
YOU are an assassin, an expert in the martial arts of twenty-seven different human and alien species. YOU have been chosen to find Cyrus on board the Vandervecken and bring his evil plans to an end. Do you dare confront the terrifying creatures - part robots, part mutants - awaiting you there?
Introduction
In this book you play the part of a futuristic assassin sent to capture a tyrannical despot bent on the destruction of your world. You must find the way through the mazes and hazards of his giant spacecraft, the Vandervecken, and eventually confront and capture him.
Before you can begin, however, you must determine your strengths and weaknesses and select your weapons and armor.
Your Abilities
Your ability to fight, withstand damage and escape from tricky situations is determined by your SKILL, STAMINA and LUCK. These attributes are derived as follows:
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
(Rolled SKILL 7, STAMINA 19, LUCK 10. Back to statistic mediocrity)
Using Luck
On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky. Each time you Test Your Luck, reduce your LUCK score by 1 point. Thus, the more you use your LUCK, the riskier it becomes.
Armor
Whenever you engage in a gunfire duel with an opponent and receive a hit, roll two dice. If the result is equal to or less than your current ARMOR score, then your opponent's shot has not penetrated hour armor and thus does not wound you. If the result exceeds your current ARMOR score, then your opponent's shot penetrates your armor and wounds you (see the weapon list below for the effects of wounding). Each time you roll two dice to determine if an opponent's shot has penetrated your armor, reduce your ARMOR score by 1 point. Note the similarity of the above procedure to Test your Luck.
(rolled a 5. So we can buy all kinds of shit.)
WEAPON/ARMOR COST
Electric Lash 1
Assault Blaster 3
Grenade 1 each
Gravity Bomb 3
Armor 1/2 per additional point
Note that you must buy either an electric lash or assault blaster before purchasing anything else. So, for instance, if you roll a 3, you may acquire one assault blaster or an electric lash, a grenade and two additional ARMOR points. The effects in combat of different weapons are as follows:
Electric Lash - a small hand gun which projects an electric pulse, inflicting 2 points of damage on your opponent's STAMINA.
Assault Blaster - a heavy duty military weapon which inflicts varying amounts of damage. The amount is determined by rolling one die and deducting the result from your opponent's STAMINA. Thus an assault blaster will cause from 1 to 6 points of damage against a target's STAMINA.
Grenade - an area-effect weapon which will cause varying amounts of damage on all your opponents in the blast area. The amount of damage is determined by rolling one die for each target and deducting the result from that target's STAMINA. Grenades can be used only when the book specifies that it is possible.
Gravity Bomb - a heavy duty demolition bomb for blasting doors, immovable objects, etc. It consists of a microscopic black hole suspended in a time-stasis field. When the stasis field is switched off at detonation, the black hole sucks in and annihilates everything within a ten-foot radius. THe black hole then evaporates into hyperspace, leaving the blast area completely safe.
1. Combat is simultaneous. Hand to Hand fighting is a series of clashes in which one combatant will do damage to the other.
2. Roll two dice. Add your opponent's SKILL score to the roll. The total is your opponent's Attack Strength.
3. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
4. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
5. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
6. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
7. Continue this combat until either your opponent's or your STAMINA is reduced to zero.
NOTE: If you are fighting more than one opponent, you fight them one at a time.
1. If you are instructed by the book that it is possible to throw a grenade, you may do so. If so, roll one die for each opponent in the target area and deduct any damage inflicted.
2. After throwing a grenade, if any of your opponents are still alive, you engage them with gunfire or hand to hand combat (whichever the book specifies).
3. A gunfire combat round is conducted as follows:
4. Roll two dice. If the result is greater than or equal to your SKILL, you have missed. If the result is less than your SKILL, you have hit your opponent and inflicted damage n it - deduct as much damage as the weapon you are using causes.
5. If your opponent's STAMINA has reached zero, then your opponent has died.
6. If your opponent is still alive, then your fire will be returned: roll two dice. If the result is greater than or equal to your opponent's SKILL, your opponent has missed. If the result is less than your opponent's SKILL, your opponent has hit you - if the blast penetrates your armor, deduct as much damage as your opponent's weapon causes from your STAMINA. If your opponent's weapon is not specified, then treat it as if it were armed with an assault blaster.
7. Repeat step 6 for each opponent still alive (if you are faced by more than one opponent).
8. If you have not been killed, a new combat round starts from step 4.
Note: If you are faced by more than one opponent, you must direct your fire against the first listed until it is killed, then change to the second listed, and so on. Also, if you are involved in a gunfire battle without a weapon, the amount of damage you inflict upon your opponent will be 1 point per hit: you are expert in unarmed combat as well.
If you become involved in any gun battles or other combat, you will almost certainly lose some STAMINA. These may be recovered by taking PEP PILLS. Each PILL will restore 5 points to your stamina and may be taken at any time. You begin your adventure with 4 pep pills. Your STAMINA may never be made to exceed its Initial level.
Carrying Equipment
During the course of your adventure you are likely to come across certain items which you may wish to take with you. The maximum number of items (not including weapons) that you may carry at any one time is 5.
(I also assume Pep Pills do not count towards carrying capacity.)
MISSION BRIEFING
Now, however, word has been received that he intends to use your entire world for one gruesome biological experiment in which he will cover the surface of the planet with radioactive isotopes while showering deadly viruses upon all living creatures. The time has obviously come to stop him. To this end, the authorities have selected you to penetrate into Cyrus' huge starship, the Vandervecken, capture him and bring him to justice.
So, armed with the latest and deadliest weapons, trained in twenty-seven different schools of alien and human martial arts, protected by the best in sensomatic armored pressure-suits, you set off, searching for the Vandervecken throughout the local star systems and eventually catching up with it in a relatively isolated system some light years from your home world. It seems to be in the process of refueling and taking on supplies. You decide that your best bet is to smuggle on board the ship's supply shuttle and let that take you to the Vandervecken.

As you skim a few metres over the hull you notice a small iris airlock - your target - ahead of you, protruding slightly like a black disk. Throwing out a magnetic clamp you bring yourself to a halt, floating lazily over the airlock, your shadow cast starkly in front of you. After a few deft movements on the airlock mechanism the iris dilates. You step inside, seal the entrance and fill the airlock with air.
You are in the Vandervecken. Stepping out of the airlock, you find yourself at the end of a short corridor which is blocked in front by an impassable security door. Each wall has a small maintenance hatch, across which the legend CAUTION is boldly stenciled. On the steel floor, by the security door, is a small pile of what seems to be organic refuse. If you have a gravity bomb you could use it to blast your way through the security door; otherwise you could examine the left or right maintenance hatch, or take a look through the pile of refuse.
(Also, we have to pick weapons; our choices are conveniently available under the "Selecting Weapons" section. We have 5 points. What do we want?)
Space Assassin, World's Luckiest Stormtrooper (placeholder name)
SKILL 7/7
STAMINA 19/19
LUCK 10/10
ARMOR 8/8 (may be higher)
Weapons: (to be determined)
Pep Pills: 4 (+5 STAMINA each)
Items (0/5):

