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  • "Wal ly " Wal lesverd Wi l l iam Murphy J e s s i c a Styons Nathan Houk Rusty Neal Bobby Shaef fer Derek Charbonnet

    T H E D IX IE P R E S S G U L F P O R T , MISSISSIPPI

    PRODUCED BY: LOU ZOCCHI

    _1977_Copyr igh t_GAMESCIENCE_CORPORATION

    GAME DESIGN: Michael Sco t t Kur t i ck and Rockland Russo GRAPHICS: Michael Sco t t Kur t i ck and Char les Hards PLAYTESTING: Michael Bledsoe

    TYPING: Kather ine E. Edge

    TABLE_of_CONTENTS INTRODUCTION __1

    PREPARATION __1

    THE SCENARIOS __1

    SEQUENCE OF PLAY __1

    CREATING CHARACTERS __2

    CHARACTER AND ALIEN GENERATION TABLES __4

    CREATURE CREATION __6

    PSIONICS __6

    SUCCESS PROBABILITY TABLE __7

    GRAVITY __7

    MOVEMENT __7

    EQUIPMENT __8

    LEARNING __9

    SAVING ROLLS __9

    CONTACT _10

    RECOVERY _10

    PLAYING A SCENARIO _10

    COMBAT _12

    SCENARIO GENERATOR _20

    FINAL NOTES AND ADDENDA _25

  • Introduction " I t 's more than a job, i t ' s an ad-

    venture!" Perhaps this is the slogan some doubtless original thinking PR man w i l l devise for the military some 100 years hence. Actually SPACE PATROL is a game of Science Fict ion adventure. It is a role playing game where each player controls the destiny of a single person. As a player, one faces tribulations that would t i t i l l a t e a Flash Gordon and baf-f le a Captain Kirk. One may face dan-gers such as a great beast that only the shot of a Hark XXIII blaster w i l l quell or a death so subtle that no amount of force w i l l do, only wit and intelligence are the weapons of redemption.

    At a l l times throughout the rules we w i l l attempt to explain the reasons we did what we did. We've probably also made some mistakes in your eyes, and we would l ike you to write us about the disaster that you feel we have perpe-trated. There is a reason for th is . No game designer operates out of the pure and unsullied vision of his mind. Two people w i l l easily come up with 4 times the ideas of one. This game is a ref lec-tion of the minds of the designers but it is also l ikely to be played by d i -verse people across the country. We would be l i a rs to state that we have never played another game in our l ives and everything we have played or read has probably influenced, to some degree, the layout of these rules. And this 1st stated rule is one of them. We have seen other games with loosely structured formats which, because of local option rules, became almost unrecognizable from one group to another. We have seen players travelling from one city to an-other feeling ripped off when trying to play in a new environment unt i l they learn the local options. Thus we ask that you not mess with the rules but rather t e l l us about your ideas. The rules and corrections that we l ike w i l l be included in a supplement or later ed-it ions as pract ical . Thus, hopefully, no one w i l l snivel when playing with new people because of surprise rules.

    Many of the systems in this game have been researched to reflect a real-i t y . That reality is often from the mind of a science f ic t ion writer. Some of it tr ied to reflect some of the basic phys-ics of the real world. This is especi-al ly true in the combat system where one's success in a fight is not really subject to the whim of the judge but to the real abi l i ty of your character and his weapons.

    A Scenario Generator is included in these rules. It allows a game to be played with l i t t l e in the way of prepar-ation. Or, if a prepared game is being played, it allows a random fate for the characters rather than leaving every-thing up to one person's sense of jus-t ice or propriety. It also promotes ex-tensive campaign games with l i t t l e pre-paration. While the scenario generator takes much of the grunt labor from the back of the judge, it s t i l l demands an imagination and a puckish sense of humor to flesh things out.

    In the testing of these systems the fellow who runs the game has been variously called Matrix Man, Mission Master, Organian, and by the hard-core D&D types, Dungeon Master. By whatever name, he is as necessary to the game as the players. He is a player, for no Mission Master can avoid seeking as much from the play as possible. It is the Organian who generates the scenarios, draws the maps, populates the place, re-solves the combat and personifies a l l of the encountered cr i t ters.

    The play may involve one of several basic situations: Landing Party, seek-ing contact with new planets and races; Space Salvage, snooping in and perhaps liberating derelicts; Interstellar Po l -i ce , regulating crime and passion in the spaceways; Soldier, making the universe safe for one's po l i t i ca l or racial sys-tem; Hero At Large, and so forth. The player's duty to himself is to survive, his object is adventure.

    Preparation This being a rules book, some things

    are obviously necessary. Paper, penci l , a great number of 6-digit dice, and a set of polyhedra and percentile dice for the good of the various tables and sys-tems. However, some things are recom-mended but not s t r ic t ly necessary. Graph paper of various grid size3 is recom-mended for mapping and regulating move-ment. Also we have found that the use of suitable figures of perhaps 25mm size not only lend color to the play but also remove much of the ambiguity from the contact and ranged combat systems.

    Before play begins, the Mission Master should decide upon the thrust of the game in one of the previously men-tioned areas. The judge should generate any maps that he needs or desires before hand. It is recommended but not neces-sary for the judge to stock the map with i ts disasters and such before the start. It cuts down on playing time. It should be obvious that several different populations could reside within the same c i ty , space l iner, or whatever.

    the_Scenarios 1. INTERSTELLAR POLICE

    Crime runs rampant in the spaceways. The police party may be searching a star ship, c i ty , or building for contraband. They may be trying to trap the Stainless Steel Rat or merely rousting the natives. And those who are found guilty may be the culprits in some caper that is tot-al ly beyond the interest of the harried cops on the scene.

    2. LANDING PARTY

    This is a sort of STAR TREK format. Here the players are making contact with a new world. They may have to suddenly play warrior to forestal l some danger to the folks back home. They may have to play diplomat and wow the natives, they may have a damaged ship on their hands and need help or resources. Or they may merely represent MAN, and be tested for their true value.

    3. SPACE SALVAGE

    Perhaps this should be called the Bermuda Triangle scenario. This is the situation of the apparent derel ict. The mission may be to salvage the ship, for use in the gallant rebell ion, or merely the curiosity of alien architecture and drives. Whichever the case, the ship may have survivors l iv ing or defenses automatic.

    4. SOLDIER

    Be one of Robert Heinlein's Star-ship Troopers righteously smiting the nasty bugs. Here is the chance to be one of Joe Haldeman's FOREVER WAR troopers trying to survive just one more time. Or perhaps be one of Pournelle or Dickson's mercenaries trying to make a bloody buck is more suited to your nature. Whatever the case, the enemy's capabilit ies must vary tremendously and they must be in -teresting. Soldier scenarios can also be played with two opposing teams of players using miniature figures on simulated landscape as with more fam-i l i a r forms of gaming.

    5. HERO AT LARGE

    Our hero may be a character who has found himself in several of the above situations and survived (even if he had to desert from a twenty year hitch in Star Fleet to do i t ) . This is merely acknowledging that players w i l l frequen-tly wish to play their characters in such a diversity of situations that be-ing a Starship Trooper in f u l l powered armor might be impractical.

    Sequence_of_Play Once the scenario is set up and the

    players have been briefed as to the s i t -uation and rules, the regular sequence of play beqins. There are two types of move to be considered. The f i r s t is the basic game move. This is defined as be-ing one minute in length but could be up to several hours in length in some out-door type scenarios. The second type of move is the combat turn. This is short-er than a game move, lasting up to about 5 seconds. If playing with one minute game turns, remember that there are only 12 combat turns per game turn. This is important because of the possibi l i ty of things outside the sphere of play wan-dering i n . For instance, if the landing party is fighting it out with a thirty

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  • 2 foot bowl of je l l -o in one room, the ruckus might draw the attention of a sleepless Kzinti in the next apartment who is l ikely to do more than just bang on the wall for quiet. The ending of one move and the beginning of another should not be announced to the party unless one of them is staring fixedly at his watch. The reason for this is that the whole concept of moves is an a r t i f i c i a l one for the convenience of the Game Master.

    Within this framework of the mech-anics of the game should go a word of warning. A good Mission Master should always avoid vindictiveness. Our exper-ience indicates that the judge who feels arbitrary often loses a favorite charac-ter when someone else is judge, to the very i l lega l i ty he displayed. With ex-tremely unfair judges, they frequently find that no one w i l l wi l l ingly allow them the future of conducting a game. Honest impartiality is the making of a good Game Master.

    Here is where the honest part comes i n . The basic rule of play is that of statement. The judge must never assume anything about the actions of the play-ers. Nothing happens unless the players declare i t . Once a player declares an action, that decision is beyond recal l and the player must suffer the conse-quences. For instance, the player sets his body walking down the bank of a stream. After a bit of walking, the player is told that he approaches a wat-er f a l l and from across the stream he hears the crashing of a Tyrannosaurous Rex in heat. It is not enough for the player to draw his pistol and then say, "I should f i re at i t . " The l izard stays unshot. If the beast bites his head off the player should not complain that he intended to shoot. He didn't and that's enough. Similarly, any piece of equip-ment must be used. For example, Schlock, Smithian, green and a l l , has a tricorder (Sears and Roebuck 29.95 in the Winter 2277 catalog), The machine is lef t on and it picks up the emanations of a be-fuddled Noxin planning to attack. Our hero, however, attempts to prove ignor-ance is bl iss unless he stated that he is using the machine to scan for l i f e -forms. The machine (and therefore the Game Master) is not obligated to tug on Schlock's sleeve and warn him of this obdurate creature. The same applies to people possessing psionic talents and to sentient machines. In the case of t a l -ents, l ike any attribute, it must be consciously exercised (unless the thing comes on randomly). It is not enough to expect to anticipate the moves of anoth-er, it is necessary also to t e l l the Mission Master that you are indeed ex-ercising the talent. With sentient machines, while they may indeed be able to talk to their owner, it is unrealistic to expect them to anticipate the things which the owner considers important. For instance, Schlock is telepathic, and he has also recently purchased the deluxe model sensor which talks up to him (79.95 etc . ) . Schlock also has an unreasonable fear of Groopies. Unless he looks for them, he w i l l not sense them because the

    machine does not share his unreasonable fear. It does not consider the Groopies a personal danger and is probably incap-able of understanding Schlock's problem. While Schlock may indeed program the de-vice to sound the alarm at the approach of a Groopie or a Klingon or 20 other beasts, by the fact that the machine is onelimited, and twodoes not feel the danger i t se l f and therefore considers an order such as this arbitrary, means that it w i l l not always respond to the alarm. Thus if you want to know of the approach of anything, asknothing else w i l l do.

