IRPS NEWSLETTER September 1, 1996. Issue # 9 Table of Contents: IRPS Monthly status Report (Michael Popovich ) Editor's Note (Karen Mizeri Message from Marz Lawrence marz Rambling Thoughts Kosala Ubayasekara DM's Advice Earl Harrison Status Report - #IRPS David Knisley On the Shoulders of Giants Bruce Sheffer More Than Just Dice Jay Collins The MetroGnome Dave Mavretic ) The Dragon Bruce Butkus -------------------------------------------------------------------------------- FICTION: -------------------------------------------------------------------------------- The Assassins Tim Elford AND Goran Zidar Journal of Fireside Tales John "B.J." Tomkins Top Ten John "B.J." Tomkins Rae Dawn Anthony Scalzitti -------------------------------------------------------------------------------- Monthly Classified Ads: -------------------------------------------------------------------------------- Land of Shadows PBEM The Kindred Network The Moon Nights ANDCON Convention Image Webverse -------------------------------------------------------------------------------- IRPS Monthly status Report Michael Popovich -------------------------------------------------------------------------------- Hello Once Again! Wow, I'm definitely pleased with how IRPS has been progressing through the past few months. When the club first started, we had only a few things to offer such as the web page, newsletter, and gaming discounts, but with the IRPS Online city soon coming into existence we'll have more to offer to our club members. Also, I would like to thank each and everyone of our members who make IRPS a much better place. Currently, our club membership is up to around 1400 people which is definitely a growth spout for the club. Well, that's enough about my mouth yapping away, enjoy the rest of the newsletter (which by the way is arranged differently this month). -------------------------------------------------------------------------------- Editor's Note Karen Mizeri -------------------------------------------------------------------------------- Greetings all! You will notice this month's newsletter is fairly large. I would like to thank everyone who submitted and encourage them to keep up the good work. :) We are starting to draw a lot more attention. For this reason we have a new set of guidelines for submissions. Effective immediately they are as follows: - All articles must be submitted in DOS text. Lines are 80 characters. - Absolutely no foul language. - Articles must be spell checked, and have an understandable format. - Articles must meet basic grammar requirements. - We accept articles in English only. - ARTICLES MUST MEET ALL COPYRIGHT/TRADEMARK LAWS. This is very, very important. The larger companies are starting to crack down. IRPS cannot afford to be held responsible for copyright/trademark breech. Questionable articles will be refused unless the author can prove they meet these laws. - Original submissions only please. We do not reprint. - We reserve the right to not to publish everything we receive. - We accept role playing aides, fiction, poetry, and classified advertisements. - Submission deadline is the 25th of the month until further notice. For anyone not sure if they meet these requirements, submit your article early. I am quite willing to assist anyone who would like to submit in meeting the guidelines. The newsletter will now be divided into four parts. 1) Monthly columns. For those of you who write every month. 2) Role playing aides. This is monsters, items, new tables, etc. 3) Fiction 4) Classified advertisements We are also considering doing an on-line magazine for IRPS. I will need volunteers to work in all departments and head others: Graphics Research On-line maintenance HTML Layout - Jenn Millington Editing/coordination - Karen Mizeri Anyone who is interested please E-mail me with a list of your qualifications and experience. I will continue to do the editing and coordination of the newsletter/magazine. Jenn Millington will be handling layout. We will shortly be starting weekly meetings for the newsletter staff. These will be announced at a later date. Again, thanks to all the writers for helping the newsletter grow. :) I would like to encourage anyone out there who is thinking about submitting and hasn't yet. :) Anyone who has questions can email me at the above address, or from the IRPS homepage. Sincerely, Karen Mizeri ------------------------------------------------------------------------------ Ways to Make your Campaign more Fun Jenn Millington ------------------------------------------------------------------------------ I have found that sometimes campaigns can become boring. Gamers play the same characters over and over again and eventually their characters become identical. Sometimes I find the best way to cure this problem is by creating a bogey table. The bogey table allows you to give negative and positive traits to your gamers. I recommend giving one positive and one negative. This will require gamers to take more care in role playing their characters. Bogey Table (roll 1d6 and 1d10) % Bogey Notes 01 Ugliness -1 to comeliness 02 Beauty +1 to comeliness 03 Poor Sight 10 % chance of reading something wrong. 04 Sexual Charm +2 to Charisma when dealing with opposite sex. Members of opposite sex find you sexually irresistible 05 Deafness Can hear only the loudest noises. 06 Amiability Never takes offense +1 to Charisma 07 Stammer -1 to Charisma. Cannot speak in an emergency 08 Leadership +1 to Charisma 09 Limp -1 to Dexterity: movement rate one slower than normal 10 Presence of mind Gains +1 in morale or control tests 11 Asthma -1 to Constitution. Allergic to pollen, dust or animals. 12 Oratory +1 to Charisma. Can convince people to see things his way. 13 Poor Health -1 to Constitution. Gets exhausted easily, +1 to catching diseases. 14 Born organizer +1 to Intelligence. Will never forget supplies. 15 Shyness Difficulty in dealing with people. -1 to Charisma. 16 Gift of sleep Can sleep anywhere, anytime 17 Belligerence Takes offense at any criticism. -1 to Charisma 18 Resistance to alcohol Never gets drunk. +2 in tests 19 Insomnia Fitful sleep 20 Good health +1 to Constitution. Takes twice as long to become exhausted, -1 to catching diseases. 21 Prone to intoxication Always gets drunk. -2 in tests 22 Resistance to pain +1 to any checks to do with pain. 23 spendthrift/hoards obsessional spending or hoarding of money 24 Gift of tongues +2 to figuring out language (takes 1 day) 25 Fear of crowds Fears being around more than 10 people. Save vs paralyzation at -2 or freeze in terror 26 Allure Can receive one henchman every 6 levels 27 Kleptomania Always stealing small objects +20% to pick pockets 28 Impersonation Automatically gets the disguise proficiency 29 Agoraphobia Paralyzing fear of open spaces. Save vs paralyzation at -2 or freeze in terror. 30 Good with animals Has animal handling proficiency 31 Fear of water Cannot swim. Save vs. paralyzation at -2 or panic if in water over head. 32 Gambling Has the gaming proficiency 33 Fear of spiders/snakes Paralyzing fear of spiders/snakes. Save vs paralyzation at -2 or freeze in terror. 34 Green fingers Can make any plant grow 35 Fear of rodents Paralyzing fear of rodents. Save vs paralyzation at -2 or freeze in terror. 36 Mechanical genius Can understand machines workings after study. Has engineering proficiency 37 Fear of animals Paralyzing fear of one animal. Save vs paralyzation at -2 or freeze in terror. 38 Born Swimmer automatic swimming proficiency 39 Allergic to horses Must make a constitution check or be paralyzed by sneezing 40 Born climber +20% to climb walls 41 Easily bruised suffers an extra hp damage for each d of damage from bludgeoning weapons 42 Artistic ability Has artistic ability proficiency 43 Clumsy -1 to Dexterity 44 Sense of direction Knows exactly where he is (relative to north/south) 45 Monochrome sight Cannot see colors - only black, white or shades of gray 46 Photographic memory Intelligence check to see if player remembers situation 47 Deep sleeper Will only awaken when disturbed by a loud noise - takes 1-6 rounds before he is capable of any combat. 48 Trivia Buff 25% chance to know some obscure piece of history about an area 49 Fear of heights Save vs paralyzation at -2 or freeze in terror 50 Musical Instrument Has musical instrument proficiency in one instrument. 51 One Eye -1 to Dexterity and comeliness 52 Resistance to cold Has survival cold proficiency 53 Body odor -1 to Charisma. People avoid you 54 Resistance to heat Has survival heat proficiency 55 Snoring Anybody sleeping within 30 ft. indoors, 20ft. outdoors will not be able to sleep restfully. 56 Light sleeper 75% chance to wake at slightest disturbance 57 Different colored eyes -1 to Charisma. Considered to have bad luck and the evil eye. 58 Juggling Has juggling proficiency 59 Claustrophobia Paralyzing fear of confined spaces. Save vs paralyzation at -2 or panic. 60 Ambidextrous +1 to Dexterity. Can use a weapon in either hand equally well. 61 Talks in sleep Tends to talk in his sleep. Will disturb the sleep of other players and may share important secrets while asleep. 62 Reads lips Automatically has the rip leading proficiency. 63 Sleep walker Walks in his sleep. Has no memory of this occurrence. 64 Natural Rider Naturally knows how to ride horses. Has riding land-based proficiency. 65 Lycanthropy 50% change into a wolf/bear/dog on a full moon, or under intense situations (25% chance). 66 Healing Hands Restores 1-6hp once per day by laying on hands. 67 Hot-tempered Tends to lose his temper when things are not going his way or in fights. He will tend to act before thinking. 68 Empathy Can sense what sentients are feeling (as per the Psionicist's Handbook). 