MFG224 Knight to Planet 3 (Chessman Part 2).pdf

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TABLE
of
CONTENTS
Gamemaster's
Introduction
.......
.........................
.
..
page
3
Raid
Plan Map
...
..
.....
......
.
..
...............
..
.............
page 4
Timetable/ Flowchart
..
...
....................................
page 6
Non-Player
Characters .........
.
...
........................
...
page 7
Player Characters .........
.
.
......
...
..........
...
.......
.
.
.
...
page 8
Legion Equipment
...
........
.....
.....
.....
...
....
.......
...
.. page
9
Raid
Plan
Record
Sheet/
Villain's Equipment
..........................................
page 10
Encounter
1
.
.......
.
..........................................
page 12
Encounter 2
...........
.
..
...
......
.
...........................
page 13
Encounter 3
...........
..
......................................
page 14
High-Tech
Lab Map .........
...........................
.
......
page 15
Encounter 4
...................................................
page 16
Encounter 5
..
.
..
.
.....
..
..
.
..
.
..............................
.
.
page 18
Encounter 6
........
.
..........................................
page
19
Computo's
Space Station Map
.........................
.
.
page
20,
21
Encounter
7
...................................................
page 22
Encounter 8
..
.................
..
..
................
.
..
......... page
24
Computo's Trap
Map
..........
.....
.
...............
..
.
.......
page 25
Encounter
9
.
.
..............
..
....
.
.
.................
.
....
..
...
page
26
Carrier
Bridge Map
...........................................
page
27
Encounter 10
.......................
.
..........................
page 28
Tyr's
Secret
Base Map
...........
.
..........
..
.
.......
page 29, 30, 31
Aftermath
...........
.....
.
.....
.
..
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page 32
1
Knight
to Planet
3
1987 DC Comics Inc.
All Rights Reserved.
Published by Mayfair Games Inc.
©
Author:
Mark Acres
Editor:
J
ackie
H.
Leeper
Cove
r
Art:
Sketch:
Ed
Ha nnigan,
Pencils:
Denys
Cowa
n,
Inks:
Bob
Smith,
Color:
Bob LeRose
Interior
A.rt:
DC Staff
Maps:
James Clouse
BismoU. BgUI, Daxam, Durla,Runbor,KhundUI,
Krypton,Krypton1te.
T)lrraz,
ExUe,Starhaven, Khunds,
Cyber-Warriors, UP
(Un1ted
Planets),Computo,Compu101ds.1)T, RorJalh
(
Khund Warlord),
Time
Trapper,
lnlimte Man, Muacle
Maclune,
Daxamite, Brainiac 5,
Matter-Eater
Lad
(Tentil
Kem),
Chameleon
Boy
(
Reep Daggle), \\'Udftre,
Dawnstar, Phantom Gui
(Tinya
Wazzo),
Ultra Boy
(Jo
Nah), Quislet,
Sun Boy(Duk
Morgna), Mon-El
TheContcollers,Cnsison
lnOnlte Earths,Cancelite, l..egJonnaJre, Legion
of
Super Heroes,
Legion
Espionage Squad,
Legion
Headquarters,Amenn(!,,,Jhodan,
Dr.
Regulus,
Transu11, f'hght Ring, Telepathic: Ear Plugs. Khund
Baltle
Cruiser.
Khund Space
Carrier,
Khund
Standard fighter. Khund
Long-Range Fighter,
Khund Raider.
'l)Trazian
Raider,
Metropolis. Mission
Monitor Room, Science
Poll<'e,
Omega, (and
any
component
thereof)
are trademarks
or
DC Comics
Inc.,
used under
license by
Mayfair
Games Inc.
v...:~;:::,.=..>
is a tra
demark
of
DC Comics Inc.,
used under license by Mayfair
Games
Inc.
~HEROES~/NG
is
a t
r
adem ark ofDC Com;cs
I
nc., used under Hcense
by
Mayfafr Games 1nc
is a registered trademark
of
Mayfair Games
In('.
No part of this book
may
be reproduced in any form or by any
means,
e,."t;ceptfor
the
inclu.sion of
briefquotations
in
a
review,
tvithout
permission
in writingfrom
thepublishe1·.
Permission
is
granted to the purchaser
ofthis
book
to copy
the
maps and
histories for
personal
use,
provided
that
none
of
the
copies are
sold
ar
traded.
All
characters
in this book a
re fictitious.
Any
resemblance
to actual persons,
living
or dead, is purely
coincidental.
Manufactured
in
the United
States.
ISBN:
0-912771
-70-4
Mayfair Games Inc.• P
.O.
Box 48539 •
Niles, IL•
60648
2
'
GAMEMASTER'S INTRODUCTION
The
Time
Trapper has already attempted to drain
the
energy of the
lnfmite Man
(see the adventure
Patcus
of
Time).
ow,
th<' mysterious
villain
has a
greater
and more•
subtle
plan; h<' intends to rC'Cn'aH• the Mira<·I<• Ma<:hin<',
an incredibly powerful devic<'
capabl<' of
translating nwn·
thoughts into reality.
The
Miracle '.\1achine
was a gift
to
lhe
Legion
from
a
Com
roller.
This gift
was
ultimately disastrous and nearly
fatal.
When
a maddened Brainiac
5
used it
to
create the
unstoppable Omega, th<'
only
hope for pres<'rvaLion oft
lw
univen;c wa.'> to
destroy
the
Miracle Machine. It was
impervious
to
all
means
of
destruction
save
one: it was
eaten
by Matter-Eater Lad!
