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    CONTENTSINTRODUCTION . . . . . . . . . . . . .21PG TABLETOP SYSTEM . . . . .3VEHICLES:UNDER THE HOOD . . . . .3

    VEHICLE MOVEMENT . . . . . . . . . . . . . . .3 A E RIALMOVEMENT . . . . . . . . . . . . . . . . .4OUTER S PACE MOVEMENT . . . . . . . . . . .5W ATER & UNDERWATER MOVEMENT . . . .5TERRAIN EFFECTS . . . . . . . . . . . . . . . .5

    VEHICLE COMBAT . . . . . . . . . . . . . . .5ROLL OUT THE GUNS . . . . . . . . . . . . . .5CLOSING WITH ANOTHER VEHICLE . . . . .5F IRING UPON ANOTHER VEHICLE . . . . . . .5VEHICLE ARMOR & D AMAGE . . . . . . . . . .5D AMAGE AGAINST CHARACTERS . . . . . . .6

    MISCELLANEOUS RULES . . . . . . . . .6VEHICLE DESCREPENCIES . . . . . . . . . . .6MOUNTED M ANEUVERING & COMBAT . . . .7P LAYER CHARACTERS & VEHICLES . . . . .7S AMPLE VEHICLES . . . . . . . . . . . . . . . .8

    BLOOD AND GUTS . . . . . . . . . .9BRAWLING . . . . . . . . . . . . . . . . . . . . .9 ATTACKS AND D AMAGE . . . . . . . . . . . . .9RECOVERY FROM A KO . . . . . . . . . . . . .9

    ADDITIONAL REALISM . . . . . . . . . . . . . .9S EVERE BEATING RECOVERY . . . . . . . . .9

    MOVEMENT . . . . . . . . . . . . . . . . . . . .9HEALING . . . . . . . . . . . . . . . . . . . . . . .9LOCK N LOAD . . . . . . . . . . . . . . . . . .9

    RELOADING . . . . . . . . . . . . . . . . . . . . .9J AMMING . . . . . . . . . . . . . . . . . . . . . . .10C ALLED S HOTS . . . . . . . . . . . . . . . . . . .10

    S EEKING COVER . . . . . . . . . . . . . . . . . .10S WITCHING WEAPONS . . . . . . . . . . . . . .10F IGHTING IN THE D ARK . . . . . . . . . . . . .10F IGHTING P RONE . . . . . . . . . . . . . . . . .10

    KNOCKDOWN /KNOCKBACK . . . . . . . . . . .10CONTROLLING THE GAME . . . .11

    MIXING GENRES . . . . . . . . . . . . . . . . . .11GETTING REALLY WEIRD . . . . . . . . . . . .11B ALANCING ERAS . . . . . . . . . . . . . . . . .11ENEMY MINE . . . . . . . . . . . . . . . . . . . .11P ENNIES FROM HEAVEN . . . . . . . . . . . . .12

    ADDING ODDITY . . . . . . . . . . . . . . . . . .12CHARACTER ADVANCEMENT .13ADVANCEMENT RULES . . . . . . . . . . .13

    INCREASING S KILLS . . . . . . . . . . . . . . . .13INCREASING ATTRIBUTES . . . . . . . . . . . .14BUYING S TUNTS . . . . . . . . . . . . . . . . . .14

    STAT REFERENCE CHART . . . .14DESIGNER NOTES . . . . . . . . . . .141PG SCENARIOS . . . . . . . . . . . .14

    THE ISS I NCIDENT (DISASTER ) . . . . . . . . . . .15 OPERATION : B LOWBACK (AGENT S EVEN ) . . . .16 UNDER BURMA S KIES (B ATTLEFORCE BRAVO ) 17 BLACK M ARY (BLOODE I SLAND ) . . . . . . . . . .18 TERROR ON MILTON HILL (S HRIEK ) . . . . . . .19BETRAYAL AT NIVEN VI (S TAR LEGION ) . . . . .20 THE S PEED RECORD (S IX GUN ) . . . . . . . . . .21T HE K AISER COMMANDS DEATH (DIME H EROES ) .22 9MM WEDDING (F ULL C LIP ) . . . . . . . . . . . . .23

    WRITTEN BYJAMES STUBBS

    EDITED BYSAMANTHADOWNINGMARK BRUNO

    COVER BYTODD DOWNING

    LAYOUT BYMARK BRUNO

    ILLUSTRATIONS BYSAM CARLISLE@ILLUSTRATIONWORKS

    ADDITIONAL MATERIAL BYGER RY SARACC O

    1PG SYSTEMDEVELOPMENTTODD DOWNING

    1PG LINE PRODUCERJ AMES STUBBS

    Copyright 2002 Deep7, LLCAll Rights Reserved WorldwideThe 1PG logo is a trademark of Deep7, LLC.

    CREDITS

    Permission granted to print (and/or reproduce portions of) this manual for non-commercial, personal use. Unauthorized duplicationor distribution is strictly prohibited under international copyright law.

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    IIve got to be honest with you I never expected the1PG to be anything more than a few hours fun, or to goany farther than Shriek . Before I really understoodwhat was happening, we had a sci-fi game, a western game,a pirate game, and we were selling the bloody things to anever-growing online community of fans. Some of our first

    players asked about campaign rules, while a couple earlyreviews derided the product line for not holding the GMshand enough. Still other fans cheered for a product thatmade roleplaying fun and easy (both for veterans andnovices), not an exercise in calculations and bickering.Others wanted mechanics for putting models or figurines onthe table (especially Here Come the Monsters! , which is vir-tually useless without them). The late Wounds Unlimited e-zine praised Six Gun and the 1PG system for being quick,easy and inexpensive, while the Games Unplugged review of

    Battleforce Bravo singled out every selling point of the prod-uct as if they were bad things, and then gave us a D- for nothaving maps.

    I had tried to fill a niche in the hobby and suddenlythe little time-waster game system Id written in four hours had to be all things to all people. Everyone wastaking it for more than it was intended to be, good or

    bad. So, why a 1PG Companion? Did we feel we hadto beef up the system to mammoth proportions in order to satisfy power gamers everywhere? No. Did we think

    we could add some depth and detail to help 1PG players dothings they really want to do? Certainly.

    First of all, let me try to explain how we got from point Ato point B. In my experience, the thing that makes roleplay-ing enjoyable is the gathering of friends around a table toshare in an interactive event, not the monsters or the treasureor (dare I say it) even the characters. Too often, players

    become waaaay more attached to their characters than most psychologists would say is healthy. Theres nothing wrongwith playing a character for an extended period of time, aslong as at some point you can retire him or kill him off grace-fully without bawling your eyes out like he was your belovedgrandpa. I think a factor that contributes to this rather strange connection with an imaginary quantity (aside fromthe obvious immersion/emotional connection) comes fromthe fact that losing a character means the player now has tostart over from scratch. And in many game systems, startingover from scratch really bites, because it takes such a longtime to go through the process of character generation, skillselection, shopping and so on.

    So the first part of the 1PG philosophy is that charactershad to be incredibly easy to create. Weve clocked first-timeconvention players at about 10 minutes to generate a charac-ter and learn the system with a GM, 15 if they were left to

    read it themselves. We really havent changed much wherethats concerned, so mission accomplished still.

    The second part is, because characters were so easy to cre-ate, they could be pretty much disposable. That comes inhandy when you are playing Shriek or Battleforce BravoBut the 1PGs small number spread and static damagewerent meant to support things like long campaigns withrecurring characters. They were meant to keep play simpleand quick. I kept getting asked when we were going toinclude a full-on magic system or that kind of thing, and Imaintained that doing that would be like piling stones on a

    platform made of balsa wood. Sooner or later, the weightwould be too much for it to carry. Well, Im 1 for 2 so far.

    Lastly, the 1PGs are now and have always been firmlyrooted in movie genres. With the exception of the sequel,you pretty much go to a movie expecting to see new charac-ters do things for a couple hours. Therefore, the character improvement rules for surviving PCs were arbitrary andmostly useless for long-term play of a single character.

    It wasnt until John Sullivan e-mailed me with the propos-al for the Island Mojo voodoo supplement for Bloode Island

    that I started to think outside my original assumptions of the1PG. When James Stubbs delivered the manuscript for

    Dime Heroes (and its own magic supplement), it was evidentthat these guys knew the system was capable of things Id

    previously thought impossible. When you build a car fromscratch, and have assembled the engine yourself, you think you know everything there is to know about it. Suddenly,some other grease monkeys come in and say, yknow, if you

    just tweaked that, and ran this hose over here And youfind out your little car is actually race-worthy!

    So the outcome is this The 1PG still fits all my originalcriteria. It is still simple and quick to learn, still cinematic

    and characters are still disposable if need be. However, Ithink youll find with this companion, weve added somesupport for things like magic and psionics, equipment prices,variable damage and campaign rules to facilitate character growth without completely unbalanced silliness.

    Weve also included the full 1PG Tabletop System, whichwe hinted at in Star Legion and Battleforce Bravo . Now youcan have your character jump in a car, a tank, a helicopter or a spaceship and be able to function. You can grab a $2 bagof plastic cowboys and Indians from the local drugstore andset up your climactic Six Gun shootout. You can take a cou-

    ple Hot Wheels from your kids toy box (or your own Im

    lookin at YOU, James !) and enact the car chase from your Full Clip game.In short, we have tried to stuff this product full of useful,

    handy stuff, not just fluff for fluffs sake. We hope this com- panion will bring out some of the more hidden fun of the1PG system and help your games come alive.

    - Todd Downing, Deep7 Creative Director & 1PG System Developer

    C O M P A N I O N1PG

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    What the?!

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    What is the 1PG Tabletop System?1PGTS is a simple tabletop miniatures ruleset that will allow

    referees and players to use plastic cowboys and Indians, hot wheels cars, toy soldiers and the like to resolve 1PG combat,especially in regards to vehicular combat. While 1PG combat is

    primarily intended to be cinematic, there are many occasionswhere exact distances or positioning is important informationto know. With that in mind, the 1PG Tabletop System wasdesigned to physically represent movement, distances, and com-

    bat between both characters and vehicles.

