own
Rip (Alofian Serrated Weapons) - The of the Northern Continent when using the
prized Bastaan steeds captured from the
attacker seeks to deepen a wound from different sized sacred blades of their cult.
Kardik nomads.
a blow they have just landed by drawing The weapons are quite versatile, and foes
back their serrated weapon in an action marked for capture are often rendered
Prowess of arms is a skill all true Alofians
which deepens the wound and tears helpless by blows from the heavy blunt
cherish. Most disputes are typically
at sinews and organs. If an attack has tip of the weapon. The weapons edges,
resolved through combat. Disagreements
overcome the Armour Points of a target which are tipped with pieces of razor sharp
between steadings frequently degenerate
and caused an injury, the attacker may roll obsidian, can be used to inflict cuts on a
into armed conflict, though this is
all weapon damage dice twice and then foe, which are made more grievous when
take the highest result.

Combat
Weapon Damage Dice STR/DEX Size Reach Manoeuvres ENC AP/HP
Kain-Ghanh (club) 1D6 7/– M M Stun 2 4/4
(sword)* 1D8 9/7 Bleed, Rip
Kain-Ghanh-Mor (club) 2D4 9/9 H L Stun 3 4/10
(sword)* 2D6 Bleed, Rip

*When used as a sword, rather than a club, this weapon suffers a –5% to hit and –1 damage penalty for each hit point lost from
the weapon.

James Murphy (Order #14603486) 59


Xiombarg’s Children
the blade’s wielder man manages to sweep
back the blade and saw a deeper welt into
erupting under a creature attempting to Cult Gifts
jump over it causes 1D3 points of damage
flesh. Use of the blade however is sparing at Xiombarg’s Blessing
to each location and ignores any armour
times as the inserted shards soon lose their The Adventurer becomes a true
protection worn. This is also treated as a
edge against armour or other weapons. hermaphrodite Alofian and adjusts their
Bash attack from a SIZ 40 opponent with
Characteristics accordingly. This costs 1
the target hurled in a random direction.
point of power for every 10 years of the
The Cauldron of Xiombarg Within a metre of a bursting geyser 1D6
cultist’s age (rounded up) and must be
Each settlement has an arena that is a random locations are hit for 1 point of
taken by any man or woman undergoing
steam shrouded natural amphitheatre in scalding damage each, again ignoring worn
initiation into the cult.
which alcoves for spectators and sets of armour (if a location is rolled more than
stairs have been worked into the green once it does not inflict any extra damage).
The immanent eruption of a geyser can be Cult Skills
black obsidian walls. Here challenges are
detected with a Lore (Home Region) roll by The ‘Teeth of Ghanh’ Combat Style is the
resolved between Alofians who use their
an Alofian, other individual’s needing to only weapon skill taught as a Cult Skill.
personal blades. Fights are usually to first
blood or surrender, but occasionally are roll POW as a percentage.
fought to the death. Sometimes captured Cult Runes
The Darkness rune is not taught but the Air
and goaded beasts are used as opponents. Alofian Adventurers rune is instead.
Hard soled sandals are worn but no armour Most Alofians are from a barbaric culture.
is permitted, save for tribal battle-braids. Professions available are Champion,
Prisoners or slaves are used for the sacred Craftsman, Hunter, Priest, Warrior and Cult Summonings
duels where they are expected to fight to Tracker. Adventurers may be slaves from Summon Devil Dog of the Dharzi is
the death against an Alofian opponent. other cultures, but must have achieved replaced with Summon Ghahn.
Even should a prisoner win, the head priest Initiate level in Xiombarg’s cult and the gift
will interpret Xiombarg’s will as to whether of Xiombarg’s Blessing. Summon Ghanh
the slave has won freedom or must face Magic Point Cost: 12pts
other contests. Blood shed in the arenas is Requisites/components: Pact (Xiombarg),
held especially sacred to Xiombarg and a Worship of the Sword Rune of Air, Rune of Chaos
dripping blade which has just been used
to kill an opponent can be examined by an Queen This unique creature is a favoured pet of
Alofian skilled in divination. The Cult has no ties with other Sword Ruler Xiombarg. In consequence the chance
cults or Pan Tang. Xiombarg is usually to summon it can never exceed the
The arena floor is exceptionally hazardous portrayed as a hermaphrodite in the summoner’s own Pact (Xiombarg). Any
as besides sharp outcrops of jagged primitive representations the Alophians individual who slays the beast will be
obsidian that jut into the combat area, carved from bone or drift wood. The titles marked out for vengeance by Xiombarg.
large boulders of the same material have taken by cult members are different to In addition, the Goddess will not be kindly
been rolled onto the arena floor. Small those of other Xiombarg cults: disposed towards one of her worshippers if
geysers sporadically pump out a scalding she feels the Ghanh came to any significant
spurt of water and enveloping, hissing Kain-Ghanh Bearer (Lay Member) harm through their stupidity or rashness.
clouds of steam that temporarily obscure Kain-Ghanh Weilder (Initiate) This fearsome creature is believed to be
the combatants. A combatant who falls Kain- Ghanh Singer (Acolyte) an air spirit from the plane of Xerlenes that
heavily onto a boulder of obsidian will Kain-Ghahm Blesser (Priest) has been corrupted and transmuted by
suffer 1D4 damage to a location. A geyser Kain-Ghahn Champion (Champion) chaos.

60
James Murphy (Order #14603486)
The Ghahn
It flew upon billowing crimson wings and its
grinning face was like a shark. It looked like
something which should have inhabited
the sea rather than the air, and this was
confirmed by the way it flew - with slow,
undulating wings as if through liquid. Row
upon row of sharp fangs filled its red mouth
and its body was the size of a large bull, its
wing-span nearly thirty feet.

Out of the frightful pit it came, its jaws


opening and closing as it already anticipated
its feast. Its golden eyes burned with hunger
and with rage
– The Queen of Swords

This huge, shark-like demon leads Queen


Xiombarg’s Chaos packs into battle on
other plains of the Million Spheres. It is
incapable of speech and has a vulnerable
soft area of hide on top of its head.

It is apparently unique, though it appears


to have been killed on at least two
occasions by different aspects of the
Eternal Champion.

The Ghahn
D20 Hit Location AP/HP
STR 50 1–2 Tail 6/18
CON 36 3–6 Hindbody 6/19
SIZ 50 7–11 Forebody 6/20
INT 8 12–13 Right Wing 5/17
POW 16 14–15 Left Wing 5/17
DEX 19 16 Right Fin 6/13
CHA — 17 Left Fin 6/13
18–19 Head 6/18
20 Head 1/1

Combat Actions 3 Typical Armour Hide. No armour penalty


Damage Modifier +2D12 Traits Flying
Magic Points 16 Skills Athletics 71%, Brawn 104%, Perception 75%, Persistence
43%, Resilience 95%
Movement 20m Combat Styles Bite 90%, Crush 70%
Strike Rank +14

Weapons
Type Size Reach Damage AP/HP
Bite L T 1D10+2D12 As for Head

The Ghahn can choose to grapple an opponent or object of Size 21 to Size 100 using its Crush skill which involves it using both its wings.
The Ghahn cannot bite a foe or object it is grappling in this manner.

James Murphy (Order #14603486) 61


Xiombarg’s Children
Where Ice and Fire Meet
- Questing to Alofia
Despite the fearsome legends of the men-
women of this inhospitable shore a few
individuals have an interest in visiting this
remote realm.

• Lans Dralis is a young bastard son


of a Jarl who made a drunken oath
to avenge some of his ancestors
who were amongst the men folk
slaughtered by Alof and her followers
centuries ago. Although he deeply
regretted his impetuousness the
following morning, Lans made the
oath in a feast hall before the local
nobility and feels compelled to see his
quest through. He has a longship but
only the most desperate of the area’s
raiders have decided to accompany
his expedition. In consequence he
is looking for freebooters who are
prepared to join his crew for a share
of the plunder he hopes to win.

• Sarnad T’alaan is a Pan Tangian


sorcerer with a powerful rival in
Hwamgaarl. Sarnad has divined his
enemy cannot be killed by ‘man nor
woman, nor beast or demon either!’
He has decided that this obstacle
can be overcome by obtaining the
services of an Alofian assassin. As he
means to keep his plot a secret from
his countrymen until its resolution,
he decides to recruit the services
of foreign hirelings. He needs his
foreign lackeys to accompany
him to Alofia where he will try to
hire a suitable warrior. Should this
fail he will be prepared to use his
arcane powers and his expendable
pawns to kidnap an Alofian who he
will then try to subvert to his will
through drugs and sorcery. Should
he complete this initial stage of his
scheme he will secretly return to Pan
Tang. From here he may well decide
the assassin’s mission would benefit
from the support of the adventurers
in his service.