69 Paranoid Believes that the world is out to get him. -------------------------------------------------------------------------------- Message from Marz Lawrence Marz -------------------------------------------------------------------------------- GURPS PHOBIAS Q- QUIRK -#s = DISADVANTAGES A -5 Acaro-itching or of the insects that cause itching -5 Acero-sourness -10 Achluo, Scoto-darkness -5 Acoustico-noise -5 Acro-heights -5 Aero-drafts, or airbourne noxious substances Q Aeroacro-open high places Q Aeronausi-vomiting secondary to airsickness -10 Agora, Demo-open spaces or of being in crowded, public places like markets -5 Agra-sexual abuse -5 Agrizoo-wild animals -5 Agyro-streets or crossing the street -5/-10 Aichmo, Belene-needles or pointed objects(ie weapons) Q Ailuro, Eluro, Felino, Galeo, Gato-Cats Q Albuminuro-kidney disease Q Alektoro-chickens -5/-10 Algo, Odyno, Odyne-pain Q Allium-garlic -5 Allodoxa-opinions -10 Alto-heights -5 Amatho, Konio-dust Q Amaxo-riding in a car -10 Ambulo, Stasibasi, Stasi-walking Q Amnesi-amnesia -5 Amycho-scratches or being scratched -5 Anablepobia-looking up -5 Ancrao, Anemo-wind -15 Andro-men -5 Anemo-air drafts or wind -10 Angino-angina, choking or narrowness Q Anglo-England, English culture, etc -5 Ankylo-immobility of a joint -5 Anthro-flowers -15 Anthropo-people or society -5 Antlo-floods -5 Anupta-staying single Q Apeiro-infinity -15 Aphenphosm, Haphe, Hapte--being touched Q Api-bees -5 Apotemno-persons with amputations Q Arachibutyro-peanut butter sticking to roof of mouth Q Arachne-spiders -15 Arithm-numbers -15 Arrhen-men -10 Arson-fire -5 Astheno-fainting or weakness -5 Astra or Astrapo-thunder and lightning -5 Atelo-imperfection Q Ate-ruins -5 Atychi-failure Q Aulo-flutes Q Auro-gold Q Aurora-Northern lights Q Autodysomo-one that has a vile odour -10 Automyso-being dirty -10 Auto-being alone or of oneself -5 Avio or Aviato-flying B Q Bacillo, Microbio-microbes Q Bacterio-bacteria -5 Bogy-bogies or the bogeyman -5 Ballisto-missles or bullets Q Bolshe-Bolsheviks -10 Baro-gravity -15 Baso or Basi- Inability to standwalking or falling -5 Batho-depth -15 Batono-plants -5/Q Bato-heights or being close to high buildings Q Batracho-amphibians, such as frogs, newts, salamanders -10 Biblio-books Q Blenno, Myxo-slime -5 Bromidrosi or Bromidro-body smells Q Bronto-thunder storms Q Bufono-toads C -5 Caco-ugliness -5 Caino or Cainoto-newness, novelty -5 Caligyne-beautiful women -5 Cardio-the heart -10 Carno-meat -5 Catagelo-being ridiculed Q Catapeda-jumping from high and low places -10 Cathiso-sitting Q Catoptro-mirrors -5 Ceno or Cento-empty rooms, empty spaces Q Cerauno-thunder -5 Chaeto, Trichopatho, Tricho-hair -5 Cheima or Cheimato-cold -5 Chemo-chemicals or working with chemicals Q Chero-gaiety Q Chiono-snow Q Choro-dancing -5 Chrometo or Chremato-money -15 Chromo or Chromato-colors -15 Chrono-time -15 Cibo, Sito, Sitio-food -5 Claustro-confined spaces -5 Cleithro or Cleisio-being locked in an enclosed place Q Clepto-stealing Q Climaco-stairs, climbing or of falling downstairs -5 Clino-going to bed -5 Clithro or Cleithro-being enclosed Q Cnido-strings Q Cometo-comets Q Coimetro-cemeteries Q Coito-coitus -5 Contrelto-sexual abuse Q Coprastaso-constipation -5 Copro-feces Q Counter- The preference by a phobic for fearful situations Q Cremno-precipices Q Cryo-extreme cold, ice or frost -5 Crystallo-crystals or glass -5 Cyber-computers or working on a computer Q Cyclo-bicyles Q Cymo-waves or wave like motions Q Cyno-dogs -5 Cyprido, Cypri, Cypriano, or Cyprino -prostitutes or venereal disease D -5 Decido-making decisions Q Defecaloesio-painful bowels movements Q Deipno-dining and dinner conversations -5 Demento-insanity Q Demono or Daemono-demons Q Dendro-trees Q Dento-dentists Q Dermato-skin lesions -5 Dermatosio or Dermato-skin disease Q Dextro-objects at the right side of the body Q Diabeto-diabetes Q Didaskaleino-going to school -5 Dike-justice Q Dino-dizzyness or whirlpools Q Diplo-double vision -5 Dipso-drinking Q Dishabilio-undressing in front of someone -5 Domato or Oiko-houses or being in a house -5 Dora-fur or skins of animals Q Dromo-crossing streets Q Dutch-the Dutch -5 Dysmorpho-deformity Q Dystychi-accidents E -5 Ecclesio-church -5 Eco-home Q Eico or Oiko-home surroundings Q Eisoptro-mirrors or of seeing oneself in a mirror -5 Electro-electricity -5 Eleuthero-freedom Q Emeto-vomiting Q Eneto-pins -5 Enochlo-crowds -5 Enosio, Enisso-having committed an unpardonable sin -15 Entomo-insects -10 Eoso-dawn or daylight Q Epistaxio-nosebleeds Q Equino-horses -5 Eremo-being oneself or of loneliness Q Ereuthro-blushing Q Ergasio- 1)work or functioning 2) Surgeon's operating -10 Ergo-work -10 Eroto-sexual love Q Eu-hearing good news Q Euroto-female genitalia Q Erythro, Eryto, Ereutho- 1) redlights 2) Blushing F -5 Febri, Fibri or Fibrio-fever Q Franco, Gallo, Galio-France, French culture Q Frigo-cold, cold things G -5 Gamo-marriage Q Gelio-laughter -5 Genio-chins -10 Geno-sex -5 Genu-knees Q Gephyro-crossing bridges Q Germano-Germany, German culture, etc -5 Gerasco-growing old -5 Geronto-old people or of growing old -5 Geuma or Geumo-taste -5 Glosso-speaking in public or of trying to speak -10 Gnosio-knowledge -5 Grapho-writing or handwriting -5 Gymno-nudity -15 Gyne or Gyno-women H -5 Hade-hell -5 Hagio-saints or holy things -5 Hamarto-sinning -5 Harpaxo-being robbed Q Hedono-feeling pleasure -15 Helio-the sun Q Hellenologo-Greek terms or complex scientific terminology Q Helminth-being infested with worms -5 Hemo or Hema or Hemato-blood Q Heresy or Hereio-challenges to official doctrine or of radical deviation -15 Herpeto-reptiles -10 Hetero, Sexo-the opposite sex -5 Hiero-priests or sacred things Q Hippo-horses Q Hippopotomonstrosesquippedalio-long words Q Hodo-road travel Q Horme-shock Q Homichlo, Nebula-fog Q Homilo-sermons -5/-10 Homo-sameness, monotony or of homosexuality or of becoming homosexual (males more than females) Q Hydrargyo-mercurial medicines -15 Hydro-water Q Hydrophobo-rabies -5 Hyelo or Hyalo-glass -15 Hygro-liquids, dampness, or moisture Q Hyle-materialism Q Hylo-forests -5 Hypengyo or Hypegia-responsibility -15/Q Hypno-sleep or of being hypnotized -5 Hypsi-height I -5 Iatro-going to the doctor -15 Ichthyo-fish -10 Ideo-ideas Q Illyngo-veritgo or feeling dizzy when looking down -5 Io-poison -10 Isolo-solitude, being alone Q Isoptero-termites, insects that ear wood Q Ithyphallo-seeing or having an erect penis J Q Japano-Japanese Q Judeo-Jews K Q Kainolo-novelty Q Kaino-anything new, novelty -5 Kakorrhaphio-failure or defeat -5 Katagelo-ridicule -10 Kathiso-sitting down -5 Keno-voids or empty spaces Q Kerauno-thunder and lightning -15 Kineto or Kineso-movement or motion Q Klepto-stealing -5 Koinoni-rooms -10 Kolpo-genitals, particularly female -5 Kopo-fatigue Q Kymo-waves Q Kyno-rabies Q Kypho-stooping L Q Lachano-vegetables Q Lepro or Lepra-leprosy -10 Lalio or Lalo-speaking -5 Leuko-the color white Q Levo-things to the left side of the body Q Ligyro-loud noises -5 Lilapso-tornadoes and hurricanes Q Limno-lakes Q Linono-string Q Litica-lawsuits -5 Logizomechano-computers -15 Logo-words Q Lui-lues, syphillis -15 Lygo-darkness -5 Lysso-becoming mad M Q Macro-long waits -5 Maieusio-childbirth -5 Malaxo, Sarmasso-love play -5 Mania-insanity -5 Mastigo-punishment -10 Mechano-machines Q Medomalacu-losing an erection Q Medortho-an erect penis -5 Megalo-large things Q Melisso-bees -5 Melo- Fear or hatred of music Q Meningito-brain disease -5 Meno-menstruation -5 Merintho-being bound or tied up -10 Metallo-metal Q Meteoro-meteors Q Methy-alcohol Q Metro- Fear or hatred of poetry -5 Micro-small things -10 Miso-being contaminated with dirt of germs -5 Mnemo-memories -5 Molysmo or Molysomo-dirt or contamination -10 Mono-being alone Q Monopatho-definite disease Q Motor-automobiles Q Motte-moths Q Muso or Muro-mice -5 Mycro-small things -15 Mycto-darkness Q Myrmeco-ants -5 Myso-germs or contamination -5 Mytho-myths or stories or false statements N -5 Necro-dead things Q Negro-Negros -5 Nelo-glass Q Neopharma-new drugs -15 Neo-anything new Q Nepho-clouds -5 Nocti-the night -15 Nomato-names Q Nosocome-hospitals -5 Noso or Nosema-becoming ill -5 Nosto-returning home Q Noverca, Phthirio-your mother-in-law Q Nucleomitu-nuclear weapons -10 Nudo-nudity -15 Numero-numbers -15/-10 Nycto-the dark or of night O -5 Obeso, Pocresco-gaining weight -5 Ochlo-crowds or mobs -5 Ocho-vehicles Q Odonto-teeth Q Oeno-wines Q Oiko-home surroundings, house -10 Olfacto-smells -10 Ombro-rain or of being rained on -10 Ommeta or Ommato-eyes Q Oneiro-dreams Q Oneirogmo-wet dreams Q Onomato-hearing a certain word or of names Q Ophidio, Snake-snakes Q Ophthalmo-being stared at Q Opto-opening one's eyes -10 Ornitho-birds -5 Ortho-property -5 Osmo or Osphresio-smells or odours -5 Ostracono-shellfish -10 Ourano-heaven P -10 Pago-ice or frost -10 Pantho-suffering and disease -15 Pano or Panto-everything Q Papa-the Pope -5 Papyro-paper -5 Paralipo-neglecting duty or responsibility -5 Para-sexual perversion -10 Parasito-parasites Q Partheno-virgins or young girls -10 Patho-disease -5 Patroio-heredity -5 Peccato-sinning, imaginary crime Q Pediculo, Phthirio-lice Q Pedio-dolls -10 Pedo-children Q Pelado-bald people Q Pellagro-pellagra -5 Penia-poverty -10/-15 Phago-swallowing or of eating Q Phalacro-becoming bald Q Phallo-a penis, esp erect Q Pharmaco-taking medicine Q Phasmo-ghosts -15 Phengo-daylight or sunshine Q Philema or Philemato-kissing -5 Philo-falling in love or being in love -5 Philoso-philosophy Q Photoauglia-glaring lights -15 Photo-light -10/Q Phono-noises or voices or one's own voice; of phones -5 Phronemo-thinking Q Phthisio-tuberculosis Q Placo-tombstones -5 Pluto-wealth -5 Pluvio-rain or of being rained on -5 Pneumati-spirits -5 Pnigo or Pnigero-choking of being smothered Q Pogono-beards Q Politico- Fear or abnormal dislike of politicians -10 Poly-many things -5 Poine-punishment -5 Pono-overworking Q Potam-rivers Q Poto-alcohol Q Pharmaco-drugs Q Procto-rectum Proso-progress Q Psellismo-stuttering -5 Psycho-mind Q Pterono-being tickled by feathers -5 Pyrexio-Fever -5 Pyro-fire R -5 Radio-radiation, x-rays Q Ranida-frogs -5 Recto-rectum or rectal diseases -5/-10 Rhabdo-being severely punished or beaten by a rod, or of being severely criticized Also magic -5 Rhypo-defecation Q Rhyti-getting wrinkles -5 Rupo-dirt Q Russo-Russians S -5 Satano-Satan Q Scato-fecal matter -5 Scelerophibia-bad men, burglars -5 Scio Scia-shadows Q Scoleci-worms Q Scoliono-school -5 Scopo or Scopto-being seen or stared at Q Scotoma-blindness in visual field Q Scripto-writing in public Q Sela-light flashes -5 Seleno-the moon -5 Seplo-decaying matter -5 Siderodromo-trains, railroads or train travel -5 Sidero-stars -5 Sinistro-things to the left, left-handed Q Sino-Chinese, Chinese culture Q Socera-parents-in-law -5 Social -being evaluated negatively in social situations -10 Socio-society or people in general -5 Sopho-learning -10 Space-outer