RINGWIELDER v1.2 The ultimate role playing game that mixes fantasy and science fiction! NOTE: Ringwielder is a non-computer role-playing game. It is to be played with friends, using the following set of rules. It is distributed in disk form as a test, to see if there is a market for computer-distributed games such as this. If it works, more games (already designed and ready to go) will be forthcoming. Copyright 1990 by Dennis Drew PLEASE FEEL FREE TO COPY this game and give it to your friends. However, it may not be altered in ANY manner. Distribution of an altered version consitutes breach of copyright and will be dealt with according to Federal and Civil law. Other than that... enjoy yourself! VERY IMPORTANT INFORMATION! VERY IMPORTANT INFORMATION! VERY IMPORTANT INFORMATION! HOW YOU CAN BECOME A RINGWIELDER! RINGWIELDER is being distributed under a unique principle. It is the very first ever TRY-THEN-BUY (tm) book. What does this mean to you? RINGWIELDER is the role-playing game of fantasy and science fiction. We had the choice to either spend thousands of dollars in trying to promote it in a field already glutted with games (many of them bad ones), or to try for a new promotion idea. For years, computer enthusiasts have used the principle of SHAREWARE, which means trying a computer program and THEN buying it if you like it. We decided to promote RINGWIELDER on the same level. This text file contains the entire RINGWIELDER rules manual and part of the THEORY section. Please FEEL FREE TO COPY this set of rules. Give it to your friends. Have a blast. If you like RINGWIELDER, we ask that you register. (Consider the YEARS of toil, the back-breaking hours over the typewriter, the sweat and blood we've put into these rules, the days we went without food...sob...). This registration permits us to continue functioning, and allows us to create additional games (of which we now have four and the line is growing). If we receive decent registrations we will very likely produce our three other games via TRY-THEN-BUY as well! There are three different levels of registration: LEVEL 1: $10. "I appreciate your game" level. Registers you as a RINGWIELDER player and provides telephone support. LEVEL 2: $20. "I really like the game" level. Brings you the GAME THEORY section and telephone support. LEVEL 3: $35. FULL REGISTRATION. Brings you phone support, and the collector's edition game which includes these rules, the GAME THEORY section and our solitaire scenario FOR MASOCHISTS ONLY in a numbered, signed edition. If you don't think its worth registering, then we ask that you don't play it and that you please pass it on to someone else. In short: if you like it and use it, you are required to register. That's what TRY-THEN-BUY means. This is the ONLY income we have from the work this game entailed (and it took quite a bit... over ten years to be exact). THE RINGWIELDER CLUB When you register, you gain extra support. This entitles you to call us directly if you have questions regarding RINGWIELDER. There will be no further charges... once you register, YOU'RE A MEMBER! Realize though, that we will not re-hash things covered in the THEORY section for LEVEL I members; if it's covered in the THEORY section, we'll encourage expanded membership instead. Level 1 is basically a "Thanks, I wish to support your efforts" registration. The GAME THEORY section will be provided to Level 2 & 3 registrants. Level 3 registration brings you our SPECIAL RINGWIELDER COLLECTOR'S EDITION. Here's further info: THE COLLECTOR'S EDITION We have a signed and numbered edition of RINGWIELDER available. In addition to these rules, it also contains artwork all the way through and the FULL RINGWIELDER THEORY SECTION, which includes the following: * Sample game * Full-length sample scenario * The Fine Art of Being a Universe Pt 1 & 2 * The Monsters of Ringwielder * Starting Your Own Ringwielder Club * Questions and Answers * Game Alterations -- Additional Methods to Make Your Games Fiendish * FOR MASOCHISTS ONLY -- A full-length solitaire scenario that you can play with friends... or by yourself! * and more! The GAME THEORY section will help you understand more fully how RINGWIELDER works and offers methods you can incorporate into your games to make them more interesting. Is shareware a good way to distribute role-playing games? Your registration will let us know and will tell us whether or not to pursue shareware for releases of other of our game titles! --------------------------------------------------------------------------- RINGWIELDER REGISTRATION FORM SEND TO: DENNIS DREW PO BOX 101 JOPLIN, MO 64802 (417)781-4248 Yes, I want to be a RINGWIELDER! NAME: _____________________________________________ DATE: _________________ ADDRESS: _______________________________________________ CITY: _________________________ STATE: ______ ZIP: _______ PHONE: (________)___________-________________ SEX: M F I acquired this program from: ___________________________________________ (If you like, you can include on a separate sheet a description of your current favorite character you're using... just for reference.) PLEASE REGISTER ME AS: ____ Level 1 player. I enclose $10. ____ Level 2 player. I enclose $20, for which I will receive the GAME THEORY section. ____ Level 3 player. I enclose $35 for which I will receive the special collector's edition as described above. --------------------------------------------------------------------------- FILE LISTING: RINGARC.EXE Compressed self-unarcing file. RINGARC.DOC Unarcing instructions RINGWLDR.TXT Ringwielder rules. CHARSHET.TXT Character sheet. SEQSHEET.TXT Sequence sheet. RINGWIELDER the game of fantasy and science fiction It has been ten years in the making. Never before has there been a game like RINGWIELDER. Designed to work in the worlds of both fantasy and science fiction, it combines the two in a completely logical manner to provide a game environment that is versatile, easy to play, and exciting. Ringwielder is a COLLECTOR'S EDITION game. Each copy contains: * Individually hand-signed and numbered rules * Artwork throughout * GAME THEORY section to help you expand your games * FOR MASOCHISTS ONLY solitaire module This is more than just a game; it is an entire gaming system in one volume that will grow in value as you play. Step aboard the Orion, the most awesome project ever undertaken by mankind. This starship was designed to transport millions of people to new planets across the universe. The Orion is no ordinary ship, for it was built using not only the principles of science but also that of Psycho-Manipulative Energy, a newly- discovered force that works much like the magic of fables and legend. But during its launch a terrible accident occurred aboard the ship. All animal and plant life was mutated, and the inhabitants were turned into characters from literature and imagination. They awaken with their old memories erased and new ones in their place, facing a starship defense system that is definitely not friendly. You, a survivor of the Orion catastrophe, will use science and the incredible "magical" forces of PME to defend yourself and the people who rely on you to protect them in this hostile world. For in RINGWIELDER, you must use logic, wits, and courage just to survive from day to day. Get set to explore the worlds of fantasy, science, and your imagination. They are waiting for you... GAME THEORY SECTION IMPORTANT INTRODUCTION Children learn a great deal by pretending. By casting themselves in different roles, they teach themselves to react to situations normally beyond the scope of their normal life. Unfortunately, adults seem to feel that pretending is strictly for children. At some age, most people forget how to pretend, and thus lose the great value of a powerful learning tool. Role-playing is the term used to refer to games that allow you to pretend, to take on the identity of a "character" and play the game as if you are that character. In general, role-playing games do not require game boards or playing pieces. The game is played using a basic rule book as a guideline, with you imagining yourself in a certain situation and trying to figure out how to handle it. Role-playing is the ultimate form of pretend. RINGWIELDER is designed to be easy to understand and play. It was written with the beginning player in mind; it can be learned just by reading the rules a couple of times. The rules are relatively short; most people can learn to play in just one or two hours. Yet RINGWIELDER is also for the advanced player who wants to explore a totally new kind of gaming environment. RINGWIELDER supports the areas of BOTH science fiction and fantasy. There are no character "classes", "alignment", or overly burdensome charts. This provides you with a much broader and more versatile playing world. We've produced RINGWIELDER, encouraged by three facts: 1. We saw the need for a game that was relatively inexpensive, short, and uncomplicated. 2. Most games deal either strictly with fantasy, or strictly with science fiction. Ringwielder combines the two, in a logical and interesting manner. 3. We wished to eliminate violence in the game as far as possible. While violence is a part of everyday life, we do not feel a game needs to be centered around this fact in order to be enjoyable. RINGWIELDER has been ten years in the making. We have attempted to make it enjoyable and easy to play by eliminating unnecessary, burdensome tables and charts. We're not knocking tables and charts; if you love detail and extreme accuracy, tables and charts are fine. But Ringwielder stresses the use of wits, logic, and intuition over brute strength and force. RINGWIELDER's charts and tables are specially designed to be easy-to- use, and few in number. Simple charts allow speed and flexibility in RINGWIELDER that is rare among role-playing games. As the game progresses, the scenes flash before your mind's eye, and will take you into another world as would a good book or movie. We have taken great care to see that Ringwielder contains nothing to do with witchcraft, demonism, or the occult. Psycho-Manipulative Energy, the "magic" in RINGWIELDER, is an imaginary force, drawn from the realm of science fiction. It is used in RINGWIELDER as an energy force such as electricity or nuclear energy. While PME seems to work like magic, it has nothing to do with magic. PME is an intrinsic part of the fun of this game; we do not intend to say that such a thing exists or is even possible. It DOES add a lot of mystery and enjoyment to the game. RINGWIELDER is not a game of violence. The rules do, of course, show defensive and offensive powers and weapons, but these are intended to be used only as SURVIVAL techniques. In RINGWIELDER, the goal is NOT to go round hacking and stabbing everything you meet. If your games seem to be nothing but one fight after another, you're doing something wrong. The people of the Ringwielder world are non-violent. This is not to say they are pacifists; they simply do not believe in going around and hurting other creatures. This is their basic, ingrained philosophy. They hold all life sacred; under no circumstance would a Ringwielder ever kill a creature for its treasure. Imagine this: if you were really in a RINGWIELDER situation where your life could really be put in danger, would you run around, yell bloody murder, slaughter everything you meet, steal treasure, and run away to kill yet more creatures that haven't bothered you at all? Do you do so in real life? Fighting can be hazardous to your health. If you have to fight a creature to save your life, fine. But it's better to survive by using your common sense than testing your strength (and possibly losing). In RINGWIELDER, fighting is to be used only as a last resort. RINGWIELDER is a game of wits and logic, not slash and hack. Remember...the theme of RINGWIELDER is simply: I SURVIVE ! May you have many enjoyable hours of survival. (The remainder of the GAME THEORY section and the solitaire scenario, "For Masochists Only" are contained in the registered version). RULE EXPLANATION: Some rules contained within may not seem to be "realistic". These rules are provided purely to enhance game play and add to the enjoyment of the game. They may be omitted if you wish, but that will make the game more like real life, and real life can be pretty dull. RINGWIELDER RULES SECTION Copyright 1985, 86, 87, 88 by Dennis Drew RINGWIELDER RULES SECTION RINGWIELDER is a "role playing" game, which means you take on the "role" of a certain character and retain that role whenever you play. It is played much like a science fiction or fantasy story. Role playing is the logical extension of "pretend". The game never ends, but is divided into SEQUENCES which may consist of as long an amount of time as you wish to play in one day. One sequence is one period of play from start to finish (usually two to four hours). There is no "win or lose" to this game. Just as in real life, SURVIVAL is its own reward. If you have never played a ROLE-PLAYING game before, you will find RINGWIELDER to be an incredibly new and refreshing game experience. You will also find it to be somewhat more difficult than your standard board games. Don't let this worry you; read the rules twice and should have no problem. If you are already acquainted with role-playing games, you will find RINGWIELDER to be one of the easiest and most innovative role-playing games ever written. Whatever your experience, we're sure you will enjoy RINGWIELDER. RINGWIELDER is the ultimate mixture of fantasy and science fiction, for in the Ringwielder world people control scientific forces by the use of thought which is channeled through special power rings which they wear. RINGWIELDER is constructed on the idea of a quest to do good deeds, with perils along the way. It is not difficult to learn or play, as the instructions are relatively short and contain remarkably few consultation tables. RINGWIELDER is built LOGICALLY; although it is intended to hold adult interest, is relatively easy to play. 13. THE SETTING The Orion was mankind's greatest achievement. Every nation on Earth had co-operated and contributed toward its production. It was a generation ship-- a starship intended to travel between galaxies. Even at the hyper- speed the Orion was built to achieve it would take years before the nearest galaxy was reached. So the ship was built large. More than large. It measured 80 miles wide and 125 miles long, and thousands of sections deep. Years before its construction, mankind had eliminated pollution from the Earth. When they did so, they discovered a strange "new" force, a force that could be controlled by mental command linked to WAVELENGTH devices. This force, dubbed Psycho-Manipulative Energy (PME for short) was a physical energy much like electricity, but controlled by thought waves rather than switches and dials. It had all the aspects of legendary magic. So when the Orion was built, it was built with all the power that science and PME could provide. This allowed the designers to provide the inhabitants of the ship with vast recreation areas that measured miles in diameter, entire ecosystems that gave much of the ship a natural-looking environment, including sun and stars. The entire ship was controlled by the most advanced computer system ever designed. This 3-foot diameter black globe contained all knowledge of mankind, and was placed in control of EVERY automated function of the Orion. It had access to all scientific as well as PME forces aboard the ship. The computer was considered foolproof. Finally the day arrived when the ship was to set out on its galactic trek. There was much rejoicing on Earth as the ship and its millions of occupants jumped into MidSpace. Aboard the Orion, there was not much celebration. A deadly bacteria smuggled aboard by a deranged passenger was accidentally broken, and a deadly plague ran throughout the ship. This occurred at the worst possible time: during the jump to MidSpace. Most of the ship's crew were killed by the plague, and the ship jumped uncontrolled. The powerful computer which ran the Orion tried to send out emergency signals and regain control of the ship, but PME was running wild through its circuits and the programs to do such things no longer existed. The computer went into a "drunken stupor" from the effects of PME and found to its delight that the ship's fictional libraries contained thousands of delightful and fanciful characters. The computer liked those characters more than the boring animals currently on the ship, and much more than the even MORE boring passengers. So with the power of PME at its command, it mutated almost all life aboard the ship, including the human habitants. The animals were fashioned by the delirious computer to emulate the dread creatures of myth and legend. Thus unicorns, basilisk, harpies, and much more now came to be real. The computer found itself with the help of PME to be able to read the minds of the humans aboard, and it used their "alter-egos" to reform them into heroes the people