62
James Murphy (Order #14603486)
Coming to RuneQuest this year!
James Murphy (Order #14603486)
The City of Lof: Uncovered
By Jason Gaerke
This may be our only chance to unshackle the Hammerdal Range. Their travelling
Magnamund, Ulnar. My fellow Durenese – we companions – Clans Trelsk and Durwood – Unbeknownst to Trelsk and Durwood, Lof
shall hold the line; take the Sun-Sword and settled along the way on the Durenese east simultaneously had envoys discussing
plunge it into Vashna ...deliver the vengeance coast and staked land claims overlapping a similar treaty with the clans Bax and
of our alliance into his black heart! each other. During this expansionary Blave to ensure his southern borders were
— Last recorded words of Clan Chief period of Durenese history, there was no secure. Immediately after the southern
Rainer Lof, Annals of the Battle common law but rather ‘Kin Rule’ – each border agreement was inked, couriers were
of Moytura Pass, MS 3799. clan had its own rules and laws, and often dispatched and the Trelsk and Durwood
a mindset where ‘the actions of one clan envoys were murdered as Lof forces rapidly
member speak for the actions of all our swept into the lands of their rivals. Such a
HISTORY OF LOF clan’. The resulting small land claims of devious plan caught Trelsk and Durwood
The city and associated lands known as Lof individuals quickly became matters of off guard; within a year Margaux Lof had
in the Kingdom of Durenor are a territorial internecine conflict between the clans. taken huge swaths of land east of the
holding codified by the Old Council Treaty Hammerdal Range and was laying siege
of Rymerift in MS 2837. With the Trelsk The years MS 2830 to MS 2837 were bloodied to the Trelsk and Durwood cities. Success
Annexation of MS 4000, the area of Lof by constant internal warfare between the would have all but given Lof control of the
reached its present size. Consisting of the clans. The entire coastline of Durenor was entire northern half of Durenor.
largest governed province in the kingdom, awash in blood with small scale maritime
Lof is great in both land and sea holdings. raids complementing greater battles Spies from Trelsk infiltrated the court of
Being a waypoint for merchants headed inland over the boundaries between the Lof and found evidence that, upon the
to other ports, the City of Lof serves as coast and Hammerdal Range. Clan Trelsk conclusion of the Northland Marches
the focal point for virtually all trade in the was sandwiched tightly between Lof and campaign, Margaux Lof intended to swing
Kingdom north-west of Hammerdal. Durwood and aggressively fought both, around south of the Hammerdal range
trying to expand towards the Hammerdal and attack both Verlik and Bolde. The
Local historians assert the area of Lof Range. evidence was astounding – in the early
and the Northland Marches was once expansionary years of Durenor, maps of
a portion of the ancient Realm of Cynx, In light of such turmoil, High Chief Margaux the continent were sparse and inaccurate.
and a few sharp-eyed locals are able Lof in MS 2831 ordered the construction of Yet the spies discovered a surveyed map
to point out certain stones bearing the a fortified coastal city bearing his clan name clearly showing the critical details of the
unmistakable marks of dragon blast- on top of the ruins of an ancient Shianti Durenese peninsula and, more importantly,
fire. Other specialised historians point to outpost. Apart from having an excellent Lof’s battle plans for the coming year.
sparse ruins about the Northland Marches defensive location, the city served as a
bearing marks of the Elder Magi and these staging area for Lof’s war effort. Margaux Late in MS 2833 clan chiefs Aldaine Trelsk,
were likely outposts during their golden Lof was intent upon claiming the overland Bruyere Durwood, and Gildas Bolde quietly
era. Other archaeological remnants from land route to the north, as ownership of formed an alliance and sent forces to the
ancient Herbalish posts near Lof are such a large tract of territory would confirm southern Hammerdal range forests to set
evident when being recycled for use in Lof as the pre-eminent Durenese clan. up an ambush and the Lof invasion force
modern construction. The City of Lof itself was wiped out. Once word of success
is believed to be built on the ruins of an The MS 2832 Treaty of Oeheme between arrived back at the alliance clan chiefs,
ancient Shianti settlement. Such places, if Lof, Trelsk, and Durwood made progress the war lords suddenly and unexpectedly
local historians and common-talk are to in establishing recognised boundaries for mounted an all out attack on Lof, moving
be believed, were likely influenced by the each of the three clans and was ratified. The past Oeheme and sacking the City of Lof.
warmer climate earlier in history, when treaty placed obelisks at the extent of each Unable to rally his troops quickly enough
the Moonstone was on Magnamund. clan’s land, and proclaimed ‘a righteous, away from the siege of Durwood and
Nowadays, the land to the north of Lof generous, peaceable, and most reasonable Trelsk, Margaux Lof was trapped between
is less populous because of the harsh marking of ground belonging to each clan, the unyielding northern coast and the
weather, but this has assisted in preserving from now to the end of Magnamund.’ The united forces of his enemies to his south.
evidence of the prior inhabitants. warrior-lords of Durwood and Trelsk were
satisfied with the apparent concessions of Margaux Lof was desperate and ordered his
In MS 2830 The Clan Lof, fresh from their land made to them in exchange for peace cousin, who bore a close resemblance, to
landfall at Bolde, migrated north and and set about building their own cities in hoist the parlay flag. Upon questioning the
settled in the area north and west of MS 2832. They were deceived.

64
James Murphy (Order #14603486)
city for military purposes. Despite voices of
opposition decrying this wasteful venture,
the decree stood, and was followed in
earnest. With word of the rise of Darklord
Vashna in MS 3192, a later ruler ordered the
construction of the Great Kaltersee Wall
of Lof. Using the ruins of an abandoned
Herbalish temple near the village of Romvar,
Romvar Quarry was created and had the
added benefit of providing a source of iron
ore, copper and superb quality limestone.

By MS 3350 the great wall surrounded


the city and extending impressively into
the Kaltersee giving a safe harbour for
commercial and military ship alike. Near
the end of the century, the merchant and
order, the clan chief muttered, ‘My dearest to the commercial interests of Lof. The now public outcry against the taxes of the clan
cousin, you mean the world to me, but aging clan chief ordered the City of Lof lords reached a crescendo. All were silenced
until now, I never realised just how much rebuilt, with ‘accommodations any sailor in MS3,400 when a patrol of never-before-
the world was worth…’ and beheaded him of the seas would envy,’ and so in 2839 the seen winged beasts flew over much of
with a single stroke. After wrapping the port city was rededicated. The temperate Durenor and bizarre, enormous fanged
head and switching uniforms, Margaux Lof weather and sheltered docks assisted in wolves began appearing in the forests,
parlayed to end the conflict and offered the making Lof a competitive port on the later identified as scouting Kraan and
head as proof of the change in leadership. western shores of Durenor. Roads initially Doomwolves from the Darklands. A panic
In disguise, Margaux offered his ‘own’ head built for conquest proved equally valuable ensued in Durenor for which the disjointed
in exchange for a peaceable settlement and for mercantile interests, guaranteeing clan lords had no answers. All believed the
an end to the fighting. Deception is a game control of the major overland traffic and Darklords would eventually extend their
in which few Durenese excel – Margaux Lof trade to the Northlands. The region of Lof claws to the peninsula of Durenor; their
was a notable exception. flourished for well over a century. scouts were already making the initial
reconnaissance. In this time of uncertainty,
The head of Alban Lof still sits in the battle The influence and power of Lof grew until the divided clans of Durenor ceased
posts of Tak as a trophy and bears the MS 3004 when the weather and Kaltersee calling themselves Ulnarians. A sense of
name of Margaux. Some claim to hear his suddenly and inexplicably grew colder and unity and mutual defence was fostered.
death scream and see an apparition of him windier, and snow covered the City of Lof Henceforth, they called themselves after
on full moon nights on the anniversary of in the winter months. Some sages suggest their adopted land; they no longer referred
his demise. this is when the Shianti departed and took to their Ulnarian blood clans; they now
the Moonstone with them. Regardless of called themselves by one common name:
Two years later, Margaux Lof came out the reason, Lof and the northlands suffered Durenese.
of hiding in the Northlands and led an a tremendous population decline and a
assault in MS 2836 to reclaim the City of weakened economy. Over several decades In MS 3434 a fisherman noticed an unusual
Lof and nearby Sentry Island from Trelsk a significant exodus occurred as sea trade fleet of ships further out in the Kaltersee
occupation. Common folk said the ghost of shifted predominantly to the warmer Ports and signalled them. These people clearly
Margaux Lof had arisen to reclaim all that of Bax and Ryme. For the next half-century, were not of Ulnarian blood, but were
had been lost. The jaws of the other clan Lof struggled to find a purpose as a city. sociable and spoke a similar language. The
chiefs dropped when the ‘ghost’ appeared ships made landfall near the city of Lof,
at the MS 2837 Treaty of the Rymerift, In MS 3072 the Darklords appeared in the and Clan Lord Anslem Lof greeted them
which fixed clan boundaries and finally far west and ushered in the Age of the eagerly. The newcomers called themselves
brought peace. Black Moon with their War of Desecration. ‘Sommlending,’ and after staying ashore
Partially from foresight and partly from for a short while, virtually all left for lands
With military expansion now beyond whim, Lof found a new purpose when further west. Despite the warnings of the
his capabilities, Margaux Lof focused on clan Chief Onesimus Lof declared in MS dangers, the Sommlending seemed to be
economic expansion with gusto. Port Bax 3079 that the city was to establish a formal on a holy calling. Other tales detail the
was established in MS 2837 and was a threat naval force and allotted a portion of the legends of how the Darklords were driven

James Murphy (Order #14603486) 65


The City of Lof: Uncovered
back by King Kian to their foul domain and ships and soldiers for the common good and aviary communiqué organization,
the birth of Sommerlund. but many other Durenese regions did which Lof was tasked with creating and
not. An increased sense of disagreement coordinating. Such a demanding scope of
With the eventual discovery of the Vale in the Durenese Grand Council prevailed, work improved the mood of the people
of Hammerdal and its lush interior, the which continued for several decades of Lof; long neglected and ignored by the
political rule shifted to Hammerdal with until the growing aggression of Darklord political systems in the nation, the people
the construction of the Hammerdal Range Vashna made it clear that the council was were given a greater purpose and reason
Tunnels in MS 3460 to MS 3501. Trade becoming ineffective with competing for being. Now the people were not simply
in Lof increased a little, but clearly the agendas. Each region was concerned about plying their daily chores in an endless and
lack of any easy access route to political the ever growing reach of the Darklords, unrecognised grind, now the common
representation from the northern reaches but no one clan would step forth and citizen of Lof was tasked individually with
indicated the reduced standing of Lof and commit to supporting Sommerlund in any the mutual defence and protection of
the northlands. other manner but mercantile trade. their fellow Durenese citizen; none were
excluded. Any person of any background
During the First Vassa-Durenese war of MS Some 250 years later, on the eve of war, could grab a stone and mortar and assist
3511 to 3513, Lof supplied a significant the Durenese Grand Council was dissolved in building a great network of lighthouses
number of warships and served as a troop and Alin chosen as the first High King and look with pride on the intent and
deployment centre. A common complaint of Durenor in MS 3797. Under the new result their craft. Any person with the
was the uneven representation of clans crown, King Alin in MS 3798 ordered the intellect and tenacity to learn the defence
in the war – Lof supplied a great many formation of a coast guard, lighthouse communication system could elevate their
position and perform a highly demanding
calling. Commoners with a natural kinship
with animals intermingled with nobles to
utilize the aviary mews to speed military
communications across the nation.

The alliance with Sommerlund against


the Darklords came at great cost. Many
Durenese who departed through the
gates of Lof never returned. At the Battle of
Moytura in MS 3799, all known heirs to the
Clan Lof died leaving the lands without a
hereditary leader and instead a ‘temporary’
government took over, led by merchant
guilds, but became mired in mediocrity
and meaningless legislation.

The Clans of Trelsk and Durwood, renowned


for their exceptional warrior skills and
fighting with distinction at the Battle of
Moytura, were singled out for revenge and
annihilated by the trickery of Darkland
agents two-hundred years later in MS
4000. This ultimately doubled the lands
administered by Lof, as both Trelsk and
Durwood were reduced in population to
a mere 10% of their original numbers and
enormous tracts of land, by decree of the
king, were annexed to the management
of Lof. Land last controlled by Clan Chief
Margaux Lof over 1,000 years previously
was now returned to Lof by royal decree.