    With the onset of contact or death and destruction, the combat rules take effect. As stated before, there are 12 five-second moves to each one - minute regular game turn. However, for the purposes of simplicity, if the combat ends before the 12 to 1 interface is used up, it is simpler to go on to the next move. Let us have an example

    Blush Gordon, shy bon vivant of the spaceways, is stumbling his way through a dense planetary forest. (Turn 1) He enters a narrow clearing and spies a nude, not to mention beautiful, woman. (Turn 2) Believing that such coincidence is only possible in the movies, he de-cides that the creature i s , in real i ty, an i l lus ion casting, man-hungry beast. He draws his Mark XX blaster (from the Ubiquitous Sears and Roebuck, 47.50 in the Spring Catalog). He f ires and misses (Turn 3, Combat Turn 1). He steps for-ward and f i res again, while the monster screams in a credible imitation of a sweet young thing, and misses (Turn 3, Combat Turn 2). He takes careful aim at the now whimpering thing again, f inal ly blasting it to atoms (Turn 3, Combat Turn 3), At this point, unless the g i r l has relatives who ran to answer her cr ies, the combat turns end and the normal movements resume with Turn 4. Blush, a hero, wanders off smug because once more he has thwarted the universe's foul de-sire to do away with his handsomeness.

    Creating_Characters The characters created by the play-

    ers may be of ordinary human form or the players can use one or more of the tab-les in this section to create aliens, mutants, cyborgs, and so on. It is up to the judgement of the Game Master to decide the sui tabi l i ty of a character to a particular scenario. For instance, a Klingon is unlikely to be a member of a Federation lending party. We recommend that the Mission Master allow only char-acters personally known to him to be played. This is because we have seen much to offend the honest player in other role-playing games. We have seen other players use characters which some time in the past have been purely fabr i -cated with unusual ab i l i t i es , or a super character who has been done away with in other games but not lef t to l i e in peace. We have also known people who are fond of s i t t ing down and generating some 20 or 30 characters and then throw out a l l but those who are unusually good. They then claim that a l l the characters in their stable were in fact, randomly generated. The problem with this is one of real i ty. The whole rea-son behind the random generation of characters is the fact that this is a role playing game and as such, not every-one is born with maximum abi l i t ies across the board. The fact of the matter is that no organization can reject a l l but the few exceptional individuals who apply. In times of stress, even the pickiest of organizations have been known to accept anyone who is not dead. Thus we recommend that a l l available charac-ters generated be used at least once and that the Mission Master require that he be personally familiar with the origin-ation of the fellow.

    Each character is generated using 3 6-digit dice for each of the six a t t r i -butes that any character has. This i n -formation should be recorded on a sheet of paper or on a 3x5 card along with the other pertinent information about this character. Three 6-digit dice are used because of the nice bel l curve the ro l ls produce. Three and eighteen are the low and high extremes and are quite rare. A nine through twelve is the more common throw, occupying the top of the curve. We feel that this nicely reflects reality as almost any human characteristic can be plotted on a similar curve. Now our or-ientation of this system is with the variant of Homo Sapiens as resides both culturally and phy8ically in the United States of America, circa 1977. In the character charts which follow we l i s t some interesting variations of shape and attributes which can be used to show characteristics from wholly different lineages than that of the 20th century technical man.

    For the purposes of the game we are only quantifying six basic attributes to ref lect the physical man:

    STRENGTH (ST) - This reflects the power output in mechanical energy that the character is capable of. It reflects

  • only the potential, however. Let us give you an example of what we mean: One of the more interesting things to observe at a carnival or amusement park is the game where one swings the hammer at a lever in an effort to make a weight go up and ring the be l l . The reason this is fun is that there inevitably is a g i r l running the game. Large, quite 8trong men, often without a female friend in tow, w i l l play the game with the i n -tention of showing off to the fox run-ning the concession. They are usually unable to ring the be l l . Inevitably the g i r l running the thing is easily able to ring the be l l despite her diminutive size and obvious lack of strength. This is because the g i r l knows the how of using the strength she has at this game. Thus, when dealing with a character's Strength, it is necessary to evaluate whether the strength he is using also needs some s k i l l to implement i t , espec-ia l l y in the case of some rather clumsy weapon.

    DEXTERITY (DX) - Dexterity in this game is considered the base abi l i ty gov-erning the character's natural abi l i ty to move surely and quickly. It also can become proficient with a weapon. It is independent of age, sex, or s ize. Again, 9 through 12 is average, lower that 9 is clumsier, slower, and less accurate than normal. Greater than 12 is quicker and more accurate than normal In SPACE PATROL, Dexterity te l ls when a character performs a combat or movement function faster than his opponents, and also deals with the accuracy of the ran-ged combat weapon the character may be carrying.

    LUCK (LK) - While it may seem that Luck is self-explanatory (as one of our playtesters put i t , "Luck is the abi l i ty to f a l l into a manure pi le and find the dilithium crystals"), Luck is the most discretionary of the six attributes. It is d i f f i cu l t , if not impossible, for us to give the Mission Master clear para-meters. As a guide, we can only give you one example. We have a friend who we feel deserves an 18 in Luck. While in 'Nam, he took a burst from an AK-47. He was struck in a l ine in the back from close range by 8 slugs. Two of the slugs passed on either side of his spine s l i p -ping off the horns of the vertebrae. Because the rounds were armor-jacketed and f i red at close range, they made re-lat ively clean perforations in everything. He was so badly mangled that his parents and wife were notif ied as to his death in combat. The surgeons worked on him more from habit than hope. He is alive today and helped us playtest some of the systems in this game. This could easily be held as a one shot exhibition of Luck. In SPACE PATROL, Luck is used to modify the defense ro l l of a character in com-bat and can also be used in saving ro l ls for traps, spotting hidden people, etc.

    CONSTITUTION (CT) - This is the i n -dicator of the sturdiness and condition of the character. Again, this is inde-pendent of sex and age (except in the case of the very young or the very old).

    A r o l l of 9 through 12 is normal. This number is used in the combat system as the number reflecting the damage neces-sary to k i l l or be put out of commission when the character takes damage in com-bat. This damage can sometimes be re-paired but quite often it is up to the Mission Master to decide when the damage is of a type that can be repaired by a band-aid or if it requires a f u l l surgi-cal team.

    CHARISMA (CH) - This reflects the likelihood that members of the bearer's own species w i l l follow him, her or it anywhere. It reflects bearing, reputa-t ion, and attitude. This attribute also ref lects, to a lesser extent, the per-sonal beauty or handsomeness of the char-acter. However, we doubt that an ex-tremely handsome spider would make much of a good impression on an avian.

    MENTALITY (MN) - Here we are not really worried about intell igence. This number should reflect the character's abi l i ty to learn from the situation. It should deal with things l ike how quickly the player discerns the true nature of the way the Mission Master, and therefore the universe of the game runs things. This number is used as a base for deciding how easily the player should recognize a given piece of equipment. Alternately, it should re-f lect the kind and depth of the details the character should discern from the examination of machinery.

    You would normally create manlike or humanoid characters. Even the mon-sters of fantasy are usually somewhat humanoid in form. We have crafted up a series of tables for character and cre-ature creation which w i l l enable the player to possibly give his character radically different humanoid attributes or even create an alien creature of a totally different aspect. We w i l l de-scribe the tables and then l i s t them. These tables are repeated in the scen-ario generator at the back of the rules for generating aliens and creatures as they are encountered during a game.

    GENERAL TYPE - This table is used to create a character or creature's gen-eral class. This is a l is t ing of Terran classes but can be used to give an idea of what the creature's ancestry and gen-eral appearance could be. An Arthropod for instance would be a creature which l ike lobsters, insects, and spiders, has a hard chit in exoskeleton and a jointed, bony appearance, while a Mollusk could be something l ike a garden slug or pos-sibly even l ike a giant squid.

    GENERAL SHAPE - This table does not t e l l you exactly what the character or creature looks l i ke . It does give you some idea of i t s appearance as to number and types of limbs. A quadruped could be a horse, deer, or bul l - l ike creature or it could be some sort of centaur-like creature if it is a sentient being. Keep in mind that an intel l igent being should have some sort of manipulatory members, while an animal would not necessarily

    need them. The features l isted are the dominating features of the character. If the character had functioning wings, the muscles and bone structure necessary for this would totally dominate the appear-ance of this person.

    METABOLISM - This table is used to give an idea of how different creatures might operate at a different metabolic rate than a human being. The result of this table is a possible modifier to the Dexterity rolled for the character. This table doss not apply to the creature.

    SEX - This table is not usually ne-cessary as sex would hardly ever crop up in a game. However, if you were a male intel l igent crystal si l icone crea-ture, you might be very interested if a female sil icone crystal creature showed up.

    SIZE - This table is used in con-junction with the type and shape tables to give a further overall idea of the appearance of the creature. Size could mean how t a l l the character is or poss-ibly how wide or how long it could be.

    SPECIAL CAPABILITIES - This table is used to show the possible occurrence of some special attribute to an intell-igent creature's makeup. The character could have an extra sensory capability or even have part of i t s body replaced with a prosthetic or cyborg part.

    PSIONICS - If the SPECIAL CAPABILI-TIES table shows a character having a possible psionic ab i l i ty , this table is used to determine what the psionic t a l -ent i s . To f ind out what the power can do and how it is used, turn to the chap-ter on Psionics later on in the rules.

    CYBORG REPLACEMENTS - If the SPECIAL CAPABILITIES table indicates that a cha-racter has a cyborg replacement, the table here is used to determine just what that replacement i s . It could be powered limbs l ike the bionic woman or something l ike having your r ibs replaced with v i -tallium after an accident crushed them. The table also l i s t s modifiers to some of the attributes that are possible for a particular replacement type. The number spread l isted indicates the particular polyhedra die to be used to find the modifier of the attribute.

    TRAINING - This table obviously on-ly applies to intel l igent ent i t ies. It is used to get a general idea of what sort of education and training a charac-ter might have had. The types l isted are only the general categories. A soldier, for instance, would also be a policeman, a security guard, a game hunter, a pir-ate, and so on. Anyone who specializes in the art of fighting would come under the general c lassi f icat ion of Soldier. The general class would cover anything missed by the other classes. This could be anything from a clerk typist to a bus driver. Once again there are attribute modifiers l isted with the number ranges for the use of polyhedra dice.

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  • 4 PERIOD - This table is used to de-

    termine from what period the characters come. There is a certain amount of judgement involved in using or not using this table. It should be up to the Mis-sion Master as to what period an alien comes from. It certainly wouldn't be fa i r to put a caveman in with a group of star travellers except under special circumstances.

    SPECIAL WEAPONS & CAPABILITIES -This table is to be used only for the creation of creatures, monsters, and so forth. The rationale here is that an intel l igent entity got that way by not having any special things l ike talons or poison. The creature would have had to develop i ts thinking processes in order to survive, at the expense of extra physical fighting capability. This table is also used to show creatures much larger or smaller than usual. After rol l ing on the SIZE table, the size ob-tained could be modified by this table.

