Saturday, 5 September 1987

The Champions — Superheroes

From the campaign the Phil Masters started and which later became a free-for-all, everyone GMing. The characters are all pre 4th edition Hero system, dating as they do from 1983–87. The character backstories also bear traces of being a generation or so old.

Pushover

Carolyn Wilson — Height 155cm Weight 54kg Born 23–Aug–62 Hair long, straight brown Eyes Hazel.

Her parents' first child, she was born into a conventional middle class home of the time, to father Lawrence (b1937), then a junior manager in a London firm, three years on from acquiring a nondescript Oxford degree, and mother Elizabeth (b1940), who had been a secretary for the same firm, but who had given up work after marriage, They lived in a quietly respectable area on the Surrey/London border. Despite her father's disappointment that. his child was not a boy, she was idolised by her mother, until displaced by her brother Martin in the spring of '64.

The initial feelings of fear and anger turned in time to jealousy, then hatred and an abiding resentment, punctuated by occasional attempts at unpremeditated fratricide, dismissed as sibling rivalry by her parents (though not in those terms) and discouraged by spanking.

School was her first introduction to the real world. It was 1967, the time of Kent state, Apollo 1, Sergeant Pepper. The sheltered environment of play with neighbours' children gave way to the tussle of the playground. A tomboy, the despair of her mother when coming home cut and bruised, made respectable in time for her father's return. He disapproved, spanked her and sent her to bed for such rough behaviour. She tried to restore her prestige through work — and was told that girls didn't need to do such things, And too soon, Martin's school work was the only one to consider. By the time she came to the end of primary school, sexism — girls were soppy and not to be involved in boys games — came to the playground too, But then, she wasn't interested in their football heroes and such, and was tired of them pulling her pigtails. But she agreed that girls were by and large, soppy.

1973, The Moon had been abandoned, Roxy Music, Space Ritual, Nixon and Watergate. Carolyn goes to high school, and it's nothing like the books she'd read. An all-girls' school, she's glad to be rid of silly boys and their trivial preoccupations. But then most of the girl talk bores her too. The use of needlework and cookery (sorry, Home Economics) classes escapes her. She'd learnt all that from her mother years before, like she had leaned to read.

1975 The Sex Discrimination Act, Carolyn is horrified to realise that such things need legislating. And her school goes comprehensive, merging with a local boys school, Fights with her mother to be allowed to wear something other than the now optional — hence functionally obsolete — school uniform. Her mother buys her new outfits that she calls pretty, She agrees to wear them on condition that she doesn't have to also wear pigtails.

By this stage, her parents have moved out into the stockbroker belt, Lawrence is in a fairly senior position, and Martin is just starting at a minor public school. He is going to be a lawyer or doctor or some such. For Carolyn, the new school year means the start of O and CSE courses, and boys in the classroom again. She stays on the edges of the social groups, her few good friends primarily on a 9 to 4 basis.

Summer 1976, blazing weather. She's at a party given by one of her school friends. She hardly knows anyone, feels out of her depth. She's a little tipsy on the cheap wine and cider. He's bold with drink, sweaty, pimply, boring. His pawing disgusts her and she slaps him. He falls, and his friends jeer him for not holding his drink. Trembling with fear and anger, she walks home. It's late when she gets home, after a walk of more than ten miles. A scene ensues, and she is forbidden parties and forbidden to walk home alone at night.

Instead, she has judo classes, as her parents' second line of defence for their daughter's virtue, She is interested in some aspects of the sport, but finds it vaguely unsatisfying.

1978, Good exam results, Her father has no objections to her staying on — the job prospects aren't wonderful, and there's no likelihood of an early marriage for her. Carolyn is disappointed — some of her friends had had to fight to stay on. She begins to see politics as something other than the howling in Parliament. She joins in the school's Community Help projects during activities periods, and encounters feminism that is more than the bra-burning Women's Lib that her father dismisses as having achieved what it set out to do.

During the ‘Winter of Discontent’, she helps voluntary groups in deprived areas of London. Her parents don't want to condemn this enthusiasm, but think it a bit misplaced, After all, there are good works to be done in the neighbourhood. There are rows, but her parents know that these are to be expected from teenagers.

One evening, after a swimming gala for the disabled, she is confronted by three toughs while walking back to the station. She warns them that she knows judo, “Ha! It's Bruce Lee... This'll be a pushover!” They tumble, and she runs. As she sits, shaking, in the train, she feels that she had been fighting more against what she had learned as self-defence than against the muggers, acutely aware of some obscure frustration.

1979 “Boyfriends? What do I need one for? I haven't the time — and besides, they're so boring,” And, though she doesn't tell her mother, they are the enemy. She'll wait until she finds one with whom she has some common intellectual ground, and isn't too busy being one of the lads or protecting his own ego. An article in one of her mother's magazines replies to a worried mother, asking if her sixteen year old son, who hasn't had any girlfriends, is gay. Carolyn wonders. But A levels, and university interviews and suchlike take up her time.

1980 History and Politics at UEA. She joins the Aikido group, learning it as a martial art with philosophy, not just as a sport or pure self-defence. Although she dismisses the bulk of it as superstitious rubbish that makes a mystery of natural physical capabilities, she feels that there is something happening when she focusses whatever it is that they conveniently call 'chi'. When sparring, she stands and is heavy, immovable, and yet her gentlest strikes will tumble her opponents.

A pre-Christmas party, the cheap wine tasting like bile. Plastic music and few familiar faces. She recognises another fresher she's met at the Women's Group. “Coffee?” They talk into the small hours, setting the world to rights. 3am, a look passes. They hesitate. The night is cold outside. They fall silent. Their general talk turns to specific action.

Morning, grey unforgiving winter light. A tangle of limbs resolves into two sleepers, reluctant to wake to face the new day, and consider their earlier decision and its ramifications.

1982. As she waits to cross a busy road, Carolyn sees a child dash across and stumble. The car can't stop in time. She moves, thinking only “This is going to hurt.” She lands, empty, in front of the child, and lets the car's violence flow past her into the void. “Don't ever do that again,” she says to the child. “Are you Wonder Woman?” he asks. “We all are!” she tells him, and hurries off. “She probably was,” decides the driver, looking at the handprints on the bumper. Superfight insurance is still something only the Americans do — his normal policy wouldn't have covered this, had there been damage.

It's in the local paper as “Wonder Woman saves child”. “We need more like her” decide the UEA women's group. Carolyn feels her strained muscles, and holds her silence, She doesn't want the notoriety.

1983 Graduating from UEA with a 2-1 in History and Politics, and a job as martial arts and self-defence tutor to a London based Women's Co-operative. The pay is mainly bed and board, but that's little different from being a student. Being a cooperative, she has to muck in with all the activities, and it's rather like an extended holiday. Except that is for the police hassles and Nazi punks. The self-defence classes spawn an escort service for women out at night, a suggestion by Linda, one of the linchpins of the group, and one of Carolyn's first pupils.

1984 Following a series of abductions, Carolyn goes hunting for the perpetrator. She meets up with Mick Fly, an unpleasant seeming bruiser who'd been in the news recently [One of the two main super types operating in London at the time, Mick was a “half-brick” — a STR 25 flying martial artist with a 10d6 punch, the other, the leader of the self-styled Watchmen is Doc Savage, a clone of the 1930's original]. She feels deep down that one day she'll have to fight him and isn't too keen on the idea. She decides on the spur of the moment to adopt the name Pushover from old taunts. She had impulsively joined the ranks of the long underwear crusaders.

1984–1986 Linda and Carolyn become lovers. The Watchmen — now using the name The London Watch at her insistence — combat too many impersonal and irrelevant menaces, and she becomes disillusioned with her abilities as a superhero, The long dreaded fight with Mick Fly passes inconclusively. She and Linda wish to make a stronger commitment, so she makes a request of Doc, which he refuses. She writes in anger

To— Dr, J.C. Wildman XVII, ------ Farm, nr Heyford, Oxon
From— Ms C. L. Wilson 70 T---------- St. London WC 1

Re: — Project Hönir, Linda and myself

When I first came to you and suggested you put your talents to a worthwhile end, to enable couples otherwise unable to have their own children to conceive, I had expected only technical difficulties to surmount. From a functional point, what we were asking is no more than the Browns asked of Dr. Steptoe — Louise's birth is now history (she must be at school by now), and there are a lot more IVF babies around since then. Nor are lesbian couples with children a rarity, whether due to AID, deliberate coupling or a previous heterosexual relationship.