space Q Spectro-specters or ghosts -5 Spermato or Spermo-germs Q Sphekso-wasps Q Stauro-crosses or the crucifix -5 Steno-narrow things or places Q Stygio or Stigio-hell Q Suri-mice Q Symbolo-symbolism Q Symmetro-symmetry -5 Syngeneso-relatives Q Syphilo-syphilis T -5 Tacho-speed Q Taenio-tapeworms Q Taphe, Tapho-being buried alive or of cemeteries Q Tapino-being contagious Q Tauro-bulls -10 Techno-technology -5/-10 Teleo- 1) definate plans 2) Religious ceremony Q Telephono-telephones Q Terato-bearing a deformed child, monsters or deformed people Q Testo-taking tests Q Tetano-lockjaw, tetanus Q Teuto-German or German things Q Texto-certain fabrics -10 Thaaso-sitting -5 Thalasso-the sea -15 Thanato-death or dying Q Theatro-theatres -5 Theologico-theology -10 Theo-gods, religion -10 Thermo-heat -5 Toco-pregnancy or childbirth -5 Tomo-surgical operations Q Tonitro-thunder -5 Topo-certain places -5 Toxi, Toxo, Toxico-poison -5 Traumato-injury Q Tremo-trembling Q Trichino-trichinosis Q Triskadeka-the number 13 Q Tropo-moving or making changes Q Trypano-injections Q Tuberculo-tuberculosis -5 Tyranno-tyrants U -5 Urano-heaven -10 Uro-urine or urinating V -5 Vaccino-vaccination -5 Venustra-beautiful women -10 Verbo-words -5 Vermino-germs -5 Vesti-clothing Q Virgiuiti-rape Q Vitrico-step-father X Q Xantho-the color yellow or the word yellow -10 Xeno-strangers or foreigners -5 Xero-dryness -5 Xylo- 1) wooden objects 2) Forests Z Q Zelo-jealousy Q Zoo-animals -------------------------------------------------------------------------------- Rambling Thoughts Kosala Ubayasekara -------------------------------------------------------------------------------- I am very excited to tell you all that I have gotten quite a large response to my shareware package. I do have to ask one favor, again. Where are the responses coming back telling me if you like the package or not? I know a few of you did not like it and a few of you are using it. How about telling me if you do or do not like it. For those of you that have MIRC or similar program may log into the channel that I am at and chat with me. I am on there every morning from 7-10a Indiana time. My nickname is DungeonM and I am at "IRC.QUARTERDECK.COM" and the channel you will be looking for is "30+". Hope to see some of you there. I can create a new room if enough of you come over to play. We could even get a big game going right there in the chat room. This month's article is going to be about something we are not very familiar with yet, but we are working on it everyday. I am talking about "Birthright". This game caught our eye like no other game TSR has put out in the last couple of years. It is all of the other games put together. It has the deserts of Dark Sun and the mystery of Ravenloft and the bizarre that is Planescape. Please don't say mean things about me for saying that about Planescape. I have only seen pictures and read small articles about it. So I am only saying that based on the limited amount of work that I have read on the subject. Birthright is a game that any player can get into. It is full of all types of cultures, from the western civilizations to the orientals to the mysterious undead. If you want a challenge then tackle one of the awnsheghlien. There are artifacts waiting to be found and adventure everywhere. The most important part of Birthright is the ability to rule your own kingdom. My group will tell you that it is not easy. There are so many things to do and so many things that the DM can do to you while you are ruling your kingdom. Awnshe may attack you or you might be ambushed by another kingdom wanting to expand their domain. The army battles are even easier than the rest of the game. You get your army cards and place them on your mat and then draw the combat cards. No dice involved. When you first get the Birthright boxed set you only get enough cards to fill about 1/4 of the box that you are supposed to use for them. We have bought enough extra material to fill this box. We will have to get another box for them if TSR ever comes out with more cards. For those that don't think there is enough material out there to get you going has not been to their local hobby shop in the past few months. TSR is putting out domain books. What these are is one section of the entire continent outlined. They tell the history, politics, rumors, NPC's and a slew of other things to keep that domain going strong for years to come. There is even a map of the domain for those that just wish to pass through. Next they have a half dozen modules. I don't recommend getting these to early in your quest to learn the game. They are much to hard for beginning DM's and players to play. There are a few kit books out there, and I am sure there will be more to come. I highly recommend looking into this new realm of magic and wonder. If you don't do it for you then do it for your players. I am sure they will thank you for giving them somewhere new to adventure. The entire package is very well done. There is enough maps in the boxed set to keep you going for sometime. They have to be the best maps that TSR has ever done. My group keeps coming back for more of this great continent. They do not want to play our old world anymore. -------------------------------------------------------------------------------- Status Report David Knisley -------------------------------------------------------------------------------- Hail and well met. I haven't published an article for a couple of months and I thought it was about time I share some of the progress we are making in several areas. Firstly we are adding five new channel operators to the undernet channel #IRPS. This means the channel will be monitored virtually around the clock now, so make sure you go in and check it out. Secondly the On-line city is progressing nicely and we are only a couple of weeks away from having the Website up and running. The site will have at the very least a dedicated ISDN line, but most likely a leased line running at 56kbps, which will be ideal. By the publication of the next IRPS newsletter we will be looking for testers for the On-line city. I will tell you that we will be carefully screening play testers as this will be quite an honor. As a result if you are interested in test driving the site, polish up your resume and be ready to submit it. We are planning on taking only 15-20 people to test the site initially. If you would like to see some of the progress that is being made you may check out the temporary server at http://wki.accumem.com:81/jelhan/ Finally I would like to thank everyone that is a member of the IRPS for showing the enthusiasm to make our Society the largest single role-playing body on the Web. You all deserve a big round of applause. See ya next month!!! The game grows. David Knisley -------------------------------------------------------------------------------- On the Shoulders of Giants Bruce Sheffer -------------------------------------------------------------------------------- When exploring alternate worlds or dimensions you may meet what seems to be your double. I see this occurring basically in six different ways: 1) There is someone with the same appearance but due to differences in birth and upbringing, are totally different than yourself. 2) There is someone who looks completely different but is you in all other ways (holds the same job, same upbringing, same grades, same friends, etc.). This assumes that the world is identical to Earth in all significant ways, including social trends, inventions, even celebrities and movies. This has the possibility to completely weird the players out (especially if that person is of the opposite sex), since all the evidence except their eyes convinces them that this true. Usually, seeing is believing, but not here. 3) There is someone who is you on a completely parallel world, but made a choice in the past that sent them in a completely different direction. This can also be done in worlds where the time is advanced (say 20 years in the future) and an event still to happen has radically changed the course of your expected life - the life you would have lived if you did not become an explorer (for example). I really teased one guy by saying that he had become a male prostitute on an alternate world. The player didn't want to think that anything could force him down that path, so be careful. RPG's are supposed to be fun. 4) There is someone who looks like you and acts like you even though the world's history is totally different. Has the same taste in partners, music, food, sports, and literature. May even have followed the same career or another interest that you have but never pursued. However, everything else is different. 5) There is your identical self in the same world, same everything, but time is retarded and you are seeing a younger (perhaps happier) version of yourself. Do you warn yourself about tragedies still to come, try to get him to make the decisions you wish you had made? 6) There is yourself exactly as you are. Lots of folks really don't like themselves so would probably hate having to deal with an externalized version of themselves (especially if they had a tendency to use other people and would now be exploited by this duplicate of themselves). As you can see, there are lots of possibilities for adventure and confusion. Multiply this by the number of player characters and the tangle may never be unwound without Alexander the Great's solution to the puzzle knot. -------------------------------------------------------------------------------- More Than Just Dice: A look at Your Character's Personality Jay Collins -------------------------------------------------------------------------------- Have you been having trouble trying to get the feel of your character? Face it, everyone gets into this dilemma whether you're a beginner or a novice to role-playing games. Sure you've had a lot of characters by now, and some of them seem very similar to each other in more ways than one. By looking at a character's Ability Scores we can determine different things about them. The numbers on your character sheet and the ones you roll in combat are more than just numbers. They are what DEFINE your character. They decide whether you have enough charm to seduce the thick-witted bartender, and they determine whether you strike your opponent or