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{{редактирую|EvilCat}}
| название = Critical Miss issue 1
 
| ссылка = http://www.criticalmiss.com/issue1/index.html
 
| архив = http://web.archive.org/web/20120709073035/http://www.criticalmiss.com/issue1/index.html
 
}}
 
{{основная статья|Critical Miss (журнал)}}
 
  
 
Hi,<br />
 
Hi,<br />
Строка 485: Строка 480:
 
</poem>
 
</poem>
 
;Read the conclusion to this story in Issue 2 of Critical Miss…
 
;Read the conclusion to this story in Issue 2 of Critical Miss…
 
== Getting the message across ==
 
;The X-Boat Network In Traveller
 
: By Stephen Ward
 
 
=== What is it? ===
 
 
The X-Boat network is the main means of sending messages across the vast Imperium. It was established 624 (Imperial) and covered the entire Imperium in 718 (Imperial). The backbone of the system is a small craft capable of a maximum speed of Jump 4. Administration of the X-Boat system is the responsibility of the Communications Office division of the Imperial Interstellar Scout Service (IISS). Although the maximum speed of an X-Boat is jump 4, not all jumps are made at that speed. Because of the way the network is laid out, the average speed a message travels is Jump 2.6.
 
 
=== How it operates. ===
 
 
The best way to describe this process is to do it as an example. Say I was staying at Capital and I wanted to drop a message of to a close friend of mine on Regina. I would address it in the following fashion:
 
* John_Smith@JS584866.TASNET.Regina.Regina
 
 
<poem>
 
So breaking it down, starting with the far left.
 
The * informs me that John is a registered voter on Regina then his name.
 
The @ means located at.
 
The next part is his Personal Information Reader’s serial number. This part is optional.
 
TASNET is the computer system name.
 
Regina is the subsector capitol, Regina is the system name.
 
</poem>
 
 
Common computer system domains include:
 
 
* TASNET: Traveller’s Aid Society.
 
* EDUNET: Educational.
 
* GOVNET: Local government.
 
* IMPGOV: Imperial government.
 
* COMNET: Commercial businesses.
 
* PRIVNET: Non business.
 
 
These are the main ones. Major corporations' names are added after the network name and before the user ID.
 
 
I record my message to John using my terminal in my room. I have the option of Video, Audio, or text. The only difference in them is the quality and cost. Video is 30 credits for each ten minutes per jump, audio 10 credits for ten minutes and text one credit for ten pages. Mixed text and pictures' costs one credit per page. If I was not using a terminal in my room, there are public terminals located in most starports. Although video transmissions are only available on class A starports, audio class B and C or less is text only.
 
 
Billing is in Imperial credits and worked out with the jump speed of 2.5. If he was not on the main route, the message would be passed to the Imperial Courier Service (ICS) for final delivery.
 
 
I have finished my message and instruct the terminal to send. The terminal then gives me the option to have my message encrypted, this doubles the cost of the message. From here, the data is compressed and passed to the local communications system for transmission to an X-Boat station or passed to the ICS for delivery onto an X-Boat route.
 
 
An X-Boat drops into realspace. The pilot then activates the recovery beacon and aligns the communications array to the X-Boat station. An X-Boat station is constructed close to entry points of Hyperspace and contains fuel, pilot stations and communications arrays. The station dispatches an X-Boat Tender with a fresh pilot and fuel. Once it has reached the boat, it recovers it, changes crew and refuels it. This process takes about four hours. The record for this routine is seven minutes. A single tender can deal with up to six X-Boats at a time. In busy systems, many tenders can be seen working at once to keep the network going. Once re-fuelled and a new pilot aboard, the X-boat is released and gets ready to jump. While all this activity is going on, the X-Boat is still getting data and messages.
 
 
Once all checks are finished aboard the pilot shuts down the communication array and departs the system. The pilot from the X-Boat is given another job, whether this be aboard the tender or at the X-Boat station. After a week in normal space he is reassigned to another X-Boat and his job starts again.
 
 
=== What is the ICS? ===
 
 
The ICS maintains a fleet of type S scout/couriers. It is they who take the messages to systems off the main network. They are mostly modified with the passenger compartments removed and replaced with extra computer storage and extra fuel tankage. They depart at different speeds taking their messages to wherever they need to go.
 
 
=== How do I collect my mail? ===
 
 
Usually this is just case of connecting up to the planet’s data net and accessing it that way. If you are on the move, this can be tricky. Copies of mail are held at subsector and sector capitals and at TAS hostels. The last option only applies if you are a member of TAS. Mail is also archived at scout bases, this option requires an administration fee of about 100 credits and a week to accomplish. You also need to produce proof of identity. A standard Imperial bank card is usually all that is required.
 
 
=== What else does the X-Boat system handle? ===
 
 
You can make bank payments at an X-Boat office. The information is encoded and then sent to the bank of your choice. This has become a standard way of paying for starships.
 
 
=== Does the X-Boat carry military transmissions? ===
 
 
Yes, unless the transmissions are secure. If they are secure then the Imperial agency sending the transmissions uses an Imperial courier vessel. Imperial courier ships are rated at Jump 4 with a few being capable of Jump 6! Otherwise, the X-Boats data bank is fitted with an auto destruct system that fueses the internal electronics.
 
 
=== What about parcels or paper transmissions? ===
 
 
To some, a letter is the ultimate secure transmission. You cannot drop a letter into a computer and scan for a phrase. Someone has to read it all the way through. Letters are handled by the ICS except they are not X-Boat sent. Instead the message is accepted at the ICS office and then passed on with other letters and parcels to a cargo ship. Letter post costs one credit per 100grams of weight. Parcels on the other hand can make licensed carriers a tidy profit. For ease of packing aboard ships, parcels must be sent using a standard design. The boxes are available at starports everywhere at the cheap price of a tenth of its size in credits.. The smallest box is a 10cm plastic cube and this costs one credit. The postage for this item is 5 credits. A cubic metre costs ten credits and postage costs 500. The formula used to calculate this is: (size x size x size)/6 x 10). Size = size in cms. So the metre box is (100 x 100 x 100 = 300)/6 = 50 x 10 = 500. Postage is charged per 2 jumps or fraction thereof. The parcels are collected and dropped into a cargo container for a sector.
 