The only unusual thing about the conception and upbringing of our daughters would be that despite the pioneering nature of their conception, we would not sell our story to the sexist capitalist tabloid press. Since this would make their upbringing less remarked upon, this could only help to make our intent more acceptable to you. As to how we choose to teach our children — would a doctor refuse IVF to a heterosexual couple on the grounds of their religion or politics? Our case differs scarcely in degree and not at all in kind.

As to the technical objections. Firstly, at the risk of being ageist, I would remark that you are half again as old as me. Technology has come a long way since then. When I was born, transistors were the forefront of electronic miniaturisation, and the same amount of computing power as I'm using to type this letter (the collective's PC:AT) would have filled a small house.

The Nazis, and your prototype may well have surpassed current technology in the specific field of human cloning, however, they could not have simultaneously invented all the support technology easily available today, that could be brought to bear on the problem — micro-manipulation, molecular biological techniques such as monoclonal antibodies and gene sequencing, automation through microprocessors, image enhancement, amniocentesis, freeze-storing of embryos. Specialists could probably name you more.

We also have another advantage — we know that cloning can be done, and from what I read, that is likely to be the more difficult task, due to the effect on the genes of the specialisation of cells in the adult. Linda and I would be offering individual halves of genetic material, in a state naturally ready to merge and re-arrange. The resulting child would be an individual, unlike yourself.

We would also be able to offer natural wombs for our children. While I'm sure the Nazis would have also, I'm not at all sanguine about how they might have treated slave mothers — though I'd guess that once perfected, they used a wide-hipped Brunnhilde as your “brother”'s mother. Your prototype — using you as an example — would also have had the separate problem of developing an artificial womb. I am sure that many of his failures would have occurred at this stage — exoteric publications have shown the height of this art to be the incubation of chicken embryos in duck-egg shells. The life-support provided by a placental mammal is far more complex than this.

In the event of a failure, Linda and I are both confirmed supporters of a woman's right to control her own fertility. Abortion of a defective foetus, while a cause for grief, would not be an insurmountable barrier. However, I believe that with the resources at your disposal, and this new information, the risks would be far fewer than your prototype faced,

Yours, Carolyn Wilson

[This was before the discovery of sex-link methylation of gene sequences; everything else quoted “from the literature” was from (then still quite respectable) publications such as New Scientist of the time. The idea of creating a child in this manner completely boggled Doc's player — who was quite happy to have a clone as a character, with a Boys from Brazil type of back-story.]

She resigns in anger from the Watch at Doc's attitude to her desire for a child, returning only to recount her fight with the Bugs [Giant wasps from Outer Space — tied up with Mick Fly's origin — he's a “lost extraterrestrial” like Kal-El].

Inevitably, her picture is in the papers. Their friends, neighbours, colleagues ask her parents “Isn't that your daughter?”. They have to reconsider the daughter they almost disowned when she told them she had decided that she was a lesbian, and had lost contact with when she left college. “Our daughter, the superhero” was too tempting to pass up.

Summer 1986. Carolyn is sunk in depression. Nothing she has attempted recently seems to have come to anything. She hangs up her new costume for good, leaves a farewell note to Linda, and starts hitching, She makes her way north, walking across the wild country. She came at last to the deserted coast of Scotland, a lonely abandoned croft with a straggling self-sown vegetable garden. She fasts and meditates, eking out her own food with what is growing wild. In daylight, she runs though her Tai Chi, at night meditates in lotus. On still days, she swims in the sea, No one comes to the valley, and she abandons her clothes in the warm weather. She runs through the bracken and scrambles up and down the cliffs. Occasionally, she treks into a small village or to a nearby farm for supplies, going barefoot. She pounds rocks until her hands bleed and are callused and swims the salmon streams until she is chilled to the bone and scraped raw. She will bear some of the scars for life.

Somewhere, perhaps in the sea, perhaps in the heather, or on a stream bed, lies a palm-sized metal mesh, broken and bent. She didn't notice when or where it went, and doesn't care. She knows she is in control of her own mind [she paid 1ep to buy up her ego defence IIF to be intrinsic power].

October 1986. She knows she hasn't the resources to overwinter here, she is skin and bone and sinew, tanned, bruised and scabbed, hair hacked for comfort's sake. She dresses, picks up her pack, and starts for home.

A little whole-food restaurant in Edinburgh. The staff wonder at the barefoot young woman who walks in. She's too coherent to be on drugs or booze, but there's a strange intenseness about her all the same, and she has to count her money carefully before ordering. She eats as if starved. A hundred yards down the road, her shrunken stomach protests at this load. She walks to a litter-bin and vomits, then calmly walks on.

Hitching south brings her to Cambridge, where she sees a poster for a Martial Arts tournament in Chelmsford. The eventual winner is Tumbler, another fringe member of the Watch, and together with a couple of others on the scene, they foil the theft of the takings. She's not sure where she wants to go next, so takes up his offer of food and floorspace.

Two weeks later on the Friday night, they are called to Highgate cemetery, and she watches Demon brutally and repeatedly beat a middle-aged woman whom he claimed was a known supervillain. Something crawls out of the mediaeval plague pit, and Tumbler attacks, while Silver String [a Hawkeye type] goes into superstitious hysterics. As if hiding behind Karl Marx' grave would do any good, she thinks. The overdramatising hologrammic communicator finally manages to come up with someone who's qualified to deal with the problem, some super-biochemist with a genetically engineered winged horse. She's too tired, too weak, to fight them all. She lays the villain brick over, and then fades into the night.

Where once she thought that something hopeful might come of the Watch, she is now totally disillusioned. They are all violent, aggressive, hooked on patriarchal values. But now where to go? Her parents' home? Back to Linda? Odd-jobbing at the Thoth Institute [somewhat like Prof X's school], as Tumbler had suggested? What is she going to do with her life? Perhaps to help in the Third World?

Saturday 1–Nov–86. Full of futile anger, she fades into the night, her few belongings and scant cash are at the circus, so she walks there first, trying not to wonder what she will do next. It would be so easy to walk back to the Women's Centre, but she could not do that. Her own despair would destroy so much of what she had worked there to achieve. And she did not know how she could do that to Linda.

If the hard-won calm of her summer's retreat could be so destroyed in a matter of minutes, if her schemes brought nothing but despair after false hope was dashed, she could not wish to inflict that on her friends.

At the caravan, the lock yielded to a firm blow. In the available light, she packed her few belongings and what food she could eat without preparation, and was gone. She slept where she could find concealment, loathing the filth of the city after the wilderness.

In the morning, bleak and grey, she ached and was chilled. She started to walk aimlessly, knowing that in a few days she must do something. Suicide? Not yet. Her family? She couldn't tell them what had happened, nor lie to them. Hunger forced her to rummage for food in her pack, and in doing so, she unearthed White Ninja's letter of introduction to the principal at Thoth UK. Now that was a thought. Screwing a living out of those elitist pigs would be her revenge. With a more purposeful stride she set off.

“Summer” 1987. After several months, she has finally evolved a modus vivendi. She has her own room in an otherwise unoccupied wing of the Hall, near the gym, with its own fridge and cooker. She teaches basic gymnastics through to martial arts, and a few of her pupils have earned her respect by bearing up under her severe regime :—

“What I teach is not karate or aikido, and certainly isn't Judo, though it has elements of all of them. If you need badges, go to someone who gives them. This is what works on the streets.”

Between her teaching, she reads or meditates. While her pupils undeniably have some special needs, the Institute still reeks of privilege, and she feels that she has sold out. She is not yet — quite — twenty five, and her life is leading her nowhere. She doesn't know how long she can stay in this rut, nor where else to go. She feels trapped and weary, not even able to motivate herself to rebellion through unconventional dress or hairstyle.

There has been the usual amount of super-stuff in the papers. Carolyn ignores its studiously; the wounds are still there. It was stupid of her to ever think she belonged in that world. She had never truly enjoyed it, and yet it was somehow addictive. When the exposé on Lightning made the headlines in the tabloids, she dismissed it as a fill-in until the already written Fergie's Baby stories can be run. She doesn't know Lightning — has only seen her briefly twice. It would have been nicer to see Mick Fly crucified, rather than held up as Britain's answer to Rambo.

When Alan [Tumbler's secret ID] visits Thoth, he asks whether she would be company at dinner. After politely declining the offer twice, no more are forthcoming. She is glad — she had trusted him, until he had joined in the violence.

Saturday 22nd August 1987, late evening. Carolyn's diary.