66
James Murphy (Order #14603486)
After the Great War had passed, Lof blessed by Ishir and are unnaturally calm. The city is bustling with activity during
returned to normalcy, and stagnation Surrounding the city are walls of limestone daylight, especially when sunlight
was unfortunately the result. The city construction, with two massive gates of penetrates the near perpetual cloud cover
received a jolt of new life by MS 3952 blessed Durenese Oak. Eleven blockhouses over the city. During the evening the city
when the Kalte outpost of Ljuk was dispersed through the perimeter wall becomes for the most part a ghost town
constructed with significant investment monitor the Central Durenese Plain and with little activity in the main streets;
by several merchants from Lof. The influx surrounding territory. life diverts to the smaller alleyways and
of rare furs and precious gems from the icy thoroughfares.
wasteland of Kalte briefly made the City City of Lof sports a functional design
of Lof an eminent port city once again; if supporting the overland traffic along the During the night, the docks are lit up by
one wanted the best furs and gems, Lof is Durenese coast but is primarily a port of rows of permanent lanterns on quay; the
where one went. Unfortunately, a fracture call for Durenese Military and merchant night watchmen are assigned the task
in the trade agreement splintered the Ljuk ships. The enormous docks are elaborate, of lighting them. The city sits in quiet
Trading Company founding merchants consisting of many commercial and military serenity as it gears up for another busy
among Sommerlund, Ragadorn and other quays of colossal size and a commensurate day. Many military ship launches occur at
Durenese ports. support system. The docks are the primary night, guided by the secret code lights of
source of income for the city, with local Sentry Island; likewise many commercial
In later years, any Durenese wartime event fishing and farming produce exported ships arrive at night guided by Signal Point
of significance involved the City of Lof from here. Island.
through either naval or transport functions
on behalf of all Durenor. Such events A large Durenese flag flies from the Surrounding the City of Lof are wide
included: traditional Lof Clan house in the centre of plains giving the city wall blockhouses
the city. It flies the Royal Arms of Durenor, commanding view of the terrain. The
MS 4111- Durenese Peninsula War the Clan Lof and, beneath it, several other area north of Lof, known as the Northland
4118 flags of ally nations. Marches, consists of cold and windy
MS 4201- The First Ice War (against flatlands interspersed with isolated farm
4202 Kalte) The city layout is rather simple. For those smallholdings. The region of Lof has several
MS 4221- The Second Ice War (against wanting to pass strait through Lof using smaller hamlets, the majority existing along
4222 Kalte) the overland roads, it does not take long the Great Northern Coast Road
to traverse the city and reach the opposing
MS 4219 The Kirlundin War
gates. Some merchants complain travelling
MS 4432- First Vassa-Sommlending War through the city is too easy; visitors do not Population
4434 look at their wares long enough. The main Nearly 10,000 people make up the
MS 4040 Defense of Ragadorn from overland road through the city has a wide population of the city of Lof; the majority
Jenghi invasion thoroughfare with several major roads being Durenese of the clan Lof bloodline.
MS 4514 King commissions Naval leading to the docks and there are many Since it is a port city the exact numbers
Academy of Lof merchant houses along its length. vary from season to season with the
MS 4866- The Lastlands War warmer summer months bringing an
4867 Travelling through the city is a display of influx of merchants and foreign sailors.
MS 4975- Second Vassa-Sommlending unsettling contrasts; one side of the street The city expands to 13,000 people during
4979 War (Sommerlund and displays the exacting military neatness peak summer times and shrinks to 8,000 in
Durenor) of the West Residential District and the the cold winter months. During the winter
MS 5040 Kalte Incursion other side the opulence of the West Noble nights, some have described the city streets
MS 5050 Sommerlund-Darkland War District. Further along the main road, richly as a virtual ghost town as the populace
adorned merchant houses compete for huddle in the warmth of their homes.
MS 5070 Gnaag Darkland War
attention from the historic and pristine
Grounds of the Clan Lord, while further The province of Lof has an additional
Physical Description down the Residential District gradually 4,000 people scattered through various
Standing on the Kaltersee shoreline with degrades as one heads further north into hamlets, small settlements and isolated
white limestone harbour walls, the City of the Slums. Some have suggested a bypass homesteads. The total population of the
Lof is a welcome sight for ship captains, with be installed detouring visitors through Lof Lands constitutes 15% of people of
Signal Point Lighthouse guiding them to other parts of the city instead of forcing Durenor. Despite reasonably fertile soil,
the nearest available dock. Some captains travellers to pass through the Warehouse the cold and blustery Kaltersee winds
claim the waters near the port of Lof were and Slum Districts. of the area north of Lof make it sparsely

James Murphy (Order #14603486) 67


The City of Lof: Uncovered
populated except for intermittent farms largely untaxed as they rarely, if ever, have Nobles and City Guild Merchants
growing cold tolerant crops and grazing anything worth taking. The various merchant and craftsmen
animals, mostly goats and sheep. guilds wield considerable power in the city
Ruling City Aldermen and attempt to influence the actions of
Originally intended as a temporary the aldermen. Apart from this, the nobles
Culture government to limit changes until the and guild merchants focus on conducting
business, as one would expect in a
After sundown, the city grows quiet. Clan Lords of Lof returned from Vashna’s
Although it is easy to find paying jobs, the Black Muster War, all the hereditary ruling Durenese port city.
people here are members of Clan Lof died at the battle
dourer than their countrymen. This is of Moytura in MS 3799. The arrangement To escape the frigid winters Lof must
partly from the periodic invasions from has continued since then and some endure, many Durenese nobles and
Kalte and ongoing toll of heavy taxes to fundamental administrative decisions are merchants relocate elsewhere in Durenor
pay for the military. People from Lof also often made late, not at all, or rescinded for a few months, leaving the noble district
tend to scapegoat Kalte Ice Barbarians unexpectedly. of the city sparsely populated in the colder
for everything from the weather to the months.
stalemated city politics. The City of Lof is governed by a council
consisting of 10 nobles, typically merchants, Lof Naval Officers
The city celebrates the feast days Knights who pass laws from the Great Hall of the Lof Naval Officers strive to ensure their
Maern on Perthro 1st, and Ishirana on Ansus Clan House Lof. There is a lack of unity in portion of the city operates smoothly, navy
19th. During Knights Maern, Knights of the the council; often issues are hotly debated ships are well stocked,discipline maintained
White Mountain renew their oaths of fealty with votes split fairly evenly. As governing and battle readiness guaranteed. By virtue
to the Royal House of Durenor and a service the city and territories of Lof involves of their defender status, they are treated
is held at the Gate of the Honoured in the balancing support of the merchants, with respect commensurate to a noble.
West Residential District to remember the military and other territory around the Many officers have aspirations to join
sacrifices of their soldiers. During Ishirana, city (in that order), difficult decisions must the ruling council and seek to establish
the temple conducts a parade through the be made. The council often stays late into mutually beneficial relationships with
city, blessing the docks and gates of the the evening hours arguing the merits of merchants and guilds. Lower ranking
city along the way. improved access to the city or expanding officers and common sailors typically live
the commercial docks. The debates often in the West Residential District and live a
Molo is a popular game in the taverns of break down to smaller self-interest groups decent life. Higher ranking officers might
Lof and onboard Durenese warships. It to resolve the disputes; if at least four votes reside in the Noble District instead.
involves throwing coins across the ship are made in favour of a measure, further
deck or tavern floor at a wall or seat of a discussion is warranted in subcommittee. If Middle Class
wooden bench. Contestants stand about enough compromises are made and seven Comprising the bulk of the city populace,
seven meters from the wall and try to affirmative votes are achieved, a decision is they do average jobs for average pay and
throw the coins as close to the base of made to vote to make any changes official. labour with above-average taxes. They are
the wall as possible without touching it. Proposed legislation with less than four well-maintained and functionally dressed.
Coins touching the wall are forfeited to the votes is considered dropped. Fortunately, The middle class of Lof take good care of
opposing player(s). the King of Durenor makes the call as to the things they own, but do not have much
when to go to war and simply commands else to spare.
the navy and military forces of Lof and the
Society council is out of the loop.
Lof City Watch
The death of the Lof clan lords at the
Under the command of Agmemnar
Battle of Moytura caused a vacuum in Selection to the council occurs when
Kimmon, the Lof City Guard provides
the city’s social and ruling structure. The an individual, usually too infirm to
basic law to the city. The 50 city guards
higher social circle consists of the ruling meet a minimum quota of attendance
are a grim lot, working long hours at
City Guild aldermen, lesser nobles, City and participation standards, is quietly
low pay. They guard the city gates and
Guild merchants and navy officers. The requested to step down. Nominations
various city wall blockhouses and walk the
middle class forms a secondary group, are accepted for a period from within the
streets, but often turn a blind eye to many
who are taxed heavily to support the council for new members and a rigorous
incidents. The confusing law structures of
military establishment and infrastructure voting process begins to admit a new
the city encourage them to have vapid
and lacks a viable means to argue against member, typically from the merchant class
enforcement. Unless it is really important,
their taxation. Inhabitants of the slums are or a high ranking naval officer.
it is usually unclear to them what law to

68
James Murphy (Order #14603486)
apply, and even if they did intervene on
a small matter, they would probably be
overruled later anyway. One basic rule
applies that should be understood: if you
do not mess with them they are likely to
return the favour.

Slum Leaders
The names of the sectional leaders of the
slums are not publicly known. If one spends
enough time in the slums, the names Basile
Acton, Gildas Codray and Aulden Verdier
would be whispered, but it would take a
considerable amount of effort to infiltrate
the upper echelons of these gang-like
organizations. The ‘Reliance District’
leaders wield considerable power in their
respective areas and a peaceable balance
of power exists. In contrast to the red tape
of city government, slum politics are quick
and easy to understand.The slum lords keep
the peace and forcibly eject troublemakers
of significance in the ‘Reliance District’ they
have taken ‘ownership’ of.

Government and Law


The official published City Law is recognized
in the Noble, Merchant and Residential
districts, and usually ignored in the Slums
and Navy districts.