    VEHICLES:UNDER THE HOODAll vehicles under the 1PG Tabletop System are represented

    by five primary stats. They include the following:

    Maneuverability Rating (MAN) This is the numerical representa-tion of the vehicles maneuverabil-ity and speed. MAN ranges from+2 to 3. Refer to Table 1 forMAN benchmarks.

    Gunnery Rating (GR) This is anoverall measure of how capable thevehicle is when being used as aweapons platform. It can also bean indication of how heavilyarmed the vehicle is. GR rangesfrom +2 to 2. Please refer toTable 2 for GR benchmarks.

    Damage (DMG) Damage is an indi-cation of the effectiveness of the vehi-cles weapon(s). Table 3 gives general

    gauges of typical damage.

    Armor Value (AV) Vehiclearmor functions exactly as the AVgranted to characters who areequipped with body armor. Armor is subtracted from the damage inflictedupon the vehicle.

    Structural Integrity (SI) This is arepresentation of how durable a vehicleis, or well it can withstand damageinflicted upon it. Once a vehicles SIhas been depleted, the vehicle is either totally destroyed or nonfunctional,depending upon the referees ruling.

    VEHICLE MOVEMENTIt is recommended that vehicle com-

    bat be played out on a battle mat with hex grids for tracking themovement of vehicles. Vehicles move three hexes forward per round of play, modified by the MAN. For example, a tractor-

    trailer has a 1 MAN due to its large size; it can only move twohexes per round. On the other hand, a Ferrari has a +1 MAN andcan move four hexes. The +2 MAN is only recommended for extremely high-performance land vehicles (such as top fueldragsters) or air/space superiority vehicles (such as fighter jetsor combat starfighters).

    TurningA vehicle turns in 45-degree increments. One 45- degree turn,

    is equivalent to moving forward one hex. A character piloting avehicle has his Pilot skill modified by the MAN of the vehicle

    to determine how many 45-degree turns he cansafely make in one round. The pilot can attempt

    to push his skills and make evenmore turns than is allowed, buthe will suffer a 1 penalty toPilot checks for every two 45-degree turns after those initiallyallotted (rounded up). For exam-

    ple, John has STURDINESS 2and Pilot 2 and is driving a sportscar (+1 MAN). He can safe-ly turn the vehicle 180degrees (Pilot 2 + 1 fromthe car). If he wanted tomake a 225-degree turn, hisPilot skill would receive a

    1 penalty to attempt theadditional 45-degree turnrequired. Thus, John would needto roll a 3 or less on 1D6 to per-

    form his turn at cruise speed.Speed

    All of the above informationassumes that the vehicle is travel-ing at Cruise speed. The move-ment of a vehicle can be doubled

    by Speeding and quadrupled byhaving the Foot To The Floor .Moving faster than cruise speed,however, incurs penalties todoing anything other than justmoving in a straight line. A 1

    penalty is applied to Pilot or Shooting checks for Speedingand a 3 penalty is applied tothose same skill checks for hav-ing your Foot to the Floor.

    Alternatively, vehicle opera-tors can choose to go Slow . This

    halves the cruise movement rate (round down). If the vehi-cles movement is already 1, it requires two rounds toadvance one hex at this speed; however, slow-moving vehi-

    C O M P A N I O N 1PG

    1PG Tabletop System

    +2 GR: lots of weapons/ advanced fire control+1 GR: stable firing platform0 GR: average weapons & stability for its type-1 GR: under-gunned or poorly designed-2 GR: no weapons / defenseless

    Table 2: GR Benchmarks

    +2 MAN: highly agile/very fast+1 MAN: very maneuverable/quick0 MAN: average mobility for its type

    1 MAN: sub-par or big/utility vehicle 2 MAN: large or enormous vessel 3 MAN: immobile / defenseless

    Table 1: MAN Benchmarks

    1: heavy machine guns2: heavy machine gun platform (B-17),

    bazookas, small field artillery.3: AA or SAM missile, tank or AA guns,

    small naval guns, torpedoes.4: midrange naval guns, near future

    weaponry (rail guns etc.), smart bombs,heavy field artillery

    5: battleship guns, future anti-vehicle laserweapons, etc.

    6+: real futuristic weapons: particle beamweapons, photon torpedoes, etc.

    Table 3: Vehicle DMG Benchmarks

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    cles gain a +1 bonus to Shooting and Pilot checks. Keep inmind that slow moving vehicles can only turn 45 degrees for each hex they move, so for a vehicle that has its MANreduced below 1, it will take them more moves to complete a45 degree turn.

    BrakingStopping a moving vehicle is a simple matter of hitting the

    brakes or reversing thrust. When attempting to stop a movingvehicle, it moves down the scale of the current speed to zerofor each hex entered. If Speeding, the vehicle speed would

    progress from Cruise to Slow to finally Stop in the third hexthat is entered. This is if the vehicle is moving in a straightline. Drivers can attempt a more rapid stop by turning the car at an angle to allow for resistance to slow the vehicle down.This incurs the requisite speed penalty on Pilot checks (seethe Speed section above) but, with a successful check, skipsone rank of speed for the purpose of determining how quick-ly you can stop. In other words, if a vehicle is traveling Footto the Floor and the driver makes a successful Pilot check when trying to rapidly brake, the next hex the vehicle enterswill be at Cruise instead of Speeding.

    JumpingThere comes a time when someone will to send a vehi-

    cle airborne in an attempt to leap over an obstacle. A vehi-cle can jump a distance equal to one-half its movementhexes at the speed it was travelling at the time of the

    attempt. If the referee wants to be especially mean, he canrequest a Pilot check upon landing to see if the driver can regaincontrol without smashing into something first.

    Losing ControlAnytime a driver fails a Pilot check, he has lost control of the

    vehicle. The result of what happens is based on the margin bywhich the Pilot check failed (i.e. they needed a three and rolleda five thats a failure by two).

    One: Driver dazed. The vehicle continues its current courseat its current speed for one round heedless of any obstacles inthe way. The driver automatically regains control the followinground.

    Two: The vehicle spins 1D3 45-degree turns from its currentcourse. The player must immediately make a successful Pilotcheck or the referee gets to take another result from Losing

    Control based on the players second check.Three: Damage! A machine can only be pushed for so long

    before it cant take anymore. The vehicles MAN rating isreduced by one.

    Four: The vehicle suffers severe damage and its MAN isreduced by the margin of the failed Pilot check.

    Five Plus: The vehicle rolls 1D3 times and suffers 1D6 points of SI damage per roll. The vehicle is now automaticallyconsidered immobile (if not destroyed). Vehicle occupants suf-fer 1D3 Blood damage per roll.

    Collisions & RammingWhenever two vehicles touch each other (occupying the same

    hex) either intentionally or unintentionally SI damageoccurs. The damage inflicted upon both vehicles is equal to thespeed of the vehicle that initiated the contact times two. For example, Mark is driving his Porsche (+1 MAN) at Speedingand hits another car. He was travelling 8 hexes per turn.Therefore, he causes 16 points of SI damage to both vehicles.This damage calculation also applies to hitting characters not in

    vehicles except that damage to the vehicle from hitting a char-acter is only one-fourth the total. Armor reduces damage tovehicles as normal. Vehicles that have had their SI reduced tozero from collision damage, transfers the remaining damage tothe operator and/or passengers equally at the rate of 10 Bloodfor each point of remaining SI damage.

    AERIAL MOVEMENTMovement in aircraft is only slightly different from land vehi-

    cles. The rules for Turning , Speed , Braking , and Collisions & Ramming are unchanged. Jumping rules are irrelevant in thiscase and the Losing Control table is replaced with a Pilot Error table (see below). The biggest differences are variable eleva-

    tions that aerial vehicles can attain on a z-axis. To represent air-craft movement, it is recommended that participants use poker chips, which can be stacked to mark altitude. Marked coinscould also be good, too, or the participants can put a small post-it note on the model and make changes with pencil notes.

    Climbing & DivingAn air vehicle can either move forward its allowed number of

    hexes (see Vehicle Movement above), climb or dive in altitude,or perform a combination of both. VTOL aircraft or helicoptershave the option to remain motionless and hover. Gaining or los-ing one hex or clip of height comprises one hex of forwardmovement. There are five levels of altitude: Ground , Low ,Medium , High , and Ceiling . When using poker chips, it is rec-ommend that two blue chips represents Ground and Low alti-tudes, a white chip represents Medium, and two red chips rep-resents High and Ceiling altitudes.

    Pilot Error Anytime there is a failed Pilot check while operating an air-

    craft, the vehicle has gone out of control. The result of whathappens is based on the margin by which the Pilot check failed(i.e. the pilot needed a one and rolled a five thats a failure

    by four).One: The aircraft drops one altitude level. The pilot automat-

    ically regains control the following round, but must spend thatround reorienting his aircraft.

    Two: Uncontrolled roll. The aircraft goes into a roll and the pilot must make a successful Pilot check to bring the plane back on a level heading. It veers off 1D3 hexes to either the right or the left, depending on the referees call.

    Three: Exceeded design specifications. The vehicles MANrating is reduced by one because of a weakened airframe.

    Four: Stress damage. The vehicle suffers severe damage andits MAN is reduced to 0 or, if already zero, to 2.

    C O M P A N I O N1PG

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    1PG Tabletop System

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    Five Plus: Burn Out! The engines die. The craft plummetsearthward while the pilot takes 1D3 Blood damage per round.All Pilot checks are at 2 to restart the engines.

    OUTER SPACE MOVEMENTMovement in outer space is very similar to movement in an

    aircraft, with one big difference altitude doesnt matter. Poker chips, cards, or self-adhesive notes can still be used, but partic-ipants just keep on stacking or removing chips of any color as

    the vehicle climbs or descends. If a ship has done nothing butdescend, use all red chips to indicate that it is on a downwardtrajectory. There is no maximum upper limit of height of depth, unless the pilot has the unfortunate experience of being

    pulled into a gravity well or colliding with another vessel. If astarship is capable of entering a planets atmosphere, it auto-matically assumes all the characteristics of Aerial Movementonce it does so.