Tomorrow is my 25th birthday. What have I achieved so far. Nothing. What am I doing? Nothing. If I stay here like this, the MCP bastards will have won. <The Pretenders' Hymn to Her plays on her cassette machine. A bottle of cheap red wine stands empty on the desk beside her. Chrissie Hynde sings “Something is lost — Something is found”> The worm must turn. If I don' t do anything, I shall have lost. So I have to fight back. How? A new model Pushover in a different rig? The problems are that pig Savage, unspeakable Mick Fly, Alan, Demon, all the bloody rest who are bigger, tougher, faster, and wrong-headed. Perhaps I'll have a bright idea tomorrow.

Sunday, she wakes late, vaguely hung over. She rereads her diary entry. Booze had made her bold, and had pointed out one problem. Other problems stood in her way as well — being strapped for cash was one. She was still less mobile than a super needed to be to get to where she might be needed, if she could figure out where that was : had she been there she might have had a chance of halting that armed maniac the other day [the real-world gun amok in Hungerford], but at more risk than most of the other supers she'd met. And apart from such oddities, the only other chance for direct action in this part of the world was hunt sabotage.

She cycles into town for supper, treating herself to an Indian, and heading home in the dusk and the rain, skids. Tangled in the bike, her landing is rough, and she skins the palm of one hand. She visits the sickbay for a large plaster, and is offered the results of one of the student's experiments, a skin-like dressing that lets light and air to the wound, looking nearly transparent from that side, yet being flesh coloured for aesthetic purposes, from the other.

Monday morning's post brings a surprise, an envelope of heavy, parchment like paper, airmailed from Perth, W.A. The letter, on notepaper headed Wolf Foundation, tells her that for her efforts on behalf of women's position in society she has been awarded a stipend, half going to support the Camden centre, half for her own disposal, with tax being administered by the Foundation. Her first instalment of the stipend was enclosed. Tax free, £10,000 as a banker's draft.

Subsequent monthly instalments would cover accommodation expenses, and be matched by donations to the Centre or other nominated causes, providing that she resumed her career. It was signed J. M. Wolf (Trustee).

She looked at the postmark. It was dated 14th August. Had someone been conditioning her? She looked at the cheque, thought for a while, and decided that it more than matched her own price. She picked up the internal phone. “Heloïse, can you recommend a lawyer?...”

She needed somewhere to live, in town, and transport. Immediately, she needed leave of absence to find them. She also needed to get back into harness. She would have to choose a new appearance for her adventuring, and a different name. The latter wasn't so important, but she would need to keep her identity hidden from the Watch. She picked at the dressing on her hand, and an idea slowly formed.

Character Summary

Materialist, vegetarian (on ecological/nutritional grounds), lesbian, left-anarchist, feminist, She will defend, but not attack. She has never thought of herself as super-powered — she can't bounce bullets or project energy blasts.

Stats

STR 13 DEX 23 CON 23 BOD 10 INT 13 EGO 13 PRE 8 COM 13 PD 12 ED 12 SPD 5 REC 8 END 36 STUN 34

Characteristics cost 109 points.

+3D6 knockback on STR [i.e. 1" knockback for every BOD rolled, no subtractions] (10) STR and advantage at 1/4 END (11) -6" Knockback (18) Martial arts plus 3 damage levels (7 1/2 D6 punch, 9D6 kick, 32 points). 12- Climbing (5) 14- Stealth (5) 14- Acrobatics (10) 11- London Knowledge (2) 8- UK Law (1) 8- Streetwise (1) 8- History and Politics degree (1) 1 level martial arts (5) 1 level Martial throw (3) IR Vision (IIF mask, 4) 1/2 resistance HPKAs (5), +1 Running (2) +1 swimming (2) -8 EGO defense (5) -10 PRE defense (5) 8- KS Martial Arts (1) 8- KS meditation (1) = 127 points.

Protects the weak (*1/2) 5 Militant feminist 20 Code vs Killing 20 Looks 8- no-face mask in hero ID 4, Enrages 11-/11- vs MCPs 10, Secret ID 15, x1.75 Stun from TK attacks (15) Experience 46.

In her earlier guise, she had unusual looks full time with her political badges, and had a hunted (street gang) rather than the secret ID. Experience went on skills, buying down some disads, ego defence and the IR vision. The martial arts core power was there from the beginning as a 210 point character, and was not increased.

Commentary

That covers, somewhat tersely, the entire of a campaign that spanned the whole real-world 84–87 span, though she didn't actually do more than one outing in her new her ID as Masque. With the coming of the internet, I suspect that she got into on-line activity early, especially encryption for human rights perhaps becoming the UK's Cypherella.

Phil's Kingdom of Champions supplement for Champions was based on this campaign. Alas, writing for Hero at that time he needed to have characters statted for a later edition of the system, a version that mucked around with martial arts and knockback, so I said, no, she won't work for that. The character Repulse is the analogue that Phil wrote to occupy that niche.

A slightly younger (about 38 in the “next autumn” when it is set, not the 40 this version currently would be as I write in early '03) version of Carolyn who didn't happen to live in a superhero setting has a different encounter with the mysterious Wolf clan in some recent SF writing of mine.

Thunderbolt

Tessa Roberts was a bright enthusiastic girl from Dalston, who left school at 16 because her parents didn't hold with education for girls — and who rebelled by taking a short term of service in the Army, primarily in clerical work, but with more than just basic training. After her discharge, she answered an advertisement for a PA to Alec Dalton, of Dalton Electronics. Her background fitted in nicely with another position he was seeking to fill, so she was hired to try out some of the more experimental equipment — and help improve the profile of the company.

Her driving motivation is to defy the limited expectations her parents had of her, and hence denying most of her own background.

STR 15 DEX 20/14 CON 23/14 BOD 10 INT 12 EGO 13 PRE 11 COM 13 PD 11/5 ED 10/5 SPD 5/3 REC 10/8 END 38/28 STUN 37/31 (first of a pair is IIF field effect harness) = 98

Powers 17" 1/4 END IIF flight (40) -3/4 physical damage reduction, all above -1/4 with limitation only from significant velocity impact, all IIF (38) 3 levels move-through based on flight, 1 applicable per 5" move IIF (4) 51/2D6 EB with STR, 1/4 END based on flight, 1D6 applicable per 3" flight, IIF, no range, only for move-through (16) -5 power defence IIF (4) -10 presence defence IIF (feels invulnerable) (4) Watch base contribution (5) Watch communicator High-range radio OAF (5) = 116

Skills 8- UK Law (1) 8- International law (1), 11- London Knowledge (2) 11- PA professional skill (2) Pilot (all air) (3), 13- Combat Vehicle Ops (3) Watch tactical (5) Army Basic Training (1) Conversational German (from posting abroad) (1) = 19

Disads 2x stun EM fields (20) Code vs Killing (20) Protector of the weak (10) Enraged 11/11 if innocents endangered (15), 11/11 (10) under gunfire, Watch package bonus (10) Experience 48.

Commentary

A non-nonsense character. Her signature is a 14D6 move-through, doing her about 1pt STUN. Got more outings than Carolyn, though being a later start, and not being anywhere near so developed as a character. Between being able to fly to problems quickly, and not having her own ideas about where she wanted to go and what to do with her life, she was much more deployable. That's the problem with role-played characters — they do tend to say “Sod this for a game of soldiers” and bugger off on their own agenda.

Patti Miller

A late character, developed after Hero Games brought out their mecha RPG, Robot Warriors, and after Aliens. That's the Dalton Electronics logo on the thigh of her power-loader, and in the second image.

Born 19–Aug–52, Height 6', hair long, red. Weight 185lb.

Always a bright student, she went to MIT to major in engineering in summer 1970, a conscious decision to avoid the softer subjects. Graduated summa cum laude 1974. Her interests had gone from civil to electronic engineering, and her PhD (Princeton, 1977) was in cybernetics.

Her skills and reputation secured her a good post at one of the Northinghouse Corporation research lab. She knew that some way secret military work was being done on site, and had to curb her inquisitiveness. When she finally gave in to temptation, she peeked in a file on her team leader's desk. It was the results of a Government requested study on super-soldier experiments in 'Nam and after. It wasn't pleasant reading. There were also suggestions of uses for the finished article in corporate plans on a named-circulation-only document. She soon became suspicious of the uses her own work might be put to and indirectly voiced this concern at work, That was when the odd phone calls started, and she soon spotted that she was under observation. Jumping before she might be pushed — or more likely bumped off — she quit, and took a post advancing appropriate technology in Kenya (late 1980).

