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FREEBASE
Live Action Role Playing in THE
WORLD OF REALITY
A compiled volume of information
primarily used by FREEBASE players including: combat, monster lists; treasure; equipment;
magic; world description; helpful playing tips; and more.
Concept by Daniel Thron and Todd Shaughnessy.
Written by Daniel Thron.
---
INTRODUCTION
Most of you reading these rules are familiar with role playing; your older brother was "into" it in high school, some of your friends said they "did" it in their basement when their parents were away on vacation in Chippawa Falls, your Uncle Jerry got "sentenced to twenty with no parole" for it a couple of years back, or perhaps you've been tempted by the magazines and odd paraphernalia on the dust-blanketed shelves of a comic book store. You've even seen "gamers" in school, standing in strange cabalistic knots in the corner of the lunchroom, chirping giddily about the mysteries of "petrification saves." Watching them, you were frightened, disgusted, yet secretly longing to understand, if only to find out what "Thieves Cant" was.
Well, no longer need you live in fear of becoming a universally loathed, shambling social pariah. Now you may at last feel free to join them, because not only has gaming recently achieved astonishing new heights of popularity, there is one game almost everybody plays: FREEBASE.
Who do we mean by "everybody"? We mean everybody. Your friends. Your family. The postman. Look in the next room. See your mom there? She's playing. Do you think she'd let you live here for three years past when you quit college if she wasn't waiting for you to figure it out? Think about it. We've all been waiting for you. Join us. We can't play without you.
---
HOW TO BEGIN
We will start play tomorrow morning,
so put on a pot of coffee, stay up and read these rules again and again. It is very important
that you memorize every word because any rules infraction will result in your being asked
to leave the game. You will not be given another copy. When you have adequately dedicated the following
to memory, set your alarm for 7:45 EST, swallow the pills enclosed with this pamphlet, and
get some sleep. When you wake up, you will be in the world of FREEBASE -- you may notice the
remarkable similarity to your own world, but don't be alarmed,
just enjoy. Don't pack anything
but what you can stuff in your pockets (suggestions for first level equipment will be given later)
and you'll be ready to begin. Now, to signify to other players that yu have joined the
game, touch a match to this booklet and set fire to the drapes, couch, and rug (creative players
wake extra early to venture into their basement for proper
accelerants). Head out the door,
and you're on your way (don't worry about waking your family -- remember, they're in on this too,
and will have prepared in advance). Now when you see other incidents of "arson", you can rejoice
in knowing that it is just another player entering the adventurous and fun filled world
of FREEBASE!! Also, make sure this booklet burns completely,
especially this company's return
address.
---
BASIC GAME IDEAS
The following is a short list of concepts that are integral to basic game play.
PLAYERS AND NON-PLAYERS
As you know, there are a great many others involved in FB, and in your travels you will meet and possibly join them in adventure! These are your fellow gamers, or Players (it is generally considered poor form to refer to them as such as it breaks the realism, but the terms "Freebie" or "Baser" are usually acceptable). But not everybody is a Player: by adding others to the fray, we have increased the potential thrill of FREEBASE a hundredfold! Called Non-Players, these members of the milieu have been included to specifically challenge the Players. Non-Players come in many forms, sometimes even disguising themselves as Players. So, beware: only through much experience can a Freebaser learn the difference!
EXPERIENCE POINTS
Through the battle-scars you receive
during play, you will also accumulate experience; that is, you will get better at what you
do. To rate this, FB uses Expeience Points, or "XPs." These may be spent on new equipment, magical
components, or to achieve the next "level" (q.v.). Some players who keep "Cover Jobs" receive
XPs from their GM (General Manager) on a weekly basis in the form of a "Paycheck", but the
more common form of acquisition is through combat. If you defeat a Player or Non-Player in
combat, his XPs are now rightfully yours. This is not the only option, however. Often, XPs can
be found relatively unguarded in soda machines and registers.
Other popular methods: "Rolling
Drunks", "Jacking Tires", and "shooting the Wad on the Trifecta"
(see the Tips section for more
ideas).
HAND SIGNALS
Players will often find it convenient
to use these hand signals as a form of quick and silent communication of
their play status.
Put your left arm down,
right hand with index and middle finger extended -- firmly slap the inside
of your elbow.
Translation:
Are you a freebase player?
Extend your hand, rub
your thumb and index fingers together.
Translation:
Do you have any XPs you are not using? I am a little short.
Make a fist, pretending
to clutch something, and stab the imaginary object into your chest
repeatedly.
Translation:
If you could get me the adrenaline hypo in the fridge, I would be most appreciative.
Raise your hand, and
extend your middle finger.
Translation:
Your mother.
SAVING THE GAME
If you have been playing well, go to the nearest payphone and dial "0." Tell the Operator that you would like to Save the game. This will allow you to return to that point of the game if you are prematurely ejected.
