IFGS

Picking Locks, Spells & Flags


Picking Locks

You don't pick a real lock in an IFGS game, but an abstract representation of one. A twisted wire strand represents the lock, and you have to move a metal loop carefully over it. If you touch the loop to the wire, you complete an electrical circuit and a buzzer goes off—notifying the GM that you failed. The more twisty the wire, the harder the lock is to pick. Well-prepared thief characters carry an assortment of picks and related tools with them.

Spells & Flags

Spells with obvious effects, like magical shields, need to be represented with flags. A flag needs to be about 8 inches long, and held in such a way that everyone can see it. There are several colors of flag, each with a general meaning; for example, red means, "If you attack me, you're gonna get hurt." Red flags are used for the cleric's "Physical Protection," and the mage's "Electrify" spells, among others.

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