FGU 4101 - Year of The Phoenix PDF
FGU 4101 - Year of The Phoenix PDF
FGU 4101 - Year of The Phoenix PDF
t "
V
It Is 1997, You area soldier of the United
States Space Commatad, a member of the war-
rior eWe. Backad by the most powlerful natfon
Iri on earth, your job is to protect our interests in
space.
But tragedy strikes. Dudrag a rescue m b b n
at the space statim Arnerkq a Prcak explosion
tears you from your Shuttle and plunges you
through A time warp
Stranded in the future, a future where our
great nation fell to the enemy over two hundred
years ago, you and your s&ving crew vow to
continue your fight for €reedom.
"Welcometo Amerika, camrade . .
I
The Rolep
*
g Game of Arnerika in 2197 C.E.
Player Handout
The 4-page Player Han The 48-paG Training Manual The SO-page Adventure Guide
propells a novice into breathes life into your charac mer5 this idyllic splendor,
ture easily and clearly. It ter. From initial creation right urling the characters into
explains, in plain English, the dawn to sophisticated comba ightmare. Unique in the role-
concept of roleplaying, advises gear, the rules are carefully laying experience, players are
the gamemaster (referee)where sculpted to turn soldiers into s shocked and unprepared as
to go from here, offers an fighting machines - forces to their characte
example of play, and even be reckoned with. The weapons tragedy hits.
includes M ' c ~ s c orules-
~~ and armor a space soldier Year of the
everything a new player needs are as as ages characters to explore and
to jumr &ah+ into action! the military Shuttle itself.
ity to preserve life or bestow adventures included in the
death, the rules reinforce the
human aspect. Emotions, per There is advice on campaign
design as well as detailed
I containing all charts and
1 tables needed for play
2-pages of full color cut-apart In Year of the Phoenix, Zoviet Provinces battling for
cardstock vehicle counters characters learn and grow, Ithe wilderness that is
for use on the Combat grid gaining power realistically, a
1 7" x 22" Combat grid plus teachers can learn from stu-
Map of Amerika
I Master Character Sheet suit-
able for photocopying Fantasy Games Unllmted tnc, P.O. Box
- ._
Believe it or not, you don't have to read both booklets in this game in order to play. If this is your first time playing Year of
the Phoenix (or even your first time playing a rolegame), read the Welcome t o Project Phoenix, the Kickstart rules, and the
Example of Play for an overview of the game. (All of these are located in this handout.) Don't worry about the Creating a Hero
Summary for now. Instead, cut apart and choose one of the pregenerated Phoenix heroes included in the center of this handout.
The information about your character (which you should be reading right about now) is listed on something called a Character
Sheet, and describes the role you'll be playing. This role i s a lot like a part in a play, where you are the actor. The only dif-
ference is, there is no script! Instead, you choose your character's actions. Just flip to the Example of Play and you'll begin
to understand what I'm talking about.
You also need t o choose one person to be the referee, or gamemaster (this is often the person who owns the game. The game-
master is a special person, because he or she plays the world and all the people the other players meet on their adventures.
The gamemaster should take some time (an hour or so) to gain a passing familiarity with the rules. If you're the gamemaster,
you should not try to memorize the rules! A rolegame uses so many concepts and terms that it has been compared to'a language.
And if you tried memorizing the rules, it'd be like learning to read by memorizing a dictionary! Instead, just get an iriea of
where specific rules are located so you can find them easily in a game session.
You also need to read over the introduction and the first adventure in the Adventure Guide before you begin playing. This
adventure is designed especially for beginning gamemasters.
All this reading may sound like a lot, but it shouldn't take more than an hour. Once you're finished, grab 2-6 friends and
start playing! Expect your first game to last anywhere between 3-6 hours (which you can break up into several sessions, if
you want to).
And that's it! Everything else comes with playing. Hurry, the fight for freedom has begun!
Excerpted from Major Roger Nathan's opening speech, April 24, 1997.
'Congratulations, soldiers. And welcome to Project Phoe- 'It won't be easy. In fact, it'll make boot camp look like a
nix. .. picnic. But if we didn't think you could hack it, we wouldn't
have picked you.
'As part of a continuing effort to protect our interests in 'You have been brought t o this Florida Air Force base
space, I am proud t o announce that the United States Space to have access to the Phoenix military shuttle. Each of you
Command has officially begun Project Phoenix. To effectively will learn how to fly the shuttle, and perform routine repairs
counter threats to America, our best soldiers have been select- on her. . .
ed from all branches of the Armed Forces. Some of you are
from the Army, others from the Navy, Air Force, or Ma- 'Evaluations will be performed during your training, and
.
rines. . you will be selected for specific positions. Further, the thirty-
six of you will be divided up into four Strike Teams of nine
'Some of you have been selected for your weapon exper- members each . ..
tise, others because of your command abilities, and still others
because of your background. But all of you share two things: 'When training is through, we will be a crack team of
love of your country and a special ability. military astronauts the like of which the world has never seen.
'Your outstanding patriotism brought you to our attention, Personally, I will not rest until we can run rings around the
and insured that we would consider your application most Soviets. . .
caref uIIy.
'Your special ability i s what actually got you in here. 'With the space station America virtually finished, and
Some of you have mechanical implants, others of you have presently inhabited and undefended, now more than ever we
a chemical reaction-based ability, and still others have devel- need brave men and women willing to risk their lives in de-
oped mental disciplines - all of which are powerful tools fense of their country.
to aid in the defense of Democracy. 'We've had threats against the America before, of course.
But the president believes that with the growing political
'You are now under my command, and we will be spend- tension, there is a real chance that the threats could become
ing the next eight weeks getting to know each other well. a reality. ..
Your training will consist of physical development, mental
exercises, and honing of your special ability. 'It is up t o you, the Phoenix, and her sister ship the Pega-
sus, to insure that space remains free."
Year of the Phoenix centers around a few basic rules, Learn them, skills. Specific Skills reflects this idea. Every character has a number
and you've learned how t o play the game. This section describes those of Specific Skills equal t o his or her age. So someone 21 years old
rules. has 21 skills. These Specific Skills are used just like Skill Spheres are,
This section is not detailed enough t o enable you to referee the but you have a better chance at them, since your character has worked
game, however. If you are the gamemaster, open the Training Manual to improve them. For example, Carol has the Machine Gun skill at 53%.
and read the Skills chapter (which defines skills), The Body chapter Obviously she has a much better chance t o succeed than w i t h her
(describing characters' bodies), and spend a few minutes on the Combat Manipulation Sphere of 29%. Of course, your character won't always be
chapter, as well. able t o use Specific Skills. (Carol can't use her Machine Gun skill t o
help her drive!)
Dice Characters use their Skill Spheres for things they have no training
Phoenix uses dice t o simulate Fate, Luck, or Chance (whatever you in, and their Specific Skills for stuff they're good at.
wish t o call it). Roll t w o ten-sided dice (the funny-looking pair in the
box) at the same time. Read o f f the lighter one as if i t were in the The Difficulty Die (DIF)
tenth's place (so a '2' result would be '20'). Read o f f the other one at Totally separate from skill rolls are D I F penalty rolls. This is a roll
face value, and add them together (if the darker die is a '5', the total is you perform on a regular six-sided die (a cube), and, as the name
'25'). This is called rolling percentile dice (usually written as 1D100). implies, you roll it when your character is suffering a handicap. Your
I f the lighter die comes u p a '3', and the darker one a 'O', the result is gamemaster will inform you when your character i s suffering a D I F
'30'. However, if both come up '0', the result i s '100'. I n Year o f the penalty, but D I F penalties usually come u p when your character is
Phoenix, you always want to roll a high number. tired, injured, or trying t o d o too many things at once.
You might also see thc notation D10. This means you r o l l a ten- Your gamemaster will tell you the exact number o f your penalty,
sided die and read it t o get a result between 1-10, I f you are supposed such as '-1' or '-2.' This means rolling between 1 and that number
t o roll 2 ten-sided dice and add them together (getting 2-20), the nota- is bad news. I f you have a D I F of -2, as long as you roll 3 or more,
tion would be 2D10. The notation for rolling 3 ten-sided dice is 3D10, there's n o problem.
and so on. I f you roll within your D I F number, then whatever skill you at-
Another kind of dice rolling i s done w i t h the regular cube-shaped tempted has failed. There i s n o other penalty for rolling badly on the
dice, refered t o as D6. I f the text asks you to roll a D6, you roll it D I F roll, but sometimes failing your skill roll is bad enough.
just like you're used to, getting a number between 1-6. Rolling 2D6 For example, Carol has the Machine Gun skill at 53%. Her player
means you roll both of the six-sided dice provided in the game and add uses the skill and rolls percentile dice (1 D100) and gets 83. Added to-
the results together, t o get a number between 2-12. Rolling 3 0 6 gene- gether, her total i s 136%! However, her gamemaster says that, because
rates a number between 3-18, and so on. she is wounded (from an attack only a few hours before) she has a
-2 DIF. Carol's player picks u p a d6, and rolls it. It comes u p a 2,
Skill Spheres which i s within the D I F range. Carol was not successful in her Machine
Every character can do things: swim, speak, write, etc.. Anything Gun attack after all, and her player curses.
a character can do is defined by one of six Skill Spheres. They are listed
on t h e pregenerated character you have chosen (if you haven't yet Skill vs. Skill
chosen a character, do it now). The Skill Spheres are Knowledge (KNO) Whenever there i s an opposing force involved in a skill roll, such as
(your education and street smarts), Talent ( T A L ) (your spirit, presence, Carol trying t o persuade a Captain t o allow her t o smoke, both sides
and persuasion ability), Observation (OES) (your five senses), Com- try skill rolls. Carol rolls her Persuade skill % + ld100, and the game-
munication (COM) (your ability t o entertain or teach someone through master rolls the Captain's T A L % + l d l O O (the Captain doesn't have the
conversation), Manipulation (MAN) (skill w i t h your hands), and Kine- Persuade skill, so he has t o use his Talent Skill Sphere). As long as both
tics ( K I N ) (prowess w i t h physical activity requiring your whole body). sides get a total o f 101% or better, the higher total wins. So if Carol's
Each Sphere has a number listed with it. For example, the character player rolls higher w i t h her Persuade% + l d l O O roll than the Game-
Carol Horn has a Manipulation Skill Sphere of 29%. This means she has master did w i t h the TAL% + l d 1 0 0 roll, Carol wins, and smiles as she
a 29% chance of performing any task related t o Manipulation. To find lights u p a cigarette.
out i f she actually performs a particular task, the player rolls per- This idea comes into play frequently. For example, it i s used when
centile dice, and adds Carol's 29% to the roll of the dice. I f the total a character tries t o affect an object, such as Carol trying t o pick a lock.
of percentile dice plus the Sphere percentage i s less than 101%, the I n this case, the player rolls against the lock ( i t is the gamemaster who
character fails. But if t h e total number i s 101% or higher, Carol suc- actually makes the lock's skill roll). It i s also used when your character
ceeds in her task. Carol's player rolls the dice and gets an '8' and a '0'. wants t o pick something up, such as a rock. In this case, you use your
This i s a roll of '80'. Adding Carol's 29% t o this, gets a total of 109%. Muscle (MUS) in a Skill vs. Skill roll against the rock (the gamemaster
Success! rolls for the rock).
It's important t o remember 'that the further the total percentage
is over 100%. the better the character performs. That's It!
Those few rules are the basic mechanics for playing the game.
Specific Skills Of course, there's a l o t more on your character sheet than skills, but
In addition t o raw ability (Skill Spheres), characters have developed your gamemaster can explain them as they come up. After playing
certain unique abilities t o d o particular tasks - specializing in certain once, though, you'll begin getting a real feel for how things work.
Example of Play
Everyone's gotten together for their regular Saturday evening of Sven: Okay, why don't you reintroduce youselves. I t ' s been a few
gaming. The players, Alice, Brian, and Cyndi, each have a pregener- weeks since we've played.
ated character sheet. Sven is the gamemaster. Cyndi: I'm playing Carol Horn. She's attractive but kind o f bitter. She
still smokes, thanks to Keeps.
Brian: Umm, m y character's name is Bruce Keeler. It says he doesn't It doesn't take l m g t o get your stuff together. All your gear is
like being called 'Keeps'. listed on your character sheet. You meet u p w i t h the other crewmem-
bers f o r the ride t o the airfield. Over in the hangar, you see the Phoenix
Alice: No problem, Keeps. I'm playing Captain Anthony Quill. He's
shuttle.
kind of quiet, but mischievous. He likes having a good time.
Alice: 'Okay, everybody, let's move out!'
Sven: Okay, okay. It's been k i n d of quiet the past two weeks. News
Sven: Everyone's soon strapped in and ready for takeoff. Anthony
reports say that the co-sponsored lunar base is ahead of schedule.
needs t o make his Shuttle Operations skill roll.
Brian: Who's t h e other sponsor? Alice: I roll a 49. Added to m y 68% gives me 117%.
Sven: The Soviet Union. I sure hope your characters can speak Russian. Sven: I guess you found the gas pedal! (Laughter.) You're o f f ! You taxi
There's a l o t of interaction w i t h them. effortlessly down the runway, and off i n t o the sky. You communicate
Cyndi: That's bizarre. I guess our scientific community isn't as para- with ground control for the first half-hour as you pass checkpoints and
noid as our government. recheck instrumentation.
Sven: Apparently not. Anyway, at about 4 in the afternoon, you are About an hour and a half later, you're travelling up far enough
jolted b y a siren. Other sirens are sounding now. You can hear trucks t o see the r i m of the earth. It's an awesome sight, floating across
and jeeps speeding through, and people are shouting. the galaxy.
Alice: It's about time. We quickly get dressed and promptly report Alice: Gee, I wish I could really see i t . . .
t o the briefing room. Sven: You suddenly see t h e Soviet shuttle Trotsky approaching from
your right.
Sven: What are the rest of you doing?
Cyndi: How close are we?
Cyndi and Brian: The same. Sven: You should be docking in a few minutes.
S o n : You show up, and the Major i s there. He looks as tense as you Brian: 'Commander, any special procedures?
do. There are eighteen of you all together. Alice: 'Prepare your weapons, and don't take any crap from 'em.'
Cyndi: Eighteen of us? Brian: 'Yes, ma'am!' U r n . . . I mean, 'acknowledged.'
Sven: Right. Well, there's thirty-six of you involved in ProjectPhoenix. Sven: You're getting close. The Phoenix systems are preparing for
You're divided u p into four teams of nine each. They've called in t w o docking maneuvers. Are you going t o l e t it cycle through?
teams. Alice: 'All hands: prepare f o r docking maneuvers.'
The Major addresses you. Sven: Okay. The procedure begins. The shuttle steering engines pulse,
'Well, the time has come all too soon, I'm afraid. We need you for a turning the ship. Cyndi, you need t o make Horn's Shuttle Operations
mission. You t w o Special Reaction Teams are the best that Project skill roll.
Phoenix has t o offer. Cyndi: (Rolls.) Made it w i t h a 127%. 'Looking good, Commander.'
'Two hours ago, there was an explosion on the lunar base. A section AI ice: 'A kn ow ledged.'
is cut off from the rest of the base, and there are reports that i t was Sven: The main engines are disengaged, and the autopilot is on standby.
sabotage. That section just happens to be the nuclear power plant for You hear the pressurization seal hiss above the cargo bay airlock, and
t h e station.' the light goes from red to green.
(Mutterings of amazement f r o m the players.) Alice: I float over t o the airlock. 'Thompson! Front and center! Horn,
Cyndi: 'Where d o we fit in?' Keeps: remain at your posts. Be prepared for emergency maneuvering.'
Cyndi and Brian: 'Aknowledged.'
Sven: The Major continues. 'The Phoenix military shuttle is being
Sven: As you hear their airlock opening, Thompson floats over t o you.
readied right now down at the airstrip. You will achieve orbit, rendez-
She looks a b i t nervous.
vous with the Soviet Shuttle Trotsky, and swap one soldier each.'
Alice: Poor kid. I slam my fist down on the airlock switches, and keep
Cyndi:(Chuckling) Well, I take it back. Everyone is still just as para-
my finger on the safety o f m y pistol.
noid. Mutual hostages. That's stupid.
Sven: The airlock hisses open, and before you can do anything, a
Sven: Does your character actually say that?
cosmonaut propells himself through the opening.
Cyndi: Uhh . . No.
Alice: I shut the airlock!
Brian: A n airstrip? Sven: Well, since your Manipulation speed is 3, that many of them
S e n : Yeah, the military shuttles are like airplanes. They take o f f and get into the Phoenix before you shut it. They are in full Extravehicular
land on runways. Remember, this is 1997. Activity Suits, and look ready t o d o a moonwalk at any moment.
Alice: Oh. 'Major, are there any circumstances which we should b e Cyndi: Oh n o ! That means -
aware o f ? S e n : 'Comrade!' The leader addresses you in English. 'You will now
S e n : 'Yes. According t o the president, the Soviets feel that this is our do exactly as we say. You are under Soviet martial law. After all, we
fault, and the last straw for them. In other words, if we don't get u p are over Soviet airspace. I f you refuse, we will decompress your ship.'
there and find out what's going on, the lunar base may be the least o f He pats his machine gun.
our problems. As a matter of fact, the president i s meeting right now, -~
Alice: What aarbaae! 'Soviet airsoace' indeed!
w i t h a Soviet representative.' Brian: Now what?!
Cyndi: 'What exactly are their charges? Do they have any proof that Cyndi: Figures that this would happen. We'll all die and "Poof" World
this was planned? War 111. Well, that's just fine.
Sven: 'Sorry, soldier. That information's classified.' Alice: Quiet. I have t o think for a minute. What is the Russian doing?
Cyndi: I want t o know. 1'11 t r y using my Persuade skill on him. I roll Sven: Studying you as intently as you are studying him.
a 65, and add m y skill percentage of 54%. That gives me a total of 119. Alice: (Stares intently at Sven.) Fine. 'You have ten seconds t o leave
I did i t ! this vessel or I shall be forced t o kill you. I s that clear?' (Quietly:)
Sven: So far. But the Major gets t o t r y and resist. This i s a Skill vs. Should I make a Persuade skill roll?
.
Skill situation. He's got a high score. Let's see . . (Rolls dice.) Nope, Sven: Umm, no, we'll act this one out. (Loudly:) He laughs, and turns
he's not convinced. I beat your roll. t o his companions.
'Sorry, soldier. I t o l d you that it's classified.' The Major shoots Alice: Does he have any hoses on the outside of his suit?
you a dirty look. Sven: Yeah. The Soviets aren't as concerned about comfort and safety
Cyndi: Oh, well. I tried. as we are.
Alice: What are the other astronauts doing? Alice: I grab one and pull it out.
Sven: About the same as you. Some of them seem a little nervous, .
Sven: You . . Okay. Roll. The suit is of 'Good' quality, so it has a
others look eager t o go. base of 120%.
The Major says, 'Anthony, you're commanding this mission. Horn, Alice: Anthony has a MUS of 9 0 kg. I roll 1D I O O and add 90, getting . .
I want you on his right side - pilot.' And he turns t o Keeps. 'And you, 172! Hah!
sir, are Communications and Payload Specialist. Any questions? ( A l l Sven: You beat the suit's total! His suit is no longer spaceworthyl
three players shake their heads 'no.') Good. He can't depressurize the Phoenix without killing himself! Nice work!
'Thompson,' he says, 'You're our 'hostage'. Don't l e t them get away .
Alice: 'What were you saying. . comrade?
w i t h anything. We'll plant a monitor on you so we'll hear everything.
N o doubt they'll d o t h e same.
'Get your gear. You've got twenty minutes before t h e troop carrier (The other players cheer as play continues far into t h e night. .. )
leaves for the landing field.
'Let's do this one right, troops. The world is watching. Let's Move Out.'
Cmeatlng a Hero Summary
Use this Summary once you are familiar with Character Creation. This is the ’Cliff Notes’ version.
I 2.1 SOCIETAL INFORMATION (See page 5 ) 2.4 CHARACTERIZATION (See pages 7 & 8 )
2.2 PHYSICAL INFORMATION (See pages 5 & 6 ) 2.5 FINISHING TOUCHES (See pages 8 819 )
L
PHOENIX
A
CLASSIFIED
Warning: This is designed t o serve as an orientation sourcebook only. Refer specific technical
questions to the appropriate department or ask your training officer for details.
memorandum t o : The P r e s i d e n t
from: Col. Carl A l b e r t , D i r e c t o r
P r e s i d e n t i a l Commission on Space Program S e c u r i t y
date: 15 J a n u a r y 1996
subject : S e c u r i t y P r o p o s a l ' P r o j e c t Phoenix'
M r . President:
1. A s n e c e s s i t a t e d by 24 U.S.C. Sec. 6 8 3 ( e ) , t h i s i s my o f f i c i a l r e q u e s t
t o c o n t i n u e f u n d i n g of t h ace Command f o r t h e n e x t t e n
(10) y e a r s , through t h e y e a r 2006 A
2. P u r s u a n t t o S e n a t o r H i n , I recommend s p l i t t i n g t h e or-
g a n i z a t i o n o f f from t h e A i create a s e p a r a t e e n t i t y c a l l e d t h e
United S t a t e s S p a c e Comma ion i s t o continue using the
A i r Force/Army r a n k s .
4 . To f a c i l i t a t e t h e o r g a n i z a t i o n ' s a b i l i t y t o h a n d l e c r i s i s s i t u a t i o n s ,
two p l a n s must be f o l l o w e d :
I
3
Team Leader
scout
Marksman
Observer
Advance Guard
S p e c i a l Weapons
Heavy Weapons
S e c u r i t y Element
R e a r Guard
Commander
Pilot
Communications and Payload S p e c i a l i s t
Medic (Emergency Medical T e c h n i c i a n )
Infantry
I n f a n t r y Heavy Weapons
S u p p o r t S e r v i c e s : Combat Engineer
S u p p o r t S e r v i c e s : Mechanic
S u p p o r t Services: E l e c t r o n i c s
7 . W e are i n t h e f i n a l s t a g e s of c o n s t r u c t i o n of t h e s p a c e s t a t i o n
'America,' and i n t h e second s t a g e of c o n s t r u c t i o n of t h e l u n a r b a s e .
T h e r e f o r e , i t i s u r g e n t t h a t a d e c i s i o n b e made on t h i s matter a s soon
as p o s s i b l e . You might a l s o wish t o c o n s i d e r t h e f a c t t h a t t h e American
p u b l i c i s w h o l e h e a r t e d l y behind t h e s p a c e program, and t h a t t h i s i s a n
e l e c t i o n year.
c o . KA:so
Heroes are created in the order given below. You should always it. (Actually, he had little choice in the matter, because even his in-
roll for your characteristics, b u t - w i t h the counsel o f your game- structors have begun calling h i m Keeps.)
master - you can change the result t o keep it in tune w i t h the k i n d o f
character you w a n t to play. RacelNational ity
Use a pencil when filling out y o u r character sheet, because infor- These help you visualize your character. Are y o u British-born,
mation changes as your character grows. o r maybe an Amerind? Of Australian descent, or Brazilian?
Anthony Quill, and his teammates Carol Horn and Bruce 'Keeps' Choose your character's race and national origin. All Phoenix heroes
Keeler are mentioned in these rules, t o help explain them t o y o u by are United States citizens.
example.
Social Status
2.1 SOCIETAL INFORMATION This clues you i n t o the quality o f life your character i s used to.
It includes housing, food, a n d the ability t o get money and/or items
'Okay, Quill. You're the ringmaster here. Why don't you through various channels and contacts. Anthony Quill, for example, is
t e l l everybody just how you managed to get into this outfit, most definitely Upper Class (if the Major's tirade is t o be believedl).
eh?' Most Phoenix heroes are Middle Class.
'Sir?' ~ For the purpose of the game, money i s considered roughly equiva-
lent t o today's values.
'You heard me, mister.'
'I'm sorry Major, but I -'
'Your daddy, son. I'm talking about Phillip Quill. Congress- SOCIAL STATUS (ROLL 1D6)
man Phillip Quill. A little string-pulling and a flashy name Dice roll Social Status Income
Lower Class 10-29 K
got you into this outfit. But it means diddlysquat so far as
Middle Class 30-59 K
I'm concerned. Got that? That goes for all you miserable Upper Class 60-70K
types. Your name means nothing, understand? Your money
means even less.
I
'There isn't anybody is this whole outfit 'cares who you
I choose Anthony's name, his race (Black), and Nationality
are, what color you are, or what money you've got. All I care (JamaicanJ. I roll I D 6 for his Social Status and get 6. He is defini-
about is having to stare a t your disgusting mugs for eight tely Upper Class (the Major was rightll. Anthony makes $60-70,000
weeks. God knows you are sure some of the ugliest slobs a year! Being greedy, I decide he makes the most possible in his
I've ever trained. income bracket - $70,000.
'No, Sir!'
'Do you think you could outlast me in a marathon run?' I choose my character's gender: Male.
'No, Sir!' Age: I roll 206 and get 6. 6 + 20 = 26. Anthony is 26 years
old.
'And why not?'
Height: Rolling 6D10, I get 12. 12 + 145cm = 157cm. Anthony
'Because I used to smoke, Sir!' is 157 ern tall. I'm not happy. I don't want a short hero!
'That's right, you clowns. So get it through your heads. Weight: I'm not happy with Anthony's height, so my game
Stay in condition, and you'll have more chance of survival. master lets me choose his weight: 90 kg.
Any questions?' Hand: I roll 206 and get 3. I don't want Anthony to be Left-
Handed, and my gamemaster allows me to change it. I write down
'Yes, Sir.' that Anthony is Right-Handed.
'What i s it, Quill?' Conditioning%: Rolling 106 I get a 4. 4 + 6 = 10. Multiplied
'You're serious about this, aren't you sir? Are we being by 10 gives Anthony a CON% of loo%, which is above average
prepped for something? What's up?' for a Phoenix character.
Ergs: I roll 1D6 and get 2. Added to my I D 6 + 6 CON% roll
'Nothing. Yet. But we may need you people soon. So
of 10, this gives me 2 + 10= 12. Anthony has 12 Ergs.
on the floor! Give me one hundred pushups.' Notice that I rolled some things and chose others, directing the
'Thanks a lot, Quill.' selection towards what I had in mind for my character. I kept
'That's two hundred for you, Keeps.' the HE1 roll while discarding the Handedness roll. Admittedly,
('Damn.') Anthony's HE1 isn't exactly what I wanted, but it gives him a bii
of uniqueness.
This kind of selection process becomes common as you use the
Physical Information begins where Societal Information leaves o f f - system, seeing the relationship of the items to each other.
now w e discuss your character's physical attributes.
Gender
Choose your character's gender. Both men and women are crucial 2.3 FACTORED INFORMATION
in the never-ending battle t o preserve American freedom.
'As I've said, fitness is everything. But just because you're
Age fit doesn't mean you're strong. It depends on how big you
The age of your character gives you a clue t o his or her mental
are. Now, you, Horn, I could lift easily. No big deal. But you
and emotional maturity. A t 26, Anthony i s relatively young (both
physically and mentally) f o r the Space Command. But, as you'll soon couldn't lift me. That's got nothing to do with conditioning:
find out, there is a good reason for many characters t o be so young. that's muscle bulk.
Your age also tells you another important thing about your character: 'Keeps. Over here. Sit down, facing me.
how many skills he o r she has learned. We'll discuss skills in the Skill 'Now, arm wrestle me.'
chapter, b u t for now, generate your character's age b y rolling 2 D 6 +20.
'Yes, sir ..
.'
Height &Weight (HE1 &WE11 'As you can see, I'm having *oof* little trouble keeping
For Height, roll 6D10. Females add +130 c m t o this, males add him down. Now, it looks like *urr* Keeps i s in okay shape.
+145 cm. His health report is flawless - isn't that right, boy?'
For Weight, roll (2D8 x 5). Females add +15 kg t o this, males add
'*Arrggg* Yes, *Oommph* Sir!'
+30 kg. Weight affects your character's ability t o absorb damage
and i s a guide to h o w much he o r she can lift (which we'll get t o in a 'But being healthy doesn't mean you've got lots of muscles,
minute). does it, Keeps?'
'*Aahh* - No, Sir!'
Handedness 'Okay, Keeps - by the way, you should see a doctor about
Your character's dominant hand.
Roll 2D6. A 2-3 result is left-handed. A 4-11 result means right-
that swollen hand. Quill, get over here.'
handed, and a roll o f 12 i s ambidexterous.
Factored information i s based o n things you've already discovered
Conditioning (CON%) about y o u r character.
This measures how f i t you are in relation t o other people. As the
Major said, conditioning affects how well y o u resist disease, and reco- Muscle (MUS)
ver f r o m wounds. A l o w CON% (20%) indicates a feeble or out-of- H o w much your character can lift, carry, and push is known as his
shape character, while a high CON% (80%) means a muscular, phys- or her Muscle. For now, all y o u need t o k n o w i s that the amount
ically fit character. It also regulates the amount o f weight your charac- y o u can l i f t w i t h o u t trouble i s equal t o this value. I f you t r y to l i f t
ter can l i f t . something heavier, you may n o t be successful.
T o give you an idea where the high end o f this scale is, an Olympic WE1 x CON% = kg. your hero can l i f t .
weight lifter can l i f t as much as 300% o f his o w n weight. Roll 1D6 + 6,
and record this number. (You'll b e using it for your Ergs in just a
second.) Multiply this number b y 10 t o get y o u character's CON%.
You'll get a result somewhere between 7Ooh120%. That's because Damage Class (DAM)
you're heroes. Regular civilians aren't as f i t as you. A character's Damage Class is r 1
BOD
Location
I
The enjoyment of a roleplaying game comes f r o m exploring your
own creativity as you pretend t o be someone else - someone who
lives entirely in your imagination. I n other words, roleplaying i s a game
o f characterization. Characterization i s your characten's appearance,
history, and personality. Attitudes, interests, morals, motivation,
and personal habits all contibute to an overall portrait of your freedom
MUS: Anthony has a CON of 100%. He weighs 90 kg. 90 x 1.00 = fighter.
90. Anthony can lift 90 kg. The person you design should be interesting t o you; there should be
DAM: Anthony's MUS is 90,so his DAM i s +3. something about the character you find challenging or intriguing. Make
No matter what this actually means in game terms, Anthony is a commitment t o that character. Have a definite voice pattern, manner
pretty well set (considering the maximum value on the chart is a of speech, looks, and consistent reactions to recurring events. He
+5/. or she should experience or have had the experience o f extreme emo-
BOD: Anthony weighs 90 kg 90 x .03 = 2.7, or 3. His Head has tions; hate, love, envy, pride, honor, etc. Alternately, your character
3 BOD. may just be awakening emotionally, and every feeling i s a new exper-
ience.
Head 3 HandL
Neck/Shltirs 4 Hand R
Chest 7 Abdomen APPEARANCE
Arm L 4 LegL Face and Hair
Arm R 4 LegR rugged balding brunette
crooked teeth maned buck t e e t h
Anthony makes out fairly well. He'll need this advantage in the
eternal fight for freedom.
I angular
strange haircut
piercing eyes
cauliflower ears
beautiful teeth
oval
bushy brows
plain
round
shifty eyed
squinty eyes-
large ears
wild small ears sinister
2.4 CHARACTERIZATION delicate features conniving cold
receeding hair1ine auburn dark
Horn lay on her bed, listening to Keeps trying to play a
harmonica. He didn't have it yesterday, but that was nothing Voice
unusual - it would probably be gone tomorrow, traded for demonic chilling horrible
pitiful tolerable average
something else. She swung her legs out from the cramped typical good excellent
space and jumped t o the floor. superb amazing divine
'I need a cigarette.' It was a statement, not a question.
'You know what the Major said about -' Build
trim muscular robust
'I don't care. I need a cigarette.' He watched her face for
conditioned i m posing ample
a few minutes, dug into his knapsack, and proauced a pack rugged bulky forceful
of cancersticks. She held out her hand, but he pulled away. squat heavy burly
'You didn't get these from me, understand?' overbearing dynamic
'I understand.' She waited. He dropped two into her
Overall Appearance
hands.
frosty young rumpled
'That's all there is, Horn.' you t h f u I loose mature
'Thanks, Keeps.' drab middle aged flowing
'Don't call me that.' old angelic ancient
'Sorry.'She jumped back up, wrapped a sock around the devilish dirty innocent
clean glowing unkempt
sprinkler head she banged her head on at least once a day, otherworldly i mmacu late dead
and lit a cigarette. suggestive Iifeless foppish
'Carol?' repulsive rough drab
'Yeah?' refined unremarkable nervous
vacant looking comical . scarecrow
'What do you think they're training us for?'
disturbing limp outlandish
'Probably to bomb the Russians. They need a good straf- reedy sleepy severe
ing - maybe a Hydrogen bomb right on Moscow *POW*.'
Describe your character i n detail. What does he o r she l o o k like? o f scrap paper.
Act like? Sound like? What about first impressions? It's important Once you've finished rolling dice, l o o k up t h e results o n the Person-
t o have a clear picture t o relate t o others, for consistant character al History table and tie them together t o make a story. Rolling 'Time
inteyaction. o f learning' and then 'New friend,' you could decide that you met
Sometimes y o u can b e in a r u t - h o w many different ways can y o u someone w h o taught you many things.
think o f t o describe a character? Use the accompanying l i s t s t o spark This doesn't give you m u c h except the bare bones. Like everything
your imagination. else, twist and interpret this t o your o w n desires and conceptions.
PERSONALITY P R O F I L E
Characters have particular and often peculiar patterns o f behavior. Personal History Generator (roll 1D 3 0 o r choose)
The Personality Profile is designed t o help your Phoenix hero come 01 Relocation
t o life. The Personality Profile i s a guide t o help y o u begin roleplaying 02 'Gain' o r 'loss' o f family o r group
your character - it's n o t a psychological profile (although, n o d o u b t 03 Time o f rebellion
your character i s familiar w i t h the psych tests needed t o join Space 04 Time o f poverty (of ideas, time, wealth, friends)
Command). 0 5 Time o f illness (emotional and/or physical)
Choose at least five traits f r o m the Profile list, tagging them w i t h 06 Time o f learning
one o f the following quantifiers: 07 Good occupation
Always, Usually, Often, Sometimes, o r Never. 08 Weakening/conflict of group o r family ties
Don't feel limited t o the words o n the chart. Develop one o r t w o 09 Strengthening/reconciliation o f group o r family ties
o f your own. 1 0 New significant friend/enemy
11 Time o f spiritual fervor
12 Meet someone important t o you
According t o the Personality Profile Ichose for him, Anthony's 13 Identification or solution o f major task/problem
Never Cunning, Often Quiet, Sometimes Emotional, Always Brave, 14 Initiation into or expulsion f r o m a special group
and plain o l d Stubborn. 1 5 Revival o f a long-dead love/situation/illness/problem
I'm lazy, so I'llo n l y roll o n the table five times. Iget 02, 09, 1 6 Moderate personal loss (item, ideals, goals,friends,freedom)
22, 02, a n d 10. L o o k i n g over the results, Idecide t o a d d t w o more, 17 Time o f conscriptionlslavery (physical and/or emotional)
a n d choose 13 ana 12. 18 Time of philosophical questing
Plugging these i n t o my original concept o f Anthony, Idevelop 19 Personal conflict (wealth, goals, love, freedom, ideals)
the following. 20 Involved in disreputable activity
A n t h o n y Quill was b o r n A n t h o n y Sellers. H i s parents were 21 Personal advancement
k i l l e d in a train crash when h e was o n l y a f e w months old. 22 Large material gain
H e was raised b y his grandfather, a well-to-do congressman. 2 3 Deceit/deception personality affects y o u
Phillip Q u i l l gave the b o y h i s last name to save him from a n y em- 2 4 Large scale disaster (natural, financial, spiritual) personally
barrassment. affects y o u
The man was very interested in ancient civilizations, a n d his 2 5 Make a journey o u t o f necessity or gain
ward was n o exception, Before getting involved in the space pro- 26 Family or group member has injury/problem/secret/leadin!
gram, A n t h o n y went on m a n y crazy a n d w i l d expeditions. These a 'double life'
were funded by the finances o f the now-deceased Phillip. 27 The center o f public and/or private recognition/notoriety
A n t h o n y h a d an unfortunate love affair once and is wary o f 28 Time o f renewal/celebration/joy
romance. 29 Time o f wealth (ideas, friends, etc.)
3 0 Time o f deep love (person, place, thing)
PERSONAL H I S T O R Y G E N E R A T O R
People are the result of their experiences. What characters were 2.5 FINISHING TOUCHES
involved in during their lives influences the k i n d of skills they learned.
Carol Horn, f o r example, learned some skills totally different f r o m 'What are you in this far, anyway, Quill? I mean, what's
what you'd expect f r o m someone o f her high breeding. (Brawling,
your motivation? It certainly isn't becau.se you love the
indeed! 1
Use the Personal History Generator t o develop a history f o r your Air Force. Talk to me!'
character. You may roll o n it once for every year o f your hero's life 'Sir! I joined the Phoenix Special Forces to combat terror-
(if y o u want'your character t o have had a busy past), b u t roll at least ism and the growing Communist threat. With Mexico now
five times. There's n o way t o predict the t y p e o f information y o u w i l l almost Communist, and the Asiatic Conclave emerging, I
create, so personal history is o n the back o f your character sheet
t o give you enough room.
feel that -'
Turn your character sheet over and roll 1 D 3 0 as often as y o u 'Okay, Quill. Cut it. You're talking t o me now. And I
desire, w i t h i n the limits set above. Jot d o w n the numbers o n a piece don't buy it.
PoliticaVReligious Affiliations
What are your character's political and religious feelings? Have they Birth: Anthony was born on June 27, 1972 in Nebraska, U.S.A.
changed due t o recent or past events? Are y o u a right-wing Republican, Political/Religious Affiliations: Registered a Democrat, Anthony
or perhaps a middle-of-the-road Catholic? An obnoxious Fundamental- drifted away from both political parties, satisfied with neither. His
ist, or a quiet Feminist? (Extensive background checks are performed grandfather was Catholic, but Anthony delved into the old pagan
on each applicant: n o Communist character was permitted t o join the religions which were intertwined with many of his excavation
project. 1 findings. Those beliefs are more in tune with his inner feelings
Here's a short l i s t of some religions: Catholic, Jewish, Protestant, than any other religion.
Mormon, Eastern Orthodox, Moslem, Hindu, Buddhist, Pagan, Shin- family/Personal Relationships: I decided these in Anthony's
toist, Sikhism, Taoist, Confucianist, or possibly you follow a tribal Personal History.
diety. It's also possible you don't believe in the concept o f religion; Hobbies: Ancient Cultures is a hobby of his, but not dancing.
'none.' Teaching Russian is another interest. He doesn't usually like people
who smoke land is constantly trying to get Horn to stop).
Family/Personal Relationships Reason f o r Joining: Anthony found he was a drifter as his
What are his or her parents' names? H o w many siblings does your life went on, so he turned to the military for the discipline only the
character have? Was your character involved in a relationship before armed forces could give him. So far it hasn't helped1
joining Project Phoenix ? Rank: I roll 206, and got a 12! I take it back - apparently
Anthony was successfullv trained! Anthony is a Captain.
7
Hobbies and Special Interests
What is your character particularly interested in? Favorite foods?
Television shows or dance styles? Playing instruments? Collecting
things (weapons, comic books)? Were you o n the school debating team?
Perhaps you like quiet walks, o r playing basketball. Maybe you smoke
or like loud rock and roll, o r even enjoy playing the horses (or the
stock market).
This i s your chance t o go w i l d-make your character something
soecial.
See the description of each position, and the skills that position offers, in the 'Skills' chapter.
10
A skill is a physical, mental, or social ability the character has because a hero knows a l o t (high K N O ) doesn't mean that he o r she
which enables h i m or her t o interact w i t h t h e environment. Your cha- has the prudence t o use it wisely. A l o w K N O probably indicates
racter, in theory, has an unlimited number of these skills. B u t since someone w h o had a sheltered childhood.
no one could possibly learn everything there is t o learn in one lifetime,
most of them are undeveloped. A n average Phoenix hero has about Talent (TAL)
27 developed skills. This deals w i t h the character's luck, as well as other unquantifiable
aspects of a character such as presence and persuasiveness. Someone
3.1 SKILL SPHERES w i t h a high T A L can be unattractive but s t i l l imposing, while someone
w i t h a l o w T A L can be unassuming, no matter h i s or her appearance.
The basis for a l l your character's skills are his or her Skill Spheres.
They are the accumulated ability he or she has i n a particular area. DETERMINING SKILL SPHERES
For example, most Americans k n o w h o w t o turn o n a television or N o w that y o u have a basic understanding of what Skill Spheres are
play a videotape recorder w i t h l i t t l e or n o instruction. This does not !and what uses they serve,'you need t o generate them for your charac-
mean that everyone i s skilled at it, b u t t h a t our culture teaches most ter. It's perfectly okay t o say that a character is, 'Smart and nimble,
of us (in a general way) h o w t o use electronic equipment. The same is but kinda' quiet.' However, we need an easier way t o compare that
true for other activities. character t o others. Each Skill Sphere is simulated in game terms
Your character has six o f these Skill Spheres - basic building w i t h a percentile rating ( f r o m 01-100%) that t e l l s you how well your
blocks. hero can perform in a particular situation.
You begin w i t h eighteen ten-sided dice t o divide among you charac-
Knowladge ( K N O ) ter's Skill Spheres as y o u see fit. You must allocate a t least one die
This is the cultural knowledge your character possesses, as well t o each Sphere, and you can give n o single Sphere more than five dice.
as the ability t o recall it accurately. This also reflects his or her ability I f you were t o construct an average character, he or she would have
t o absorb academic information and manipulate that data. But just three dice for every Sphere.
