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ADVENTURES IN THE 4TH DIMENSION

By Mark D. Acres

www.goblinoidgames.com
FOREWORD
In 1984 three employees of Tactical Studies Rules (TSR) broke away to found their own company, Pacesetter. With
Mark Acres , Troy Denning, and Stephen Sullivan at the helm Pacesetter would go on to release four role-playing games,
CHILL, TIMEMASTER, Star Ace, and Sandman. Pacesetter designed one of the first percentile chart-based systems as
their house system, which came to be known by fans unofficially as the "Action Table" system.
I feel very fortunate that through Goblinoid Games I can now release TIMEMASTER again, to help carry that legacy
forward. Time travel games generally seem to be a tough sell. How do you handle paradoxes? Do you need a history
degree to design adventures? One of the strengths of TIMEMASTER is that it presents not just a coherent set of "laws" of
time travel, but those laws are also very playable. The setting is definitely a product of its time. There was a period in the
early history of role-playing games when settings were designed to give you just enough information to get you started,
not hundreds of pages of setting material that is difficult to keep track of much less use in play. In TIMEMASTER,
referees can fill in additional details as needed. There is a vast swath of history undescribed between when the game was
written, the 1980s, and the distant future from which the Time Corps originates. Referees can invent their own versions
of future history, without the need to maintain any kind of fidelity with real history or a set-in-stone timeline.
TIMEMASTER also incorporates alternate universes, so that if you don't want to be bound by "real" historical events it is
easy to place adventures in alternate timelines of your own design. Or, just as easily, use "our" history but under the
philosophy that historians don't know everything, so there is no need to worry about getting all of the minute details of
the past "right".
If you are returning to this game after a long hiatus, I hope you enjoy the new interior art by Mark Allen. The original
game used mostly public domain art for the interior, and I wanted to give the book something fresh for its new release.
If you are new to TIMEMASTER, welcome to a unique game that was innovative for its time, both in setting and system.
The Action Table system is different from contemporary RPGs, but I'm confident that you will appreciate its elegance as
you see how it is implemented. Welcome to the 4th dimension!
Dan Proctor, September 2011

Special thanks go to the original Pacesetter crew, Mark Acres, Troy Denning, Andria Hayday, John Ricketts, Gali Sanchez,
Carl Smith, Garry Spiegle, Stephan D. Sullivan, and Michael Williams.

Original Design Concept: Gali Sanchez, Garry Spiegle


Design: Mark D. Acres
Additional Design and Development: Andria Hayday, Carl Smith
Writing, Editing, Graphic Design: Andria Hayday
Additional Editing: Michael Williams, Daniel Proctor
Art Direction: Stephan D. Sullivan
Additional Art Direction: Daniel Proctor
Cover Painting: Jim Holloway
Interior Illustrations: Mark Allen
Typesetting: Gaye Goldsberry
Additional Typesetting and Layout: Daniel Proctor
Invaluable Assistance: Troy Denning
Playtesting: Keith Erwin, Michael J. Smith

TIMEMASTER, TIMEMASTER logos, Pacesetter System, and Pacesetter logo are trademarks of Daniel Proctor. Copyright
1984, 2011, 2012 Daniel Proctor. Some interior illustrations Copyright 2011 Mark Allen, used under license.


TABLE OF CONTENTS
BOOK 1: TRAVELER’S MANUAL DECLARATION .................................................................................22
THE GAME .......................................................................... 5 WHO GOES FIRST? ..........................................................................23
WHO CAN PLAY? ............................................................................... 5 Within Each Round: Initiative ....................................................23
WHAT IS A ROLE-PLAYING GAME? ................................................ 5 Within Each Step .........................................................................23
WHAT’S IN THIS BOOK? .................................................................. 5 PARANORMAL TALENTS IN COMBAT .........................................23
USING DICE ....................................................................................... 5 Willpower Loss.............................................................................23
THE CM ............................................................................................... 6 MISSILE COMBAT ............................................................................24
THE CHARACTERS ............................................................................. 6 Skilled vs. Unskilled Attacks .......................................................24
ABILITIES, SKILLS, AND TALENTS ................................................... 6 Sighting .........................................................................................24
SCORES ............................................................................................... 6 Missile Attack Modifiers ..............................................................24
CHECKS ............................................................................................... 6 Defensive Missile Attacks ............................................................26
General Checks .............................................................................. 6 Missiles into Melee ......................................................................26
Specific Checks on the Action Table ............................................ 6 Automatic Rifles ...........................................................................26
ADVENTURES AND SIGNIFICANCE ............................................... 7 Shotguns .......................................................................................26
USING MAPS ...................................................................................... 8 Hand Grenades ............................................................................26
LEARNING TO PLAY .......................................................................... 8 Miscellaneous Thrown Weapons ...............................................27
EXAMPLE OF PLAY ............................................................................ 8 MOVEMENT ......................................................................................27
Keeping Track of Movement.......................................................27
WELCOME TO THE CORPS ................................................... 9
Movement Rates ..........................................................................27
THE ADVENTURE BEGINS................................................................ 9
Hindered Movement ...................................................................27
Parallel Identification ......................................................................... 9
Multiple Characters in One Space .............................................28
THE HISTORY OF THE CORPS......................................................... 9
Leaping and Jumping ..................................................................28
PREPARING FOR THE MISSION ....................................................10
MELEE ................................................................................................28
TIME TRAVEL PROCEDURES .........................................................10
Unskilled Melee ...........................................................................28
THE BASIC LAWS OF TIME TRAVEL ..............................................11
Melee Modifiers ...........................................................................28
THE LAW OF IDENTITY ..................................................................11
Escaping from Melee ...................................................................28
THE LAW OF PRESERVATION ........................................................11
Melee Restrictions ........................................................................29
The Grandfather Paradox.................................................................11
DAMAGE FROM COMBAT ..............................................................29
THE LAW OF THE TIME BARRIER..................................................11
Effects of Damage ........................................................................29
THE LAW OF DEATH .......................................................................12
Critical Wounds ...........................................................................30
RANK AND GRADE ..........................................................................12
RECOVERY AND HEALING ............................................................30
TIME CORPS REGULATIONS .........................................................12
Healing Wounds ..........................................................................30
Regulation 1 .................................................................................12
SPECIAL DAMAGE ...........................................................................30
Regulation 2 .................................................................................12
POISONS ...........................................................................................31
Regulation 3 .................................................................................12
ARMOR IN COMBAT .......................................................................31
Regulation 4 .................................................................................12
How Armor Works ......................................................................31
Regulation 5 .................................................................................12
Crumpled Armor .........................................................................31
Regulation 6 .................................................................................12
Penetration Bonuses ....................................................................31
Regulation 7 .................................................................................12
Hits to the Arm or Hand .............................................................32
Regulation 8 .................................................................................12
Hits to the Head ...........................................................................32
VIOLATIONS .....................................................................................12
Called Shots Against Armor........................................................32
CHARACTERS .................................................................... 13 Shields...........................................................................................32
THE CHARACTER SHEET ................................................................13 Stamina Costs of Armor ..............................................................32
HOW TO CREATE A CHARACTER .................................................13 VEHICLES IN ACTION ....................................................................32
THE EIGHT BASIC ABILITIES .........................................................14 Driving Capability .......................................................................32
ABILITY CHECKS ..............................................................................16 Accidents.......................................................................................32
ABILITY CHECK RESULTS KEY .......................................................17 HORSES IN ACTION........................................................................33
BACKGROUND NOTES...................................................................17 Obstacles to Mounted Movement..............................................33
CHARACTER ADVANCEMENT .......................................................18 HEAVY WEAPONS .............................................................. 34
Significance Checks ..........................................................................18
THE NEW GROUND SCALE ...........................................................34
Bonus Success Points...................................................................19
USING THE COUNTERS .................................................................34
Using Success Points ...................................................................19
What the Counters Represent .....................................................34
Character Rank and Grade ...............................................................19
FIRING HEAVY WEAPONS .............................................................36
Violations and Punishment .............................................................19
Heavy Weapons Modifiers..........................................................36
BASIC ACTION .................................................................. 20 Target Types ..................................................................................36
GAME TIME .......................................................................................20 Armor Modifiers ..........................................................................36
SURPRISE ..........................................................................................20 Vehicle Targets .............................................................................36
Surprise Checks ............................................................................20 VEHICLE FIRE RESULTS ..................................................................36
FIELD OF VISION .............................................................................20 Vehicle Destruction Checks ........................................................36
Watching Behind .........................................................................20 Firing SPGs ...................................................................................37
SEQUENCE OF PLAY DURING A ROUND ...................................21 Firing Mortars...............................................................................37
The Sequence of Play...................................................................21 Optional Tank HE Fire ................................................................37
COMBAT PROCEDURE ...................................................................21 Flamethrower Fire........................................................................37
Combat Procedure.......................................................................21 VISIBILITY .........................................................................................38
Called Shots in Combat ..............................................................22 MOVEMENT RATES .........................................................................38
Helpless Defenders ......................................................................22 MELEE ................................................................................................38
LEARNING THE SEQUENCE OF PLAY ..........................................22 Melee Against Vehicles ................................................................38
AIRCRAFT AND SPACECRAFT ....................................................... 39 Direct Action Checks ................................................................... 66
The Counters................................................................................ 39 DIRECT ACTION RESULTS ............................................................. 67
Dogfighting .................................................................................. 39 SPECIAL NPC REACTIONS ............................................................. 67
Dogfighting Options ................................................................... 39 Intrigues ....................................................................................... 67
DOGFIGHT MANEUVER RESULTS KEY........................................ 40 BRIBERY ............................................................................................ 67
Anti-Aircraft Fire .......................................................................... 41 LEGAL PROBLEMS ........................................................................... 67
ANTI-AIRCRAFT FIRE RESULTS KEY ............................................. 41
Bail-Outs and Crashes ................................................................ 41
Air-To-Surface Combat ............................................................... 41
BOOK 2: GUIDE TO THE CONTINUUM
Surface-To-Air Attacks ................................................................. 42
BATTLES ........................................................................... 43 GUIDE TO THE CONTINUUM.............................................. 69
CONTROLLING SIDES .................................................................... 43 PROLOGUE ...................................................................................... 69
SKIRMISHES ..................................................................................... 43 HOW TO USE THIS SECTION ........................................................ 69
Ground and Time Scale for Skirmishes..................................... 43 Who Can Use This Book............................................................. 69
Troops Firing At Troops .............................................................. 43 A Place To Start ............................................................................ 69
BATTLE FIRE RESULTS KEY ............................................................ 43 MILITARY FORMATIONS................................................................ 70
Morale Checks In Skirmishes ..................................................... 43 Linear Formation ......................................................................... 70
Rally .............................................................................................. 44 Tactical battle Formations .......................................................... 70
Elimination .................................................................................. 44 Changing Formations ................................................................. 71
Troops Firing At Characters ........................................................ 44 EARTH: 7192 .................................................................................... 71
Characters Firing At Troops ........................................................ 44 THE DEMOREANS ........................................................................... 72
Characters Firing At Characters.................................................. 44 Know Your Enemy ...................................................................... 72
MOVEMENT IN SKIRMISHES ........................................................ 44 Demorean Life ............................................................................. 72
MELEE IN SKIRMISHES................................................................... 45 Spotting Demoreans ................................................................... 73
TACTICAL SCALE BATTLES............................................................. 45 Demorean Defectors ................................................................... 73
GROUND AND TIME SCALE.......................................................... 45 Demorean Schemes .................................................................... 73
SEQUENCE OF PLAY ....................................................................... 45 Wrapping it Up ............................................................................ 74
ROLE-PLAYING IN TACTICAL BATTLES ....................................... 45 ATHENS: 5TH CENTURY B.C. ........................................................ 74
FIRE ATTACKS .................................................................................. 46 Military Summary........................................................................ 75
MOVEMENT IN TACTICAL SCALE BATTLES ................................ 46 Political Summary ....................................................................... 76
MELEE IN TACTICAL SCALE BATTLES .......................................... 46 Major NPCs .................................................................................. 76
Cavalry and Chariot Charges ..................................................... 46 ROME: 61 B.C. - 37 A.D................................................................... 76
Tank Overruns ............................................................................. 46 Military Summary........................................................................ 78
Troops and Characters in Melee ................................................ 46 Political Summary ....................................................................... 78
Melee Modifiers ........................................................................... 46 Major NPCs .................................................................................. 79
LEADERS ........................................................................................... 46 ANGEVIN ENGLAND: 1154-1216 ................................................. 79
SKILLS .............................................................................. 47 Military Summary........................................................................ 81
SKILL LEVELS .................................................................................... 47 Special Notes................................................................................ 82
SKILL SCORES .................................................................................. 47 Political Summary ....................................................................... 82
WILLPOWER AND STAMINA ......................................................... 47 Major NPCs .................................................................................. 82
SKILL CHECKS ................................................................................. 47 TUDOR ENGLAND: 1509-1603 ..................................................... 83
EXCLUSIVE SKILLS .......................................................................... 47 Military Summary........................................................................ 85
SKILL DESCRIPTIONS ..................................................................... 47 Artillery ......................................................................................... 85
UNARMED MELEE SKILLS .............................................................. 47 General Rule ................................................................................ 86
ARMED MELEE SKILLS .................................................................... 49 POLITICAL SUMMARY .................................................................... 86
SPECIAL WEAPONS SKILLS............................................................ 50 Major NPCs .................................................................................. 86
MOUNTED SKILLS .......................................................................... 50 NAPOLEONIC FRANCE: 1804-1815 ............................................. 87
MISSILE WEAPON SKILLS .............................................................. 51 Military Summary........................................................................ 88
HEAVY WEAPON SKILLS ................................................................ 52 Political Summary ....................................................................... 89
NON-COMBAT SKILLS: THE STUFF OF LIFE ............................... 52 Major NPCs .................................................................................. 89
PARANORMAL TALENTS ..................................................... 58 FRANCE, 1940-1944 ........................................................................ 89
Military Summary........................................................................ 91
WILLPOWER AND PTs .................................................................... 58
Political Summary ....................................................................... 91
HUMAN PARANORMAL TALENTS ................................................ 58
Major NPCs .................................................................................. 91
DEMOREAN PARANORMAL TALENTS ......................................... 61
EVENT WINDOW TIMELINES........................................................ 92
TOOLS OF THE TRADE ....................................................... 63 Athens: 5th Century B.C. ............................................................ 92
BASIC TRAINING ............................................................................. 63 Rome: 61 B.C.-37 A.D. ................................................................ 92
EQUIPMENT ..................................................................................... 63 Angevin England: 1154-1216 A.D. ............................................ 92
Disguise ........................................................................................ 63 Tudor England: 1509-1603 ........................................................ 92
MONEY ............................................................................................. 63 Napoleonic France: 1804-1815 ................................................. 92
TIME CORPS COMMUNICATOR .................................................. 63 France 1940-1944 ....................................................................... 93
TIME CORPS STUNNER .................................................................. 64 EARTH HISTORY TIMELINES ......................................................... 93
ELECTRONICS KIT........................................................................... 64 RUNNING TIMEMASTER ................................................................ 94
MEDICAL KIT ................................................................................... 64 Settings ......................................................................................... 94
BODY SUIT ....................................................................................... 64 Scenarios ...................................................................................... 94
THE CHRONOSCOOTER ............................................................... 64 Game Balance .............................................................................. 95
RENEGADE TIME-TRAVEL MACHINES ........................................ 64 Campaign Play............................................................................. 96
THE PEOPLE YOU MEET ..................................................... 65 The Most Important Rules .......................................................... 96
MAJOR AND MINOR NPCS ........................................................... 65 SUGGESTED READING................................................................... 96
NPC STATISTICS .............................................................................. 65
NPC REACTIONS ............................................................................. 66
Situation Checks .......................................................................... 66
TRAVELLER’S MANUAL CHAPTER 1

CHAPTER 1: THE GAME


Welcome to the Fourth The Travelers' Manual is the first different ways; they're much handier
Dimension. TIMEMASTER section of this book, and contains than six-siders!
is a role-playing game that information about how to play the Take a second to roll a die. The
takes you anyplace, game. Read this section first, before number that comes up on top is the
anytime. You'll find you start your mission as a time- number you’ve rolled. If the number
everything history has to traveler. rolled is a "0," read it as "10" instead.
offer, from intrigue in the social The TIMEMASTER Guide to the Now roll two or three dice and
arena to excitement on the greatest Continuum is the second section and add them together. Remember that
battlefields! As you play the role of a contains information about people, any roll of "0" counts as "10," so
Time Corps agent, you join an elite places, and times...even a few aliens. rolling a "5," a "0," and a "2" would
organization whose job is to travel The Continuum (pronounced "Cun- produce a result of 17 (5+10+2=17).
through time, protecting history. Of tin-yoo-um") is everything that was, These types of rolls are called rolls of
course, your enemies—the time- is, and will be. It's all places at all d10. The small letter "d" stands for
traveling aliens and renegades— times. "dice," and the "10" indicates that ten-
intend to make your mission a tough In addition to this core rules sided dice are being rolled.
one. book, the adventure scenario, "Red Often, the rules will require you to
Ace High" is a 16-page adventure roll "1d10," or "2d10" or "3d10."
WHO CAN PLAY? especially designed to introduce new These abbreviations mean to roll one,
Anyone who would enjoy the players to the TIMEMASTER game two, or three dice and add the results
mystery, intrigue, and action-packed system. This adventure is provided as together to get your final result.
adventures of time-travel will enjoy a free download from our website, The dice can also be used to roll
playing the TIMEMASTER game. In www.goblinoidgames.com. The percents; that is, to roll numbers
general, players should be at least 12 download contains maps and between 1 and 100. When percents
years old. Two to nine people can counters that can be printed at your are being rolled, only two dice are
play, but groups of four to seven convenience. The counters may be used and the dice are read differently:
players usually have the most fun. useful for other adventures of your one is read as the "tens" die and the
own design. For now, set the other die is read as the "ones." Rolls
WHAT IS A ROLE-PLAYING adventure aside; most of it should be of "0" are read as "0," not "10." If both
GAME? read by one special player, whom dice come up "0," the result is read as
As children, most of us played "make you'll choose later. (When you're "100."
believe." We played cowboys and ready for more adventure, be sure to Try rolling a few percents. First,
Indians, soldiers and doctors, Tarzans look for other TIMEMASTER decide which die will be the tens die
and Janes—whatever we wanted to be. adventure scenarios published and which will be the ones die. Now
Now and then, a few arguments came separately by Goblinoid Games.) roll both the dice. If, for example,
about: Harry said he shot George, but you roll a "5" on the tens die and a "1"
George claimed he ducked just in on the ones die, you have rolled "51."
time. But besides the occasional spat,
"make believe" was a lot of fun.
Role-playing games offer a more
adult way to make believe. You still
pretend to be somebody else, but a
few rules have been added to guide
the action and build in fairness. The
rules help players decide whether
Harry really shot George, or whether
Harry missed. A roll of "5" on the tens die and "0" on
USING DICE the ones die would be "50," while a
WHAT’S IN THIS BOOK? TIMEMASTER dice differ from roll of "0" on the tens die and "5" on
ordinary dice; instead of six sides, the ones die would be "05" or just
Before you start traveling through
these dice have ten. Each side has a plain "5." Remember, a roll of "00" is
time, you should get familiar with the
number ranging from "0" to "9." Ten- read as 100.
necessary equipment: the contents of
your TIMEMASTER game. sided dice are used in several

5
CHAPTER 1 TRAVELLER’S MANUAL

THE CM can see, the agents have plenty to action turns out, when the outcome is
handle. in doubt.
In every group of players, one player Here's where scores come in
must separate himself from the ABILITIES, SKILLS, AND
handy. Jumping across a ravine? That
others and play a very special role in TALENTS
requires Agility. Mira's player rolls the
the game. This player is called the Every character in the TIMEMASTER dice, and compares the result to
"CM," which stands for "Continuum game has eight Basic Abilities: Mira's Agility score: she makes an
Master." During a game, the CM does Strength, Dexterity, Agility, "Agility check." Finding a needle in a
not pretend to be one character, as Personality, Willpower, Perception, haystack? That requires Perception.
the other players do. Instead, the CM Luck, and Stamina. These eight Mira's player rolls the dice, and
gets to play all the people, aliens, and Abilities are the core of every compares the result to Mira's
animals that the other players meet in character; like human qualities, they Perception score; she makes a
their roles as agents. The CM also acts tell us what the character is all about. "Perception check." Obviously, dice
as referee; he or she applies the rules Chapter 3 tells more about the Basic rolls are important here, so be sure
of the game and guides the other Abilities. you've read the section above called
players through the adventures. In In addition to Basic Abilities, "Using the Dice."
effect, the CM "runs" the game. characters also have skills. Abilities
General Checks
come naturally, but skills must be
THE CHARACTERS A general check is a percent roll to
acquired. Examples include Martial
Every person or alien in the Arts, Investigation, and Disguise. See find out whether a character can do
TIMEMASTER game is called a Chapter 7 for more information on something difficult. It gives yes or no
character. The characters portrayed by skills. answers: yes, she does it; no, she
each player except the CM are called Player characters and aliens in this doesn't. All general checks work like
player characters—PCs for short. game have paranormal talents— this: if the percent roll is higher than
Characters played by the CM are special talents of the mind that go far the score being checked, the character
called non-player characters—NPCs beyond the ordinary. "Ignore Pain" fails. If the roll is lower than or equal
for short. and "Memory Restoration" are two to the score, the character succeeds.
Player characters are people from examples. Characters come by some Let's say Mira wants to walk across a
throughout Earth's history who are talents automatically; others they narrow beam—an action that requires
strong enough to time-travel and have to learn. See Chapter 8 for more Agility. The CM thinks that's hard to
worthy enough to join the Time information on talents. do, so he or she asks the player to
Corps. The Corps is an elite make a general check against the
SCORES character's Agility score. The player
organization, based in the 72nd
Century, that fights to keep history In the real world, people differ; makes a percent roll. If the player
safe. The Corps protects many worlds certain qualities are strong, others rolls a number equal to or less than
in the Continuum, but player may be weak. They perform some the character's Agility score, the
characters serve under the Earth skills like an expert, others merely character can walk across the beam. If
Specialty Division. What better place "well enough." In the TIMEMASTER the player rolls a number higher than
than their own planet? Only their game, characters differ, too. They the character's Agility score, the
knowledge of Earth's ways can help have a score for each Ability, which character cannot walk across the
them conquer their worst enemies: tells how strong that Ability is. They beam; she falls off!
the Demorean aliens. also have scores for skills and talents, Specific Checks on the Action Table
The Demoreans are NPCs that which show how well the character
can use them. Most scores range from Sometimes players need to find a very
come from another part of the specific result—such as how much
Continuum. Passing themselves off about 20 to 100.
injury an attack causes, or how many
as humans, they sneak into Earth's CHECKS clues a character notices. In these
past and attempt to change the way During the game, characters put their cases, a general check is not enough,
history happened. They pose as Abilities, skills, and talents to use. and players must make a specific
anything from a president to a Some things, they can do check to find results. Specific checks
peasant—whatever they think will do automatically, no matter how low use the TIMEMASTER Action Table to
the trick. And why? Because if they their scores may be. But characters find the exact outcome of an action.
make enough changes, they can can't do everything they try Take a look at the table on the Guide
control the entire Continuum. automatically; if they did, the game to the Continuum’s back cover. Then
If the Demoreans are the agents' would be no fun. So when Mira the read the steps below to learn how to
worst enemies, then the renegades are agent wants to leap across a ravine, or make a specific check.
serious pests. Renegades are early find a needle in a haystack, she must 1. The player rolls a percent and
time-travelers who gallivant through put her scores to the test, and make a compares it to a score—just as if he
history, messing things up. As you "check" with the dice. Checks are were making a general check.
percent rolls that determine how an
6
TRAVELLER’S MANUAL CHAPTER 1

2. If the dice roll is higher than the reaches the column found in Step 5. the defense column underneath the
score, the character fails. If it's equal The letter code that lies in the box blue "5."
to or lower than the score, the shared by each one shows the result The CM cross-indexes the 10-29
character succeeds, and the player of the attack. row with defense column 5, and finds
goes on to Step 3. 6. Finally, the CM finds the an "M" on the Action Table. In this
3. The player subtracts the meaning of the letter code, using one example, the CM would look for the
number rolled on the dice from the of the "result keys" in the game. The "M" in the Armed Combat Results
value of the score being checked. rules explain which one. Key, and apply the results for a
Then the player finds the difference "Medium Wound." Don't worry about
Example: Bob, another agent,
on the Action Table, in the ranges using the keys just yet; for now, you
throws a rock at an alien. The CM
listed under "Attack Margin." These only need to understand the basic
asks Bob to make a specific check
ranges are printed in red. The row procedure: rolling a specific check
against his Dexterity score to find out
that lies across from the appropriate and finding the letter code result on
what happens. Bob's Dexterity score
range will show the result of the the Action Table.
is 72.
check. ADVENTURES AND
First, Bob's player makes a percent
4. To find out the exact result of
roll with the dice, and rolls 52. The SIGNIFICANCE
the check, the player must find the
CM subtracts 52 from 72, and finds In their role as agents, player
appropriate defense column. The
the difference—20—under the characters must go on missions for
game rules will always tell you which
heading marked "Attack Margin." The the Time Corps to prevent their
column to use, depending on the
result of the attack lies on the 10-29 enemies from changing history, or to
check. Checks against Ability scores
row. correct the damage they've already
are usually on Column 2.
According to the game rules, this done. Each of these missions is called
5. The player "cross-indexes" the
kind of an attack calls for the an adventure.
attack row with the defense column.
defender to roll 1d10 to find the Every adventure has a rating from
This means that the player follows
defense column, so the CM rolls 1 to 1000, called its significance
the row found in Step 3 until he
1d10. He rolls a 5, so the result lies in rating. Significance is the measure of

7
CHAPTER 1 TRAVELLER’S MANUAL

how important things are in history. you're the CM, take a minute to page JOE: Wait a minute! Didn't our
People can have significance ratings, through the books, so you know briefing in the scenario say that
too, and so can events. In fact, what's where. Then start reading this England and Spain are supposed to
putting all these smaller ratings book. You should understand what be on the verge of war? In fact unless
together helps create the significance you're reading, but there's no need to history has been changed in Spain,
rating for an adventure. Chapter 3 memorize everything all at once. too, the Armada has already set sail to
explains significance in more detail, After you finish reading the Travelers' fight right?
in the section called "Character Manual, take a look at the CM: (Nodding.) Mmmhmm.
Advancement" introductory adventure. Read it ANN: Okay, now we know how
USING MAPS through, and see how the game rules the timeline's been changed. If the
apply. Then you're ready to play! If Armada has in fact sailed, either the
The maps in the TIMEMASTER game you don't remember a rule just be aliens or some renegade has
use six-sided spaces called hexagons, sure you know where to look it up. persuaded Elizabeth that Phillip's
or hexes just for short. Road maps Players who are playing PCs don't intentions are genuinely peaceful.
use inches to measure distance; their need to know the rules quite as well BOB: I thought that guy who came
scales tell how many miles each inch as the CM. They should concentrate in with the Spanish ambassador
on the map represents. In the on Chapters 1, 2, and 3, and then looked suspicious when we first saw
TIMEMASTER game, the hexes find out about their skills, talents, him. I'm going to concentrate very
measure distance; the map scales tell and equipment for the introductory hard and see if I can telepathically
how much distance one hex adventure. Next, they should probe his mind to find out who he
represents. This distance is usually concentrate on having fun playing really is.
expressed in terms of feet or yards their characters, and quit worrying CM: (Rolling a secret check.)
instead of miles. about the rules! What's your Telepathic Probe score?
Maps for personal combat—small BOB: Fifty-six.
scuffles, brawls, and shoot-outs—use EXAMPLE OF PLAY
CM: Okay, you concentrate very
scales of 5 feet per hex, or 25 feet per During play, a TIMEMASTER game is hard for a few seconds and, sure
hex. Maps for larger battles use much a continuous conversation between enough, your telepathic probe reveals
bigger scales, such as 10 yards or 100 the CM and the players. The CM tells that he's a Demorean. He's posing as
yards per hex. the players what their characters can an aide to the Spanish ambassador.
Most TIMEMASTER maps have see, hear, and sense, and plays the As you know, he's standing down in
only one scale. The big color map in roles of the "supporting cast." In the front row to the right of the
Red Ace High, however, has a return, the players tell the CM what throne.
"variable scale"; you can make the their own characters say and do. An JOE: I've got my hand on my
hexes show any distance you desire. outsider might think he was watching hidden dagger. Is he armed?
You can use it for personal combat improvisational theater, except that ANN: Wait! We can't risk a fight in
with 5-foot scales, or battles with any players rarely get up and do what the middle of the court! We'll all be
scales! their characters do. Still, if the thrown in the Tower and probably
The color map also has three keys. outsider only listened, he might executed for daring to draw arms in
Two show how the colors can believe he was hearing a play.... the presence of the queen!
represent terrain; the other shows CM: Okay. When we left off last BOB: Right. Okay, we've got to do
how they can represent elevation. week, your characters had just gone two things, it seems to me. First we've
Adventure scenarios from Goblinoid to the court of Queen Elizabeth I of got to delay the Spanish ambassador
Games may also include extra England in 1588 A.D. You are in the when he leaves this court; we don't
features that you can cut out and throne room with a crowd of about want him to be able to confer with
place over the color map, allowing 100 other people, dressed in finery, any pro-Spaniards here until we get
you to create just about any outdoor listening to the queen. this plot figured out. And second,
environment. BOB: Right. We're posing as we're going to have to ambush that
Note to miniatures players: visiting French nobles come to pay alien courtier later to get a clue as to
players who are familiar with our respects to the queen before what's really going on.
miniatures games and who wish to transacting any business in London. CM: The courtier turns around
use miniatures instead of counters CM: The queen is addressing the and begins to stare intently at your
should use a scale of 1 inch = 5 feet, ambassador of Spain (CM mimics the little group, concentrating, with a
or 1 inch = 25 feet. queen}.... "You may tell Phillip of slow smile appearing on his lips...
LEARNING TO PLAY Spain, Mr. Ambassador, that the ANN: Oh no! He must have felt
Queen of England accepts his the telepathic probe! Quick, we've got
You don't have to memorize proposal of marriage. The union of
everything in this book to learn how to get out of here before he attacks!
our two realms can only benefit the JOE: We start backing toward the
to play: the best way to learn is to peace and prosperity of Europe."
start playing as soon as possible! If rear of the room, trying not to cause a
stir...
8
TRAVELLER’S MANUAL CHAPTER 2

CHAPTER 2: WELCOME TO THE CORPS


When you become a time- Parallel Identification galactic powers obtained these
traveler, you gain a machines. Unfortunately, the
passport to everywhere Some Parallels are nearly identical to governments began to see time travel
and everywhen. In the Parallel T-0, the "home" Parallel of as a weapon. With these new devices,
interests of the Time the Time Corps, though most of these they could attempt to "erase"
Corps, you may travel to are younger and have not yet reached important events in the past in order
virtually any time and place in the the year 7192. Other Parallels differ to destroy or dominate their
Continuum. Duty may call from the from T-0, some moderately, others neighbors. In 7054, the Time Wars
earliest reaches of history, or from the radically. For example, on a broke out, beginning almost 100
latest—Earth in 7192. But it takes moderately different Parallel, the years of chaos. Whole cultures were
more than a passport to travel; it British may have defeated the destroyed, and many of man's worlds
takes know-how and talent, too. This Americans in 1790, with resulting were reduced to Stone Age
chapter explains the basics of time- differences in history after that point. technologies. Several alien allies
travel for new agents, in the words of On a radically different Parallel, suffered the same fate. Finally, all
John Watkins, Commander of the neither Britain nor America may ever those involved realized that the wars
Earth Specialty Division. have existed! were intolerable.
Finally, some Parallels are totally The Time Wars ended in 7154
THE ADVENTURE BEGINS... alien to T-0: these cover universes with the signing of the Temporal
where completely different planets Treaty. But the major powers soon
Ah, good! New recruits! Welcome to
and galaxies may exist; some may realized that no treaty would prevent
the 72nd century. I am Commander
even function according to different tampering from outsiders and
Watkins, leader of your division.
natural laws. mercenary travelers. Thus, in 7154,
Many of the concepts of time-travel
Each Parallel is identified by a the major powers jointly established
may be new to you—even the
code consisting of a letter and a the Time Corps. They had created a
concepts of time itself. So, we must
number. The letters and their "repair crew," an organization whose
begin our talk with a brief
meanings are: sole mission was to travel backward
explanation. For some of you, this
T = Twin Parallel to T-0 on the Parallel, restoring history to
may seem quite elementary;
M = Parallel moderately different the way it "should" be.
remember, however, that most of
from T-0 And there we were. To avoid
your new companions know nothing
R = Parallel radically different political tampering, the three powers
of the reaches of the universe, much
from T-0 gave us complete autonomy. We
less of the reaches of time.
A = Parallel totally alien to T-0 established a secret headquarters, to
You are in the Continuum,
The number in the code is simply the keep the mercenaries from wiping us
something far greater than any
identification number of the Parallel. out. Originally, we planned only to
planet, any galaxy, any place. The
The code "T-0" always refers to the repair the timeline and disband. Of
Continuum is every place at all times.
home Parallel of the Time Corps. course, with the aliens and renegades
Earth and her history are no more
than a tiny strand, barely discernible THE HISTORY OF THE CORPS in action, that became impossible.
amidst its greatness. The renegades are veterans from
A universe includes planets, stars, Ages ago, back in the 1800s, the the Time Wars who pirate their way
and galaxies—all that we can reach visionary H.G. Wells considered the through history to enjoy a long and
without time-travel. But that universe possible wonders of time travel. In pleasant life. Most renegades seldom
also has a history, and when we add the 1900s, scientists hotly debated plan to cause changes, but they take
this fourth dimension, the universe this subject working from Einstein's no precautions against them. Their
becomes a Parallel. A Parallel is only theories. time-travel machines are crude and
one universe and its history. There But, because of the intervening inaccurate compared to ours;
are many Parallels, and all Parallels years of human expansion in the consequently, they often cause
make up the Continuum. galaxy and the devastating wars problems by the very act of traveling.
which accompanied that expansion, Not long ago, for instance, one of
it was not until 7051 that scientists them popped into 50 B.C., and
had constructed crude devices that landed directly on Caesar himself.
allowed one or two people to travel What a mess that was to fix....
into the past. Each of the major

9
CHAPTER 2 TRAVELLER’S MANUAL

The Demoreans, on the other Nearly every Time Corps mission whom they should be doing it. These
hand, have every intent of changing stems from an incoming report of briefings are vital; without them you
history. These are aliens from another alien or renegade action along a have only Paranormal Memory or
Parallel who caught wind of our Time Parallel. The Sentinel, who once was your own Historical Specialty skill to
Wars, and were drawn here like flies a time-agent, too, makes most of tell you how things should be.
to sugar. They saw the power that these reports. From his position in After the briefing, your team must
time-travel created. Now, they seek to the Out-time, he can watch all report to Outfitting. Each agent
change our history enough to bend existing Parallels at once, and notice receives bio-computer implants
our Parallel toward theirs, toward a any travelers. But the Sentinel which allow them to master the
destiny of their own choosing. occasionally gets lost in his own appropriate languages. Those with
Presumably, they hope to control us, philosophical musings, and we lose Impersonation skill may undergo
becoming rulers over all things in our contact for a while. During those advanced plastic surgery. All receive
universe. Our job, of course, is to times, an agent may report a costuming and equipment for the
stop them. historical change before we hear time and the challenge that awaits.
anything from the Sentinel.
PREPARING FOR THE MISSION Our specialty in this division is TIME TRAVEL PROCEDURES
Most of your missions for the Time Earth, and most of your missions will With proper costumes and
Corps will begin right here at take place on this planet. In rare equipment your team reports to the
headquarters—HQ for short. Our cases, however, you may find duty on Launch area. Your chronoscooter
location is secret, so secret in fact, other Parallels, especially if their awaits, programmed for your
that most of you will never know it. history has somehow mimicked ours. destination. After you enter the
Your time-travel machines are No matter what your destination may vehicle, on-board systems verify your
programmed to bring you here, but be, each mission begins the same: identity, then whisk you to the time
you will never know where "here" is. with a briefing. We assemble your desired. Instantly, painlessly, you
If just one agent who knew this mission team here at HQ, and arrive.
location were forced to describe it to provide the best information possible Standard operating procedure
an enemy, our cause could be about the situation you must face. We calls for agents to set their scooters on
destroyed. I'm sure you understand explain culture and current events. "vanish" immediately upon arrival.
our need for secrecy. We outline the key personalities— No alien or passing peasant should
who they are, what they do, and with ever stumble across this crucial
10
TRAVELLER’S MANUAL CHAPTER 2

equipment. The vanish mode sends For instance, if Abraham Lincoln is traveler from killing off your
your vehicle backward in time at a killed while very young, someone ancestors. In fact, with one shot, an
rate exactly equal to the forward flow. else a lot like Lincoln may be born, alien can erase a whole line of your
In a sense, the vehicle hovers just on elected President, even assassinated family tree, right on up to you. For
the verge of "being," until you use in 1865. Unfortunately, the more this reason, no Time Corps agent
your communicator to recall it. You severe the change, (or series of should advertise his or her ancestry.
may recall the scooter at any time, changes) the less likely the timeline is Bragging about your ancestors within
but it returns only to the original to recover. earshot of the enemy is a good way to
landing site, ready for the trip back to The Grandfather Paradox never have been.
HQ. Wiping out grandpa wipes out
A corollary of The Law of you, and all that you've ever done.
THE BASIC LAWS OF TIME Preservation also explains the famous We would miss you here at the Time
TRAVEL "grandfather paradox." This old Corps, and we would hate redoing all
paradox runs as follows: Suppose an your missions, too.
The Time Corps may not suffer the agent—let's call him Harry—travels
rule of an outside government, but back in time. Unknowingly, he kills THE LAW OF THE TIME
we answer to the greatest force of all: his grandfather, who's just a boy at BARRIER
Nature. She binds us within the laws the time. Well, if his grandfather dies The Law of the Time Barrier states
of the Continuum, and we must obey as a boy, then Harry's father can that every Parallel has a barrier be-
her to survive. As an agent of the never be born—so how can Harry yond which no one can travel. The
Corps, you must learn four basic laws exist to kill his grandfather? He can't, Time Corps exists at the most
of time-travel: the Law of Identity, the can he? advanced edge of that barrier. Many
Law of Preservation, the Law of the The laws of Nature do not permit of you have traveled into the future to
Time Barrier, and finally, the Law of this paradox to occur. In plain terms, get here, but you can go no further.
Death. it is a corollary of the Law of This is the end of the line. No future
THE LAW OF IDENTITY Preservation that a character's own exists beyond now.
actions will never result in his or her Of course, the barrier is always
The Law of Identity states that non -existence in the future. Just moving forward. With every breath,
nothing can exist twice—or in two remember this: you can never kill an every second, new time becomes a
places—at the same time. Therefore, ancestor—not your own, anyway. reality, and the barrier advances.
none of you can go on a mission Yours will be the gun that jams, the Tomorrow will come, but you must
during the time in which you've arrow that misses. Nature simply will wait until it gets here to see it, just as
already lived. If you do, you must not let you kill your own grandfather, any non-traveler would. The barrier
suffer the dreaded "loop trap." or any other ancestor. means that we at the Time Corps get
The Loop Trap Unfortunately, Nature does no free rides in our work. For
Let's suppose one of you travels to nothing to prevent another time- example, you may be "stuck" on a
June 5, 1580. You stay there a few
days—until the 10th—and then return
to HQ. So far, so good. Now suppose
that you foolishly return to June 5,
1580 again. Instantly upon arrival,
you begin to relive your first trip. On
the 10th, you return to HQ, just as
you did before. Shortly, you return to
June 5th. You are a victim of the
dreaded loop trap.
Fortunately, another time-traveler
can pull you from this horror,
provided he knows your location. On
your own, you can never break the
loop. In fact, you will never even
recognize your fate. Should you ever
fall into this trap, we hope that at
least you relive pleasant times.
THE LAW OF PRESERVATION
The Law of Preservation states that
time lines tend to repair themselves.
11
CHAPTER 2 TRAVELLER’S MANUAL

mission, not knowing what to do. Usually, agents retire from the field at from which it did not originate. Nor
Because of the barrier, you cannot that point and become leaders here at shall that agent cause any such item
travel into your own future to find headquarters. I myself have attained to be left.
out how you solved the problem. this rank, and treasure the title dearly. Regulation 5
That future doesn't exist. We can sum It represents over a hundred
No agent shall ever willfully or by
it all up like this: if you haven't done successful missions—some good,
carelessness reveal the existence of
something yet, it hasn't been done. some bad, all of them rewarding.
the Time Corps, the reality of time
But some benefits beyond title do
THE LAW OF DEATH exist in our ranking system. With
travel, or any other data, information,
or idea which does not belong in the
The Law of Death states simply that each new rank, agents receive the
time at hand.
when a time-traveler dies, he is necessary training and attention to
permanently dead. Any attempt to go develop their skills and paranormal Regulation 6
back in time and prevent that death talents. Furthermore, at Lifer rank No agent shall ever attempt to
will fail. We have mastered many and beyond, the Corps begins to offer discover or reveal the ancestry of
things in this century, not the least of a virtual Fountain of Youth. At great another agent.
which is time travel. When we expense of energy, we can bring you Regulation 7
infiltrate the past, we even master back from a mission as an "unaged"
person. Your body will no longer age Renegade equipment must be
mortality, seeing that people live and destroyed. Agents on a mission may
die when they should. Ironically, during the time you spend in the past
use such equipment in an emergency,
though, that mastery does not extend
TIME CORPS REGULATIONS but the equipment must still be
to our own lives. When a time- destroyed after use. All such use of
traveler dies, he dies forever. Whether Eight regulations govern the behavior renegade equipment must be
he's alien, renegade, or agent, Nature of all Time Corps agents. Violations reported to the Corps upon
never permits us to reclaim him. We are punishable by loss of rank, and, completion of a mission.
do not know the reasons why; we can in extreme cases, violators will be
only guess that it stems from the dismissed from the Corps and Regulation 8
nature of time-travel itself. banished to a prison Parallel. Of Agents may not return from a
RANK AND GRADE course, as time-travelers, we all mission unless they have completed
encounter temptations. But we also it or are forced to abort it The same
Every agent in this Corps receives a experience adventure, excitement, team of agents will never be sent back
title to reflect his or her level of even perpetual youth. For that, and to "repair" or "complete" a mission.
experience. The Time Corps for the good of the Corps, we must
recognizes ten ranks, and ten grades VIOLATIONS
uphold the following principles.
within each rank. As new agents, each Punishments for violating the
of you begins at Trainee rank. After Regulation 1 regulations of the Corps are as
completing one mission successfully, No Time Corps agent shall ever follows:
you receive the title of Trainee, grade needlessly or recklessly take human First offense—demoted one grade.
1. After your second mission, you or friendly alien life. Second offense—demoted one
become Trainees, grade 2. Each Regulation 2 rank
successful mission yields yet another Third offense—demoted two
Renegades and Demoreans must be
grade. When you complete the tenth ranks, or banished to prison
rendered ineffective. If at all possible,
successful mission you advance to the parallel.
renegades should be captured and
next rank. Agent ranks are as follows: Fourth offense—banished to
brought back to the Corps' HQ when
1. Trainee prison parallel.
appropriate. Demoreans should be
2. Probationer All punishments are subject to review
destroyed.
3. Agent by the Time Corps judiciary branch;
4. Operative Regulation 3 punishments may be increased or
5. Veteran No agent shall ever undertake any lessened in severity according to the
6. Lifer time-travel without permission from violation at hand, and the past record
7. Sentry the Corps. of the agent
8. Time Guard Regulation 4
9. Protector
No agent shall ever leave any de-
10. Timemaster
vice, weapon, or item in a time
The highest standing in the Time
Corps is Timemaster, grade 10.