    The use of these tables is complet-ely optional. They may be used to cre-ate different varieties of mankind by using selected sections of the tables. The tables can also be used to recreate characters out of your favorite Science Fiction novel. For instance; a Kzinti would be a bipedal large mammal (200cm+) with a high metabolic rate, while a Mer-seien would be a bipedal repti le who carries blaster pistols. The tables may also be used to randomly generate aliens. In the case of sl ightly changed humans, or recreating science f ic t ion characters you would only use selected portions of the tables but for characters of random generation you would probably use every table to the f u l l .

    The f ina l table concerns Gravity and w i l l be discussed later under move-ment. After the tables there w i l l be a short section devoted to the fine art of monster making.

    CHARACTER AND ALIEN AND CREATURE GENERATION TABLES

    GENERATING TYPE

    ALIEN CREATURE TYPE

    01-05 01-14 M0LLUSK* (Always has 2-12 tentac les)

    06-07 15-28 PLANT* (Always has 1-100 tentables)

    08-35 29-42 ARTHROPOD 36-40 43-57 AMPHIBIAN 41-65 58-71 REPTILE 66-95 72-85 MAMMAL 96-99 86-99 AVIAN

    00 00 EXOTIC

    EXOTIC 01-05 MECHANICAL 06-40 01-50 POLYMORPH 41-70 51-80 CRYSTALLINE 71-90 81-95 GASEOUS* 91-00 96-00 ENERGY* *Don' t r o l l for General Shape.

    METABOLISM (Al iens or characters only)

    DICE DEXTERITY MODIFIER 01-02 -6 03-07 -4 08-17 -2 18-32 -1 33-67 0 68-82 +1 83-92 +2 93-97 +4 98-00 +6

    GENERAL SHAPE

    DICE SHAPE 01-05 MONOPED 06-45 BIPED 46-50 TRIPOD 51-70 QUADRUPED 71-85 HEXAPOD 86-90 OCTOPED

    91 FUNCTIONAL WINGS* 92-95 NON-FUNCTIONAL WINGS 96-99 TENTACLES

    00 WHEELS * T r i p l e Movement Rate

    DICE SEX 01-45 MALE 46-90 FEMALE 91-94 HERMAPHRODITE 95-97 NEUTER 98-00 EXOTIC (WHATEVER)

    SEX

    SIZE (In Centimeters)

    DICE SIZE 01-02 50 03-05 75 06-10 100 11-15 125 16-20 150 21-40 175 41-60 200

    DICE SIZE 61-80 225 81-85 250 86-90 275 91-95 300 96-98 325 99-00 350

  • S P E C I A L C A P A B I L I T I E S (A l iens or characters only)

    DICE C A P A B I L I T Y 0 1 - 8 0 NONE 8 1 - 8 5 P S I O N I C ( S E E P S I O N I C S T A B L E ) 8 6 - 8 7 A B I L I T Y TO SENSE L I F E AURA 8 8 - 9 0 INCREASED H E A R I N G C A P A B I L I T Y

    9 1 INCREASED TOUCH S E N S I T I V I T Y 9 2 INCREASED SMELL C A P A B I L I T Y 9 3 I N C R E A S E D T A S T E S E N S I T I V I T Y

    9 4 - 9 5 THE A B I L I T Y T O S E E I N T H E I N F R A R E D 9 6 T E L E S C O P I C V I S I O N 9 7 T H E A B I L I T Y T O S E E I N THE U L T R A V I O L E T

    9 8 - 0 0 CYBORG REPLACEMENT (See Cyborg Table)

    S P E C I A L WEAPONS AND C A P A B I L I T I E S (Creatures only)

    R o l l a 1 - 4 d ie to determine the number of r o l l s made on th i s t ab l e .

    DICE CAPABILITY MODIFIERS 0 1 - 2 0 NONE 2 1 - 3 5 1 -6 X LARGER 1 -4 T IMES CAPABIL ITY D ICE 3 6 - 5 0 1 -6 X SMALLER 1 -2 LESS CAPABIL ITY D ICE 5 1 - 6 0 FANGS 1 -2 EXTRA COMBAT DICE 6 1 - 7 0 TALONS 1 -3 EXTRA COMBAT D ICE 7 1 - 8 0 POISON 1-6 ADDED TO COMBAT ROLL 8 1 - 9 0 SPIKES/CLUBS 1 -8 ADDED TO COMBAT ROLL 9 1 - 0 0 SPECIAL SEE SPECIAL TABLE

    SPECIAL

    DICE CAPABILITY 01-20 SHAPE CHANGING - Roll for new shape 2 1 - 4 0 ILLUSION CASTING

    Roll for new shape

    4 1 - 6 0 FIRE OR POISON BREATHING - 1 - 4 EXTRA COMBAT DICE 6 1 - 8 0 MIND CONTROL 8 1 - 0 0 ENERGY MANIPULATOR - 1 -4 DICE FOR ABILITY

    G R A V I T Y OF HOME WORLD (Both)

    DICE GRAVITY 0 1 .1 0 2 . 2 0 3 . 3 0 4 . 4 0 5 . 5

    0 6 - 0 7 . 6 0 8 - 1 0 . 7 1 1 - 1 5 . 8 1 6 - 2 0 . 9 2 1 - 6 0 1 . 0 6 1 - 7 0 1 .1 7 1 - 7 5 1 . 2 7 6 - 7 9 1 . 3 8 0 - 8 2 1 . 4 8 3 - 8 4 1 . 5

    _DICE GRAVITY 85-86 1.6

    8 7 1 . 7 8 8 1 . 8 8 9 1 . 9 9 0 2 . 0 9 1 2 . 1 9 2 2 . 2 9 3 2 . 3 9 4 2 . 4 9 5 2 . 5 9 6 2 . 6 9 7 2 . 7 9 8 2 . 8 9 9 2 . 9 0 0 3 . 0

    CYBORG REPLACEMENT (A l iens or characters on ly )

    5

    D I C E REPLACEMENT MODIF IERS ST DX CT

    LIMBS 0 1 - 0 6 LEGS 1 -10 0 7 - 1 2 ARMS 1 - 8 1-6

    STRUCTURE 1 3 - 2 0 J O I N T S 1 -4 2 1 - 3 5 LEGS 1-4 3 6 - 5 2 ARMS 1-4 5 3 - 6 7 S P I N E 1 -4 1-4

    SENSORY 6 8 - 7 2 COMPUTER TERMINAL 7 3 - 7 4 I N F R A R E D S IGHT 7 5 - 7 7 T E L E S C O P I C V I S I O N

    78 U L T R A V I O L E T S I G H T 7 9 - 8 3 IMPROVED H E A R I N G

    8 4 - 9 8 V I T A L ORGANS 1-4 9 9 - 0 0 I M P L A N T E D WEAPONS*

    *Refer to the chapter on combat for types.

    P S I O N I C S (A l iens or characters only)

    D I E POWER 0 1 - 3 0 EMPATHY 3 1 - 6 0 T E L E P A T H Y 6 1 - 8 0 T E L E K I N E S I S 8 1 - 9 0 CLAIRVOYANCE 9 1 - 9 5 P R E C O G N I T I O N 9 6 - 9 8 MIND CONTROL 9 9 - 0 0 T E L E P O R T A T I O N For the d e f i n i t i o n s of these powers r e -fe r to the chapter on P s i o n i c s .

    T R A I N I N G (A l i ens or characters on ly )

    D I C E C L A S S M O D I F I E R S 0 1 - 3 0 SOLDIER ST 1-4/DX 1-4

    CT 1 - 4 3 1 - 4 0 S C I E N T I S T MN 1 -4 4 1 - 6 0 TRADER C H 1 - 4 / L K 1 -4 6 1 - 7 5 CRAFTSMAN DX 1 - 4 7 6 - 0 0 GENERAL

    P E R I O D (A l iens or characters only)

    DICE PERIOD 0 1 - 0 5 1 STONE AGE 0 3 - 0 5 2 BRONZE AGE 0 6 - 1 0 3 IRON AGE 1 1 - 1 5 4 RENAISSANCE 1 5 - 2 0 5 PRE-INDUSTRIAL 2 1 - 2 5 6 INDUSTRIAL 2 6 - 3 5 7 ATOMIC 3 6 - 4 9 8 SPACE FLIGHT 5 0 - 7 9 9 FASTER THAN LIGHT 8 0 - 9 8 1 0 - 1 1 INTRA-GALACTIC

    9 9 1 2 - 1 4 INTER-GALACTIC 0 0 1 5 - 1 8 EXTRA-DIMENSIONAL

  • 6 Creature_Creation

    To create creatures, animals, or monsters you only r o l l 3 6-digi t dice once instead of for each of the a t t r i -butes. The number ro l led is the creature's capabi l i ty number. This num-ber is modified sometimes by the preced-ing tables and is used by the creature for purposes of combat, movement, and damage. If a creature has a Capabil i ty Number of 16, it could take up to 16 h i ts before it died and would have 4 ad-ded to any of i t s attacks. (See the combat rules for an explanation of th is . ) If extra combat capabi l i t ies were r o l l e d , these too would have to be taken into account.

    For the appearance of the creature and i t s various a b i l i t i e s , r o l l the per-cent i le dice using the preceding tables just as you would for creatures or a l iens . If you wish added complication for specia l creatures, you can r o l l for more attr ibutes that just the general iz-ed capabi l i ty number. It is s t i l l up to the Mission Master to round out the creature's appearance and capab i l i t i es .

    The Attitude Table below is used to determine randomly, the way the creature w i l l respond to the presence of players.

    CREATURE ATTITUDE TABLE

    DICE ATTITUDE 01-26 XENOPHOBIC - W i l l attack immediately, and w i l l

    pursue. 21-40 HOSTILE - W i l l attack 75% or l e s s , 76 or better

    w i l l run 41-60 NEUTRAL/HOSTILE - W i l l attack 50% or l e s s , 50

    or bet ter w i l l run 61-80 NEUTRAL/APATHETIC - W i l l attack 10% or l e s s ,

    11-50 w i l l run, 50+ w i l l ignore

    81-00 NEUTRAL/FRIENDLY - W i l l attack is a t tacked, 20 or less w i l l run

    ( A l l creatures w i l l attack i f attacked)

    Psionics In SPACE PATROL psionic powers are

    the various a b i l i t i e s of the mind to ex-tend i t s e l f in both physical and mental perimeters. If a character has a psio-nic power, as ro l led on the character and creature creation tables, these rules w i l l explain each power and how to use i t . As explained before, you must de-clare you are using a power.