---
THE WORLD OF REALITY
Up 'till now, if we were to ask
what your life is like, you may have answered, "At best, it is rather unstimulating." It wasn't
bad, but there was no real sense of control. THE WORLD OF REALITY, however, offers a greater
amount of "free will", and you will find it much less confining than what you are used
to. Oftimes, there is a small period of adjustment when you begin play, and you may feel tentative,
perhaps even questioning the "morality" of your actions.
This is normal, and will pass within
a few game days. Be careful, though: THE WORLD OF REALITY is one fraught with hidden evils,
dark magics, and danger. Though the similarities to your own world are sometimes shocking, never
let it lull you into a false sense of security -- there are important differences, and adventure
lies in wait around every corner! You must keep the following in mind at all times:
MAGIC
While the multifaceted aspects of the Magic Using subculture are an integral part of the FB campaign, it is important to remember that excessive or flagrant spell casting will always draw out the unwanted attention of Conspirators.
THE GREAT CONSPIRACY
Confrontation may come to Players
in all manner and forms: tension generated by the need for experience points, conflict of
game goals with other Players, etc. But the most common is the ever-present threat of The Great
Conspiracy, and because of this, much of the setting in TWOR
describes a conquered land. A place
not turn by open warfare, but one slowly consumed by the forces of darkness. The Conspirators
seek not only to control the world, but to stamp magic out forever (see the Creatures section
for more details). Be aware of them constantly; if a Player plans to stay in any one area for
long, he is best advised to learn the movement patterns, or "shifts", of the surrounding Conspirators.
THE CITY
While FB offers the widest possible
range in adventure locales, the wise beginner will stay in his base city until higher levels
of experience are achieved. Once appropriately seasoned, the Player may choose between a wide
variety of expansion sets, including such classics as OAKLAND,
NEWARK, and EXPEDITION TO PALACE
VERDES, available at most bus stations.
CREATING A PERSONA
The most important part of the game
is generating a Persona that you are comfortable playing -- that is, in FB, you are not necessarily
burdened by being "yourself" per se; rather, you have the ability to portray an entirely
different, perhaps even fictional personality. It is as if you were writing a character in
a play, and then performing the part on stage. As you will soon
see, the options are myriad, and
after you have been playing for some time, the part will become second nature. For your convenience,
there are six methods of character inception presented in this section, but no one way holds
dominance over another. Once you have decided upon a method,
continue on with the following
steps to put the final polish on your new Persona. Unlike other role-playing games, though the
cumbersome "character sheet" has been reduced to a small laminated card that resembles the common
"driver's license." When you have completed your Persona, you will
find other Players who can help
you attain a new Persona Card for minimal XP cost.
METHOD I:
A favorite style in FB is to take
on the personality of a fictional hero. Whether it be from literature, film, or even comic
books, this often provides a sturdy base for the neophyte Freebaser. As the character's background
is already known to you, there is no pressure to make up histories "on the fly", helping
to avoid embarrassing contradictions. Be careful in what you choose, however; certain well-known
characters (James Bond, Captain Kirk, or Igoo from the Herculoids) don't make the best
choices, and may lead to greater chagrin. On the other hand, some make good "nicknames" that
may endear you to your fellow Players (i.e. a Magicuser named "Willy Wonka" is sure to provoke
many a chuckle, reminding other Players of find childhood
times). Suggestions: Captain Willard,
Harry Caul, Clarke-Nova, or anyone from Marvel's New Universe line. No Major Toms.
METHOD II:
Similar to Method I, only based
in history. Again, use discretion in your choice, too many others are apt to be familiar with the
exploits of John Glenn, and they might be suspicious if he were prowling for XPs down on the docks.
METHOD III:
Roll four dice, take the highest
three.
METHOD IV:
A somewhat more competitive version of character generation is the "doppelganger" or "changeling" method, but it does require some
work and/or research on the part of the Player. Within your first game week, find an appropriately
hidden place and attempt to take another Player out of
the game. If you succeed, remove the items, equipment, and most importantly, the wallet from his character. In this, you will not
only start the game with a jump on XPs, but (on higher level foes) you may find 1-4 Credit Cards
inside. If you wish more information about your foe's background, you will find his street
address on his Persona Card. More XPs can usually be found there if you look hard enough.
If there are other family Players there, they can assist you in the search.
Suggestion: Keep the excitement
fresh by changing Personas often. Some have even kept track of multiple-Personas!
METHOD V:
For the innovative Freebaser, the
only way to go is to create the Persona from scratch. Find a safe place, envision (full history,
family lineage, fictitious name, etc.) the new character, and go wild!
METHOD VI:
And finally, only for the most
daring, the path to excitement lies in playing themselves. This is the penultimate FREEBASE experience,
but it is not taken lightly. In choosing yourself as a Persona, you give the Conspirators
an edge, as your Persona Card is already in their files. They will stop at nothing to find you.
Trust no one! Everyone is the enemy!