had deep within their thoughts. As a result, those few that survived the initial plague now effectively died and were re-born with new clothing, memories, and in some case even new bodies. Slowly the rampant PME forces died down and the computer came out of its drunken state. It quickly realized that its time registers were off so it began a search of its data banks to see what had happened during the time it had been "out". The data banks were empty. The computer was in effect "lost" and had no idea where the ship was located. To make things worse, the computer had awakened and found the entire crew and passengers gone. In their place it found unregistered people and the creatures of fantasy and science fiction. It could only come to one conclusion: aliens had infiltrated the ship, destroyed all the inhabitants, and were invading. This left the computer with one choice: it turned on all ship defense systems. The people awoke with no idea of where they were, or how they came to be here. None know their true identities; all of their memories have been replaced with those of fictitious characters. They do not know they are on a Starship, neither do they realize they are anywhere except a planet. The ecosystem sections of the ship seem like outdoor areas. To the transformed passengers it seems they awoke from a bad nightmare which they cannot remember, to find themselves in a strange, unfamiliar, and dangerous world. The first to die was a young girl. She sat on a boulder-- and it ate her. She was not the last. After a time, it was decided an exploratory group would travel to see why the people had been brought here. Certainly things were unusual; among them were centaur, pixies, knights, starmen, super heroes, and many other races and peoples that were thought to not exist in real life. Memories among the people were sketchy and conflicted. Answers were necessary. Each of them wore identical rings which seemed to be a source of incredible power (the Wavelength Rings worn by each crewman aboard the ship). The explorers set out and over several weeks managed to barely survive in this dangerous world that seemed to be turned against them (the defense systems among other things). Finally, they were summoned by the computer, which had been watching them and figured out by this time that something was wrong. One of the explorers had acquired a strange gem which was in actuality the only functioning storage device on the entire ship. When this was patched into the computer, and the computer questioned the group at length, it pieced together what had happened. It also decided there was nothing that could be done; it was lost in MidSpace, it's navigation and emergency circuits were burned out, and there were no stars in MidSpace to guide it home. The Orion was on its own. The computer had been fearful for its safety and that of the ship. With the discovery that these people were not invaders, the computer decided to come to an agreement with them: they would watch over the internal ship and protect it, and the computer would be secluded in another dimension. From that dimension it could still control the ship while being assured of its own safety. In return for their help, the computer would reduce what security systems it could (though not all could be turned off due to required ship safety) and maintain ship life support facilities. Thus was formed the RINGWIELDERS, a group of people dedicated to the preservation of life aboard the ship, and the protection of the people of the Orion. THE CODE OF THE RINGWIELDERS 1. All life is sacred a. Regardless of size, type, or apparent value, all life is important. b. All living creatures, great or small, powerful or weak, deserve respect, empathy, and consideration. 2. All life has purpose a. No life is worthless. b. All life forms have a particular function and design, and are therefore valuable. 3. All life shares life a. All living creatures share the same mutual life force. b. Those who are powerful have a responsibility to help those who are weak. c. Any life force taken, no matter how small, affects all life. These are the major points of the Code of the Ringwielders. To enforce this code, they use the Wavelength Rings. The crew of the Orion wore rings that allowed them to focus the powers of PME. Each ring was programmable to perform different functions. Each ring has the capability of holding 36 powers. The Ringwielders also possess several pieces of information that very few other people have. The Ringwielders know they are on a starship instead of a world. They know this gigantic ship is controlled by a huge computer. They know their powers are not magic; they know of PME (although they don't know the theory behind it). However, they also know there's not a thing they can do about it (no one now has the centuries of study and knowledge required to re-program the computer). They realized that if anyone else ever accessed the computer, irreparable and fatal damage could be done. The seal they designed with the help of the rings to guard the dimension was so complete that it would now be impossible to physically reach the ship computer; it was decided that this was better than risking all life on board by leaving the computer at the mercy of anyone who could approach it. The Ringwielders don't consider the fact they are on a starship to be a secret, but they don't go around broadcasting the information. Most people wouldn't believe them, so they don't see the necessity of trying to force the matter. As players, YOU know you are aboard a starship, but you won't be eager to tell anyone this fact, although there is no rule against telling people you meet, if you think it is necessary. The Ringwielders are highly respected among most people that know of them. This is due to their creed of non-violence and empathy with other life forms. However, there are some who go out of their way to cause the Ringwielders trouble (there's never any shortage of bad-guys). The computer of the Orion is totally inaccessible to the characters (the Ringwielders sealed it beyond all possible access). So although the players might get the idea of trying to reach and destroy the computer, doing so is not only impossible, but foolish. Since the computer controls the entire ship, its destruction would also cause the destruction of the Orion. This is why the Ringwielders sealed it off in the first place. This is the world of the Ringwielders. These people travel throughout the land, not killing and pillaging as did the barbarians and knights of the ancient days, but as courageous and dedicated wise men and women, who work to help people survive the dangers of their world. SPECIAL NOTE: If you have played role-playing games before, you'll find RINGWIELDER very different in its method of play. Instead of your main goal being focused around the killing of monsters and finding hidden treasure, in this game your goal is to help people. Like the police forces of today, you will not kill unless you have no choice. Your main goal is to simply survive the dangers inherent in the Orion. Doing so can be the most difficult-- and interesting-- gaming challenge you have ever faced. 14. HOW TO PLAY RINGWIELDER is simply a game of "pretend" with rules. We all know how to pretend; we imagine being something or someone we are not, and adjust our actions according to that personality. In this game, you take on a persona - a CHARACTER - and play the game as if you actually are that character. It is a mental game; everything is played out in your imagination. One person, the Game Master (referred to as the UNIVERSE) will design the area of play, and he will guide the players by describing areas and occurrences. The players then tell the UNIVERSE how they react to the situation presented. Based on their reactions, the UNIVERSE will then tell them what happens as a result. This mental ping-pong continues until either an allotted period of time has passed, or the players have accomplished a given goal. Keep a record of everything. There are three different kinds of players: 1. THE UNIVERSE 2. THE LEADER 3. THE CHARACTER. The Universe is the person who designs the playing field. The Characters (Ringwielders) are any number of people (usually from one to ten) who travel through the station. The Leader is a character who leads the rest of the group and makes final decisions. The Universe is not the characters' opponent; it is rather a guide. The characters' objective is to travel throughout the station without getting killed, at the same time helping those they meet where such help is required. The goal of the Universe is to make the game very interesting. The Universe will design situations throughout the station. These situations will consist of people, towns, treasures, hidden doors, bombs, poisons, mutated and altered animals (monsters), and miscellaneous other goodies. It is NOT the Universe's goal to kill a character and it does the Universe no good when a character is killed. However, there are times when through chance (but usually a mistake or outright stupidity on the part of the player) the character will be killed. The Ringwielders are a non- violent people; this does not mean that everything else is as well. The characters will have to use logic and wit to protect themselves. Despite the very real danger of personal harm, the purpose of the Ringwielders is to help those who need it and erase evil from the world; they will not shirk this duty. So in reality, while you are trying to protect your skin, you will literally be looking for trouble. It should be understood also, that while traps and monsters exist in this world, your games should not be just one trap and monster after another. There are areas of peace and prosperity, and it is just as likely that you will come upon a city of well-meaning, friendly people as it is that you will find yourselves facing a high-security danger area. Remember as you design your games that anything is possible, good as well as bad, and avoid making the games "slash and hack". As Ringwielders, you will never take a life unnecessarily. While you are allowed to dispose of wild beasts and animals that attack you, it is deeply ingrained in your person to never do so unless absolutely necessary. 15. DESIGNING A SHIP You need lined paper (for making notes), graph paper (nice, large blocks for making maps), a pencil, eraser, and multi-sided dice (20,12,10,8,6, and 4), these rules, and imagination. Dice are shown throughout these rules by standardized die indicators. This is in the form of "AdB", where A is the number of dice to be rolled, and B is the type of die. Thus, "3d20" means three rolls of a 20 sided die. "2d10" means roll two 10-sided dice. "d6" means roll one 6-sided die. You may purchase such dice at most game, hobby, or book stores. The graph paper represents a map, and is your playing area. A map may be of an individual building, a forest area, mountain, town, a combination of any of these, or just about anything else that could be mapped. The squares on your graph paper usually do not represent any particular distance. Squares are referred to as squares, not feet or miles. On this sheet, the Universe is to mark a space between 15 and 50 squares wide and between 25 and 70 squares long. He is to make a duplicate of this for use by the characters. After this initial step, he does no more to the duplicate, but marks everything on his master sheet. The master sheet will show where all traps, monsters, corridors, rooms, and treasures are located. (An alternate method is to draw things like buildings, lakes, etc. on the duplicate sheet, but not list individual rooms, doors, and traps. When using this method, a photocopy machine comes in handy). You will find a sample master sheet in the Game Theory section. Also included is a sample game so you will be able to see first hand how the game is designed and played. You may play the game as a "make a map as you travel" type game, if that is your thing. But most people do not like this method; they prefer to have the terrain laid out ahead of time and keep their concentration on surviving rather than mapping. You may wish to consider that the area where the characters find themselves has been mapped to a certain extent by previous travelers, and they have a copy of this map. The general rule for building a ship is this: An average master sheet should have between 7 and 20 occurrences. These occurrences may be taken from works of fantasy and science fiction, or you may create them from your own imagination. Rather than tell you exactly how to build a ship, we will let you study the examples given in these rules. Your ship should not follow our plan exactly, but should be original and inventive. On an average, if handled correctly a section of 8 to 18 occurrences will provide between 2 to 4 hours of playing time. 16. SECTIONS. Your ship has different floors and compartments. These are called SECTIONS. Each time you play on a Universe's game sheet, you are in a section. It is best to explore one section as thoroughly as possible before going to the next section. When building a section, have some overall goal for the characters to reach, such as overthrowing a marauder robot, finding a piece of equipment that a local town is badly in need of, rescuing a beautiful maiden (old, but it always works), repairing a life support unit, etc. This will keep the game interesting. A section should ordinarily be set up so that it may be completed in one sequence (time of play from start to finish, usually 2-4 hours), although multi-sequence sections may be designed if all players agree to it beforehand. 17. THE UNIVERSE The Universe is actually the referee of the game. Although he is trying to make things lively for the group, at the same time he can't be unfair, or they won't enjoy the game. The Orion was involved in a time, PME, and space warp. Almost anything (from science fiction and fantasy) can happen. It is the special task of the Universe to attempt to balance fairness with complexity. One rule must be followed: a character MUST have some sort of warning before something nasty happens to him. The warning may be very subtle. Unavoidable kills, such as opening an apparently safe door and having it blow up, are not allowed. The character must have a chance. However, it must be realized that at times a character will do something so unexpected (and possibly, so stupid) that the Universe will have no choice but to damage or kill that character. This is simply a hazard of the trade. Confused so far? It is to be expected. But here is a general rule to help you: Imagine you are actually living a science fantasy story, and handle the game accordingly. If you were to meet a monster (robot, B.E.M., bad guy, etc.) what would you do? Talk with it? If it attacks, would you defend yourself or run? Play the game as if you are living a story. BECOME YOUR CHARACTER. We also suggest you read completely through these rules at least twice in order to gain full understanding of the game. 18. PICKING A CHARACTER You may be anybody you wish. There is no limit. You may be an elf, Superman, Luke Skywalker, Merlin, Flash Gordon, Buck Rogers, or a character of your own creation. But you gain physical appearance only, not the character's powers. The actual powers of the character will be earned as you play the game. For example, if you decide to be Superman you will want to work toward gaining the powers of Flight, Jump, Strength, Invulnerability, X-Ray Vision, etc. You may be a character from areas not associated in science fiction and fantasy. However, this is generally not recommended, unless you have a definite, logical reason for doing so. 19. POWERS Once you have picked a character, it is necessary to throw for the powers of your ring. Each character starts with a standard Wavelength Ring (see 32) of 4 to 6 powers. Throw 1d6 to see how many powers you gain. If you throw 3 or less, throw again. There are 100 different powers. You may CHOOSE your first power from the Power Tables (see 52). To find your additional powers, throw 2d10. Multiply the first by 10 and add the second (0-0 = 100). This is the number of your power. Repeat this step until you have found all of your powers. These additional powers must be chosen randomly by dice throws. You are not allowed to choose any more powers until later when you advance in experience. All powers are listed in alphabetical order (see 52) for easier consultation during your games. 