    EMPATHY - Empathy is the ab i l i t y to sense another's emotions. If somebody was about to k i l l her, the empath could sense the hatred or k i l l i n g l us t . To use empathy successfu l ly , the empath subtracts the Mentality of the person he or she is trying to sense from the em-path's Mentality. This number is refer-enced on the Success Probabi l i ty Table and percenti le dice are ro l l ed . If the number required or less is ro l l ed , the empath successful ly reads the emotions of the subject.

    TELEPATHY - This is the ab i l i t y to sense what another entity is thinking. This is f a i r l y straightforward in that, just as Empathy works with Mentali ty, so does Telepathy. Use the same procedure as outl ined for Empathy to attempt to use a telepathic power. User's Mental-i t y minus subject 's Mentali ty, reference result on the Success. Probabi l i ty Table, and r o l l the number indicated or less .

    TELEKINESIS - This is the ab i l i t y to move objects by mental power. The object must be in the sight of the te le -k inet ic and the te lek inet ic resolves the move attempt in the fol lowing fashion: For each number over 12 in ST and MN add 1. For each number below 9 in ST and MN subtract 1. The number obtained is com-pared to the mass of the object to be l i f t e d . Subtracting the mass of the ob-ject from the number obtained w i l l give you the number to reference on the Suc-cess Probabi l i ty Table. The reasoning here is that a te lek inet ic would not

    normally be able to l i f t more than a certain weight so why should they be able to do so by mental power.

    CLAIRVOYANCE - This is the ab i l i t y to see things not seen by the eye. For each number greater than 12 in Mentality add 1. For each number less than 9 sub-tract 1, This result is referenced on the Success Probabi l i ty Table to get the number, or less needed to perform the act of clairvoyance.

    PRECOGNITION - Precognition is the ab i l i t y to see into the future. In SPACE PATROL the precog would t e l l the Mission Master that they were attempting to see what w i l l happen if they perform a certain function one way or another. For the precog to successful ly get an answer, they w i l l have to r o l l on the Success Probabi l i ty Table just the same as for Clairvoyance, and then the Mission Master ro l l s 3 6-digi t dice in an attempt to beat the precog's Luck at -

  • tr ibute number. If the number the MM ro l l s is higher than the precog's Luck, then the Mission Master is allowed to l i e to the precog. If the number ro l led is less than the precog's Luck then the Mission Master must t ruthfu l ly t e l l what the result of the player 's action w i l l be.

    MIND CONTROL - Here the user is a t -tempting to take over the mind of anoth-er sentient being. For each number over 12 in MN and CH add 1. For each number less than 9 in MN and CH subtract 1. Do exactly the same thing for the person to be control led. Subtract the subject 's number from the Contro l ler 's number and reference th is result on the Success Probabi l i ty Table to get the number or less needed to contro l .

    TELEPORTATION - This is the ab i l i t y to transport one's body from one loca-t ion to another by a means other than physical movement. The main prerequi-s i t e is that the teleporter must have been to the place he or she wished to teleport to before attempting the te le -portat ion. I t is also possible to te le-port to a locat ion that is in view but farther away; for example, teleport ing from one end of a ha l l to the other. For each number over 12 in MN and CT add 1. For each number less than 9 in MN and CT subtract 1. Reference the result on the Success Probabi l i ty Table to get the number or less needed to teleport . If the teleport does not get the number or less , then the teleporter w i l l teleport to a location exactly opposite of where they were attempting to teleport . If this means that they end up inside of a material object, then an explosion re-sul ts of the same magnitude as that of a nuclear grenade. Refer to the Ranged Weapon Table to f ind out the parameters of a nuclear grenade explosion.

    SUCCESS PROBABILITY TABLE

    SUCCESS INDEX PROBABILITY -6 07 -5 14 -4 21 -4 29 -2 36 -1 43

    0 50 1 55 2 60 3 64 4 68 5 73 6 77 7 82 8 86 9 91

    10 95 + 99

    Gravity When a character from a part icular

    gravity f i e l d enters a di f ferent gravity f i e l d , his Strength is modified plus or minus. This modification is only e f fec-t ive in that part icular gravity. To get the amount the character's strength is modified, subtract the gravity f i e l d of the character's or ig in from the g - f i e ld it is in for the scenario (every .1 g counts as 1), add the difference to the character '8 Strength. Example: A char-acter with a Strength of 12 comes from a 1 g f i e l d . He v i s i t s a planet where i t s gravity is 1.5 g ' s . 1 minus 1.5 equals - . 5 . -5 plus 12 equals 7. The charac-te r ' s Strength in the 1.5 g f i e l d is 7. If the character v is i ted a .6 g asteroid his strength would be 16 (1-.6 a .4 , 4 + 12 = 16). This means that a character from a 1 g f i e l d would have that much better a chance of overcoming a charac-ter from a .6 g f i e l d in Contact Combat. However, to simulate getting used to a part icular f i e l d , a character's Dexter-i ty w i l l be reduced by the same amount the Strength is increased or decreased but w i l l return towards normal at a rate of 1 leve l per game turn but w i l l always be 1 less than normal while in that g f i e l d . Equipment and weapons w i l l a l -ways mass the same in any g f i e l d . The only thing that w i l l change is the char-acter 's Strength and Dexterity. Do not forget to modify the character's move-ment for his di f ferent Strength. Power Armor or Harness strength modifiers are not changed.

    When characters enter zero gravi ty, as in extra vehicular ac t i v i t y , (EVA) , on board spacecraft without gravi ty, and so for th , the character's increased Strength can work against him. While huge masses are carr ied and very rapid movement is possib le, the chance of stra in ing or even breaking something i n -creases greatly. Every time a character attempts to move while weightless, that character w i l l r o l l 3 6-dig i t d ice. I f the number ro l led is less than or equal to the character's Dexterity (nonmodi-f i ed ) , then the movement was successful . If the r o l l was greater than the char-acter 's Dexterity then remove 1 point from the character's Const i tut ion. This point can be repaired as per the Recov-ery rules and simulates minor sprains and/or torn ligaments.

    For every .5 to 1 g's greater than a character's home gravity they exper-ience, reduce their Constitution 1 point per game turn. This simulates the greater s t ra in on the character's v i t a l organs and circulatory system. If the character is wearing a power harness or powered armor or other gravity counter-act iv i ty devices, then this Constitution removal need not take place.

    Movement SPACE PATROL's movement system is

    divided into two parts. The f i r s t part is game turn movement. Ear l ier we d i s -cussed how game turns last from one min-

    ute to as long as is convenient to the Game Master. If Combat turn movement was basical ly 5 seconds long, then one minute game turns would allow the char-acters to move 12 times as far during a single game turn. This is generally the case. When playing outdoor scenarios it might be more r ea l i s t i c to deal with hour long turns with ef fect ive ly i n f i n -i t e numbers of combat turns. A standard human can move (at a regular pace) at a rate of around 6 kilometers per hour. Use th is 6 kilometer f igure to calculate the player 's motion during a game turn, using the scale of the turn as the basis for the ca lcu la t ion.

    Combat turn movement is much more r i g i d . For every unit of Strength over 12 add 1 to the base movement of 10 met-ers. For every unit of Strength under 9 subtract 1 from the base movement. Thus a character with a Strength of 14 would have a movement of 12 meters per combat turn, and a character with a Strength of 7 would have a movement of 8.

    In the Equipment and Weapon L is ts there is given the mass of each item of gear. After a character has been out-f i t t e d , to ta l up the masses he or she is carrying, divide by 2, and subtract that amount from the character's movement. Thus if a character had a Strength of 16 and was carrying a mass of 4, his move-ment would be 12 meters. If he was car-rying 6 instead of 4 the movement would be 11 meters, and so on. Mass, for game purposes, is a function of actual mass and the awkwardness of the item.

    Power Harnesses and Power Armor can help a character carry more mass by i n -creasing their ef fect ive Strength a t t r i -bute by the strength of the harness.

    The movement of Je t , Rocket, and Grav Belts is not altered by the mass the player is carrying. The movement l i s t ed on the Equipment table is that the bel t can do during a combat game turn. Do not forget that these devices weigh the character down when they are not being used and that the jet and roc-ket bel t devices only have a l imited number of turns in which they can be used.

    Contra-gravity gear e f fec t iv i ty is measured in how much mass they can coun-teract . If an Inertron Harness was rat-ed at 6, it could negate 6 mass points. For a l l intents and purposes, a standard human being of 175cm height masses 20 mass points. If the man were twice as t a l l he would weigh 4 times as much (80 mass points) . If the man were half as t a l l he would only mass 5. In other words, the inverse square law is applied to the mass of the character. The mass of a part icular character is only im-portant i f a contra-gravity device is being used to support her or him and a character is being carried by another character. The formula for calculat ing the mass of a character i s :

    (Character's Size divided by 175) Squared, times 20 equals character's MASS

    7

  • 8 Equipment

    This is a science f i c t i on game and the characters are going to require science f i c t i o n equipment. You w i l l no-t ice that, unlike other types of role playing games, we did not l i s t any prices of any gear, weapons or anything e lse . The reason is we don't have any idea what these prices would be and in most cases, you characters would be equipped by their loca l governments. If you were in a Star Fleet Shutt lecraft and crash-landed on an al ien planet, the phaser p is to ls are located in a ro l l -ou t

    drawer on the ins ide right wal l (see the Gal i leo 7 episode of STAR TREK). If you are an M.I. the Federation issues you your power armor, rockets, flamers, and so fo r th . And if you're the Stainless Steel Rat, you s tea l what you need. Those players who fee l that they must assign prices to various objects are welcome to do so. As a matter of fac t , send us your pr ice l i s t of the items we have included in th is set of ru les. We w i l l be more than happy to consider it for future publ icat ions. We should point out that a custom f i t t ed powered combat su i t has got to cost a l i t t l e more than a pair of black pajamas and an AK-47.

    The fol lowing l i s t is far from com-plete and is only intended to give an idea of some of the types of equipment that might be car r ied . The masses are the suggested ones and sometimes two or more items might be combined into a s i n -gle device with less weight than the to-t a l of the separate items. (A good ex-ample would be a Head Up Display and Star l ight Goggles combined in to a single helmet visor on a Lexan Helmet from the shielding sect ion under the combat ru les.