miss. We are going to analyze and examine your character. Let's take a look at a typical generic AD&D character sheet (Some things are excluded on behalf that some are irrelevant to the article): Name: Kaylin Gailswind Age: 150 Eyes: Blue Class/Race: Mage/Wood Elf Hair: Black with hints of silver Alignment: True Neutral Weight: 110 lbs. Level: 1 Sex: Male Ability Scores: Strength: 11 Int: 16 Dex: 10 Con: 9 Wis: 14 Cha: 7 Non-Weapon Proficiencies: Spellcraft, Religion, Ancient History, Leatherworking Weapon Proficiencies: Quarterstaff AC: 8 (leather) THAC0: 20 Base: 20 There's your typical character sheet, with a few things taken out. Let's begin to flesh out what Kaylin is like: Name: Kaylin's name tends to be very exotic and foreign, not like one you would find in large and overcrowded human populations. This is what leads to his race. Race/Class: Kaylin is a wood elf, and at a young age took an interest in the tribal shaman's magic skills. With many years of hard work and diligence, he learned to weave spells of magic. Age: The only thing to be deducted from his age is that he is 150 years old, and rather young for and Elf. Weight: Kaylin weighing 11 pounds is a good average weight for an elf, since they tend to be shorter than humans. Alignment: Kaylin's true neutral alignment suggests that he is easily moved to either side of a situation and is neutral in all affairs, thus being very indecisive in situations. Ability Scores: Now comes the really important part, Kaylin's Ability Scores. All in all you would sum Kaylin up as being moderately strong, never really devoting himself to physical exercise, because of his studies. He is extremely Intelligent due to years of meditation, and reading books on all schools of magic has hardened his brain into complete focus. He is moderately dexterous only choosing to run, or leap to escape the local authorities in the nearest town for sneaking his way into the library. In this particular town the elves of the nearby woods were shunned from the community of humans. Coddled by his mother and father from birth, Kaylin was never let outside to play with the other boys for fear of getting hurt, but he soon recognized not to trifle with the law after his father sternly reprimanded him for sneaking into the library. Spending most of his life indoors, Kaylin wasn't exposed to lengthy talks with others or social interaction and so his Charisma is atrocious. Reading all of those books paid off, when it came to Wisdom. Though he was not able to experience most of life's pleasure's Kaylin's books opened new worlds to him and he experienced tragedy and triumph through the writers words. Well, I hope you enjoyed this article. You can expect to see me around the Internet Role-playing Society scene. If anyone has any question/comments about the article free to E-mail me at the aforementioned address. I am currently running only one campaign which is set in the City of Sigil, in the Planescape Setting. Have fun gaming! Jay -------------------------------------------------------------------------------- The MetroGnome Dave Mavretic -------------------------------------------------------------------------------- This submission is from Tim Elford. I have not play tested this yet, but will in a game coming up soon. Apologies to the list for nothing from me last month. I have been beyond, "extremely busy" at work, and have not had any time to play, let alone play test....:) Please leave me know how this works out for you.....and as always, if you have a magical item you would like sent out to the list, please send it to me at: davem1@island.microserve.com And I'll be happy to play test it and send it to the list with any comments I have.....Thanks!!! Dave From: telford@tusc.com.au There was a discussion on R.G.F.D recently about thieves and their tools. Someone mentioned that an accurate time-keeping device would be handy as thieves need to know how long they have been picking locks, the time b/n guard shifts, etc.. Anyway, from that discussion I invented the MetroGnome [sic] a timekeeping device. I haven't play tested it yet (it's only a day old) but will soon. Thought you might get a giggle. Here ya go: MetroGnome: ~~~~~~~~~~~ This small magical statuette was created by Theodore Humplesprain, a gnomish Mage/Thief. He was a very adept thief and decided to make a time-tracking device to aid him in his exploits. The MetroGnome is a small 2-inch statuette of Theodore himself that he wore on a necklace. When Theodore needed to accurately keep track of time (for the opening of doors, timing guard movements, etc.) he activated the MetroGnome. Pushing the tiny button on the statuette's belt buckle activates the timer and the left eye begins to blink (a barely discernible violet glow) every "second". After 60 such blinks the right hand of the statuette opens and one digit is displayed. After another 60 blinks the right hand displays a second digit, and so on.. After 5 of these transitions the right hand clenches into a fist once more, and the left fist opens and displays one digit. The process begins anew. After 30 minutes the left hand (now displaying 5 fingers) and the right hand (also displaying 5 fingers) clench and the right eye glows a dull green. After another 30 minutes the right eye glows a dull red, then blue, then yellow, and then back to off. The glow from the eyes is barely discernible; virtually invisible at any distance greater than over 5 feet. If so desired the user of the MetroGnome can pull down the eyelids of the statuette and rely on the hands/finger combinations and his/her own memory. Pushing on the statuette's hat turns the Timer off (and resets it) Theodore Humplesprain died in custody, and the statuette fell into the hands of his wicked brother - who sold it to an adventuring party. Where the statue is now is anybody's guess (though DM's have a fair idea....) LEFT HAND: # Digits Time (min.) ~~~~~~~~~~~~~~~~~~~~~ None check right hand, 1 digit = 1 minute. 1 5 min. + right hand 2 10 " " " " 3 15 " " " " 4 20 " " " " 5 25 " " " " None (eye turns green [30 min.] + right hand) etc. Tim *<.-)\ -------------------------------------------------------------------------------- The Dragon Bruce Butkus -------------------------------------------------------------------------------- Dragons, they are powerful and intelligent. This is a creature that has survived the millennium. There should not be so few in the AD&D world. This is a new kit. Level HD # of spells per level # of times per day AC THAC0 x.p. 1 8 2 2 0 15 65,000 2 8 3 1 2 -1 15 130,000 3 9 3 1 2 -2 14 260,000 4 9 4 2 1 3 -3 14 520,000 5 10 4 2 1 3 -4 13 1,050,000 6 10 5 3 1 1 3 -5 13 1,250,000 7 11 5 3 2 1 4 -5 12 1,550,000 8 11 6 4 2 1 1 4 -6 11 1,750,000 9 12 6 4 2 1 1 4 -6 10 1,950,000 10 12 7 5 3 2 1 1 5 -7 9 2,150,000 11 13 7 5 3 2 1 1 1 5 -7 8 2,350,000 12 14 8 6 3 2 1 1 1 1 5 -7 7 2,550,000 Bruce Butkus (Butkusbr@postoffice.ptd.net) -------------------------------------------------------------------------------- FICTION -------------------------------------------------------------------------------- The Assassins - Graduation Tim Elford (telford@tusc.com.au) - The DM Goran Zidar (goran@elf.aust.com) - Craven Home Page: http://www.ozemail.com.au/~goran/Roleplay.htm -------------------------------------------------------------------------------- Episode 1 - Graduation. NOTES: Character: Now I am talking. (action is drawing a weapon) NOW I'M YELLING. {Now I am thinking to myself} ------------------------------------------------------ The Assassins: Argos - Human Thief 1st level LE (NPC) Craven - Human Duelist/Thief 1st/1st LE (PC) Keldirk - Human Thief 1st level NE (PC) Locale: An antechamber somewhere in the Olman Islands, the secret home of The Family, a worldwide network of assassins. Date: 3rd Ready'reat 581 CY (Common Year) ------------------------------------------------------ Craven, Keldirk and Argos sip wine and nervously await their first audience with The Heart of Darkness, known to his followers as The Marquee de'Ahb or Grandfather of All Assassins. Having recently finished their apprenticeships, they expect to learn where on the Flanaess they will begin their careers. Craven: (looks anxiously at the huge bronze doors that lead to the audience chamber. He adjusts his collar for the tenth time) Argos: So, what's he like? Keldirk: Who? The Marquee de'Ahb? Argos: (nods) Keldirk: How in hell am I supposed to know, I haven't met him either. Craven: I once heard some of the elders talking about him, he's really old... ancient in fact, and extremely powerful. They said that he has been ruling over the family for over a century. Argos: (whistles in amazement) He can't be human. Listening to their conversation from just outside the room was Shardan, the Chamberlain's assistant. He had been sent to speak with the graduates instructing them on the proper conduct when presented to their leader. He was also told to explain something of the Marquee de'Ahb to them. Shardan: (enters the room) Oh he's human enough... but more than that now I feel. You three will be presented to him in a short while and I have been instructed to prepare you. My name is Shardan, I am the assistant to the Chamberlain. The Marquee de'Ahb is, as you know, the head of our Family. He wears the cloak of office which bestows certain gifts to the wearer. One of the gifts is longevity. This cloak is called the Vilus Corumdak, translated it means "The Cloak of the Vanquished". It is made from the faces of our most prized targets, which have been removed from the victim as you have been taught. These faces are cured then sewn to the hem of the Cloak. It is believed that the Cloak allows the wearer to communicate with the spirits of those whose faces are part of it. (pauses to gauge the reaction of the three graduates) When the Chamberlain summons you, make sure you are ready; The Marquee de'Ahb does not like to be kept waiting. Do not speak unless he invites you to do so and above all else show him the respect he deserves. The Grandfather has ruled our family for well over 100 years; he deserves and demands respect. In his time he has slain hundreds of people, from beggars to kings, and in recent times killed a number of insolent graduates. Watch what you say and do. This meeting is your final test. Survive this and you will truly be an assassin. Shardan leaves and