---
POLISHING THE PERSONA
Now that you have an idea of your Persona in FB, you will be able to refine some of the personal details including Alignment, Class, Levels, and Equipment.
ALIGNMENT
Luckily, in the real world, definitions about what is good and what is evil are simple to discern; Abandonment of Individuality for the Greater Glory of the Higher Being: good, Premarital Coitus: evil. Alas, in TWOR, things are not so clear cut, To assist with this, an Alignment system has been provided. "Alignment" is a quick and simply way to annote the general demeanor and intent of a Persona and to give the Player a guide to deciding the appropriate action in a given situation.
These aspects are combined to make
up the Alignment in this manner: LG, LN, LE, NG, N, NE, CG, CN, CE. Choose your alignment from
the list below. Though the labels are relatively self-explanatory, a short description
has been included with each.
LG
[Liberal Granola]:
Knows that mass social protest
is the only way to defeat THE MAN.
LN [Liberal Noncommittal]:
Buys bumper-stickers against THE
MAN on occasion, and would like to rise up against his oppressors and end
this cruel reign of tyranny, but prefers Dead shows.
LE [Liberal Establishment]:
Sells bumper-sticks against THE
MAN and T-shirts for Dead shows; pretending
to be part of the movement for social change, yet profiteering off his
fellow brothers and sisters, finally becoming part of the System
that has forced our children to go to die in 'Nam.
NG [Noncommittal Granola]:
Bought a couple of shirts, thinking
this helps, but only practices Iron Butterfly riffs in the garage
while the gears of government run by
fascist weapon industries crush his remaining freedom.
TN [True Noncommittal]:
Is happy to live in whatever Orwellian
hell is presented to him, unknowingly disposing
of his own, and hence others, right of choice.
NE [Noncommittal Establishment]:
Buys into the propaganda machine
of his mom's Rosie the Riveter days, and does
not question the Draft, though it will mean his end.
CG [Conservative Granola]:
Blindly puts faith in other's power
to change the world he is increasingly shackled
by.
CN [Conservative Noncommittal]:
Voted for Tricky Dick because he
liked his speaking voice.
CE [Conservative Establishment]:
THE MAN.
PENALTIES FOR ALIGNMENT DEVIATION
Slow change of Alignment is possible throughout the campaign, but radical deviation from your Persona's professed Alignment constitutes a rules breach and possible expulsion from the game.
---
CLASS AND LEVELS OF ABILITY
Your Persona's Class represents,
in general terms, his adventuring occupation. Rated in Levels of experience, it helps define
the character's purpose in FREEBASE. The higher the Level, the greater the abilities available
to you.
FIGHTER
Members of this Class use their
knowledge of tactics, physical abilities, and skills of intimidation with wide-bore weapons
to achieve their ends.
MAGIC USER
Understanding and highly sensitive
to the mysteries of Magic, these knowledgeable Personas are able to tap into alternate planes
of reality, from which they draw their power. But with power comes a price...
CLERIC
Able to manipulate and control
the flow of Magic, Clerics often have a flock of followers, praying to the Supplier for mercy
on the price per key.
THIEF
Professionals in the arts of skullduggery,
and skilled in the liberation of vast quantities of XPs, Thieves are some of the fiercest
weapons against The Great Conspiracy. Ambitious Players may note that
there are indeed higher levels than these, but because of space constraints, we cannot list them
all. When your Persona has surpassed this list, ask a higher level Player about further advancement,
and they will be happy to tell you. Who knows -- given
time, your Persona may reach such
lofty levels as Inmate, Recording Artist, Miami Customs Official, or Assistant District
Attorney.
EQUIPPING YOUR PERSONA
As the first few game days will
be slightly disorienting, you may not wish to bother with equipment right from the get-go,
but here is a list of items that you may find useful as a beginning Freebaser. For your convenience,
these have been divided up into "kits" of what would be most useful to your chosen
Class. In fact, collecting all of the respective components to your starting kit
can be an adventure in itself! Keep in mind that the Conspirators will already be search
for you, so normal means of acquisition (i.e. "purchasing") are not necessarily advisable,
but creative Players will find this obstacle nigh inconsequential (hint--by prying out the little
orange plug in the barrel, and dusting them with a little flat black primer, those kids squirt
toys can seem mighty menacing!).
FIGHTER KIT:
Aluminum bat, duct tape, nails, glue, leather gloves, ground glass, copper
wire, 1974 Dodge Dart, wine bottles,
torn bedsheet, 5 gallon gas can, 5 gallons gasoline, 1 gallon petroleum jelly, steak knives,
10ft chain, pillow case, 1dz oranges, 1 cassette tape cued up to "The Ballroom Blitz."
CLERIC KIT:
Talcum powder, duct tape, razor blazes, mini postal scale, belt pouch,
25 lbs of Earl Grey Tea, briefcase, "Li'l
Oppenheimer" lab playset, subscriptions to Scientific American, High Times, and Investor's Daily,
1 cassette tape cued up to "I Did it My Way" (Sinatra).