    EQUIPMENT LIST

    ITEM MASS INITIATION MODIFIER NOTES

    INFRARED GOGGLES .1 STAR LIGHT GOGGLES .1 COMMUNICATORS .1 EMERGENCY RATIONS .2 PORTABLE POWER PACKS .2 RADAR GEAR .5 TRACER GEAR .4 RADIATION SENSOR .2 ALUMINUM PACK AND FRAME .5 -1 MYLAR SPACE BLANKET .1 PRESSURE TENT 1.5 -1 MEDI-KIT .4 CAN REPAIR 2 POINTS

    OF CT/TURN RECORDERS .3 BELL ROCKET BELT 4.0 -3 MOVE 25 FOR 4 TURNS

    BEFORE EMPTY BELL JET BELT 4.0 -3 MOVE 25 FOR 60 TURNS GRAV BELT 2.0 -1 MOVE 30 INERTRON HARNESS

    CAN NEGATE (1-20) MASS

    CONTRAGRAVITY PLATFORM

    CAN NEGATE (1-100) MASS

    POWER HARNESS EXO-SKELETON INTRINSIC STRENGTH OF 10

    TRICORDER (VARIOUS TYPES) .1 HEAD UP DISPLAY (H.U.D.) .1 LIFE SUPPORT UNIT (L .S .U . ) 2.0 -2 PROVIDES SUPPORT FOR

    4 HOURS GAS MASK .2 FILTER MASK .2 50 METERS OF LINE 1.0 -1 HAND CALCULATOR/COMPUTER .1 BIC LIGHTER .1 SUNGLASSES .1 EQUIPMENT BELT .3 CHRONOMETER .1 INERTIAL COMPASS .4 BINOCULARS .2 PENCIL FLARE PROJECTOR .1 PSIONIC AMPLIFIER .8 INCREASE PSIONIC

    PROBABILITY OF SUC-CESS BY 30%

    MAGAZINES FOR AUTOMATIC WEAPONS .1 10 ROUND TYPE MAGAZINES FOR AUTOMATIC WEAPONS .2 20 ROUND TYPE RECHARGE POWER PACKS FOR ENERGY FIRING WEAPONS .1

  • Following is a short glossary of some of the more exotic pieces of gear that we have l i s ted above.

    INFRARED GOGGLES - These 'night glasses' so by infrared radiat ion. On the more simple versions there has to be an infrared projector or f lash l igh t to provide the ' i l l um ina t i on ' , but on the more sophist icated versions things can be seen by the amount of heat they give o f f . For example, a Main Batt le Tank's diesel engine stands out l i ke a bright f la re when using infrared goggles and man's body can be easi ly seen by the heat it gives o f f . On some of the more sensit ive versions, you can even t e l l where a body has been by the residual heat i t l e f t .

    STAR LIGHT GOGGLES - These devices enhance avai lable l i gh t , such as a match or s tar l igh t so that i t is as i f the re-la t ive ly feeble source of l ight i l l umin -ates l i ke day. However, the weaker the source of l i gh t , the grainier and less d is t inc t the image.

    PRESSURE TENT - This handy item comes in to play when i t ' s time to take a break on that a i r less moon you're trudg-ing across. The prototype of this item is found in Paul Anderson's CIRCUS OF HELLS.

    MEDI-KIT - This is a very important item for those players who are planning physical mayhem. The prototype is a de-vice which is strapped to one's wrist or waist. The device constantly monitors the well-being of the wearer and when something goes rad ica l ly wrong, the medi-kit gives the proper in jec t ions. The device also displays the current physical status of the wearer on l i t t l e screens bu i l t into i t s exter ior . Ob-viously, it would be very dangerous to give one of these things to an al ien with a possibly di f ferent metabolism and have the medi-kit 'cure ' him.

    BELL ROCKET / JET BELT - These 20th century back-pack mounted devices are in current everyday use. The TV watcher can remember them from LOST IN SPACE and ARK I I . James Bond (007) says no we l l -dressed man should be without one. The facts are that the modern day rocket or jet belt is too l imited a device for p rac t ica l use. The rocket-powered ver-sion operates off of hydrogen peroxide jets which have only fue l for 20 seconds of f l i g h t . The turbo-jet powered ver-sion has a much longer duration but you wouldn't want to use it for downtown commuting. Besides, in operation they can be heard for miles by their banshee scream.

    GRAV-BELT - This device is taken from Poul Anderson's novel PEOPLE OF THE KIND. It uses a gravity drive to propel a wearer from the ground rather then the brute force of a rocket or je t . It should be pointed out that this is not an anti-gravity device, it just uses gravitat ional force for propulsion.

    INERTRON HARNESS - This is the o r i -g inal Buck Rogers be l t . Essent ial con-s is t ing of a fabr ic harness holding the fabulous substance ' Inertron' which has negative weight. The wearer of the har-ne88 would use enough inertron to coun-teract most of his body weight and then the forces of his muscles would be able to allow him fantast ic leaps, as if the wearer were on the moon. Anthony (Buck) Rogers later developed a version with a very small rocket motor that could be used to propel the wearer through the a i r .

    CONTRAGRAVITY PLATFORM - This de-vice comes from the pages of H. Beam Piper 's novel THE SPACE VIKING. Not thoroughly described, various forms of contragravity would be used for the transportation of cargo and also for personal f l i e r s or combat mounts refer-red to (or ig ina l ly enough) as Combat Contragravity. The type we are concern-ed with here are the l ight cargo trans-ports that a single man would tow behind him.

    POWER HARNESS EXO-SKELETON - The parents of this device are being tested even today. The versions from f i c t i o n that are the models of the type in this game are the exoskeletons worn by Colon-el Kinsman and Senior La Cruze, both from the Moon (see Ben Bova's MILLENIUM and F r i t z L ieber 's A SPECTRE IS HAUNTING TEXAS).

    TRICORDER - These very handy de-vices record, analyze, compute, warn, d isplay, connect, and sense a l l sorts of phenomena. Refer to Bjo Trimble's STAR TREK CONCORDANCE and Franz Joseph's STAR FLEET TECHNICAL MANUAL for further i n -formation.

    HEAD UP DISPLAY - This is a visor device which projects, holographical ly, an orange target re t i c le for the wearer. The re t i c l e always moves to show where the wearer's weapon is pointed. The weapon has to be connected to the HUD for the device to operate properly.

    HAND CALCULATOR/COMPUTER - This de-vice ranges from the rather primit ive Texas Instruments jobs we use today to the radio- l inked, viewscreen equipped re-corder/question and answer devices used in Jerry Pournelle and Larry Niven's MOTE IN GOD'S EYE.

    INERTIAL COMPASS - This device, when properly operated can be set on an object, such as a c i t y , and then no mat-ter when you carry i t , the i n e r t i a l compass w i l l always t e l l you where the object l i e s . (See Hein le in 's PODKAYNE OF MARS.)

    PSIONIC AMPLIFIER - This is a he l -met which, when worn by a psi sensit ive ind iv idua l , w i l l augment or supplement their powers. A very useful piece of equipment.

    Learning Throughout a part icular game, the

    players w i l l probably be forced to at -tempt to understand some type of equip-ment or process a l ien to them. While some si tuat ions w i l l c a l l for special circumstances to be determined by the Mission Master, others can be taken cere of in a more simple manner.

    Since the character's Mentality is what determines how wel l h is thinking processes are operating, Mentality is the key to learning. Period is the next important part . The later the period of the character, the more apt he or she is to be able to learn about something. After a l l , you couldn't expect a cave-man to be able to operate a car or to even know what the funny locking boulders are. The last part of the learning pro-cess involves the period of the object or th ing. As we stated above, a caveman would have a herd time understanding a car but a man of 1970 might not have so hard a time understanding something from 20 years in the future.

    Using the PERIOD TABLE shown in the character creation section and in the Scenario Generator, reference the period of the character who is attempting to learn i t . The result is located on the SUCCESS PROBABILITY table (found in the chapter of Ps ion ics) ; to get the number or less to be ro l led to understand the thing.

    Remember that the probabi l i ty of success should be modified appropriately by the judge for di f ferent circumstan-ces. To give a re la t ive ly dimple exam-p le , a sold ier of the Atomic Age would have an easier time understanding a wea-pon of the FTL period than would an ac-countant of the same period. SAVING ROLLS

    Occasionally a character w i l l en-counter something which only luck would enable him to avoid. Examples might be the poss ib i l i t y of f a l l i ng through an unseen trap door or entering a room and seeing or not seeing a hypnotic screen before i t ' s too la te . Saving r o l l s would be made to see if the character escaped.

    The basic saving r o l l works l i ke th is : Ro l l three d ice. If the number ro l led is equal to or less than the character's Luck, then the character has evaded the problem successful ly . This r o l l is modified by the appropriate at-t r ibute, which would af fect the outcome. For example, if a character had a Luck of 9 but a Dexterity of 16, he would only have to r o l l a 13 or less to evade f a l l i n g through the trapdoor, because he would subtract 1 for each number over 12 in Dexterity. Likewise, i f h is dexter-i t y was less than 9, 1 would be added to the r o l l for each number less than 9. You would modify the saving r o l l according to the s i tua t ion . Dexterity would mod-i f y a saving r o l l involving movement, Mentality would modify a r o l l involving wi ts , and so on. It is up to the judge to determine the appropriateness of a modif ier.

    9

  • 10 Contact

    When members of a l ien races meet, their att i tude and bearing w i l l have a s ign i f icant ef fect on the outcome of the meeting. Aside from the problems of language and general appearance, if an a l ien is host i le the characters who meet him are probably in for trouble.

    Back in the section on Creature Creation we had a table l i s t i n g the var-ious att i tudes an animal might take. Here we w i l l l i s t a similar table for a l iens.

    ALIEN ATTITUDE TABLE

    DICE ATTITUDE EFFECT 01-15 XENOPHOBIC WILL ATTACK IMMEDIATELY, AND WILL PURSUE 16-30 HOSTILE WILL ATTACK ON A ROLL OF 75 OR LESS, 76+ WILL RUN 31-50 NEUTRAL/HOSTILE WILL ATTACK ON A ROLL OF 50 OR LESS, 51+ WILL RUN 51-65 NEUTRAL/APATHETIC WILL TALK 90 OR LESS, 91 + WILL RUN 66-80 NEUTRAL/FRIENDLY WILL ATTACK IF ATTACKED BUT WILL ALWAYS TALK 81-90 FRIENDLY WILL ATTACK IF ATTACKED BUT ALWAYS WANTS TO HELP 90-00 BENEVOLENT WILL NEVER ATTACK BUT WILL ALWAYS WANT TO HELP

    Some of the factors that w i l l change the effects l i s ted above are language d i f f i c u l t i e s , is i t a creature or an a l i en , what actions were the play ers performing when they contacted the a l i en , and so for th . It is up to the Game Master to determine how these fac-tors w i l l e f fect the f i r s t contact be-tween these al ien people.

    Recovery When a character is injured the

    damage is taken in points removed from his or her Const i tut ion. And for every three points of Constitution l os t , the character's Dexterity suffers the loss of 1 point . In addition to all t h i s , if a single blow destroys over half of the character's remaining Const i tut ion, that character_ passes_ out_ from_ shock,___blood l oss , and so on.

    How fast a character recovers from non-fatal damage depends largely upon where the wound was received, how severe it was, and what steps are taken to pre-vent further loss of Const i tut ion. How badly the damage ef fects the character is based on the number of damage points taken and the type of weapon used. A variable sword w i l l cut through anything and if it hits a player on the arm, it would probably cut i t r ight o f f . This factor of how the damage effects the character is l e f t largely up to the judge. Don't forget that a character could be h i t and not suffer enough dam-age to k i l l but s t i l l bleed to death i f unconscious.