20. ABILITIES Each player has eight basic abilities: WP WILL POWER RI RADIATION IMMUNITY PI POISON IMMUNITY ST STRENGTH SP SPEED AC ACCURACY IV INVULNERABILITY IN INTELLIGENCE The amount you have is figured by throwing 1d20 and placing the number by your ability on your CHARACTER SHEET (see 69). We have used an imaginary character named STARCHILD to show you how: WP 11, RI 7, PI 5, ST 15, SP 13, AC 14, IV 10, IN 19. If you throw less than 5, throw again. No rating may be less than 5. Rating: 5-8 dangerously low, 9-11 poor, 12-14 fair, 15-17 good, 18-20 excellent. You can rate your OVERALL PERFORMANCE (OP) by totalling the numbers, then dividing by eight. The above character has an Overall Performance of 11.75. OP is just a measure of GENERAL abilities. Once you are experienced at the game, you may wish to have more than one character, although it is recommended you stick with your first character until it reaches a high Wisdom Level (see 46). When you throw for abilities you must stick with that number. You may cheat of course, but in doing so you are admitting defeat before you start. You will find no character more interesting than a weak one that you work up to great power. If none of your abilities are 14 or greater you may, if you wish, roll an entirely new character. Your most important abilities are WP, ST, and IV. You'll want to memorize the abbreviations, as we'll be using them throughout these rules. These abilities will raise 1 point every Level (see 46) past 1 and up through 7. They will not raise after Level 7. 21. WILL POWER (WP) Tells how much will power you have. It will be used to judge how much resistance you have to a mental attack, and also how strong your mind is if you should gain a power such as Telepathy. One of your defense abilities (see 35). 22. RADIATION IMMUNITY (RI) POISON IMMUNITY (PI) Tells how resistant you are. Radiation or poison must be a strength equal to or greater than your immunity to harm you. If you come across radiation or poison, see first of all how strong it is. If it is strong enough to harm you use the chart (see 55) to see how badly you're hurt. 23. STRENGTH (ST) This tells how strong you are physically. Also applies in case of sickness. If your strength is high, you will recuperate more quickly from wounds or sickness. One of your defense abilities (see 35). 24. SPEED (SP) Tells how fast you can run and also who acts first in a fight. If you are attacked by a creature with a speed of 12 and you are 11, you cannot run away, for it is faster. You must fight, but also since it is faster, it strikes first. In case of a tie, throw 1d20 for high roll to see who is faster. 25. ACCURACY (AC) This tells how well you aim a device, throw a rock, etc. Use 1d20. If you throw lower than your ability, you hit the target. For example an Accuracy of 19 will hit your target unless you roll 19 or 20 (For Advanced rules, see 63). 26. INVULNERABILITY (IV) This shows how much damage you can take from a weapon attack. One of your defense abilities (see 35). 27. INTELLIGENCE (IN) Intelligence is difficult to define. Low IN doesn't necessarily mean your character is a moron; it could mean he never had much of an education. High IN doesn't mean your character's a genius; he could be very intelligent but has no common sense. Intelligence is mainly a rating of general mental activity. A warrior or starman doesn't need much IN. A navigator or wizard does. The higher the IN, the more observative the character is (IN is used to find hidden doors). IN is not a mental power and has nothing to do with telepathy. NOTE: ABILITIES MAY NEVER BE OVER 20 FOR ANY REASON. 28. TRADING ABILITIES In the case of the above abilities only, you may trade one ability for another on a two-for-one basis. It is important that you do so, in order to strengthen your most essential abilities (WP,SP,ST,IV). Any ability 12 or greater may be reduced down as far as 10, with the remainder of the points being divided by 2 and applied to another ability. You must choose an EVEN number to avoid fractions in division. Any single ability may only be added to or taken away from one time. Example: Our character Starchild has great IN (19) but poor RI (7). He decides to take 6 points of his IN and apply it to RI. So he subtracts 6 from his IN of 19 (giving him a new IN of 13). He then divides the 6 he took by 2 to equal 3; he adds these 3 points to his RI, so that it now equals 10. Written simply, where A=ability one, B= ability two, and X= amount you wish to subtract: A - X = new A. X / 2 + B = new B. Starchild then decides to trade his AC (14) for SP (13)... 14 - 4 = 10. 4 / 2 = 2. 2 + 13 = 15. Now his new abilities read: WP 11, RI 10, PI 5, ST 15, SP 15, AC 10, IV 10, IN 13. Some powers raise ability; be sure to throw powers before trading abilities so you can see if an ability has been raised by a power. You may trade an ability either before or after adding an amount granted by a power (whichever is in your favor). Your most important abilities are WP, ST, IV, and SP. Your least important abilities are AC, RI, PI, and IN (IN is your least important as far as actual game play is concerned, although it IS helpful for finding hidden doors). It is recommended you trade your less-important abilities in favor of your more important ones. 29. ADDITIONAL ABILITIES Here are a few additional abilities for your characters. These abilities may be traded among themselves, but not with the main abilities. Throw 1d20 to see the level of your ability. As with regular abilities, if you throw less than 5, throw again. Some abilities are "yes/no" or "certain amount" abilities (such as READING and MATH). These may be less than 5 because they are not rated by number, but rather by skill. Additional abilities which can be less than 5 will be indicated by a <5. When it becomes necessary to use one of these abilities during game play, throw 1d20 as usual; if the throw is less than your ability, it is in your favor (except as indicated below). Unlike ordinary abilities, THESE ABILITIES DO NOT RAISE WITH LEVEL UNLESS OTHERWISE STATED. None of your abilities may be raised past Level 7 (SEE 46), the same as for regular abilities. The main thing to remember when using these abilities, is that the Universe has a wide leeway in deciding how they should function. We could list extensive ability tables and usage, but this would take some of the flexibility out of the game. As with all RINGWIELDER rules, adapt these basic guidelines to perform within your playing methods. Shown: ABILITY NAME / ABBREVIATION / PURPOSE A1. ALCOHOLIC TOLERANCE (AT). Tells how well you can resist the influence of alcohol. This tolerance drops during a sequence according to the following drinks taken: beer--1 point per mug; wine--2 points per 3 oz glass; whiskey or brandy--2 points per shot, plus 1 extra for every extra shot taken after the first (thus 2 shots is 5 points, 3 shots is 9 points, etc.). The status of the character: 3/4 to full AT: no effect. 1/2 to 3/4 AT: tipsy (not in full control). 1/4 to 1/2 AT: drunk (can't control speech, walk straight line, or use weapon accurately-- AC drops 10 points while drunk, (but never less than 2). 0 to 1/4 AT: passed out. Next morning 50% chance of hangover with a resulting loss of 1 to 3 points of both WP and ST (throw 1d6 and divide by 2). A2. ANGER (AG). Tells how bad a temper you have. If there is a chance your anger will cause problems, any throw under your anger will mean you keep control of your temper. Raises 1 for every level. A3. BALANCE (BA). This will tell how well a player can walk a tightrope, carry two or three things in his hand at once, hold another character standing on his shoulders (throw for the other character's balance also), and virtually anything major that would have to do with balance. Raises 1 for every 2 Levels. A4. CHARM (CH). This is your ability to be pleasing to other creatures. For example, if you are a virgin female you may be able to charm a unicorn. This does NOT mean your physical attractiveness, but rather indicates how charming you can be when you are on good behavior, and also indicates how you make first impressions. A5. DIRECTION (DR). This tells how well a character can sense his direction while underground or in enclosed areas. A character with a high DR will be well oriented even in a maze, while this is not necessarily the case with MEMORY (see 12). Direction can relate areas present with areas past. A6. EMPATHY (EM). This is your ability to understand the feelings of others. This doesn't necessarily mean you'll react properly to those feelings; you'll just understand them. Empathy does NOT mean the power to read minds and emotions... it is rather the ability and disposition to be sympathetic. Does not raise with Level. A7. HEALTH (HL). Tells how resistant you are to colds, flu, and staying out in the night air, among other types of sickness. DROPS 1 for every 5 levels, never below 5. A high HL person with a high ST would be almost impervious to sickness ("I never get sick!"). A8. HEARING (HG). The higher the hearing figure, the better you can hear. A hearing of 13 or above is considered normal. The higher the score, the better you can hear high pitched or low volume sounds. Not to be confused with the POWER of HEARING. HEARING power is about 100 times more powerful than HG. Persons with HEARING power can have poor normal hearing. One does not affect the other. HG does not raise with Level. A9. HIDE (HD). Tells how well you can hide if you need to. In order to use it you must have a place to hide. Raises 1 with each level. A10. MATH (MT) <5. Can your character perform mathematics? 1-7 NO. 8-12 addition and subtraction only. 13-15 addition, subtraction, multiplication, and division. 16-20 any mathematics that is actually known by the player. Raises 1 for every 2 Levels if you have someone to teach you (same requirements as RD, see A16). A11. MEDICAL (ML). Tells if you are able to bind or stitch a wound. Non- fatal, non-maiming wounds only (you can't sew a leg back on). If you can bind a wound, you heal normally. If not, you must find someone who can, or you will begin to lose ST as you become weaker from the wound (1 point per 1/2 hour), even into the next sequence. Raises 1 per Level. A12. MEMORY (MM). The better the memory, the better a character will remember riddles, where he's been, etc. If a character requests information from the Universe regarding past occurrences or about a creature that he's found, whether or not this information is given depends on the roll against MM. Memory allows you to remember a certain area, but not always in relation to other areas; thus it does not work the same as Direction (see A5) . Raises 1 for every 2 Levels. NOTE: The Universe has the right to ignore this rating and use YOUR memory ability as an indicator (if YOU remember it, you remember it!). A13. NIGHT VISION (NV). Tells how well you can see with only the moon and/or stars to light your way. Does not allow seeing in dark (with no available light). Does not raise with Level. A14. OPEN MIND (OM). This tells how well you will adjust to something completely beyond your realm of experience. For example: you meet a cloud of gaseous form that enjoys playing poker; if you have a high OM you might be willing to sit down and enjoy a game. If you have a low OM you might run away. Raises 1 with every Level. A15. QUIETNESS (QT). Tells how quietly you can move. Helps in case you are sneaking up on someone, or trying to get away without being noticed. Raises 1 every 2 Levels. A16. READING (RD) <5. Can you read or not? Roll 1-7 NO. 8-12 only words six letters and smaller. 13-15 normal reading ability. 16-20 you can read one other language (real or mythical. Language must be stated on your character sheet). Raises 1 for every 2 Levels IF you find someone to teach you above your present education. It takes two SEQUENCES to learn how to read above your current level, after you find someone to teach you. A17. SIGHT (SG). The higher the sight figure, the better you can see clearly. A sight of 13 or above is considered 20/20; the higher the score, the better you can see at far distance. How well is up to the Universe. Not to be confused with the power of SIGHT. SIGHT power is about 100 times more powerful than SG. Persons with SIGHT power can have poor normal eyesight. One does not affect the other. SG does not raise with Level. A18. SMELL (SM). The same basically as SG, but with smell. Also not to be confused with SMELL power. Does not raise with Level. A19. VERTIGO (VR) <5. This tells how afraid a character is of heights. 1-6 Afraid of heights. Great difficulty with anything over 10 feet. 7-14 Wobbly. Can take heights, but anything over the rating x 10 feet will be difficult. 15-18 Pretty sure. Can climb trees, ladders, walk along walls, no difficulty. 19-20 No fear of heights at all. Could walk a tightrope (if balance allows) and not be afraid. Vertigo tells how close a player can get to the edge of a cliff without getting dizzy, how high he can climb before freezing from fear, etc. Characters with a defect of Vertigo have a VR of 1 (see 30). A20. VIRGIN STATUS (VS) <5. Are you a virgin? This can be very important if you are female and trying to charm a unicorn, or a young man attempting to ask a favor of a pixy or nymph. 1-10 YES. 11-20 NO. Must be re-thrown on Levels 3,5,7. Once it comes up NO, it can't be changed. Of course, if you get married you will have a VS of NO. You cannot choose your VS; if your character is a virgin and for some reason suddenly does not wish to be, that character will have to find someone of the opposite sex to help accomplish that goal. 30. DEFECTS All players must roll to see what defects they have. Find your defect on the defect chart (see 58). Defect DAMAGE is rolled by the Universe once/hour. If the character gets damaged by a defect, the Universe gains an extra 1d20 x 10 Universe Points (see 44). 31. LEADER One person is chosen as the leader of the group. This may be decided by the Overall Performance score at the end of the previous game, or by mutual election. It is good to take turns if everyone is qualified. Although the leader always listens to the rest of his group, he makes final decisions. While the leader is in a favored position, it must be realized he/she also is usually placed in greater danger than the other characters, since the leader leads. It is not a hard fast rule that you assign someone a leader role, but it has proven to work well in the 2000+ hours of test games. The leader should NOT be an overbearing tyrant; if he is, the other characters may feel free to revolt and barbecue him. 32. WAVELENGTH RINGS These are the heart of your power. The Wavelength Ring is the channel between your brain waves and the PME generators aboard the ship. Without a Wavelength ring, you have only your own cunning and other equipment to protect yourself. No proper Ringwielder would ever be caught alive without his Wavelength Ring. These rings are programmed with various powers. It requires a wise Ringshaper to program the ring further than its initial ability (see Extra Powers 57). Every character starts with a standard ring as outlined in Powers (see 19). 33. RADIATION Patches of radiation will be present aboard the ship. Universe: if you're using graph paper, multiply the horizontal squares by the vertical squares and divide by 200. This is the total number of squares in which you may place radiation. If the characters cross a radiation patch, go to the RI & PI charts in the back of the manual (see 55). If you're not using graph paper, divide the number of rooms/occurrences by 12 and that is the number of SMALL patches you may include. Radiation (and poison) are intended only for the enhancement and interest of game play and USUALLY should not play a major role in the game. 34. CONFRONTATIONS The Orion is a dangerous ship. The mutated and altered animals and plants range from mildly irritating to highly deadly. Even some environments are changed, so that radiation exists in patches, plants or air is poisonous, water foul. If this isn't bad enough, not everyone has the same ethical standards as the Ringwielders. Some people have inherently evil tendencies and they don't mind one bit taking a life here or there if it gains them a bit of wealth or power. The Ringwielders are sworn to protect life. So it's just natural you'll be getting into trouble as you travel throughout the station. This is where... 