Five years of this taught her a lot about the hardships of the developing world, and gave her time to ponder her career and past research, and occasionally, do some guest work at various universities. In late 1984, she had an idea, but one that needed finance and backing with a team. England would be convenient — same language — or near enough — reasonable technological base. It took most of her savings and all 1985 to find the person she needed — Alec Dalton. After initial development, her first prototype fusion-powered fibre-composite walker, equipped with materials from Dalton's own personal space exploitation programme, is ready for field test in 1987.

Likes and dislikes — will eat most things — she had to in Africa, and will do so in bravado on encountering those with less robust palates, but much prefers what she thinks of as home-style cooking. Drinks beer and bourbon, but hasn't really come to terms with Real Ale.

Str 13 Dex 18 Con 13 Bod 10 Int 18 Ego 14 Pre 15 Com 15 PD 3 ED 3 Spd 4 Rec 6 End 26 Stun 24 = 68

116 pt mecha “Big Mack” (46) 75 pt mecha powerloader (6) Basic Martial Arts (13) 15- Robotics (7) 13- Combat mechanic (7) Mecha pilot (1) Scuba (1) 14- Combat Vehice Ops (5) RPD4, rED3 OIF pilotsuit (7) 1D6+1 rpKA 2x8shot OAF pistol +1 OCV (11) 12- Mat Sci (3) 11- Combat electronics (3) 11- East US area knowledge (2) 11- East Africa area knowledge (2) Accented Swahili (3) 8- Bioelectrics (1) Ground vehicle familiarity (2) 13- Computers (6) smattering of High Elven (1) [I can't remember how she got that one!] = 131

Hunted Northinghouse 8- (25), protector of the weak (15) Insatiable curiosity (15) American attitudes in the UK (3) Distinctive looks (tall, red-head) 3 Enraged 8-/11- innocents threatened. Watch Package (10) Experience (23)

Big Mack — Dex 18 Speed 4 CV 6 total mass 142.5 tons, Bod 28, 15- Damage control, Martial Arts. One crew with full long-term life-support. Armour net defense 13. Ground movement 48" non combat, flight 72" non combat. Lifters Str 50, -5 flash, IR vision, high range radio, 3tonnes cargo, spares (20 points) 3.5D6 REKA area 60deg forward 6" hex, 3.5D6 Autofire RPKA 60deg forwards, 5.5D6 Flash (180 deg forwards), 9D6 EB 180 deg forwards, 10D6 punch, 2.5D6 REKA/no range/8" hex line. Aiming -1, no fine work with lifters, cannot climb, cannot use arms in flight, Watched Dalton 11- Fuel requirement (uncommon, 8hr).

Powerloader — Dex 18 Speed 4 total mass 50, Marial arts, Body 13, 1 crew in basic accommodation. Defence 11 Ground movement 16" non-combat Lifter STR 30, 10D6 PEB no range. cannot climb, Watched Dalton 11- Fuel requirement (uncommon, 8hr).

Commentary

Had the campaign not ground to a halt (bricks were too obviously effective compared with other types, and players were dispersed by changing jobs), she would have cribbed more tricks from the Nite Owl of the 1970s from Watchmen — I was planning the flying owl equivalent as the next big purchase when the curtain came down.

Others

Anima — a middle-aged writer and his alternate identity of his Jungian anima — appearing as jailbait wielding a cosmic power pool. Power — a trucker with an unstable power reserve based on STUN giving STR and END. Emerald — a She-Hulk-alike, who showed how effective newly minted bricks could be alongside old-timers with 50+ eps. Selene — a flying egoist with a madness multipower (INT, EGO and EGO defence destruction, mental paralysis and ego attack). Dragonfly — high speed pure Martial Artist (retired when agents started carrying Area effect/single hex weapons as standard).


AI img2img re-spray images added 22-NOV-2023 (because I can).

Friday, 15 May 1987

Morgan (1984 - 15th May 1989)

A huge, placid tabby cat who we believe used to belong as a kitten to a family a few houses away from where we were living, but was evicted when he grew up. A poor starving boy (though this was difficult to tell given his massive build), he was accepted into the household with little trauma. He died of massive kidney failure which occurred suddenly, and quietly while we were preoccupied by the arrival of Smoke as a kitten.

Tuesday, 24 May 1983

Gummitch (May 1981 - ?)

A peripatetic ginger tom, quite unlike his namesake from Fritz Leiber's Spacetime for Springers. He was always fond of wandering off, and was known to be more friendly with other cats than people. He vanished about the same time as a family - including one such friend cat - moved away from our street.

Tuesday, 30 June 1981

Ringing Steel — a Man-to-Man combat system part IV

Optional Rules

Knock back
Procedure

Whenever two combatants come into contact, either directly or through their weapons meeting it is possible that one of them will be forced to move by being knocked back. When an attack is parried, the blow strength of the parrying weapon subtracted from that of the attacking weapon, and the attack excess, which will be negative, is added to the result. The total is the Bash Score and this is used with the following table to determine the result.

Bash Score Effect
below -10 Attacker must move back one hex.
-10 – 0 None.
1 – 5 Defender must move back one hex.
6 – 10 Defender must move back two hexes.
>10 Defender knocked over.

When the parrying weapon is a shield, the Bash Score is decreased by ten.

The directions of movement are determined as for dodging, but otherwise it is treated as if the combatant chose to make walk back actions. For the effect of being knocked down see the next section. For an attack that hits, the Bash Score is calculated as attacker's blow strength - armour reduction in area hit - defender's strength + attack excess. It is then treated as above, except the attacker is never forced back.

Knock backs have no effect on advantage or critical rolls.

Combatants That Are Knocked Down

When a combatant is knocked down the direction of fall is determined from the dodge diagrams, he then lies in his original hex and that given the dodge diagram. It takes ten tenths to fall. The combatant's current action is cancelled, and a reaction time necessary before a new one can be commenced. If the combatant had advantage due to the attack this kept.

Damage may be taken from the fall. The short stab hit location table is used to determine the part of the body which takes the brunt. Blow strength is equal to the Bash Score causing the knock down and is reduced by armour as usual. Excess for the “attack” is given by a d20 roll - Passive Dodge Factor. A roll of 20 indicates a critical fall and is treated for a critical hit. A roll of 1 indicates that the combatant has landed well and suffers no damage. Except for a roll of 1, the “attack” always hits, and an excess of less than zero is treated as zero. However, a damage factor of one is counted as not injuring, and all other damage factors are reduced by one.

When on the ground no active defence can be made. Getting up takes 3 walk moves unless the roll on landing was 1 when this is reduced to 2. For combat on the ground see Unarmed Combat.

Mounted Combat
Horses

Horses have Strength, Dexterity, Constitution and Fatigue Limit as for human combatants. They have a Will Power between 0 and 10. They have a single combat Training, which must be at least 2 for them to be ridden in combat.

Horses can be armoured with armour types as for humans, giving the same modifiers, factors and protection, except all legs have half the given protection, rounded down.

Horses move at three speeds, Walk, Canter and Gallop. Their speed can only be changed up or down one category at a time. They take up two hexes and when stationary may keep either end fixed when turning. When moving the front end is always the fixed end for turns. The time for a turn is the canter move rate, but when cantering two moves must be made between each turn and when galloping four moves are necessary between turns.

Move rates are

Armour Walk Canter Gallop
None to light 4 2 1
Std, Hvy 5 2 1
Hxy+, XHvy 5 3 1
SHvy, Full 6 3 2

Horses take fatigue for: Starting to canter. Starting to gallop. Cantering for 50 tenths. Galloping for 25 tenths. They also take fatigue for other combat actions as humans.

Riding

A combatant must be Trained in horse riding. The relative skills of horse (down) and rider (across) are cross referenced on the Mounted Combat Table to give alterations to the rider's base speed and attack and defence potentials.

0.1–1.9 2.0–3.9 4.0–5.9 6.0–7.9 8 and up
0.1–1.9 3/-4/-5 2/-3/-4 1/-2/-3 1/-2/-2 0/-1/-2
2.0–3.9 2/-3/-4 1/-2/-3 0/-1/-3 0/-1/-1 -1/0/-1
4.0–5.9 2/-3/-3 1/-1/-3 0/0/-1 -1/0/0 -2/1/0
6.0–7.9 1/-2/-3 0/-1/-2 -1/0/-1 -1/1/0 -2/2/1
8 and up 1/-2/-3 0/0/-2 -1/1/-1 -2/2/0 -3/3/2

The numbers are increase in base speed/addition to attack potential/addition to defence potential

The horse is under the control of the rider. Whenever he wishes to turn or change speed he must make a control action, taking 10 - skill of rider tenths. The horse will respond 10 - skill of horse tenths later. The horse will always continue to move at its set speed after a turn. The response time of the horse is not an action, merely a delay between the the rider's control action and the earliest time the horse can respond. If the horse is partway through an action at the end of its response time it will finish that action before commencing the action ordered by the rider.