12
TRAVELLER’S MANUAL CHAPTER 3

CHAPTER 3: CHARACTERS
All of the people (and for Basic Statistics: These include the can heal wounds with bed rest—if
that matter, the aliens) in eight Basic Abilities, plus a few they get to bed in time. Players then
a TIMEMASTER adventure special scores: erase the marks in the boxes, to show
are called characters. that the wounds have healed. (See
Current Stamina: During the game,
Characters being played Damage and Healing, Chapter 4.)
characters lose Stamina points due to
by the players are called
fatigue or minor injuries. With a little Skills: All characters have two skills
player characters, or PCs for short. All
rest, they can regain lost points. automatically: Historical Specialty
the other characters in the game are
Stamina points are subtracted and (for the period in which they were
called non-player characters, or
added to the "current Stamina" born), and Time Corps Stunner (for
NPCs. Usually, the CM plays all NPC
score—the Ability score stays the the weapon that puts characters to
roles. NPCs include minor characters,
same. Current Stamina may never sleep). They also have two more skills
major villains, and anyone else that
exceed the original Stamina Ability of their own choosing. After that,
the PCs meet.
score. additional skills must be acquired
In Chapter 1, we touched briefly
through the work of the character.
on what it takes to make a character: Recovery rate: This tells how fast
(See Chapter 7.)
Basic Abilities, paranormal talents, characters can regain Stamina by
and skills. This chapter explains how resting. Paranormal Talents: Paranormal
to put all these things together—and talents are special powers of the
more—to create your own character. Current Willpower: Like Stamina,
mind. All agents have Paranormal
The eight Basic Abilities are explained Willpower may rise and fall during
Memory, plus one other talent of
in detail, as are character background the game. The "current" Willpower
their choice. Additional talents must
and appearance. Skills and score shows the correct level at any
be learned, or "developed," before
paranormal talents are explained in given moment. Characters lose
characters can use them. (See Chapter
later chapters. Willpower points temporarily when
8 for more information.)
they use certain paranormal talents,
Paranormal Memory: When
THE CHARACTER SHEET or suffer a paranormal attack. The
history is changed, all records change
original Willpower Ability score stays
During the game, each player keeps too. Paranormal Memory is a
the same during the adventure,
track of his or her character on a character's ability to "remember" what
marking the character's maximum
"character sheet." A blank sheet is should have happened, when there
level of Willpower.
provided at the end of the book, are no accurate records or books to
which you may copy to use during Unskilled Melee Score: This score go by.
play. The character sheet is a good equals a character's base percent
Success Points: For each successful
tool for learning about characters, chance to attack successfully in hand-
mission, characters may earn Success
since it shows what you need to to-hand fighting, when he has no
Points. These points can be used to
know during an adventure. skill for that kind of fight.
raise Ability scores, or to improve and
Player: That's you. Record your own Penetration Bonus: Strong characters acquire skills and talents. (See
name on the sheet to help everyone get a bonus to penetrate armor when "Character Advancement" for more
keep track of "who's who." they're using their hands to strike information.)
Character. Record the name of your with or throw a weapon. (See
Chapter 4 for more information.)
HOW TO CREATE A
character here—the agent you're going
to play. CHARACTER
Wounds: In the TIMEMASTER
Time Corps Rank/Grade: Every new game, wounds are serious injuries. Your first TIMEMASTER adventure,
character starts at Trainee rank, grade Every character has a certain number "Red Ace High," provides several
0. This is written "Trainee/0." of wound boxes, to show the number "ready-made" characters for you to
of wounds he or she can receive play. Sooner or later, however, you'll
Background: This includes a number before dying. (The exact number is want to create your own characters,
of things: birth date, sex, reputation, and the following steps tell you how:
based on Stamina.) During the game,
etc. Refer to the upcoming section 1. Assemble the necessary
players must mark wound boxes to
called "Background Notes" for more keep track of how many wounds their equipment: a pencil, a piece of
information. scratch paper, the three ten-sided
characters suffer. When the players
run out of wound boxes to mark, the dice, and a copy of the character
characters die. Fortunately, characters sheet. Write your name on the sheet
next to "player."
13
CHAPTER 3 TRAVELLER’S MANUAL

2. Decide upon your character s Write the result on the character sheet 12. Find the character s actual
background, using the guidelines as the character's Unskilled Melee scores for each skill by adding 15 to
near the end of this chapter. score. the base score obtained in Step 11.
3. Choose two skills from Chapter 7. Use your character's Strength 13. Give your character a name.
7. These skills are in addition to score and the chart below to find The best character names reflect the
Historical Specialty and Stunner, your character's Penetration Bonus: character's background and
which every character has. All skills personality.
must be compatible with your Strength Score Penetration Bonus
character's background. If your 0-49 0 THE EIGHT BASIC ABILITIES
character has a profession, one skill 50-59 +5
Every character has eight Basic
must relate to it. Note: you may not 60-69 +10
Abilities: Strength, Dexterity, Agility,
choose any skills that did not exist 70-79 +15
Personality, Willpower, Perception,
during your character’s native time— 90 +20
Luck, and Stamina. Each Ability has a
the time in which he lived before 8. Fill in the character's Stamina score. For normal human characters,
joining the Time Corps. recovery rate. To determine the rate, Basic Ability scores range from a low
Example: A character who was a find the character's Stamina score in of 26 to a high of 80. These scores
knight before he became a time- the ranges on top of the Action Table. have many uses: they help determine
traveler might choose a skill for The number of the column below how well a character performs, how
fighting on horseback. But obviously, equals the number of Stamina points good his skills are, and—sometimes—
he could not have skill with the character can recover per round whether he lives or dies.
computers, because computer skills of rest. (See Chapter 4 for more
Strength (STR)
were not available until the 20th information.)
Strength is a character's physical
Century A.D. The CM may make a 9. Use your character's Stamina
muscle power. As a general rule of
binding decision in any ambiguous score and the chart below to
thumb, the CM should assume that a
cases. determine the number of wounds he
human character can lift a maximum
After you've chosen two skills, can sustain before being killed:
weight in pounds equal to Jive times
write their names in the space Stamina Score No. of Wounds that character's Strength score. That
provided on the character sheet. Also 26-36 11 doesn't mean that anything less than
jot down the "Base Score" formula for 37-47 12 maximum weight is easy; it just
each skill chosen, just as it is shown 48-58 13 means it's possible.
on the Skills Chart in Chapter 7. 59-69 14 Strength is used in the following
4. To determine your character's 70-80 15 ways in the game:
Basic Ability scores, repeat this Feats of Strength: A character's
process eight times: First, roll 3d10 There are 15 wound boxes on the Strength score is his or her base
(add the results together). Then character sheet. Each box percent chance to perform some
multiply the sum by 2. Finally, add corresponds to one wound. If your action depending on physical
20 to this product. Your final result character should have fewer than 15 strength, such as lifting or moving a
will be a number between 26 and 80. wounds (according to the chart boulder, or shouldering down a door.
Jot this number down on your above), draw a line through the extra Usually, a general Strength check
scratch paper. (Repeat until you have boxes. You must ignore them during should be required any time a
eight numbers.) If you have three play. character tries to lift over 100
scores of 40 or less, you may roll all 10. Choose one paranormal talent pounds. Remember that no character
such scores again. Your character from Chapter 8, which your character can lift more than five times his
would be "hopeless" with three scores receives in addition to Paranormal Strength score in pounds.
that low. Memory. Using the formula for each Unskilled Melee Score =
5. Assign one of the eight talent, find your character's scores. (Strength+ Agility)/2: A character's
numbers obtained in Step 4 to each (Note that the formula for Strength score is averaged with his or
of the eight Basic Abilities. The Paranormal Memory is already on the her Agility score to produce that
number you write down by each character sheet. The score for this character’s Unskilled Melee score.
Basic Ability on the character sheet is talent will always be between 18 and Armor Penetration: A character's
your character's score in that Ability. 54.) Strength score helps determine
You may assign the eight numbers to 11. Find the character's base whether he or she receives a bonus to
the Basic Abilities as you choose. scores for each skill, using the penetrate armor when using a
Notice that Ability scores affect your formulas that you jotted down in weapon in hand-to-hand fighting.
skill scores, so choose accordingly. Step 3. Be sure to find the scores for See the table in Step 7 of "How to
6. Add your character's Strength Historical Specialty and Stunner, as Create a Character."
and Agility scores together, divide this well as for the other two skills.
sum by 2, and round up any fraction.
14
TRAVELLER’S MANUAL CHAPTER 3

Dexterity (DEX) character's base percent chance to percent chance to deceive, mislead, or
Dexterity is a character's hand-eye perform some difficult or unusual otherwise use distortions of the truth
coordination and nimbleness with movement, such as leaping a wall, to influence an NPC's behavior. Sad
his or her fingers. It is used in the climbing a sheer surface, or swinging to say, work in the Time Corps may
following ways in the game: on a chandelier into a fistfight! require agents to be less than candid,
Throwing and Firing: A character's Unskilled Melee score = (Agility + especially to the enemy!
Dexterity score is his or her base Strength)/2: A character's Agility score
Willpower (WPR)
percent chance to hit a target when is averaged with his or her Strength
Willpower is a character's mental
firing or throwing a weapon. (If the score to produce that character’s
fortitude. It shows his or her "staying
character has a skill with that Unskilled Melee score.
power" in the face of pain, and affects
weapon, however, his or her skill
Personality (PER) the use of paranormal talents.
score equals the base chance.)
Personality is a character's ability to Willpower is used in the game in the
Hand-eye Coordination: A
get along with and influence the following ways:
character’s Dexterity score is the
opinions and behavior of others. It is Running on Empty: A character's
character’s base percent chance to
used in the game in the following Willpower score is the character's
perform some action that depends
ways: base percent chance to continue
upon good hand-eye coordination—
Dynamo or Dud?: A character's action in combat after being critically
catching a ball, for instance.
Personality score is that character's wounded.
Agility (AGL) base percent chance to obtain a Current Willpower: A character's
Agility is a character's ability to favorable reaction from an NPC current Willpower score is
control the overall movement of his when requesting assistance or temporarily reduced when the
or her body. It is used in the game in generally trying to establish a friendly character uses paranormal talents. In
the following ways: relationship. addition, characters may temporarily
Nimbleness and Balance: A Deception: A character's lose Willpower points due to
character’s Agility score is the Personality score is his or her base paranormal attacks that aliens make

15
CHAPTER 3 TRAVELLER’S MANUAL

against them. terrible shape) after falling off the top Coincidental Rolls: Whenever a
Paranormal Talents Defense of a skyscraper. player makes a percent roll (for any
Column: A character's Willpower Reducing Damage: A character reason), and the result equals his or
score determines which defense may "permanently" deplete his or her her Luck score exactly, something
column on the TIMEMASTER™ Luck score by one or two points moderately lucky will happen for the
Action Table shows the results of during combat in an attempt to character.
paranormal attacks against the reduce the amount of damage from Example: Fred, a character, is
character. certain attacks (see Chapter 4). making a general Perception check
Paranormal Talent Scores: A Lucky Breaks: The CM can use a during play. The dice roll equals his
player character's Willpower score is a character's Luck score to make checks Luck score. The CM decides that Fred
major factor in determining his when the character wants a "lucky suddenly notices an extra clue. (Or if
paranormal talent scores. See Step 10 break" and no other Basic Ability, Fred were penniless, the CM might
of "How To Create A Character." paranormal talent, or skill score decide that Fred finds a bit of money;
would apply to the situation. the CM can choose almost anything!)
Perception (PCN)
For example, suppose a character
Perception is a character's ability to Stamina (STA)
is being chased by renegades in New
notice things in the environment Stamina is a character's ability to
York City in 1946. The player tells the
around him. It is used in the game in sustain damage and undertake
CM his character is desperately
the following ways: sustained, strenuous activity. Stamina
looking up and down the street for a
Sleuthing: A character's Perception is used in the game in the following
cab. The CM might decide to use the
score is his or her base chance to ways:
character’s Luck score as the
notice small clues or hidden items. Passing Out: A character's Stamina
character's percent chance of hailing a
For example. Perception would be score is the exact number of damage
cab in time to get away from his
used to find out if the character points that he or she can receive
enemies.
notices a few blond hairs on an before being knocked unconscious.
Arab's jacket, or two shoes barely Optional Luck Uses During the game, players keep track
visible below a curtain. In addition to the normal uses of of damage with their character's
Judge of Character: A character's Luck, the CM may, at his or her current Stamina. In the beginning,
Perception score equals his or her discretion, decide to use Luck in current Stamina equals the original
base chance to judge characters—e.g., either of the two ways below. At the Stamina score. But when the
tell when they're lying or afraid. It is start of an adventure, the CM must character takes damage, his or her
also the base chance to recognize a tell the players whether he or she current Stamina drops. Damage is
human imposter. plans to use these options. The never recorded against original
Paranormal Memory = decision stands until the adventure is Stamina; that score stays listed under
(Perception + Willpower) / 3: A over; the CM can't change his or her Basic Abilities to show the character's
player character's Perception score mind while the adventure is "normal" state.
measures part of his or her ability to underway. Wounds: A character's original
remember "correct" history after The optional uses of Luck are: Stamina score determines the
history has been changed. Saved by the Bell: When a number of wounds the character can
Avoiding Surprise: A character's character is about to be killed, his or take before dying. (See the chart in
Perception score is his or her base her Luck score equals the base chance Step 9 of "How to Create a
percent chance to avoid surprise in a that some small stroke of luck come Character.")
combat situation. will about, offering a second chance. Recovery Rate: A character's
In these cases, the character doesn't original Stamina score determines the
Luck (LUCK)
get what he asks for; he gets what the rate at which the character can
Luck is the random factor which
CM decides would be a minimum recover lost Stamina points. (See Step
affects the lives of all player
lucky event. 8 in "How To Create A Character.")
characters. Only player characters
For example, let's say Fred is
have a Luck score; NPCs do not. Luck
fighting in a public square. He's ABILITY CHECKS
is used in the game in the following
critically wounded, and close to Ability checks can be either specific of
ways:
death. His opponent lets out a growl, general; they are called Ability checks
Escaping Death: A character's Luck
and gets ready to make the final because the check is rolled against a
score is the base percent chance that
blow. But suddenly (the CM rolls a Basic Ability score.
the character is still alive when,
successful general check against Like all checks, Ability checks are
according to all other rules of the
Fred's Luck score) a passer-by shouts required whenever a character tries to
game, the character should be dead.
at Fred's opponent, distracting him. something that is clearly not a "sure
For example, a character with a Luck
Fred now has a few precious seconds thing." For example, let's say a
score of 36 has a 36% chance of still
of "free" time; what he does with it is character named Mira is riding a
being alive (although certainly in
his own decision. bicycle. Normally, she wouldn't have
16
TRAVELLER’S MANUAL CHAPTER 3

to make a check for this action. But judgment and common sense to the "5-9" row. Ability checks are
this time, she unexpectedly must decide which Ability checks to use, almost always on column 2. Cross-
throw on her brakes and swerve to and then how to apply the results. Be indexing on column 2, the CM finds
avoid hitting a small child who fair. The example below shows how that Harry has an "MK" result The "M"
suddenly appeared "from nowhere" we think a good CM might handle a indicates moderate success; the "K" is
between two parked cars. Now there complex situation with Ability ignored. (If you had problems
is reasonable doubt that Mira can stay checks. following these steps, see "Specific
on the bike, so the CM asks Mira's A group of PCs have time-traveled Checks on the Action Table" in
player to roll a general check against back to the age of D'Artagnan and the Chapter 1.)
her Agility. If Mira fails the check, she Three Musketeers. Upon arrival, they Now the CM must decide what
falls off. have promptly jumped into the "moderate success" means in this
A general Ability check can handle middle of an old-fashioned tavern situation. Clearly, Harry has hooked
most situations that arise during an brawl. One of the characters is the rug with his sword, but also
adventure. In Mira's case, either she grabbing hold of a chandelier as he clearly, he hasn't done it as well as he
falls off the bike or she doesn't; we stands on the balcony railing above had hoped. The CM thinks for a
don't need to know anything more. If the bar-room. The character wants to moment, then tells Harry (or Harry's
the CM wants to add detail to the swing out over the room, reach down player, really) that he has hooked the
game, however, or is dealing with a in mid-swing to catch a rug with his rug, but that the blade of the sword is
complex situation, then he or she sword, yank the rug in order to cutting through it as he continues his
should use specific Ability checks, topple the oaf that's standing on it- swing. Harry's opponent, who is
too. then continue the swing, arcing standing on the rug, will get to make
Column 2 on the Action Table upward, releasing the chandelier at a general Agility check to see if he can
applies to most specific Ability just the right moment to crash feet- keep his footing. The CM quickly
checks. Use the key below to interpret first through a window and land rolls a general Agility check for the
the Ability check results. upright on the street outside. Now NPC, and finds that even though the
that's a lot of action! If all goes well, rug is being yanked, the big man is
ABILITY CHECK RESULTS KEY the sword will still have a rug still standing. Harry, meanwhile, is
L = Limited success: The character dangling off the tip, and the poor oaf swinging toward the window, his
is barely able to perform the desired who was standing on that carpet will sword cutting through carpet as he
action. He or she may suffer damage be sprawled on the tavern floor. flies.
if the action is dangerous. The CM decides that this complex "Harry" now rolls a specific Agility
M = Moderate success. The character set of actions requires three Ability check to see if he can crash through
can perform the desired action checks: a general Agility check for the window, land on his feet, and
moderately well. He or she may still swinging on the chandelier without take no damage from the broken
suffer some damage if the action is falling, a specific Dexterity check for glass. He rolls a 64, the exact score of
dangerous. catching the rug with the point of the his Agility. His Attack Margin for this
H = High success: The character sword, and a specific Agility check for check is "0." Cross-indexing to
completes the action very well. He or letting go, crashing through the column 2, we find an "L," or "Limited
she suffers only minor damage if the window, landing properly, and taking Success" result. Because his check was
action is dangerous. no damage from the broken glass. not a failure, Harry has gotten
C = Colossal success: The The character, let's call him Harry through the window, but just barely.
character does everything exactly Adams, has an Agility score of 64 and The CM tells Harry that his timing
right achieving exactly the desired a Dexterity score of 56. was a little off; he hit the side of the
effects. He or she suffers no damage, First Harry rolls a general Agility window, cutting himself badly as he
even if the action is dangerous. check for swinging from the fell through it, so that now he has
K = Not applicable: "K" results chandelier. Harry (actually, the player landed in a bloodied heap on the
don't apply to Ability checks; just playing Harry) rolls a percent and street outside. Meanwhile, the big
ignore this code. gets a result of 17. The roll is lower fellow inside is running toward the
(Use the combat results keys below than his score, so Harry passes the window, wearing a nasty scowl, and
the Action Table as a guide for check and swings off the balcony drawing a pistol that's crude and
assigning damage. See also "Damage" with ease. deadly—just like him....
in Chapter 4.) Next, Harry rolls a specific
Dexterity check to see if he can catch BACKGROUND NOTES
Example: Using Ability Checks the rug with his sword. His player This section offers guidelines for
Sometimes, characters want to do rolls a 50. Subtracting 50 from choosing the background and
some pretty crazy things; that's half Harry's Dexterity score of 56, the CM appearance of your new character. Of
the fun of the game! In many cases, sees that the Attack Margin is 6, and course, you can choose anything you
the CM must rely on his or her good the row on the Action Table to use is want; there's nothing to stop you
17
CHAPTER 3 TRAVELLER’S MANUAL

from making up a ridiculous doctor born in the 1950s might have well they did their job. Player
character! If you really want to play a studied at Harvard Medical School or characters use Success Points to raise
sword-swallowing dwarf or a florist Johns Hopkins; a gladiator born in their Basic Ability scores and skill
from the Saharan desert, go right 184 A. D. might have learned his scores, or to acquire new skills and
ahead. The best games, however, skills at a Roman gladiatorial school. paranormal talents.
come about when the characters are In Chapter 1, we defined
Race and Nationality
interesting—but not bizarre—and significance: the measure of how
Player characters may be of any
typical of their time period. After all, much impact someone, or
race and nationality consistent with
why choose a birth date if your something, has on history. Every
the rest of their background.
character shows none of the signs of TIMEMASTER adventure has a
that time? Height and Weight significance rating from 1 to 1000. If
The following chart gives standard the player characters do everything
Date and Place of Birth
heights and weights for PCs from the perfectly (which is unlikely), the
Player characters may choose a
20th century and beyond. Since significance rating equals the number
date of birth in the range from 3500
people born before the 20th century of Success Points that the characters
B.C. to 7171 A.D. We strongly suggest
were often shorter, you might want to earn for the adventure. But player
you choose a date and place of birth
adjust the measurements for your characters, as we said, are rarely
that corresponds with one of the
character. perfect
major "event windows" listed in the
Most NPCs and events in an
TIME-MASTERTM Guide to the HEIGHT WEIGHT adventure also have a significance
Continuum. Pick a date that's near Male Female rating. During play, the CM keeps
the end of the "window," so you have 4’ 10” - 5’ 0” 110-140 80-120 track of the significance ratings for
more knowledge of that period. 5’ 1” - 5’ 2” 120-140 90-130 things that the PCs either allow to
Characters born and raised in an 5’ 3" - 5'4" 130-150 100-140 change, or cause to change, from the
"event window" have certain 5' 5" - 5' 6" 140-160 110-150 way history said it should be. NPC
advantages when adventuring at that 5' 7" - 5' 8" 150-170 120-160 deaths are included. In this way, the
time, and they have similar 5' 10" - 5' 11” 165-185 140-170 CM keeps an ongoing tally of
advantages when traveling through 6' 0" - 6' 1" 175-195 145-175 "mistakes" that the agents make. At
nearby windows or similar windows
Reputation the end of the game, the CM adds up
in other Parallels. These advantages
Reputation tells what other people all the significance ratings for these
are fully explained in Chapter 7,
thought of the character during his "mistakes" and subtracts it from the
"Skills."
native time. Players can also add any significance rating for the adventure.
Age at Time of Recruitment special likes, dislikes, or special traits The difference equals the amount of
Characters can join the Time they want their characters to have. Success Points that the characters
Corps at any age, but most should be For example, a character who was a must divide equally amongst
between the ages of 21 and 50. lawyer in England under Henry VIII themselves.
Younger characters have more might have a reputation as an "up Player characters should be proud
flexibility in adventures, since agents and coming" young man at court, of themselves if they manage to earn
cannot go on missions during their whose tastes included a special Success Points, even if they don't earn
exact "native time"—the time in which fondness for fine clothing and a the total value of the adventure.
they lived before joining the Corps. loathing for Spanish wines. Sometimes, they may not earn any
Make sure you choose a fairly points at all. Player characters earn
Sex no success points in these two cases:
Player characters can be either low-key reputation for your character;
no time-traveler can be significant 1. If they fail to complete the
male or female. Some things never adventure successfully, as described
change. during his native time. If a time-
traveler were famous and important in the briefing.
Education and Profession then, he or she would have disrupted 2. If they inadvertently change
Education and profession should history by joining the Time Corps. history (even if they complete the
match the character's native time (the adventure successfully).
time preceding his or her life as a CHARACTER ADVANCEMENT
Significance Checks
time-traveler). Remember: the Player characters advance in two
character must also choose at least ways: by gaining ranks in the Time Significance checks determine
one skill to go along with his or her Corps, and by improving their whether characters have changed
profession. Furthermore, not one Abilities, skills, and talents. After each history during a mission. When the
Time Corps agent is a crook; all successful mission, agents may PCs have completed a mission
former professions must be ethical! advance one grade within the Time successfully, the CM adds up the
The player can invent an education to Corps. In addition, they may earn significance ratings of all the
go along with his or her character's Success Points: points that show how "mistakes" the PCs made. Then the
profession. For example, a medical CM secretly rolls a significance check
18
TRAVELLER’S MANUAL CHAPTER 3

against this sum. Significance checks Using Success Points the PC chooses a skill, he receives it at
are very special; they are neither Specialist level.
Success Points are like money in the
general nor specific checks. Instead, When agents reach the highest
bank for player characters. Players
they follow a procedure all their own: rank and grade in the game—
can save them up or spend them right
1. The CM rolls all three ten-sided Timemaster/10—they no longer
away—it’s their choice. What can they
dice and reads them as a three-digit receive Success Points. The PC is
buy? Higher skill scores, higher
number between 001 and 1000. A usually promoted into a leadership
Ability scores, brand-new skills, and
roll of "0" on all three dice counts as position at HQ, and is effectively out
new paranormal talents.
"1000." of play.
The table below shows what the
2. The CM compares this number Note that ranks within the Time
player character can buy with Success
to total for "mistakes" in the Corps do not give PCs the right to
Points, and how much each item
adventure. If the number the CM order other PC s around. Rank merely
costs.
rolls is higher than the mistakes total, promotes respect; it does not
Players should keep track of
the player characters have not represent authority.
Success Points on their character
changed history. If the number the
CM rolls is equal to or smaller than
sheets, adding and subtracting from Violations and Punishment
the total as their characters earn and
the mistakes total, then the PCs have Characters who are demoted in the
spend the points. Characters may
unintentionally changed history, Time Corps for violating regulations
only "shop" at the end of an
even though they have successfully earn no Success Points until they
adventure.
completed the mission or adventure regain their original status.
they were assigned. They earn no Notes:
Success Points. 1. Basic Ability scores have a SP COST CHART
3. If the PCs change history, the maximum value of 80; players may Use SP cost
CM must now subtract the number not raise scores above this limit. Acquire new skill 50 per skill
rolled in Step 1 from the mistakes 2. Raising an Ability score may Acquire new 200 per power
total. Next, the CM finds this cause another score to rise, too: check paranormal talent
difference on the Historical Changes the formulas for skill scores, Raise Basic Ability 50 per point
Chart provided with each adventure paranormal talent scores, and the score
scenario. This chart tells the CM Unskilled Melee score. Raise skill level 100 per skill
which changes in history have 3. PCs always buy new skills at from Specialist to
occurred. The player characters will Specialist level. They cannot raise that Expert
not detect these changes until they level until after the next adventure. Raise skill level 150 per skill
return to Time Corps headquarters, 4. PCs cannot raise a skill more from Expert to
where they may learn of them either than one level after any given Master
by successfully using Paranormal adventure. (There's no limit on how
Memory, or by a direct message from many skills they raise, though.)
the Time Corps Sentinel. 5. As long as they can afford it,
PCs can buy any number of
Bonus Success Points
paranormal talents, and any number
The CM may, at his or her option, of skills, after an adventure.
award bonus Success Points at the 6. Characters may spend Success
conclusion of each gaming session to Points on any skill of their choice;
reward outstanding play. only newly created characters are
Outstanding play includes things restricted to skills that match their
such as playing the character almost background.
as well as an actor would, coming up
with a particularly good plan to solve Character Rank and Grade
a problem, risking the character's life If characters earn regular Success
for the benefit of the group of Points for a mission, they
characters, and so forth. automatically rise one grade within
The CM should award bonus the Time Corps (see Chapter 2). After
points in multiples of 10. The earning Success Points for ten
maximum award is 50 points for a missions, characters rise one rank.
single character in one gaming When characters earn a new rank
session. title, they automatically gain one new
skill or paranormal talent of their
choice, at no cost in Success Points. If

19
CHAPTER 4 TRAVELLER’S MANUAL

CHAPTER 4: BASIC ACTION


SURPRISE 2. His Unskilled Melee score
GAME TIME becomes zero for the rest of the
Whether the characters throw caution round. Surprised characters can,
Just as time passes for
to the wind or plot their every move however, make use of defense rolls
people in the real world,
in detail, they can never control the during missile attack, and they can
so it passes for characters
unexpected; sooner or later, use Luck to modify that roll. You'll
in a TIMEMASTER game.
something will take them by surprise. learn about all these things in a
The CM must keep track
Surprise plays an important role in minute, when actual combat is
of two different kinds of time: real
this game, especially during a fight. It explained.
time and game time. Game time
can stop players dead in their tracks,
reflects time that passes for the
and cause even the best of plans to FIELD OF VISION
characters, while real time reflects the
fail.
time that passes for the players. In the TIMEMASTER game, your field
Often, the amount of real time Surprise Checks of vision defines the area you can see
that passes is different from the under normal conditions without
A surprise check is simply a general
amount of game time that passes. For turning your body. It's important to
check against Perception. It
example, players may take 30 know this area for two reasons: First,
determines whether a character can
minutes to plan their characters' if you can't see something, you can't
respond immediately to an
attack against a band of Demoreans fire or throw a weapon and hit it.
unexpected situation, or whether he
disguised as ancient Romans, and Second, if that "something" suddenly
stands there gawking and frozen in
then to put that plan into action. But jumps into your field of vision, you
place.
only a few minutes of game time may must check for surprise. The diagram
Usually, characters only check for
pass for the characters during the below shows a character's field of
surprise in threatening situations;
fight. vision. If the character turns to face
they don't have to make a surprise
The CM controls the passage of another direction, he sees a different
check every time a stranger passes on
game time, depending upon what the area, but it has the same dimensions
the street! A character must make a
characters are doing. If they spend a as the first one. Sometimes, though, a
surprise check immediately
rather eventless day (for example, character's field of vision is blocked.
whenever:
gathering provisions or traveling at Trees get in the way; so do crowds
1. An unexpected person or
sea) the CM can measure game time and other things. Darkness can make
animal suddenly comes into view, or
in days or hours. When the action it hard to see much of anything. The
is suddenly sensed by the character.
gets tense, however, the CM has to CM should use his or her discretion
2. Someone—or something—
measure game time very carefully— to determine how much a character
ambushes the character, attacking
breaking hours into minutes, and can see.
him from concealment.
minutes into rounds.
3. Unexpected circumstances
A round of game time equals 5
arise, and the CM decides they
seconds of time for the characters.
require a surprise check.
You must use rounds whenever the
The CM should make sure that all
characters fight something, and
surprise checks are made the instant
whenever they try to avoid fighting
any of the above conditions are met.
something that wants to fight them.
Immediately, all actions must freeze.
In other words, use rounds to
If the character must check for
measure time in any "fight or flight"
surprise while he's moving, then he
situation.
must stop moving until the surprise
At times, you might want to group
check is resolved. If he passes the
the rounds together into minutes, to
check, he finishes the movement as if
measure something less precisely Watching Behind
nothing had ever happened. If he
than you would measure combat. For
fails the check, here's what occurs: If (as a player) you say that your
example, if characters are hot on the
1. He "freezes" on the spot, character is "watching behind," you
trail of an enemy, use minutes to
remaining stationary in the location can increase your character's field of
handle the pursuit, and switch to
at which he failed the check. He can't vision to a full circle (360 degrees). If
rounds when they actually encounter
take any other action for the rest of your character is moving, he or she
him. One minute equals 12 rounds.
the round—that means no combat has to slow down, since characters
skills, no paranormal talents, no must essentially stop and turn around
running away, …nothing. to look behind themselves.
20
TRAVELLER’S MANUAL CHAPTER 4

Characters cannot run (or sprint) Sequence of Play, you can determine 3. Both sides roll for initiative, to
while watching behind, and if they're the outcome of each action quickly, determine who goes first.
walking, they must deduct 10 feet and players can concentrate on the 4. Side A (the side that wins
from the distance they can normally adventure instead of worrying about initiative) uses paranormal talents.
cover each round. the rules. 5. Side A throws or fires missiles.
The CM should allow "watching Three combat forms can take 6. Side A moves.
behind" only when characters (and place in a round: paranormal, 7. Side B fires or throws missiles
not just the players) have reason to missile, or melee. Paranormal combat in defense. (To do so, they must have
keep close watch of the world all just means the character uses a declared missile combat in Step 1 or
around them. Use a general paranormal talent. Missile combat 2.)
Perception check to resolve any means throwing or firing a weapon, 8. Side A melees.
question of whether a character has a and melee is hand-to-hand fighting. 9. Side B uses paranormal talents.
reason to watch behind: characters Each player may choose one (and 10. Side B fires or throws missiles.
who pass the check can watch only one) of these to use in a round. 11. Side B moves.
behind. Once the player chooses one of these 12. Side A fires or throws missiles
three, his or her character cannot use in defense (To do so, they must have
SEQUENCE OF PLAY DURING A any other combat form that round. declared missile combat in step 1 or
ROUND The rest of this chapter fully de- 2).
In a game that can span the eons, one scribes how the Sequence of Play 13. Side B melees.
round (five game seconds) may not works. For now, look over the steps 14. Stamina Loss and Recovery.
seem like very much. But a lot can below, and try to keep them in mind.
Note: Surprise checks may be made
happen in a round: someone fires a During play, you'll probably want to
during any step of a round, as called
weapon, someone punches an refer to the list on the back cover,
for by the situation.
enemy, characters flee, characters fall, below the Action Table.
and others stand dumbfounded in The Sequence of Play COMBAT PROCEDURE
surprise—the list can go on and on! As you can see by looking at the list
Fortunately, the rules of the game 1. CM declares NPC and animal
actions, including movement, combat above, most of the Sequence of Play
provide a system for creating order revolves around the three forms of
from chaos: the Sequence of Play. form, and first attack.
2. Players declare their PCs' combat: paranormal, missile, and
The Sequence of Play determines melee. In any given round, a
the order in which events must take actions, including movement, combat
form, and first attack. character may use only one form of
place in a round. If you follow the combat, which must be specified
during the declaration step.
Any time combat occurs, players
must follow combat procedure. The
combat procedure doesn't change the
Sequence of Play; it expands it,
allowing you to determine the
outcome of any attack as soon as it is
made. The following steps make up
the com-bat procedure:
Combat Procedure
1. Attack Declaration. This step
only applies to characters who can
make more than one attack each
round—firing more than one shot,
punching more than once, etc. Only
skilled characters can make more
than one attack. Every character's first
attack is always specified during steps
1 or 2 in the Sequence of Play. When
the character is making a subsequent
attack (including defensive missile
fire), he or she declares it now. Be
sure to specify your target.

21
CHAPTER 4 TRAVELLER’S MANUAL

DEFENSE COLUMN CHART Called Shots in Combat


Attack Type Defense Column When characters "call a shot," they say
Missile Attack Defender Rolls 1d10 and adds any luck what outcome they'd like their
spent to the die roll. Resulting number actions to have. "C" results on the
is number of the Defense Column (10 Action Table always indicate success.
maximum). In missile and melee attacks, called
Melee Attack: Defender has Use column beneath the range of shots usually tell two things: 1)
declared use of a melee skill as numbers that contains the defender's location ("I'd like to shoot him in the
action for the round. skill score. leg"), and 2) approximate amount of
Melee Attack: Defender surprised. Use Column 1. injury. This does not mean that
Melee Attack: Defender doing Use column beneath the range of attackers may say, "He should lose six
none of the above. numbers that contains the defender's Stamina points and die." It only
Unskilled Melee score. means that attackers may request that
2. Base Chance Determination. In points from his Luck score. The their attacks cause the damage listed
this step, you must figure out the points will lessen the injury he or she under "S," "L," "M," "H," or "C" on the
attacker's base chance to attack takes if the attack succeeds. Of course, results key.
successfully—his chance before at this point, no one has rolled dice Here's an example: Let's say that
modifiers are applied. The base to see if the attack succeeds, so the Bob, an agent, wants to stab a nasty
chance depends upon the attack outcome is still in question. Even if NPC in the leg, but he only wants to
form: the attack fails, the Luck points are inflict "M" ("Medium") damage, not
a. Paranormal Talent = PT gone. Step 5 explains how to use Luck "C" damage. He specifies all of this in
score. points to reduce injury from a his called shot. If the attack result is a
b. Missile = Skill score or successful attack "C" on the Action Table, then Bob's
Dexterity. If the attacker is 5. Roll to Strike. Roll a specific wish comes true. He stabs the leg,
using a weapon skill, the base check against the attacker's strike and the CM follows the instructions
chance equals his skill score. If number. If the attack fails, combat under the "M" result to find out
the attacker doesn't have skill procedure is over. If the attack exactly how much damage the
with the weapon, use his succeeds, subtract the result of the stabbing caused.
Dexterity score. roll from the strike number, and find
c. Melee Attacks = Skill or the difference on the Action Table, Note: No character may make called
Unskilled Melee score. As with under "Attack Margin." As with any shots for paranormal attacks.
missile attacks, if the attacker is specific check, this determines which Helpless Defenders
using a skill, his base chance row contains your combat result. The
for success equals his score for defense column varies according to Sometimes, a defender is totally
that skill. If the character isn't the attack and how much Luck the unable to defend himself: he is
using a melee skill, however, defender spent in step 4. See the unconscious, bound, or otherwise
his base chance for success Defense Column Chart to figure out helpless. In these cases, the attacker
equals his Unskilled Melee which defense column to read. always succeeds with a missile or
score. 6. Apply the Results. To find the melee attack; no dice roll is needed.
3. Strike Number Determination. result of the attack, cross-index the In this instance, and this instance
The strike number is the attacker's attack row with the defense column. only, characters may make "killing" a
exact chance for success. It is simply Then read the result on the called shot.
the base chance with a few appropriate key. If the character If the defender is a PC, he can
adjustments to reflect the attack at attacked with a weapon, use the make a Luck check, as explained later
hand: how far the target is, whether Armed Combat Results Key. If he in the section "Damage from
the target is moving, whether the attacked only with his body, use the Combat."
attacker is moving, etc. The upcoming Unarmed Combat Results Key. Both LEARNING THE SEQUENCE OF
sections list the modifiers for each of these keys are beneath the Action PLAY
combat form, which you must Table. Keys for paranormal talents are
subtract from (or add to) the base listed in Chapter 8. After you find the DECLARATION
chance to figure out the strike result, apply the effects immediately,
Steps 1 and 2 in the Sequence of Play
number. There are no modifiers for including wounds and damage.
are called the "declaration steps" of
paranormal talents. (Wounds and damage are explained
the round. Both the CM and players
4. Defender Luck Use (for missile later in this chapter, after the
must declare what movement and
attacks only). If the defender is a descriptions of each combat form.)
combat action they plan to take-even
player character, and a missile attack
though they still have no idea which
is in progress, the defender may
side will get to go first. After the CM
now choose to "spend" up to 2 Luck
or a player declares an action, he
22
TRAVELLER’S MANUAL CHAPTER 4

cannot change his mind; characters


must make every effort to carry out
declared actions. Of course, an
opponent may make a declared
action impossible later on—but then,
that's the nature of combat.
Follow the instructions below
during every declaration phase.
All players, including CM: Declare
what movement, if any, your
character will make, and declare
which combat form your character
will use, if any. Choose from
paranormal, missile, or melee.
Declare your first attack, and specify
the target. (Many characters only get
one attack; but if they can make
multiple attacks in a round, they can
wait for the appropriate attack steps
to choose and declare subsequent
attacks.) If your first attack includes a
called shot, you must declare the
called shot now.
CM only: Follow the instructions
above, but describe only what the
PCs will see, sense, or notice; don't
give the players information that their For example, when the Sequence of their own faces during combat.) A
characters wouldn't have during Play calls for Side A to resolve missile few paranormal talents do affect an
combat Make mental or written notes combat and two players on Side A opponent directly, but such talents
of anything you don't describe; you have declared missile combat for belong to the Demoreans, not the
still have to make a declaration and their characters, then the CM decides PCs.
stick to it, even if part of your the order in which the characters fire Paranormal combat is special for
declaration is secret. If an opponent or throw their weapons. If a dispute another reason, too. Because para-
makes a paranormal attack, tell the arises, the CM should declare that the normal combat requires total
players that the opponent is standing character with the highest Willpower concentration, characters cannot do
still, in a trancelike state. Don't say score goes first If any character is anything else during the round—they
who he's attacking, or which talent firing (or throwing) more than one cannot even move. Characters who
he's using. missile that step, then he or she must elect to use a paranormal talent
fire them all before the other during a round do not declare
WHO GOES FIRST? character acts. The rules in this movement.
Within Each Round: Initiative example apply to all three combat
Willpower Loss
forms: the CM determines the order
Initiative determines which side gets in which the PCs attack, and each PC Paranormal talents relate strongly to
to go first during a round—the must finish his attacks in that step Willpower. Like Stamina, Willpower
characters controlled by the players, before the next PC begins. has a current value, which can rise
or those controlled by the CM. and fall during play. Characters must
To determine initiative, each side PARANORMAL TALENTS IN spend Willpower points to use
rolls 1d10. (Players choose one COMBAT paranormal talents. Furthermore,
"roller" amongst themselves.) The some paranormal attacks cause the
side rolling the highest number wins. Paranormal talents play a special role
in combat. Unlike the other two defender to lose Willpower. Like
In case of a tie, roll again. In the Stamina, Willpower can be
Sequence of Play, the side that wins combat forms—missile and melee—
paranormal combat is usually non- regenerated, but a severe loss of
initiative is called Side A. The side Willpower means problems for the
that loses is called Side B. aggressive. For example, the talent to
"Ignore Pain" affects the user, not the character.
Within Each Step opponent. (In contrast, most Characters whose current
characters would never fire a weapon Willpower drops to 20 or below
During any given step of the round, refuse to fight and try to move
against themselves, or start punching
the CM determines who goes first. immediately to the nearest place of
23
CHAPTER 4 TRAVELLER’S MANUAL

MISSILE ATTACK MODIFIERS MISSILE COMBAT


Target's Declared Action Attacker's Declared Actions or Any time a character throws or fires a
or Situation This Round Situation This Round weapon at a target, he is attacking
Walking -10 Walking -10 with a missile. Missiles include
Running -20 Running -20 bullets, arrows, laser beams, rocks,
Sprinting -30 Sprinting -30 javelins, and shurikens—just to name
Falling/Diving -40 Falling/Diving -40 a few.
Going to -20 Going to cover -20
cover Skilled vs. Unskilled Attacks
Behind cover -30 In slow vehicle -10 Unskilled characters may only make
In slow -10 In fast vehicle -30 one missile attack per round (the
vehicle same applies to melee). Skilled
In fast vehicle -30 Charged or meleed this round -40 characters can often make more
Prone -10 Getting up, and/or turning -20 missile attacks, each round,
more than 60 degrees depending on their weapon and level
Swimming -30 Drawing this round -20 of skill. For instance, characters with
Firing more than one weapon -20 firearms skills gain one extra shot per
Aiming a single shot* +10 level of skill, up to the maximum
Second shot in a round -10 possible for the weapon. Skilled
Third shot in a round -20 characters also have a better chance
Fourth shot in a round -30 to hit their targets; they use their skill
Unskilled riding -40 score, while unskilled characters use
Range modifier Varies—see Dexterity.
weapons
chart Sighting
* Applies only to characters skilled with the firearm, and who choose to fire only one
Characters cannot make a successful
shot this round.
missile attack against targets they
Notes: cannot see. It's that simple. Refer to
Falling/Diving: An attacker may fire only when leaping intentionally from a height of the section on Field of Vision to
10 feet or less; the attacker may not fire while unintentionally falling. In either case, determine whether characters can see
the attacker suffers normal falling damage.
their targets. During missile fire steps,
Going to cover: A character is "going to cover" if he or she does not begin the round
behind cover and ends the round behind cover, or moves from one covered location characters can turn to face targets that
to another covered location and is fully visible at any point along the move. Use the used to be outside their fields of
modifier for running or sprinting instead of this modifier if the character runs or vision, with one provision: they must
sprints to go behind cover. have a valid reason for turning. (Be
Behind cover: Use this modifier if the target keeps at least half of its body behind careful, CM: players may know where
cover for the whole round. a target is, while their characters do
In slow vehicle: Any vehicle moving 20 m.p.h. or less is a slow-moving vehicle. Note not! Use a general Perception check
that a target in such a vehicle will probably also be behind cover. See "Vehicles in to resolve any doubtful cases.)
Action."
There is one exception to the "If
In fast vehicle: Any vehicle moving faster than 20 m.p.h. is a fast vehicle. Note that a
target in such a vehicle is probably also behind cover. See "Vehicles in Action." you can't see it, you can't hit it" rule:
Prone: This modifier applies only if the attacker is not 10 feet or more higher in hand grenades. Characters can throw
elevation than the defender. Otherwise, the defender gains no benefit for being prone. hand grenades into an area where
Charged or melee attacked: Any character being charged or melee attacked this they know an enemy is lurking, even
round, regardless of initiative or any other previous results, suffers this modifier on all if the enemy is currently hidden from
missile attacks during the round. view.
Firing burst: A burst is a special type of fire from an automatic weapon. Bursts are In moving crowds or heavy traffic,
explained in detail in the section "Automatic Rifles." characters may at best have fleeting
glimpses of a target. Dense foliage
safety. This reaction must occur; the take no more than one round to can create the same effect. In these
CM should never allow players to complete, such as, "Get up," "Come cases, the CM might wish to have the
break this rule. over here," or "Sit in this chair." character pass a general Luck check to
A character whose current Will- Refer to Chapter 8, "Paranormal determine if the target is in view.
power drops to zero is completely Talents," for more information on
confused. He or she cannot fight or how these talents work. Missile Attack Modifiers
interact with other characters. He or An attacker's chance of using a
she can't do anything at all without missile successfully equals a base
simple directions from others which score plus or minus certain modifiers.
24
TRAVELLER’S MANUAL CHAPTER 4

MISSILE WEAPONS Notes:


Range Range modifiers for short-range weapons
Modifier apply for every 10 feet of range beyond the
Type (per 10 feet / Ammo ROF RL Mounted Use? first 10. To calculate the actual modifier,
per 100 therefore, divide the range in feet by 10,
yards) rounding up any fraction, and subtract 1.
Multiply the number obtained by the
SHORT RANGE WEAPONS modifier shown on the table.
Long range weapons (and shotguns) have
THROWN WEAPONS two modifiers separated by a slash. The
Axe/Tomahawk -30 NA 1 NA Yes number to the left of the slash is for every 10
Dagger/Knife -20 NA 1 NA Yes feet beyond the first 10. The number to the
Javelin -05 NA 1 NA Yes right of the slash is the modifier for every 100
Shuriken -25 NA 4 NA Yes yards when players are using maps with 10-
Spear -20 NA 1 NA Yes yard or 100 yard-scales. These maps are
Hand Grenade -30 NA 1 NA Yes discussed in Chapter 5 and Chapter 6.
SPECIAL WEAPONS Ammo - The number of rounds of
ammunition carried in the weapon. Do not
Blowgun -20 1 1 NA No
confuse this with the number of rounds
Bola -10 NA 1 NA Yes carried by the person using the weapon,
Sling -05 UL 1 NA No which can vary from scenario to scenario.
SHORT RANGE FIREARMS ROF - Rate of Fire, the maximum number
Antique Pistol -15 1 1 4 Yes of times the weapon can be fired in one
Revolver -07 6 4 2* Yes round. Characters without skill with a
Automatic -12 8 4 1 Yes weapon can fire the weapon only once per
Pistol round (at most) regardless of the rate of fire.
Shotgun -04/120 2 2 1 Yes RL - The number of rounds required to
reload the weapon.
(double barrel)
Mounted Use - This column tells whether or
Shotgun, pump -04/120 5 4 2 Yes not the weapon can be used while the
Time Corps -20 8 4 2 Yes character is mounted on horseback.
Stunner * - Can be reloaded with 3 bullets in one
round.
LONG RANGE WEAPONS
** - Rifles vary a great deal in the number
Arquebus -05/150 1 1 12 No of bullets carried in their clip and in their
Musket -02/50 1 1 +++ No maximum rates of fire. Specific values are
given in each adventure scenario for the types
Dragoon -05/120 1 1 +++ Yes
of rifles available in that scenario. An average
Musket 20th Century World War II combat rifle had
Rifle -.5/15 1-10** 1-4** 1 Yes a clip of five bullets and a maximum ROF of
Automatic Rifle -.5/15 1-20 4*** 1 Yes 4.
Photon Rifle -.5/10 1-50 4*** 1 No *** - Automatic rifles and photon rifles can
BOWS AND ARROWS fire either a maximum of 4 single shots per
Crossbow -02/50 1 1 ++ No round or one automatic burst per round. A
Shortbow -05/150 1 1 ++ Yes burst depletes the ammo of the weapon by
Longbow -02/50 1 1 ++ No 10 rounds.
++ - Reload rates for these weapons vary
BEAM WEAPONS
with the skill of the user. See the Bow skills in
Laser Pistol -05/150 20 4 1 Yes Chapter 7: "Skills."
Laser Rifle -.5/10 50 4 2 No +++ - Reload rates for these weapons vary
with the skill of the user. See the Firearms
skills in Chapter 7: "Skills."
UL - Unlimited.
NA - Not applicable. When applied to
reload rates, this means the weapon can be
used every round.

Modifiers are numbers that show subtracted from the base chance, to modifiers that fit the missile attack at
how the characters' actions in combat reflect the target's movement. hand. The modifiers are cumulative;
affect their chances of success. For The table below lists all the if you find more than one that
instance, if the target is moving, the modifiers for missile combat To applies, add (or subtract) all of them
attacker's chance to hit it should figure out an attacker's Strike Number together.
decrease. Therefore, a modifier is (Step 3 in Combat Procedure), look
over this table and pick out the
25
CHAPTER 4 TRAVELLER’S MANUAL

Defensive Missile Attacks characters can fire one shot;


characters with Master Level weapon
Steps 7 and 12 in the Sequence of
skill can fire four.
Play are reserved for defensive missile
attacks. Characters who make attacks
during these steps must have declared
missile combat as their action for the
round. They must also have at least
one attack remaining. Unskilled
characters, who are allowed only one
attack in a round, may choose to An attacker who misses with a
hold that attack until their defensive shotgun misses all targets in the
missile attack step. spread pattern.
Characters may make one, and There are two types of shotguns
only one, defensive missile attack, commonly used: double barreled
regardless of their skill or lack of one. shotguns and pump action shotguns.
This attack does count against the Any character, skilled or unskilled,
A burst is a spray of 10 bullets.
number of attacks they are allowed in can fire both barrels of a double
Characters can fire only one burst in
a round. barreled shotgun with one, single
a round, regardless of their skill level.
Missiles into Melee This attack receives a +30 modifier, missile attack. The damage caused by
and all modifiers listed on the Missile this attack is doubled. Pump action
Melee is hand-to-hand fighting, Attack Modifiers Chart under the shotguns fire one shell per attack, and
which can occur when characters are heading "Target's Declared Action or have a maximum rate of fire of 4
within 5 feet of one another. Firing or Situation This Round" are ignored. All shots per round.
throwing a weapon into that kind of other modifiers are applied normally.
scuffle is risky business; you can miss Hand Grenades
A burst covers the entire area an
your target and hit another fighter attacker specifies, within the Hand grenades are small, hand-
who may be the one you want to maximum area illustrated in the Burst thrown explosive devices. The first
help! Diagram. grenades, used in the 1700s, were
Whenever an attacker fires into When firing a burst, the attacker crude metal balls filled with
melee, a "hit" on the Action Table rolls only once against his or her explosives. The user had to light an
indicates only that someone in the strike number. If the attack is exposed fuse with a slow match and
melee was hit—it doesn't tell who the successful, each defender in the area then throw the weapon. In contrast,
victim is. Roll percent dice to covered by the burst makes his or her later hand grenades featured pins.
determine the victim: a roll of 0-50 own separate roll of 1d10 for a The user pulled the pin (which
means it's the right target; 51-100 defense column. triggered a timed fuse), and tossed.
means it's the wrong one. If the Although characters can acquire a
wrong victim is indicated by the dice, Shotguns skill for grenades, they don't need
and there is more than one wrong this skill to throw one. As with all
Shotguns fire a spray of pellets which
victim to choose from, the CM missile weapons, unskilled characters
can hit more than one target in an
should assign an equal chance to just use their Dexterity score as their
area. A hit with a shotgun means all
each victim and roll to see which one base chance for success. Thrown
characters in the spread pattern (see
is hit. hand-grenades hit their target on any
accompanying diagram) have been
Note: "C" results are handled successful check result. If the
hit.
differently; the attacker can make character fails the check, the grenade
Notice that a shotgun doesn't
hitting his target a called shot, in lands 1 to 5 (1d10/2, round up)
distinguish between friends and foes.
which case any "C" would indicate hexes beyond the target on a 5' scale,
Each character in the spread pattern
that he hit the correct target in or in an adjacent hex on the 25" scale.
makes a separate defense roll, just as
whatever manner specified. The CM may roll dice for the
in the case of automatic rifle fire.
Automatic Rifles When firing a shotgun, the direction in which the grenade
attacker uses the set of modifiers for misses, or simply assign it according
Automatic rifles (including the character most likely to be hit to the circumstances.
submachine guns and photon rifles) (out of all possible targets in the
have two modes of fire: single-shot spread pattern).
and burst. Characters firing these
rifles must declare which mode they
are using in each round.
Automatic rifles can fire one to
four single shots per round: unskilled
26
TRAVELLER’S MANUAL CHAPTER 4

HINDERED MOVEMENT counters to represent their characters.


