Chessmen: Roleplayer's Guide

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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