 
So, I decide to send John a litre of water. The water fits into a metre cube and I take it to the ICS office. There I pay my 2500 credits for it to be carried 24 parsecs. The package is loaded into a cargo container along with nine other metre cubes for Regina. Each cargo container will hold ten cubic metres for each ton of displacement. Once loaded, a licensed trader is contacted for delivery.
 
 
Note: Since the ICS has limited ships available, they rely upon licensed carriers. Obtaining a licence is not easy. First an application form has to be filled out and a fee of 500,000 credits is paid. Then the applicant is given a thorough background check if anything looks suspect then their application is refused and the fee is kept. If all looks good, the applicant is granted a licence.
 
 
ICS regulations prevent more than five tons of a ships' cargo space from being used for mail. This prevents unscrupulous captains from running off with mail and also means there is a steady flow of carriers. Each ton of space nets the carrier 5000 credits.
 
 
If a group of governments is pitching together for a Subsidised Merchant and the ICS thinks it will suit their needs then they will throw in one fifth of the cash for it. The merchant is usually given first pick of the cargo.
 
 
The cargo is then transported to its destination in its pod. It may along the way make stops to drop off mail pods and collect more.
 
 
=== MegaTraveller ===
 
 
The X-Boat system operates at full capacity until about 1120. Once fleets start to diminish, many systems start to lose contact. The Aslan’s hold off attacking X-Boats because they present no threat. Many ships and pilots where lost in systems that had major battles as they became easy targets for stray missiles. Once the virus starts to rampage through Imperial space many X-Boats become infected. They become carriers of the Virus. Since they contain only enough fuel for a jump 4 they drift aimlessly. It is during the rebellion the ICS makes the bold decision not to spy on enemy systems. This leads to Lucan’s and Dulinor’s fleets to intentionally destroy X-Boats in enemy territory. Vagr pirates prey on them for spares and the long range jump drives.
 
 
=== New Era. ===
 
 
There is not the personnel to maintain something as complex as a network of ships. A vague communications network exists but it lacks the range of the old X-Boats. Many have been found in systems, dead and lifeless. They are boarded and scavenged for spares. Since they have no manoeuvre drive the hulls are just left to decay. A few X-Boats became Vampire ships, however because they could not refuel and were not fitted with manoeuvre drives the ships simply lay in space becoming time bombs waiting to go off. The RCES when it finds one ALWAYS employs anti viral protocols. Those that were invaded by other viruses usually triggered the auto destruct if they lost control.
 
 
=== References: ===
 
 
I took and based my information on the following sources.
 
 
* Book 6 Scouts.
 
* Imperial Encyclopaedia.
 
* Supplement 7 Traders and Gunboats.
 
 
Authors' notes:<br />
 
Well, I finally did it. I always thought it would be a bit longer than what I have here! I hope that this will provide inspiration for all players out there.
 
 
Traveller is a registered trademark of Far Future Enterprises.<br />
 
Portions of this material are Copyright © 1977—1996 Far Future Enterprises.
 
 
== Backhanders and Dodgy Deals ==
 
 
Backhanders and Dodgy Deals is a complete game set in the world of finance and white-collar crime. A typical player character role is that of a bent copper, crooked councilman or gangster. The objective is to amass as much cash as possible.
 
 
=== Possible Settings for Backhanders and Dodgy Deals ===
 
 
;Internal Investigation Police Unit
 
This setting is very similar to that of the BBC TV series «Between the Lines» featuring a team of police detectives tasked with investigating cases of police corruption and incorrect behaviour. The main difference of course is that having uncovered corrupt police officers you don’t bring them to justice, but blackmail them instead, possibly taking a cut of whatever action they were into.
 
 
;The Truth Is Out There
 
Mounting a covert invasion of another planet takes a whole lot of resources, even if you do have nifty silver spaceships and the planet concerned is so mind numbingly primitive that they still think mice and windows are the dogs bollocks where computers are concerned. It’s a difficult task, but luckily there’s always quislings who will sell out their race — for an appropriate consideration of course.
 
 
In this setting, you not only know that the truth is out there, but are being handsomely rewarded to ensure that out there is exactly where it stays. Beating up UFO freaks, discrediting «rogue» scientists, arranging those oh-so-tedious house moving details for your extraterrestrial bosses; if it pays cash you’ll do it.
 
 
And when the entire human race is enslaved… slaves will always require overseers.
 
 
=== The Bribe System ===
 
 
==== Creating A Character ====
 
A Bribe character has five attributes:
 
 
* Selfishness (SELF)
 
* Bullshit (BULL)
 
* Hardness (HARD)
 
* Cunning/Thought (CUNT)
 
* Profession (PROF)
 
 
A character with a high SELF score is able to do exactly as he pleases without being troubled by feelings of guilt or remorse. Characters with high SELF scores make good journalists and lawyers. Whenever a character wishes to perform a morally questionable act (blackmail, concealing crimes and so on) he must make a successful SELF test.
 
 
A character with a high BULL score has a flexible grip on reality. He can believe whatever he wants to believe and has the personality and charisma to make others believe it too. Characters with high BULL scores make good politicians and marketing executives.
 
 
A character with high HARD is extremely strong and tough and dextrous. Characters with high HARD scores make good minders, bouncers and debt collectors.
 
 
A character with high CUNT is generally clever and quick-witted. Characters with high CUNT make good cops, scientists and white-collar criminals.
 
 
PROF is a special case. It measures how good the character is at his or her chosen profession. If you character is a lawyer with a high PROF then he has a full and detailed knowledge of the law. Conversely, if he had a low PROF then he would have fuck-all knowledge of the law (like the bloke on Ally McBeal with a neck fetish). Whenever your character is attempting to perform an action related to his profession (like a pilot attempting to land a plane in a storm, he must make a PROF test).
 
 
Each attribute is rated as three «coins». Each of the coins can be either gold, silver or bronze.
 
 
''If you are playing in the United Kingdom, then you should use pound coins, twenty pence coins and two pence coins to represent gold, silver and bronze. In other countries you can either use local currency if possible, or change some local money into UK money. This gives the GM a good opportunity, if he changes the money for the players, to make a little cash by being a little untruthful about what the actual exchange rate was. (Don’t do this if one of your players is something like a currency dealer).''
 
