Quick viewing(Text Mode)

Action Check #5

Action Check #5

Published by Jeff Ibach 2 2 2 2

TABLE OF CONTENTS more information. information. more http://www.davidbrin.com/ for see theUPLIFT novels, or go to To learn more aboutthem, please works.cepts andcharacters inhis He retains allrights tothe con- a strictly non-fee,nonprofit basis. Action Check, onanamateur and small-scale play bysubscribers of UPLIFT his pects of ble permission touse certain as- David Brin has granted us revoca- Coast, Inc. not associatedwithWizards ofthe ards ofthe Coast,Inc.The staff is notauthorizedThis work byWiz- is of Wizards ofthe Coast, Inc. isaregistered trademark of theCoast,Inc. Matter, andTangents byWizards Dark• World, Gamma Star*Drive, supports theCampaign Settings Gamemaster Guide.Inadditionit Alternity Players Handbook and roleplaying line, specifically the Alternity the supports work This charge. printed if distributed free of to besoldinanyform. Itmay be to all interested parties and is not This offered work free is ofcharge Alternity Role-Playing Game. tronic magazine dedicated to the Action Check isan on-line elec- E E- E E - -Mail - Mail Mail: [email protected] Mail Publisher/Layout: Jeff Ibach Wizards oftheCoast, Inc.: Chris West’s Alternity GM West’sAlternity Chris Cover Design: Daryl Blasi Blasi Daryl Design: Cover http://home.earthlink.net/ http://www.wizards.com http://www.wizards.com HOW TO SUBSCRIBE TO SUBSCRIBE HOW TO SUBSCRIBE HOW HOW TO TO SUBSCRIBE HOW TO SUBSCRIBE HOW Action Check’s Editing: Jim Sharkey Resource CenterResource Disclaimers Disclaimers ~westwinds/ ~westwinds/ Web Site Web Site: Web Site Web Site UPLIFT universeUPLIFT for UPLIFT STAFF STAFF STAFF STAFF

sci-fi television shows for game inspiration. inspiration. game for shows television sci-fi new and issues, back Check Action conversion, Ibach] [Jeff News Alternity 19 Page Ibach] (Jeff Alternity into Dig 18 Page race. Sharkey] [Jim Kanten Thoughts/The Uplifting 17 Page Coast. the of Wizards Drolet] [Brian Relentless TSS The 13 Page Ibach] [Jeff Cast Supporting 12 Page World. Gamma Alternity Futuretech/Skills [Derek Holland] Page 11 Ibach] [Dawn Systems Solar Mishaps: Miscellaneous 10 Page Ibach] [Jeff Gridsites 9 Page Mullen] [Scotti Cast Supporting 8 Page World. 7 Page heroes. Matter Thurber] [Dale Awards Final 4 Page Ibach] [Jeff Editorial 3 Page Art Interior Set Boxed Introductory StarCraft Art: Cover

Action On-Line Check Magazinemonthlyby the ispublished Jersey New

Action Magazine Check not apublication is of RPGA the Network. “The Third Floor Fellowship”. http://www.thirdfloor.8m.com http://www.thirdfloor.8m.com Fellowship”. Floor Third “The

The Troupers of Sight and Sound [Neil Spicer] Spicer] [Neil Sound and Sight of Troupers The

Role-Playing Game Association Network sanctioned club sanctioned Network Role-Playing Association Game abl o Cnets s Content of le b Ta New Alternity product from , an Alternity Alternity an Coast, the of Wizards from product Alternity New Highlighting two Alternity sourcebooks not to be overlooked. overlooked. be to not sourcebooks Alternity two Highlighting Language Patronymics and in Upliftcampaign, the anew plus A fortress ship made with the new Warships accessory from from accessory Warships new the with made ship A fortress Maris Carnes, Thuldan Bodyguard flashing with a blades. The Stokes Rifle, a new weapon and some new related skillsfor new and related weapon Rifle,The some new Stokes a You’ll darndest find things the inspace... floating Some gridsites spooky Alternity for game play. Legion:villainous campaigns. a Supers concept for Alternity An new ‘award-winning’ cryptic alliance for Alternity Gamma Gamma alliance Alternity for cryptic new ‘award-winning’ An More then achievement points for a job well done for your Dark Dark your for done well job a for points achievement then More . IssueOctober #5, 2000 http://www.wizards.com/rpga http://www.wizards.com/rpga Editorial AActionction Check EDITORIAL Submissions

Dungeons & Dragons is the premiere fantasy roleplaying system. When I think of To submit an article to heroic fantasy in my campaigns, it’s screaming D&D. I’ve played D&D for over 20 Action Check magazine: years. I consider it my specialty skill. And even when the rules or sourcebooks became incompatible and some of the ‘tried and true’ systems didn’t work quite [email protected] right, I kept forging through, keeping to the spirit of the game and having fun with it. However by the time Wizards of the Coast announced 3E, my group and every- And we’ll be in contact as one I knew was ready for it, and knew a change was required. We even got on to the particulars. board and playtested it. By then D&D was broken, and needed repairs. Regular Features: Alternity is not broken. It works. It captures the flavor of exciting, cinematic sci-fi. While the old D&D sessions were spent arguing unclear rules points, we spent our TransmissionsTransmissions: adventure Alternity nights gaming with the greatest of ease, basking in the fast, flexible sys- hooks, along the lines of tem that made both GMing and playing a thrill. those previously found in Dragon Magazine for the The OGL ( License) and d20 system sponsored by various campaign set- and Wizards of the Coast is 100% genius. It will hopefully bring back the days of tings. early D&D. Indeed, it’s already begun. Small companies jumping on the band- wagon are (surprisingly) doing a great job of providing alternate D&D material GridsitesGridsites: Alternity Web without having to hide behind the old ‘suitable for any roleplaying system’ label sites that deserve recog- and a bunch of converted stats that don’t fit right. and nition and serve a spe- come to mind, and they are insuring that D&D will thrive, cific purpose. grow, and swell as a hobby. Creature Feature: Aliens, On the other hand, I don’t think there’s a need to rush out and ‘convert’ everything Creatures, Xenoforms, to d20. When I heard that Pinnacle Entertainment was releasing a d20 Deadlands etc. for the Alternity game hardcover, I thought that was kind of cool. From what I understand there may be campaign settings. other companies doing the same thing. And while they won’t be giving up their core systems, making d20 versions available for those who only roleplay on occa- FuturetechFuturetech: gear, equip- sion (not often enough to keep learning new game systems) is a noble and great ment, vehicles, weapons, cause. armor and other hard- ware for the Alternity If there’s a big boon to start converting Alternity material, I’ll personally pass. game. Yes, I have had problems with folks in my own circle reluctant to try new games because of the daunting “another bunch of rules to learn” mindset that haunts Supporting Cast: NPC every roleplaying group. On the other hand, we’ve also learned that some game stats for insertion in your systems just capture the feel of the setting and the type of play we like better than own games. All submis- others do. Yes, converting Alternity stuff to d20 may be neat but will it bring ‘new’ sions must follow the Sup- folks into Dark•Matter, Star*Drive, and ? Probably not. And last, porting Cast Template in what justice are you doing if you do the conversion work and it’s really bad, thus the Alternity GMG! alienating the old time Alternity buffs and the new folks alike? ReviewsReviews: of Alternity or I think we at Action Check have said it before out of context, but here it is from our related-use product. own belief: Alternity lives. It lives as long as we receive submissions, as long as new players are coming (and no matter how slow, there are folks just finding Al- Special FX: New FX/Psi or ternity this moment and loving it) and as long as someone keeps playing. It’s not Mutations. a struggle or a rebel cause, it’s playing a game system that works and stands on its own and does its job very, very well. There’s nothing wrong with that. It’s not Plus cartoons, details of broken. campaign ideas, fully de- tailed star systems, art- Long live d20. It will pave our hobby to the future. Long live Alternity. You don’t work, etc. really want to play every genre there is with d20, do you? 3 FINAL REWARDS By Dale Thurber Adjudicating Achievement: Advice on ACHIEVEMENT POINTS (APs): Awarding Agents (for the Dark*Matter game) According to the Alternity GMG and other published adventures, the standard here is a) 1 to 3 achievement