    Failing Pilot Checks in a StarshipDetermine the result of what happens based on the margin by

    which the Pilot check failed (i.e. the pilot needed a two androlled a five thats a failure by three).

    One or Two: Pilot disoriented. The vehicle continues its cur-rent course at its current speed for one round heedless of anyobstacles in the way. The pilot automatically regains his orien-tation on the following round.

    Three or Four: Pilot distracted. All actions from the pilot areat a 1 penalty for the next 1D3 rounds.

    Five Plus: Adrift! An erratic and unsuccessful maneuver has jinked the engines! The vehicle is considered adrift and willslowly drift one hex every two rounds in the direction that itwas traveling before the engines died. A successfulBRAINS/Technical Knowledge or STURDINESS/Pilot check at 1 will be required to get the engines going again.

    WATER & UNDERWATER MOVEMENTMovement rules for water-based vehicles are handled similar

    to land movement for a ground-based vehicle. Turning, Speed, Braking, Jumping and Collisions & Ramming remainunchanged. Failed Pilot checks use the results from the Outer Space Movement section for larger ships or underwater vehi-cles. If using high-speed vessels such as cigarette boats, use theloss of control table from the section on normal land movementfor vehicles.

    Underwater movement is unchanged from water movementwith the exception that there is no Jumping. Also, models arehandled for submerging as if the vehicle was an aircraft using areverse altitude range that you can just rename to depth.It goes from Surface , Shallow , Medium , Deep , and Bottom .

    EFFECTS OF TERRAIN ON MOVEMENTThe referee may also wish to impose penalties against either

    Pilot checks or the MAN of vehicles, depending upon the ter-rain that it is moving through. For example, choppy seas or astorm would impose negative penalties against water vessels.Unpaved ground would cause problems for sports cars or other vehicles not designed for off-roading. Unless the referee plans

    on running a realistic game, terrain and environmental penaltiesshould be kept to a minimum unless it will heighten the sus-

    pense of the current situation. As a general rule of thumb, -1 penalties are for terrain that will make things a little more diffi-cult, yet wont really endanger or impede the vehicle. A 2

    penalty covers treacherous terrain which will impede the

    progress or possibly damage the vehicle. Penalties of 3 or greater are only for the most dangerous types of terrain or envi-ronmental conditions (ice, hurricane, typhoon, etc.).

    VEHICLE COMBATROLL OUT THE GUNS

    Whereas the vehicles movement capabilities are determined by its MAN stat, combat is a combination of Gunnery Rating,Damage, Armor, and Structural Integrity. These stats determineif you hit, how much damage you do, and if youve managed todamage or destroy your target, respectively.

    Closing With Another VehicleAs two vehicles close with each other (even if one of them isattempting to flee), each vehicle operator must make anopposed Pilot check. The MAN of the vehicle is added tothe check. This represents each person jockeying for posi-tion, determining a firing solution, or establishing a tacti-cal advantage. For every result of two over the lower Pilotcheck, the character with the higher roll receives a rewardvia tic marks placed on the vehicle record sheet. This ticcan be redeemed at any point for a +1 bonus to any die rollduring combat. There is no limit to the number of tics that can

    be redeemed at any time. Unused tic marks are lost at the con-clusion of the fight. These opposed Pilot checks can continueindefinitely or until one of the vehicles either fires a weapon or they collide.

    Firing Upon Another VehicleWhen firing upon another vehicle, the gunner adds the GR of

    the vehicle to his Shooting skill check. The gunner receives a+1 bonus to Shooting if trailing behind his target.

    The attacker must first determine if he is within range for hisweapons to hit. Weapon ranges in hexes equal the GR of thevehicle, plus the gunners Shooting skill. Any targets outside of that range are incapable of being fired upon unless a specificweapon grants an additional bonus.

    If engaged in aerial combat, for every altitude rating the tar-get is above the firing aircraft, the gunner receives a -1 penaltyto Shooting checks. Alternately, an aircraft attacking fromabove will receive a +1 bonus to Shooting rolls. This bonus alsoapplies to underwater combat.

    VEHICLE ARMOR AND DAMAGERules for vehicle armor are handled similar to that of a char-

    acters personal body armor. Damage done to a vehicle isreduced by the Armor Value. Any damage that remains is sub-tracted from the Structural Integrity of the vehicle.

    C O M P A N I O N 1PG

    1PG Tabletop System

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    Once the SI of a vehicle has been reduced to zero, the vehi-cle is considered destroyed. Any vehicle that reaches 3 MANthrough damage that does not destroy it is considered nonfunc-tional. Any damage inflicted upon the vehicle that exceeds theAV of the vehicle and does not destroy it results in secondarydamage to various vehicle components. When this happens, roll

    1D6. A result of 1 to 2 is no appreciable damage. A result of 3reduces the vehicles GR by one. Rolling a 4 inflicts an addi-tional five points of SI damage. A roll of 5 will lower the vehi-cles MAN by one. A roll of 6 will reduce the vehicles AV byone. If the vehicle has no AV or it has already been reduced tozero, double the damage upon the SI of the vehicle.

    Hits Against Pilot/Crew (OPTIONAL RULE)In cinematic games, vehicles absorb all damage and the char-

    acters walk away from the flaming, bullet-riddled wreck unscathed. If there is a desire to make combat more dangerous,a roll of 1 on a hit location hits the pilot or crew (roll random-ly). Occasionally, this is impossible due to environmental con-ditions (i.e. in space, piloting an aircraft, etc), where hitting the

    pilot or crew would be akin to destroying the craft. Each pointof vehicle weapon Damage that penetrates equals 10 Blood damage.

    Example of Armor & Combat DamageAn ME-109 fighter plane attacks a B-17 bomber and

    hits. The fighters machineguns do 1 point of damage, sothe fighter pilot rolls 1D6 to determine how many hits hisguns score. The fighter pilots player rolls a 4 and inflicts4 points of damage on the bomber. The B-17 has A: 3.

    Thus, 3 points are subtracted from the damage, leaving 1 pointinflicted on the SI of the bomber. The referee then rolls 1D6 todetermine secondary damage to the bomber and rolls a2nothing vital was hit.

    DAMAGE AGAINST CHARACTERSVehicle weapons turned against characters that are not in a

    vehicle are extremely dangerous damage is multiplied by ten,unless otherwise noted in the description of the weapon. For example, a 1DMG weapon turned against a character will inflict10 Blood, a 2DMG weapon will inflict 20 Blood, etc. A charac-ter wearing body armor will absorb the damage as normal, for all the good its going to do them.

    On the plus side, most vehicle weapons arent designed toaccurately hit the relatively small human figure. Any character

    attempting to avoid a vehicle weapon attack gains a +1 bonus toDodge checks per each rating of Damage.

    MISCELLANEOUS RULESVEHICLE DISCREPANCIES

    There are times when combatants are not always on equalfooting, such as a civilian prop plane trying to outrun a jet fight-er. Additional rules need to be added, otherwise a vintage P-51WWII fighter plane would equal the performance of a modern-day F-15 fighter jet because the rules assume that both combat-

    ants will be from the same historical era. Vehicles are dividedinto eight time/era categories:

    Era: 1 - Bronze/Iron AgeEra: 2 MedievalEra: 3 - Colonial/Wild WestEra: 4 - World War I/ProhibitionEra: 5 - World War II/Early ModernEra: 6 ModernEra: 7 - Future

    Era: 8 - Far Future

    C O M P A N I O N1PG

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    1PG Tabletop System

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    For every historical Era that one vehicle has over the other,the superior vehicle receives +1 to MAN, GR, DMG, andArmor. So, for instance, if a WWI-era Halberstadt CL IV bi-

    plane (Era 4) were facing off with an F-18A Hornet (Era 6), themodern fighter jet would get a +2 bonus to MAN, GR, DMG,and Armor.

    MOUNTED MANEUVERING & COMBATThere are a lot of things that players will want to accomplish

    on a mount, the least of which is having their player charactersride off into the sunset with the girl. As such, here are some of the most common situations that are likely to be encountered ina game.

    Chasing/Fleeing/ChargingWhen chasing or fleeing and both parties are on a mount, the

    speed of each participant involved needs to be calculated. Thestandard animal walks and trots at one hex every other round.This is increased to one hex per round at a gallop and two hexes

    per round at a breakneck run or charge.

    JumpingOccasionally, players may want to have their mounted char-acters hurtle obstacles or barriers. Mounts can only jump if trav-

    eling at a gallop speed or faster. A Riding check is required to jump simple things like low fences or hedges. Penalties can beapplied as the obstacles get higher (i.e. walls, cars, people, etc.).

    TramplingEvery so often some darn fool wont have the common sense

    to get out of the way of a charging animal, or the PC purposelycharges to run down his opponent. Trampling damage is equalto the number of hexes the mount was travelling at the time of impact plus five. A trampling maneuver can only be attemptedat a gallop or faster and only against an unmounted opponent.

    Thus, a normal galloping mount will inflict 6 points of damage.

    Shooting from a MountFiring a weapon accurately from a moving mount is not as

    easy as some people like to believe. For each speed incrementover a walk or trot, the shooter incurs a 1 penalty to hisShooting checks. Referees should impose a 1 penalty at a gal-lop and a penalty 2 if running/charging.

    Conversely, dodging incoming fire while mounted is easier.For every two ranks of Riding skill the target has (round down),he gets a +1 bonus to his Running skill for the purpose of evad-ing. This applies to shots targeted at the either the rider or tothe mount.

    Getting shot while riding on a moving horse can be danger-ous, however. The struck character must make a STURDINESScheck or be immediately thrown from the saddle. The victimwill not only take the damage from the shot, but also damage asif Trampled based on the speed the character was traveling atwhen he was shot.