11
This method foe distributing dice allows y o u t o create the type While characters have Skill Spheres which allow them a basic chance
o f character y o u want. When deciding, keep in mind his o r her strengths t o t r y just about anything w i t h o u t training, experience w i l l improve
and weaknesses, and check w i t h your character's Personality Profile this chance.
and Personal History. What i s your character interested in? Gaining This experience is simulated in Year of the Phoenix w i t h Specific
knowledge? Put a lot o f dice into KNO. Spending t i m e alone? Y o u Skills. These are built up f r o m a character's Skill Spheres because
better put only one die i n t o COM. A n d so on. the abilities that Specific Skills simulate are trained u p f r o m the charac-
Once you have decided where the dice are going, roll them t o figure ter's basics. Keep this in mind when y o u choose your hero's Specific
out your character's actual Skill Sphere percentages. Roll the number Skills, because someone w i t h a low MAN, for example, w o u l d d o poor-
o f dice you have selected for KNO, and add them together. Always add ly in s k i l l s requiring a high degree o f manual dexterity.
a base o f 15% t o this number, so that y o u r character has a fighting
chance. A n average character has a Skill Sphere percentage of about
33%.
I I
Anthony finally winds up with a KNO of 46%, TAL 19%,
OBS 2796, COM 20%, M A N 34%, and K I N 41%. Quite a range.
He has a high score in KNO and KIN, so he would do well to con-
I envision Anthony as being smart and nimble, but quiet. I see centrate on those types of skills. His M A N isn't bad, but his OBS
I'll probably have to revise my 'quiet' estimation some time soon and COM are below average. And he should stay as far away from
if his training keeps going the way it has1 But, I'll stay with it for TAL skills as he can get!
now. Using this, I decide to emphasize Anthony's KNO and M A N 1 J
Spheres I5 dice each), and give very little to his COM (one Diel.
I also give his TAL only one die, and leave his OBS and K I N at
three dice. Reviewing, I see that I have a total of eighteen dice Core Skills
> allotted - just the right number. The skills which all characters must take are called Core Skills,
Anthony has five dice for his KNO. I roll a 10, 3. 5, 6. and 8. and reflect the typical skills that characters learn while growing up.
Not bad! Adding it all together, and slapping on the free 15% Also included in t h e Core Skills are some basic s k i l l s taught t o all
basic percentage, Anthony has a KNO of 46%. Well, Anthony is space cadets.
certainly starting off on the right foot I f y o u feel that your character w o u l d n o t have a particular listed
1
skill, discuss it w i t h your gamemaster w h o m a y tell bou t o take it
anyway, or w o r k o u t an alternative skill w i t h you.
Some personal choice is provided f o r in this training. For example,
The Skill Sphere Grid y o u choose the second language your character knows (or Native
On the upper middle of your character sheet is a circular grid. language, if it is not English), as well as an interaction and personal
Record your character's Skill Sphere percentage o n each indicated management skill.
space, then p l o t the percentages on the grid. Each circular line simulates See the 'Common Skills' chapter f o r a description o f these skills.
10%. The innermost circle i s 10%. the next one o u t is 20%, and so on.
Finish the grid b y connecting the points. This provides you with a
quick reference t o check where y o u r character is strong or weak.
Since an average character has all Skill Sphere percentages a t about 3.3 SERVICE BRANCHES
33%. the more round the drawn circle, the more well-rounded your Every hero is trained t o fulfill a specific position aboard the Phoe-
character is. nix - a Service Branch.
I CORESKILLS
I
Skill (Skill Sphere) Notes and Examples
Self-loading Pistol (MAN) Trained o n the 9 m m Glock 24. (See the 'Equipment' chapter.)
12
COMMANDER
Crew safety and
wlity. N o action o n
her approval. And,
for all actions perfo
need t o know about
Astrogation (Kj(l0)
Cartography (t6lAN) '
Psychology ( K N O )
Shuttle Operations ( M A N
Shuttle Weaponry ( K N b ) ,
posit ion.
Astrogation ( K N O ) '
Cartography ( M A N ) %d
Meteorology (K N 0 )
Emergency Medical Technicia
Shuttle Operations ( M A N )
Shuttle Weaponry I K N O )
0 COMMUNICATIONS A N D PAY
The Communications and Payload Specialist hlo
munications t o and f r o m the Shuttle, and coordinates-poyl BS1, Scan (06s). o r Spot (06s)
operations The payloads differ widely o n the Shuttle, b u t usually
fall into either vehicle o r personnel transport. The Specialist also I N F A N T R Y (HEAVY WEAPONS)
customarily takes the role of interpreter when dealing w i t h non- The heavy-duty bunch, Infantry (Heavy Weapons) are specifi-
English speaking gamemastered characters. cally trained t o capture and hold enemy strongpoints
The rank o f 1st Lieutenant o r Captain is a prerequisite for this A n y rank may f i l l this position.
position.
Assault Rifle ( M A N ) or Machine Gun ( M A N )
Communications Systems ( K N O ) Sense Surveillance ( T A L )
Counter- Insurgency (COM) Survival Training ( K N O )
Meteorology ( K N O ) Shuttle Weaponry ( K N O )
Secondary Language ( K N O and COM) Tactics ( K N O )
Shuttle Communications ( K N O ) Listen (06s). Scan (OBS), or Spot (06s)
13
'Okay. When did they crash on the Darkside, and what Increased Skill Percentages: Choose a Specific Skill twice, and add a
roll o f 3D10 t o it twice (or add 15% to it twice). This skill counts as
were they doing out there?'
t w o s k i l l s towards your total (see 'How Many Skills Do I Get?', above).
'I *grunt* don't know, sir.' This qualifies as t h e most expensive way t o be assured o f getting high
'Those cosmonauts were up there before 1969 - before skill percentages, It works, b u t it can limit your Personal Skills selec-
we landed on the moon. They were supposed to orbit the tion.
moon and come back. They didn't. See what I mean, Quill?
Learning Skills Together: This allows you t o use u p 4 skill selections
You just don't have the required background a commander when getting t w o skills (so someone 2 6 years old w o u l d only get a
needs t o draw on when making decisions.' total o f 2 2 skills i f this option was chosen). In addition t o these skills
'But I can learn, sir!' behaving just like any other skill, the benefit f r o m this is that your
'I have no doubt about that. That's why you're here, character can use b o t h a t the same time, and w i t h full efficiency,
Normally, when y o u t r y using more than one skill a t a time, there is
and that's why I'm putting the pressure on you. You need
a penalty (see 'Multiple Skill Use' elsewhere in this chapter). This
a lot of training. Dismissed.' is recommended for skills that y o u expect t o be using as a team. For
'Thank you *wheeze*, sir.' example, you could choose firing a weapon and Dodging - so y o u can
avoid your opponent's attack just as y o u successfully land one, or
Persuasion and a secondary language skill - to be sure and get your
Personal Skills
point across!
All characters have additional skill selections they may n o w fill.
For the skill percentages, generate the skills normally ( + 3 D l O
You have complete discretion for these. Keep i n mind, though, that
or +15%).
a character's skills should be a mixture o f occupational, cultural,
and hobby skills. A former history teacher, for example, w o u l d d o well
to select a t least three o r f o u r different skills having t o d o w i t h history
3.5 USING SKILL SPHERES & SPECIFIC SKILLS
and the teaching o f it. The character w o u l d also benefit f r o m leisure
and sports skills for a well-rounded personality.
Using Skill Spheres
Discuss your hero w i t h the gamemaster and the other players.
His or her Skill Sphere i s the untrained ability your character has
They may be able t o help y o u develop s k i l l s appropriate t o your
o f performing any activity related t o that Sphere. T o jump a wide
character's background and personality.
chasm, for example, 1 w o u l d roll on Anthony's KIN%. I f I missed the
Most skills are listed in the 'Common Skills' chapter, hereafter.
roll, I might use M A N % t o let h i m t r y and grab an overhanging branch
as he falls. Failing that, and w i t h m y fingers crossed, I roll o n his
T A L % t o see i f he was lucky enough t o land in the water, instead o f
3.4 GENERATING SPECIFIC SKILLS the rocks t o either side.
Specific Skills are built u p f r o m your character's Skill Spheres,
To attempt any feat, r o l l lDlOO and add your character's Skill
and reflect specialized training in a specific subject.
Sphere percentage. I f the total i s 101% or more, then your character
was successful. I f the total i s 100% or less, your character has failed
How Many Skills Do I Get?
the skill attempt, b u t may usually t r y again.
A hero's age equals the number o f Specific Skills he or she has.
The preceeding Core Skills and Service Branch Skills count towards
that total, so someone like Anthony, w h o is 26, takes the 1 1 Core
Skills, and the 6 Service Branch Skills (for Commander), leaving him Anthony is asked by a group of Shuttle technicians to go out on
w i t h (26 - [ll + 61 = 9)9 Personal Skills. the town with them. Anthony does, and discovers that he's violated
curfew to go to a disco! Always looking on the bright side, Anthony
Generating Skills agrees to enter the seedy looking joint, and even agrees fo dance
Here are t w o different ways y o u can generate Specific Skills. The when asked by an attractive woman.
last t w o i t e m s are related options. Now, Anthony never learned his left foot from his right. But he's
an easygoing guy. He needs to use his K I N Skill Sphere percentage
3D10 Generation: Choose a skill, roll 3D10, and add the controlling (41%). NO problem. I roll l D l 0 0 and get 37. Adding the two
Skill Sphere percentage t o the roll. The result is your Specific Skill . .
together, I come up with 78% . Not exactly a gigolo on the
percentage. This random factor has a possibility o f giving you anywhere . dance floor. The others make sport of him.
between 3-30 points, with an average o f 17%. This is the standard
method for generating Specific Skills.
Adding 15%: Instead o f randomly rolling, you may choose t o simply Using Specific Skills
add your Skill Sphere percentage t o a flat 15%. This is lower than the Specific Skills are used just like Skill Spheres. Roll 1 DlOO and add
average 3D10% roll because y o u are n o t risking anything. This is useful your hero's skill percentage. If the total is 101%+, the skill attempt
f o r those times you feel a skill is t o o important t o leave t o chance. is successful.
14
The Difficulty Die (DIF) I f y o u are using the Quality Results Table (explained hereafter),
A character's skill percentage reflects his o r her best possible chance here's a shortcut. R o l l the D l F and, instead of subtracting f r o m the
of success in a stress situation. When conditions are less than perfect skill roll, just reduce the Quality Result b y 1 step (i.e. a '1' D I F result
(such a s the character suffering f r o m an i n j u r y ) the character's ability reduces a 'Good' result d o w n t o 'Typical'.). You get the same result as
t o function is reduced. This procedure i s made fairly effortless w i t h i f you'd subtracted 20% f r o m the skill roll.
the application of the Difficulty Die, which is a D 6 rolled when your
gamemaster requests it. Each pip on the die is a threshold, and the more
~~~ ~~ ~
DIF penalties your hero accumulates, the tougher i t is t o succeed i n With the above example, I rolled a 1 o n my DIF die. Using the
any skill. Optional DIF ruling, r o l l i n g a 1 means I subtract 20% from m y
The use o f a D I F implies a disability or a reduction in the charac-
ter's usual chance of success. So i f your character i s suffering f r o m a -1
..
10100 roll. I d o so, a n d get a final total o f . 95%. Oh, well. An-
thony missed i t anyway. H e falls back d o w n the hill, after all.
'penalty (or more), y o u r o l l the D I F die along w i t h your l D l O O skill
attempt. If the D I F roll comes up within the range o f your penalty
(rolling a 1 if y o u have a -1 penalty, or rolling anywhere between
1-3 i f you have a -3 penalty) then your hero has failed that skill at-
tempt.
The D I F takes care o f the mechanical aspects o f the situation.
I t ' s u p t o the players t o roleplay it.
DI F Penalties Chart
DIF Option The following list offers a wide variety of D I F penalties to serve
The D I F rule is designed for ease o f use. Once everyone i s familiar as a model. This way gamemasters can easily judge the severity o f any
w i t h t h e game system, you may wish t o change it t o the more complex, situation where DlFs might come i n t o play.
b u t Jess severe, ruling which follows.
Whenever a player rolls the D I F penalty, the die result is mul- Multiple Skill Use
tiplied by 20%. and subtracted f r o m the l D 1 0 0 skill roll. This means When using NVO or three skills simultaneously, your character's
that someone w i t h a -4 DIF, who rolls a 2, subtracts 40% f r o m the reduced ability to d o any of them well i s taken i n t o account by using
skill attempt. the D I F die.
This option can be b o t h more time consuming and more math- If your character attempts t w o skills at once, the first skill incurs
intensive, b u t you may feel that i t i s w o r t h the bother. And it also a -1 DIF, and the second incurs a -2 DIF.
deals w i t h the question of what t o d o about skills which pass 100%- I f three skills are used, the first has a -2 DIF, the second a -3 DIF,
the standard D I F rule ignores any skill percentage over 100%. and the t h i r d a -4 DIF.
~~~
DIF Penalties
1 or at nioht I
clearly and accurately or hear -1 DIF for each torn a f t e i th8 initial 20mL
away than 20m
I Attempting to smell something further away than -1 DI F f o r every 1 m after initial range* I
arm's length
I I
I
Using a nonweapon to attack w i t t i DIF varies depending upon sine,' b'dk, and weight -a large table has a -4 DIF, while a'
letter-opener has no penalty
Lacking the skill Extravehicular Mobility U n i t -2 D I F t o all skills
(EMU) while in microgravity
If the object i s beyond the initial range (20m or arm's length) and i s large, noisy, or has a strong odor, reduce the penalty b y 1 D l F .
I f the object is beyond the initial range and is small, quiet, o r has a faint odor, add -1 D I F t o the penalty.
The DlFs are applied in the order i n which the player attempts Of course, many skills take longer than one Sequence t o perform.
t o use them. A character using Climb, Stealth, and Fast Talk must Haggling, for example, takes the character's Skill Speed in minutes,
decide which skills are being emphasized, and then roll f o r each. This and Pharmacology takes the hero's speed in hours.
is important in situation where characters are performing many over- The time scales of Sequences: Minutes. Hours: Days is another
lapping skills- i n a short period of time. (Also see 'Sequencing and flexible aspect of the skill system. When a character Klutzes a skill
Maneuvers: Multiple Skill Use Adjudication'). attempt (see 'Max and Klutz
rolls') the skill still takes the
character's Skill Speed, but in
the next time scale. So the
Anthony is outside the military compound where he is staying.
character realizes that t o suc-
He missed curfew, lost his identification in a tumble down a sand
dune, and is trying desperately to Persuade the MP patrol who
discovered him not to report him. To make matters worse, he is
1 cessfully Haggle the price down
t o where he or she wants it
standing around outside because his new flame, Saundra, insisted
on climbing the fence behind him to p get his second I. 0. currently
in his room.
I will take hours instead of minutes
(if b o t h characters stick around
that long), Klutzing Pharmacol-
Anthony is using three skills: Persuade (to sweet-talk the MPs), ogy means it takes days instead o f hours t o prepare a drug, and so
on. The excess time can be attributed t o nervousness, memory lapse,
Law (to tie the MPs UP in their own rules). and Listen (to hear
outside conditions, o r even stubborn merchants.
Saundra). I decide to emphasize his Persuade and Law, figuring that
even i f he does hear Saundra, there's no way to warn her in time. Conversely, a Max result swings the other way. The Haggling takes
,Plus, i f he manages to Persuade them, they'll leave. only seconds, m i x i n g the right ingredients takes only minutes, and
I decide to put -2Persuade, -3 Law, and -4 Listen. My gamemas- so on.
ter tells me to roll out my Law first (I fail) and states that Anthony
can't out-maneuver them with their own laws. Anthony has the following speeds:
Okay, I decide to continue m y persuasion attempt and drop the KNO (46%) 2
Law. But since I was using it with the other two, my Persuade TAL (19%) 5
is still -2DIF, and m y Listen at -4 DIF. OBS(27%) 4
COM 120%) 4
M A N (34%) 3
KIN141%) 2
Multiple Skill Use and Minor Actions
Occasionally a character will want t o perform an action which is He can deduce things very rapidly IKNO 2). is a little slow
n o t a Specific Skill (drawing a pistol, speaking, pulling at something when judging the foolhardiness of an action (TAL 5), doesn't notice
that is stuck, etc.), and attempt t o perform a Specific Skill simultan- things exceptionally well (OBS 41, takes a little time to find the
eously (run, play an instrument, sing). In t h i s situation, these minor ri@t words (COM 4), but is fairly nimble with his hands (MAN 31,
actions are considered skills f o r the purpose o f Multiple Skill Use, and quick on his feet ( K I N 2).
and get appropriate D I F penalties (even i f there i s n o Specific Skill Anthony has a variety of strengths and weaknesses, which helps
1 DlOO roll). make him interesting to plav.
-~ ~~ ~~~~
Moves
A character only moves so far i n a given period o f time. More nim-
ble characters can cover more ground. ( T o be fair, so can tall characters,
but t h a t relationship has been ignored for simplicity.) The distance
a character covers in a single Sequence i s known as his o r her Moves.
When swimming, your character moves at half Moves. Climbing
reduces Moves by 2/3,while running speed is twice your character's
Moves.
Moves also specifies the distance your character can jump. Vertical
jumping is half the character's Moves, and horizontal i s twice Moves.
16
The technicians again ask Anthony out on the town. He agrees, Anthony has Operate Shuttle at 68%.Carol Horn has the same
and they wind up at the disco once more. It being Amateur Night, skill at 72%. Since the difference between the two skills is only
Anthony i s prodded, pulled, and cajoled into trying out. He decides 04%, they each gain 1 Experience Mark for every 2 hours they
to sing his favorite song - 'Oh, Danny Boy. ' study together.
Anthony's COM is 20%, so his Max chance is 99-00, and his
Klutz i s 01-04. Unfortunately, I roll a 02 on the 10100.A Klutz.
M y gamemaster rules the attempt a horrible failure, and decides 4 Hours of Studying Alone: This indicates that the character i s working
that the Accordianist only knew the song in 15 flat, and that An- with a film, book, computer program, o r the like. T o learn f r o m an
thony tried singing it A Cappella. Anthony doesn't care. He met a inanimate object, it must have a Specific Skill percentage more than
lovely woman who decided that anyone who had the guts to stand 20% higher than your character. Your gamemaster can set the skill
up in a public place and sing that badly must be a lot o f fun. percentage o f inanimate objects (see the Quality Results Table).
1.5 01-33%
0 1.0 34-66%
0 0.5 67-00%
Astrogation
The ability t o use stellar coordinates t o navigate even if Shuttle Computation
systems are out. Astrogation i s most useful on Earth-to-Lunar o r For the purposes o f Year o f rhe Phoenix, this skill encompasses
Earth-to-Space platform runs. virtually all mathematical operations needed by an astronaut character.
Camouflage
The ability t o disguise or change the appearance of something,
20
Vehicle Repair
Meteorology The intimate knowledge and repair o f most non-NASA wheeled
Understanding weather patterns. The character is able t o predict vehicles. The character's Skill Speed is the number o f hours the repair
the weather ( w i t h gradually-lessening exactness) f o r a number o f requires. Lack o f tools incurs a -1 D I F t o -3 D I F (gamemaster discre-
days equal t o 6 - K N O Skill Speed. I f the hero travels for any length o f tion), and the D I F number is multiplied by t h e character's Skill Speed
time, it may take u p t o t w o weeks (2D6 days) t o accustom h i m or t o find t h e total t i m e in hours it takes t o fix.
herself t o the new weather patterns in order t o make accurate predic- A Klutz result means total repair t i m e is in days, n o t hours. A Max
tions. result changes the repair t i m e t o minutes.
~ ~~~
Shadowblend
Dangersense The ability t o use available cover to disappear into a crowd, t o
Listening t o his o r her inner self, the hero feels the presence of crouch in a dark alley and be overlooked, o r t o appear totally unim-
anyone o u t t o d o him o r her personal harm. Heroes w i t h this skill posing. This skill cannot be successful i f the hero is under direct ob-
should get a roll each time they have the potential t o be ambushed, servation.
or someone is trailing them. This ability is n o t effective against non- ~ ~~~~~ ~~~~ ~~~
f i n d distasteful or 'wrong' i f done under his o r her own willpower. 4.3 OBSERVATION SKILLS (OBS)
Every suggestion is a separate skill roll, and must overcome the sub-
ject's T A L roll t o be successful. Hypnosis i s most useful when rein-
forcing a character's o w n thoughts (such as t r y i n g t o give up smoking). Forensics
People usually remember everything that happens t o them under The ability t o spot clues and t o f i n d physical evidence o f a crime,
hypnosis. 'lab criminology'. Such clues include determining the time and probable
cause of death of a body, where a person had t o be in order to have
shot someone at such-and-such an angle, and the amount and/or type o f
explosive that was used. Each successful roll means t h a t i f there was a
clue to found, the hero found it. This includes knowledge o f proper
analysis techniques (but such analysis may be impossible i f the right
equipment i s unavailable, at the gamemaster's discretion).
Moonsight
Atlows the hero t o see in the dark b y analyzing patterns of grey
tones. There must b e at least some light (a crescent moon will d o )
for this skill t o be effective.
Find Direction
Enables the character t o spot little things t o confirm or f i n d o u t
what compass direction is where (moss growing on a particular side
o f a tree, the angle o f the sun, etc.).
Listen
When listening intently, the character can identify garbled or
m u f f l e d sounds n o t otherwise normally discernable. Sounds can be
~ ~ ~ ~ ~~~
localized and identified (i.e. from t h e wind, a footstep, yelling, etc.).
Interrogation
Successful Skill vs. Skill r o l l against subject's T A L means the game- Scan
mastered character gives out as much information as t h e hero's Skill Discerning things from a distance. You can tell what type of ship
Quality indicates (see the Quality Results Table). Gamemasters may is coming in o r what kind o f bird i s wheeling over your head - a t least
wish t o have some gamemastered characters w i t h a 'Resist Interro- y o u can identify what it looks like, not necessarily remember its name.
gation' skill.
Spot
Lie Convincingly Allows hidden objects t o be noted, t h e opposite o f Scan. This is
The skill of l y i n g t o someone's face. This is used against gamemas- a close range skill, n o t designed t o b e used more than about 31-17away.
tered characters, and is a Skill vs. Skill roll against the character's TAL.
Spot (Disguise)
Memorize A b i l i t y t o note peculiarities in a person that might indicate a dis-
To recall in vivid detail any event or object encountered. This skill guise, anything from a w i g t o stilted conversation. A K l u t z means the
can be used t o memorize a tome o n l y after serious reading. The Quality hero has misidentified a real person as an imposter.
Results Table indicates how much information is recalled each time
a hero attempts t o d o so. The gamemaster may impose a -1 DIF f o r
each year past the first that the hero attempts t o recall some event Track
or item. Tracking in the wild, this i s similar t o Animal Lore, b u t this is used
while t h e tracks are still fresh in order t o hunt or follow. A Klutz
2!2
result means the character i s following the wrong tracks, and is con- 4.5 MANIPULATION SKILLS (MAN)
vinced they are the correct tracks.
Acting
Putting on a performance, t o become another character. Used in Bomb Disposal
both public and private performing (often called theatrics). Acting This is the skill of disarming explosive devices. A successful Skill
picked u p o n the streets is liable t o be more free and creative and - vs. Skill r o l l against the Quality o f the device is required. A failure
more underrated. means the character may t r y again, while a Klutz indicates that the fir-
i n g mechanism has been activated. A r o l l o f 01, however, means the de-
vice has detonated.
Animal Handling Almost any device, except a nuclear warhead, can have a time delay
Training dogs t o sniff out explosives, drugs, and weapons, this detonation.
training could also include sentry duty.
Cartography
Carousing Mapping o u t an accurate portrait o f the area travelled o r examined,
The skill o f being accepted as one o f the group and going out on or accurately reading a Map. Includes rolling plains i f driving, o r stellar
the town. Can be used t o pick u p information, and to examine loca- systems i f using a telescope (specify which kind o f cartography your
tions o f interest. hero has). Klutzing means t h e character miswrites or misreads a map,
b u t i s convinced that it has been done properly.
Cheat
There are t w o forms o f this. One i s t o Swindle; gyping someone out Escape Bindings
o f a product or their money . . . and being far enough away before they Removing rope or other obstruction/restraining items o f a highly
realize they've been had. There i s also Cheat a t Game, which is used secure nature. I f under direct observation, this skill cannot successfully
during card games o r other games of chance. A Klutz means the victim be used w i t h o u t t h e character's actions becoming obvious.
noticed the attempt.
t
Forgery (Type)
Counter- Insurgency Reproducing and/or altering items o f a highly secure nature. This
The ability t o be a spokesperson between traditional government is actually several different Specific Skills:
and anti-government forces This i s a liaison position, and the character
knows the boundaries past which he or she cannot socially step. This 0 Paper Forgery: All forms o f w r i t t e n documents.
skill i s inneffective i f one side (or b o t h ) does n o t accept the character.
0 Electronics Forgery: Replicating electronic patterns o r signals
(often w i t h jury-rigged equipment).
Distract
Engaging someone in conversation. The engaged character i s so 0 Material Forgery: Duplicating the look, feel, and weight o f an i t e m
absorbed that he or she w i l l notice nothing except the speaker. (clothing, a hand-held scanner, keys, etc.).
Filching
Native Language Linguacy Stealing very small items. Walking by a table is all a character has
The counterpart o f literacy, the ability of the character to speak to do in order to swipe a prechosen i t e m o f f o f it,
his or her native language.
Guerrilla Traps
Second Language Linguacy The ability to set snares, pit traps, falls, and other 'primitive' con-
The same as Native Language Linguacy, this deals with any addi- cealed traps. The damage such traps d o is equal t o 1D6 for every
tional language a character can speak. 20% (or part thereof) this skill roll ismade by. Gettinga total o f 146%
o n this skill when setting a trap means it w i l l d o 3 D 6 damage t o whom-
ever triggers it. Requires an OBS or T A L (or appropriate Specific Skill)
Streetwise Skill vs. Skill roll t o detect.
The language of the street. The underside of Etiquette, this skill
allows the character t o interact w i t h the lower classes t o obtain infor-
mation, safe passage through the territory, o r what-have-you. A Klutz Gunnery
means the character has insulted the people he o r she is talking to, Skill in using mounted, electronic weapons systems, such as a mis-
while a Max means the hero has w o n the respect and, therefore, help o f sile system o n a tank.
the street people.
~~
Climb
For d i f f i c u l t terrain, such as cliffs, mountains, or sheer faces,
true climbing often involves equipment. A K l u t z indicates that the hand
and f o o t holds have run o u t and the character must backtrack, unless
a 01 js rolled which means the character falls.
Dance
Dancing and effectively conveying the mood and feeling o f the
dance.
Dodge
A Defense Skill (c(.v. Combat), used t o avoid falling rocks, pianos,
and weapons. You could n o t dodge bullets or lasers, b u t you can dodge
slower missiles, such as arrows.
Play Instrument
Playing a musical instrument. Any skill over 20% is towards per- Grapple
fecting your skill w i t h the instrument. This skill serves t w o purposes. First, it acts as a 'grab skill t o permit
players extra accuracy when catching something. Secondly, t h e charac-
ter can grab another character more easily.
Pilot, Jet If, in a Skill vs. Skill situation, b o t h the Grapple skill was suc-
The skill in piloting a one- or two-seater high speed military air- cessful, and the opponent's defensive act was successful, there are t w o
craft. possible outcomes.
If the defender dodged, or got a higher skill total, he or she has
evaded the grapple attempt.
Pilot, Light Aircraft However, if the defender used an item t o parry with, and the grap-
Piloting domestic aircraft. pler got a higher skill total, the grappler has caught the item that was
used t o parry.
HALO Punch
'High Altitude - L o w Opening' training permits paratroops t o jump A n y thrust or sweep o f the hand, doing 1 D3 damage, modified
f r o m air transport flying above radar nets (over 10,00Om), and wait b y the character's DAM.
until they fall below radar detectors t o open chutes (around 1,300m).
Thls skill includes the use o f oxygen masks at altitudes above 5,000m.
~~ ~~
Ride
Riding a horse i n t o battle o r controlling it when it moves unexpec-
Jump tedly. Anyone can ride a horse a t a walking pace.
Jumping horizontally and vertically. Maximum distance for a run-
ning start is five times the character's HE1 in a horizontal jump, and
t w o and one-half times the character's HE1 in a vertical jump. Halve Scuba Diving
the distance for a standing jump. This maneuver i s performed a t half Military training in the care and use of scuba gear as well as combat
your character's Moves speed. underwater. A n y character with this skill suffers n o penalty for being
underwater (normally a -1 DIF).
Any and all characters performing skills underwater add +1 t o all
Kick M A N and K I N Skill Speeds.
A thrust or sweep o f the leg, doing 1D6 damage, modified by the
character's DAM.
Stealth
Walking quietly. Speed of the walk I S one half the character's
Martial Arts usual walk. Can vary according to terrain. Characters need t o win
Martial artists attempt t o improve themselves in all areas o f l i f e a Skill vs. Skill roll using OBS o r Listen in order t o hear the character
(such as increased CON%, Ergs, TAL%, K I N % and inner peace and using this skill.
control) b u t such extensive treatment is beyond the scope of this
chapter.
A n y player m a y select Martial Arts Specific Skills f r o m those below, Swim
as long as it is compatible with the character's background. The character's CON% is added to his or her Swim percentage t o
get the number o f minutes the character can swim w i t h o u t tiring.
0 Punch: Thrusting o r sweeping a hand, doing 1 0 5 damage, modified Without this skill, the character's CON% is used by itself.
b y the hero's DAM.
0 Unarmed Parry: This permits the character t o intercept some wea- Selfbow
pons, slow missiles, or limbs. Slow missiles include rocks, arrows, Sling
and crossbow bolts. Attempting t o parry (knock aside) a slow missile Whip
incurs a -2 D I F Knife
High velocity missiles (bullets, lasers, etc.) are n o t parryable.
Additional K N O Skills Additional T A L Skills Additional COM Skills Additional MAN Skills Additional KIN Skills
Art Speed Reading Teach: Dancing Conceal Skating
History Disguise Lucid Writing Calligraphy Trapeze Work
Bugging Sales Sense Seduction Juggling Hide
Coining Story Sense Train: Animal Painting Water Skiing
Computer Theft Nerve (chutzpah) Journalism Safe Cracking Mime
Mythology Gamble Counseling Woodworking Acrobatics
Photography Joke Telling Knot Tying Balance
Political Science Additional O W Skills Reporting Leatherwor k Braw Iing
Compose Music L i p Reading Public Speaking Dyeing
Falconry Perfect Pitch Opera Singing Sculpture
Trivia: Baseball Scouting Ridicule Simple Repair
Story tel Iing
~
4.8 LANGUAGES
Here's a random selection o f languages for you t o choose from. Interested gamemasters may d o the same for computer language
It isn't an exhaustive list, but it does cover a wide range. families, if he or she desires.
I
Language Family: Examples
Baltic: Latvian, Lithuanian North American Indian: Cherokee, Cheyenne, Comanche, Maya,
Benue-Congo: Bantu, Kiswahili SIOUX, Yuma
Celtic: Breton, Gaelic, Gallac, Welsh Polynesian: Hawaiian, Indonesian. Tahitian
Chari-Nile: Hottentot, Nubian Semitic: Arabic, Aramaic, Hebrew, Maltese
Creole: French Creole, Taki-Taki Sinitic: Mandarin, Cantonese
EskimoAleut: Aleut, Eskimo (Inuit) Slavic: Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak,
Finno-Ugric: Estonian, Finnish, Hungarian Ukrainian
Germanic: Afrikaans, Danish, Dutch, English, Flemish, German, Thai: Lao, Thai
Icelandic, Swedish, Yiddish T i beto-Burman : Burmese, T i betan
Indic: Bengali, Hindi, Nepali, Sanskrit Turkic: Tatar, Turkish
Indonesian: Indonesian, Malagasay, Malay Independent Families: Albanian, Armenian, Basque, Egyptian,
Iranian: Kurdish, Persian Greek, Japanese, Khmer, Korean, Mongolian, American Sign
Latin: French, Italian, Portuguese, Rumanian, Spanish Language, Vietnamese
A r t if icial : Esperanto, Interl ingua
SpecCal bb312t3er
'You've all been called to this gymnasium so that we weapon - i t can hinder as often as it helps. Each Ability operates in
can t e s t each of your Special Abilities. Your Ability is what a unique way.
got you in here, so we're determined to see what it can do.
Mechanical: The result o f a mechanical device permanently attached
To your left you can see that metal enclosure. It's a steel t o the hero's body.
box with a door, really. That is for testing things like weapons Mechanical Abilities, as a rule, are always present. This can pose
and heat-sensing,and heat-creating Abilities. problems in any number o f ways. For example, a character w i t h bionic
'Over here, t o your right, are an odd assortment of ve- legs cannot safely walk across a weak floor or be easily lifted.
hicles and computers. l see a couple of Corvettes, an army Physiological: Abilities present as a result of quirks o f metabolism,
jeep, and three old, reliable Macintosh computers. Those genetic oddities, chemical imbalances, and the like. Basically, the hero
are for testing machine empathy, as well as interfacing and possesses an uncommon physical property. They have the potential
electrical powers. for various problems which may n o t be immediately apparent.
'The rest of the stuff, like the trampoline, i s fairly self-
Mental: Abilities present because o f special training, psychic properties,
explanatory. Oh, and there's a medical team stanaing by. or simply unusual force o f will, they can be difficult t o use and rather
I'm sure there'll be some casualties today.' fatiguing.
Approaches
5.1 ORIGIN AND PURPOSE Abilities function in various ways. When y o u choose an Ability for
Every Phoenix hero has one or more abilities. This ability i s the your hero, decide h o w it actually functions.
reason your hero was selected b y Space Command for Project Phoenix.
Desiring a high survival rate o f the mission crew, they chose a wide Skilled: The ability is treated like a Specific Skill. You roll each time
variety of Abilities. This way the unexpected could be, i f n o t antici- your character attempts t o use it.
pated, a t least compensated for. A successful r o l l means the A b i l i t y functions normally. A Max
When choosing your character's ability, also decide i t ' s origin: means the Ability performs especially well, while a Klutz always means
w h y d i d your character w i n d u p w i t h the ability that he or she has? the hero has h u r t him o r herself somehow (1D 2 Trauma Hits).
T h i s background detail, coupled w i t h your personality, may influence A failed roll requires the character t o wait a t least 1 2 hours before
when, where, and how you choose to use it. attempting t o use that A b i l i t y again.
When deciding on a power, give i t a special name. For example, Special Abilities which w o r k well under this system are Physiologi-
Anthony Quill calls his power his 'Nerve Pinch', after Mr. Spock on cal and Mental.
Star Trek. Don't be afraid t o b e creative. Alternately, y o u could have
grown u p being taught that your Special Ability was 'wrong', and have Erg Loss :This Ability costs energy t o use, in the f o r m o f Erg loss
therefore never given it a name. for every u n i t o f time the Ability i s in use.
Mechanical and Physiological Abilities w o r k well under this sys-
tem.
Ability Generation
Each hero has 1 + 1 D 2 Ability Points t o spend o n Special Abilities. External Stimulus: These require some external stimulus t o set them
They can all be spent o n one Ability, or distributed among several off, such as a drug o r a hypnotic trance.
Abilities. Every Phoenix hero must have at least one Special Ability. This approach is generally used for Physiological powers, b u t
All Abilities must have the same Power Source. occasionally for Mental ones, as well.
1 t o the number o f animals the character can control. A single Ability process. Each A b i l i t y Point adds 2D10% t o the character's K N O
Point allows the character t o calm one hostile animal, while the t h i r d Sphere, and half that roll to his o r her other Spheres. This is rolled
allows the character t o domesticate three otherwise w i l d animals. for once and recorded.
Physiological: This biochemical ability has an uncertain duration o f Mechanical: A very sophisticated microcomputer i s tied directly i n t o
3 0 1 0 + 30 minutes. After this time your hero has absolutely n o the character's brain. It has a tendency t o send o u t miscoded
control over animals. signals and causes seizures similar t o 'grand mal' epileptic f i t s .
Mmtd: This i s a T A L Specific Skill. The animal senses what y o u are This occurs o n any roll o f 01-05% while this power i s in operation.
feeling. A hungry lion w h o senses fear requires the hero's total (Rolled on 1D100 at the beginning of each use.) This disables
concentration t o prevent it f r o m killing him or her. The animal the hero for 3D10 + 30 minutes, and causes 1 0 2 Trauma Hits.
is permitted a T A L Skill vs. Skill roll t o break the binding. Physiological: The ability to supercharge the character's Skill Spheres
for a short time. Every 10 Sequences this Ability is in operation
causes 1 D6 Erg loss.
Control Mental: The ability t o go i n t o a yoga-like trance. This takes 3D10 +30
The character takes over t h e target's gross m o t o r activities. A n y minutes to achieve, and last for 3D10 minutes, or u n t i l one task
skill covered b y K I N can be controlled w i t h this Ability, as well as some i s completed, whichever i s longer. Afterward, the character must
very crude M A N activities. wait 3D10 + 30 hours before attempting it again.
Leaping
The character can leap further than the human norm. These are
running jumps. Halve the distance for standing jumps. For each Ability
Point spent, m u l t i p l y the character's original leaping distance by 2,3,
or 4, respectively.
The effect o f this ability is the same, n o matter the power source.
Because the hero is so oriented t o his o r her position, sudden changes Presence
may b e disturbing. This is, in effect, m o t i o n sickness. When a character The ability t o seem impressive. This has many applications, b u t
is free falling, or in a vehicle making sharp turns, or in any similar the character must b e there in person t o influence someone. Talking
situation, the player rolls 1D6. If the result is less than or equal t o over the phone or video w i l l n o t do. This power adds to the character's
the A b i l i t y Points spent on that power, the character is disabled f o r T A L Sphere f o r the duration of the Ability, a t +2D10% per A b i l i t y
3D10 + 3 0 Sequences. A l l actions are performed at -5 DIF. After this Point used. Any time the character i s t r y i n g t o influence a character,
time, the penalty is reduced t o -4 D I F f o r an equal length o f time, it is a T A L Skill vs. Skill situation.
then down t o -3 DIF, and so on.
Physiological: The ability t o subconsciously tap subliminal dominance
signals, such as voice volume, pitch, and speech patterns, odor,
Thermal Touch body language and so on, and the ability t o play o f f these signals.
Allows a hero t o emanate heat f r o m his or her hands. For each This ability can be performed w i t h o u t trouble for 3D10 + 3 0
A b i l i t y Point spent o n this Ability, the hero does 1 D10 points damage minutes. After each use, the character begins t o feel the strain
(enough t o start small kindling fires, burn cloth, warm a cold body, in his or her own mind, and becomes nervous, timid, and otherwise
or even heat u p soup). the opposite o f his or her former self for 3D10 + 30 hours. During
this time the character has a DI F t o all skills during stress situations,
Mechanical: A power pack and thermal emitters in the palms, plus at a rate of -1 for each A b i l i t y Point used.
replacement of some skin surface w i t h a heat resistant material. Mental: The ability t o project a mental self-confidence signal t o one
In addition t o emitting heat, the hero can handle h o t objects safely. person per A b i l i t y Point placed i n t o this power. It is tiring, and
The power pack has enough charge t o r u n f o r a number o f Se- costs 1 D6 Ergs per minute.
quences equal t o half the hero's CON%. This recharges a t a rate
of around 1 Sequence per twelve minutes (roughly five Sequences 5.3 ADDtsTIONAL AB1 LIT1ES
per hour). There are an infinite number o f possible powers, these are only a
Mental: The character increases his or her metabolic rate and channels sample. You should attempt t o develop unique ones, o r at least p u t a
the results through his or her hands. This costs 1 Erg per 5 Se- t w i s t t o one of the powers listed here. Discuss it w i t h your gamemaster,
quences for every A b i l i t y Point spent on this power. I n addition, and come t o an agreement. Be fair, and choose a limiting factor that
every 10 Sequences incurs a 01% (multiplied by A b i l i t y Points) is t r u l y limiting t o you. This helps add the element of roleplay as well
cumulative chance of losing control. If t h i s occurs, t h e hero begins as strategic planning.
32
6,The Body
‘Okay, officers. We‘re gonna talk about pain now. Lots Hit Locations
of pain.’ When your character i s hit y o u need t o determine where the injury
occurred t o see if the injury causes a Trauma Hit. This i s accomplished
‘Major?’
b y the division o f the human body i n t o ten sections known as Hit
‘Yes, Keeps?’ Locations.
‘Are you going to arm wrestle me again, sir?’ T o determine the area hit, roll 1D20 and consult the Hit Location
’No, listen up. It‘s imperative to understand that anything chart a t the b o t t o m o f your character sheet.
that occurs to you affects your ability to do your job. I f
you’re wounded, you can’t concentrate on returning fire, Anthony is in physical training While climbing a ten-meter
if you’re addicted to cigarettes you get winded awfully fast, high wooden wall with rope and tackle, the mooring grapple at
and if you‘re sick - or suffering from radiation poisoning - the top dislodges and falls. Anthony follows, and lands in a pile
you could die. I‘m telling you all this so that you’ll pay of wooden support beams. M y gamemaster decides that Anthony
might have injured three locations, and rolls 1020 three times
attention to your combat training, your health classes, and
getting 8 (left arm), 17 (left leg), and a 13 (right hand). Since the
you’ll be especially careful around radiation. There‘s a few first two injuries are on the left side, my gamemaster decides to
things on the Phoenix which radiate, so you’ve got to take change the last location to the left hand.
safety precautions.
‘So stay alert a t a l l times and you’ll always come back Head 3 Hand L 2
Neck/Shoulders 4 Hand R 2
alive. Any questions?‘ Chest 7 Abdomen 5
’Major, what specific things on the Phoenix are possible Arm L 4 Leg L 5
radiation hazards?’ Arm R 4 Leg R 5
‘There’s a few engine components - three, I believe -
M y gamemaster then determines the amount of damage done
that have the potential to leak. They are inaccessible from
to each location, figuring the left arm first. The fall did 3 points.
the interior, so only servicing personnel should encounter Anthony can manage 4 points, so i t might only throb - a bruise
them. But you never know, because you may need t o make perhaps Next, his left hand takes 2. He can only handle 2, so he
emergency repairs a t some point.’ just makes i t on that one. Definitely a wound. Finally, my game
master determines that Anthony took 8 points in his leg. But he
can only handle 5.
Year of the Phoenix deals w i t h pain, fatigue, and damage separ- Anthony has suffered a Trauma H i t to his left leg, although
ately Within the game system, most damage i s transitory. Characters it‘s possible he only badly sprained his ankle.
heal speedily and have many alternatives when dealing with inpries.