MAGIC USER KIT:
Spoon, duct tape, bunsen burner, 3ft surgical tubing, 10 packs Zig-Zags,
1 box bendy straws, compacy, cedar cigar
box, 1 pack razor blades, 10 plastic 24 exposure negative holders, tinfoil, bottle of bleach,
used aluminum can, swiss army knife, insulin kit (insulin not necessary), eye-dropper, electric
blanket, 1 cassette tape cued up to "I Did it My Way"
(Sex Pistols).
THIEF KIT: Crowbar, duct tape, brick, nylons, ski mask, slim jim (not the kind you eat), flashlight, spray paint, canvas sack, ball peen hammer, 50ft rope, 5 lbs ground chuck, long multi-pocketed coat, sanitary gloves, handkerchief, glass knife, wire cutters, pruning shears, blowtorch, 1 cassette tape cued up to "The Girl from Ipenema."
GENERAL: 2 wks Iron Rations, 6 torches, tinderbox, 1 vinyl of "Diver Down", heavy Warhorse.
---
COMBAT
The main problem with most live
RPGs, is that standard play does not allow for a "game master" to be present for every ruling,
leaving the actions to be settled between the competing players.
This can sometimes lead to disagreements between them, slowing the game down. But with the advanced technique of FREEBASE, confrontations are handled in a faster, more physical way.
ATTACKING
You may perform combat as you would
anything else in FB, but always remember to give your opponent his fair strike. In case
he has forgotten, simply call you "your turn" after your action. Continue combat until either
competitor is knocked out, or leaves the game.
DAMAGE
As realistic atmosphere is paramount,
you will be noticeably impeded by connecting hits, and unlike other RPGs, wounds do not
heal without treatment. This may be disconcerting, but if quick action is taken, you may
avoid leaving the game. High level Magicusers and Clerics can also cast healing spells, or ones
that at least take the edge off.
LEAVING THE GAME
If your Persona becomes damaged enough, and magical treatment is not possible, you will be ejected from play. There will be a short pause, and a period of disorientation. At that point you will be given the option to leave, or continue from a previous Saved point in the game. If an Operator is not immediately available, wait a few moments, and one will be with you shortly.
---
MAGIC
You will, of course, become more
familiar with the setting of FREEBASE as you play, as only the briefest introduction to the vast
and disturbing realm of Magic can be given here. But as you will see, it is
one of the most
intriguing aspects of the game.
MAGIC AND THE CONSPIRACY
It looms over the head of every creature in TWOR; its icy fingers controlling every echelon of society. Conspirators are sworn to destroy Magic and those who use it -- yet many are also fascinated by its great power, to the point of succumbing to it. In this way, it is one of the finest tools against their legions, because it fights on their level: subtle, seductive, and invasive. Though it will not be a great concern for you in the first few Levels, you will later find that Magic if applied correctly, may be a key to the downfall of the Great Conspiracy.
SOURCES OF MAGIC
As the beginning Magicuser, without means to generate your own, must locate a high level cleric called a "Magical Source." Other Players may be able to lead you to one, but they are rare and jealously guarded things. Usually responding to names such as Freddy, BJ, Jo-Jo, or The Guy Jimmy's Brother Gets His Shit From, Sources are only active at night, and can typically be found haunting theatre parking lots, bathrooms at the Mall, or most preschool playgrounds. If you are lucky enough to locate one, it becomes your responsibility; you must feed it XPs regularly, stroke its ego on a daily basis, and never give out its position to others, or it, being a timid and untrusting creature, will run away. Care for your Source and it will care for you.
SPELLS
The following is an abbreviated list of common spells, the material components of which can be easily obtained from hardware and convenience stores.
---
CLERICAL SPELLS -- LEVEL 1
DETECT MAGIC:
Duration: Instant
Area of Effect: One key per level
Casting Time: Variable
Components: Senses
Description: This allows the caster
to detect the presence (and sometimes rough percentage) of true magic in a supposed "good deal."
DISPEL MAGIC:
Duration: 1 minute/bag
Area of Effect: Everything you
can find
Casting Time: 1-2 flushes
Components: Functioning commode
Description: Often a handy (if
painful) spell in dire circumstances, Dispel Magic rids you of most incriminating evidence. Note that this is not effective in the Conspirators have brought their Mastiffs.
CLERICAL SPELLS -- LEVEL 2
DETECT NARC:
Duration: Instant
Area of Effect: 1 adult
Casting Time: 1 min-10 wks
Components: 3 suspicious acts
Description: If a contact, source,
or friend says or does something out of character (i.e. knows
all the words to "From A Distance", unconsciously substitutes the word
"stash" with "exhibit A", or begins sentences with "you have the right to..."), you
may have been taken in by the devious powers of the Narc. To cast, casually ask
the subject what type of undergarment he prefers. If the reply is "briefs", waste no
time in removing him from the game.