Obstacle Effect on Walking Distance And, when playing scenarios of the
Normal Obstacles CM's own design, such players may
Doors, closed -10 feet want to use their figures on a tabletop
Stairs -10 feet per flight instead of a map, using any handy
Entering or leaving a vehicle -20 feet items to stand for buildings, trees,
Dangerous Obstacles* walls, and so on. When using
Vehicles -15 feet miniatures, a scale of 1"= 5 feet or 1"=
Furniture -10 feet 25 feet is recommended.
Placed Obstacle -10 feet
* Modifiers do not apply if characters walk around the obstacle. If characters climb
Movement Rates
over, or jump across, they need to make a general Agility check. If they fail, the Characters may have special mental
characters fall down. talents, but they are still bound by the
Terrain Effect on Walking Distance restrictions of their bodies. They can
Heavy Woods -10 feet only move so far, so fast—and that's
Light Woods -5 feet it. The chart below shows the limits
Broken (rough terrain) -15 feet to character movement during a
Swamp -20 feet round, according to the type of
Action Effects/Comments movement declared.
Firing firearm or throwing Deduct 5 feet from total walking movement
missile for each missile fired or thrown before CHARACTER MOVEMENT
movement. Deduct triple this amount from IN ONE ROUND
running distance. Declared Distance 5’ 25’
Firing bow No movement allowed in same round. Move in feet Hexes Hexes
Standing up Deduct 10 feet from total walking movement, Crawling 15 3 1 per 2*
30 feet from total running movement. Walking 25 5 1
Placing obstacle Deduct 5 feet from total walking movement, Running 75 15 3
15 feet from total running movement; limit Sprinting 150 30 6
one obstacle per round. Swimming 15 3 1 per 2*
Watching behind Deduct 10 feet from total walking movement; Climbing 5 1 1 per 5*
running and sprinting not allowed. * = Character moves 1 space on this
Notes: scale for every 2 or 5 rounds, as shown on
Placing obstacle: Quickly grabbing something (such as a chair) directly ahead and the chart.
flipping it behind to foil pursuit. Sprinting indicates all-out running. Its
Watching Behind: Keeping a watch behind while moving forward. use costs the character 3 Stamina points
per round. Characters who sprint may
Regardless of where a hand object at ranges of greater than 30 take no other action. Characters in metal
grenade lands, it causes 15% feet. armor cannot sprint.
catastrophic damage to each Swimming rates may vary if the CM
character within a 15' radius. (See MOVEMENT wants to adjust them according to
currents, tides, etc.
"Special Damage" below.) When Keeping Track of Movement Climbing in the chart above refers to
using the 25' scale, the CM may mountains, cliffs, ladders, and ropes—not
simplify this rule and apply damage You should always use maps to keep
stairways.
only to characters in the hex where track of everyone's location during
the hand grenade lands. combat. This becomes especially Hindered Movement
important during the movement step
Miscellaneous Thrown Weapons Often, a character wants to take some
of a round. No character likes to find
kind of action while moving: he
Resourceful characters can—and out—too late—that the opponent he
throws garbage cans at the feet of his
will—throw just about anything in intended to punch is just beyond his
pursuer, or turns around from time to
combat if they have to. Rocks, mugs, reach, sporting a gun and a grin.
time to fire his gun, for instance.
lamps, small chairs,—all of these can In the TIMEMASTER game, each
Actions such as these slow
be missiles. To determine success, the character is represented by a counter
movement.
CM should use the character's on the map. Just move the counters
Obstacles and terrain may slow a
Dexterity score as his base chance to on the map whenever the characters
character, too. Characters can't walk
hit, and modify it for the bulk or move. In this way, you will always be
up stairs or over furniture as quickly
clumsiness of the object use the certain where your character stands—
as they cross the dance floor. And
situation itself as guide. In general, and where his enemies stand, too.
they can't cross a swamp as fast as
characters should not be able to hit a Experienced players may want to
they cover flat ground.
target with a miscellaneous thrown use miniature figures instead of
27
CHAPTER 4 TRAVELLER’S MANUAL

The chart shows how actions and Skilled Melee the hold inflicts 1d10 points of
obstacles can hinder movement. Use Stamina damage.
Characters can acquire skills in
the chart as a guideline to determine All of the above assumes that no
both armed and unarmed melee. (See
a character's actual movement rate one intervenes with the two wrestling
Chapter 7 for a complete list and
during combat. characters we've described. If anyone,
description of skills.) Armed melee
or anything, scores a successful attack
Multiple Characters in One Space skills are usually defined by a
of any kind on the character
particular type of weapon; for
When using a map with 5-foot scale, maintaining the hold, the hold is
instance.
it's best not to allow more than two automatically broken. The character
Dagger and Sword are two
characters in one space. Characters who lost his grip takes normal
different skills. Unarmed melee skills
engaged in melee can occupy damage from the attack.
reflect a particular class of fighting;
adjacent hexes. (Sometimes, special
Boxing and Wrestling are also Strangling
movements may force opponents to
separate skills. Whenever a character Treat strangling as a special kind of
be in the same space, but that's
uses a skill in melee, his or her skill hold in which the attacker has the
uncommon.)
score is the base chance to strike an defender by the throat (see above).
Any conscious character who isn't
opponent successfully. The results and rules are the same,
held or helpless can automatically
with one addition: at the end of every
force another character to stop upon Unskilled Melee
round, the defender must pass a
entering his space (or coming within
Characters don't need melee skills to general check against his current
1 inch when using miniatures). No
hold their own in hand-to-hand Stamina. If he fails the check, the
dice roll or declaration is required.
fighting. Nearly everyone can do defender falls unconscious and his
This rule only applies when players
something in a scuffle—kick, bite, current Stamina drops to zero
use the 5-foot scale.
punch, scratch—even slash or club. immediately.
Leaping and Jumping Such actions may be crude, but that Remember that the CM can
doesn't mean they're ineffective. Both declare called shots to be impossible,
When a character wants to leap over if they're too far-fetched. This rule
armed and unarmed attacks are
an obstacle or jump up and grab
possible. could be applied whenever the
something, his base chance to do so
Whenever a character uses un- character wants to strangle a large
equals his Agility score. Most humans animal. For instance, most characters
skilled melee, his base chance for
can't reach an object higher than 10
success equals his Unskilled Melee could strangle a monkey or a dog, but
feet, and they can't make a running
score. very few of them could strangle a
leap much over 15 feet without losing hippopotamus!
their balance. As a general guideline, Unskilled Holds
subtract 25% from the character's If a character without a Wrestling Melee Modifiers
Agility score for each foot over these skill wants to secure his opponent in
Melee modifiers are numbers which
maximums the character is a hold, then he must declare that he
are added to or subtracted from a
attempting to jump or leap. The intends to grab or jump on his
character's base chance to hit his
check is a general Agility check. opponent, and make the hold a
opponent in melee. They work in
called shot. A "C" result indicates a
MELEE melee just like missile combat
successful hold with normal "C"
modifiers work in missile combat To
Melee, or hand-to-hand fighting, damage possible.
find a character's strike number for a
occurs in two forms: armed and A defender who is held cannot do
melee attack, go through the
unarmed. Melee with weapons—such anything until he breaks the hold. To
following list of melee modifiers and
as swords, clubs, and knives—is called do so, the defender must gain
add or subtract those that apply to
armed melee. Melee without initiative and make a successful
the melee at hand.
weapons—other than teeth, fists, and melee attack in a subsequent round.
feet, etc.—is called unarmed melee. He cannot declare a called shot for Escaping from Melee
To engage in melee, the attacker must the attack, but any successful attack
The following rule applies when any
be within 5 feet of his or her target at will break the hold and inflict normal
characters start the round within 5
the beginning of the Melee step of the damage.
feet of one another, and melee is
round. The attacker doesn't have to make
declared. If one of the characters says
Characters without a melee skill a check to maintain the hold; it's
he intends to run instead of melee,
can make only one melee attack per automatic from round to round, until
then follow these rules:
round. Some, but not all, melee skills the defender breaks it. During the
As long as the fleeing character
allow a character to make more than first round, the hold inflicts normal
was not fleeing in the previous
one attack per round. "C" damage on the defender,
round, no attacker may run after him
according to the results for unarmed
and engage in melee in the current
combat. In each subsequent round,
round. The attacker can declare "I'm
28
TRAVELLER’S MANUAL CHAPTER 4

chasing," or "I'm hitting," but not MELEE ATTACK MODIFIERS


both. If the fleeing character wins Situation Modifier
initiative, all is well; he runs before Attacker on ground -40
the attacker can hit him. But if the Attacker getting up -20
fleeing character loses initiative, and Attacker moved to close this round -20
the attacker declared melee, the Attacker charging with long weapon +20
attacker strikes before the defender Attacker attacking from behind +20
can move. Furthermore, the attacker Defender lost initiative and is fleeing +10
strikes with two impressive modifiers: Charging on horseback +30
First, the attacker automatically adds Mounted, charging against polearm -30
+10 to his base chance to hit, just for Notes:
winning initiative against someone On ground: This modifier applies when the attacker begins the round on the ground
who declared flight. Second, the and does not stand before making the attack.
attacker adds +20 (for a total of +30) Getting up this round: This modifier applies when the attacker began the round on
if the defender declared he was the ground and stands before making the attack.
running away; this modifier is Moved to close this round: This modifier applies if the attacker did not begin the round
applied because the fleeing defender within 5 feet of the defender and the defender did not declare any movement for this
is automatically being struck from round. Ignore this modifier if the attacker is charging with a long weapon.
Charging with long weapon: This modifier applies if the attacker moved at least 25
behind. As you can see, running from
feet in the same round before attacking. The attacker must be armed with a spear, lance,
melee can be risky business. polearm, rifle with a mounted bayonet, or other thrusting weapon at least 6 feet long. If
Melee Restrictions the defender won initiative and is fleeing faster than the attacker is charging, do not
apply this modifier. Mounted characters use the modifier for "Charging on horseback"
1. Multiple Attackers. No more instead.
than three attackers can strike one Attacking from behind: This modifier applies to any attack from behind the defender
human-sized defender during the (The CM should resolve any questions about whether the attack comes from behind.) If
same round. the attacker wins initiative and begins the round next to a defender who declares he or
she will flee, the attacker can automatically use this modifier. A defender who wins
The CM must determine what's
initiative can only be attacked from behind if surprised, or if trapped by two or more
appropriate for defenders of other attackers.
sizes, but these examples should Defender lost initiative and is fleeing: This modifier applies when the defender
help: during a single round, up to six declares he or she will flee and loses initiative. Note that in many cases this modifier
humans can strike a horse, and up to and the modifier for attacking from behind will both apply.
a dozen rats can strike a human. Unless specified otherwise, all melee attack modifiers are cumulative—added or
2. Knockouts. Knockouts are not subtracted together.
allowed as called shots in melee
unless the attacker is using Boxing or more dangerous than fists; How to record wounds:
Blackjack skills. (A defender does fall consequently, the armed combat key 1. See how many wounds are
unconscious, however, whenever his always calls for wounds. The indicated in the results key. There
current Stamina reaches zero. See unarmed combat key only calls for may be none, or there may be as
"Damage and Healing.") wounds in the most severe cases ("H" many as five.
or "C" results). Both keys call for 2. Check off the appropriate
DAMAGE FROM COMBAT
Stamina loss. number of wound boxes on your
In game terms, damage is physical character sheet.
How to record Stamina loss:
injury to any character or animal.
1. Determine the amount of Effects of Damage
Damage always causes the character s
Stamina lost by rolling one or more
current Stamina to drop; that shows Damage can lead to two things:
ten-sided dice. The results key will tell
that he's tired, and maybe bruised or unconsciousness and death. When a
you how many dice to roll. Add up
battered. If damage is more severe, character's current Stamina drops to
the numbers rolled. (Many results
then the character may also have to zero, he passes out. When he has no
call for this sum to be multiplied by
check a "wound box" on his character wound boxes left to check off, he
two.) The result is the amount of
sheet; that shows that he's suffered dies.
Stamina lost.
some kind of serious injury, too. So Unconsciousness: As soon as a
2. Subtract the lost Stamina from
we know that damage results in two character's current Stamina drops to
your current Stamina score—the
things: Stamina loss and, sometimes, zero, he passes out for 1d100
original Ability score for Stamina
wounds. minutes (the CM rolls a secret
stays intact.
Notice there are two different percent). Unconscious characters
results keys below the Action Table: cannot take any action.
one for unarmed combat, and one
for armed combat. Weapons are
29
CHAPTER 4 TRAVELLER’S MANUAL

If someone douses an each round of rest. (You should mark (the character can spend Luck
unconscious character with cold that number on your character sheet, points). The strike number equals 90
water, or shakes him gently, the next to "Recovery Rate.)" plus the number of feet fallen. For
character awakens immediately. As For example, John's original example, if the character fell 15 feet,
soon as the character comes to, he Stamina score is 70. That number the strike number is 105; (90 + 15 =
regains one current Stamina point falls in the 61-75 range, above 105). Characters never suffer more
Death: As soon as a character has column 5. Therefore, John can than "C" damage from falls of less
taken all the wounds he can take (so regenerate 5 points of current than 100 feet. Unfortunately, falls
that he has no wound boxes left to Stamina for every round of rest. from elevations of 100 feet or more
mark on his character sheet), he dies. A character can take no action during will always kill characters. (Luck
Player characters can make a Luck rounds of rest. If anyone attacks a checks still apply.)
check against death. A successful character during a round, the Catastrophes: Catastrophes
check means the character falls into a character has not rested, even if the include explosions, collapsing
coma instead of dying. The character attack fails. Lost Stamina is buildings, avalanches, natural
may immediately erase one wound regenerated at the end of every disasters, and the like. Follow combat
box to show that he has one wound round. procedure, treating the catastrophe as
box left. He remains unconscious for a missile attack just as you would in a
Healing Wounds
1d10 days (CM rolls secretly), with a fall. The strike number is calculated
current Stamina of zero. While in a It takes more time to heal wounds differently, however: use a base
coma, the character heals normally, than it does to recover Stamina. The chance of 100, and add modifiers
but he does not awaken and cannot character must spend one day in bed according to the guidelines below.
be awakened. to heal two wounds. After a day of Modifiers: Keep in mind that a
bed rest, the player can erase the strike number of 100 is likely to
Critical Wounds
marks in two wound boxes on the inflict heavy or crippling damage. If
Characters are critically wounded character sheet If a character with you think that characters have a
when they have three or fewer wound Medical skill treats the wounded reasonable chance of surviving,
boxes left to mark. As soon as they character daily, then the character can subtract a few points from the base
reach this level of wound damage, heal four wounds a day instead of chance. (A forest fire, for instance,
they must make a general Willpower one. could have a strike number of 95.) If
check. Those who fail the check can characters have blundered into a
take no further action that round; the SPECIAL DAMAGE situation where death is highly
pain is just too great. If they pass the Most damage comes from combat— probable, add some points to the
check, they can continue to fight. but not all. Characters can be their base chance. (For instance, if they're
Critically wounded characters own worst enemies: like real people, standing on top of Hoover Dam
must continue to make a general they fall off cliffs, fall asleep in bed when it collapses, use a strike number
Willpower check before the with a cigarette, or forget to run of about 175.)
declaration step of each round until: before the bomb goes off. Mother Exposure: Characters without
1) they receive 2 rounds of treatment Nature can be even more dangerous: appropriate clothing or equipment
from a character with Medical skill, or she brings on storms, zaps the earth suffer exposure damage when they
2) they use the paranormal talent with lightning, and causes the cities spend 24 or more hours outside in
"Ignore Pain" successfully, or 3) they to shake. All of these things can very bad weather or other harsh
heal wounds and have four boxes damage a character, just as combat conditions, such as desert heat. To
unmarked. does. determine the exact amount of
Fire: Fire causes two kinds of damage, roll a specific check against
RECOVERY AND HEALING 99 (the strike number), and use
damage: burns and smoke
Characters heal damage in two ways. inhalation. When a character catches column 5 as the defense column. Use
One, they must rest briefly to recover on fire he takes three wounds per the armed combat key to read the
lost Stamina. And two, they must round until the flames are results. Make one check for every 24-
have bed rest to heal wounds. extinguished. Characters catch on fire hour period spent outdoors. Outdoor
Recovering Stamina when exposed to open flames for one Survival skill can help characters
To recover lost Stamina, a round, or in other circumstances at avoid exposure damage.
character simply rests for a few the CM's discretion. If a character Crazy Stunts: Most characters can't
rounds— "taking a breather." To must breathe while in a smoke-filled resist trying stunts. Remember our
determine a character's recovery rate, area, he takes two wounds per round. man who swung on a chandelier and
find his original Stamina score in the Falling: Characters take damage if crashed through the window in
ranges along the top of the Action they fall more than 10 feet. Follow Chapter 3? In cases such as these, the
Table. The number of the defense combat procedure to determine the CM must use his own discretion to
column below equals the number of amount of damage, treating the fall as apply damage. The combat results
Stamina points he can recover during a missile attack against the character
30
TRAVELLER’S MANUAL CHAPTER 4

keys and the examples above should HIT LOCATIONS The strength of an attack equals
offer useful guidelines. Dice Roll Location Hit the amount of Stamina loss called for
01-09 Head by the results key. Roll for Stamina
POISONS loss as usual. If the number of
10-27 Upper torso
In the TIMEMASTER game, poisoning 28-44 Abdomen/lower back Stamina points lost is equal to or
is only allowed if history or the 45-53 Right leg higher than the Armor Rating, then
scenario requires it. All characters 54-62 Left leg the attack penetrates the armor. The
must make a general check against 63-71 Right arm defender takes full damage—wounds
current Stamina when they come in 72-80 Left arm and all. If the amount of Stamina
contact with a poison. If they pass the 81-85 Right hand points lost is less than the Armor
check, they're unaffected. If they fail 86-90 Left hand Rating, then the attack has no effect
the check, they die, or suffer other 91-95 Right foot (see "Hits to the Head").
damage as specified in the scenario. 96-00 Left foot GENERAL ARMOR GUIDE
Player characters may still make a
All armor protects characters against Immunity
Luck check against death, and
damage from unarmed at-tacks ("K" Category AR Type
characters with Medical skill can
results—knockdowns—still apply). Leather 10 A
administer an antidote to keep the
Kicks and punches, for example, do Studded Leather 15 A
victim alive.
nothing against armor. Armed attacks Mail 45 A
ARMOR IN COMBAT may have an effect, however, if they Metal Plates 60 B
can penetrate the armor. Helmet 30 B
In many different eras of history, Bulletproof vest 15 C
men have tried to protect themselves Body suit (7192) 45 C
in battle by wearing some type of
body armor. This section of the rules Notes:
explains how body armor affects AR: Armor Rating
basic combat. A: withstands all sling-fired
missile attacks.
How Armor Works B: withstands all attacks from
Armor doesn't change how combat slings, short bows, and thrown
takes place, but it may change the missiles.
outcome— how much damage a C: withstands all missile attacks,
character receives. When characters but not beam or melee weapons.
fight in armor, follow normal combat Firearms automatically penetrate
procedure. If a strike against an any type of armor except C.
armored character fails, then you can Crumpled Armor
ignore the armor. If the strike
succeeds, find the result as usual and After armor is penetrated, it becomes
follow these steps to see if the armor worthless against future attacks to the
protects the wearer: same hit location.
1. First, find out where the blow
Penetration Bonuses
(or shot) hit. Armor rarely covers the
whole body, and it offers no Strong characters get special bonuses
protection to areas that it doesn't to penetrate armor when they attack
cover. If the attack result is a "C" or with normal melee weapons or
"CK," and the attacker made a called thrown missiles. Look at the table
shot against a particular spot, then below, and add the correct bonus to
that's where the blow landed. If some the Stamina damage before you
other result occurs, roll dice and use determine if a hit has penetrated. If
the Hit Location Chart to find the hit the hit penetrates, drop the bonus
location. 3. To penetrate armor, an attack and apply normal damage. The
2. Now you know where the blow must be "stronger" than that armor. bonus makes it easier to penetrate,
or shot struck. If the attacker hit a All armor has a value called the but it does not change the amount of
location that wasn't protected by Armor Rating, or "AR." The higher the damage that a successful hit inflicts.
armor, then the defender takes rating, the stronger the armor. The Note: Penetration bonuses do not
normal damage. If the attacker hit table below lists the AR for general apply to attacks with slings or fired
armor, that's another story. armor types and notes any exceptions weapons.
to the penetration rules.

31
CHAPTER 4 TRAVELLER’S MANUAL

STRENGTH AND armor, a called shot. Characters in VEHICLE SPEED CHART


PENETRATION BONUS melee may also call a shot to hit an Ft/ 5’ 25’
Character’s Penetration armored character in a location Speed round hexes hexes
STR Bonus where the armor is jointed; a favorite 10 mph 75 15 3
50-59 +5 tactic against heavily armored knights 20 mph 150 30 6
60-69 +10 was to try to stab them with a dagger 30 mph 225 45 9
70-79 +15 beneath the arm, where the dagger 40 mph 300 60 12
80 +20 could slip between the joints in the 50 mph 375 75 15
armor and penetrate the chest cavity. 60 mph 450 90 18
Hits to the Arm or Hand
Shields 70 mph 525 105 21
Characters may be in trouble if they 80 mph 600 120 24
receive a wound in an arm or hand There are two categories of shields:
large and small. Characters who use a 90 mph 675 135 27
that carries a weapon: if the wound is 100 mph 750 150 30
less than "crippling," (a "C" result small shield may shift their defense
according to the armed combat column one column to the right. If If a vehicle is traveling less than 10
results key) they must make an they use a large shield, they can shift mph, it covers 1.5 hexes per round
immediate general Dexterity check. If it two columns to the right For per mile per hour on a 5-foot-scale
they fail the check, they drop the example,^ character who would map. For example, let's say two
weapon. If the wound is "crippling," normally defend in melee on column characters are engaged in a "high-
they must make a general Willpower 4 and who is using a small shield speed" rickshaw chase through the
check to continue using the hand or would defend on column 5 instead crowded streets of Indonesia. The
arm at all. They must make a new With a large shield, he'd defend on vehicles are traveling 8 mph, so they
Willpower check at the beginning of column 6. move 12 five-foot hexes each round
each round until: 1) a character with Restrictions: Shields only protect a (8 x 1.5=12).
Medical skill treats them for 2 character against two attacks per
round; on the third attack, the victim Driving Capability
rounds; 2) they use the talent "Ignore
Pain" successfully; or 3) they heal one defends normally. Like all metal Most NPCs can drive land vehicles
wound box and are not critically armor, shields never offer protection that are common in their native time.
wounded. against a firearm, or a paranormal Player characters receive Basic
Note to the CM: You can use the attack. Training from the Time Corps, so
Hit Locations Chart to add spice to Stamina Costs of Armor they can drive most of history's
regular combat, too. In missile conventional transportation,
Most armor is heavy and
attacks, ignore the modifiers for including cars, pickup trucks, jeeps—
cumbersome, so characters who wear
targets "behind cover." If the hit even tanks and armored cars. A
it tend to tire more easily during
location is behind cover, the shot character's basic capability to drive a
battle. For each round in which they
misses. vehicle equals the sum of his
melee, throw a missile, or run, they
Perception and Agility scores, divided
Hits to the Head lose a few Stamina points.
by 2. Characters with the Stunt
To determine how many Stamina
No armor offers full protection Driving skill have more exceptional
points an armored character loses,
against blows to the head. When a talents behind the wheel.
find the Armor Rating for his heaviest
character is hit in this location, he attire in the ranges on top of the Accidents
takes normal Stamina damage, even Action Table. (Don't include helmets Accidents do happen, especially in
if the blow doesn't penetrate his or shields.) The number of the shoot-outs and high-speed chases.
helmet. Many helmets only cover part defense column below the The characters have accidents when
of the head, or leave the face appropriate range equals the number they fail a driving check (against their
unshielded. If a hit against this type of Stamina points lost each round. basic capability or a Stunt Driving
of helmet occurs, roll a percent. 01- Note: Bodysuits and bulletproof vests skill score). The CM should call for a
50 indicates that the blow struck the do not cause Stamina loss. general check against a character's
defender in an unshielded area; the Furthermore, characters cannot sprint driving capability when:
defender suffers full damage, in metal armor. 1. The character fails a surprise
including wounds. 51-00 indicates check while operating a vehicle.
that the blow struck the helmet; the VEHICLES IN ACTION
2. The character operates the
defender suffers normal Stamina loss, Not all characters fight their battles vehicle at an unsafe speed (including
but no wounds. while standing in the open air; quite horse-drawn vehicles). Make one
a few of them take to the road. When check for every fifth round of unsafe
Called Shots Against Armor a character takes off in a vehicle speed. See the chart below for speed
Characters may make hitting an traveling 10 mph or faster, use the guidelines which apply in most time
armored character in the head, or in a table below to determine the distance periods.
body location not protected by that he covers each round.
32
TRAVELLER’S MANUAL CHAPTER 4

3. The character receives more Fatigue: Horses in combat can gallop mounted as explained in those skill
than one wound from a single attack. (move at charging speed) for no descriptions (see Chapter 7).
more than 6 consecutive rounds. At Characters without these skills may
SAFE VEHICLE SPEEDS the end of this time, they must slow still attack from horseback, but do so
Max. Safe to at least a canter for 12 rounds. with a -40 missile and melee modifier
Condition Speed Horses in continuous combat action (in addition to all other modifiers).
Rush hour, or 20 mph for more than 20 minutes are winded Losing your seat: Mounted
downtown and must rest for 30 minutes before characters with Equestrian skill use
Moderate city traffic 30 mph they can be used in combat again. the defense column that corresponds
Sharp curves 40 mph to their riding score when other
Highway drive 60 mph Obstacles to Mounted Movement
characters try to drag or push them to
Light fog 40 mph-day, Numerous obstacles can impede the ground. (Look for the skill score
30 mph-night mounted movement: ditches, ravines, in the ranges above the column
Heavy fog 20 mph fences, walls low enough to jump, numbers.) If the mounted character
Dense fog 10 mph rough terrain, and so on. Generally, has no skill, he defends on column 1.
When characters fail driving checks, horses cannot gallop over terrain that Characters on the ground can pull a
use the situation at hand to isn't flat, and thus they cannot charge rider from his mount by making the
determine what kind of accident over any type of obstruction. action a called shot.
occurs. Perhaps the driver hits Horses can jump obstacles, but Charging: Mounted characters are
another car, or swerves to miss it and their success is measured by the charging when their horses gallop
runs off the road. Or perhaps the Equestrian skill of their rider, not (move only through their front hexes
driver runs into a building. their own physical build. Normally, with no turns) toward a target.
Regardless of the accident each horses can jump over an obstacle up Charging characters usually get a +30
character in the vehicle must check to 5 feet high. For each foot over this melee modifier. They lose this bonus
for damage as follows: height, subtract 25 from the skill if another character wins initiative
1. Roll a percent and subtract it score of the rider. This means that no and charges them first.
from 100. This determines the attack horse—no matter how good his rider
margin on the Action Table. is—can jump obstacles over 10 feet
2. Use the speed of the vehicle to high.
determine the defense column. Horses can normally leap across
Column 10 is for 10 mph, 9 is for 20 ditches, ravines or chasms up to 10
mph, 8 is for 30 mph, and so on. feet wide. For each additional foot of
(Shift one column to the left for every width, subtract 25 from the riding
10 mph. This way, column 1 is for score of the rider.
100 mph and faster.) Riders may sometimes be
3. Find the result. Use the armed surprised by the sudden appearance
combat results key to determine of obstacles. In such cases, their
damage. horses will automatically balk, and
the riders must make a riding check.
HORSES IN ACTION If they fail the check, they fall off.
All characters can ride horses at a Fighting on Horseback
basic level; their score equals Agility Use the chart below whenever
divided by 2. Characters can also horses are involved in active combat:
acquire Equestrian skill, which gives Mounted characters suffer a -30
Horse Capacity Wounds
them many more advantages on modifier when charging characters
Light AR 30; one rider 10
horseback. who face them with a polearm.
Medium AR 45 or 2 riders 13
Use the following table to Wounded riders: Characters who
Heavy AR 60 or 2 riders 15
determine movement for horses each are wounded while fighting on
round: Notes: AR refers to the Armor Rating horseback must make a general
of the rider which may be carried. riding check to keep from falling off
MOUNTED MOVEMENT Medium and Heavy horses may carry the horse. Characters without
PER ROUND two unarmored riders. "Wounds" is Equestrian skill must use their basic
Type of Distance 5’ 25’ the number of wound boxes a horse riding score.
Move in feet spaces spaces can have checked off before being
Walk 50 10 2 killed.
Trot 100 20 4 Characters with Equestrian skill
Canter 175 35 7 and mounted combat skills fight
Gallop 250 50 10
33
CHAPTER 5 TRAVELLER’S MANUAL

CHAPTER 5: HEAVY WEAPONS


Planes, machine guns, Missile Value: The base percent different types of soldiers, tanks, or
tanks, catapults, all of chance the soldier or weapon has to guns from different time periods. The
these are examples of hit when using missile combat. This counters usually represent weapons
heavy weapons in the represents the average scores of a and their NPC crews. However, when
TIMEMASTER game. heavy weapon's crew: PCs must use PCs and their NPC friends use a
Heavy weapons are their own skill scores in the weapon heavy weapon, the players should
designed to work against large when firing it. stack their character counters beneath
numbers of troops, so they have Identification Letter: Provided so the heavy weapon counter. The
much more firepower than the players can distinguish each of the TIMEMASTER Guide to the
weapons in Chapter 4. Many are individual soldiers or heavy weapons Continuum or the adventure scenario
mounted on vehicles, and it usually on a side. you are playing will have more
takes more than one character to Melee/Morale Value: The soldier's information about exactly what each
operate them. or weapon's percent chance to counter represents.
This chapter explains how to use succeed in melee combat. It is also a Infantry: Infantry counters
heavy weapons in a TIMEMASTER measure of the fighting spirit of the represent individual soldiers or
adventure—from firing flamethrowers soldier or weapon crew. crews for heavy weapons. You can
on jeeps to dog fighting in spacecraft! Defense Bonus: Added to the roll tell the three distinct types of infantry
of 1d10 used to determine the counters apart by the increasingly
THE NEW GROUND SCALE defense column of the weapon when higher missile values: militia infantry
Heavy weapons have long ranges, attacked by missiles. Only armored (50), regular infantry (65), and elite
and some can move much more vehicles like tanks have a defense infantry (80). These represent
quickly than men on foot. That's why bonus. soldiers with varying degrees of
it is important to use a new ground Movement Rate: The number of training, experience and enthusiasm.
scale for maps in any combat hexes the soldier, weapon, or vehicle The exact weapons infantrymen carry
involving heavy weapons. This scale can move in one round. Some change from adventure scenario to
is 10 yards per hex: the distance from vehicles have two movement rates adventure scenario.
the center of one hex to the center of shown. The number to the left of the Cavalry: These counters represent
any adjacent hex is 10 yards. slash is used when the ground scale is mounted soldiers or crews for horse
10 yards. Use of the number to the artillery. Like infantry, they come in
USING THE COUNTERS right of the slash is explained in three distinct categories,
While some of the counters in your Chapter 6: "Battles." distinguished by their increasingly
TIMEMASTER game represent PCs What the Counters Represent higher missile and melee/morale
and important NPCs, others values. In many scenarios, the missile
This section briefly describes what
represent soldiers and heavy weapons value of the cavalry is ignored.
each counter represents and any
from many different periods in Foot Artillery: These are cannons
special effects of the weapon
history. The counters provided at the and field guns, along with their crews
represented. Many of the counters
back of this book may be copied and of 4 to 12 men, usually used in
can be used to represent many
cut out to represent the different units
described here.

Unlike character counters, all


counters representing soldiers or
heavy weapons have numbers on
them. The above diagram shows how
to read those numbers.

34
TRAVELLER’S MANUAL CHAPTER 5

FIRE RESTRICTIONS TABLE The tank can fire either its main gun
Hard # Soft # Armored @ Unarmored or its machine gun. Tanks have a 360
Firing Type Vehicle Vehicle Infantry Infantry degree field of fire with both
Missiles A NE NE NE Normal weapons.
Missiles B NE NE Normal* Normal SPGs: A self-propelled gun is
Small arms NE Normal Normal* Normal much like a tank. It is armored; it can
Grenades NE Normal Normal* Normal fire its main gun or its ma-chine gun.
Laser weapons NE Normal Normal Normal However, an SPG has only a forward
Photon rifle Normal Normal Normal Normal field of fire, not the 360 degrees that
Machine guns NE Normal Normal* Normal a tank has. SPGs fire high explosive
Foot or Horse NE Normal Normal* Normal shells, explained later in this chapter.
Artillery These weapons are classified as
Tank, guns** Normal Normal Normal* Normal medium or heavy depending on the
APC NE Normal Normal* Normal scenario.
Armored Cars NE Normal Normal* Normal Trucks: Trucks carry up to 20
Jeeps NE Normal Normal* Normal people. They have no weapons. Each
Anti-tank guns Normal Normal NE NE truck should have a driver and his
(ATGs) assistant. The counters of those
ATWs Normal Normal NE NE carried on a truck are stacked beneath
Flamethrowers Normal Normal Normal Normal the truck counter to show they are
SPGs Normal Normal Normal* Normal being carried.
Mortars Normal Normal Normal* Normal Jeeps: A jeep can carry up to four
Plane, gun Normal Normal Normal* Normal characters. It can fire its machine gun.
Plane, bomb Normal Normal Normal* Normal A jeep counter represents the vehicle
Ships Normal Normal Normal* Normal and four soldiers. Counters of PCs
Catapults NE Normal Normal* Normal who are being carried by a jeep
Ballistae NE NE Normal* Normal should be stacked beneath the jeep
AA Guns Normal Normal NE NE counter.
AA Rockets NE NE NE NE Armored Cars: An armored car is a
Notes: lightly armored, fast vehicle which
NE - No Effect. can fire its ma-chine guns.
# - A hard vehicle is any vehicle which has a Defense Bonus on its counter. A soft APCs: These are armored personnel
vehicle is any vehicle which does not have a Defense Bonus on its counter. carriers. The counter represents one
@ - Armored infantry refers to men in body armor with an Armor Rating of at least truck-like, lightly armored vehicle
60. Infantry in armor with an Armor Rating of less than 60 use the armor modifier as which can carry up to 20 soldiers,
explained later in this chapter and its crew. The vehicle itself can fire
* - The fire is normal unless it is against men in bodysuits. Bodysuits protect men its machine gun.
from all effects of normal missile fire, including mortar fire.
** - This listing refers to tanks firing their main guns. Tanks can also fire as machine
Anti-tank guns: Each counter
guns, as explained in the rules. represents one very heavy gun used
Missiles A - All missiles fired from slings, thrown missiles (such as spears or javelins), to shoot at tanks. It takes 2 to 4
and arrows fired from short bows. people to man an anti-tank gun.
Missiles B - Arrows fired from longbows or bolts fired from crossbows. These guns are classified as light,
Small arms - Bullets fired from any personal firearm. medium or heavy by the scenario
APC - Armored personnel carrier. being played. Anti-tank guns can't
ATW - Anti-tank weapons designed to be used by one or two men, such as a German move unless towed by a truck or tank.
WWII anti-tank rifle or the American WWII bazooka. ATWs: These are antitank weapons,
scenarios from the 1600's through fire. Their crews, however, were like the American bazooka in World
the American Civil War. Foot artillery usually mounted, and the guns were War II, which are carried by
may be light, medium or heavy, usually smaller, enabling the horse individual soldiers.
depending upon the scenario being artillery to move faster afield than the Machine guns: It takes two people
played. All three types use the same heavier foot artillery. to man a machine gun. These
counters. Foot artillery have a special Tanks: A tank is a heavily armored weapons fire bursts, just like
field of fire, as shown in the vehicle. It carries a large gun in its automatic rifles; however, their field
accompanying diagram below titled turret, and one machine gun as well. of fire differs on this new ground
"Burst Weapon Field of Fire." Like infantry, tanks have three scale, as shown in the diagram.
Horse Artillery: These are just like grades—light medium and heavy— Machine guns can only fire to their
foot artillery in types and in field of distinguished by their missile value. front unless they are on tanks, jeeps,
armored cars, or APCs. Machine guns
35
CHAPTER 5 TRAVELLER’S MANUAL

on vehicles have a missile value of rolled, and the check is cross-indexed armor. This armor modifier is added
80. on the Action Table with the defense to their roll of 1d10 when
column indicated by the defender's determining a defense column to use
roll of 1d10 to determine a result. In against missile attacks, just as a tank's
the case of burst weapons, like defense bonus is used. Results that
machine guns, or weapons like SPGs would demand a column number
or mortars, each defender caught by greater than 10 are read as 10. Notice
the fire rolls a separate 1d10 to that the armor modifier is used only
determine the effect of the fire. when defending against missiles of
the type listed as "Missiles A" on the
Heavy Weapons Modifiers
Fire Restrictions Table. Helmets are
The modifiers used when heavy ignored when using this system:
weapons are fired are not the normal small shields add five (5) to the AR
missile combat modifiers given in for the purposes of this system; large
Mortars: Mortar counters
shields add 10.
Chapter 4. Instead, when heavy
represent small, hand carried rocket
weapons are fired, the firing
launcher tubes which launch small ARMOR MODIFIERS
characters use the heavy weapons
bombs. The mortar has a two-man Armor Rating Armor Modifiers
modifiers on the following chart.
crew. Mortars fire in a special way 10-15 +1
explained later in this chapter. Situation Modifier 16-25 +2
Flamethrowers: Flamethrowers are Vehicle firing -5 per hex of 26-59 +3
special weapons carried by one man while moving movement
and fired much like a rifle. They Vehicle Targets
same round declared
shoot out streams of flame. Special Target is vehicle -5 per hex of Fire against vehicle targets of any type
rules for using flamethrowers are moving same movement is resolved by interpreting the results
explained later in this chapter. round declared of the fire on a different results key,
Catapults: Catapults are a form of Defender in light -20 the Vehicle Fire Results Key.
primitive artillery used to hurl large woods at instant
stones or other materials at castle or of fire VEHICLE FIRE RESULTS
fortress walls. A catapult has a crew of Defender in heavy -30 S = Vehicle destruction check
12 to 20 men. woods or broken required.
Ballistae: Ballistae are another terrain at instant L = Vehicle destruction check
form of primitive artillery, used to of fire required with -10 modifier.
fire a long, heavy javelin against Defender in -40 M = Vehicle destruction check
enemy troops. About 12 men make building required with -15 modifier.
up a ballista crew. Firing machine +50 H = Vehicle destruction check
Chariots: Chariots are two- gun required with -20 modifier.
wheeled or four wheeled war vehicles Range As per Range C = Vehicle destruction check
drawn by horses. Chariots carry one Modifiers Table required with -30 modifier.
to four men, depending upon the K = If the check is successful, the
type. Target Types
target must move back one hex, still
Planes: Each counter represents Not all weapons are effective against facing in the same direction.
one aircraft. Their use is explained all types of targets. The Fire Vehicles that fail the required
later in the chapter. Restrictions Table shows which check are destroyed. NPC crews are
Space-fighters: These move and weapons can harm different types of destroyed with their vehicles. PCs and
fire much like planes; their use is targets. important NPCs in a destroyed
explained later in the chapter. vehicle are not automatically killed;
Armor Modifiers
FIRING HEAVY WEAPONS instead, they each check against
When combat involves a large catastrophic damage with a rating of
Heavy weapons are fired just like the number of troops, it can be very time 100%. (See Catastrophes in Chapter
personal weapons already covered in consuming to use the armor 4.)
Chapter 4: the firing character penetration system given in Chapter
declares a target, a strike number is 4 for each arrow or other missile Vehicle Destruction Checks
calculated by adding or subtracting strike against an armored man. The A vehicle destruction check is a
modifiers from the missile value on CM may use the following system general check made by a vehicle
the weapon's counter, or, if a PC or when ever large numbers of NPC against its melee/morale value. This
major NPC is firing the weapon, from troops are involved in a scenario. value may be modified, as shown in
the character's skill score with the Armored troops have an armor the Vehicle Fire Results Key. A failed
weapon. Then a specific check is modifier based on the AR of their
36
TRAVELLER’S MANUAL CHAPTER 5

check indicates the vehicle is results; results against vehicles are


destroyed. interpreted on the Vehicle Fire Results
Key.
Firing SPGs
Vehicles that have a defense
SPGs fire a special type of shell called bonus on their counter are not
a high explosive (HE) shell. HE shells affected by HE shells unless they are
affect the hex they hit, called the in the impact hex.
impact hex, and all hexes within a SPG shots that miss the declared
certain distance from the impact hex impact hex still land and blow up
(see the SPG Blast Diagram). The somewhere. To find out where, the
exact radius of SPG fire is specified in CM rolls Id 10 and consults the Miss
the adventure scenario; larger caliber Diagram to determine the direction
guns have larger radii. SPG BLAST in which the shot went astray, then
Each target in an affected hex is rolls 1d10 again to find out how
allowed a separate roll of 1d10 for its many hexes in that direction the shell
own defense column. Results against lands. The resulting explosion on a
characters are normal armed combat miss should always be treated as a "0"
Attack Margin.

HEAVY WEAPONS SUMMARY TABLE


Range HE Min.
Type Mod. Radius Crew ROF RL
Machine gun -15 2 1 NA
Light foot artillery -10 4 1 6
Medium foot artillery -08 6 1 12
Heavy foot artillery -06 8 1 12
Light horse artillery -15 4 1 6
Medium horse artillery -10 4 1 6
Heavy horse artillery -08 6 1 12 Firing Mortars
Light tank, main gun -05 1 3 1 2 Mortars can be fired at target hexes
Medium tank, main gun -04 2 4 1 3 which the mortar crew cannot see.
Heavy tank, main gun -03 3 4 1 4 The crew, however, must be able to
Light ATG -05 2 2 NA see or communicate with a character
Medium ATG -03 2 1 3 who can see the intended target hex.
Heavy ATG -02 4 1 5 Mortars fire HE bombs, which are
Flamethrower -100 1 1 NA treated just like SPG HE shells: they
ATWs -80 1 1 2 have a blast radius, depending upon
Medium SPGs -04 2 3 1 3 the type of mortar being fired, and
Heavy SPGs -01 3 3 1 6 they have the same effects on vehicles
Light mortar -10 1 2 2 NA as SPG HE shells.
Medium mortar -08 2 2 1 NA
Heavy mortar -05 3 2 1 NA Optional Tank HE Fire
Catapult -30 5 1 53 If the firing player or CM chooses,
Ballista -25 2 1 53 tanks may fire HE shells just like
AA Guns -02 4 1 NA SPGs.
AA Rockets -02 4 1 NA
Notes: Flamethrower Fire
Range Mod. is the range modifier per 100 yards or fraction of 100 yards. At ranges
Any character hit by a shot from a
less than 100 yards, the weapons suffer no modifier.
HE Radius is the radius in hexes affected by HE shells fired from the weapon. flamethrower is on fire and takes
Min. crew is the minimum number of characters needed to operate the weapon burning damage (as explained in
normally. Chapter 4).
ROF is the maximum number of shots allowed in one round with the weapon. The flamethrower has several
RL is the number of rounds required to reload the weapon before it can be fired drawbacks as a weapon: as shown
again. later in this chapter on the Heavy
NA means "not applicable"; when applied to reload times, it means the weapon can Weapons Summary Table, its range
fire every round. Ammunition supply is not a factor; most of these weapons entered extends beyond 100 yards only in
battle with sufficient ammo to last through any normal combat
37
CHAPTER 5 TRAVELLER’S MANUAL

TERRAIN AND MOVEMENT TABLE Vehicles must always move forward;


Terrain Type Infantry Cavalry Trucks Other they must always move so as to enter
Clear 1 1 2 1 one of their two front hexes, as if they
Light woods 2 NA 4 2 had a front field of fire. Vehicles can
Heavy woods 3 NA NA 4 turn by spending some of the
Broken 2 2 NA 3 movement rating shown on their
Swamp 2 NA NA NA counter. A vehicle spends one point
Crest OT OT +1 and OT OT of its movement rating for each
Building OT NA NA OT hexside (vertex) it turns: for example,
Notes: a vehicle would spend "3" from its
The numbers shown are the number of moves spent from a counter s movement movement rating to turn around 180
rating to enter the type of hex shown. degrees. Cavalry turn just like
NA - Not allowed vehicles.
OT - Other terrain; the counter ignores the feature and moves at the rate for any other Characters and troops carried on a
terrain in the hex. vehicle or inside a vehicle must spend
+ - Trucks must spend an additional point from their movement rating to enter a crest one full round to mount or dismount
hex. This is in addition to the cost of any other terrain in the crest hex.
the vehicle. It takes one full minute to
rare circumstances. Furthermore, Fields of fire for all characters and hook an anti-tank gun to a truck or
whenever a flamethrower is hit by heavy weapons are either front fields tank so it can be towed.
gunfire, there is a 50% chance that its of fire (120 degrees) or all-around
MELEE
tanks will explode, causing 100% fields of fire (360 degrees).
catastrophic damage in the hex. These are shown on the following Each heavy weapon counter has a
diagram. melee/morale value which represents
VISIBILITY FRONT FIELD OF FIRE the melee score of its crew. Each
Characters must be able to see their member of the weapon crew has this
targets in order to fire at them. melee score, which represents skilled
(Mortar crews are an exception to this melee score with a weapon
rule.) To determine if a firing determined by the scenario being
character or vehicle can see its target, played; unskilled melee scores are
lay a ruler or other straight edge on "50" for each individual unless
the map from the center of the firing otherwise stated in the scenario.
character's or vehicle's hex to the Melees against crews should be
center of the target hex. Visiblity is run as normal melees: the CM should
blocked if the line passes through: use the 5-foot or 25-foot scale for this
1. Any hex not in the field of fire purpose.
of the firing character or vehicle. Melee Against Vehicles
2. Any hex whose elevation is
higher than both the firing character's Characters can melee other characters
hex and the target hex. Shaded hexes indicate the aboard vehicles normally. In trucks,
3. Any hex containing woods or character’s front field of fire. jeeps, and armored cars, the entire
buildings except the firing characters ALL-AROUND FIELD OF FIRE crew can defend in melee. In trucks
or the target hex. carrying troops, and in armored
4. A crest hex higher than the personnel carriers, it takes a few
character or vehicle on lower rounds for any troops being carried
elevation, and closer to that character to join the melee. The amount of
or vehicle than to the one on higher time is left to the CM's discretion,
elevation. Crest hexes equidistant to with a recommendation that the
both counters also block vision. troops begin to respond at a rate of
Always trace the line of visibility from 1d10 troops every fourth round of
the higher to the lower character or melee.
vehicle. MOVEMENT RATES Characters attempting to melee
A line of vision is blocked when it tank or SPG crews in their tanks or
passes directly along the border of The counters show movement rates at SPGs can enter the vehicle only one
any hex that blocks visibility. the 10-yards per hex ground scale. At at a time; at least two crew members
Characters and vehicles in crest hexes this scale, characters can walk 1 hex, are available to defend at all times.
are always considered to be at the run 3 hexes, or sprint 5 hexes per
higher of the two elevations shown in round. Terrain affects movement, as
the hex. shown on the following table.