the three graduates are left alone to contemplate their future. Not only will this meeting formally mark the end of their apprenticeship and elevate them to an active member of the family, but it will also define where they will spend the next several years. The prize for all assassins is to be posted to the Free City of Greyhawk. Ordinarily a new graduate would never be posted there but rumor has it, one of the Family's operatives was recently killed in Greyhawk and it has been decided he will be replaced by a graduate. That prize could be been given to any of the three who now sat waiting for their meeting. * Argos - arguably the best proponent of the crossbow that the assassins have ever trained. This ability would serve him well in the crowded city affording him great opportunities to make the kill. * Craven - graduated second overall, and his unique blend of combat and assassination make him a strong contender for the position. * Keldirk - Graduated prematurely. His early initiation indicates that the elders have big plans for him. That could mean he is due to be posted to Greyhawk. More time passes and the three graduates are became increasingly restless. Keldirk resists the urge to consume his fourth glass of wine, while Craven began pacing the length of the small antechamber. Argos, sits comfortably, seemingly oblivious to the situation, only the constant twitching of his foot betrays his nervousness. Keldirk: I hate all this waiting... what is he doing? Argos: (to Craven) You know that Xavier is in there? Craven: What? Oh hell... if that son-of-a-bitch says anything we could be looking at some serious trouble. Argos: (looking innocent) What's this WE business? It's you he hates. Craven: Well the feeling is more than mutual. Keldirk: Who's Xavier? Argos: He's the guy who graduated ahead of Craven. Keldirk: I like him already. Craven: Ever since I beat him in the battle royale, he's been trying to make everyone think I cheated. He says that I organized his downfall with Argos... and that's the only way I managed to win. Keldirk: Not a bad idea... I guess it worked. Craven: IT NEVER HAPPENED! He lost because he got careless... and that's all there is to it. Its just that he can't accept that he got beaten.' (to Argos) 'If he spreads his crap to the Marquee de'Ahb we could be in deep trouble. Argos: Again with this WE business. Just leave me out of it... the last thing I want is for the Marquee de'Ahb to focus his attention on me. If things go bad I'm afraid you're on your own. Craven: Thanks buddy - It's good to know where your loyalties are. Craven's statement was interrupted by the opening of the bronze doors that lead into the main audience chamber. A middle aged man enters their room and addresses the three of them. Man: Gentlemen, I am Montlebahn Criss, the Marquee de'Ahb's Chamberlain. The time has come for you to be presented to The Marquee de'Ahb. Ready yourselves for I will announce you presently. Keldirk: (stands and stretches his arms above his head) Craven: (smooths down his clothes and adjusts his weapons) Argos: (quickly finishes his drink and rises) Montlebahn: If you would follow me. They walk into the audience chamber and are formally presented to the Marquee de'Ahb, the Grandfather of All Assassins. He sits upon a large golden throne and beckons them to rise from their positions of supplication. The Vilus Corumdak all but covers the old, wizened man and all three take a quick intake of breath as they look upon his skeletal visage. Montelbahn Criss exits through a curtain. Marquee de'Ahb: (his voice barely a whisper) Welcome to my Family. You have each worked hard and long, and to stand before me is testimony to your discipline and prowess. I am proud. (looks to Craven) You have done well, Craven of Karaban. Bladesmaster Kyam counts you as the best student in many years. Your skills in assassination require some work; but I am confident they will come in time. (looks to Argos) You are somewhat of an enigma; your history is clouded but I cannot deny your courage or desire to succeed. Your loyalty to The Family was established on Kallmaird Beach; to which Craven will attest. I am pleased to call you Grandchild. (looking to Keldirk) You are a young graduate, by any standard and you are yet to complete your studies. But you, like your colleagues, have shown great promise and come to me with your Tutor's glowing recommendation. (looks at each assassin in turn, then slowly floats out of his chair, the 20' long Vilus Corumdak flowing like a macabre wedding train behind him. He floats to the rear of the chamber where a large mural hangs. The mural is a detailed map of the Flanaess) The situation on the continent is grave. Ordinarily I would offer you your choice of cities to begin your career. However, I no longer have that luxury. My agents in Rauxes have informed me that Mad Ivid and his council are preparing for war. This means more work for us, naturally. I have been forced to relocate an agent from the Prelacy of Almor to The Great Kingdom in anticipation of increased workload. This agent was very experienced, and you three will be taking her place in Eastern Almor. (waves a bony hand, little more than a claw, to the region known as The Prelacy of Almor) The Prelacy is trapped between hammer and anvil. To the East lies Ivid the Insane, his fiendish council and the multitude of power hungry Noble Families intent on conquest both within and without The Great Kingdom. To the West lies the Kingdom of Nyrond - with its armored oppressors and war-loving King. In the middle lies The Prelacy of Almor, the once battle ground of these military giants. As you know the peace in the region relies upon Almor's neutrality and its willingness to side with the non-aggressor in any war between the two. If war breaks out, say at the behest of Ivid, Almor will close it's borders to The Great Kingdom and welcome Nyrond. The peace also hinges on Ivid's constant need to defend his throne and the perpetual threat of The Bandit Kingdoms north of Nyrond... .. I have made arrangements for you to leave for your posts in two days, time is of the essence and I can not afford you the luxury of rest before you become useful to us. Montlebahn will provide you the specifics of your assignment. For now, go with my blessing and know that you are being groomed for a more important duty. The curtain opens again and the Chamberlain enters. He nods before his lord and indicates to the three assassins that they are to follow. He leads them out of the audience hall, through the curtain and into another room which contains a desk and three chairs. He motions for them to be seated and begins hunting through some papers on his desk. The room was a shrine to order. The shelves, the desk even the tapestries which hung on the walls seemed to have been purposely placed. There was no clutter anywhere, even though the desk was covered with items, everything was exactly where it was meant to be, and it was only seconds before Montlebahn had the paper he was looking for. Montlebahn: You have been booked passage aboard a vessel called The Sea Swift. It will arrive off the main jetty at dawn the day after next. The journey is expected to take around two weeks at which time you will arrive in Chathold. Chathold is the capital city of Almor, it will appear strange to you as I know that none of you have been in a city of that size in many years. Once there you will contact a man called Don Lombard. He is a trader, he owns a business in the Trade Ward. He has requested that all contacts be made at his business, should it prove impossible to contact him there he resides in a house in the Common Quarter. The address is on here along with an inventory of provisions you will be issued with.' (hands Craven a piece of paper) 'He is expecting you and he will provide you with additional instructions. I understand that there will be a celebration to mark your graduation tomorrow evening. I trust the three of you will be ready to leave the next day, I do not care if you are unconscious just do not miss that boat. Any questions? Keldirk: Just one. Are we supposed to all work together? I was kind of hoping that I would get to work alone. Montlebahn: (smiles) Ordinarily, yes that would be the case... but in this situation you will be required to work as a team. On occasion it may be advantageous for one of you to work alone, but that will be determined by the situation. If there is nothing else, I will leave you to your own devices until you are due on board the ship. The equipment on that list will be delivered to your quarters tomorrow evening. Congratulations... You are dismissed. We would like to thank Thomas Miller for inspiring us to chronicle our stories. Check out T. Miller's Green Dragon Inn homepage - accessed from our links page. -------------------------------------------------------------------------------- Journal of Fireside Tales John "B.J." Tomkins -------------------------------------------------------------------------------- Journal of Fireside Tales; Tales from the Tyrellian Helix (Ix's tale) My companions and I had entered a subterranean complex beneath the lost city of Altharez. My companions were a roguish bunch: there was Cimion the leprous, beggar-thief; Toliape, Mistress of the Mystical Arts of Ulion; Demetriv, former leader of a mercenary company that had turned mutinous; and of course the one handed sociopath, Varsen the Pirate. We were following Paeani, a blind mystic. Our directions in our quest through the tunnels of this mysterious subterranean maze for came from the visions of Paeani who would relate this information in the most annoying fashion. He would chant out strange rhyming riddles, which the rest of us were obliged to solve. We finally came to the Chamber of Echoes, the object of our quest. Here was supposedly the "Fabled Treasure of the Ages" whose very name caused spittle to dribble over our greedy lips. The chamber had been carved out of the living rock into a perfect dodecahedron. Each side was painted with a detailed landscape that seems so perfectly executed that you could almost walk into the scene. There was on the various walls A Desert scene; A tropical atoll; A sylvan wood; A forbidding tundra; A chilling boreal woodland scene; A great expanse of open ocean stirred by a squall; A scene of floating islands in clouds topped