BLADE BARRIER:
Duration: till 2 a.m. (unless there's
a floor show)
Area of Effect: 1-5 Conspirators
Casting Time: Instant
Components: Leather pants, XPs
(cover charge)
Description: If pursued by Conspirators,
you may use this spell to throw them off the scent. To cast, enter any nearby nightclub going by a name like "Snake in the Grass",
or "The South Pole."
CLERICAL SPELLS -- LEVEL 3
TRANSMUTE ROCK TO CASH (REVERSIBLE)
Duration: As fast as can be spent.
Area of Effect: 1 ounce per level
Casting Time: 2-3 minutes
Components: 1-2 Magicusers of Junkie
Level or higher
Description: As you will see during
game play, one of the most lucrative Clerical venues is this particular form of alchemy. Sly Clerics will soon notice that inexperienced Magicusers can be easily taken in by the spell "Transmute Crushed Soap
to Cash".
GLYPH OF WARDING
Duration: Until Removed by "Public
Works"
Area of Effect: 1 brick wall
Casting Time: 1 minute
Components: Spray paint
Description: Used to advise Player
and Non-players alike as to the dangers of entering the "turf" of the spellcaster and his adventuring party, or a place of Conspiratorial
infestation.
[picture omitted]
"Turf Ward (fuh)"
[picture omitted]
"Conspirator Infestation (pih)"
CLERICAL SPELLS -- LEVEL 4
INVISIBILITY
Duration: Till the Components run
out
Area of Effect: 1 subject
Casting Time: Instant.
Components: 100 XPS per level of
subject.
Description: When covert action
is necessary, the Cleric may wish to cast this spell on numerous subjects. To perform, merely hand the subject the required Components and
whisper "you didn't see anything, you can't see me."
SPHERE OF PROTECTION vs. ESTABLISHMENT
Duration: 1 Trial
Area of Effect: Courtroom
Casting Time: Instant
Components: 5th Amendment
Description: When invoked, this
spell has the ability to protect you from Conspiratorial Inquisitor's questions. To cast, chant the ancient words: "under the advice
of council, I decline to answer, under the advice of council..."
MAGICUSER SPELLS -- LEVEL I
FEIGN SOBRIETY
Duration: Until subjects leave,
or something they say strikes you as hilarious, like "your uncle Artie died" or "spread 'em."
Area of Effect: 1-4 unwanted guests
or 1-2 conspirators
Casting Time: 2-10 minutes
Components: Jar of peanut butter,
pack of gum, Scope, Binaca, fan, Visine, 10 sticks sandalwood incense
Description: Use of this spell
will hold off overinquisitive Non-Players for short periods of time. Similar to high level spell, Hide Tracks, material component: long
sleeve sweater.
LEOMOND'S SECRET STASH
Duration: Until contents are cast
Area of Effect: One wall
Casting Time: 2 hours (1/2 hr if
sheetrock)
Components: Hammer, nail, steel
box, 1 large can coffee grounds, heavy gauge plastic bag, duct tape, framed hanging picture of Mother Theresa and/or the Carpenters.
Description: An effective tool
in case of Conspiratorial search, the Stash protects the user's magic against discovery.
MAGICUSER SPELLS -- LEVEL II
MAINLINE MISSILE
Duration: 3-12 hours
Area of Effect: Perceptual reality
Casting Time: 10 minutes
Components: Cheap motel room, bunsen
burner (see kit), cotton balls, rubbing alcohol, TV station tuned to 10 hour "Rockford Files" marathon.
Description: Personas who need
to recuperate after a rough adventure, but who don't want to put up with the tedium of "down time" can use this spell to enhance the interest
level of even the most bland subjects.
FIREBALL
Duration: 2-3 hours, or until fire
department arrives
Area of Effect: The cheap motel.
Casting Time: Instant
Components: Same as Mainline Missile
Description: Inexperienced Magicusers
may, while attempting to use Mainline Missile, inadvertently cast this highly destructive spell. However, those characters
created under Method IV might wish to consider using it as a transition between
Personas, making the Conspirators believe that they have left the game. In such case,
add "Unconscious Gigolo" to the components list.
MAGICUSER SPELLS -- LEVEL III
STONED TELL
Duration: 3 minutes per sentence
Area of Effect: 20-45 tangents
Casting Time: Continuous
Components: unending patience
Description: Stoned Tell allows
the caster to understand the lyrical yet complex and often confusing tongue used by very high
level Magicusers. This is one of the most useful spells on an everyday basis, as, depending
what type of magic they are employing, their phraseology may vary widely. For example, if
you were explaining to a wizard why you didn't bring the XPs
with you, you could be confronted
with "Heeeeeeey.........Nogreen,Man? Fuuuuuuh........Hehheh.. ..nogreen, nogreen....yaknow? Shiiiiiiiiii......Heyman.