38
TRAVELLER’S MANUAL CHAPTER 5

A dogfight begins when hostile


craft sight one another. Sighting
occurs at a range of 1d10+10 hexes
from whatever craft the CM chooses.
CMs may vary this range in unusual
circumstances. Characters alone in a
craft may make a general Perception
check with a modifier of -20 to sight
enemy aircraft not in their field of
vision. An aircraft carrying two or
more unwounded characters has a
360 degree field of vision for
purposes of sighting enemy aircraft
only (other characters spot the ones
the pilot can't see). Some aircraft and
all spacecraft (indicated on the Air
and Spacecraft Table) have sighting
systems that automatically sight any
enemy craft within 10 hexes.
After sighting, each character rolls
3d10 to determine his time on
target— the number of rounds that
his fuel will allow him to engage in
combat before he must escape.
The first round of dogfighting
begins as soon as one side or the
Vehicles themselves do not normally
AIRCRAFT AND SPACECRAFT other has sighted the enemy. If one
melee. However, a vehicle may
side sights the enemy but the other
attempt to run over a hostile Characters may use Pilot skill to fly side doesn't, the side which has
character by moving into his or her airplanes and spacecraft, attacking sighted has initiative for the first
hex. If this situation happens, the enemies in the air or on the ground. round. The side which has not
character must make a general Agility
The Counters sighted the enemy may take no action
check to avoid being run down.
except straight flight at standard
Those who fail this check suffer Airplane and spacecraft counters have speed.
100% catastrophic damage if the two missile attack values: the one to
vehicle does not have a defense the left of the slash is used for firing Dogfighting Options
bonus, 130% catastrophic damage if machine guns or other air-to-air
it does. Pilots in a dogfight have one of three
weapons; the one to the right is used options during the declaration step of
AIR AND SPACE CRAFT for bombing. Of course, PCs or the round: straight flight, maneuver,
WEAPON DATA important NPCs who fly the craft use or escape.
Weapon Range HE their Pilot skill scores instead of these
Code Modifier Radius numbers.
M -10 NA The counters have no melee/
B NA 5 morale value or movement rating.
R -03 NA
Beam -03 NA Aircraft and spacecraft don't melee,
Notes: and their movement ratings change
Range Modifier is the range modifier according to the scenario. The Air and
per 100 yards or fraction of 100 yards Spacecraft Chart provides guidelines.
after the first 100 yards. In dogfights,
treat each hex of range as if it were 100 Dogfighting
yards, regardless of the ground scale
Dogfighting is combat between air or
used.
HE Radius is the radius in hexes spacecraft. Dogfighting uses normal
affected by bombs. This number sequence of play for a round, except
applies only when using the 10-yard that melee steps in the round are
per hex ground scale. When using the treated as missile fire steps. Thus, the
100-yard ground scale explained in sequence of play for each side in a
Chapter 6, bombs affect only the dogfight is fire, move, suffer any
impact hex.
defensive fire, then fire again.
39
CHAPTER 5 TRAVELLER’S MANUAL

Straight flight means the pilot's (whichever he chooses) of the enemy When aircraft maneuver, they do
declared action is to fly straight craft at a range of 1d10 hexes. not move through hexes on the map.
ahead. H = Maneuvering pilot's craft ends Instead, use the result key to find
Maneuver means trying to get a move directly behind the enemy craft their final location, pick up the
shot at any enemy aircraft. It may be at a range of 1d10 hexes. counter for the aircraft and place it in
declared only when an enemy craft C = Maneuvering pilot's craft ends the proper hex.
has been sighted in a previous round move directly behind and above the Escape is trying to get out of a
and is currently within 10 hexes of enemy craft at a range of one hex; the dogfight. A pilot who declares escape
the declaring character's craft. enemy defender cannot fire at the as his action must win initiative in
Maneuver takes place during the maneuvering pilot's craft during the order to escape. If he loses initiative,
movement up of the round, and must defensive fire step of the round. he must make straight flight his
be declared against one specified K = If the maneuvering pilot has action for the round.
enemy craft. The pilot must complete initiative, he takes a position which An escaping pilot who wins
his declared maneuver even if his makes it impossible for his declared initiative must roll a general check
target has been shot down by the enemy to fire at him this round, against his Pilot skill score, modified
time the movement step takes place. regardless of that pilot's maneuver by the MR of the craft. Failure means
The maneuvering pilot rolls a specific result. Other enemy pilots can still the pilot must make straight flight his
check against his Pilot skill score, fire at the character's craft during this action for the round. Success means
modifying that score by the MR of the round. the pilot ends his move at 1d10 +
craft. This check is then cross-indexed
AIR AND SPACECRAFT TABLE
on the Action Table column beneath
Speed Damage
the Pilot skill score of the specified
Period Type (hexes) MR Modifier Crew Weapons FOF
enemy pilot. The letter code is
Early WWI Fighter 3 0 0 2 2xM F, R
interpreted on the Dogfight
Early WWI Fighter 3 +05 0 1 M F
Maneuver Results Key. Failing the
Average WWI Fighter 4 +10 0 1 M F
check means that the pilot must use
Superior WWI Fighter 4 +20 0 1 M F
straight flight as his action for the
WWI Bomber 3 -10 0 2 2xM, 1xB F, R
round.
Early WWII Fighter 5 0 0 1 M F
(British)
WWII (German) Fighter 6 +10 1 1 M, B F
WWII (USA) Fighter 7 +10 1 1 M, 2xB F
WWII (British) Fighter 6 +15 1 1 M F
WWII (Japan) Fighter 6 +20 0 1 M, 2xB F
WWII (German) Dive bomber 5 0 1 2 M, 5xB F
WWII (USA) Level bomber 5 -20 2 6-10 3xM, 10xB A
1980’s (USA) Fighter 9 +30 0 1 Rx16 F
1980’s (USSR) Fighter 8 +25 0 1 M, Rx2 F
Early Space Age Fighter 10 +35 0 1 Beam A
Advanced Space Fighter 10 +40 1 1 Beam A
Age
Space Age Fighter 9 +30 2 1 Beam, 5xB A
Notes:
DOGFIGHT MANEUVER Period - The general time period when the craft saw active service.
RESULTS KEY Type - Fighters are craft designed mainly for dogfighting and strafing, although those
armed with bombs may use level bombing as well. WW I bombers are all level
S = Maneuvering pilot's craft ends bombers.
move directly ahead of enemy craft at Speed - The number of hexes the craft may move when using straight flight.
a range of 1d10 hexes. See Maneuver MR- Maneuver Rating, the relative ease in managing the craft. The number modifies
Diagrams. the flying character's Pilot skill score.
L = Same as "S" result, but the Damage modifier - Add this number to the die roll to find the defense column of a
maneuvering pilot is at a higher craft under fire.
altitude than the defending pilot (this Crew - This is the number of characters needed to operate the craft.
is NOT indicated by the position of Weapons - An "M" indicates a machine gun or cannon which fires like a machine gun.
A "B" indicates bombs; "R" indicates rockets. "Beam" means the craft has laser-type
the counters on the map). The weapons. A number before a weapon code indicates the number of such weapons on
defender's fire in the defensive fire the craft.
step suffers a -30 modifier. FOF - Field of Fire. "F" indicates the craft fires to its front; "R" indicates it can fire to the
M = Maneuvering pilot's craft ends rear; "A" means the craft has an all-around field of fire.
move to the left or right side Italics - Entries in italics are craft with radar or other all-around enemy aircraft
spotting systems.
40
TRAVELLER’S MANUAL CHAPTER 5

standard speed (for example, 1d10 + C = Defending craft destroyed. make either type of attack, even while
4if a WWI fighter, 1d10 + 8 if a Pilot and crew of aircraft may attempt dogfighting. The Air and Spacecraft
1980's Russian fighter) hexes away bail-out; pilot and crew of spacecraft Table show which types of craft may
from the enemy aircraft of his choice. are killed. PC spacecraft pilots and bomb; all craft except level bombers
This distance may be in any direction crew are allowed a Luck check; if still may strafe. Aircraft carrying rockets
the escaping pilot chooses. If, at the alive, they escape the destroyed may fire them at targets in the air or
end of this movement the escaping spacecraft in spacesuits. Their only on the ground. Treat rockets as nor-
pilot is more than 10 hexes away hope to survive is rescue within 1 mal anti-aircraft fire against airborne
from all enemy craft, he escapes the hour by a friendly craft targets, as SPG fire against targets on
dogfight: the plane is removed from K = Fuel lines or engine hit; time the ground.
the map. If he is not more than 10 on target reduced by 1d10 rounds.
hexes away from all enemy craft, he Any anti-aircraft hit that reduces a
must continue another dogfight craft's MR to -50 is treated as a "C"
round; he may try to escape again in result.
this new round, if he chooses.
Bail-Outs and Crashes
Anti-Aircraft Fire
Characters with parachutes or
Anti-aircraft fire is any fire against a ejection seats may bail out of
craft whether from the ground or the destroyed aircraft but they must make
air. Characters can use anti-aircraft a successful general Agility check to
fire in each of their missile fire steps. avoid falling damage. Those who fail
Remember that melee steps in dog- the check treat the parachute landing
fighting are treated as missile fire as a fall from 30 feet Each letter (A, B, or C) indicates a
steps. A craft may fire up to 3 times in Characters in a crashing aircraft or possible strafing pattern. Strafing
a single round. within 300 feet of a crashing aircraft pilotdeclares pattern when fire is
Characters in aircraft use their take 175% catastrophic damage when resolved.
aircraft weapons for anti-aircraft fire. the craft hits the ground. Strafing is the fire of a craft's
Enemies on the ground won't fire machine guns or beam weapons at
Air-To-Surface Combat
into dogfights for fear of hitting their targets on the ground. Craft must use
own craft. The two types of air-to-surface attacks straight flight on the round they are
To find the results of anti-aircraft are strafing and bombing. Craft can strafing. Craft not in dogfights are
fire, the firing player rolls a specific
check against his character's Pilot skill
score. The modifiers applied to this
score are those in the "L" maneuver
result those given in the Air and
Spacecraft Table, and any specified by
the adventure scenario. The
defending pilot rolls 1d10 to find his
craft's defense column, adding its
damage modifier to the die roll.
Results indicating a column higher
than 10 are resolved on column 10.
The letter code is then interpreted on
the Anti-Aircraft Fire Results Key.
Failure of the check indicates a miss.
ANTI-AIRCRAFT FIRE RESULTS
KEY
S = MR of defending craft reduced
by 10.
L = MR of defending craft reduced
by 20.
M = MR of defending craft
reduced by 30.
H = MR of defending craft reduced
by 40.

41
CHAPTER 5 TRAVELLER’S MANUAL

placed where desired on the map and In scenarios involving both fighters
allowed to make a one-round straight and bombers, the TM should keep in
flight. mind that bombers usually maintain
Strafing fire is treated as machine a tight formation which they are
gun fire, but the area covered by the often forbidden to break, even if
burst is a straight line of hexes attacked. Bombers en route to and
including every hex passed through from their targets count on fighters
by the aircraft and every hex along for protection while they engage only
that line for an additional 500 yards in straight flight.
(see diagram below):
Surface-To-Air Attacks
Aircraft strafed on the ground
treat the fire as normal anti-aircraft Characters on the ground may attack
fire (the MR is not a factor), but enemy aircraft not engaged in
explode on a "C" result, causing 125% dogfights. Anti-aircraft fire from
catastrophic damage in a 50yard characters on the ground is resolved
radius. This explosion may cause as normal heavy weapons fire with
other air-craft in the blast radius to the results interpreted on the Anti-
explode, because they must treat the Aircraft Fire Results Key.
catastrophic damage result as The only ground weapons that
antiaircraft fire result can be used against aircraft are
A strafing aircraft cannot make machine guns, anti-aircraft rockets,
any normal anti-aircraft fire during and antiaircraft guns.
the round it is strafing. Strafing Machine guns on the ground may
aircraft may fire rockets, which are fire at aircraft only during the round
treated as SPG fire. those aircraft dive bomb or strafe.
Bombing is dropping bombs from Machine guns on the ground may not
aircraft or explosive charges from fire at aircraft using level bombing;
spacecraft. If any crew member such aircraft are out of range. All
besides the pilot acts as a normal heavy weapons modifiers
bombardier, his chance to hit the apply to this fire. Only one aircraft
target is (PCN+DEX)/2; pilots, of may be hit with a single burst.
course, use their Pilot skill scores. The Treat anti-aircraft and rocket
two types of bombing are level and ground fire like normal anti-aircraft
dive bombing. fire at any aircraft on the map. The
Level bombing attacks require the range modifier is -02. The range
attacking craft to use straight flight depends on what the target is doing,
for three consecutive rounds, passing as shown on the following chart:
over the target hex during the third
round. Bombing attacks are resolved ANTI-AIRCRAFT FIRE RANGES
during the bomber s melee step of Activity this Round Range
the round, and treated as SPG fire. Level bombing 35
Pilots and bombardiers on level Dive bombing 5
bombers cannot fire any anti-aircraft Dogfighting 20
fire in the three rounds of level flight Strafing 5
before bombs are released. Crew Straight flight 20
members on other weapons may fire
those weapons.
Dive bombing is the same as level
bombing, except that the dive
bomber must begin its run 3 hexes
away from the target hex. It then
moves toward the target hex at a
speed of one hex per round. During
its melee step of the third round, the
dive bomber releases its bomb load.
Dive bombers cannot maneuver or
fire anti-aircraft fire while making a
bombing run. After releasing their
bombs, they may dogfight normally.
42
TRAVELLER’S MANUAL CHAPTER 6

CHAPTER 6: BATTLES
Demoreans are drawn to counter that does not represent an
human battlefields; many individual character. BATTLE FIRE RESULTS KEY
of their plots against S = Morale check required.
Troops Firing At Troops
Parallel T-0 are attempts L = Morale check required; -10
to change the outcomes Troops fire at troops using the missile modifier.
of important battles (or combat procedure you already know: M = Morale check required; -15
little known skirmishes that are the player controlling the troops modifier.
deceptively significant). This part of declares a target, determines a strike H = Morale check required; -20
the rules explains how the CM can number, and rolls a specific check. modifier.
run a major battle and let the players Defenders roll 1d10 to determine a C = Morale check required; -30
role-play their characters in its midst. defense column for each counter. A modifier.
result is found on the Action Table. K = If good morale is maintained,
CONTROLLING SIDES Use battle fire modifiers when troops troops must move back one hex,
In most battle situations, the PCs take fire at troops, rather than the missile facing the same direction.
one side or the other: one or more of combat modifiers in Chapter 4 or the
heavy weapons modifiers in Chapter Morale Checks In Skirmishes
the PCs may even impersonate a
military commander. In such cases, 5. The Battle Fire Results Key calls for
the CM can let the players control morale checks, often with a modifier.
BATTLE FIRE MODIFIERS
troops on "their" side while he These are general checks against the
Situation Modifier
controls the troops on the "enemy" melee/morale value of the troops
Vehicle firing while -5 per hex of
side. under fire. In addition to modifiers
moving same round movement
In other cases, the players may not on the Battle Fire Results Key, melee/
declared
wish to control any troops. The CM morale values may be modified as
Target is vehicle -5 per hex of
may then control all the troops in the specified in the scenario if certain
moving same round movement
battle, but should still have the Leader characters are in the same hex,
declared
players make all the dice rolls for one or by the presence in the same hex of
Defender in light -20
side or the other. PCs using Military Leadership skill.
woods at instant of
fire Vehicles that fail the vehicle
SKIRMISHES destruction check against their melee/
Defender in heavy -30
Skirmishes are battles that involve no woods or broken morale value are destroyed. This is
more than a few hundred men on terrain at instant of handled exactly as explained in
each side. A skirmish may be a major fire Chapter 5.
part of a much larger battle, or it may Defender in building -40 Infantry and cavalry troops who
be a self-contained "mini-battle" in its Firing machine gun +50 fail their morale checks are routed.
own right. Range As per Heavy Place a rout marker (see diagram) on
Weapons top of their troop counter at once.
Ground and Time Scale for
Skirmishes Summary Table
Troops firing at +20
Skirmishes apply many of the rules characters in
you have already learned in Chapter skirmish
4 and Chapter 5: the ground scale for Characters firing at -20
all skirmishes is 10 yards per hex, the troops in skirmish
time scale remains one round, and Troops firing at +40
the sequence of play is the same as The effects of rout depend upon
characters in tactical when the scenario takes place:
that of normal role-playing rounds. battle
In a skirmish each infantry or 1. In pre-World War I scenarios,
Characters firing at -40 routed troops turn around 180
cavalry counter represents 10 soldiers troops in tactical
instead of just one. These groups of degrees and immediately move back
battle one full move. Routed troops must
10 soldiers are referred to as troops.
The word "troops" is also used to refer All results of missile attacks against continue this retreat movement
to the crews of heavy weapons. In troops are found on the Battle Fire taking no other action, including
short, the word "troops" refers to any Results Key rather than the Armed firing or melee attacking, until their
Combat Results Key. rout marker is removed (see "Rally").
Troops are eliminated if they cannot
43
CHAPTER 6 TRAVELLER’S MANUAL

make this retreat without entering Elimination Characters Firing At Characters


hexes occupied by enemy troops, or
Routed troops are eliminated if 1) a In skirmishes, characters may also fire
hexes adjacent to and in the field of
missile attack routs them again, or 2) at other characters. Treat these
fire of an enemy counter not involved
they are melee attacked. situations as normal missile combat,
in melee that step; remove their
just as explained in Chapter 4. If the
counters from play. Ballistae, Troops Firing At Characters
weapon being fired is a heavy
catapults, and artillery are destroyed
Troops may fire at individual weapon, handle the fire is as
if they fail their vehicle destruction
characters who are alone or with explained in Chapter 5 under that
check.
other individual characters in a hex. weapon's description. If the enemy
2. In World War I or later
Each firing troop counter fires character hit is specified as a Leader
scenarios, routed troops cannot take
normally, using battle fire modifiers. in the scenario, and a result of "M" or
any action, including moving or
In addition, the firing troop counter better is obtained, the troops in the
firing, until the rout marker is
gets a +20 modifier, because it same hex as the Leader must check
removed. They do not retreat unless a
outnumbers the characters. morale at once, with a -20 modifier.
melee attack caused the rout.
If routed troops have no retreat or are Successful fire inflicts normal armed
combat damage on each character in
MOVEMENT IN SKIRMISHES
surrounded, the CM may rule that
they surrender. the target hex. Each character may Movement in skirmishes is exactly
roll separately for a defense column. like movement as described in
Rally Chapter 4 and Chapter 5. Infantry
Characters Firing At Troops
Often in the thick of battle, routed and cavalry troops move at the
troops recover morale and courage, Characters using automatic or heavy movement rate printed on their
and stand their ground. In this game, weapons may fire at troops. This fire counters, as do heavy weapons. The
troops may rally during the final step is handled just like troops firing at Terrain Effects On Movement Chart
of the round. Each routed troop troops. Only battle fire modifiers in Chapter 5 applies normally.
counter must make a morale check; apply. Firing characters are also In pre-World War I scenarios,
those that pass, rally and have their penalized with a special -20 modifier, infantry and cavalry troops must face
rout marker removed. Those that fail because a single character is less one direction, just like vehicles, and
remain routed. effective against a body of troops. All must pay from the movement rate to
results are battle fire results. turn. In World War I and later

44
TRAVELLER’S MANUAL CHAPTER 6

scenarios, troops are considered to Melees between individual characters Step 6: A role-playing round.
face all directions. and troops are treated as personal Step 7: Side B's troops may use
Troop counters may never end combats between the characters defensive fire; Side B's cavalry may
their movement in hexes occupied by involved and ten soldiers, ten charge.
other friendly troop counters. The mounted soldiers, or the vehicle or Step 8: A role-playing round.
one exception to this rule is troops weapon crew, as the case may be. The Step 9: Side A's troops make melee
being carried in or towed by trucks or CM uses the 5-foot or 25-foot scale attacks.
APCs. Troops may end their (his choice) to resolve such melees. Step 10: A role-playing round.
movement stacked with any number Step 11: Side B's troops fire.
of characters, or with an enemy troop TACTICAL SCALE BATTLES Step 12: A role-playing round.
counter. Tactical scale battles involve Step 13: Side B's troops move.
In some pre-World War I hundreds or thousands of troops. Step 14: A role-playing round.
scenarios, friendly troops may not Each infantry counter represents from Step 15: Side A's troops may use
move through hexes containing other 100 to 900 men, depending upon the defensive fire; Side A's cavalry may
friendly troops. In addition, certain scenario. Each cavalry counter can charge.
other rules concerning formations represent several hundred cavalry. Step 16: A role-playing round.
may affect troop movements. These Each vehicle counter represents 3 to 6 Step 17: Side B's troops make
rules will be specified in the TIME- vehicles. The number of men or melee attacks.
MASTER Guide to the Continuum or vehicles each counter represents is Step 18: A role-playing round.
in the adventure scenario. specified by the adventure scenario. Step 19: Rally step for troops on
Counters for machine guns, mortars, both sides.
MELEE IN SKIRMISHES
ATWs, armored cars, jeeps, and
ROLE-PLAYING IN TACTICAL
Melee occurs whenever enemy flamethrowers are no longer needed,
counters occupy the same hex during since these weapons are included in
BATTLES
a melee step. Resolve melee between the larger units. Use these counters, Obviously, the number of role-
troops by having the attacker roll a however, if a PC or important NPC playing rounds available is many
specific check against the uses the weapon they represent. rounds less than are normally needed
melee/morale value of the attacking to represent 10 minutes of game
counter. The defending troops defend GROUND AND TIME SCALE
time; this reflects the reality of the
on the Action Table column beneath Tactical scale battles use a new battlefield environment. Men on a
their melee/ morale value. Interpret ground scale: 100 yards per hex. battlefield, PCs included, find
results on the Battle Fire Results Key. Tactical scale battles also use a new themselves often bewildered and
If for any reason the defending time scale: 10 minute turns. unable to act as they wish because of
troops are not forced out of their hex, the bombardment of their senses by
the attacking troop counter must SEQUENCE OF PLAY strange and unpleasant sensations:
leave the melee hex. It may freely face Each turn in a tactical scale battle has smoke and dust clog the air, masses
any direction the attacker desires. a sequence of play identical to a role- of men move by, explosions shake
The modifiers which apply to melees playing round, except there is no the ground, bul-lets fly everywhere,
between troops are listed on the declaration step. Troops simply fire, and the screams of the wounded and
following chart. Leaders and their move and melee as the controlling dying rise from the battlefield. Just
modifiers are specified in the player desires during the appropriate staying alive and finding out what is
scenario. Only one Leader or PC steps of the turn. going on occupies most of a man's
Military Leadership rating may be A turn also contains one complete time
applied at one time. role-playing round at the end of each Consequently, PCs and major
step. These rounds are just like those NPCs can take actions other than
TROOP MELEE MODIFIERS
described in Chapter 4. Thus the moving with or fighting with troops
Situation Modifier
complete sequence of play for a turn only during the role-playing rounds
Defender in light -20
of tactical scale battle would be: indicated in the Sequence of Play. Of
woods
Step 1: Initiative. The players and course, if such characters become
Defender in heavy -30
the CM roll to see which side involved in a personal combat during
woods, broken terrain
moves first. a round, that combat should be
or building
Step 2: A role-playing round. played out round by round before
Leader in same hex Leader’s
Step 3: Side A (the side winning the next step of the turn. The "extra"
rating
initiative) fires with its troops as rounds spent in personal combat do
PC in same hex PC's rating
desired. not count against the number of role-
Cavalry charging +30
Step 4: A role-playing round. playing rounds a character has left in
Difference in AR of + or -
Step 5: Side A's troops move. a turn.
troops engaged difference
45
CHAPTER 6 TRAVELLER’S MANUAL

FIRE ATTACKS counters during the melee step of the attack is successful, the tank may
turn. continue moving. If the attack is not
Missile fire between troops is handled Individual characters can move successful, the tank must retreat one
on this scale almost exactly as it is with troops as they move. In hex and end its move for the turn.
handled in skirmish combats, and addition, characters can move
with the same results. Troops may fire Troops and Characters in Melee
independently during role-playing
both offensively and defensively in rounds. However, a character Melee between unescorted characters
the same turn. Troops may move in entering a new hex must spend four and enemy troops occurs the instant
the same turn that they fire both complete rounds in that hex doing the characters and troops occupy the
offensively and defensively. nothing but running before entering same hex. 1d10 individual soldiers
The few changes from skirmish rules another hex: remember each hex from the troop counter immediately
are: represents 100 yards! Woods or attack the characters. Treat these
1. No weapon has a burst pattern broken terrain slow characters down melees as personal combats, just as
or radius of effect. All fire is directed even more; calculate the time to cross explained in Chapter 4. Attacking
against specific targets in specific a hex using the movement rates for soldiers are reinforced every fourth
hexes. Weapons are still specified as characters given in Chapter 4. round by 1d10 more soldiers. Melee
having frontal or all-around fields of continues until all engaged are dead
fire. MELEE IN TACTICAL SCALE or have run away.
2. Troops may fire at characters at BATTLES Characters can escape from such a
any time characters alone (not in the melee only by running away a
same hex or moving with troops) Melees between troops in tactical
scale battles are handled just like distance equal to 50 yards. This puts
enter any adjacent hex in the troops' the characters in a new hex on the
field of fire. Troops have a +40 melees in skirmishes, with three
exceptions: cavalry (or chariot) battle map. Troops usually do not
modifier when they fire at characters. pursue characters (CM's option).
Each character can roll his or her own charges, tank overruns, and melees
between troops and characters. Note that entering a new hex may
defense column. expose the characters to fire from all
3. Troops may fire at enemy Cavalry and Chariot Charges the troops.
troops in the same hex with them. Do
not apply range modifiers to this fire. Cavalry and chariots may charge Melee Modifiers
4. Characters may use heavy during their defensive fire step of the
turn. Charging cavalry and chariots The following modifiers apply to all
weapons to fire at troops. This fire
are moved forward for a minimum of melees between troops in tactical
has a -40 modifier.
2 hexes and maximum of 6 hexes. scale battles.
5. Characters may fire at other
characters, using normal missile They may not enter wooded terrain, MELEE MODIFIERS
attack procedures explained in broken terrain, swamps, or hexes Situation Modifier
Chapter 4. However, characters must containing buildings. They may enter Defender attacked +30
make a successful general Luck check hexes occupied by enemy troops. from flank or rear
in order to spot a character who is in When charging cavalry or chariots Defender in light -20
the same hex with a troop counter. enter hexes containing enemy troops, woods
a melee attack takes place Defender in heavy -30
MOVEMENT IN TACTICAL immediately. If the enemy troops woods, broken terrain
SCALE BATTLES leave the hex, the charging cavalry or or building
chariots may continue their charge, Attacker entered -10
In one turn, troops in tactical scale entering other enemy occupied hexes.
battles may move the number of defender’s hex from
If the cavalry or chariots fail to force a lower elevation
hexes of clear terrain shown by the defender to leave a hex they have
movement rates on their counters. Cavalry or chariots +30
entered, the chariots or cavalry charging
The Terrain Effects on Movement immediately rout. Routs are handled
Chart in Chapter 5 still applies to this Difference in Armor + or - the
just as in skirmishes. Rating of troops difference
movement.
A vehicle uses the movement Tank Overruns
LEADERS
rating given to the right of the slash
Tanks can enter and move through
in the bottom right-hand corner of its The adventure scenario may
hexes containing enemy troops
counter. designate certain NPCs as "Leaders."
during the movement step of the
Facing restrictions apply to troops These NPCs function as described in
turn. The tank counter makes a melee
in pre-World War I scenarios. the adventure scenario. In addition,
attack as soon as it enters the enemy-
Most counters must cease movement all Leaders, and PCs with Military
occupied hex. However, the tank uses
when they enter hexes containing Leadership skill, may modify the
its missile value, not its melee/morale
enemy troop counters. They must melee/ morale value of friendly
value, to make this attack. If the
melee attack those enemy troop troops in their hex.
46
TRAVELLER’S MANUAL CHAPTER 7

CHAPTER 7: SKILLS
In addition to Basic 1. Find the name of the skill on skills. For non-combat skills— which
Abilities and talents, each the Skills Chart (see page 46). can be just as vital for survival—
character in a 2. Follow the formula on the chart characters find the results of most
TIMEMASTER game has to figure out the base score. This specific checks on Column 3 of the
skills: special abilities or always involves adding up a few Action Table.
bits of know-how that Ability scores, and dividing the sum
stem from training and experience. by the number of Abilities. Fractions EXCLUSIVE SKILLS
Each newly created player are rounded up. In Chapter 4, we explained that
character has four skills: Historical 3. Add the appropriate modifier characters can use most weapons
Specialty (for the period prior to his for the character's level in the skill: without having skills for those
or her joining the Corps), Time Corps weapons; they just use their Dexterity
SKILL LEVEL MODIFIERS
Stunner, and two other skills that or Unskilled Melee score as the base
match his or her background. Agents Specialist level: +15
Expert level: +30 chance for success. Not all skills work
can gain additional skills and this way; many cannot be used unless
improve their existing ones by Master level: +55
characters actually have the skill.
spending Success Points (see Chapter These modifiers are not cumulative. Such skills are called exclusive.
2). In addition, they gain one new When a character advances to the Characters without exclusive skills
skill when they advance to a new next skill level, he adds the modifier may never, under any circumstances,
rank in the Corps. to his base score, not his previous attempt to perform actions that
NPCs—including the Demoreans— score. require these skills.
have skills, too. The NPC descriptions Example: Harry Adams has just
in each Goblinoid Games adventure acquired Sword skill. To obtain his SKILL DESCRIPTIONS
include a list of skills these characters skill score, Harry adds his Strength The Skills Chart on page 46
have acquired. If the CM creates his score, 58, to his Agility score, 64, for a summarizes important information
or her own adventure, he or she total of 122. Next he divides this total about each skill, but it doesn't tell the
should choose skills for the NPCs to by 2, obtaining 61. Sixty-one is his whole story—that lies in the
match their roles in the scenario. base score. Because Harry has just descriptions below. Read these
acquired this skill, he now adds the descriptions before you attempt to
SKILL LEVELS
Specialist modifier to 61, and finds use or acquire any skill.
Not everyone who has a skill that his skill score is 76(61 +15=76).
performs in the same way: you may If Harry ever acquired Expert level in UNARMED MELEE SKILLS
play tennis very well, but that doesn't this skill, his score will be 61+30—91; Unarmed melee skills usually allow a
mean you're a match for Jimmy and if he reaches Master level, his character to make more than one
Connors (or even the pro at the local score will be 61+55= 116. attack in a round. They reflect skill in
health club). In the TIMEMASTER hand-to-hand fighting styles,
game, these differences in ability are WILLPOWER AND STAMINA
including two special kinds: Martial
represented by three levels of skill: Several skills use either Willpower or Arts and Advanced Self-defense. Note
Specialist, Expert, and Master. Stamina as part of their base score. that Martial Arts is a "cross-over" skill;
Specialist is the lowest level; Master is Changes in a character's current it allows characters to make both
the highest. When characters first ac- Stamina and Willpower scores do not unarmed and armed attacks.
quire a skill, they usually start at affect a character's skill scores, with
Specialist level, and then work their the exception of the Distance Boxing
way up. (Practice makes perfect, Running and Swimming skills. Exclusive: Yes
right?) Base: (Str+Dex+Agl)/3
SKILL CHECKS Check: Specific
SKILL SCORES Characters using Boxing skill are
Characters make skill checks to find
Just as with Basic Abilities and talents, out how well they use a skill—just as allowed one extra melee attack per
characters have a score for each of they make Ability checks. Skill checks round at Specialist level, two extra
their skills. Skill scores are based on can be general or specific, depending attacks at Expert level, and three extra
Basic Abilities, plus the level of skill. on the skill; the rules below tell you attacks at Master level. Thus, a Master
Just follow these simple steps to which kind of check to make. Boxer would get four attacks in a
figure out a character's skill score: Chapters 4, 5, and 6 have al-ready melee step when using his Boxing
explained the checks for com-bat skill. In addition, if the Boxer obtains

47
CHAPTER 7 TRAVELLER’S MANUAL

a "K" result, he forces the defender to SKILLS CHART


make an immediate general check Skill Name Base Check Date Avail.
against current Stamina. If the UNARMED MELEE SKILLS
defender fails the check, he is †Boxing (Str+Dex+Agl)/3 S Bronze Age
knocked out for 100 minutes (roll a †Wrestling (Str+Agl)/2 S Any
percent). If the defender passes the †Martial Arts (Str+Dex+Agl+Wpr)/4 S Any, Oriental
check, he's still knocked down, †Advanced Self- (Str+Dex+Agl+Wpr)/4 S 72nd Century
according to the normal "K" result. defense
Wrestling ARMED MELEE SKILLS
Exclusive: Yes Bayonet (Str+Agl)/2 S 16th Century
Base: (Str+Agl)/2 Blackjack (Str+Agl)/2 S Any City
Check: Specific †Bullwhip (Str+Dex+Agl)/3 S 19th Century
When characters use Wrestling Dagger/Knife (Str+Agl)/2 S Any
skill, any "H" on the results key means *Lance, horseman’s (Str+Agl)/2 S Bronze Age
that the defender is pinned in a Polearm (Str+Agl)/2 S Any
"hold." The defender can do nothing Short handled (Str+Agl)/2 S Any
while he's pinned, except try to free weapons
himself. The hold is broken if: 1) The Swords (Str+Agl)/2 S Bronze Age
defender wins initiative and passes a *Florentine style (Str+Dex+Agl)/3 S 16th Century
general Unskilled Melee check. SPECIAL WEAPONS
Wrestling check, or Martial Arts †Bola Dex S 19th Century
check—all with a -20 modifier to his †Lasso (Str+Agl)/2 S 19th Century
score; or, 2) a third party successfully †Net (Str+Dex+Agl)/3 S Rome, 100 B.C.
attacks the Wrestler making the hold, MOUNTED COMBAT SKILLS
using any combat form. Equestrian (Dex+Agl+Per)/3 G, S Any non-American
The Wrestler doesn't have to make a *Mounted melee Weapon skill score S Any non-American
check to maintain a hold; it's *Mounted missile Weapon skill score S Any non-American
automatic each round until someone MISSILE WEAPON SKILLS
breaks it. For every round that he's Sling Dex S Stone Age
held, the defender receives normal Bow Skills
"H" unarmed combat damage. Crossbow Dex S 13th Century
If a Wrestler obtains a "C" result when Shortbow Dex S Any
using this skill, he has managed to Longbow (Str+ Dex)/2 S 12th Century
make a stronger hold. The results are Firearms Skills
the same as "H" results, with two Automatic Rifle Dex S 20th Century
exceptions: the held defender suffers Long barreled gun Dex S 16th Century
a -40 modifier to his checks (rather Pistol Dex S 16th Century
than -20), and the damage inflicted Time Corps Stunner Dex S 72nd Century
each round is normal "C" result Beam Weapons Skills
unarmed combat damage. Laser Pistol Dex S 30th Century
"K" results still apply normally. If a Laser Rifle Dex S 30th Century
"K" result occurs along with an "H" or
"C" result, the defender is knocked round: Specialists make two. Experts All attacks made with nunchakus are
down and held. The holding three, and Masters four. But that's not considered armed melee attacks.
character is also on the ground, all; the skill offers other advantages, Characters without this skill may not
maintaining the hold. too: use nunchakus.
Characters using Wrestling skill 1. At Specialist level, a skilled 3. At Master level, the Martial
may declare strangling as a called character can "call a shot" to inflict up Artist can use shurikens (sometimes
shot. A "C" result is applied as above, to five wounds—using the armed called "throwing stars") as thrown
in addition to the effects of strangling combat results key. If the attack result weapons up to a range of 30 feet. The
described in Chapter 4. is a "C," the defender takes the Master can throw this weapon during
specified number of wounds. any missile fire step. Each shuriken
Martial Arts 2. At Expert level, the skilled counts as one missile attack.
Exclusive: Yes character may enter combat armed In Chapter 4, we explained that
Base: (Str+Dex+Agl+Wpr)/4 with nunchakus—lethal weapons that characters must choose one combat
Check: Specific consist of two sticks connected by a form each round. Well, here's the
Characters with Martial Arts skill chain. Characters can attack with one
can also make more melee attacks per nunchaku in each hand, if they'd like.

48
TRAVELLER’S MANUAL CHAPTER 7

Skill Name Base Check Date Avail. Self-defense. (Of course, if they
THROWN WEAPON SKILLS already have a higher skill level in an
Axe/Tomahawk (Str+ Dex)/2 S Any unarmed melee skill, they attack at
Dagger/Knife (Str+ Dex)/2 S Bronze Age that level, instead.)
Dart (Str+ Dex)/2 S 2nd Century B.C. In addition, characters with
Javelin (Str+ Dex)/2 S Bronze Age Advanced Self-defense skill shift one
Spear (Str+ Dex)/2 S Stone Age defense column to the right when
Grenade Dex S 18th Century defending in melee—as long as their
HEAVY WEAPON SKILLS opponent doesn't have this skill, too.
(Column 10 is the highest column
†Ancient Artillery (Pcn+Dex)/2 S Bronze Age
possible.)
†Anti-Tank Weapon Dex S 20th Century
†Cannon (Pcn+Dex)/2 S 14th Century ARMED MELEE SKILLS
†Artillery (Pcn+Dex)/2 S 20th Century
Machine Gun Dex S 20th Century All skills
†Mortar (Pcn+Dex)/2 S 20th Century Base: (Str+Agl)/2 (usual)
†Pilot (Pcn+Dex+Agl)/3 G 20th Century Check: Specific
NON-COMBAT SKILLS Armed melee skills are simply
Computers (Pcn+Luck)/2 S‡ th
20 Century skills with melee weapons. Most do
Demolitions (Pcn+Dex)/2 S‡ 13th Century not offer extra attacks per round, but
Disguise (Pcn+Dex)/2 G‡ Any they increase a character's accuracy
Distance Running Current Sta NA Any (chance to hit) with the weapon. The
Electronics (Pcn+Dex+Luck)/3 S‡ 20th Century Skills Chart lists all the armed melee
Forgery (Pcn+Dex)/2 S‡ Any Writing options. Many are self-explanatory
Gambling (Pcn+Luck)/2 S Any (e.g. Dagger skill means you have
Historical Specialty (Pcn+Wpr)/2 S Any skill with a dagger), so no further
Impersonation (Pcn+Wpr+Per+Dex)/4 S‡ Any description is needed. Those that are
Investigation (Pcn+Wpr+Per)/3 S‡ Any unusual in some way, or present an
Mechanics (Pcn+Dex)/2 S‡ Bronze Age exception to a rule, are listed in detail
Military Leadership (Str+Wpr+Per)/3 S Any below.
Medicine (Pcn+Wpr+Per+Luck)/4 G Any
Bayonet
Outdoor Survival (Pcn+Wpr+Luck)/3 S Any
Characters with this skill gain one
Security Devices (Pcn+Dex+Luck)/3 S 20th Century
additional bayonet attack per round
Stealth (Dex+Agl)/2 S Any
for each level of skill: Specialists can
Stunt Driving (Pcn+Agl)/2 G 20th Century
make two attacks, Experts, three;
Swimming Current Sta NA Any
Masters, four.
Theft (Pcn+Dex+Wpr)/3 S‡ Any
Tracking (Pcn+Luck)/2 S‡ Any Blackjack
Notes: A blackjack is a nasty weapon that
Date: The earliest time period in which the skill was available. This effects the skills resembles a short, heavy club, usually
available to newly created characters.
Any non-American. This skill is not available to newly created characters born in the
covered with leather. Characters with
Americas before the Spanish introduced the horse to the continents in 1521. this weapon skill can sometimes
† indicates an exclusive skill. knock their opponents out, provided
* a skill that can't be acquired without a prerequisite skill. they make it a called shot. The
Check: G indicates general. S indicates specific. ‡ indicates the check is rolled secretly opponent must have his back turned,
by the CM. or be surprised. Then if the attacker
makes the shot, the opponent's
exception to the rule: Martial Arts Advanced Self-Defense* current Stamina score drops to zero
Masters can mix melee and missile Exclusive: Yes immediately, and he falls
attacks as they choose. The maximum Base: (Str+Dex+Agl+Wpr)/4 unconscious.
number of attacks is still four, so the Check: Specific
character might throw one shuriken Characters must be Masters in Bullwhip
as his first attack, throw another later, either Boxing, Wrestling, or Martial Exclusive: Yes
then kick twice, or... declare a kick, Arts before they can acquire this skill. Base: (Str+Dex+Agl)/3
then turn around and throw three Once they have Advanced Self- Check: Specific
shurikens. It's up to the Artist to defense skill, however, they can use The base for this skill differs from
decide. any of the unarmed melee skills at a most others of its kind, so be sure to
level equal to their level in Advanced use the formula given here. An
49
CHAPTER 7 TRAVELLER’S MANUAL

attacker can use the bullwhip two Fighting Florentine style means ability to free himself (or be freed);
ways: First, he can use it to strike an fighting with a rapier in one hand the same rules apply. Characters with
opponent, although the maximum and a dagger in the other. (The rapier Lasso skill can throw a lasso no
damage it can cause is "M" on the is a light sword common in Europe in farther than 15 feet. No range
armed combat key. Second, the the 16th and 17th centuries.) modifiers apply.
attacker can use it to tangle up his Florentine fighting is no easy feat;
opponent: the attacker strikes, and characters must have Sword skill at Net
makes tangling a called shot. Any "C" Master level before they can acquire Exclusive: Yes
result inflicts no damage, but this skill. They can still make only Base: (Str+Dex+Agl)/3
indicates that the whip is wrapped one attack per round, but opponents Check: Specific
around the defender, pulling him must shift their "defense" on the Roman gladiators often used this
immediately to the ground. Action Table one column to the left weapon while fighting in "the games."
Entangled defenders are helpless. unless they have this skill themselves. The weapon has no effect except on a
They can free themselves in two At the CM's option, characters may "C" result. A "C" result indicates that
rounds, as long as they take no other substitute any straight, one-handed the defender is entangled in the net.
action during that time. sword for the rapier when using this See the notes on the bola for the
skill. defender's chance to free himself (or
Lance, horseman's* be freed); the same rules apply.
Characters with this skill can use SPECIAL WEAPONS SKILLS As long as the defender is tangled
any type of cavalry lance as a melee in the net, he must make a general
weapon, while they are riding on Bola Agility check each round to remain
horseback. A character must have Exclusive: Yes standing. If he fails the check, he
Expert level Equestrian skill before Base: Dex immediately falls down, and is
they can acquire this skill. (After all, Check: Specific considered "on the ground" until he
what good would the lance do if you The bola is a thrown weapon that stands up—which also requires a
couldn't stay on the horse?). This is a entangles its victims and causes general Agility check. The entangled
special mounted melee skill; normal armed combat damage. defender may use no melee skill in
characters with this skill do not also Characters with this skill may throw a attacking, and defends in melee on
have to acquire Mounted Melee skill bola to a distance of 100 feet. "C" Column 1 while entangled.
with the lance (see below). results indicate that the victim is
tangled in the weapon and suffers MOUNTED SKILLS
Polearms damage; other successful results
Characters with this skill can wield simply indicate normal damage. Equestrian Skill
polearms and thrusting spears of all Entangled de-fenders fall down, and Exclusive: Yes
types—including pikes, awls, are bound and helpless for at least 2 Base: (Dex+Agl+Per)/3
halberds, and other common rounds. The defender can free himself Check: General, Specific
European polearms. in that time, provided he takes no Any character without this skill
other action. If a friend of the victim can ride a horse under normal
Short-handled weapons has a knife or similar tool, he can cut circumstances. This skill allows the
Characters with this skill are through the bola in 1 round, and free character to stay in the saddle (and in
particularly good at bashing and the tangled character. control) under more difficult circum-
chop-ping with any short weapon If players use the optional hit stances: in melee, during high-speed
other than a sword, knife, or dagger. location system in Chapter 4, a chases, and during dangerous leaps
Examples of weapons for this skill character may cut himself free in 1 or stunts, for instance.
include the club, mace, axe, morning round if his arms and hands are not The rider must make a general
star, and the flail. entangled. check whenever he tries to do
something on horseback that in the
Sword Lasso CM's judgment could cause him to
This skill includes any type of Exclusive: Yes fall off the horse. A successful check
weapon with a blade at least 2 feet Base: (Str+Dex)/2 indicates the character stays in the
long. Examples include the short Check: Specific saddle.
sword, long sword, two-handed The lasso is a rope with a sliding If characters use this skill to
sword, broad sword, cutlass, scimitar, noose at one end. It has no effect perform stunts—such as clinging to
and rapier. unless the attacker gets a "C" result. A the side of a moving horse to use the
"C" result indicates that the attacker animal for cover—they must make a
Florentine style* has successfully entangled the specific check. Only "C" results
Exclusive: Yes defender in the lasso. The entangled indicate success; everything else spells
Base: (Str+ Dex+Agl)/3 defender is knocked down, bound, failure.
Check: Specific and helpless. See the Bola skill It always seems to happen: you get
description above for a character s up on a high horse, and someone
50
TRAVELLER’S MANUAL CHAPTER 7

tries to knock you off. When an 40 modifier, as described in Chapter Shortbow: Base = Dex
opponent tries to push or pull a 4. A character must be an Expert (or Crossbow: Base = Dex
skilled Equestrian from his horse, the Master) Equestrian before acquiring Longbow: Base = (Str+Dex)/2
Equestrian "defends" against this this skill. There's no need to advance In addition to increasing accuracy,
melee attack by using the defense in this skill, since the base chance these skills increase the speed with
column lying beneath his skill score always equals a missile-weapon skill which the skilled character can reload
(use the ranges at the top). score. and be ready to shoot again.
Characters cannot shoot any bow
Mounted Melee* MISSILE WEAPON SKILLS more than once per round.
Exclusive: Yes Missile weapon skills reflect training Furthermore, they need several
Base: as weapon with any weapon that you can fire, rounds to reload, as shown on the
Check: Specific sling, or throw. With the exception of following chart:
Characters with this skill make firearms, these skills do not offer
good use of melee weapons while BOW RELOADING
additional attacks per round, but they Rounds Required To
they're riding. Characters without this increase a character's chance to hit
skill suffer a -40 modifier, as Reload
when using a particular missile
explained in Chapter 4. Characters Level Long- Short- Cross-
weapon.
must have reached Expert level in the Unskilled 5 5 12
Equestrian skill before they can Sling Specialist 4 4 10
acquire this skill. Mounted melee Exclusive: No Expert 3 3 8
attacks are made using the character's Base: Dex Master 2 2 6
skill score with the weapon being Check: Specific
used, or his Unskilled Melee score; no Firearms Skills
The sling is simply a piece of
modifiers for skill level apply to Exclusive: No
leather or cloth bound by thongs. To
Mounted Melee itself. Base: Dex
"load" the weapon, the attacker places
Check: Specific
stones or rounded pieces of metal in
Mounted Missile* the center of the sling. To "fire," the
All firearms skills allow a
Exclusive: Yes character to make one additional
attacker swings the sling over his
Base: as weapon missile attack per skill level, per
head, releases one thong, and then
Check: Specific round—up to the maximum rate of
lets the contents fly toward the target.
Characters with this skill have fire for the weapon. There are three
received training to fire or throw Bow Skills: specific firearms skills:
weapons on horseback. (Some Exclusive: No Automatic Rifle - This skill
weapons are excepted; see the Missile Base: Varies includes the use of submachine guns,
Weapons Table in Chapter 4.) Check: Specific all automatic rifles, and the photon
Characters without this skill suffer a - There are three bow skills: rifle.
Long-barreled guns - This skill
includes the use of the arquebus,
musket, dragoon musket, rifle and
shotgun.
Pistol - This skill includes the use
of hand guns of all types, including
derringers, revolvers, automatic
pistols, and flintlock pistols.
Long-barreled gun skill enables a
character to reload a musket or
dragoon musket more rapidly than
an unskilled character. Here's how
long it takes to reload:
Skill Level Rounds to Reload
Unskilled 4
Specialist 3
Expert 2
Master 1

51
CHAPTER 7 TRAVELLER’S MANUAL

Beam Weapon Skills Anti-Tank Weapon Mortar


Exclusive: No Exclusive: Yes Exclusive: Yes
Base: Dex Base: Dex Base: (Pcn+Dex)/2
Check: Specific Check: Specific Check: Specific
Characters can acquire two This skill enables a character to Characters can fire infantry field
separate skills with beam weapons: use any type of personal anti-tank mortars when they have this skill. See
Laser pistol and laser rifle. weapon, such as a bazooka, World Chapter 5.
War II German panzerfaust, and so
Thrown Weapon Skills forth. It takes two men to fire an anti- Pilot
Exclusive: No tank weapon. A skilled character can Exclusive: Yes
Base: (Str+Dex)/2 enlist the help of an unskilled Base: (Pcn+Dex+Agl)/3
Check: Specific character to fire anti-tank weapons, Check: General
Five separate skills make up this without lessening the chance for Characters with Pilot skill can fly
group: Axe/Tomahawk, Dagger/ success. A skilled character's Anti-tank aircraft and spacecraft, and fire any
Knife, Dart, Javelin, and Spear. These Weapon score equals his base percent weapons on those craft—though not
skills simply increase a character's chance to hit when he fires the necessarily at the same time. The
accuracy when throwing these weapon with assistance. weapons include machine guns,
weapons; they don't allow him to bombs, rockets, or beam weapons.
throw more than one weapon per Canon See Chapter 5 for a description of
round. Dart skill refers to a special Exclusive: Yes how Piloting affects air combat.
small, thrown weapon used in Base: (Pcn+Dex)/2 NON-COMBAT SKILLS: THE
Roman and Western Medieval Check: Specific STUFF OF LIFE
cultures; it does not refer to the 20th- Characters with this skill can
century leisure game. supervise attacks that involve direct- Non-combat skills are simply non-
fire, pre- World War I artillery pieces, fighting skills. That doesn't mean
Grenade such as culverins, 18th and 19th- these skills don't help a character
Exclusive: No century cannons, 19th-century rifled survive—they do! Characters use non-
Base: Dex cannons, and cannons that lie combat skills to protect themselves,
Check: Specific onboard sailing ships or very early gather information, and succeed in
Characters with Grenade skill ironclads. The skill score equals the their adventures.
don't just toss and take their chances; character's base percent to hit a target When characters must make a
they've practiced to increase their while supervising the gun crew. specific check for a non-combat skill,
accuracy in throwing any type of the result always lies on Column 3 of
hand grenade. Artillery the Action Table.
Exclusive: Yes Computers
HEAVY WEAPON SKILLS Base: (Pcn+Dex)/2
Exclusive: Yes
These skills enable characters to use Check: Specific
Base: (Pcn+Luck)/2
heavy weapons, ground combat This skill involves artillery from
Check: Specific (secret)
vehicles, plus air and spacecraft. Most the 20th century and beyond,
Computers came into widespread
of these skills are exclusive; no including vehicle main guns and AT
use in the mid-20th century, and
unskilled character can attempt to use guns. The skill enables a character to
since then, nearly all advanced
them successfully. (You wouldn't serve as a gunner on a ground
human societies have used them.
expect just anyone to fly a plane and combat vehicle, such as a tank.
Computer skill enables a character to
drive a tank, would you?) get information from these machines.
Machine Gun
Ancient Artillery Exclusive: No The character can reprogram a
Exclusive: Yes Base: Dex computer, too, if Demoreans or
Base: (Pcn+Dex)/2 Check: Specific renegades have tampered with it.
Check: Specific Machine gun skill improves a Before a character can interact with a
Characters with Ancient Artillery character's ability to fire machine computer, he must first find a
skill can supervise the use of large, guns and all heavy weapons that fire terminal or some other
ancient missile weapons such as like machine guns. For example, a communications link. Computer skill
catapults and ballistae. Their skill character with this skill could fire the does not help a character do this.
score equals the base percent chance secondary guns on a tank, but he Once access has been gained,
that such weapons will hit the right could not fire the tank's main gun. though, this skill becomes useful.
targets when the characters are Characters fire machine guns on Characters must overcome any
supervising. aircraft and space craft, too. security program the computer may
have before they can get information
or start programming. Computer skill
assists them in overcoming security.
52
TRAVELLER’S MANUAL CHAPTER 7

Finally, the character must find Characters with this skill can use However, this skill cannot change a
the information he is looking for in explosives of all kinds, if they can get character's apparent height by more
the computer's files, and/or them. The Time Corps does not than six inches, nor his or her weight
accomplish any reprogramming usually provide explosives, so by more than 20 pounds.
necessary. Computer skill also assists characters must obtain them from Furthermore, Disguise skill does not
a character in doing this. Characters sources "in the field." enable a character to pass for a
can learn just about anything from a When a character uses this skill, specific, historical individual: that
computer, as long as that information he must state exactly what he wishes requires Impersonation skill.
already lies in the machine. to happen, including the radius of the Disguise skill requires only a general
Goblinoid Games adventures will area to be affected. The CM treats all check. The CM should roll this check
specify how much information a explosions as 100% catastrophic secretly, letting the results become
computer contains, and the CM damage. known during play.
should decide this for his own Use of this skill requires a specific Success indicates that the
scenarios, too, before play begins. check—a secret one at that, rolled by disguised characters are taken at face
To get information from a the CM. The CM should use this key value for at least 12 hours, unless
computer, characters must tell the to interpret the results: they do something which obviously
CM exactly what they want to find L = Limited success. The explosion does not fit within the role they are
out. They cannot ask for "everything has the desired effect, but the blast playing. (Roll a new check every 12
the machine has about this guy"; affects a radius 50 feet larger than hours, until the character removes the
instead, they must be specific. For intended. disguise.)
example, they might ask, "Can we M = Moderate success. The If characters fail their Disguise
find a record that says this person explosion has the desired effect, but check, the first NPC who encounters
deposited money in this bank last the blast affects a radius 25 feet larger them and passes a secret general
week? What was the amount?" If they than intended. Perception check (rolled by the CM)
ask, characters can also find out H = High success. The explosion will realize that the disguised PCs are
whether someone has reprogrammed has the desired effect, but the blast imposters. If the NPC already knows
the computer. affects a radius 10 feet larger than the disguised PCs' faces, he or she
This skill requires a secret specific intended. will recognize them. See Chapter 10
check. Use the following key to C = Colossal success. The for information on how this NPC
interpret the results: explosion has the desired effect in the would react to uncovering such a
L = Little success: the character intended area. fraud.
needs 1-100 hours (roll percent dice) If the specific check shows failure, Before a mission, the Time Corps
to pass the security and get the CM should roll percent dice. A issues a disguise kit to agents with
information (or reprogram it). roll of 01-50 means the explosives this skill, in addition to the usual
M = Moderate success: the did not go off on schedule. (They equipment.
character can get the desired data or may explode later, however; there's a Distance Running
do the reprogramming in 1d10 10% chance per round until the
Exclusive: Yes
hours, agents leave the area.) A roll of 51-00
Base: Current Sta
H = High success: the character means the characters used too much
Check: None
can get the information or do the explosive; the blast radius is 100 feet
Characters who do not have this
reprogramming in 1d10/2, rounded larger than intended.
skill are allowed to run no more than
up, hours. Disguise 30 minutes; they must then get a full
C = Colossal success: the character
Exclusive: Yes eight hours' sleep before running any
can get the information or do the
Base: (Per+Dex)/2 further. This skill enables a character
reprogramming in 1d10 minutes.
Check: General (secret) to run much longer and for greater
Ignore "K" results.
Characters with this skill can use distances. To find out how long and
The CM may optionally allow
clothing and make-up to change their how far, add the character's skill-level
characters to make a Luck check
appearance. They can also disguise modifier to his or her current
when using this skill. If they pass, the
other people, if those people are Stamina to find the Distance Running
characters stumble across extra
willing. score. Now find the column on the
information or clues, beyond the
This skill lies somewhere between Action Table corresponding to this
information they requested.
the disguise that all characters can skill score. The column number
Demolitions create (see Chapter 9) and below shows the speed in miles per
Exclusive: Yes Impersonation skill. Characters can hour that the character can run, and
Base: (Pcn+Dex)/2 use this skill to change basic the number of hours the character
Check: Specific (secret) appearance and facial features; can continue to run before needing
unskilled characters cannot do this. eight hours of rest.