    Leaping from a Moving MountThis is one of the most risky maneuvers that someone can

    attempt. The player character physically jumps from his mountonto another or onto a vehicle, with the intent to either take

    command or to attack the current driver/rider. Both the attacker and defender must be adjacent to each other when the attacker attempts to leap. If the other mount or vehicle is occupied, treatthe leap as a normal opposed Fighting check. If the loser of thecontest is the player character, he falls and takes damage as if Trampled (see above) based on the speed of the target the char-

    acter was attempting to leap onto. If the loser is the defender,he must immediately make a STURDINESS check to see if hecan maintain his seat. In either instance, if the player character and his opponent manage to maintain their balance, the fightcan continue as normal with the exception that both attacker anddefender suffer a 1 penalty to all rolls due to the chaos andunsteady balance of a moving object.

    Jumping onto an unoccupied vehicle or mount requires a suc-cessful CRAFTINESS/Riding check at a 1 penalty.

    Spooking a MountLoud noises can spook even a well-trained mount, although,

    for the most part, it can be safely assumed that gunfire isntenough. Loud explosions (like dynamite) or sudden shrill,unexpected noises (like war cries or train whistles) can spook the mount, however. The rider must make a CRAFTI-

    NESS/Riding roll to see if he can keep the mount calm.Failure means that the mount runs at full speed wherever itfeels safety lies (referees discretion) or until the PC canmake a successful check to control the animal.

    Injury to a MountA mount will also become spooked if it takes damage.

    Treat an injured animal as immediately moving one speed slow-er and in a direction of perceived safety (referees discretion).The rider must also make an immediate Riding skill check or bethrown from his animal. Hell also suffer damage as if Trampled based on the reduced speed of the mount.

    If the damage is enough to kill the mount, no speed reductionis used. The rider must make an immediate STURDINESScheck to get off the mount without suffering any damage. A fail-ure results in Trampling damage based on the speed the mountwas moving at the time of its death. Typical Blood for horses is20, which is the baseline for determining the health of a mount.Adjust Blood accordingly for larger or smaller animals.

    PLAYER CHARACTERS AND VEHICLESWhat happens when you have dismounted characters inter-

    acting with moving vehicles or mounts? This is where things become complicated. A PC can move one-half his STURDI- NESS attribute in hexes every other round . Increase thisamount by one hex for every two points that the character hasin the Running skill.

    Player characters turning handheld weapons against a vehicleworks the opposite of vehicle weapons being used against PCs.The Armor of a vehicle is treated as being ten times more pow-erful as normal against arms fire. For example, a Sherman tank has an AV of 2. Against non-vehicle weapons fire, the tank istreated as if its AV is 20. Unarmored vehicles take full damage

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    from all weapons. Blood rated weapons do half their listeddamage to the SI of the vehicle and Damage-rated weaponsdo their rating times 10 to the SI of the vehicle.

    SAMPLE VEHICLESWhat follows is a brief list of various vehicles from different

    genres and eras. They can be easily tweaked to be more or less powerful. For example, an American WWII light tank can beeasily modified to represent a German equivalent if the Armor rating is increased and the MAN is decreased.

    CatapultEra: 2Crew: 5Weapons: Large stonesMAN: -2 GR: 0 DMG: 3 AV: 1 SI: 15Notes: The catapult has a range of 16 hexes. A character hit bya catapult suffers 30 Blood damage.

    ChariotEra: 1

    Crew: 2 men and 2 horsesWeapons: NoneMAN: 0 GR: +1 DMG: N/A AV: 1 SI: 5Notes: Chariot damage is typically either trampling dam-age from the horses or from the gunners personal weapon.Scythes can be mounted on the wheels to give the chariota rating of 6 Blood damage, however.

    Chevy Corvette StingrayEra: 6Crew : 1-2Weapons: NoneMAN: +1 GR : -1 DMG: N/A AV: 0 SI: 8

    F-35 Joint Strike Fighter Era: 7Crew: 1Weapons: Variable bomb and missile payloadMAN: +2 GR: +1 DMG: as per weapon AV: 1 SI: 10Notes: Possible weapons include anti-aircraft missiles (DMG:3), air-to-ground missiles (DMG: 3) or smart bombs (DMG: 4)

    Giant Godzilla Monster Era: 6Crew: N/AWeapons: See notesMAN: +1 GR: +1 DMG: as per weapon AV: 5 SI: 15Notes: Hugely improbable creatures such as those in HereCome the Monsters! are better handled as vehicles rather than creatures, mainly due to the damage that they can inflictand absorb. These are stats for a "generic" monster, so tweak asyou like.

    Some typical monster weapons are: atomic fire breath (DMG:3), laser beams (DMG: 4), big claws (DMG: 2), razor-sharpteeth (DMG: 2), and stomps (DMG: 2).

    M4 Sherman TankEra: 5Crew: 5Weapons: 75mm cannon, .30 & .50 machine gunsMAN: 0 GR: 0 DMG: 2 AV: 2 SI: 10

    Notes: The .30 gun does 10 Blood damage (1D6 hits) and the.50 gun does 12 Blood damage (1D6 hits)/1DMG. The .30 gun-ner can fire while enclosed in the tank, but use of the .50 gunrequires the gunner to partially expose himself. Any leg hits onsomeone using the .50 gun is treated as if the bullets hit the tank armor instead.

    Narvik-Class (Type 34) German Destroyer Era: 5Crew: 325Weapons: See notesMAN: +1 GR: +1 DMG: as per weapon AV: 2 SI: 10Notes: 127mm cannons (DMG: 3), 20mm AA guns (DMG: 2;1D6 hits), and torpedoes (DMG: 3). The 127mm cannonignores 1 level of armor on any target with an AV of 2 or less.A torpedo hit automatically reduces the targets MAN by 1, inaddition to any other secondary damage inflicted.

    Sopwith F-1 CamelEra: 4Crew: 1Weapons: Vickers Machine GunsMAN: +1 GR: 0 DMG: 1 AV: 0 SI: 7Notes: On a successful hit, the machine guns do 1D6 hits at itsDamage rating. It does 10 Blood damage against characters.

    The Camel (like most WWI biplanes) is incapable of goinghigher than Medium altitude.

    StagecoachEra: 3Crew: 2 men and 4 horsesWeapons: NoneMAN: 0 GR: +1 DMG: N/A AV: 1 SI: 6Notes: Stagecoach damage is typically either trampling damagefrom the horses or from the gunners personal weapon.Trampling damage from being hit by the stagecoach is doubled.

    XTal "Holy Vengeance" Tactical Space Bomber Era: 8Crew: 3Weapons: Variable payloadMAN: -1 GR: 0 DMG: as weapon AV: 4 SI: 12Notes: Possible weapons include anti-matter bombs (DMG: 6),

    particle beam cannon (DMG: 7), and/or the "Wrath" mantle- buster bomb (DMG: 15).

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    Even though the 1PG system is designed to stress cinematicaction rather than an exercise in battlefield tactics, the follow-ing are optional rules and mechanics are available for use bythe referee. These rules are provided to enhance and expand upon the core 1PG rules for those who want to approach the1PG system from a more strategic perspective, use miniaturesoutside of the 1PG Rules, or run a play by e-mail game and need to provide more detailed information to player questions.

    BRAWLINGSome initial reviews of Dime Heroes , criticized 1PG combat,stating it is too deadly and that even a few punches can kill acharacter. In actuality, a few good punches can kill someone!With that in mind, however, the following optional rules for non-lethal damage are presented.

    ATTACKS AND DAMAGEAttack rolls are completely unchanged. STURDINESS is

    applied to all hand-to-hand combat, as well as melee weapondamage as per the core rules; however, characters under theseoptional rules possess a derived attribute called Umph. Umphis determined by a characters STURDINESS and Fightingskill. Add these two together and multiply the result by five. For example, Battlin Bruno the world-famous boxer has STUR-DINESS 2 and Fighting 2. So, his Umph rating would be 2 + 2x 5 = 20.

    Whenever damage is dealt to a character from punches, kicksor other weapons designed to render non-lethal damage, thedamage is removed from Umph first before damage starts tocarry over into actual Blood points. Yes, this means that youwill have to track lethal and non-lethal damage separately.When a characters Umph hits zero, his is knocked out. Damageinflicted past this point is applied directly to Blood.

    RECOVERY FROM A KOA character remains unconscious for 1D6 rounds, after whichhe regains consciousness and can either act as normal or playdead. Characters gain consciousness with one-half of their Umph score (round down). However, if knocked out again, thecharacter returns with only one-fourth of his Umph. If the vic-tim gets knocked out past this point, the damage is extremelyserious and the player character is either out of the game or bor-derline comatose. A full nights sleep replenishes all lost Umph.

    ADDITIONAL REALISM (OPTIONAL RULE)A human body can only withstand so much abuse before

    major organs begin to shut down. After recovery from the firstknockout, reduce a characters BRAINS attribute by 1. This isa representation of being punch drunk. If this reduces a char-acters attribute to 0, he is in trouble and needs medical atten-tion quickly or hell slip into a coma. Assuming that a character can get knocked out a second time, his BRAINS attribute isreduced by another 1 point and both STURDINESS andCRAFTINESS are reduced by 1. If he is still standing, repeatthe loss of BRAINS, STRUDINESS, and CRAFTINESS untilthe character either learns to stay down or his BRAINS attrib-ute hits zero and he slips into a coma or dies.

    SEVERE BEATING RECOVERYThis is only used in conjunction with the optional rule above.

    Umph is completely returned with a full nights sleep asdetailed above. Attribute damage, however, requires more timeto heal. Only 1 attribute point can be restored per one week of rest. Any type of successful medical check will repair this dam-age, as well as if one week had passed per successful check.

    MOVEMENTCharacters are able to move their STURDINESS in hexes per

    round. This can be doubled if the character runs. If the charac-ter has the Running skill, add those points to the total number of hexes. For example, Thomas Smith has STURDINESS 2. Hecan move 2 hexes per round walking or 4 running (In the 1PGSystem 1 round is roughly 2-3 seconds). Each point in theRunning skill will add on another hex of movement. So, if Thomas also had Running 2, he could move another 2 hexes for a total of 6 hexes per round if he chooses to run.