 
A character who has three gold coins in an attribute has a very high rating in that attribute. Three bronze coins indicates a very poor rating in that attribute. Three silver indicates a consistent, moderate rating. A gold, a silver and a bronze indicates highly erratic, though generally average performance, sometimes good, sometimes bad.
 
 
Unlike other systems, the Bribe system is not points based. A player can select any combination of coins he or she chooses. A player could choose to have three gold coins in all five attributes (a total of fifteen gold coins) to create a character of near perfect performance.
 
 
However, once the player has decided on the attribute scores for his character, he has to hand over those coins to the GM (for the GM to keep). This is called «paying for the character».
 
 
So, if playing in the United Kingdom, it would cost fifteen pounds to create a perfect character. However, if you’re feeling a little tight this week, you can create a complete wanker for a bargain basement thirty pence.
 
 
==== Attribute Tests ====
 
Opposed:
 
 
When your character wishes to do something to another character it is called an opposed attribute test.
 
 
The GM first determines which attributes will be used.
 
 
''Jake is attempting to persuade Peter (a non-player character) to invest in some quality real estate in the former Soviet Union. The GM rules that Jake will have to test his BULL against Peter’s CUNT.''
 
 
The player then picks up the coins for that attribute, puts them in a cup and «tosses» them out. Any coins which come up heads side up count as a success. The GM does the same for NPCs.
 
 
* A gold success will beat any number of non-gold successes.
 
* A silver success will beat any number of bronze successes.
 
* One gold success will beat two silver successes.
 
* One silver success will beat two bronze successes.
 
* Two silver successes will beat one silver success and two bronze successes.
 
* Two bronze successes will beat one bronze success.
 
 
If the character preforming the action «beats» the other character, then the action has succeeded. A draw counts as a failure.
 
''
 
Jake picks up the coins for his BULL (a gold, and two silvers) and tosses them from the cup. The gold and one of the silvers come up «tail-side» up. The other silver is heads side up. He has scored one silver success.''
 
''
 
The GM picks up the coins for Peter’s CUNT (a silver and two bronze) and tosses them out. He scores one bronze success. He has swallowed Peters bullshit scheme hook, line and sinker.''
 
 
Non-Opposed:
 
 
If a character is performing an action where there is no opponent — such as climbing up a cliff — the GM selects a set of coins representing the difficulty of the task. A near impossible task might rate three gold coins, whilst a trivial task might rate three bronze.
 
 
The GM then «tosses» the coins to give the character something to beat.
 
 
==== «Creaming It» and «Fucking It» ====
 
If all three of your coins are tossed out heads up, then you are said to have «Creamed It». The action automatically succeeds, unless your opponent also «Creamed It» (in which case it depends if you have better successes than he or she).
 
 
Conversely, if all three of your coins are tossed out tails up, then you are said to have «Fucked It.» The action automatically fails, badly, usually with some kind of unpleasant twist.
 
 
''Special Agent Bob Forster is attempting to shoot a hippy who is running away from him down the street. He makes a HARD test and tosses three tails. He has dropped the gun, which falls to the floor, goes off, and blows out the brains of a guide dog across the street. Whistling casually, and ignoring the plight of the highly confused, and now guide-dog-less blind man, Bob walks quickly away.''
 
 
''Gigolo spy Vince Jenson is attempting to seduce Katya, the daughter of an east European industrialist. As he eases her panties over her hips he makes his seduction test. He tosses his three gold PROF coins, and gets… three tails. His excitement has gotten the better of him causing him to ejaculate over Katya’s cocktail dress. She angrily slaps him and storms out of his hotel room.''
 
 
=== Performing a Bribe ===
 
If a character performs an action it is possible to reverse the failure, in a manner similar to other system’s hero points.
 
 
Immediately after the action has failed the player can announce that they are «performing a bribe». They can pick up any coin that they just tipped from the cup and which came down on the non-head side and flip it to be a head, thus turning it into a success. However, they must then hand over the coin to the GM (he gets to keep it).
 
 
There is no limit to the number of bribes that a player can make per play-session. If he’s enough of a mug to hand over the cash, the GM will keep on taking it.
 
 
==== Getting Hurt ====
 
There are two kind of attacks:
 
 
* Attacks Which Slap You About (such as punches and kicks).
 
* Attacks Which Fuck You Up (such as knives and guns).
 
 
When you attack someone you make a HARD test against their HARD. If you succeed then they receive damage depending on what kind of attack it was.
 
 
If it was an Attack Which Slapped Them About then their lowest HARD rated coin becomes «inactive». This means that they cannot use it when they make a HARD test.
 
 
If it was an Attack Which Fucked Them Up then their highest HARD rated coin becomes «inactive». This means that they cannot use it when they make a HARD test.
 
 
If all your hard coins become inactive then you have fallen unconscious. If this happened because you were Slapped About, then you are merely stunned and will come round in a few minutes (one hard coin will become active). If it happened because you were Fucked Up you are in a coma, and will remain that way until you receive medical treatment.
 
 
==== Recovery ====
 
When the GM figures you’re better. If you were «fucked up» you generally take longer than when you were «slapped about».
 
 
=== Are We Serious ===
 
 
Of course not. This is the stupidest idea in history. Please tell us that you realised that?
 
  
 
== Dream Park on a Budget ==
 
== Dream Park on a Budget ==
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=== Where To Go From Here ===
 
=== Where To Go From Here ===
  
This issue of Critical Miss includes a science-fiction scenario, the «[[#Storm Planet Rescue Game|Storm Planet Rescue Game]]», that is run by StoryScape. It includes the [[#USS Endeavour Setting|USS Endeavour]] and [[#Gamma Kanei Setting|Gamma Kanei]] settings.
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This issue of Critical Miss includes a science-fiction scenario, the «[[#Storm Planet Rescue Game|Storm Planet Rescue Game]]», that is run by StoryScape. It includes the [[#USS Endeavour|USS Endeavour]] and [[#Gamma Kanei|Gamma Kanei]] settings.
  