53
CHAPTER 7 TRAVELLER’S MANUAL

Electronics can produce hand-written documents chance include poker, craps, and any
Exclusive: Yes that look like someone else's work. other card or dice game.
Base: (Pcn+Dex+Luck)/3 To forge the document, the character In any game, characters play "hand by
Check: Specific (secret) must have a sample of the hand." All participants in the game
Successful use of this skill lets a handwriting he or she wants to must first agree on the stakes: the
character make field repairs of copy—a letter, diary entry, amount to be wagered. Each
electronic devices such as radios, manuscript...anything with at least participant then rolls percent dice
televisions, communicators, 100 words. Then he or she must pass (the CM rolls for NPCs). High roll
calculators, and listening devices a specific check, rolled secretly by the wins the stakes multiplied by the
("bugs"). If the character can find the CM. The key below describes the number of players.
proper equipment and materials in results: Characters who cheat can increase the
the field, he or she can make these L = Limited success: Characters amount of their die roll. Only one
electronic devices, too. Characters who know the original handwriting rule bars the Gambler: skilled PCs
must have an electronics tool kit to well can make a general Perception may never cheat other PCs; their
use this skill (see Chapter 9). check to see if they notice the forgery. victims must always be NPCs. In
Characters make specific checks to M = Moderate success: Same as "L" order to cheat, the character must
find out how well they use this skill. result, but characters make the declare his intent before anyone rolls
Read the key below to interpret the Perception check with a -20 modifier. the dice. The player rolls a specific
Action Table results: H = High success: Same as "L" check against his character's skill
L = Limited success: repair or result, but characters make the score. The result lies on the defense
construction takes 1d10 hours, and Perception check with -40 modifier. column below the Perception score of
the device will work for 2dlO hours. C = Colossal success: Characters the "duped" character—the victim of
M = Moderate success: repair or without Forgery skill cannot detect the cheat. If more than one NPC is
construction takes 1d10/2, rounded the forgery, even if they know the involved in the game, use the highest
up, hours, and the device will original handwriting well. Perception score.
function for 3d 10 hours. The CM should reveal the results Use the key below to interpret the
H = High success: repair or during the normal course of play—as result of the check.
construction takes 1d10/2, rounded the characters themselves would L = Limited success: the character
up hours, but the device will function make the discovery. Failure of a check may add 10 to his or her percent roll.
2d10x2 hours. means the forgery is obvious; anyone M = Moderate success: same as "L"
C = Colossal success: repair or who knows the genuine handwriting but add 15 to the roll.
construction takes 3d10x2 minutes; will detect the forgery on sight, no H = High success: add 20 to the
the device will work normally as long check required. roll.
as it has a power source. Characters with Forgery skill can C = Colossal success: add 40 to the
Failure of the check means the detect forgeries as well as make them. roll.
character wastes 1d10 hours before To detect a forgery, they must have a Failure = The character gets
he knows that he has failed. copy of the genuine handwriting to caught—with an Ace down his sock,
The CM should roll all of these which the forgery can be compared. or extra dice in his pocket. Use the
checks secretly and then let characters Detection still requires a specific guidelines in Chapter 10 to see how
begin their repair or construction check. Characters succeed if they get a his victims react.
work, not telling them the results result equal to or higher than the Historical Specialty
until the time indicated by the dice result earned by the forger (L, M, H,
Exclusive: Yes
has expired. Characters can always C; L is low, C is high). If the forger is
Base: (Pcn+Wpr)/2
give up before the time runs out, but unknown, or didn't make a check,
Check: Specific
they have no chance for success if then the adventure must specify the
"Historical Specialty" includes a
they do. level of quality.
large number of separate skills—a
Forgery Gambling skill for just about every era, in fact. A
Exclusive: Yes Exclusive: Yes character may choose his own
Base: (Pcn+Dex)/2 Base: (Pcn+Luck)/2 specialty within the following
Check: Specific (secret) Check: Specific guidelines:
Ever heard the saying, "Put your In many historical societies, the 1. The specialty may cover a
John Hancock here"? Everyday folk wealthy or ruling classes considered period of no more than 100 years.
would just sign their names in gambling an acceptable, if not a 2. The specialty may involve no
response. Characters with Forgery mandatory, social activity. Characters more than two civilizations, cultures,
skill, however, would produce a who have this skill know games of or nations.
signature just like John Hancock's— chance extremely well, so they can For example, a character might
good enough to fool the owner cheat to skew the odds. Games of choose to "specialize in" Athens and
himself. Characters with Forgery skill Sparta during the Peloponnesian
54
TRAVELLER’S MANUAL CHAPTER 7

Wars (431 B.C. to 401 B.C.), adding a "out of action" because of something Base: (Pcn+Wpr+Per)/3
few surrounding years to bring the the renegades or Demoreans did. Check: Specific (secret)
total to 100. Or a character might Characters prepare for an This skill offers two options:
choose the United States during the impersonation before they ever leave 1. Questioning. A character can
period from 1776 through 1876, and the Time Corps. First, they must use this skill score instead of his
so on. decide who they want to Personality score when he questions
Each newly created character Impersonate. Then they receive an NPC about a person or event.
automatically has Historical Specialty special briefings on the subject's 2. General Investigation. A
skill for the 100-year period habits, likes, dislikes, favorite character with this skill can gather
preceding his birth, plus the duration expressions, etc. To complete the information from large groups of
of his native time. In this case, and in picture, Corps surgeons perform minor NPCs, provided he or she
this case only, the Historical specialty advanced plastic surgery on the agent, spends several hours canvassing a
covers slightly more than 100 years. so that he or she closely resembles neighborhood, or working through a
A skilled character can use each the character to be impersonated. The crowd. This skill enables the character
specialty in two ways: finishing touch? An authentic to ask questions that bring out
1) The character can do one day's wardrobe—everything that the best- hidden information. (Characters can
worth of extra historical research in dressed Impersonator might need. best use this skill when the CM has
the Time Corps library before starting Once the Impersonator arrives at not prepared clues and witnesses who
a mission that relates to his Historical the mission site, it's up to him or her can be found in specific locations.)
Specialty. Any information he finds to decide if and when to begin the In both cases, the Investigation
will be in addition to the regular impersonation. Of course, the agent skill temporarily boosts the
briefing material. This use of the skill will already look like the character to character's Perception: when the
requires a specific check. Use the key be impersonated—but he or she character gathers information, he or
below to interpret the results: doesn't have to act or dress like that she does so with a +20 bonus to his
L = Limited success: the character character until the right time. Perception score.
gains one additional major piece of Impersonation requires one This skill could be used to help
information that will be of value to specific check for every four-hour track down a renegade, or a
the mission. period that the agent spends with Demorean once his human form is
M = Moderate success: same as the people who know the "real" person known. It can also prove helpful
"L" result, but the character gains two well. The CM should roll this check when PCs are in legal trouble, as
such pieces of information. secretly. Use this key to interpret the explained in Chapter 10.
H = High success: the character results: The CM rolls a secret specific
gains three additional pieces of L = Limited success: each NPC check to determine how well
information. who has at least daily contact with characters perform this skill. When
C = Colossal success: the character the impersonated character is allowed the character uses the skill to
gains four additional pieces of a general Perception check with a -20 question a specific NPC, use the
information. modifier to detect the impersonation. direct action check results in Chapter
Failure means the character gains M = Moderate success: Same as "L" 10. When the character uses this skill
no additional information. result, but the Perception check to make general surveys, use the
Goblinoid Games adventures modifier is -30. following results key to find out how
always list the information available H = High success: same as the "L" well he does:
to characters with the appropriate result but the Perception check L = Limited success: the character
Historical Specialty skill. modifier is -40. uncovers one major lead or fact, or
2) Because of his extra knowledge, C = Colossal success: the one important witness in 1d10 hours.
the character gains a +10 bonus to his impersonation is not detected. M = Moderate success: the
Perception score while adventuring in Failure of a check means that the character uncovers two major leads,
the time period and culture of his impersonation is detected by at least facts, or witnesses in 1d10 hours.
specialty. one NPC within 1d10 minutes. H = High success: the character
Impersonation Characters who have this skill uncovers three leads, facts or wit-
must avoid meeting close family or nesses in 1d10/2 (round up) hours.
Exclusive: Yes
friends of the subject. No matter how C = Colossal success: the character
Base: (PCN+Wpr+Per+Dex)/4
good the Impersonation is, it will uncovers four leads, facts, or
Check: Specific (secret)
never fool close or intimate witnesses, plus many minor details,
Use of this skill allows a character
acquaintances unless the meeting is in 1d10/2 (round up) hours.
to impersonate a historical figure.
extremely brief and impersonal. Failure means the character
That can come in very handy when
an important person is temporarily Investigation spends 1d10 hours in investigation,
Exclusive: Yes but still learns nothing of value.

55
CHAPTER 7 TRAVELLER’S MANUAL

This skill does not allow a Check: General H = High success: the character
character to pull information out of Characters with this skill are finds sufficient food, water, and
thin air. If no one's around to give medical doctors. Doctors may use shelter to serve four characters for
him clues, then not even a successful their skill to do the following things: one day.
result will offer any useful 1. Doctors can treat critically C = Colossal success: the character
information. And if no one witnessed wounded characters during combat, finds sufficient food, water, and
a crime, then the Investigator simply providing emergency bindings and shelter to serve all desired characters
cannot gain information from a pain-killers. Treatment takes two for one day.
witness—no witness exists! consecutive rounds. During that time, Failure means that the character
Mechanics neither doctor nor patient may take doesn't turn up a thing: no water, no
any other action or suffer an attack; if food, no shelter.
Exclusive: Yes
either occurs, the treatment is void Security Devices
Base: (Pcn+Dex)/2
that round.
Check: Specific (secret) Exclusive: Yes
Characters who receive these
Characters can use this skill to Base: (Pcn+Dex+Luck)/3
"quick fix" treatments don't have to
build anything from small electrical Check: Specific
make a Willpower check each round
motors to jet engines and spacecraft Use of this skill enables a
to take action. They can keep on
drives. As with the Electronics skill, character to find and defeat security
fighting, but the treatment does
characters must find the proper devices, including locks, traps,
nothing to protect them from further
materials in the field before they can alarms, and electrical or electronic
wounds or death. Doctors can treat
use Mechanics. The CM rolls a secret gadgets. Each use of the skill requires
themselves, too, but they must pass a
specific check when characters use a specific check, with results from the
general current Willpower check
this skill. Use the key listed under following key:
before they try.
"Electronics" to interpret the results. L = Limited success: the character
2. If doctors care for wounded
Military Leadership successfully defeats any normal lock
characters daily, they double the rate
or combination lock, but fails to find
Exclusive: Yes at which the patients heal wounds.
and defeat electrical or electronic
Base: (Str+Wpr+Per)/3 3. In scenarios involving poisons,
alarm systems, which go off!
Check: Specific doctors can diagnose the type of
M = Moderate success: the
Characters with Military poisoning and administer the
character finds and defeats any lock
Leadership are real dynamos on the appropriate antidote. Antidotes save
and electrical alarm system, but fails
battlefield; they can attempt to rally characters who would otherwise die
to detect and defeat any electronic
routed troops using their Leadership from the poisoning.
system (such as "electric eyes."
modifier (see below). They can also Doctors must pass a general check
pressure plates, etc.): the latter,
apply their Leadership modifier to every time they hope to use this skill
unfortunately, go off.
the melee/ morale value of troops successfully. Their supplies are
H = High success: same as "M"
with which they are stacked during included in a medical kit as explained
result, but the character does find
melee in battles (see Chapter 5). Each in Chapter 9.
electronic systems and realizes he
use of the skill requires a separate
specific check; the results last through
Outdoor Survival cannot defeat them before they go
Exclusive: Yes off.
the round or step of the turn in
Base: (Pcn+Wpr+Luck)/3 C = Colossal success: the character
progress. Use the following key for
Check: Specific find and defeats all locks and alarms
these checks:
This skill enables characters to systems.
L = Limited success: the character's
find food, water, and shelter when Failure indicates the character is
Leadership modifier for this use of
these things are in short supply. (If unable to deal with a given lock or
the skill is +5.
they find shelter, they can prevent system until he or she has gained one
M = Moderate success: the
exposure damage; see Chapter 4.) level in this skill.
character's Leadership modifier is
Characters must make a specific
+10. Stealth
check to use this skill, and they can
H = High success: the character's Exclusive: Yes
try only once per day. Use the key
Leadership modifier is +20. Base: (Dex+Agl)/2
below to interpret results:
C = Colossal success: the Check: Specific
L = Limited success: the character
character's Leadership modifier is Stealth is the ability to move
finds sufficient food, water, and
+30. silently and stay out of sight, using
shelter to serve one character for one
Failure indicates that the darkness, doorways, or other natural
day.
character's skill has no effect. cover to remain hidden. Characters
M = Moderate success: the
Medical Skill who use this skill successfully—that
character finds sufficient food, water,
is, who escape detection—can surprise
Exclusive: Yes and shelter to serve two characters for
their opponents automatically.
Base: (Pcn+Wpr+Per+Luck)/4 one day.
Characters who use this skill must
56
TRAVELLER’S MANUAL CHAPTER 7

make a specific check each round. Characters can substitute their CM must make a secret specific
Read results from this key: Stunt Driving skill score for their check. The defense column matches
L = Limited success: victims of the general Driving score in normal the highest Perception score of the
"sneak" must make a general vehicle action (see Chapter 4). victim or onlookers (as long as they
Perception check with a -20 modifier Swimming aren't distracted). Read results from
in order to see or hear the skilled Exclusive: Yes the following key:
character. ("Victims" include anyone Base: Current Sta L = Limited success: the character
whom the skilled character is trying Check: None gets the item desired, but someone
to bypass or sneak up on.) Swimming skill enables a immediately notices that it is missing.
M = Moderate success: same as "L" character to swim distances of more M = Moderate success: for 1d10
result but the Perception check than one mile. Characters without minutes, no one discovers the theft.
modifier is -30. this skill can only swim one mile H = High success: for 1d10 hours,
H = High success: same as "L" result before they are forced to rest. In no one discovers the theft.
but the Perception check modifier is - addition, skilled characters can stay C = Colossal success: no one
40. in the water for up to 24 hours, and discovers the theft for 24 hours, and
C = Colossal success: same as "L" still make forward progress. Find the no suspicion is directed toward the
result but the Perception check character's current Stamina score on character who took it.
modifier is -60. the ranges above the Action Table. Failure, or course, indicates that
Failure means the "victims" have Then multiply the number of the the character is caught red-handed
normal chances to spot the character defense column below by 3. The while attempting to take the item.
using the skill; they must pass a result equals the number of miles Tracking
general Perception check, but suffer that the character can cover while Exclusive: Yes
no modifiers. swimming and floating for 24 hours. Base: (Pcn+Luck)/2
Stunt Driving Characters who use this skill must Check: Specific (secret)
Exclusive: Yes make a general Luck check after 24 This skill allows a character to
Base: (Pcn+Agl)/2 hours, unless they have reached land. follow the tracks or trail of an animal
Check: General Those who pass the Luck check find or character outdoors. The skill
Characters with this skill can some means of support in the water requires a specific check when it is
perform dangerous "stunts" while (a log, floating debris, etc.) that will first used, and a new check each time
driving an automobile, pick-up truck, en-able them to stay afloat and keep the trail is interrupted and then
or any light motor vehicle— moving forward for another 24 found again. The CM should roll
motorcycles included. In the Time hours. Those who fail this Luck check these checks secretly. Results are
Corps, prominent Stunt-Driving can only float and drift for another interpreted on the following key:
instructors come from the road gangs 24 hours, with no additional support. L = Limited success: the character
that sprang up after the Holocaust. After 48 hours in the water, the can follow the trail for one mile, at
The instructors teach agents how to character must make a second general which point it is interrupted. If the
make "bootleg" turns with a car: Luck check. Success means the character searches carefully, he or she
forcing the vehicle to turn 180 character is rescued, finds land, or will find the trail again in 1d10
degrees at high speed in just one otherwise gets out of the water. hours.
round. They also teach agents how to Failure means the character drowns. M = Moderate success: Same as the
ram other vehicles, forcing the other No character can swim for longer "L" result, but the character can follow
driver to make a driving check to stay than one day without support the original trail for 2 miles and find
in control. These are just two of the (though he can still float or drift). the trail again in 1 to 5 hours.
many possible stunts. Characters must rest on land for a full H = High success. Same as the "L"
Characters can also use this skill day after swimming for 24 hours or result, but the character can follow
to throw another character off a car, more. the original trail for 10 miles and find
when he's clinging to the roof or Theft an interrupted trail in only 1d10
hood. The character being thrown Exclusive: Yes minutes.
must pass a general Agility check with Base: (Pcn+Dex+Wpr)/3 C = Colossal success. The
a -40 modifier to stay on the car. Check: Specific (secret) character can follow the trail to its
Use of this skill requires a general Theft allows a character to ultimate end.
check each round that it's used. The pickpockets, filch items in plain view Failure of the check indicates the
skill score is modified by -01 for while standing in the middle of a character cannot find the trail. The
every mile per hour of vehicle speed crowd, and so on. (Any character can CM may optionally rule at any time
in excess of 50 miles per hour. If attempt to steal things when no one's that bad weather or other factors
drivers fail the check, they have an around or looking, however.) Each cancel any result except a "C."
accident (see Chapter 4). time the character uses the skill, the
57
CHAPTER 8 TRAVELLER’S MANUAL

CHAPTER 8: PARANORMAL TALENTS


Paranormal talents (PTs) character's current Willpower falls history in fragments, as if they were
are special mental powers below 21, he or she cannot use a dreaming, so nothing is crystal-clear.
that all Time Corps agents talent—in fact, the character refuses to Sometimes, only a "gut feeling" comes
possess. Certain alien fight, and tries to run for safety (see over the characters, telling them
races have paranormal Chapter 4, "Willpower Loss"). some-thing is wrong.
talents, too, especially the Obviously, you shouldn't declare the Characters must already have
Demoreans. This chapter explains use of a talent if the cost would bring some knowledge of the event at hand
everything you need to know about your Willpower score below 21. to use this talent effectively; they
Demorean and human talents: when Characters can spend up to 20 cannot "remember" something they
they work, how they work, and—for extra Willpower points to use a talent, never knew in the first place. If one of
those of you who need to make a get- if they want to increase their chance the four conditions below holds true,
away—how long the effects last. for success. Each extra Willpower characters can use Paranormal
Agents can acquire up to eight point temporarily raises the Memory:
paranormal talents. So can the character's PT score by 1 point; when 1. The event in question
Demoreans, though they share only he uses the talent once, his score happened in a place and time
one of their talents with humans; for returns to "normal." Remember, no covered by the character's Historical
the rest, they have private selection. character can use paranormal talents Specially skill(s).
Most talents take only a round to when his Willpower score is below 2. The event in question was
work, but a few take longer. All 21. specifically covered in the PCs'
require complete concentration for All Willpower spent to use a PT is Historical Briefing at the start of the
human and Demorean alike. lost immediately when spent, adventure.
Whenever a character wants to use a regardless of whether the PT succeeds 3. The event in question was
talent he or she can do nothing else. or fails. It's not lost forever, though; researched by the character using
Any successful attack against the sleep brings it back. All characters can Historical Specialty skill.
character will break his or her recover 10 points of Willpower per 4. The player, as distinct from his
concentration and cause the talent to hour of uninterrupted sleep—no or her character, has knowledge of
fail. matter how they lost the Willpower. the event and can tell the CM what
A full description of each PT should be happening. (The CM has
follows in the next part of this HUMAN PARANORMAL final say as to whether the player's
chapter. The descriptions tell you TALENTS knowledge is accurate.)
how to figure out a talent score Each newly created PC automatically The CM should roll a secret specific
(always round fractions up), and has Paranormal Memory and one check to find out if a character's
which kind of check the talent other PT of the player's choice. Agents Paranormal Memory works. The
requires (general or specific). can acquire more PTs by spending results are:
Demoreans can use some talents with Success Points, as explained in L = Limited success; the character
no check at all, and their scores are Chapter 3. remembers that something should be
usually better than human scores. In the descriptions below, "Time different, but doesn't know what is
Required" tells how long the user "wrong."
WILLPOWER AND PTs M = Moderate success: the
must concentrate to make the talent
Most PTs cost a certain number of work. "NA" means "Not Applicable." character knows something is
Willpower points to use, which are different and remembers one
subtracted from the character's Paranormal Memory significant fact about the way the
current Willpower score. For humans, Base: (Pcn+Wpr)/3 event should be.
only Paranormal Memory costs no Willpower Cost: None H = High success: the character
Willpower to use. For the Check: Specific (secret) knows something is different and
Demoreans, three of their eight Column: 2 remembers two significant facts
talents require no Willpower loss; Time Required: 1 round about the way the event should be.
once again, they've got the advantage Range: NA C = Colossal success: the character
here. Duration: NA knows something is different and
When characters use a talent that Paranormal Memory (abbreviated remembers three significant facts
costs Willpower, they subtract the "PM") allows characters to remember about the way the event should be.
points from their current Willpower what "should" have happened in K = Not applicable.
score during the declaration step, history after history has been Characters should remember
before they actually use the talent. If a changed. Characters remember true important facts that could prove
useful to the adventure, not bits and
58
TRAVELLER’S MANUAL CHAPTER 8

pieces of trivia. Goblinoid Games


scenarios often include suggestions
for the CM, to help him choose facts
for the characters.
Memory Restoration
Base: (Wpr+Pcn+Luck)/4
Willpower Cost: 40
Check: General
Time Required: 1 minute
Range: Touch
Duration: Permanent
Memory Restoration allows agents
to "restore" the memory of a historical
character so that the character
"remembers" what he or she is
"supposed" to remember.
For example, suppose the
President of the United States is
bound and tied, lying unconscious in
a White House closet. Meanwhile, a
Demorean has taken his place, and is
making a mess of things. If an agent
destroys the Demorean, and manages
to repair the damage it caused, the
agent can free the President and that the probed character is exactly This talent requires only a general
"restore" his memory. The President who he appears or claims to be. In check. If characters pass the check,
will remember events exactly as they this way, the agent will never be they can learn the significance rating
would have occurred had he not been certain whether the PT failed, or of the NPC or event with an accuracy
captured. Memory Restoration wipes whether the character really isn't an of plus or minus 25 points. For
out everything that the President may imposter. example, let's say a particular NPC
have known about his capture. Demoreans can sense a Telepathic has a significance rating of 25. The
Agents can Restore Memory only Probe directed against them if they CM could tell a character who used
to characters that are sleeping or pass a general Perception check. This this PT successfully that the NPC's
unconscious. is true even if the Telepathic Probe significance rating is 1, 50, or any
Telepathic Probe failed. A successful check means the number in between. (10 or less
Demorean knows it has been probed, indicates a very minor NPC; 50 or
Base: (Wpr+Per+Luck)/4 and knows who has done the more indicates someone important.)
Willpower Cost: 10 probing. A Demorean who is using If characters fail the general check,
Check: General (secret) the Shield PT blocks all Telepathic they can determine nothing about
Time Required: 1 round Probes automatically. No successful significance.
Range: 30 feet probe is possible. Demoreans have significance
Duration: Round of use ratings of zero. If characters use this
With Telepathic Probe, an agent Significance Sensing
talent to sense the significance of a
can probe the mind of another Base: (Wpr+Pcn+Luck)/4 Demorean, the CM should pretend to
character and establish that Willpower Cost: 5 roll the check, then report a rating of
character's true identity. The other Check: General 1 to 25.
character must be within 30 feet of Time Required: 1 round
the agent, and the agent must say Telepathic Sending
Range: Sight
who the target is. Agents often use Duration: Instantaneous Base: (Wpr+Pcn+Per)/4
this talent in the field to discover Significance Sensing allows Willpower Cost: 5
Demorean or renegade infiltrators. characters to sense how important an Check: General
The CM should roll all Telepathic un-known NPC or event is to history. Time Required: 1 round
Probe checks secretly. If the check is In game terms, this talent lets agents Range: Unlimited on same Parallel
successful, the CM must tell the agent determine the significance rating of Duration: Round of use
the true identity of the probed an NPC or minor event during a Agents can use Telepathic Sending
character. If the check indicates mission. to send a short message of no more
failure, the CM should tell the agent
59
CHAPTER 8 TRAVELLER’S MANUAL

than 10 words per round to another characters pass the check, read the beginning of the prior round. Current
character. The receiving character result on the following key: Stamina and Willpower scores are
may be any distance from the agent, L = Limited Adaptation: the restored to match that point in time,
but not in another time or Parallel. character's Personality score rises 5 as are wound levels. Characters redo
The receiver hears the message as if a points for the duration of the both rounds entirely, as if they had
voice begins speaking in his or her adventure. This increase does not never happened. Maybe this time
mind— a "little" voice that matches affect the scores for skills or other around, that agent won't get killed!
the voice of the sender. PTs. Because all characters in the situation
All humans and Demoreans can M = Moderate Adaptation: same as start fresh, any knowledge that they
receive a telepathic message. No the "L" result, but the Personality may have gained in the rounds that
human can intercept a message score rises 10 points. are erased (such as by means of a
meant for another character. H = High Adaptation: same as the Telepathic Probe) also disappears.
Demoreans, on the other hand, can "L" result, but the Personality score Only Paranormal Memory will
"tune in on" any message if the sender rises 15 points. recover it.
is within 100 miles, though they C = Colossal Adaptation: same as A character using this PT can
cannot prevent the receiver from the "L" result but the Personality score specify the area it affects, up to a
getting it, too. If the sender is close rises 20 points. maximum radius of 50 yards. If an
enough, the Demoreans make a K = Not applicable. attacker stands beyond the range, but
general Perception check to see if Characters must wait 24 hours for the defender lies within, the defender
they can receive the message. Any the results above to take effect. When still benefits from the Time Shift— the
Demorean who intercepts a message they do take hold, however, they last attack is erased. The opposite is also
will know the identity of the sender, as long as the character remains in true; if the attacker is in the range, but
but not the intended receiver. The the society at hand. the defender is not, the attack is
Demorean will not know the location cancelled then, too. If any part of an
Time Shift
of the sender unless it is part of the action has roots in the area of effect,
message. Base: (Wpr+Luck)/3 that action is cancelled.
Agents sometimes use this talent Willpower Cost: 50 Characters outside of a Time Shift
to trick or confuse NPCs. In some Check: General never notice its effects.
nations and times, NPCs who "hear Time Required: 1 round So why, you might ask, can the
voices" may think they hear the Range: NA; effective to 50-yard radius Time Shift break the Laws of Identity
commands of a deity, and obey every maximum and Death? Scientists are still
word. However, they may also believe Duration: NA studying this; so far, they can only
that a witch or demon torments Time Shift is a special PT guess that Nature allows this shift
them, and take appropriate action to developed by an agent whose because of the small amount of time
rid themselves of this "curse." Willpower was so strong that he involved, and because the time
managed to "wish" himself backwards travelers lie outside of their native
Adaptation
in time. The agent was able to "erase" times.
Base: (Wpr+Per+Pcn)/4 several seconds and live them all over
Ignore Pain
Willpower Cost: 10 again. This amazed the scientists in
Check: Specific the Time Corps, because it "bent" the Base: (Wpr+Per)/3
Column: 2 Law of Identity and the Law of Willpower Cost: 50
Time Required: 1 round Death! Check: Specific
Range: NA Characters with this talent can Column: 2
Duration: 1 adventure "shift" the time around them back to Time Required: 1 round
Adaptation allows characters to the beginning of the prior round. In Range: NA
become social "sponges," absorbing effect, these characters can erase all Duration: Variable
all the intangibles of the culture and the seconds that lie between the Successful use of this PT allows a
lifestyle around them. The characters beginning of the last round and the character to ignore physical pain. The
soak up sights, sounds, manners, moment at which they use the talent. greater the result of the specific check,
customs—things that natives to a The characters and all those around the longer he or she ignores the pain.
culture may not notice until they are them are allowed to relive those A character who uses this PT
missing. seconds, starting fresh. successfully does not have to make a
Characters can make a specific For example, suppose a group of Willpower check in order to take
check for this PT at any time, but they agents are mixed up in a fight. In the action after being critically wounded
can do it only once per adventure. If first round, one of the agents is killed. (see Chapter 4).
they fail the check, the PT has no In the second round, another agent Use this key to determine how long a
effect; they absorb as much or as little successfully uses Time Shift. The character can ignore pain:
as any normal character would. If second round stops immediately, and L = Limited duration: 1 minute
the CM takes the action back to the
60
TRAVELLER’S MANUAL CHAPTER 8

M = Moderate duration: 30 is remark-able, but not quite exact. Telepathy is the natural form of
minutes Demoreans have little tolerance for communication between all
H = High duration: 1 hour imperfection, so they unconsciously Demoreans; they can use this talent
C = Colossal duration: 12 hours "correct" the shape that they've to communicate over any distance in
K = Not applicable. assumed, fixing defects caused by space. They cannot telepathically
Failure of the check means that the wounds or natural deformity. For communicate through time or across
character feels just as bad as before; example, if a Demorean impersonates Parallels, nor can they use this talent
the PT has no effect. a man with a scar on his cheek, the to talk to non-Demoreans. Both
Demorean would look just like that sender and receiver must be
DEMOREAN PARANORMAL man, but he would not have a scar. conscious and awake for the talent to
TALENTS Demoreans must keep the victim work.
The Demoreans also have eight PTs, of his impersonation alive, so the
Shock
which they use to good effect against victim can act as a constant model.
the agents. Three of these PTs are The victim must remain unconscious Base: (Wpr+Per)/2
automatic; Demoreans don't make to be of much use. Outsiders can Willpower Cost: 20
checks or spend Willpower to use wake a victim, but the Demorean Check: Specific
them. The other six Demorean PTs impersonating the creature will know Column: Victim's current Wpr score
work like human PTs, only better. immediately that someone has done Time Required: 1 round
Paranormal talents are second nature so. The Demorean must render the Range: 30 feet
to the Demoreans, so their base creature unconscious again within 12 Duration: Round of use
scores surpass those of human hours or be forced into its natural Successful use of Shock allows the
beings. Demorean form. Demorean to shock a character men-
Once a Demorean has shape- tally, making the victim feel as if he
Dimensional Travel shifted into a creature's form, it had been struck by a heavy blow or
Automatic PT cannot use this PT again until after it an electrical shock. The victim must
Time Required: 1 hour returns to its own Parallel and time, be within 30 feet of the Demorean.
Dimensional Travel is a and rests. Successful use requires a specific
Demorean's ticket to the Continuum. check; the victim "defends" on the
Telepathy
This talent allows Demoreans to column below his or her current
travel through time and across the Automatic PT Willpower score. Use the Unarmed
Parallels. Demoreans must be in their Time Required: 1 round Combat key to interpret the results.
own, natural form to use this PT, and Range: Unlimited on same Parallel
they must spend a full hour
concentrating before they can "take
off." Demoreans can carry absolutely
nothing with them when using this
PT.
Fortunately, they don't receive
unlimited travel rights. Once a
Demorean has used this PT to enter a
Parallel other than its own, the next
use must take the Demorean back to
its own society to report, rest, and
train for its next mission. Demoreans
never use this PT to make "short
hops" back and forth along a time
line.
Shape Shift
Automatic PT
Time Required: 1 round
Shortly after entering a foreign
Parallel other than their own,
Demoreans usually attempt to
capture a conscious creature of
human or greater intelligence and
then assume its likeness. This likeness

61
CHAPTER 8 TRAVELLER’S MANUAL

Demoralize Stage 3: The victim is 50% likely Stage 1 domination over the victim.
to follow the Demorean's advice over Domination then progresses by
Base: (Wpr+Per)/2
that of other counselors, unless the stages until the victim lies completely
Willpower Cost: 20
Demorean's advice is opposed by a in the Demorean's power.
Check: Specific
strong majority of those other Stage 5 domination lasts until the
Column: Victim's current Wpr score
counselors. victim dies or the dominating
Time Required: 1 round
Stage 4: The victim is 80% likely Demorean is either killed or leaves
Range: 30 feet
to follow the advice of the the victim's Parallel.
Duration: Round of use
Demorean, regardless of the advice or
This insidious Demorean PT Shield
complaints of other counselors.
works just like Shock, with one
Stage 5: The victim follows any Base: (Wpr+Luck)/2
exception: all losses are from the
suggestions or plans the Demorean Willpower Costs: 30
victim's current Willpower score
gives him. Psychologically, the victim Check: General
rather than current Stamina. (Ignore
is totally dominated by the Time Required: 1 round
wounds.) The victim feels mentally
Demorean. Range: NA
weakened and humiliated.
A victim in Stages 1 through 4 Duration: 1 hour
Domination cannot be persuaded by the The Demorean Shield deflects all
Demorean to take an action that is human Telepathic Probes. If an agent
Base: (Wpr+Per+Pcn)/3 obviously self-destructive. In Stage 5 tries to use Telepathic Probe against a
Willpower Cost: 60 of domination, a victim is 80% likely shielded Demorean, the probe fails,
Check: Specific to follow even suicidal advice from but the Demorean can still detect the
Column: Victim's current Wpr score the Demorean. Demoreans using this probe by passing a general Perception
Time Required: 1 round after 1 day's PT always present their plans to the check (see Telepathic Probe). Shields
preparation victim in form of friendly advice in last one hour.
Range: Sight Duration: Special face to face conversations.
This PT is a major weapon in the Paranormal Memory
To use this PT, a Demorean must
Demorean arsenal, for it allows a
first spend one full day near his Base: (Wpr+Pcn)/2
Demorean in human form to slowly
victim: staying, for example, in the Willpower Cost: 30
obtain mental and psychological
victim's home or in the same hotel, Check: Specific
mastery over a human being. Because
eating with the victim, etc. After a full Column: 2
of the high Willpower cost and other
day has passed, the Demorean Time Required: 1 round
risks involved, weak Demoreans tend
spends the Willpower to use this PT Range: NA
to leave this talent to the most
while talking to the victim face-to- Duration: NA
powerful members of their race. For
face. The CM rolls a specific check This PT works exactly like human
this reason, Demoreans can use
and cross-indexes the Attack Margin Paranormal Memory. Demoreans use
Domination even if the Willpower
with the column beneath the victim's Paranormal Memory to keep track of
cost brings their current Willpower
current Willpower. The results are: their own devious plots, and to figure
score below 21. Usually, they choose
S = Slow success: the Demorean's out when agents and renegades have
to dominate important political
power over the victim will increase soured a Demorean plan.
leaders as victims. Occasionally, they
one stage per six months.
choose to dominate agents.
L = Limited success: the
The domination takes place in five
Demorean's power over the victim
stages. Stage 1 shows little
will increase one stage per month.
domination, but with each
M = Moderate success: the
subsequent stage, the victim falls
Demorean's power over the victim
further into the trap. By Stage 5, he
will in-crease one stage every two
has little mind of his own. The
weeks.
process may be slow, or it may be
H = High success: the Demorean's
fast, depending on the success of the
power over the victim will increase
Demorean. The five stages are listed
one stage per week.
below:
C = Colossal success: the Demor-
Stage 1: The victim likes the
ean's power over the victim will in-
Demorean's human form and thinks
crease one stage per day.
of it as a friendly counselor, paying
K = Not applicable.
attention to what the Demorean says.
Failure of the check means the
Stage 2: The victim openly shows
intended victim develops a sudden,
favor to the Demorean, entrusting it
intense dislike of the Demorean.
with money and limited govern-
Any successful result indicates that
mental responsibilities, if applicable.
the Demorean immediately gains
62
TRAVELLER’S MANUAL CHAPTER 9

CHAPTER 9: TOOLS OF THE TRADE


All Time Corps agents Success Points that the characters can driver's license, and more. Each
receive standard training earn for a mission. Goblinoid Games adventure
and equipment courtesy describes the "miscellaneous gear"
Disguise
of their division. The that's essential to a mission. Agents
training prepares them for Time Corps agents can't be just may request additional props, too;
active duty; the "themselves"; on every mission, they the CM should decide how much
equipment helps them get through it. must take on a role from the past and they receive.
Together, training and equipment blend in with the crowd. To this end,
make up the essential "tools" of an the Corps provides a basic disguise,
MONEY
agent—the tools that every agent which allows the agents to look like Each agent receives authentic money
needs to succeed, and sometimes to natural inhabitants of the mission's for the mission, worth the equivalent
survive. time and place. The disguise includes of 10,000 U.S. dollars in 1984. The
clothing, weapons, armor, and Corps (or the CM) may provide
BASIC TRAINING personal items. Usually, agents pose additional cash, depending upon the
Basic Training falls into four different as members of a wealthy or powerful expected demands of the mission.
courses. Here's what each one class. For example, characters on a
includes: mission in Norman England might TIME CORPS COMMUNICATOR
Course One: Orientation. Agents pose as "visiting" French nobles— Significance Rating: 200
learn the material in Chapter 2, and from a place in France far away. The standard Time Corps
receive an introduction to aspects of From time to time, agents may communicator is a solid, flat, metallic
Earth's history as given in the Guide need to change their disguises. With disc that measures 3 inches in
to the Continuum. the right props from the "field," they diameter. Its color resembles that of
Course Two: On and Off the can create a new look, just as amateur copper. Both sides of the disc contain
Road. Agents learn basic driving actors would. Often, one or more of hundreds of fine, tiny grooves,
techniques for most motor vehicles, the agents has Disguise skill. This skill something like the surface of a
then head to the stables to learn how enables them to construct more phonograph record. At the PC's
to stay on a horse while traveling. elaborate disguises for themselves option, the communicator can have a
Course Three: Skills in Action. and other characters; they can hole drilled near one edge, enabling
Agents receive developmental disguise characters so well that their the agent to wear the disc on a chain
training in their first skills, and learn own mothers would pass them by on or leather thong, like a necklace or an
about the others that exist. Some the street, mistaking them for amulet.
agents scoff at this course at first. But strangers. The communicator responds to
when the biggest gladiator in the class Clothing: The Corps provides touch commands. It can put the user
(there always seems to be one) each operative with three appropriate in verbal communication with any
bullies up to a little Japanese guy suits of clothing and the appropriate character who also has a
(who happens to be a black belt in means to carry it, such as a suitcase, communicator, provided the user
karate), and gets his nose kicked in .... sack, or pack. knows the touch code for the device
well, the skeptics turn to believers. Weapons and Armor: The Corps he wants to contact. All PCs on a
Course Four: Gearing Up. Agents issues personal weapons and armor mission know the code for one
learn how to operate all basic Time that complement the time and place another's communicators.
Corps equipment, including the of the mission. The exact types are During communication, the
chronoscooter. listed in the adventure scenario or the device functions just like a radio. It is
Guide to the Continuum. Agents may extremely sensitive, and can pick up
EQUIPMENT choose equipment within these and transmit the voice of the user
The Time Corps provides all its guidelines, to a maximum of three even if that voice is barely audible.
operatives with a Standard weapons and two suits of armor. The communicator signals an
Equipment Package (SEP) at the start Miscellaneous Gear: All agents incoming message in one of two ways
of each mission. Agents must bring receive a slew of small props that (the receiver decides which one): it
everything in the package back intact: help them complete the disguise. For can beep to announce a message
that's part of Regulation 4. Most example, an agent who intends to coming in, or it can radiate a gentle
equipment has a Significance Rating. pose as a well-to-do businessman in heat, sufficient to be noticeable to the
If agents leave these things behind, 1984 might have a cartridge pen, touch.
those ratings count against the total leather datebook, gold ring, good
watch, expensive wallet, brief case,
63
CHAPTER 9 TRAVELLER’S MANUAL

A character receiving a message antibiotics and drugs which halt the Only the agent assigned to the
must "touch in" a reception code. If progress of known infectious machine can open this compartment,
this code is not touched, the diseases, and antidotes for all known by using a touch-control on his or her
communicator automatically stores poisons. Also included are emergency communicator. A prisoner or
all messages and replays them when surgical tools. The kit contains wounded agent can fit in this storage
the code is touched. The receiver can medical devices common to the time compartment, but the ride won't be
specify the volume at which the period being visited, too, enabling very comfortable! Two-seater scooters
communicator relays its messages. the owner to attempt to pose as a are also available, but they are usually
The communicator has a range of physician or healer of that period. restricted to rescue and recruitment
10,000 miles. It cannot be used to The medical kit is usually packed in a missions.
communicate backwards or forwards disguised container that resembles a
in time or across Parallels. sack, bag, or small briefcase— RENEGADE TIME-TRAVEL
whatever best conceals the kit. MACHINES
TIME CORPS STUNNER
BODY SUIT Renegade time-travel machines are
Significance Rating: 300 considerably more primitive than the
The Time Corps stunner is a Significance Rating: 750 prior to Time Corps chronoscooter. They can
personal firearm that agents use to 5180 A.D.; none after that year. only "jump" through time, covering
put other character to sleep. The Body suits became the most Idl0x20 years per hop. Furthermore,
weapon has a maximum range of 30 common form of personal armor they lack the security devices of a
feet, and it operates with complete during the Sixth Millennium, and chronoscooter, so anyone with the
silence. The Corps can disguise the they are still used in the 72nd right know-how can operate the
stunner to resemble almost any small Century. The fabric of the suit vehicles. Most cannot "vanish" like an
item common to the time period resembles gray plastic. Though it's agent's machine, so renegades must
being visited. extremely light, it offers tremendous find other ways to conceal them.
The stunner carries a tiny clip of 8 protection against blows and Renegade machines do have a few
microscopic darts, each one coated missiles. (See "Armor" in Chapter 4.) advantages over the chronoscooter,
with heavy sedative. Agents can fire The suit covers the entire body with though. First, renegade machines can
the weapon up to 4 times per round, the exception of the face. Characters refuel themselves after every hop,
provided they have Stunner skill at can wear other clothing over the suit using solar and geo-thermal energy
Master level (see Chapter 7). to hide its presence. Note: the Time collectors. Refueling takes 1d10 days.
Stunner darts penetrate armor of Corps rarely issues body suits for Renegade machines can also travel
any type. A single dart instantly puts missions prior to 5180 (CM's over land and water like a hovercraft,
its victim to sleep for 1d10 minutes, discretion). reaching a maximum speed of 120
provided the victim is man-sized or miles per hour. They can fly at
smaller. Creatures that surpass THE CHRONOSCOOTER
altitudes up to 10,000 feet, reaching
humans in size or weight cannot be Significance Rating: 1000 speeds as high as 300 miles per hour.
put to sleep, but they automatically Each Time Corps agent's most Renegade machines come in a
lose initiative for the following 3 prized possession is his personal variety of shapes and sizes. Some
rounds if a dart strikes them. chronoscooter: the time-traveling carry one human; others carry as
machine. The chronoscooter can take many as four. Many renegades have
ELECTRONICS KIT
an agent to any Parallel, place, and armed their machines with lasers,
Significance Rating: 150 time, and it offers his only way back photon rifles, or machine guns; in
Only agents with Electronics skill once he gets there. Chapter 3 has short, they've created a flying arsenal.
receive this kit. It contains sufficient already provided much information All such weapons are forward-firing,
tools and parts to enable a skilled on this vehicle; to refresh your although a few renegades have
character to repair or construct memory, refer to the section marked managed to mount rear-firing rocket
simple electronic devices as explained "Travel Procedure." launchers as well.
in the skill description. The kit Each Chronoscooter contains a
contains pliers, snips, wire, solder security scanner that prohibits
and soldering iron, transistors, anyone but the owner from operating
capacitors, diodes, and other it. If someone removes the scanner,
electronic parts. the vehicle explodes immediately,
inflicting 175% catastrophic damage
MEDICAL KIT in a radius of 300 feet.
Significance Rating: 500 The standard scooter carries one
The Time Corps issues this kit to human and his or her equipment. It
agents with Medical skill. It contains also features a collapsible storage
a diagnostic micro-computer, compartment for hauling extra gear.