The Navy District (including parts of the


West Residential District) falls under
the jurisdiction of statutes of Durenese
Maritime Naval Law. It is important to
Depending on the circumstances,Durenese leaves port and the accused hides onboard;
note several capital offences committed
Maritime Naval Law might overrule Lof City this means the issue will simply have to be
in the Navy District or portions of the West
Law, or Slum Law may de facto override resolved once the ship returns to port, if it
Residential District are punished by public
both. If an incident were to occur in the was important enough.
flogging or hanging.
West Residential District, clearly Maritime
Naval Law would govern. Unless the same If this same incident were to happen in
No published laws exist in the Slums
incident was to happen one street over in the slums, then Slum Law would likely
district, as they might change from one
the Merchant District, in which case City override Maritime and City laws, because
street or alley to the next. If one can buy or
Law certainly would apply. Unless the justice there is much quicker. The residents
barter through a situation, the ‘law’ might
incident in the Merchant District involved believe this is probably for the better since
bend favourably. Generally, laws in the
a naval officer, in which case Maritime Law it does not involve lawyers.
slums uphold basic principles of justice
is eminent. However, if the naval officer
and goodwill.
is friends with or has business dealings
Government and Law in Lof are a tangled
with nobility or a judge of the City Law, an Economy
injunction could be lodged in the Maritime The Durenese Gold Crown is the official
mess of internal disputes. Often more time currency of the land and primary measure
court citing ‘sphere of influence’ and the
is spent arguing over whose jurisdiction of wealth. With a shrinking portion of
‘context of law’ outweighing Maritime
has authority than the merits of the crime. the maritime trade and a high tax levy
Law. Meanwhile, the naval officer’s ship

James Murphy (Order #14603486) 69


The City of Lof: Uncovered
supporting the various military installations, key objective is to undermine the political Reliance District Militia
Lof does not attract many new merchants. relationship between the two nations Each of the three sectional leaders of
and further demoralize the Durenese the slums can field a reasonably well
Lof imports common goods from into not risking an engagement against organized fighting force of street fighters,
Sommerlund and Dessi and elsewhere, Darkland forces. She has an entourage of thieves/infiltrators and archers as a means
and exports limestone, lumber, copper, fish seven Helghasts and a Daemonak at her to maintain the territorial integrity of each
and locally grown agricultural products. command, spread out in various posts in area. Open skirmishes occur occasionally
Durenor. in the slums to test boundaries, but rarely
The slums have an economy of their involve innocent bystanders. In time of
own based on paper ‘Scripts’. Gold is the The primary purpose of the mercantile crisis the three leaders would not hesitate
ultimate currency there but, since residents house of Veagle and Delmantle is to to unite forces.
of this area generally do not have any, provide a cover for her espionage
barter prevails. Housing and house repair operations as it allows her to travel abroad Lof Spice Company
materials, food and craftsmanship skills are and provides political connections, though In addition to rare spices, this company
held in high esteem when bartering in the her subordinates in the company are secretly transports a small but significant
slums. completely unaware of her true loyalties. stream of Adgana herb to their various
She truly has an affinity for relics and other branch offices in Magnamund.
antiquities and combines work with Owner Ramsden Nathar has killed in the
International/Regional pleasure. She has collected what she
believes to be two Scattershards of the
past to keep this a secret.

Relations Moonstone but is not fully aware of their


Ljuk Trading Company
Lof maintains reasonably good relations powers. One, which she wears constantly,
This company is notorious for vigorously
with other regions of Durenor. Merchants provides a resistance to aging.
defending its stake by boarding to ‘inspect’
from Lof are welcome in virtually all ports non-associated company ships in the
of the world and especially well received in Following the failure of other Darkland
northern Kaltersee. The company actively
Sommerlund and Dessi. agents to stop the fledgling Lone Wolf
monitors – through official and unofficial
in MS 5050, she directed her Helghasts
information sources - for evidence of
In military conflicts Lof has a fairly well to make an emergency blockade of the
short-sighted merchants transporting
trained infantry militia and some basic Tarnalin highway to prevent his entry
to Kalte banned substances, notably
cavalry capabilities. In naval conflicts to Hammerdal. After this failure, she has
cold resistant agricultural seeds. If Kalte
representing the interests of the crown, Lof spent considerable time rebuilding her spy
were ever to become agriculturally self-
deploys an impressive fleet of warships. network.
sufficient the company would be ruined.
Ships transporting such materials tend to
Catacombs of Lof /
Secrets Abandoned Shianti Outpost
mysteriously disappear or sink.

Lady Victoria The known entrance to the city catacombs


Born of a Lencian captive and a Drakkarim
Althemar’s Apothecary
is through the lower levels of the High Owner Hengist Althemar has secretly been
commander, Lady Victoria is the highest Grounds of the Lof Clan House; however making repeated trips into the Catacombs
ranking Darklord espionage agent in the a little known entrance exists through of Lof searching for something. If one were
Durenor region. Under the guise of an the Temple of Ishir. It is said that a hidden to befriend him he could be a useful tour
adventurer and relic collector,she has ample chamber in the catacombs have either guide to the area.
ability to coordinate Darkland intelligence treasure or a genealogical book that could
and infiltration efforts in the area prior to re-establish a clan heir to Margaux Lof.
the MS 5050 invasion of Sommerlund. Her

70
James Murphy (Order #14603486)
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James Murphy (Order #14603486) 71


Petty Lords and Bandit Kings
By Nick Robinson
Within the world of Nuera there are would have been found out long ago if to its Lornish neighbours and was rapidly
many noblemen who try to improve it were not for the constant low cloud absorbed by the other lands for breaking
their position as a member of the first concealing their homes from above and their covenant.
estate in the established kingdoms of the ancient magic protecting them from
Lorn and Dardarrick. However there are mystical observation. The people here are fiercely independent
also many others who are rulers of their and do pay tribute to both their neighbours.
own independent lands, no matter how The valleys themselves have a pleasant This is enough to turn aside the threat
small these petty kingdoms may be. Their climate, although it is very rarely sunny of their armies (or has been until now).
existence is precarious, at any time one here. Rainfall is high and on the terraces In all things the league is even-handed
of the larger empires might turn their where the clans grow their crops the soil in its dealings, it will not favour one of its
attention to these holdings and have their is supernaturally rich, ensuring bumper stronger neighbours over the other. All able
armies sweep all before them, adding to crops of vegetables and grain. However bodied men and women are well drilled in
their domains. Yet many of the statelets life is hard and the Nefites resort to raiding the arts of war, making the cost of invasion
continue to exist, through luck, diplomacy, to get the luxuries they require (metal seem too high. Also the League has made
disproportionate power or through paying items are especially prized, from the most it known to both kingdoms that if one
tribute to their more powerful neighbours. exquisite war sword to common pots and should attack then all the people here
This article details several of these tiny pans). will unite and willingly ally with the other
realms, explaining their place in the larger in order to ensure the status quo remains,
world and how they have managed to Wraith Recon’s Interest despite the risks such an action entails.
continue to survive. The Nef Riders have been a headache for
far too long and it has been decided to So far neither Lorn nor Dardarrick has
deal with them once and for all. A team tempted fate. The League is an effective
has been sent into the area surreptitiously buffer state between the two, its defences
and is due to observe and look out for enough to prevent armies sweeping
signs of these enigmatic raiders. Sooner through easily into the lands beyond.

Nef, the Hidden Kingdom or later the Nef Riders will sally forth in
raiding season and with strong garrisons Wraith Recon’s Interest
High up in the Claws there is rumoured to
be a small kingdom, protected from scrying in most of their traditional raiding areas it There are rumours one of the local rulers is
through ancient magics dating from before is almost inevitable they will be coming in getting too close to his Lornish neighbours.
the rise of Lorn and Dardarrick. Indeed the Wraiths’ direction. This time it is up to This evidence comes from a ruler more
when the mists form in the mountains the Wraiths to follow them back to their sympathetic to Dardarrick. The League’s
locals fear the coming of the Nef Riders, a stronghold and then act with extreme Covenant forbids this and if this can be
fierce group of raiders who have plagued prejudice, ending their threat once and proven the ruler in question will find his
the region since time immemorial. The for all! power removed, there is even the chance
Riders always seem to know when and the Dardarrick-friendly noble will get some
where to strike, avoiding the garrisons of his lands if the League of Seven becomes
and sorcerers occasionally sent into the Five. Wraith Recon will need to get proof of
mountain holdings of Dardarrick to prevent this perfidy by infiltrating one of the lord’s
their depredations and hunt them down. fortresses and stealing any relevant papers.
The League of Seven If they do so then the lord will be disgraced
and the Lornish influence ended.
Nef itself is no more than a few small Several centuries ago a group of petty
bandit clans hidden in high valleys. These kingdoms realised they would become
tough mountain men have sure footed victims in the wars between their Of course all might not be what it seems.
ponies able to traverse the steepest of expansionist neighbours. Although each The papers might be faked or even planted
slopes while carrying a man (or perhaps was relatively strong despite their size by a third party who wishes to make the
two, as the Riders often take their dead none could hope to hold off either Lorn lord in question a patsy for their own
and injured with them on those occasions or Dardarrick alone and so the League of misbehaviour. The friendly nobleman may
when they encounter resistance). Even Seven was born. These petty lands now even be using the Wraiths to remove a rival
with their mounts able to climb almost number just six after one of their number in order to push forward his own selfish
sheer cliffs to reach their homes they was suspected of coming too closely allied interests.

72
James Murphy (Order #14603486)
The land itself is bountiful and there are
plenty of minerals within its hills. As such
the people here have prosperous lives, and
look on with pity at the conflicts beyond
their borders.

Wraith Recon’s Interest


Mishami is a potential thorn in the side
of Dardarrick and how to deal with the
problems it poses has been one of those
at the forefront of strategic thinking for
many years, especially since the tiny state
occupies rich land providing easy access
around some heavily fortified Lornish
positions.

Wraith Recon agents occasionally enter


Mishami to perform reconnaissance and as
a handy entry point into Lornish territory,
although heavy patrolling on the border
between Lorn and Mishami recently has
made this hazardous. One idea being
Barony of Plenthe Mishami seriously considered is to kidnap some
children from the area and then raise them
Baron Shill Merkesson is his own man. He is The Archduke of Mishami leads his kingdom
also poor, as his tiny realm. The only reason with an air of indifference towards his far as loyal Dardarrick mages. This would be a
no other nation has absorbed his territory larger neighbours. Not for him dreams of long-term project, but could provide real
is that it is too impoverished to be worth conquest and the clash of arms. His people results allowing a successful conquest at
their while and it is in an out of the way are safe in knowledge the larger nations some point in the future. Such a mission
location with no strategic value. While he will not attack, for neither would dare! against a highly magical independent state
avoids having to pay any tribute this is only with no magical support for themselves
because he and his subjects are unable to There is an ancient magic at work in these would be extremely hazardous for any
afford one. His fortress was built using a lands, one which prevents all magic from Wraiths assigned to it, in addition to any
horde recovered from the Wildlands by being cast except for those born within its ethical issues around the kidnapping of
a distant ancestor, the fortune has long boundaries. As such the Mishami Magicians children.
since been spent. Shill is an unimportant Guild is rumoured to rival even those of
nobleman from an unimportant land. Dardarrick in its resources, for it is here most
of the money for defence of the land goes.
Wraith Recon’s Interest Mishami can boast a significant number of
Merkesson is trying to raise some revenues sorcerers, many of whom are considered to
in any way he can. The harsh lands he rules be masters of their arts. If Mishami was to Torrelton
are resource poor but are a perfect training be assaulted then its attackers would pay Another minor statelet, Torrelton is one of
ground for troops needing somewhere dearly. the smallest in terms of area, consisting
to hone their skills. Unfortunately he has of only a few square miles of land around
allowed (for a fee) Lornish soldiers to use There are a number of fortifications the free town of the same name. It is an
the eastern part of his lands for some scattered around the lands of the duchy, affluent place, able to pay both its mighty
serious battle training. Unfortunately news allowing the people to flee to safety if an neighbours the tribute they demand,
of all this military activity has reached invading army should come their way. although neither considers conquering
Dardarrick. Now the Wraiths must discover These ancient strongholds are maintained the town as it is far more than a significant
just what is going on in this godforsaken by magic and can hold off an assault until source of revenue.
corner of Nuera and why is it suddenly full help, in the form of the Magicians Guild,
of Lornish regiments? can relieve any siege.