points per adventure, with 2) 1 additional point for “in- Publisher’s note: this article was sent to us and im- character” roleplaying, and 3) 1 additional point if the pressed the staff so much we really wanted to run it. player did something spectacular, noble, self- The Dark Matter online PDF The Dark Times may be sacrificing, or heroic. running it also, but we just couldn’t pass up such a

great article. Besides, this is October, time to fire up FINAL REWARDS REWARDS FINAL There are a few ways to look at achievement points. those Dark Matter games and scare the bejezus out of First, they represent the “work” that players put into your PC’s! the game, and include their persistence and willing- ness to play. 1 - 3 APs should probably be related to Introduction the length of the adventure, and my home rule is about 1 point for 3-5 hours of game time. This rewards play- Challenges that regularly appear for Game Masters ers that consistently show up and participate (after all, (GMs) include weaving a good conspiracy, running “90% of life is just showing up.”). Be open with your combat efficiently, and creating unique, memorable players about this, and tell them directly that by just Supporting Cast Members (SCMs) and villains. As a being present and participating they are earning 1-3 result, ideas about how to reward heroes may get points. This can eliminate the perception of any favorit- less attention from an already overburdened GM. ism and may alleviate the problem of inconsistent at- However, the benefit of understanding different meth- tendance at your gaming sessions if players see an ods for character improvement can actually enhance incentive is being offered. the story and even place subtle pressure on players to roleplay better. It may even take some of the tasks Next is the icing on the cake, which involves exemplary of story direction off the GM’s “To-Do list” and onto roleplaying. This may merit a full point depending on the players’. Since there are many ways to award he- how well a player portrays his Attributes (Motivations roes, it can be worthwhile to examine the options to and Traits) and character persona. One way to assess best enhance your agents’ own game play. this is to make a hash mark on some scrap paper each time a player acts behaviorally consistent with Usage of the following awards will depend heavily on his hero’s stated personality. An average of one or whether or not the GM’s campaign utilizes Optional more hash marks per hour of game time might - Rule Set 2. Using Optional Rule 2A, whereby charac- rant the AP. ters receive a greater amount of skill points at crea- tion, should be fine with the following suggestions. If Lastly is an award based on doing something spec- you are using the Optional Rule 2C, in which players tacular, self-sacrificing, etc. Here, a GM can award need only pay the list cost, or list cost –1 to improve one AP, or optionally, if the player spent a last resort ranks, then I would suggest not using the skillskill---basedbased point (LRP) on the spectacular or noble action, the GM awards - your campaign’s characters will improve can award one LRP instead. This keeps the characters fast enough without a bonus free broad skill, for ex- from earning too many APs, and it can also lure he- ample. Lastly, the suggestions below fit very nicely roes into doing the heroic things your players should with the standard rules, where higher ranks are costly be attempting as heroes. and rare! For example, Agent Cordova is inside a van And let’s not forget that the best factors in handing traveling 65MPH, sees some MIB shoot the out awards are good judgment and game balance. A tires and reacts by trying to grab the steering wise GM wielding these tools will preserve and wheel to prevent a roll. She decides to use a strengthen a great game. last resort point to increase the chance that the agents will survive the inevitable crash. Now on to the good stuff! Cordova rolls a Vehicle Op - land vehicle check success, and the GM makes a mental (or written) note to award Cordova an LRP at the end of the session for her heroic action. 4 Dale Thurber can be reached at [email protected] Consult the Alternity Player’s Handbook on all the pos- session. The D*M Arms and Equipment Guide sibilities for spending APs (pp. 125-127). The number (DMAEG) is a great source of interesting items of options presented on those pages rivals the options for this type of award. FINAL REWARDS listed below. Now, with the most common awards out of the way, let’s take a look at other possible awards. • Status, promotions, fame, or authority – Ad- vancement within the HI comes with benefits AWARDS BASED ON STORY AND ROLEPLAYING::: and responsibilities. Perhaps this is one of the best types of awards because it is a balanced If you have exceptional roleplayers, and you want to one. Sure, the agent enjoys increased author- show that you value this part of their game play, one of ity, but now he is responsible for his subordi- the following five options may be the route to go, espe- nates’ actions. Fame may be great for certain cially if you wish to keep your player levels relatively professions like Entertainer or Scholar, but this close to one another. These awards vary from small to also has the balanced notion that the player substantial, so use GM discretion. will be easily recognized, thereby making stealth operations difficult. Use the social • Acquiring a new contact – Especially useful status tables in the D*M sourcebook as a ref- for Diplomats, this award can be given if you erence (pg. 247.) feel the hero interacted with a SCM in a way that built a relationship, forged trust, encour- • Award of a last resort point – This is mostly, aged reliance or mutual dependency, or han- but not only, suitable for when a hero just used dled things in a way which made a strong, a LRP to save the party, or for something memorable impression in an SCM’s mind. greater than the self-preservation of the agent. This was perhaps aided by some Good or And it is a simple message to players to re- Amazing successes, but the awarding of a member – use a LRP, and you may gain it new contact should mostly hinge on the back at the end of the adventure. (see the ex- player’s excellent roleplaying. Utilize the sec- ample above, under ACHIEVEMENT POINTS) tion on contacts in the D*M sourcebook for ref- erence (pg.s 245-256.) AWARDS BASED ON USAGE OF A PARTICULAR SKILL:::

• Removing a Flaw – If a character is working Whenever a character uses a skill successfully, GMs hard to overcome a flaw, the GM may be justi- may decide the player warrants a skill improvement. fied in simply removing the flaw. For example, The reasoning here could be that the player had an the hero may still have the flaw Phobia - Amazing or Good success at a critical time in the heights, but has climbed enough times now to game. Or, the player has been using the skill repeat- obtain mastery of his/her fear. A player with edly, with success. There are a couple of options here: Old Injury can pay heavily to have it surgically a skill rank increase, a rank benefit or the awarding of repaired. A character with Temper taking ex- a completely new broad or specialty skill. pensive anger therapy classes may have the flaw temporarily removed, as long as the hero • Skill Rank Increase - You can tell your players continues to pay for them. Of course, certain to keep track of the number of Amazing and flaws range from hard to impossible to re- Good successes for a particular skill during move. an adventure. At the adventure’s end, add a 2% chance for each Amazing success, and a • Monetary or equipment rewards – Perhaps 1% chance for each Good success. This per- the Hoffman Institute recognizes an agent’s centage chance represents the possibility for obvious talent with a particular skill or piece of a skill rank increase.increase gadgetry. This can lead to an extended lease on an appropriate item, or to outright owner- For example, Steve “Snake Eyes” Wilson, a ship. Perhaps the agents were especially thor- Combat Spec Militiaman, accumulates 8 ough in their investigations and discovered the successes with the MRW-rifle skill, two of “super-X” ray gun. Agents who abuse this which were Amazing (4%), and one which award may find the HI placing them on proba- was Good (1%). He now rolls percentile tion, or the original owners of the ray gun hunt- dice, and if the score on the dice is 5% or ing them down. In any case, usage of excess less, he has improved his skill rank by 1! money or cool equipment should be for just a few sessions at most, after which time the This can represent the hero discovering a more effec- award somehow leaves the character’s pos- tive way to utilize a particular skill. A generous GM