The rider can sit forwards or back, that is he can choose to be in either the front or rear hex of the horse. He may also face forwards, right or left, giving a total of six riding positions. Changing position takes 10 - skill of rider tenths.

Attacking From Horseback

In range hexes for a rider with a weapon in his right hand are shown below. Whether the rider is sitting forwards or back has no effect. For a weapon in the left hand the diagrams are reflected through the line of the horse. The top row is for a short weapon facing front, right, left. The second for medium forward and right. The third is long forward and medium left. The bottom row is long left and right facing.

Covered hexes are as for an infantry-man standing in the appropriate hex with the same facing. The following alterations are made to the combat data for attacks from horseback

i) Base Speed is adjusted according to the first figure in the mounted combat table.

ii) Anti Parries and Accuracies are adjusted according to the second figure in the mounted combat table.

iii) Defence potentials are adjusted according to the third figure in themounted combat table.

iv) Blow strengths for hand weapons are decreased by two.

v) If the horse is moving during an attack action the attack potential is decreased by one for a turn or walk, two for a canter, or four for a gallop, only the largest counting for each attack.

vi) All weapons are treated as long for the purpose of hit location determimation.

Blocking actions are not possible from horseback.

For attacks against another horseman see below.

These alterations are to the rider's combat data only, not the horse's.

Attacks By Horses

A horse may be commanded to attack an opponent by a control action. It will commence the attack action on completing whatever its current action is when it responds. A horse with Training of 5 or more can be commanded either to make a single attack or to keep attacking a single target. In the latter case it will stop when the combatant falls or when it is given a command to do something else. A further command would be required for horse to attack a combatant on the ground.

The required data are A = 1.8, B = 6 and modifier = -2. In range hexes are the horse's front end hex and the three hexes forward to it.

After making an attack the horse has moved so that its front end hex is that of its target at the time of the attack. Its speed will be reduced by one category and its next action must be move at that speed. Thus a cantering or galloping horse cannot continue to attack the same target unless that target moves or is forced to move away from the horse.

Attacking Horse And Rider

The horse and rider are treated as a single target, but the attack is made at either the front or the back end. If both ends are in range, the attacker specifies which is being attacked at the time the attack is made. A d10 is rolled to see whether the attack is at horse or rider:

Rider at end attacked is hit on 1–6; Rider at other end is hit at a 1–3

Note that the rider may be notionally in an out of range hex if he is at the other end of the horse. He can still, however, be hit as the riding positions are merely convention with the rider being more accurately on the hex border.

Regardless of which is being attacked, the same defences are possible, subject to the usual conditions of targeting and covered hexes. The possible defences are passive dodge by the horse, active dodge by the horse and parry by the rider. Passive dodge by the horse is assumed by default. For the horse to make an active dodge requires a control action so that the horse has responded during the time for the attack. The usual modifier of walk move rate is applied to the horse's current or just starting action, and the dodge diagrams used to give the necessary move. A horse with Training of 5 or more will automatically make active dodges against its own target's attacks unless commanded not to. Movement due to dodging is treated as a canter move in its effect on the rider, but not in terms the horse's speed of movement. Cantering and galloping horses cannot actively dodge.

Hit locations are determined on the horse and rider hit location tables [I can't find these]

Interactions Between Mounted Combatants

When a mounted combatant attacks another horseman, blow strengths are altered by the relative movements of the two horses. One horse is towards the other if its last move action decreased the number of hexes separating their nearest points. If both horses are moving towards each other, and one is cantering and the other galloping then the blow strengths for attacks by the riders or the horses is increased by two. If each is galloping towards the other the blow strengths are increased by six.

Injuries To Horses

The normal wounds table is used to give wound types suffered by horses. If a horse takes a Wound it must make a saving throw against Will Power+Skill or else shy. This takes a time equal to that for two walk moves, and cancels the rider's current action. The rider may be thrown off. A d20 is rolled, and if this is more than 3 x rider's skill he falls. A roll of 20 always throws and a roll of one never. The fall starts at the end of the first walk move of the shy. For the effect of falling from a horse see below. The rider can only start a new action at the end of the shy, and he must first take a reaction time.

If a horse takes a Serious Wound or a Disablement then this is treated as above except that the horse will shy before passing out, finishing the shy on the ground. If the rider does not fall off he must then dismount after reacting.

Knock Backs

Hits to the horse are resolved using the bash table as above; but if the horse is initially cantering or galloping the effect of being forced to move back is to reduce the speed by one category for each move. Once the move rate is down to walk, move backs take place normally. Knock down results are treated as the horse shying, ending on the ground. If the rider does not fall off he may remain in position while the horse gets up. During this time the rider can start no new action, though he can react.

Hits to the rider are resolved using the following table

Bash score Effect
below -10 Attacker must move back one hex.
-10 – 0 None
1 – Skill Sum Horse moves back one hex
> Skill Sum Rider knocked off.

Skill Sum = Skill of rider + Skill of horse.

If the attacker is another horseman then the attacker moves back result is ignored.

Effects on the horse are treated as above.

When the rider is knocked off, blow strength used is Bash Score + 15 - Skill Sum, or 15 - Skill Rider if the fall is due to shying. The rider's landing place is determined from the diagram below (where the arrow indicates the horse) which gives the hex closest to the horse plus a dodge diagram to give the one further awsy. The rider lands with his feet closest to the horse. It takes 20 tenths to fall from a horse. Other than as above the procedure is followed as above.

Mounting And Dismounting

A rider can mount from the hexes 2,3,5 or 6 shown in the diagram above, providing at least one of the horse's hexes is one of the rider's front hexes. He can dismount into any of the same hexes with any desired facing. The horse must be stationary or walking for mounting or dismounting. The time for a mount or dismount action is 20 - Skill of rider tenths if the horse is stationary, 25 - Skill of rider tenths if it is walking.

Riderless Horses

A horse with a Training of four or less will stand where it is when riderless unless it is attacked, when it will flee. It will accelerate to a gallop and keep going until it is clear of all combatants or has taken fatigue points over half its Fatigue Limit. The initial direction of is determined from a dodge diagram.

A horse with a Training of five or more will defend itself, and if its rider has been knocked off it will stand over him. It can also be given a control action before dismounting to move towards some objective. If it receives a Wound or worse, it will flee as for less well trained horses.

Any riderless horse can be led by a combatant moving into one of its hexes and giving control actions. A riderless horse can be mounted by any capable combatant except in the case of a horse with Training five or more that is standing over its fallen rider.

Surprise actions and special manoeuvres
Feinting

This action allows a combatant to apparently move in one direction, actually moving in another. The combatant makes a ‘false’ feinted move, followed by two ‘real’ moves, from the previous hex, in a different direction. The action takes a time equal to two walk moves, with the feinting move occurring after half the time, and the two real moves at the end.

The feint must be declared secretly, including which real moves are to be made, at the start of the action. If no referee is present, the feint is marked on the combatant's order sheet and the current action announced as the feint move. Apparent feints where the feint move is also a real move also possible.

A combatant may attempt to detect a feint by his target by announcing the attempt. This is not an action but must be announced after the feint and before the real moves. The detector's skill less his opponent's skill plus a dl0 roll is calculated. If the result is seven or less then the feint is detected. In such a case the feinting combatant is moved to where he would have been after the first of the real moves, and the second move is made normally. If a feint is not detected by a combatant, and that combatant wishes to change his current action as a result, then he must make a reaction roll. Only one attempt at detecting a feint is allowed for each move made by the opponent.

Hand Switch

A combatant using one, short, single-handed weapon may switch it from one hand to the other. This takes l0 - skill tenths. The switch action may be performed as a main action or as a modifying part of a blow. In the second case 2 is added to the attack potential for that attack, unless the switch is detected. Detection of a switch is as for detection of a feint above, with the announcement coming any time within the attack action. A detected switch is treated as a normal attack for attack potential purposes. During an attack action with a switch or during a switch action no parry can be made.

Disarming And Breaking Of Weapons

When attacking an opponent who parries with a weapon other than a shield a combatant may make an attack to disarm rather than to hit. This is secretly declared at the start of the attack action. If the attack ‘hits’ the blow strength of the parrying weapon is subtracted from that of the attacking weapon, and the damage category found for this effective blow strength. If this is four or better then the opponent is disarmed. If it is nine or better the weapon breaks. Critical roll 20 always breaks the weapon. Advantage, critical roll 1 and knock back are treated normally. If the opponent chooses to dodge the attack then it automatically misses except for critical roll 20 which is treated as if the attack had been to hit. The landing place of the dropped weapon is determined by rolling a d10 and using the dropped missile weapon diagram above.

