DP9-103

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Back Cover Blurb

The seemingly deserted hangar suddenly came to life, but Joe Gear was ready. From his right, where Rover Jaxon had disappeared, half a dozen black-clad SRID agents sprang into action, leaping from crate to crate, guns blazing for a second before they ducked behind steel containers. Bullets ricocheted off heavy pipes and bounced off Joe’s armor while he lifted his heavy assault rifles — one in each hand — towards the killers. No need for cover, he was the hero, the man of the hour, the epitome of virility! He pulled the triggers, gritting his teeth and frowning angrily at those annoying swats. His rifles vomited streams of hot lead through flaming nozzles. A bead of sweat trickled around his brow, then down his chiseled chin. This was good, very good! His targets were being mowed down like hapless hoppers, clutching dramatically at their wounds or somersaulting backwards before dying on the floor. Joe Gear let out an angry bellow as the last of the Southern agents died a gruesome death. He lifted his guns up, striking a heroic pose. Some smoke gently spiraled up from the overheated barrels, the peaceful moment contrasting sharply with the previous scene. Joe knew his prey had had enough time to escape.

“You can run for now, Rover Jaxon!” Gear shouted. “I’ll come back…”

“CUT! CUT!” Phil Bull cried over the megaphone. Suddenly, the filming crew froze and Joe Gear once more became Piotr Wellet, mild-mannered action movie actor. Bull strode angrily towards the actor, waving thick ream of paper — the Script.

“It’s ‘I’ll be back’, Piotr, not ‘I’ll come back!’”

Running a game is no picnic. This supplement contains vital information that will provide everything both novice and experienced Gamemasters need to run a dynamic, action-packed, highly entertaining Heavy Gear campaign. The Gamemaster’s Guide also provides a full listing of Perks and Flaws for roleplaying characters, allowing you to add extra detail to your Heavy Gear characters.

• Full color map of Terra Nova

• Three-fold Gamemaster’s Screen

• Easy-to-access reference tables

• How to handle novice or problem Players

• Character Perks and Flaws

• Random equipment package tables

Table of Contents

CHAPTER 1: THE BASICS
  1.1 TOOLS OF THE TRADE 
    1.1.1 THE BASICS 
    1.1.2 THE CHARACTERS 
    1.1.3 THE GAME 
  1.2 THE GAMEMASTER
    1.2.1 REFEREE, OPPONENT OR GOD?
    1.2.2 GAME BALANCE 
    1.2.3 RECORDKEEPING 
  1.3 THE PLAYERS 
    1.3.1 FINDING PLAYERS
    1.3.2 WHAT ARE PLAYERS LOOKING FOR? 
    1.3.3 NOVICE PLAYERS 
    1.3.4 PROBLEM PLAYERS
	
CHAPTER 2: THE CHARACTERS
  2.1 HEROES AND VILLAINS 
    2.1.1 LEAD CHARACTER 
    2.1.2 SUPPORTING CAST
    2.1.3 EXTRA 
  2.2 THE PLAYER CHARACTERS
    2.2.1 THE GM’S ROLE IN CHARACTER CREATION 
    2.2.2 CHARACTER STEREOTYPES 
    2.2.3 FITTING CHARACTERS INTO GROUPS 
    2.2.4 MOTIVATING CHARACTERS 
    2.2.5 CHARACTER NAMES 
    2.2.6 CHARACTER PERKS AND FLAWS
    2.2.7 EXPERIENCE AND CHARACTER ADVANCEMENT 
    2.2.8 CHARACTER STORY 
  2.3 THE NON-PLAYER CHARACTERS 
    2.3.1 LOOKS
    2.3.2 EQUIPMENT PACKAGES 
	
CHAPTER 3: THE GAME
  3.1 THE PLAY IS THE THING 
  3.2 THE RULES
    3.2.1 BREAKING THE RULES 
    3.2.2 IMPROVISING
    3.2.3 PLOT MOVERS 
    3.2.4 FUMBLES 
  3.3 COMBAT 
    3.3.1 COMBAT SENSE
    3.3.2 MOVEMENT
    3.3.3 THE ENVIRONMENT
    3.3.4 BURST FIRE
    3.3.5 INJURIES 
    3.3.6 THE OPPONENTS 
    3.3.7 TOOLS OF THE TRADE
    3.3.8 BASIC TACTICS 
  3.4 CREATING LIVELY PEOPLE AND PLACES 
  3.5 STANDARD PLOTS AND SUBPLOTS
    3.5.1 COMING UP WITH IDEAS 
	
APPENDIX 
  CAMPAIGN TRACKING FORM 
  CHARACTER CHECKLIST
  CAMPAIGN CHECKLIST 
  CHARACTER PERSONALITY WORKSHEET
  RANDOM PERSONALITY TABLES