with cities grown out of living crystals, A sprawling metropolis of canals, spires, ziggurats, hanging gardens, graceful flying buttresses and archways, sky walks linking towers; This decorates the floor. A lonely moor with a lichen covered cromlech A purplish range of majestic snow-capped mountains A craggy arid landscape of mesas and canyons under a multi-hued expansive sky A dreary swamp of gnarled trees and hanging Spanish moss The hall was very large. It seemed to echo with the sounds of the various scenes. It quickly became an overwhelming experience. Their faces ashen, my comrades fledpanicked from the chamber, but I remained, fascinated. I felt particularly drawnto a strange platform in the center of the chamber. It bore a large mounted cylinder wrapped with twelve interwoven spirals of various runes. The spirals were comprised of connecting plates carved with curious and disturbingly alien runes. The colors were: Russet, Azure, Aquamarine, Emerald, Hazel, Amber, Mauve, Damask, Ebony, Tope, Vermilion, and Lavender. On the platform lay the miniature of this object. On the polar ends of the cylinder were inscribed runes. On one end was the symbol of Infinity, on the other side, nothingness. The device seemed to be some sort of puzzle and with the horrible cacophony pounding maddeningly in my ears I felt overwhelmingly compelled to begin to solve the puzzle. The colors twisted and slid about like the Puzzle Box of Rubric, and the sound of the room began to suddenly feel washed out as if muffled. The room also began to blur into blotches of the twelve colors of the helix. Only the puzzle helix remained real for me as I continued to work on it with fevered urgency. At the moment I completed the puzzle I felt as if I was falling through any inky black void. The puzzle cylinder fell from my grasp and my consciousness drifted away. As I begin to waken I heard a strange sounding voice speaking an alien tongue that I mysteriously understood. Only the last words were directed toward me, they were: Welcome Home. (more installments possible if there is interest, this was how the Tyrellian Helix PBEM game began-at least from Ix's perspective) All memebers of IRPS are invited to submit the tales of their characters to John "BJ" Tomkins at One will be chosen and published in each month's newsletter. -------------------------------------------------------------------------------- Top Ten - Names DM's should never name NPC's. John "B.J." Tomkins -------------------------------------------------------------------------------- Cyrus Lenn and His Top Ten Present; Names DM's Should Never Name NPC's 10. Dennis 9. IBM (it's a PC name, get it!) 8. Tim 7. Paul Lind 6. Lyndon LaRouche 5. Skippy 4. Rodham 3. Beavus or Butthead 2. Barney And the number 1 name that DMs should never name NPC's, 1. Buttafuco -------------------------------------------------------------------------------- Rae Dawn Anthony Scalzitti -------------------------------------------------------------------------------- As the sun set in the West, an old hermit was beginning a long and arduous journey Eastward. He travelled in an old weather worn wagon pulled by an even older horse. Within the wagon the hermit carried all of his worldly possessions; two trunk fulls of clothing and personal effects. Among the items in the trunks were ceremonial skulls, candles, various herbs, roots, dried leaves, etc...all for use in the magical rituals which the hermit partook in regularly. He also carried in the wagon a trunk full of treasure and one enormously large leather bound book of extreme importance. But among all these items none was more important than the small bundled up form of a sleeping infant child. The infant had been conjured and given life by the hermit in his most powerful acts of magic ever. He was the oldest and most knowledgeable of the Druids in Terra Firma and as he neared death, one of the last truly magickal feats the hermit performed was to create the child to carry on his legacy. He thought back now to the day of her conjuring. It was early spring and life was blooming all about the land, the druid however felt this was to be his last spring for he had grown old and the end for him grew near. As a druid, the old man had sworn to protect the land and her secrets. He remained today as the eldest of the druids, whose numbers diminished daily, and knew he must pass the knowledge of his experience and the land's secrets on to someone worthy. Yet he felt none of the current druids were worthy. Thus his plan to create one who was worthy was formulated. The child had been born of the earth, the eternal mother. Through his summoning of a tree , a young white oak sapling, the old hermit had begun to formulate his spell. At his command the tree uprooted itself and went towards the hermit. This white oak would serve as the skeleton for her new life form. The druid began his incantation and an eerie violet fire flooded from his finger tips to envelope the sapling and entwine it's roots and branches, decreasing it's size and forming the framework of quasi-bones upon which the magician would build. The violet light writhed among the branches as leaves folded in upon themselves which in turn enveloped branches and intertwined with other branches to form limbs and torso. The skeletal structure was complete and the druid chose to use the earth itself as substance for this soon to be life form. He called upon the land's own skin, the soil and rocks to give form to this figure and strength to it's frame. The earth gathered in crooks and crevasses upon the wooden frame as is lifted by invisible hands and filled out the frail form. Rocks filled gaps to serve as muscle and lend the strength of the land itself to this child. Now the druid called upon a different magic as he summoned the land's moisture to serve as the fluids necessary to sustain this body. The skin must be supple and smooth, and so the hermit formed the child's skin from the tiniest, most precious flowers in all the land. And when he had finished what stood before him was the most breathtakingly beautiful woman he had ever seen with the darkest hair imaginable and deep crystal clear emerald green eyes. However the body before him had no life yet within it. The druid knew that to provide the life spark to his creation he must summon a magic not used in all his lifetime and for many lifetimes before his birth. A magic older than the land itself, embedded deep within the earth's core. The druid summoned the Magic of Life. And it did answer. The life giving magic burst forth from the ground to envelope the druid in a whirlwind of oranges and blues, yellows and reds. A true myriad of spectral colors. The magic threatened to overtake the druid with it's power but as he was about to lose all, the druid harnessed the very essence of life and sent it forth from his hands to the lifeless girl before him. The flames at once ate up the frail form of the girl and entombed her body in sheath of white hot light which grew to such an intensity that the hermit was forced to shield his eyes with the cloak he wore. All at once there was a silent explosion of white light. The energy burst forth from the girl in every direction and was instantly gone. When the druid was again able to look, what he saw left him momentarily stunned. On the ground where the beautiful raven-haired girl had stood not moments before, there now rested an even more beautiful infant. The infant was sleeping and wrapped in leaves. Upon examined the sleeping child the druid found she possessed the same icy emerald green eyes and raven black hair as the woman. However there was now a snow white streak in the otherwise black hair on the babe's head. The druid had gathered the babe and returned to his home, shaking his head in disbelief. He had dealt with the forces of magic for his entire adult life yet this magickal miracle had taken him by surprise. The druids home was in a grove stand of evergreen trees and as he entered the front door to his humble shack, he frantically searched for a clean place to lay the child. Debris was strewn everywhere, books and vials containing left over spell components, skulls stacked on shelves and tables, leaves and twigs mixed in with robes and swaths of satin and cloth lay about the one room shack. The hermit hastily swept a pile of cloth onto the floor and lay the wonder child upon a long oak table. He took one of the swaths of satin from the floor and wrapped the child in it, for warmth as much as to keep her from rolling off the table top. He then dragged a chair over to the table's edge and sat in front of the babe, wondering at the marvel of this creation at his hands. The elder sat in the chair watching the child for merely a few minutes before slipping off to sleep. The druid slept uneasily, troubled by dreams. In his dreams he saw much destruction and at the center of all the chaos stood a mature version of the babe. This troubled the druid's subconscious mind and he awoke with a start. He calmed himself and checked to ensure the infant was still asleep. The child slept on, uninterrupted and the druid lay down to fall asleep once again. And the dreams continued. The druid dreamed of himself this time however. He dreamed himself in a grove of trees, surrounded on all sides by dark and evil beings not of human form. Surely demons he thought. And they sought to take the babe which the elder held against his frail chest. In his dream the druid was extremely aged with many weaknesses and he knew he could not protect the child. He stood helpless against this menace as the creatures closed the circle about him. They lunged forward, attacking and the old man screamed. There was a sudden blink of light in his dream and the druid found himself alone and standing before a heavenly, luminescent figure. "You must leave this land, druid," the angel spoke to him,"take the babe away from here to a place where she will be safe. There you must leave her to discover her legacy on her own. Your teachings will be of no avail to this child for she shall overcome even your great command of the land's magic. Evil has been summoned with your use of the One Great Power. Evil as powerful as the good you have created with this summoning. And this evil shall seek to have the child and her strength for it's own use. You must take the child and