Yagotta lite?" just as easily as you can understand
"IdragallthisfuckingshitDOWNHEREfromtheracquetballcourtand(snort)
youdonthavethe
goddamnCASHyoufuckingassholeimaveryimportantmanmister VERYIMPORTANTandyoudontscrewwithmeyou
little punkimgonnatear(sniff)youanewcornpityoufuck...ohshityournotafucking
COPareyouohjesusplease(sob) jesuspleasenoilldoanything
pleaseheretakemycreditcardilltellyouthepinnumber(sob)
justdontarrestme imreallyacleancutguy."
FLY
Duration: T=SQR D/A
Area of Effect: Most of the sidewalk
Casting Time: Instant
Components: Open air balcony, running
start, fairy dust.
Description: Bestowing upon the
user the power of flight, this is most often used as a means of rapid egress.
MAGICUSER SPELLS -- LEVEL IV
TELEPORT
Duration: Instant (subjective.)
Area of Effect: 200 mi. radius,
cumulative, per case of Pabst.
Casting Time: 1-5 days
Components: Liberally applid mixture
of random magics, bile-stained suede shoes, inflatable plastic companion and assorted ointments, Chevy Nova with broken tape deck
and a middle aged stripper in the back seat, 74 packs of cigarettes, neon green
tank top with "Do Ya Wanna in Tijuana?" stenciled on front.
Description: If the Magicuser finds
himself pursured dauntlessly by Conspirators, he might wish to chance this dangerous but powerful spell. Applied correctly, it will
transport him to a random point within the stated range.
SPIRITWRECK
Duration: Until victim succumbs
to shock.
Area of Effect: 1 Magicuser of
Junkie Level or higher.
Casting Time: 1-2 weeks
Components: Chair, rope, water,
tape of "French Connection II."
Description: This particularly
cruel invocation is highly effective for interrogation purposes. Unlike most spells, though, Spiritwreck is cast without magic. Simply cut
short the victim's supply of magic, and leave him in a guarded room with no sharp
objects.
---
MAGIC ITEMS
Magic is not strictly confined to Magicusers, though. Any Freebaser may take advantage of the abundance of Magic Items in TWOR, most of which are available "over-the-counter."
Images:
[bottle of nyquil]: Potion of Sleep
[whippit canister]: Can of Many Things
[coffee and dexatrim]: Potion of Speed
[baggie of weed]: Baggie of Spell Storage
---
TIPS ON YOUR FIRST ADVENTURE
Once equipped, you will be ready
to begin your own personal FREEBASE campaign. Like any other game, the finer points are something
you have to acquire through play, but we feel that you will find the following knowledge
useful.
QUICK XPS
Even the most successful Freebasers
fall on hard times now and again. If you find yourself in need of XPs, don't give up hope.
There are numerous ways in which you can recoup your losses with a nominal amount of effort,
and resume the journey to the next class level. For instance, the industrious Thief may make
a late night visit to a costume shop to gather the equipment
for the sure-fire XP generator,
_Salvation Santa_. And, for the daring Fighter or Magicuser, there is always potential for adventure
and experience in Hustling "Ass." Finally, the entrepreneurial Cleric can convince
desperate Magicusers to sacrifice anything in return for spell components, and as a healthy
Non-Player "Infant" can command upwards of 50,000 XPs in
certain markets, he knows what
to ask for.
SHELTER
Regularly a problem for Freebasers,
the question of safe hiding is difficult to answer; as an early-level adventurer, you will
find relocation to be the most common mode of play. In choosing a dwelling, think in terms
of non-permanency. Avoid anywhere that requires a "security deposit", your Persona
Card, or a signature of any kind. Instead, ask others to show you the fruits of the "hospice"
or "YMCA." Also, though not quite as comfortable, most
houses of worship are open twenty-four
hours as well as having a handy selection of free, hockable items up around the pulpit.
TRANSPORTATION
FB provides great selection in available transport. If you have the necessary experience, you can take advantage of the commuter transit system, or the wild Cabbit (q.v.). But if this is not an option, you will find that most Non-Players will be happy to lend you their vehicle and/or give you a ride with the proper encouragement. If the owners are not home, they are obviously not going to be needing their vehicle, and you may borrow it.
FOOD
In homage to our roots, in which the hungry fighter would wander through a dungeon that had not seen daylight for centuries and find an edible wheel of cheese or a perfectly cooked plate of mutton, not only may you eat anything you find in nooks and crannies of TWOR, but we have also seen to it that many choice rations will be left for you at the "curbside" on Thursday nights, barring National Holidays.