It is also possible to disarm an opponent by parrying. An attack to disarm is made to prepare, that is the time is used but no attack carried out. The next time the combatant attempts to parry and is successful an attack to parry is considered to take place at that time, the opponent being forced to parry. The procedure is as above. If the opponent was attacking to parry both attacks to parry occur simultaneously, with the usual resolution for simultaneous blows. Thus both combatants can be disarmed at once. After each attempt at at disarming parry, including when the attack is not parried, the weapon must be re-prepared before another attempt is possible. During the preparation time ordinary parries can be made with the usual modifiers being applied to the preparing action.

Broken weapons cannot be used in combat except as part of a hand strike as detailed below.

Diving Attack

A combatant using a short or medium range weapon may choose to make a diving attack as a closing action. This is only possible if the combatant is already running, and consists of two moves and an attack as a single action. The moves must be in the same direction. The time for the action is Base Speed + Run Move Rate - 5 tenths. Both the moves and the attack place at the end of the action. The combatant finishes the action on with his feet in the hex in front of his starting position, and his head in the hex beyond that. The combatant's head hex must be such that the opponent attacked is within short weapon range of it.

The attack is made with 5 added to the attack potential and 6 to the blow strength. Hit location is determined as for a short, stabbing weapon, and if the opponent parries the attack is treated as coming from a stabbing weapon. During the diving attack action only a passive defence can be made.

Getting up from the ground takes a time equal to that for three walk moves during which no active defence can be made.

Pulling Blows

A combatant may reduce his blow strength by any amount up to his skill in order to reduce the damage done to an opponent. Any reduction must be declared before the attack is made.

Armour and shields
Non-Standard Armour Type

A combatant may have armour giving a protection factor upto 15 on any part of the body. To determine the effective armour type for calculating skills and finding move rates, the total protection factor over the whole body is summed up. Arm, leg and shoulder are only counted once each. The total is compared with those for the standard armour types and the nearest standard total above or equal to that chosen is taken as the effective armour type.

Shields In Passive Defence

If a combatant is attacked by an opponent in a hex covered by his shield then his passive defence factor is increased by 5. This applies both when the combatant chooses not to actively defend, and when only such is permitted by circumstance.

Different Armour Construction

Armour can be made from a number of combinations of cloth, leather and variously formed metal. Different types of weapon will have differing effectiveness against the different armours. The armour construction table lists the main forms of armour and the protection factor each offers against a sword. The amounts by which these factors are adjusted for other weapons is also given as an addition or subtraction to the protection. For the purpose of determining custom armour type the sword figures are used. [I don't have this table]

Damage To Armour And Shields

When a combatant receives an injury with damage factor six or higher, his armour in that location is damaged. This has no immediate effect, but if another such injury is received in that location then that piece of armour is rendered useless. If a combatant receives an injury with damage factor nine or higher then his armour in that location is rendered immediately useless.

Shields can also be damaged. An effective damage factor is found by adding ten to the attack excess of a parried attack to give the effective excess and using a protection factor of 15 to give the effective blow strength. If the effective excess is less than zero then the shield cannot be damaged. Shields are damaged by an effective damage factor of six and rendered useless by an effective damage factor of nine or by being damaged twice.

Unarmed Combat

A combatant may choose to use parts of his body instead of weapons to attack or defend with. This has the advantage of speed at the expense of low blow strength and short range. A single skill is calculated for unarmed combat as for a weapon, attacks in unarmed combat are punches, kick, grapples and throws.

Punches And Kicks

These are treated as weapon attacks. The required data for calculating and defence potentials, blow strengths and speeds is given in the unusual weapons table in this section. Note that in all cases blow strength is increased by the addition of skill to it. The medium stab hit location table is used in the case of kicks.

Unusual Weapons Table
Weapon Type Range A B DS DC Modifier
Hand Stab Short 3.0 Skill-6 4.0 2.0 -5
Foot Stab Short 2.4 Skill-4 -3
Rapier Stab Medium 3.2 2 4.5 4.8 -5
Pole arm Cut Special 1.4 10 1.2 2.6 8
Lance Stab Special 1.8 4 0
Whip Cut Medium 2.6 -4 4
Net Cut Medium 2.6 6

When parries are made by the hand, the attacking blow strength is reduced by adding the excess, which will be negative, and then treated as an excess zero hit to the parrying arm, except that a zero or negative blow strength does no damage. If the attack was to disarm it is treated as hitting the arm if succesful.

Similarily if a punch or kick attack is parried, the attacker suffers damage from an excess zero hit with blow strength given by attacker's blow strength - 2*attacker's skill - excess for parried attack.

If the arms or legs are armoured the blow strength is increased by two for protection in the range 4 to 8 or by four for protection in the range 9 to 15. When hands or feet are likely to be damaged due to parries as above, the blow strengths involved are reduced by arm or leg armour as usual

Grappling

A combatant may grapple with an opponent by making a grab attack. This is equivalent to a punch with two added to the attack potential and no damage done. It can only be made at close quarters. If the attack ‘hits’, the two combatants are grappling. While grappling, only the combatant with advanatge can attack, and four is added to the attack potential for all attacks in a grapple. Any close quarters weapon may be used. Only dodging and hand parries are possible as active defence. Movement due to dodging happens to both combatants, and is in the direction determined by rolling a d6 to give a random adjacenthex. Both combatants move in the same direction, and both take the appropriate modifier for a dodge.

Knock backs and knock downs do not apply to grappling combatants.

Either combatant may attempt to disengage by making a disengage action. This is treated as an attack by any close quarters weapon against the opponent's active dodge, but with no possibility of damage and no actual dodge made. The combatant with the advantage increases his attack potential by five for a disengage action, and the combatant without advantage has his decresed by five. If the ‘attack’ is succesful, the disengaging combatant can then make a move out of close quarters. His opponent may attempt to resume grappling if he can make a grab attack before the disengaging combatant leaves close quarters. If the non-disengaging combatant had already commenced an hand attack action then this becomes a grab action if so desired in such a case.

While grappling the combatant with advantage must always be making an attack, disengage or throw action.

Throws

The combatant with advantage in a grapple may attempt to throw his opponent. This is treated as a hand attack with no damage, and if it is successful it is as if the opponent had been knocked down. The attacker, however, chooses which dodge diagram to use. The blow strength is given by attacker's hand blow strength + attack excess. The attacker may follow his opponent down and maintain both grapple and advantage, or else the two combatants are considered disengaged.

A combatant on the ground may be attacked with any medium or long range weapon, or with a foot by a standing combatant. Only a passive dodge can be made as defence.

Grappling On The Ground

Grappling on the ground is treated normally, except no movement results from dodges and no throws are possible. The combatant with advantage is considered to be on top. In the case of a successful disengaging action, the disengaging combatant takes one walk move to get up, while his opponent takes two. Neither combatant may rise from the ground without disengaging.

Attacking Combatants At Close Quarters

If two combatants are fighting at close quarters, a third may attack one of them. If the attack misses, it is then treated as an attack on the other combatant, occurlng at the same time. If the two combatants are on the ground and the advantage changes during the time for the attack, three is subtracted for the attack potential for the attack.

Fatigue and Wind
Wind

A combatant has a Wind of Constitution/2, rounding halves down. Any fatigue points incurred by the combatant are counted against this, not against Fatigue Limit. Fatigue points taken are reduced by one per 20 tenths when the combatant is not performing any fatiguing action. Provided the current amount taken never exceeds the Wind this will continue indefinitely. When the Wind is exceeded, the excess fatigue points and all those subsequently taken are counted against the Fatigue Limit. Fatigue is then as in the normal rules. Note that in the long term a combatant will recover all fatigue and wind, see the appendices. [Not available]

Athletics

A combatant may have a Training in athletics. A skill is calculated for this ability except Dexterity is replaced by ( Dexterity + Strength ) / 2. Armour has no effect on the athletics skill and so an effective armour of 1.0 is used in all cases.

A combatant with athletics Training has a Wind of skill in athletics + (Constitution x ½ ), fractions rounded down after the addition.

A combatant with athletics Training has move rates adjusted by using following table. Each move rate is cross referenced with the skill in to give the corrected move rate.