64
TRAVELLER’S MANUAL CHAPTER 10

CHAPTER 10: THE PEOPLE YOU MEET


Non-player characters who have little to do with the actual needed during play. In any case
(NPCs) complete the cast plot of the adventure. where a "quick" NPC is needed, the
in any adventure. Some Sometimes, a minor PC gets CM should assume that all human
have starring roles; others "promoted" to major status because minor NPCs have a score of 50 in
act in support. They are of something the agents do. For each Basic Ability, and a significance
the villains and their example, if the PCs befriend a rating of 1d10. Demorean minor
victims, the strangers on the street, pickpocket in medieval Paris, he may NPCs should have a score of 40 in all
the mysterious woman, the helpful wind up fighting by their side and Basic Abilities except Willpower. The
police-man....in short, everyone the helping them solve their mission! standard Demorean Willpower score
PCs meet. The CM must breathe life is 70.
into all these characters. He must give NPC STATISTICS Many skills and talents include
them distinct and exciting NPCs have the same Basic Abilities Luck in their score formula. In these
personalities, because without that PCs do, with one exception: cases, you must use the following
interesting NPCs, the game grows Luck. Instead of Luck, each human scores for Luck, even though NPCs
dull. This chapter explains how the NPC has a significance rating of from don't really have that Ability: human
CM can keep track of the many NPCs 1 to 500. Demoreans have a NPCs. 50; Demorean NPCs, 40.
in the agents' world—and how he can significance rating of zero. Status Ratings
play them to the best advantage. Adventures from Goblinoid NPCs who hold political, military,
Games always give full descriptions economic, or other forms of power
MAJOR AND MINOR NPCS have a status rating. The ratings range
of major NPCS: what their scores are,
Major NPCs are characters whose what they look like—even how they from 1 (least powerful) to 5 (most
roles are essential to the plot of an act. The numbers in this information powerful). NPCs who hold no official
adventure. They are the villains, or are called "statistics," or "stats" for power may still have a status rating if
the important victims of those short. When the CM creates his or her they've got an influential family, or
villains. The agents must devote most own adventures, he or she should be know the right "connections." Of
of their time to these characters in sure to make up the statistics for course, the vast majority of NPCs
order to keep history from going major NPCs before play begins. have no status rating.
awry. Minor human NPCs may or may Goblinoid Games scenarios
Minor NPCs include everyone else not have individual statistics. provide status ratings for NPCs
that the PCs meet: they are the people Sometimes, one set of statistics can whenever it's appropriate. The
in the streets and shops, the servants cover several of these at once. If the following guidelines should help the
at the king's court, the cops on the CM decides to give them individual CM create status ratings for NPCs in
beat…all the people the PCs would statistics later, he or she can roll up his or her own scenarios:
expect to find in a realistic setting, but their Basic Ability scores as they are

65
CHAPTER 10 TRAVELLER’S MANUAL

SITUATION CHECK RESULTS action checks to determine the


Die Roll Result DAC Modifier character's behavior.
1 Angry and Hostile: The NPC is angry about being -20 Situation Checks
disturbed right now.
2 Angry but not hostile: the NPC is angry about -15 A situation check tells the CM how an
something but is not necessarily angry at the PCs. NPC feels at any given moment. To
3 Scornful: The NPC feels himself too important to -10 make the check, the CM secretly rolls
waste time with the PCs. 1d10 just before the PCs begin to talk
4 Hurried: the NPC will grant very little time to the -05 to or interact with the NPC. If the
PCs; he or she has more important matters at NPC has a status rating, the CM
hand. subtracts it from the result of the roll.
5 Uninterested: The NPC will grant the PCs time, 0 Treat results less than "1" as “1”. The
but is really not interested in what they have to chart marked "Situation Check
say. Results" describes how to use the
6 Open: The NPC will be open and courteous with 0 result to discover the mood of an
the PCs. NPC. (Ignore the column marked
7 Curious: The NPC will be open, courteous, and 0 "DAC Modifier" for now.)
very curious about the PCs, asking lots of Direct Action Checks
questions which may be embarrassing.
8 Friendly: The NPC will be initially friendly to the +5 A direct action check is a specific
PCs, providing reasonable service or information. check against a player character's
9 Flirtatious: The NPC will attempt to flirt with a PC +10 Personality score. It shows how NPCs
of the opposite sex. If none is present treat as react when the player character does
Friendly. something that warrants a response:
10 Eager: The NPC is eager to hear what the PCs +15 asks for help, makes a threat,
have to say threat attempts a con, etc. attempts a con, etc.
Usually, the direct action check
STATUS RATINGS feelings. These goals, plans and immediately follows a situation
Position Rating feelings are often major ingredients check. For instance, let's say an agent
Head of State 5 in the adventure's plot, so they dictate approaches a stranger. The CM rolls a
Minister, cabinet member, 4 many NPC reactions. For example, situation check to find out what kind
high general, royal family let's say Napoleon is a major NPC in of mood the stranger is in. Perhaps
Senator, counselor, high 3 your adventure. He wants to win the the two characters talk for a moment.
bureaucrat, general, high Battle of Waterloo. Nothing the PCs Then the agent asks for help, and the
nobility, extremely wealthy say or do is going to change that; if CM rolls a secret direct action check
Feudal lord, wealthy, state 2 they try to stop him from reaching to find out what the stranger does in
governor that goal, they'll get nothing but response.
Servants or associates of the 1 negative reactions. The Situation Check Results key
above Priority Two: The personality (or has a column marked "DAC
position) of the character. Ideally, the Modifier." That stands for "Direct
NPC REACTIONS CM should "know" the major NPCs in Action Check Modifier." When the
In the TIMEMASTER game, it's not an adventure like good friends. In CM makes a situation check, he notes
just who you meet that's important. this way, the CM can guess how they the modifier indicated with the result
It's what they do when they meet would react to most situations. For If he later makes a makes direct
you! Do they help you? Love you? Or example, impulsive people react action check for the same meeting, he
try to kill you? The three guidelines impulsively, while cowards put their adds or subtracts the modifier from
below should help the CM decide own safety above all else. Each the PC's Personality score.
how NPCs react. The first one has top Goblinoid Games adventure Direct Action check results lie on
priority: the CM should follow it describes the personality of major the defense column corresponding to
above all others. The third one has NPCs. CMs who create their own one of the NPC's Basic Abilities (refer
lowest priority: the CM should follow scenarios should keep these traits to the blue ranges at the top). The
this guideline only if the other two firmly in mind, and be sure that the chart below tells which Ability score
seem inappropriate. NPCs react consistently, in a way that to use, depending on the PC's action.
Priority One: The adventure. In suits their personality.
most cases, the adventure itself will Priority Three: Situation checks,
dictate the reactions of major NPCs. and direct action checks. When the C
Major NPCs are just like people; they M isn't sure how an NPC should
have their own plans, goals, and react— especially a minor one—he or
she can use situation and direct
66
TRAVELLER’S MANUAL CHAPTER 10

DIRECT ACTION CHART Sometimes, the PC starts the they tell their underlings to take care
NPC Ability romance. The player controlling that of it.
PC Action (Defense Column) character must declare his or her This rule works best in a
Routine request Personality intentions to the CM, then spend at campaign—a series of related
Request for aid, Personality least one full day with the NPC. After adventures. Intrigues have more
no danger a day has past, the CM rolls a secret room to develop in a campaign, so
Request for aid Personality direct action check. A "C" result the CM should be ready to hatch one
in danger means the NPC has fallen in love. whenever the moment looks good.
Lying, conning Perception NPCs may also "just happen" to
fall in love with PCs of the opposite BRIBERY
Persuading Willpower
Threatening Willpower sex. Whenever a situation check result Unfortunately, there are many people
indicates a "Flirtatious" reaction from in the Continuum who respond to
Failure of a direct action check means an NPC, the CM should roll an only one thing: money. If agents
the NPC reacts negatively. He or she immediate, secret direct action check attempt to bribe a minor NPC, the
refuses to help, or sees through a lie. for the PC interacting with the NPC. CM can use the steps below to
If the PC has made a threat, the NPC A "C" result indicates that the NPC determine the result.
may grow hostile, even violent, in falls in love "at first sight." 1. Roll percent dice to determine
response. NPCs who fall in love with PCs whether the NPC is honest and
Direct Action check results are can be quite helpful: they assist the cannot be bribed. Thirty percent of all
interpreted on the following key: PCs, and even risk their own lives. NPCs fall into this category, so any
DIRECT ACTION RESULTS NPCs who are important enough to roll of 30 or below means that the
have a status rating will do almost bribery attempt failed.
S = Slight positive reaction: The anything for their newfound love, 2. If the NPC is not honest,
NPC doesn't say "Yes" to the PC, but provided such action does not determine the minimum bribe the
doesn't say "No" either. Further endanger their position of power. NPC will accept: multiply the NPC's
discussion is in order. Of course, every record has a flip significance rating by ten. If the NPC
L = Limited positive reaction: The side, so to speak. Romantically has a status rating, multiply that
NPC takes limited action as desired inclined NPCs can be a burden as rating by 1000, and ignore the
by the PC, so long as such action well as a help, because they tend to significance rating. In either case, the
does not involve danger or harm, cost follow their new love like a shadow. product equals the minimum bribe in
the NPC money, or require much In addition, they tell everyone all 1984 U.S. dollars.
time. about the PC, because they find him 3. Roll a direct action check for
M = Moderate positive reaction: or her so wonderful. The CM should the player character making the bribe.
The NPC helps the PC as long as no use this behavior to add fun and Failure, of course, means the NPC
risk is involved. spice to the game. refuses the bribe totally; a touch of
H = Highly positive reaction: The honesty has overcome him. Only a
NPC gladly does exactly as the PC Intrigues
"C" indicates that the NPC accepts the
requests, within reason, as long as no Ah, revenge! That's the stuff of bribe; on any other successful result,
risk is involved. intrigues and devilish plots—all of the NPC haggles for more money,
C = Charmed: The NPC is quite them against the player characters. and the PC must offer more and try
taken with the PC (or quite NPCs who have a status rating and again. The CM may end this haggling
frightened by a threat) and even takes who react negatively to the PCs may at any point, at his or her discretion.
some risks to help the PC. start some plan against them. The
K = Not applicable. chance that this will occur equals the LEGAL PROBLEMS
The CM should adjust these NPC's status rating, times 10. Sometimes Time Corps agents get in
reactions if they don't fit a given The intrigue can be any plan to trouble; they break the laws of the
situation. bring one or more PCs to ruin, either society they're visiting. In a world as
SPECIAL NPC REACTIONS legally, financially, socially, or by any great as the Continuum, there are too
other means short of physical many legal systems to list here
Special NPC reactions involve violence. The exact nature of intrigues individually. But if the CM wants to
romance, intrigues, or both! depends upon the position of the incorporate laws, jails, and juries into
Romance NPC. For example, a general who is his or her adventures, the following
NPCs may find themselves drawn angry at the PCs may try to ship them guidelines should help.
to PCs of the opposite sex, and fall in off to the nearest battle front; a Most human legal systems fall
love. Time may be short on a Minister of Justice may trump up into one of two classes: objective and
mission, but if there's "love at first charges of high treason against them. non-objective. Objective systems
sight," well, then nearly anything can Heads of state usually don't involve ignore the circumstances or the
happen! themselves in intrigues against PCs;
67
CHAPTER 10 TRAVELLER’S MANUAL

intentions of the "criminal": all that PC a +10 modifier to his or her Luck
matters is that the "criminal" score before making the general
committed the act. For example, check. In an objective system, the
suppose a PC tosses a bag of gold witnesses must testify that the PC
into the air and, by very bad luck, it really did not commit the action of
comes down on top of a man's head, which he or she is accused. In a non-
knocking him out. As the man falls to objective system, the witnesses can
the ground, his head strikes a large provide any type of helpful
rock, and he dies. In an objective information.
legal system, the PC is guilty of
murder.
Non-objective systems usually
consider the circumstances or
intentions of the accused person. This
consideration may result in lessened
punishment or no punishment at all
for the accused.
When PCs must stand trial, the
CM should allow each accused PC to
roll a general Luck check. Those who
pass the check will be allowed to go
free; these who fail will be "convicted"
of their "crimes."
Characters with Investigation skill
can find witnesses to testify on behalf
of another PC; each witness gives the

3-D TRANSPORTATION
Speed in Max. miles Speed in Max. Miles
Mode miles/hour per day Mode miles/hour per day
LAND TRANSPORT Large sailing ship 10-14 150-200
Foot, walking 3 25 Medium sailing ship 10-20 250-500
Foot, running see running skill see running skill Steam ship, paddle 15 250-350
wheeler
Light Horse 7 60 Large motorized ship 25-35 600-800
Standard Horse 5 40 Medium motorized ship 35-40 850-950
Heavy Horse 3 30
Horse Cart/Carriage 3 30* AIRCRAFT
Fast Chariot 4 40* Zeppelin 60-65 4600
Ox Cart or Wagon 2 20 Early airplanes (up to 85-120 150-300
1930s)
Automobile, early 30 240* Four-engine prop 280-300 380-4500
(before 1930)
Automobile, later 50 400** Passenger jet liner 600 12,000
Air car 80 640**
Steam train 40 800
Diesel train 60 1200
WATER TRANSPORT
Rowboat 5 55
Oared ship 2-4/3-5 30-45/100-140
Sailing boat 3-4 75-100
Notes:
During a mission, agents cannot travel across the third dimension with their chronoscooters; usually, they depend on
traditional transportation. Travel times can vary greatly because of weather, availability of transport, stops and layovers, etc.
Speeds and distances shown are averages. The CM may modify these as needed or desired for the scenario, or ignore them
entirely when appropriate.
* - Assumes that a decent, passable road and changes of horses are available.
** - Assumes eight hours of driving on good roads without traffic congestion. Characters may drive longer, or may drive in
shifts.
68
GUIDE TO THE CONTINUUM BOOK 2

BOOK 2: GUIDE TO THE CONTINUUM


of England." so that you won't example, advertising your Protestant
PROLOGUE introduce yourself to Her Majesty as beliefs during the reign of "Bloody
Buon giorno, agents! I am "a friend of your cousin Mary in Mary" in the Tudor period of English
Alessandro Da Viroli, Scotland." history!
Lifer/4 in the Time Corps. How do they fight? What are the CMs can use the book for the
I was navigator on the weapons and strategies preferred in same purposes. At the same time,
third voyage of Cristobal Colon (the the warfare of the period? You must they can find a lot of details here
famous Columbus) in 1498, when fight with those weapons; you must which will be very useful when
we first landed on the great continent use similar strategies. Neither the creating adventures of their own.
of South America. I suppose I am as Demoreans nor the renegades care How did the government work in a
qualified as any man to tell you what about introducing machine guns into particular time? How did men dress,
to expect when you set foot in a "new the 12th century: you, as agents of the work, fight, feel, and think? How will
world." Time Corps, must avoid such the people of a time react to
Expect the unexpected, my mistakes. strangers—like player characters who
friends. Perhaps you’ve heard the This is why we present the Guide suddenly turn up posing as visitors
saying that "Times change, but people to the Continuum: instructions on from the next county? Even if the CM
stay the same"? Well, there's usually how to understand and behave in decides to create an adventure
some truth in the old sayings, but times past; descriptions, or scenario in a time not covered by one
changes in time make for many "windows," of important eras in of the windows, he or she can learn
differences in people, too. When your Earth's history when the Demoreans from considering the type of
mission takes you to another age, you are most active. You will be briefed information these windows provide.
have to keep in mind so many things: by experts, so listen and learn well, CMs will find the Earth History
How do the people live? Not only my fellow agents! Timeline extremely valuable when
do you want to know the sights, they begin to create their own
HOW TO USE THIS SECTION adventure scenarios. It provides a
smells, and sounds of the place to
which you are assigned (the better to All new agents of the Time Corps, listing of key events, major people,
sense when something is wrong), but and all CMs, are issued a copy of the and, most importantly. Significance
you should have an idea as to the Time Corps' Guide to the Ratings. The CM should use the SRs
customs of the people—their Continuum. This book gives basic in the timeline as a guide when
traditions, how they view the world. advice to time-travelers concerning assigning SRs to events which aren't
Why. my older brother, atypical 15th major "event windows" or time mentioned there.
century man, refused to sail on the periods they may visit. It also Finally, this book has been
Santa Maria in 1492 for fear he contains a wealth of information to designed to be painlessly educational
would sail off the end of the earth! help the CM conduct adventures in for both players and CMs. It's written
How do they use their money, those time periods. so it will be fun to read while
and what is it worth? Obviously, you providing a large amount of useful
Who Can Use This Book information.
will not have to worry about how
much you spend in another time: the This book is for use by players and A Place to Start
Corps covers reasonable expenses. CMs alike. There's nothing in here
Still, you might arouse suspicion in a that a good CM would want to keep Don't expect this book to provide the
Roman shopkeeper if you pay the secret from his or her players anyway. CM or the players with everything
price of a battleship for a jar of olives. Players will find the book useful in a they'll want to know about history in
How are they governed? You'll number of ways. First of all, it order to play in an ongoing
want to know more than a simple provides a lot of useful background TIMEMASTER campaign. No single
"England has a queen: her name is information about time periods their book can even begin to deal with the
Elizabeth." now won't you? It is also characters will be visiting. It tells vast richness of human history—not
important, my friends, to know if a them what the time period was like to mention the possible histories of
ruler is the real power in the land. If for the people who lived in it; it lets other planets, or even other Parallels.
not, who is the real power? Who, them get a feel for the texture of life, Instead, treat this book as a
among the important people of the the sights, sounds, and smells of the springboard for your own
time, is in favor or out of favor with different times. It also tells about imagination. It is designed to give the
the powers that be? Yes, you must some of the ways characters can find flavor of a few periods of history; it
know more than "Elizabeth is Queen themselves in big trouble—for does not pretend to be a complete

69
BOOK 2 GUIDE TO THE CONTINUUM

survey of even the most important The scenario rules or the rules in the When a counter which is part of
events which have shaped our lives. Military Summary may say that the front line of a phalanx formation
When you find something in this certain types of counters must remain makes a melee attack, it gains a
book that excites your interest don't in linear formation until melee special modifierof+5 for every intact
stop there! Starting with the reading begins. This means simply that once line behind it in the formation. A line
list provided on page 32, find out the counters are set up, the entire line is intact if none of the troops in the
more about the time that interests should always be moved so as to line are routed or eliminated.
you most. Chances are, you can play keep the formation shown in the
several exciting adventures in that diagram. Once the counters are
time period, and you may learn a involved in melee, players should still
little more about yourself as well. try to maintain a linear formation,
In fact, that's what history is all but they do not have to sacrifice an Counters in a phalanx formation
about—us. People who think history advantage in play to maintain the shift up one defense column when
is just a string of dates couldn't be formation after melee begins. they defend against bow or sling
more wrong. History is our story; it Linear formation is used in both missile attacks. This shift never makes
tells us how we got to be the way we skirmishes and tactical battles. the defense column higher than
are. Why do we have TV, and why column 10. Treat a phalanx as a
Tactical battle Formations
aren't there better programs on it? square when charged by cavalry from
Why do we have colleges? Why do Schilltrouns and Squares one of its front hexes.
some groups of people hate and kill Schilltrouns and squares are
other groups of people? Why do formations used to repel cavalry Pike Block Formation
teenagers in New York and California charges. They are indicated on the This formation is identical to
kiss while Eskimos rub noses? map by placing one of the square phalanx formation in all respects
History tells us why, or tells us at least markers on top of the counter except one: the maximum length of
a big part of why. adopting the formation. the lines which make up a single pike
The men and women who lived Squares and Schilltrouns have all- block is four counters.
before us were just as exciting or around facing. They defend against Column Formation
adventurous as we are. Just like us, melee attacks from any hex as if it This formation represents men
they had hopes, dreams, loves, hates, were a front hex. Counters in squares formed in a simple column. It was
likes, dislikes, and ideas. What they and Schilltrouns may not move. They used in battles in the period from
did about them helped make us what may change formation, but may not about 1700 through the Napoleonic
we are, just as we shape the future for move the turn they do so. Wars. When playing battles in these
all time to come by what we do every Cavalry or chariots charging a periods, infantry are assumed to be in
day. square or schilltroun do not receive column formation unless they are
So, use this book, and this game, the +30 modifier for charging. marked as being in extended lines or
as a springboard to discovering more Instead, they receive a -30 modifier, squares.
about yourself. Above all, enjoy it. because most horses, no matter how Columns have a movement rating
well trained, will not voluntarily of "4," one higher than the rating of
MILITARY FORMATIONS charge into a wall of spears or "3" shown on the counters. Columns
The Military Summaries within each bayonets. suffer a -20 modifier when making
historical window refer to a number The missile value of a counter in missile fire attacks; missile fire attacks
of military formations. A formation is square or schilltroun formation is against them gain a +20 modifier.
simply a way of arranging troops for reduced by -40, but the counter has
advancing or fighting. This section an all-around field of fire. Extended Lines
explains each of the formations Schilltrouns and squares are more Napoleonic infantry counters may
mentioned, and provides any special vulnerable to enemy missile attacks; form an extended line. Indicate this
rules for using that formation when enemies firing at them gain a +30 formation on the map by placing one
playing skirmishes or tactical battles. modifier. of the arrow markers from the
counter-mix on either side of the
Linear Formation Phalanx Formation troop counter pointing the arrow to
This formation was used by the the troop counter in the extended line
Troop counters are in linear Greeks for centuries, and was
formation when they are placed in a formation, as in the diagram below:
modified and improved by Alexander
line on the map and face the same the Great. Phalanx formation consists
direction, as in the following simply of two or more lines of troops
diagram: arranged so that one line is adjacent
to and directly behind the other. The
number of lines may vary at the
players' choice.
70
GUIDE TO THE CONTINUUM BOOK 2

to be disguised, just like for a regular store's computer, and the credits are
mission. Earthers know about the taken out of their account and put in
Time Corps, but it wouldn't do for the store's account. You don't have to
them to recognize our agents, now worry about much on that score. The
would it? Not with heaven knows Time Corps sees that each of you has
how many Demoreans slinking an account, and we'll issue you your
about, passing themselves off as cards when you leave. Don't lose
Earthers and liking nothing better them. And don't worry about
than to get some leads as to the overspending; there's enough in each
Extended lines fire and move identity of our agents. The of your accounts to handle anything
normally. However, an extended line Demoreans are smart as whips when legal you want to do.
that fails to cause a defender to it comes to doing genealogical Local authorities won't give you
retreat when making a melee attack is research. any trouble if you don't give them
automatically routed. Now, you can have fun in just any trouble. No fighting and carrying
Extended lines may not be formed about any sector of Earth; fact is, it's on. if you please. That went out of
in and may not enter hexes pretty hard to tell one area from style on Earth a long time ago. People
containing buildings, swamps, or another these days. You see, they got expect any differences they have to be
heavy woods. population control, weather and settled peacefully by conversation or.
climate control, world-wide police at worst, in the courts. Fact is, most
Changing Formations control, and uniform health and folks don't have that much to fight
Counters at tactical battle scale spend safety stand-ards for resort areas; it's about. Most Earthers have good
2 points from movement rating to all about the same anywhere on the wages, good housing, plenty of food,
change formation. planet. and more conveniences than most of
Folks, however, are folks, no you from earlier times could imagine.
EARTH: 7192 matter where or when you meet I mentioned not talking about
Welcome, Time Corps trainees. I'm them. And folks around here aren't politics; that's a good idea wherever
sure you enjoyed your briefing from any different. We've got a majority of you are. Earth may have a world-wide
Commander Watkins; I'm his aide, good, law-abiding people whose government and a unified, worldwide
Bill Taney, Lifer/6. I was born in the main interest is supporting culture, but its politics are extremely
United States of America, in Alabama, themselves, raising their families, and active. The planet is ruled by a Chief
for those of you who know where having a good time while they do it. Executive elected by direct popular
that was, back in 1949. I'm here to Most of them live quietly in nice vote, and he's watched by a
tell you what to expect when you take country houses. See, there's plenty of legislature a lot like the old American
R&R among Earth's current in- real estate to go around now that the Congress. Campaigns for those
habitants. planetary population has stabilized at legislative seats get really heated, and
I won't bore you with Earth's only 2 billion. it seems like there's someone on the
history from your own times to the Then on the other hand we've got stump any time you visit the place.
present; you can read that in the some no-goods who'll try to shark Now, there is one thing Earthers
Timelines provided in your Guide to you, cheat you, knock you in the are particularly touchy about: they
the Continuum. My job is to tell you head for a few cheap credits, or don't like for people to make
how, when, and where to have fun, maybe cut your throat just to see the insulting remarks about their planet.
and how to keep your noses clean look on your face. Now, you all They're proud to be the home planet
while doing it. probably already know the kinds of of the human race, which, as you all
Trainees always get three days' places where this rough crew hangs should know, is now the dominant
leave after every mission. When out, so I won't belabor the point. Just species in three galaxies. Earthers will
you're ready to go, just report to the remember, stay out of rough joints, be really friendly to strangers, even to
secondary Transport Area and we'll and don't talk about religion, politics all the kinds of weird-looking aliens
pop you wherever you want to go—in or anybody's relatives when you do who visit here for trade or recreation.
7192, and on Earth, of course. Sorry, go in them. But they'll sure get angry if you say
no interplanetary hopping; makes I mentioned credits: that's how something bad about their planet.
you all too hard to keep tabs on. And. money works around here. Every- They even have laws against saying
as you know, we can't have you body earns credits. Most folks get a things like that, and if you get
gallivanting back through the few paper bills worth a hundred yourselves pinched on that rap, well,
timeline just to have fun—too risky. credits or so to keep for spare change; there's not one blessed thing even the
Don't let these restrictions get you the rest of their credits are stored in Corps can do about it.
down: Earth has a lot to offer these some big computer somewhere. That about wraps it up. You'll find
days. First off, of course, you'll have Whenever they buy something they out for yourselves that sports, theatre,
just plug their little cards into the museums, night life, and just about
71
BOOK 2 GUIDE TO THE CONTINUUM

anything else are available here. I was We'll start with the individual in your craw to attack a famous
going to tell you some of the best Demorean. Your average enemy is person you've always admired, if you
places, but I think an adventurous similar to a human in appearance. know it's a Demorean, don't let hero-
bunch like you would rather find The face is a lot more flat, and he worship get in the way.
them for yourselves. So have a good often has a vacant stare in his eyes. Now, how can you recognize your
time, and don't be late reporting back But don't look in his eyes if you can shape-shifted Demorean? It's not
for your next mission. help it; it helps him concentrate when easy. Here's where you have to know
he's readying a paranormal attack. a little bit about how these barbarians
Your Demorean has four arms in his live on their own planet in Parallel A-
natural form, and his skin is a kind of 227.
sickening orange color.
Demorean Life
Demoreans tend to be puny; in
my old days in the army, I wouldn't Demoreans don't live like men; not
have traded one good Roman for ten like real men, anyway. In fact, they
of these four-armed runts. In general, aren't men, and they aren't women
they have low Strength and Stamina either. Each one of them is both; a
and they're not too good with Demorean can be either male or
weapons. Still, a few of them work female at will. They don't have
hard enough to acquire some families either; all children are raised
weapons skills, especially with by a class called "Nurturers" under the
firearms. supervision of the state.
Okay, so they're puny. Believe me, I should say the state religion in-
they make up for it by the dirty and stead of "the state." See, your
dishonorable way they fight. Your Demoreans are ruled by their priests;
Demorean in close combat will their religion is their government. I've
probably try to hit you first with his seen a lot of religions in my time, and
Shock or Demoralize PTs. They know I respect a lot of them, but this
we have no defense against those. Demorean religion may be what
Your Demorean's plan will be to makes them so crazy.
drain your Stamina or Willpower and Demoreans believe that
put you down; then, while you're everything that was, is and ever will
unconscious, he can sneak up and be is part of what they call "the Great
kill you whenever or however he Oneness." That's not so strange a
pleases. belief. The nasty side is this: the Great
How do you fight him? First off, Oneness is perfect, and anything that
always try to attack with a good isn't perfect has to either be made
THE DEMOREANS ranged weapon from beyond 30 perfect, so it's part of the Great
Okay, listen up. Trainees! We've got a feet— your Demorean can't use Shock Oneness, or destroyed, so it doesn't
lot of things to cover and I don't or Demoralize beyond that range. If mess up the perfection of everything
intend to repeat myself. You get it you have to come to close quarters, else.
straight the first time. If you don't you go for the kill as fast as possible. Perfection—there's the key to
may be sorry: Demoreans don't give You're going to lose Stamina from his understanding how your enemy
Time Corps agents second chances. Shock PT, so you can't afford to waste thinks. Things that aren't perfect have
First off, I'm Publius Tarentus Flaccus. time. Attack first and ask questions no right to exist. The Demoreans' goal
You can call me "Sir." I was a later; the lying Demorean will try to is to "perfect" our Parallel—that
centurion in the armies of Rome, and bargain with you until he can means changing it until it's just like
now I'm a Time Corps Lifer/9. I'll be concentrate long enough for another theirs, until our history matches
your teacher on the ways and wiles of PT attack. theirs. Of course, that means
the enemy. You have questions about Of course, the problem with Demorean control of the Parallel;
Demoreans, you come to me. Demoreans is recognizing them to what humans were left would
begin with. They usually shape-shift become slaves to their priest-
Know Your Enemy to human form almost immediately government.
There's a lot we don't know about after they arrive in our Parallel. All Demoreans are supposed to be
Demoreans—like what makes them They're good at mimicking; they can perfect—that means, they're all
the crazy, power-mad enemy they often get away with impersonations supposed to be the same. Seems that
are. Don't worry about why they're of very important people for days, a few are more perfect than others;
that way. They are. Worry about how weeks, even months. Don't let this they haven't solved that one yet But
to stop them. stop you when identification is they're working on getting rid of
positive; no matter how it might stick imperfection, all right. It starts right at
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GUIDE TO THE CONTINUUM BOOK 2

birth, when those who are "imperfect" the time they reach adulthood. If mission to figure out exactly what the
by Demorean standards are there aren't any scars, the person is Demoreans are up to. Here are a few
"assimilated." That's a polite way of probably a Demorean in human pointers on the ways Demorean
saying they're turned into food for form. usually behave when they're trying to
the others. Of course, as a last resort, you can change Earth's history:
Anyway, once a Demorean gets always use Telepathic Probe. Be 1. They avoid the obvious, like
through 30 years of rearing at the careful with this one though. It costs assassinations of important historical
hands of the Nurturers, he, or she, Willpower, and a perceptive people. That kind of tactic is much
"it," actually, becomes a Nurturer in Demorean will notice the probe and too obvious and much too easy for us
turn. After another 30 years, the move against you right away. to stop. The Demoreans haven't tried
Demorean moves on to its next for a simple assassination sincethe
Demorean Defectors
occupation, laborer. They go through Henry VIII caper: I didn't like those
quite a few of these cycles: Most of our knowledge of Demorean frilly Renaissance clothes, but it was
1. Child - 30 years life comes from defectors: good to hold a sword again!
2. Nurturer - 30 years Demoreans who have given 2. Demoreans frequently work in
3. Laborer - 30 years themselves up to the Time Corps. It teams varying in size from 3 to 12 or
4. Technician - 30 years seems the Demoreans have a few more, depending on the scope of
5. Military service - 30 years peculiar customs which make it hard their mission. They're like rats: if you
6. Minor official - 30 years for them to hang onto some of their find one, you can be sure there are
7. Theocrat (priest) - 30 years agents. others lurking about.
8. Law-giver, time agent or First of all, they don't believe in 3. A favorite Demorean tactic is to
assimilee medicine. If you're wounded, it's infiltrate places of power, make
Every Demorean goes through all obvious to the Demoreans that you contact with as many key political
these stages. By the time they hit the were wounded because you were leaders as possible, then use their
last stage they're 210 years old. Then imperfect. Everything that's imperfect Domination discipline. That way they
it's time for the big decision: they can should be destroyed. Furthermore, can influence the course of events
either compete to become Law- the general Demorean population while keeping a low profile as aides
Giver— that's their top dog—or they can always use another lesson on the or advisors of the powerful.
can try to become time agents, or importance of perfection, and what 4. When Demoreans Shape Shift,
they can be eaten by the others. better way to teach them than to they have to keep the original human
Competition for Law-Giver is by a show the cost of imperfection? alive. He's usually unconscious and
kind of lottery. If you win, you're the Therefore, the Demoreans torture stashed somewhere not far from the
top Demorean; Mr. Demorean their own wounded to death. Demorean's main center of
Perfection itself. If you lose, you're See, once a Demorean gets operations. If you can find him and
turned into food. If you choose not wounded (we're talking about awaken him for a while, the
to compete, you become a Demorean critically wounded here, no scratches) Demoreans will probably come
time agent The Demoreans have no it's a doubly dangerous foe. It knows looking to see what's happened. That
shortage of time agents. that if is goes home wounded, it'll be way, you can set them up for the kill.
tortured for its imperfections and 5. Watch out for high technology
Spotting Demoreans
then assimilated. So, it usually tries to showing up in times when it
Now, this brings us back to how to take revenge on the agent who shouldn't be there. I myself was
spot the Demoreans when they're in wounded it. In a few rare cases, it will subjected to machine gun fire while
human form. Demoreans can't stand have the good sense to surrender and straightening out a little situation in
imperfection, especially any type of give information in exchange for 1527. Demoreans don't care about
imperfection brought about by pain medical care and life in a Time Corps the messes they leave behind for us to
or deformity. So, when they shape- cell. clean up. We have to worry about
shift into the form of a human, they Should a Demorean ever try to them; that's why we limit the high
automatically correct any little defect you should try to bring it in if tech items we take back with us.
deformities or pain-related defects you can. But don't take any chances. 6. Don't forget about renegades.
that person may have had—things And don't try to bring in any They tend to show up anywhere, and
like scars from old wounds or a slight conscious defector; remember, these may or may not be part of a
limp. Their shape-shifted copies of things are telepathic over any Demorean plot. There's nothing
people are "perfect" copies. distance, and can summon aid much more dangerous than a
So, if you want to spot a without you ever knowing it. renegade who's sold out to the
Demorean. a good way is to knock Demoreans.
Demorean Schemes
the person out, then examine the
body for scars. Almost everyone gets Now, a lot of times you're going to
some kind of a scar on their body by have think fast in the middle of a
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BOOK 2 GUIDE TO THE CONTINUUM

Wrapping it Up would find hard to believe today. It Almost all of northern Greece was
went against all the philosophers' simply handed over to the Persians—
Well, that about does it. You can see
teachings about what a city should it was an area too difficult to defend.
what you're up against and you can
be: a refuge for defense, health, The first major battle, and a terrible
see why you're against it. Good luck.
statesmanship, and beauty. defeat for our forces, came at
ATHENS: 5TH CENTURY B.C. The better parts of Athens, how- Thermopylae, where King Leonidas
ever, would have pleased the pickiest of Sparta commanded a force of
So you want to find out about philosopher. In the time of Pericles, about 7000 men (300 of whom were
Athens? What they call the Age of ours was the foremost of many city- Spartans—the fiercest fighters among
Pericles, in particular? I suppose there states which made up the nation of all Greeks, and Leonidas' hand-
are others more qualified on the Greece. You didn't really think of picked guards). After days of heroic
subject—the Sentinel himself, for one, yourself as a Greek, but more as, say. fighting against an endless number of
because he rubbed elbows with all an Athenian, a Corinthian, or (Zeus Persians, Leonidas was abandoned by
the philosophers and statesmen back help you!) a Spartan. all but his Spartan guards. Those who
there. Not only were we prosperous, but remained—scarcely 300 men—fought
Still. I'm not a bad choice for a we felt that we shone among all the bravely to the death. To their credit,
guide: Aristippus is my name, other city-states for even more Spartans have always been good at
Operative/4 in the Time Corps. I used important reasons. We had a system that.
to write plays in Periclean Athens. of government that, I understand, has The defeat at Thermopylae left
Entered four comedies in the contests made us famous through the ages. Athens wide open. Themistocles. the
at the Festivals of Dionysios—never Democracy, we called it, and the great Athenian naval commander, ignored
even got an honorable mention, but democracies thousands of years later Spartan orders to move back, and
then, none of the prizewinners ever claimed us as their ancestors and used his wing of the fleet to ferry
got to be a Time Corps agent. model. most Athenians to safety on the
Furthermore, since the traditional Mind you. Athenian democracy island of Salamis. He then pulled a
first prize was a goat I suppose I was not as free and equal as people master stroke—not exactly honest, but
made out more than even. might have you believe: women, of from early times, we Greeks have
Ah, Athens! The sounds and course, could not vote (in fact, it was known that wits often serve when the
smells of the Agora, our marketplace, still a mark against a girl's reputation sword is powerless. In this battle of
in late morning! Sometimes I miss even to be seen out in society), nor wits, King Xerxes was apparently an
the shouting, the haggling over did slaves have any say. Furthermore, unarmed man: he believed
prices, the aroma of fresh grain, the the wealthy people in Athens were, Themistocles' "secret message" that if
warm wind rising through the vines for the most part, strongly opposed to the Persians would lift their blockade
and the olive trees within the town this form of government, and did on Athens, we Athenians would join
itself—you could even get used to the their best to undermine it at every their side against the other city-states.
smell of goat, softened as it was by turn; on their side were many writers The slight withdrawal of the Persian
the whiff of sea-air from the South and philosophers—I could name fleet gave the Greeks room to breathe:
near the Port of Piraeus. names, but it's been 3500 years, and we defeated them soundly in the
And the sights were marvelous, from that distance, I'm inclined to naval Battle of Salamis, and without
too: the Agora was alive with the forgive. I mean, after all, you seldom his naval support. Xerxes was forced
bright costumes of foreign merchants hear anything ill about Plato, do you? to retreat to Persia.
and students, mingled among the It was always hard to believe, He left behind him a demolished
traditional Greek chitons—the white, when you looked out upon the city city, but ours was a brave and clever
knee-length robes that just about all from high atop the Acropolis, that people. We began to rebuild the city
Athenians wore. The marble of the much of this beauty lay in ashes not and its walls, and to fortify the port of
temples shimmered. All this 70 years before. That was when the Piraeus.
brightness lay in the shadow of the Persians, under King Xerxes, stormed Putting walls around your city,
Acropolis— the central hill in Athens Athens, burning most of our city and however, is not defense enough:
where the greatest of the temples lay. destroying the Acropolis. Sparta and the other city-states
The streets of Athens were, to be They came from the East (do the decided to withdraw from the war,
honest, not that much different from powers of the West and those of the now that they were no longer
those of other large cities at that time; East war throughout time?), crossing immediately threatened. But we in
certainly, they were to my eyes more the straits of the Hellespont in what Athens depended a great deal on
beautiful than others, but that was was later known as Asia Minor. A foreign trade, and Persia still
only when your feet carried you into great Persian fleet (1500 warships threatened any chance of that to the
the wealthier and more public areas and 3000 transports) hugged the East. What we needed was an alliance
of town. In the back streets, in the coast, sailing alongside the advancing with neighbors whose goals and
rougher districts of the city, there was army. interests were similar to ours. That's
a poverty and a violence that you why we formed the Delian League: an
74
GUIDE TO THE CONTINUUM BOOK 2

alliance with many of the Greek cities didn't want to forget them time of Pericles, hear music in the
in Asia Minor who desired to break completely. Furthermore, the festivals Agora or the plays of Sophocles and
away from Persia. gave every free man a chance to Euripides spoken in the language I
Finally, a year before I was born, compete, to win honors that would love. Athens may seem centuries
we broke the Persian navy in the make his name famous forever: away to you now. as indeed it is. For
Battle of Eurymedon. It was then that names such as Crasymolos of Corinth one such as I, who lived the drama of
our alliances paid off most richly: and Melon of Milesia ring throughout its theaters and streets, it seems even
Athens was clearly the major power time, don't they? They don't? Well, farther.
in the Delian League. back to my story...
CURRENCY
So I was born into a time of hope When I was sixteen years old,
and security in our city. When I was Pericles arranged the "Thirty Year Purchasing
scarcely a toddler, Pericles' career was Truce" between Athens and Sparta, Coin Value Power
on the rise in Athens: if you could say and it was smart that he did: we were Half Obol $ .54
any man was singly responsible for getting the worst of the war. Now it Obol $1.08
the beautiful architecture, the seemed for a good many years that Drachma 6 Obol $6.48
profound philosophy, and the we would breathe more easily in the 2 Drachma 12 Obol $12.96
exciting new government which city. Fourteen years later, however, 4 Drachma 24 Obol $25.92
made Athens famous, it would have Sparta accused us of helping her Military Summary
to be the good General. enemies and went to war against
Not that there weren't any Athens again, in what is now called Infantry
problems while Pericles was in the Second Pelopponesian War. That Heavy infantry ruled the
power: the Persians kept up a few the "Thirty Year Truce" really lasted battlefield in this period. The Greek
skirmishes at the far edges of Greek only 14 years says something for the heavy infantryman, called a hoplite,
territories, and I remember well when Spartans' aggressive nature, not to was armed with an 8' to 10' pike and
Tarentum, an important Greek mention their problems with simple a sword, usually kept sheathed unless
trading center in Italy, was seized by arithmetic. needed for personal protection. The
those boring, humorless Romans. We Soon after the war resumed, hoplite wore a helmet (AR 15), a
took all these disturbances and Athens suffered a disaster far greater breastplate (AR 45) protecting the
threats in stride: they were all in the than Spartan armies or swords could upper and lower torso, and greaves
outlands. inflict: plague hit the city, rushing (AR 30) protecting the legs. He also
Closer to home, however, lay the through overcrowded streets and carried a large shield.
greater perils. Pericles' championing dwellings. Among the many lives it Use elite or regular infantry
of a democratic government horrified took was that of Pericles; Cleon took counters to represent hoplites of
the Athenian aristocracy, and they, of his place as General of Athens, but he varying quality. At skirmish scale,
course, began to side with the wasn't nearly the commander that each counter represents 10 men. The
Spartans against us. That's right: Pericles had been. counters maintain linear formation
relations between Athens and Sparta We were defeated again. Cleon until melee begins. Usually, there
remained as cold as marble in the was killed, and Athens and Sparta should be at least two or three lines,
morning. As a matter of fact, we were agreed to the Peace of Nicias—the each one hex behind the next.
fighting them in the First Fifty Years' Peace that, in true Spartan At tactical battle scale, each counter
Pelopponesian War. They claimed we fashion, lasted only six years before represents 100 men. The counters
were "too subtle" and "put on airs": the Third Pelopponesian War began. should maintain either linear
they "didn't understand us." That The next eleven years of war kept formation or phalanx formation (see
from a people who considered the Athens under a virtually constant "Military Formations") until melee
bow a subtle machine because you siege. The Spartans even cooperated begins.
had to have an arrow to fire it. with the Persians—the Persians, mind Ignore the missile value of all
Despite these troubles, culture you!—to beat us to our knees. Finally counters used to represent hoplite
within the city thrived. Competitions we surrendered after six solid months infantry.
in athletics, music, poetry, and drama of starvation. Sparta was the supreme In addition to hoplites, the Greeks
were held in honor of the gods—not power in Greece, and Athens would used light infantry known as psiloi.
that everyone believed all the legends never be the same. Psiloi came from the poorer classes of
about Zeus, Apollo, and Athena, but I joined the Time Corps during society and were armed with slings,
it surely didn't hurt to honor them that final siege and wasn't around to javelins or short bows. The CM may
once in a while. After all, the legends see the sad things that followed. decide armaments for these troops.
told us that they acted like big, What bothers me most of all, as I Their armor varied; for most games,
irresponsible children, and even look back on "the glory that was assume they wear helmets (AR 15)
though you could laugh at many of Greece." is the cruel Law of Identity: and leather armor (AR 10) that
their adventures and mistakes, you knowing that I can never return to the
75
BOOK 2 GUIDE TO THE CONTINUUM

protects the front upper and lower modifier unless charging the hoplites ROME: 61 B.C. - 37 A.D.
torso. from the flank or rear.
Use militia or regular infantry Avete, good friends. It pleases me that
Political Summary you want to know about Roma,
counters to represent differing grades
of psiloi. At skirmish scale, each The Athenian Assembly, the first great about the most glorious times of our
counter represents 10 men, at tactical forum of democracy, was open to all Empire, when we indeed ruled the
battle scale, 100 men. free Athenian male adults. It met 40 known world with a strength,
times a year near the Acropolis. At the majesty, and fairness that...
Cavalry and Chariots But forgive me. Sometimes I still
Assembly, every citizen could speak
Although both cavalry and forget that I'm no longer in the
his mind on the issues of the day. To
chariots were used in wars in Greece Forum, speaking to an assembly of
avoid the confusion that can arise
during this period, neither was too Senators. You want information, not
when everyone has equal voice, a
important at this time. The chariot's fine-flowing speeches. I have the
500-man council was chosen by lot
time had already passed, and the facts, too. One could not be Quintus
from volunteers over the age of 30.
mountainous countryside of Greece Furianus Alba, Roman Senator,
Neither women nor slaves could join
prevented effective use of cavalry. without knowing the truth—even the
in the Assembly. Nor were all free
Cavalry in this period were armed unsightly truths we Romans
male Athenians content with the
with swords and a long pike-like sometimes tried to keep covered.
form of government—the aristocrats
lance which could be used in melee There was certainly nothing un-
fought against democracy, finally
or thrown. Cavalry were armored sightly about the Rome of my time—
helping to destroy it during the
similarly to hoplites. Use light cavalry the great capital of Julius, Augustus,
Pelopponesian Wars.
counters to represent these cavalry. and Tiberius. The great Caesar
Each counter represents 10 men at Major NPCs Augustus was fond of saying that he
skirmish scale, 100 men at tactical "found Rome a city of brick, and left
battle scale. Cavalry at skirmish scale Pericles (495-429 B.C.)
her a city of marble." Indeed he did:
should maintain linear formation Significance Rating: 350 our beautiful city by the Tiber River
until melee begins. The missile value STR 62 DEX 64 AGL 58 glistened with Italian marble, with
of these cavalry should be limited to WPR 60 PER 74 PCN 74 buildings designed to imitate the
one use per engagement. STA 52 UMS 60 WNDS 13 great Greek temples of the Age of
Chariots were used, mainly by the Pericles. Certainly there were the
Persians, although the hoplite style SKILLS: Military Leadership, Expert
dusty back streets, the filth, poverty
infantry greatly reduced their 96; Sword, Expert 90; Javelin, Expert
and cramped living quarters of any
effectiveness. At skirmish scale, each 93; Equestrian skill, Expert 96;
ancient town, but we Senators did
counter represents one chariot Investigation, Expert 100; Ancient
not trouble ourselves much with
carrying one or two men (CM's Artillery, Specialist 84.
those places. We had fine houses in
choice). If two men are carried, one If any man was responsible for the
the city, our villas in Tusculum.
fights while the other drives. Golden Age of Athens, it was Pericles.
Lanuvium, Pompeii, or other places
Charioteers were armed variously He was the most powerful man in the
outside town.
with javelin, lance, short bow, and city for over 30 years, during which
All villas aside, Rome was the
sword. They often fought dismounted time democracy reached its height
place to be. my friends. The Empire
after the initial charge. Their armor and philosophy and the arts
stretched from Britain to Syria when I
was similar to the hoplite's. At prospered.
was a lad, and by my old age it was
skirmish scale, chariot counters keep Themistocles (525-460 B.C.) even more vast. Our city itself held
linear formation until melee begins. almost a million people, and the
At tactical battle scale, each Significance Rating: 300 Empire governed the lives of millions
counter represents 20 chariots. These STR 60 DEX 58 AGL 62 of others. It often seemed as if every
counters should be kept in linear WPR 54 PER 64 PCN 64 one of these citizens would dwell in
formation until melee begins. STA 58 UMS 61 WNDS 13 or visit the capital at one time or an-
Special Rules SKILLS: Military Leadership, Ex-pert other. By my time, Rome had ac-
Psiloi counters may be moved 90; Sword, Expert 91; Javelin, Expert cepted its role as the center of the
through hexes that contain hoplite 89; Investigation, Expert 91; Ancient world: foreign trade, ideas, and
counters. Otherwise, counters may Artillery, Specialist 76; Swimming, religions were welcome in the city,
never enter a hex containing another Specialist. along with the foreigners who
friendly counter. All counters have Themistocles was a brilliant brought them.
front facing and fields of fire. Athenian general, chiefly responsible The fact that "all roads led to
Cavalry and chariots may charge for saving countless Athenians from Rome." made growing up in the city
hoplites, but suffer a -30 modifier the Persian invasion, and for the an endless carnival. Greeks. Germans,
instead of the normal +30 charge Greek naval victory at Salamis. Syrians, and Egyptians flocked to the
city, with their strange clothing,
76
GUIDE TO THE CONTINUUM BOOK 2

languages, and gods: the bright robes Considering the way he began and Cleopatra in the Battle of Actium, and
of an Egyptian priest or Syrian continued to romance Cleopatra, he we dealt the Egyptians and traitors a
merchant would mingle with the might have been right. It is said that crushing defeat. People say now that
white tunics of the plebeians, our his wife Calpurnia found the had Antony chosen to fight on land,
common people, or the ankle-length situation scandalous, but despite her where his troops were experienced
togas of our senators and aristocratic influence in the city, she would have and prepared, the story might have
patricians. The Forum, our great created a far greater scandal had she been far different. But he was a
public place, was loud with gone against tradition and criticized showman, and lost the battle (and.
bargaining and music, fragrant with or even questioned her husband. eventually, his life) in the process.
the wine, olives, apricots, and spices Some Romans claimed to sympathize Antony and Cleopatra com-mitted
of the busy markets. with her (although they were more suicide after their defeat, and
It was there in the forum when, as upset with Caesar's taking on more Octavian became the sole power in
a boy scarcely eleven, I saw the and more power). People began to Rome.
procession of Queen Cleopatra of talk about Egypt as though it was the Octavian was well aware how
Egypt when that brilliant, mysterious home of all sin and black magic, and Julius' ambition and power plays had
woman visited Julius Caesar; in her even I changed my mind about my caused great resentment; he had no
party were hundreds of slaves, hero; after all, my father spoke harsh desire to end up lying on the steps of
courtiers, and priests in the strange words in private against Caesar, and, the Theatre of Pompey like his uncle.
animal headdresses of Egypt's many as was the case in most Roman So he hid his power under the
gods. The air was filled with incense. families, the father's word was law. I, acceptable form of Roman
My boyhood hero, indeed, was the too, soon believed that Caesar was government—the republic. He was
Divine Julius, as he was later known. becoming dangerous. elected consul for eleven straight
Three years before I was born, he was How well I remember the day terms, twisting arms and making
elected consul, the chief magistrate of Caesar's one-man rule of Rome deals behind the scenes to assure that
our city. Very soon afterwards, he ended. I was in the Forum, eating an he would win the election again and
became a member of the First apricot beneath the Arch of Fabius, again. Though he was honored as a
Triumvirate, our new form of three- when a great wailing seemed to arise god in the provinces, he was careful
man government. The other two from the other side of the Capitoline to avoid encouraging such practices
triumvirs were Pompey, a general Hill, beyond the city walls. I ran in Rome.
nearly the equal of my hero, and toward the source of the noise, but it Octavian played the role of first
Crassus, one of the richest men in the was a good half hour before I reached citizen for a long time; it wasn't until
city. Three such powerful men were the Theatre of Pompey and heard 7 years after Actium that he
not going to share that power for what had taken place: that a announced what everyone had
long: all the adults knew it, although conspiracy headed by Marcus Junius known all along. He took the new
during the time of the First Brutus and Cassius Longinus had name of Augustus and became virtual
Triumvirate I was too busy playing at stabbed Caesar to death on the Emperor of Rome.
being a centurion in Caesar's legions theatre steps. Augustus' reign ushered in the
and "fighting Britons" to trouble with Revenge was quick in coming. The "Pax Romana," or the "Roman Peace."
politics. Second Triumverate—Mark Antony, Granted, there was still fighting along
Civil war broke out when I was Lepidus, and Caesar's nephew the fringes of the Empire; Augustus
eight, when Caesar returned from Octavian—formed almost a year later, himself even led a campaign into
another campaign in Gaul. By this and in two years they had defeated Gaul when I was in my early 30's (by
time, Crassus was dead, and the the assassins at the Battle of Philipi. the way. that campaign proved that
world did not seem big enough to After that, the world seemed balanced our Emperor was a far better
hold both Caesar and Pompey. again. peacetime than wartime leader). But
Battles raged all over the But Cleopatra was not finished all in all, it was a calm time for the
Mediterranean, and Pompey. on the with her tricks; soon she had Mark people of Rome itself, weary as they
brink of defeat, fled to Egypt. Antony in her clutches, and the were from years of civil war.
Cleopatra took over from there: she Empire headed straight toward Augustus brought not only peace,
helped decide who would be the sole another clash of powerful men. but prosperity. He provided ways for
ruler of Rome, delivering Pompey's Octavian placed Lepidus safely out of the poor to acquire wealth and a
head to Caesar as he stood on the the way, and another civil war began station in life by permitting freed
docks of Alexandria. Egypt. to brew. slaves to marry citizens and to enter
Caesar assumed control, and I was 23 when I had my chance to the priesthood: mind you. people in
ruled like a monarch. But more than serve under a Caesar, though it wasn't our provinces didn't have nearly the
a monarch: he claimed to be a the Caesar I admired as a boy. I was same chances as those in Rome and
descendant of the gods, of Venus, the on board a ship in Octavian's navy Italy, but from where we Romans
goddess of love, for that matter. when he met the fleet of Antony and stood, things had never looked better.
77
BOOK 2 GUIDE TO THE CONTINUUM