    A character can both swim and climb at one-half of the listedrates for running. If the character has an appropriate skill, itsranks add to movement as well. Penalties could be incurred for rough water or difficult surfaces.

    A character can jump twice his STURDINESS in feetand twice that again if he runs before jumping. A character is able to jump vertically one-half of the amount he nor-mally would when jumping forward.

    HEALINGCharacters heal at the rate of 1D3 points of Blood per day for

    natural healing. A successful medical check will award an addi-

    tional 1D3 points of Blood for each skill rank of the personattempting to administer aid. For example: Cowboy Ted getsshot up real bad and his friends drag his bleeding carcass back to the saloon to patch him up. Hell automatically regain 1D3Blood for spending the night, but his friend who has two ranksof First Aid tries to fix him up with a stiff whiskey and a pair of rusty pliers. Fortunately, Teds buddy makes a successfulcheck and Ted gains back an additional 2D3 Blood for thenight! Healing rates can increase or decrease depending on theamount of realism in the game. For instance, healing rates can

    be lower in a 1PG like Six Gun or Shriek , but can be higher inmore heroic games like Dime Heroes and Full Clip to representthe rough-and-tumble nature of action heroes.

    LOCK N LOADGuns are a staple of action-adventure movies and RPGs.

    Either the characters are usually shooting at someone or some-one is shooting at them. Here are a few additional rules to spiceup those Friday night gunfights.

    RELOADINGKeeping track of ammunition expenditure isnt generally a

    big deal with 1PGs because they rely on cinematic movie

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    precedence where guns rarely ever run out of ammo; how-ever, there are times when high-tension gunfights becomeimportant. In this case, the referee should keep track of the

    player characters ammo. It takes one full combat round toreload a clip magazine-fed weapon and two rounds to reloada revolver or black powder weapon.

    JAMMINGIf a 6 comes up on a Shooting check, its ordinarily an auto-

    matic failure. The player must now roll 1D6 again. If it comesup 6 a second time, the weapon has jammed, and a number of rounds equal to 6 minus the characters Shooting skill isrequired to clear the jam. Black powder weapons can jam on aroll of 4 or 5 on the second roll and explode on a 6, causingdamage equal to the weapons damage value to the shooter.

    CALLED SHOTSThe AV charts for various body parts on the 1PG character

    sheet are there for a special reason: Called shots. Called shotscan only be done with weapons capable of single-shot fire.Hitting an arm or a leg calls for a 2 penalty to a Shooting

    check. Hitting the head or a carried weapon or object is a 4 penalty to Shooting. A successful called shot to thehead adds 4 additional points of Blood damage to theweapon that was used.

    SEEKING COVERCover is anything that physically interposes itself

    between the attacker and the defender. The referee will assign a penalty value to the attacker based on the targets cover. Thesevalues run from negligible, such as a transparent paper screen,to 2 for heavy brush. Remember, cover doesnt conceal the tar-get; it just makes them a bit harder to hit. This is different from

    barriers and obstacles.Barriers conceal parts of a target and are rated for the AV that

    they provide. They can range from negligible, such as a tippedover card table, or more than 15 AV for things like a steel wall.Its up to the referee if any part of the targets body is exposed

    based on the limitations or size of the barrier. Good generaliza-tions for AV are as follows: 1 AV for light woods, such as pine.Hard woods, such as ash or hickory, can provide 2 AV. Solidwoods, such as oak, or a brick wall, provide 3 AV. Thicker walls, such as cinder blocks provide 5 AV. Concrete walls pro-

    vide 10 AV. Steel-reinforced concrete provides 13 AV. Solidsteel walls, doors, and bulkheads provide 15 AV.

    SWITCHING WEAPONSDropping one weapon and drawing another takes one combat

    round. The character is unable to use the drawn weapon in thesame round unless he has a skill like Quickdraw or a stunt thatwill allow a similar effect.

    FIGHTING IN THE DARKPoor or dim lighting incurs a 1 penalty to skill checks, while

    total darkness imposes a 3 penalty to skill checks. Firing or swinging into a melee situation in these conditions is even morehazardous. For every missed shot or attack, roll 1D6. On a scoreof 1 for poor lighting or 3 for total darkness, the character has hitone of his allies by mistake. The victim of such an unfortunateincident takes damage as normal. Equipment such as starlightscopes, thermographic sensors, or other types of vision enhance-ment equipment may negate these penalties at the referees dis-cretion.

    FIGHTING PRONEFighting or shooting in any position other than standing up or

    crouching is considered to be prone. Anyone trying to fight prone will receive a 2 penalty to hand-to-hand or melee weaponattacks and/or 1 for any missile weapon or personal firearmattacks.

    KNOCKDOWN & KNOCKBACKDevastating attacks or explosions can toss characters around or

    drop them to the ground. Any attack that causes damage equal toor greater than one-half the characters current Blood total is con-sidered a knockdown. The character suffers no additional damage,

    but is considered prone until he can spend his next combat roundgetting back on his feet.

    Knockback attacks happen when the damage inflicted is greater than three-fourths of the characters current Blood total. The char-acter is immediately thrown backward one hex and is considered

    prone. He must then spend his next combat round regaining hisfooting. The referee may rule that the knockback attack was so

    powerful (such as explosions, getting punched by a superhero,etc.) that it sends the target backward two or more hexes. For each

    hex the character is propelled backwards, he suffers an additional point of Blood damage. Hitting an object while being thrown backwards results in Blood damage equal to one-half the victimsSTURDINESS times two. The referee may increase the damage if he feels the object or person stuck would cause more damage.

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    Characters are fragile and tend to die quickly (and usually gruesomely) under the 1PG rules. This was and is an emphasisbuilt into the system to simulate the disposable nature of char-acters found in most motion pictures. Problems arise when

    players want a more durable hero that can take a bit moreabuse for larger-than-life 1PGs like Dime Heroes or Full Clip.What the referee is left with is a simple question that needs tobe answered:

    What flavor of the genre do I want?This can be handled almost exclusively by letting the players

    start characters with more Blood than what is mandated by thecore rules. Heroic games can be accomplished by doubling theinitial Blood score, while high-adventure games can triple theBlood score. Additionally, referees who want more competentcharacters that cant take a lot of abuse can grant a few moreskill points or maybe an additional attribute point. The realresponsibility lies with the referee, who is ultimately account-able for the games structure. Be wary of awarding too much of an advantage, however, if sourcebooklets like Fistful O SixGun or Magic & Mysticism are used, as the rules in those sup-

    plement already allow for advanced characters.It is recommend that the referee first make some sampleheroes or villains and then gauge the players characters accord-ingly. For example, Shriek lends itself well to slasher flicks. If a more heroic horror game along the lines of Buffy the VampireSlayer or Monster Squad is what the group is after, then Bloodlevels and possibly skill points allotted at character creation can

    be boosted. Dime Heroes was originally designed to handle theclassic adventurer who didnt have any strange powers like DocSavage or The Green Hornet. That can certainly be tweaked byusing the Magic & Mysticism sourcebooklet and increasingcharacter Blood levels. Additionally, a bonus point in AV can begranted to all of the characters body parts if theyre not up to

    the opposition.Of course, on the flipside, the amount of both skills and

    Blood available to characters can be reduced. This would bevery appropriate for, say, a Lovecraftian horror game usingShriek or if, in a Star Legion game, the characters as membersof a very primitive alien race. Remember that creative playerscan overcome even horrible restrictions such as this, so refereesshould be encouraged to praise the players for clever ideas,

    plans or interactions with NPCs that help them. The idea is toencourage roleplaying and creativity, helping players overcometheir characters shortcomings rather than punishing themthrough the mechanics.

    MIXING GENRESBecause of their universal design, 1PGs can be mixed and

    matched, making for some strange yet entertaining premises,such as combining Six Gun with Shriek for a horror westerngame. Again, refer to the suggested guidelines for flavor. If the

    players are to be weaker than the opposition, use the defaultrules for the game and beef up the enemies. Use the defaultrules for both games to maintain a more gritty or real ambi-ence, where every action has importance or dire consequences.Alternatively, beef up the players for a more heroic action-

    packed game so that they can shrug off some of the damage anddo crazy stuff. Here are a few sample game mixes and the typeof game that could result based on a sample movie:

    Full Clip & Star Legion = The Wesleys Mysterious FileSix Gun & Agent SEVEN = Wild Wild West

    Bloode Island & Disaster! = Swiss Family RobinsonShriek & Dime Heroes = The Mummy Returns

    Battleforce Bravo & Disaster! = Das Boot

    GETTING REALLY WEIRDIf something especially strange is desired, the referee should

    allow the players to choose the 1PG game of their choice andcreate characters from their respective 1PGs. This collection of characters can then suddenly awaken in an alien environment,charged with figuring out how to survive, while simultaneouslytrying to locate a way back to their own worlds/eras. Philip JoseFarmer s Riverworld series or Edgar Rice Burroughs JohnCarter of Mars books can be browsed for ideas. Refereesshould keep in mind that more primitive characters can dothings that more advanced characters cant, such as starting afire without the help of a blaster pistol to heat rocks and debris.These types of characters are used to roughing it, while amore advanced character cant survive without their tech-nology to see them through. On the other hand, characterswho rely on technology are going to be much more effec-tive in combat situations as far a damage output is con-cerned, and can do things with science that would beimpossible for a less-advanced character.

    BALANCING ERASCharacters from different eras should be treated the same asfor vehicles (see Vehicle Discrepancies in the 1PG Tabletop

    Rules) except that each difference in historical time grants a +1 bonus to the Blood damage of any weapon and +1 AV to any body armor worn that is greater than 2 AV.

    ENEMY MINEAnother piece of advice to liven up games is to vary the level

    of enemies. The following is a quote common to all 1PG books(this one taken from Full Clip ):

    A good rule of thumb when creating a villain or villains is tomake them durable enough to be a challenge, but vulnerableenough to make the players believe they have a chance. If youhave a street gang, give them 15 Blood. A lone gangster or

    police officer might have 20 to reflect their more durablenature.