5 might wish to only count Amazing successes, but make • Ability Score Increase – A very rare bonus for the percentage chance cumulative. an incredible job roleplaying would be the in- crease of one of the primary ability scores. • Rank Benefit – The GM can award a rank Out of consideration for game balance, this benefit before the hero actually has access to award should also be in concert with some it based on his rank score. The justification story-related development. For example, the here could include the player’s risky attempt to character has dedicated a few hours a day for accomplish an action that relates to the rank months to studying western philosophers and benefit and success at a critical time in the ad- has fasted and soloed in the wilderness, venture, despite some heavy penalties. How- thereby gaining a point of Willpower. Or, the ever, the GM is cautioned to make this particu- player commits to three months of rigorous lar award no more than two or three times in Strength training. Since this is the equivalent the career of the hero. of a 10-AP expenditure, the GM should never

FINAL REWARDS REWARDS FINAL award an ability-score increase more than • New Broad Skill, or Specialty Skill – The GM once in a hero’s career. can also award a totally new broad or spe- cialty skill. The reasoning here may be that Summary of Possible Options for Awarding Player the character attempted a Feat check, and in Achievement the spirit of the moment, gained the broad skill which was associated with it. Or, in the case ACHIEVEMENT POINTS ((APs)APs) of gaining a specialty skill, the hero utilized his/her broad skill knowledge to “figure out” a AWARDS BASED ON STORY AND ROLEPLAYING::: specialty skill’s intricacies (“Hmm…picking - Acquiring a new contact locks is a lot like manipulating your hands to - Removing a Flaw make something disappear – it’s all in the - Monetary or equipment rewards wrist…”). This should be a very rare award, - Status, promotions, fame, or authority and should be based on character concept - Award of a last resort point development. The GM should never give this award more than once in a hero’s career. AWARDS BASED ON USAGE OF A PARTICULAR SKILL::: - Skill Rank Increase AWARD OF A NEW PERK / FLAW::: - Rank Benefit - New Broad Skill, or Specialty Skill • There can be many roleplaying developments that can be reflected in the award of a perk, or AWARD OF A NEW PERK / FLAW the saddling of a player with an appropriate flaw. Perhaps the hero fell from a tall building AWARDS BASED ON A SUCCESSFUL FEAT CHECK::: during the course of an adventure – a suitable - Resistance Modifier Increase consequence may be that the character devel- - Ability Score Increase ops the flaw Phobia – heights. Or, the charac- ter has spent a great deal of game time talk- FINAL THOUGHTS ON ACHIEVEMENT::: ing with acquaintances and developing con- tacts – this character may receive the perk One final recommendation is to not give any of the Networked. The GM should never award a non-AP awards until the 4th level. That way, the players perk or flaw more than once in a hero’s ca- have actually earned their first few levels (and spent reer. some APs already) - they now know the value of APs and that the above rewards are special. AWARDS BASED ON A SUCCESSFUL FEAT CHECK::: • Resistance Modifier Increase - The GM may Please note that any of these benefits can be paid for award a +1 bonus to one ability’s resistance normally with earned achievement points when a hero modifier upon a Feat check with an Amazing goes up a level. A GM awarding these benefits with- success, or for success during a critical time out making the character pay normal cost for them is a in the story. Other possible circumstances generous act indeed, and should be seen in that light that would make this appropriate are similar by players. Hold them as precious gifts, not to be to those listed for skill awards. This also awarded lightly, and you’ll have players competing to should rarely be awarded more than once in a roleplay the best! career.

6 http://www.metro.net/Thurber/darkmatter/darkmatter.htm THE TROUPERS THE TROUPERS By Neil Spicer

Troupers of Sight and Sound, a antagonize the villagers since it will reflect poorly on the Gamma World Cryptic Alliance next Trouper to come through town. They make sure that their performances are large and loud in order to keep the audience coming back and they constantly update Goals and Beliefs: Originally, members of the Troupers were simple bards their "acts" to keep things fresh. or storytellers that journeyed from village to village offer- ing entertainment for a night's lodging and perhaps some FundamentalistsFundamentalists: Some Troupers cling to the old beliefs food. They made their way across the countryside, riding of keeping their performances small and centered on a "circuit" so each village could receive an equal share of quality as opposed to quantity or garish displays. These their time without becoming a burden to them. As ban- entertainers also police themselves much better than lar- ditry became more common, these entertainers came ger , rarely landing in trouble. together for mutual defense. They found that these groups could provide a higher level of diversion for audi- Organization: ences, and entire villages would turn out to welcome Typically, Troupers live in caravans that have either tem- them. They discovered more profit could be had this way, porarily settled into the suburbs of a small- to medium- so they expanded their operations into virtually all forms sized town or are on their way to such a place. Some- of entertainment. times they travel individually, but always in a group that moves around a lot. They all live a nomadic lifestyle, Today, they include playwrights, actors, singers, artists, completely dependent upon the money their perform- gamblers, stage-magicians, ringmasters, and dozens of ances generate. The internal politics of individual troupes other carnival or sideshow workers. Their attractions run can be as diverse as the people that join them. Anyone from live performances of plays, concerts, and circus can become a Trouper . . . and the more exotic, the bet- events to more complicated demonstrations of amazing ter. After all, if a member attracts attention in some way, mutations, Ancient entertainment artifacts, and elaborate it can only lead to better business. In addition, the more sporting events. Some of these diversions can be ele- flamboyant and charismatic people rise faster within their gantly artistic while others are brutally dangerous. ranks. Caravan masters have attained the most impor- tant post, but extremely talented performers who travel Troupers are careful about which forms of entertainment alone have been known to achieve a cult following. All they introduce to a village and know to tailor their attrac- members maintain contact with a caravan master that tions to the tastes of their audience. For instance, a cara- sponsors them. They are expected to discuss new towns van arriving in a region where mutants are frowned upon within a circuit, dangerous communities that must be will immediately hide anyone in their ranks with outwardly avoided, and the trading of new songs, stories, or enter- visible mutations. In regions where such oddities are tainment artifacts. prized, they will proudly display them as a featured at- traction. "The customer is always right." is a favorite say- Symbol: ing among Troupers, as well as the occasional opinion Each member keeps his own personal symbol to signify that "A fool should be parted from his money in the most what kind of entertainment he provides (e.g., the masks of interesting way possible..." Comedy and Tragedy for an actor), but the universally recognized image associated with a Trouper is a multi- This philosophy causes Troupers to be rather free- colored scarf. spirited and rebellious at times. Although they are in- credibly protective and respectful of one another, they do Benefits: not react well to outside authority. They never actively All Troupers are guaranteed a warm welcome in almost seek conflict but sometimes find themselves in situations any society, and can expect free lodging and meals as where they may unexpectedly break the law. This is why long as they provide entertainment to the community dur- they set up shop on the outskirts of town, so their custom- ing their stay. Ancient artifacts that provide a new form of ers are certain to come to them. And even if one of their entertainment are greatly rewarded if turned over to the members does visit the town and cause trouble, the entire alliance. troupe cannot be held responsible. Not all Troupers travel in such large groups however, and some maintain Restrictions: the solitary life of a bard or similar entertainer. Troupers are expected to maintain a circuit and regularly visit a number of towns in order to keep the business in demand for all members. They are also expected to for- Traditional: Most Troupers have an element of con- artistry about them, doing everything they can to take ad- ward information to other Troupers and aid them when in vantage of someone. Even so, they are very careful not to need. Neil Spicer can be reached at [email protected] 7 LEGION By Scotti Mullen

An Alternity Supers VIllian race and consequently, they have only one religion of which human sacrifice is a major part. In addition,