 
In addition, here is an additional StoryScape setting we’ve thought up — [[#Chicago Dockside Setting|Chicago Dockside]]. It’s a location and and genre idea only, but it’ll hopefully give you something to get started with.
 
In addition, here is an additional StoryScape setting we’ve thought up — [[#Chicago Dockside Setting|Chicago Dockside]]. It’s a location and and genre idea only, but it’ll hopefully give you something to get started with.
Строка 809: Строка 593:
  
 
And remember… keep it cheap and tacky.
 
And remember… keep it cheap and tacky.
 
==== USS Endeavour Setting ====
 
 
===== Player’s Overview =====
 
 
The year is 2456. You are crewmen aboard the USS Endeavour, a starship in the Space Service of the Union of Sovereign Worlds. Your mission is to patrol the far frontiers of the Union, searching for new peoples and new worlds.
 
 
===== GM’s Overview =====
 
 
This is one of StoryScape’s most popular settings. Some unkind people have suggested that Danny has «ripped off» a popular TV and film serial, and in fact he is the subject of an ongoing legal investigation, but he doesn’t worry himself about that.
 
 
Note:- When we played this game we used this as part of the backstory. One of the characters was a lawyer working for a legal firm specialising in copyright issues. He was assigned to go undercover as a player at StoryScape to gather evidence. To fill out his cover story he organised his visit as a company outing, by putting up a notice on the notice board in the canteen. So the other players were all fellow workers of his, each paying to go in their own time (whilst he was on double-time and expenses).
 
 
The starship has a crew of 8 officers and 24 ratings (which means you can afford to waste a fair number of «red shirts»).
 
 
===== Location Description =====
 
 
The USS Endeavour is roughly oblong, with its longer edge perpendicular to the direction of travel. It has two engine pods — one at either side — which are totally automated (there is no access to characters).
 
 
The front half of the ship contains two decks, the upper command deck, and the lower residential deck. The rear half of the ship consists of a large combined hanger and shuttle deck.
 
 
The rooms on the [[:Файл:Lower floor plan.gif|lower]] deck are:
 
 
Back Area: The hanger / cargo deck. A single shuttle craft is parked in the centre (this is a wooden mockup which the VR goggles make appear as a gleaming, white shuttle). There are also a number of large storage boxes which contain various engineering stores.
 
 
Lobby: The docking reception area. On the bow wall of this area is the entrance to the docking port / airlock. When the starship is docked with a space station this is how personal enter and leave. At the stern wall of this area are the stairs that lead to the Upper Command Deck (yes stairs… this is a starship with stairs… you got a problem with that mister).
 
 
L1: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L2: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L3: Refreshment Room. This is a combined rest area / canteen / galley / bar.
 
 
L4: General Officer’s Quarters. Three bunks, a desk and a small bathroom.
 
 
L5: Captain’s Quarters. Contains a single bunk and a desk as well as a small separate bathroom.
 
 
L6: First Officer’s Quarters. As Captain’s quarters.
 
 
L7: Gymnasium.
 
 
L8: General Officer’s Quarters. Three bunks, a desk and a small bathroom.
 
 
L9: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L10: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
The rooms on the [[:Файл:Upper floor plan.gif|upper]] deck are:
 
 
U1: Storage Area.
 
 
U2: Briefing Room.
 
 
U3: Sickbay.
 
 
U4: Computer Room.
 
 
U5: Engineering. This area contains the reactor that powers the ship as well as various control consoles.
 
 
U6: Communications / Sensors Room.
 
 
U7: Science Lab.
 
 
U8: Storage Area.
 
 
U9: Weapons Room.
 
 
U10: Bridge. This area contains a central seat for the captain, a number of consoles for various personnel and a large view screen set into the bow wall.
 
 
==== Gamma Kanei Setting ====
 
 
===== Location Description =====
 
 
The setting consists of a dwelling tunnelled into the base of a huge cliff. The Back Area represents the ground immediately at the base of the cliff. If any players attempt to walk out of this area (in other words into a very solid horizon) they will be warned over their ear-pieces.
 
 
The left-hand corridor on the lower level will appear to the players to be a smooth tunnel with featureless sides. It has no doorways off it. At the end it turns onto a stair case leading up to the upper level. A concealed door leads into the right-hand corridor. This will appear to be a rough rocky cave / tunnel. It is a dead end, but has openings along it into caves.
 
 
The rooms on the [[:Файл:Lower floor plan.gif|lower]] level are:
 
 
Back Area: The outside.
 
 
Lobby: This is just a room with a tunnel entering from one wall and a flight of stairs leading up from another. In addition, opposite the tunnel is a concealed door.
 
 
Note:- This concealed door is set just far enough down the corridor to allow access to the ladies toilet.
 
 
L1: Blocked — not accessible.
 
 
L2: Blocked.
 
 
L3: Blocked.
 
 
L4: Blocked.
 
 
L5: Blocked.
 
 
L6: Cave.
 
 
L7: Cave.
 
 
L8: Cave.
 
 
L9: Cave.
 
 
L10: Cave.
 
 
The upper level is living quarters. However, a force field across the corridor blocks access to rooms U7, U8 and U9.
 
 
The rooms on the [[:Файл:Upper floor plan.gif|upper]] level are:
 
 
U1: Library.
 
 
U2: Shanna’s Room.
 
 
U3: The Old Man’s Room.
 
 
U4: Kitchen.
 
 
U5: Dining Room.
 
 
U6: Guest Room.
 
 
U7: Generator Room.
 
 
U8: Empty.
 
 
U9: Empty.
 
 
U10: Living Room.
 
  
 
==== Chicago Dockside Setting ====
 
==== Chicago Dockside Setting ====
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U10: The is the main bar area. The counter itself runs along the full length of the far wall (opposite the stairs).
 
U10: The is the main bar area. The counter itself runs along the full length of the far wall (opposite the stairs).
 
== The Storm Planet Rescue Game ==
 
 
The Storm Planet Rescue Game is a scenario for the Dream Park Roleplaying Game set aboard StoryScape’s, USS Endeavour setting. In addition, the later portions of the adventure take place on a custom planet setting, Gamma Kanei.
 