Asphyxiation damage is b y oxygen deprivation, and i s transitory This also includes Trauma Levels from fatiguing activities - marathon
in i t s early stages. Permanent damage t o organs o r the brain can result runners can run themselves t o death.
f r o m a character revived f r o m a late stage o f asphyxiation. I f your gamemaster allows, characters w i t h a fantastic physical
Radiation damage is a result o f exposure t o a radioactive area. CON% (200%+) o r someone w i t h terrific willpower ( T A L 75%+)
Radiation damage is permanent, b u t the effects are temporary. Con- might be able t o recover o n their o w n w i t h n o help.
tinual exposure can k i l l 'a hero. Because o f the unique way it affects Permanent disablements aren't a common occurence, b u t anyone
heroes, radiation has i t s own rules, discussed later in this chapter, lacking medical attention will often have trouble w i t h injuries n o t
mending properly. This is left t o the gamemaster's discretion.
Extent of an Injury A character w h o receives a triple Trauma H i t t o the torso or head is
A Trauma Hit is a definite problem. Trauma Hits actually interfere fatally injured. Unless sophisticated and immediate medical help is
with a character's functioning. applied (within the hour), the character dies.
When the damage from a Trauma H i t i s more than l x and u p t o
2 x the Location's BOD, it is called a simple Trauma Hit. A simple
Trauma H i t to a Location injures that location. It i s n o t o u t o f com- 6.2 TRAUMA & INJURY RECOVERY
mission and can still be used. A simple Trauma Hit t o the head means There are t w o ways t o deal with injury and Trauma effects; arti-
the character is momentarily stunned, and must begin any action ficially and naturally.
over again. A Hit t o the hand causes your character t o drop whatever Medical a i d reduces the symptoms o f Trauma and speeds healing.
he or she is holding, while a simple Trauma Hit t o the leg o r abdomen It can b e used t o reset broken bones, bandage patients, etc.
means the hero falls t o the ground. However, the character can im- Bionic aid replaces lost limbs with mechanical ones, b u t can be done
mediately rise under his o r her own power. o n l y after wounds heal. (This technology is generally unavailable,
Any damage that exceeds 2 x BOD points t o a location is serious b u t some heroes have already benefited f r o m it w i t h a Special Ability.)
trouble. These are called double Trauma Hits. A double Trauma Hit Drugs and Healing Lore can heal. A drug i s an herb, a vitamin,
t o the head means the character is suffering f r o m a concussion and i s a shot or a robot. They assist the body's ability t o heal itself. Healing
probably unconscious. (A successful CON% roll w i t h a -1 D I F means applications are measured in Levels. A drug's Level is subtracted f r o m
the hero remains conscious.) A n y other location so hit is o u t of com- the time wounds take t o heal, and adds free CON% recovery rotls
mission and cannot be used. (see hereafter).
A n y blow that exceeds 3 x the Location's BOD i s a lethal blow. Characters can also have a Special Ability t o heal, or ignore pain
Referred t o as a triple Trauma Hit, if it strikes the chest, abdomen, and discomfort f r o m wounds.
o r head, the hero dies. A n y limb struck is either severed o r maimed.
Trauma Hits are n o t integrated - they are individual events. T w o
simple Trauma Hits to a location does n o t equal a double Trauma Hit. Physical Injury Recovery
That location is s t i l l usable. Likewise, a simple Trauma Hit and a double With simple care most injuries heal naturally,
Trauma Hit t o a Location doesn't equal a triple Trauma Hit. Simple Trauma Hits cause sprains, bruises, m i n o r burns, and lacera-
+
tions. They require 1 D 6 6 days t o heal. I f treated properly, a charac-
Trauma ter could be semi-active (depending upon the location and the desired
Year of the Phoenix emphasizes discomfort, pain, shock, and their action - a sprained hand cannot be used in writing).
effect o n heros above any physical injury. This is handled b y the Double Trauma Hits cause serious injuries like broken bones and
Trauma Table. The Table adjudicates b o t h internal problems (disease, back problems. These take about 1D6 + 6 weeks t o heal properly.
poison), and external damage (gunshot wounds, broken legs). Back injuries and punctures can't be moved w i t h o u t further injuries
In the game, there are six stages of Trauma, progressing f r o m (and an increase in discomfortlTrauma levels).
Mild (Level One) t o Lethal (Level Six). Traumas are simply a frame-
w o r k t o base symptoms on. Getting effects f r o m the table does n o t Triple Trauma Hits t o a l i m b have caused maiming or severing.
always mean that a character suffers a Trauma. They ,take 106 + 6 months to completely heal. (Triple Hits t o the
When suffering f r o m Trauma Hits, visualize what is happening to Torso o r Head are fatal.)
your character rather than paying attention t o the game mechanics. The A drug's Level is subtracted f r o m the die roll that determines
gamemaster w i l l offer some symptoms, depending upon the severity h o w long wounds take t o heal. Someone w i t h Level 3 Healing rolls
o f your character's condition. It i s u p t o you t o roleplay those symp- 1 D 6 + 3 t o determine how long healing takes.
toms.
A simple Trauma Hit causes a one-level shift on the Trauma Table.
while a double Trauma H i t causes a two-level shift o n the table, and Trauma Relief: Recovery Rolls
A character surviving a triple (limb injury) Trauma Hit shifts three In addition t o the actual healing, your character suffers f r o m pain
levels. and discomfort simulated b y the Trauma Table. Your character can
See the Trauma Table hereafter. attempt a CON% recovery r o l l once every 24 hours if he or she has
gotten a good night's sleep. I f the character lacks sleep, n o recovery
Permanent Damage and Death roll may be attempted. I f this r o l l is successful, your character loses
I f a hero reaches Trauma Level 5, he or she will n o t be able t o 1 Trauma Level [for example, Level 2 becomes Level 1). This Recovery
recover without medical aid o f some kind. The damage is t o o severe. Roll includes any D I F your character i s currently suffering. Drugs o r
Guarded -2 Severe pain, burning sensations, nausea, vomiting, Second degree burns, injury leading t o
severe headaches,. hvoerventilatina.
.. I
diarrhea.
.
disabled limb. food Doisonina.
. ~ "
Serious -3 Cramps, convulsions, confusion, sight distortion o r Third degree burns, loss o f limb.
loss, dehydration, constricted breathing, choking,
slight cynaosis, arthmias.
Severe -4 Severe heart palpitations, paralysis, seizures, possible Venomous bites, wasting disease.
brain damaae. Dossible hallucinations.
Critical -5 Unconsciousness, coma, severe dehydration, spasming, Ultimate terror or insanity, major wounds
cynaosis, heart attack, brain damage. hallucinat,ons covering extensive areas.
Healing Lore gives your character a free recovery r o l l for a number It's the pitch o f the situation that suggests t o the gamemaster
of days equal t o the Level o f healing (Level 3 healing gives the character that Ergs should come i n t o play. The frequency o f die rolls combined
one extra recovery roll three days in a row). This recovery rate is how w i t h the player's reference t o speed, tension, or dynamics are also
long it takes t o get rid o f the symptoms and effects o f Trauma Hits. indications.
This recovery does n o t help the actual injuries. Someone t r y i n g to use a Cheat skill w i l l have n o problem. B u t if
I f the character moves around before the wounds have healed, she is attempting t o use Cheat a number o f times, all the while bal-
the Trauma Levels return until bed rest (or the equivalent) i s restored. ancing herself o n a railing a n d singing, she will definitely expend Ergs.
For example, a hero with a broken arm moves about freely with
little or n o discomfort. Then the character attempts t o use the arm, Other causes o f Erg loss (Option): Each t i m e a character is hit (and
so severe pain (Trauma effects) return. the damage gets past armor, i f any,) b u t a Trauma Hit does n o t occur,
I f the character i s traveling - in a boat o r the back o f a cart, the he or she loses 1 Erg. This simulates minor wounds which aren't an
character can only attempt a recovery roll once every 48 hours. A immediate problem, b u t eventually tell upon a character.
hero's recovery can also be interfered w i t h by improper care, infections,
lack o f food and water, n o t setting bones, etc.. Long Term Fatigue
Characters w h o d i g ditches all day d o n o t regain all their vitality
overnight unless they pace themselves. In the same vein, riding a horse
Anthony is suffering Trauma Level 2. After 2 4 hours, he at- or marching all day produces fatigue and lack o f energy the next day.
tempts a CON% roll with a -2 DIF. He rolls a 1 on the D I F and
stays at Trauma Level 2 for that day. Strenuous Activity: Whenever a character spends the better part of
the day in strenuous activity, the player temporarily crosses o f 1 Erg
f r o m the Erg A c t i o n Track o n the character sheet. This means that the
character n o w has 1 less Erg t o use, and w i l l get winded faster.
6.3 ERGS: WIND 81 LONG-TERM FATIGUE
I
~
Anthony has an Erg rating of 12. He can repeat a skill 12 times Anthony has Moves of 4, and is currently suffering from Trauma
without fatiguing himself. Level 2 Using the Hazard Helix rules (see below), Anthony's
effective Moves value is 2. Anthony can travel 20 km without long
term Erg loss. .
When characters pass their Erg threshold, they incur a Difficulty
Die Penalty o f -1. When passing their Erg threshold twice, they incur a
-2 DIF. Passing their Ergs three times i s -3 DIF, u p t o five times Ergs
incurs a -5 DIF. Exhaustion: Every 3 hours after the first 12 t h a t a hero goes w i t h o u t
Frequency o f the Erg loss is n o t based on time, but o n the number sleep, the player must cross o f 1 Erg. In addition, the character incurs
o f s k i l l s attempted. The more s k i l l s characters use, the faster they a -1 DIF for every 12 hours after the first 12 hours.
get fatigued.
Along w i t h the Difficulty Die Penalty is a rise in pain and fatigue, Effect of Long-term Erg Loss: Once a character is reduced t o 1 Erg
matching 1 Trauma Level per 1 D I F penalty, until Trauma level 5 b y this method, he or she is n o longer able t o function, and is bed-
when characters pass out. ridden. The character m a y rise after regaining an Erg (so the character
has a total of 2 Ergs), b u t i s again bedridden i f the character is again
thrust d o w n t o 1 Erg through L o n g t e r m Erg loss.
Anthony has 12 Ergs. He i s in a fight and uses UP Ergs. When he
uses his 12th Erg, he suffers a - 1 DIF, and goes back up to 12 Restoring Long-term Fatigue Loss: The character recovers long-term
Ergs. Again, he uses 12 Ergs and now he suffers a -2 DIF. Erg loss exactly the same way as he or she recovers from Trauma Hits.
One CON% roll is attempted every 24 hours, after a good night's rest.
For something like quitting smoking, your gamemaster may only
Wind Recovery: When characters decide they've had enough, rest can permit a CON% recovery roll once per week, or even once every 2
help restore vitality. weeks.
Your character recovers f r o m one Erg-induced Trauma Level in one
hour. 6.4 THE HAZARD H E L I X
Someone w i t h Trauma Level 2 (like A n t h o n y ) takes t w o hours to A Helix is a spiral, while Hazard means peril and/or danger. The
lose b o t h Trauma Levels. Hazard Helix is a perilous spiral. In Year of the Phoenix, it is a down-
Once your character has lost at least 1 D I F penalty, change the ward spiral, possibly resulting in death. There are ways t o get caught in
character sheet tally back t o f u l l Erg strength. the Helix, all having t o do w i t h hazardous conditions or actions.
I f a character incurs a Trauma Hit, (a fall, combat injury, poison-
What's a Fatiguing Action?: A fatiguing activity is any action o r series ing), h e o r she has entered the Hazard Helix. A n y other time a Diffi-
of actions which are stressful and/or exertive, w i t h o u t benefit o f inter- c u l t y Die Penalty comes into play and t h e gamemaster considers
mittent, meaningful rest. that situation strenuous or requiring undue concentration, the character
Mechanically, it's any action requiring a die roll. The gamemaster might enter the Helix. This is rare, however.
determines what constitutes 'meaningful rest'. The Helix itself has f o u r factors.
The Helix Factors
0 +1 Trauma Level
0 -1 Difficulty Die Penalty
0 -1 Erg
0 +1 Speed Modifier
Disease Communicability
For every 100 R A D S a character has, he o r she suffers 1 DN Trauma Concentrated Damage
Levels, where N equals RADS/100. When an attack i s constant, and concentrated in a specific spot,
damage accumulates from Sequence t o Sequence. A n example is
driving a knife through someone’s chest. Each push o f the knife com-
A n t h o n y has been exposed to radioactivity several times (he pounds the damage. Another example is a noose slowly drawn tighter
used t o live near Three M i l e Island?) builaing his exposure up to and tighter. In these cases, damage per Sequence i s compounded.
225. So the character getting knifed, taking 3 points o f damage t h e first
During the day, h e accumulates 10 more RADS by drinking Sequence, and 2 points the second, w o u l d take a total o f 5 points
radiation-poisoned water, bringing his total up to 235. in the second Sequence. This compounding can lead t o multiple Trau-
That night, Ir o l l Anthony’s CON% versus 118 getting a total o f mas and death.
145, while m y gamemaster gets 197. A n t h o n y is sick. Since Antho-
ny has 235 RADS, rounding off to 200 means I roll 102. H e gets a
2, a n d A n t h o n y i s a t Trauma Level 2. Falling and Fire Damage
Each time characters fall their body HE1 (or part of) they lose
1 Erg. A character w h o i s 2 m tall and falls f o r t y meters loses 20 Ergs -
When a character’s R A D S average o u t t o the 500 level (450-549 enough t o cause a double, o r even triple Trauma Hit.
RADS), he o r she rolls 1D4 + 1 for the number o f Trauma Levels In addition, each t i m e the character falls his or her HEI, 1 D3
suffered. damage is done t o a random Hit Location. T h i s is a t y p e of Concentrat-
A t the 600 level (550+), 1D4 + 2 is rolled. ed Damage (q.v.), so a Location might receive as much as 4 D 3 or even
6 D 3 damage, rolled as one attack.
Duration: The sickness lasts N d 6 days, where N equals the Trauma Fire causes 1 p o i n t o f damage per Sequence t o each exposed loca-
Level the character suffers. tion. This damage continues t o build upon itself, so after six Sequences
I f Trauma Level 6 i s the result when rolling for radiation sickness, exposed t o fire, a location takes 6 Damage Points.
the character dies sometime during the last week o f the ( 6 D 6 day) Smoke inhalation causes the character t o lose 1 Erg every ten
sickness. Sequences, so after sixty Sequences the character loses a total o f 6
Ergs. Most people die f r o m asphyxiation before fire,ever gets near.
Sleeping characters need an 06s r o l l to awaken f r o m the smoke.
Anthony suffers Trauma Level 2. I roll 206, getting 7. A n t h o n y
i s sick f o r 7 days.
38
I n n n I
->-
a d -
In Year o f the Phoenix, combat is deadly. Experience w i t h the Once your gamemaster has finished, you m a y place your piece on
game will bear this out, b u t remember that more graves have been dug the field. Your gamemaster has the final say as t o the positioning o f
than heroes made. It isn’t that the game promotes a high kill ratio, any piece. Try t o be reasonable in case o f disagreement with the other
but that injuries are truly debilitating. Incurring several minor injuries players. Just because y o u assume your character was behind Leonard‘s
can immobilize a character, thus making him or her open to defense- character doesn’t mean Leonard isn‘t assuming his character was
less attacks. behind v o u r character!
A l l forms o f combat are mutually-agreed-upon rules for attempting
t o inflict injury upon another. If this were untrue, there would be n o Option: If the gamemaster has decided that your opponents have
such thing as ‘fighting dirty’. surprised you, he may have them attack you first, and only then pull
What all forms o f combat have in common i s attacking and being out the Battlefield. This reflects the inability of your character t o react
attacked. A battle soon becomes a whirlwind as participants clobber immediately. A n d not t o mention the fact that you might be as sur-
each other i n t o unconsciousness. The goal o f a good combat system prised as your character. Surprised characters are inactive f o r 1 D 3
i s t o permit the players the feeling that they are really there. This Sequences (the same amount o f t i m e that characters w h o Klutz in
requires some detail. However, needing t o reference a different rule combat are inactive).
for every action swiftly bogs d o w n the game i n t o number crunching
and rule-referencing, Because of this seeming contradiction, we need -a
method that organizes combat without hindering the f l o w o f the game. 7.2 SKILLS: OFFENSIVE, DEFENSIVE, & MANEUVERS
There are three types o f combat maneuvers in Year of the Phoenix:
Offensive, Defensive, and Maneuvers.
7.1 PREPARING FOR COMBAT
For resolution o f combat, your gamemaster displays the Battlefield, 0 Offensive skills include swinging a weapon, firing or throwing a
a 17” x 22” map included i n Year of the Phoenix. All personal combat projectile, using a special ability, o r physical assault. Offensive skills
i s played out on this grid o f alternating squares. Each square represents are used at your character‘s Skill Speed. A character’s Personal Speed
1 meter. indicates h o w many Sequences he or she takes t o perform an attack.
Covering it w i t h a clear plastic overlay allows terrain t o be drawn Someone with a M A N Speed o f 4 takes 4 Sequences t o shoot a gun.
directly onto it w i t h china markers o r grease pencils and wiped o f f w i t h 0 Defensive skills usually involve interposing an in-hand item between
a damp cloth. Otherwise, you might want to use playing blocks, model the character and an Offensive act. Shield blocks, sword parries, dodg-
train buildings, or spare dice t o indicate buildings, m o o n bases, and ing, and martial blocks are all Defensive acts. Unlike Offensive skills,
other terrain features. Defensive skills take only 1 Sequence, regardless of the action.
Miniature figures are used t o indicate your character’s position I f you wish to use a weapon in both an Offensive and a Defensive
o n the Battlefield when the specific location o f characters becomes capacity, y o u must have t w o skills in that weapon. For example,
important. I f y o u lack Year of the Phoenix miniature figures, then you an average character could have a Knife w i t h Offense at 67%, and
may want t o use buttons or spare dice. You could also create your Defense a t 57%. Additionally, skill in throwing a weapon accurately
own cardboard counters, i f y o u prefer. must be taken as a Specific Skill. If you don’t, these skills are a t your
The last items, dice and scrap paper, should already be lying around Skill Sphere percentage, just as all other non-specific skills are.
(assuming combat i s going on somewhere in the middle of a session). 0 Maneuver skills involve covering distance in an attempt t o engage
or evade an opponent, o r picking u p o r pushing an object. Charging and
Setting t h e Scene retreating are t w o types o f Maneuvers. Maneuver speeds are based o n
Next, your gamemaster sets the stage by giving a description o f the your Skill Speed.
current situation, including your character’s relative position t o the
action. Your gamemaster describes your opponents and, i f they are
in view, places miniatures representing them onto the Battlefield. 7.3 THE COMBAT CLOCK
I f they are n o t in range, he o r she describes (in general terms) h o w far Year o f the Phoenix combat i s played against an insistent metro-
away they are, and in what direction. To keep track o f ranges, you can nome beat, Sequence! Click! Sequence! Click! Sequence! Click! Beat
use dice lying o n the Battlefield in the direction of the enemy. If your upon beat o f the combat clock. Your gamemaster counts o f f Sequences
opponents were 230 meters away, there w o u l d be three dice on the when he or she sees the need for structure, such as in combat. Your
Battlefield, reading ’2, 3, 0‘. character moves a n d performs skill attempts within this structure.
Every act has a speed. Generally, the speed o f an act depends upon is u p to, using these definitions rnay increase play speed, 'I'm preparing
your character's Skill Sphere speed (q.v. 'Skills' chapter). There can m y weapon,' 'My character i s changing position from crouching t o
b e modifiers t o this speed, such as being encumbered. standing,' etc.
When your gamemaster begins Sequencing he or she petitions y o u
for your character's Personal Speed (current Skill Sphere speed plus Prepare a Weapon
any modifiers - see The Body chapter for modifiers t o your Skill This activity takes place when the weapon you want t o use i s n o t
Speed). A character's Personal Speed indicates how many Sequences in your hand. It takes your character 1 Sequence t o unholster a weapon
he or she takes t o perform a maneuver. Someone w i t h a M A N Speed or t o unsling it f r o m his o r her back. (A weapon buried in the b o t t o m
o f 4 takes 4 Sequences t o shoot a gun. o f a knapsack which i s l y i n g across the room obviously takes longer
Your gamemaster then announces each Sequence. As they are than 1 Sequence t o prepare.)
announced, you determine i f your character can act. Reloading a weapon i s also considered preparing or 'readying'
As Sequences click by, characters can begin an action, terminate a weapon. Your character's Personal Speed i s the number of Sequences
an ongoing action, perform multiple actions, interrupt one action it takes t o relaod a weapon, plus 1 Sequence per missile loaded, unless
w i t h another, o r d o nothing a t all. you character uses a clip/magazine, which o n l y costs 1 Sequence t o
load. Most modern day weapons have clips of some type.
Step One: Announcing Intentions A character using a pistol that has 6 chambers, w i t h a M A N speed
When your gamemaster starts Sequencing he or she asks for your o f 3 Sequences, spends 3 Sequences t o reload, plus 1 Sequence per
intentions. This is often phrased,'What i s your character doing?', or bullet that is loaded. To completely reload that particular pistol takes 9
'What do you want t o do?', etc.. Sequences. Good luck i f he or she i s in the middle o f a fight. . .
Keep your intentions simple. Avoid beleaguering your gamemaster A character using a Longbow w i t h a M A N speed of 1 takes 1 Se-
w i t h a series o f actions, conditional or linear - t h i s defeats the entire quence t o aim and fire, plus 1 Sequence t o load t h e arrow, for a total
purpose of Sequencing (that being t o break down a confusing series o f 2 Sequences per arrow.
o f actions i n t o manageable pieces), although most gamemasters are
n o t hostile t o conditional actions - 'If she charges m e I w i l l attempt Aiming a n Attack
t o Dodge. otherwise, I'm looking f o r m y communicator.' Your character is spending extra time t o aim a weapon, brace the
Your gamemaster might ask each player his o r her intention begin- weapon, or i s otherwise involved i n an imminent attack. 7
ning w i t h the character o f the slowest KNO skill speed. This allows There are t w o different methods o f achieving this, and players
those characters w h o can t h i n k quickly t o react t o the other character's should decide which they prefer and then stick t o it.
actions. Your gamemaster could also ask based upon Personal Speed, Method One: Every Sequence the character pauses, aiming the shot,
or any other method, including random selection. the player may adjust the Hit Location roll by 1 point. The character's
I f you say nothing, i t is assumed your character is continuing his Skill Speed - 6 i s the maximum number of points the H i t Location d i e
or her actions f r o m the last Sequence. can be altered, so someone firing a gun w i t h a MAN Skill Speed o f 4
waits 2 extra Sequences before firing. That player can adjust the H i t
Step Two: Counting Down to Action Location roll b y 2 points. The character is free t o continue waiting, b u t
Once you've stated your intention, it's u p t o you t o keep track it w o n ' t affect the aim.
of when you can act. I f your hero's Personal Speed i s 4 y o u must count Method Two: Look on the character sheet and count u p the slots
4 Sequences between announcing intentions and rolling t o see i f that allotted t o the H i t Location you are aiming for. For example, the Chest
action was successful. Don't expect your gamemaster t o i n f o r m y o u is listed as, '4-7', which means there are 4 slots (4, 5, 6, 7). 6 -total
when it's your turn. If you miss your cue, and f i n d that your game- number of s l o t s = DIF penalty. Aiming at someone's chest therefore,
master has passed the Sequence in which y o u would act, it means that has a -2 D I F penalty. H i t t i n g someone's hand has a -5 DIF, while
your character paused and did nothing. Your gamemaster should not shooting for the Abdomen is a -3 D I F.
backtrack for you (and is n o t obligated t o d o so). On t h e other hand,
your gamemaster i s obligated t o allow you t o complete your action Attack
in the present Sequence, and n o t have you begin the action over again. Your character can attempt t o attack anyone he or she can see
(or knows the location o f ) as long as the target is w i t h i n range.
Step Three: Acting After you've waited the proper number of Sequences, roll 1D100
When the appropriate number of Sequences have passed, tell your and add the skill percentage just like any other skill. If the total is
gamemaster, w h o tells you what dice t o roll or asks for more informa- 101% +, then the skill attempt is successful.
t i o n w i t h which t o adjudicate the results.
If t w o combatants are able t o act in t h e same Sequence, their raw Defend
Skill Sphere speeds are compared and the faster character acts first. Defending means that your character is t r y i n g t o block an attack
I f both speeds are the same, t h e characters act simultaneously. w i t h something. or else t r y i n g t o dodge or duck t h e attack.
Unlike other skills, you are always free t o spontaneously perform You may always defend at any time during a combat, even while
a Defensive skill in any Sequence o f your choosing, as Defensive skills in the middle o f your own attack (such actions are Multiple Skill Use).
only take 1 Sequence. I f you are in the middle o f usinganother skill, However, the weapon used t o defend w i t h cannot be used t o attack
however, (or wish t o defend against more than 1 attack), it is Multiple w i t h i f b o t h happen in the same Sequence. Which means you rnay
Skill Use (see t h e Skills chapter). break o f f an attack t o defend yourself, i f y o u wish.
I f y o u attempt a Defensive s k i l l (such as parrying, blocking, or
Step Four: Recording Changes dodging) t o evade an attack, then you must announce your intention
The gamemaster's response may include changes t o your character t o defend before your opponent rolls the dice for the attack. I f y o u
such as, 'Your gun is empty', or, 'You have sprained your ankle'. w a i t until the dice have been rolled (and can see i f it needs defending
Besides these ch'anges, your character is using u p Ergs, possibly against or n o t ) you cannot initiate any defensive measures. If you d o
suffering Trauma Hits, and you are definitely counting Sequences. announce a defense attempt before your attacker rolls the dice, i t is
These need t o b e kept track of. Update your sheet between sessions, Skill vs. Skill (q.v. Skills). Both s k i l l attempts are rolled at the same
recording any long term changes t o your hero. time, if b o t h the attack and the defense are successful, the higher
Your gamemaster may also opt t o 'freeze' the action every so often total wins.
t o let everyone update their character sheets (actually, players should Unlike other skill attempts, defense skills take only 1 Sequence.
be busy scrawling over scrap paper and wait until the end of t h e game ' ( I t w o u l d also make the combat system unusable i f Defense skills
t o write on their character sheets). This might also include resetting t o o k more than a single Sequence.)
t h e combat clock t o '0' and starting again. Characters in the middle
of an action carry o u t their Sequence count - they don't start all Maneuver
over again. Characters are free t o back up, dive, charge, or perform any other
maneuver they are capable o f performing w i t h i n the constraints o f
physical ability and terrain. Maneuvers involve moving f r o m square t o
7.4 COMBAT ACTIONS square o n the Battlefield.
When represented by a miniature figure o n the Battlefield, your All maneuver skills are based upon your character's K I N Skill
character i s 'in combat', regardless o f his o r her actual condition o r Sphere percentage. Particularly dangerous or absurd maneuvers are
actions. Combat offers the following selection of activities open t o your subject t o any D i f f i c u l t y Die Penalties imposed by t h e gamemaster.
character. When you are telling your gamemaster what your character Running, sprinting, jumping, climbing, or swimming while attempt-
40
ing another skill is Multiple Skill Use. I f the Maneuver skill fails, the Combat Facing
character has found that he or she is unable to both move and perform Although a character can technically attack i n t o all adjacent
the other skill. A Klutz result means the character falls. squares, the character's senses can't watch a 3600 radius. A character
Specific Maneuvers are explained later. can effectively attack and defend f r o m the three Primary Zone squares
he or she is facing (see Illustration 2). This arc of concentration extends
Change Position out f r o m the three Primary Zone squares, as shown.
Characters can change facing, stand up, fall down, sit, etc., as long I f a character is somehow aware of it, he or she may Dodge an
as they remain i n the square thay are in. Each change takes 1 Sequence. attack f r o m any direction, b u t may only parry or block in his o r her
This i s considered a skill attempt, b u t you don't usually have t o roll effective attack area (you cannot block a blow to your back).
o n your K I N t o see i f it was successful. However, if y o u are suffering
a D I F penalty (or y o u would be suffering f r o m a DIF penalty by Threat
performing this movement, such as the ground is slippery - see the l i s t This Defensive act is performed with a long weapon (range o f 2 m
of D I F penalties in the Skill chapter), then just the D I F i s rolled. or better) when your character wishes t o keep his or her opponent at
Of course, i f you are performing another skill while you are chang- bay. This takes 1 Sequence, as the weapon does n o t have t o aimed o r
ing position, it i s Multiple Skill Use. swung, just held out.
The attacker must roll a successful Dodge (Skill vs. Skill - see the
Other Skills chapter) t o get around your character's weapon.
Talking, thinking, or preparing a Special Ability all qualify as If and when the attacker gets around your character's weapon,
other activities. it cannot be used t o effectively attack with in that Sequence.
Feint
I f y o u r character Feints he or she must actually have been in range
t o d o so. Otherwise, the opponent is n o t fooled. Announce your feint
as i f it were a normal attack, and wait f o r a response f r o m your oppo-
nent. If your opponent announces that his or her character w i l l defend,
immediately announce (before any dice are rolled) that you are feint-
ing. Both o f you attempt skill rolls.
I f y o u fail y o u r skill roll, your feint was unsuccessful. It counts
as a skill attempt in all ways, and looks t o have been an ill-attempted
attack.
I f y o u succeed in your skill attempt b u t your opponent wins the
Skill vs. Skill roll, the Feint does n o t count as a skill attempt for you -
completely ignore it.
However, i f you d o w i n the Skill vs. Skill roll, it does n o t count as
a skill attempt for your character - completely ignore it. (Clever
Primary Zone characters w i l l attempt to feint in the very same Sequence they are
actually attacking. This gives their opponent a DIF penalty for Multiple
Secondary Zone Skill Use.)
Your opponent must treat his o r her die roll as a real one in all
Tertiary Zone respects.
Illustration 2
A character's typical attack areas are shown as above. The character may o n l y utilize the three Primary Zone squares that he o r she
i s facing, as shown, and t h e rest o f the effective attack area extends f r o m these parameters.
directly toward or away) t h e attacker must use his or her Personal 1010 r o l l (maximum o f 0 o n the 1DlO). This simulates corrections
Speed to set u p for each shot, o r accept a -1 D I F f o r every meter f r o m a forward observer. If there i s n o way to observe the missiles,
the target moves per Sequence. y o u m a y n o t correct the 1 D10.
If rapid-fire weapons are used, they technically fire one burst
per Sequence.
7.6 MANEUVERS
Opportunity Fire Each square i s considered t o be roughly 1 meter across. Therefore,
Your character must proceed w i t h a missile attack, and wait through an average character (Moves o f 3 m ) can move 3 squarps per Sequence
t h e number o f Sequences required to fire it. Then he o r she may wait during combat.
further, defining an area he o r she is aiming at. The very first target A fatigued charcter o r one suffering f r o m Trauma takes longer t o
which matches the player's announcement o f where he o r she is aiming cover the same distance. A typical character at Trauma Level 1 (see
('Next person to come through that airlock', 'Anyone w h o pokes their The Body chapter) moves 2 squares per Sequence (any character
head u p f r o m that crater', etc.) must be fired at. If the character does can always move a m i n i m u m of I m unless prone, unconscious, etc.).
not want t o shoot (a friend walks through the airlock), the player Detailed below are some o f the more c o m m o n Maneuvers characters
must make a successful T A L % skill roll t o avoid shooting. may wish to attempt.
Charging
A character w h o chooses t o charge must have enough time to build
u p momentum. This t i m e is equal to a character's KIN Skill Speed in
Sequences.
On the last Sequence o f a charge, the character may automatically because larger or smaller characters use weapons scaled t o their size.
attack. This attack i s attempted just like any other skill roll, b u t the Damage Class f o r an average character is '0'. The D A M for your
character may act before his or her opponent ( w i t h one exception - character was figured during character creation. The D A M number
see below). The character is penalized for Multiple Skill Use. is considered t o be a d i e side, so that a D A M of +2 will change the
damage d i e on a weapon from, say, a D6 t o a D8. Or f r o m a D4 t o a
D6. A D A M of -1 will change a D6 t o a D5,or a D10 t o a D9.
There are 1 l m between A n t h o n y a n d his target, a n d i t takes Weapons requiring a character's physical ability t o wield use the
him 1 Sequence to run 4m. Three Sequences later A n t h o n y has D A M modifier. These include clubs, fists, kicks, shield, a switchblade,
reached one o f the men a n d can immediately r o l l f o r his attack. a whip, and the like. T h i s adjustment also applies t o any handbow,
because the more muscle available, t h e more pull the character has.
Weapons that the D A M i s n o t applicable t o are those w i t h their own
Anyone w h o runs i n t o a weapon set t o receive a Charge takes the propellent such as guns, lasers, crossbows, etc.
weapon's rolled damage, modified by the charging character's DAM. ~
'ulled Blow5
Your character can restrain an attack, reducing the potential damage
7.7 DAMAGE b y reducing the amount or size of the damage dice. For a weapon
Each weapon has a damage rating listed f o r it, which is the amount doing 1 0 8 + 1, y o u might choose t o roll only 1 D 6 + 1, or even 1 D4.
o f damage a typical weapon of that type does. For example, a fist
does 1D3 (1-3 points). Anytime a successful attack i s scored, 1D3 i s Firing a t Protected Targets
rolled and the result compared t o the location that was struck. I f the If a rolled H i t Location is protected by an obstruction, such as a
weapon damage exceeds that location's BOD, then a Trauma H i t has stone wall o r automobile door, the missile hits the protection. It may
been scored. (For a detailed look a t Trauma, see The Body chapter.) s t i l l get through i f the damage exceeds the obstruction's BOD points
When determining weapon damage and H i t Locations, the one (see below).
who is h i t rolls the location, while the attacker rolls the damage (this
helps t o speed u p the game). Hit Location Modifications
When one character has a height advantage over another such as
I a mounted adversary, when in the three-dimensional arena o f space,
Anthony's fighting a L i b y a n spy in a corridor of the space or when using natural weapons such as fists and kicks, H i t Location
station America The woman fires her p i s t o l and i t does 108 + 1 rolls are altered.
damage. The player rolls a 4 a n d adds 1. The bullet does 5 points When attacking from a disadvantage or when using a k i c k t o attack
o f damage. Anthony's player rolls 1020 a n d consults the Hit anyone, roll 1 D13 + 7 t o determine H i t Location.
Location chart o n the character sheet He rolls a 12. H e was hit in When attacking f r o m an advantage, or when using a fist, roll 1 0 1 6 .
the L e f t Hand. A n t h o n y has 2 B O D points in his L e f t Hand. The These don't apply t o ranged missile attacks (David and Goliath
p i s t o l does 5 points. He i s suffering from a double Trauma Hit. clearly proved that).
His hand is broken and bleeding!
Object BOD Points
When your character slams i n t o the side of a space station w i t h
a crippled Shuttle, attempts t o defenestrate someone through a closed
window, or tries t o destroy machinery, the question o f damage t o
inanimate objects comes up. How badly did y o u hurt something?
The Skills chapter handles characters attempting t o work w i t h
damaged equipment. The following l i s t gives BOD points for those
items. A n object's BOD points w o r k exactly like a human character's.
Trauma Hits can be scored, etc. When an object receives 6 Trauma Hits
(or a triple Trauma H i t ) it is totally o u t o f commission and must b e
replaced. Any damage less than this means the item can (usually)
be repaired.
There are exceptions t o this ruling, of course (aren't there always!).
Normal glass, for example, shatters after a single Trauma Hit, b u t
bullet-proof glass will n o t shatter from bullet fire. Your gamemaster
must adjudicate these damage results w i t h common sense.
L i f t i n g a Resisting Subject
Roll 1D6 Result I f your character attempts t o move o r l i f t a resisting subject, ( d r a g
Simple Trauma Hit gins or pushing someone w h o i s kicking and screaming, for example)
Double Trauma H i t your character should immobilize the subject if possible. This can be
Triple Trauma Hit done any number o f ways, but a right cross t o the jaw is sometimes
I I effective (also. see above).
I f the subject i s free t o resist, roll 1 D l O O + M U S versus the target's
Max Defense: A n y Max parry means the character has broken the 1D l O O t M U S or WEI, (whichever i s higher). The higher total wins.
opponent's weapon. I f the opponent's weapon was a natural weapon I f the resistance is actually another force (another character, a
(horn, fist, f o o t ) it is treated as a Max Attack, above. The Hit Location machine, etc., holding the subject) all rolls are made vs. the other
i s automatically the attacking weapon. force's M U S or W E I .
I f a character wishes, a Max Defense disarms the opponent instead
o f breaking the weapon (excluding natural weapons). The weapon L i f t i n g an Unresisting Subject
flies 1 D3m i n a random direction. I f your character attempts to move an unresisting subject, he or
she must w i n a simple Character's M U S vs. Target's WE1 contest.
Max Dodge: A n y Max Dodge permits the character t o attempt a Free I f the subject i s helping (such as your character pulling a thankful
Strike. The target may not actively defend in any way against a Free subject u p f r o m the edge of a cliff), the target's WE1 i s halved.
Strike. I f your character manages t o l i f t something which weighs more
A Free Strike simulates the character's ability t o use his o r her time than your listed M U S (a definite possibility, considering your MUS
effectively t o take advantage o f a chance break in the opponent's represents the ability t o l i f t something without difficulty), he or
defense. Free Strikes cost n o time and are played just like any regular she is subject t o the following restrictions. For every 10 k g o f the
skill attempt, b u t without regard f o r Skill Speed. object over your character's MUS, your character's Moves value IS
reduced b y 1 p o i n t (may go d o w n t o 'O', meaning that your character
Anthony takes 1 Sequence to attack with his pistol. H e rolls a i s immobile). Also, for every 10 kg. o f the object over your character's
Max! The defender makes his Defense skill (holding up a shield). MUS, he or she expends 1 Erg every Sequence.
but his total i s lower than Anthony's Anthony's attack succeeded.
I roll ID6 for the severity o f the blow, getting a 4. Anthony's Pulldown
inflicted a double Trauma Hit. If your character attempts t o pull a subject to the ground, use the
rules for moving targets.
44
Option: A character receives +05% t o the ID100 + WE1 roll for every
Moves point (modified due t o armor, wounds, etc.) he o r she has. I Average Weight of Common Objects
Object
I
Throwing Range
In Year o f the Phoenix, the distance y o u r character can throw
an object depends mostly o n the item’s weight. The item‘s weight ChimpanzeeiChild 20
is subtracted f r o m one-half your character’s MUS. This is the chorac- 1 Television SetiBicvcle 25 1
ter’s throw range (in meters) for that particular item. I f the item is Extravehicular Mobillty Unit ( E M U ) 40
large or bulky, your gamemaster i s free t o use only one-third o r even
one-fourth of t h e character MUS. Items designed f o r throwing are
different, and covered under The Battlefield and Weapons Ranges
(q.v. ). Washing Machine/Safe/Piano 100
Note that your character’s theoretical throwing range has little 1 Tiger 225 1
t o do w i t h actually throwing something, The ability t o aim is a regular Pony 250
KIN skill. HorseIBear 450
Elephant 10,000
Shuttle (empty) 70.000
8.EquCpnrent
‘Now, does anyone here know how t o use the medical of ventilation tubes, which is crucial for healthy functioning.
kits stowed aboard the Phoenix?’ 0 Waste Removal: The Unit collects human waste and prepares it
9mm Glock 24 Dodging & Stealth Skills: In addition to the Erg and Speed penalties,
A belt-and-suspender holster i s included and w o r n under the combat every -4 Erg reduction imposes a -1 D I F t o any character's KIN skllls.
Someone w i t h -8 Ergs has a -2 DIF. This DIF penalty o n l y applies
t o KIN skills, n o t t o other skill use.
Self-loading pistol/MAN
RevolverlMAN
Damage: This i s the damage t h e projectile does when it hits. Automatic and Semi-automatic firearms can double this damage, shotguns
can triple it.
Dur (Durability): This value i s added t o the Skill Sphere's Klutz value, t o indicate the weapon's tendency t o misfire/jam/etc.. The new
Klutz value is used whenever an attack is rolled using this weapon.
Melee Range: When used as a melee weapon, this is the reach o f the weapon in meters.
Missile Range: The range of the projectile.
Nation/Year of 1st Manuf.: The principle or original manufacturer o f the weapon, and the date o f the first commercial manufacturing.
Rounds/Feed: The number of projectiles in one clip or magazine. Once this number o f shots have been fired, the character must reload.
Feed is the type o f mechanism used t o supply the weapon w i t h projectiles.
Sphere: The Sphere the Specific Skill falls under.
Skill or Specific Skill: The Specific Skill your character must have t o use the non-boldface weapons. For example, a character w i t h
the Specific Skill Self-loading Pistol can use a l l Pistols shown under that heading.
Without a Specific Skill, characters use weapons at their Skill Sphere percentage.
~~
Energy Weapon
Specific Skill/Sphere Missile Damage Charge NationIYear
Example Range of 1st Manuf.
Shuttle Computer or
Shuttle Weaponry/KNO
ForeIAft Heavy Laser Unlimited"* 3D10 + 2 100 Rockwell International
California/l992
Melee Weapons
Ski ll/Sphere Melee Damage
Examples Range ( m )
I Shortsmord
Longsword
0-1
1-2
1D8
1DlO ' Melee Weapon Descriptions (selected)
Hand Axe: A one-bladed axe often used as a w o o d cutter's axe.
Battleaxe: T w o huge blades at the end o f a thick, sturdy shaft. Must
be used t w o handed.
Shortsword: A n y short, straight, double-edged sword.
Longsword: A relatively long straight weapon which comes t o a point
yet does n o t impale.
Great Sword: A sword requiring t w o hands t o use, it i s double edged
and needs surprisingly l i t t l e r o o m t o wield effectively.
Hammer: A hefty weapon, w i t h a claw o n one side of the blunt head
and a small spike o n the other.
Mace: Similar to a club in overall shape, it is typically made of metal.
It often sports a spiked or banded head.
Quarterstaff: A long, strong staff sometimes used for both fighting
and as a walking stick. When fightiny, it i s normally used in both
hands, horizontally. Both ends are weighted, and are used t o strike
with.
Spear:, A pole o f wood, pointed a t one end, ofteri w i t h a stone or
metal blade.
