Pee-Pee, as it is becoming known. is one of Avalon Hill's many new entries into role-playing. All the five volumes are clearly printed and laid out in an easy-tofollow manner
The first volume covers character creation using dice to give ten primary characteristics and then adding or subtracting various modifiers depending on your race and sex; the races being humans, elves, faeries and dwarves. Social station and age are generated next, and used to work out how experienced the character is. Then the character's initial skills are worked out using a point allocation system (applied to both combat and general skills'. Skills can be improved by training or by using points gained from successful use of skills, but they all have a maximum expertise level which depends on yOur primary characteristics. Generating a character can prove to be a very lengthy business, and the large number of abbreviations can cause some confusion. Additionally, some of the instructions are rather ambiguous.
Volume two is divided into two sections. combat and magic. Combat is similar to RuneOuest. and uses the 12- second tactical turn. Skill rolls are additionally used to determine the damage done, and armour and shields absorb damage in the standard fashion.
Magic and magicians are also covered here, there being three types of magicians — Wizards, Shamans and Sidhe IFaeries, elves and Alfar). The wizards seek knowledge or power and are divided into three orientations: law, balance and chaos. Shamans are tied to the forces of nature, and the Sidhe are
aligned with the forces of creation and the Elder Gods. Spells are cast using a Mane point system, I he cost and success of the spell being determined by the skill of the caster. Spell deseriptions are adequate. and a large selection is available.
aligned with the forces of creation and the Elder Gods. Spells are cast using a Mane point system, I he cost and success of the spell being determined by the skill of the caster. Spell deseriptions are adequate. and a large selection is available.
The third volume contains a basic description of the three planes of existence, descriptions of the creatures who inhabit these planes, and a very good general encounter system. The list of creatures is very comprehensive and contains the usual legendary creatures aswell as a fair number of new monsters. Physical, magical and psychological attributes of creatures, their alignment and general reaction on being encountered are listed in a clear manner.
Volume 4 deals with the potential human encounters and the different cultures of a world. The tables and listings of encounters cover a wide range, from cities through to uncivilised lands, and goes to great lengths to give a rationale for the encounter. This book also covers magical and non-magical treasures.
The fifth and final volume details the county of Donara. This includes a description of the main NPCs, the events and the general background of the county. Also included is a useful basic scenario designed to introduce the players to the game.
Overall, P&P introduces some nice ideas which can be adapted readily into other systems. The game is more suited to experienced players and GMs since it is fairly complex. In general, a greater amount of work than is normal for an RPG is needed for playing Powers and Perils, built is a good system.
Presentation: 9 Complexity: 9
Playabllity: 8 Rules: 7
Overall: 8 Adrian Knowles