Chessmen, as it has been outlined in these
pages, has been played in Reno since 1988. A lot of Chessmen material
is verbal lore, and is told to players as they enter the game
("What do you mean, 'agency roll?'"). This page is designed
to explain much of this unwritten material of Chessmen. As the
newest player (since 1994), I was elected to write this part of
the supplement. More questions? Write
me and I'll clarify.
Knight recruitment:
Knights are recruited into Chessmen in one way: death. Once
recruiters have found a candidate whom they believe to be qualified,
and that individual has decided to join Chessmen (note: recruiters
are very careful and do not approach anyone unless they are
absolutely sure they will agree!), the individual's death
is staged and they join the operation. Obviously, family life
would be difficult as a Knight, unless the family was also involved
in the operation. This is not unheard of, and there are
husband and wife Pawn teams as well.
Knight life:
Knights live on the Chessmen bases, since they need to be available
to the organization at all times. Knights are well paid and
do have significant leave time available to them. Knights are
given spacious quarters inside the base which include kitchens.
Knights are not allowed to have dogs, however. Knights socialize
together, and Knight of the Crown Elaine MacArthur often drags
as many Pawns as she can to off-Broadway productions. Queen's
Knight Benjamin Corrigan is always experimenting with new Sushi
restaraunts.
Knight training:
Knights are required to train daily. There is the training room,
which is overseen by a Pawn, who programs the training robot
to simulate whatever is required. This can range from
the Golden Avenger to Mechanon to the Supreme Raven (aka "Big
Bird"). There are two robots at Square One: Horace and
Joe. Knights are required to train bare-handed as well as with
weapon loads. Knights routinely take damage during these sessions
and have to recover in the Snot Vats. Note: Snot Vats
are really cold and slimy!
Stupid Knight Tricks:
On his first mission, Queen's Knight Benjamin Corrigan attempted
to use his Lance to pole vault onto a large truck. Failing his
roll, Corrigan went sailing over the truck, and landed face
down in the sand.
After recovering a suitcase full of stolen uranium, Knight
of the Crown Kevin Draco opened it and subjected himself and
Knight of the Crown Elaine MacArthur to hard radiation.
One Knight, when escaping Iraqi bodyguards, jumped into an
air duct, and proceeded to have his rear end shot up while being
dragged into the duct. He was stunned, dazed, and took lots
of BODY from the experience.
The Agency Roll:
This all-important roll can be used for many things. It can
be used to try to wheedle more equipment out of supply, and
it can also mean knowing with whom to talk when you've got a
problem. There is a limit however: the best Agency roll still
can't get you a dog, though neither can taking the Rook out
to dinner and a play.
Who are Pawns, anyway?
Pawns are the researchers and technicians of Chessmen. They
are the pilots and drivers and field agents. Sometimes their
deaths aren't faked, so they can occupy positions within the
community and pass on information to Chessmen. Pawns tend to
think that the bishops, rooks, King and Queen are nuts. One
Pawn remarked, "You have to be crazy to want that job.
They have BOMBS in their heads!"
Pawn Humor:
Knights wonder about Pawn humor. The vaseline-in-the-helmet
trick was not funny the first time, but the fifth? Pawns are
notorious practical jokers, and knights keep a wary eye on them
at all times. There is something of a friendly rivalry which
exists between the two groups of personel, although their jobs
are very different. Pawns view Knights as muscle-brained combat
machines, and are known to talk very slowly around them. Knights
tend to be very protective of "their" Pawns.
A Pawn Secret:
Snot Vats don't have to be really cold and slimy. But it's funny
to watch the Knights complain about it.
Favorite Pawn:
Angel, the best pilot in the organization by Knight standards.
Nothing answers your "Extraction, please!" better
than Angel's "Sure thing!" Angel has saved many, many
Knight lives with her timely and skilled piloting ability. Thank
you, Angel!
How a typical Chessmen adventure works:
Knights are given their mission by the Rook in the briefing
room.
After receiving their equipment loads (Knights are allowed
to chose their own weaponry after they've spent the points for
standard equipment loads), the Knights are sent out.
Typically a Pawn with transport drops them off at the location,
and the Knights (supposedly stealthfully) begin the mission.
(Extra Brownie points for conducting a mission secretly!) Knights
never, ever speak out loud during a mission. Instead, a combat
body language skill is used. Primary goals are, of course, the
most important. Secondary goals often include gathering any
additional information or equipment used by the enemy.
Missions range from the investigation of downed alien spacecraft
to recovering abducted ambassadors to preventing assasinations.
They can be short term, such as investigative missions, or long
term, such as infiltrating a VIPER combat training facility
in Las Vegas.
When the mission is over, Knights are usually extracted via
auto or air. Chessmen has armed vehicles, such as the Bobby
Fischer, available to bail Knights out of fire fights.
Back at the base, injured Knights are taken to the Snot Vats,
and the others go to mission debriefing. Missing or damaged
equipment is reported and replaced.
By Shelley
("Can I have a dog?" "NO!") Chrystal Mactyre
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