35. DAMAGE POINTS (DP) ...are used. As has been stated, the Ringwielders are not pacifists. You believe in fighting for what is right. But no power on earth (or away from earth) will cause you to take an innocent life. As you travel, you will find yourself in situations where you must take strong action to survive. Sometimes you will need to fight. For example, let's examine a case in which you meet a monster (the name by which altered creatures are called). This monster is a character just like you are, but usually unintelligent and without a wavelength ring (although it is possible for monsters to be intelligent and super powered). The monster's abilities will be figured up by the Universe as they are needed. But monster powers and abilities don't have to follow the rules of normal characters. Remember these monsters have been created from the ship's libraries using PME. Some of them are really nasty, and have all the abilities and powers of the dread legendary stories on which they are based. For example: GOLEM. Hebrew folklore says a Golem is a soulless monster made from rock or mud. There are only two ways to destroy it: 1-pour salt on it and then fight it or 2-it has the word EMETH written on its forehead; this is the Hebrew word for LIFE. Erase the E to spell METH, the word for DEATH, and the Golem dies. So that means it may be a stinker to destroy if you don't have any salt. These turkeys can take a nuclear blast and never feel it (unless it just happens to chip the E off of their forehead... the only vulnerable part on their whole body). Therefore, when you meet a monster you cannot count on it having abilities of less than 20 (although MOST monsters WILL have abilities below 20). When you get in a fight with a monster, damage points come into play. To compute damage points, you must fight in this manner: You need to consider first of all whether it is a MENTAL, PHYSICAL, or WEAPON attack. Whichever attack you are facing determines which of your abilities will be damaged during the fight: MENTAL FIGHT WILL POWER PHYSICAL FIGHT STRENGTH WEAPON FIGHT INVULNERABILITY We'll say in this case physical. This means ST is your fighting ability. Starchild has a ST of 15. The monster (we'll call him ZOK) has a ST of 14 so they are closely matched. Of course, Starchild doesn't know Zok's actual ability, so he can't be exactly sure of how much fight Zok has left at any time. Zok's SP is 17 whereas Starchild's is only 15, so Zok gets the first strike. 36. IMMEDIATE WIN (IW) The Wavelength Rings have a special weakening power that is used by the Ringwielders in defense. Ringwielders will ALWAYS use this power in an attack unless they are forced to do otherwise. Ringwielders may use a sword or other weapon, but will do so only with great reluctance. In any fight, a chance blow may immediately decide the outcome. At the beginning of the fight, each combatant rolls 2d10 for Immediate Win. In the case of the Ringwielder, if he throws 99-100 a rare and tremendous burst of energy erupts from his ring, immediately rendering the monster unconscious and helpless for 1 hour. If the monster throws 99-100, this means it caught the Ringwielder by surprise and has damaged him. There are now two possibilities. Throw 1d20 (SAVING THROW). If the Ringwielder throws an even number, he is only unconscious and he takes 3 points damage on his fighting ability (ie return ability to previous amount and subtract 3); someone else may take over for him (and preferably, rescue him). If he throws an odd number, the blow was fatal and he must immediately refer to the Killed Character section. (see 47). Monsters do not get saving throws. Back to the battle... this time Zok only rolled 54 so Starchild is safe. He rolls 87 (trying for Immediate Win on Zok). Both are still alive. 37. CONFLICT DIE If the first burst of energy doesn't defeat your adversary, you may now blast with smaller bursts that over the long run will have the same effect. Each Wavelength Ring has a defense mechanism which blasts life forms with a damaging energy (1d6). Unlike characters, monsters do not have three fighting abilities; they only have one, and that is the one that will drop as the character attacks. Each blast will weaken the monster. Throw 1d6 to see how much is taken from the ability of the monster. Example: Zok rolls 5 (of course, Zok is fighting with claws, much nastier than Wavelength Rings) so Starchild is damaged 5 points, giving him a TEMPORARY ST of 10 (important: after the fight, the ability returns to normal, then DAMAGE COMPUTATION is figured--see 54). Starchild rolls 3 and Zok is down to 11. The first to get down to zero points loses. No saving throws. If it's the character, he dies. If it's the monster, it becomes unconscious for the remainder of the game (or dead if the character was attempting to kill it... a rare occurrence). At times (Universe preference) the monster will revert back to its true form when defeated. However, this is rare. One important thing: the character does not know the monster's ability number, so he never really knows how close he is to defeating it. This makes the game a bit hairier. It is not wise to allow your ability to drop to 6 points or below. If it does, use a power, run, or bribe if possible. One more hit in the right spot can kill you! There is another hard, fast rule: if the monster has more than 1d20 of ability, the Universe MUST tell the characters how many die of ability it does have (ie "This monster has 3d20 of fighting ability!"). This is the equivalent of taking one look at a monster and saying, "Durn, you're a BIG sucker!" The Ringwielder will not always be able to use his Wavelength Ring in defeating his foe. If confronted by an animated tree with an "anti-magic" aura, he may need to use a sword. In some drastic instances, he may need to use other weapons or equipment he has. But the wavelength rings are the weapons of choice. SUMMARY: So that you understand conflict, here is a basic summary: 1. Fastest combatant throws 2d10 for Immediate Win. 2. If it fails, the other throws 2d10 for Immediate Win. 3. If the character is hit by Immediate Win, he tries for a saving throw. if he misses it, he dies. 4. Following these steps, character and monster bash away at each other by throwing 1d6 and subtracting off of the appropriate fighting ability. First to reach 0 loses. See... easy isn't it? 38. GROUP CONFRONTATIONS Sometimes you may wish to have your entire group attack a creature because of its being extremely powerful, or in order to rescue a dying character. Or you may meet a group of creatures that attack your group. Attacks are then made in the following manner: Instead of throwing 1d6 for damage, refer to the Group Conflict Table (see 57-2). Damage by the monster is evenly distributed among the fighting characters. Example: 5 characters are attacking a monster with 3d20 of ability. The Universe throws 3d20 (in this instance for a total of 11+12+16=39.) When the monster attacks the characters it throws 9 (2d6, fighting like 3 monsters-- not one!), damaging each character 1 point with 1 point extra going to the four characters nearest the monster (in this case, one person will not receive extra damage). It is a good idea when this happens to alternate the position of your characters so the same ones don't receive extra damage again and again. Of course, any character reaching 0 dies, leaving the rest to fight and take damage by themselves. The above applies in two instances: 1. If several characters attack a single monster 2. If a character joins a previously engaged fight. If you meet a group of monsters that attack one or more of your group, use the GROUP CONFLICT TABLE (SEE 57-2). It is allowable (although rare) for several monsters to attack a single character. In such a case, the character is heartily advised to FIGHT LIKE MAD and use every tool at his disposal. 39. BUGOUT There is one way out of a fight if you can't run; this is by Bugout. In order to do this you call on a safeguard built into every Wavelength Ring. This will immediately halt time for a period of 30 seconds while you get away. If you disturb any solid physical matter during this time (aside from air, gas, water, or other similar substance), the Bugout will fail and time will resume. The Bugout will also fail if you create an energy disturbance (such as Lightning, lighting a torch, etc.). There is a price: you will lose one WP, ST, and IV point (the time warp drains your strength). This loss lasts the remainder of the sequence. Bugout may be used ONLY as a defensive measure, and only once per hour of playing time. Note that Bugout will not allow you to escape if you are SEALED in a room with the monster; it doesn't allow you to walk through solid walls. Note too that if you have to open a door to get away, time will resume as soon as you move the door, so leave as soon as you open the door. Minor disturbances (such as normal static electricity sparking, displacing water or air, etc.) are too small to affect your bugout, thus you CAN swim away, run, etc. without worrying. NOTE: Your morale at having to bugout will drop, so you won't be able to fight the monster you ran from for 30 minutes. 40. GOLD PIECES (GP) When you start your character, throw 1d20 and multiply the total by ten (minimum 7). This is your number of gold pieces. They can be used to buy equipment (see 60). You roll for more gold at the end of each game. The formula for doing so is: NUMBER OF HOURS PLAYED x 1d20 This extra gold comes from "found" gold that you are likely to locate over a period of time; such is quite likely in a ship as confused as the Orion. When you roll for gold you also get to roll for extra Wisdom Credits (see 41). 40a. TOTAL GAME TIME (TGT) Keep a cumulative record of your total playing time. That way you will know how much time you've wasted... er, we mean, how experienced you are! This TGT can be used as a factor to choose leaders. 41. WISDOM CREDITS (WC) Wisdom Credits are a measure of your wisdom and experience. Wisdom Credits are required to acquire additional powers (see 57). As you gain in WC you will also rise in Wisdom Level (see 46). There are several ways to gain WC (see 54). You may gain Wisdom Credits as a boon from the Universe -- if the Universe feels you have done something exceptional, been extraordinarily brave, have used your brain to an exceptional extent, have gone beyond your duty to help someone, or been active throughout the game and helped make it interesting; he may grant you extra Wisdom Credits for such actions. The Universe may also at the end of each sequence decide which character has been most helpfully active and award that player a bonus. In cases where two or more players have been especially enthusiastic about the game and contributed to the enjoyment, such an award may be given to them, or even in very rare cases to ALL the players if an exceptionally great game was played and the Universe feels the playing merits such an award. This boon is strictly up to the Universe. Likewise, if NOBODY played worth beans, no bonus would be granted. IMPORTANT Every player gets an automatic WC bonus at the end of each game (this is different from a Universe boon) according to the following manner: WISDOM CREDITS WON / 4 x HOURS PLAYED Note that this method will may wind up in WC many times those actually won in the game. For example, let's say you played 3 hours and won 500 WC during the game. Your bonus and total would be figured as follows: 500 / 4 = 125 125 x 3 = 375 375 + 500 = 875 If you played a marathon of 11.33 hours and won 1000 WC, your bonus would be figured as follows: 1000 / 4 = 250 250 x 11.33 = 2833 2833 + 1000 = 3833 42. LOSING WISDOM CREDITS Just as there are ways to gain WC, there are also ways to lose them. Check the Wisdom Credit chart in the back (see 54) for details. 43. TRIALS AND RETIRING A CHARACTER If your character does something that is objectionable to the other characters, or if you ever take the life of an innocent INTELLIGENT life form, you are placed on trial according to the code of the Ringwielders. This is a simple guilty/not guilty decision by the rest of the players, overseen by the Universe. Since the minimum punishment (if found guilty) is banishment and the maximum death, you may consider that character permanently retired as a Ringwielder. Your gaming group may decide whether or not to actually hold the trial. If you decide to do so... take care. Tempers can easily flare in this situation. But remember: IN NO INSTANCE is a Ringwielder ever to take an innocent life. The punishment MUST be meted out, either in a trial or by instant retirement of that character. Either way however, a guilty character WILL be retired as he has just committed MURDER! 44. UNIVERSE POINTS (UP) It is desirable for the person playing the part of the Universe to get something out of the game besides just the fun. For every hour of game play, the Universe will gain 1d20 x 30 Universe Points (UP). These are valuable for the times when you might travel to another city and find a RINGWIELDER group. You will know their experience, and be able to indicate your own experience in the game by not only your Wisdom Credits, but your Universe Points as well. Some people seem to never be characters. If you're one of those who run Universe most of the time, UP will show your qualifications. 45. UNIVERSE TIME (UT) Keep a track of the cumulative HOURS you play the part of the Universe. This is Universe time; it will show how many hours you've spent since you first started playing (it's fun to know after several months of skillful playing!). 46. WISDOM LEVEL (WL) There are several Levels of power you may have. The higher the Level, the greater your advantage over lesser Levels. For Levels 2 through 7 it adds one point per Level to all of your standard Abilities (see 20). Theoretically, you can continue to build in Level to an endless amount. The Levels climb quickly up to Level 7, after which another Level will be gained every 100,000 Wisdom Credits. So a Level 8 character has twice as many WC as a Level 7. A Level 9 character has three times as many WC. NOTE: Abilities do not rise after Level 7. Thus, on Levels 8 and up only your Level rises, not your abilities. Also remember: no ability may ever be more than 20 for any reason. You also are granted extra powers as your Level raises (see 57). Monsters also have Levels of power. It is best for a Universe to have higher Level characters meet more powerful monsters, and lower Level characters to meet less powerful monsters. An easy way to do this during a game is to alter the monster to the player's Level. Add 1 point per character Level over 1 (up to Level 7) to the monster's previously rolled abilities. For example, if a monster's normal fighting ability is 12, its ability will be altered to 18 (12+6) if it meets a Level 7 character. It should take you approximately 30 to 50 two-hour sequences to reach Level 7. The only way to gain Levels is to be active during the game. Those with apathetic or timid tendencies will go nowhere fast. RADIATION, POISON, AND LEVELS On RI & PI damage throws, 1 point per Level over 1 is added (never more than 6 points) to see if a character is damaged (this is not added to see how much). Thus a Level 7 character has 6 points added to RI and PI throws (again: to see IF he's damaged, not how much). 47. IF A CHARACTER IS KILLED ...he loses all of his gold. He gains no BONUS Wisdom Credits for that sequence, although any WC already gained may be kept. If his death is not due to an Immediate Win of the monster, he also loses one Wisdom Level! An energy beam controlled by the ship computer will immediately teleport the character AND HIS BELONGINGS to the medical and cloning section where he will be rejuvenated, memories intact. It does take some time for him to recuperate, so he will not return to playing status until next sequence. He will retain all supplies and equipment except for his gold (the computer swipes it as payment for it's services; gold is a precious metal used for repair of its delicate circuits). The only exception is a Level 7 or higher character. If he dies, he loses his gold and equipment (except for one piece of his choice). The reason for this equipment loss is due to the computer. It senses the character is extremely powerful and for security purposes applies an immediate handicap... it steals all of his equipment (save one piece of the character's choice). NOTE: The person playing Universe does not get the gold from dead characters. Instead, it goes to a functional but non-existent bank. IMPORTANT: Universes, when a character is killed, BE SURE to apply these rules. Do not get squeamish and say, "Aw, I guess we don't have to use THAT rule." We promise from long experience that if you don't kill a character properly and fully, your games will quickly become pointless and boring. 