LEGION LEGION Name: Legion because Jesus was a willing sacrifice, all persons Sex: N/A sacrificed had to be willing participants. Because Level: ? everyone “believes”, there were usually plenty of vol- unteers. All ability scores, actions per round, action check scores, unarmed combat damage, and skills depend They were working on Superspace theory just as we entirely on the host body. were. However, unlike our world, the government kept nothing secret. In fact, as the time for the first Flaws: test of their quantum tunnel approached, they held a Code of Honor: Legion will only use a sacrifice if the raffle to select the most honored sacrifice for this victim is a willing participant. event. The winner would not only be the sacrifice but Obsessed #3 (+3 penalty on all actions when trig- also immortalized in the history books. On the day of gered): Though Legion is, for all intents and pur- the event, the public was welcome to watch and/or poses, immortal and extremely powerful, it is so fo- participate any way they could, resulting in 2.5 million cused on gaining back physical bodies everything people virtually present to assist with whatever en- else is irrelevant. ergy they could provide, or to just watch the proceedings. FX abilities: With the energy calculations Massmind: Though this is the done and the sacrifice made only Supers FX skill Legion ready, the ritual began. has, it is fluent in all Mindwalk- ing and Faith FX skills. However, at the most critical moment, on our world, the Description: “accident” occurred. When Physically, Legion is composed one of the scientists blew of pure thought energy. through Superspace to this world, the additional energy It began on the last world of the flow into the matrix caused an Tangents campaign, overload on the quantum “Phantasms”. Legion’s world scale. There was an explosion was much like our own, except both physically and virtually. It that magic and science co- destroyed the entire building existed equally. What either and the bodies of everyone on could not do alone, they could the planet, not including the mostly do together. Therefore, scientist from our world, van- the world was a bit more ad- ished. In the aftermath, the vanced than our own, on the edge between PL6 and population found that they still PL7. Almost everyone had some minor FX skills or existed but had no physical bodies. Furthermore, all psionic abilities. They had even come up with ways the people connected virtually at the time of the ex- to store FX energy for later use. They created a sort plosion found that they remained connected in a sort of FX–virtual Internet. A person could log on and of mass mind. They found that they were unable to “Send” FX or psionic energy to assist in tasks or break the connection. Everyone knew everything spells around the world. The virtual property would about everyone else in the connection. Some lost allow them, in a sense, to be present during the ritual. their identities completely and became absorbed by the others. The rest (now a group of 1.9 million) be- Their theology was similar to our Christian theology; came a group consciousness. After two days, they they had a Jesus who sacrificed himself to save man- agreed upon a single goal: Find out what went wrong kind. He and his 12 disciples (a coven) were a major and find out how to undo it, if possible. force for good on this world. His sacrifice saved their

8 Scotti Mullen can be reached at [email protected] Information they gathered in the next couple of weeks: * All of their equipment was destroyed GRIDSITES GRIDSITES * Only the bodies of humans were destroyed By Jeff Ibach * All of the other people on the planet be- came the standard phantasms of the tangent Masque of the Red Death campaign. (with a few modifications) One of our first sites this month was put directly to use * Animals remained unchanged by my group this year. For a few sessions in the past * They could sense the living energy of any cor- we’ve played AD&D Masque of the Red Death (mostly poreal form within a certain distance. on Halloween) and it was always a great success for * They could move only short distances (1000 the atmosphere and roleplaying, but not necessarily feet) without a host (not true of the remaining the system. There was too much of a “heroic fantasy” population) feel to it at times. Then we played our first session of * They could still use their FX powers with others Dark*Matter. The Alternity system, as one of our play- in the group assisting and adding to that power. ers Cheryl puts it, “makes you feel mortal”. It certainly * They could enter a body (or host) and either added a stronger danger element. And so when AC “ride” along or actually take control. editor Jim Sharkey took his hand at Gamemastering a * They could only enter one host at a time Masque session, we used this site’s info to convert it * When they entered a host, they instantly be to Alternity. came aware of everything about that life form. http://aquela.com/roleplaying/Masque/alternity0.html * Because of the forces involved between our world and theirs, a small superspace bleed The Dark Matter Portal led from their world to ours. Dale Thurber’s excellent site offers a huge selection to peruse and a giant host of downloads (including It was at this point that the scientist from our world my Dark Matter fold-up figures and original adven- showed up at the site. Drawn to him, they wondered ture “The Kindred”). Notes on his games plus... why he was the only one on their world who had sur- Alternity stats for Mulder and Scully, who could ask vived. They entered him and found out the first part of for more?! their goal: what had happened (partly). They blamed our world for their misfortune (not unjustly). They de- www.metro.net/Thurber/darkmatter/darkmatter.htm cided to take revenge upon our world and do to it what we did to theirs. They hoped, however, to re- Hoffman Institute move the souls from our bodies and be able to enter “Special Investigations Division” the empty shells, thereby reclaiming bodies of their Not only is the site slick and appealing to look at, it’s own. Using the body of the scientist, they gathered loaded with some of the best Dark*Matter resources any technical equipment they could find and studied anywhere. The downloads page is jammed and there the superspace bleed. They found that it was healing is also a section on past and future missions sure to and would soon be gone. It was already too small to spur the imagination. allow for the entry of the scientist’s body, so they abandoned him, entered a rat, and came to our http://members.nbci.com/darkmatter00/index.htm world. Once in our facility, they traveled from host to The “official” Hoffman Institute Web Site host, “riding” them. They found out about the entire operation (and the heroes) in the several hours be- Someone at Wizards of the Coast went out of his way fore the party returned from their first mission. From to develop this site (or did he). The Hoffman Institute’s Dexter they found out about the Hoffmann Institute. real, original web site. They also found out that one of the doctors was the duplicate of their lottery winner-volunteer-sacrifice- http://www.hoffmanninstitute.org/ guy. What better synchronicity than to use the same FBI Freedom of Information Act page man for this sacrifice? They decided to tag along Here you will find hundreds of FBI files PDF’d and with the heroes to learn their strengths and weak- listed alphabetically for your perusal and inclusion in nesses. The foremost question for them, the mass your own Dark Matter games. mind now called Legion, was this: How do you get a decent, caring, law abiding citizen, a healer no less, http://foia.fbi.gov/alpha.htm to voluntarily sacrifice himself for the destruction of his own world? 9 Miscellaneous Mishaps By Dawn Ibach

Miscellaneous Mishaps: 10 Magnetic pod with metallic debris Solar Systems 11 Diffused cloud of paint/blood 12 Space fungi Space is infinite, but the space within a solar system is not. There is a good chance that the players may Table B: ManufManufacturedactured refuse find something odd on their radar or scanner. To de- 1 Space mine, live or dead termine if the players find anything during their trip, 2 Live weapon missile roll a d20 and add 1 to the die roll for every planet in 3Ship debris the solar system that is inhabited by spacefarers; any 4 Distress beacon, functioning or not rolls above 16 indicate an event. 5 Signal buoy, functioning or not 6 Flammable liquid or gas These tables can also be used in deep space, but 7 Storage cabinet, open/closed/locked limit the encounter to one every 1d6 to 1d12 days, de- 8 Smuggled goods pending on the population of the surrounding sys- 9 Pocket of jettisoned liquid chemicals tems. 10 Name plate of ship MISCELLANEOUS MISHAPS MISHAPS MISCELLANEOUS 11 Ship’s furniture 12 Entire ship (see Table D) Table 1: Encounter/Situation 13 Abandoned space station (See Table C) 1 Crew unrest 14 Crate(s) of supplies 2 Meteor 15 Ship’s graveyard 3 Refuse, organic (see Table A) 16 Ship’s communication relay 4 Refuse, manufactured (See Table B) 17 Planetary satellite broken from orbit 5 Satellite 18 Jettisoned ship engine core 6 Uncharted asteroid pocket 19 Ruined spacesuit (unoccupied) 7 Derelict spacecraft (See Table D) 20 Spacer’s broken weapon or tech tool 8 Gas pocket 9 System operations malfunction Table C: Space Stations 10 Mechanical operations malfunction 1 Police or Ranger station 11 Young folk joyriding 2 Medical or Research laboratory 12 Gambling cruiser 3 Space camp 13 Recreational cruiser 4 Farming community 14 Pirates/smugglers 5Penal colony 15 Global/Interstellar security 6 Video/Holo Center (movie sets/props) 16 Local or Private security 7 Repair Station 17 Space Station (See Table C) 8Health spa 18 Escape pod, occupied or empty 9 Substance Abuse Rehabilitation center 19 Boarding pod, occupied or empty 10 Vacation or Gambling resort 20 GMs choice 11 Private station, heavily guarded 12 Religious center Table A: Organic refuse 1 Ice Table D: Types of ships 2 Food remains 1Scout 3 Body, human, alien or animal 2Freighter 4 Medical waste 3 Capital ship (warship) 5 Pocket of jettisoned natural liquid or gas 4 Shuttle or transport 6 Corpse in funeral wrap 5Emergency or Rescue 7 Plant material or Seed Pod 6 Privateer 8 Diffused soil cloud 7 Militia 9 Broken glass field around small asteroid 8Fighter