    So does that mean that the whole street gang has 15 Bloodshared among them or does each gang member have 15 Blood?Yes, No, and Maybe.

    The key is varying the opposition to the players, dependingon how dramatic or challenging the encounter should be. Agroup of enemies designed as PC fodder such as random streetgangs, nazi thugs, Martian storm troopers, and the like should

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    only have 15 Blood for the entire group. If referees want tosingle out a tougher NPC from the group, the designated NPCleader should have his own Blood level of 15, which is inde-

    pendent from the group total. The same leader can even bemore skilled or resilient, depending on how the scene should

    be play out. For especially challenging or dangerous encoun-

    ters, each member of the group has the group Blood rating.These types of encounters tend to be deadly for at least one ortwo player characters, so these encounters should be usedsparingly, or if the PCs have been beefed up.

    Just remember that, if the power levels of group encountersare varied, the villains toughness should correspondinglyincrease. Its rather anticlimactic to have an extremely tough

    battle against the evil dictators thugs, only to put him on icewith a single shot from across the room.

    PENNIES FROM HEAVENWealth is generally not an issue in 1PG games, as most char-

    acters rarely need to buy anything. But there are times where it becomes important, such as when even a high Notoriety scorewont get you a death ray. At this point, the purchasing charac-

    ter needs to make a wealth check. All characters are ratedas average unless their character concept would be con-sidered poor . Playboys or other prestigious characterswould be rich . No character should possess the super-richstatus without lots of roleplaying. Either way, each charac-ter who needs to buy something should make a BRAINScheck with a 1 penalty for each level of discrepancy

    between the wealth rating and the rating of the desired item.This is additionally modified by historical era if the buyer is try-ing to purchase something not native to his era. This check can

    be modified based on where and with whom the PCs choose todo business. Failure means that the characters are unable toobtain the item, and they can only make another attempt by vis-iting another seller. Asking for something illegal or dangerousrepeatedly can draw unwanted attention on the characters incase the PCs go crazy with doggedly trying to get an item. It isalways the prerogative of the referee to disallow the existenceof an item for purchase.

    ADDING ODDITYThe following brief section details how to add magic or

    psionics to a 1PG game. This is a quick and dirty system.Coincidentally, both Dime Heroes and Bloode Island providetheir own individual magic rules that fit their particular set-tings. The following rules are more generic and can be fit-ted to any 1PG.

    Magic is only usable by a character if they acquire askill in magic. Simply acquiring the ability to learnmagic could be an adventure in itself! Magic is a WILL

    based skill in other words the characters variableWILL attribute is what is added to his magic skill todetermine the Target Number. Referees may apply mod-ifiers on attempts to use magic based on wounds, stress,

    environment, etc. The referee may also allow a freeform systemof magic where the player describes the desired effect andattempts to make a successful skill check by rolling under theTarget Number. Additionally, rank in the magic skill can deter-mine how may spells the character knows.

    Psionics work similar to magic, but are based on the charac-ters BRAINS attribute. Any PC can possess latent psionic abil-ity by spending three skill points during character creation togain the ability with no ranks, if the referee allows it. The PC

    can still attempt to activate his ability without a psionic skill, but must roll a 1 on a 1D6 for it to work. Failing an attempt touse psionics without the skill results in 3 Blood damage per attempt from the mental backlash.

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    1PGs were never designed to support recurring characters. For reference, the 1PG rules recommend that referees award one character point for each person at the table, but this is sim-

    ply a stopgap measure. Assuming that referees want to create anongoing campaign with recurring characters, the following

    guidelines for awarding Character Points should be useful:

    Award 1 point to each character who survives the adventure.

    Award 1 point to each character who performed a heroic act or something that put the character in deadly danger.

    Award 1 point for good or exceptional roleplaying.

    Award 1 point to each character who accomplished a great feator defeated a powerful enemy.

    Award 1 point to each character who escaped from a dangeroussituation by either a clever plan or rhetoric.

    INCREASING SKILLSSkill levels can be increased by spending an amount of

    Character Points equal to three times the new skill level. For example, to increase a characters Shooting skill from 2 to 3would cost 9 Character Points. Skill levels can only beincreased one level at a time.

    INCREASING ATTRIBUTESAttributes can be raised, but it costs considerably more than

    increasing a skill. Attribute levels are raised by spending anamount of Character Points equal to five times the new skilllevel. For example, to move STRENGTH from 2 to 3 wouldcost 15 Character Points.

    BUYING STUNTSThe concepts of stunts was developed after the release of Full Clip . If the referee wants, he can use Stunts in his game, and byno means are these relegated solely to Full Clip ! Obviously,some games dont support the concept of stunts very well for example it would be very out of place in Disaster! So its ulti-

    mately up to the referee decision as to whether stunts will beallowed.

    Stunts cost one Character Point with a recommended maxi-mum of two stunts per character at the start of a game. Stuntsmay be bought afterward for three points each. A list of samplestunts follows:

    Pain & Agony: A devastating and dirty blow to err themore sensitive areas of a target. The target must make a STUR-DINESS check or lose the next action doubled over in pain.

    Hows My Driving: With a successful Pilot check, the pilots/drivers vehicle will absorb hits that are ordinarilyreserved for himself or his crew and/or passengers. The vehicletakes damage as normal until it is no longer functional, but thecharacters are unscathed.

    Speed Load: If keeping track of ammo is important, a suc-cessful STURDINESS check allows the character to reload hisweapon without losing a round. The weapon is immediatelyconsidered ready for action.

    Chink In the Armor: With a successful Athletics check, thecharacter is able to target a weak spot in an opponents bodyarmor, halving the value of armor against that one shot.

    Kick N Snatch: If the character makes a successfulattack at 1 and the target must fail a STURDINESScheck, the attacker kicks the defenders weapon out of hishand and grabs it in midair ready to use!

    Iron Fists: If a character makes a STURDINESS check,he is able to focus the chi in his hands, temporarily givingthem the consistency of iron for 1D6 rounds. During thattime, punch damage is 4 and the character can ignore up to two

    points of AV on a target.A Shot In the Dark: The characters senses are finely honed,

    allowing him to hit targets even if he cant see them. With a suc-cessful CRAFTINESS check, the character is able to shoot attargets with no penalty for poor lighting and only a 1 penaltyfor total darkness.

    Prone Fighting: With a successful Athletics skill check, thecharacter can fight or shoot while lying prone or on his back

    with no penalty. Anyone elsetrying to fight prone will beat a 2 penalty for hand-to-hand or melee weaponattacks and/or 1 for anymissile weapon or personalfirearm attacks.

    Ear Slap: The character can slap both ears of a targetonce with a successful attack roll. The target suffers nodamage but his BRAINSscore is treated as 1 less for

    purposes of determining ini-tiative during combat. Thiseffect lasts for three roundsof combat.

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    DESIGNERS CLOSING NOTESI can hear the protestations already, "Hey, I thought

    1PG was supposed to be simple!" Well, it is, butremember that all of the rules here have been provid-ed to enrich your gaming experience if you wantthem! If youre having a blast with the originalmechanics that came with your 1PGs, far be it fromus to discourage their use. Use as much or as littlefrom The 1PG Companion as you care to, or slowlyincorporate the more advanced concepts into your game. If you have a house rule that already accountsfor something covered here, then dont change itunless you think ours is better. Im just a single gamedesigner on a planet full of players and I cant possi-

    bly comprehend or consider every possible variationor deviancy of the original rules. The litmus test is if your players are having fun. Deep7 is here to provide

    inexpensive entertainment. As always, we valueyour support and opinions. Wed love to hear your comments on the Deep7 message board.

    - James Stubbs, Professional VictimOctober 29, 2002

    1PG COMPANION SCENARIOS Not only are you getting expanded game mechan-

    ics, you're also being treated to several scenarios for each of our current 1PG games. Buy any of thegames that you dont have and enjoy the scenarios!

    Scenario #1: The ISS Incident Ecological terroristsstorm the International Space Station. A scenario for

    Disaster! the 1PG of Hollywood disaster movies.

    Scenario #2: Operation: Blowback Satellitedefense codes have been stolen. Retrieve them! Ascenario for Agent S.E.V.E.N. , the 1PG of modern-day (1960s and up) spy thrillers.

    Scenario #3: Under Burma Skies A commandoraid into Japanese-held Burma to take a bridge. Ascenario for Battleforce Bravo , the 1PG of WorldWar II action.

    Scenario #4: Black Mary Taking a wealthy daugh-ter for hostage can have unique complications. Asce-nario for Bloode Island , the pirate 1PG of adventureon the high seas.

    Scenario #5: Terror On Milton Hill Sorority camp-ing trip. Spooky woods. Zombies. Need we saymore? A scenario for Shriek , the 1PG of teen horror.

    Scenario #6: Betrayal at Niven VI The 314thFighter Squadron runs afoul of the duplicitousGosians. A scenario for Star Legion , the 1PG of space opera.

    Scenario #7: The Speed Record Its a race againsttime to prevent the sabotage of the "Cannonball." Ascenario for Six Gun , the Western 1PG of frontier adventure.

    Scenario #8: The Kaiser Commands Death Whatis behind the sinister murders of Allied Aces? A sce-nario for Dime Heroes , the pulp action 1PG.

    Scenario #9: 9mm Wedding Crime family wed-dings can be times of peaceor bloody vengeance.A scenario for Full Clip , the 1PG of Hong KongAction cinema .

    C O M P A N I O N1PG

    4

    Appendix

    1 P G S t a t R e f e r e n c e C h a r t

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    The Premise: The players are all crewmembers of the

    International Space Station (ISS). Unknown to them, however,a group of radical environmentalists has hijacked a Soviet sup-

    ply spaceship and are determined to pilot it out of orbit, awayfrom the Earth and into the Sun!