Whip: Usually about 2m long, it can be used t o entangle and immobi-
lize a character (when a Max is rolled) instead o f doing damage. A whip
lash stings.
Riot Shield: They come in t w o sizes: 'Buckler' and 'Full,' hence the
two listings for Melee range a n d for damage. These are police r i o t
shields.
I
a
I
d
Police barricade,
police roadblock, etc.
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Hovercycle Hovercycle
1-8 Engine' 313
1-8 Engine* 313
9-16 Propulsion" 6/6
9-16 Propulsion* 616
17-20 Passenger varies
17-20 Passenger varies
I I
Generic
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Contents
9. WHAT'S G O I N G O N ? .......................... 2 12.5 Helicopters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.1 Role of the Gamemaster . . . . . . . . . . . . . . . . . . . . . . . 3 12.6 Dirigibles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.2 H o w d o I Stai t . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 12.7 Vehicle Counter Use Summary . . . . . . . . . . . . . . . . . 31
9.3 Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 13.ENCOUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.4 The Game i s A f o o t . . . . . . . . . . . . . . . . . . . . . . . . . . 4 13.1 Gamemastered Characters . . . . . . . . . . . . . . . . . . . . 32
9.5 Glossary and Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 5 13.2 Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
World War Three . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 13.3 New Characters for Players . . . . . . . . . . . . . . . . . . . 35
10.NORTH A M E R I K A : T H E VIEW F R O M H E R E . . . . . . . . . . . 7 Amerikan Characters . . . . . . . . . . . . . . . . . . . . . . . . 36
10.1 Geography and Climate . . . . . . . . . . . . . . . . . . . . . . 7 1 4 . T H E A R T OF G A M E M A S T E R I N G . . . . . . . . . . . . . . . . . 38
10.2 Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 14.1 Creating Adventures . . . . . . . . . . . . . . . . . . . . . . . 38
10.3 Population and Government . . . . . . . . . . . . . . . . . . . . 7 14.2 Your Campaign: Running Adventures . . . . . . . . . . . . . 3 9
Population & Climate Map . . . . . . . . . . . . . . . . . . . . . . 8 14.3 The Tao o f Rule Writing . . . . . . . . . . . . . . . . . . . . . 41
10.4 Transportation . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Languages Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 T H E ADVENTURES
10.5 The Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 PLUNGE I N T O N I G H T M A R E . . . . . . . . . . . . . . . . . . . . . . 43
10.6 The Government . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Episode One: Skyjack! . . . . . . . . . . . . . . . . . . . . . . . . . 45
10.7 A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . 10 Episode T w o : I n t o the Hierarch's Lair . . . . . . . . . . . . . . . . .4 9
10.8 Political Boundaries . . . . . . . . . . . . . . . . . . . . . . . . 11 Shelter HL V- 17 Map . . . . . . . . . . . . . . . . . . . . . . . . 49
10.9 State of t h e Union: Military Affairs . . . . . . . . . . . . . . 13 Dyesyat Refinery Map . . . . . . . . . . . . . . . . . . . . . . . 53
North America Strategic Direction ( T O & € ) . . . . . . . . . . . 14 Episode Three: The Rescue . . . . . . . . . . . . . . . . . . . . . . 54
St . Augin's Book o f Days: The Third World War . . . . . . . . 17 South Building Map . . . . . . . . . . . . . . . . . . . . . . . . . 55
11.EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Collection Dish Station Interior Map . . . . . . . . . . . . . . . 56
11.1 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Quickstart Vehicle Rules . . . . . . . . . . . . . . . . . . . . . . 58
11.2 Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Episode Four: Show and Tell . . . . . . . . . . . . . . . . . . . . . 59
11.3 Medicinal Herbs . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Map of a Portion of Eastern Pennsylvania . . . . . . . . . . . . 60
1 1.4 Medical Devices . . . . . . . . . . . . . . . . . . . . . . . . . . 19 ROADTONOWHERE. . . . . . . . . . . . . . . . . . . . . . . . . . . 61
11.5 Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Encounter One: Nathaniel Crosby . . . . . . . . . . . . . . . . . . 61
11.6 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Encounter Two: The Borrika Mine . . . . . . . . . . . . . . . . . . 62
11.7 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Borrika Mine Map . . . . . . . . . . . . . . . . . . . . . . . . . . 63
11.8 Leisure Items/Staples . . . . . . . . . . . . . . . . . . . . . . . 25 Encounter Three: Scranton. PA . . . . . . . . . . . . . . . . . . . . 64
11.9 Vehicle Statistics . . . . . . . . . . . . . . . . . . . . . . . . . 25 Further Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Vehicle Statistics Sheet . . . . . . . . . . . . . . . . . . . . . . . 27 BENEATH THE CITY . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
1 2 . V E H I C L E ENCOUNTERS . . . . . . . . . . . . . . . . . . . . . . . 28 Episode One: Start Spreading the News . . . . . . . . . . . .67
12.1 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
12.2 Setting the Scene . . . . . . . . . . . . . . . . . . . . . . . . .
28
28
.
Liberty Bay and Manhattan Map . . . . . . . . . . . . . . . . . 69
Episode T w o : I'm Leaving Today . . . . . . . . . . . . . . . . . . . 7 0
12.3 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 World Trade Center Station Map . . . . . . . . . . . . . . . . . 72
12.4 Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
CLASSIFIED
Possession of this document by unauthorized persons constitutes treason against the
United Provinces of Eastern Russia
Reports continue to come in concerning an airship of some kind. Telemetry reports indicate it went
down over the ocean at 2104 hours on February 28.
This new ship demonstrates equipment possibly equal to, or slightly better than, that which we cur-
rently possess. That our defense systems are inadequate to deal with the speed and trajectory of this
craft is a sobering thought. We simply do not have the ability to stop an attack from an airship traveling
at that speed and decending at such an angle.
Neither France nor Great Britain currently have the capability to manufacture - in secret - such an
airship. Belgium is out of the question, as are the pathetic Amerikan Rebels. The Asiatic Conclave ap-
pears to be our best assumption.
One of my subordinates thinks the angle of descent indicates that the craft came in from an extreme
altitute - perhaps from earth orbit. This is clearly impossible. No one has placed anything into space
since our liberation began, and Eastern Russia herself has only begun the first few glorious steps t o re-
claim space.
We have not yet determined whose it was, but be assured that we will find out.
We are having some small difficulty with several communities in the area. Executions were ordered
and carried out, to little effect. I have ordered the bombing of one of the larger villages, to commence
tomorrow.
The difficulties can be summed up as follows:
0 The locals speak almost exclusively their native language (English, French Canadian, Spanish, etc.).
Although mandatory, the teaching of the Russian language is lax. This is not an isolated occurence.
I have reports from all the Provinces in the last few years. Apparently we have the same problem with
our Russian troops. The Russian language is now rarely spoken, and only seen in its written form in
official documents.
0 The rebels seem to have several contacts in the area. I believe I have dealt with most of them, but
they continue t o spread their poison among our people - causing them to turn away from Mother
Russia.
0 Food rations have been reduced again, due to the drought in the miawest Provinces. I realize this
is a worldwide problem, and we must all cooperate in these hard times. Still, it is a contributing factor.
Your latest plan, I believe, is a good one. It is time the resistance was finally crushed and all of Eastern
Russia freed. Bad morale has been a factor in the last few years. Attempts t o provide incentives have met
with limited success. The upcoming mobilizations will provide a clear goal and a clear enemy to fight.
Something we have lacked for some time.
Major M. Krucshev of Battalion 1 2 assures me that his regiment is prepared for action at a moment’s
notice. We await your orders.
Welcome t o the Adventure Guide. Here y o u w i l l f i n d a world But a set of roleplaying rules i s something else, as well. Remember
quite different f r o m the one the players are expecting. The Training when y o u played cowboys and indians/cops and robbers/intelligent
Manual paints a heroic picture of America exploring and defending apes and humans in your backyard? When there was a disagreement
the last frontier - outer space. But during the astronauts' first adven- as t o the outcome of a situation (you shot the cowboy, you outfoxed
ture, they are hurled from their Shuttle and t h r o w n back o n t o earth . . . the coppers, y o u knocked out the gorilla) arguments often ensued.
in the year 2197 C.E. When they awaken, they soon realize that they Well, as gamemaster, y o u are in charge of arbitrating all disagreements.
lack the vital tools, medical equipment, supplies and knowledge that Relax, it's not as bad as all that because the rules serve as a buffer
they are going t o need t o survive in this desperate new world. It i s a between you and your players, and between the players themselves.
harsher world than when they were here last, and a grimmer one. The rules decide if the player's character gets away w i t h b l u f f i n g
Through some act o f God (some w o u l d say Godlessness), the a guard or destroying a missile base. The rules choose w h o gets shot
Russians n o w occupy m u c h o f N o r t h America, and have f o r over a at and where, and the rules define what characters can and cannot
century. The occupied country is called the United Provinces of Eastern do.
Russia. The oppressive yoke o f Communism threatens t o engulf the Also, n o t everyone is a surgeon. That's okay, the rules l e t you
world. pretend that y o u are a surgeon, because the game doesn't require
But all is n o t lost! Groups o f Amerikan freedom fighters roam the t h a t you have any real knowledge about t h e things that your character
continent, striking out for democracy: for that w h i c h was lost over is doing. Thus, the rules also serve as a crutch when none of the parti-
one hundred years ago. Freedom is just a dream t o these Rebels, cipants have expertise i n the area that the character knows well.
b u t one that w i l l not die. Your players' characters eventually m e e t All this sounds as i f y o u and your players are at odds w i t h each
such a group near the ruins o f New York, and perhaps t h e characters other. N o t true! The rules handle any potential disagreements so that
join them in the quest t o free their homeland, for i t is the astronauts' y o u and your players can share a story -
the story that y o u create
homeland as well, n o matter h o w much has changed. and they flesh out. The essence of roleplaying is charaaters interacting
w i t h each other and their environment, and that's what the rules free
9.1 THE ROLE OF T H E GAMEMASTER y o u t o do.
Roleplaying is similar t o improvisational radio theatre: everything Oh, and one more thing: the rules help you have fun. I f everyone's
is done verbally. You write a story, set the background, and provide having fun, you're playing the game correctly.
the theme. Your players help out b y creating the story w i t h you.
As gamemaster, y o u are the director of Year of the Phoenix. You're 9.2 HOW DO I START?
in charge o f the scenary and bit parts, as well as some o f the major T o prepare t o gamemaster your first game, y o u need t o become
stars. familiar w i t h the rules i n the Training Manual. I n particular, pay close
Gamemasters are in charge o f the Big Picture. You k n o w what is attention t o the chapters o n Combat, Skills, and The Body. Again,
.
happening 4, 5, o r even 20 kilometers away. . because y o u decide it isn't necessary t o k n o w all the rules. But y o u should have some
what i s going on. The events transpiring far from the characters can idea where t o f i n d them when you need t o look them up. You need t o
have an indirect bearing on their existence. For example, t h e characters check over all o f the pregenerated characters and review their different
enter a small village and are virtually ignored. Unless an informant skills, and look u p each Special A b i l i t y in t h e Special Abilities chapter.
tells them that Zoviet troop movements are occuring nearby, they You also need t o read over t h i s introductory chapter and study the
won't understand that everyone i s t o o terrified t o help them. You first adventure, Plunge i n t o Nightmare.
t h i n k about the Big Picture between game sessions, deciding what This may sound like a lot, but you should be ready t o play i n
events are transpiring around the world. Does an o i l embargo imperil undevan hour.
thousands of innocent Amerikan Zoviet citizens w h o w i l l go w i t h o u t
heat for t h e winter? I s a Chief Marshal visiting f r o m Mother Russia 9.3 COMPONENTS
and stirring u p t h e troops across the whole country? These events i n In addition t o any homemade props you use, you'll most likely
the Big Picture help bring l i f e t o your games - letting t h e players be refering t o the booklets, dice, and other play aids Year o f h e Phoe-
k n o w that things are happening around the world. nix supplies.
Leaving the Big Picture behind us, we enter the Immediate Situa-
tion. This i s the area of the world surrounding the players' characters - 0 Player Handout: This includes a 4-page folder detailing h o w t o
i.e., what they can detect w i t h their five senses. This includes the farm- play, the background of the game, some o f the basic rules, and an
house they stayed in last night and the news they hear o n the radio example of play. Accompanying this folder are 6 pregenerated charac-
this morning. This is the focus o f your adventures, and i s what y o u ters. You'll be using these for your first game. If y o u have more than
and the other participants actually play. The raid on a munitions plant, 6 players, either copy the sheets (and just change the names - I suggest
the rescue o f Zoviet political prisoners, the panicked flight f r o m one copying the Infantry and Heavy Weapons characters), or have your
hiding place t o another, or even helping t o move the Liberty Bell players create some characters using the Training Manual. This Hand-
t o safer quarters are all activities that your players and y o u w i l l deal out i s ideal for allowing new players t o get i n t o the game quickly -
with. give them the Handout and a pregenerated character sheet, and they're
The t h i r d stage is the Inner Self, the individual character's inter- ready t o play.
action w i t h the world. This is the job for your players: t o create a
personality and play their creations. You have your o w n set o f Inner Training Manual: This introduces roleplaying in general, and Year
Selves. These are the gamemastered characters, and y o u play these o f the Phoenix specifically. It tells h o w t o build an American astro-
yourself. Many of them are b i t parts, so they're n o t terribly deep roles, naut for t h e Phoenix Project, offering n o h i n t about what i s t o come.
but other roles you'll play are designed t o motivate your players'
characters, t o befriend them, and t o betray them. 0 Adventure Guide: (You're reading it.) This contains information
H o w d o y o u accomplish all o f this? By using c o m m o n sense, by for you, t h e gamemaster, including vehicle rules and other assorted
using your imagination, and by using the rules set d o w n i n these book- information.
lets as tools. In the Player Handout, I compared a booklet of rules t o The meat o f t h i s booklet is taken up b y several interlocking scen-
a dictionary. Exploring that comparison, y o u might say that there arios. I t is best i f o n l y the person w h o is the gamemaster reads the
are a few words in the dictionary that you never use. They are either scenarios before playing them, otherwise players will k n o w the p l o t
t o o esoteric, t o o large, don't f i t i n t o your way of speaking, or maybe beforehand.
y o u just don't like them. This is the way y o u may f i n d a few o f the The center o f this booklet has a pullout section called Encounters.
rules in these booklets. A n d because of that, y o u m a y never use them. It contains all the game information y o u need f o r the people your
Other words in the dictionary you use on a daily basis, sometimes players' characters w i l l meet during their adventures.
pairing them u p w i t h other words t o f o r m complete ideas. Many
rules in Year o f the Phoenix w o r k together and rely o n each other t o The center o f this Guide also has a set o f full-color drawings on
function, just as words do. And finally, there are those simple words cardstock. Cut these o u t for use i n your games - take a moment t o
that y o u use all the time, just like some o f the basic mechanics in look them over. They are a variety o f vehicles w i t h a table on the back
the game. o f each one.
4
F o r more i n f o r m a t i o n o n these, see the Vehicle Encounters chapter easy. Here are some suggestions t o help smooth over pofential trouble
in this book. spots.
I There are several areas where Amerikans have staked their claims - but the Zoviets have finally geared up
to begin an aggressive campaign against these ‘Amerikans.’
The astronauts' new home i s very different f r o m the one they left.
Climate, language, population, government, and technology offer Slang
different challenges these new visitors have to face. Between the t i m e the astronauts were knocked unconscious,
and the time they awoke, language was constantly changing. Below
10.1 GEOGRAPHY & CLIMATE are some o f the most c o m m o n terms the astronauts m a y hear.
In the cataclysm, m u c h was changed. The N o r t h American con-
tinent settled, dropping m a n y areas below sea level. These areas were Airships: Just about any aircraft, this includes Dirigibles and
eventually reclaimed when nuclear winter increased the polar ice caps. discarded airplanes (discarded due t o lack of aviation fuel 1.
This rapid changing o f the coastline and climate forever altered the Amerika: A rebel word, t o distinguish themselves f r o m the
ecology o f the sea, driving warm water l i f e South, and encouraging America the Zoviet government represents.
the growth of cold-adapted sea life in the north. Arcane Progress: Devices or practices dating f r o m before the
In m a n y places, t h e people who survived slowly increased their Cataclysm.
intake o f fish a n d other marine life, decreasing consumption o f other Bios: Zoviet soldiers w h o are part machine and part human,
foods. The population in t h e center of the continent d i d not have somehow 'grown' in huge complexes deep in the Ural mountains.
t h a t o p t i o n and starvation and cannibalism were common. Blasted Heath: Refers to any radioactive zone. Originally meant
Today, the coastline is slowly losing ground as the earth continues a specific radiation-soaked area in t h e Southwest.
a warming trend. Coastal diets favor seafood, and many regions have By t h e Day of Great Blood: An oath t o swear upon, 'By the
sea farms, cultivating seaweed and the like. The continent's interior Day o f Great Blood I d o swear t o u p h o l d this treaty.' Refers t o
continues to show rapid population growth because the warmer climate unspecified past event, having t o d o w i t h t h e cataclysm.
permits an abundant harvest. Fineous, Fineous: A great rebel leader o f l o n g ago. A remark
used to show disapproval f o r a change being made which the speaker
does not approve of, said in a t o n e meant t o suggest t h e sentence,
The Cataclysm 'Tsk, tsk, i f o n l y Fineous were here.'
N o r t h Amerika was engulfed in a cataclysmic disaster over a cen- Forbidden Zone: (archaic) Areas o f intense radiation cordoned
t u r y ago. The exact nature o f it i s uncertain (letting t h e gamemaster o f f b y t h e Zoviet military.
tailor the facts t o fit his or her o w n campaign), b u t t h e results are Future History: Prediction t h a t a certain event i s important
all around. Wprld population is drastically reduced, culture has been enough t o be remembered years f r o m now, 'Well, that's certainly
altered, and the Zoviets rule N o r t h America. Future History.' 'We're t o o late t o stop it. It's Future History
T w o different versions of a possible holocaust ( t h e Third World now,'
War) are included: one at the beginning o f this chapter, and t h e other Nadies: Foul language (rebel children are reprimanded for
a t the end, The first one stipulates t h a t everyone knows w h a t happen- using i t ) evolved f r o m the abbreviation N.A.S.D. o r N o r t h Amer-
ed, while the latter assumes t h a t portions o f the w o r l d entered a 'Dark ican Strategic Direction (the original offensive strike i n t o America
Age,' f r o m w h i c h they are o n l y n o w emerging. b y the Russians). The Russians are k n o w n as the Nasties b y almost
every native Ameri kan.
M a p One: Population & Climate shows climate details. N e w Government: The rebel w o r d f o r the two-hundred-year o l d
Desert: The great Mojave desert has all-but disappeared, thanks (?) Zoviet government.
t o the s h i f t in weather and the increased size o f the Great Salt Lake Propaganda Pravda: Rebel slang f o r the official mouthpiece
Although several regions are semiarid, o n l y in the former area of o f the Russian government, Province Pravda.
Mexico is there true desert. Radical: Literally: Dangerous o r disastrous. Apparently evolved
Forests: They have altered w i t h t h e climate, f o l l o w i n g the region's f r o m t h e R A D (radiation indicators) amulets t h a t used t o be w o r n
weather. The tundra pushed the needle-leaved forests lower than they b y all citizens, and f r o m the Zoviets 'denouncing' (read: killing/
were, and almost snuffed o u t deciduous broad-leaved forests ( n o w deporting) any citizen associated w i t h the original meaning o f the
making a comeback). And, as usual, t h e Southern West Coast continues word.
i t s o w n unique shrub woodlands (Mediterranean vegetation). ,Russia: Refers o n l y t o Mother Russia, or the official name f o r
Mountain Ranges: No new mountain ranges sprang up as a result the N o r t h American continent; U n i t e d Provinces o f Eastern Russia.
o f the cataclysm, b u t most have changed in height t o some extent, Common citizens d o n o t use it.
w i t h several volcanoes active along the Northern West Coast. The X - O X : Name f o r child's game of tic-tac-toe.
R o c k y Mountains (height 19,000 ft.) and t h e Coast Ranges (21,000 ft.) Zoviet: Evolution o f t h e twentieth-century term, 'Soviet.'
o f the West have a reputation for deadly travel. The Appalachians
(12,000 ft.) are somewhat easier. Frequent rockslides and abundant
year-round snow caps make these effective blockades. What does this mean to the newly-reborn players' characters?
Plains: They have increased dramatically in size, thanks t o the They should have some trouble understanding slang bantered between
taming o f the desert. This has led t o increased regions of grassland t h e natives. Concepts w h i c h they t o o k f o r granted are n o longer valid.
and shrub woodland in the midwest. This can be demonstrated most effectively when the player characters
need t o read something. T y p e it w i t h o u t spaces between words, l i k e
this (Put i t in italics, too, i f you have a word processor!): Thisisdiffi-
10.2 LANGUAGE culttoread, and shows h o w t h e characters should be stumbling through
Language i s forever changing, no matter h o w many scholars wish their first few months in Amerika.
it otherwise. This is probably n o more evident to the characters than
in the Year o f the Phoenix. None o f the languages shown on Map Two:
Languages are unaltered f r o m a twentieth-century standpoint. Each has 10.3 POPULATION & GOVERNMENT
bled o f f t h e other, sharing terms, concepts, and ideas. When one lan- The most densely bopulated areas o f Amerika are under Russian
guage d i d n o t have a w o r d t o express the changing world, it borrowed rule. This reflects the need for organization a n d proper equipment
f r o m others. Indeed, o n l y t h e Sino-Tibetan (Chinese and related) to supply the rudiments o f sanitation, power, f o o d supplies, and other
languages seem to have escaped any strong Indo-European influence. services to support such a concentration o f people.
8
Climate
A. Tundra
B. Forest
C. Highlands
D. Desert
E. Semiarid
F. H u m i d Continental
G. H u m i d Subtropical
H. Wet & Dry
I. H u m i d
J. Marine (West Coast)
Population
Population per square kilometer
The other reason f o r the population distribution is the Zoviet's i n t o t o t a l chaos. Eventually, though, order was restored and the Zoviet
limited ability t o control. The less area they control, the more effective Ruble became t h e new international trade medium.
monitoring can be. This philosophy permeates the Russian government Rubles are t h e standard mode of commerce i n the U n i t e d Provinces
at all levels. They are n o t interested in gaining more land, except at o f Eastern Russia, slowly being replaced with plastic ration cards
the expense o f an enemy. When provoked, they either move in and which include t h e citizen's name, birthdate, place o f birth, bank ac-
occupy, or destroy any farmland, thus starving the enemy out. This count balance, and other relevant data. All government officials al-
o f t e n works, as most non-Zoviet areas lack t h e organization and techno- ready carry such cards, color-coded according to rank within the party.
logy t o stage effective counterattacks. Naturally, there are 'party member' stores where such cards p e r m i t
L o n g range plans call for control o f t h e p n t i r e continent, b u t this exclusive service n o t available to the masses.
i s n o t an aggressive invasion. Instead, the 2,oviets wish t o increase tech-
nology far enough ahead o f everyone else t o take t h e rest o f Amerika
all a t once, in a several-year sweep through the rest o f the country. Rates of Exchange
During this b u i l d u p process, however, it i s imperative t o prevent a l i k e The Ruble i s the current m e d i u m o f exchange i n Eastern Russia.
buildup of t h e enemy's forces. The plan i s open enough to p e r m i t
glory-minded Majors and Colonel Generals t o grab t h e limelight. By 30 grams o f gold = 200 Rubles
striking at k n o w n rebels, these m e n hope t o advance their careers, 1 Ruble = 100 Kopecks
o w n Province requires a passport, something which may take months The Constitution offers freedom o f speech, press, assembly, pro-
(and many bribes) t o receive. Passports are normally good for 3 cessions and demonstrations. Freedom of nationality, race, sex, and
months. Civilians w h o w o r k i n one Province and live i n another are religion are also guaranteed.
most susceptable t o 'misplaced' passport applications, so they tend t o There is compulsory 8-year education, and all schools are State-
be the most paranoid about being perfect citizens. sponsored. (This does not prevent many religious organizations from
conducting secret education classes.)
10.5 ECONOMY Anyone over the age of 18 ( w i t h the exception of those certified
The Russian invasion was aimed at getting as many food-producing as insane) i s permitted t o vote.
and manufacturing areas as possible, thus t h e t w i n thrusts through the Finally, the Constitution provides f o r free Sanitariums, holiday
heartlands o f Canada and the U.S., and some control points such as homes, clubs, maternity homes, nurseries, and kindergartens for the
the D.C. area. A portion o f California was successfully taken over workers.
in order t o gain agricultural, petrochemical, and electronics resources. Some people w o u l d say that this sounds like a 'workers paradise.'
Alaska was taken for i t s oil, as well as northwest Alberta. (Other oil Fortunately for the economic system, productivity goals, and military
sources are Mexico a n d an occasional offshore platform - but owner- needs o f the government, t h e Zoviets have never allowed any Con-
ship o f the platforms i s never a sure thing.) stitution t o stand i n their way.
N o t as successful as they wish t o be, it was enough t o entrench
the Zoviets f i r m l y on the continent. Political System
The Zoviet political system i s based upon direct election of officers.
Unfortunately, only the Communist party i s allowed t o run for elec-
10.6 THE GOVERNMENT t i o n unhampered.
When the Zoviet government t o o k over, they kept the American Provinces are run by a Deputy-Governor. The Deputy-Governor
Constitution intact. I n fact, their o w n Constitution offers more li- is elected by direct vote for a period of 4 years. The council of Deputy-
berties than the original U.S. one! Governors is called the Zoviets o f Working Peoples' Deputies, Directly
According t o the arnmendments t o the Constitution, all power is under each Deputy (the positions o f power in Zoviet America are
vested in the w o r k i n g people. All property belongs t o the State, except invariably held by males) are the Deputy-Mayors of the individual
for co-operative and collective-farm property. Citizens have the right cities and towns. He, i n turn, is the Chairman o f the Exectuve Com-
t o o w n income and savings derived f r o m work, t o o w n a d w e l l i n g mittee for that area. This Executive Committee i s composed o f the
house and supplementary household articles. Chairman, Vice-chairman, Secretary, and other respected members
o f the c o m m u n i t y elected t o the committee. Members of Executive
Principles Committees are elected b y direct vote f o r d period of 2 years.
The ammended American Constitution includes the following prin- Above the Deputy-Governors are the Chambers of the Supreme
ciples: 'Work is a duty and a matter o f honor,' 'He w h o does n o t work, Zoviets: the Representatives of t h e People and the Zoviets of the
neither shall he eat.' Senate.
'From each according t o his ability, t o each according t o his work.' The Representatives are elected by the citizens, voting by election
The ammended Constitution also calls for 7-hour workdays, &hour on the basis of 1 Deputy-Representative f o r every 1,000 i n popula-
days for arduous trades, and 4-hours in arduous factory work. tion.
The Senators are elected by the Deputy-Governors, and Deputy-
Mayors. These positions are held for 2 year periods.
Laws are passed b y a simple majority, and congress is monitored
b y the Chairman o f t h e Zoviet Union, along w i t h his four Vice-Chair-
men.
The position o f President of the United Provinces of Eastern Russia
was phased out over one hundred f i f t y years ago..
Languages
The dominant language o f the area IS shown,
if there is one. Russian i s the official language
o f the United Provinces of Eastern Russia.
R. Russian
A. American (English, influenced by Spanish
and French)
E. Eskimo
F. FrenchVCanadiac
M. Mixture - n o dominant language
S. Spanish (influenced b(/ Russian and English)
I
10
10.7 A DAY IN THE LlFE.. . Apparently his employees were running a black market r i n g o f
Myrna Greenwich raised one eyelid and glanced a t the clock. some kind.' ( T o o bad. I was going t o get a new pair of shoes o u t o f
5:32 AM. It slid closed again, then she suddenly sat up. It was that place through a friend.)
5:32 A M t h e last t i m e she looked. Sure enough, t h e electricity was 'That's what y o u get f o r disobeying the law.' (Gee, that's t o o
out again. She climbed o u t o f bed i n t o the late-morning light bad. I knew y o u were l o o k i n g f o r a new pair o f shoes.)
and prepared for the day. 'So, are y o u busy tonight, Myrna? (Can I come over t o t a l k ?
'I hope m y travel p e r m i t comes today', she mused as she made Something's bothering you, isn't i t ? )
her breakfast. She had her cereal w i t h o u t m i l k so t h a t she didn't 'I'm afraid so. Perhaps 1'11 see y o u sometime later in the week.'
have t o open the refrigerator. She didn't k n o w h o w long it was (Yes, something i s wrong. B u t maybe w e can t a l k about it later.)
going t o be before t h e electricity came back. Last m o n t h it was 'Well, take care.' (Be careful.)
o u t for three days. She was glad that all utilities were free. She 'I w i l l . Bye.' (You, too.)
shuddered a t the thought o f paying f o r services as bad as she en-
dured.
As Myrna prepared t o leave, she considered taking o u t her
contraband portable radio. No. She knew the batteries w o u l d n o t
last for m u c h longer - and she was unsure of getting more. Besides,
it was just another power outage. She w o u l d have heard something
i f there was more t o it than that.
After walking d o w n six flights o f stairs, she was o u t o n the
street. Wrapping her w o r n coat about herself, she walked briskly
towards the Post Office.
Legal System
The presiding judicial system is the Supreme Court o f the U n i t e d
Provinces o f Eastern Russia, elected for a period o f 5 years by the 10.8 POLITICAL BOUNDARIES
congress. The Supreme Court Justices m o n i t o r the Procurator-Gen- N o r t h Amerika is currently divided i n t o 18 occupied Zoviet p r o -
erals o f each Province, w h o are elected by the Province Procurators vinces, 5 t o v i e t satellite states; 9 major Free States, and unclaimed
f o r a period o f 5 years. The individual Province Procurators are elected wilderness areas. These wilderness areas contain population, b u t n u m -
b y the people o f t h a t Province, again f o r 5 years. bers and dispositions are vague at best. The area is fairly w e l l unclaimed
Under Russian law, all legal cases are public -
anyone can watch. by b o t h sides.
Cases o f visitors being u n r u l y (catcalls, obscene gestures, and making The 17” x 22” N o r t h Amerikan map located in this game cross
f u n of the accused) have remained fairly steady. indexes the following information.
1. Star-Six Country: Remnants of civilian a n d m i l i t a r y population of Aleyeska. Takes its name f r o m t h e 6th L i g h t Infantry Division
and their star shoulder patch. Strong martial spirit a n d traditions help t h e m persevere through the harsh conditions.
Population: 3,000
2. Native Arnerikan Alliance: Indians f r o m numerous reservations iri the Pacific Northwest ( b o t h U.S. and Canada) w h o avoided much
of t h e cataclysm’s effects due t o their relative isolation.
Population: 4,500
4. Maple Leaf Confederation: Union of northern New England and Canadian maritime provinces.
Population: 7,000
Best wav t o restore Amerika Constant raids against crucial Zoviet resources
5. Dixie: Simplistically described as a revived Confederacy. (Contains small splinter group called Hounds o f God, a fanatical religious
group attempting t o obliterate anything the Bible outlaws - resistance fighters are n o t immune.)
Population: 1,000
6. King Country: The majority are Black and Oriental holdings. Most minorities w h o fled f r o m Zoviet oppression have wound up here.
Currently in flux over whether or n o t t o draw u p a new Constitution (having found what they believe t o be the original Constitution
of the b n i t e d States).
Population: 3,000
W. Mormons: Largest passive Free State, located around t h e Great Salt Lake. Manufactures most o f the Amerikan flags. Zoviets k n o w
o f their existence.
Population: 10,000
..
- -.Thnv
Hnw . ..- , Viaw
- .-... . . ___
Outlaak
World Prokpects Hopeful
Arnerika's prospects Hopeful but wary
Best way t o restore Amerika Pray for deliverance and pass the bullets
Current actions aaainst Zoviets M i n o r S U D D ~ Vraids. intelliaence sDvina
, L
9. Nonnewaug Resistance: Located o n the former Staten Island, they keep the Statue o f Liberty Enlightening the World safe u n t i l
the flag o f freedom once again shines f r o m sea t o shining sea.
Population: 1,000
.Hnw
.-.. Thnv - - -.. . .
. - , Vi-.
World Prospects
__
Outlook
Hopeful
. #*. , . .. ** . X I .
Ameri ka's prospects Hopeful
Best way t o restore Amerika Persistent attacks
10.9 STATE OF T H E UNION: M I L I T A R Y AFFAIRS works slowly and laboriously, b u t thoroughly. They d o n o t abandon
The Zoviets maintain t w o fronts on Amerikan soil; The Atlantic o l d ideas, n o r accept new ones easily. Incidentally, that may be part
F r o n t i s headquartered i n Indianapolis, Indiana, a n d the Central F r o n t of the key t o their downfall. Their refusal t o accept new ideas and
i s headquartered in Winnipeg, Manitoba. The Zoviets also maintain implement t h e m may spell their o w n d o o m .
two fleets; the large Atlantic Fleet headquartered in Richmond, Tide- The improved Zoviet economy and better international relations
water, and the smaller Pacific Fleet headquartered i n Fresno, Cali- have spurred the Russians to step u p their timetable for global con-
fornia. quest. Part o f this plan involves eradication o f the rebel groups current-
None o f the modern-day armies have t h e power o r prestige they l y littering the N o r t h Amerikan continent. It i s this task that t h e
once commanded. Where once there were thousands, they are n o w Eastern Kremlin has recently turned it's dark thoughts to, spurring
o n l y hundreds. Scarce resources are a byproduct o f the cataclysm - its generals onward, The war machine is springing t o life, and has
b o t h in materials and people. already opened up one eager eye. The resistance forces had better
Each f r o n t has a command staff numbering upwards o f eight hun- rally soon or they w i l l be crushed under t h e oppresive heel o f Commun-
dred, These administration centers serve t o coordinate border patrols, ism forever.
intelligence sweeps, the installation o f m o n i t o r i n g devices, maintenance
o f tracking stations, and control o f the resistance groups bordering Composition of the Front
Zoviet territory. Since Tidewater is also t h e capitol of the U n i t e d Both Fronts share the same m i l i t a r y structure, as outlined i n the
Provinces o f Eastern Russia (also called ' L i t t l e Moscow'), there i s a accompanying schematic. The specific breakdown o f specific forces
separate a r m y there. This entire division's sole purpose i s t o p u t d o w n are as follows.
any civilian uprising and protect the Eastern Kremlin f r o m i t s own Only a Motorized R i f l e Regiment and Tank Battalion are specifical-
military. This Internal army i s controlled b y the Federal Bureau of l y detailed, as these are the t w o types o f units t h a t players' characters
Investigations (FBI), which is under the direct command o f the K G B w i l l encounter most often. Specific game mechanics for the weapons
in Mother Russia. and vehicles are located elsewhere. Use the 'Civilian' Vehicle Counters
as jeeps, and t h e Cargo T r o o p Carriers as Armored Personnel Carriers
North American Strategic Direction (N.A.S.D.) (APCs). A d d 2 t o all A r m o r locations when using them in this capacity
The plans f o r conquest o f the continent are s t i l l o n the books. (see the Equipment chapter).
They have n o t been cancelled, simply postponed. The Zoviet machine The specific breakdown o f hardware and personnel i s vastly reduced
14
I I I I I I I I
Tank (2) Service/Supply Assault Transport Engineer Artillery Air Army Chemical
Helicopter Warfare
Motorized R i f l e Division
There are t w o Divisions per Front, each numbering around 9,000
officers, soldiers, and Bios. The Divisions are broken u p i n t o Battalions
for purposes of discussion, as players' characters should n o t meet u p
w i t h anything larger (unless they have a nuclear weapon a t their dis-
posal. Otherwise it c o u l d be a very short game).
Airborne Division
This is composed of around 5,000 officers, soldiers, and Bios.
These are the elite troops, a n d have the best o f everything. The Air-
borne division is composed o f some 50 Dirigibles with an attendant
Assault Helicopter Company. Airborne soldiers are invariably equipped
w i t h laser assault rifles and Sazonov laser pistols.
Medical Brigade
They are t h e lowest in prestige, and the m o s t ill-equipped. The
Medical Brigade numbers around 400 officers, soldiers, and Bios- the Service/Supply Division
worst o f the lot. The average soldier is equipped w i t h an assault r i f l e Keeps about 900 personnel busy w i t h arming, feeding, and clothing
or a pistol. the Red Horde. They have about as m u c h status as t h e Maintenance
Brigade.
Motorized I n f a n t r y Division
Number around 9.000. They receive assault rifles, machine guns Assault Helicopter Division
and pistols. The infantry usually commands 100 hovertanks. Supports 4,000 officers, soldiers, and Bios. There are t w o regi-
ments per division, each having 3 flights of 4 helicopters each.
Maintenance Brigade
Numbers around 1,000. They are marginally better equipped Transport Division
than the Medical Brigade. 6,000 personnel attend t o 2 Regiments o f 5 0 Dirigibles each,
1 attendant escort Assault Helicopter Regiment, and 1 Transport
Communications Regiment Helicopter Regiment. Transport Helicopters carry u p t o 1 4 personnel.
With about the same standing as the Motorized R i f l e Division,
the Communications Brigade i s composed of 800 officers, soldiers, Engineer Brigade
and Bios. This is the group t h a t monitors the airwaves and attempts This is composed o f some 1,000 officers, soldiers, and Bios. They
t o locate illegal transmissions. share t h e same influence as t h e Service/Supply Brigade.
Corporal (none)
And so it was in those days that an evil grew across the land. The Red Death it was called,
and like death it was. Others tried to hold against it, but none were successful. City after
city fell under the heel of that angry daemon.
Then God spoke to the ruler of the geatest nation which opposed the Thing and said unto
him, "Though you would perish, and with you all that you have known, it is My
Commandment to go forth and end this plague that lingers upon the earth. This task will
prove your love for me." The ruler of freedom spoke, saying, "Oh Lord, thy will be done.
But what of my flock? How shall they fare?" Answer from the Lord there came none.
22 The great ruler brought together his war chiefs, and bade them to go forth across the great
sea. And they did. On the hundreth day, they left in their chariots. Some flew across the
sky, others dove beneath the waves. Still others walked across the water, for the spirit of
the Lord was upon them. But Evil had not been idle. Seeing that an army of Gods
children would soon be upon him,he fled from their sight, retreating from the holy sword.
23 Upon landing, the great freedom's leader saw the carnage and rain of death that Evil had
wrought. Wrathful, and praying to the Lord for righteous strength, he led the holy crusade
across the length and breadth of the land, searching for this Evil.
57 On the twelfth year of his task, it is written that God again came to him. In his vision, the
Lord spoke thusly, "Great soldier, your faith is steadfast, and your mission here is finished.
Return now, to your homeland, and bear all of life's misfortunes well." "It shall be done as
you command," the man spoke, and returned home.
58 I11 was his heart at the words of God, and his foreboding was not misguided. The Evil
One had indeed fled from sight -and had struck at the ruler's own family, rending their
home asunder. A rain of death had come to freedom's door. The ruler fell to his knees in
dismay, crying, "Lord my God, why hast thou forsaken me?"
59 God heard his plea, and pitied him. "It is your holy quest to destroy this Evil, to seek it out
wherever it lurks and rid it from the face of the earth. Once the world is again DUE. vou
V I
may live in freedom. Your flock is gone, so that you may well heed my message &iraise a
new people who must obey my word or perish." The ruler accepted his mission and went
forth into the daylight to fulfill the Holy Word of God.
..*.....
....
'I'
Discovered near the Blasted Heath, and translated by Sister Emanuel Luth.
Phoenix heroes do n o t begin the game in the best of situations. on liquid Hydrogen. Some of the largest generators also create some
There are a few items that have washed ashore, b u t they are as likely Hydrogen as they burn it. This is perhaps the most fascinating example
t o be dead crewmembers as they are equipment t o help them survive. o f resourcefulness out of all the inventions the new w o r l d offers.
This list o f Resistance (and occasional Zoviet) equipment shows Power Pax are the crudest source of stored energy. Although power-
the variety of approaches humans have taken t o solve the unique ful enough t o serve as weapon fuel, they are n o t able t o yield great
problems of the year 2197. amounts of energy over extended periods o f time.
Solar panels are most common o n vehicles which run on Power
11.1 POWER Pax. I f the car runs o n Hydrogen, it doesn't use them.
There are several ways that the world o f 2197 is supplied w i t h
power, Power (psychological or mechanical) is often a temporary thing, 11.2 INFORMATION
depending upon w h o can hold it. The resistance uses n o long-range communications equipment.
Even Radio Free Amerika uses shortwave radios t o broadcast the voice
Principle Sources of Stationary Power of freedom. (Zoviets monitor all phone lines as well as radio frequen-
This has the hazard o f being easily conquered. Stationary, power cies.) Instead, t h e resistance uses short-range communications equip-
changes hands swiftly, and just as swiftly returns t o i t s original owner. ment, and hard copy of information which must be transmitted any
Most stationary power sources need close attention and expertise distance.
t o keep running, as unattended sources tend t o self-destruct rather niques, including artificial memorization such as hypnotism. The
suddenly. On the plus side, such power sources provide far more results were less than favorable. Coupled w i t h the belief that n o life
output and are far more economical than mobile units. was w o r t h any piece of information, and t h e campaign the Hounds
There are windmill fields which generate w i n d power. There are o f God religious sect waged t o abolish hypnotism practices, the idea
several of these, deep i n the heart of the continent, near uncivilized was abandoned.
areas. They are easily destroyed and d o n o t always provide an uninter-
rupted source o f power. Wrist Communicator: These are useful as watches, camouflaging their
Dams which generate hydroelectric power are few. Though the true nature. Specifics are listed in Recon Equipment, under Tools
technology which b u i l t them occasionally unearths, the practical (see below). Price: 50r
problems of building them escape even some o f the most inventive
minds. Sun Dishes: Used for long-range communication, these are reflective,
In the same category as dams, waterwheels provide the service movable dishes between 1 and 2 m i n diameter. They are mounted
they have always done: preparing grains. They also provide many along key mountain ranges several miles apart, and are used t o signal
homes w i t h indoor p l u m b i n g . . . of a sort. ships. The old morse code is used. Price: 450r i n parts and labor.