10 Dawn Ibach can be reached at [email protected] FUTURETECH/SKILLS FUTURETECH/SKILLS By Derek Holland Gamma World Stokes Rifle Skin ripper: These microbes dissolve skin tissue. The stokes rifle looks like a flamethrower, but is On a CON feat check, a good or amazing result used to spray chemicals, diseases, and other liq- means no damage, an ordinary result does d3w, a uids. It is a favored weapon of the Shapers. Be- failure does 2d4+3w, and a critical failure does cause it fires liquids, all non-sealed armor has no d4m. effect (only bodytanks and enviro suits/armor are sealed). Only DEX modifiers affect the attack roll. Plant slayer: This ammo destroys cellulose - it has For every minute after the first, the target must con- no affect on an animal. A plant must make a CON tinue to make CON feat checks, but at a -1 step bo- feat check. A good or amazing result mean no dam- nus, cumulative per minute, for d4+1minutes. Note age, an ordinary result means d4w, a failure mean that none of the ammos are removed by water; d6+3w, and a critical failure means d2m. those that contain microbes can be destroyed with alcohol. New Gamma World Skills

Ammo types Strength SkiSkillslls Name Cost Profession Eye killer: This ammo is a chemical that destroys Weapon making 6 C cone and roll cell in the eyes. If the character fails a Crude Melee 3 C CON roll, he is blinded for life after d4 rounds. On a Advanced Melee 4 C critical failure, he is blinded after d3 phases. Crude Ranged 4 C Advanced Range 5 C Heart killer: This ammo is a chemical that only af- fects cardiac muscle. The character must make a Crude Melee allows the hero to create any non- CON feat check - on a good or amazing result there metal weapon; Advanced Melee allows the mutant is no effect, on an ordinary result the character to create any metal weapon. Crude Ranged allows takes d4w, on a failure the character takes d2m, the hero to create all muscle powered ranged and on a critical failure the character dies in d6 weapons except crossbows and Advanced Ranged minutes while suffering seizures. allows the hero to make primitive firearms and crossbows. Nerve slammer: This ammo is a chemical that causes nerves to misfire all over the body. If the Intelligence Skills character fails a CON feat check, he suffers sei- Name Cost Profession zures for 5d4 minutes. A critical failure increases Knowledge 3 CF the time to 10d6 minutes and the target takes 2d4w. Foraging 2 CF Fishing 1 CF Blood thickener: This ammo is the most common. It Hunting 2 CF is made of engineered bacteria that turns the blood into a thick paste. Treat the effects as a hemotoxin Foraging allows the hero to correctly identify edible (at a +3 step penalty and an incubation period of 5 plants and know how to prepare them. All three minutes). specialty skills allow the hero to collect the same amount of food as if he had the Survival broad skill. Slow killer: This ammo destroys the lymph system. The character must make a CON feat check. On a Derek Holland is on the staff of the all-Gamma World failure, the character takes d4w/day until death. On online magazine called The Apocalyptic Post. For a critical failure, he will die in d4 days. more information write: [email protected]

Name Skill Acc Md Range Type Damage Actions Clip sz Mass Cost

Stokes rifle Hvy- direct -1 F 6/12/30 see below as per ammo 2 15 24 3000+

Derek Holland can be reached at [email protected] 11 SUPPORTING CAST By Jeff Ibach

Maris Carnes Thuldan Citizen: CON max of 15 Thuldan Citizen: Mutation Drawback Points reduced Level 3 human female mutant Combat Spec by 1 (Bodyguard) STR 13 [+2] INT 10 Appearance DEX 9 WIL 9 Maris Carnes is slim but incredibly fit. She has dark CON 12 [+2] PER 8 skin and long, white-blonde hair. Her Milano GX CF Durability: 12/12/6/6 Action check: 13+/12/6/3 Bodysuit fit her like a glove. She’s not really a people Move: Sprint 22, Run 14, Walk 4, Easy Swim 2, Swim 4 person, she’ll not be offensive but finds idle conversa- # Actions: 2 Last resorts: 1 tion a waste and a distrac- SUPPORTING CAST CAST SUPPORTING Reaction score: Ordinary/2 tion. Perks: Great Looks, Ambidextrous Flaws: Infamy 2, Code Of Honor, Temper 4 History Attributes: Winning is everything, Worldly, Calm, Opti- Maris is a bodyguard for the mistic Thuldan Ambassador from Old Space on Bluefall in the Attacks Aegis system. She was Unarmed 6/3/1 +d4 LI/O Personal trained from an early age to d4+2s/d4+3s/d4+4s do her intended job and does Vorpal-BG Handblades 18/9/4 -d4 LI/O Personal it well. However, her client d6+3w/d6+4w/d6+5w has been stationed in the Pistol, 11mm ch 10/5/2 +d0 HI/O 10/20/80 Verge for over 2 years now d4+2w/d6+2w/d4+1m and the sights and attitude of this ‘free space’ is starting to Defenses appeal to a childhood she Milano GX CF Bodysuit d8-1/d8-1/d6 never had as her own. The opportunities for a career of Skills someone of her skills and ex- Athletics [13]-jump [14], body training [14]; Melee perience is quite a lure, and Weapons [13]-blade [17]; Acrobatics [9]-dodge [10]; each day she finds herself Modern Ranged Weapons [9]-pistol [10]; Stealth [9]- more and more succumbing shadow [10]; Vehicle Operation [9]; Movement [11]- to the call of adventure. race [12]; Stamina [11]-endurance [12], resist pain [12]; Knowledge [10]; Security [10]-protection proto- Adventure Hook cols [13], security devices [13]; Awareness [9]- The heroes are hired to steal intuition [10], perception [10]; Interaction [9]- something from Maris’ client, intimidate [11] the Thuldan ambassador. At one point she’ll be on to Mutations them, and thinks it’s an as- Advantageous Mutations sassination attempt. If explanations ensue, she dis- Improved Healing covers that the data to be stolen actually incriminates Improved STR her client of treason to the Thuldan Empire. While Mutations Drawbacks she’s swore to do her job regardless of moral issues, Thermal Intolerance this strikes a chord that allows her to escape (possibly with the characters) and find adventure on Notes her own terms. Combat Spec Action Check Increase: action check score increased by 3 Gear Combat Spec Situation Bonus of -1 to a selected skill Maris holds the ownership rights to her handblades [Melee-blades] which she designed herself, the Vorpal BG Hand- Thuldan Citizen: STR max of 15 blades. She keeps spares for emergencies. 12 Jeff Ibach is the publisher of Action Check. Artwork by Rich Keehn FUTURETECH 13 13 13 13