James Murphy (Order #14603486) 73


Petty Lords and Bandit Kings
Torrelton survives as it is one of the few Wraith Recon’s Interest standards of recent history elsewhere. The
places where Lornish and Dardarrick A powerful sorcerer who is not friendly is downtrodden peasants grow crops for the
merchants can easily and openly trade someone to keep an eye on. If Wraith Recon elite Brac Guard, as vicious a formation as
with one another. The profits from the were able to infiltrate the place who knows you can find anywhere on Nuera. These
market can be huge, although most items what might be found there, from unknown elite shock troops have provided excellent
bought and sold here tend to be luxury magics to ancient treasures. Hightower service in the name of Lorn, just like their
ones, not the standard fare a town the size acts like a beacon, almost demanding to Lords. With such service there seems no
of Torrelton would normally provide. be investigated. reason for Lorn not to allow the current
state of affairs to continue.
Wraith Recon’s Interest
Torrelton is a hive of intrigue as well Wraith Recon’s Interest
as business enterprise. With so many The Brac Guard are an elite force and are
merchants coming and going the town therefore a worthwhile target for Wraith
is crawling with spies, and not just those Brac Recon to weaken or eliminate, if possible.
from Lorn and Dardarrick. Other interests A small client state just inside the Lornish If evidence could be found (or fabricated)
(not least the Torrelton Guild Council) have border, Lord Brac is a loyal ally to the indicating the loyalty of Brac should be
their own agendas. Lornish crown, as his predecessors were. questioned then it is possible conflict could
In fact, if it was not for their devotion they ensue. The loss of an elite unit and staunch
A Wraith Recon team could be sent in to would almost certainly have been annexed servant to the Lornish cause can only be
hunt down an enemy spy, assassinate an many years ago. beneficial in the long run, in addition the
enemy merchant, discover the fate of one losses caused by any resulting warfare
of their countrymen or any other activity Brac is a dismal place, its rulers have would weaken Lorn further.
where their firepower is needed to enhance always been harsh masters, even by the
or aid espionage activity.

The Hightower
If Torrelton is small there can be little doubt
it dwarfs the ‘state’ of The Hightower. This
single building is a unique landmark in
the Wildlands, just across the border. The
sorcerer living there has made it clear he
does not wish to join with Dardarrick and
wishes to be left alone. Occasional foolish
tribe of humanoids sometimes will try
their luck and attempt to loot the place if
nothing is heard from the mage for some
time (years, or even decades). This is always
a mistake as their screams can be heard
clearly from the Dardarrick side of the
border, several miles away.

Hightower is ‘only’ five stories high,


although there is nothing comparable
elsewhere in the Wildlands. There is no
doubt the sorcerer within is both ancient
and powerful. Who he (or she or it) is
and what he is doing within his abode is
anybody’s guess.

James Murphy (Order #14603486)


L L ER
V E
TRA

www.mongoosepublishing.com

James Murphy (Order #14603486)


Bestiary
By Roger Moore
Springers evolved into silk producing organs, the
springers supplement their cubs’ diet with
a frequent choice for use as mounts and
pack animals on the planets where they
Springers (also called cave spiders, spider-
regurgitated, partially digested food. occur. Kian’s hearing and eyesight are
cats and shrew-spiders) are eight-limbed
quasi-mammalian carnivores. Their origin extremely good, reflecting their predator
Springers normally inhabit caves, dense laden world of origin.
world is not known but they are found
forests and rock crevices, but can often
throughout the coreward regions of the
be found inhabiting piles of rubble and Internally, the Kian is unremarkable. It has
Imperium. Although spread widely by
deserted buildings. Springers are not a closed circulatory system and an overall
the mysterious Ancients, the range of the
normally dangerous to humans but the high metabolism which requires that it be
springer was increased considerably by
bite can be painful, and the venom can fed 30 to 50 kilograms of vegetable matter
the colonists of the first Imperium, as a
cause death due to allergic reaction in daily. The kian digestive system consists
means for biological pest control. Massing
some individuals. of two stomachs, which allows the animal
between 250 and 500 grams, springers
average 15 centimeters in length. to break down the toughest plant matter
into digestible form. The kian has a thick
For reasons not completely understood,
Kian layer of fat which provides insulation in
Kians are herbivore grazers of large size, cooler climates and a degree of protection
springers evolved from a four-limbed form. originally from Prilissa in the Trin’s Veil
Each limb evolved into two, the upper from the venomous bites or stings of some
subsector. Due to their hardy nature, they small animals. The skeleton is strong and
portions shortening almost into non- were exported to a number of worlds as
existence. The silk is excreted by glands in heavy, and is structurally not unlike that
beasts of burden and are common sight of the moa and other prehistoric terran
the upper chest area, which is hairless to in the coreward reaches, both in the wild
prevent tangling. Two modified “thumbs” flightless birds.
and in captivity. They are plains dwellers,
are used to draw the silk from the glands traveling in herds of 10 to 60 individuals,
and manipulate the web. The silk produced When attacked or frightened kians will
feeding upon grasses, leaves, or similar usually flee but if cornered are capable of
is adhesive only when excreted, drying plant matter.
rapidly as a thick rope. Webs woven of it are delivering deadly kicks with either of their
coarse networks which signal the existence hoofed feet. The large claws projecting
Externally, the Kian is a large bipedal from the backs of the feet are only present
and location of prey.The powerful hind legs creature with a long neck, short tail, and no
are adapted to leaping and the remaining in the male and seem to be used solely for
other limbs (the remains of an atrophied combat between males prior to mating.
limbs are used for clinging to the prey pair of fore-limbs can be found in some
while the poison (from two glands in the species. Kians are thickly furred, their
mouth) is injected into the prey. Kians can carry up to 250 kilos comfortably,
coats showing distinctive color patterns and will refuse to move if overloaded. Kians
of brown, gold, lemon yellow and black. cannot tolerate thin atmospheres and
Springers are hermaphroditic. Young are A kian’s legs are powerfully muscled for
born live at any season, in litters of 3 to require a special filter/muzzle (Cr. 50) for
fast movement over long distances. The tainted atmospheres.
5. Since most of their “milk” glands have sturdiness of their frames has made them

Type Habitat Strength Dexterity Endurance Intelligence Instinct Pack


Springer
Pouncer (carnivore) Forest, Hills 1 4 1 1 9 0
Recon 2, Athletics (co-ordination) 2, Stealth 1, Melee (bite) 1, Survival 0
Teeth (1d6), Hide (1). Number Encountered: 1

Type Habitat Strength Dexterity Endurance Intelligence Instinct Pack


Kian
Grazer (herbivore) Plains 16 7 18 0 11 16
Recon 0, Athletics (endurance) 1, Athletics (strength) 1, Melee (kick) 0, Survival 1
Kick (2d6), Hide (2). Number Encountered: 10-60

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James Murphy (Order #14603486)
Multiplayer Game Book

www.mongoosepublishing.com

James Murphy (Order #14603486) 77


The Initiation
By Ken Walton
This is intended as an introductory
adventure for new RuneQuest characters,
Odayla and the with its mighty claws and stabbed with its
tail. Finally, the beast was worn out by its
who will play young members of an
Orlanthi tribe. The adventure can be run
Manticore injuries and a mighty blow finished it off.
The myth that Forgo has chosen for the
with only the core rulebook, though Adventurers to re-enact is as follows: Then Odayla took the creature’s head and
those wishing more details of the cultures they returned to Orlanth’s hall. There, all the
involved may wish to refer to Glorantha: Once upon a time, the clan house of Orlanth people gathered, and Odayla was praised
The Second Age. Text in italics is meant to the Storm God was troubled by a manticore. as a great hunter. But the most praise went
be read to the players, where appropriate. Every night the great beast, a terrible lion with to the young people who had helped him.
the face of a man and the tail of a scorpion, “Today,” said Orlanth, “you became mighty
warriors. You are children no more.” And he
Players’ Introduction attacked the settlement, killing many and
eating others alive. After three nights of gave them gifts, and they feasted long into
It is Midsummer’s Eve, the middle of the Fire the night.
terror, Orlanth decided something must be
Season. Summer heat beats down, warming
done – the manticore had to be tracked to
the crops and the cattle grazing in the
meadows of Sky End Stead, by the Solthi
its lair and killed before it could strike again.
Immediately, Orlanth’s son, Odayla the
Trollkin!
River in the land of Kathaela. In the middle of the night, have whoever is
Hunting God, stood up.“I will hunt the beast!”
on watch make an opposed test using their
he said. “Who will follow me?”
It is the time when the young people of the Perception against the trollkins’ Stealth skill
clan are initiated as warriors. Today, you will of 40%. If the character wins, he will spot
There was a silence in the hall. All the
set off with your childhood friends and the a number of trollkin sneaking out of the
warriors looked down and would not meet
old priest Forgo on the two day trek to the woods to attack the Adventurers. If the
each other’s eyes. They were scared of the
ancient stone circle in the Trollwood. There watchman loses the opposed test, there
creature. Finally, a youth stood up. “I am not
you will enter the Hero Plane and re-enact will be no warning before the trollkin are
yet a warrior,” he said. “But if you will arm me,
one of the myths of your people. If you are upon them. There should be one trollkin
I will go with you and hunt the manticore.”
brave and do what is right, you will return for each of the Adventurers.
Immediately some of his friends stood up too.
with magical rewards and the acclaim of
“We will join you,” they said.
your kin. If you fail, it will be another year Forgo is to old to fight well and will
before you can try again. need to be protected. Or at least, that is
“See how the young people shame their
the impression he likes to give – if the
fathers!” said Orlanth. “So be it.” And Orlanth
Adventurers get in real trouble, he will
Trek to Trollwood armed the young people with his own hands.
Then Odayla and his young band set off
come out fighting with his short sword.
It is a whole day’s journey to the Trollwood But it is the Adventurers’ initiation, after all,
from Sky End Stead. Your anxious parents running through the winter snows, up into
not his!
stand at the gate of the stead and wave you the mountains, following the tracks of the
off as you cross the River Solthi at the ford. dreadful beast.
If any of the trollkin are captured alive, they
The journey takes you through pasture lands will say that they are getting revenge for
and on into wild heathery moorland, under For a whole day they ran, quenching their
the humans’ attack of the previous night.
a blue sky. You come to the shadowy borders thirst with handfuls of snow. Finally, they
It will become apparent that someone
of the Trollwood late in the evening, though came to a great cave in the hillside. The
else is in the Trollwood apart from the
it never gets really dark on Midsummer’s Eve. entrance was strewn with bones and rotting
Adventurers.
In the shade of the trees you build a fire, and flesh, and a terrible stench wafted out on a
Forgo tells you the story of Odayla and the cold wind.
Manticore. Then he tells you that tomorrow
Striking a light, Odayla led his young band
The Holy Place
you will go into the Trollwood, to the old holy The following morning, Folgo will lead
place, where you will pass into the Hero Plane into the cavern. There was the beast, its eyes the Adventurers deep into the Trollwood.
and re-enact the myth. You should all try to glimmering red in the dimness. It leaped at This is a dark and spooky place, cold
get some sleep, though someone should stay the Hunting God, its poisonous stinging tail and shadowy even on a summer’s day.
on watch. He snugs down under his blankets stabbing at him. But Odayla rolled aside and There are strange sinister bird calls in the
and leaves you to it. escaped it. Then all the hunters attacked it, distance and mysterious rustlings with no
stabbing with their spears while it slashed apparent source. The day will get darker

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hear a woman sobbing, and from within the
clan house come angry shouts.