48. TREASURES AND DEVICES As you travel throughout the Orion, you will come upon treasures, odd pieces of equipment, and helpful devices. It should be noted that these will be RARE. You will not find an abundance of gold and jewels in RINGWIELDER as you find in other games. For a group to discover 100 gold pieces in a sequence will be about average. To find more than this would be exceptional and not recommended in most instances. Finding gold is not the main goal of the Ringwielders. They do not care for monetary wealth. They use money only to buy food and necessities. The power of the rings make normal wealth petty. Equipment is another thing. Equipment can sometimes give the Ringwielders capabilities beyond the scope of their rings. However, equipment is extremely rare. There should be no more than one special piece of equipment for every 25 to 50 rooms or occurrences, and it should be well hidden with many perils in its acquisition. Realize that providing a piece of equipment that is very powerful is the same as granting a power to a character-- and that should not be done often. Most games tend to be the "slash and hack" type of scenario where the object is to find all the treasure you can, steal it any way you can, and if a few people bite the dust in the process then that makes it more fun. In RINGWIELDER treasures are OK, but no big deal. The goal in RINGWIELDER is to help people and to gain in Wisdom Level. This is not done by fighting everything you see, but by being courageous, inventive, kind, generous, empathic, and useful. Keep this in mind as you design and play your games. Here are some examples of different treasures and devices which may be found aboard the average station. Whenever you provide equipment to a player, you may wish to give it a limited use or life span. Thus, a laser might have a component that will allow it to work only on non-living targets, a blow-torch will function two times only, etc. The following list is not the whole range of equipment and treasure possibilities and is not meant to be all-encompassing. It is just a short list to help you get started. There are literally thousands of items you may wish to include. Batteries: Equipment often requires a source of energy. Batteries will be of different strengths, but of common size. Thus, a radio may work for 1 hour on a 1 unit battery, or 5 hours on a 5 unit battery. Any battery will fit in any piece of equipment. Sonic Handgun. Able to blast holes in a wall, disrupt non-living materials, stun with sound. Blowtorch. Used for burning through steel walls, or soldering two items together (if you have the solder). Electric sword: Shocks whatever creature it touches. Keys: To open locks. Clothing: Clothing can be of a normal kind, or have special abilities. Flashlight: Replaces a torch for light. Requires battery. Food pills: Great for when you can't carry around half a cow. May be limited as to amount of times these pills may be used before developing stomach problems. Explosives: To use as diversions or to get in or out of somewhere. Entity mirror: This mirror has a personality all its own. You saw one in Snow White. Communicator: To talk back and forth with your friends over distances. Range and clarity may be limited. Med Kit: Provides antibiotics, dressings, artificial skin, and other nice-to-have medical items. Amulets: These can do all sorts of nasty and interesting things. An amulet can range in power all the way from a trick amulet that is radioactive, to a PME amulet that has special capability. Weapons: Weapons may be of the lethal or non-lethal kind. Sometimes an item may have the form of a weapon, but may not have originally been intended for that use (such as the electric sword). It must be remembered when using weapons, that the Ringwielders are a non-violent people. Ammunition: Just because you've found a weapon, doesn't mean you have the ammunition required to use it. Lasers: These can be weak or strong. A small med-laser can be used for surgery, while a floor-laser can blast down a wall. All lasers have limitations. Binoculars: Nice for seeing long distances. Or, if you turn them backwards you can make a great, big werewolf seem really small and thus increase your courage just before it kills you. Computer Terminal: This device is usually welded to the floor. It can be used to ask the computer one question before the computer locates the security leak and shuts the thing off. Anti-venom drugs: Handy in case someone gets poisoned. Wavelength Rings: Special rings may be discovered that have ONE power, to be used for special occasions. This power will be limited by allowing use only a certain number of times, or only 3 sequences, etc. Gold pieces: The characters need food, and once in a while will need to buy new equipment, so a little gold here and there is helpful to the players. However, DON'T OVERDO IT! Maps: Handy hint helpers, hiding here and there to help or harass your hairy horde. Some have helpful pieces of information, others hinder you in your hectic hall-wandering. Compass: Nice for direction finding... if it works. Power Sword: Utilizes direct PME to do a wide variety of tasks... such as absorbing a PME power thrown at the wielder, or bashing an animated energy-beast to nothingness. Shield: Always nice when a barrage of poison darts are headed your direction. Secret equipment: An item which has an unknown purpose... but it's just GOTTA do SOMETHING! Write down its purpose on a piece of paper and seal it for use by the character at a later time. Fake Items: These look like useful pieces of equipment, but the first time you try to fire your plastic laser and it goes "click!", your attacker may use it to wrap around your head. Fake items should be rare, and a hint should be given the players just out of fair play (of course, it may be a very SUBTLE hint). When you give a player a fake (or secret equipment) you write down its function in a sheet of paper and seal it, to be opened only when used. Speed-up pills: These things increase your speed to double its present amount for a period of three minutes. Afterward however, you must rest for a random period of time to recover. Failure to do so will cause you to faint when you least expect it. Gas Mask: Great for that little get-together where someone accidentally drops a sleep grenade, or if someone in your group has had stomach problems lately. Gas Pellet: For use on creatures without Gas Masks. Hand Grenades: These items have a wide variety of uses. Some may be stun grenades that temporarily paralyze the victim. Others may be gas grenades, or light grenades that temporarily blind the attacker. Explosive grenades are very dangerous and should be used with caution. These are just a few examples of possible equipment. The actual list is endless. Look around your house for normal everyday items, then pervert their use for some fiendish situation. For the most part, treasures should be just that... treasures. Don't overdo it with the fake treasure bit. It is imperative that only ONE power-type treasure is placed for every 25 to 50 rooms (or about 2 to 3 sections) and it should be HARD HARD HARD to reach. Otherwise, the characters become too powerful too quickly. The Universe should keep in mind the reasons people play RINGWIELDER: 1. Fun. Make the game enjoyable. 2. Wisdom credits. Put them in situations where they can gain wisdom credits. On the average, a character should gain between 1,000 and 3,000 WC per 4-hour sequence. 3. Treasures. Don't overdo it with treasures, but don't completely eliminate them either. Make sure the players win enough gold to keep them in food, clothing, and supplies. 49. QUARRELS and ARGUMENTS Sometimes, despite their good intentions, characters will get in arguments over one thing or another. If there is a quarrel, characters may battle. Such a battle is is fought by the use of non-damaging wavelength blasts on WP, ST, or IV according to the choice of the one challenged. Normal conflict rules are used. The loser will lose one point on that ability if he reaches 0. This will last for 3 sequences. The winner gains the item fought over plus one RANDOM piece of equipment belonging to the loser (number the items and throw a die). If one character chickens out before the end of the fight, he forfeits the item of conflict to the other, and loses 300 WC. 50. BUILDING A SECTION For a gaming group to be truly functional, you should take turns designing sections and play in one another's sections so others may have a chance of learning to be Universe. The main advantage of being a Universe is that you gain Universe Points but have no risks whatsoever. A good time to switch Universes is when the group is ready to go to a new section. A standard section should only require one sequence to complete, rarely more than two. CAMPAIGN sections may require several sequences of play spread out over days or weeks, but should only be attempted by advanced players. There are several ways you can design a section. Listed below are samples of different methods: 1. Forest method, using ordinary graph paper. Indicate trees, water, etc. Forests contain unusual creatures as well as trees, water, ponds, waterfalls, and enchanted scenery. Usually you will find more "natural" monsters in a forest area, such as griffins, wild boars, and unicorns. 2. Maze method. Use ordinary graph paper. Set up the walls like a maze. Rooms are placed at strategic spots. There are trap doors. This should be used on higher Levels only and is not recommended for beginning players, as this is definitely a mapping situation. The maze method is generally the hardest type to use. You might even draw pictures of prospective rooms and halls to show the players, if you have artistic ability. You will be likely to find "warped" monsters here... trolls, sewer snakes, balrogs, and of course, vermishus knids. 3. City method. The entire section is made up of interconnecting rooms and long corridors. Not every room is hard to get into, or has something inside. A good beginning section. You are liable to find more high-tech creatures here, such as security robots, security devices, teleportation pods, etc. 4. Mountain method. Contains lakes, forests, buildings, but most of all a large mountain. Large mountains are hard to climb and you lose one WP, ST, and IV point. But large treasures are stored on large mountains. Here also there be the nastier monsters such as manticore, hipporgriff, and dragons. There are hundreds of possible methods. A mapping method commonly used is to number areas of the master map and set up a key to match. Whenever a numbered area is crossed, the Universe checks his key sheet to see what occurs on that spot. All players should play with increased level of difficulty according to their levels of power. Example: our travelers may find a basilisk (a creature which shoots rays from its eyes). A Level 1 Ringwielder will simply find the basilisk and fight it fairly. A Level 4 Ringwielder will have to be careful to avoid its ray blasts, and a Level 7+ Ringwielder will have to know that he must possess a mirror to deflect the eye blasts or have a chance of being fried to a crisp. 51. HIDDEN DOORS Sometimes a hidden door may be present. It may be within a room or corridor, or serve as an access way to a building. Universes should not overdo the hidden door bit, and when one is used there should be some sort of subtle hint that one may be present (for example, a room with NOTHING inside, or a corridor that suddenly dead-ends, or a security robot present in a room and after its defeat, finding nothing worth such security measures). Characters also should not be constantly checking for hidden doors; it's a waste of time unless you feel you have reason to do so. But on those occasions that you think one may be present, you may check for it in this manner: Two characters may check ONE TIME each per instance. Use the HIDDEN DOOR TABLE (SEE 55-2). The Universe is to throw the dice (out of the sight of the characters), even if there isn't a hidden door. He will do this only at the character's request. Following are two examples: Example 1-- there is a hidden door: A character requests check on hidden doors. The Universe throws, and the dice say the character didn't find one. "You don't find one" he tells the character (even though there is one). A second character says, "I search closely". The Universe throws again... this time the throw says the character found one. "Yes, you find one" the Universe announces. Example 2-- there is not a hidden door: A character requests check on hidden doors. The Universe throws (even though there isn't one)... "No hidden doors" he tells the character, regardless of what the dice say. There is not one present to find. The purpose of this sneaky way of doing things is so the characters will not be able to GUESS as to the existence of a hidden door. If the Universe throws regardless, they will never know whether or not there was a hidden door there, unless they actually find one. The Universe does have the right to limit hidden door searching if the characters start to overdo it. However, in most cases the request should be honored. GAME TABLES AND CHARTS 52. RINGWIELDER POWERS POWER ABILITIES (the first 8) are one-time powers. They permanently bring that ability up to 20. This may be done before or after trading abilities, at the option of the player. There is one other advantage to a POWER ABILITY... they definitely return to FULL STATUS after each sequence and CANNOT be permanently reduced in any manner. Thus, while a normal character can have an ability reduced by the Universe for 1, 2, or even 3 games (in extreme cases), this cannot be done with a power ability! Example: A player gets in a fight with a Vermishus Knid and has his arms and legs ripped off. He is saved only by some miracle. The Universe decides that because he was so badly damaged, his ST will drop 5 points for the next 3 sequences, unless he can find someone to CURE him. This would ordinarily be OK. However, if that character had STRENGTH as one of his powers, he would immediately heal to full power at the end of the sequence. (Note Universes: this kind of thing should only be done in unusual circumstances and should not be a regular habit). AD means the additional information shown is for ADvanced players, Level 4 and above, although the Universe has the option of limiting Level 1-3 players in the same manner. An * by a power means it may not be used with DOUBLE POWER. To decide your powers, throw 2d10. Multiply the first die by 10 and add the second (0-0 = 100). This is the number of your power. No character may have more than 36 powers (see 57). All indications of time (such as "once/hr" or "works 10 minutes") are REAL TIME that you time with a watch. ALL POWERS MAY BE USED ONLY ONCE PER SEQUENCE UNLESS OTHERWISE INDICATED. These power listings are intended to provide a guideline, as is true with all of Ringwielder. We do not attempt to tell you exactly how each power will work in any given situation. Ringwielder is intended to be very flexible; if a situation comes up that is not covered by these basic rules, use your imagination and make the most LOGICAL decision. IN ANY "ONCE PER" POWER, IT CAN BE USED ONLY ONCE PER THAT TIME UNIT WHETHER IT WORKS OR NOT. IF IT DOES NOT WORK, YOU MAY NOT TRY IT AGAIN. If a power does not work, you may throw a normal conflict die for that turn. If you roll a power that absolutely conflicts with your character, you may roll again (for example, Superman rolling Winged Flyer). However, the conflict must be absolute and totally unacceptable to your character (example, Superman rolling Singer, Light Bridge, or Odor would not be an absolute conflict). POWER ABILITIES P1. *ACCURACY. You have a AC of 20. P2. *INTELLIGENCE. You have a IN of 20. P3. *INVULNERABILITY. You have a IV of 20. P4. *POISON IMMUNITY. You have a PI of 20. P5. *RADIATION IMMUNITY. You have a RI of 20. P6. *SPEED. You have a SP of 20. P7. *STRENGTH. You have ST of 20. P8. *WILL POWER. You have WP of 20. NORMAL POWERS P9. ABILITY RAISE. At any time during the sequence you can raise the power of one ability to 20 that sequence only. P10. ANTI-ENERGY. You can defeat any energy source, including PME. Works on one creature, item, or room. You cannot use it on an entire section. The Universe has the option of deciding how effective this is. P11. ANTI-ILLUSION. You can see through any illusion (must request such to the Universe). If it is an illusion, the Universe will tell you so and also tell YOU ALONE what is really there (write it on a strip of paper). You may then decide whether or not to tell your companions. If you try to see through an illusion and it wasn't really an illusion, your power is not used; you may try it again later. P12. ANTI-RADIATION. You can totally eliminate radiation in an area. AD: maximum area 40 x 40 x 40 feet (64,000 cu. ft.), or one room within reasonable size, or one object. This power can even work through radiation shielding. P13. *APE. You MUST have a ST of at least 13 to have this power, and you may NOT have a defect of FEAR OF HEIGHTS. You are extremely agile. You may climb almost anything, jump through the air to catch branches, etc. Drawback: Your feet have opposing thumbs and long, finger-like toes like a chimpanzee. You may reject this power if you wish due to its physical alteration, but once rejected you may not gain it again. Works constantly. P14. BRAIN WASH. You may alter the thinking of one creature (make it think or believe ANYTHING). Your WP drops 1d6-3 points (at least 1 point) the remainder of the sequence when this is used. You may plant one thought only. AD: If the WP of the creature is 13 or greater you must throw for 75% chance of success. You may use this power as long as your WP holds up. P15. CLAWS. You have claws which, although ordinarily hidden, may be formed to 6 inches. These are energy claws formed from raw PME and may be controlled in one of two modes: 1. You can form them as solid energy which is unbreakable in strength. This can be used to cut wood up to 3" thick (lasts 1 minute.). 