 
The scenario is laid out according to the methods outlined in the Dream Park Roleplaying Game. It might look a little cryptic if you are not familiar with those methods.
 
 
'''Genre(s)''': Space Opera
 
 
'''Epoch''': Future
 
 
'''Limits''': No superpowers.
 
 
'''Universe Rules''': All beautiful alien women fancy human men.
 
 
'''Goal of Game''': Stop the entity from harvesting the natives. Rescue the old bloke.
 
 
'''Back Story''': Put in something relevant for your player characters.
 
 
=== The Characters ===
 
 
The characters should be assigned the roles of the chief crew-members of the Endeavour. These positions are: The scenario is laid out according to the methods outlined in the Dream Park Roleplaying Game. It might look a little cryptic if you are not familiar with those methods.
 
 
* Captain
 
 
* First Officer
 
 
* Chief Engineer
 
 
* Weapons Officer
 
 
* Helm
 
 
* Doctor
 
 
* Science Officer
 
 
* Comms Officer
 
 
If there are not enough players characters to fill all these positions then they should be either combined or eliminated.
 
 
If there are enough characters then… you have eight players? And you fit them all in one room..?
 
 
=== The Scenario begins ===
 
 
The scenario begins with the characters at their positions on the Endeavour…
 
 
'''Hook''': The Comms Officer receives a hailing message from Admiral Johnson asking if he can dock his ship (a small cutter) at the forward docking port. Admiral Johnson comes aboard with his female assistanct, Lieutenant Karen Schmidt. They adjourn to the Briefing room where Johnson explains that Spacebase 5 has just received a distress message from the system of Gamma Kanei. He gives the Endeavour orders to proceed there immediately.
 
 
'''Cliffhanger''': As soon as the Endeavour enters orbit around Gamma Kanei IV (where the transmissions were coming from) it is caught by a powerful energy field which causes severe damage of all electrical machinery (cue explosions and other shit).
 
 
'''Development''': Sensors indicate that the energy field is being generated from the same point on the planet’s surface as the transmissions. Every twenty minutes it pulses, causing more damage. More detailed surveying is rendered impossible by the fierce electrical storms which swathe the planet. The Party take a shuttle down to the point on the planet’s surface where the transmissions are originating.
 
 
'''Cliffhanger''': As it descends the shuttle is hit by a fierce energy storm which scrambles all navigational controls, and much of the flight controls.
 
 
'''Development''': A navigational beam envelops the shuttle, guiding it down to a safe landing beside the transmission point — at the base of a huge five mile high cliff than encircles much of the globe (this area is the «Back Area»).
 
 
'''Cliffhanger''': Upon leaving the shuttle the Party are attacked by a number of vortex like, electrical creatures — that kill upon contact.
 
 
'''Development''': A concealed rock door in the cliff-face opens, and a beautiful, blue-skinned alien girl beckons the Party inside. She introduces herself as Shanna, and explains that she lives here with her father (it later transpires that she is adopted). Her father is a professor whose ship crashed on the planet some twenty years ago.
 
 
At this point the landing team are invited to stay with Shanna and her father for a period. Assuming that they agree the following events can occur in whichever order seems most suitable
 
 
=== If they go with the girl… ===
 
 
'''Cliffhanger''': One of the Party members goes exploring — cracks the hatchway — and finds the old caves on the lower level. If questioned, Shanna explains that the hatchway leads to an area that they had begun to hollow out but had abandoned after finding explosive gases (hence she won’t open it). Room L7 was once a sacred vortex birthing chamber. It contains an open spherical mesh of a lithonite ore (a rare substance that channels electro-magnetic fields). Pictograph inscriptions inscribed on the walls depict a single vortex entering the chamber and splitting into two new vorteces. Need linguist or similar to figure it out.
 
 
Room L9 is the «christening» room. Every surface is covered in detailed and artistic artwork glorifying vortex society. Need linguist or similar to figure out.
 
 
'''Development''': If either of the above linguist tests are succesful, the character will realise that the vortices are an intelligent species.
 
 
'''Cliffhanger''': One of the Party members cracks the forcefields on the upper level. If questioned Shanna explains that the area beyond is their power generation area, and that it contains a «dirty» fission process and that the area is hightly radio-active — hence the force fields). He finds some power generators (which will not be active) in room U7. From there he can see through some windows to the outside world. If he waits a few minutes he will see the generator being to pulse. When it does so a whole flock of vortices hurtle in towards the complex and hurl themselves into the rock wall below. As they do so, the generator pulses, clearly absorbing a huge quantity of energy.
 
 
'''Development''': The characters can now realise that their beacon is designed to draw the vortices in where they are harvested for their energy.
 
 
'''Cliffhanger''': One of the players says they can take them back to the Endeavour. The old man is confused. Shanna doesn’t want to go.
 
 
'''Development''': One of the players gets to talk to the old man if Shanna is not around (she will otherwise manopolise conversation).
 
 
'''Cliffhanger''': He mumbles about how his ship crashed twenty years ago… His comrade Levin died soon after… Then Shanna found him… He hasn’t been well recently… So tired…
 
 
'''Development''': The characters can now realise that he’s cracked.
 
 
'''Cliffhanger''': One of the players sneaks into the library (U1) (all computerised) and looks at the computer to find out the most recent thing she has been looking at. It is plans of a distress beacon.
 
 
'''Development''': She could have built it at anytime. She waited until he was dying. She wants to get a replacement.
 
 
'''Climax''': Shanna turns into a pretty pumped up vortex and tries to consume the Party. They fight and eventually kill her.
 
 
'''Resolution''': They turn off the generator, thus setting the vortex creatures free. Then they return in their shuttle-craft to the Endeavour, taking the Professor with them.
 
 
== IMHO (In My Humble Opinion) ==
 
 
In My Humble Opinion, or IMHO, is what other, less-imaginative magazines would term «the letters page». This is your forum for telling us, and the world, what you think of Critical Miss, roleplaying, or perhaps life in general.
 
 
We’d really like to hear from you, partly because we’d like to know what you think, but mainly because it would be a real boost to our egos.
 
 
Anyhow, in the period before we published issue 1 we received a grand total of two letters — which we felt wasn’t a bad total for an unpublished magazine.
 