Nuclear power plants are scarcer than dams. The technical know-
h o w t o keep them running i s in the hands of only a select few. These Radio Monitors: These are mounted on trucks and kept mobile. Be-
are the best-defended and the most desired, for they can supply even cause the Zoviet surveillance system has the capability t o detect moni-
the largest group's every need: constant strong power only a fingertip tors, it is necessary t o use them far f r o m secure areas. Price: 250r.
away.
There are also places which thrive on solar power, b u t these were Microphone Bugs: These electronic 'bugs' are the size o f a fingernail.
never supported by governments, leaving this source abundant i n When l e t loose, they search out a dark corner and settle down. Once
some places and unheard of i n others. there, they monitor and transmit all sounds w i t h i n range. Microphone
bugs r u n f o r about six months because they use so l i t t l e energy, w i t h
Principle Sources of Mobile Power a transmitting range of several kilometers. Price: 350r.
Mobile power has the advantage o f movement. Rebels on the run,
and other people w h o need t o hide the fact that they are using power, Bug Detector: Locates and identifies microphone bugs, this i s a hand-
favor them. held device w h i c h runs on power pax. Price: 475r.
Liquid Hydrogen is the major fuel source o f the planet. It is rela-
tively effortless t o create and burns cleanly (so i t i s safe underground Computers: Computers are few and far between. The technology need-
and stored i n enclosed spaces). I t s major drawback i s the need t o keep ed for construction and maintenance keeps them out o f common use.
i t cold. This i s performed by a refrigeration u n i t w h i c h actually runs The Nonnewaug resistance o n Staten Island has one which monitors
their farmlands o n t h e seabed, Poisons in the Body chapter. Poisons, like Healers, are rated f r o m
Microcomputers, such as watches, synthesizers, or engine timers Level 1-6.
are uncommon b u t n o t rare. Price: Microcomputer.14.000r; Business Herbs: Belladonna [ingested] (Level 1-3, takes u p t o one hour f o r
machine, 250,000r. i t s effects - gamemaster should roll I D 5 0 + 10 minutes), Hemlock
[ingested] (Level 5-6. f r o m one t o five minutes).
Infra-red Jammer: A device which blanks out an area o f u p to 1 0 K m
f r o m infra-red observation. Price: 340r. Stimulants
These speed UP t h e character's metabolism. Habitual use can result
Amerikon Sign Language: This language i s taught t o all members in physical dependence. When under the influence o f this drug, t h e
o f the resistance. character's normal Erg t o t a l i s m u l t i p l i e d b y 1.5. The drug effect
lasts about 1 2 hours (gamemaster secretly rolls 9 + 1 D 6 ) after which
t i m e t h e character loses all Ergs and incurs 1 0 2 Trauma Levels. This
11.3 MEDICINAL HERBS takes twice the character's normal recovery t i m e (a Trauma Level
Herbs, like drugs, are substances which are injected, inhaled, swal- 1 takes t w o hours to recover from, and a Trauma Level 2 takes four
lowed, o r absorbed through the skin. They cause physical effects hours).
to the body. Drugs a n d Herbs are divided into types: Depressants, Herbs: Wild Pansy [paste - ingested], Hazel N u t [whole leaf] (only
Poison Antidotes, Hallucinogens, Healers, Poisons, Stimulants, and lasts 5 + 1 D6 hours).
Others.
N a t u r a l herb remedies are concocted b y the Amerikan resistance Others
groups (and b y an occasional Zoviet citizen ). Black Alder (a soap which cleanses the b o d y of parasites. T w o
The t e r m 'Drug' in Year o f the Phoenix refers t o Zoviet over-the- cleansings, each 24 hours apart, are required).
counter pills, liquids, etc., f r o m drugstores and hospitals. Drugs are Hazel N u t (used t o stop coughing and relieve congestion. Made i n t o
not d i f f i c u l t to find, b u t they m a y be d i f f i c u l t t o obtain through a bitter syrup. I t s effects are almost immediate and last about 4 hours).
normal channels. They are usually clearly marked as t o use and dosage, Asarabacca (a drought w h i c h causes vomiting w i t h i n the hour).
so the o n l y question which might arise i s proper administration. This Black Hellbore (a paste which, when eaten, acts as an abortifacient).
is subsumed under any medical skill. Drugsare n o t Specific Skills.
See t h e description of drugs in the The Body chapter o f t h e Train-
i n g Manual. 11.4 MEDICAL DEVICES
Herbs cost a f e w Rubles per dose. Devices can sustain or prolong life, such as Cryochambers and
LifeSafers. Artificial limbs also qualify as devices.
Trauma Level t h a t the limb i s suffering. In addition, t h e device is SO (or t o o monotonous) f o r humans. Although they are just as affected
fragile, almost a n y accident destroys it. b y radiation as 'real' humans, t h e Zoviets have recently begun sending
them i n t o places t h a t are official Forbidden Zones. This poses a threat,
Manufacturer: Zoviet Provinces for m a n y resistance groups use t h e uncontaminated fringes o f these
Size: 1 m long x .5m wide x .5m deep Zones as safe havens f r o m the Zoviets.
Weight: 40 k g When captured, m o s t groups have realized t h a t these Bios have
Power Supply: A set of t w o Power Pax some intelligence and are eager t o learn. Most o f f e r citizenship t o these
Components: Metal, Electronics, Refrigeration creatures, which is sometimes accepted. One notable exception t o this
Frequency: Most hospitals, a few resistance groups i s the religious group named the Hounds o f God, w h o patrol Dixie
Cost: 250,000r i n search o f heathen. Bios are branded 'demon w o r k ' and burned.
Body Points: 2
Personal Weapons
Since the last t i m e our heroes saw the the earth was 1997, n o hero
character may have, as a Specific Skill, any weapon dated later than
1997. Characters are free to have such weapons, b u t they m u s t use
hem at their Skill Sphere percentages u n t i l they learn t o use them.
Z O V I E T M E L E E WEAPONS
Specific Skill/Sphere Melee Damage Price
Laser R i f l e i M A N
20mm Assault R i f l e 1 loomX 3D8 +2 50 1-2 Russia121 4 2 650r
HeaGiase'rlHRW ' ~ -
. %.
StunnerIMAN
HI L Stunner 1Om (3D10) 10 0 Russia, France/2088 300r
Tasser 15m (406) 20 0 Conclave/2089 200r
d,sntp"~or ." v . - 9. .__ - c - *. . . , A.. L " .I
Z O V I E T M I S S I L E I M P A C T WEAPONS
Specific SkiII/Sphere Missile Damage Rounds/ Melee Nation/Year Dur Price
Assault R i f l e I M A N
AKMS-29 (4.5mm) 100m 2D8 +It 40lBox 0-1 Russia12029 - 450r
Machine G u n I M A N
PKMS-29 ( 4 . 5 m m ) [ l i g h t ] 2 0 0 m 2D8 + 1 t 40 or 751Box 0-1 Russia12029 - 900r
Notes:
t When fired continuously (burst/rapid fire) machinegun f i r i n g Guns: Rifles and machine guns need two hands t o be used
rolls 1 D 6 t o determine h o w m a n y shots hit the target. Damage and effectively.
location are rolled individually f o r each bullet. For other indicated Seed Gun: A n outlawed weapon, it plants a ’seed’ bullet into
weapons, r o l l 1 D 4 f o r the number of bullets t h a t hit. an organism. The organism must be warmer than 0 degrees Celsius
tt See Description. for the seed t o sprout. It does so after approximately ten minutes
The given range is the weapon’s effective range. U p t o twice and q u i c k l y grows thread-like strands around the central nervous
this range is Medium range. Any weapon (except the Shotgun) system, feeding o f f the neurons. It causes agony and death. There
receives a -1 D I F for accuracy a t this range. F o u r times the wea- is n o known cure, and these guns are very rare. The rebels dis-
pon’s Effective range is i t s Extreme range. A n y weapon (except courage their use.
the Shotgun) receives a -3 D I F f o r accuracy at this range. (The I f t h e 1 D 6 damage does n o t b i t e i n t o the character’s B O D
Shotgun never receives accuracy DI Fs.) (because of armor, etc.) t h e Seed does n o t enter the character’s
body. Such seeds die within ten hours.
MISSILE I M P A C T WEAPON DESCRIPTIONS (selected)
Some of these weapons are either unchanged f r o m t h e late
1990’s. o r refinements o f existing models.
Grenades, Rockets, I& Mines has devised portable steel catapults w h i c h p e r f o r m the same function,
Grenades and rockets are valuable commodities in the free Amer- b u t a t markedly reduced accuracy. A Specific Skill is needed t o use
ikas. They are held in armories and dispensed for specific missions Launchers; GrenadeIRocket Launcher. It is, o f course, a crime t o pos-
or common defense. Rocket launchers are rarer still, a n d the Resistance sess such items.
ROCKET LAUNCHERS
Launcher Range Rounds/ Nation/Date of Dur. Price
I I
23
I E X P L A N A T I O N OF HEADINGS: L A U N C H E R S zine. Once this number o f shots have been fired, the character
1
Launcher (caliber) [type] : Describes the name of the Launcher, must reload. Feed i s the type o f mechanism used t o supply the
the caliber o f the projectile it uses, and its type: Auto-grenade weapon w i t h projectiles.
Launcher (AGL), Grenade Launcher (GL), Rocket Launcher (R L), Nation/Year of 1st Manuf.: The principle or original manufac-
or Mortar (MO). turer o f the weapon, and the date o f first commercial manufactur-
Mortars add +5m t o t h e Burst radius of Warheads. Mortars add ing. I n some cases, the weapon is not 'commercially' manufactured,
+ l m t o the Blast o f F R A G grenades and an additional die t o F R A G such as Free Amerikan weapons or weapons supplied b y Canada.
Contact Damage. Dur.(Durability): This value is added t o the Skill Sphere's
Price: Cost in Rubles. Black Market prices are higher. Klutz value, t o indicate the Launcher's preponderancy t o misfire/
Range: The range of t h e Launcher, in meters. jam/etc. The new Klutz value is used whenever a launch is attempt-
Rounds/Feed: The number of projectiles i n one clip o r maga- ed using this equipment.
I 1
PROJECT1 L E S
Grenades Contact Burst Burst Blast Blast Price
Examole
-~ Damaae Radius Damaae Radius Damaae
-m-I Dm-
CONC (Concussion) 3D8+(3D8) 5m 2 0 8 + (2D8) 15m 1 0 8 + ( 1D 8 ) 50rlcase o f 2 0
WP (White Phosphorus) 3D3" 20m 2D3" 25m 1D3" 250rlcase o f 2 0
HEDP (High explosive, dual purpose)
10D10 5m 2D10 10m 1D8 250rlcase of 5 0
Sonic (4D6) l m (3D6) 5m (2D6) 500rlcase o f 20
launcher) 3 D8 150r/l
522-XT 300m 3D10 100rIl
Agin (launcher's range) (3D10) 175r/2
I
1
11.8 LEISURE ITEMS/STAPLES Average Income
The leisure time Phoenix heros have w i l l be precious, indeed. A Citizen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20,00Or
mental rest as well as physical rest i s needed to keep b o d y and spirit Communist Party M e m b e r . . . . . . . . . . . . . . . . . . . .40,000r
together in a w o r l d t h a t has seen t o o m u c h death.
Food
Clothing Restaurant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20r-
Clothing is usually utilatarian, and almost always in earth tones, Fancy Restaurant. . . . . . . . . . . . . . . . . . . . . . . . . . .6Or-
in order t o blend in when o n patrol o r on a mission. People are nor- Week shopping for a family o f f o u r . . . . . . . . . . . . . . . ,150r-
m a l l y clothed as m u c h as possible t o avoid attention a n d t o keep t h e F i f t h o f Liquor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5r
insects a t bay. However, practically everyone has an o u t f i t o r t w o f o r Cigarettes (pack) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2r
festive occasions o n w h i c h they go crazy. There are bright colors T o p quality beef (per kilogram). . . . . . . . . . . . . . . . . . .l o r +
and crazy looks. Puffed shoulders, pants up t o t h e knee, sleeves ending Dozen eggs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .lr+
a t the elbow, and other daring styles abound. Loafofbread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .lr+
Apples o r Grapes (per kilogram) . . . . . . . . . . . . . . . . . 0.5r+
Music Corn (per kilogram). . . . . . . . . . . . . . . . . . . . . . . . . . .2r+
Battery-powered synthesizers are the norm. They are usually the Coffee (per kilogram). . . . . . . . . . . . . . . . . . . . . . . . . 2r-
length and weight o f a forearm, with a two-tier keyboard. Harmoni-
cas and other simple wind instruments are slowly m a k i n g a comeback - Personal Items
items t h a t don't get in t h e way during a sudden ambush firefight, Razor.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . lr
where b u l k y items can be y o u r undoing. Pantyhose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0.5r
Undergarments . . . . . I. . . . . . . . . . . . . . . . . . . . . . . 2-5r
Food Aspirin . . . . . . . . . . . . . . ( l o 0 pills) . . . . . . . . . . . . . 0.5r
F o o d prepared w i t h care is considered a leisure item. Such meals 2 lightbulbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6r
are all t o o infrequent. The type of f o o d consumed depends u p o n t h e
region and t h e people. The Nonnewaug resistance living o n o l d Staten Clothes
Island, for example, has a large seafood diet. They farm the ocean Man's pants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30r
bay for most o f their staples. Man'sshirt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .lor
Man's shoes . . . . ., . . . . . . . . . . . . . . . . . . . . . . . . . .40r
Woman's s k i r t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30r
Prices anti Availability Woman's dresses. . . . . . . . . . . . . . . . . . . . . . . . . . . . .50r
Map One: Population & Climate shows 3 different population Woman's shoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50r
scales; under 5,000 per square kilometer, 5,000-1 5,000,and 16,000+.
The Following price l i s t s are based on a purchase f r o m the middle p o - Lodging
pulation scale (5,000-15.000 per square kilometer). Items w h i c h are Rental o f 4-room apartment. . . . . . . . . . . . . . . .300r/month+
more expensive closer t o densely inhabited areas have a '+' listed after Rental o f 6-room house w / y a r d . . . . . . . . . . . . . .800r/month+
t h e price. That is, these products can cost u p t o twice t h e listed price in Government subsidized housing. . . . . . . . . . . . . . . 4Or/month
an urban area (16,000+ population), and cost less elsewhere. Prices w i t h 2-room apartment ( 4 people)
a '-' cost a b o u t half in an urban area, a n d twice as m u c h as the l i s t 4-rOOm apartment (single Party Member)
price i n a sparsely populated zone (Under 5,000). Hotel R o o m per night . . . . . . . . . . . . . . . . . . . . . . . .60r+
Prices are extremely subjective, o w i n g t o the various influences:
exports t o Mother Russia, bad season, good season, imports f r o m Electronics
Mother Russia, more demand, less demand, etc. Gamemasters should Portable radio ............................ 2Or-
feel free t o alter the listed price by as m u c h as 300%o r more i n either 2 Batteries. . ............................. 4r-
direction.
I f there i s a product t h a t i s n o t listed, f i n d o u t w h a t today's price Raw Materials
is in dollars and go f r o m there. Lumber (5cm x 1 0 c m x 2 m long). . . . . . . . . . . . . . . . . . .5r+
Finished lumber (same dimensions). . . . . . . . . . . . . . . . .15r-
Plumbing (one complete system,
11.9 VEHICLE STATISTICS f o r sink/tub/shower/etc) . . . . . . . . . ........... 150r-
For vehicle statistics, I have chosen t o present generic vehicle Tools (hammer/naiIs/screwdriver1. . . . . ........... 5-lor-
types. Thus all hovercycles are generic, troop/equipment trucks are
generic, etc. A gamemaster must breathe life i n t o these statistics by Leisure
personalizing t h e vehicles he o r she creates. Paperback B o o k . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-4r
Unicycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Or-
Fuel: Unless otherwise proscribed, vehicles r u n o n l i q u i d hydrogen. Tickets t o Theatre . . . . . . . . . . . . . . . . . . . . . . . . . .70r+
For a discussion on h o w vehicles maintain it in a cool enough state, Candy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0.5r
see 11.1 Power.
26
Mode of Travel: A b o u t half the vehicles currently in use b y the Zoviets Dirigible: Floating fortresses filled with hydrogen, the Zoviet war
are hovercraft, the others are wheeled. These hovercraft w o r k best machine uses t h e m f o r economical t r o o p and equipment transport
over flat areas (such as a road) because their air jets use the ground as well as high-altitude m o n i t o r i n g of weather, communications, land
t o react against. Depressions in the ground d o n o t provide a force t o movemen ts, etc.
push against, and the hovercraft drops. Hovercraft must travel a t no Range: 1,000 k m No. Passengers: 24-40 (or more)
more than half their t o p speed when o f f a road, o r else roll o n the Handling: 3
Vehicle Accident Table in the Vehicle Encounters chapter. Accel./Decel.: 20 k p h T o p Speed: 20 kph ( w i t h a good
Over 99% o f t h e vehicles used by the c o m m o n populace are beast- tai I w i nd )
drawn (carts) or self-propel led (cycles). Load: 4 tons
Hit Location Chart: A l l vehicles have H i t Location charts p r i n t e d o n Price: 30,000r
the backside o f the vehicle counters (pictures of vehicles) w h i c h are
used w i t h the Vehicle Turning Disk, When a vehicle is successfully Helicopter: Surveillance copter, designed f o r missile f i r i n g and infrared
struck, r o l l on t h e chart f o r the result. tracking. Uses antiaircraft missiles (heat seeking). Speed of target
means nothing, a n d t h e missiles are computer guided (computer often
Vehicle: General description o f t h e vehicle, with special notes. programmed w i t h 8 0 % accuracy skill). Missiles have a m a x i m u m range
All vehicles are described as i f they had wheels. When this i s n o t so, o f 150,000m. a n d do 6D10 damage t o a 3 m radius. Missile skill i s
there i s one hoverpad per t w o wheels ( m i n i m u m o f t w o pads). programmer's skill in a Skill vs. Skill r o l l against characters using
Range: Total milage expected o n a f u l l tank/battery. infrared jamming device skills.
No. Passengers: Typical number of people the vehicle was designed A copter's weapons, pylons, a n d rangefinders are n o t armored.
t o hold. The copter itself i s o n l y armored from below.
Handling: A rating describing the vehicle's agility. Usually rated Equipped w i t h heavy laser.
f r o m 1-3. Range: 1 4 0 0 km No. Passengers: 4 enclosed/2 o n
Acceleration/Deceleration: T o p speed (acceleration)/safe speed Handling: 3 pylons in medic
(deceleration) o f the vehicle. Speed i s always in 1 0 k p h increments. cylinders
Top Speed: T o p speed under the best conditions (rare). Accel./Decel.: 30 k p h Top Speed: 180 kph
Weight: Weight o f the vehicle when empty. Max Climb: 200m /minute
Load: M a x i m u m weight t h e vehicle i s designed t o handle. Weight: 500 k g Load: 1,000 kg.
Price: A m o u n t o f rubles an authorized purchaser m i g h t expect t o Price: 80,000r
pay. Blackmarket prices are usually 2-3 times higher.
Hovercycle: Two-wheeled hydrogen-f ueled cycle.
Range: 3 0 0 k m No. Passengers: 2
Bicycle: Two-wheeled human-propelled cycle. Handling: 3
Range: User's ability No. Passengers: 1 o r 2 Accel./Decel.: 3 0 kph Top Speed: 120 kph
Handling: 3 Weight: 160 k g Load: 3 0 0 k g
Accel./Decel.: user's ability T o p Speed: user's ability Price: 4,000r
Weight: 15 k g
Price: 5 0 r Hovertank: War machine. Typical armament: Heavy Laser Cannon
(Double all Phoenix Shuttle Heavy Laser Stats except No. o f Rounds),
Carpo/Troop Carrier: Six-wheeled t r u c k w i t h flatbed. Mounted medium machine gun (detachable).
Range: 2 5 0 k m No. Passengers: 2 f r o n t l 3 m x 2m Range: 1 6 0 k m No. Passengers: 4 crew
Handling: 2 truckbed Handling: 1
Accel./Decel.: 20 k p h T o p Speed: 80 kph Accel./Decel.: 20 kph Top Speed: 80 kph
Weight: 1 0 tons Load: 2 tons Weight: 10,000 k g Load: 2,000 k g
Price: 15,000r Price: 60,000r
Civilian: Four-wheeled car, designed as civilian vehicle. Wooden Cart: Four-wheeled beast-drawn cart.
Range: 280 k m No. Passengers: 4 enclosed/2m x Range: beast No.Passengers: 2 / 2 m x 31-17bed
Handling: 2 1m flatbed Handling: 1
AccelJDecel. : 2 0 k p h T o p Speed: 100 kph Accel./Decel.: beast Top Speed: beast
Weight: 1 t o n Load: .5 ton Weight: 0.25 t o n Load: 0.5 ton
Price: 10,000r Price: 4 0 r
27
Vehicle kange km
Mounted Weapons
Location Ammo
Combat o n the road, vehicle t o vehicle . . . The smell o f burning rubber . . . Amerikan trucks
careening dangerously close t o a cliff‘s edge t o avoid the deadly rain o f laser fire.
Vehicle encounters in Year of the Phoenix emphasize dramatic elements, n o t rules.
Tactical Setup Example
With a tactical setup, the 12.1 VEHICLES
map is laid out with obstacles, A t the start o f this chapter i s a Vehicle Statistic Sheet and enclosed in this game i s a selection
o f Vehicle Markers (pictures o f vehicles). Make copies of t h e Vehicle Statistic Sheet f o r y o u r personal
problems, and gamemaster use.
controlled vehicles written A f t e r y o u r characters have chosen/found/bought a vehicle, fill o u t a Sheet (see ‘Vehicle Statistics’,
below). Then choose a marker t o represent the vehicle and place b o t h in f r o n t o f the person playing
aown. the driver.
The turns requiring skill The sheet i s used t o f i n d the relative facings and direction o f vehicles. To determine distances
between vehicles, see ’Setting t h e Scene’(be1ow).
Handling: 3. This is about the highest rating for a land vehicle. Hovercycles maneuver well.
Acceleration/Deceleration: 30 kph. Hovercycles again have an advantage in pick-up.
Top Speed: 120 kph. Nice top speed, but dangerous on a bike.
Armor Points: This is where the potential problems lie. No armor to speak of. A single hit can
easily knock i t out of commision. Engine 3/3, Propulsion 6/6.
I I choose the Hovercycle Marker, setting it down in front o f me, and fill out a Vehicle Sheet.
M y character is ready to move out! I
12.2 SETTING T H E SCENE
Vehicles can’t go anywhere w i t h o u t a terrain to traverse. There are t w o ways t o develop challanges
f o r y o u r player: t h e tactical setup and t h e dramatic setup. Choose t h e setup t y p e you prefer, b u t m o s t
gamemasters use a m i x t u r e of these t w o extremes.
Vehicle Statistics
L i k e characters, vehicles need qualifiers t o determine their abilities. The Vehicle Sheet has
spaces t o l i s t these items. Vehicle statistics are f o u n d in t h e ’Equipment’ chapter.
12.3 MOVEMENT
A vehicle's movement depends u p o n h o w well t h e car handles, the speed t h e car is travelling, I_ ~ f l
Top Speed: The m a x i m u m speed in kilometers t h e vehicle can move (not always t h e safest speed).
This automatically takes i n t o account typical road conditions such as numerous m i n o r potholes
and washouts. M o r e severe conditions, such as weather effects, are handled separately. I f the
vehicle isn't travelling o n a road, this speed is halved.
Speed o f a vehicle is always measured in 10 kph increments.
Armor Points: The toughness o f t h e vehicle against weapons. There are t w o ratings: impact a n d
energy. Vehicles suffer Trauma Hits, just like humans, causing DIF penalties t o the driver's skill
rolls.
- 2 I
-1 1 "-_
I I
M y character tears out tires squealing She can accelerate 30 kph My character's careening along af 120 kph down a stretch o f
each Sequence, and four Sequences later finds her ripping along road when she spots an eight-wheeler blocking the road up ahead.
at 120 kph. She swerves 450 to the left, in an attempt to avoid becoming a
ball of flame. My character's Operate Vehicle skill is 80%.
I roll 80 + l D 1 0 0 , and get 107. My gamemaster rolls 60 f
Turning I D 100, getting 99. My character is successful!
Vehicles have various t u r n i n g radii. This is simulated b y using t h e She doesn't want to go quite so fast an ymore.
Vehicle Turning Disk and t h e vehicle's Handling rating, b o t h located I J
o n the Vehicle Sheet.
The Disk shows six wedges, l i k e pieces o f pie. The f r o n t wedge Other Characters Performing Skills
(at 00)shows h o w far any vehicle can t u r n l e f t or right w i t h no prob- When any character in a m o v i n g vehicle attempts a skill, t h e game-
lems. A n y vehicle can t u r n u p t o 45O w i t h o u t the driver needing t o master judges whether the vehicle's movement interferes with the skill.
make a skill roll. I f the car i s turned more than 450,t h e driver m u s t I f it does, the player must a t t e m p t a Skill vs. Skill r o l l against half
attempt a skill r o l l o n his or her Operate Vehicle skill (or K N O Sphere) the vehicle's current speed.
(see Maneuvers).
On either side o f this i s a wedge labelled '-1 DIF'. These show h o w I
tight a vehicle with a Handling rating o f 1 can turn. Additionally, A passenger in an eight-wheeler sees a hovercycle roaring to-
any vehicle turning this far has a -1 D I F applied t o t h e driver's skill wards him, then i t veers off. The passenger decides to shoot at the
roll. Failure means t h a t t h e vehicle was unable t o t u r n that far, and obviously non-Zoviet driver.
the vehicle must be turned back t o anywhere w i t h i n t h e Oo wedge. The truck is moving at 40 kph. The passenger has a Pistol skill
The next wedge i s '-2 DIF'. This is the limit any vehicle w i t h a hand- of 60%. The player rolls 60 + l D l 0 0 against the gamemaster's
ling of 2 can turn. A n y vehicle turning this far has a -2 applied to t h e 20 + 10100. The player's total is 97%. and the gamemaster's is
driver's skill roll. Failure means t h a t the car must be turned back 60%. The passenger won the Skill vs. Skill (so the movement of the
t o t h e -1 D I F wedge, and the D I F r o l l is repeated. I f the second D I F ~ truck didn't interfere with the shot), but failed anyway, with a 97%.
r o l l fails, the vehicle is O u t o f Control (q.v.1. 1
The last wedge is '-3 DIF', f o r vehicles w i t h a Handling rating o f
3. A n y vehicle turning this far has a D I F o f -3 applied t o the driver's If the driver incurs any D I F penalty, f o r any reason, t h a t D I F
skill roll. Failing requires the vehicle t o be turned back to the -2 wedge, penalty is also applied t o t h e passenger's skill attempts. N o t o n l y does
and the D I F roll is repeated. I f the second D I F r o l l fails, the vehicle terrain affect the passengers, b u t t h e driver's physical condition can
i s Out o f Control (q.v.). cause erratic driving.
There i s an exception t o this r u l e . ' I f the vehicle is moving a t i t s
Acceleration Speed o r slower, it receives n o D I F penalties t o turning, Wounded Drivers
and requires n o skill r o l l t o perform. A wounded driver (any character with D I F penalties due t o i n j u r y )
Remember that the Disk o n l y shows the position of t h e car relative rolls a D I F die, just l i k e a n y other situation. Turning a vehicle a t more
t o the passengers. The gamemaster's tactical m a p shows the compass than 45O angle adds D I F penalties t o t h e die roll, just l i k e any external
direction the car is actually going. influence.
31-50 Vehicle skids, fishtailing wildly. It stalls, any power steering locks up. Distance travelled is as above, in a random direction.
Use the Scatter diagram in the 'Combat' chapter (7.4 Special Conditions).
.I .e8 -a. ..+....e
i- .p~.4.-a?"%.,.wv.~,%+?lpB?#"w.y."Em~ ..*~,-.11F.-ya?R-m~m" ' n i r * . r i b W ---w-*cl+b.-
g1-70 ' I - ' Vehicle rolls' perpendicular to its original heading. It suffers 1D6 damage per Sequence it r d l s t o m H i t Locetion
damage i s Concentrated Damage (q.v. 'The Body'), so it i s totalled u p and rolled as one attack against the car's A r m o r
points. Distance travelled is as above. Occupants must make T A L Sphere rolls ( f o r luck). Failure means t h a t character
takes half the damage that the vehicle takes t o 1 D6 r a n d o m Hit Locations.
71-90 Vehicle crashes, doing 2 D 6 damage for every 1 0 k p h it was moving, as above.
' ~ 1 3 0. - - VehbTe
" - &&hi
was moving. The vehicle explodes i f the driver does n o t make a Skilf vs Skill rofl, using his or her Operate Vehicle skill
against the total a m o u n t o f damage t o the vehicle +1 DlOO%.
Vehicle Accident Table summarizes typical events, b u t gamemasters
should use the table as a guide - tailoring it t o t h e specific situation.
Stunts
Stunts are aggressive acts performed b y t h e driver. The Bootlegger
Reverse and Ramming are typical stunts.
Bootlegger Reverse
This involves spinning t h e vehicle so t h a t t h e rear end swings around
u n t i l t h e car is stopped and facing back the way it came.
This is a t r i c k y maneuver, and must b e performed a t a speed slower
than the vehicle's Acceleration speed (or equal t o it), and incurs a -3
DI F.
Ramming a n d Sideswiping
High speed chases can involve cars t r y i n g to ram i n t o one another,
push one another o f f cliffs or i n t o buildings, and generally having
as exciting a n d dangerous a t i m e as in o l d movie serials. When two
vehicles collide, y o u must f i r s t generate a speed total.
Damage to a vehicle's A r m o r points are then determined f r o m this 0 Diving: The angle o f the dive determines the D I F rating, using
speed total. the Vehicle Turning Disk.
0 Car damage i s 1 D 6 damage points per 20 k p h o f the speed total, Out of Control: Helicopters
applied t o t h e other vehicle's A r m o r points. When helicopters go o u t o f control, the results can be disastrous.
Helicopters cruise at a n altitude anywhere between 1 6 kilometers.
0 Motorcycles ( t w o or three wheels - or equivalent if hovercraft) The damage a helicopter suffers i s 1D 3 per 1Om fallen, a n d this is
do 1 D 6 damage points per 4 0 kph o f the speed t o t a l t o the other Concentrated Damage (see 'The Body' chapter).
vehicle's A r m o r points.
12.6 DIRIGIBLES
Dirigibles have n o statistics f o r combat, as they move t o o slowly
Damage Effects and awkwardly t o be considered c o m b a t craft.
On the back o f each Vehicle Counter i s a Hit Location Chart. Sim- A n y flammable item larger than a b l o w t o r c h near a ruptured Dirigi-
ple or double Trauma Hits add -1 or -2 D l F s t o any passenger's (or ble causes it t o explode. Dirigibles are f i l l e d w i t h Hydrogen.
driver's) skill rolls, respectively. A triple Trauma H i t means the Hit
Location i s damaged b e y o n d use. I f the Location i s the Engine, it 12.7 VEHICLE COUNTER USE SUMMARY
fails. Whenever a t r i p l e Trauma Hit is caused t o a Location marked The full-color vehicle counters included with Year o f the Phoenix
w i t h a '*', t h e vehicle i s n o longer roadworthy. Roll o n t h e vehicle serve several uses.
accident table. Reroll any result between 1-50.
0 Easy Reference: A Counter is placed i n f r o n t o f the person playing
the driver so t h a t n o misunderstandings can be raised about n o t k n o w -
12.5 HELICOPTERS i n g w h o i s driving, Also, the vehicle's Hit L o c a t i o n chart i s indexed
Helicopters use most o f the rules f o r vehicles, with a f e w m i n o r on t h e back f o r convenient reference.
variations.
0 Visualization: The counters end debate o n exactly what a vehicle
The Vehicle Turning Disk looks like, a n d help the players identify w i t h t h e situation.
This i s used in two ways. The f i r s t indicates t h e l e f t l r i g h t move-
ment of the helicopter (as per vehicles), the second indicates the up/ 0 Battlefield Reference: When drawing o u t a setting o n the Battle-
d o w n movement (altitude). B o t h times the ' 0 range i s 'forward', field, the vehicle counters can b e placed in the display, showing accu-
b u t t h e '-1 D I F ' is up o r d o w n 4 5 0 when determining altitude. Reverse rate proportions o f the vehicles, because they are scaled t o the Battle-
movement is still -3 DI F. field, as well as the Year o f the Phoenix miniatures.
5 0 m per Sequence.
I 51 -70 The engine dies, and it spirals d o w n w a r d in a random direction (roll o n Scatter table in the 'Combat' chapter for compass
direction). Driver can a t t e m p t t o restart it as above, w i t h a -1 D I F applied to the attempt.
T A L Sphere rolls (for luck). Failure means that character takes the f u l l damage the vehicle takes t o 1D 6 random Hit Loca-
tions. I f the T A L r o l l is successful, the character takes half t h a t damage.
32
13. Encounterr
This section i s designed t o provide y o u with information o n charac- K l u t z ranges are t h e same as the Skill Speed. For example, a Skill
Speed o f 3 Sequences means the K l u t z range is 01-03.
ters mentioned in the enclosed adventures, to be used f o r generating
gamemastered characters, and as an aid t o creating new characters
f o r players. Major Characters are included here, such as informants, Personality Profile: Designed t o give a simple guide to the average
patrons, traitors and villains, as well as Bit Parts like generic guards creature, t h e Personality Profile is a t o o l f o r gamemasters. A t one t i m e
and soldiers. o r another, most gamemasters have brought a character i n t o an en-
counter w i t h o u t being able to determine what his or her feelings w o u l d
Organization be about a situation. The Personality Profile can help bypass many o f
This chapter IS divided i n t o three sections. those stumbling blocks b y l e t t i n g y o u r o l l percentile dice t o determine
the gamemastered character's reaction. A p p l y the f o l l o w i n g percentages
0 Grmemartered Characters: Includes those characters required t o t o the Personality Qualifiers:
play o u t the enclosed scenarios, w i t h the actual statistics located in
t h e center o f this Adventure Guide. That p u l l o u t section i s organized Always 100% Usually 80% Often 60%
i n t o Episodes, w i t h gamemasterd characters listed together. For ex- Sometimes 20% Never 100%
ample, although the Duchess' soldiers appear i n the first episode,
they are listed w i t h the Duchess herself under 'Episode Two.' A K l u t z means t h e character acts in contradiction t o his o r her
Pull out and set this reference file next t o y o u r notes so y o u d o n ' t normal feelings, w h i l e a Max means t h e character adheres fanatically
have t o f l i p through the Adventure Guide during t h e middle o f a game t o the trait. Therefore, someone w h o is 'Never Bored' is never bored
t o f i n d important information. as long as y o u d o not K l u t z t h e reaction roll.
This is designed f o r use when the outcome o f the reaction r o l l is
0 Animals: Defines a small selection o f w i l d animals t h a t characters incidental. This should n o t be used f o r important characters w h o are
may encounter d u r i n g the course o f their travels. The characters are featured often.
just as likely t o see these animals in their travels as t o see them on a
menu. Passions: In addition t o the Personality Profile, gamemastered charac-
ters also have Passions. In Year of the Phoenix, a Passion is any intense
0 New Characters f o r Players: Defines new character types, such as emotional attachment exhibited b y a gamemastered character towards
other astronauts, 2 0 t h century characters newly revived f r o m a frozen an object, person, o r idea. The object o f a Passion c o u l d be the charac-
state, and native Amerikans w h o can be used when introducing new ter's offspring, or another character's home. It could be a quest f o r
players t o t h e game, o r t o replace a deceased character. justice, o r intense hatred t o w a r d a group.
As gamemaster, y o u m u s t determine the intensity o f the Passion.
13.1 GAMEMASTERED CHARACTERS Passions are listed w i t h a percentage, much as Skill Spheres are, with
Each major character's description includes a bit o f personal his- a number f r o m 01% - 100%. Use the percentages listed f o r Personality
tory, as well as notes o n roleplaying h i m or her. Use these notes as a Profiles.
springboard f o r y o u r o w n improvisational abilities. Don't feel l i m i t e d Passions come i n t o play whenever a gamemastered character en-
b y them, b u t use them to start sculpting t h e character towards y o u r counters t h e subject o f t h a t Passion. F o r example, if a character hates
o w n impressions a n d desires. another (at, say, 80%). a deal between the t w o w o u l d be difficult.
As gamemaster, r o l l secretly for t h e character's reaction. I f the skill
Skills and Skill Spheres: Each listing shows t h e dice distribution for r o l l was successful, the character's Passion rules the decision (and there
that character's Skill Spheres. Specific Skill averages are also listed, i s n o deal). I f the r o l l is a Max, t h e character becomes obsessed (and
along w i t h Skill Speeds, and Max rolls. This saves the need f o r a long a fight breaks out). I f the skill r o l l is failed, the character i s n o t govern-
l i s t o f Specific Skills for each gamemastered character. Included i s a ed b y his or her Passion, a n d can make a decision rationally. I f the
brief selection, where practical, o f suggested Specific Skills f o r the skill roll i s Klutzed, the character may reconsider his o r her feelings
character. (reducing t h e 80% t o 60% - depending u p o n past experiences with
A d d anywhere f r o m 10-50% t o a listed percentage i f y o u t h i n k the subject o f t h e Passion, o f course).
the character w o u l d k n o w a particular skill well.
Statistics: The actual statistics for t h e gamemastered characters are
Max and K l u t z Rolls: Only Max ranges are given in t h e descriptions. located in a p u l l o u t section in the center of this b o o k .
33
M8X and Klutz Rolls: Only Max ranges are given i n the decriptions. CrushlJpws
Klutz ranges are the same as the Skill Speed. For example, a Skill Damage: 1 D10 + 1D6 Speed: 4
Speed o f 3 Sequences means the Klutz range is 01-03. Range: 0 Sphere: K I N
I
Personality Profile: Designed t o give a simple guide t o the average
animal, the Personality Profile is a t o o l for gamemasters.
Great Cat
Natural Weapons: Weapons have n o Offense o r Defense percentage Height: (Shoulder) .75m CON%: 50% Moves: l m
listed f o r them. The Specific Skill percentage i s used. Weight: 225 k g MUS: 11 3 kg Run: 4 m
The weapon damages have been adjusted f o r the animal's listed Ergs: 2 0 D A M : +4 Sprint: 20m
DAM, and the weapons are for a typical member of the species. Some
natural weapons have different basic damage potential than a fist or Skill Dice Ave. Spd Max Ave.
a kick. These are listed below. KNO 2 D 1 0 + 5% 25% 4 99-00 40%
TAL 1 D 1 0 + 5% 20% 4 99-00 35%
OBS 5 D 1 0 + 5% 40% 2 97-00 55%
COM 15% 15% 5 00 30%
Weapon Dam8ge
MAN 1D10+15% 20% 4 99-00 35%
Claw: Tiger, Hawk 1D6
KIN 3D10+15% 30% 3 98-00 45%
Tusks: Boar, Goat 1D6
Antlers: Elk, Antelope 1D8
It being a predator, the only skills players' characters will normally
Crush: Bearhug, Boa 108,
encounter are a Great Cat's combat abilities.
Jaws: Crocodile, Wolf 1 D8
Trample: Elephant, Horse 1 DIO1
Special Personality Profile
Territorial, Very Watchful, Protective of young
If performed in successive Sequences, damage is cumulative.
34
Appearance War horses, as their name suggests, are trained t o fight in battle in
The Great Cats include the jaguar, lion, lynx, puma, and tiger. A d u l t conjunction w i t h the rider. It will usually attack what is in front of
males can measure 2m from nose t o rump, and their tail can be as long it when directed or when something attacks the horse. They often b i t e
as l m . and can rear and plunge, trampling the target.
Concentrating on the tiger, the prominent color is fawn or tawny Wild grass i s the best f o o d for a horse, containing oats and other
yellow, barred by dark or black cross stripes. The underbelly is white, products necessary f o r a horse's health. Domestic oats are used t o
add fat and increase a horse's energy for long distance travelling.
Description Other products a horse can eat in varying quantities are: rye, bran,
Tigers frequent grassy plains and abandoned buildings. When attack- mash (dregs of liquor makings), corn, wheat, alfalfa, hay, and molasses.
ing a large animal they seize the nape of the neck w i t h their jaw and Some of these things must be mixed w i t h others or it might be danger-
hold tight w i t h their claws. With a powerful wrench they snap the ous t o the horse's health.
vertebrae.
They breed t w o t o six cubs per litter.
Tigers are n o t stupid, prefering to hunt down weak stragglers. Location Roll Cart Riding Cavalry War Horse WE1
They d o not attack a group of humans unless something is dreadfully Head 1 3 5 5 6 .03
wrong - such as i f the animal is wounded. Neck/Shldrs 2-3 2 3 3 4 .02
Forequarters 4-7 4 6 6 8 .04
Foreleg L 8-9 2 3 3 4 .02
Location Roll Armor BOD WE1 Foreleg R 10-1 1 2 3 3 4 .02
Head 1 Fur/l 3 .03 Hindquarters 12-16 4 6 6 8 .04
NeckIShldrs 2-3 Fur/l 2 .02 Hindleg L 17-18 2 3 3 4 .02
Forequarters 4-7 Furl1 7 .06 Hindleg R 19-20 2 3 3 4 .02
Foreleg L 8 -9 Fur/l 2 .02
Foreleg R 10-1 1 Furl1 2 .02 Weapons Cart Riding Cavalry War Horse
Hindquarters 12-16 Furl1 7 .06 Jaws lDlO 2010+3 2D10+1 3D10+1D4
Hindleg L 17-18 Furl1 2 .02 Kick, Trample 1 D10 + 2 2D10 + 1 D5 2D10 + 1 0 3 3D10 + 1 D 6
Hindleg R 19-20 Fur/l 2 .02 Speed 3 3 3 3
Sphere KIN KIN
Weapons
Claw 2D4 1D20+4 1D4+ 1 1D8
Damage: 1 D l O Spd: 3 20 yrs 30 yrs 22 yrs 24 yrs
Range: 0 Sphere: K I N
Jaws Python
Damage: 1 D10 +2 Spd: 3 Length: 81-17 CON%: 50% Slink: 8 m
Range: 0 Sphere: K I N Weiaht: 35 ka MUS: 18 kg Slither: 16m
Ergs-: 6 D A M : -1 Swim/Climb:30m
Appearance
Called the Red Deer, Stags have dark b r o w n coats which t u r n
grey in winter. Males grow antlers u p o n maturity, sometimes sporting
a dozen or more points.