2. You can form them into energy which can be used in a conflict to stun your opponent. Does 7 points damage. They look like real claws and may sprout either from your fingertips or the backs of your hands, as you choose. Note that your ST may be a limiting factor here; sharp claws do not mean you automatically have the strength to use them proficiently. P16. CURE. You can instantly heal any wound on anyone who is still alive, or you can bring all abilities of anyone (excluding yourself) back to full. P17. DARKNESS. You may create total darkness that only you can see through. The effect lasts 5 minutes. AD: maximum area 30x30x30 (27,000 cu ft). The darkness is so complete that not even nocturnal or infrared creatures can see through it. P18. DAZE. You may temporarily confuse a number of creatures for 1d6 minutes. They will stumble about absent-mindedly during this period of time. It attacks their IN. Maximum damage 1d20 x 10 points (minimum 30 points). P19. DE-MUTATE. Instantly reverts one creature to original form. Doesn't work on non-mutants (ie it will revert a harpy, but not an eagle). Takes out a maximum of 1d20 x 10 points IV (minimum 30 points). P20. DENSITY. You can cause an object/creature to become so dense it cannot move. It cannot be harmed in this state. A drawback: if the Universe rolls 19 or 20, the thing will sink through the floor and you will lose whatever treasure, equipment or information that was on it. P21. DIAMOND HAND. Your fingernails can cut through glass up to 1" thick, or you can break wooden boards up to 6" thick. P22. *DIG. Your hands can turn very hard and strong. You can dig into even the hardest ground at the rate of 6 ft per minute for a maximum of 1d20 x 10 feet. You can dig through items such as dirt, hard-pack, and wood, but not through metal, stone, or brick. Such digging requires extreme concentration, and once you stop digging you must not dig again until next sequence or risk damage to your hands (75% chance damage if you try to dig twice. ST drops 1d6 points and you can't use your best hand the remainder of the sequence). If you have this power in conjunction with DIAMOND HAND and use both at the same time, you can dig through ANYTHING that is not PME enhanced. P23. DIMENSION GATE. You may open a gate into another dimension 60% of the time. You may throw things into this dimension, but not retrieve them later. This has the effect of death if used on a living creature, so caution must be used. AD: Maximum size of gate: 1d20 feet diameter (minimum 3 feet). P24. *DOUBLE BRAIN. You have two brains. If one is destroyed, the other still works. The first is regrown after the sequence. This power if used in conjunction with a mental power (such as Telepathic Sender) will DOUBLE the ability of that power. This does not give you more intelligence. However, when fighting on Will Power you must actually be killed twice on WP (cumulative during the conflict until death). All information you take in is duplicated in each brain, so you are just as intelligent with only one brain as you are with two. Your other brain is located in your rump (dinosaur throwback) so if you are beheaded, you can still think well enough to crawl away. Your head will regrow in one hour. P25. *DOUBLE DOUBLE. You may create an exact double of yourself (including powers and equipment) under your full control. There is one drawback-- if it dies, so do you. It exists for 5 real minutes before blinking out. WC gained by your double do NOT carry over to the original. P26. *DOUBLE POWER. You have the ability to double the effect of any power. Does not work for non-powers (indicated by an *). Instead of doubling the effects, you may, if you wish, double the number of times it may be used. This power may not be used in conjunction with another double power. P27. DRY. You can cause large amounts of fluid to dry up. You must be touching the fluid for it to work. The fluid will not harm you while using this power. AD: Maximum area 40 x 40 x 40 feet (64,000 cu ft). P28. EARTHQUAKE. You can create an earthquake. Throw of 1-10 damages 1d20+7 points, 11-20 accomplishes goal. Goal must be within power of earthquakes (shake building down, open ground under monster, etc.). This is powerful and dangerous in its concept, so care must be taken when used against living creatures. P29. *ELECTRA. Your body is a perfect conductor of electricity. You can have any current pass through you with no harm. AD: You can withstand a maximum of 2d20 x 1000 volts (throw each time). IV drops 1 point each time this is used. It may be used as often as desired. P30. ENERGY SIPHON. You can harmlessly absorb true energy (life is not considered a "true" energy, nor is kinetic energy). In addition, there is a 50% chance you can reflect the energy back at its source. P31. ETHER FORM. You, or a part of your body (including clothing), may become ethereal in form and able to pass through an area. You must have at least a crack or hole to pass through (even a pinhole or hairline crack is sufficient, but it must be visible, not microscopic). Lasts 5 minutes. P32. EXOSKIN. Your skin can form a strong, tough shell. You may close off all body orifices for 5 minutes and survive in a vacuum. This does not influence your invulnerability. You will be impervious to radiation and normal weapon attacks (swords, arrows, spears) but not heavy weapons such as bazookas, lasers or electric swords. P33. EXTINGUISH. You can put out any normal fire. Does not work on fires sustained by PME or nuclear energy. AD: Maximum area 100 x 100 feet (10,000 sq ft). P34. FEAR. You can make creatures IN 15 or less morbidly afraid of only yourself. The creatures will not attack or fight unless you attack them. This works against WP. Maximum effect: 100 points. P35. FIRE. You can catch anything on fire 75% of the time. If it works it accomplishes your goal. AD: Effective for 9000 cu ft (30x30x10). Heat from flame is 3,500 degrees (will incinerate most organic material and melt metal and glass if sustained). Maximum damage 1d20 x 5 points. The minimum is 30, so if you throw under 30 points, throw again. Remember the Ringwielder Code when using this power. Note also, that this does not make you immune to fire. The next power does that. P36. FIRE WALKER. For 10 minutes you will be 100% immune to all forms of fire. P37. *FLIGHT. You can fly like a bird. You can carry up to 1/2 your weight when flying, so it takes 2 flyers to carry 1 man (if all are equal weight). You may fly a maximum of 10 minutes per sequence, so you must keep a cumulative record of the time you spend in the air and when you reach 10 minutes, you tire and may not fly any longer. Maximum speed 1d20 x 10 MPH, minimum 30. P38. FORCE SHIELD. You may create an impregnable force shield in any shape. Lasts 5 minutes. If you wish you may instead use this to block any door for one hour. AD: Maximum area covered: 4000 cu ft (20x20x10). It can keep out a maximum of 1d20 x 20 points of damage (minimum 50 points). P39. FRIEND. You can make a friend of any creature with an IN of 15 or less. 80% chance. The creature will remain friendly (if the creature is still around). Each sequence you must roll again for 80% chance of remaining friendly. If you ever do something to harm the creature or if it catches you lying to it, it will immediately become unfriendly. P40. GAS. You can emit gas which renders the victim unconscious. It is uncertain whether this gas comes from your mouth... or elsewhere. We will let you decide. AD: Maximum defeat points: 1d20 x 10 + 10 per Level over one. P41. *GENDER. You have the ability to change your sex once/hour. Your appearance will alter to match the sex, ie. if you are a handsome male you will become a pretty female. However, your size will remain the same, so if you are a 105 lb female, you will only be a 105 lb male (either short and strong or tall and weak). If you are a 250 pound muscular male, you will be a 250 pound muscular female. You will remain in this form for at least 1 hour, at which time you may revert back to your original form. The terrific thing is this: when you change you can also alter your VIRGIN STATUS, yea or nay! But when you change back, so does your status. P42. GENERATOR. You can generate up to 1d20 x 50 volts of electricity at 1/4 to 5 amps for up to 1d6 minutes in either AC or DC (fully adjustable by you). This power is especially strong if you also have Mechanical and if you as a player know something about electricity. However, be aware that the Universe will not help you decide how to use the power. If your own knowledge of electricity is very limited, your character's will be also. This is one instance where YOUR knowledge is important in being able to use the power! Also be aware that if your character does not have the power of Mechanical, your own knowledge does not mean that your character has the same knowledge. P43. *GILLS. You have gills in addition to your lungs and can breathe water. The gills are ordinarily hidden by a flap of skin. Unlimited power. P44. GREASE. You can spray a slick, greasy substance from an otherwise hidden orifice in your elbow. This stuff is extremely slippery. AD: Maximum coverage 1/32" x 10' x 20' (200 sq ft). Maximum spray range 50 ft. P45. HAMMER HAND. Your hand can be used as a hammer. May be used to hammer down a door or wall. In a conflict it can be used as a weapon for 1d10+5 damage, although a Ringwielder would not use it as such except in emergency. AD: At Universe request this has a 75% chance of working. P46. *HEALING. Your body heals itself. All abilities return to full and all damage (such as cuts and wounds) heal without scars. You may use it immediately after the conflict (see also power P84). May not be used DURING a conflict. P47. *HEARING. You can hear very well. There is a 75% chance you will be able to hear anything making noise within a room (even through doors) once per hour. You will be able to identify the sound, but not necessarily the source (ie, "I hear a tiny scratching, as metal on paper", not "I hear a #3 pen tip on vellum parchment"). The Universe of course must tell you what you hear when you listen. Universes: be fair. If there are things nearby that could be making sounds, then identify them properly. P48. HEAT. You have the ability for five minutes to turn your skin white hot. You will take every effort to avoid using this on a living creature; however if you are in a fight and use this as a defensive measure and the attacker continues to attack, it brings things on its own head. Damages 1d10+6 points. 10% chance kills (if you throw a 1 on the 1d10), so use with caution. Actual temperature at skin: 3,500 degrees. P49. HYPER SPEED. You may move as fast as light for up to 1/1,000,000 of a second. This allows you to travel a distance of up to 983 feet. P50. HYPER STRENGTH. You may lift weights up to 1d10 x 1 ton. You may hold this weight for 30 seconds. Note the laws of physics here: You must have a firm plane to brace against. You may be able to lift 10 tons over your head, but that doesn't mean you'd be able to stop a 10 ton train coming straight at you, or hold a door closed with 10 tons of weight behind it (unless you have an opposing wall to brace against). Note also that if you hit someone while using HYPER STRENGTH they are very liable to die in several locations throughout the room. So be careful. P51. ICE. You can cause ice to form in any shape. 75% chance it works. The goal must be a logical use of ice (freeze monster, build a protective dome, stop a fire creature, etc). AD: Maximum area that can be generated: 9000 cubic feet (30x30x10). Temperature may range from -50 to +31 degrees (option of player). Maximum damage: 1d10 x 10 points. This can kill, so be careful. P52. *ILLUSION. You can create illusions once/hour. 75% chance it works. If it fails, you must wait for another hour. Goal must be within capacity of illusion. Making a monster think it fell 300 feet will not smash it. If used to defeat it can be used only once/seq. There is a 50% chance the illusion is touch and smell oriented as well as sight. If your 50% chance fails, it is only a sight illusion. P53. *INTUITION. You have the ability, when consciously used, to sense danger. This sense allows you to tell how much danger there is, but not of what type or direction. The Universe has the option to limit use to once every 15-20 minutes; however it is best to be lenient if the players are not abusing this power. P54. *INVISIBILITY. Once/hour for five minutes you can become invisible, or you may become invisible 15 minutes once/seq. Others will not see you unless the Universe rolls 20 on 1d20 (roll for each creature that has a chance of seeing the character). P55. ITCH. Once/seq you can make one or more adversaries itch so badly they can't possibly attack you. Lasts 5 minutes. It attacks on WP; maximum 1d10 x 20 points (minimum 30). P56. *JUMP. You can jump instantly 1d20 x 20 feet in any direction once per hour. Can be used as a kick once/sequence as a 2d10 conflict die throw. P57. LASER EYES. You can shoot up to 1/4" single or twin laser beams from your eyes (you may choose the width of the beams). Beam temperature 4,000 degrees. If used in battle does 1d20+20 points damage. Warning: there is a 2% chance it will kill if used in a conflict. The laser beam lasts a maximum of 15 seconds. P58. *LEVITATE. You have the power once per hour to levitate yourself or anything up to 1.5 times your weight. However, you may only move vertically, not horizontally (unless you have a wall or ceiling to pull yourself along by). Lasts 5 minutes. P59. LIGHT. You can emit a blinding white light from your skin, or to a lesser degree of brightness from your eyes. Can be used to defeat once/sequence. Maximum damage 1d10 x 10 points (minimum 30). Can be used as normal light as often as desired, but once used for defeat cannot be used as a normal light the rest of the sequence. P60. LIGHT BRACE. You can create a brace made of light that can either hold something in place or push two things apart if it has something to cling to. You must have two opposing surfaces and at least a 1/16" opening to work with. If there are no bracing edges, it won't work. For example, you can't hold a door closed by placing a straight brace across the edge of the door. However, if the crack along the door edge is at least 1/16", you can place a brace in the crack and possibly wedge the door shut. Lasts 10 minutes. AD: Maximum holding power 1d20 x 500 lbs. P61. LIGHT BRIDGE. You may form a bridge of light 1d20 x 10 feet long x 3 feet wide. (If the bridge isn't long enough, you may try it again in an hour). Due to a special property of the light it is not at all slippery; thus it may be crossed safely and will hold any weight. Lasts 5 minutes. P62. LIGHTNING. You can shoot lightning from your fingertips. 75% chance of working. If it doesn't work, you my attempt to use it again after 1/2 hour. AD: This power does 100 +10 points per Level over 1 damage. Thus Level 3 does 120 points damage. WARNING: This power has a 50% chance of killing if used against a living creature. P63. *MECHANICAL. You have an excellent mechanical aptitude. This allows you to be able to figure out how to use most tools. 