Skill
Normal

Rate

0.1–2.0 2.1–4.0 4.1–6.0 6.1–8.0 >8
3 3 3 2 2 1
4 4 4 3 2 2
5 5 5 4 3 2
6 6 5 4 3 2
7 6 6 5 4 3
8 7 6 6 5 4
9 7 7 6 5 4
10 8 8 7 6 5
11 8 8 7 6 5
12 9 8 8 7 6

When a combatant with athletics is injured or fatigued, the time alterations are applied to the normal move rates and the table used to give the new corrected move rates.

Special Weapons
Rapier

A very fast weapon requiring very high skill for effective use. The skill of a combatant using this weapon is calculated normally and then treated as being three less for the purposes of calculating Anti-Parry, Base Speed and the two Parry Factors. The full skill is used for all other calculations.

These are very long weapons, and must always be held in the equiof a blocking position, as shown below. Dark shaded hexes are blocked as above, the three light shaded hexes are the ones that can be attacked

These in range hexes are not blocked. When in left or right position it is only possible to change to forward in one action. When a combatant turns with a polearm, the weapon moves round with him, and the turn cannot be made if this would put any other combatant into a blocked hex. The time for a turn is that a walk move.

Attacks with a polearm are treated as for long, cutting weapons for the purpose of hit location. Blocked hexes remain blocked during an attack.

Blocking attacks are automatically made when an opponent tries to enter a blocked hex. If the blocking attack is unsuccessful the opponent is allowed to move into the desired hex, but the block is not removed, and any further moves into other blocked hexes are treated as if coming from an unblocked hex. However, while there is an opponent in a blocked hex, a combatant with a polearm can make no attacks.

Polearms can be used for parries against long range weapons only. Covered hexes are shown above, note that they include all in range and blocked hexes.

Lance

The lance can only be used from horseback and only by a rider with Training of three or more. The mounted combat table is used as usual to adjust combat data.

To make an attack with a lance it must first be readied, taking a time equal to base speed. The attack is then made by moving forwards so that the target is in an in range hex. The attack occurs when the move is made. In range hexes are shown below.

The rider must be sitting forwards before the lance can be readied and must remain so until the attack is completed.

A lance attack is a closing action, but the target is designated when the lance is readied. Blow strength for a lance is adjusted according to the following table

Target is
Horse is Running
Towards
Walking
Towards
Stationary Walking
Away
Running
Away
Galloping +10 +8 +6 +4 +2
Cantering +5 +5 +3 +2 +0
Walking +2 +1 0 -1 -2

Tha target is defined to be stationary unless the current or just completed action included a move. Direction of movement is as for horse vs horse with the target being considered stationary if the move had no effect on the separation. If the target is another horseman or horse then both galloping and cantering are treated as running for the target's motion, and normal horse to horse effects are applied in addition to the above.

Guns

Two types of gun are possible, the handgun, or pistol, and the musket. They are further categorised as being automatic or manual and whether they loaded with grapeshot or ball cartridges. An automatic gun expels a used cartridge and brings the next into the barrel as part of its fire action. Therefore, there is no load action required when using one. A manual gun has a load action as usual. Normally only handguns are automatic. Aim and fire actions are as for normal missile weapons.

Two blow strengths are given for each gun in the Missile Weapons Table.The first is for grape-shot, the second for ball. When a combatant is hit by grapeshot, it is assumed to hit all areas of the body, and a damage factor is calculated for each separately. However, if the effective blow strength on any part of the body is zero or less, then there is no effect on that part. For ball shot a hit location is determined and used normally.

When a shot from a gun misses, the usual diagrams are applied and any combatant in the hex given suffers the attack. However, the final landing place of the shot is undetermined.

Critical roll 1 when a gun is fired means that the cartridge has not fired. The gun must be cleared before it can be used again. For a manual gun this is done as part of next load action, but the combatant must first take a 5 tenths dead time plus a reaction time. For an automatic it takes 20 tenths plus a reaction time to clear the dead cartridge and load a new one.

A gun holds six cartridges, and when they have all been fired it is necessary to reload. This takes 10 tenths for each cartridge loaded. It is possible to reload a gun which is not yet emptied.

Whip

A whip may be used to in two ways. It can be used for normal attacks as a long range weapon, with hit location determined as for a medium range stabbing weapon. Alternately it can be used to make entangling attacks. These are treated as normal attacks but with no damage, and if they hit a limb or a shoulder then the whip is wrapped around the opponent's limb, ensnaring him. The attacker may then either release the whip, which takes one tenth or attempt to throw his opponent to the floor with it.

If the whip is released, it will take the opponent 5 + attack excess to get free, during which time he may make no active defence. Alternately, he may ignore the whip, in which case a modifier of one is added all his actions, and all his attack and defence potentials are reduced by one. This lasts for 10 x ( attack excess + 1 ) tenths or until the combatant chooses to free himself as above.

If the attacker attempts to pull his opponent down, this is treated throw in the unarmed combat rules, with whip figures replacing those for hand. However, blow strength is taken as attacker's blow strength + attack excess. As the combatants are not grappling, the attacker cannot follow his opponent down. During the time for the throw, the opponent may attempt to release himself, as above. If he is succesful, the throw action is cancelled.

A whip cannot be used for parries, but can be used for disarming attacks and parries.

Net

This is a non damaging weapon, which entangles an opponent on hitting. Hit location is not determined, the net is considered to cover a large area of the opponent's body. A net can only be parried by a long weapon or a polearm.

If a net hits, it is always released. It will take the opponent 10 + attack excess tenths to free himself, during which time no active defence is possible. If he chooses to ignore the net and fight entangled, times for all actions are increased by five, and all attack potentials and defense potentials are decreased by 3.

A net is a two handed weapon, but it is possible to hold any single-handed weapon at the same time as using a net. Only one of the two can be used at any one time, and timings and anti-parries are adjusted as for two single-handed weapons used at once.

It is possible to make disarming parries against a net with any weapon. However, instead of the results given in that section, a net is unaffected by a damage factor of five or less, and torn by one of six or more. The net attack is treated as being against the opponent's passive dodge, and if it hits it will entangle as usual unless it is torn. A net has a parry factor of 25 against disarming parries, regardless of the skill of the combatant using it. A torn net cannot be used in combat.

Terrain
Ground And Movement

Move rates as given in the armour table, and for horses, are for movement on firm ground. Three other types of ground are considered, as outlined below.

Soft ground is ground into which a combatant's feet will sink up to about three inches. Examples include sand and ploughed fields. Move rates of five or less are increased by one and all others by two.

Muddy ground is terrain where it is necessary to lift the feet well clear in order to move. As well as mud and marsh this includes moving though undergrowth or shallow water. Move rates of three or less are increased by one, those from four to seven by two and those of eight or more by three.

Difficult ground is water more than six inches deep, very boggy marsh and dense undergrowth. Move rates less than three are increased by two, those from four to seven by three and those of eight or more by four.

Combatants with athletics Training adjust their normal move rates above, and then use the table above.

Sloping ground is considered as soft, muddy or difficult according to how steep it is. It is considered to be equally difficult to move in all directions when on sloping ground.

Height Differences

It is possible for one combatant to be above another due to sloping ground or the presence of steps or platforms such as walls. The difference in height is measured in units of 20cm, called steps. For sloping ground that is ‘muddy’ or ‘difficult’ an uphill combatant is considered to be one step above his opponent. The uphill direction must be defined for any slope, one combatant is uphill of another if all possible routes between their hexes of shortest length include one move along the uphill direction. For steps and platforms the height in steps is defined when the terrain is set up for combat. Note that not all walls are sufficiently wide to permit movement on to them. To move up a step takes an extra walk move per step in addition to that for moving into the hex. Similarly for run moves.

The effect of height differences on combat is as follows. For each step a combatant is above an opponent his attack and defence potentials are increased by one, up to a maximum of five. Hit location determination is altered so that the combatant above cannot hit the bottom 2 x ( number of steps ) locations and the combatant below cannot hit the top 2 x (number of steps). Thus if the height difference is 2 steps the top combatant has hit location determined from 1 to 6, and the lower one has from 5 to 10. If the height difference is six or more then no attack is possible. For a height difference of three to five long and medium range weapons are both considered to one category shorter for the purposes of in-range hex determination.

Obstacles

Hexes containing trees, walls, other combatants and similar obstructions are considered to be obstacles. It is not possible to move into an obstacle hex, except where the obstacle is another combatant when close quarters combat applies. If a combatant is dodging and the dodge diagram gives an obstacle hex, the dodge is cancelled, passive dodge applying instead, although the dodge modifier still applies. In the case of knock backs, if an obstacle hex is given, the combatant is knocked over instead. Note that in such a case the combatant may be supported by the obstacle rather than on the ground but the effects are the same.