    The Setup: Players are all of a scientific or medical back-ground. There should be no characters with any Shooting skillgreater than 1; the ISS is a scientific installation, not a military

    base. Members of the Free Space Movement, a radical paramil-itary group of environmentalists, have attempted to sabotagelaunch sites before. The FSM believes that mankind has setitself up for a disaster with all the space junk that weve addedto orbital space.

    As the scenario opens, the players can be working together onan experiment, as a maintenance work crew, etc.

    The SV-3: The SV-3 is a Soviet supply ship that regularlydocks with the ISS to bring fresh personnel, material, andequipment. The FSM has hijacked the craft and killed its three-man crew. There are ten FSM thugs on the SV-3. Three are dis-guised as crewmembers, while the rest are crammed into thecargo area along with the bodies of the original crew.

    The ISS: The ISS has been conveniently created with a mod-ular design. Each module serves a particular purpose, so feelfree to make the station as big or as small as you see fit. Theonly requirements are that a command/communications moduleand a docking module are found somewhere on the station.Other module possibilities include a medical bay, general labo-ratories, astrophysics labs, crew quarters, engineering deck or section, observation deck, lounge, astronomy, and anything elsethat you can think of that would make sense.

    One of the most important things to remember is that there isno gravity. Handholds, hooks, and straps are everywhere. FSMmembers are at a 1 to all skill checks because they are unusedto a zero-g environment.

    The FSM Attack Plan: The first things the PCs should dis-cover about the attack is the blaring Collision Damage alarm. Itwas thoughtfully triggered by one of the command crew before

    being killed by the invaders. FSM members have split into pairsto secure the other modules and put down any resistance. Once

    the station is secure, they intend to rotate it and use directionalthrusters to push it out of orbit and onto a crash course with theSun. The FSM members will then use the SV-3 to make their escape.

    NPC Reactions: Confusion should reign as there was noapparent collision, and yet nobody can communicate with thecommand module. NPCs are loaded with false speculations thatcan throw players off track as to what is really happening.Possible tales would be something as simple as equipment fail-ure to a noxious gas leak. Be creative, but the jig is going to be

    up when the FSM starts moving through the station with visible

    weapons.Possible Actions: The first thing that PCs should try to

    accomplish is to acquire weapons of their own. They canacquire them from downed FSM members or improvise themfrom gear already on the station. Explosives and corrosivematerials should be discouraged, namely because of hull

    breaches and the tendency for liquids to roam free in zero-genvironments. Fire is also a bad idea in an oxygen-rich atmos-

    phere. Maintenance tools or certain medical equipment could beused as weapons. More technical characters can attempt to hack or override the stations computer to either shut it down or usethe airlocks and alarms to their advantage.

    The cramped quarters, full of hostile NPCs, will make move-ment through the station difficult. Moving from module to mod-ule is going to require CRAFTINESS checks to avoid detection.Going EV (Extra-Vehicular) on the outside of the station is also

    possible if the PCs can find spacesuits and is undetectable by the FSM members on the inside. Each module has itsown airlock. Truly desperate PCs might try to make their way to the SV-3 to escape, leaving the station to its fate.

    Hazards: In addition to trigger-happy eco-terrorists, thePCs might also have to deal with imprudent plans to take

    back the station by surviving crewmembers, damaged modules bleeding air from bullet holes, noxious gases from rupturedchemical tanks, electrical fires from damaged equipment, vacu-um-exposed areas by hull breaches, or open airlocks and areaswithout electrical power that will result in hypothermia for exposed characters. Have fun! This is your chance to turn amulti-billion dollar scientific marvel into a deathtrap. For inspi-ration, watch Apollo 13 and apply the dangers there to a largestation instead of a small spacecraft.

    Concluding the Scenario: Hopefully the PCs will try thenoble route and wrest control of the station from the FSM.Failing that, escape is always preferable to the death that awaitsthem at the fanatical whims of the invaders. The scenario endswith the PCs victorious over the FSM in whatever fashion theyhave chosen. While they call for a rescue crew, the PCs canwatch the station on its final voyage as they spiral back to Earth

    in the SV-3.

    C O M P A N I O N 1PG

    FSM MEMBERFITNESS 2/ Shooting 2/ Fighting 1/ Pilot 1;LOOKS 1/ CRAFTINESS 1/ Dodge 2; BRAINS2/ Gen. Knowledge 2/Blood 12Equipment: Knife (4 damage) and pistol w/high-power cartridge charges (9 damage)

    The ISS Incident The ISS Incident A Scenario for Disaster!

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    Operation: Blowback Operation: Blowback A Scenario for Agent S.E.V.E.N

    The Premise: The control codes for the GIDEON (GlobalICBM Defense Enhanced Orbital Network) chain of satelliteshave been stolen. NSA, in a joint operation with NORAD, hastracked the original override signal to a luxury yacht in interna-

    tional waters. It is believed that the mysterious information bro-ker known only as Basilisk is responsible and is planning to sellthe codes to the highest bidder. A small team of agents must

    pose as buyers for the codes and apprehend or neutralizeBasilisk and any other responsible parties. The important thing,however, is to retrieve those codes before the laser weapons onthe satellites can be brought to bear against targets on Earth.

    The Setup: The agents are supplied with fake identificationand pre-established covers as shady international arms dealers.It is hoped that one or all of them will be contacted with theoffer to purchase the codes. We recommend that you have theagents working solo or in pairs in various major cities across theworld (Paris, Vienna, Moscow, etc.) All of the agents will beinvited to the buy, but if you want to toss in a little fun, have theagents pursued by local police forces remember the PCs areknown illegal arms dealers probably wanted for suspected

    crimes or at least for questioning. This could also be usedas a plot device to introduce the agents to some of theseedier underground operatives that could provide aninvite to the buy.

    The Wayward Venture: Speedboats will transport theagents at night to the yacht, anchored five miles off thecoast of France. It is a 120-foot yacht with all the modern

    amenities, including very high-tech communications gear and asatellite dish. The ship has three decks: the hold, living quar-ters/galley, and the bridge. All bulkheads and the hull have beenhardened so they offer AV 4 to anyone using them for cover.The top of the bridge has a pop-up machine gun emplacement(DMG: 10; 1D6 hits). All other defenses rely on the yachtscrew.

    The Basilisk: Amazingly enough, the Basilisk is an attractivered-haired woman with green eyes. She will cut right to thechase and begin the auction when everyone has arrived. If thecharacters are veteran agents they will probably recognize someof their arch nemeses; as well as many infamous criminals andcriminal masterminds. Let the agents get anxious as worriesmount that someone will recognize them. The winning bid willgo for the huge sum of $500 million. If the PCs try to flagrant-

    ly bluff or keep outrageously increasing the bid, start havingthem make FINESSE/Con checks at increasing penalties. After the auction, everyone involved will be invited to remain thenight for a celebration. This is really an opportunity for Basilisk to validate and deposit the winning bid, as well as to keep aneye on the participants.

    Thief!: At some point during the evening, the players willeither be alerted to the theft of the codes by an alarm gettingtripped or, assuming that the players are sneaking and snoop-ing about, will find Basilisk tied up in her cabin. She will beg

    for the players to release her. If they do, they will gain her coop-eration for the remainder of the adventure. The actual thief willremain unnamed. We recommend that you substitute a previ-ously defeated villain or make up a new nemesis for the play-

    ers. The following are sample stats that you can use for a newvillain. His three henchmen use the same stats are the shipscrew. He and his men have stolen one of the speedboats and areattempting to make a getaway.

    Basilisk will demand to accompany the players. There is oneadditional speedboat that is available for commandeering, butonly on her orders. What follows is a high-speed chase andshootout on the water. The thief is trying to make it to a ren-dezvous point with a mini-sub where he will make his escape.

    Concluding the Scenario: Hopefully, the players will beable to stop the thief. If they do, Basilisk will let them have thecodes she was already paid for them. If the buyer has a prob-lem with it, he can take it up with the players at a later date. If they apprehend her, she will go willingly, but will escape short-ly afterward and wont be quite as friendly if they encounter her again.

    If, for whatever reason, the agents fail, they can be brought back into the problem in another scenario, as the GIDEON net-work has armed itself and the agents must infiltrate the villainssecret headquarters and stop him from blowing up Washingtonand Moscow and starting another world war.

    C O M P A N I O N1PG

    6

    THIEFFITNESS 2/ Fighting 3/Shooting 2/ Pilot 2; LOOKS1 FINESSE 2/Con 2/Dodge 2; BRAINS 2; Blood 20

    Equipment: 9mm pistol (8 damage); GIDEONaccess codes

    SHIPS CREWMEMBERFITNESS 2/ Fighting 2/ Shooting 2; LOOKS 1FINESSE 1/ Dodge 1; BRAINS: 1; Blood: 12.Equipment: Mini-Uzi (8 damage 8; 1D6 hits)

    SPEEDBOATEra: 6Crew: 1 pilot and up to three passengersWeapons: noneMAN:+1 GR: -1 DMG:N/A A: 1 SI: 5

    THE BASILISKFITNESS 2/ Fighting 1/ Shooting 2; LOOKS 2/ Pose

    1/ Seduction 2; FINESSE 2/ Dodge 2; BRAINS 3/Gadgetry 2/ Gen. Knowledge 2; Blood: 20Equipment: .357 Desert Eagle pistol (9 damage)

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    The Premise: The players are all members of an elite para-trooper commando group attached to the Mars Task Force inBurma, 1943. These commandoes are tasked with the mission to go

    behind enemy lines and capture a vital bridge that is being used to

    keep Japanese supply lines open.The Setup: The team is composed of 10 men. Create a few NPCgrunts to round out the group, if necessary. The team is summonedto a mission briefing by Colonel Heavey. They are to parachute

    behind enemy lines and rendezvous with a local band of Kachintribesmen. Their target is the bridge over the Irrawaddy River that

    is being held by elements of the Japanese 18 th Division. It must becaptured and held until advancing U.S. Army units can arrive tosecure the bridge. Each man is equipped with a Thompson subma-chine gun, a knife, and six hand grenades. You may also give thema 6-inch mortar (20 damage) if youre feeling generous.