- - M 50,000 - M 12,000 M 110.2 M 4,040 525 M M 524.825 1.2 M By Brian DroletBy Brian Cruise Speed: 2 AU/hour FUTURETECH FUTURETECH 12,000 (+6000) (+6000) 12,000 Hull Pts. Pow. Req. Cost Pow. Req. Hull Pts. 1,200 1,200 M 235,500 +6,300 1,800 1,800 901 M 1,800 1,800 602 M 600 450 450 - 1,200 - 2,080 - 20 144 144 120 160 400 400 375 300 900 600 600 600 - 10 - 3 - 8 6 3 2 2 2 2 60 60 - 5 - 1 - 1 8 4 4 4 4 4 TSS118) Relentless (MDF

class Fortress Ship

Colossus Thuldan Imperial Navy Shipyards Colossus class Fortress Ship Ship Fortress class Colossus Shipyards Navy Imperial Thuldan System System TINS Heavy Neutronite Ltd. Quantec 300 pt. 6x Mass Reactors Industries Pratt 450 pt. 4x Induction Engines Quantec Ltd. Stardrive Autosupport 450 x Bunkrooms Crew 400x Quarters Crew 1040x 20x Cabins 6x Heavy Matter Beams 800 Beams Plasma Heavy 100x 800 4 Sponson mounted Super Tach Rifles 20x Bosun Gun 5x Fusion Bore Screen Particle 300x Bots Repair 600x Command Deck Flag Bridge 4x Launch Tower 6x Radio Transceiver 2x Laser Transceiver 2x Mass Transceiver Computer Core, Good 5x Fire Control, Good Tac Control, Good Nav Control, Good 8x Multiband Radar 4x Mass Detector 4x Spectroanalyzer 6 months $9 M every Cost: Refueling $304,216,995,000 Cost: 7 Total PL: (SHv) Heavy Super 94 Critical: 188, Toughness: Mortal: 375, Wound: 375, Stun: 14,240 Capacity: Personnel 12,000 Complement: Crew (En)* d8+1(+d6) (HI), d8+1(+d4) (LI), d8+1(+d4) Armor: factors power for 6,300 rated Power: 6 Mass Reactors factors power 1,400 to up store that 140 Accumulators Hatches: Standard (0 Dur) (0 Dur) Standard 1,561 Airlocks: -1 rating: Maneuverability 3Mmpp Acc: 1/round Maneuvers: Type: Hull Hull Armor Power Engine FTL Support Weapons Defense Command Sensors 14 14 14 14 FUTURETECH

Center Fore Port Fore ForwardFore Starboard Weapons 3 Super Tach Rifle (40/30) 112/112/56 ForeForward AuxiliaryCenter 1 Port Fore Forward 2 Weapons Forward Weapon Weapon distances. starfall without altering its on itsjourneys it ships with of worth Durabilityof points 1,200 maximum a carry can Relentless The Autosupport. including off, turned creases to 190lyifallpower points inthe accumulator systems are used, to 640lyifallother and are systems in- Ranges: rangeofStarfall The 50ly,normal butthis strikes, Relentless, has Ranges: a starfall Starfall designed quick for Miscellaneous Brig 3x ye Type: Area Effect Weapon Type Ama Good Ordinary Ama Good Type Weapon Effect Area Bore Fusion Gun Bosun +4 8/10/14 HI/SH Rifle Tach Super 2d8m/2d12m/2d8c En/L 2/4/8 0 Beam Plasma d12+3s/d6+1m/d6+3m Heavy Beam Matter Heavy En/H +3 4/8/16 2d6+1m/2d8+1m/2d8c Weapon Weapon Bore Fusion Zone Zone Aft 1 Starboard, 1 Port, 1 Weapons Forward, Bore 2 Fusion 5 Aft 5 Starboard, 5 Port, 5 Forward, 5 Guns Bosun 20 Starboard and Forward 1 Port, and Forward 1 Rifles Tach Super 4 100 Heavy PlasmaBeams 25Zero-Forward/Forward, 25 Zero-Port/Port Starboard 2 Port, Beams 2 Matter Forward, Heavy 2 6 Starfall Ranges: Starfall Ranges: Starfall 3x Radio Transceiver (2/3) (2/3) Transceiver Radio 3x (50/75) Screen Particle 25x Command Tactical (40/0) Clamps Docking 20x 250 Crew Quarters (500/0) 1 Crew (48/48) Beam Plasma Heavy 6x (24/24) Beam Matter Heavy (0/0) Mount Sponson (60/60) Autosupport 60x 200x Repair Bots (200/200) Mass Reactor (300/0) (48/48) Beam Plasma Heavy 6x (24/24) Beam Matter Heavy (0/0) Mount Sponson 13x Heavy Plasma Beam (104/104) (20/20) Gun Bosun 1 Weapons Acc. Range Range Type Acc. Damage** 140x Accumulator 120x Docking Clamps FabricationFacility Bay Sick 5x Sse System Range for Damage of Quality of Damage for Range 3d6m/3d4c/3d6c +3 En/SH 5/10/15 En/H +3 4/8/12 3d6w/3d6m/4d6m Firing Arc Arc Firing Beam 200m 400m 600m oprmn Compartment Starboard and Aft 1 Port, Aftand 1 Range for Damage of Quality Quality of Quality of Damage Damage for for Range Range Range for Damage of Quality of Damage for Range 25 Zero Starboard/Starboard, 25 Zero-Aft/Aft Zero-Aft/Aft 25 Standard Starboard/Starboard, Zero 25 Flag Bridge (3/0) (3/0) Bridge Flag 100x Crew Bunkrooms (300/0) 840/840/420 50x Particle Screen (100/150) 660/660/330 Super Tach Rifle (40/30) 112/112/56 2x Fusion244/244/122 Bore (120/150) 140 +1,400 240 - 4 2 10 - 6 - Hull Pts. Pts. Hull Req. Pow. Cost

System (Dur/Pow) (Dur/Pow) System

116/116/58 12.41 M 12.41 Mounts Dur *** Standard Standard Sponson Standard

FUTURETECH 15 15 15 15 840/840/420 408/408/204 650/650/325 1479/1479/740 350/350/175 846/846/423 408/408/204 1500/1500/750 850/850/425 1500/1500/750 (500/0) Quarters Crew 250x 20x Docking Clamps (40/0) Weapons 4 2x Heavy Matter Beam (48/48) (100/100) Bosun Gun 5x Fusion Bore (60/75) (200/200) Beam Plasma Heavy 25x (100/150) Screen 50x Particle 2 Auxiliary (300/0) Mass Reactor (150/150) Bots Repair 150x 60x Autosupport (60/60) 20x Docking Clamps (40/0) 60x Accumulator (60/0) (600/1800) Stardrive Computer Core, Good (60/60) 2x Multiband Radar (1/2) 2x (2/2) Mass Detector 2x Spectroanalyzer (2/2) (150/150) Autosupport 150x (4/2) Facility Fabrication (150/150) Bots Repair 150x 60x Autosupport (60/60) 20x Docking Clamps (40/0) (300/0) Bunkrooms Crew 3100x Crew (500/0) Quarters Crew 250x 3x Brig (6/0) 20x Docking Clamps (40/0) Weapons 5 2x Heavy Matter Beam (48/48) (100/100) Bosun Gun 5x Fusion Bore (60/75) (200/200) Beam Plasma Heavy 25x (300/0) Mass Reactor 4 Auxiliary 40x Accumulator (40/0) (100/100) Bots Repair 100x (100/150) Screen Particle 50x (900/900) Engine Induction 2x 60x Autosupport (60/60) (300/0) Bunkrooms Crew 4100x Crew (500/0) Quarters Crew 250x 5x Sick Bay (10/0) 20x Docking Clamps (40/0) 40x Accumulator (40/0) (100/100) Bots Repair 100x (100/150) Screen Particle 50x Laser Transceiver (1/1) Mass Transceiver (1/1) Tac Control, Good (1/0) 3x Multiband Radar(2/3) Mass Detector (1/1) Spectroanalyzer (1/1) (4/0) 2x Launch Tower 10x Cabins (10/0) 20x Crew Quarters (40/0)