75% chance it works, only once per item. May be used as many times per sequence as desired, but WP drops 1 point each time this is used, whether it works or not. P64. MENTAL BLOCK. Once/seq you can cast a mental block which will prevent someone (or something) from reading or influencing your mind and the minds of 1d10 of your companions. Lasts 15 minutes. This may even be used AFTER someone has influenced your mind (it's ingrained in a part of your subconscious that cannot be controlled). P65. MONSTER. You can create a monster with your abilities to protect you. Monster is a typical B.E.M. and has no special powers or equipment. It will fight to the death to save you. Damage the monster takes does not affect you. The monster itself is a thing of animated matter and is not alive. It draws thoughts from your mind to function, so although you are not required to consciously direct it, it will not function if you are unconscious. The monster will not kill a living creature unless you give it a direct mental command to do so. P66. ODOR. You can if desired, smell bad. Helps in case of hungry monsters. Guaranteed repulses any monster(s) IN 13 or less. 75% chance IN 14 or greater. AD: If this is used, your companions will immediately separate themselves from you a distance of 15 feet and cannot help you in a fight for 20 minutes. NOTE TO OTHER PLAYERS: It is best not to make rude remarks about this power; it may save your hide someday. Besides, if you make rude remarks, the character may get angry and handcuff you to him... then you'll really be in a fix! P67. *OPEN DOOR. You can open PME (magic) sealed doors 50% of the time. Once per hour, only one try per door. You will always be able to tell if it is a PME door. P68. PARALYZE. You can paralyze anyone or anything. This works on WP. AD: Maximum damage 1d20 x 5 points, minimum 30 points. Effect lasts 1 hour. P69. *PHOTO MEMORY. You can memorize anything after seeing it. This must be consciously used (tell the Universe you're using it). You must have an IN of 13 or more for this power. Once per 1/2 hour. P70. PORTAL. You can attempt to create a 3 ft round hole in anything 50% chance once/hour. If it succeeds it may not be used again that sequence. P71. *QUILL. You have two sharp quills hidden on each arm that may be fired at will. Does 1d10+6 damage per quill. Maximum distance 300 ft (AC throw). P72. RAGE. You may walk right through any wall, regardless of composition (except PME enhanced barriers). It leaves a hole in the wall. This works by means of extreme bodily vibration which nothing can withstand. P73. RAY EYES. You can shoot heat rays from your eyes. does 2d10 damage (minimum 6). It is not strong enough to kill but it can defeat. P74. RENEWAL. If any limb is cut off, except for your head, you regrow it at will. This process takes 1/2 hour, during which you cannot fight. You may instead use this power to heal 5 ability points (never over 20). P75. RUN. You have the ability to run for 60 seconds at high speed. Throw 1d12 x 10 + 40 to see how fast you run in MPH. P76. *SHAPE SHIFTER. Once per hour you can take any shape you wish and hold it for exactly 1/2 hour. Your weight will not change but your color and size are as changeable as your shape. This does not allow you to fly, breathe water, etc. You cannot revert for 1/2 hour-- at which time you change back to your normal shape. P77. *SIGHT. You have vision which is microscopic, telescopic, and infrared. Once per hour. Universe has options of duration, power, etc. P78. *SINGER. You sing very well. It can be used with a 75% chance to soothe an enemy, or with 50% chance of making money as an entertainer (if at an inn or tavern, etc.). How well you sing at each instance decides how much you are paid (1d10 x 10 GP). P79. SLEEP. You can put things to sleep. AD: Works on IN. Will take out 100 points of IN +10 per Level over 1. When a monster's IN gets to 0 it sleeps. Thus if you have 11 monsters with an average IN of 12 each and you are Level 2, you will do 110 points of damage, sleeping approximately 9 monsters. The others will be unaffected. P80. *SMELL. You can smell very well. There is a 75% chance you can smell things within a room (even through a closed door--but not an airtight one) once per 1/2 hour. 50% chance you can identify a smelled item from its scent. If you can smell it but not identify it, you will get its general smell (such as musty, sweet, etc.). P81. SOLIDIFY. You can solidify to matter any ethereal, gaseous, liquid, or gelatinous form. P82. SONAR. You can generate low or high pitch sounds. 75% chance it works. The goal desired must be within the capabilities of a sonar power (cellular disruption, crumbling rock walls, splitting open metal doors, etc.) AD: Maximum range is 100 ft + 20 ft per Level over 1. If used to fight, it has a maximum damage of 60 points + 5 per Level over 1 (thus a Level 4 character can damage 85 points). The sonar takes the form of a small, floating, glowing blue disk. Anything in front of the disk will feel the effect of the sonar. The angle of coverage is the option of the player; it can be used as a tight "beam" or a wide "spray". P83. STRETCH. You can stretch your arms and legs 1d10 times their normal length. This also doubles your ST. After the task is performed ST returns to normal. Maximum time limit 1 minute. P84. SURGEON. You can "operate" on one creature or person. You can create a completely sterile and pain-killing aura about yourself, and the operation leaves no scars. NOTE: This power costs 500 GP (if not rolled initially) as it requires additional programming into your ring so that you have the KNOWLEDGE required as well as the power. Surgeons are highly respected and may charge slight amounts for their work (25 minimum to 100 maximum). This power differs from HEALING, in that HEALING can only cure wounds. It cannot be used to correct a crooked bone or faulty heart valve; SURGEON can do so. If you roll this power as one of your initial powers, you are most fortunate, since you get it free (it may not be chosen as your first power). P85. TAKE THAT! You can cause life forms to go into convulsions, rendering them harmless. 1-10 convulses, 11-20 damages 7 points but does not convulse or render harmless (must throw once for each creature). AD: Maximum damage 180 points. P86. *TELEPATHIC RECEIVER. You may read a mind once/hr for 30 seconds. Cannot be used to damage. The amount and content of what you read depends on the WP and IN of the mind being read (the less, the better), your WP (the greater the better), and the decision of the Universe in the matter. Use the Telepath Chart (SEE 59-2). P87. TELEPATHIC SENDER. You can send thoughts to creatures (use the Telepath Chart 59-2). Can be used to damage 1d20+6 points once per hour, but then can't be used at all the remainder of the sequence. P88. *TELEPATHIC SET. You have the powers of both sender and receiver. CANNOT be used to damage. You cannot have both this power AND Telepathic Sender. You must choose between the two. Use the Telepath Chart (SEE 59-2). Once per hour. P89. TELEPORT. Twice per sequence you may teleport yourself anywhere. You must have already seen the area you are teleporting to or you may specify an exact distance in front of you. If you teleport into a solid object you have a 50% chance of dying. If you don't die, WP, ST & IV will be damaged one die each. You may then separate yourself from the object without further damage. If you so choose, rather than teleporting yourself twice per sequence, you may teleport yourself and one other person once. P90. *TIME-REVERSAL. You can totally reverse time up to 5 minutes (your choice). Once used, it cannot be used again until AFTER the NEXT sequence you play (it freaks out the time fields around you). Note: this is a TOTAL reversal that negates all actions during that period (so if a monster or two were defeated during that time... surprise! They're back!). P91. VAMPIRE. 50% of the time this power defeats vampires and rodent family creatures, or does 7 points damage 100% of the time. It must be decided beforehand which you choose to do. Anyone having this power may automatically fight vampires without having special equipment. Note: vampire as used here is not limited to the traditional vampire, but to any creature that draws its sole nourishment from drinking blood. AD: Maximum damage 1d20 x 5 points on ST (minimum 30). P92. WATER. You can create water in any form. 75% chance it works. Goal must be within capabilities of water (clean dishes, put out fire, drink, etc.) Maximum damage 1d20 x 10 points. AD: Maximum amount: 16000 cu ft (40x40x10). P93. *WEB. You may create a super-strong glue from a special orifice in the palm of your hands. This may be fired as a stream up to 300 ft. (AC roll) or placed in a mass amount as a glue, or sprayed in the form of a web-like structure. Maximum coverage: 20 x 20 feet in web form (400 sq ft). AD: Holds up to 1d10+2 x 100 lbs. securely for 1 hr. P94. WEIGHT. You may become very dense, to the point of becoming invulnerable. But it has a drawback; if the Universe rolls 20 on a 1d20 the floor will give out from under you and you have a 50% chance of losing 1/2 of your abilities the rest of the sequence. If you don't lose 1/2, you will be damaged 2 points EACH on ST and IV. NOTE: you cannot move in this condition. You may release yourself from this condition at any time. P95. WEREWOLF. 50% of the time this power defeats werewolves and dog family creatures, or does 7 points damage 100% of the time. It must be decided beforehand which you choose to do. Anyone having this power may automatically fight werewolves without having special equipment. AD: Maximum damage: 1d20 x 10 points on ST. P96. *WINGED FLYER. You can fly like a bird and can lift your full weight while flying a total of 5 minutes per sequence (unlike FLIGHT, which allows you to lift only 1/2 your weight for 10 minutes). You can do this because you have wings with a 16 ft span. Throw 1d6: 1-3 you have bird wings (feathered), 4-6 bat wings (leather membrane). If your character background absolutely demands it, you may choose the type of wings you have (example: Cupid definitely has feathered wings). NOTE: Be aware of the disadvantages real wings may cause. On the ground SP drops a permanent 1 point (thus your maximum possible ground SP is 19 instead of 20) and they add 1d6 x 5 lbs to your weight (may vary according to the size of the character, ie., a pixy will have very small wings because she is very small). P97. WIPE-OUT. You can completely disintegrate any one item. 75% chance it works. AD: maximum area 10x10x10 (1000 cu. ft). P98. WITHER. You can cause any plant to wither and die. Plants are not considered a life-form and thus do not affect the Code of the Ringwielders UNLESS THEY ARE SENTIENT. P99. *X-RAY VISION. You can see through anything, including lead, gold, and other heavy-metal objects, once/hour. You can see shapes and dimensions, but no details such as color or writing. Effect lasts 30 seconds. P100. ZEPHYR. You can create tornadic winds with perfect control from up to 1 mile away. The tornado can measure up to 200 feet in diameter and has wind speeds of up to 180 MPH. If you wish, instead of a tornadic wind you can create a straight wind force up to 200 feet wide and 100 feet high with speeds up to 120 MPH (your choice). Does 2d20 + 20 damage for every 10 feet diameter/width. 53. ORDER OF ACTION CHART This chart shows the occurrence of events during a game. DESIGNING CHARACTERS: Character name Player name Date of creation Roll 8 main abilities Figure Overall Performance Roll 20 secondary abilities Trade secondary abilities Roll for Powers Roll for Defect Trade main abilities Roll for GP Buy Equipment Write down full character description BUILDING A SECTION: Decide on a scenario: theme - goal - starting point Set up rooms, corridors, traps, treasures, monsters, etc. Set up a master key with explanations Make photocopies (if required) PLAYING THE GAME: Write down time game begins Universe: Explain section to players and describe surroundings Players: Imagine you are in the described situation and then respond with your reactions Universe: Alter scenario as required according to player responses CONFLICTS: See who is faster Immediate Win throws (faster going first) Conflict throws If character chooses, use ring, run, bribe, bugout If character wins, roll for WC Compute character damage Search for treasures and/or hidden doors and passages ENDING THE GAME: Add total GP won Add total WC won Write down time game ended Figure total hours played Figure extra GP Figure extra WC Total GP (prev GP + won GP + extra GP) Total WC (prev WC + won WC + extra WC) Figure Total Game Time (prev TGT + TL HRS PLAYED) Check Wisdom Credits to see if you've advanced in Level 54. WISDOM CREDIT TABLE The following table is a general guideline on awarding WC. These must be awarded by the Universe (his jurisdiction), although the player may and should request an award of credits any time he/she feels it is deserved. 1. Defeating an adversary: 1d20 x 10. 2. Helping someone in distress: 1d20 x 10 (double if not another character). 3. Figuring out a puzzle required in the course of a sequence (such as a riddle or code): 1d10 x 10 4. Completing a difficult assignment: 1d20 x 20. 5. Overcoming a trap: 1d20 x 5. 6. Taking ACTIVE part in a sequence from start to end: 1d10 x 10 (Universe has FULL jurisdiction here). 7. Turning an enemy into a friend (diplomacy): 1d20x30 (note: does not apply to FRIEND power). 8. Being killed by other than Immediate Win: Drop one Wisdom Level. Drop WC to beginning of new Level (ie dropping to Level 2 = WC of 10000). 9. Most valuable player(s): 1d20 x 10. 10. Harming an innocent or friendly creature: 1d20 x 20 subtracted. 54-2. KILL TABLE This listing will give you some idea of how RINGWIELDERS feel about life. SITUATION: KILLING ALLOWED? Attacked by creature in the woods. Not unless there's no other way out Attacked by dangerous creature in Same the woods. Hunting for food. If necessary, non-intelligent life only Freezing, and need robe for warmth. If necessary, non-intelligent life only Attacked by man in the woods. NO Attacked by man with deadly weapon Only if no other way out Attacked by robber in a dark alley. Ditto Attacked by 25 armed soldiers. Ditto Attacked by fanged, acid-spurting, nuclear-tailed vermishus knid, with Maybe, if you think the your abilities down to 2 and all situation is really powers used up. critical Attacked by a fanged, acid-spurting, nuclear-tailed vermishus knid, with You'd better make sure your abilities down to 2 and all you're in the right before powers used up... and around its you take its life, because neck is a picture of its wife and it is obviously sentient kids. Face to face with a known murderer. Not unless he attacks. In combat with a known murderer. If you cannot otherwise subdue him and bring him to justice. In combat with a known murderer who is wielding a deadly weapon, or If necessary. who is trying to kill you. Facing a murderer who has just killed someone in your group. Yes. As a rule of thumb, consider whether an honest policeman of our society would kill in a situation, and you have an idea; but the Ringwielders are even more concerned with life. Ringwielders hold life sacred! 55. RADIATION AND POISON CHART The Universe should first of all throw 1d20 to see IF the character is damaged. The total must be equal to or greater than the character's ability for damage. Be sure to add extra points for Levels 2 through 7. If he IS damaged, throw another 1d20 to see how much (don't add extra points). 1-9 lose 1 point 10-18 lose 3 points 19-20 lose 5 points 55-2. HIDDEN DOOR CHART The Universe will throw 1d20 (out of sight of players) against the following chart: IN level: Must throw at least: 5 18 6 17 7 16 8 15 9 14 10 13 11 12 12 11 13 10 14 9 15-17 8 16-19 7 20 6 56. DAMAGE COMPUTATION After a character fights a monster, the Universe MUST figure damage BEFORE continuing on. If this is not done, any player may call on this and the Universe loses 150 UP. The character gets 150 WC for catching the Universe in an error and the "supposed to be damaged character" is not damaged. Players may not distract the Universe; doing so negates the 150 and the Universe can then compute damage anyway. All damage lasts the remainder of the sequence. Next sequence all abilities return to normal. After a fight, if the character has lost: 0-4 points No damage 5-9 points Subtract 1 10-14 points Subtract 2 15 or more Subtract 3 57. ADDITIONAL POWERS As a character progresses in Level, he is granted additional powers. These powers are added to his ring by the Ringshapers, artists who have learned how to program the rings. These powers are granted due to the increased experience and wisdom of the character. Powers are granted at the END of a sequence only, in the presence and full witness of the acting Universe. One RANDOM additional power will be granted every 10,000 WC. So you will gain your first additional power upon reaching Level 2. Your second additional power will be upon reaching Level 3, your third further into Level 3, etc. At reaching Level 7 you will have gained 10 additional powers. If you wish to CHOOSE your powers rather than throwing random, you may do so every 15,000 WC instead of at 10,000. Thus if you choose all powers, at Level 7 you will have 6 additional powers rather than 10. After Level 7 the WC requirement doubles (you will be granted a new power every 20,000 WC) and you may no longer choose powers (they must be random). There is a mandatory limit of 36 powers for any individual character. This will be at a minimum level of 500,000 WC. 57-2. GROUP CONFLICT TABLE Figure the throws on each side by the following table: Number in the group Conflict throws are: Min/max damage: 1 1d6 1/6 2 1d6+1d4 2/10 3 1d6+1d8 3/14 4 1d10+1d8 4/18 5 1d12+1d10 5/22 The amount basically increases by 4 for each additional person. If more than 5 people are involved, combine above die throws. If a character decides to throw a power rather than roll a die, he may do so (and the conflict roll is reduced by one person). If the power fials he may still throw the dice for normal damage (thus powers should be thrown first, followed by group conflict throws). Note that if a monster has multiple die of ability, it will also ATTACK with multiple dice, not one. So for example, a 3d20 strength monster will attack using 1d6+1d8, not just 1d6. 