---
CREATURES
As you traverse the realm of FB,
you will come to be familiar with the various creatures that inhabit the setting of TWOR. Some
can assist you, some will cause conflict, and it is up to you to learn to recognize them. All
too often a Player will be knocked out of the game because he or she could not readily tell the
difference between a Krishna and a Skinhead. Here is a small sampling of those you might encounter:
CABBIE
FREQUENCY: Common (to actually
stop: very rare)
NO. APPEARING: 1 (10-15 at
any diner after 11)
SPECIAL ATTACKS: Pepper spray,
radio that plays nothing but "Captain Jack" or "Fire and Rain"
SPECIAL DEFENSES: 1" plexiglas,
choppy English, stories about how he "knows people"
MAGIC RESISTANCE: Low
INTELLIGENCE: Average
ALIGNMENT: N
DESCRIPTION: At a price,
the Cabbit can transport you to any City location. But the wary adventurer will monitor the
route the Cabbie takes; these XP hungry creatures often employ magics of their own, such
as Lose the Path and the insidious Meter of Unholy Rates, leaving the careless Persona a level
lower for the trip. Clerics in need of a quick getaway may note that the Cabbie is highly
susceptible to Invisibility.
CONSPIRATOR, TYPE II (Flatfoot)
FREQUENCY: Common
NO. APPEARING: 1-10
SPECIAL ATTACKS: Handgun
SPECIAL DEFENSES: Radio for
backup
MAGIC RESISTANCE: Low (potions
only, esp. Bailey's)
INTELLIGENCE: Low
ALIGNMENT: CE
DESCRIPTION: A close relative
of the Type I (Mallcop), the Flatfoot can be found wandering random neighborhood streets,
or sleeping in his battle wagon. Either way, these lethargic beings are a useful source
of equipment, as they are relatively easy to overwhelm if caught alone. The best way to hunt,
of course, is through a stealthful rear approach; thus preventing the creatures
from calling for assistance. On any one Flatfoot, the Freebaser may find a handgun, 1-3 speed
loaders, 10-100 XPs, and 1-3 issues of 44DD. Again, Method IV Players (thieves in particular)
will find this Conspirator Type offers many exciting possibilities, even if they
are only short term.
CONSPIRATOR, TYPE IV (DEA Agent)
FREQUENCY: Very rare
NO. APPEARING: 4-20, depending
upon the size of the shipment
SPECIAL ATTACKS: Access to
unreasonably large weapons and armed support
SPECIAL DEFENSES: Extreme
legal protection, Kevlar, Ray-Bans
MAGIC RESISTANCE: Low (see
below)
INTELLIGENCE: High
ALIGNMENT: CE
DESCRIPTION: Of the most
feared incarnations of Conspirator, the DEA Agent has nearly unlimited resources with
which to combat the Freebaser. If, however, it can be gotten alone to talk business, the low
MR of the creature makes it highly susceptible to magical influence; specifically the
sticky residue left by the flow of magic, referred to as "kickback".
CONSPIRATOR, TYPE V (Substance
Abuse Counselor)
FREQUENCY: Very Rare
NO. APPEARING: 1
SPECIAL ATTACKS: Straightjacket,
methadone
SPECIAL DEFENSES: 1-5 guards,
psychology
MAGIC RESISTANCE: Total
INTELLIGENCE: Genius
ALIGNMENT: CE
DESCRIPTION: The crafty and
cruel SAC is arguably the most dangerous foe a Player could come across. Though they speak
through a veil of kindness, their lair, referred to as a "Halfway House," is a fearful place,
filled with the screams of the tortured. With the powerful, and seemingly logical dark magic
called psychology, they can lure even the experienced Freebaser into the hellish plane of
The Real World. Usually only the highest level Freebasers have the strength to do battle with
such a demon. It is said that the only way to banish their spellwork is to loudly chant
the Holy refrains of "Crosstown Traffic" repeatedly over their speech.
DELERIUM TREMENS
FREQUENCY: Common
NO. APPEARING: Variable
SPECIAL ATTACKS: Cause fear
SPECIAL DEFENSES: Instant
regeneration
MAGIC RESISTANCE: N/A
INTELLIGENCE: None
ALIGNMENT: N/A
DESCRIPTION: Deriving sustenance
from the endorphins produced by a Magicuser deprived of his craft, these freakish little
indestructible imps erupt from the shadows en masse to attack.
The "DTs" often promote panic
in their victims, as they may appear as anything from tiny plaid spiders to miniature
clones of Carol Channing scaling their prey's back with shrimp forks.
HO
FREQUENCY: Common
NO. APPEARING: 1-10 per corner
SPECIAL ATTACKS: Tight vinyl,
Philter of Burning Urination
SPECIAL DEFENSES: 1-25 flavored
prophylactics
MAGIC RESISTANCE: None
INTELLIGENCE: Low
ALIGNMENT: LN
DESCRIPTION: These Sirens
of the City are frequently the downfall of many a New Player, drawing them into their web
of seduction, leaving them without experience, and with a painful itch. Most recently, though,
Players have been able to partake in a Freebase contest for who takes the most Hos out of
the game! After you have removed a Ho, call the Operator, give the street address, and say the
code words with an English accent: "Ol' Jacky's Got Anotha One."