The Adventurers are standing outside


the clan house of Orlanth himself, in the
aftermath of an attack by the manticore.
The HeroQuest has begun.

The HeroQuest
The important thing for the Adventurers
when performing a HeroQuest is to stay
on the plot of the myth – at least until it
starts to go wrong. If they do the wrong
thing for more than a few rounds, they will
find themselves ejected from the myth
and standing back in the stone circle in the
Trollwood. Forgo will be very disappointed
with them, and there will be no feast when
they get back to Sky End Stead.

The First Station: The Hall of


Orlanth
Have each Adventurer make a Perception
skill test to notice they are no longer
carrying their weapons, which are nowhere
to be seen. The Adventurers should be able
to figure out from the myth they heard
that it is their job to go into the clan hall
and volunteer their services to Odayla.
They will find themselves in the warm
and there will be a rumble of thunder with they are here now and should complete smoky dimness of the clan hall. Orlanth, a
heavy drops of rain starting to fall though their initiation. mighty bearded warrior, sits at the head of
the trees. a long trestle table; various other warriors,
Forgo positions you in a circle within the including Odayla, are sitting round the
Eventually the Adventurers will get to standing stones. He stands outside the ring table, and many others are sitting at
a clearing, in which is a ring of standing and begins chanting. The summer storm has other long tables. The Adventurers will
stones. The blue sky of yesterday is lost been getting heavier, the rain lashing down, notice faces they recognise – warriors of
behind heavy storm clouds, and there is and a cold wind is rising. Visibility closes in their clan who have been killed in battle,
lightning in the distance. Forgo says this is until you cannot see even the standing stones, dead grandparents and other relatives.
a good omen, for are they not members of only the dim silhouettes of your friends. The The room is in an uproar and nobody
the Storm Tribe? cold rain turns to sleet, then snow. Then, with pays them much attention, except some
a last icy blast, the snow whirls away and you warriors gestures them to a place at one
Have the Adventurers make a Perception can see again. of the benches. They seem to be arguing
roll at the stone circle. If anyone makes it, about who should have been on watch
they will see footprints within the circle of You are no longer standing in a stone circle. and how well the warriors were prepared
boots with heels – the prints of civilised Instead, you are in an open space before a to defend the stead against the manticore.
people, not barbarians or trollkin. (If the wooden clan hall, its roof golden, its eaves Some have lost loved ones to the creature
Adventurers all fail the roll Forgo will point carved and painted with warriors, dragons and are visibly upset.
out the tracks). and monsters. Other wooden houses
surround you, and beyond is a palisade. Suddenly, Orlanth slams his fist on the table
Forgo is a little worried at strangers sneaking Snow lies on the ground, churned up and and shouts “Quiet!” with a voice literally
around an Orlanthi holy place but says bloodstained in places. Somewhere, you can like thunder. His shout is accompanied by

James Murphy (Order #14603486) 79


The Initiation
a flash of lightning from outside. Everyone before you have time to catch your breath, he The Third Station: Meeting the
immediately shuts up. “We have lost enough is off again.
people to this beast,” he says.“Someone must
Manticore
The Adventurers will be running for 20 You stand outside a large cave entrance.
track the creature to its lair and kill it before
minutes without a rest through snow. Use The ground is littered with bones, still partly
it strikes again!”
the Fatigue rules (RuneQuest Core Rulebook covered with rotting flesh. A foetid wind
page 61) to see how this affects the blows out of the cave, carrying the stench
A tall, heavily-muscled warrior stands up.
characters. If any character stops to have of decay. You have reached the lair of the
You immediately recognise him as Odayla
a rest, they will drop out of the HeroQuest manticore.
the Hunting God. “I will hunt the beast! Who
will follow me?” and be back in the stone circle. Characters
will need to make four rolls at a medium Let the Adventurers decide what they are
level of activity, although the most fatigued doing. Do they have materials on them
A deeper silence falls over the hall. The
a character can get is the wearied level of for making a light? If anyone thought
warriors do not meet each others’ eyes, but
fatigue. to mention it earlier in the HeroQuest
stare at the table in front of them.
(knowing from the myth that they would
Eventually the Adventurers will see a dark be going into a cave) they find they have
If the Adventurers volunteer, Orlanth will
cave in a rocky cliff-face ahead of them. torches and tinderboxes. If not, Odayla will
take weapons down from the wall and give
Move straight on to the Third Station. have a torch in his pack.
them to the Adventurers. These will appear
more or less the same as the weapons
they had in the real world, but for each
Adventurer, their favoured weapon will be
enchanted, adding +5% to weapon skill
and +1 to damage.

As soon as they have weapons, the


scene will fade away – go to The Second
Station: Hunting. If the Adventurers do not
volunteer, there will be an awkward silence,
Orlanth will shake his head sorrowfully, the
scene will fade away and the Adventurers
will find themselves back at the stone
circle.

It is possible the Adventurers might


decide to follow the sound of sobbing at
the beginning of this scene. It so, they will
come across Chalana Arroy, the goddess
of healing, tending a woman who has had
a leg bitten off by the manticore. As the
Adventurers watch, the leg will regrow
before their very eyes. Then Chalana Arroy
will turn to them and tell them they have
better things to do than watching her
work – should they not be with Orlanth in
the clan hall? If they still hang around, the
scene will fade and they will be back in the
stone circle.

Second Station: Hunting


You are running uphill through snowy
mountains. Ahead of you, Odayla keeps up
a punishing pace. Every now and then he
will stop to look at tracks on the ground, but

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Adventurers may also want to rest to reduce At this point the God Learners will retreat, forehead, and they can feel his power
their Fatigue before entering the cave. This leaving the fight to the Adventurers, course through them..
would require a long rest, but Adventurers though Baylis will continue to try to snatch
may use First Aid skill to recover by one Odayla’s weapons if given the chance. Every character will become runetouched
level of Fatigue. Allow the Adventurers 10 This should be a difficult fight, and if this at this point, some will receive the benefit
minutes to get ready to go into the cave, is the players’ first game you may need to of an Earth Rune, others the benefit of a
then spring the Surprise Attack on them. If remind them about their Hero Points! If Beast Rune, as best suits the Adventurers,
they look like going into the cave without the manticore manages to get to the body at Games Master’s discretion. Once these
a rest spring the Surprise Attack on them of Odayla, it will begin trying to devour it, have been given, the HeroQuest fades, and
earlier just before they enter. while holding off the Adventurers with its the Adventurers are back in the Trollwood.
stinging tail.
Surprise Attack Aftermath
As you are about to enter the cave, there is Eventually, the Adventurers should be
triumphant, though probably somewhat Once the Adventurers return to the real
sudden flurry of arrows from behind some world, they will find the storm is over. Any
rocks to the left of the cave. One of them bloody. Odayla will need healing and
the arrow removing before he regains wounds taken in the HeroQuest are healed,
strikes Odayla solidly in the chest and he their magical weapons are no longer
goes down. Four warriors in furs spring consciousness. He will praise the
Adventurers for their heroism in killing magical and they each are runetouched
from behind the rocks, swords drawn, and in recognition of their driving off the
rush at you. There is something wrong about the manticore, and will insist on removing
its head to take back to the stead. If Godlearners in addition to facing down
them. They should not be here! the manticore.
questioned about the God Learners, he will
The four warriors are God Learner be dismissive, claiming they were probably
mountain bandits. They were not part Forgo appears not to be around at first,
adventurers; their leader, the sorcerer but he will come out from hiding up a
Baylis who brought them into the Hero of the myth and so not really within his
understanding. He will lift the manticore’s tree. It seems the remaining God Learners
Plane, is hiding behind the rocks. The party (those not killed by the Adventurers) came
are now, of course, in combat. Odayla is not head and say “Come. We must return home.
There will be feasting in Orlanth’s hall through the stone circle some time ago and
dead, but has a Serious chest wound. headed off southward. The Adventurers
tonight!”
may wish to follow – this would be a whole
Keep track of where the combat is in new adventure, possibly the beginning
relation to the body, as Baylis will attempt The scene will fade, and the Adventurers
will go onto the Fourth Station. of a campaign, as the Adventurers track
to run out and loot Odayla’s body for the the God Learners and try to get back any
god’s weapons if he gets the chance. If items they stole from Odayla, which would
he succeeds in getting the god’s famous The Fourth Station: The Feast become holy relics of the tribe. But Forgo
hunting bow his own HeroQuest is over, You are back in Orlanth's clan hall, and the will discourage them, saying they have
and he and his warriors will fade away. mood is very different from what it was the been heroic enough for one day, and urge
last time you were here. There is food and them to return to Sky End Stead.
Allow the Adventurers a couple of rounds drink, laughter and singing. The head of the
of combat with the warriors, then read or manticore is hung on the wall at the end of The return home will be uneventful, and
paraphrase the following: the hall and everyone is joyful. Orlanth bangs the Adventurers, assuming they performed
on the table, and raises his goblet to you. “To properly in the HeroQuest, will be asked to
Suddenly, above the clashing of swords, you the Manticore Band!” he shouts. “The heroes tell their stories. Then they will be hailed as
hear a terrible roar! With a mighty leap, the of the day! They went out children and came new adults of the clan, and known forever
manticore bounds out of the cave, and is back adults. The Manticore Band!” Everyone after as the Manticore Band, after their
upon you. Its body is that of a maned and raises the goblets to you and cheers. exploits in defeating both the manticore
tawny lion: its face is that of a cruel and and the God Learners. There will be much
ferocious man, with sharp pointed teeth in Then Odayla stands up and says “I have feasting at Sky End Stead that night.
an oversized mouth. The sinister stinging tail gifts for the heroes.” He reaches out and
of a scorpion arches above its back. touches each of the characters on the

James Murphy (Order #14603486) 81


The Initiation
Non Player Characters
Forlo (God Speaker of Sky End Stead)
Forlo is getting old, though his thin, sinewy body is still strong. He often travels about Kethaela, keeping alive the old ways of the
Orlanthi in the face of new beliefs such as the dragon worship of the Empire of Wyrm's Friends, but always returns to Sky End Stead for
the Fire Season (summer) initiation ceremony.

Quote: What would Orlanth do?