    A rather insid ious form of damage is that taken from radiat ion. With the exception of extreme radiat ion ( l ike near an unshielded reactor core), the player without a radiat ion detector is not going to know he has taken a dose, perhaps even a fa ta l one, un t i l days l a -

    ter. This type of damage must be kept track of by the Mission Master who w i l l inform the player of his problem after the scenario is over.

    Some rather fu tu r i s t i c forma of medical aid have been described in va r i -ous science f i c t i o n books. Larry Niv-en's universe has auto-docs which are used instead of f lesh and blood doctors. Andre Norton's time trader series gave the aliens a bath of j e l l y which repair-ed wounds quite handily. The med i - k i t mentioned in the section on equipment, automatically gives the proper in jec-tions and treatment. And, of course, there is Dr. McCoy with his Medical T r i -corder, p ro top laser , medical analyzer, s t e r i l i t e , diagnostic beds, cryo-surgery and so for th . The STAR TREK CONCORDANCE by Bjo Trimble has quite a number of en-t r ies under the heading of medical ter-minology.

    Recovery rates should be measured in Constitution units repaired per game turn. The medi-kit in the Equipment Chapter can repair 2 points of Const i -tut ion per game turn. Other types of equipment may be able to repair at a faster rate, some much slower. Repairs requiring rad ica l surgery, such as organ replacement, internal hemorrhage, and so on, w i l l require at least days for r e -covery to take place, with the possible resul t of permanent impairment. It is within the realm of poss ib i l i t y that a character w i l l have clones made so that even the brain could be transplanted in case of massive body damage, and of course, prosthetic and cyborg replace-ments are always possib le.

    Some very special types of people are capable of a part icular form of em-pathy (see Ps ion ics ; that w i l l allow the empath to remove another's damage up to the point of death. Only about 1% of

    a l l empaths could have th is capabi l i ty . The drawback to this system is that the empath then has the damage but they car recover at a much faster rate.

    Playing_a_Scenario When a l l the players have estab-

    l ished their character 's a b i l i t i e s and equipment, and the Game Master has pre-pared a l l of his or her maps and encoun-ters , the game can begin. Here we w i l l establ ish several guidelines that should be followed for an enjoyable game.

    The f i r s t problem is maps. An or-b i t t ing spacecraft can make in t r ica te ly detai led maps that a landing party would most assuredly use, so how to present this in the game without compromising the Mission Master's Scenario? One way is to make the landing area maps rather general in nature. Probably wide scan photography, they wouldn't be able to see in to houses, forests , or caverns, so the Mission Master can provide the play-ers with rather simple maps of the coun-tryside and keep the deta i ls to himself. Unlike medieval period games of th is type, the characters w i l l usually know which way is North, and quite often they w i l l be carrying recording gear or path-f inder equipment which makes the job even easier . However, the Mission Mas-te r ' s job is to throw a few monkey wrenches in to the works. Equipment can break down, have i t s readings distorted by nearby magnetic ore, have a loca l inhabitant re l ieve the t ravel lers of their equipment, and so fo r th . A simple loss of power w i l l make most technic de-vices useless. As for boarding a l ien spacecraft, the players might be fami l -i a r with the part icular type and then again they may not. Elevators and tur-b o - l i f t s are good ways of screwing up a player's sense of d i rec t ion , random transporters work wonders, and as for

  • landing party scenarios, host i le crew-men could always rel ieve the party of their gear. While players should be a l -lowed to keep records and make maps, it should be emphasized that most people forget deta i ls when going from one place to another. Travel l ing becomes the art of remembering landmarks and should also be emphasized that making a map as you go w i l l almost always result in d is tor-t ion (unless, of course, you are carrying surveying equipment and spend two hours on each area you wish to map).

    Another problem l i es in the area of encounters. The Game Master may have his maps l a i d out and inhabited but there should be the ab i l i t y to show ran-dom meetings of people, creatures, and objects. The Scenario Generator has a typ ical encounter table but the good Mission Master w i l l want to make up his or her own to f i t the part icular circum-stances. For example, in a forest , you are more l i ke l y to encounter creatures than you are to encounter al iens and ob-jec ts , while in a c i t y you would hardly ever encounter ravenous creatures. The best way to do th is is to s l ide the pro-babi l i ty of encountering various things around so that they f i t the di f ferent circumstances of each scenario.

    Another typ ica l problem that we have encountered time and again in other role-playing games is that of too much. Too many creatures of too many types, too much ' t reasure' and advantages to gain from encounters, and not very many reasons for why you have to f ight every creature you ever encounter. It is recommended that the Game Master l imi t himself to no more than 20 plan-ned creatures, a l iens , and objects, per area, deck, or what have you, and to regularly use the random encounter ta -b le .

    11

  • 12 Combat

    While i t is usual for a ro le-p lay-ing game to emphasize k i l l i n g , we have found that the most enjoyable games are those involving subtlety in the danger and a problem to solve. Be that as it may, while most of the game may be han-dled by the Mission Master's sense of balance and imagination, the combat system of the game should be f i xed . In th is system, we have t r ied to re f lec t rea l i ty based upon those weapon systems that we have either t r ied or studied. The worm enters when dealing with wea-pona of a purely f i c t i ona l nature. Authors are fond, especial ly in the "Golden Age of SF" , of having their hero invent or f ind some sort of basical ly magical inv inc ib le ray gun. In addit ion to being unbelievable, i t is also un-playable. If the character can remove any danger merely by f i a t , then it is impossible for the character to exper-ience danger and therefore, adventure. Thus, in th is combat system, we have t r ied to make some sort of judgment de-cis ions with powerful weapons in order to make them playable.

    The combat systems in SPACE PATROL are designed to re f lec t the k i l l i n g po-ten t ia l of such diverse weapons as rocks and atomic b lasters. The basic premise is that a l l weapons are designed to k i l l or incapacitate and the only difference is in the speed, range, and e f f i c i e n -cy of the weapon. In other words, a rock s t r ik ing the back of your head w i l l k i l l you just as dead as a round from an M-16 but the M-16 w i l l do it faster and from farther away and do it to your buddy standing next to you at the same time.

    A. A combat game turn simulates a time period of up to 5 seconds. During th is time your character can attack or move, or attack and move. To determine who does what to whom and in what order, a 6-dig i t die is ro l led for each p a r t i c i -pating character. The highest number r o l -led indicates the character who performed his or her function f i r s t and the rest of the characters do their thing in the de-scending order r o l l ed . If the same num-ber is ro l led for two or more characters they perform their actions at the same time and the resul ts of their actions are taken after a l l of them have acted. This INITIATION r o l l is modified by the character's Dexterity, by the type of gear being carr ied, and by the actions the character is attempting to perform. To modify the In i t ia t ion Ro l l perform the fol lowing steps:

    1. For each number above 12 in Dexterity add 1 to the r o l l . For each number below 9 subtract 1 from the r o l l .

    2. If f i r i n g a ranged weapon sub-tract the In i t ia t ion Modifier of the part icular weapon from the r o l l .

    3. If performing contact combat subtract the In i t ia t ion modifier of the part icular contact weapon and the I n i t i -ation modifiers of any equipment the character is carrying which would in ter-

    fere with the combat, such as packs, sh ie lds , and other bulky objects. If your character charges an opponent for contact combat, add 3 to the r o l l . If your character has to draw his or her weapon, subtract 2 from the r o l l .

    4. If attempting to move, subtract the In i t ia t ion Modifiers of any bulky gear or objects the character is carry-ing that could conceivably inter fere with the move.

    B. MOVEMENT:

    Movement in a combat turn is used to close with the enemy, go to cover, run away, or attempt to get to a vulner-able locat ion on your enemy (f lanking). The movement of your character was de-termined in the rules section covering character creation and th is number is the distance in meters that your charac-ter can move in a single combat turn. You may f i r e a ranged weapon while mov-ing , but i t w i l l considerably hinder the accuracy of the weapon. You can also be f i red at while moving and the amount your character moves is what determines the amount the f i r e r ' s accuracy is af-fected. If your character's In i t ia t ion Ro l l indicates that you w i l l be able to move before you are f i red at then the f i r e r ' s accuracy is affected. But i f the f i r e r ' s In i t ia t ion Ro l l was higher than your character 's, then he does not have to modify h is f i r e for your move-ment.

    C. CONTACT COMBAT:

    Contact Combat can occur any time two or more characters get close enough for their contact weapons deployment range to reach the other characters or within one meter, whichever is c loser. Each combat consists of the attacker ro l l i ng a single 6-dig i t die for himself and the weapon combat d ice, if he is carrying one, and subtracting the defen-der's defense r o l l on a 6-dig i t d ie . The difference between the two is the amount of damage i n f l i c t e d and the de-fender's sh ie ld ing, if any, can reduce the amount of damage the defender takes.

    Following is the procedure to be followed in resolving Contact Combat:

    1. Ro l l one 6-dig i t die for the character or as many 6-dig i t dice as ca l led for by the part icular weapon used. Add these numbers together.

    2. For each number over 12 in the character's Strength and Dexterity add 1 to the number ro l l ed . For every number less than 9 in Strength and Dexterity subtract 1 from the number ro l l ed .

    3. If a creature is making the attack, r o l l as many 6-dig i t dice as are cal led for by that part icular creature and add 1 for each number over 12 in the creature's capabi l i ty number and sub-tract 1 for each number less than 9.

    4. The defender r o l l s a single 6-d ig i t die and adds 1 for each number

    greater than 12 in Luck or subtracts 1 for each number less than 9. This is the defender's Defense R o l l . The de-fender also adds any addit ional amount indicated as a defense modifier, if appropriate.

    5. Subtract the to ta l Defense Roll from the to ta l Attack R o l l . The d i f fe r -ence between the two is the amount of damage taken by the defender's Constitu-t i on . If a negative number is indicated no damage was done.

    6. Subtract the sh ie ld rat ing of any shielding material carried by the defender for the damage amount. If the shielding material 's rating was exceed-ed by the damage, reduce the shielding material's rat ing by the amount it was exceeded.

    7. For each 3 points taken from the character's Const i tut ion, reduce the character's Dexterity by 1 point. If the defender is a creature, only reduce i t s Capabil i ty Number by the damage it takes.

    8. If a character loses more than hal f of his or her Constitution in a single attack, that character passes out from shock. Creatures never pass out in th is manner.