Port Port Center (600/0) Reactors Mass 2x 1 Engineering Forward Center (100/150) Screen 50x Particle 3 Auxiliary Starboard Center Center Aft Starboard Aft Port Aft Center (300/0) Mass Reactor 5 Auxiliary Starboard Aft (300/0) Bunkrooms Crew Starboard 2100x Fore Crew 2x Induction Engine (900/900) 60x Autosupport (60/60) After Aft Port Weapons 6 Super Tach Rifle (40/30) 128/128/64 Sponson Mount (0/0) 6x Heavy Plasma Beam (48/48) 2x Bosun Gun (40/40) After Aft Center Battle Command Command Deck (10/0) 83/83/42 5x Fire Control, Good (5/0) Nav Control, Good (1/0) 3x Radio Transceiver (2/3) Laser Transceiver (1/1) FUTURETECH FUTURETECH Mass Transceiver (1/1) 3x Multiband Radar (2/3) Mass Detector (1/1) Spectroanalyzer (1/1) 2x Launch Tower (4/0) 25x Particle Screen (50/75) 10x Cabins (10/0) 20x Crew Quarters (40/0) After Aft Starboard Weapons 7 Super Tach Rifle (40/30) 128/128/64 Sponson Mount (0/0) 6x Heavy Plasma Beam (48/48) 2x Bosun Gun (40/40) Aft Weapons 8 Fusion Bore (60/75) 184/184/92 Bosun Gun (20/20) 13x Heavy Plasma Beam (104/104)

In line with the Empire’s straightforward military thinking, the Colossus class fortress ships have become a mainstay of the Thuldan fleet. With batteries of heavy weaponry, sturdy armor and additional defenses, these ships can survive almost any attack. Thuldan engineers stand by that claim by installing no escape pods or reentry capsules, relying instead on ship-to-surface (STS) shuttles that mount to the hull via docking clamps. There are currently five Colossus class ships in the Thuldan fleet: the Relentless, the Excalibur, the Imperius, the Overseer and the Zeus. The Relentless is a battle-tested model, having seen duty in the later stages of GW2. The Relentless is a spartan design, which allows it to carry over 2000 people beyond its crew comple- ment. These additional persons are usually ground troops, special forces, or even Thuldan Warlions. The Im- perius is the most lavish of the Colossus ships, and carries only a few hundred more than its crew complement.

The Colossus fortress ships are also equipped to carry a sizable fleet of support ships. A normal fleet consists of roughly a dozen Corvettes, five light carriers, a handful of scout ships and dozens of fighters, escorts and STS vessels. Even with all support vessels attached to its hull, the Relentless can easily cross starfalls of nearly 200 LY in distance, making the ships ideal for quick strikes deep into enemy space.

Despite what the name suggests, Colossus class fortress ships are not the largest of their kind, dwarfed by, among others, the Starcrusher class ships in the Rigunmor fleet.

* Figures in parentheses represent additional bonus to armor when the Particle Screen is operating. ** The damage track in Warships is Stun, Wound, Mortal, Critical *** These figures for Durability are not meant for combat under the rules presented in the Warships acces- sory; I provide them only for comparison with ships in the PHB and Starships books. Final analysis: Do not mess with a Fortress ship if at all possible!

The free Warships accessory from Wizard of the Coast will be available before October 31st at www.wizards.com

16 Brian Drolet aka Wiz0Durst can be reached at [email protected] UPLIFTING THOUGHTS 17 17 17 17 By Jim Sharkey Apatronymic is the namingconvention for clan of Clients and Patrons the listing involves It lines. consid- is generally It addressed. the being race usually address, type of formal very a be ered to cer-occasions, although reserved for diplomatic that. than more often tain it use races as The prefixes are follows: addressed. being race the – Indicates a are listed Patrons The Indicates aba – Patron. existence. in still oldest to the recent most from Retired Patron. or extinct absu an Indicates – of order in are listed These a Client. Indicates ul – began. their Uplift when ulu – Indicates an of extinct Retired Client. absu-Caltmour a-Tymbrimi be would example An ul-Tytlal. ab-Krallnith ab-Brma Uplift for Race PC A New — The Kanten a sophonts, vegetable of a race are Kanten The allies close are They civilization. in Galactic rarity avoid they friends, Terran their Like of Earthclan. are and Library, the Great on much too depending interested researchin Earthclan’s and fact check- Library. the of ing The Kanten areprobably Earth’s strangest allies, vegeta- a are They appearance. of terms least at and blue tall resemble two-meter that ble species in of crystal flakes tiny with sprouts broccoli green the when crystals tinkle These their branches. Kanten clustered They near are move. the largely as actmay and “head” the of top atblowhole the speech, for used is blowhole The receptors. light ap- alien their Despite intake. water some for and attrac- quite be to Kanten find humans pearance, way. own tive their in progress. and exploration in believe The Kanten with unpopular them makes sometimes this While conservative the more Linten,clans, which Clan So powerful. fairly is of, part a are Kanten the Uplifting Thoughts / The Kanten / The Kanten Thoughts Uplifting nymics nymics Jim Sharkeyis the editorof Action Check and can be reached for comment at [email protected] Uplifting Thoughts — Language and Patro- — Language Uplifting Thoughts different species of varieties enormous the to Due neces- became it society, Galactic comprise that standard languages. of a set be to there for sary in ranging languages, Galactic dozen a are There unimagi- in typically called, are They complexity. Galac- through One Galactic style, Galactic native tic Twelve. is languages these of feature important most The languages, Earthclan Unlike their exactness. in place no have metaphors and concepts vague prevent help To languages. standard Galactic misunderstandingsbetween races, it was impera- of Galactic out driven be terms imprecise tive that languages. A few of them aredetailed below. Gala binary One is language that all oxygen- the is It speak. to how breathing know sapients twelve. of the language simplest Descriptors trade language.a common Gal is Two as delivered or emphasized alternatively are (foolish) Any situation. on the asides,depending words, snide) (quiet, with addressed are people are trum- achievements righteous) (prideful, while hear. all to peted for Gu- the by used language whistling a is Three Gal bru. The verbsa in sentence are tripled, eachone are They the others. as same mostly the meaning clarity. for reiterated restated, repeated, growl of consisting language, a guttural Six Gal is Thennanin. It’sbyand ad- sibilant the used noises, empha- by apart set often are adverbs and jectives are description of words These sis. emphasized. importantly>

6/14 4/11 7/15 6/16 4/14 6/15 STR DEX CON INT WIL PER Ability Scores: lent. regular exposure to sunlight or something equiva- have oxygen-breathing must species, and most likeneed they do water eat. However, to need Because theyrely on photosynthesis, Kanten donot to all tests. Resolve tree-like ient, bodies, Kanten gain –1a step bonus natures totheir centered theirDue and calm, resil- tection of d6 (LI), d4 (HI), d4-1 (En). Kanten havenatural body armorthat providespro- environments. tion, and can last for extended periods, in these levels H1to H3. They need no protec-additional pheric level A2, pressure levels P1 to P4, and heat levels G1 to G3, radiation levels R0 to R3, atmos- their human allies. They are comfortable in gravity infortable a greater range of environments than toDue Kanten their physiology, are unusual com- Special Abilities: to material plenty allow of through light for feeding. part of their ships that is comprised of a glass-like sunlight for nourishment. There will always be a Kanten do not need to eat, but do need to process fight. ponents, on the occasions when they are forced to inherent intheir physiology makes them tough op- keeleven if allat possible. The naturaltoughness when necessary, theybut prefertoremain on an Kantenare capableof swift and decisive action nize their intellect and ability. recog- Library Galactic the of omniscience the tion that disagree with the Kanten philosophy of ques- well received by most other races. Even theones todeferential other most species.They usually are ways unfailingly polite, almosttothe point ofbeing quietenjoy are al- contemplation, Kanten and ers. Kanten are a calm race of philosophers and think- by thefanatics. unchallenged unlike Earthclan, theKanten’s heresies small go