The next winner will be judged
in just a few weeks, so hurry!
MEDIA REPORTER
FREQUENCY: Common
NO. APPEARING: 1 for every
local station
SPECIAL ATTACKS: Utter lack
of shame/respect for human dignity, autofocus
SPECIAL DEFENSES: Light rack,
big van
MAGIC RESISTANCE: Low (on
record: high)
INTELLIGENCE: High
ALIGNMENT: LE
DESCRIPTION: A relative of
the Ho, this deceptive being can act as an effective tool against the Conspiracy if approached
in the proper manner. If you are beset by Conspirators, and the odds are heavily in their
favor, do not fight back, but rather let them damage you as much as possible. This will
almost certainly be recorded by a Media Reporter. Then, while incarcerated, "grant an interview"
to the same creature, making sure you seem docile and
kind, almost pitiable. Stories
involving statements like "stormy home life", and "My Father The Pusher" will help. If
the ratings are high enough, you will be set free, and if you make "Nightline", you may get
some XPs from it as well. Daring Players will also scout around for that wily beast, the
Publisher.
HOKING
FREQUENCY: Uncommon
NO. APPEARING: 1
SPECIAL ATTACKS: Bad taste
in hats
SPECIAL DEFENSES: 1-6 Fighters
(see below), 1-1000 Sequins of Blinding
MAGIC RESISTANCE: None
INTELLIGENCE: Low
ALIGNMENT: LE
DESCRIPTION: Wherever there
are Hos, these violent and despicable things are sure to be close by, as they live in symbiosis
with the former, giving protection in exchange for XPs. Players on "Hohunt '95(tm)" must
be cautious; as long as there are XPs to be gained, the Hoking will use everything in his power
to keep his Hos from harm. This oftimes includes employment of a small, heavily armed Fighter
retinue (a position some unscrupulous Players accept.)
REGISTER JOCKEY
FREQUENCY: Common
NO. APPEARING: 1
SPECIAL ATTACKS: Comic frenzy
SPECIAL DEFENSES: Alaarm,
1-20 Video cameras
MAGIC RESISTANCE: None; these
creatures are famed dimensional travelers
INTELLIGENCE: Animal
ALIGNMENT: N
DESCRIPTION: Though easily
the most prosaic of foes, the Reigster Jockey still offers much enjoyment to Fighters everywhere;
as a beginner, be sure not to pass up their hilarious antics by removing them too
soon. Comedy classics like "Vomit on the Counter in Sheer Terror," "Caught in the John," and
"Stave in the Skull on the Twinkie Rack" will have you in stitches.
If there is time, you will
find a Manager in the back. He can help you find the security tapes of the show, so you can enjoy
them later in home viewing.
WINO
FREQUENCY: Common
NO. APPEARING: 1-10
SPECIAL ATTACKS: Broken Night
Train bottle
SPECIAL DEFENSES: Wall of
Odor
MAGIC RESISTANCE: None
INTELLIGENCE: Unknown. Often
treated as Low, but some speak fluent French.
ALIGNMENT: N
DESCRIPTION: The mysterious
Wino, mostly overlooked by the general populace of FB, is a benign nomadic creature who
traditionally inhabits bus stations and parks. What the exact genus they are is difficult
to discern, though it is commonly accepted that they are a branch of the 'Cashus Gimmesum'
family of XP parasites, which also includes others such as the
Scalper, Sidewalk Messiah,
and Amway Cultist. Some think, however, that they are actually ambassadors of a sort; otherworldly
guests from the Para-Dimension of Ripple. Note: More than 10 (referred to as a "pride")
appearing at any given time is possible: see the "drunken mob" rules of the upcoming supplement,
"Looter: A TWOR Guide of Civil Upheaval."
---
A FINAL NOTE
All of us look forward to your participation; we have been too long without you! For now, get some sleep. When you wake tomorrow, you'll be taking your first step into a whole new realm of magic and adventure: The World of Reality!
See you soon!
---
DISCLAIMER
Freebase Live Action Roleplaying
in the World of Reality is an adult work of fiction and parody created for the sole purpose of
entertainment. Any further significance is the invention of the reader and is not the author's
responsibility. Dirt Merchant Games does not condone the use of illegal drugs, violence, or any
illegal act. Daniel Thron, Todd Shaughnessy and Chris Elliott
in no way condone any of the illegal
acts described or implied in this book. Do not murder anyone or cause violence or injury
to anyone or anything in any form. Do not sell any illegal drug, do not purchase any illegal
drug, do not synthesize any illegal drug. Do not steal, rob, thieve from, kidnap, stalk, or
sexually harass anyone, or in any way or form violate any person's Constitutional and/or
personal rights. Dirt Merchant Games does not condone any illegal act whatsoever, whether parodied
in the previous text or not. Oh, and don't bother the operator, he/she's got better things to do.
-fin-
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