leave, hide her and leave her to save her life." Then the light faded and the druid stood once again in the grove of tree stand before him stood the grown up child and the druid spoke to her. "This, child you shall remember when i am gone: yours is the power of the earth. None shall equal it. Use it to create and prosper and be not tempted by the evil which hunts you even now and will not rest until one or both of you is destroyed. I have blessed you and cursed you with this gift of life. Sleep now and when you awaken your life will begin anew." The druid awoke from his sleep and heeding the dream's warning began preparations for their departure. He rode now in the wagon with the child in the back, covered and sleeping. They travelled North-Easterly with no destination in mind. Thoughts flooded the druids mind as the wagon rumbled along the grassy terrain. Most prevalent among those thoughts was the alarming rate at which he was aging. He had grown older and more decrepit as the journey wore on. And he noticed the child had grown also. For as frail and wrinkled as he had become, the babe had developed and grown in equal proportion to the point where she now resembled a pre-adolescent girl. And she slept the entire trip thus far. Seemingly the druid had sacrificed his existence to give this child life. His once dark wavy hair was now long and pure white, as were the beard and moustache he wore. His cheeks were now sunken and his nose was long and thin where once his profile had been proud and handsome. His brows now furrowed over his eyes and clouded their deep blue color. His bones had grown old and brittle and his skin had dried and shrivelled with each passing day while the child grew bigger and stronger. Nearly a full moon's length of days had passed when the hermit knew he could continue no further. Finding a copse of trees nearby, the druid led the horse and carriage into the shaded cover of their branches. Here he climbed down from the wagon and freed the horse. Then the druid prepared his death rite. He lie side by side with his daughter upon his lover, the earth and died. As the warm soothing grip of death took hold of him, the druid again saw the angel, and she again spoke to him. "You have done well old one. The child will be free to learn of her legacy as she wishes and she shall escape harm. Sleep now, keeper of the land, let yourself go. I hold a restful place for you here. A place of warmth and beauty. Come to me now, let death take you into her loving arms. Die with me Paolo." And he did. At the moment of the old druid's passing, the young raven haired woman awoke. Her eyes opened to the clear blue sky above. She drew in her first breath of fresh air and sat up. Looking around the clearing, the beauty saw an old weathered wagon. Beside the wagon stood an aged grey horse grazing on the grass at his feet. She noticed a bundle of dried leaves and twigs lying in the grass next to her and knew instinctively that this was the remains of the druid. She took in the grace and beauty of the trees encircling her, the scents of pine and heather in the air and the sounds of birds singing and creatures scurrying through the underbrush. The dark haired woman knew these things innately, knew what birds and trees and creatures of the forest were. She knew from where her knowledge came. And she felt a pang of loss in her heart for the old man. Her eyes fell upon the wagon. Rising to her feet, the beauty strode towards the wooden cart without a sound. She looked through the back of the wagon and found trunks full of clothing and treasure, as well as the large leather bound book. At once she knew that the book was meant to be read by her and she climbed into the wagon, settling on a blanket upon the floor. She set the book on her lap and opened it. At once she was flooded with a deluge of memories of the old druid and his home. She felt a strong connection to the old man but could not recall the basis for it so she stored these memories deep in her subconscious mind for later consideration and began to read the book. Inside the front cover was an inscription dedicating the book to her. "To the greatest fruit of my labor, my lovely daughter, Rae Dawn Snoe. Be wise." It was not signed. Again she felt the pains of great loss but could not connect them with anything she knew. She turned the first page and was at once absorbed by the words written there. For thirteen full cycles of the moon she read without interruption. And when she finished and closed the book, the tome magically consumed itself in a blaze of beautiful violet flames so that all was left of it was a handful of ashes, which she gathered up and deposited in a small pouch to be carried at her side at all times. She knew now that she was called Rae Dawn. And she knew a great many other things which she had no use for now but was certain through this knowledge that she would have a use for it in the future. She knew of the land she was in and it's history and the aspects of nature which surrounded her world. She knew of the energies within the core of the land and how it could be used for prosperity and harm. And she knew that this power surged through her body at this very moment. She felt at akin to the land and knew she would give herself completely to protect it and it's secrets. This power within her was strong an she felt the need to release it. She felt also that if she released it that the power itself would consume her and all her surroundings. This power could be harnessed though she felt and she must know more of it an it's abilities. So it was that on a warm sunny day in late summer Rae Dawn Snoe, born of the union between her father Paolo and mother Earth, set out to discover the truth behind her being an the energy which brimmed within her. And she did this with an urgency she could not comprehend. Let the journey begin. -------------------------------------------------------------------------------- Classified Ads -------------------------------------------------------------------------------- Subject: Land of Shadows PBEM Author: charh@midmonet.net. The world of Asithean has fallen into a dark depression. This once beautiful land now lies in ruins, covered by evil shadows. No-one knows for sure how or why the land has become of this, but someone has to find out. Hello, My name is Mark Hegg, and I am starting a PBEM game. I will be running the game with the 2nd edition AD&D system. I am looking for players. If you want to join in on this game, please e-mail me a character sheet, along with a background. My address is: charh@midmonet.net. -------------------------------------------------------------------------------- Subject: The Kindred Network Author: chill@brunel.co.uk The Kindred Network is a new support society for the World of Darkness line of products produced by White Wolf Inc; with an emphasis on Vampire: The Masquerade. Members receive a bi-monthly magazine which is filled with reviews, fiction, readers artwork, members letters, card game lists, new rules such as new bloodlines, disciplines, gifts and similar rules for all the games in the line, new storytelling ideas, new material for The Masquerade LRP, and The Eternal War - A Vampire: The Eternal Struggle Card League. On the application form we ask people not only for basic details such as name and address (which is known as 'nature') but also for 'character details' (which is known as 'demeanour'). The character details include Character Name, Race (Vampire, Mage etc.), Clan/Tribe/Tradition etc., Character Location in the UK, Generation/Rank, Character Political Stance (Camarilla, Technocracy.....), Character Political Sympathies (Anarch, Inconnu, Black Spiral Dancers........) and Character Quote. With this information we compile a map of the UK detailing political control split into counties. Just which political group or race controls which county depends upon the numbers and sympathisers there are in that area. The character quotes are used throught the magazine when appropriate with the characters being properly credited. There is also a section in the magazine for members to write in 'In-Character' where they can talk to, plot, argue, gloat (etc...) to other characters in the Network. All members also receive a 10% discount on all World of Darkness and related products (such as Vampire: The Eternal Struggle and Rage) at selected retailers throughout the UK. For more information on the Kindred Network come and see us at Euro GenCon in September or contact: Chris Hill 01952 272782 (answer machine) e-mail: chill@brunel.co.uk www: http://www.questing-knight.co.uk/kindred/kindred.html A PO Box number will be available shortly -------------------------------------------------------------------------------- Subject: The Moon Knights are just now starting up in Columbus Ohio. Author: magesage@infinet.com We're a Club for anybody interested in Roleplaying Games. Don't feel to old or too young, our member ages range from 40 and under :-). Cost ?, NONE, we plan on event fees supporting the club (and if you volunteer help out you won't even have to pay that). We'll be sponsoring Game Days (1 day conventions) with Living (TM) Campaigns such as LivingCity, Living Jungle (Malatra), Living Death (Ravenloft) , Virtual Seattle (Shadowrun), Threads of Death (Earthdawn) etc. We also play many other Roleplaying games. We are an official RPGA Network Club. If you would like more information please visit us at www.dm2solutions.com/moonknights. We also have an online database for Living Campaign Characters (LC, LJ, LD etc). Anybody may add their character and search for other RPGA/Living friends. thanks Joshuah, Paladin Most Senior Knight Moonknights My email is: magesage@infinet.com The Roleplaying Game Association (RPGA) is a international gaming society sponsored by TSR, the creators of Advanced Dungeons and Dragons (AD&D). New Roleplaying Club in Columbus Ohio DM2 Solutions Mark Middleton magesage@Infinet.com Macintosh Solution Provider VP DM2solutionz@applelink.apple.com LANs, Database & C++ Phone: 614-529-1969 Multimedia and CBT services Fax: 614-529-1920 -------------------------------------------------------------------------------- Subject: ANDCON Convention Author: magesage@Infinet.com Volunteers are needed to help with the ANDCON Convention being held in Toledo Ohio from September 12-15th. Computer Game Tournaments, Roleplaying Games , a Magic Card Tournament and many other events are planned. Volunteers of any skill or interest level can help out. In the Computer Games Area. We need people to help at the sign up table (reading and writing are the big skills here) as well as Computer Gamers to help setup the games on the LAN or serve as referees during the tournaments. We can use help for a little as a few hours to several days. Your reward, earn partial or full admission to all 4 days plus the satisfaction of doing cool fun stuff with other people. To volunteer for the Computer Game Tournament email magesage@infinet.com (Mark Middleton) or call 614-529-1969 for all other events call ANDCON @ 1800-529-EXPO. Duke Nukem 3D, Descent II, Warcraft II and Command & Conquer are just some of the Hottest computer games on the market according to Mark Middleton, Vice President of DM2 Solutions. All of them plus many more computer games will featured at Andcon 96 being held September 12-15th in Toledo Ohio at the Seagate Convention Center. Attendee's at Andcon 96 will be able to match their skills with players from all over the US in tournaments. All the Tournaments are unique since they will feature multi-player versions of the games on a computer network. Multi-Player means players will face 1 to 7 other live opponents. Over 16 Computer Game Companies are sponsoring 21 Tournaments to be held over the course of the weekend. 