    The fol lowing is an example of Con-tact Combat:

    CPT G l i t z of the Solar Guard is at-tacking the merciless Mung with his Sa-ber (of course he won't use his blaster, that wouldn't be sport ing). G l i tz has Strength of 14, Dexterity of 13, and Luck of 7. His saber is a 3 dice weapon and is a minus 4 to G l i t z ' a In i t ia t ion R o l l . Mung has Strength of 10, Dex-ter i ty of 15, Luck of 13, and Con-s t i tu t ion of 8. Mung is carrying a Vibro-blade, which is a 3 dice weapon and is a minus 1 to Mung's In i t ia t ion R o l l . In addi t ion, Mung is using a Buckler Shie ld , which has protection of 4 and an In i t ia t ion modifier of 2.

    CPT Gl i t z r o l l s a 5 for his I n i t i a -t ion R o l l , which becomes a 6 because of h is Dexterity and is reduced to a 2 be-cause of the saber's modifier. Mung ro l l s a 1 which becomes a 4 due to his Dex-ter i ty and is reduced to a 3 because of the Vibro-blade 's i n i t i a t i o n modif ier, and is further reduced to a 1 because of the buckler 's i n i t i a t i o n modifier. G l i t z attacks Mung f i r s t because G l i t z ' s i n i t -i a t ion r o l l was higher. G l i t z r o l l s 3 dice for his saber, and gets 15. He adds 2 to this for his Strength and 1 for his Dexterity to get an attack r o l l of 18. Mung ro l l s 1 die and adds 1 to the number ro l led (for his Luck) to get a defense r o l l of 3. 3 subtracted from 18 is 15 damage to Mung. Mung's buckler absorbs 4 points of th is damage which reduces the attack to 11. Unfortunately Mung only has a Constitution of 8 and Gl i t z r ids the Solar System of another e v i l menace.

  • SPACE PATROL

    "TABLES"

    (Gently pry up the s tap les at the center of the manual and p u l l the tab les s t r a i g h t out . Then bend the s tap les back down to preserve the book.)

  • SHIELDING

    TYPE MASS INITIATION SHIELDING NOTES MODIFIER RATING

    LEATHER 1.0 ____

    1 LACQUERED LEATHER 1.5 -1 3 SYNTHILEATHER BATTLEDRESS 1.0 2 CHAIN MAIL ARMOR 2.0 -2 5 SCALE MAIL ARMOR 3.0 -3 6 PLATE ARMOR 4.0 -4 7 STEEL CUIRASSE 1.0 -1 7 Only p ro tec ts upper body. NYLON VEST 1.2 -1 8 Only pro tec ts upper body. NEMOURLON BODY ARMOR 1.0 -1 9 Only pro tec ts body. SKIN SUIT 2.0 -1 3 Space s u i t . PRESSURE SUIT 3.0 -4 4 Space s u i t . HARD SUIT (FIBERGLASS) 4.0 -5 7 Space s u i t . POWERED ARMOR 14 +20 to St rength . HEAVY POWERED ARMOR 20 +25 to St rength . WARBOT ____ 16 Th is is r e a l l y a veh i c l e

    wi th a movement of 15. LASER DEFLECTORS .4 -1 5 For energy weapons on l y . ABLATIVE COVERALLS 1.5 -1 3 For energy weapons on ly . DISTORTER SHIELD 1.0 -2 6 For energy weapons on ly . CAMOUFLAGE COVERALLS .3 2 -3 to Medium 4 Long f i r e . ENERGY SHIELD 3.0 15 For energy weapons on l y ,

    hand c a r r i e d . KINETIC SHIELD 2.0 15 For p r o j e c t i l e weapons

    on ly , be l t c a r r i e d . BUCKLER SHIELD 1.5 -2 4 KITE or HEATER SHIELD 2.0 -3 5 SMOKE GRENADES .3 4 For energy weapons on ly ,

    -2 to ranged f i r e . LEATHER HELMET .2 1 FIBERGLASS HELMET .4 4 LEXAN HELMET .6 6 METAL HELMET .8 _______4

    INTEGUMENTS

    CHITIN 1-4 R o l l f o r p a r t i c u l a r BONE PLATE 1-6 sh i e l d i ng ra t i ng using SCALES ____ 1-4 the i nd i ca ted range of THICK HIDE 1-2 numbers in polyhedra dice

    DOORS, WALLS, AND BUILDINGS

    MATERIAL SHIELD RATING NOTES

    STRAW 1 ENERGY WEAPONS WILL IGNITE ADOBE 4/10cm LOGS 10/LOG ENERGY WEAPONS WILL IGNITE WOOD 3/1cm ENERGY WEAPONS WILL IGNITE GLASS 4/1cm LASERS WILL PENETRATE IF OF

    THE PROPER FREQUENCY. PLASTIC 5/1cm LASERS WILL PENETRATE IF OF

    THE PROPER FREQUENCY. BRICK 10/BRICK CONCRETE 12/10cm ALUMINUM _8/1cm STEEL _15/1cm TITANIUM _18/1cm DURASTEEL _20/1cm TRITITANIUM _25/1cm RHODINIUM _28/1cm DENSITY STEEL _40/1cm NEUTRONIUM _100/1cm

    1. SUNGUN, SLAVER DISINTEGRATOR, and NUCLEAR GRENADE w i l l penetrate anything but neutronium. 2. The h i t po in ts fo r SUNCUN and DISINTEGRATOR are subtracted from the ma te r i a l ' s ra t ing to get the reduced r a t i n g .

  • SCENARIO GENERATOR

    (1)

    LANDING

    ZONE

    TABLES

    A. TE

    RR

    AIN

    __

    __

    __

    __

    __

    __

    __

    __

    __

    _B.

    SOIL

    &

    MOISTURE

    __

    __

    __

    __

    __

    __C.

    CLIMATE

    D.

    CURRENT W

    EATHER E

    .

    GRAVITY 00

    -

    20 FLAT

    __

    __

    __

    __

    __

    __

    __

    __

    __00

    -

    20 GRASS

    o

    r

    TUNDRA_____00

    -

    20

    ARCTIC 00

    -

    30 CLEAR

    AND CALM

    00

    -

    04

    .7 21

    -

    60 H

    ILLS &

    RO

    CKS

    __

    __

    __21

    -

    40 FOREST

    __

    __

    __

    __

    __

    __

    __

    __21

    -

    60

    TEMPERATE

    31 -

    60 CLEAR

    AND WINDY

    05

    -

    14

    .8 61

    -

    99 M

    OUNTAINO

    US________41

    -

    60 DESERT

    __

    __

    __

    __

    __

    __

    __

    __61

    -

    99

    TROPICAL

    61 -

    70 CLOUDY

    AND CALM

    15

    -

    29

    .9 61

    -

    99 O

    CEANIC 71

    -

    80 CLOUDY

    AND

    WINDY

    30

    -

    79

    1.0 81

    -

    90 FOGGY

    80

    -

    89

    1.1 91

    -

    99 STORM

    Y 90

    -

    94

    1.2 95

    -

    99

    1.3

    (2)

    ENCOUNTER

    TABLES

    A.

    ENCOUNTER

    TABLE B

    .

    SURPRISE

    TABLE 00

    -

    19 NOTHING

    01

    -

    70___NO

    T

    SURPRISED 20

    -

    39 ALIEN

    -

    GO

    TO SECTIO

    N (3) 71

    -

    00_

    __SURPRISED

    40

    -

    64 CREATURE

    -

    GO

    TO SECTIO

    N (3)

    65

    -

    84 ARTIFACT

    -

    GO

    TO

    SECTION

    (4) 85

    -

    99 RESOURCE

    - GO

    TO

    SECTIO

    N (5)

    (3)

    ATTRIBUTES

    TABLES

    A.

    GENERAL

    TYPE B

    .

    GENERAL SHAPE

    C.

    SEX (IF APPLICABLE)

    01

    -

    05

    MONOPED 01

    -

    45 M

    ALE ALIEN

    CREATURE

    TYPE 06

    -

    45

    BIPED 46

    -

    90 FEM

    ALE 01

    -

    05 01

    -

    14

    MO

    LLUSK

    * (alway

    s

    has

    2-12

    ten

    tacles)

    46

    -

    50

    TRIPED 91

    -

    94 HERM

    APHRODITE 06

    -

    07 15

    -

    28

    PLA

    NT

    * (alway

    s

    has

    1-100

    ten

    tacles)

    51

    -

    70

    QUADRUPED 95

    -

    97 NEUTER

    08

    -

    35 29

    -

    42

    ARTHROPOD 71

    -

    85

    HEXAPOD 98

    -

    00 EXO

    TIC 36

    -

    40 43

    -

    57

    AMPH

    IBIAN

    86

    -

    90

    OCTOPED 41

    -

    65 58

    -

    71

    REPTILE

    91

    FUNCTIONAL WINGS

    66

    -

    95 72

    -

    85

    MAMMAL 92

    -

    95

    NON-FUNCTIONAL

    WINGS

    96

    -

    99 86

    -

    99

    AVIAN

    96

    -

    99

    TENTACLES 00

    00

    EXOTIC

    00

    WHEELS

    *DO NOT

    ROLL

    FOR GENERAL

    SHAPE

    EXOTIC

    01

    -

    05 -------->

    __M

    ECHANICAL 06

    -

    40 01

    _-_50

    __P

    OLY

    MO

    RP

    H 41

    -

    70 51

    _-_80

    __C

    RY

    STA

    LLINE

    71

    -

    90 81

    _-_95

    __

    _GASEO

    US

    *

    91

    -

    00 96

    _-_00

    __

    _EN

    ER

    GY

    *

  • (3)

    ATTRIBUTES

    TABLE

    (cond't)

    D.

    METABOLISM

    (ALIENS

    ONLY)

    E.

    SIZE (IN_C

    ENTIM

    ETERS)

    F.

    SPECIAL CAPABILITIES

    (ALIENS

    O

    NLY) G

    .

    PSIONICS

    (ALIENS

    ONLY) 01

    _-_30

    EM

    PATHY D

    ICE

    DX M

    ODIFIER

    01

    -

    02 50

    61

    -

    80 225

    01

    -

    80 NONE

    31_

    -_60

    TELEPATHY

    01

    -

    02 -6

    03

    -

    05 75

    81

    -

    85 250

    81

    -

    85 PSIO

    NIC (SEE

    TABLE

    G) 61

    _-_80

    TE

    LEK

    INESIS

    03

    -

    07 -4

    06

    -

    10 100

    86

    -

    90 275

    86

    -

    87 ABILITY

    TO

    SENSE LIFE

    AURA 81

    _-_90

    CLAIRVO

    YANCE

    08

    -

    17 -2

    11

    -

    15 125

    91

    -

    95 300

    88

    -

    90 INCREASED

    HEARING CAPABILITY

    91_

    -_95

    PRECOGNITIO

    N 18

    -

    32 -1

    16

    -

    20 150

    96

    -

    98 325

    91 INCREASED

    TOUCH

    SENSITIVITY

    96_

    -_98

    M

    IND CONTROL

    33

    -

    67 0

    21

    -

    40 175

    99

    -

    00 350

    92 INCREASED

    SMELL

    CAPABILITY 99

    _-_00

    TELEPO

    RTATION

    68

    -

    82 +1

    41

    -

    60 200

    93 INCREASED

    TASTE

    SENSITIVITY

    83

    -

    92 +2

    95

    -

    95 ABILITY

    TO

    SEE

    IN

    INFRARED F

    or

    the

    d

    efin

    ition

    of

    thes

    e

    93

    -

    97 +4

    96 TELESCO

    PIC

    VISION

    powers

    ,

    refe

    r

    to

    the

    chapter

    98

    -

    00 +6

    97 ABILITY

    TO

    SEE

    IN

    ULTRAVIOLET

    on

    P

    sionics.