If there is an obstacle in a combatant's in range hexes when he makes an attack with a cutting weapon, then base speed is increased by one for each obstacle, and blow strength decreased similarily.

Cover

Terrain features can provide cover from missile attacks. Soft cover is given by hedges, single trees and thick undergrowth such as bracken. Hard cover is parapets, walls buildings, trees, mantlets, carts and similar constructions with the combatant partially visible. Arrow slits and other such cover occur only as specific terrain features.

If there is any thing which would provide hard cover on the direct line between a missile using combatant and his desired target, the target is not visible. Other combatants can also block such a line of sight.

Ringing Steel — a Man-to-Man combat system part III

Missile Weapons

Definitions

A missile weapon is any weapon which attacks at a distance and involves a projectile being launched, be it the entire weapon or some part. Types of missile weapon are listed in the Missiles Table.

The following figures are required for the use of a missile weapon. They are either read from the missiles table or calculated using data from that table and the pre-determined characteristics.

Skill Factor: As for hand weapons.

Base Speed: As for hand weapons.

Accuracy: Calculated for each weapon, measures the likelihood of a missile striking its target.

Accuracy = A x Skill + A1

A and A1 are read from the Missiles Table.

Blow Strength:As for hand weapons, but is fixed for the type of weapon. Read from Missiles Table.

Velocity: Given for each weapon, measures how fast a missile travels. This affects the chance of it being parried and the time taken from launch to arrival at target. Read from Missiles Table.

Load Time: Calculated for each weapon, gives time required to prepare a weapon for launch.

LT = L - Skill + Armour Modifier

L is read from the Missiles Table, and Armour Modifier from the Armour Table.

Aim Time: Calculated for each weapon, gives time required to aim with weapon before launch.

AT = M - Skill + Armour Modifier

M is read from the Missiles Table, and Armour Modifier from the Armour Table.

Fire Time:Calculated for each weapon, gives time required to fire a loaded and aimed missile.

FT = F - Skill + Armour Modifier

F is read from the Missiles Table, and Armour Modifier from the armour table.

Missiles Table
Wea pon A A1 B.Str Vel L M F Mod ifi er Short Med ium Long Ext reme
Shortbow 2.2 -1 15 4 15 20 8 0 2–15 16–40 41–75 >75
Longbow 2.0 0 18 5 15 20 8 1 2–30 31–70 71–120 >120
Crossbow 1.0 +3 30 6 20 16 6 1 1–20 21–50 51–90 >90
Arbalest 1.0 +5 40 8 30 16 6 3 2–25 26–60 61–100 >100
Knife 2.4 -3 9 2 5 14 10 -3 1–10 11–20 21–30
Javelin 2.0 +1 24 3 5 14 10 -1 2–15 16–30 31–50
Axe 2.6 -5 21 1 5 16 10 -1 1–10 11–20 21–30
Slingshot 2.2 -2 12 4 15 20 12 0 1–20 21–50 51–90 >90
Rock 2.2 -2 9 2 5 14 10 -3 1–10 11–20 21–30
Handgun 1.5 +2 6/40 9 10 15 5 2 1–15 16–40 41–75 >75
Musket 1.3 +4 8/50 10 10 15 5 2 2–30 31–70 71–120 >120
Mechanics of Missiles
Procedure

When a combatant wishes to use a missile weapon it must first be drawn. This takes a time equal to base speed, as for hand weapons. For bows it is necessary to use both hands, but when using a thrown missile a combatant may choose to keep a single-handed weapon or a shield in the non-throwing hand. Launching a drawn missile then requires a sequence of three actions, Load, Aim and Fire, each taking the appropriate time as calculated above. The actions must be consecutive, and no other action can be performed during this time except turning which may be done during the Aim action.

The Aim stage allocates a target for the combatant, which may be kept during and after firing. The Load action automatically nullifies the previous target. The target must be in a hex bounded by — but not including — the hex rows out of front left and front right faces from the combatant's facing.

Bows and Crossbows cannot be fired at combatants in adjacent hexes (see range above). Load action for these weapons includes the time to draw a projectile.

A Missile Attack

At the end of the Fire action the missile is launched at the chosen opponent. A d20 is rolled and the score noted. The range is found by counting from a hex adjacent to the launcher to the hex containing the target at this time, using a route to give the lowest count. The range part of the Missile table is then consulted to give the range as short,medium, long or extreme. The velocity table is then used to give the time of flight.

Velocity
1 2 3 4 5 6 7 8 9 10
Sh ort 10/10 9/12 8/14 7/16 6/18 5/20 4/25 3/30 2/40 1/50
Med ium 20/8 19/10 16/12 14/12 12/14 10/15 8/20 6/30 4/35 3/40
Long 30/5 30/7 24/8 21/10 18/10 15/15 12/20 9/30 6/40 6/40
Ext reme 28/6 24/8 20/8 16/12 14/15 12/25 10/35

The numbers are time of flight/effective attack potential

At the end of time the target's current or just completed action is noted. This is cross-referenced on the missile defence table with the range to give the defense potential.

Missile Defense
Short Medium Long Extreme
Standing 10 12 15 19
Walking; In combat 11 13 16 20
Running/Cantering 14 16 18 21
Evading/Soft Cover/Galloping 16 18 20 22
Moving in soft cover 17 19 21 23
Hard cover 18 20 22 24
Moving in hard cover 19 21 23 25
Behind arros slit 20 22 24 26

The earlier d20 roll is now added to the accuracy of the attacker and the total compared with the defence potential. For the definition of cover see below. The procedure is then followed as in for hand weapons. All missiles are treated as short stabbing the purpose of determining hit location. Advantage accrues to neither attacker or target, but if the target is hit he will take a 2 tenths “dead time” as usual. The critical roll of 20 is treated normally, but critical roll 1 is dealt with below. A combatant who is hit by a missile must always react unless the missile was fired by his target.

Critical Roll One

The attacker has misfired his weapon, and it drops to the ground, . Where it lands is determined from a dl0 — for 1–6, count clockwise from in front of the attacker as 1. 7–10 means same hex.

In order to continue using missiles a new weapon must be drawn, or else the old one picked up, moving as necessary

Rapid Aiming

The Aim action can be replaced by a Fast Aim action. This takes a time of 1 tenth. The accuracy of a fast aimed shot is reduced by 10.

Missiles That Miss

If a missile does not hit, its landing place isa found by taking the negative excess, that is the extra that would have had to be added to the accaracy for it to hit. If the negative excess is greater than 20 then it is taken as 20. Consult the figure below. The shaded hex is the intended target; the arrow shows the direction from which the missile approaches (hex edge or vertex), the excess gives the hex in which the missile impacts.

If there is a combatant in the landing hex, then an attack is made that combatant. The attack potential is given by a fresh d20 roll, accuracy taken as zero. A 20 is still critical, but 1 merely means the falls harmlessly to the ground.

Situations involving Missile and Hand Weapons
Defending Against Missiles

A combatant expecting to be attacked by missile weapons and not in comabat may choose to make evade actions. These are equivalent to running, but take a time equal to the walk move rate. Defence potential for an combatant is given in the missile defence table. A combatant may defend actively against a missile attack by his target. The “effective attack potential” is read from the velocity table, and a separate d20 roll made and added to it. This is compared with the defence potential. In the case of shields 5 is added to the defense potential. Rolls of 1 and 20 always “miss” or “hit” respectively, but have no further effect. If the attack is successful the missile attack is then treated normally, with the defender considered to be evading. If the attack fails, the negative excess from it is used as above.

Attacks On Combatants Using Missile weapons

A combatant using a missile weapon can make no active defence and has his Passive Dodge Factor rrheduced by two. If the attack hits he must react unless the blow is finished during a Fire action and the combatant making it is the target set in the immediately preceding Aim action. Other effects depend on the action in which the blow hits.

During Load — the time for the action is modified as appropriate.

During Aim — the action is cancelled; if the combatant wants to continue using missiles he must start again with a Load action.

During Fire — the time for the action is not altered, all modifiers are added to the following action; the accuracy of the shot is reduced by the damage factor of the attack.

When a combatant using missile weapons is injured, subtractions from Anti-Parries also apply to Accuracy, and additions to base speed apply to the times for all three missile actions separately. Blow strength, however, is not altered.

Supply of Missiles

The number of missiles carried by a combatant is recorded initially, and a tally kept of those fired. Twelve missiles is the usual number for bows, four to six for hurled weapons.

If it is known where they fell missiles can be recovered and re-used. They can also be removed from injured combatants, wooden arrows having a 25% chance of breaking