Indiana Jones - Indiana Jones Adventures {WEG45009 }.pdf

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THE CARLISLE INCIDEN:r
~
.
ONICE
THE CITY
OF
DREAMS
elcome to a world of adventure!
A
time of
global upheav al and mystic al resurgence.
A
time when human ity seeks at once to resur-
rect the past and to destroy the future.
A
time of
dastard ly villains , world- wide wars, and-in the
midst of the chaos- -heroe s.
diana Jones ...
The
volume
you hold now provides
you with
the
key
to exploring
this milieu in the form of
your alter-ego
player
character.
Herein
you
will
find
a section
that details the rules for
running
Indiana Jones
adventures
with
The D6
System,
a
cinematic,
action-oriented
set of mechanics
flexible
enough
to
accommodate
any complex-
ity level or
style.
You
need
The D6 System
rulebook to make the best use of
this supple-
ment,
although you
may instead play
with the
MasterBook
rules
(see
the
D6/MasterBook
con-
version at the end of this book).
Next, a solitaire adventure thrusts you
into
the
game right
away,
giving you
a feel for the
tone ofthe genre as well as the workings ofthe
rules.
Following
that
section
are three
sce-
narios
set in
different parts
of the world-the
first
in the
rough-and-tu
mble
turmoil of
Pro-
hibition-era
Chicago, the
second
in
the
arid
span of
the
Australian
Outback,
and the third
in the deepest unexplored regions
of China.
So
grab your
hat,
your whip, and some dice,
and get
into
the
action!
URES
DESIGN
PETER SCHWEIGHOFER,
SUDLOW, ERIC S.
ORIG
IN
AL
WORLD
TRAUT~N
EORGE STRAYTON,
FIND/ANA JONES MAST£RBOOK
WORLDBOOK DESIGN
BRIAN SEAN PERRY
DEVELOPMENT ANO EDITING
GEORGE STRA YTON
COVER DESIGN ANO
GRAPHIC
DESIGN
BRAIN SCHOMBURG
COVER
ILLUSTRATIO N
DREW STRUZAN
INTERIOR ILLUSTRATION
PAUL DALY
,
BRIAN SCHOMBURG
MAPS ANO DIAGRAMS
STE
P
HEN CRANE, PAUL SUDLOW
ADDITIONAL ILLUSTRATION
DAVID DAY
Publisher:
Daniel
Scott
Patter•
Associ,1lc Publisher/Tre
Ed
itors:
Peter
Schweighofer,
Bill Smith, George Strayton,
P
Thomas ONeill,
Brian
Schomburg
Sales
Mana
W,1rehousc
Manag~r:
Ed
Hill
Accountin
.
~
alter•
Associate Publisher:
Richard Hawran •
Senior Editor:
Greg
Farshtey
c
S.
Trautmann •
Art
Director.
Stephen Crane
Graphic
Artists:
Tim
Bobko,
Sa
les
Assistant:
Carl
Klinger•
Licensing
Manager:
Ron
Seiden
Bayly, Mary
Galant, Wendy
lord
Billing:
Amy
Giacobbe
WEST END GAMES • RR 3 BOX 2345 • HON ES DALE, PA 18431
TM
and
<D
1996
Lucaslilm LLd
.
All Rights Reserved.
Used Under
Authorization.
MastcrBook is
a
tra demark
ofWesL
End
Games
Ltd.
CHAPTER ONE
THE
WORLD
OF
INDIANA JONES
D6
RULES
The
Indiana
Jones
game can be played with
either
the
MasterBooh
or
The D6
System
rules, whichever best
suits
your
style
of
play.
MasterBooh
e
mphasizes
de-
tailed, realistic mechanics while
D6
stresses
quick
and
simple guidelines
that keep the
game
moving. The rules
statistics
in this book
are
presented in the
D6
format,
butyoucaneasilyconvert these
values to
theMasterBooll
system
using
the conversion in the
appendix.
You'll
also
need the
MasterBooll
rulebook, the
World
of
In
diana
Jones
book, and
some
ten-sided
dice
(the
MasterDeclt
ca rds
are optional). To
play D6 requires
only
The D6
System
rulebook
and a
handful
of
six-sided
dice.
This
section
of the
supplement covers
the
game
mechanics
necessary for running
a
ny
Indiana Jones
adventure using
The D6 System
,
from
character cre-
ation
to
equipment, adversaries, a
nd
scenario
ideas.
If
you
would
like
to
get
right into the
game and
learn
it by playing,
skip
ahead to the
next
chapter for the
solitaire adventure "The Carlisle
Incident." Once
you've
completed that
scenario
you can
return
to
this point
for
a more detailed
overview
of the game
system.
cially
handy
when
you
want to
start the game
quickly
and
no
one
has
previously
developed
a character Oike
when
your
friends
suddenly
decide
to take a break
from
your
usual roleplaying
campaign and would
like
to try
their
hand
at
infiltrating
a Mayan temple
in the 1930s).
Also, if
a
player's
character
dies during
the
course
of a
scenario, she
can immediately fill
out a
new
template
and
return
to
the game
in
a different persona.
Second, you can create a character
from
scratch
based
on the
Indiana Jones
Character Creation Tem-
plate also found in this
book.
Think
of
this form as a
guideline
for designing
a
ny
character
for use
with the
lndiana Jones
game.
You
can
build
your alter ego
from
the
components provided, writing
the
information on
a
blank piece of
paper
or on
an
India na J
ones character
sheet
(also
included
in
this
book).
Third,
you can
just look through
the
remainder of
this
section,
decide
what
you
find
interesting and copy
it down. When
you're
done,
you
can hand the character
to your gamemaster<GM) and
get his
approval
(or
make
any
changes he might have).
You'll
most
often
find
it
easier
to
first picture in
your
mind
the type of character you want to
play, i.e., figure
out a
basic personality/profession
combination.
Is
he
a
rough
and tumble explorer?
A mild-mannered
expert
on
Egyptian
studies?
An
obsessive reporter
seeking the
truth
about
recent
government activities in the Middle
East? Once
you
have determined
the general
idea for the
character,
you
can
select
his
skills and
distribute
his
attribute
and
skill
dice
a
ppropriately.
For
example,
if
you
decided
on
a sixty-year-old archaeologist
with
a
specialty in
Biblical
studies, you should
make
sure
to
give him the
archaeology:
Biblical
studies
skill special-
ization. You'll
also
most
likely
want
to
concentrate his
attribute and skill
dice in mental rather
than
physical
areas.
CHARACTERS
CHOOSING A CHARACTER
TYPE
When
you create a character for an
Indiana Jones
game,
you
have
several options. First,
you
can base
your
character on one of
t
he
character templates
provided at
the
end
of this book. For
example,
if
you
pick
the occult
expert, you simply
photocopy
the
template
and
fill
in
the
blanks
(name,
description,
skill
dice,
and so
forth).
It
shouldn't
take more than a few
minutes before
you can
get right into
the
adventure.
Templates
come in
espe-
4
THE
WORLD
O
F
IND/ANA
JONES"'
06
RULES
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