    98

    -

    00 CYBORG

    REPLACEMENT

    (SEE TABLE

    H)

    H.

    CYBORG REPLACEM

    ENT (ALIENS

    ONLY) I.

    TRAINING

    (ALIENS

    ONLY) J

    .

    PERIOD

    (ALIENS

    ONLY)

    DIC

    E REPLACEMENT

    MO

    DIFIERS DICE

    CLASS M

    ODIFIER

    01

    _-_02

    1 STONE

    AGE

    LIMBS

    ST

    DX CT

    03_

    -_05

    2 BRONZE

    AGE LIM

    BS 01

    -

    30 SO

    LDIER S

    T(1-4)DX(1-4)CT(1-4)

    06_

    -_10

    3 IRO

    N AGE

    01

    -

    06 LEGS

    1-10_

    __

    __

    31

    -

    40 SCIENTIST

    MN(1-4)

    11_

    -_15

    4 RENAISSANCE

    07

    -

    12 ARMS

    1-8_

    __

    __1-6

    41

    -

    60 TRADER

    CH(1-4)LK(1-4)

    16

    _-_20

    5

    PRE-IN

    DUSTRIAL

    STRUCTURE _

    _

    __

    __

    __

    61

    -

    75 CRAFTSM

    AN D

    X(1-4) 21

    _-_25

    6

    INDUSTRIAL 13

    -

    20 JO

    INTS 1-4

    76

    -

    00 GENERAL

    26_

    -_35

    7

    ATOMIC

    21

    -

    35 LEGS

    _

    ______

    1-4

    36_

    -_49

    8 SPACE

    FLIGH

    T 36

    -

    52 ARMS

    _

    ______

    1-4

    50_

    -_79

    9 FASTER

    THAN LIG

    HT 53

    -

    67 SPIN

    E 1-4

    __

    __

    _

    1-4

    80_

    -_98

    __

    __

    __

    __10

    _-_11

    INTR

    A-GALACTIC

    SENSORY 99

    __

    __

    __

    __

    __12

    _-_13

    INTER

    -GALACTIC

    68

    -

    72 COMPUTER

    TERMINAL

    _

    ______

    _

    __

    _

    00

    __

    __

    __

    __

    __

    _15_

    -_18

    EXTRA-D

    IMENSIO

    NAL 73

    -

    74 INFRARED

    SIGHT _

    _

    __

    __

    _

    _

    __

    _

    75

    -

    77 TELESCO

    PIC SIGHT

    _

    _V____

    78 ULTRAVIO

    LET

    SIGHT

    _

    _V____

    79

    -

    83 IM

    PROVED HEARING

    _

    _V____

    84

    -

    98 VITAL

    ORGANS _

    _V____

    1-4 99

    -

    00 IM

    PLANTED W

    EAPONS*

    _

    _V____

    *Refe

    r

    to

    the

    chapter

    on

    Com

    bat

    for

    types.

  • (3)

    ATTRIBUTES

    TABLE

    (cond't.)

    K.

    SPECIAL W

    EAPONS &

    CAPABILITIES

    (CREATURES O

    NLY) L.

    GRAVITY

    OF

    HOME

    WORLD

    (IF APPLIC

    ABLE) 01

    .1 85

    -

    86 1.6

    Ro

    ll

    a

    1-4 die

    to

    determ

    ine

    num

    ber

    of

    ro

    lls

    mad

    e

    on

    02

    .2 87

    1.7 th

    is

    tab

    le.

    03 .3

    88 1.8

    04 .4

    89 1.9

    DIC

    E C

    APABILITY

    MO

    DIFIERS 05

    .5 90

    2.0 01

    -

    20 NONE

    06

    -

    07 .6

    91 2.1

    21

    -

    35 1-6

    _X_LAR

    GER

    __

    __

    __

    __1-4

    TIM

    ES C

    APABILITY

    DIC

    E 08

    -

    10 .7

    92 2.2

    36

    -

    50 1-6

    _X_SM

    ALLER_

    __

    __

    __1-2

    LESS

    C

    APABILITY

    DIC

    E 11

    -

    15 .8

    93 2.3

    51

    -

    60 FANGS

    __________________1-2

    EXTRA

    COMBAT D

    ICE

    16

    -

    20 .9

    94 2.4

    61

    -

    70 TALO

    NS_

    __

    __

    __

    __

    __

    __

    _1-3

    EXTRA

    COMBAT D

    ICE

    21

    -

    60 1.0

    95 2.5

    71

    -

    80 POISON

    ________________

    1-6

    ADDED TO

    COMBAT

    ROLL

    61

    -

    70 1.1

    96 2.6

    81

    -

    90 SPIKES

    _&_C

    LUBS

    __

    __

    _1-8

    ADDED TO

    COMBAT

    ROLL

    71

    -

    75 1.2

    97 2.7

    91

    -

    00 SPECIAL

    76

    -

    79 1.3

    98 2.8

    80

    -

    82 1.4

    99 2.9

    SPECIAL 83

    -

    84 1.5

    00 3.0

    01

    -

    20 SHAPE

    CHANGER : RO

    LL FOR

    NEW SHAPE

    21

    -

    40 ILLUSIO

    N

    CASTING

    41

    -

    60 FIR

    E BR

    EATHING

    ; 1-4

    EXTRA C0M

    BAT D

    ICE

    61

    -

    80 M

    IND CONTRO

    L 81

    -

    00 ENERG

    Y

    MAN

    IPULAT0R

    ; 1-4

    DIC

    E

    FOR A

    BILITY

    M.

    ATTITUDE

    TABLE (ALIEN

    S &

    CREATURES)

    CREATURES ALIENS

    ATTITUD

    E 01

    -

    20 01

    _-_15

    _____XENO

    PHOBIC

    - W

    ILL

    ATTACK

    IMM

    EDIATELY,

    AND

    WILL

    PURSUE

    21

    -

    40 16

    _-_30

    __

    __HO

    STILE

    - W

    ILL

    ATTACK

    75 O

    R

    LESS,

    76+

    WILL

    RUN

    41

    -

    60 31

    _-_50

    __

    __N

    EUTR

    AL/HO

    STILE

    -

    WILL

    ATTACK

    50 O

    R LESS

    ,

    51+

    WILL

    RUN

    61

    -

    80 51

    _-_65

    __

    __N

    EUTR

    AL/APATHETIC

    - W

    ILL ATTACK

    10 O

    R LESS

    , __11

    - 50

    WILL R

    UN

    , 51+ WILL TALK

    81

    -

    00 66

    _-_80

    __

    __N

    EUTR

    AL/FRIEN

    DLY

    -

    WILL

    ATTACK

    IF ATTACKED

    , BUT

    WILL

    ALWAYS

    TALK 81

    _-_90

    __

    __FR

    IEND

    LY

    - W

    ILL

    NEG

    OTIATE

    ,

    BUT

    WILL

    ATTACK

    IF

    ATTACKED

    91

    _-_00

    _____BEN

    EVOLEN

    T

    -

    WILL

    H

    ELP

    ,

    AND

    WILL NEVER

    ATTACK

    N.

    EXTRA

    -CREATURES

    & ALIENS

    01

    -

    35 IS

    WITH

    -

    GO

    TO

    SECTION

    (2) 36

    -

    00 IS

    ALONE

    - GO

    TO NEXT

    TURN

  • (4) AR

    TIFACTS

    TABLES (PERIO

    D AND

    PARTICULAR

    TYPE ARE

    UP

    TO THE

    GAME

    MASTER)

    00 -

    19 W

    EAPON OR

    DEFENSE

    - GO

    TO A

    & B A

    .

    WEAPON

    B

    .

    DEFENSE C

    TOOL

    20 -

    49 TOOL

    - GO

    TO C

    00

    -49

    RANGED

    WEAPON

    00

    -

    39

    WORN

    01 -

    20 LEVER

    ___________FRO

    M STICK

    TO

    CONTRAGRAVITY

    50 -

    59 ABSTRACT

    OBJECT

    - GO

    TO D

    50

    -99

    CONTACT

    W

    EAPON

    40

    -79

    CARRIED

    21 -

    40 CUTTER

    ___________FRO

    M BONE

    SAW

    TO

    LASER-DRILL

    60 -

    99 MUNDANE

    OBJECT

    - GO

    TO E

    (See

    Weapon

    s

    Tables)

    80

    -

    99

    STATIC 41

    - 50

    GRIPPER___________FRO

    M FORCEPS

    TO PLENCH

    (See

    Shielding

    T

    able) 51

    -

    60

    COMMUNICATOR___FROM

    SIG

    NAL

    FIRE

    TO

    RADIO

    61

    -

    75 CALCULATOR

    ________FROM

    ABACUS

    TO

    COMPUTER 76

    -

    00

    RECORDER_________FROM

    KNOTS

    IN

    STRING

    TO

    M

    NEMONIC

    CUBES

    D. ABSTRACT

    O

    BJECT E

    .

    MUNDANE

    OBJECTS

    01 -

    20

    RELIG

    IOUS

    PARAPHERNALIA 01

    -

    20

    STORAGE

    -GO

    TO

    SECTION

    (2) 21

    -

    40

    PA

    INTIN

    G

    21

    -

    40

    CLOTHING

    41 -

    60

    STATUARY 41

    -

    60

    FURNITURE 61

    -

    80

    DECOR 61

    -

    80

    TRANSPORTATION

    81 - 00

    NEW

    ART

    FORM

    81

    -

    90

    TOY

    -

    REPRESENTING

    -

    GO

    TO

    SECTION

    (2) 91

    -

    00

    PERSONAL

    APPLIANCE

    (GLASSES,

    TOOTHBRUSH.

    COMB

    ,

    ETC

    .)

    (5) RESOURCES

    TABLES

    A.

    00

    -19

    W

    ATER B

    .

    FOOD C

    .

    DRUGS D

    .

    DRUG

    REACTION

    20

    -39

    FOOD

    - GO

    TO B

    01

    -20

    STIMULANT

    __

    __

    __

    __

    _01_

    -_14

    __ALLERG