Description
Males shed their antlers and regrow t h e m i n the spring. Rivals
stage fights b y means o f these antlers, and d y i n g because b o t h have
locked their antlers happens infrequently. Location Roll BOD WE1
Their y o u n g are born in the spring, usually numbering 1 or 2. Head 1 2 .03
The adult male i s a Buck, the female i s a Doe. Young are fawns.
Neck/Shldrs 2-3 1 .02
Red Deer occasionally attack humans, m o s t l y during the spring Forequarters 4-7 4 .06
mating season. Foreleg L 8-9- 2 .03
Foreleg R 10-11 2 .03
r Hindquarters 12-16 3 .04
Location Roll BOD WE1 Hindleg L 17-18 3 .04
Head 1 4 .03 Hindleg R 19-20 3 .04
Neck/Shldrs 2-3 4 .02
Forequarters 4-7 4 .03 Weapons
Foreleg L 8-9 3 .01 Claw
Foreleg R 10-1 1 3 .01 Damage: 1 D 6 Spd: 2
Hindquarters 12-16 4 .03 Range: 0 Sphere: K I N
Hindleg L 17-18 3 .01
Hindleg R 19-20 3 :o 1 Jaws
Damage: 1 D 8 Spd: 2
Weapons Range: 0 Sphere: K I N
Antlers
Damage: 1 D 1 0 + 10 3 Spd: 4
Range: 0 Sphere: KIN
13.3 NEW CHARACTERS FOR PLAYERS
There w i l l come a time in y o u r campaign when a character w i l l
Wolf die. I f the player is n o t playing more than one astronaut, a new charac-
Height: (Shoulder) 1m CON%: 50% Moves: l m ter m u s t be generated t o allow t h a t player t o continue in y o u r cam-
Weight: 7 0 k g MUS: 35 k g Run: 6m paign.
Ergs: 1 5 D A M : +4 Sprint: 1 2 m
Character Origins
Skill Dice Ave. Spd Max Ave. N e w characters entering an established campaign have 3 obvious
KN 0 2D10+15% 25% 4 99-00 40% choices when generating a new character: Astronaut, Time Capsule
TAL 3D10+15% 30% 3 98-00 45% Survivor. and Native Amerikan.
OBS 5D10+15% 40% 2 97-00 55%
COM 1D10+15% 20% 4 99-00 35% Astronaut: The beginning episode assumes that n o t everyone was
MAN 1D10+15% 20% 4 99-00 35% accounted for. I f so, it is l i k e l y that other astronauts survived the
KIN 5D10+15% 40% 2 97-00 55% accident and have been wandering around m u c h as the original charac-
ters have been. I f this i s the case i n y o u r campaign, it is quite feasible
skills t o postulate meeting u p with such astronauts. It makes more dramatic
Sense Danger ( T A L ) , Spot, Search, Scent (OBS), Swim, Grapple sense for rumors about t h e other astronauts t o have been circulating
(KIN) in y o u r campaign for some t i m e before they make an appearance.
Alternately, the original characters may be involved in rescuing them
Species Personality Profile f r o m the Zoviets o r perhaps some natural catastrophe.
Always cunning, Never foolhardy, Often hungry This works well when a handful o f new characters are needed t o
revitalize t h e campaign.
Appearance
The w o l f averages over l m long, w i t h a .5m bushy tail. Wolves Time Capsule Survivor: The disaster w h i c h befell t h e w o r l d t w o hun-
sport a yellow-grey coat, w i t h occasional black patches above a n d dred years ago m a y n o t have caught everyone b y surprise. Wealthy
w h i t e patches below. patrons may have had specially constructed bunkers set u p where
Wolves t h a t have bred w i t h w i l d dogs are o f varying colors and people were frozen just in case such a calamity occured. Now, two
sizes. hundred years later, they have awakened a n d are wandering about,
just as the astronauts are. Or perhaps it was a natural occurence near
Description some arctic region. A n d the ice f l o w movement f r o m t h e relatively
Wolves are dangerous predators. Their normal diet consists o f recent warming trend has released them.
small animals and birds, along w i t h occasional sheep o r deer. They can This scenario works well t o insert some conflicting beliefs and at-
exist o n carrion a n d vegetation. They often hunt in packs during t h e titudes about the f u t u r e o f the group, due t o possible orders f r o m the
winter, and rarely attack humans. patron o f t h e T i m e Capsule Survivors which conflict w i t h the astro-
When they d o attack, the silently circle for some t i m e before mak- nauts' goals.
ing a united attack. If they are clearly losing, they w i t h d r a w immedi-
ately. Native Amerikan: This is possibly the simplest t o justify, but the most
Caves, tree trunks, thickets, or d u g holes are their usual dens. d i f f i c u l t t o rolepray. Amerikan characters have been b o r n i n t o the
Here is where t h e mother has 4-14 cubs in February and/or June. world's current situation, and k n o w m u c h about day-to-day living that
The cubs stay around for u p t o a year. most astronauts w o u l d have n o knowledge of. In addition, Native
Wolves o f t e n mate for life. Amerikans m a y or may not see the Zoviet rule as oppressive. ( I f you've
Most wolves are n o t p u r e - much interbreeding has occured be- never been o u t o f t h e forest, h o w can y o u conceive o f an ocean?)
tween t h e m a n d 'man's former best friend.' This selection is recommended for serious rolegamers.
36
Academies (Option)
As children, w e learn t o b u i l d u p o n basic skills t o deal w i t h the
world. Most o f us learn t o speak, jump, run, possibly fish, perhaps
cook, start fires, b u i l d clubhouses, or learn basic farming techniques
(how to m i l k a c o w or p i t c h hay).
Because these skills are actually t h e basis f o r further specialization,
this experience can only help contribute t o characters' Skill Spheres.
Most characters have Skill Spheres which reflect basic abilities and,
as such, w i l l n o t use the f o l l o w n g optional rules. However, a c h i l d
growing u p i n an environment which leans towards a specific occu-
pation or vocation tends t o concentrate i n some areas and ignore
others.
I n Year o f the Phoenix, such an environment is called an Academy (Plant) L o r e ( K N O )
n o matter what it actually may be. This Academy assumes intense This is a series o f skills, dealing w i t h herbs; where t o l o o k and what
study in a limited area o f knowledge, k n o w n as a Concentration, t i m e o f year, t o f i n d plants, fungi, and roots. This includes knowledge
Such Academies might be tutelage under an Amerikan Bard, or of h o w t o preserve and use them. Few Heroes have these skills.
perhaps the child was raised in a private M o r m o n school, or was raised Drugs are rated i n Levels, f r o m 1-6, and use the Drug Matrix Table
b y use o f machines and drugs t o become a living computer. t o determine the results o f the dosage.
When you and y o u r player agree that his or her character comes
f r o m such a background, 3 emphasized Skill Spheres begin at 5 D 1 0 +
25%. while 3 ignored Skill Spheres begin at 1 D l O + 10%. 3 Spheres Healing L o r e ( K N O I
are usually chosen t o increase, while 3 others are decreased, Healing applications are rated f r o m 1-6, w h i c h are the number of
When y o u design your Academies, keep in m i n d t h a t other things days an additional CON% Trauma relief r o l l i s made, sa a Level 2
besides Skill Spheres can be affected. A Martial Artist m i g h t have the 3 offers one additional r o l l each day f o r Poison Lore: A poison causes
emphasized items be increased Ergs (starting at 3 D 6 + 6). increased or simulates an effect o n the Trauma Table (q.v. The Body). The rating
CON% ( 1 0 + 1 D 5 m u l t i p l i e d b y lo%), and increased KNO. The A r t i s t also reduces the healing t i m e of wounds. To f i n d the effect of various
w o u l d have t o pay for it b y reduction of, say, COM, T A L , and social doses, use the Drug Matrix Table in the Training Manual.
standing.
Academies tend t o be exclusive. With so many aspirants desiring
Academy training the Masters use requirements t o distinguish out- Other Lores ( K N O )
standing candidates f r o m mundane ones. Generally these requirements There are numerous other Lores, such as Depressants, Poison
have some connection w i t h the skills being trained. A Bard College Antidotes, Hallucinogens, a n d Stimulants.
looks for students w i t h good voices and some musical ability.
A n elite commando training school w o u l d require the character
t o b e i n good physical condition (high CON%), have a basic knowledge Storytelling (COM)
o f several weapons and possibly some military background. The a b i l i t y t o compose, remember, and relate compelling and en-
Naturally, n o t all Academies w i l l have such requirements. Some tertaining stories and legends. The orator can evoke emotional re-
religious schools, for example, might only consider those aspirants sponses i f he o r she i s experienced enough (gamemaster must judge the
whose parents have made sizeable contributions t o their organization. story's Quality in t h e Quality Results Table)
Encounters ( ~ ~ l l ~
Here are the statistics for the gamemastered characters featured You will see check-off boxes t o record a character's ammunition
in t h e adventures. This section i s designed t o be pulled f r o m t h e supply, as well as boxes t o keep track of the individual character's
b o o k and set aside as a reference when running the adventures, Trauma Level Those characters w h o have repeating statistics
saving y o u from f l i p p i n g through t h e b o o k each time y o u need (guards and soldiers) have major information presented once,
relevant data and then separate tallies f o r Trauma H i t s
Plunge i n d o NCghamare
m
Duchess Ona (Elizabeth Kellman)
Pullout - Page 2
Sphere Spd Max Avg. Prominent Specific Skills t h i n g that w o u l d enable him t o prosecute Filn under t h e laws o f
KNO 40% 2 9 7 - 0 0 60% Russian, Spanish & Ameri- Dixie (and the Duchess and F i l n are doing their best to keep it
can Literacy, Electronics t h a t way), b u t he is still looking.
Repair, Memorize, Animal The Hounds o f God are gaining c o n t r o l o f Dixie, m u c h to the
Care, Survival Training dismay o f the m a j o r i t y of the t r u l y Christian people there.
TAL 30% 3 98-00 50% Dangersense, Resist Persua-
sion, Shadowblend, Sense Character Inspiration
Surveillance, Timesense Patrick the cleric in The Mists o f Avalon ( b y Marion Zimmer
OBS 40% 2 97-00 60% Moonsight, Scan, Spot, Bradley), and general historical data o n clergy of the medieval
Track period.
COM 20% 4 99-00 40% Russian, Spanish & Ameri-
can Linguacy Sphere Spd Max Avg. Prominent Specific Skills
MAN 50% 1 96-00 65% Simple Repair, Operate Civi- KNO 30% 3 98-00 50% Russian, Spanish & Ameri-
lian Hovercar, Operate can Literacy, Church Law,
Truck, Laser Pistol, Laser Psychology, Momorize, The-
Rifle ology
KIN 55% 1 96-00 70% Dodge, Lunge Punch, TAL 20% 4 99-00 40% Detect Lie, Interrogation,
Kick, Throw, Stealth, Grap- L i e Convincingly, Persuade
ple OBS 50% 1 96-00 6 5 % Scan, Spot, Track, Listen
COM 40% 2 9 7 - 0 0 60% Russian, Spanish & Ameri-
can Linguacy, Acting, Cheat
Location Roll BOD Weapons a t Game, Etiquette, Distract
Head 1 4 Sazonov Pistol MAN 30% 3 98-00 50% Calligraphy, Paper Forgery,
Neck/Shldrs 2-3 5 Damage 2 D 8 + 2 Spd 1 F i Iching. L o c kpicking,
Chest 4- 7 10 Range l O O m Sphere M A N Knife, Pistol
Arm L 8-9 5 Rounds: ( 2 0 ) KIN 20% 4 99-00 40% Dodge, Stealth, Dance
Arm R 10-1 1 5 00000000000000000000
Hand L 12 3
Location Roll '0'
Hand R 13 3 Lunge Punch/Lunge K i c k Weapons
Head 1 2 Knife
Abdomen 14-16 7 Damage 1D 8 / Spd 1
Leg L 17-18 7 1D10+ 1 Neck/Shldrs 2-3 3 Damage 1 D4 + 1 Spd 4
Chest 4-7 6 Sphere KIN
Leg R 19-20 7 Range 0 Sphere K I N Range 0
Arm L 8-9 3
Trauma Hits 0 0 0 0 0 10-11 3 Self Loading Pistol (Walther P62)
Damage 2 D 8 + 1 Spd 1
Range 3 0 m Sphere K I N
Rounds: ( 1 5 )
Father John Haldin 17-18 5
000000000000000
Leg R 19-20 5
Race: Caucasian Personality Profile
Nationality: American Usually Pompous Trauma Hits 0 0 0 0 0
Social Status: Lower Sometimes Subtle
Extremely Religious
Gender: Male Untrustworthy Duchess Guard
Age: 6 3 Usually Proud
Height: 1.7m Race: Caucasian Personality Profile
Weight: 8 0 k g Appearance Nationality: American Always Respectful
Hand: Right Father John i s an elderly man w h o Social Status: Lower Always Efficient
CON%: 50% wears a black shirt and pants. H e i s Always Self-sufficient
tonsured and constantly fondles a Gender: Male Never U n t r u s t w o r t h y
Ergs: 1 0 heavy rosary hanging around his Age: 2 5 Always Watchful
MUS: 40kg neck. His eyes sparkle w i t h life, and Height: 1.7m
DAM: - he seems spry for his age. Weight: 7 0 k g Appearance
A n d yet, many people feel un- Hand: Right The typical Duchess guard wears grey
Moves : 2 comfortable around him. CON%: 200% overalls while inside the complex.
When outside, they usually wear
Passion: Fanatical Religious Zeal Ergs: 18 heavy outer gear, reflec armor (see
100% MUS: 140kg description under 11.7 Armor in the
D A M : +5 Adventure Guide).
Nathaniel Crosby KIN 20% 4 99-00 40% Dodge, Punch, Kick, Grapple
Race: Japanese Personality Profile
Nationality: American Often Proud
Social Status: Lower Rarely Suspicious Location Roll BOD Weapons
Usually Friendly Head 1 2 Punch
Gender: Male Sometimes Forgetfull Neck/Shldrs 2-3 3 Damage 1 D 3 Spd 4
Age: 7 5 O f t e n Curious Chest 4- 7 6 Range 0 Sphere K I N
Height: 1.5m Arm L 8-9 3
Weight: 70kg Appearance Arm R 10-11 3
Hand : L e f t Nathaniel Crosby looks like he hasn't Hand L 12 1
CON%: 50% slept or had a bath in months. ( N o t Hand R 13 1
true. He had a bath a week ago.) He Abdomen 14-16 4
Ergs: 9 lives o u t o f a shack constructed high Leg L 17-18 4
MUS: 35kg in a tree, a n d the patches o n his el- Leg R 19-20 4
DAM: - b o w s and knees f r o m climbing u p
and d o w n attest t o that fact. Trauma Hits 0 0 0 0 0
Moves: 2 Passion: Old Records 80%
Description
Nathaniel is slightly o u t o f his mind - just far enough t o make
living o u t i n the woods t r u l y enjoyable.
U p in his treehouse, Nathan keeps a generator w h i c h powers an
ancient compact disc player - a real relic. The visual projector Zoviet Citizen (Father Bolan, Marsha Wiseman)
doesn't w o r k anymore, b u t the audio w o r k s just fine. Nathan has a
collection o f some 40 or so compact discs, w i t h subjects ranging Race: Caucasian Personality Profile
from, 'Visual Tour o f the Grand Canyon' to, 'Bruce Springsteen, Nathional i t y : American Often Proud
Live in Concert. ' Social Status: Lower Always Suspicious
Sometimes Friendly
Character Inspiration Gender: Male/Female Usually Sincere
A n y movie w i t h an o l d prospector or other o l d man. Age: 3 0 Often Curious
Height: 1.7m
Sphere Spd Max Avg. Prominent Specific skills Weiaht: 7 0 k a ADpearance
KNO 50% 1 96-00 65% Russian, Spanish & Ameri- Hand: Right- Father Bolan i s dressed in black, w i t h
can Literacy, Healing Lore, a w h i t e collar. He has multiple %lo-
American History, Memo- rosis, and a macrobiotic d i e t keeps
CON%: 5 0 %
rize, Astronomy, Survival symptoms in remission. When neces-
Training
Ergs: 10 sary, Father Bolan uses a cane.
TAL 30% 3 98-00 50% Detect Lie, Dangersense, Re-
s i s t Persuasion, Interrogation Marsha Wiseman looks l i k e the pro-
MUS: 3 5 k g
OBS 40% 2 9 7 - 0 0 60% Listen
DAM: - verbial bag lady since the bombing o f
COM 30% 3 98-00 50% Russian, Spanish & Ameri- the town, although her face still ap-
Moves: 3
can Linguacy, Etiquette, Per-
pears y o u t h f u l (i.e., she has all her
suasion, Leadership
teeth, etc.)
MAN 40% 2 97-00 60% Play Flute, Simple Repair,
Operate Civilian Hovercar,
Passion: Staying alive.
Laser Pistol. Laser R i f l e
Description
The average Zoviet citizen ekes out a living under the baleful Location Roll BOD Weapons
eye of the communist government. The citizen often lives under Head 1 2 Punch
Damage 1 D 3 Spd 4
substandard conditions, unless he o r she can, through manipulation Neck/Shldrs 2-3 3
or deceit, rise i n rank i n the Zoviet political system. Chest 4-7 6 Range 0 Sphere K I N
Arm L 8 -9 3
Father Bolan i s a gentle man w h o serves his god faithfully. Arm R 10-11 3
He has always looked upon the other members o f his c o m m u n i t y Hand L 12 1
as his responsibility, and i s emotionally distraught when the t o w n Hand R 13 1
is ravaged. Abdomen 14-16 4
Leg L 17-18 4
Marsha Wiseman is a fighter i n a country that chews them up Leg R 19-20 4
and spits them out. She's a tough person and is n o t above deceit
t o get what she needs t o survive -
b u t she reserves that f o r the Trauma Hits 0 0 0 0 0
Zoviet patrols.
Average Nonnewaug Rebel (Malcolm Hein) Sphere Spd Max Avg. Prominent Specific Skills
KNO 50% 1 96-00 65% Russian, French, Spanish &
Race: Varies Personality Profile American Literacy, Animal
Nationality: American Very Proud Lore, Camouflage, Survival
Social Status: Lower Always Loyal Training, Tactics, Demoli-
Often Flexible tions, Mines, Rockets, etc.
Gender: Male/Female Always Sincere TAL . 30% 3 98-00 50% Detect Lie, Dangersense, Re-
Age: 2 0 Usually Discip Iined sist Persuasion, Shadowblend
Height: 1.7m OBS 40% 2 97-00 60% Listen, Spot, Scan, Disguise
Weight: 70kg Appearance COM 30% 3 98-00 50% Russian French, Spanish &
Hand: Right There i s n o typical Rebel. Like the American Linguacy, Ameri-
days, Nonnewaug i s a melting p o t o f kan Sign Language, Persua-
CON%: 10% ideas and values. This i s reflected in sion
the hair styles and clothing. Even MAN 40% 2 97-00 60% Simple Repair, Operate Ho-
Ergs: 15 missions or scouting parties have lit- vercar, Sea Farming
t l e in the way of proper uniforms, KIN 40% 2 97-00 60% Dodge, Punch, Kick, Grap-
MUS: 7 0 k g other than making sure the outfits ple, Stealth, Tracking
DAM: i 2 blend i n w i t h the surrounding ter-
Moves: 4 rain.
Location Roll BOD BOD Weapons
Passion: Restoring Liberty +Armor
Head 1 8 2 A K M S -29
Description Neck/Shldi rs 2-3 9 3 Damage 2 0 8 + 1
Rebels have varying ideals and varying ideas o n how t o remold Chest 4-7 12 6 Spd 2
this country once it is free again. The council makes most policy Arm L 8-9 9 3 Range 1OOm
decisions, and the typical rebel soldier is satisfied w i t h his or her Arm R 10-11 9 3 Sphere M A N
position i n the fight against communism. Hand L 12 7 1 Rounds; 140)
Hand R 13 7 1 000000000000000
Abdomen 14-16 10 4 000000000000000
Leg L 17-18 10 4 0000000000
Rebel Trauma Hits Leg R 19-20 10 4
Awkward 000000 Tasser
Burly 000000 Trauma Hits 0 0 0 0 0 Damage ( 4 0 6 ) "
Cute 000000 Spd 2
Dusty 000000 Range 15m
Enigmatic 000000 Sphere M A N
Feeble 000000 Rounds: (20)
Gorgeous 000000 Armor Type: Reflec 000000000000000
(6-point) 00000
Malcom Hein 000000
This is Erg damage
Pullout - Page 6
1
Mac's Assassin
Location Roll BOD BOD Weapons
Race: Caucasian Personality Profile +Armor
Always Silent Head 1 5 2 Crossbow
Nationallty: American
Neck/Shldrs 2-3 6 3 Damage 2 D 8 + 1
Social Status: Lower Always Proud
Chest 4-7 9 6 Spd 1
Sometimes Sadistic
Arm L 8-9 6 3 Range 1 5 7 m
Gender: Female Never Cowardly
Arm R 10-1 1 6 3 Sphere M A N
Age: 3 5 Always Thorough
Hand L 12 4 1 Quarrels: ( 1 0 )
Height: 1.6m
Appearance Hand R 13 4 1 0000000000
Weight: 70kg
Hand: Right The Mac's typical assassin i s garbed Abdomen 14-16 7 4
Leg L 17-18 7 4 Knife
i n black or w o o d b r o w n (depending
Leg R 19-20 7 4 Damage 1D8 + 1
CON%: 150% u p o n the j o b t h a t needs t o be done.)
Her head i s wrapped in tanned lea- Spd 1
Ergs: 1 0 ther, and she wears gloves reminis-
cent o f racing gloves.
Trauma Hits 0 0 0 00
I
I
Range0
Sphere K I N
,
.
The artwork on this page is provided f o r use w i t h the vehicle counters. Note that carts and wagons may be p ~ l l!a
e oy
'
' .
a slngle horse
or by teams of t w o t o up t o ten horses. It is impossible t o anticipate your needs, so adequate horses are included kiere to provide any
team you may require,
.
Note that these 'counters' should be photocopied, colored w i t h markers, and then mounted w i t h rubber cemen.r t.o a 'heavier card
stock, Only then should they be cut apart w i t h a craft knife (or scissors).
Pullout - Page 8
VehCcle % t a t s
Roll 1D20 Hovercycle Roll 1D20 Cargo/Troop Carrier
1-8 Engine" 313 1-4 Windows 3I 3
9-16 Propulsion' 616 5-8 Cab Sides 7 I7
17-20 Passenger varies 9-10 Engine * 3I 3
11-13 Propulsion' 6 I6
* I f Triple Trauma Hit, roll on Accident Table 14-20 Cargoltruckbed 513
Handling: 2
II) T o p Speed: 8 0
I 1 AccIDec: 20
m
I 1-10 I D 2 Sides
O
Hovertank
30130
" I f Triple Trauma Hit, roll on Accident Table
c 14-15 Cannon
1 6 / 1 9 Propulsion*
10110
15/15
a 20 Machinegun
Handling: 1
Top Speed. 80
515 Roll I D 2 0
1-10 Windows
11-15 Sides
Civilian
313
717
Curtis: (Rolls.) ' M y brother was killed helping in the fight for your 14.3 THE TAO OF RULE WRITING
so-called freedom. He's n o t free - he's dead. Go t o hell,'
'Consistancyand realism are subservient
Such freeform interpretation o f the dice results goes a l o n g way to enjoyment,
towards effective, memorable gaming. since they are intended to enhance it,
Hand-in-hand w i t h dramatic dice reading is assessing D I F penalties
rather than being goals in their
and other modifiers t o dice rolls. These adjustments can be l o o k e d u p
i f the characters are in a leisurely situation, but i f there is a l o t o f
own rights.
exciting action, and things are heating up, it's best to w i n g such ad- - Robert Plamondon
justments instead o f pausing t o l o o k them up. The feel of the story
and the pace o f the adventure are more important than technical ac- It's important t o remember t h a t the goal of any rolegame is enter-
curacy. tainment. T o this end, rules serve as a framework t o help further this
I n addition t o controlling skill modifiers, y o u are also c o n t r o l l i n g enjoyment, f o r they add the element o f suspense t o the game,
the game session itself. This means y o u need t o keep everyone's atten- Rules in any rolegame are a basis t o w o r k from, the agreed-upon
tion, and keep everyone involved. reality. No rule should b e enforced i f y o u f i n d it gets i n the way.
Keeping everyone's attention i s necessary i f y o u glance u p a n d Never h o l d to a silly rule just because it i s there. After y o u have seen
notice that one o f y o u r players is reading a comic book, a n d the other t h e w a y the entire rules system works, and h o w each rule works w i t h
two are discussing last night's football game. This may be a clear in- the others, feel free t o change them. T r y t o figure o u t w h y some rules
dication that either, a) y o u should t h r o w in the towel, b ) adjourn are set u p the way they are.
t h e game t o another time - there are some days when n o one feels The specific rules that gamemasters choose t o implement, ignore,
like playing - or, c ) t h r o w a situation a t the characters which requires or add depend u p o n what k i n d of stories the gamemaster wants t o tell.
their response. You m a y f i n d that players w i l l wander i f there are n o Gamemasters o f t e n alter rules t o f i t their own personal conception o f
decisions their characters need t o make. the world. This is good, because rules are a tool. As w i t h any tool,
I f y o u manage t o keep everyone interested with a twisting, what- they should be used or ignored as needed. For example, I f t h e charac-
happens-next feel, y o u w o n ' t need t o grab t h a t comic b o o k o u t of y o u r ters are in a tight spot a n d d i d all they reasonably c o u l d t o avoid the
player's hands. But such effective storytelling i s n o t always easy t o situation, some gamemasters allow them t o escape. 7 I f a character
accomplish. w i t h 5 BOD points i n his chest faces an opponent and y o u r o l l 16
The other half t o helping t o m o n i t o r a game session is t r y i n g to points o f damage, y o u are perfectly w i t h i n y o u r rights t o adjust the
keep all the players involved. If y o u have been playing for a while damage rolled, or perhaps change the hit location instead of killing
and you suddenly realize t h a t one o f y o u r players has n o t done any- the character. Alternately, some gamemasters feel that the dice are
t h i n g f o r some time, t u r n y o u r attention t o him or her, involving t h a t t h e final judge, and play accordingly.
player in the events. Don't let the players tell y o u h o w t o interpret the rules. They
I f necessary, y o u m i g h t even have that player take a gamemastered must play b y your rules and interpretations. On the other hand, i f y o u
character t o play for a while. This usually requires some forethought f i n d t h a t y o u players are unhappy w i t h the way y o u are running the
o n your part, but the rewards are w o r t h it. game then y o u may want their counsel t o better everyone's level of
enjoyment. Remember t h a t it i s their game, too.
lntercharacter Conflict
Occasionally a character's interests conflict w i t h those o f other Adding Rules
characters in the game. This is n o t something that, as a gamemaster, There m a y come a t i m e when you w a n t t o change, alter, or delete
y o u should t r y t o manipulate. I f t h e players are good, their roles w i l l rules. I f y o u are considering adding rules, remember that they have
be all t h e more interesting as the characters develop and interact. t o apply t o b o t h the characters and the gamemastered creatures.
If these goals go beyond roleplaying and interrupt the game, speak to Ask w h y the rule is desired. To further a certain t y p e of character?
the errant player privately, I f more drastic measures seem necessary, Sometimes rules are set u p t o reflect a cultural limitations or benefits
y o u m a y consider maneuvering t h a t character o u t of play. t h a t exist i n the milieu of t h a t game. Pay attention t o h o w it m a y
affect t h e culture.
Final Notes Every game needs some a m o u n t o f unbending structure t o keep it
If the main action o f the story takes place after a t w o day journey, f r o m turning i n t o an intimidation session, b u t t o o many rules can
and the journey itself serves n o other purpose than t o get the characters r o b a game o f its possibilities, t u r n i n g it i n t o a strategy prison.
to a particular destination, condense the action. Simply say, 'After a Because o f this, ask yourself these questions when developing a
t w o day ride, y o u finally reach the city.' Don't drag o u t the ride rule.
with random encounters t h a t add l i t t l e o r n o t h i n g t o the overall p l o t -
line. I s This Rule Necessary?
Keep i n mind t h a t most players d o n o t act - they react. Don't Explore alternatives. Use any m e t h o d at your command. The
expect the characters t o go o f f somewhere w i t h o u t p r o m p t i n g o r hints. environment, geography, culture, o r localjpersonal authorities can all
Give the players a l i t t l e help so they k n o w their characters aren't influence or limit characters w i t h o u t a rule being imposed.
wandering aimlessly. For instance, i f y o u f e l t it necessary t o limit the use o f martial
I f a character comes u p w i t h an ingenious plan o r idea, let it some- arts weapons (nunchakus, tonfas) in the game, use both geophysical
times work. This way they'll continue to t h i n k and be encouraged (weapons and training are available only in a far-flung c o u n t r y ) and
to t r y a different approach t o the tests they face. cultural limitations (trainers very ethnocentric and refuse t o train
When it gets late and tempers flare, it's a good idea t o pack up foreigners) rather than simply imposing a ban o n such weapons.
and resume later. Characters are less likely t o d o silly o r stupid things This, naturally, provides a purpose o r destination for characters.
i f players are conscious. ( N o t t o m e n t i o n t h a t arguments over who I f they actually get t o t h a t c o u n t r y a n d finally persuade someone
d i d w h a t , as well as m e m o r y lapses, can be avoided.) t o teach them, they have accomplished quite a feat.
When ending a story in the middle, e n d it o n a high note, a t a t i m e
when players are about t o encounter something exciting (and they Can a Player be Allowed to Choose J Response?
k n o w it). This helps keep interest high for the n e x t playing session. T r y relying on y o u r players t o make a reasonable decision. I f you
When characters have a long-range goal of immense proportions, f i n d t h a t it doesn't w o r k f o r your group, t u r n t o a chart o r other
give them l i t t l e clues, leads, or pieces to the puzzle t h a t help t h e m a- randomizer as a last resort. Rare i s the group in which either is strictly
chieve their goals. Some stories can concentrate o n achieving some t h e case. Most gamemasters trust their players t o p i c k appropriate
of these goals, w h i l e others have n o bearing o n them. Be careful not t o names, a n d some allow players t o choose their character's initial belong-
r o b the characters o f their reason for living b y m a k i n g it t o o easy/ ings.
quick t o accomplish. In practice, d o n ' t let t h e m find, repair, and escape Obviously, y o u need t o consider the people in y o u r group, and
w i t h the Shuttle Phoenix after three weeks o f play, o r there'll be no allow t h e m t o make decisions whenever you can. This way y o u avoid
reason to continue t h e campaign. O f course, it is q u i t e possible t h a t player resentment and rule imposition at the same time. You can keep
t h e character w i l l abandon the quest f o r the shuttle, and stake o u t a open the d o o r o f creativity and allow y o u r players to feel they are
new life in this strange Amerika. contributing members o f the shared fantasy.
Pregame Checklist: Check t o be sure the players (and y o u ) have A Note o n Rules: This first Adventure has been structured so that
done the following. y o u m a y play w i t h o u t t h e rules o n Ergs and Experience Marks, i f y o u
wish, This simplifies record keeping (something which new players
0 Read the 4-page Player Handout (Skipping the Creating a Hero f i n d intimidating), A t the end of the adventure, award each character
Summary). 20 Experience Marks t o spend o n skills they've used in the adventure.
A f t e r this adventure, however, institute the regular Experience Mark
0 Each player has chosen a pregenerated character. (You don't rules.
choose one.)
Starring Roles: Every gamemastered character, such as Duchess Ona,
0 Everyone i s sitting around a table (or other convenient playing i s detailed w i t h personality notes and game statistics in the 'Encounters'
surface) and can easily reach t h e dice. p u l l o u t located i n the center o f t h i s booklet. Some o f the lesser roles,
such as the Duchess' guards, share generic statistics. Each guard has
0 Everyone has plenty o f pencils, scrap paper, (and refreshments been labeled w i t h a descriptive adjective ('Bald,' 'Tall,' etc.) and a tally
i f desired). i s provided f o r marking o f f Trauma Hits on each one during combat.
I f y o u don't want t o write i n the book, just scribble d o w n the pertinent
0 You have read over this adventure at least once. i n f o r m a t i o n o n a piece o f scrap paper and use that, instead.
0 Everyone has w r i t t e n their character's name on a piece o f paper Break Points: This adventure is divided u p i n t o Episodes. I f y o u a n d
sitting in the middle o f the table. This way, players can l o o k your group want t o take a break for a while ( t o order a pizza, or what-
at it d u r i n g the game and refer t o the other characters b y name. ever), Episode breaks provide natural stopping points.
0 Everyone has introduced their characters t o each other and HISTORY OF THE REGION
t o l d a bit about themselves. Pennsylvania has been the major thoroughfare between the South-
western and Northeastern Provinces since it was first overrun b y the
0 Everyone is ready to have an exciting t i m e f o r a f e w hours. Zoviet horde. The industrialized zones lie mostly i n the West, where
well-maintained highways seeded small communities.
The middle of t h e Province supports Harrisburg, the capitol of
How This Adventure is Organized Pennsylvania. In Harrisburg proper can be f o u n d 3 motorized tank
Plunge into Nightmare is a Linear adventure. This means that the battalions. These are under the command o f a Major M. Krucshev,
adventure IS easy f o r beginning gamemasters t o run. The different t h e administrative ruler o f Pennsylvania f o r over 7 years. Krucshev
things that characters can do are covered, so t h a t the answer IS always was b o r n i n Russia and sent here t o 'straighten out' this Province
in the book. Some experienced gamemasters feel t h a t parts o f this w h i c h has seen i t s share o f rebel interference. In the last 5 years o f his
adventure l i m i t the player's choices o f actions. I f so, they are free to rule there have been n o reports o f destruction or black marketeering
44
directly traceable t o rebel forces The Major has apparently done his and demand that the astronauts surrender immediately. They are taken
job well underneath the village, t o a high-tech hideout.
There IS an official contaminated zone t o the East, b u t only resid-
ual radiation lingers there n o w Thar area i s desolate, f u l l o f twisted Episode Two: Into t h e Hierarch's Lair
slag and grass-covered building mounds This episode finds our heroes meeting the area's ruler: The Duchess.
A few kilometers n o r t h o f this forbidden zone i s a group of buil- I f they t h i n k t o ask, they can f i n d o u t that they are in Zoviet-control-
dings which burned d o w n some dozen or so years ago The place IS led Pennsylvania, in,.the year 2197 C.E.
overgrown now, and the wooden buildings are slowly deteriorating The Duchess informs them (in her o w n self-assured w a y ) t h a t she
due t o the elements L o o k i n g closer, however, some o f the buildings has retrieved the f l y i n g machine they seek. And, she w i l l give it t o them
look t o o well preserved This IS t h e location of the Duchess' head- i f they p e r f o r m a task f o r her. They m u s t rescue one of her lieutenants
quarters (her son) f r o m the Nasties, and deliver h i m back t o her.
The Duchess fled f r o m Zoviet rule many years ago and soon estab- I f t h e astronauts refuse, the adventure i s over (you can start with
lished herself as a tough resistance fighter Through t h e years. many the n e x t scenario). I f they agree, she disguises them as Zoviet soldiers
things have shaped her power, and many things have shaped her con- and sends them o f f t o free the lieutenant.
science N o t all o f them are pleasant, nor remembered k i n d l y b y the
participants Through t h e years the Duchess emerged as a leader to few, Episode Three: The Rescue
yet p r i v y t o most She has an uncanny knack f o r k n o w i n g what SI Our heroes travel d o w n the coast t o a l i q u i d hydrogen refinery.
happening around her area, and w h o t o talk t o She has connections I f they manage t o enter t h e c o m p o u n d via hang gliders, they discover
(and s p i e s ) deep w i t h i n the opposing camps around her She IS always he i s the Duchess' son. This i s a simple rescue operation, hampered
on t o p o f any troop movements b y Major M Krucshev Some say b y the fact that a planned diversion i s sabotaged, so escape routes are
he is well aware o f t h e Duchess, and some even go so far as t o say changed.
that they have worked together o n occasion The Duchess neither
confirms nor denies this, b u t her actions indicate t h a t she IS n o t as Episode Four: Show a n d Tell
omnipotent as her reputation w o u l d paint her. The Duchess' son produces the Zoviet communication t h a t he and
A few scant kilometers f r o m t h e Duchess' home base i s the t i n y his companions l i f t e d o f f t h e messenger. It tells o f the appearance
Dyesyat refinery, which i s a converted power station that uses river o f the srrange ship in the sky (the Shuttle) and hints at the corning
water t o create liquid hydrogen It i s linked up via satellite t o dozens mobilizations t o wipe o u t t h e Rebels.
o f other power stations d o t t i n g this Province, and all are powered b y The Duchess then rewards t h e astronauts. She takes them i n t o her
the satellite network The solar o r b i t i n g platforms w h i c h beam the Truck Bay, and reveals t h e helicopter -f u l l y repaired and w o r k i n g -
power t o these collectors were trained o n these sites long ago lacking o n l y fuel. She cannot understand their dismay, and is t r u l y
upset t h a t this i s n o t the f l y i n g machine they want. She also makes
Recent Events the connection between the communique's reference to a strange air-
Four days ago, the Duchess' son and a small band o f guards were ship, a n d the appearance of the astronauts. She realizes that they are
somehow captured when they waylaid a messenger near the Dyesyat n o t f r o m this world, and shows them the message. Because she i s in
refinery - there i s possibly a spy in the Duchess' camp The Duchess a state o f shock (having almost never been wrong about anything
knows the Zoviets have n o t taken the prisoners o u t o f the area and before), she implores them t o accept the helicopter anyway.
hopes that they have n o t killed them The Duchess is currently t r y i n g The astronauts are stranded in a strange land, w i t h n o destination
t o figure o u t a way t o spring them w i t h o u t using u p any more o f her and n o home. The Duchess suggests they travel N o r t h t o the Nonne-
personnel On case one of them i s a spy) waug tribe. That rebel group is always looking for fresh talent. The
The command decision handed d o w n b y Colonel General L M Duchess w i l l n o t accept offers t o remain w i t h her, and is t o o shrewd
SadenjO (see t h e What's Going On? opening letter) has t h r o w n this t o a d m i t that she considers their independent attitudes t o o dangerous
entire region i n t o total chaos Just before this adventure begins, troops t o t r y t o control.
begin an overland drive f r o m the south of Pennsylvania (where they
were involved i n wargames) towards the N o r t h Their target? New Salvaged Equipment
Y o r k City t o eradicate a small band of rebels Major M Krucshev SI When the crew first wakes u p (see the Disaster Strikes! section
traveling w i t h them t o personally oversee the operation He certainly below), they may o r may n o t have all o f their equipment w i t h them.
has more important things t o d o than deal w i t h a few rebels caught There are three ways t o handle this. First, y o u can simply assume
outside a hydrogen refinery t h a t they have everything t h a t i s marked o n their character sheets.
A Platoon of recon Helicopters f r o m the Major's troops flew over This o p t i o n has a major disadvantage, however. It doesn't force them
this area early last night, and one o f them w e n t d o w n near the Duchess' t o t h i n k their w a y o u t o f a situation. It lets them play 'Rambo' at their
headquarters The p i l o t was killed instantly (the b o d y washed o u t t o first opportunity, and t h a t could well get them killed. The n e x t possi-
sea) and the order came d o w n that n o time was t o be spent in a search b i l i t y i s rolling o n the f o l l o w i n g chart before t h e game starts. Then y o u
operation Thus, the Duchess' troops found the Helicopter during the can simply i n f o r m your players what i s lyingaround. The t h i r d possibil-
night. and t o o k i t back By the t i m e the astronauts awoke o n the i t y is t o have each player roll t o f i n d o u t what equipment remains.
shore, the Helicopter was repaired, and sitting in the Duchess' head- I recommend the t h i r d alternative, because allowing players to r o l l
quarters the dice themselves gives them a sense o f control over their destiny,
In this t i m e of m i l i t a r y mobilizations, the astronauts wash u p and insures t h a t every group begins the game with differing resources.
on the shore of a Zoviet Province k n o w n as Pennsylvania Note that this chart includes items washed ashore. Just because a
character's Glock i s salvaged doesn't mean t h a t it i s o n the character's
THE PLOT person. ( A n d it m a y be a weapon or item originally belonging t o some-
This adventure i s designed t o let the characters survive Because one else.)
o f this, some situations are slanted slightly i n favor o f the astronauts Roll for each astronaut separately.
Don't w o r r y There are plenty of other opportunities for death o u t
i n this w o r l d
Salvaged Equipment Chart
Episode One: Skyjack! Item Roll Needed o n 1D6 for Salvage
The adventure begins as t h e astronauts are briefed f o r their first Combat U n i t undamaged 2-6"
mission Libyan terrorists have taken over t h e space station Arnerlca, All Personal Gear intact 3-6 *
and they must retake i t They are t o l d t o employ a f u l l frontal assault, Extravehicular M o b i l i t y Unit
for there i s n o way t o surprise the terrorists undamaged 6***
Once the group reaches the station, the terrorists detonate a bomb, E M T Kit washed ashore 3-6t
and t h e astronauts are plunged i n t o darkness
The astronauts wash ashore in the early morning, alive They also
realize they might be anywhere England, Canada, even Siberia
1
I
9 m m Glock 24 w / a m m o
R i f l e o r Machine Gun w l a m m o
5-6tt
6
I
Our heroes spend some time assessing their situation and their gear
They have the choice o f moving, o r staying p u t u n t i l somethingcomes I f the Combat Suit was damaged, r o l l 1D6 f o r the number o f
UP locations lacking armor, and use the H i t Location Chart on the
They meet a stray d o g Suddenly a shot rings o u t and the dog i s character sheets t o discover the specific locations. These locations
killed Strangely garbed figures appear f r o m the direction o f t h e shot have '0' armor points. I f any character's Hit Locations lack armor,
r o l l randomly t o see which Locatipn received a Simple Trauma Hit and is virtually worthless The 12-hour battery i n the backpack
sometime during the disaster (if they think of i t ) i s probably the o n l y t h i n g that can be salvaged.