58. DEFECT CHART To find your defect, throw 1d20, Then refer to the chart below. Once per hour the Universe will throw 1d20 for each character possessing a defect, to see if there is any damage. Roll of 19-20 triggers the defect unless otherwise stated. Exceptions are Defects 7 thru 14 (which are constantly in danger of being triggered) and 17-20 (no defect). If the Universe catches a character in a defect, he gets 1d20 x 10 UP. D1. ASTHMATIC. ST,WP, IV all drop one point. D2-SP D3-RI D4-PI D5-AC D6-IN. Ability shown drops 1d6-3 (minimum 1) points. D7-ROBOTS D8-LASERS D9-BIRDS D10-DOGS D11-INSECTS D12-HEIGHTS. PHOBIA DEFECTS. Character is deathly afraid of the item listed. You will definitely run when you see one. If you are cornered by one you will go hysterical for 60 seconds, then catatonic. The exception is HEIGHTS. The character will not be able to climb without firm foot and body support any distance greater than 1d20 x 2 feet (minimum 10 feet). Firm foot and body support may include a good path up a mountain side or a ride in a safe overhead cable car, but may not include thin, treacherous mountain paths, slanting roofs, any sort of climbing over the prescribed limit, ladders, or possibly unsafe airborne travel. These Phobia defects apply only to items that may harm you. For example, Robot Phobia will not affect you if a companion is a robot; the Phobia only applies if the item is outside your group. As a further example, Laser Phobia does not make you freak out when your friend uses a laser against something else. However, you will not be able to use one yourself. These phobias mainly appear when the item of fear is directed against YOU, or when you are in contact with the item. D13. NO PAIN. You cannot feel pain. If you were to step on a rusty nail you would not know it until you saw the blood, or tetanus set in. If this is triggered, roll on PI chart to see the damage. D14. BLEEDER. When you get cut, you bleed. Same rules as NO PAIN but damages on RI since this will lower your Radiation Immunity. D15. FAINTER. You faint at the most awkward times. The Universe rolls once per hour at any time he chooses. 19-20 means you faint. You remain unconscious for 1d6 minutes. D16. PARANOID. You will distrust EVERYONE for a period of 1d20 minutes. You will not otherwise alter from your normal personality or do anything stupid, but others will find it most difficult to get you to cooperate with anything. D17-D20. NO DEFECT. 59. WISDOM LEVEL CHART LEVEL 1 0- 9,999 WC LEVEL 2 10,000-19,999 WC LEVEL 3 20,000-34,999 WC LEVEL 4 35,000-49,999 WC LEVEL 5 50,000-74,999 WC LEVEL 6 75,000-99,999 WC LEVEL 7 100,000 WC Gain one additional Level every 100,000 WC 59-2. TELEPATH CHART When you wish to use a Telepathic power, check your WP against your subject to see how effective it is, on the following chart. The Universe will have to reveal the subject's WP; the subject is then immune to all other WP attacks for that sequence. If your WP is this much greater: It is this effective: 1-2 You get a hunch 3-4 A blurry picture 5-7 A definite thought 8-10 A definite picture and/or limited communication 11-13 Full communication 14-15 Total empathy... you grok 60. EQUIPMENT AND PRICE LIST Saddlebags or a sack are needed to carry equipment. You need to buy food every sequence or lose one ST and WP point that sequence. It is wise to carry torches, matches, rope, etc. so don't skimp on equipment. Equipment must be purchased BEFORE or AFTER a sequence, not during. As an optional rule in your games, you may require equipment to be purchasable only at a merchant of equipment (which the Universe should make available every 2 or 3 sequences), with characters bartering and haggling with the merchant when possible. NOTE: Advanced players check on the Weight Option (see 68) for essential equipment-hauling information. Item: Cost in GP (Information) *ARROWS: 10 (seven) BISCUITS: 5 (3. May distract monsters IN 10 or less) *BOW: 30 (Requires arrows AC throw required when shot. Same combat rules as a sword). FOOD: 5 (perishable. Lasts 1 sequence.) GARLIC: 5 (perishable. Lasts 3 sequences.) *HAMMER: 10 (1d4 damage ability in combat--non lethal) HORSE: 30 (10% chance of bucking once every 2 hours. If it bucks you lose 10 GP. Can carry 700 lbs.) MATCHES: 5 (5 matches) METAL SPIKE: 5 MIRROR: 5 MULE: 40 (can carry 800 lbs. No bucking danger) ROPE 50: 10 (50 ft) ROPE 100: 15 (100 ft) SACK: 5 (Holds 50 lbs) SADDLEBAGS: 15 (Two, leather. Holds 200 lbs.--100 lbs each) SALT: 5 (2 lb bag) *SILVER KNIFE: 75 (Has an unusual effect on PME. Can sometimes cut bags or pick locks sealed with PME. Same combat rules as sword). *SWORD: 25 (Can break down weak doors or cut paths through thick brush. If used in combat is considered lethal. 1d6 damage ability) TORCH #1: 5 (Works once for up to 2 hours. Requires match) TORCH #2: 10 (Works 3 times for up to 2 hours. Requires matches) *TWO KNIVES: 30 (a knife can be thrown. If one is lost, other still is present. 1d6 damage ability--lethal). *WOODEN STAFF: 20 (1d6 damage ability in combat-- non-lethal). WOODEN STAKES: 5 (3 stakes) * Equipment marked with an asterisks may only be used in combat if the monster may be harmed by such an object. A gargoyle is not likely to be hurt by an arrow. A Ringwielder will only use a standard weapon against a living creature if his life is in danger and no other choice is available. Such items will seldom be used against intelligent life forms. With usable or perishable items such as biscuits, arrows, torches, matches, etc. draw a number of circles to indicate the quantity you have, and darken one every time you use this item. These are just basic equipment ideas. The Universe may allow purchase of additional types of equipment; such pieces must be ORDINARY with no special properties. Knives, swords, and other edged weapons last only 30 uses (tally when used). Then new ones must be purchased. Arrows may be used only once. SPECIAL EQUIPMENT: The Universe may provide special equipment to the characters, but only at VERY HIGH cost. For example, an enchanted PME sword that ads +1 to its first hit once per sequence would cost around 2,000 gold pieces. A rechargeable disintegration laser that works once per sequence should sell upwards of 10,000+ gold pieces. You may even require the character to pass a difficult test to be able to buy this equipment in the first place (such as rescuing a scientist, etc.). Do not provide such special equipment easily or cheaply. 61. OPTIONAL RULES The following rules may be used at the option of the Universe. Players must be told if optional rules are to be used. It is recommended you use these options only after you are experienced at playing the game. 62. PROBABILITY OF HIT When hitting a monster (ie striking with a ring or sword) throw 1d20 for probability of hit. Level 1-3 characters: 1-10 hits 11-20 doesn't Level 4-6 characters: 1-14 hits 15-20 doesn't Level 7+ characters: 1-18 hits 19-20 doesn't If you hit, THEN throw for damage (single die throw). Monsters fight under the same rules (thus the Universe must assign the monster a "Level"). 63. PROBABILITY OF SHOT If you shoot a bow, throw a rock, etc. you must throw for a probability of shot at the distance fired. FIRST throw 1d6. To hit you must throw at least the number on the TO HIT chart below. Then throw a conflict throw to see the damage potential. Then throw on your Accuracy; if you throw BELOW your accuracy, you score full hit. If not, you hit with only 1/2 the conflict throw. DISTANCE IN FEET 0-60 150 230 300 350 or over THROW TO HIT 2 3 4 5 6 64. ADDITIONAL MONSTER ABILITY Some monsters may be extremely powerful and would require the entire group to battle instead of just one (such as a dragon, balrog, or 50 foot Golem). The Universe may in this case roll as many die as desired for its ability (a MAXIMUM of 5d20 is recommended, or maximum of 5 x 20 = 100 points. Of course, this may be raised for a large number of players-- or a particularly strong monster that they shouldn't mess with anyway). When this is done, the Universe must tell the characters HOW MANY dice were thrown for the monster's ability, but not the actual TOTAL of the throws. 65. MONSTER POWERS Advanced monsters may have powers. They are limited to powers that do not result in immediate death of a character. For example, a monster could have ICE because it would not kill a character immediately, although the character may die if he doesn't break free. However, a monster may not use powers such as SONAR or EARTHQUAKE to kill. Also, a monster may not use powers such as CLAWS or RAY EYES if it would immediately kill a character to do so. Such monsters should be rare and need not be intelligent (example: the electric eel). An exception would be if the Universe told the players beforehand that this might be a nasty monster: "This is a VERY powerful evil wizard, known to be mean and deadly." 66. BODY ATTACK When striking a monster with a conventional weapon, throw 1d20 on the following table to see which body part you hit: 1. RIGHT HAND 2. LEFT HAND 3. RIGHT ARM 4. LEFT ARM 5. RIGHT FOOT 6. LEFT FOOT 7. RIGHT LEG 8. LEFT LEG 9. HEART (1.5 x damage) 10. HEAD (dizziness) 11. CHEST 12. STOMACH 13. HIP 14. RIGHT EYE 15. LEFT EYE 16. RIGHT EAR 17. LEFT EAR 18. MOUTH 19. RIB 20. NOSE. If you throw a 6 when you strike, you damage that body part. Any part struck in this manner is disabled the remainder of the sequence unless healed (in addition of course, to normal damage). Throws of 1-5 do not disable the body part, but they still do damage. Monsters will fight in the same manner. If the HEART is hit, the damage is 1.5 times the roll of the die. If the HEAD is hit, it disorients the person hit and their next damage throw against the other is only 1/2 as effective. 67. TARGETING You can target a body part (such as head, heart, arm, etc). If you throw a 6 you disable that part. If you throw less than a 6, subtract 1 from that throw and that is the damage on that throw (thus a throw of 3 would be 2. A throw of 1 would be no damage). You may target any individual body part only once during a fight (for example, you can't target the head every time you strike; it may be targeted once, then you must target something else). 68. WEIGHT FACTOR If the weight option is used, the characters and Universe must be conscious of how much is being carried. If the Universe ever finds a character with more weight than he can carry, the character immediately suffers a hernia and all normal abilities drop 1/2 the remainder of the sequence! If he has a horse or mule that is carrying too much, the animal dies. The Universe gains 1d20 x 20 UP for discovering the fault. If you do not use the weight option, you must instead use a "practical limit" guide. This would be based on how much could logically be carried by a person or animal. It is obvious a single man is not going to be able to carry an entire deer carcass across his shoulders, wield a bazooka, and climb a rope at the same time (the carcass itself would be beyond average ability). The character's strength, sex, and physical build would also have to be considered. A character can only carry a certain amount before he slows down, namely up to 1/8 of his weight (thus, a 210 lb man can carry 26.25 pounds without slowing noticeably). Beyond this, speed drops dramatically. Following is a SIMPLIFIED weight table. You can if you desire, create a more complex table that would take into account the size of the person involved. POUNDS CARRIED SPEED DROPS 25-49 2 50-75 4 76-100 6 101-125 8 126+ 10 A character may not carry more than his weight. Thus a character must know the weight of his equipment and list what he is carrying at all times. Of course, a character can carry items on his mule. But if a weapon is on his mule and the character is attacked, he may not be able to reach it. If a character meets a monster unexpectedly and wishes to use a weapon on his horse or mule, he must make a saving throw to see if he can reach the weapon he wants. As a guide, a normal gold piece weighs 1 ounce. 1000 GP thus equals 62.5 pounds (1000 divided by 16). So an average man carrying 1000 GP will have his speed drop 4 points. Ordinarily, a character would not want to carry more than 350 gold pieces on his person. Equipment weight will be decided by the Universe (after all, no two staffs are exactly alike). If you're uncertain as to how much an item should weigh, compare it to something of similar size and composition, and weigh that item. As a guide, a blaster or sword will usually weigh between 4 to 9 pounds, depending on the size. ====================================================================== 69. RINGWIELDER CHARACTER SHEET CHARACTER NAME: ____________________ PLAYER NAME: __________________ CHARACTER LEVEL: 1 2 3 4 5 6 7 SEX: M F IT DATE: ________________ ABILITIES ADDITIONAL ABILITIES WP _____ AT _____ HG _____ QT _____ RI _____ AG _____ HD _____ RD _____ PI _____ BA _____ MT _____ SG _____ OV PER ______ ST _____ CH _____ ML _____ SM _____ SP _____ DR _____ MM _____ VR _____ AC _____ EM _____ NV _____ VS _____ IV _____ HL _____ OM _____ IN _____ DEFECT: _____________________________ POWERS: number name/notes (list additional on back) 1__________|_________________________________________________________ 2__________|_________________________________________________________ 3__________|_________________________________________________________ 4__________|_________________________________________________________ 5__________|_________________________________________________________ 6__________|_________________________________________________________ EQUIPMENT ____ 40 MULE ____ 30 HORSE ____ 5 FOOD ____ 10 ROPE (50) ____ 15 ROPE (100) ____ 5 MIRROR ____ 5 SALT ____ 5 GARLIC ____ 10 HAMMER ____ 5 WOODEN STAKE ooo ____ 5 METAL SPIKE ____ 5 TORCH #1 ____ 10 TORCH #2 ooo ____ 5 MATCHES ooooo ____ 15 SADDLEBAGS ____ 5 BISCUITS ooo ____ 20 WOOD STAFF ____ 25 SWORD ____ 30 TWO KNIVES ____ 75 SILVER KNIFE ____ 30 BOW ____ 10 ARROWS ooo ooo o ____ 5 SACK STARTING GOLD _______ TOTAL COST _______ GOLD REMAINING _______ CHARACTER DESCRIPTION: _____________________________________________ ____________________________________________________________________ ____________________________________________________________________ ____________________________________________________________________ ____________________________________________________________________ ____________________________________________________________________ ____________________________________________________________________ ____________________________________________________________________ ==================================================================== RINGWIELDER SEQUENCE TRACKING SHEET SEQUENCE NAME: ___________________ DATE: __________ TIME: ________ CURRENT ABILITIES: WP RI PI ST SP AC IV IN OCCURRENCES (pencil recommended) GP WC FOOD______________________________________________|___-5___|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| __________________________________________________|________|_______| TOTAL GP WON: __________ TOTAL WC WON: _________ TIME ENDED: __________ TL HRS PLAYED: _________ ________ PREV TGT EXTRA GP: __________ EXTRA WC: _________ (hrs x 1d20) (WC won / 4 x hrs) ________ PREV GP: __________ PREV WC: _________ TGT TOTAL GP: __________ TOTAL WC: _________ =================================================================== RINGWIELDER UNIVERSE TRACKING SHEET SEQUENCE NAME: __________________ DATE: __________ TIME: ________ OCCURRENCES (pencil recommended) UP __________________________________________________________|________ __________________________________________________________|________ __________________________________________________________|________ __________________________________________________________|________ __________________________________________________________|________ TIME ENDING: _______ TL. HRS PLAYED: _______ PREVIOUS UT: _______ TOTAL UT: _______ UP WON/LOST THIS GAME: _______ PREVIOUS UP: _______ EXTRA UP FOR HRS PLAYED _______ TOTAL UP: _______ (1d20 x 30 x hrs) RINGWIELDER INDEX ITEM SECTION ITEM SECTION ABILITIES 20 OPTIONAL RULES 61-68 ACCURACY 25 ORDER OF ACTION CHART 53 ADDITIONAL ABILITIES 29 ORION 13 ADDITIONAL MONSTER ABILITY 64 OVERALL PERFORMANCE 20 ADDITIONAL POWERS 57 POISON CHART 55 ALTERNATE PLAYING METHODS 11 POISON IMMUNITY 22 BODY ATTACK 66 POWERS-CHARACTER 19,52 BUGOUT 39 POWERS-MONSTER 65 BUILDING A SECTION 50 PROBABILITY OF HIT 62 CHARACTERS 18,14 PROBABILITY OF SHOT 63 CLUB (starting one) 9 P.M.E. 13 CODE OF RINGWIELDERS 13 QUARRELS 49 CONFLICT DIE 37 QUESTIONS & ANSWERS 10 CONFRONTATIONS 34 RADIATION CHART 55 DAMAGE COMPUTATION 56 RADIATION IMMUNITY 22 DAMAGE POINTS 35 RADIATION (placement) 33 DEATH (as punishment) 13 RETIRING A CHARACTER 43 DEFECT CHART 58 RINGSHAPER 57 DEFECTS 30 RINGWIELDER CLUB 9 DESIGNING A SHIP 15 RINGWIELDER CODE 13 DICE INFORMATION (ie 1d20) 15 SAMPLE GAMES 2-4 EQUIPMENT 60 SAVING THROWS 36 FIGHTS 34 SECRETARY 3 FINE ART OF COMPUTING PT 1 6 SECTIONS (explained) 16 FINE ART OF COMPUTING PT 2 7 SECTION DESIGN 50 FOUR-HOUR ROLL (Gold) 40 SETTING 13 GAME TABLES 52 SHADES OF RINGWIELDER 11 GAME THEORY 1 SOLITAIRE SCENARIO 12 GOLD PIECES 40 SPEED 24 GROUP CONFLICTS 38 STRENGTH 23 GROUP CONFLICT TABLE 57-2 TARGETING 67 HIDDEN DOORS 51 TELEPATH CHART 59-2 HIDDEN DOOR CHART 55-2 TOTAL GAME TIME 40a HOW TO PLAY 14 TRADING ABILITIES 28 IMMEDIATE WIN 36 TREASURES 48 INTELLIGENCE 27 TRIALS 43 INVULNERABILITY 26 UNIVERSE 14,17 KILLED CHARACTER 47 UNIVERSE POINTS 44 KILL CHART 54-2 UNIVERSE TIME 45 LEADER 31,14 WAVELENGTH RINGS 32,13 LEVEL CHART 59 WEIGHT FACTOR 68 LEVELS 46 WILL POWER 21 MASTER KEY 4 WISDOM CREDITS (gaining) 41 MASTER SHEET 4 WISDOM CREDITS (loss of) 42 MONSTER POWERS 65 WISDOM CREDIT TABLE 54 MONSTERS 34,35 WISDOM LEVEL 46,59