Forlo, Acolyte of Orlanth Adventurous


D20 Hit Location AP/HP
STR 12 1–3 Right Leg 0/5
CON 11 4–6 Left Leg 0/5
SIZ 10 7–9 Abdomen 0/6
INT 15 10–12 Chest 0/7
POW 12 (15) 13–15 Right Arm 0/4
DEX 14 16–18 Left Arm 0/4
CHA 14 19–20 Head 0/5

Combat Actions 3 Typical Armour None


Damage Modifier 0 Traits —
Magic Points 12 (15) Skills Athletics 53%, Evade 46%, Evaluate 34%, Healing 53%,
Influence 54%, Lore (Orlanth) 68%, Lore (World) 45%,
Perception 61%, Persistence 47%, Resilience 36%, Survival
38%, Unarmed 45%
Movement 8m Combat Styles Sword 67%
Strike Rank +15 Equipment Short Sword, Healer’s Kit, Bedroll
Common Magic 58% Bladesharp 3, Mobility 2, Thunder’s Voice 3
Divine Magic Pact (Orlanth Adventurous) 41%; Dismiss Magic, Flight,
Elemental Summoning (sylph)

Weapons
Type Size Reach Damage AP/HP
Short Sword M S 1D6 6/8

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James Murphy (Order #14603486)
The Trollkin
A ragged band of wild trollkin looking to avenge themselves on the humans who attacked their homes earlier. They are like most of their kin,
weak in combat and cowardly.

Quote: Please don’t hurt me. I good enlo.


1D20 Hit Location AP/HP
STR 7 1–3 Right Leg 1/5
CON 11 4–6 Left Leg 1/5
SIZ 10 7–9 Abdomen 1/6
INT 10 10–12 Chest 1/7
POW 11 13–15 Right Arm 1/4
DEX 14 16–18 Left Arm 1/4
CHA 7 19–20 Head 1/5

Combat Actions 2 Typical Armour Thick skin (AP 1)


Damage Modifier –1D2 Traits Darksense, Dark Sight
Magic Points 11 Skills Athletics 42%, Evade 42%, Perception 40%, Persistence 43%,
Resilience 43%, Stealth 40%, Survival 35%
Movement 8m Combat Styles Club 35%, Spear and Shield 33%, Sling 30%
Strike Rank +12

Weapons
Type Size Reach Damage AP/HP Range
Club M S 1D6–1D2 4/4 —
Shortspear M L 1D8+1–1D2 4/5 —
Buckler M S 1D3–1D2 6/8 —
Sling L — 1D8–1D2 1/2 200m

The Manticore
A beast of legend it is highly aggressive, giving no quarter in battle.

Quote: Roar!

Dice Average 1D20 Hit Location AP/HP


STR 4D6+12 26 1-2 Right Hind Leg 3/10
CON 4D6+6 20 3-4 Left Hind Leg 3/10
SIZ 4D6+12 26 5-6 Tail 3/10
INT 7 7 7-9 Hindquarters
POW 3D6 11 10-12 Forequarters 3/11
DEX 3D6 11 13-14 Right Front Leg 3/11
15-16 Left Front Leg 3/10
17-20 Head 3/10

Combat Actions 3 Typical Armour Tough Hide. No Armour Penalty


Damage Modifier +1D12 Traits Night Sight, Poison Sting
Magic Points 11 Skills Athletics 60%, Evade 45%, Perception 55%, Persistence
43%, Resilience 70%, Stealth 40%, Survival 40%, Track 40%
Movement 10m Combat Styles Claw 70%, Gore 50%, Sting 40%
Strike Rank +13

Weapons
Type Size Reach Damage AP/HP Range
Claw M M 1D6+1D12 As for Leg —
Gore (tusks) M T 1D8+1D12 As for Head —
Sting M VL 1D6+1D12+Posion As for Tail —

James Murphy (Order #14603486) 83


The Initiation
Baylis (God Learner Sorcerer)
Baylis is an ambitious young sorcerer, determined to rob other cultures' myths of their magic for his own personal power. He is
quite handsome and charming, but there is a ruthless look in his eyes. He is also quite cowardly, this being one of his first forays into
HeroQuesting, and as such he will not risk his life by bringing attention to himself. He will just stand at the back and attempt to steal
Odayla’s weapons if he gets the opportunity.

Quote: Odayla is just a semi-sentient manifestation of a primal hunting rune currently unknown to God Learner science.

D20 Hit Location AP/HP


STR 8 1–3 Right Leg 0/5
CON 11 4–6 Left Leg 0/5
SIZ 10 7–9 Abdomen 3/6
INT 15 10–12 Chest 3/7
POW 14 13–15 Right Arm 3/4
DEX 13 16–18 Left Arm 3/4
CHA 11 19–20 Head 0/5

Combat Actions 3 Typical Armour Malkioni Armour of Faith (3 AP Abdomen, Chest, Arms)
Damage Modifier –1D2 Traits —
Magic Points 14 Skills Athletics 34%, Evade 46%, Evaluate 44%, Influence 36%, Lore
(Malkioni Theology) 68%, Lore (World) 55%, Perception 40%,
Persistence 58%, Resilience 46%, Survival 32%
Movement 8m Combat Styles Rapier 38%
Strike Rank +11 (+14) Equipment Jrustelan Rapier, Malkioni Armour of Faith, 4D6 silver, 2D6x10
copper
Sorcery Manipulation 35%, Lost Truths Grimoire 58%: Cast Back, Palsy

Weapons
Type Size Reach Damage AP/HP
Jrustelan Rapier M L 1D8–1D2 5/8

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God Learner “Mountain Bandits”
These ruffians like to think of themselves as Knowledge Questers for the Middle Sea Empire, but they are merely hired toughs, providing
the muscle for Baylis's plundering of other people's myths.

Quote: Shall we kill ‘em, boss?

D20 Hit Location AP/HP


STR 13 1–3 Right Leg 1/5
CON 12 4–6 Left Leg 1/5
SIZ 11 7–9 Abdomen 1/6
INT 12 10–12 Chest 1/7
POW 10 13–15 Right Arm 1/4
DEX 10 16–18 Left Arm 1/4
CHA 10 19–20 Head 0/5

Combat Actions 2 Typical Armour Soft Leather (AP 1, all locations except Head)
Damage Modifier +0 Traits —
Magic Points 10 Skills Athletics 38%, Disguise 30%, Evade 39%, Evaluate 33%, Lore
(World) 50%, Perception 35%, Persistence 38%, Resilience
32%, Riding 36%, Stealth 35%, Survival 45%, Unarmed 53%
Movement 8m Combat Styles Sword 48%, Bow 45%
Strike Rank +9 (+11) Equipment War Sword, Leather Shirt & Trews, 3D6 silver

Weapons
Type Size Reach Damage AP/HP Range
War sword M M 1D8 6/10 —
Short Bow L — 1D6 4/4 80m

James Murphy (Order #14603486) 85


SHIPS OF THE NOBLE HOUSES
By Matthew Sprange
A Closer Look at Some Hazat Trafalgar-class Carrier
House Hazat takes a different approach
of the Vessels in Noble to fighter support than other fleets. While
most concentrate their efforts on a larger
Armada number of light carriers (not withstanding
the immense Hawkwood Osprey), Hazat
This month sees the release of the latest prefers to use a smaller number of larger
version of A Call to Arms – Noble Armada. carriers, reasoning that the concentration
Set in the universe of Fading Suns, this of a larger number of craft is always
space combat game is quick and easy advantageous.
to play, but features a ton of options
and tactical challenges to get your brain Loaded, as with all Hazat warships, with an
thinking! inordinate number of troops, the Trafalgar
is fully capable of taking on any smaller
Over the past few months, we have been vessel and winning, not always an obvious
labouring to fill out the fleets so every trait with carriers. It carries a load of twelve
basic ship option is available to you upon craft, a mixture of Dagger fighters and
starting. Here, we take a closer look at some Harpy torpedo bombers, and has powerful Hazat Trafalgar-class Carrier
of the brand new ships to grace the skies of heavy blasters in both turrets and gun
Noble Armada. decks. This gives a Hazat fleet some much Hazat Harpy-class Torpedo Bomber
needed long-ranged support as they close In size rivalling explorer grade ships the
in to board an enemy, and a Trafalgar rarely Harpy trades armour, endurance and
Al Malik Moriah-class Cruiser survivability for speed, banking everything
Currently the largest fleet in the al Malik needs to engage an opponent directly – its
fighters and heavy blasters are usually all on getting close to a target where it can
fleet, the Moriah is a solid vessel forming
that is required for victory. unleash its weapons.
the backbone of any expedition it is
assigned to. Though it lacks the weapons
Escorted by Dagger fighters, the Harpy is
and tonnage of a larger dreadnought, its
rarely troubled by enemy fighters by the
typical role is to serve as a flagship for a fleet
simple virtue that its carrier can launch
and lend its firepower to the traditional
far more craft than most enemy fleets. The
al Malik bombardment of rockets and
Harpy is slightly faster and better armoured
missiles. In this it reigns supreme, being
than its main counterpart, the Hawkwood
the only common vessel among the
Kestrel, though it does not carry so many
Noble Houses to sport torpedo launchers.
micro-torpedoes. This deficiency is covered
These immense weapons are mounted in
by the number of Harpy bombers likely to
massive turrets, ensuring no enemy can
be stationed with a fleet, and a full salvo is
approach without taking a huge amount
a fearsome thing to behold, fully capable
of punishment as the projectiles pass right
of crippling even a cruiser.
through its shields.

The Moriah is unusual for an al Malik ship


in that it carries Marauders on board, and
these elite troops often give a would-be
boarder a nasty surprise if they manage to
close range, fight their way past the hail of
rockets and torpedoes and then avoid the Al Malik Moriah-class Cruiser
attentions of the gatling lasers.