* * I f the r o l l is failed, character i s missing 1 D6 items (begin w i t h the t I f i t washes u p on shore, r o l l again A roll o f 4-6 means i t IS water-
first item listed in the Training Manual - the Corn System - and go tight, and none o f the items are spoiled b y the seawater Otherwise,
d o w n f r o m there) t h e drugs and the bandages are useless
* * * I f the U n i t i s damaged, t h a t means that it i s i n several Dieces tt A 6 i s needed i f the Combat Unit i s damaged.
Read the followtng o u t loud: I t ' s possible t h a t a player w i l l attempt t o use a skill like Persuade
against the Major. He has a 30% T A L . Roll 30 + l D l O O against the
Well, it's been almost eight weeks since you entered train- player's roll. Whoever rolls higher (if y o u b o t h roll over 100%)wins.
ing to become a Phoenix astronaut. On the first night of the If the player i s successful, the Major reveals the following.
eighth week, a warm June night, you are awakened by piercing
alarms shrieking through the military base. You hear com- 0 The skyjackers' leader has been identified as a k n o w n Libyan
terrorist, currently going by t h e name M a y m o n Zimbalist.
mands barked and soldiers swearing. There is the sound of 0 The condition o f the hostages are unknown, b u t the terrorists
running and searchlights snap on, sweeping the grounds. claim t h a t they w i l l k i l l one an hour u n t i l their demands are m e t .
What 00 you do?
I f the players ask something n o t covered i n the above information
or in the read-aloud below, say t h a t the information is 'unavailable'
The proper response i s t o dress immediately and report t o the
or 'under investigation' or ' T o p Secret.' Or, if y o u feel adventurous,
briefing room. Regardless o f their actions, they hear the f o l l o w i n g
ad lib the Major's responses.
over the compound loudspeaker (announce it l o u d l y and urgently):
I f the players ask f o r details about their p a r t i n t h e mtssion, read
the foloowing. Otherwise, read it once the players have finished asking
Attention! Attention! All Phoenix strike team personnel all the questions they wish.
report to the briefing room immediately. Attention! Atten-
'Your role in this mission i s fairly straightforward. Eighteen
tion! All Phoenix strike team personnel report to the briefing
of you - our first two strike teams - will board the Phoe-
room immediately. This is not a drill! Repeat, this is not a
nix. The two backup teams will follow in the Pegasus as soon
drill!
as she is readied for liftoff - in about an hour. (Those bastards
Your players' characters k n o w h o w t o get t o the briefing room,
caught us with our pants down.)
for that i s where a lot o f their orientation meetings have been held. 'Since the terrorists control the command module, you
Once your players have said that their characters comply w i t h t h e cannot hope t o surprise them. Therefore a straight frontal
order, read:
attack i s required. Tou are to enter the station via airlock
seven - just aft of the command module - neutralize the
The briefing room is as you remember it. The green paint
targets, and secure the station. We aren't sure where the
is s t i l l peeling off the ceiling, and the old school desks look
hostages are being held, or what the terrorists will do i f threat-
as shabby as ever in the fluorescent lights. It's too bad the
ened, so time i s of paramount importance.
new training buildings aren't finished yet. You go in and s i t
'Umm. . . ' The Major wets his lips. 'I'm not supposed
down, Other Strike Tream members enter t h e room in various
t o reveal this but, dammit, you deserve to know. There's
states of sleepiness. By the clock on the wall, it's 2:OO in t h e
another reason to work fast. There is apparently a bomb on
morning.
board, which they will detonate if their demands are not
The Major enters and strides t o the podium a t the front
met. You have to neutralize them before they destroy the
of the room. You see his shirt tail hanging out.
station. The President doesn't want them turning the America
'Well, officers. It seems that your services are t o be needed
into a multi-million dollar piece of junk.
sooner than we anticipated.
'Any questions? Anthony, you're to command the Phoe-
'As you know, t h e space station America has been occupied
nix, Horn i s pilot, andKeeps -.sorry - Keeler i s communi-
around the clock for the past several weeks in an effort t o
cations. You've got twenty minutes t o grab your gear and get
complete essential systems. Well, as of 0100 hours this
over t o the troop carrier. Let's Move Out!
morning, terrorists boarded the station and are holding the
'Quill, I want t o see you.'
technicians hostage.'
You hear gasps of amazement and horror from the Strike
The Major tells t h e f o l l o w i n g to Quill, but l o u d enough f o r anyone
Team members around you. listening (i.e., the other players' characters) t o hear what he has t o
say.
R u s e here. a n d let the players t a l k about it. They can ask questions
t o which the Major knows the following facts.
0 The terrorists entered the station via a T h i r d World Shuttle system 'Quill, it would be a shame if there was an accident up
which is currently unidentified, 'But we're w o r k i n g o n it.' .
there. . I mean, if the terrorists were caught, but then shot
0 They have issued demands, b u t the details are T o p Secret.
0 The President i s in a meeting right n o w t o decide what other actions
.
while attempting to escape . . You can be assured that the
may be appropriate.
President will ask no questions. Do I make myself clear?'
0 Very l i t t l e actual i n f o r m a t i o n is k n o w n about t h e situation. as the (Wait for Quill to respond.) 'Good luck.'
terrorists managed t o seize the communications system before anyone
c o u l d report hard facts. I f y o u are using the pregenerated characters, their gear IS listed
0 This Strike Team has been assembled b y direct Presidential com- o n their character sheets, so y o u can just mention that it takes 'a few
mand. minutes t o grab your stuff and get o n the t r o o p carrier.' If y o u r players
0 The terrorists number somewhere between ten and twelve. have their o w n characters, a n d have n o t chosen equipment, have them
d o so n o w (glve them about 5 10 minutes of real time, then continue
w i t h the game)
I f they radio for the status of t h e Pegasus, launch control tells them Docking
that the Pegasus i s about a half-hour behind the Phoenix, b u t they are The docking procedure i s straightforward. Either A n t h o n y or Carol
not t o wait for i t . must make a Shuttle Operations skill roll. I f they fail, they m a y t r y
47
again. There i s very l i t t l e t h a t can go wrong in the vastness of space. Pause here for a few seconds, just u n t i l everyone catches their
I f they Klutz, the shuttle drifts i n t o the side of the station a n d bumps breath. Then read:
i n t o it, and they immediately get The Radio Ntessage (see below).
I f the skill attempt i s successful, the automatic docking routines are
You awaken with sand in your mouth. You spit it out,
engaged, and they only need t o m o n i t o r the Shuttle's progress. They
k n o w the docking procedure w i l l take 10 minutes. After 8 minutes, look around and find you are On a beach - a long strip Of
the get The Radio Message (see below). sand arcs out of sight t o your left, but continues for many
kilometers as you look t o your right. Ocean waves lap a t
Destruction your legs. A golden sun peeks over the fir trees lining the
Destroying the terrorists' Shuttle requires a successful Shuttle
Weaponry skill roll b y Bruce Keeler. There are f o u r possible outcomes:
beach as suddenly realize can see your breath' It is
max success, success, failure, klutz. cold here, with the ocean breeze, but the smell of spring
hangs in the air and you can see seagulls winding their way
across air currents high above you. Strange weather for June
0 Klutz: You adjust the range and target locators. . and . 12th.
hit the Fire button. As you do, you notice that one of your
three vectors are off the mark - and the powerful laser bolt
'Where are we?' is the appropriate first question. Give them n o
lashesOut in a silent flash Of light# striking the hints. n o indication of what they have .iust aone throuqh. As far as t h e
-
command module head on. players know, they could have- landed somewhere in- Siberia (1997
Continue immediately with Disaster Strikes!, below. C.E., o f course).
This i s the appropriate time t o determine what equipment the
players have, i f y o u have n o t already done so (see Salvaged Equipment,
0 Failure: You line up the shot and press the Fire button.
above). Depending u p o n the determining method y o u used, some
A bright beam of light shoots out silently. . . and flashes supplies, weapons, and other items m i g h t be strewn o n the beach.
past the terrorists' Shuttle. The beam travels out into space. I f you have 10 or fewer characters on this adventure, they see 1D3
A clean miss. other astromauts o n the beach. (The missing characters l e t y o u a d d
more astronaut characters later in the game i f you get new players,
Continue with The Radio Message, below.
or i f some Dlaver's astronaut dies. The 'new' astronaut simply washed
u p o n the beach somewhere else and has been wandering ever since )
0 Success: You fire the weapon, and a bolt of bright white U p o n examination, the dead astronauts have drowned They have n o
light flares out. . , and punches a hole right through the other equipment, and their combat suits and E V A suits are vtrtually de-
stroyed
Shuttle's engines! Clean shot! You see small flashes of light
as the fuel explodes, ripping apart their engines. They're not ' H o w d i d w e get here7' i s the next question Anyone making a
going anywhere! successful Shuttle Operations skill r o l l remembers that i n an emergency,
Continue withThe Radio Message, below. the Shuttle systems go o n automatic p i l o t and attempt t o return t o
Earth f o r a splashdown reentry Mention that it i s entirely possible that
rescue teams are even n o w rushing t o the s i t e and that the Shuttle is
0 Max Success: You adjust the three vectors and punch the possibly on t h e b o t t o m o f the sea. Also casually remark that the
Fire button. There i s a blinding flash as the mysterious silver Shuttle costs several b i l l i o n dollars. (That may occupy their thoughts
Shuttle is punctured. You see silent flashes of light as the f o r a while.)
front windows of that Shuttle blow out, and suddenly the
'When are we?' Considering the t i m e it w i l l take the characters t o
entire Shuttle explodes!
organize themselves a n d check o u t their supplies, they notice that the
Continue immediately with Disater Strikes!, below. sun i s rising. It i s dawn. As far as they know, it is dawn on June 12,
1997 C o m m o n Era.
The Radio Message
I f the astronauts attempt t o contact the station ( or y o u are directed 'Where are we?' A successful Survival Training roll tells the character
here f r o m one o f the above paragraphs), they get a message: t h a t t h e astronauts are probably along the 60° Latitude line they -
c o u l d be in the Orkney islands o f f o f England, in the Hudson Bay area,
Suddenly, your radio crackles to life. It's on the space n o r t h o f Ontario, Canada, o r even i n the Baltic Sea near Leningrad.
B u t judging f r o m the tree types, beach formations, and other clues at
station channel! A deep voice booms in broken English, hand, the Orkneys are out. (They are totally wrong, of course, as
'Americans! We hold your station hostage! Come no closer Earth's current climate doesn't m u c h resemble 1997's.)
or we kill everyone!'
'How d o w e f i n d o u t what happened and/or get back home?'
Options: The players may choose to ignore o r respond t o the message. All astronauts k n o w o f someting called a 'Black Box,' in every Military
Let them decide what t o d o and then tell you. As long as they d o n o t Shuttle, just like airplanes have. I f that can be recovered, all the details
shut o f f the radio, another message follows shortly afterwards. o f the flight should be recorded on it (including speed, trajectory,
specific flight path, etc.). Be sure t o mention this even i f the players
don't t h i n k to ask t h e question. This c o u l d t u r n out to be a b i g reason
Another message springs over the radio, 'Now Capitalist t o l o o k for the Shuttle: learn what happened and use t h a t information
Pigs! You shall perish! You would not listen to our warnings! t o reverse the procedure t o go home.
Now you die!'
No matter w h a t y o u r players say their characters are doing, conti- Where DOWe GO From Here?
nue w i t h Disaster Strikes!, below. The characters are cold, wet, a n d miserable. The have several de-
cisions t o make. D o they move or stay p u t ? Keep together or split u p ?
I f they decide t o stay p u t , a successful Survival Training skill r o l l
Disaster Strikes! provides adequate f o o d and shelter.
There is a brilliant flare in the eerie silence, almost as if I f y o u r players decide t h a t the characters are moving out, f i n d o u t
the Sun was going nova. The cockpit is suddenly heating up. their organization: w h o i s carrying what weapons; are their weapons
Your radio crackles to life: drawn? does anyone have t h e Medical kit?; and so on. Once the players
'Phoenix, this is Pegasus. Our E.T.A. i s - ' The warning are organized, they can begin moving. Repeat the description of their
surroundings f r o m above.
systems drown out the message as lights dance along your I f they t u r n l e f t a n d travel along the shore, they soon encounter a
instrument panels. System after system tries to respond __
set o f tracks It looks like somethina was draqaed towards (or awav
to the overheating. And then. . . Nothing. f r o m ) the sea shore. The tracks m a r k u p about an 8-meter wide section
48
of t h e beach, and disappear i n t o the flattened underbrush Several courage them t o l e t her stick around, She has n o infectious diseases
dozen boot-clad footprints m i l l around, and some are deep in the and doesn't even have rabies. She responds t o any name, and i s very
sand, showing that they were either carrying a heavy weight or were appreciative o f a k i n d w o r d o r a b i t of food.
possibly pushing something away f r o m the water Someone using either (The dog i s here t o set u p the f o l l o w i n g encounter. No one will
a Spot skill or a Heightened Sight Special A b i l i t y can tell t h a t the expect to get shot at, and a death shows that the people the astronauts
tracks were made w i t h i n the last 12 hours. are about t o meet mean business.)
If they turn right, they see the beach stretching for several k i l o - I f the players seem t o be interested in the dog, let it be as friendly
meters There i s n o t h i n b u t seagulls d o w n this way as you can. If they are cruel, it tags along just ahead of them, o u t of
If they choose t o go directly inland, they travel about ten meters the range of blows.
and stumble upon a single person wide path It meanders past them If they characters remain on the beach, alter the following encoun-
directly towards the sea shore, and the other end winds through the ter so t h a t the Duchess' guards show u p on t h e beach, instead of the
trees and gently u p the sloping hill in f r o n t of them astronauts journeying inland. ( I n other words, they have t o meet u p
w i t h the guards t o continue t h e story.)
Off to the left, you see dust being stirred up. The thick The strange group (the Duchess' guards) outnumber the astronauts
brown clouds trail off for quite a ways. It looks like some 2 t o 1. I f the players l o o k like they want t o get i n t o a fight, mention
kind of vehicle convoy might be traveling along a road which t h a t they don't k n o w w h o they're fighting, the figures have n o t actually
fired on them, the suits m i g h t be bulletproof, and - apart f r o m the
passes through this area, coming from your left and going
Phoenix lasers - you've never seen the likes o f that flash o f light
off towards your right. They seem to be over 2 km away. t h a t killed the dog. ( I f they s t i l l seem intent o n destruction, a heavy
And flying (floating?) above the convoy looks like about sigh and a, 'Are y o u sure y o u w a n t t o go through w i t h this?' should
six or seven airships - Dirigibles, perhaps. You know that deter them. I f not, let them f i g h t it o u t - show n o mercy. The sur-
both the US. and Russian military have been using dirigibles vivors can continue w i t h the game, and the losers can go watch tele-
vision. The Duchess' guards' game statistics are i n the Encounters
for years now.
p u l l o u t section ( i n the center o f this b o o k ) .
The figures take the astronauts' weapons, apply handcuffs t o
(Don't t e l l y o u r players, b u t t h e dust comes f r o m the troops led each character (cuffing their hands in f r o n t of them), and lead t h e m u p
b y Major M Krucshev [see What's Going On7 opening letter] They a path f r o m the beach. If characters a t t e m p t t o use a skill such as
are i n the middle of an overland drive f r o m Pennsylvania t o New Y o r k 'Escape Bindings' t h e troops notice t h e attempt and t h a t character has
City A n d the items floating are, indeed, seven dirigibles 1 a personal guard f o r the remainder of their time in chains. The troops
The astronauts can notice l i t t l e else f r o m here, b u t anyone m a k i n g ignore anything t h e astronauts might say. A b o u t ten minutes later,
a successful Scan Skill r o l l can t e l l that the dust i s f r o m a line o f vehi- the group makes a t u r n around a c l u m p o f boulders and sees:
cles (or things that might be vehicles) about half a kilometer long
Read
In a clearing up ahead are the remains of a small group
of buildings. The burnt stumps and overgrown cellars a t t e s t
Before you have too much time to think about this, you to their age. Obviously its been years since anyone's livea
hear a dog barking. Suddenly a mangy mutt jumps out of around here. The leader of the group walks over t o one of the
the trees in front of you, and pads up to you with it's t a i l buildings and you notice for the first time that this building
wagging and tongue hanging out. i s not as damaged as the rest. In fact, it looks too well pre-
served. This observation i s supported by the figure as it walks
The dog i s a stray mongrel, half-starved for f o o d and affection. up to the front of the building and slides forward a picnic-
She has n o collar or identification of any kind. Her paws are battered
table-sized clump of debris, revealing a hatch of some kind.
a bit, b u t anyone w i t h an Animal Handling, Animal Lore, or Emer-
gency Medical Technician skill can tell t h a t the damage i s expected There i s a humming sound and a hiss of pressure equalization
f r o m the type of life the dog apparently leads, and n o t due t o ill as the leader slowly pulls open the hatch, starts down a ladder
treatment ( n o skill r o l l i s required t o use the skill). By the way, en- built into the side of the tube, and motions you t o follow.
49
This i s t h e second time that players may feel panicky enough in the wall in front of you, with a numerical keypad next to
t o t r y violence. A successful Dangersense skill r o l l reveals o n l y m i l d it. T~ your right isanother irisand a hole in the wallwhere
uneasiness. I f so, the same rulings apply as before, b u t this time the
astronauts can do l i t t l e b u t head-butt or kick their captors, as they are
a keypad should be. It looks like it was taken out some time
handcuffed. Certainlv n o t verv heroic. .
ago. Lighting i s provided via several fluorescent tubes linina
I f they agree t o descend: the edge between the walls and the floor. Looking down,
you realize you are standing on a metal grid. Below, you can
see conduits and pipes snaking through this chamber. The
I t i s difficult going, as your hands are cuffed in front of last few figures wait on the ladder, as the one nearest to the
you, but eventually you descend a t least 10 meters and end top slowly swings the hatch closed. With a hissing sound
up in a small 3 meter-wide white cubicle. There i s an iris above you, you realize that you are sealed in.
The astronauts have been captured b y the Duchess' troops and t i o n t o utilize the Duchess and her headquarters i n future adventures
brought i n t o her secret headquarters. In a rare display o f trust ( o r o f y o u r o w n design, and run an assault against the complex (if so
foolhardiness), the Duchess d i d n o t order t h e m blindfolded ( t o pre- desi red 1.
vent them f r o m memorizing the location), hoping her o w n display o f
truthfulness w i l l c o u n t towards honest discussion. Shelter HLV-17
The accompanying map ('Shelter H L V - 17') details the Duchess' Exterior Defenses: Scattered around the perimeter of the site are
underground hideout. m o n i t o r i n g devices. They pick u p any movements, sounds, radiation,
H L V was originally a biological warfare laboratory, sometime in or other disturbances, and transmit such information t o the command
the not-so-distant past. It was a project most likely independent o f center below the surface. The center has 8 lasers at its disposal, strate-
any government, f o r the biological accident which w i p e d o u t the resi- gically located at the logical assault sites, including 2 at the Truck
dents went apparently unnoticed. A t least the Duchess has n o t y e t Bay doors. They are camouflaged, so a successful Spot Skill VS. Skill
heard f r o m any group claiming ownership o f the property. I n the 10+ roll i s required t o see them (the player must r o l l higher than 180%
years since the Duchess and her husband A l t o n stumbled (literally) t o detect them, as they are hidden w i t h Amazing skill). The monitoring
u p o n it, it has proven itself over and over t o be an effective base f o r devices are o f 'Good' quality, so any 'Camouflage' o r 'Stealth' skill
defense as well as attack. must beat 120% i n a Skill vs. Skill contest t o avoid detection.
The following description is designed t o give y o u enough informa- Interior Defenses: There are 5 entry hatches, descending 12 meters
... ... ... ... ... ... ... ... ... ... ... ... ...
......................................................
.. .. .. . . . . . . . . .
...........................................
Command Power Plant .. .. .. .. .. .. .. .. .. ...
.........................................
.................
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
..........................................................................
. .. .. .. .. .. .. .. .. ..
........................................
........................................
.........
........................................
. .. .. .. .. .. .. .. .. ..
............
..:......:......:.....: ..: ..:
............. . .
........................................................................
....... .........................................................................
.................
50
i n t o the earth, and each one opens i n t o a metal decontamination plus 2 pilots). It i s Zoviet i n design, and has Zoviet A i r A r m y m i l i t a r y
chamber. Solid steel iris doors seal the chambers o f f f r o m the rest of markings.
t h e complex, The iris doors have 1 5 BOD points. When this site was
operating as a laboratory, l i q u i d decontamination f l u i d was sprayed The last module in the complex is sealed o f f f r o m the rest o f t h e
on each entrant in this white, d i m l y illuminated chamber. There are complex b y a cement-filled corridor ( b y order o f the Duchess). When
irls doors between every u n i t of this complex, as well. The interior this place was first discovered b y the Duchess and her husband, he went
doors are kept open during normal operations, b u t sealed during night t o investigate what was i n this module. The result was a sudden explo-
shifts. A l l doors have numeric keypad security locks, a n d the Duchess sion, which tore half the module t o shreds and cost h i m his life. It is
has the 9-digit combinations changed frequently. The skills 'Crypto- her husband Alton's final resting place, and a reminder t o her about
graphy' or 'Remove Security Lock/Screen' can b e used t o discover being t o o self-confident when c o n f r o n t i n g the unknown.
that week's code ('Lockpicking' i s n o t applicable). The security locks
are of Amazing quality and, therefore, require a skill r o l l of 181% or
better t o figure out, However, i f more than 3 unsuccessful attempts Nleeting the Duchess
are made w i t h i n a time span o f 5 minutes on the same keypad, the The guards lead the astronauts through entry hatch number 1,
keypad locks u p and an alarm sounds. and directly N o r t h i n t o the Command module where the Duchess is
Since virtually the entire complex IS s t i l l airtight and self-regulated, busy passing sentence on an F B I spy. (The FBI is under the jurisdic-
specific chambers can be depressurized (flooding w i t h a l i q u i d or gas t i o n o f the KGB.) This encounter should be interesting, as players may
used to be possible as well, before that system went d o w n years ago). misinterpret the Duchess as someone w h o i s w o r k i n g against a govern-
The controls t o p e r f o r m such a task are located i n the Duchess' module ment which has n o t existed f o r over 200 years.
and the left command module. Either set of controls can override the Read:
other w i t h the proper code access ( o n l y the Duchess a n d her son k n o w
it). The leader cups a hand around the keypad, blocking
Corridors: Corridors are 2 meters wide, and equally high (equal t o your view, and presses some buttons. The iris hisses and
2 squares on the Batrlefield included in the game). Octogonal i n cross-
slowly cycles open, revealing an octogonal corridors 2 meters
section, they are l i t b y mesh-covered fluorescent lights lying in strips
just under either edge of the metal grid walkway. Pipes, ventilation wide, and equally high, lit by fluorescent tubes lying in strips
tubes, and electrical conduits snake along the the f l o o r of all corri- just under either edge of the metal grid walkway. YOUsee
dors, adding some r h y t h m i c h u m m i n g t o the area. The walls and ceiling pipes, ventilation tubes, and electrical conduits snake along
are covered i n metallic black. The w h o l e effect looks like something o u t the floor under the grid walkway, as before. The walls and
of a science f i c t i o n movie. A l l corridors have cameras hidden above the
iris doorways at either end. The o n l y visible clue i s a dark hole t h e size ceiling are covered in metallic black. There is faint humming
o f a baseball just above each door. A 'Spot' skill r o l l can discover the from all around you. The leader urges you forward to the
cameras, b u t o n l y i f the character i s specifically looking for such de- opposite end of the ten-meter long hall, t o the iris a t the
tection devices. Have any player w h o has a character w i t h the 'Sense
other end. Your footsteps echo down the corridor, and again
Surveillance' skill attempt it each time the character i s in a corridor.
I f successful, the astronaut feels watched. you wait while the keypad i s manipulated. There is an old
The f i f t h corridor e n t r y hatch is at the other end of a two-kilometer sign stenciled on the door. It reaas: 'HLV-17.' There is that
long corridor, and opens u p i n t o a dead h o l l o w tree. hiss again, and the iris slides open.
Command Modules: There are t w o in the H L V - 1 7 complex, linked
(Characters with a 'Surgery' or 'Forensics' skill can attempt
via a steel iris. The left module looks similar t o the corridors, as it i s
8-sided and a metallic black w i t h a metal grid floor. Control panels to recognize the label a t a -1 DI F. Characters with the skill
line the chamber's perimeter but, despite the glowing b u t t o n s and 'Pharmacology' have their normal chance. If successful,
monitors, the r o o m i s q u i t e dark. There are anywhere f r o m t w e n t y t o the character believes that it is probably a biological term
t h i r t y personnel in here, working a t the controls or guarding the Duch-
having t o do with viruses or possibly germ warfare. A max
ess. The center of this spacious area supports a command chair o n
a dais. F r o m her swivel chair, the Duchess observes every panel, every result means the character i s certain it has to do with a type
monitor, and every technician. of biological research that is s t i l l very, very new. A klutz
' The right command module contains support services such as a means the character cannot remember ever seeing the label.)
kitchen, lavatory facilities, laundry area, nursery, hospital ( w i t h vir-
You see an octogonal room about ten meters in diameter.
tually all medical tools known), recreation center, and repair station.
Quarters: There are t w o Quarters modules and each contains t i n y The brightly lit control panels which line the chamber illumi-
chambers for f o r t y personnel divided u p into f o u r separate sectors (the nate the twenty-odd men and women sitting a t them, but
Duchess commands about 70 men and women). The different sectors fail to penetrate much of the gloom inhabiting the rest of the
can b e sealed o f f for contamination reasons, b u t the hatches are usually room. You see 4 other iris valves in addition to the one you
left open. The center o f each module i s a personal hygiene station
are entering through, and all but one of them are open:
containing lavatories, showers, and the like. The N o r t h chamber was
originally reserved for males, and the South for females. The Duchess, you see the same kind of corridor you are in now. Ceiling
however, never one t o stand o n ceremony, ignores the stylized logos spotlights throw occasional pools across the floor, but your
i n each module. Her guards are also pleased w i t h this arrangement, attention i s drawn to the center of this chamber to a raised
especially the married ones (the Duchess performs all marriage cere-
dais. On this dais s i t s a woman illuminated by overhead
monies).
The Power Plant i s a nuclear reactor which, so far, seems t o require
lighting. She i s wearing some kind of dark clothing which
n o maintenance. This i s a positive feature, because n o one w i t h i n glitters as she gestures. As you approach, you see that it i s
t w o hundred kilometers even knows h o w one of those things works. a pantsuit of some kind, with a light jacket worn over it.
The hallway t o the reactor i s d o u b l y shielded against radiation. The The woman herself looks t o be in her early thirties, but it
iris t o the power plant corridor i s the only one kept locked at all times.
i s difficult to judge in this light. Her long auburn hair i s full,
The Duchess' Module i s a converted storage area. It i s r i c h l y ap-
pointed, and contains a m o n i t o r i n g station w h i c h is capable o f t y i n g in- and loosely tied back. She has slightly oriental features.
t o every console in the Command module, as well as the surveillance Behind her right elbow stands a figure wrapped in multi-
cameras in the corridors. Only this module cannot be depressurized, hued dark green robes, with strips of cloth completely con-
as the Duchess has a crude, b u t functional, vertical escape chute built, cealing the person's head. Binoculars of some kind protrude
which i s n o t airtight. This chute has a steel hatch on i t w o r t h 18 BOD
points, and i t ' s o w n personal 9-digit combination.
out where the eyes should be, and medical tubes run from the
Truck Bay: This chamber serves as a vehicle bay as well as a storage nostril area over the person's shoulders. He or she looks like
area. The massive doors open u p o n t o a ramp disguised as a burnt- an accident victim of some type. This is Filn MacDougal,
out cellar. I n this bay t h e Duchess has t w o cargo carriers (Swheeled
the Duchess' right-hand man. See his description in the 'En-
t r u c k w i t h flatbed), 4 hovercycles, 2 wooden carts, and a beatup
civilian car. As this adventure begins, one of the flatbed trucks current- counters' pullout section.
l y holds a newly-repaired helicopter (can h o l d u p t o 14 personnel, Behind the woman's left shoulder stands an eloerly man
I f they say that they are w i t h the U n i t e d States Space Command,
the Duchess i s very interested. She had n o idea the Zoviets were back
i n t o space travel. Whatever their final story, she i s n o t totally con-
vinced, b u t she assumes that they are probably lying, anyway.
Rumors
The Duchess and her troops have heard rumors of the Russians would spot them and arrest them.
phoenjx's entrance last night. She has heard (or has come They are ZOViet soldiers testing a new airship. But since
up with) the following rumors. they crashed it, they are on the run (as their commander
They are Zoviet spies,and the crash was a to will have them shot for destroying such valuable property).
flush out resistance groups in the area. I f resistance mem- The Duchess believes the latter rumor, and it colors
bers were t o scout around looking for the crash site, the every decision she makes in relation to the astronauts.
question? 'The Dyesyat Refinery lies some few scant kilometers South.
Who are the Nasries? Where have y o u been? The nasties are . . . Several o f m y best soldiers and m y first lieutenant were captured n o t
the Nasties. The Russians. Who are you? Y o u may call me the Duchess. far f r o m there, and taken t o the refinery. It has been four days, and
I rule this l i t t l e spot o f land, I f o u n d y o u o n m y aoorstep this morning. they are s t i l l there.
Call first next time, w o n ' t y o u ? 'Tonight, y o u w i l l travel South o n f o o t w i t h a complement of m y
Are you always so sarcastic? Continue asking those types o f ques- soldiers u n t i l y o u reach t h e Hedge cliff. F r o m there, y o u w i l l pair o f f
tions and you m a y n o t be around long enough t o f i n d out. N e x t ques- o n hang gliders and cross over the T y l e marsh. Once past the marsh,
tion. What is this place? M y domain. Next question. How long have you y o u w i l l land and proceed on f o o t through t h e woods surrounding the
been here? A b o u t ten years. Why? refinery.
Whose side are you on? I am n o t altogether o n anyone's side, ' Y o u w i l l circle around t o the Northwest and c u t through the fence
because n o one i s altogether on m y side. B u t there i s little love lost behind the Collection Dish. Once in, y o u w i l l separate. M y soldiers
between the Zoviets and I. ( A t this, the cleric chuckles.) Who are w i l l head directly f o r the fuel depot, t o set u p explosive charges in
( T o Father John Halden)? Father John i s a dear friend o f mine. He case we need a diversion. T w o o f them w i l l also steal a hovercraft
comes f r o m a group i n t h e South. (Father John smiles and puts o u t his in which t o escape. You must head directly i n t o the Collection Dish
hand, 'How d o y o u do?' A t t e m p t a 'Dangersense' skill r o l l f o r any station where m y lieutenant i s being held. F i n d him. Free him. I f any
character w i t h t h a t skill. I f successful, pass them a note telling them o f the others are there, get them o u t as well. I f a distraction becomes
' t h a t they feel uneasy near Father John.) necessary, y o u can detonate the fuel tanks and cover y o u r escape.'
What was that convoy of vehicles we saw outside? (The Duchess
gestures t o Filn MacDougal, w h o leans i n toward her. They have a slight Typical questions the characters m i g h t ask are as follows.
conversation. A n y character making a successful 'Listen' roll can hear Why diu you wait four days to rescue them? The refinery gets
the words 'Major Krucshev,' 'Offensive,' and 'New Y o r k City.' She power f r o m o r b i t i n g satellites. F o r a period o f 1 hour every 6 days,
turns back t o y o u . ) I t i s o f l i t t l e concern. Military movement through something happens t o c u t o f f that power. There i s an electrified fence
m y territory occurs frequently. around the perimeter o f t h e compound, so it was impossible to d o
What are you the Duchess of? M y land - this territory. anything covert u n t i l tonight.
Why did your people kill that dog? T o prevent the spread o f rabies. Why us? I have something y o u want, and because o f that, I hope
Where d i d y o u come from, under a r o c k ? Everyone shoots those y o u have very l i t t l e reason t o doublecross me.
vermin - cats as well as dogs. They aren't very good eating, though, Why not a frontal aftack? Because I d o n ' t k n o w what position
m y soldiers are in. It i s q u i t e possible that t h e Zoviets could easily
What The Duchess Will Not Tell Them: k i l l them all w i t h i n the first few moments of such an assault. I can't
0 The man they are t o rescue i s her son. a f f o r d t o make t h a t mistake. What does the inside of the Collection
0 That she suspects that there i s a t least one Zoviet spy in her organi- Dish station look like? None o f m y people have ever come o u t of
zat ion. there alive. I don't know.
0 What function this place served. (Even she i s unsure.) Why not fake a vehicle? T o o risky. They kick u p a l o t o f dust -
0 What yoear this is (unless specifically asked). Today's date i s March y o u saw the convoy t h a t passed b y here - and the engine noise might
2, 2197 C.E. alert them.
What is the lieutenant's name? Michael Kellman.
What kind of equipment are we getting? Y o u w i l l each receive a
The Rescue Plan Sazonov Laser Pistol. Y o u get the battery f o r it once y o u are o n your
The players may eventually get tired o f parleying w i t h her ladyship way. (If they request rope and grappling hooks, or something o f a simi-
and finally get d o w n t o some decisions. They can refuse t o cooperate, lar nature, they may have it. Remember t h a t the Duchess has very
attack her, or agree t o her request. l i m i t e d resources, b u t it i s her son w h o is in danger. She refuses t o load
I f they attack her, they have l i t t l e hope o f victory. The guards t r y them u p w i t h any more weapons, and she has n o armor t o spare,
t o subdue the astronauts rather than k i l l them (although the Duchess except f o r 2 Alumen Jumpsuits. See the 'Equipment' chapter f o r a
may have one killed as an example). description.)
I f they agree t o her request, Father John looks disgusted and
leaves t h e room. (He does n o t show u p for the rest o f the adventure.
Once the questions are finished, t h e astronauts are led t o the 'Quar-
See his description i n t h e 'Encounters' section i f y o u w o u l d like him
ters' module, receive full meals, and are permitted t o use the hygiene
t o t u r n u p in one o f y o u r o w n adventures.) F i l n remains. The Duchess
station. A n y clothing w h i c h has been damaged i s repaired, and all
leans t o the l e f t of her chair, and pulls o u t several documents and a
clothes are washed.
map f r o m a compartment. Locate the accompanying Dyesyat Re-
When the characters again see t h e outdoors, it is dark o u t and they
finery map, and show i t t o the players (or give them a sketch of it).
w i l l be o n their w a y South t o t h e Refinery.
She opens u p the map as the guards remove the handcuffs f r o m the
characters. She tells them the following plan.
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Episode Three: The Rescue
This episode pits a group of commando-trained astronauts against ground are various shaped parcels, and you are directed to
a well-defended military installation Part of the problem w i t h the res- carry one. These are evidently the hang gliders.
cue is that the Duchess' suspicion i s correct - there is a w o l f i n the
f o l d A Zoviet spy b y the name of Lydee Doveech infiltrated the The walk takes them about an hour. Although it is dark, they have
Duchess' hideout t w o years ago, and has been causing trouble ever infra-red goggles and the natives k n o w the way. They soon reach the
since, He is crafty and resourceful, so much so that he has been hand- c l i f f face spoken of, and assemble the hang gliders. There are f e w de-
picked b y the Duchess for this mission He i s well aware that the Duch- cisions for the players t o make at this point. They are l i t t l e more than
ess i s trying t o rescue her soon, and wants t o sure her son does n o t cargo.
come o u t of the refinery alive The Duchess will then need a lieutenant,
and Lydee i s open for the position. I n that role, he can f i n d o u t about
t h e rebel camps that the Duchess often has contact with, so t h a t he
can finally report their locations t o the Eastern Province of Greater The gliders are soon put together, and you are briefed
Russia's government on how t o move with the pilot - leaning into the turns and
That i s his plan, anyway He has n o t counted o n Zoviet troops
(the astronauts) dropping i n and agreeing t o rescue the man. Therefore,
pivoting properly. They seem a little amused, expecting you
Lydee w i l l have t o make sure that this 'planned diversion' is bungled, t o be total goofs.
and that he himself w i l l be driving the stolen vehicle o u t of t h e com- One by one you are paired off, males with females, and
pound and u p the coast long before those Zoviet traitors have rescued vice versa. The idea is t o reduce the total weight of the cargo.
Michael Kellman the Duchess' son.
(Find out who wants t o go first.)
Gaming Equipment You and your pilot walk to the edge of the Hedge cliff.
This Episode i s designed f o r use w i t h miniatures, specifically the Looking down, you see the Tyle marsh. I t isn't much of a
raid o n the refinery's Dish Station. The interior of the Dish Station marsh from this distance. As if in response to your thought,
is keyed t o the dimensions o f the Battlefield miniatures display, making your pilot quips, 'We lost a half-dozen good fighters in that
i t simple t o use the Battlefield t o regulate this scene. (See the 'Combat'
chapter i n the Training Manual.) Prepare y o u r materials before play
muck. It can pull a struggling person down faster than quick-
begins so that the game runs uninterrupted. This includes sketching sand. Hang On!'
out the Dish Station beforehand, and selecting miniatures. With that, you feel like you're falling right toward the
ground. Faster and faster you fly, until you realize that you
Character Equipment
are moving across the marsh and not into it. It's a cool night,
Prepare y o u r players' characters b y giving them each one of the
following: but the chill i s invigorating. Looking to your left, you can see
the glassy sheen of the ocean. The moon i s rising over it.
0 Zoviet soldier u n i f o r m I t is a beautiful sight.
0 Sazonov Laser Pistol
0 Infra-red Goggles
0 Wirecutters Each character's flight is basically t h e same. The pilots are experts,
0 One Wristwatch detonator and a mishap is nigh impossible. The f l i g h t takes five minutes, and each
craft touches d o w n o n a grassy meadow bordering thick woods.
A n y reasonable requests for supplies they might desire (such as
rope and a grappling h o o k ) w i l l be honored, b u t t h e Duchess w i l l give
out n o more weapons, and has 2 Alumen Jumpsuits available. The Refinery
T w o of t h e soldiers are carrying plastique. The Refinery is in i t s sleep cycle, as well as i t s l o w power cycle.
Anthony Quill (or the leader o f the group i f y o u r characters are During the routine breaks f r o m collecting power (which happens for
using their o w n characters) receives the Wristwatch Detonator f r o m 58 minutes every 6 days, due t o the fact t h a t only 2 o u t o f t h e ori-
Lydee. He or she i s t o l d that, once inside the complex, wait a t least ginal 3 solar-collection satellites are operating) the station runs o f f
ten minutes for the crew t o set u p the plastique near some tanks of batteries. The fence cannot b e electrified, and most machinery is
liquid hydrogen Pressing the watch's b u t t o n three times in a r o w w i l l shut d o w n , The Duchess' group reaches the station just ten minutes
detonate the plastique. D o this o n l y i f it is necessary to insure escape. after t h e power has shut d o w n , They have 48 minutes.
I t takes minutes t o reach the refinery boundary. The group comes
Into the Wild Blue Yonder d o w n f r o m the Northwest, toward the Collection Disk. Take o u t the
There is one Duchess soldier for every astronaut. Read: Refinery map and show t h e players ( o r make a sketch t o show them).
You are notified that the time has arrived for the rescue. The lights from the refinery gleam in the dimness. All
You get yourself together, and accept the uniform handed to looks very quiet. There i s a guardpost in the Northeast, and
you. I t i s a black winter coat which reaches your knees, another in the Southwest. Other than that, there don't seem to
black gloves, and a black fur hat with a small red star on it. be any patrols or other activity, The fence which circles the
I t all feels like some kind of bad joke. But you know that camp has barbed wire across the top and notices around it
everyone involved i s deadly serious. in Russian and English which read, 'Danger: This Fence is
The leader of your expedition is Lydee Kelvin (Doveech, Electrified.'
the spy), one of the Duchess' most trusted soldiers. He's a
I n p o i n t o f fact, there i s n o activity at this time o f night. The guards
medium height young man with bright eyes and a quick are inside their posts playing cards, and everyone else i s asleep.
smile.
You each receive a laser pistol, infra-red goggles, and wire Lydee Kelvin motions two soldiers forward, and they begin
cutters. working on the fence. True to the Duchess' word, it i s not
You are led out of the complex the same way you came in, electrified, and it takes scant moments t o create a hole large
and emerge to darkness. I t i s colder out than it was during the enough for two people to crawl through. Lydee goes first,
day, and you're thankful for the heavy coat. Stacked on the and makes several hand gestures (Amerikan Sign Language)
55
Oil Drums
Some o f these drums are fairly new, others have rusted out. There
are t w o hand-held o i l cans o n the floor, w i t h w e t rags around them.
Evidently, the Dish Station machinery needs frequent oiling.
Elevator
This i s a hand-operated wooden platform. I t has seen better days,
but is quite safe and s t i l l functional. It can rise t o the entrance door
one-story above the floor. The door has a chain across it which I S fas-
tened w i t h a simple c l i p to the door jam.
South Building
The door t o this building i n unlocked. U p o n entering:
A successful 'Spot' skill r o l l discovers a strange area near the f r o n t Of the three people, one is dead. He i s an older Chinese man, and
door. If the character has any medical training ( E M T skill, Surgery, looks l i k e he was beaten t o death. The other two, another fairly y o u n g
Veterinary skill, etc.) he or she recognizes the dark stains on the wall man and an older woman, b o t h appear t o be alive, and in fairly good
and floor as dried blood. A successful Forensics skill r o l l deduces this shape. The w o m a n looks o n in terror and inches closer t o the wall,
area was recently ( w i t h i n the past week) used for torture, and t h e b l o o d pulling her legs u p t o her chest. Only then d o the characters see the
is probably human. bruises all over her. Her l e f t knee i s bandaged w i t h strips o f c l o t h
NORTH BUILDING
(her kneecap is shattered). The y o u n g man does n o t stir. You come out into the cool air. Michael and Sandy are
The woman is frightened because they are in Zoviet uniform. I f supporting each other. Sandy appears to have a wounded
they reassure her, she does n o t believe them unless they mention the
knee. (Her left kneecap i s shattered.) Lights are springing on
Duchess. Her name i s Sandy Tegg. The young man is, of course, Michael
Kellman, the Duchess‘ son. ( B u t don’t t e l l the players. Let them f i n d all over the place and it looks like every square meter of
o u t b y asking.) Michael can be awakened b y gentle nudging. ground will soon be illuminated. To the South, you hear
I f questioned, the t w o survivors can tell the astronauts the follow- several pairs of boots run across the compound, toward the
ing items. compound‘s Southern entrance. Directly across from you
0 The Duchess got a t i p o n an important message being relayed by
i s a closed gate, and a supply truck.
courier, so they were sent t o waylay him.