    The Insertion: The teams assemble and board a C-46 transportaircraft. The flight is uneventful, but you may want to take the time

    to play up some NPC interaction. Sprinkle in other soldiersrumorsabout the Japanese military strength in the area, for instance. Its upto the referee to determine the validity of these rumors.

    The real problem occurs when the teams parachute out of the planes. Everyone gets separated in the darkness and the thick jun-gle growth. Play up the silence and tenseness of the situation. Lightor excessive noise can be deadly. If youre feeling mean, or the

    players are being sloppy, have them run into a Japanese patrol of six men. Even if the PCs defeat them, make sure to increase theforce at the bridge later, as theyve been put on alert because of themissing patrol.

    Meeting the Kachin: The Kachin are Burmese natives knownfor being expert trackers and their vehemence toward the Japanese.This connection with the Kachin can be made as easy or hard asyou like. Once contact has been made, two men Aun-San and Ne-Win will lead the soldiers to a ridge overlooking the bridge. Thistrip will take about a week and should be interesting. DuringWWII, Burma was a hellhole; disease, dangerous animals and haz-ardous terrain are just as much a danger as the enemy. Leeches (1Blood/hr.), snakes (3 Blood/hr.) and malaria (2 Blood/day) are all

    problems that you can introduce. To increase the tension further,have them meet a Japanese patrol or frighten them with a fewJapanese aircraft flying overhead. Perhaps let the PCs wonder if theyve been spotted or reported to the Japanese by a sympathizer.Gunfire will certainly expose their positions.

    Things Get Hairy: Assuming that the team performs somereconnaissance, they will notice that the Japanese have wiredexplosives to the bridge. Those bombs need to be disabled beforethe assault or the Japanese will certainly blow the bridge up,delaying the Allied advance. Alternatively, the team could tryto shoot the engineers while they rush to prime the detonators.This could be problematic in the chaos once bullets start tofly, however. There are two bombs underneath the bridge,one on either end. It is designed to collapse the center of the

    bridge. Detonating either one will slow down the advance, soit is important to get both of them.

    The Bridge: The PCs team is outnumbered five to one. Surpriseand confusion is going to mean the difference between victory and

    failure. There are 50 Japanese soldiers, two armored cars, and acaptured U.S. Army jeep. There also are two machine gun (10Blood; 1D6 hits) nests at the far end of the bridge and two patrolsof four men roam the perimeter of each end. The remaining soldierscan typically be found in their tents, in the mess, or lounging aboutin the sun. During the night, the two patrols are increased to sixmen and everyone else is usually in their tents sleeping. Campfiresand crude lanterns are the only illumination at night.

    The Raid!: Also known as all hell breaking loose. Clever play-ers should find some way to sneak under the bridge and disable theexplosives, while others silently or loudly (depending on the plan)dispatch the sentries. Booby trapping, disabling, or commandeer-ing the vehicles in the camp are all good ways to create diversions.

    Whatever happens, the Japanese should be caught off guard com- pletely. It will take two combat rounds for them to organize anycounter attacks. In the meantime, Japanese soldiers will rush aboutin confusion trying to take cover or go to their preassigned defen-sive positions. Four armed engineers will try to make it to the det-onators regardless of if the PCs have disabled the bombs or not(they dont know that). If the attack is at night (and it should be, if the PCs are smart), everyone is at a 1 to Shooting checks becauseof the inky darkness.

    Concluding the Scenario: The Japanese will flee if more thanthree-fourths of their numbers have been killed.

    C O M P A N I O N 1PG

    Under Burma SkiesUnder Burma Skies A Scenario for Battleforce Bravo

    U.S. ARMY JEEPEra: 5Crew: 1 driver and up to three passengersWeapons: Vickers K machine gunMAN:+1 GR: 0 DMG:1 A: 0 SI: 15Notes: The Vickers does 12 Blood damage (1D6 hits) against infantryand has a damage rating of 1 (1D6 hits) against vehicles. Gunners are

    exposed in this vehicle.

    TYPE 2592 OSAKA HOKOKU-GOARMORED CAREra: 5Crew: 4Weapons: 2 machine gunsMAN:0 GR: 0 DMG:1 A: 1 SI: 10Notes: The machine guns do 10 Blood damage (1D6 hits) againstinfantry and have a damage rating of 1 (1D6 hits) against vehicles.

    Gunners are encased in a turret.

    JAPANESE SOLDIERSTURDINESS 1/Shooting 1/Fighting 1; CRAFTINESS 1BRAINS 1; Blood 12Equipment: Type 38 Rifle (10 damage)

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    The Premise: The players are all members of a pirate crewon the 16-gun sloop, Dancer. The captains plans are to sneak into Charleston harbor and kidnap the daughter of a wealthy

    plantation owner and hold her for ransom.The Setup: Captain William Destromme has pitched his lat-

    est plan for riches to the rapacious crew. A small, handpickedgroup is to row into Charleston at night, burgle the manor of Charles Grant for anything of immediate value, and kidnap hisdaughter for additional ransom. The captain is betting thatGrant will come up with the money before other ships can be

    brought against him. A fine time of debauchery and squander awaits the crew in Port Defiance if they can manage the kid-napping.

    Harbor Stealth: The PCs are all picked for the attempt. Theyare lowered over the side of Dancer into one of her longboats.Getting into the harbor is easy. Getting to the manor house itself is where the real trouble begins. The mansion is on the other side of the town, so the PCs will have to be quiet and avoid thenight watchmen. If you want to liven things up a bit, have a

    barking dog or a yowling cat threaten to bring forth sen-tries to investigate the noise. If the players want a fight,give it to them. Be aware, however, that piracy is punish-able by hanging and the captain will take a very dim viewof anyone stupid enough to start an unnecessary fight .

    Grants Plantation: Charles Grants landholdings areimpressive. His plantation stretches over 1,000 acres. Over 450acres are farmland, with a large slave population. Its unlikelythat the slaves will report rogues roaming about, but they cer-

    tainly will if they are attacked. It is possible that there might bean informant in their midst, however. Grant doesnt have anysentries patrolling his grounds, but he does keep a pack of fivehunting dogs (Blood 5 ea.; Bite: 4 damage) that have free roamof the property.

    The Manor House: Grants domicile is a three-story affair that is lavishly ornate for the time. There is a smaller buildingout back that serves as the kitchen, as well as another smaller

    building that houses the slaves who work inside the manor house. An outhouse is also present.

    There are several access points in the manor: a balcony on thesecond floor leads to an unlocked door, any of the windows can

    be jimmied or the latches maneuvered, and locks on any of the

    doors can be picked. We leave the interior layout of the manor up to your own interpretation, but you should keep in mind thatthe interior rooms are going to be expansive on the first floor with the rooms getting smaller the closer you get to the thirdfloor. The daughters room is on the third floor.

    Unbeknownst to the Players: Charles Grant was once anotorious privateer for the British. In honor of his service, theQueen awarded him land in Charleston. His wife died in child-

    birth, so his daughter grew up aboard ship with him and was aswild and daring as her father. Despite her fathers intentions to

    settle down to a respectable life, shes still a handful and her father is constantly vigilant to avoid her getting into a scandal.

    Black Mary Grant: Abductors will find that Mary isnt

    the type of girl to faint at danger. Shes a hellion in a fight andwill do everything she can to avoid the kidnapping. She keeps aloaded pistol on her nightstand and a dagger underneath her pil-low. Players may need to be reminded to take her alive.

    Fortunately for the PCs, Charles Grant is a very sound sleep-er and only extremely loud sounds like a gunshot will rousehim. It is in the best interest of the players, as well as the cap-tain, to be gone as quickly as possible. Killing Grant negateshim being able to play a ransom. An exciting chase throughCharleston could be in order as the PCs flee with their captiveand Grant pursues with the roused watchmen if he is awoken.

    Ransom At Sea: Whatever happens, Grant will soon learn of his daughters kidnapping. He doesnt like being bullied aboutand concocts a scheme to raid the Dancer on the followingnight . Grant and 30 men (use the stats for the Night Watchman)approach the ship at night and scale the sides hopefully takingthe crew by surprise and rescuing his daughter.

    Ending the Scenario: Mary can escape in the chaos. If thePCs defeat and kill Grant, she will raise her own pirate crew andswear vengeance against Destromme and his crew and doeverything within her power to hunt them down. If Grant isdefeated, but not killed, he will pay the ransom.

    C O M P A N I O N1PG

    8

    NIGHT WATCHMANSTURDINESS 1/Shooting 1/Fighting 1; LOOKS 1CRAFTINESS 1; BRAINS 1/Investigation 1;Blood 12Equipment: Flintlock pistol (8 damage), Rapier(6 damage)

    MARY GRANTSTURDINESS 2/Shooting 2/ Fighting 2; LOOKS 2CRAFTINESS 2; BRAINS 1/Language (French) 1;Blood 20Equipment: Flintlock pistol (8 damage), Dagger

    (3 damage)

    CHARLES GRANTSTURDINESS 2/ Shooting 2/ Fighting 1; LOOKS 1CRAFTINESS 2/ Dodge 1; BRAINS 2; Blood 20Equipment: Flintlock musket (10 damage), Flintlockpistol (8 damage), Knife (3 damage)

    Bloody Mary Bloody Mary A Scenario for Bloode Island

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    The Premise: The PCs are members of the elite 314 th TacticalFighter Squadron, The Hammerheads. They are tasked to escort aGosian frigate on a diplomatic mission to the planet Niven VI wherethe diplomats aboard are to hold negotiations with the Ultov. The

    Gosians and the Ultov have been at war for three years and both sideshave lost the stomach for any further devastation. Star Legion is hop-ing that a peaceful settlement can be reached, as conflicting interestson Sol from the conflict are threatening civil unrest.

    The Setup: The Hammerheads are to rendezvous with the Gosianfrigate, Sunsword, at the third moon of the Meticil System. They areto then escort the frigate to Niven VI. Once there, a shuttle will arrivefrom the planet to transport the diplomats