Just as importantly. Augustus made sometimes I wish that we. instead of The arms and armor of Rome's
us proud and patriotic. It was a funny our Demorean enemies, could set out enemies varied so greatly that the CM
thing about the Romans: we knew to make great changes in what was. must specify what these troops wear
that the Greeks (especially the But laws are laws, and a good Roman and carry scenario by scenario.
Athenians) considered our culture to knows to follow them faithfully.
Cavalry
be but a pale copy of theirs, and we Valete, my friends.
Roman cavalry tended to be light
sometimes seemed more than willing
CURRENCY cavalry armed with throwing javelins
to believe them. Our literature, our
Purchasing and a sword. Cavalry were generally
sculpture, our buildings—even our
Coin Value Power armored and shielded like regular
gods!—were based on Greek models.
Sesterce $1.60 Roman infantry. Use the light
It was under Augustus that Roman
Denarius 4 Sesterce $6.40 medium and heavy cavalry counters
culture began to be more our own.
Silver $30.00 to reflect the varying qualities of the
My grandfather or great-grandfather,
Shekel cavalry; heavy cavalry counters
though both successful men. would
Gold $220.00 represent the best troops. On
have felt like poor relatives had they
Shekel skirmish scale, cavalry counters
met my friend Aristippus, but thanks
Silver 3000 Silver $90,000.00 represent ten troopers. They should
to the pride Augustus gave us in our
Talent Shekels use linear formation until melee
laws, our education, our writings, and
Gold talent 3000 Gold $660,000.00 begins. Each counter represents about
our art, most of the time I consider
Shekels 550 cavalry in tactical battles.
myself an equal to my playwriting
The missile value of the cavalry pieces
friend, and I usually don't resent his Military Summary represents their throwing javelins; the
superior airs at all.
Infantry CM may limit the number of missile
When Augustus died, Tiberius
Individual Roman soldiers wore a attacks cavalry counters are allowed;
took over as Emperor. He lacked his
mail corslet (AR 45) which protected four to eight is a recommended
stepfather's gift for management and
the upper and lower tor-so, and a number.
public relations (after all. he was
helmet (AR 15). Each soldier also As with the infantry, the cavalry of
more a soldier than a statesman), and
carried a large shield. The soldier Rome's enemies differed so greatly
more than that, he lacked the desire
went into battle armed with a that the CM must specify their arms
to rule. Twelve years after he
throwing spear, called a pilium, a and armor scenario by scenario.
ascended the throne, he retired
(retired! can you imagine?) to the short sword, called a gladius, and a Special Notes
island of Capri, leaving Sejanus. a dagger. When playing on tactical battle
leader of his guards, as his On the skirmish scale a single scale, consider 10 cohorts plus one
representative in Rome. infantry counter represents 10 auxiliary cavalry counter the
Sejanus wasn't about to settle for Roman soldiers. Counters should equivalent of one Roman legion. Use
being Tiberius' spokesman: he always use linear formation at this ballistae and catapult counters as
wanted the Empire to himself, and scale, until melee begins. On tactical desired; each always represents only
schemed behind the Emperor's back battle scale, each counter represents one weapon with its crew, regardless
to take control of the government. one cohort of approximately 500 of scale.
The Emperor received the news down men. Both regular and elite counters Counters may not enter hexes
in Capri, and he foiled Sejanus' plans; may be used for Roman troops on containing other friendly counters.
the guardsman was thrown off the both scales. Roman troops on both
Tarpeian Rock (our most ancient scales may use missile attack only Political Summary
form of execution), and the Empire once in a skirmish or tactical battle; Rome in the time of Julius and
was safe again, although its leader this represents the legion-aries Augustus Caesar was changing from a
still ruled from afar. Tiberius died 11 throwing their pilium just be-fore republic, ruled by its Senate and
years after his retirement, and was melee. other elected officials, to an Empire,
succeeded by Caligula, the most Militia infantry counters may be ruled by an Emperor whose ultimate
monstrous of men; our Golden Age used to represent auxiliary troops. power rested in his personal control
was over. These varied greatly depending upon of military forces and his appeal to
I know that things were different the time and place of the fight, and the upper classes.
later—that the empire never lived up could include slingers or short bow Julius Caesar diluted the influence of
to the great promises of its earlier men. Most wore only a helmet; spear the Senate by increasing the number
years. Our famous tolerance changed: and sword armed auxiliaries carried of senators from 300 to 900.
we began to persecute certain large shields. Toward the end of the Augustus relied on his appeal to the
peoples, and to use our power more Augustan Age spear and sword armed senatorial class to secure his personal
brutally. Even our games became auxiliaries also wore the mail corslet power, and soon became able to
sour and bloody. Sometimes I wish of the Roman regular. appoint senators at will.
that our history had been otherwise—
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GUIDE TO THE CONTINUUM BOOK 2

During this entire period Mark Antony (82-30 B.C.) Tiberius was Augustus' adopted
members of the Senate tended to be son, and became emperor in 14 A.D.
Significance Rating: 275
wealthy men of influence, often from Not overly fond of ruling, he
STR 68 DEX 68 AGL 64
old, long-established families. The withdrew from power, retiring to the
WPR 74 PER 72 PCN 44
Senate's weaknesses eventually island of Capri, where he spent his
STA 64 UMS 66 WNDS 14
enabled the Caesars to dominate it: last days—in his absence, still the
many senators took bribes and SKILLS: Military Leadership, Ex-pert most powerful man in Rome.
resisted reforms desired by the 102; Sword, Expert 96; Ancient
Roman lower classes and often Artillery, Expert 86; Equestrian skill,
needed for the economic health of Expert 98; Outdoor Survival,
the state. Specialist 71; Gambling, Specialist 62;
Mounted Melee.
Major NPCs
A friend of Julius Caesar, Antony
Julius Caesar (100 - 44 B.C.) helped to avenge the great man's
death when, along with Octavian
Significance Rating: 400
(later known as Augustus) he
STR 54 DEX 54 AGL 52
defeated the assassins at Philippi.
WPR 68 PER 70 PCN 60
The alliance between Octavian and
STA 40 UMS 53 WNDS 12
Antony was short-lived: Antony,
SKILLS: Military Leadership, Master joined by Cleopatra, tried to take
119; Sword, Expert 83; Ancient control of the Empire. They were
Artillery, Expert 87; Equestrian skill, defeated at the Battle of Actium, and
Expert 89; Investigation, Specialist 81; later committed suicide.
Outdoor Survival, Specialist 75;
Cleopatra, Queen of Egypt (69 - 30
Dagger/Knife, Specialist 68; Mounted
B.C.)
Melee; Mounted Missile.
Julius Caesar was one of the Significance Rating: 275
greatest generals in history: his STR 50 DEX 66 AGL 52
victories in Spain, Britain, and in WPR 40 PER 80 PCN 70
Gaul (modern France and Germany) STA 56 UMS 51 WNDS 13
expanded the boundaries of the
SKILLS: Investigation, Expert 94;
Roman Empire.
Dagger/Knife, Expert 81;
Caesar's victory in the Roman Civil
Impersonation, Expert 94; Disguise,
Wars secured his absolute power in
Specialist 88; Stealth, Specialist 74;
Rome. He ruled as a virtual dictator
Gambling, Specialist 75.
from 46 B.C. to his assassination in
44 B.C.
This legendary Egyptian queen ANGEVIN ENGLAND: 1154-1216
was one of the Ptolemies—the
Augustus Caesar (63 B.C. - 14A.D.) descendants of Alexander the Great's Guillaume D'Arcy at your service. I'm
chief general. Cleopatra's influence rather new to these briefings—in fact,
Significance Rating: 375 I'm rather new to the Time Corps
was less military than political: in her
STR 44 DEX 52 AGL 54 itself, but they didn't see my
time she charmed both Julius Caesar
WPR 60 PER 78 PCN 78 greenness as a problem, fresh as the
and Antony, hoping to rule the world
STA 40 UMS 49 WNDS 12 memories of Angevin England
through one of them.
remain in my mind.
SKILLS: Investigation, Master 127;
Tiberius Caesar (42 B.C. - 37 A.D.) Those of you who fancy a
Equestrian skill, Expert 92; Sword,
knowledge of the English and their
Specialist 64; Dagger/Knife, Specialist Significance Rating: 150
customs may wonder why I, with my
64; Mounted Melee. STR 62 DEX 50 AGL 54
French name, am chosen to give you
Unlike his adopted uncle Julius, WPR 50 PER 42 PCN 50
this background. "He's a Frenchman!"
Augustus Caesar's achievements were STA 50 UMS 59 WNDS 13
I can hear you saying: "he won't have
those of a peacetime ruler. Augustus
SKILLS: Military Leadership, Ex-pert one good thing to say about the
was the first Roman emperor, and
82; Investigation, Expert 78; Sword, English!"
under his rule the Empire reached the
Specialist 74; Javelin, Specialist 71; Well, mes amis, you are wrong.
height of its power.
Ancient Artillery, Specialist 65; Though I am French in a sense, I'm as
Dagger/Knife, Specialist 74; English as any of the three kings I'll
Swimming. tell you about—Henry II, Richard I,
and John—and I do have some good

79
BOOK 2 GUIDE TO THE CONTINUUM

things to say about them. Well, about beginnings of English common law. rebellion began, and the king
two of them. The grand juries brought the names pursued his advantage, crushing his
I met Henry first. A servant's child of murderers, thieves, and violators sons' revolt and imprisoning our fair
in the Court of the Acquitaine, I had of the king's peace to the attention of queen.
really no hopes of going anywhere, of justices; the petit juries decided civil I went to prison with her, and
seeing anything but the southern suits. These juries were composed of indeed there were worse places to be:
French countryside around the castle. expert witnesses who knew about the King Henry may have been
But I stood behind the arras in the case at hand rather than (as I unknightly in his treatment of his
throne room to peek at the foreign understand was later the case) wife, but he was a good enough
prince who was asking our good impartial men who decided on the politician to know that treating her
Queen Eleanor's hand in marriage. evidence in a trial. At any rate, those too harshly could bring him trouble
He was about what I had imagined: brought to justice by the grand juries from his sons and from his fellow
large, ruddy, and every inch royalty. went through trial by ordeal to decide rulers. No, the prison was sunny,
He was just the kind of man for our their innocence or guilt: they would warm, and even pleasant at times—
Shining Lady. I expected that the plunge a hand into boiling water or made even more livable and bright
Queen would be off to England soon, carry a hot bar of iron. If the burn by M'Lady's presence. I played the
and that would be the last I would was not infected within three days, lute and sang for her, she
see of her. the man was innocent. embroidered and gossiped, and we
Imagine my surprise when I was It was the law that first brought heard the news from the outside.
asked along! I could play the lute, Henry into crisis. He urged Thomas a' We heard the news when Philip II,
yes, and I could sing, but there were Becket, the Archbishop of Philip Augustus, became King of
others in court more able than I. But Canterbury, to allow those clergymen France; little did we know the trouble
that's the way Queen Eleanor was: found guilty of high crimes by the that would arise from that! We heard
grand, gracious, and often kind. church courts to be sentenced and of the crimes of Saladin, the Moslem
London was cold and drizzly: the punished by civil law. Becket would ruler who seized many lands to the
river turned like a dark serpent hear nothing of what we all thought East including the Holy Land. We
through the large city—25,000 people was a reasonable request, and heard the sad news when M'Lady's
in one town: imagine! The buildings friendship between the two was son Geoffrey was killed in a jousting
rose to meet one another over the broken. match in Brittany, leaving behind an
muddy and filthy streets, slanting like Henry's temper flared; its cost was infant son, little Arthur. Finally, and
the sides of tents above our heads. tragic. In rage, he shouted to some as if with a sigh of both sorrow and
Shopkeepers leaned out of windows men at court, "Will no one rid me of relief, we heard of King Henry's
to shout and bargain—even to the this troublesome priest?" The men death. We were free.
royal party! The streets stank of took him at his word. Becket was Free to be ruled from a distance
garbage. I feared we would stay here murdered, and Henry was pitifully by Richard Coeur de Lion—the Lion-
forever, but soon found that we sorry—for a while. heart, the older of M'Lady's surviving
would spend much of our time in But now he had other things to sons. What a perfect knight! What a
Normandy and Anjou, under friendly distract him. Many of which were gentleman and warrior! Our King in
French skies. Eleanor's doing. She had been busy the field, he left on a Crusade against
Henry preferred it that way, and as Queen indeed, and mostly busy Saladin shortly after he was crowned,
Eleanor, still very young, preferred it with wonderful things: troubadours letting his younger brother John rule
that way for her Henry. came to her court at Poitiers, and she in his place. The years of Richard's
Within two years, her Henry was encouraged music, poetry, and the absence were hard: he suffered on the
King of England, and none could ask great tradition of courtly love—where Crusade. Although he won some
for a better monarch, even though he a man adores, indeed worships, his victories, Saladin was a fierce enemy,
was cruel to my Lady in the later lady, treating her with respect and a good match for Richard in intel-
times. He restored the economy by knightly courtesy. A far cry from the ligence and military skill. Further-
establishing new taxes and the way common and servant women more, Richard had joined forces with
practice of scutage: now nobles who were treated, mind you, but a Philip Augustus, who had no liking
owed the king military service could pleasure to the women of the court. for our good king: they quarreled
send money instead. Scutage stuffed Unfortunately for her, Eleanor constantly in the Holy Land, and
the treasury, and enabled Henry to had not spent all her time in the Philip ended up seizing England's
hire and pay soldiers—soldiers world of music and romance. Her territory in France—all our beautiful
answerable to no feudal lord but to sons—Henry, Richard, Geoffrey, and castles fell into French hands.
the king alone. John—were plotting against their As if that were not enough,
Henry's legal reforms were also father, and M'Lady, wounded deeply Richard was captured and
very important to the changes that by her husband's unfaithfulness in imprisoned by the treacherous Duke
took place in England: he established marriage, supported their uprising. of Austria as he returned from the
the grand and petit juries, the Young Henry died soon after the Crusades. He was held prisoner for
80
GUIDE TO THE CONTINUUM BOOK 2

well over a year, in which time John Archbishop. John flew into a rage and Spearmen were armored either in
continued to rule in his stead. refused to allow Langton back into leather (AR 10) or, if they could
To be truthful, "misrule" is a better the country. The Pope placed afford it, in mail shirts (AR 45). In
name for John's behavior at this time. England under interdict—that meant either case, this armor protected the
He inherited his father and brother's that public worship was suspended, upper and lower torso and the arms.
strong home army, and he used it for and the sacraments were denied in The men also wore helmets.
his personal gain and to reign as a most situations. John, in response, Infantrymen in Angevin times were
tyrant over our people. "John the Bad" seized all the church lands. armed with thrusting spears—
they began to call him, and for good For five years, the King set the sometimes with sword and dagger as
reason. This was the time in which souls of his people in danger: he well. Ignore the missile value of
the stories of Robin Hood arose; refused to make peace with the Pope, counters representing spearmen. Use
whether true or not the tales spoke to to have the interdict lifted. Finally, any type of infantry counter to
the very true feeling among the and less from spiritual concern than represent these men, using the
people—that the man who sat on from a desire that Innocent not ally gradations of elite, regular and militia
Richard's throne had gone too far. with Philip against him, John to reflect their relative training and
At any rate, we were all relieved submitted to the Pope. skill. On skirmish scale each counter
when Richard was released and re- Though it relieved his people of a represents 10 men. The counters
turned to England. We crowned him great burden, John's submission did should maintain linear formation
again, and he even stayed a while nothing to aid him on the field of until melee begins. On tactical battle
before he galloped off to battles on battle: Philip thrashed the English scale, each counter represents 100
the continent against of course, Philip army soundly at the Battle of men.
Augustus. It was a war of sieges: in Bouvines in 1214, and the defeated Archers wore the same kinds of
the Year of Our Lord 1199, outside John had new troubles on his hands. armor as the infantry. They did not
the walls of Chalus in France, Richard The people, the barons, and the carry shields. They were armed with
received a mortal wound. What we clergy were outraged at the evils of the shortbow, usually carried 20 or
had dreaded came to pass: our great their king. Faced with an uprising, 40 arrows into battle, and often
champion was fallen, and now John John had to buy time: at Runnymede, carried a sword, dagger or both for
ruled in more than name only. he placed his seal on the Magna use in melee. Use either regular or
M'Lady was nearly 80 years old at Carta—a document that limited the militia infantry counters for archers—
the time, yet her energy never seemed powers of the king and granted never elite infantry counters. Each
to cease. She knew very well that John certain rights and privileges to the counter represents 10 men on
was weak and unpopular; she also barons. skirmish scale, 100 men at tactical
knew that in the worlds of statecraft The great period of trials from battle scale.
and of war, Philip II could eat her Henry to John was drawing to a close.
Cavalry
youngest son alive. So she gathered We had seen the heights of greatness
Cavalry dominated the battlefields
herself together and helped to defend and the lowest points of villainy. It
of Western Europe in the late 12th
Anjou and the Acquitaine against the was the time in which England grew
and early 13th Centuries. Knights
armies of her grandson Arthur (still a into a country, and a time of romance
were armored in mail suits (AR 45)
boy, but with a man's ambitions)— and honor. I envy those of you who
which protected the entire body. They
thus John remained in her debt. stand at the edge of this window!
carried large shields. They fought
Thanks largely to his mother, John
armed with the horseman's lance, the
was able to secure his throne. (Arthur CURRENCY
sword, or occasionally a short
starved to death in prison—John's Coin Value Purchasing Power handled weapon such as the axe. The
heart was always vicious.) Soon after Denier $4.25 CM should specify the melee weapon
M'Lady passed to reward (may Sou 20 Denier $95.00 being used scenario by scenario.
Eternal Mercy shine upon her!), John Mark 10 Sous $950.00 Use heavy cavalry counters to
began the great conflict of his reign: Livre 2 Marks $1900.00 represent these knights; use medium
with His Holiness Pope Innocent
Military Summary and light cavalry counters for
himself!
additional knights but treat them as
It seems that the English Church Infantry heavy cavalry in all respects. Ignore
had elected their choice for Arch- Infantry in this period were the missile values on the counters.
bishop of Canterbury without completely secondary to heavy Each counter represents 10 mounted
consulting the king; since he had not cavalry: armored knights on heavy knights at skirmish scale, 100 knights
been consulted, the choice was horses. What infantry there were at tactical battle scale. Mounted
definitely not to John's liking: he sent tended to be of two types: spearmen knights should always maintain
his own candidate to Rome. Innocent and shortbow men. linear formation at skirmish scale
declared both choices invalid, and
until melee begins.
invested Stephen Langton as
81
BOOK 2 GUIDE TO THE CONTINUUM

Special Notes landowning nobles. However, for the Dagger/Knife, Specialist 75;
common peasant often tied to land Horseman's Lance, Specialist 75;
Counters may never move through
he worked and completely without Mounted Melee.
hexes occupied by other friendly
political or economic power, the Henry II was the son of Matilda
counters.
authority of the local baron was still (daughter of Henry I) and Geoffrey
Some spearmen, notably the
close to absolute. Plantagenet, Count of Anjou. He gave
Scots, protected themselves from
At this time, England was still torn the family name Plantagenet to a line
heavy cavalry by forming a large
by internal friction between her of kings who ruled until 1485. The
circle several ranks deep and
Norman conquerors (the king and earlier kings of this line were called
extending their spears. The CM may
nobles) and the Saxon majority of the "Angevins" because of their home in
allow this formation, called a
peasant population. Occasionally, Anjou.
schilltroun (see "Military
this friction led to localized revolts Despite all the troubles during
Formations"), at tactical battle scale.
which were put down with a brutality Henry's rule—his open disputes with
Use a square marker to indicate a
and zeal hard for the modern mind Becket and with his own sons—he is
counter adopting schilltroun
to imagine. considered by history as one of
formation.
In fact, the CM should always bear England's most capable rulers.
It was typical for battles of this
in mind that the nobility of this
period to involve relatively small Richard I, King of England (1157-
period were largely illiterate men
forces on each side; an army 1199)
whose greatest joy and primary
containing a few hundred knights on
ambition in life was fighting. When Significance Rating: 150
horseback would be a powerful force
they weren't fighting, they were STR 68 DEX 66 AGL 62
in most situations. The CM should
usually drinking, hunting, or WPR 52 PER 68 PCN 54
scale battles in scenarios of his own
"wenching." Of course, kings such as STA 58 UMS 65 WNDS 13
design accordingly.
Henry, Richard, and Philip II were
One of the principal goals of SKILLS: Military Leadership, Master
highly educated men, and an
fighting in this period was to capture 117; Sword, Expert 95; Ancient
exception to this rule.
prisoners, who were then held for Artillery, Expert 90; Equestrian skill,
The Catholic Church was also a
ransom: indeed, this happened to Expert 96; Outdoor Survival,
major power in its own right. The
Richard as he returned from the Specialist 67; Bow, Specialist 81;
church controlled great wealth in the
Crusades! When PCs are involved in Dagger/ Knife, Specialist 80;
form of lands and buildings, and its
personal melee in the midst of a Horseman's Lance, Specialist 80;
teachings were of major importance
battle in this period, their opponents Mounted Melee; Mounted Missile.
to the people, whether peasant or
attempt to capture, rather than kill Although Richard cut a noble
noble. The Church was believe to
them. figure during his brief ten-year reign,
control the destiny of a man's soul,
Other than catapults and he did very little as King of England.
and no matter how strongly he
miscellaneous rock-throwing Almost all of his time on the throne
resisted its more peaceful teachings,
weapons used for siege work, there was spent off the throne,
even a king could eventually be
was no significant use of artillery of campaigning in the Crusades or in
brought to kneel before the spiritual
any type in this period. military ventures on the French
power of the Church. In fact, stories
mainland. Apparently, Richard's
Political Summary claim that the dying King John
desired to be dressed as a peasant in military strengths were balanced by
The so-called "Angevin Empire" which his political weaknesses; Philip II
the hopes that he could slip into
was cobbled together by Henry II outwitted him regularly, and his
Heaven unrecognized! An important
(and lost by his less able sons) bishop could wield as much power as leaving John to rule England in his
consisted of all of England and most absence showed little concern for the
a baron; the Pope was often the most
of western France. The King of welfare of his people. Still, Richard is
influential figure in Europe.
England was king there in his own remembered well for his knightly
right, but technically owed "fealty," an Major NPCs qualities: his courage in battle, his
acknowledgement of loyalty, to the skill as a musician and poet, and his
Henry II, King of England (1133-
French king for his possessions in gentlemanly bearing.
1189)
France. This rather complicated If the Robin Hood legends are to
situation gave rise to constant friction Significance Rating: 350 be believed, the Saxon people
and conflict between the Angevin STR 62 DEX 54 AGL 58 admired Richard greatly. This was
kings and the French monarchy. WPR 70 PER 64 PCN 68 probably because of his dashing,
Within England, Henry II's legal STA 60 UMS 60 WNDS 14 romantic image; however, suffering
reforms vastly expanded the area was so great under John that the
SKILLS: Military Leadership, Expert
covered by the "king's justice" as absent king may have looked good by
95; Sword, Expert 90; Investigation,
opposed to those offenses which comparison.
Expert 98; Equestrian skill, Expert 89;
could be dealt with by the powerful
Wrestling, Specialist 75;
82
GUIDE TO THE CONTINUUM BOOK 2

John, King of England (1167-1216) Philip II, King of France (1165- Of course, even in a worldly city
1223) like London, it was easier for a young
Significance Rating: 275
man like me to make my way than it
STR 52 DEX 66 AGL 54 Significance Rating: 275
would be for a lady: that wasn't to
WPR 70 PER 36 PCN 54 STR 56 DEX 58 AGL 62
change for centuries, although when
STA 50 UMS 53 WNDS 14 WPR 56 PER 64 PCN 70
Elizabeth sat on the throne, it became
STA 58 UMS 59 WNDS 13
SKILLS: Investigation, Expert 84; harder for all those stuffy old men to
Equestrian skill, Expert 82; Sword, SKILLS: Military Leadership, Expert claim that women were their
Specialist 68; Gambling, Specialist 67; 89; Equestrian skill, Expert 92; Sword, inferiors.
Military Leadership, Specialist 68. Expert 89; Bow, Expert 88; Ancient So there I was, scarcely a man, but
Even if Richard can be accused of Artillery, Specialist 79; Dagger/Knife, expected to act like a man at once: I
being a "non-ruling" king, he never Specialist 74; Horseman's Lance, took up lodgings in the Southwark
abused his power as did his youngest Specialist 74; Mounted Melee; area of the city—not exactly the best
brother, John. If D'Arcy seemed Mounted Missile. neighborhood. Within a month I had
horrified at John's refusal to submit Philip was the son of Louis VII by killed a man in a swordfight up on
to Pope Innocent III, it was with good a second wife. His conflicts with Cannon Street: such things happened
reason: the people of England Richard are famous, in part because all the time, but I would have been
believed that John was risking their the two were such opposites: Philip hanged for it, because I had not the
souls for his political ambition. was cold, brilliant, and crafty, and money to hire one of London's
The Magna Carta John sealed at managed to recover much of the land countless lawyers, those fly-by-night
Runnymede is often considered one and power his father had lost creatures who kept the city aboil in
of the landmark documents of through misrule. lawsuit after lawsuit.
human freedom. It did limit the So there I was in Marshalsea
powers of the monarchy, but its value TUDOR ENGLAND: 1509-1603 Prison, with what seemed to be my
was mainly as an example to later Andrew Ross at your service. I was a whole future in the loop of a gallows
political thinkers: only the barons very old man by the time the last of noose. Thank Heavens my father had
and lesser nobility received more the Tudor monarchs, Elizabeth I—our taught me to read! For I could claim
rights and privileges; the life of the Gloriana, our Faerie Queen—passed "benefit of clergy" by reciting the
common people and the servants on and left the throne of England to "neck-verse"—showing the authorities
changed little as a result of the Magna My Lord and Countryman James VI that indeed I could read a Psalm from
Carta. of Scotland. When James took the the Bible, and therefore could be
title "King James I of England," it considered a clerk, under protection
Eleanor of Acquitaine (1122-1204) of the Church. They did, however,
should have been the best of times
Significance Rating: 200 for a Scotsman, but I missed those brand my left thumb with an "M" for
STR 48 DEX 62 AGL 58 proud and dashing Tudors, especially "Murther"; the next time I committed
WPR 72 PER 70 PCN 72 Elizabeth and her father, Henry VIII. the crime, they would know that I
STA 62 UMS 53 WNDS 14 I remember well my first trip to was what you call now a "repeat
London, a lad of sixteen sitting in the offender,” and they would be less
SKILLS: Investigation, Master 127; merciful.
Dagger/Knife, Expert 83; Equestrian bed of an ox-drawn cart. The year was
1529, Henry VIII had been King for Don't ask how a boy who received
skill, Specialist 79; Disguise, Specialist such a rough greeting in the city
81; Military Leadership, Specialist 79. 20 years, and for the first time
Welshmen or Scotsmen like myself managed to spend his last years in
Eleanor was a highly influential the court of the world's most
figure in European politics even (but still not the Irish, mind you!)
could hope to become wealthy or powerful queen. Believe me, don't
before she married Henry. In fact, she ask: often a young man who had
was married to King Louis VII of famous in the big city.
Och, and big it was! Over 150,000 political ambitions was asked
France in 1137, and accompanied her to...watch certain people. Sometimes
first husband on the Second Crusade people huddled around the banks of
the Thames River, and the city still those people's heads ended up on
in 1147. Her conduct on the Crusade stakes outside the Tower of London.
must not have been quite proper, for growing! Bustling, loud, and dusty
my first impression of London was— You watched out for yourself, and
she and Louis soon annulled their you watched out for others. At any
marriage. cattle herded to markets, shopkeepers
hawking their wares, garbage and rate, I became a wealthy man, and
Besides being the wife of two 16th century England wasn't like the
kings and the mother of two, filth in the gutters—I suppose that
now many of you would consider it old times: the Tudor monarchs didn't
Eleanor's patronage of the arts made look down their noses at the
her influential for centuries to come. an overgrown country town, but to
me it was enchantment! And mind common people, provided those
you, I had not yet visited the Court. common people had money. So it
came to pass that, by the time I was
83
BOOK 2 GUIDE TO THE CONTINUUM

30. I had been to several royal feasts, Despite all her talents, Elizabeth the sun. The same people now
met many of the young men in velvet had to struggle with all the problems chuckled at the ancient beliefs in
doublets and hose, met the ladies in she inherited. First of all, it seems that witches, although Mr. Shakespeare
their gemmed (and unbearably Henry had left the country practically could still put such creatures into his
heavy) gowns, and all and all had bankrupt: we didn't know it at the plays and be assured that most of his
begun to learn my way around Court. time, and the new queen wasn't audience would take them on face
I admit I showed some good about to let us know. Furthermore, value.
political sense in turning Protestant trouble was beginning to brew up in Shakespeare...wonderful man!
when Henry broke with the Catholic Scotland (though I hate to admit it): Those playwriting bands of rascals
Church. People say he did this to Henri II of France believed that his were, all in all, some of the most
divorce his first wife and marry Anne daughter-in-law, who was Queen fascinating men of my time.
Boleyn (who. by the way, became Mary of Scotland, had more right to Shakespeare himself was one of the
Elizabeth's mother), but I had kept the English throne than Elizabeth. calmer members of the group: I
track of the news in London and seen Throughout these challenges talked to him only twice—once at the
it coming for a while—good King Elizabeth showed herself to be a Mermaid Tavern in Cheapside, and
Harry wasn't about to answer to marvelous actress: she protected her once outside the Rose Theatre
anyone, neither his advisors nor Pope expeditions to the New World, and following a play (not one of his,
Clement VII himself. As many young protected her country against France unfortunately!). A good sense of
people in London, I heard the tune of and Scotland, by forming an alliance humor, and good common sense: not
the times, but out in the countryside, with Philip II of Spain. Actually it was at all like some of his friends, but I
especially to the North in Yorkshire more than an alliance— the good knew enough from my past not to
and Scotland, people resented the queen talked as though she were judge a man by his comrades.
King's appointing himself Head of going to marry the Spanish ruler. By Social life—the plays, pageants,
the Church. But it was the same then 1565, when I'd been at Court for a and even the bear-baiting—came to a
as it was throughout my lifetime: as year, I knew better than to spend my terrible halt in 1592. The Plague re-
London went, so went England. money on a wedding gift: the woman turned, with its swelling, its
I bring up the religious question was every bit the politician her father blackening of the skin, its countless
only to give you an idea of what it was. deaths. The great disease spread
was like back then. Now, of course, Her reign began there, on the through London like a fire through a
Protestants and Catholics may differ shaky ground of economic trouble dry forest. I was one of the luckier
in some areas of belief, but as a rule and political threat. Who could have ones: I could leave town and move to
they're tolerant of one another. Not guessed that this would be the most the Kentish countryside—to a less
so in the mid-1500's, when people exciting time in English history? The crowded and contagious area. We
often felt that religious belief had a Queen herself turned back the could return to London in 1593, but
lot to do with politics; if. for example. challenge to the throne by Mary, by that time things had changed; you
Catholics refused to accept Henry as finally having the Scottish queen might say that a shadow of death had
Head of the Church, then they were executed in 1587 after a long passed over the bright realm.
traitors in his eyes. When his imprisonment. She and her great sea The Queen was as magnificent as
daughter Mary took the throne captains, Sir John Hawkins and Sir shrewd as ever, but she began to
("Bloody Mary." they called her, Francis Drake, handled King Philip's entertain favorites—younger men to
though she was really no "bloodier" Grand Armada—that fleet he sent to whom she granted special privileges
than her father) the tables were destroy us in 1588—and for the first and powers at court. There had been
turned, and it became hard to be a time in our memories, England was Robert Dudley, the Earl of Leicester,
Protestant. one of the major powers in Europe. in the years before the Armada: now
I weathered Mary's reign, though, It was a time of great events, a time of her attentions passed between Sir
basically by not talking about my discovery, imagination, and danger. Walter Raleigh and Robert Devereux.
beliefs too terribly much. You'd be Sir Walter Raleigh discovered Virginia Earl of Essex. Both were dashing,
surprised at how much you could in 1584 and established the first heroic young men, but there was no
avoid in Mary's England simply by colony there: mysteriously, the love lost between them. For a time
keeping your mouth shut. colony vanished entirely, leaving no that seemed like ages, we at Court
Furthermore, she was executing about clues as to what happened. had to play the dangerous guessing
8 people a day, and I'd seen the Nor did we explore the New game of "who's in and who's out."
gallows from too close once before. World only: great thinkers and writers Essex finally won the upper hand,
Then there was Elizabeth. She came explored the oldest territory of all— and Raleigh, always the gentleman
to the throne in 1558, and from the that of the human mind and spirit. (and if you ask me. always the better
beginning, many of us fell in love. Many of the more educated people choice), bowed out gracefully. The
Not that she was a beautiful woman, now believed the findings of the Queen would live to regret her
but her energy and intelligence made Polish astronomer Copernicus that choice: in 1601, in the twilight of her
us proud to be Englishmen. the earth indeed did move around reign, Essex led a revolt against Her
84
GUIDE TO THE CONTINUUM BOOK 2

Majesty. He got off easily: beheading The firearm of the Tudor period Shock Cavalry
was far too good for him. was the arquebus. Individual arque- Shock cavalry were light, medium
She left us in suspense to the last, busiers wore either no armor other or heavy cavalry who charged into
that glorious woman. She was un- than a helmet (AR 15) or were melee. Any of the three types of
married, was childless, and all the armored like pikemen (CM's choice). cavalry counters maybe used,
world guessed and wondered at who They were armed with the arquebus, depending upon the quality of the
would follow her onto the throne. swords and daggers. Use regular or troops to be represented. The lance
Only on her deathbed did she make militia infantry counters to represent and most heavy armor were
it clear that her cousin James VI arquebusiers of varying quality. Each discarded with the advent of firearms.
would unite the countries of England counter represents 10 men at Most shock cavalry wore breastplates
and Scotland under one rule. It was skirmish scale, 100 men at tactical (AR 60) to protect the front upper
so like her—saving one last bit of battle scale. torso, and a helmet (AR 15). They
drama for her final exit. On skirmish scale, both types of were armed with swords. A few heavy
The throne of England passed to infantry maintain "block" formation cavalry still wore helmets (AR 15)
various families—through the Stuarts, until melee begins. This formation is and full plate armor (AR 60) which
the Hanovers, the Windsors, and (it's explained in the section "Military protected the entire body.
amusing now) the Borbons, the Formations" in this book. All infantry Each counter represents 10 shock
descendants of those very Spaniards of this period can fire and melee only cavalrymen at skirmish scale or 100
Elizabeth fought in 1588. But still to their front. troops at tactical battle scale. Ignore
when I think of England, when I see the missile value of these counters.
Special Infantry Tactics
bright colours in the clothing the Shock cavalry at skirmish scale
In tactical battles, pikemen can
young people wear, or when I hear a maintain linear formation until
change formation to "square", but
clever or beautiful way of saying melee begins.
only by making a successful morale
something old or something
check prior to changing their Firearm Cavalry
completely new. I am with the Tudors
formation. Failure means they cannot Some light and medium cavalry
once more.
make the formation change, but they were armed with pistols and trained
CURRENCY do not rout because of this failed to trot up close to the enemy, fire
Coin Value Purchasing Power check. A square defends against their pistols, and wheel their horses
Pence $ .42 melee attacks as though it had all- away—a maneuver called the
Shilling 12 Pence $5.00 around facing. "caracole." These cavalrymen were
Crown 1 Shilling $25.00 As an exception to the normal usually armed with three antique
Guinea 21 $105.00 rules, arquebusiers may end their pistols each. They wore either no
Shillings movement in the same hex with armor, or helmets and breastplates
friendly pikemen. This "stack" of like shock cavalry. They also carried
Military Summary counters may fire with the swords.
Infantry arquebusiers' missile value and melee Firearm cavalry may charge only one
The Tudor period was a time of great with the pikemen's melee value. The enemy unit in a round or turn.
change in the nature of land warfare stack checks morale as if it were a Instead of melee attacking the unit,
in Europe. It was a time when the single counter, using the pikemen's they attack using their missile value.
firearm and the long pike—a spear- morale value. Any combat result that Use light or medium cavalry counters
like weapon 12 to 18 feet long—were affects one of the counters to represent this type of cavalry. Each
replacing the bow and had already automatically affects the other counter represents 10 men at
gained dominance on the battlefield counter in the same way. This special skirmish scale or 100 men at tactical
over the armored knight of earlier rule may be used on either skirmish battle scale.
times. or tactical battle scale.
Artillery
Use regular or elite infantry Cavalry
counters to represent pikemen. The Artillery was used with increasing
There were a bewildering variety
missile value of these counters is frequency and effect on the
of cavalry types, arms and armor in
ignored. The individual pikeman was battlefield in this era. Light medium
this period of history. The following
variously armored during this period; and heavy artillery can be used in
standardized types are most useful
for most purposes, assume they wear battles in this time period. However,
for game play, but the CM may
a helmet (AR 15), and a breastplate the movement ratings on the
change or adapt these for any
(AR 60) to protect the front upper counters are ignored; once set up on
particular battle he wishes to
torso. Each counter can represent 10 the field, these counters cannot be
represent during play.
pikemen at skirmish scale or 100 moved. No horse artillery is available.
pikemen at tactical battle scale.

85
BOOK 2 GUIDE TO THE CONTINUUM

General Rule had more of that than the monarch. Mary, Queen of Scots (1542-1587)
As a result, a system of patronage
Except as noted for arquebusiers and Significance Rating: 150
developed, with officials holding
pikemen, counters in this time period STR 48 DEX 59 AGL 60
offices from Privy Councillor on
may not enter hexes occupied by WPR 50 PER 72 PCN 66
down at the pleasure of those above
other, friendly counters. STA 56 UMS 54 WNDS 13
them.
POLITICAL SUMMARY But high office could be SKILLS: Investigation, Expert 93;
dangerous, as many men and women Bow, Specialist 73; Equestrian skill,
Politics in Tudor England was a learned. For disagreement with the Specialist 79; Disguise, Specialist 80.
fascinating but dangerous monarch on a major question of Mary claimed to be the rightful
occupation. History books are filled policy could quickly be considered ruler of England during the early part
with the names of brilliant men, high treason and punished by death. of Elizabeth's reign. Many intrigues
some virtuous, some scoundrels, who and scandals surrounded Mary's reign
literally lost their heads because of Major NPCs
in Scotland, and in 1568 she fled to
political miscalculation. Henry VIII, King of England (1491- England.
Henry VIII succeeded in making 1547) Soon Mary, because of her claim
the power of the monarchy stronger to the English throne and her Roman
than ever before in England. The Significance Rating: 350
Catholicism, became suspected of
king's power rested upon the desire STR 58 DEX 54 AGL 56
plotting against Elizabeth's life. She
of the people for a strong, united WPR 60 PER 66 PCN 70
was imprisoned for years, and
country, the increasing dependency STA 62 UMS 57 WNDS 14
executed in 1587.
of the barons on the crown for their SKILLS: Military Leadership, Expert
own economic well-being, and the Elizabeth I, Queen of England
92; Investigation, Expert 96;
force of the monarch's personality. (1533-1603)
Equestrian skill, Expert 89; Gambling,
What Henry VIII wanted, Henry VIII Specialist 75; Sword, Specialist 72; Significance Rating: 375
got. Elizabeth I had her own way as Bow, Specialist, 69; Mounted Melee; STR 50 DEX 52 AGL 60
well, but often achieved her desired Mounted Missile. WPR 78 PER 76 PCN 80
ends more subtly than her blustering Henry VIII has often been treated STA 52 UMS 55 WNDS 13
father. unfairly by history: more has been
Parliament convened at the SKILLS: Investigation, Master 133;
made of his six wives than of his
pleasure of the monarch, but had the Military Leadership, Expert 98;
quite capable rule. The fact of the
power to approve or disapprove Equestrian skill, Expert 96;
matter is that even Henry's marriages
taxation. Most of the power in Dagger/Knife, Specialist 70.
were intended to help his country in
Parliament was still in the hands of One could make a good case for
some way; they reflect his search for a
the House of Lords, consisting of the Elizabeth's being the greatest of the
woman who would bear a male heir
important nobles of England. English monarchs. The last of the
to the throne.
The actual government of the Tudors, she faced many challenges
In fact, Henry was a strong ruler
country was firmly in the hands of and tasks in her highly successful
who established both the English
the monarch, aided by a small group reign. She restored the supremacy of
Protestant Church and a strong navy
of hand-picked advisors. This select the king or queen as the head of the
(which helped to assure British power
group of powerful advisors was Church of England, her navy defeated
for years to come).
known as the Privy Council. the Spanish Armada in 1588, and her
For justice, the people turned to the Mary I, Queen of England (1516- reign established a security and
common law courts established 1558) prosperity in which arts and learning
centuries before by Henry II. could thrive.
Significance Rating: 100
However, the powerful often turned
STR 48 DEX 50 AGL 50 Sir Walter Raleigh (1554-1618)
to the Star Chamber, a special court
WPR 52 PER 54 PCN 48
existing outside the usual rules of Significance Rating: 150
STA 44 UMS 49 WNDS 12
common law. The Star Chamber STR 62 DEX 64 AGL 68
could hear any case, either on SKILLS: Investigation, Specialist 67; WPR 66 PER 74 PCN 72
petition or by its own choice. It Dagger/Knife, Specialist 64; STA 58 UMS 65 WNDS 13
required no jury, and could hand Equestrian skill, Specialist 67;
SKILLS: Sword, Master 120;
down any sentence except the death Military Leadership, Specialist 67.
Dagger/Knife, Expert 95; Military
penalty. Mary I of England is remembered
Leadership, Expert 98; Investigation,
For ambitious men and women, in history as "Bloody Mary": she tried
Expert 101; Equestrian skill, Expert
the way to rise to power in Tudor to restore Roman Catholicism in
99; Gambling, Expert 91; Florentine
England was to make yourself England and brought about a time of
Style, Specialist 81; Outdoor Survival,
valuable to someone who already persecution in which over 300
Specialist 78; Mounted Melee.
had wealth and power—and no one Protestants were burned as heretics.
86
GUIDE TO THE CONTINUUM BOOK 2