----
 
<poem>
 
{{кр|Demonic Madmen wrote}}:
 
 
And what ails thee Knight at arms so alone and palely loitering?
 
 
{{кр|I have no idea what you’re talking about. Quite frankly you’re scaring me.}}
 
{{беж|It’s That Poet Bloke init…}}
 
 
Got room for Vampire?
 
 
{{кр|Might do…}}
 
{{беж|You tellin' me you a Vampire?}}
 
 
D.
 
 
{{кр|Well thanks for your input «D»}}
 
{{беж|But he dint say nufin… Bubba thinks Jonny is too polite…}}
 
----
 
 
{{кр|Ludo sent us the following «random mutterings»:}}
 
 
hiya, heya, hoya (I have _no_ idea why I wrote that(!))
 
 
{{кр|We’re a little baffled ourselves…}}
 
{{беж|Makes perfec sence to me… Clear as Coal… err… COBOL… Crystal?}}
 
 
As I sit here, brain slightly steaming from the frenetic excess of my regular Monday night «In Nomine» game, I wonder whether you know quite what you’re unleashing with Critical Miss — as a GM (ha! that most reviled bringer of restraint!) of a group with more humour than sense, I’m looking forward to this…
 
 
{{кр|What we’re unleashing? You make it sound like we’re meddling with powers beyond our control! Personally, I just figured on having a bit of a laugh.}}
 
{{беж|Whas 'the frenetic'? 's a Band right?}}
 
 
{{кр|But seriously, we’re glad you’re looking forward to it. Hope it’s worth the wait.}}
 
 
We all have stories, told round the table at the drop of a hat of bizarre actions taken, of (in)famous quotes and of — well, quite frankly — downright insane combat situations — but I’m hoping to see stuff from the other side of the reference screen — of scripited dialogues thrown aside in favour of a cheap laugh, of random character names taken from work colleagues you’ve just had blazing rows with — of campaigns consistently winged under the influence of too much Red Bull and Vodka — and of the growing horror felt when you realise that your players know the rules better than you do, but none of them are willing to take on GMing themselves…
 
 
{{кр|You mean the GM is supposed to be better at the rules than the players? Now it all starts to become clear…}}
 
{{беж|Bubba no need rules. Bubba got Server…}}
 
 
{{кр|Actually I’ve never been too good at the rules, hence my famous quote upon having the Dark Conspiracy damage rules explained to me: «Oh, in that case I died half an hour ago!»}}
 
 
And if I don’t see any such — I’ll bloody write them myself — you have been warned ;)
 
 
{{кр|Hey, don’t wait for us to let you down, get stuck in. You got any ideas dash down a synopsis and sent it in. From your letter you sound like just the kind of sick, deranged lunatic we’re looking for.}}
 
 
{{беж|Some People say me Sick deranged lunatic too. Me tell them.
 
Take 2 bottles into the Shower…
 
Not me…
 
I just shave my head.
 
People not talk to Bubba after that..}}
 
 
Ludo the Luddite
 
aka
 
«Him with the evergrowing front room»
 
</poem>
 
----
 
 
If you have something to say then send it to letters@criticalmiss.com
 
 
If you don’t have anything to say then say it anyway. Go on. You can do it.
 
 
== The Creative Team Behind Critical Miss ==
 
 
Critical Miss Magazine is bought to you by the following people:
 
 
[[#Jonny Nexus, Editor|Jonny Nexus, Editor]]
 
 
[[#Bubba, Webmaster|Bubba, Webmaster]]
 
 
General Tangent
 
 
Bog Boy!
 
 
TAFKAC (The Adventurer Formally Known As Chuckie)
 
 
Special Thanx!
 
 
Steven Ward<br />
 
{{беж|As Promized in exchanging for your artical me Bubba wil not send the Boyz round to break your legz. Thanx Buddy!}}
 
 
=== Jonny Nexus, Editor ===
 
 
Jonny was stranded on Earth whilst still a fetus when his birth-parents spaceship crashed and has since worked hard, with limited success, to integrate himself into human society. He is currently employed as a computer programmer in the City (of London).
 
 
Jonny’s major problem in life is apathy. He would do something about it, but he can’t be arsed. Sad to say, Critical Miss magazine is about the most significant creative work he ever actually managed to complete. (If you’ve already read the magazine you’ll realise how pitiful this is).
 
 
If you would like to know more about Jonny, you can see either his description in GURPS character form, or as a Geek Code .
 
 
* [[#Jonny’s GURPS character|Jonny’s GURPS character]]
 
* [[#Jonny’s Geek Code |Jonny’s Geek Code]]
 
 
[[Файл:Johnny.jpg]]
 
 
==== Jonny Nexus’s GURPS Sheet ====
 
 
<big>'''{{кр|Soon OK!}}'''</big>
 
 
==== Jonny Nexus’s Geek Code ====
 
 
Jonny’s Geek Code is:
 
<pre><nowiki>
 
  -----BEGIN GEEK CODE BLOCK-----
 
  Version: 3.1
 
  GCS d- s:+ a- C++@$ U? P L E? W+ N+ o? K- w++
 
  O? M+ V PS+ PE Y+ PGP- t+@ 5 X+ R+ tv+ b+++ DI+ D+
 
  G e h r-- y+
 
  ------END GEEK CODE BLOCK------
 
</nowiki></pre>
 
 
=== Bubba, Webmaster ===
 
 
Err<nowiki>....</nowiki>
 
 
Bub Wuz Ere.
 
Ere Wuz Bub.
 
Wuz Bub Ere?
 
Yes Bub Wuz!
 
 
{{беж|Bubba Maked Funny!}}
 
 
If you would like to know more about Bubba, you can see either his description in GURPS character form, or as a Geek Code .
 