Hazat Harpy-class Torpedo Bomber

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Decados Subiaco-class Fighter Li Halan Ijiri-class Light Carrier
The Subiaco lacks the raw speed and agility Designed to function as the centre of a
of some other fighters it encounters in fleet, the Ijiri carries command and control
space, but it makes up for this with superior systems of a grade normally seen on the
onboard systems that allow it to retain an dreadnoughts of other fleets. Agile and
edge in dogfights and, more importantly, it bearing a healthy amount of medium lasers,
carries heavier firepower than most. the Ijiri can take part in a front line assault
but its place is to co-ordinate attacks, lend
A screen of Subiaco fighters is sufficient to fighter support and only engage enemies
safeguard any Decados fleet but they are with its gun decks if directly threatened.
also capable of turning their attention to Its speed and superior sensors make this a
smaller ships when the skies have cleared, relatively easy task for an admiral.
preying on any vessel that has had its
shields stripped by the fleet to launch a
multitude of attacks. As any Subiaco pilot
knows, enough stings will bring down
even the largest beast. Al Malik Matachin-class Stealthship

Asim-class Light Carrier


The Asim fulfils a similar role in the al Malik
fleet as does the Ijiri for Li Halan – both
are intended to be fleet control vessels as
much as light carriers. Lacking the speed
of the Ijiri, the Asim instead relies on being
able to burrow its way into the al Malik fleet
Decados Subiaco-class Fighter Li Halan Ijiri-class Light Carrier as a whole, appearing as just another ship
contributing to the constant bombardment
Decados Rodrigo-class Heavy Fighter Al Malik Matachin-class Stealthship of rockets, missiles and torpedoes.
Backing up the Subiaco is the heavy fighter One of only two fleets that are able to
of House Decados, the Rodrigo. Eschewing support stealthships, al Malik is justifiably The weight of firepower the Asim is able
the micro-torpedoes of Hawkwood proud of this technological achievement. to add is not overwhelming as, like all light
and Hazat, the Rodrigo instead carries The Matachin is fast and manoeuvrable, carriers, it effectively gives up a gun deck
meson tubes. While not as accurate, these and carries enough troops on board to to be used as hangars and launch facilities.
weapons are fully capable of stripping a cause even a Hazat captain some concern. Because of this, it concentrates on rocket
warship’s shields when used en masse, launchers, weapons that, while inaccurate,
and cause devastating damage when Like the Decados stealthship, the Matachin are capable of launching a veritable barrage
impacting upon a hull, wrecking havoc on is forced to sacrifice armour for its stealth, able to completely bypasses enemy shields.
vital systems throughout the ship. so its captains tend to be picked for their However, given the capabilities of the
cunning and killer instinct – a Matachin led Mishima and Peregrine fighters it carries,
Slow by the standards of other fighters, the by an impatient captain is likely to become this is a more than worthwhile trade.
Rodrigo nonetheless bears heavy armour only so much space dust within minutes
allowing it to endure massive punishment of a battle starting. Instead, Matachin
before being blasted out of the void – long captains pride themselves on finding the
enough to deliver its vicious attack. perfect assault, often spending an entire
battle carefully advancing towards an
enemy, tracking them through space and
taking advantage of debris as they close
in, undetected. Multiple rocket launchers
are replaced with several grapple guns,
ensuring when the ship launches its
attack, it will not fail. With enough troops
to overwhelm even a large cruiser,
the Matachin is fast becoming a vital
component to the al Malik fleet.
Decados Rodrigo-class Squadron Asim-class Light Carrier

James Murphy (Order #14603486) 87


HOUSE DECADOS FLEET
Lucretzia Galliot Grigori Cruiser
Loaded with marines, dedicated Turretted meson cannon
boarding vessel. combined with laser and
blaster gundecks makes for a
Reaper Raider
Anikrunta Dreadnought Fastest ship in the fleet,
The pride of the Decados fleet. devastating ship.
suited for lightning assaults.

Defiler Assault Lander Mantis Frigate


<<<Classified>>> Tupok’ta Destroyer
First dedicated warship, a Most common ship in fleet,
solid attack vessel. fast, agile and lethal.

James Murphy (Order #14603486)


James Murphy (Order #14603486)
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Mongoose Publishing Product List
Mongoose Publishing Product Guide 6176 Cathay: The Five Kingdoms 34.99
Feb 2011 Gamesmaster’s Guide
Apr 6189 Nations of Barsaive 3 24.99
MGP Code US $
2000AD
Humour/Misc
10000 Judge Dredd 49.95
6164 Sex, Dice and Gamer Chicks 24.99
10001 Bad Moon Rising 24.95
6169 Gamesmastering 29.99
10002 Strontium Dog 39.95
6177 Campaign Overlay: Fantasy Firearms 24.99
10003 Bounties & Warrants 24.95
10004 Democracy Falls 24.95
Lone Wolf
10005 Judges’ Handbook 29.99
1250 Lone Wolf 1: Flight From the Dark 19.95
10006 The Cursed Earth 24.99
1251 Lone Wolf 2: Fire on the Water 19.95
1314 Lone Wolf Multiplayer Gamebook 19.99
Baron Munchausen
1315 Terror of the Darklords 24.99
6120 The Extraordinary Adventures of Baron 19.95
Munchausen 1316 Heroes of Magnamund 19.99
1317 Sommerlund 19.99
Corporation 1318 Magnamund Bestiary 19.99
6128 Corporation 39.95 1319 Book of the Magnakai 19.99
6130 The Eastern Bank 24.95 Apr 1320 Corruption of Ikaya 19.99
6131 Machines of War 29.95 May 1321 The Darklands 19.99
6155 The Dragon Awoken 29.99
6165 Incorporated Volume 1 24.99 RuneQuest II - Core Books
6174 The Mind Unbound 29.99 8170 RuneQuest II 39.99
8173 RuneQuest II Games Master’s Screen 14.99
Dragon Warriors 8177 Arms & Equipment 34.99
6122 Dragon Warriors RPG Main Rulebook 39.95 8178 Monster Coliseum 34.99
6123 Dragon Warriors Bestiary 24.95 8182 Necromantic Arts 29.99
6124 Sleeping Gods 24.95 8184 Empires 34.99
6129 The Elven Crystals 19.95 8198 RuneQuest Compendium Volume 1 24.99
6152 Prince of Darkness 19.99 8199 Vikings 29.99
6156 Friends or Foes 19.99 Mar 8209 RuneQuest Adventures 29.99
6171 In From the Cold 24.99
RuneQuest II - Settings
Earthdawn 8165 Lankhmar Unleashed 34.95
6141 Earthdawn Players’ Guide 3rd Edition 39.95 8172 Pavis Rises 39.99
6142 Earthdawn Gamemaster’s Guide 3rd 39.95 8175 Cults of Glorantha 39.99
Edition 8176 Races of Glorantha 39.99
6147 Earthdawn Player’s Companion 34.95 8180 Glorantha - The Second Age 39.99
6148 Earthdawn Gamemaster’s Companion 34.95 8185 Deus Vult 34.99
6150 Kratas: City of Thieves 39.95 8188 Ex Cathedra 24.99
6151 Namegivers of Barsaive Volume 1 34.99 8191 The Abiding Book 39.99
6153 Ardanyan’s Revenge 24.99 8196 Elric of Melnibone 39.99
6154 Shards Collection Volume 1 24.99 8197 Elric of Melnibone Games Master’s 14.99
6158 Nations of Barsaive 1: Throal 29.99 Screen
6159 Nations of Barsaive 2: Serpent River 24.99 8201 Cults of the Young Kingdoms 24.99
6166 Shards Collection Volume 2 24.99 20100 Wraith Recon 39.99
6170 Kratas Adventures 24.99 20101 Wraith Recon Games Master’s Screen 14.99
6175 Cathay Player’s Guide 34.99 20102 Spellcom 24.99
8210 Cities of the Young Kingdoms: The South 24.99
8218 Monster Island 29.99

92
James Murphy (Order #14603486)
Paranoia 3853 Supplement 9: Cybernetics 24.99
6665 Paranoia: Troubleshooters 39.95 3854 LBB 8: Dilettante 14.99
6666 Paranoia: Black Missions 49.95 3855 LBB 9: Library Data 24.99
6667 Games Master’s Screen 14.95 Mar 3838 Supplement 10: Campaign Guide 34.99
6668 Internal Security 39.95 Apr 3858 Supplement 11: Merchants and Cruisers 39.99
6669 Treason in Word & Deed 9.95 Apr 3859 Supplement 12: Animal Encounters 24.99
6670 Termination Quota Exceeded 9.95 May 3860 Supplement 13: Dynasty 24.99
6672 High Programmers 39.99
6673 A Funny Thing Happened… 12.99 Traveller - Settings
6676 None of this is my Fault 12.99 3802 The Spinward Marches 29.95
6677 Mr Bubbles 12.99 3817 Hammer’s Slammers 39.95
6678 Flashbacks Redux 39.99 3818 Alien Module 1: Aslan 34.95
Jun Flashbacks Redux Redux 39.99 3820 Tripwire 24.95
3825 Alien Module 2: Vargr 34.99
Traveller - Core Books 3827 The Spinward Marches Map Pack 9.99
3800 Traveller Main Rulebook 39.95 3828 The Trojan Reaches Map Pack 9.99
3801 Book 1: Mercenary 24.95 3833 Reft Sector 24.99
3803 Book 2: High Guard 24.95 3834 Alien Module 3: Darrians 34.99
3804 Adventure 1: Beltstrike 24.95 6134 Project Steel 24.95
3806 Supplement 2: Traders & Gunboats 24.95 6158 Reign of Discordia 34.99
3807 Supplement 3: Fighting Ships 24.95 6160 Crowded Hours 39.99
3808 Book Zero 9.95 April 6167 Chthonian Stars 49.99
3809 Traveller Pocket Edition 19.95 6172 Sector Fleet 24.99
3810 Book 3: Scout 24.95 Mar 3856 Alien Module 4: Zhodani 34.99
3812 Adventure 2: Prison Planet 24.95 Mar 3857 Starports 24.99
3814 Book 4: Psion 24.95 Apr 3861 Traveller’s Aid Society 24.99
3816 Book 5: Agent 24.95 Jun Sword Worlds
3819 Central Supply Catalogue 39.95
3821 Civilian Vehicles 24.95 Victory at Sea
3822 Military Vehicles 24.95 4050 Victory at Sea Main Rulebook 24.95
3823 Book 6: Scoundrel 24.95 4052 Victory at Sea: Order of Battle 24.95
3824 Referee’s Screen 14.95 4053 Victory at Sea: Age of Dreadnoughts 29.95
3826 Character Pack 9.99
3831 1,001 Characters 34.99 A Call to Arms
3834 Book 8: Dilettante 24.99 3550 Noble Armada 29.99
3836 Book 7: Merchant Prince 24.99 3551 House Hawkwood Fleet Box Set 29.99
3841 LBB 1: Mercenary 14.99 3552 House Decados Fleet Box Set 29.99
3842 LBB 2: High Guard 19.99 3553 House Hazat Fleet Box Set 29.99
3844 LBB 3: Scout 14.99 3554 House al-Malik Fleet Box Set 29.99
3845 Traveller Compendium 1 34.99 3555 House Li Halan Fleet Box Set 29.99
3846 LBB 4: Psion 14.99 Mar 3556 Hazat Adonais Dreadnought 14.99
6143 Golden Age of Starships Compilation 1-5 29.95 Mar 3557 Decados Anikrunta Dreadnought 14.99
3847 LBB 5: Agent 14.99 Mar 3558 Hawkwood Maestekulos Dreadnought 14.99
3849 Book 9: Robot 24.99 Apr 3559 Noble Armada Datacards 19.55
3850 LBB 6: Scoundrel 14.99
3851 LBB 7: Merchant Prince 14.99 Board and Card Games
3852 Supplement 1: 760 Patrons 2nd Edition 49.99 Jun Ant Assault 19.99

93
James Murphy (Order #14603486) 93

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