0 They got t h e message, killed the courier, and were captured, Evi- The characters may choose t o wait for Lydee t o appear w i t h the
dently the courier had a jeep behind him that the Duchess was not hovercraft. I f so, they have a short wait. No, he doesn’t appear, b u t
t o l d about. they d o f i n d o u t where he w e n t :
0 Michael s t i l l has the message rolled u p i n his b o o t . (This i s the letter
which opens t h e Whar’s Going On? chapter o f this booklet. I f the A shout rings out near the Southwest gate. There’s a
characters show an interest in looking at the letter, show your players
mixture of English and Russian, as you realize that a hovercar
that section.)
0 They all w o u n d u p here, and have n o t been o u t o f this r o o m (they i s trying to crash the gate. It’s a small civilian car, and it’s
don’t k n o w h o w long they have been here), having some trouble doing so. You hear machinegun fire
0 Steven was injected w i t h rabies some t i m e ago. N o t wanting t o go from there, and shouts about not letting the prisoners escape.
through that k i n d o f death, and t o protect t h e others f r o m his attacks, Obviously they think that Michael and Sandy are in the
he hung himself.
0 Hymen was beaten because the Zoviets were robbed of the ‘plea-
car.
sure’ of watching Steven slowly go mad. Neither Sandy nor Michael Suddenly an explosion rocks the ground. The car disap-
k n o w t h a t Hymen i s dead u n t i l they are told. They are in such bad pears in a ball of flame.
shape, the news doesn’t really have that m u c h effect.
I f t h e characters have tried using the wristwatch detonator b y this
time, they m a y have a good idea that something has gone very wrong
w i t h the plans. I f not, be sure t h a t t r y i n g t o crash t h e South gate i s
Using the Wristwatch Detonator
a very strange way to rescue them. (Incidentally, this is probably the
When the situation begins getting harried, Anthony may end o f Lydee Doveech, and his accomplices. Until he turns u p again
push the button on his watch 3 times t o set off the plas- sometime in t h e far f u t u r e , . , )
tique. When he does, pause for a moment, then t e l l them, A t this point, some soldiers spot the characters and give a yell.
‘You hear nothing.’ The characters must make a move. I f they d o n o t t h i n k o f getting the
supply truck t h a t i s sitting nearby, Michael does. H e runs towards
Give the player no more information than that. After it as he yells for the characters t o follow. Sandy follows his lead,
all, the character has no way to know that Lydee ripped and jumps in t h e f r o n t seat.
out the guts of the watch so that it is completely useless. Take a supply t r u c k counter out, and display it. Mention that it
J is a hovercraft, and t h e cab i s open t o t h e rear o f the truck. The truck-
bed i s empty.
T h e keys are not in the truck, but somehow you get the
feeling that t h e two you just freed are old pros a t hotwiring,
because Sandy is already under the dashboard.
As you watch, 3 Zoviets take up defensive positions near
a hydrogen tank, and begin firing.
Possible Targets
When the characters begin shooting, they have several targets
o Hydrogen Storage Tank I t has 6 B O D points, and a triple Trauma
H i t w i l l cause i t t o explode, killing the soldiers cowering behind it
Shrapnel will come towards the truck as well, doing 3 D 6 damage t o
1 D 6 H i t Locations
o The plastique applied t o t h e hydrogen tanks The area i s n o w well
lit, and the plastique i s sitting there in full view I f the characters wish,
they could also r u n o u t there and grab i t
o The soldiers themselves This i s a fairly good idea A l l 3 soldiers are
kneeling behind horizontal feed lines, so a n y damage rolled which
should h i t below the Chest actually hits the pipe The pipes are cur-
rently empty, and have 3 B O D points
Home Free
After 10 Sequences, t h e engine starts u p !
Conclusion
That's it1 They've rescued Michael, survived a traitor's sabotage, d o present Michael t o the Duchess, and collect thelr reward - the
and evaded the Zoviet soldiers. N o w there are o n l y t w o things left to Shuttle. Err, perhaps their troubles are just beginning ,
0 This also corrolates w i t h other information t h a t t h e Duchess has The Duchess i s as upset about being wrong as she i s about deceiv-
heard f r o m other sources. i n g t h e m (and the deal w i t h Lydee only makes it worse). Fallibility
w i l l take some getting used to. It also convinces her that the astro-
0 She is n o t overly f o n d o f any group, but any b l o w to L i b e r t y nauts are t o o m u c h o f an u n k n o w n factor - t o o unpredictable t o
could be the death knell t o freedom. keep them around.
60
(Anthracite Coal)
N
Welcome t o the second adventure for Year of the Phoenix. This people i n these encounters. Because of this, the encounters describe
i s different f r o m the first adventure in t h a t it i s an 'Open' style scena- t h e people and leave t h e dynamics o f the actual encounter t o y o u .
rio. Open adventures are best suited t o large areas o f land which charac- This entire adventure t o o k some ten hours t o complete during
ters must cross, often w i t h o u t specific motivation. This description playtesting, b u t interest varies f r o m group t o group. Don't b e afraid
fits the astronauts perfectly. t o wrap u p an encounter i f i t appears that y o u r players are bored
and interested in advancing the story.
Encounter Format The first encounter, Nathaniel Crosby, i s designed w i t h an eye
Each encounter includes the general location o f the encounter. towards humor. H e i s an o l d hermit w i t h n o special power or influence
Use t h e map f r o m the previous adventure ( A Portion of Eastern Penn- excepting that which the characters might t h i n k h e has. This i s a
sylvania) f o r referencing. Each encounter also has the time of day simple diversion, and c o u l d make for an enjoyable evening's roleplay.
when it is most likely t o take place, and the composition and dis- The second encounter i s the Borrika Mine. This adventure IS design-
position o f the ecounter. ed t o allow the characters t o steal a few m i n i n g sults. The suits w i l l
Specific game statistics are in the Encounter Pullout i n the center come i n handy in the next adventure (and makes travel across harsh
of this booklet. terrain m u c h easier).
The encounters are 'hard-keyed' t o the six pregenerated characters. The last encounter i s the t o w n o f Scranton, PA, This i s a tragic
I f your players are n o t using them, y o u may wish t o tailor some o f the scenario, designed to instill the characters w i t h a desire t o defend
encounters t o w a r d the size and disposition o f y o u r group. other communities like this one against the Red threat.
The encounters assume that t h e characters f o l l o w the Duchess' Following this last encounter i s a section o n creating more ob-
lead and go North. I f this is n o t so, y o u may wish t o move the location stacles, motivators, and escapades f o r the players' characters.
o f these encounters so that t h e players' characters stumble u p o n them
anyway. The Helicopter
I f the characters take the t r u c k w i t h the helicopter, they cannot
Using the Encounters drive the t r u c k very far before the terrain (rough ground and woods)
These episodes are discrete objects to be changed, deleted, and forces them t o either take t h e road o r abandon t h e whole thing.
added to. Many o f t h e potential roleplaying aspects cannot be antici- I f they take the road, generate some encounters using the 'Further
pated - they depend u p o n h o w y o u r playing group responds t o the Encounters' chapter.
Immediately N o r t h o f the Duchess i s t h e habitat of one Nathaniel j o i n u p w i t h the astronauts for any reason. Nathan IS an honorable
Crosby. Nathaniel i s usually o u t in the woods either collecting things. chap, and n o t greedy, n o r does he harbor grudges,
hunting for food, or spying o n the Duchess, the Zoviets, o r the Borrika
Mine. A t night he i s at home in a treehouse he has constructed f r o m Typical Conversation
scraps o f cars, wood, and sheet metal. H e lives alone i n his house high Nathan: 'Born in the USA, I was Born in the - _ What d o y o u want?'
i n the trees, b u t i s always eager for company. Character: ' H e l l o . Who are you?'
I f they encounter Nataniel during the day, he is most likely singing Nathann: 'I was about t o ask y o u t h e same thing.'
one o f his favorite songs, such as Born in the USA. H e i s n o t afraid Character: 'We are, u m m , visitors.'
o f people and i s more than likely t o o eager t o divulge all his 'secrets' Nathan: 'We are all o n l y visitors o n this world, friend,'
(which usually aren't true anyway). Character: 'Yes, I see. D o y o u live around here?'
H e has t o l d so many stories about himself and his past that even he Nathan: 'UP there. In that tree. See m y house? Bet you'd like t o
isn't sure about it anymore, b u t he appears t o be at least 70 years old. visit for some dinner, eh? You look p r e t t y hungry.'
He apparently lives day t o day w i t h n o clear goal other than survival. Character: 'Well, yes. We're actually o n our way t o the Nonnewaug -'
H e has n o great ambitions, other than the flights of fancy he delights i n Nathan: ' S H H H H H ! They'll here y o u . Come u p i n t o m y house. They
and i s content t o live out the rest o f his life b y himself. He will n o t can't detect us there.'
62
later Rumors
I f y o u wish t o make Nathaniel a true i n f o r m a t i o n source, he knows
Nathan 'So y o u see m y predicament I need t o get all the rats i n the the following rumors. The first t w o rumors are true, as far as they go.
w o r l d and help them to take over '
Character 'But they aren't - ' 1 'Nonnewaug is going t o get hit and they k n o w it. They've no time
Nathan 'Save y o u r breath They sure are intelligent More intelligent t o Bug Out, so they're going t o fight. A n d lose. But they'd rather
than we were Look what the Mets d i d t o the Astrodome1 L o o k die on their feet than live o n their knees.'
what Kentucky Fried King d i d t o McDougal'sl Why, all that compe-
t i t i o n almost destroyed this planet ' 2. 'The leaders o f the Nonnewaug have been asking for help f o r the
Character ' I see Well, i t ' s getting late and we need t o get an early past 3 days, b u t nobody's answered. They want some k i n d o f raid
start ' using explosives. I didn't listen t o o hard t o the messenger.'
Nathan ' D i d y o u k n o w that mice used t o be in politics7 A n d that one
of the Presidents of the United States was a mouse?' 3. 'The sewer systems w h i c h snake under the o l d c i t y o f New Y o r k
Character ' U m m w e really have t o go ' are infested w i t h cockroaches b i g enough t o sever your arm w i t h one
Nathan 'Oh, come now. I've heard all about i t . Just before the Big bite.
Bang everybody talked about their mickey-mouse politics.'
Character ' Y e a h , '
Building
Bonika Mine
seal e _IJ_I_I
1 2 3 4 m
Electrical
Eb pole w/
floodlight
Mining Suits ( 5 )
Building
L3 or
Generator
N Mining Suits ( 3 )
___
0
The m i n i n g suit was designed to:
Withstand the unique atmospheric conditions o f the mine,such
as no ventilation, extreme dust, and the like.
0 Survive frequent cave-ins and other disasters which result f r o m
Twelve-hour
Oxygen backpack - Twelve-hour
Support Services
poor command decisions. (Spotlights, etc.)
0 Manipulate a variety o f tools, including m i n i n g lasers,chisels,
and other m o t o r activities which d o n o t require precision w o r k .
0 Remain below ground f o r periods exceeding ten hours.
Operation
All controls are in the hand modules. There i s plenty o f free
space w i t h i n the machine, b u t ventilation w i t h i n the suit itself i s
poor.
While in the suit, all characters add +1 t o M A N and K I N speeds,
and all M A N and K I N skills are a t their Skill Sphere percentages.
Also add +lo0 t o t h e wearer's MUS. This can affect the wearer's
DAM, which also changes the suit's damage dice f o r fist and tram-
ple.
The suit has 5 B O D in each location. The suit i s treated like
a separate e n t i t y - it i s n o t considered armor.
Mining laser
(Treat as laser /
pistol)
A l l joints
are hydraulic
-
Retractable a r i.a.m r claws ( 3
front, 1 rear per f o o t ) Treat as
Trample, b u t doing 3 D 1 0
damage 1 I I
E n c o u n t e r Three: Scranton, PA.
This episode i s intended t o inject some pathos i n t o the campaign. 0 The pastor of the church, Father Bolin, i s probably the characters'
The people here have just been subjected t o barbaric acts at the hands initial contact w i t h the distraught inhabitants o f the town. Trouble
o f the Occupiers, and i t i s time for someone t o strike back at the Red is Father Bolin is on the b r i n k o f reality. due t o the holocaust which
menace befell his l i t t l e t o w n n o t twelve hours ago.
This encounter also warns the characters that they aren't dealing 'They burned m y children, they burned m y children!' he cries over
w i t h incompetent miners or lazy refinery guards The group that passed and over, referring t o the flock of parishioners under his care. He loved
throuqh here is a true army them dearly and i s taking the destruction of his t o w n very badly. He
i s convinced that h e i s n o w sure t h a t the 'voice o f the devil' can be
heard i n every spoken word, every child's cry, and every animal's
The Town sound. He pities the living, and thinks t h a t we should envy those
Scranton, PA i s a few kilometers N o r t h o f the Borrika Mines already dead - those w h o have been spared this 'living torment.'
The characters should encounter i t w i t h i n a day o f leaving the Mine I t will take several days, b u t he eventually returns t o his senses,
if they set a good pace (and don't stop for lunch) This t o w n IS quite and begins t o deal w i t h the horrendous slaughter. I f the characters
small, despite the Peoples lnterprovince Roadway c u t t i n g through the t h i n k t o m o u n t a cleanup operation and get him involved i n it, he
center o f i t Folks continued t o move away f r o m i t l i t t l e b y l i t t l e comes o u t o f it m u c h faster.
Although i t looks as if i t could have harbored about three hundred Father Bolin i s so far gone he doesn't care w h o he talks to.
people, less than one hundred actually live there
Well, d i d live there u n t i l the Zoviet convoy passed through The 0 Marsha Wiseman, however, does care w h o she talks to. The w i d o w
leader of the 'police action,' Major M Krucshev, had reports o f rebel is currently occupying a badly b u r n t building. The b o t t o m f l o o r i s
activity in the area and t o o k i t u p o n himself t o resupply his forces here almost totally intact, so she has taken u p residence there. I f the charac-
at Scranton When the townspeople were uncooperative, a few public ters begin p o k i n g about, she comes o u t of her hiding place and warns
executions soon p u t them back i n line When this happened, t h e local them away. Says she'll get the FBI after 'em. Or maybe even the CIA.
priest p u t u p a fuss during his h o m i l y Or maybe they are C I A plants, here t o finish the j o b that the soldiers
T o set an example, t h e Major torched several of the larger down- started. I f the characters deal w i t h her kindly, she softens a b i t and
t o w n areas, regardless o f their occupied status There i s l i t t l e l e f t of talks about her late husband and what a good policeman he was,
Scranton proper, even though over half t h e people are still alive there 'not sadistic like some o f them.'
Before they leave she hands them a locket she has been wearing,
explaining that it is her last defiant act. She also explains that 'there
Approaching the Town must be hope f o r us all - there must be something w o r t h living for,
The stench of b u r n t bodies can be detected ten minutes away even d y i n g for. We need a leader. Someone strong. Someone t o bring
from the town, when downwind (as the characters w i l l be) The t o w n us o u t i n t o the open and t r i u m p h against t h e chains w h i c h b i n d us.'
itself looks like some sort of natural disaster hit i t The surrounding She fades back i n t o the debris. I f they open the locket, there i s a l i s t
fields are trampled, most o f the buildings in the area are smoking of names o n a piece o f paper. They mean nothing t o the players'
ruins, and a few childrens' toys are scattered i n the streets O f f i n the characters, b u t i f given t o the Nonnewaug rebels, they immediately
distance an agonized cry rises and falls on the breeze recognize some o f them as Zoviet contacts a n d other members of t h e
underground.
Further E n c o u n t e r s
The journey t o N e w York i s rife w i t h adventure possibilities Here Encounter Table Organization
are several l i s t s t o help spark your imagination. When deciding how The tables are steps, w i t h each step further defining the encounter.
well-equipped these people are, remember that i f they are a military Feel free t o break away f r o m the tables at any p o i n t and continue t o
group o u t looking for trouble y o u should give the characters a good flesh o u t t h e encounter o n y o u r own.
chance t o evade or overcome them, as these are n o t scenes w h i c h have The encounter tables are n o t weighted toward or away f r o m any
a major bearing on the overall p l o t Of course, y o u c o u l d decide other- specific k i n d o f encounter, because they are designed for inspiration
wise and have several scenarios occur between n o w and the final adven- and n o t as boundaries. In other words, I d o n o t expect y o u t o actually
ture which have a major impact o n y o u r campaign However, keep i n roll the dice t o determine every aspect o f an encounter. Instead, r o l l for
m i n d t h e time factor I t w i l l n o t take t o o long for the army t o reach some specifics and choose others. I f y o u r o l l for every step, y o u w i l l
New Y o r k and begin setting u p for the assault o n the Nonnewaug inevitably roll u p something w h i c h makes n o sense. O f course, t r y i n g
rebels t o w o r k the seeming contradictions i n t o the encounter can be f u n too.
Also, too, there can be more than one group encountered together,
w i t h more than one motwe. Also, members of a group may have a
secret reason for being w i t h the group.
65
TABLE 4 - W H Y ?
1 D20 Why are t h e y d o i n g this?
1 Doing their j o b
2 Lost
3 Need informationiwant t o give information (urgently?)
TABLE 2 - W H A T ? 4 Bad intentions
1D30 What are they doing? 5 Needs favor
1 Hunting 6 Does n o t offer expanation or i s a decoy
2 Setting traps/ambush 7 Detour
3 Harvesting 8 Wants t o buy/sell/give away something/someo,ne
4 Preparing signals/signs 9 Outcast
5 Camped 10 Running away
6 Fashioning item 11 T r y i n g t o warn others
7 Gathering 12 I s being chased
8 Inventing new concept/device/procedure 13 Out o f fuel
9 Working 14 Is chasing someone
10 Digging 15 Prophetizing
11 Hiding 16 Something IS brokenilost
12 Fixing 17 Were recently robbed
13 Searching for something/someone 18 Committed a crime
14 Waiting f o r passerby 19 Wants escort o u t o f area
15 Practicing/training 20 L o o k i n g f o r a good time
16 Seeding
17 Secretly planting an i t e m t o b e f o u n d b y another
18 Cooking
19 Recreation TABLE 5 - COMPLlCATIONS
20 Traveling through the area 1 D10 Possible Complications
21 Wandering lost 1 Composed of rival factions
22 Following astronauts/others 2 Mistaken identity
23 Running away 3 Item being transported has escapedlis lost
24 Scrounging for f o o d 4 I s rude
25 Living in the area 5 Admires astronauts
26 Living in squalor 6 Engaged i n illegal activity
27 O n assignment 7 Wanted b y authoritiesiescaped criminals
28 Transporting someone/something 8 Being followed
29 Planning something 9 Has disease
30 Official execution/murdering someone 10 Have unseen guarddguard dogs
n
66
ir b
Welcome t o the last adventure in the Year o f the Phoenix boxed set. option in the scenarios presented here, and the characters should be
I n this adventure, the characters finally meet u p w i t h the Nonnewaug made aware o f that.
rebels, hopefully loin them, and then agree t o a dangerous mission.
Episode One: Start Spreading the News
The rebels meet u p w i t h the Nonnewaug Tribe. This i s a roleplaying
History of the Region encounter where t h e characters learn about the Nonnewaug society,
Officially, the area surrounding New Y o r k C i t y has always been and participate in a war council. Word comes that t h e Russian com-
quiet The real estate i s valueless - tearing d o w n the ancient buildings mander i s setting u p on t h e roof o f the remaining World Trade tower.
which were razed, long, long ago w o u l d be an exercise i n government The astronauts are asked t o go underground and destroy that tower.
waste, especially when there are thousands of kilometers of open area The rebels have no misconceptions. They cannot hope t o defeat
across the country for the State's citizens to develop. an army. Their intent i s t o b u y enough time t o evacuate.
Unofficially, the Zoviets have k n o w n for several years t h a t rebel
activity oriqinates out of the general New Y o r k C i t y area U p u n t i l Episode Two: I'm Leaving Today
recently the rebels have been ignored because the government had The astronauts embark on their perilous journey through the
enough problems of i t s own, such as t r y i n g t o feed i t s people half-destroyed subway tunnels o f B r o o k L y n n and Manhattan. Due
A b o u t once a year, a Zoviet ship i s damaged or sunk when under- t o obstructed tunnels, t h e y rise f r o m the caverns and begin a hazardous
water mines detonate A l l the explosions occur near the m o u t h o f the trek across the blasted land where they meet street gangs intent on
Hudson river, and were originally attributed t o mines left there f r o m either helping t h e m o r hindering them.
the Cataclysm (either placed there or accidently dumped). However, This episode i s designed t o introduce some o f the baser life forms
recent events have chanqed all that which l u r k i n this new world, and t o play around a l i t t l e more w i t h
the characters' culture shock, David T o t h is the o n l y pregenerated
character w h o knows his way around New Y o r k City, b u t everything
Recent Events has changed since he was last here.
In the last few months several bombings and assassinations occured.
and were traced t o members of the Nonnewaug rebels This stirred u p
interest in those rebels and the Zoviets finally located the Nonnewaug Conclusion
base of operations through newly discovered electronic detection me- I f they are successful, the Trade Tower collapses and the characters
thods State's Island, j u s t o f f the t i p o f Manhattan escape. The return journey i s probably relatively quiet (depending
Due t o this discovery, the responsibility for t h e loss o f life and upon i f the characters made any enemies o n their way over o r n o t )
property damage f r o m the mines has been attributed t o t h e rebels and they are reunited w i t h the Nonnewaug tribe, w h o are frantically
(whether or not they are actually responsible IS immaterial) preparing t o Bug Out.
The U n i t e d Provinces of Eastern Russia has finally come t o grips The astronauts are also invited t o visit the Shrine o f the Lady,
w i t h i t s econony, enabling the war machine t o open i t s slumbering and learn the t r u t h behind the religious aspect of the Nonnewaugs.
eyes again Several important m i l i t a r y leaders, headed b y Major M
Krucshev, have decided t o make an example of the Nonnewaug rebels
Troops led b y Major Krucshev himself are marching on New Y o r k Further Adventures
even as you read this Although some Year of the Phoenix adventures such as Liberty
the Fugitive (published separately) chronicle the continuing adventures
of the Nonnewaug people on their long journey South, other published
The Plot adventures are singular events n o t tied t o past or future adventures,
This adventure i s dangerous. Characters may die in this adventure enabling y o u to tailor the campaign t o f i t y o u and y o u r players' style
if they are foolish or fight instead o f talk. Retreating i s o f t e n a wise of adventure
Episode One: %#art
Spreading the News
The characters are o n a journey North, t o warn the Nonnewaug The Recon Patrol
tribe of impending d o o m . I f the characters d i d n o t choose t o embark The leader of the l i t t l e group is Malcolm Hein He appears t o be
upon this mission, the Duchess w i l l send someone else. The rebels w i l l about 15 years old, and i s p r o u d o f t h e fact that he IS the leader of the
be warned, b u t at great cost; almost half the tribe is wiped o u t before group It t o o k him 2 years on recon patrols to prove that h e could
they can destroy the Trade Tower. b e a leader, and he has finally gotten his o w n command
This group o f seven men and women are part o f a larger recon group
which i s stationed a half-hour’s w a l k f r o m this location On the way
The Greeting over, they explain t o the characters about the test, including the fact
The rebels have heard rumors about the astronauts and don’t k n o w t h a t t h e ’burning car’ has been there for years and that they simply
what t o believe. The astronauts are variously said t o be Russian secret set u p a fire underneath it.
agents, Russian pilots w h o crashed, o r even foreigners f r o m another Paul and M o l l y Sender are mentioned as the leaders of Nonnewaug,
country. The rebels have set u p a l i t t l e scenario t o t e s t the characters’ and the astronauts probably offer t h e letter they bear Malcolm w i l l
loyalty because it is n o t clear if the astronauts are friendly t o the read the letter, and hand it back, clearly in awe that the characters got
cause or against it. A l l the participants i n the following scene are a letter f r o m the Duchess herself A t this p o i n t the group meets u p
Nonnewaug rebels. with the rest o f the recon patrol, and the characters may recount
Feel free to set this situation u p using t h e Battlefield, w h i c h w i l l their exploits i f they desire
further convince the players that their characters have stumbled across The characters are cut short i f any mention i s made of the impend-
an authentic firefight. i n g Zoviet attack N o one i s t o speak of i t except t o the chiefs Paul
a n d M o l l y Sender
As you come out of a wooded area into a small clearing, I f t h e characters o f f e r f h e locket, they are asked t o wait and give
it t o the Senders
you hear gunshots off to your left. Just over a small rise
you make out the shape o f a burning car.
The Duchess Myth
Let the characters approach as they wish. Regardless o f their phys-
F r o m time to t i m e the Duchess has contacted the Rebels, b u t
ical orientation they see the following.
meetings have always occured o n her terms A n enigmatic figure,
she has always w o r k e d towards peace and has been a stabilizing
Two men in Zoviet uniforms are pinned behind a tree presence in the area
by enemy fire. The Zoviets have hand lasers. Their opposition T o f i n d o u t that n o t o n l y have the astronauts met her and seen
her home, but they have come away w i t h a ‘blessing’ f r o m the
is a group of four people dressed in brown, close-fitting
Duchess herself, i s t r u l y amazing (comparable t o having the Presi-
clothing. The clothing looks like animal leather. The four dent o f the U.S. come t o y o u r house for dinner).
are brandishing various weapons, including a bow and arrow,
submachine gun, pistol, and assault rifle.
General Laura Connery i s a new member of the military, at age 17 'We have him.'
She i s usually quiet, b u t when she has an idea, it i s a good one Paul and Molly exchange glances.
The Russian troops are led b y the dread Major M Krucshev He i s
'Excuse me?' asks Paul.
t h e most sadistic o f the known officers, and he w i l l gladly take pri-
soners 'We have him. Send a group into Manhattan and destroy
(This news upsets everyone at the table ) the Tower.'
0 We cannot hope t o w i n any k i n d o f direct confrontation, we have 'Umm, General, do we have enough explosives, expertise
always dealt w i t h the enemy f r o m the vantage p o i n t o f surprise, w e are
and - '
masters of guerrilla warfare N o w i t appears that w e w i l l pay for our
inability t o defend our home base 'The tunnels, Paul. The tunnels. I was on an expedition
(Miguel and Jennifer object, saying t h a t we should have known 5 years ago to map out the caverns underneath the city.
that w i t h our increasing influence we w o u l d eventually come under the Send a group under the city and blow out the Tower's founda-
scrutiny of the enemy ) tions. One of the subterranean tunnels runs right under that
building. Meanwhile, I suggest a diversion of sufficient force
General Roger Healy has very long black hair, and i s a veteran o f
the resistance A t 35, he i s among the oldest of the rebels When he to distract Major M. Krucshev.'
speaks, others listen The r o o m i s very quiet while General Healy thinks it over. He
0 The enemy has, at last count, twenty tanks, and some t w o hundred eventually agrees that it i s a fine plan, b u t t h a t no one he knows has
soldiers and associated equipment and vehicles the expertise t o pull it off, asking General Connery i f there i s anyone
0 They are massing just inside the Pennsylvania shore, slightly N o r t h f r o m her expedition s t i l l around, as she cannot go (she uses a wheel.
of State's Island (New Jersey n o longer exists), except for a small group chair).
o f some 40 soldiers w h o have proceeded i n t o Manhattan Connery is hesitant and unsure. She believes there m i g h t be, b u t it
was 5 years ago, after all.
Guerrilla War
When the rebels fight, they d o so t o harrass and annoy - n o t Prompting the Players
t o win land o r stack u p kills. The litany o f a guerrilla war includes Now, it should he clear f r o m the events which have taken place
the following scripture that t h e players' characters are in line for the job.
I f y o u r players are using the pregenerated characters, Cynthia
0 Don't be afraid t o run away I f the enemy is clearly t o o strong, Shanders has a Demolitions skill, and David T o t h used t o live i n
disperse and regroup elsewhere Waste y o u r enemy's time and re- Manhattan. He certainly knows t h e subway system - at least he
sources n o t your o w n
~
knows h o w i t used t o be.
I f your players seem unwilling or ignorant of the obvious setup,
0 I f the enemy has captured a significant site, d o n o t a t t e m p t t o y o u m a y need t o actually ask them (via the gamemastered charac-
retake i t You are fighting a war which y o u w i l l w i n b y harrass- ters) t o accept the job. I f they refuse, the adventure w i l l revolve
ment ~ y o u w i l l make it t o o costly f o r the Zoviets t o keep the around the characters helping t o pack u p and move o u t the rebels.
land Alternatively, t h e astronauts c o u l d just walk o u t on the rebels.
Neither of these options seem t o o exciting. Here are some co-
0 Never surrender The Zoviets extend n o mercy and honor no ercive actions y o u m i g h t drop i n t o t h e story i f the characters
condition I f y o u have no chance of escape, take one of them seem reluctant t o help:
w i t h you 0 Free r o o m and board. This doesn't sound very silly i f they t h i n k
about it. Eating i s a pastime w h i c h could easily take u p more than
314 o f a day . . . every day.
0 A center f o r information on other survivors of the Shuttle,
Player Character Responses as well as news o f t h e Shuttle itself. This p o i n t should be brought
The council n o w asks the players' characters what they k n o w about o u t i n casual conversation i f the players seem hesitant about helping
the Duchess' military strength, what she is doing about the military the Nonnewaugs. The Senders even agree t o send o u t patrols and
action, and i f General Healy's guess as t o t h e composition of the army information requests specifically about the Shuttle.
i s correct Have the gamemastered characters react using the indicated 0 This i s a chance t o get back at the Russians f o r doing these
personality notes suggested above terrible things t o Amerika, and a chance to be an important part
I f the characters seem hesitant, or when they appear t o be running of the fight f o r freedom.
out of information, Roger Healy interrupts and asks them for sug-
69
a: Underwater Mines
Liberty Bay & Manhattan
World Trade Center Station f r o m behind them and 3 or 4 Zoviet troops come out onto the plat-
form and begin shooting at the astronauts-turned-rebels.
I Token
Booth
;Turnstiles
Return t o the Land of t h e Living
They awaken after half an hour's time, and slowly make their way
out. It is a simple process t o return the way they came. During their
journey beneath the bowels of Manhattan, they notice the tunnels
getting warmer (due t o t h e fire ripping through the streets o f Man-
hattan).
I f t h e characters decide t o leave the tunnels while still i n Manhattan,
they witness a c i t y o n fire - originating f r o m where the Tower used
t o be.
Further encounters w i t h Mac the Knife and his crew as they flee
the c i t y via the tunnels are l e f t for y o u t o practice your improvisational
skills upon.
The astronauts are prbably victorious, Manhattan is in flames, hope and our faith. Without her we would have disbanded
and the characters escape back t o State's Island. Dramatically speaking, long ago.'
chronicling their return t o State's Island is unimportant, b u t y o u may
play it out using the notes in the previous chapter.
As he speaks, lights begin brightening and you begin t o see
the outline of a massive statue standing before you. The room
The Return is cylindrical, and over 30 meters high. The statue takes up
Read the following: most of the space.
As the light intensifies from recessed spots, you stand in
While Manhattan burns (probably not for the first time), shock a t the base of the Statue that you have known all your
you are ushered back onto the island and back into the council life. It i s the Statue of Liberty.
chamber. Everyone who was there for the meeting has return-
ed. Some look like they've been working - most likely work- L e t the characters react as they wish. After a short period of time,
ing on the Bug Out. Everyone looks happy. the group leaves the chamber, preparing f o r the Bug Out. The Nonne-
waugs ask the astronauts i f they have decided t o stay or not. If so,
Using the roleplaying notes f r o m the last chapter, congratulate the prepare t o be o n the move.
characters i f they did a good job, o r sing them a tale o f woe for a poor
job.
The Zoviets are disorganized and unsure about their next move. I
The resistance did quite a number on them (if the characters were It's Only a Model . . .
successful), and they began moving out about half an hour ago t o an If the characters choose t o p o i n t out the t r u t h behind the shrine,
unknown destination further inland. the Nonnewaug characters listen w i t h interest, b u t their reverence
I f the characters ask about t h e 'prisoners' that they overheard the for her i s unshaken.
lieutenant refer t o while they were under the Tower, the r o o m grows 'It is not important w h a t she used t o be. It is only important
si lent. what she is now.' They request that the characters never mention
the Lady's origins t o anyone else.
Molly speaks. 'So that i s what happened to them. They ~
8
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Name RaceINationality Social Status
18
-
-
17
16
-
-
15
14
Skill Speed Max/Klutz -
KNO - - -
13
0 1 2 3 4 5
% % o/o
% % % %
Location Roll BOD + Armor Armor Type & Points BOD= % WE1 Kg. Weapons
Head 1 .03
Neck/Shldrs 2-3 .04 Damage -Range -
Chest 4-7 .08 Off- % Def-%
Arm L 8-9 .04 Sphere -Speed-
Arm R 10-11 .04
Hand L 12 .02 Damage -Range -
Hand R 13 .02 Off-% Def-%
Abdomen 14-16 96 Sphere -Speed -
Leg L 17-18 .06
Leg R 19-20 .06 Damage-Range -
Personal History Date and Place of Birth
Political/Religious Affiliations
Family/Personal Relationships
Rank:
Position:
Equipment:
Finances: Encumbrance
Cents/Kopecks
RADS
Notes
VEHICLE ACCIDENT TABLE
R O L L lDOO RESULT
01 -30 Vehicle skids. Speed x 10 equals the distance it travels in meters.
31-50 Vehicle skids, fishtailing wildly. It stalls, any power steering locks up. Distance travelled i s as above, in a random
direction. Use the Scatter diagram in the 'Combat' chapter (7.4 Special Conditions).
51-70 Vehicle rolls perpendicular t o i t s original heading. It suffers !d6 damage per Sequence it rolls t o 1D6 Hit Locations.
This damage i s Concentrated Damage (q.v. 'The Body'), so it i s totalled u p and rolled as one attack against the car's
Armor points. Distance travelled is as above. Occupants must make T A L Sphere rolls (for luck). Failure means
that character takes half the damage the vehicle takes t o 1D6 random H i t Locations.
71-90 Vehicle crashes, doing 206 damage for every 1 0 kph it was moving, as above.
91-00 Vehicle crashes, and i s destroyed. Occupants take 2D6 damage t o 2D6 random H i t Locations for every 1 0 kph the
vehicle was moving. The vehicle explodes if the driver does n o t make a Skill vs. Skill roll, using his o r her Operate
Vehicle skill against the total amount o f damage to the vehicle +10100%.
VEHICLE STATISTICS
Hovercycle
Range: 300km. No. Passengers: 2
Handling: 3 Acceleration/Deceleration: 30kph.
Top Speed: 120kph. Weight: 160kg.
Load: 300kg. Price: 4,000r.
CargoITroop Carrier
Range: 250km. No. Passengers: 2 front/3m x 4m truckbed
Handling: 2 Acceleration/Deceleration: 20kph.
Top Speed: 80kph. Weight: 1 0 tons
Load: 2 tons Price: 50,000r.
Civilian
Range: 280km. No. Passengers: 4 enclosed/Zrn x l m flatbed
Handling: 2 Acceleration/Deceleration: 20kph.
Top Speed: 100kph. Weight: 1 t o n
Load: .5 t o n Price: 20.000r.
Hovertank
Range: 160km. No. Passengers: 4 crew Vehicle Turning Disk
Handling: 1 Acceleration/Deceleration: 20kph.
Top Speed: 80kph. Weight: 10,000kg.
Load: 2,000kg. Price: 600,000r.
Helicopter
Range: 1400km. No. Passengers: 4 enclosed/ 2 on pylons
Handling: 3 i n medic cylinders
Top Speed: 180kph. Acceleration/Deceleration: 30kph.
Weight: 500kg. Max. Climb: 200m/minute
Price: 400,000r. Load: 1,000kg.
Wooden Cart
Range: Beast No. Passengers: 2/2m x 3m bed
Handling: 1 Acceleration/Oeceleration: Beast
Top Speed: Beast Wkight: 2 5 t o n
Load: .5 t o n Price: 40r.
~~
51-70 The engine dies, and it spirals down in a random direction (roll o n Scatter table in the 'Combat' chapter for com-
pass direction). Driver can attempt t o restart it as above, with a -1 D I F applied t o the attempt.
71-00 Vehicle is damaged. The rotor blades snap. The helicopter tumbles as it falls, plummeting downward. Occupants
must make T A L Sphere rolls (for luck). Failure means that the character takes the f u l l damage the vehicle takes t o
1 D6 random Hit Locations. If the T A L roll is successful, the character takes half that damage.
Player Character Personality Profile/Gamemastered Character Passions
Always 100% Usually 80% Often 60% Sometimes 40% Never 100%
QukkCharacters
I
1
1
Quick Characters Skill Spheres 81Specific Skills
Quick Characters Physical Info
Character CON% MUS DAM
1
2d10+15% 26% 99-00101-04 4 43%
3 d 1 0 + 15% 32% 98-00101-03 3 49%
Chest 4-7 6 0%
Arm L. 8-9 6 Riot13 3 .04
DI F Penalties
Attempting a skill without the proper tools -1 DIF or -2 DIF (or else impossible)
or with damaged tools
Sample KNO Skills Sample COM Skills Sample M A N Skills Sample KIN Skills
Animal Lore Acting Escape Bindings Brawl
Chirurgery Carousing Forgery Climb
Communications Systems Cheat Filching Dance
Computer Programming Distract Gunnery Dodge
Cryptography Etiquette Lockpicking Jump
Demolitions Fast Talk Mapping Kick
Electronics Repair Haggle Play Instrument Martial Arts
Graphology Lovearts Remove Security Lock/Screen Punch
History Native Language Linguacy Surgery Lunge Punch
Law Persuasion WeaDons Kick
Memorize Sing Lunge Kick
Native Language Literacy Second Language Linguacy Conceal Throw
Operate Vehicle Teach (Subject) Calligraphy Unarmed Parry
Outdoor Survival Carpentry Punch
(Plant) Lore Command Golf Ride
Regional Knowledge Flirt Juggling Stealth
Robot Repair Teach: Dancing Painting Swim
Second Language Literacy Interrogation Safe Cracking Tumble
Vehicle Repair Lucid Writing Woodworking Weapons
Seduction Costume Crafting
Astrophysics Train (Animal) Knot Tying Skating
Art Journalism Leatherworking Trapeze Work
Bugging Counseling Dyeing Hide
Coining Joke Telling Sculpture Water Skiing
Computer Theft Leadership Simple Repair Mime
Cybernetics Reporting Acrobatics
Exobiology Public Speaking Sample T A L Skills Balance
Mythology Opera Singing Detect Lie
Legend Lore Ridicule Sense Danger
Photography Storytelling Sense Surveillance Sample OBS Skills
Political Science Bribery Moonsight
RadarISonar Selling Disguise Find Direction
Smuggling Personal Items Sales Sense Listen
Smuggling Operat ions Sense Fear Scan
Compose Music Story Sense spot (Disguise)
Spot
Engineering: Genetic Know Present Time
Engineering: Civil Nerve (Chutzpah) Track
Engineering: Astrophysics Gamble
Astronomy Lip Reading
Fruit Preserving Perfect Pitch
Falconry Navigation
Lobby i ng Scouting
Exploitation
Makeup
Speed Reading
Trivia: Baseball
Z O V l E T M l S S l L E ENERGY WEAPONS
Specific Skill/Sphere Missile Damage Charge Melee Nation/Year
Examples Range Range of 1 s t Manufacture
Laser Pistol
Laser Rifle
Heavy Laser
Sttinnor
Disruator
ARMOR
Armor Type Protection Encumbrance Multiplier
Astronaut Combat Suit 51 +2 Encumbrance factors
Leather Armor & Steel Helmet 1-4 I x 112
Flak Jacket 5-8 I x 112
Alumen Jumpsuit 3-6 E x 114
Reflec Suit 5-8 I,E x 114
Riot Shield w I R i o t Helmet 1-4 I,E x 112
Energy Screen 1-10 I,E +2 Encumbrance factors
Melee Weapons 1
SkilVSphere Melee Damage
Examples Range (m)
BlackjacklMAN 0 1D 6
Hammer/KIN
Hammer 0-1 1 D8 \ol
Hand Axe 0-1 1D8 a
Mace 1 1 D10
Kick/K IN 0 1 D6
Knife/KIN 0 1D4t
Pole/MAN
Quarterstaff 0-2 1 D8
Punch/KI N 0 1 D3
Riot Shield/KIN 0-1 or 0-2 1 D4 or 1 D10
SpearlKlN 0-2 1D10+ 1
Sword/KIN
Shortsword 0-1 1 D8
Longsword 1-2 1 D10
MISSILE IMPACT WEAPONS
Specific Skill/Sphere Missile Damage Rounds/ Melee Nation/Year Dur
Example (caliber) Range* Feed Range o f 1 s t Manuf.
Self-loading Pistol/MAN
Walther P62 (9
'Saturday Nite Special' (.38) 20m 2D8 +1 61rou nds 0 Austriaic 1900 +2
Assault Rifle/MAN
Submachina GunlMAN
Machine Gun/MAN
Selfbow/KIN
BADLANDS
YE L LDY ESS E
0
ES
HUDSON BAY
PAC1FIC OCEAN
Bev
I 11
# CONTAMINATION
ZOVIET PROVINCES
ZOVIET SATELLITES
FREE HOLDINGS
1-1
WILDERNESS
Ii
I
FRESH WATER
Ii
'I
F R E E STATES
1. Star-Six Country
2. Native Amerikan Alliance
I E T SATELLITES 3. Allouettes
exico .4. Maple Leaf Confederation
lorida (claimed by Cuba) 5. Dixie
exas (claimed by Mexico, not fully controlled) 6. King Country
uba 7 . Creole Country
ADR ['cater'] (Central American Democratic Republic) 8. Mormons
9. Nonnewaug Resistance