If Elizabethan England had a the Revolution and the following Of course, as a youngster I
"Renaissance Man"—that ideal person "Terror" when thousands of the followed eagerly the news of the then
who excelled in many different areas aristocrats of France had been sent to General Bonaparte. I marveled at the
of life—it would have been Sir Walter their destiny in the public squares by way he transformed our tired,
Raleigh. Poet, philosopher, soldier, "Madame Guillotine." No politician hungry, underpaid troops into an
explorer, and historian, Raleigh was could be sure when the mob would unstoppable victorious machine,
in and out of favor at the court of want to taste blood again. rolling over the power of the
Elizabeth. But they filled the streets of Paris, Hapsburgs of Austria and carrying the
Raleigh lost court favor entirely looking for work, looking for food, tri-color banners of the Republic as
under James I, Elizabeth's successor, and often looking for both pleasure far as Egypt. Like most Frenchmen, I
and was executed in 1618. and trouble. It was Napoleon who was content when he finally
tamed them, who even at the end had proclaimed himself Emperor in 1804.
NAPOLEONIC FRANCE: 1804- them eating from his hand as a fine In fact, it was in that very year I
1815 trainer does a lion. joined the Army as a private in the
Soldats! Attendez-moi! I am Jean That was no small 95th Regiment of the Line.
Paul Desnouettes, formerly a accomplishment in a time when I first saw Napoleon in the
corporal in the Imperial Guard of His rumor and gossip were the principal summer of 1805. The Army was
Majesty Napoleon I. now merely a sources of in-formation in the city for encamped at Boulogne, on the
Time Corps Sentry/4 and your guide both lower and upper classes. English Channel coast. Napoleon
to Napoleonic France. Looking back upon it now, I suppose himself came to check on our
What a glorious France that was! that was only natural. After all, training and readiness for action. Our
Never, before or since, did my people Napoleon's government controlled regiment snapped to attention, and
aspire to or achieve such greatness as the press, and the new men who waited. Soon I heard hoof beats on
was ours under the Emperor! Never, came to power beneath the Emperor the sand away to my right, and
before or since, was there a leader like did not have the confidence that already my heart leapt for joy. And
him! As you can no doubt tell, my comes to ruling families used to then, he galloped past on his white
heart will always long for those days generations of power. charger, raising his hand in salute to
of glory, when the Emperor led us Indeed, what a scramble there was the 95th. the cry of "Vive I'Empereur"
from victory to victory and the cries by men to rise to power and wealth sprang from the souls of the 2700
of "Vive Napoleon!" rang out so in those days! Always, always the men of the 95th. I could not have
loudly they seemed to drown the common people and the mighty stopped that cry from my own lips
hundreds of cannon raining fire on shared one topic of conversation: had I wanted to. We were ready to die
the battlefields of Europe. who was in the Emperor's favor, and for him. Many of us did. And I, for
Napoleon once said. "I did not who was not. Opportunities to win one, would gladly go back for the
steal the crown of France. I found it his favor were plentiful. For chance to do so again myself. But my
in the gutter, and I picked it up and Napoleon kept intact that great destiny is with you, mes amis, and
put it on my head." How sad, and principle of the equality of all men, not with my Emperor.
how true. The Emperor was the even if liberty did have to suffer a bit How can I explain to you what it
salvation of a France torn apart by under his rule. was like to live then? For in that very
internal political struggles and under The Emperor looked for men of year of 1805, all Europe exploded
attack by the monarchs of Europe, talent, regardless of their social class into the series of wars known as the
who feared the Revolution, who in or who their parents happened to be. "Napoleonic Wars." As if they were
fact feared their own people more The inefficient were weeded out, as his entire fault. As if England, Austria
than they feared the French. much as was possible, and replaced and Russia did not form a Coalition
Nowhere was the Emperor loved in the government by men of merit, in 1805, invade our neighbor Bavaria
more than in Paris, the heart of the or at least by the friends of men of and threaten our possessions in Italy!
Empire, the living heart of France merit who had risen to great Well, our Emperor made short
herself. And at the heart of Paris, that positions of power. work of the 1805 war! In late
famous center of beauty, culture, and Not surprisingly, many of the September we marched from the
learning, was the mob. powerful were military men. Under channel coast deep into southern
It was the Paris mob who brought Napoleon's leadership, a common Germany. By November, we had
the Revolution to France, and it was soldier could become a king—that taken Vienna, the hated Hapsburg
the mob that every politician of the happened, you know, to Joachim capital, and on Dec. 4, 1805,1 had
time at once feared and played to— Murat. He was a cobbler's son who the great privilege to serve Napoleon
except the Emperor, of course. For joined the Army and in the end was in the Battle of Austerlitz, his greatest
Paris was full of people of the lower made a Marshal of France and the victory.
classes. They had tasted blood during King of Naples! In 1806, it was upstart Prussia's
turn. In three weeks, only three
87
BOOK 2 GUIDE TO THE CONTINUUM

weeks, mind you, the might of had stabilized our economy. He had like me." But he wept for the deaths
Prussia was no more. And in the given us new, codified laws, the Code of his friends like any man. I know
spring of 1807 the Tsar of Russia Napoleon, which served as the basis only this: for me, he will always be
himself met Napoleon at the Polish of French justice for 200 years. Only a the Emperor.
border to sue for peace. few shortages, caused by our
In 1808 the Emperor directed the embargo of England and England's CURRENCY
initial conquest of Spain, and his blockade of our ports, troubled us. Coin Value Purchasing
Empire stretched from the border of Small wonder, then, that there Power
Portugal to the borders of Russia. was little enthusiasm for the Bourbon Silver franc $6.00
Only England refused to come to king, Louis XVIII, with whom the Gold franc 5 silver $30.00
terms with him, and some Spanish Allies burdened us after 1814. Small francs
guerillas, encouraged by England, wonder, too, that a man of Gold 4 gold $120.00
continued to resist our occupation of Napoleon's ambition and genius Napoleon francs
Spain. could not be held long even on a Louis d’Or Same as $120.00
The wars continued, though. barren rock in the middle of the sea. Napoleon
Austria rose again under the He landed in southern France in Military Summary
Archduke Charles, and even the 1815 with barely 1000 men. By the
Emperor was hard put to recover his time he reached Paris, his army had Infantry
military balance after her surprise swelled to 100,000, myself among Infantry were the most numerous
attack, again into Bavaria. Spain them. The Emperor truly wanted types of troops on the battlefield in
continued to fester, draining the peace, but the Allies, well, the Allies the Napoleonic Wars. When playing
Empire of 50,000 soldiers every year. would have none of it. They declared Napoleonic period battles, use the
Finally, ambition's gleam in the war on him. Mind you, not on elite infantry counters to represent
Emperor's eye turned to a peculiar France, on him. the "guards" units that almost all
madness; for reasons still unclear to We struck at once, like lightning. nations had. The regular infantry
me. he decided to invade Russia. At The Prussians and English were counters represent standard infantry,
the head of 600,000 men, the largest forming in Belgium for a drive into and the militia counters represent less
army modern Europe had ever seen, France. Napoleon stole a march and well-trained troops or troops of
he marched into the trackless wastes defeated the Prussians at Ligny on generally poorer quality, such as the
of the East. It was June, 1812. By then June 16. All day on the 17th we Moscow Militia who appeared at the
I had been transferred to the Imperial marched through the pouring rain, Battle of Borodino.
Guard. How well I remember the chasing Wellington's English army Each infantry counter represents 10
march into Russia! In the first week, toward a little Belgian town called men in skirmishes. In tactical battles,
we lost 100,000 men to heat and Waterloo. each counter represents one battalion
hunger. The dust on the roads was so I have learned from science that of 600 men.
thick some men literally choked to sooner or later, every star must Infantry at skirmish scale should
death while marching in column. explode and die; everything that has maintain linear formation until
The invasion of Russia was the risen in the sky must fall again to the melee begins. At tactical scale, they
beginning of the end. By December dust of the earth. So it was with my may form extended lines, columns, or
we had advanced all the way to Emperor. I remember how we of the squares.
Moscow, and retreated once again, Guard formed square to protect him All infantry are armed with
through the bitter Russian winter, to as he left that dismal field, how he muskets and bayonets. They usually
Poland. Of our proud army, 600.000 wept in his carriage as we marched carry a field pack with four days'
strong, only 35,000 remained alive. along, weeping not for himself, but rations and other necessary items.
In 1813 all Europe rose against for France, who never again would Infantry of this period are not
our troubled Emperor. The armies of know true glory, and for his son, who armored.
Russia, Prussia, Austria and Sweden would never wear his father's crown, Cavalry
marched against us, and war ravaged and for his "star," his destiny, which Cavalry were used to screen the
the continent. By 1814, Napoleon had died that day with so many advance of an Army from the enemy,
had been driven all the way back to thousands of brave men in coats of to gather information about enemy
Paris, and in the end was forced to blue and red. movements, and to guard lines of
abdicate— to give up the throne. He History to do this day does not communication. Cavalry in the
was sent in exile to the tiny island of know how to judge Napoleon, mes Napoleonic Wars almost always
Elba in the Mediterranean. The amis. None doubt his greatness, but attacked by charging the enemy.
"Corsican ogre," as the English called whether it was for good or for ill, Each cavalry counter represents 10
him, was caged. well, it depends upon whom you ask. troopers at skirmish scale or a
In France during this time all was Some say he was a warmonger, and regiment of 300 troopers at tactical
well with our people—better than it he himself once said, "The lives of a battle scale.
had been for thirty years. Napoleon million men are as nothing to a man
88
GUIDE TO THE CONTINUUM BOOK 2

The heavy cavalry counters Englishman Arthur Wellesley, First treason following Napoleon's second
represent men on heavy horses Duke of Wellington, who defeated abdication.
armed with long sabers or swords. Napoleon in the Battle of Waterloo.
Most troopers also carried two single- FRANCE, 1940-1944
Major NPCs
shot flintlock pistols. Some French No doubt you will have many
heavy cavalry, the famous Napoleon Bonaparte (1769-1821) missions in occupied France, 1940-
cuirassieres, wore breastplates (AR 1944, for it seems the Demoreans
60) which protected the front of the Significance Rating: 400
STR 56 DEX 60 AGL 60 have a particular fondness for
upper torso. working in the period when the Nazis
Medium cavalry counters are WPR 80 PER 78 PCN 80
STA 56 UMS 58 WNDS 13 ruled my homeland. I am Claude
dragoons, cavalry on medium horses Joinville, Timemaster/3, although in
who were armed with sabers or SKILLS: Military Leadership, Master, my life before joining the Corps I was
swords, two pistols, and a sometimes 127; Cannon, Master, 125; better known to the Gestapo (the
a dragoon musket. Dragoons were Investigation, Master, 135 Bayonet hated Nazi secret police) as
trained to dismount and fight like Specialist, 73; Equestrian skill. "Romulus," my code name in the
infantry, although they seldom did Specialist, 81; Long barreled gun, Resistance cell I led. Allow me to
so. Specialist, 75. acquaint you with the realities of life
The light cavalry counters are Napoleon Bonaparte was born in occupied France.
armed with sabers or lances and ride into a poor Corsican family and rose My friend Jean Paul Desnouettes
light horses. to become Emperor of France. From remembers the glory days of the
When playing Napoleonic 1805 to 1815 he was without Empire of Napoleon; I remember the
scenarios, ignore missile values on question the dominant personality in days when France was ground under
the cavalry counters. Cavalry use European politics. He believed in his the heels of the occupying Boche. But
firearms only in close combat as own destiny, above all else, and was a I am no less proud than he. Many
individuals. master at persuading even powerful brave Frenchmen answered the call of
At skirmish scale, cavalry should men to follow him and do as he patriotism to resist the hated Nazi
maintain linear formation until bade. invaders.
melee begins. The Germans came in May of
Michel Ney (1769-1815)
Artillary 1940. Using their new blitzkrieg
Foot artillery counters represent Significance Rating: 100 tactics to launch a surprise attack
cannons of various sizes and their STR 66 DEX 68 AGL 70 through the Ardennes forest in
crews of 4 to 12 men. The same WPR 54 PER 60 PCN 62 Belgium, they divided our forces and
counters can be used for light, STA 68 UMS 68 WNDS 14 simply bypassed our famous Maginot
medium or heavy artillery. Light Line, a monument to the stupidity of
SKILLS: Bayonet, Expert, 98: Lance,
artillery are 3-pound to 6-pound relying on fixed fortifications to
horseman's, Expert, 98; Sword,
guns. Medium artillery are 8 or 9 defend a nation.
Expert, 98; Equestrian skill, Master,
pound guns, while heavy artillery are By early June, the war was all but
121; Mounted Melee; Cannon,
12-pound guns. over. Our British allies, trapped
Specialist, 79; Military Leadership,
Each counter represents one gun against the sea by German Panzer
Master, 115.
at skirmish scale or a battery of 6 to 8 troops, barely evacuated their forces
This tall, thin, ruddy man rose
guns at tactical battle scale. from Dunkirk in time to have an
under Napoleon to become a
Horse artillery are the same as foot army left. While far-sighted patriots
Marshal of France and hold the title
artillery except for their movement like General Charles DeGaulle called
"Prince of the Moscva" for his role in
rate. All horse artillery are light for an immediate counterattack using
commanding the rear guard during
artillery in Napoleonic scenarios. our still superior tank forces, the tired
Napoleon's retreat from Russia in
old men of our military high
Political Summary 1812. Ney was never quite the same
command, like General Weygand,
mentally after the 1812 campaign. In
The French Empire under Napoleon thought only in terms of defeat. The
1815 he was sent by Louis XVIII to
was quite literally under Napoleon. Nazis goose-stepped into Paris on
capture Napoleon and vowed to
He personally directed most affairs of June 14. On June 17 Paul Reynaud
"bring him back to Paris in a cage."
state through secretaries whom he resigned as Prime Minister, and
Instead, Ney found he could not
might call at any time, day or night, Marshal Petain, the hero of World
arrest his Emperor, and ended his
to take dictation of as many as 12 War I, assumed power to ask for an
military career leading a series of
letters at once. Other notable political armistice.
bloody, futile cavalry charges at
figures of the period were Marshal For Adolph Hitler, it was a
Waterloo. Ney was shot by the
Ney, Marshal Davout, Talleyrand (the moment of gleeful triumph. To add
Bourbon government for high
Secretary of State), and the to the dishonor of our people, he
insisted that the armistice agreement
89
BOOK 2 GUIDE TO THE CONTINUUM

be signed in the same railroad car Even early risers like myself could out false identity papers for our
where we, the victors of 1918, had expect to stand in line for hours to get necessary trips into the towns to buy,
met the Germans to sign the armistice a loaf of bread, a few potatoes— or otherwise obtain, the food,
ending World War I. The agreement perhaps, on a very good day, a scrap ammunition, clothing, and other
was signed June 21; hostilities of meat. You can understand easily supplies we needed. And wherever we
officially ceased June 25. why a "black market" soon arose: that went, we spread the word as best we
Now France was divided into two is, the illegal sale of food, fuel and could: resist, resist, resist!
countries. Three-fifths of our territory other items "under the table" for The Germans struck back. The
was under direct German occupation much higher prices than normal. worst thing for me personally to bear
and control; Marshal Petain was Alas, some of my countrymen joined were the reprisals. Suppose we blew
allowed to head what Hitler hoped with some of the greedy Germans in up a German installation near some
would be a puppet government for supporting this vile practice, which small town. The next morning, the
the rest of the country, which was ground the life out of the poor and Nazis would round up 5, 10, maybe
commonly known as "Vichy France," made the shortages of legitimate even 50 people at random from that
after the name of the new capital city. goods even worse. town for every single German we had
But even this token independence for Of course, the Germans held us to killed. These people would be lined
a small portion of France was not a strict curfew; it varied from 6 to 10 up against walls and shot like dogs;
allowed to remain. After the British p.m. across the country. Violators had machine-gunned in cold blood. The
and American invasion of North little to fear at first if the violation Nazi idea was to discourage people
Africa on Nov. 8, 1942, Hitler was minor and their papers were in from cooperating with us. It
ordered the occupation of Vichy order. But after the Resistance began backfired: the more French men,
France by German troops. My serious operations, it was a different women and children they shot, the
country lay broken, in the hands of matter. more patriots found their courage,
the most barbaric of enemies. I joined the Resistance shortly picked up an old, hidden rifle, and
What a nightmare it was to live in after my wife and children were joined us in the fields.
France then! The Germans were taken. I came home one evening to The Germans of course tried more
everywhere, especially in Paris, and our little flat rejoicing over finding a subtle methods. They would use turn-
daily life was a struggle for survival whole fresh fish during the day. My coats, paid traitors, to infiltrate our
against them and against shortages of flat was empty, the small table in our ranks and expose the members of our
food, fuel, clothing, and all the barest sunny kitchen overturned, my groups. They would continually
necessities of life. France was stripped daughters doll propped sadly in the bombard the people in the cities and
to support the German war effort; our windowsill. Apparently the Gestapo, towns with an endless stream of
people received the scraps from their always relentless, had learned that my propaganda, preaching their doctrine
masters' tables. wife was partly Jewish. I never saw of
How well I remember those early her, or my children again. I knew that German superiority, telling them
days of the German occupation in soon they would come for me, so I of German victory after German
Paris! I would get up early, very early, grabbed what items I could and victory, urging my people to
in the morning, to go to the food sneaked out of the city, out of Paris, cooperate before they were wiped
shops in hopes of finding enough to headed for the home of a friend in from the face of the earth.
feed my family that day. I carried the country who had once hinted to We adapted to the German tactics
with me a book of ration coupons— me that I might be useful to what he as best we could. We gave ourselves
everything, of course, was rationed by called his "literary society." code-names and operated in very
the Germans. I also carried my By 1942 the Allies were dropping small groups of three or five, coming
identity papers, for I might be us weapons and supplies. We in the together only for major operations.
stopped at any time, night or day, in Resistance struck when and where we Those who came to join a cell
any street or alley, by some German could. We blew up railroads, fuel meeting and did not have the proper
soldier, or worse, Gestapo agent, who dumps, ammo depots. We ambushed pass-words, we shot; that bothers me
would demand, "Your papers, please." the Boche whenever they showed still of a night, for what if we made
Woe to those whose papers were "not them-selves along our country roads. mistakes? But we could not risk
in order"; they could expect arrest We camped and lived in the woods, infiltration by German agents. We
relentless questioning, brutal the caves, abandoned farmhouses, steeled ourselves to prefer death to
treatment perhaps shipment to a the unfilled fields—always on the capture; the Gestapo could make
slave labor camp in Germany or move in fear we would be discovered even the strongest man talk.
occupied Poland, perhaps shipment by German patrols. Our one comfort, and the one
to one of the Nazi death camps. We gained experience and com-fort for many of the people of
People became accustomed to the expertise. We became very skilled at France, was the radio. For try as they
idea that friends, relatives, or loved moving silently at night, wearing might, the Germans could not silence
ones might simply disappear some black clothing, smearing black mud the voice of Radio London. It was
day. on our faces. Our presses churned from London that we heard the voice
90
GUIDE TO THE CONTINUUM BOOK 2

of General DeGaulle, proclaiming the CURRENCY military units. These units were
cause of Free France. It was from Coin Purchasing Power technically under Army command,
Radio London we heard the daily Franc $ .10 but because of their political status
coded messages telling us of Allied Mark $2.00 actually had a great deal of
victories, informing us of the plans of independence. The Gestapo was a
other Resistance groups, arranging Military Summary special branch of the SS: the Nazi
drops of supplies, and even drops of Infantry secret police force in both Germany
special Allied commando teams sent Individual infantry men carry a and the occupied countries.
into France on special missions. rifle with a 5-shot clip, a bayonet, 2 Among the most notable of the
Fortunately for us, the British and hand grenades, and additional rifle German generals who commanded
the Americans adopted a policy of ammo. Infantry are unarmored Army units in occupied France was
providing support to all Resistance except for helmets (AR 15). Infantry General Erwin Rommel, commonly
groups, regardless of their politics. counters represent 10 men at known as the "Desert Fox," who was
You see, some of our groups were skirmish scale, 100 men at tactical in charge of preparations to resist
loyal to General DeGaulle; others battle scale. Elite counters represent Allied invasion.
were Communists. In fact, the German SS troops or various elite Vichy France was headed by
Communists were probably the most Allied formations. Regular infantry Marshal Henri Philippe Petain, an old
effective Resistance groups. But the counters represent normal troops; man by then, who probably acted in
Allies, and we ourselves, had the militia infantry counters are German what he believed to be the best
wisdom to keep our own political Volksgrenadiers and "green" Allied interests of France. The second most
differences to a minimum; the first units in combat for the first time. important Vichy French official was
job was to rid France of the Nazis. Admiral Darlan, who commanded
Our strength grew. By early 1944 Vehicles French forces in Africa. Darlan
we were operating at times in units of Tank and SPG counters represent disobeyed Petain's orders and
hundreds of men, armed with 1 vehicle at skirmish scale, 3 Allied cooperated with the Americans and
automatic weapons, machine guns, vehicles or 5 German vehicles at the British when they invaded Vichy
anti-tank rifles, and other heavy tactical scale. Light tanks are German French possessions in North Africa.
weapons. We fought entire German Pz I's or Pz II's, or French or Italian Vichy France produced a large
battalions to standstills for days. tanks. Medium tanks are American number of minor politicians who
At long last the word we had Shermans or Grants, or German Pz collaborated with the Nazis. Some
longed to hear was broadcast by Ill's. You can use Medium tank were sincere men who were
Radio Lon-don. How well I counters for Pz IVs; increase the attempting to get the best deal
remember sitting just outside a small defense bonus by +1 when doing so. possible for their country; some were
cave with two com-patriots, listening Heavy tanks are German Pz Vs out to grab as much power and
carefully to static and whistling (Panthers) or Pz VTs (Tigers). wealth as they could during the
coming from the short-wave, Increase the defense bonus by +1 for occupation. The Allies tried many of
listening for the coded message Tiger tanks. SPG counters are German these men for treason after the
which would mean liberation for my StG III self-propelled guns. liberation of France.
country. It was late, a clear summer All truck or APC counters represent 1 In London, General Charles
night, and we were weary from our vehicle at skirmish scale, 5 at tactical DeGaulle headed the Free French
most recent bloody battle with the battle scale. government in exile. Despite the
Boche. We listened for an hour, and Special Notes tremendous political differences
finally heard one blessed sentence, Use machine gun, ATW, mortar, which divided the French people
repeated twice, "The red tulips bloom antitank gun, and flamethrower before, during and after World War
in the spring. The red tulips bloom in counters only in skirmish scale II, De-Gaulle triumphed after the
the spring." For a moment we sat as if scenarios, not tactical battle scale Allies liberated France, and became
we had been struck dumb. The whole scenarios. All infantry in World War the head of the new Fourth Republic.
countryside seemed to fall into a II scenarios have all-around fields of Major NPCs
deep and perfect silence. Our fire.
weariness vanished; our hearts Charles DeGaulle (1890-1970)
rejoiced. But there was no time to Political Summary
celebrate the hour we had awaited Significance Rating: 150
Occupied France was run by the STR 52 DEX 56 AGL 62
through those long, unspeakable German Army, whose commanders
years. We grabbed our weapons and WPR 76 PER 68 PCN 74
and assistants came and went with STA 58 UMS 57 WNDS 13
explosives and set out at once for a great frequency. The SS, an
major roadway bridge which must be organization composed of fanatical SKILLS: Bayonet, Specialist, 72;
destroyed that night; for the Allies Nazi party members, fielded its own Equestrian skill, Specialist 77; Long
would land at dawn. barreled gun, Specialist, 71; Pistol,
91
BOOK 2 GUIDE TO THE CONTINUUM

Specialist, 71; Grenade, Specialist, 71; 462: Pericles begins his rise to and held for ransom (SR 100). When
Machine Gun, Specialist, 71; Artillery, power in Athens. released, he returns to the throne.
Expert 95; Investigation, Master, 128; 443: Pericles elected Athenian 1199: Richard killed at Siege of
Military Leadership, Expert, 96. general. Chalus (400). John (Lackland), his
DeGaulle was above all a French 431: Peloponnesian War between youngest brother, becomes king.
patriot determined first to liberate Athens and Sparta begins (SR 750). 1209-1213: Dispute between John
France from Nazi rule, and then to 429: Death of Pericles in plague and Pope Innocent III (SR 400).
assure France a position among the (SR 500). 1215: John forced to sign Magna
great powers of the world. He often 405: Spartan navy destroys Carta (SR 1000).
seemed cold, arrogant harsh, and Athenian fleet at Aegospotomai. End 1216: John dies; succeeded by
difficult to work with to many other of Peloponnesian War (SR 500). Henry III.
Allied leaders, but his Free French 399: Death of Socrates.
Tudor England: 1509-1603
leadership provided a rallying point
Rome: 61 B.C.-37 A.D.
for the French people. 1509: Henry VIII becomes King of
60: Caesar elected consul, and England (SR 450).
General Erwin Rommel (1891-1944)
forms First Triumvirate with Pompey 1531-1535: Reformation in
Significance Rating: 150 and Crassus (SR 500). England (SR 1000).
STR 58 DEX 54 AGL 56 58-50: Caesar conquers Gaul (SR 1542: Mary, Queen of Scots,
WPR 66 PER 74 PCN 78 1000). becomes queen at age six (SR 150).
STA 54 UMS 57 WNDS 13 51: Caesar invades Britain (SR 1000). 1547: Henry VIII dies; succeeded
49-47: Civil war between Caesar by Edward VI.
SKILLS: Bayonet, Specialist 72;
and Pompey for control of Rome. 1553: Edward VI dies; succeeded
Equestrian skill, Expert, 92; Mounted
Pompey murdered in Egypt at by Queen Mary I (Bloody Mary).
Missile; Automatic Rifle, Long
Cleopatra's orders. Caesar becomes 1558: Elizabeth I, daughter of
barreled gun, and Pistol, Specialist,
sole ruler of Rome (SR 1000). Henry VIII and Ann Boleyn, becomes
69; Grenade, Specialist 69; Artillery,
44: Caesar assassinated (SR 400). Queen of England.
Expert, 96; Machine Gun, Expert 84;
Second Triumvirate (SR 600) formed 1559: Mary, Queen of Scots,
Mortar, Specialist, 81; Mechanics,
by Antony, Octavian and Lepidus. claims right to the English throne.
Specialist 81; Military Leadership,
42: Second Triumvirate wins 1567-1586: Mary forced to
Master, 121; Outdoor Survival,
Battle of Phillipi (SR 300) against abdicate Scottish throne, takes refuge
Expert, 95; Tracking, Specialist, 79.
Brutus and Cassius, who commit in England, where she lays claim to
Rommel was a light infantry
suicide. English throne.
leader in World War I, and became a
34: Battle of Actium (SR 1000). 1578: James VI takes throne of
leading advocate of the new style of
Antony and Cleopatra are defeated by Scotland (SR 300).
tank warfare during the interwar
Octavian and commit suicide. 1584: Sir Walter Raleigh discovers
years. He earned the nickname the
Octavian assumes title "Augustus" and Virginia (SR 150).
"Desert Fox" for his brilliant
becomes virtual emperor of Rome. 1586: Babington plot to murder
leadership of the Afrika Korps in
14 A.D.: Augustus dies; succeeded Elizabeth discovered; Mary, Queen of
North Africa, 1941-1943. He
by Tiberius. Scots implicated.
commanded Army Group B, which
37: Tiberius dies; succeeded by 1587: Execution of Mary, Queen
opposed the Allied landings in France
Caligula. of Scots.
in 1944. Rommel was forced to
commit suicide after being implicated 1588: English "sea dogs" led by Sir
Angevin England: 1154-1216 A.D.
in a 1944 plot by several generals to Francis Drake defeat the Spanish
assassinate Hitler. 1154: Henry II begins reign (800). Armada (SR 1000).
1163-1170: Quarrel over legal 1603: Elizabeth dies; James VI of
EVENT WINDOW TIMELINES jurisdictions between Henry and Scotland becomes James I of
Archbishop of Canterbury Thomas a England.
Athens: 5th Century B.C.
Becket. Beckett eventually murdered
Napoleonic France: 1804-1815
490: Greeks defeat Persian army at (SR 500) in Canterbury Cathedral by
the Battle of Marathon (SR 1000). knights loyal to Henry. Dec. 2, 1804: Napoleon crowned
480: Persian King Xerxes defeats 1180: Phillip Augustus becomes Emperor of the French (SR 150).
the "300 Spartans" under King King of France (SR 700). 1805-1807: Successive victories
Leonidas at Thermopylae (SR 750). 1187: Saladin takes Jerusalem (SR over Austria, Prussia, and Russia
The Spartan stand buys time for the 1000). make Napoleon the main power in
rest of Greece to arm. Xerxes burns 1189-1194: Henry II dies; Richard Europe (SR 1000).
Athens, destroys the Acropolis, but is I (Lionheart) becomes king, joins the 1809: Napoleon wins second war
defeated at the Battle of Salamis (SR Third Crusade (SR 300). Richard with Austria at Battle of Wagram, July
1000). returns from Crusade but is captured 5-6 (SR 500).

92
GUIDE TO THE CONTINUUM BOOK 2

June-December, 1812: June, 451: Battle of Chalons. Sept. 13, 1759: Battle of Quebec.
Napoleon's invasion of Russia fails, Aetius, a Roman general of barbarian British Gen. James Wolfe defeats
despite early victories (SR 1000). background, defeated Attila the Hun, Marquis Louis Joseph de Montcalm's
1813: Russia, Prussia, and Austria preventing the complete collapse of French forces, effectively ending
drive Napoleon from central Europe Roman, Christian civilization. French claims to a major colonial
at Battle of Leipzig (SR 500). c.516-537: Arthur, leader of the empire in North America.
April 6, 1814: Napoleon Britons, temporarily halts Saxon April 19, 1775: "The shot heard
abdicates; Louis XVIII becomes King expansion in Britain. His victories round the world" is fired when British
of France. and reign spark the legend of King regulars under Major John Pitcairn
March 1815: Napoleon reclaims Arthur which fired the British engage American colonial militiamen
French throne. Allies declare war. imagination until the Holocaust of under Capt. John Parker on
June 18, 1815: Napoleon 2054. Lexington Common, Lexington,
decisively defeated by Wellington at October, 732: Battle of Tours. A Mass.
the Battle of Waterloo (SR 1000). Prankish force under Charles Martel July 14, 1789: Paris mobs storm
June 21, 1815: Second abdication defeats a Moslem force under Abd Bastille Prison, marking the effective
of Napoleon. Exiled to St. Helena, he erRahman, ending Moslem overthrow of the monarchy and the
dies May 5, 1821. expansion into Western Europe from triumph of the French Revolution.
Spain. 1848: While socialist movements
France 1940-1944
December 25, 800: Charles the gain support across Europe, Karl
May 10, 1940: Germany invades Great (Charlemagne) is crowned Marx and Friedrich Engels issue the
France, Belgium and the Netherlands Holy Roman Emperor by Pope Leo Communist Manifesto.
(SR 150); Winston Churchill III. The establishment of the empire 1859: Charles Darwin publishes
becomes Prime Minister of England has great political influence for the On the Origin of Species by Natural
(SR 450). next 1000 years; the Holy Roman Selection.
May 28-June 4, 1940: British Empire is not officially dissolved July 1-3, 1863: The Battle of
forces, trapped against the sea, are until 1805 after the defeat of Austria Gettysburg. Confederate troops under
evacuated from Dunkirk back to by Napoleon. Robert E. Lee are defeated in a
England (SR 300). Oct. 14, 1066: Battle of Hastings. bloody, three-day struggle by Union
June 21, 1940: France surrenders The Norman conquest of England is forces under Major General George C.
(SR 300). decided at this battle won by William, Meade. The battle ends Lee's in-
June 23, 1940: DeGaulle Duke of Normandy against Harold of vasion of the North and is the turning
proclaims Free French cause from England. point of the American Civil War.
London (SR 300). 1271-1295: Marco Polo's journey 1900: Sigmund Freud publishes
Nov. 11, 1942: Germany occupies to China fuels the imagination of The Interpretation of Dreams.
Vichy France.(SR 100) Europe and aids the growth of the 1905: Albert Einstein originates
June 6, 1944: Allied forces invade mercantile middle class. the Special Theory of Relativity.
France at Normandy (SR 1000). May 7, 1429: Joan of Arc leads a Sept. 5-10, 1914: The Battle of the
Aug. 25, 1944: Paris liberated by French assault to break the English Marne. French forces under Joseph
Allies (SR 100). siege of Orleans. Her success is the J.C. Joffre desperately defend the line
turning point in the Hundred Years' of the Marne River against attacking
EARTH HISTORY TIMELINES War and inspires the beginnings of German armies, preventing French
The following list contains some of true national spirit in France. collapse and insuring the stalemate
the most important events in Earth's Aug. 3, 1491: Christopher on the Western Front in World War I.
history. These events all have a Columbus sails from Palos, Spain, to Nov. 7, 1917: Bolshevik
Significance Rating of 1000, as find a westward passage to the Indies. Revolution, led by Vladimir I. Lenin,
should any adventure scenario which Instead, he discovers the North takes power in Russia.
centers on them. American continent. December, 1942: Battle of Stalin-
1184 B.C.: Siege and destruction 1512: Nicolaus Copernicus grad. The German Sixth Army under
of Troy by the Achaean Greeks. This publishes Commentariolus, in which Gen. von Paulus is forced to
war is the basis for Homer's Iliad and he claims that the Earth and other surrender to Russian forces. This
Odyssey. planets orbit the sun. costly battle is the turning point of
Oct. 1, 331 B.C.: Battle of Oct. 31, 1517: Martin Luther be- World War II in Europe.
Gaugamela. Alexander the Great gins the Protestant Reformation by July 16, 1945: The first atomic
destroys the power of the Persian nailing his "95 Theses" to the door of bomb tested near Alamogordo, New
Empire, and goes on to spread Greek the Palast Church in Wittenburg. Mexico, marking the beginning of the
culture through the known world. 1665: Isaac Newton invents the atomic age in warfare.
differential calculus and begins May 14, 1948: Israel declared an
A.D experiments concerning gravity. independent state in Palestine.
93
BOOK 2 GUIDE TO THE CONTINUUM

July 20, 1969: Apollo 11 makes first Settings includes their customs and beliefs,
manned lunar landing. from the trivial to the very important:
We've already said that a
Oct. 13, 2054: Earth engulfed in everything from the way they combed
TIMEMASTER game can be set
nuclear holocaust following years of their hair to what they thought about
anywhere in any time. Your first task
increasing tension between USSR. life and death.
is to decide upon those settings
USA. and China. The TIMEMASTER Guide to the
which will provide the most fun for
June 10, 2105: First contact Continuum is designed to help you
your group of players.
between Earth and the peaceful alien add flavor to your game when your
Most players will want to
Kleiborr and Tarsan civilizations characters adventure in certain time
adventure to their favorite time
results in establishment of trade periods. When creating scenarios of
periods from "real" history—at least at
relations. your own, use the Guide as a model
first. The TIMEMASTER Guide to the
Aug. 16, 3059: Earth Council for the type of information you want
Continuum and the adventure
Federation of votes to join the to find about a time period.
scenarios to be published by
Planets.
Goblinoid Games will help you play Alternate World Setting
Sept. 19, 3480: Federation forces
in historical settings. Eventually, you and your players
defeated at the Battle of Sol; Earth
will want to try adventures in
comes under Imperial domination. Repeated Play in the Same Setting
alternate Parallels. This means that
3500-5000: The Xenophobic Wars You may find that your players
sooner or later you, as a CM, will be
drain resources of the Imperium and enjoy playing repeatedly in one
creating your own alternate world.
opposing galactic powers as all face particular adventure setting, a
Now, creating an imaginary world is
the continued threat of hostile alien "favorite" time period. This may seem
no mean feat, and no set of rules can
invasion. to cause a problem because of the
tell you how to do it. You must use
6000-7000: Reconstruction of "loop trap" that engulfs PCs who
your own imagination. But keep one
galactic civilization after end of the enter the same dates in the same
important principle in mind at all
Xenophobic Wars. Parallel more than once. You can
times: make the alternate Parallels
May 11, 7051: First time-travel easily solve this problem, however,
believable.
machine successfully tested. by setting these multiple adventures
Players gladly accept almost any
July 12, 7054: Imperial agents use in a Parallel that has a history almost
set of conditions in an alternate
time-travel device to alter Federation identical to Earth's.
world, but the world itself won't be
history; the Time Wars begin.
Research believable unless it is consistent.
Jan. 1, 7154: Signing of Temporal
Eventually, you will want to Whatever intelligent creatures inhabit
Treaty ends the Time Wars.
design historical scenarios of your your world, and whatever natural or
March 14, 7154: Addendum to
own. To do this, you will have to do magical or other laws apply, they
the Temporal Treaty establishes the
some research into the time period must apply in a consistent and logical
Time Corps.
you want to use as an adventure way. Inconsistency will make your
RUNNING TIMEMASTER setting. world unbelievable and eventually
A good place to start is with a boring to your players, no matter
TIMEMASTER is a wide open role- good encyclopedia. After reading how many interesting things you
playing game. Adventures in what it has to say about the period in create to put in it.
TIMEMASTER can take place at question, check the history section in
literally any time, on any planet, in Other Games
a good library. Most libraries will be
any world. The rules you've read in TIMEMASTER can obviously be
delighted to help you find just the
the Travelers' Manual provide a used as a gateway to other, existing
kind of information you need.
framework for an unending role-playing games of various genres.
And what kind of information is
campaign of adventure, mystery, and Over time Goblinoid Games will
that? Two kinds: facts and flavor.
intrigue. release a series of role-playing games
Facts are important of course. You
You, the CM, have the most using the same system, so that
don't want to send your players to
important role of all in this characters can move easily between
Rome in 350 A.D. and have them
continuum of adventure. You "run" TIMEMASTER and these other role-
bump into Julius Caesar; he'd already
the game; you set up plots and playing games.
been dead for almost 400 years by
scenarios, interpret and apply the then. The facts about some Scenarios
rules, bring the NPCs to life, and interesting event are important to
generally make sure that everyone Before you get around to creating
maintaining the fun and believability
has fun while playing. This section of worlds, you'll probably be creating
of your game.
the rules contains tips for running scenarios, individual adventures
Flavor is essential to your game. It
your games. which can be played in one to three
includes the colors, the sights, the
gaming sessions. The most typical
smells, and the sounds that the
type of TIMEMASTER scenario is the
people of the past experienced. It
"prevention" scenario: the Demoreans
94
GUIDE TO THE CONTINUUM BOOK 2

are out to change the history of this rich, the famous and the powerful. Historical Changes
world or some other one, and the These types of scenarios demand One of the most fun aspects of
PCs are being sent back in time to more from the CM in terms of preparing a scenario is dreaming up
prevent this change. creating a plot line, and more from what happens if the PCs fail their
A good "prevention" scenario the players, but can be the most mission or change history by
should contain at least three of these enjoyable of all. Every scenario accident. Here's how to go about it.
four key elements: should contain hints of intrigue when First, take a look at the Historical
1. Mystery: At the start of the powerful historical people are Changes Chart in Red Ace High as an
scenario, it should not be absolutely involved. example of how to set up your own
clear to the players just what the chart. Next, decide what will happen
Other Scenario Types
Demoreans or other bad guys are up if the PCs completely fail in their
There are many types of scenarios
to. Part of the adventure should be mission. How will history be
other than "prevention" scenarios, of
figuring out the nature of the enemy's changed? Of course, this is purely an
course. Here are a few you will want
plot Most players enjoy mystery as opinion, but it should be based on
to try:
long as you provide enough clues to thought and common sense. Be sure
1. Alterations: These are scenarios
keep the game moving forward and the change that occurs is important
in which the PCs must make a
don't make the mystery so hard the enough to justify the SR of the
carefully controlled change in history.
players can't solve it in time to stop adventure.
This type of scenario usually arises
the enemy. Now, go through your scenario
when the Demoreans have caused a
2. Action: Players usually like a lot and find the items or events which
change in history, and the Time
of action in their games. This doesn't have a very high SR. Your PCs will
Corps judges that it would be too
mean your scenario should be one make gross, major changes in history
difficult or dangerous to intercept the
constant fight; that gets boring very if these points count against them;
Demorean mission. Instead, the
quickly. A good scenario contains a probably changes similar to those
Corps decides to "undo" the effects of
variety of action-oriented encounters: which occur if they fail, but on a
the change the Demoreans have
fistfights, duels, gunfights, desperate smaller scale. Finally, think through
caused.
chases, wild brawls. These should all the smaller changes. Here we're
2. Double reversals: In some
arise naturally from the overall plot probably in a range where the change
alternate world, history is supposed
of the adventure. will come about because the PCs
to come out differently than it did on
3. Battles: One of the unique have made a number of small
Earth, and a Demorean or renegade is
elements of TIMEMASTER is its mistakes. These outcomes can thus be
trying to make it match Earth's.
systern allowing PCs to take a role in anything reasonable which could
3. Paradox scenarios: The PCs are
major historical battles and role-play result from the combined effect of
in a twin Parallel on a mission. This
their characters in the midst of those those mistakes.
twin Parallel is old enough that it too
battles. This doesn't mean that every
has a Time Corps, and the PCs' Game Balance
scenario should contain a battle. It's a
"twins" are agents of that Time Corps.
choice you have, however, and one You will quickly discover that armed
The PCs have a mission, and their
which many players may relish. combat in the TIMEMASTER game
twins have a completely opposite
When playing a battle, you may system becomes very deadly very
mission in the same time and place.
not be recreating the entire battle; quickly! It is extremely important
you may choose to play only the Assigning Significance Ratings when you are designing your own
crucial, decisive portion of the battle, Significance Ratings serve two scenarios to make sure that the PCs
letting the PCs play a major role in functions: they reflect the relative have a good chance to win the fights
determining the outcome. But importance of a person or event to in which they become involved. As a
remember, you characters aren't history, and they serve as the basis for general rule of thumb, one or two
going to fight in a battle just because the character advancement system in skilled NPCs for each PC in a fight
you provide it for them; there must the game. Of these two functions, the should make an even match. As the
always be a logical reason for them to second is the more important. PCs gain more and different skills
become involved in such a dangerous Professional historians could argue and Paranormal Talents, you can
situation. Frequently, they will be for hundreds of years over the gradually increase the ratio to three
involved in a battle because it is the relative significance of different or more skilled NPCs per PC in the
only way they can find to prevent events; in the end, any decision is a encounter.
some Demorean plot from matter of opinion. Don't let that Until you have gained experience
succeeding. hinder you. Use the SRs in this book running the game system, don't be
4. Intrigue: More experienced and in Goblinoid Games adventure afraid to err on the side of the PCs.
players, especially, will enjoy scenarios as guidelines, and assign You can always make an encounter
scenarios that involve plots, the SR you think appropriate for your tougher if need be; a few more guards
counterplots and intrigues among the game. can come along, a few more soldiers
95
BOOK 2 GUIDE TO THE CONTINUUM

can hear the sounds of fighting. You different adventures. Give each of Assemble your agents, sit back, and
can't always make an encounter these villains a distinct personality enjoy: the time is right.
easier in the same way without and style. You'll know you've hit the
destroying the believability of the right way to present them when you SUGGESTED READING
game. hear your players say things like, These books will help you find more
Balance also applies to the "Hm...this looks just like the kind of information about the time periods
mystery and intrigue elements of a situation old so-and-so (referring to discussed in the Guide to the
scenario. Every mystery must have the NPC villain) would try to set up." Continuum. They would be a good
clues to help the PCs solve it; every 5. Don't be afraid to enforce the place to begin your own research.
intrigue must provide an opportunity rules. One error many beginning CMs
to escape or to reverse the plot. At all make is letting the PCs get away with ATHENS, Fifth Century B.C.
Hamilton, Edith: The Greek Way
times, the PCs should at least think too much by making the game too
Herodotus: The Persian Wars
they have a good idea of what they easy for them. While players always Homer: The Iliad and The Odyssey
should be doing or trying to enjoy seeing their characters advance Thucydides: History of the Peloponnesian
accomplish. and become more powerful, they War
quickly get bored when they don't
Campaign Play ROME, 61 B.C.-37 A.D.
have to think hard and fight hard to
earn that advancement. Caesar, Julius: Commentaries
Your players will probably want to be
Grant, Michael: History of Rome
involved in an ongoing campaign: a 6. HAM IT UP. Don't hesitate to Hamilton, Edith: The Roman Way
series of adventures using the same really speak and gesture like the Barker, Phil: The Armies and Enemies of
characters over and over again. Here NPCs your PCs meet during an Imperial Rome, 150 B.C. to 600 A.D.
are a few important tips to keep in adventure. The more you act "in
mind when you begin a campaign: character," the more your players are ANGEVIN ENGLAND, 1154-1216
encouraged to do so, and the more Costain, Thomas: Any of his several
1. Know the rules of the game.
histories and historical novels dealing
The CM should be familiar with all fun your game is for everyone.
with Plantagenet England
the game rules and know where to Goldman, James: The Lion in Winter
The Most Important Rules
look in the books to find a needed (drama)
rule quickly. You interpret the rules, We saved the two most important Oldenburg, Zoe: The Crusades
and your decisions are final; in rules of the game for the last of this Oman, Charles: The Art of War in the
fairness to your players, you must book. They are: Middle Ages
know the rules well when you make 1. FUN. The purpose of playing TUDOR ENGLAND, 1509-1603
decisions. any game is to have fun. No matter Chute, Marchette: Shakespeare of London
2. Keep accurate records of each what else your group is doing "right" Jenkins, E.: Elizabeth the Great
character's Basic Abilities, skills and or "wrong" according to the rules, if Mattingly, Garrett: The Armada
PTs. Also, keep a log for yourself of everyone, including you, is having Oman, Charles: A History of the Art of
the time periods that each character fun, you aren't doing anything War in the Sixteenth Century
has visited. Your players should be seriously wrong. If someone isn't Tillyard, E.M.W.: The Elizabethan World
willing to help with this record having fun, do whatever is necessary Picture
keeping, but you should always have to see that they do. Wilson, John Dover: Life in Shakespeare's
England
your own copies of all records. You 2. CONTROL THE GAME. The
will find these very useful during play CM has absolute control over what NAPOLEONIC FRANCE, 1804-1815
when rolling secret checks, and when happens in his or her own game, for Chandler, David: The Campaigns of
the players forget to record some the purposes of seeing that everyone Napoleon
important item or event. does have fun. You have the power, de Caulaincour: With Napoleon in Russia
3. Keep accurate records of the as CM, to change any die roll, Forester, C.S.: Any of the "Hornblower"
series of novels
progress of your game. Make notes to interpret, or if need be, even change,
Petrie, F.W.: Any of several histories of
yourself about major NPCs, about any rule. Use this power sparingly, Napoleonic campaigns
any plots or intrigues going on in an but don't hesitate to use it to keep the
adventure. It is vitally important that game moving and keep the game fun. FRANCE, 1940-1944
you keep the "plot" of the story The success of the scenario or the Eisenhower, Dwight D.: Crusade in
straight. If you don't keep some notes campaign is up to you; despite the Europe
Patton, George S., Jr.: War As I Knew It
or records, you will probably forget rules and suggestions provided in the
Ryan, Cornelius: The Longest Day
important details. Manual and the Guide, your Shirer, William: The Collapse of the Third
4. Your players will probably imagination will bring the Republic, The Rise and Fall of the Third
enjoy a campaign game even more TIMEMASTER adventure to life. Reich
than they normally would if you Somewhere in time, the Demoreans
create a few standing NPC villains: are already at work, tinkering with
powerful Demoreans or renegades the delicate balance of history.
whom the PCs keep bumping into on
96
TM

Action Table
Defense Column
Ability Skill
Checks Checks
Attack 1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136+

Margin 1 2 3 4 5 6 7 8 9 10
0 LK L L L L S S S S S
1-4 M M L LK L LK L S S S
5-9 H MK M L L L L L LK S
10-29 C H MK M M M LK L L L
30-49 C C H M MK M M MK L LK
50-69 CK CK C H H H M M M M
70-89 CK CK CK CK H H H H M M
90-94 CK CK CK CK CK HK H H H H
95-99 CK CK CK CK CK CK HK HK H H
100+ CK CK CK CK CK CK CK HK HK H
ARMED COMBAT RESULTS UNARMED COMBAT RESULTS
Code Result Code Result (Defender loses points from current STA)
Scratch: Lose 1-2 points (see above), and Scant Damage: Lose 1-2 points (roll 1d10; 1-5=1,
S mark one wound box.
S 6-10=2).
Light Wound: Lose 2-20 points (1d10x2),
L and mark two wound boxes.
L Light Damage: Lose 2-20 points (1d10x2).
Medium Wound: Lose 4-40 points
M (2d10x2), and mark three wound boxes.
M Medium Damage: Lose 4-40 points (2d10x2).
Heavy Wound: Lose 6-60 points (3d10x2), Harsh Damage: Lose 6-60 points (3d10x2), and
H and mark four wound boxes.
H mark one wound box.
Crushing Damage: Lose 6-60 points (3d10x2),
Crippling Wound: Lose 6-60 points
C (3d10x2), and mark five wound boxes.
C and mark two wound boxes (or called shot, if
specified otherwise).
Knockdown: Defender knocked down and
back 5 feet; must make DEX check to hold Defender knocked down and back 5 feet; all
K onto any hand-held items; all uncompleted
K uncompleted actions this round are cancelled.
actions this round are cancelled.
COMBAT PROCEDURE
Defender declares luck use (PCs, missile attacks
1 Declare attack 4 only)
Attacker rolls specific check against strike
2 Determine base damage 5 number
3 Determine strike number 6 Apply results
SEQUENCE OF PLAY FOR ONE ROUND
1 CM declaration 8 Side A melees
2 PC declaration 9 Side B uses paranormal talents
3 Initiative determination 10 Side B fires or throws missiles
4 Side A uses paranormal talents 11 Side B moves
5 Side A fires or throws missiles 12 Side A defensive missile fire
6 Side A moves 13 Side B melees
7 Side B defensive missile fire 14 Stamina loss and recovery
Permission granted to photocopy this form for personal use.
Copyright 1984, 2011 Daniel Proctor. TIMEMASTER and TIMEMASTER logos are trademarks of Daniel Proctor.
TM

CHARACTER SHEET

Character: Player:
BASIC STATISTICS BACKGROUND
Strength (STR): Willpower (WPR): Date of Birth: Place of Birth:
Dexterity (DEX): Perception (PCN): Age at Recruitment: Current Age:
Agility (AGL): Luck (LUCK): Original Profession: Nationality:
Personality (PER): Stamina (STA): Education: Sex:
Penetration Bonus: Unskilled Melee: Height: Eye Color:
(STR+AGL)/2 Weight: Hair Color:

TIME CORPS RANK/GRADE /


Current Stamina: Success Points:
WOUNDS
Current Willpower:
Stamina Recovery Rate:
Armor: AR:
Stamina Loss/Round: Current Disguise:

SKILLS PARANORMAL TALENTS


Name Base Level Score Name Base Score
Historical Specialty Paranormal Memory
Time Corps Stunner

WEAPONS
Range
Name Mod. Base

TIMES VISITED
Date Date
Parallel Entered Left

Permission granted to photocopy this form for personal use.


Copyright 1984, 2011 Daniel Proctor. TIMEMASTER and TIMEMASTER logos are trademarks of Daniel Proctor.
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