The Time
Trapper can usually just
take
what he wams;
the
r<'alm
of time
is his
to despoil.
llowever,
the l'nNgics
of
the
Miracle
Machine arc
so
immense that
<'vcn
thr Time
Trapper dare
not
attempt co
disp
lace
it through
timr.
I le
cannot even force the Controller::; to build him another:
the
sec
ret
of
its
construction
is
lost
in an era
into
which
even
the Timr Trapper
cannot
s<'<' clearly.
But there is a way to
r
<'create
Lhr Miracle
Machin<'.
As
biological scientists on Daxam arc busy discovering in th<'
30th Century, it is
possible
to
perform
a complex analysis
of genetic and cytoplasmic materials
from
t
he
cells
of
a
creawn·
to
determine the
precise
nature
of
the foods the
cr eaturr has
consumed.
Given the right mat.eriab and
su
fficient
Lime, the
Time
Trapper
could
actually
rcc:on
struct
the
plans
for the
Miracle
Machine by analyzing the
molecular
composition of Matter-Easter Lad's cells. With
the
plan
s
in
hand,
actual
construction of
the
device
could
be easily accomplished by using advanced technologic:al
tools available
on
30th
Centu
ry
Earth.
Thus,
the
Time
Trapper
needs three things:
1.
Materials
to perform the biological analysis of
Matter
-
Eatcr
Lad. These are available in
advanced
laboratories
on 30th
Cenrury
Daxam;
2.
Technological
tools
LO
construct
the
Miracle Mach ine.
These
are available
in
high-tech
laboratories
on
30th
Century
Earth;
3.
The livingbodyofMatter-Eater Lad to
serve as a
sour ce
of cells for analysis.
Matter-Eater Lad
is currently involved
in the
politics
of 30th Century Bismoll.
Normally, the
Time Trapper
could use his advanced
time travel technology to simply
"snatch"
these
items
and
bring
them to
his
stronghold, then
replace
them a
few
seconds
later
befor e they were even
noticed
as missing.
However,
the
Crisis
on Infinite Earths
has
so
disturbed
the time stream that
not
even
the
Trapper
can guarantee
the success of
multiple
time travel operations.
He prefers
instead
to gather
them
all together
in
one place at
one
time, then
bring
them to his futu
re
stronghold.
When
he
is
finished with
them,
they
can
be replaced
only seconds
after their
disappearance.
No one
will
evN
know
they
were
gone and
no one will link
this combination
of
materials
to the
Time
Trapper.
The Time Trapper has worked out
an
incredibly
devious
plan
to
bring
these
items
together.
He has
constructed a
duplicate
ofComputo, Brainiac 5's attempt at an ultimate
computer,
and
specially
programmed it himself.
If<'
has
gathered together a
number
ofCompuLoids,
dup!i('at c::. of
Computo's original
body,
and has
hidden
them on
30th
Century
BismoU. He has
placed the duplicate
Co
mpuw
into
one
of these
Computoid
bodies and
shipprcl
it
to
:30th
Centu
ry
1'yrraz. This Compuro clupli<'ate has forgNl an
alliance
between
Tyr, the Khunds, and himself.
The duplicate
Computo
is
completely
ignorant
of the
Time Trapper or his
plans:
all
::;uch
knowledge has been
completely erased
from its
programming.
This
Computo
plans
co
overthrow the government of
Bismoll
as a first
step
toward universal ('Onquesl. To accomplish this,
it
has
enlisted the help ofTyr and
the
Khunds,
both enemies of
the
United
Planets
(UP)
.
Tyrwas attracted to the alliance byComputo's
promise
to provide technology that will once again make
his
homeworld,
'I'yrraz,
mobilc.1'yr
is
also
interested
in seeing
what kind of allies the
Khunds would make
in a joint
attack on the
United
Planets.
The Khunds were attracted
to the alliance by Com-
puto's promise
of superior high-tech
weaponry
and the
use of
Bismoll
as a
base
of operations
in
the heart of the
United
Planets.
3
Route ol Raiding
Force One
Long-Range Fighter Group
..r
KHUNDIAO
RAID PLAN MAP
NOTE:
Th
is
map is a representation only
.....
---
--
-
....
-
_,,.
------UPPATROL
------
---
!
SENSOR
RANGE
Raiding
Force
Two's
-----
---
---
Route (screened by Ice)
(';'\
Khund
Long-Range Fighters
\!.:.)appear (1500,
Day
1)
60AP1
Khunds raid Daxam
(2300,
Day 1)
0
DAXAM
0~
Khunds
leave Daxam for Earth
"
(1500,
Day
2)
NOTE:
Any survivors of
Raiding
Force One feint
toward Daxam
-
then head toward
rendezvous
with
Forces Two and
Three.
59A~
~OEARTH
Raiding Force Two raids
Earth (0700, Day 3)
60APs
Arrive Bismo/I
(2300, Day
2)
0
BISMOLLQ~
~
·
Revolt Begins (0300, Day 3)
Route ol
Raiding
Force
Three
(Tyr/Computo
-
screened
by Ice)
61 APs
Raiding Forces One, Two, and Three
rendezvous en route to secret base
near Tyr
(0700,
Day 4)
-------
--
4
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--
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UP
PATR~LJSENSORRANGE
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