their toes! on theheroes that kept powers unexplained magic-like had StarTrek Even game. science” “heavy running a ifyou’re using iteven away from shouldn’t scareyou and thisbook unexplained ‘abilities’. Theitems in alienpowers leftover with strange isteeming the planet World, InGamma rules. these with asnap is campaign powers. thatusespecial Externals there arealreadyaliensinthe Creating fans, Star*Drive For unexplained. and more special tively low more magicof thatwith therela- Even iseverywhere. ration foradventure world, to it just fit makes Dark*Matteryou unlimited inspi- potential. For fans, the each power specific hands athand these rules having you’rerunning, paign cam- Whatever phenomena. supernatural and powers, nichesalien supervillians,and priests, alternate superheroes in and druids andwizards, tocreate sorcerers Alternty your youusing creativity. Carefully rulesinstantly have laid to comes it when best friend a GM’s be even might and FX TO GUIDE BEYOND SCIENCE: A World isit. Gamma Alternity expected, you than lotmore you a give Alternity will that buy for good a for If you’relooking creature collection handbook races, character and new creatures 25 over containing chapter a With Alternity. of game assistant likeabeginner’s more theirchoices. make helpthem skillto sule ofeach cap- easy-to-read ashort, they’llsee and Gamma World in Skills chapter 10-page the them Hand overwhelmed. Skills chapter oftheAlternity PHB they’relikelytobe and the players new Hand here!). are armor and weapons thinking fantasy Alternity all campaign: an the ofrunning handbook equipment an like stats, full with andequipment armor, weapons, ranged weapons, melee new of dozens and dozens setting, nity book Gamma World. playing Iwasn’t evenif it, having not imagine Ican’t but Worldcrew, oldGamma from the with mixedreactions met was edition5th World itsvalue.timated Gamma in World shouldnotbeunderes- Alternity Gamma enough, WORLD GAMMA ALTERNITY game. Alternity foryour use ofthem best the make missed and ofthegemsyoumayhave some time tolookbackon it’s conversions, todod20 wish usthatdon’t those of for and a close, With theAlternityproductlinealmostat BEYOND SCIENCE: A GUIDE TO FX. FX is astounding, astounding, FXis FX. TO GUIDE A FX SCIENCE: TO GUIDE BEYOND SCIENCE: A BEYOND be stressed WORLD Itcan’t WORLD. GAMMA ALTERNITY GAMMA ALTERNITY BEYOND SCIENCE: A GUIDE TO FX TO GUIDE BEYOND SCIENCE: A WORLD GAMMA ALTERNITY . With over 120 new mutations to use in any Alter- any tousein new mutations 120 . Withover SOURCEBOOKS

How toget the mostout of it’s more like a mutationsit’s more handbook likea Alternity Sourcebooks It’s more like post-apocalyptic a hand- By Jeff Ibach Ibach By Jeff . (special note to anyone notetoanyone (special to get players into the the into get players to it’s more like a

it’s more . With . With It’s ALTERNITY NEWS 19 19 19 19

. They are ANDROMEDA ANDROMEDA: The show is is show The ANDROMEDA: ANDROMEDA Andromeda Ascendant Andromeda http://www.andromedatv.com/ http://www.fox.com (link to Dark Angel) By Jeff Ibach Action Check Back Issues now available! http://www.wizards.com/alternity/downloads.asp Television inspiration for Alternity games Alternity for inspiration Television DARK ANGEL DARK ANGEL DARK GENE RODDENBERY’S GENE RODDENBERY’S when they finally escape they find that their civiliza- their that find they escape and 300 years, about by a black for hole trapped finally they when tion, the Systems Commonwealth, has crumbled into war. and civil chaos At its the height Systems Com- monwealth included 10,000 systems star (and/or six across spread worlds) member 1,000,000 to close Ma- and Greater Lesser the Milky Way, (the galaxies Andro- and galaxy, Andromeda the Clouds, gellanic two Syndicated galaxies). smaller meda's companion series, check local listings for showtimes. All we can say is it’s NOT Star Trek, but a great breath of fresh air inthe sci-fi market with a great premise for story possibilities. At long it last, seems there is a forhost Alternity Ac- tion Check back issues available on the web, and we’re proud announceto it is Wizards of the Coast! [email protected] had been asked dozens times issues a weekof to send back to out individual subscribers, and new athis new link ensureshould common home for Action Check back issues for all. DARK ANGEL ANGEL:DARK post-apocalyptic In America, is life what you make of it--and for a select few, life depends en- Max is made you're a genetically what of. on humanhanced prototype herwho escaped military Pacific the roams she as Now, a child. handlers Northwest searching for others like herself--those who almost x- an a littlehave faster, stronger, a little are night- by inexplicable haunted are and vision ray uncontrolled corrupt, the survive she Can mares. landscape? And can she elude those who are des- perate to reclaim her? For this dark angel, anything is possible. This futuristic sci-fi9 series airs Tuesdays at a it’s still World, not Gamma While FOX. C on PM/8 environment. campaign fascinating GENE RODDENBERY’S ANDROMEDA GENE RODDENBERY’S set in the future and follows the adventures of Captain Dylan Hunt played by Kevin Sorbo, and his crew on the starship ALTERNITY NEWS NEWS ALTERNITY

h h: This Dark*Matterh: h supplementis Jeff Ibach is the publisherof Action Check and can be reached at [email protected] mass_battlesystem.htm What’s New for Alternity? New for What’s http://members.nbci.com/savoylen/massbattle/ http://www.wizards.com/stardrive/Ext_Intro.asp http://www.wizards.com/darkmatter/FinalChurch.asp http://www.wizards.com/darkmatter/FinalChurch.asp The Externals The Externals The Churc Churc Final The Final The Alternity Battle SystemAlternity Battle System be may out, going Alternity, rejoice! Alternity of Fans us and leaving a celebration, out with but it’s going with material to play for years to come! source- web-enhanced on-line This Externals: The Externals The book immediately met with applause on the various Wizards the of boards. lists and message mailing Coast really put their hearts into this one. More thana PDF file (although that’s there too), it contains over 51 an Alternity game, use your for and in maps images (instantly computes dice roller based rolls on Control and Situation calculator to in-dice) and a Starfall determinestantly travel times and between distances the stars of the Verge in Star*Drive. It’s loaded with new alien threats and stats, never-before-seen equip- ment to spice up the danger, and super advice on running an interstellar war. It also has new psionic it un- downloading, it’s done When abilities. FX and for It sells material. of worth 10 megs about to packs $12.95. Church Churc Final The Final The and it’s Coast of Wizards the every- from available New ca- more. much and that promised was thing reers, new powers, lots of new creatures, and a full treatment of demonic cults with plot hooks galore. to is and book fuels the read fascinating for The fire many adventures. Half the book is dedicated to a full- sized Dark*Matter adventure. It looks like lots of re- search and a love for Dark*Matter went into the rec- ipe for this one. The creatures alone are invaluable giving GM-friendly, also very It’s any campaign. to It’s a B&W, all levels. of adversaries for stat blocks a hard your meg over aon little that’s PDF 100 page $9.95. for sells It drive. Alternity BattleAlternity System: Battle worth It’s System noting to Star*Drive that fans a streamlined mass combat system was in- cluded in The Externals for determining victors in also are and land There battles. space massive for Alternity by created rules mass miniatures combat docu- PDF downloadable a free Len. It’s Savoy fan 700k. about that’s ment