 
* [[#Bubba’s GURPS character|Bubba’s GURPS character]]
 
* [[#Bubba’s Geek Code|Bubba’s Geek Code]]
 
 
==== Bubba’s GURPS Sheet ====
 
<big>'''{{кр|Soon OK!}}'''</big>
 
 
==== Bubba’s Geek Code ====
 
 
Bubba’s Geek Code is:
 
<pre><nowiki>
 
  -----BEGIN GEEK CODE BLOCK-----
 
  Version: 3.12
 
  GIT d+(-) s+:+ a-- C++@ U P+ L+ E? W+++ N+ o K- w+
 
  O- M-- V PS+ PE Y+ PGP++ t+@ 5++ X+@ R+ tv+ b++ DI+
 
  D+++ G e h! r y+
 
  ------END GEEK CODE BLOCK------
 
</nowiki></pre>
 
 
== Reviews ==
 
In the Critical Miss Reviews section we will be looking at both roleplaying products and general products of interest to roleplayers.
 
 
This issue we’ve looked at a couple of Babylon 5 products.
 
 
* [[#The Babylon Project RPG|The Babylon Project (RPG)]]
 
 
* [[#The Babylon 5 Security Manual|The Babylon 5 Security Manual (Book)]]
 
 
=== The Babylon Project RPG ===
 
;Reviewed by General Tangent.
 
 
;Written By: Joseph Cochran
 
 
;Price: £14.99 / $25
 
 
;Publisher: Titan Books in association with Chameleon Eclectic.
 
 
;Pages: 200
 
 
Ok, first off the book has a picture of B5 on the cover. My first impression of this book was that is very impressively laid out. The text is spaced 5cm in from the edge of the book, while the margin has a «deck-plate» look, fake metal studs on a grey background. Side-bars for the book are done in a box titled Babcom.
 
 
The next thing that strikes me about this book is the lack of an index and the contents page has the main information but not what you would need to find out about the PPG (for those interested parties its on page 164).
 
 
This is a licensed product from the show and it attempts to appeal to 1) fans of the show or 2) new gamer’s. Since this is a licensed product, you expect it to have stills from the show. This is not the case, aside from 18 pictures, you have some truly awful drawings!
 
So as not to interfere with the time-line in the show, the game is set in 2250.
 
 
Creation of characters is a diceless thing. First you take a work-sheet, either photocopied or downloaded from their website. The work-sheet is white on black, so they are very printer unfriendly and if you have an inkjet printer you are likely to end up with a damp page that will probably tear when you get it out of the printer.
 
 
Then you take a an average member of your race and modify the attributes up or down by up to two points. However, for each increase you make, you have to make an equal decrease. Then you start to work through your characters early years picking skills and characteristics. Once you have finished you then transfer the skills into their respective places on the work-sheet. A quick word about the skills, this game has some of the strangest skill lists known to man. Take biology for example, you take as a speciality «kingdoms within a biosphere», so you will have to take Insects — Earth, or Mammals — Narn.
 
 
Ok, that’s a minor gripe with the system, so lets move onto the meat of the system, the task resolution. This game requires nothing more than two six sided dice, the usual sort found in a backgammon set, but you need two different colours, one green and one red. The green is positive and the red is negative, now I know what you think, you roll the bones and add the positive and subtract the negative — WRONG! What you do is roll them and take the lowest of the pair, so for example I roll a +3 and −2, you take the −2. So, I will move on to the determination of the tasks themselves.
 
 
You work out the controlling attribute and skill and any speciality you have. So for example, you find a strange looking insect on Narn. The GM decides the attribute is Perception, the skill is Biology. So if you have Narn — Insects as a speciality you are well away!
 
 
Bob has a perception of 4 and level 2 in biology, plus he has the speciality, so we add 2 to four and add another 2 for the speciality and then roll those dice.
 
 
Combat works in the same way, although with ranged combat, stay out the way or you could be dead real quick. One glaring omission is starship combat, that is in a separate book.
 
 
==== Psionics ====
 
 
A small column is given over to this ability but glossed over completely as to what the telepath can achieve.
 
 
The chapter on campaigning offers some good advice about long term campaigns, the section on character improvement is ok.
 
 
The star map is average, it misses off a few locations and has an awful colour! I know of several people claiming this map is useless because they are colour-blind.
 
 
I could go on, but you are too young for this sort of pain!
 
 
==== Overall ====
 
 
A nice idea, but it is let down by very dodgy artwork and the website address on page 2 has changed since the book was published! Buy it if you wish to roleplay in JMS’s world, but beware, to play in the time of the show you will have to do some serious work.
 
 
;Overall Rating: 3/5
 
;Value For Money: 2/5
 
;Usefulness: 3/5
 
;Presentation: 2/5
 
 
=== The Babylon 5 Security Manual ===
 
: Reviewed by General Tangent.
 
 
;Written By: Jim Mortimore
 
 
;Price: £15.99
 
 
;Publisher: Boxtree.
 
 
;Pages: 160
 
 
First off, I am a big fan of the show so I had to get this book.
 
 
The book runs to a total of 160 pages grouped into nine sections and four appendices. Throughout the book; there are some great stills, quite a few in colour; sidebars with «quotes» from characters from the series; and some brilliant diagrams. Since the books deals with B5 in 2260 some of the information will not help gamesmasters running campaigns in 2250. Aside from this gripe the book is well written and presented. The cover is embossed and is a fairly sturdy card which when creased leaves ugly marks. I had to inspect a half dozen copies before I found one almost undamaged. The book breaks down into the following sections:
 
 
==== Part One: General ====
 
 
Unit 1: Station Overview<br />
 
Eighteen pages
 
 
Covers what is B5 and a section layout of the section. Well written and presented, however little is of use to the RPG unless you want info for Minos stations.
 
 
Unit 2: Communications<br />
 
Twelve pages
 
 
2.1: Electronic comms. A nice piece here about the «Link» and its function, what it can do. The small info about Babcom, other comm channels and credit chips make useful background knowledge.
 
 
2.2: Other comms. The award for most holidays goes to the post office! See if you can spot the fictional holiday that belongs to a book title. A section that HAS to be read. There are also some very good shots of C&C to be found here. A few paragraphs about the Dockers Guild, Guilds and the Core shuttle are worth reading.
 
 
==== Part 2: Security ====
 
 
This section runs 97 pages! This is where you find the meat for the RPG.
 
 
Since this is the largest chunk of the book, I’ll skim over the main sections.
 