16 PCs all networked, will be used for play. 2 Tournaments will be played continuously from Starting 2:30 pm Thursday till midnight and then Friday and Saturday from 10 am to 1 am in the Seagate Convention Center Hall C. All tournaments will require on site registration. Players may register for as many tournaments as the want. Pre-registration weekend badge price is $24.95. Daily and visitor passes will be available. Game Tournaments and their exact Times will be posted on the web in a few more days. ANDCON 96 will continue its tradition of being the largest Regional convention in Ohio, and the flagship convention of the gaming industry. 1,000 attendee's are expected with over 400 events planned, including Magic: The Gathering and other CCG Tournaments, role-playing events (including Role Playing Game Association events), board games, miniatures, an auction, and plenty of other events to satisfy even the non-gamer. Also, Origins is proud to have as Guests of Honor: Randy Asplund-Faith, Darwin Bromley, Peter Bromley, Shawn Carnes, Julia Martin, Paul Peterson, Nick Pollotta and Brom . DM2 Solutions is running the computer game tournaments. DM2 Solutions is a Software Development firm located in Hilliard, Ohio that specializes in computer based sales and marketing presentations, custom interactive training, E-Books, Internet Web services, and promotional multimedia software. DM2 has developed commercial CD-ROMs that have shipped over 300,000 copies. For more information regarding Andcon contact Andon at 1800-529-EXPO. Firms may also visit or fax DM2 solutions at our Internet web site at www.dm2solutions.com, e-mail DM2 Solutions at dm2@dm2solutions.com or call Troy Daniels at (614) 529-1969 Andon Inc is in charge of running Andcon. Andon, Inc. is the convention subsidiary of Wizards of the Coast, a game manufacturer based in Seattle, Washington. In August 1993, Wizards of the Coast created a worldwide sensation when it released its first trading card game, Magic: The Gathering«. To date, more than a billion cards have sold worldwide in six languages. Confirmed Game Tournaments (All authorized!) Apache Fly your Apache Attack Helicopter against 3 other human opponents in a death-match Heli-Sim. 50 minute Heats will be run hourly. One final will be run at the end of the time slots. Quake An Eight player network game. The Newest ID Software 3D Shooter with new weapons and a new graphics engine. This is truly better than DOOM. 20 minute heats will be run with the High FRAG score advancing to the Semi Final. Preliminaries everyday The Final will be run Sunday. Strife An Eight player network game. Strife is a First Person Fantasy based 3D Shooter based on the DOOM Engine. 20 minute heats will be run with the High FRAG score advancing to the Final held at the end of the Strife heats. Free Demo CDs. This is a Thursday Only event. Warcraft II An Eight player network game. Azeroth is a kingdom in peril as you and your opponents struggle for domination. Only once will emerge victorious, will it be you? Warcraft II is a fantasy based tactical and strategic computer game. 2 hour preliminary rounds will be run with the top scorer advancing to the Finals on Sunday. Preliminaries everyday except Sunday. We will also be taking on site sign ups for our Alliances tournaments (teams of 2, 3 or 4 players against teams of the same number of players. Doom II A Four player network game. Blast your way through friends and monsters in this classic! 20 minute heats will be run with the High FRAG score advancing to the Semi Final. Preliminaries everyday. The Final will be run Sunday. Duke Nukem 3D An Eight player network game. Duke takes on aliens and friends alike in this spectacular sequel. 20 minute heats will be run with the High FRAG score advancing to the Semi Final. Preliminaries everyday. The Final will be run Sunday. BattleBeast Man to Man combat by controlling Morphing Critters in this hilarious One on One computer Fighter game. This is a Thursday Only event. Destruction Derby A four player network game. No Rules, No PitStops and No Friends in this Demolition Derby event! Descent An Eight player network game. Fly through lunar tunnels trying to survive the onslaught with heavy weapons! This is a Thursday Only event. Top Gun: Fire at Will A four player network game. Your Grumman F-14 Tomcat and you against friend and foe alike in this Movie Dogfight game! This is a Thursday Only event. Whiplash An Eight player network game. Sit down and strap in for a tire squealing stunt racing duel to the death! This is a Friday Only event. Descent II An Eight player network game. All new weapons, all new enemies in this Descent sequel. Both computer and human controlled opponents. This is a Friday Only event. Tyran Head to Head in Intense multiplayer arcade action in this vertical scrolling shooter! This is a Saturday Only event. Assault Rigs A four player network game. Futuristic Tank 3D action pits man vs. man in multiplayer combat in the Virtual World. This is a Saturday Only event. Witchhaven II A four player network game. Armed with your sword and your wits you must take on friend and foe in this first person fantasy combat sim. VR Soccer Virtual Reality Soccer against the computer or against another human! This is a Saturday Only event. VR Pool Virtual Reality Pool against the computer or against another human. Rack 'em up! This is a Saturday Only event. Big Red Racing An Eight player network game. The Rules of the road do not apply when you are racing everywhere from Outer Space to the Desert! This is a Saturday Only event. Total Mayhem An Eight player network game. Giant Robots fight for control of the universe! The entire tourney is on Sunday morning with the final Sunday Afternoon TekWar An Eight player network game. Fight in the world created by William Shatner. Combat the TekLords and others in this first person shooter! This is a Sunday Only event. Chaos Overlords An Eight player network game. As a Chaos Overlord, you control the futuristic streets. Now there are others in your way. Street by street multiplayer warfare. Only One time Slot. This is a Sunday Only event. DM2 Solutions Mark Middleton magesage@Infinet.com Macintosh Solution Provider VP DM2solutionz@applelink.apple.com LANs, Database & C++ Phone: 614-529-1969 Multimedia and CBT services Fax: 614-529-1920 -------------------------------------------------------------------------------- Subject: Image Author: JeffOber@msn.com I've an image that people could grab if they're interested. On my main page at www.he.net/~bdrag, I made an image that shows me as a member of the IRPS, and it links to the IRPS page. Just thought I'd mention it in case other people want to use it to link back to the IRPS page! Jeff Ober -------------------------------------------------------------------------------- Subject: WebVerse Author: grafx1@airmail.net/ If you remember the last issue, we sent out a call for help in developing an online world. Since that time we have gathered quite a group of people together to start the development. I would like to let you know how we are doing and see if there are any other interested parties out there. We have identified a new web address and a dedicated server to host the new online universe. We are also detailing a small village scenario to host the first alpha of the product. Our coding team is diligently at work getting the host site prepared and some of the basic ActiveX applets and scripts developed. One area we could sure use some help in is developing realistic graphics for the site. If anyone out there wants some exposure, here is your opportunity. We are excited to see where this development will take us, because we think we have found a new paradigm for Internet gaming. We have taken all of the good features of MUDs, PBeMs, and chat rooms and tried to combine them in a computer assisted role-playing environment that we think everyone will enjoy. Whether you like medieval times, futuristic zones, or space combat, this could possibly become your favorite bookmark when it becomes available. I would like to get some idea of who would want to participate in an alpha test when we have finished the development. Please respond with the subject WEBVERSE ALPHA: and send your mail directly to mailto://grafx1@airmail.net/In your mail answer these questions: - Would you really pay to play an online game? - If so, how much? - If the game were free, would you contribute ideas, graphics, and NPCs to keep it alive? - If your PC were successful in the game, what rewards would you expect? - What do you like the most about online games? - What do you dislike the most about online games? - What speed is your Internet connection? -------------------------------------------------------------------------------- Newsletter staff Karen Mizeri Jenn Millington John "BJ" Tomkins Eugene Tillery --------------------------------------------------------------------------------