 
Unit 3.1: The history of EA will do until the EA sourcebook makes an appearance. WARNING!!!! Some of the history items DO NOT match those in TBP! According to this book, PSI-Corp is founded in 2161, TBP gives the date as 2152. Also Centari meet us in 2184 rather than TBP date of 2155. Narns are met in 2230 rather than 2219. Minbari during 2243 and the war begins in 2244 contradicting TBPs 2245 date for both these.
 
 
The rest of this section covers law and so forth. Its all good stuff and IMHO very well written.
 
 
Unit 4: Take time to study the Ranking system and uniforms for material. Rush through 4.2 and stop at 4.3 to see a good diagram of a PPG and the multiple settings. I personally like the multi setting option so I have a quick patch:<br />
 
Setting 1 Shots 15 Dam 6<br />
 
Setting 2: Shots 8 Dam 10<br />
 
Setting 3: Shots 5 Dam 14<br />
 
 
Feel free to ignore.
 
 
Also a couple of good pictures of the PPG Rifle, Grenade Launcher and the Shock Stick. Go past the picture of Zack and Garibaldi to Cells and Identicards.
 
 
4.6 Contains info on disease, whilst 4.7 gives us the first mention of Spoo and Swedish Meatballs, of which the Vorlon ones are intelligent! Also read the dangerous species and toilets.
 
 
Unit 5 covers special security measures. Read and then move onto unit 6 and drool at the Starfury cutaways, this includes the Thunderbolt!
 
 
Unit 7 contains colony information before moving on to individual races and good pictures of the ships. Pages 104 and 105 have pictures of the Vorlon PK. 7.9 has the Shadows and some good pictures of the White Star on the following pages.
 
 
Unit 8 deals with PSI-Corps. Look at the Refined Telepathic Headgear which boost weak PSIs, interesting material for the game.
 
 
Quick patch: RTH boosts a PSI up by 5 points but no higher. The downside, for each hour or fraction thereof of use, the teep has to make an Average Difficulty Endurance roll. The difficulty increases by one level for each hour or fraction thereof past the first hour. Failure results in a loss of PSI ability points for DOUBLE the duration of use of the RTH. Points are recovered at the rate of one per two hours rest. Again feel free to ignore.
 
 
The next pages mention Black Ops and Nightwatch.
 
 
The Appendices are good, listing common comm codes, training schedule and a rather good looking record card. Appendix 3, covers case notes for crimes. Londo is mentioned in the final case, his sentence for Genocide etc. Is funny! The final appendix is a who’s who.
 
 
==== Overall ====
 
 
In conclusion, the book is worth getting, there is more useful information than duff stuff and it is a shame to see all the white space there.
 
 
;Overall Rating: 4/5
 
;Value For Money: 4/5
 
;Usefulness: 3/5
 
;Presentation: 3/5
 
 
Babylon 5 is a trademark of Warner Brothers, a division of Time Warner Entertainment Company L.P.
 
 
== Thoughts For The Soul ==
 
 
At Critical Miss we tend to approach life from the point of view that if you haven’t got a sense of humour then being born into this universe was clearly a mistake. But we also recognise that there is a serious side to existence, and in Thoughts for the Soul we explore this.
 
 
Each issue Thoughts for the Soul will look, discuss and consider a political, social or even spiritual issue, though the use of a selected quote.
 
 
Our quote this issue was originally thought of by a friend of the editor’s employer. This quote, we feel, encourages us to look beyond what we conventionally thing of as rewarding and worthwhile, towards those activities that we perhaps take for granted more than we should.
 
 
'''<big><poem>«There’s nothing so overrated as a bad fuck,
 
and nothing so underrated as a good shit.»</poem></big>'''
 
 
== Feedback ==
 
 
Each issue we aim to give you a chance to tell us what you think about a particular subject. In future issues we aim to find out what kind of games you play, what articles you would like to read, and so on.
 
 
This issue though, we’re focussing on a more narrow issue, specifically whether a letter we received was a bit out of order, as we thought, or if we’re just a bunch of cry-babies who need to grow up and get wise.
 
 
When we began to create the first issue (the one you’re reading now) we put up an initial advert page, which you may have read. This explained what Critical Miss was about, and included a form where people could «subscribe» . We also began trying to get our URL included on various directories.
 
 
One of the directories we approached was Newhoo, which is a non-profit making organisation aiming to create «the largest human-edited directory of the web» using «a vast army of volunteer editors.»
 
 
We applied to go onto their roleplaying section, and were rejected, on the grounds that our site was still being prepared. Fair point. When we thought about it we probably even agreed with the decision. But it was the way it was delivered that got us, frankly, a little bit narked.
 
 
This is the letter we received from a «volunteer editor» is response to our application
 
<poem>
 
From: Xxxxxx Xxxxx
 
To: criticalmiss@internation.co.uk
 
Subject: Newhoo Critical Miss Roleplaying submission
 
Date: Tue, Oct 13, 1998, 5:21 pm
 
 
 
It sounds interesting, but...
 
Could you re-submit when your site is actually UP -
 
i.e., has some interesting information on it?
 
Until then, I, at least,* won't accept it. There
 
are too many Web sites that have "coming soon" on
 
them for years and years.
 
 
Xxxxxx Xxxxx
 
 
*Of course Newhoo has half-a-dozen editors. If you're
 
persistent, eventually one of the others with different
 
standards may get to  a re-submission before I do, and
 
accept the site.
 
I imagine it might be less work to actually get the
 
first issue on-line, no?
 
</poem>
 
 
Now if this had been Yahoo patronising us we would have been ecstatic — just to get a reply from the mighty Yahoo. But Newhoo is not Yahoo by any stretch of the imagination.
 
 
=== Feedback ===
 
 
Have you ever heard of Newhoo?
 
 
# Yes, I’ve heard of them
 
# New who?
 
 
Do you think the reply we got was?
 
 
# Perfectly reasonable, don’t know what you’re wound up about
 
# A bit patronising and sarcastic, considering it comes from a
 
self-appointed editor at an obscure, amateur site
 
 
Now that we have published Issue 1, should we?
 
 
# Reapply to Newhoo to see if they will now accept us
 
# Tell them to get stuffed and apply to Yahoo instead
 
 
We’ll publish the results of this survey in Issue 2 of Critical Miss.
 

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