JUGGERNAUT JUGGERNAUT

VERSION 2.0

DISCLAIMER:

This PDF is not intended for sale by any party. I do not own any of the images contained herein, nor have I been in contact with any of the artists that produced them. This system uses the same mechanics, with significant alteration, as the Stars Without Number tabletop role playing game by Sine Nomine Publishing. In addition, it uses many of the resources as originally listed in the SWN game.

I have not been in communication with any artist or any publishing organization in relation to the production of this PDF. The information contained in this document is for experimental purposes among a shared group of collaborators, and any distributors of this document are responsible for any infringements they incur.

Additional note: Because of the somewhat lacking formatting capacity of Adobe Acrobat, the format changes done myself, and the multiple font changes, you may some places where the objects are slightly misaligned or there's a bit of a gap between on section and another. This is unfortunate and irritating, visually, but the effort it takes to go through the entire document and fix these is prohibitive. Sorry. TABLE OF CONTENTS Note that until the document is finalized, these page numbers are incorrect.

Introduction ...... 4

Character Creation ...... 6 Magicks ...... 22 Equipment ...... 34

Super Science ...... 53 Systems ...... 66

Game Master's Guide ...... 83 World Generation ...... 90 Adventure Creation ...... 112 Additional Races ...... 122 Bestiary ...... 127

Resources ...... 137

Record Sheets ...... 157 The Industrial Revolution is giving way to colonialism and New and revolutionary political ideologies are taking the world by globalization, and it is the turn of the century! a storm. Anarchists and communists talk to each other in hushed circle at midnight in clandestine coffee shops. Great industrial Radio and the telegraph allow people to communicate faster than autocracies hold millions in their thrall with nationalism and age- ever before, allowing news to travel at unheard of rates and for old kingdoms crumble under the weight of the people, ushering in militaries to expand further. Morse code is developed. and messages democracy. Two two ideologies - the liberal and the national - are encrypted with the first cryptographic algorithms. Strange begin to clash. Tensions rise in economics as capitalism is analytical machines are developed, with a promise of a brighter threatened by the birth of the Socialist. Some countries thrive on future. Man has begun to look up at the stars at night, in earnest this new system, happily adopting whatever ideology suits them now, and imagine the worlds that might circle alien stars, or the best, while other nations buckle beneath the strain. strange beast that might walk on Mars. Elaborate scientific fictions permeate literature. New diseases take hold as well, and the masses of people drawn to industrialized cities spread plagues like influenza. Papers publish Homes and streets shrug off a gaslight infrastructure and welcome articles about Germs and the Invisible Menace. the great electric light with open arms. The movie industry makes a Superdreadnoughts tread the seas and vast zeppelins take to the splash, with silent black-and-white skits being shown in the new sky, casting shadows across city blocks below. Brave flight movie-theatres that spring up all over the place. pioneers tackle heavier-than-air flight, and a new field rises as aeroplanes soar overhead. However, some nations are left behind, and the great industrial powers of the day absorb them into their bloated imperial mass. Nations have more exploitable resources than ever before in Exotic foreign spices and cloths come in from colonies, and the history. Their politics, ideologies, and territory lines clash. This natural resources are drawn in to support the ever-expanding new situation, combined with old grudges and politics, lay the infrastructure. foundation upon which tensions rise... Welcome to this rather liberal adaptation of Stars Without Number. Many of the skills, attributes, and player systems are radically A Stars Without Number fan? different from the source of inspiration, but the fantastic GM resources provided by Sine Nomine Publishing are represented If you’ve SWN before, you’ll readily recognize a significant portion almost exactly as they were originally printed (albeit adapted for a of this book, including the basic layout. This book is a loose different technology level). adaptation of the SWN system for a new setting. All credit for the systems involved to to Sine Nomine publishing, as they were the If you enjoy what you see here, I highly recommend checking out ones that did the real work here. the table top role playing game that inspired JUGGERNAUT: Stars Without Number, as well as other Sine Nomine products, many of Although SWN was fully OSR compatible, meaning content could which are high quality OSRs. be easily ported back and forth between other old-school rpg systems, JUGGERNAUT deviates from OSR compatibility because when I homebrew, I just take the ball and run with it. The primary New to Role Playing Games? differences are the attribute system, the Moxie/Fortitude system, If you’re unfamiliar with role playing games, this book may not and the feats addition. If you can hack it, many of the systems make a lot of sense. It’s not a coventional spec fiction story and it presented within should be portable between systems. However, I seems to have a lot of rules and tables in it. In reality, you’re leave that particular adventure up to you. probably more familiar with it than you might imagine. In addition to the usual elements expected of a retro-inspired game, A role playing game, or “RPG”, is simply a game intended to allow JUGGERNAUT also includes mechanics for developing player- you to take the role of a character in a fictional universe. You use controlled factions and domains and creating sandbox-friendly your abilities and your natural wits to deal with the challenges of worlds for PCs to discover. A grognard interested in seeing where that world, working to attain your own goals and accomplish those this particular game differs from other offerings currently available ends that seem most fun and rewarding for you. should skim through the the GM’s Guide chapter to get an overview RPGs like this one date back to the 1970s, and were the fundamental of sector creation, and then look in particular at world Generation inspiration behind today’s enormously popular massively and the Adventure chapters. The Resources section might prove multiplayer online role playing games. Millions of people play RPGs useful for other games and settings, as much of the content there is on a daily basis, though usually in the form of a computer- system-neutral. moderated online game. A “pen-and-paper RPG” like this one cuts out the server and puts a human in its place. Th is human is the game master, or GM. He or she designs the situations the adventurers might find themselves in and judges the actions they take to deal with these circumstances.

Gaming Terminology

#d# Dice. “3d6” means, “roll a six-sided die three times and add it together”. Also seen as “2d12+2”, meaning “roll the twelve-sided die twice, total it, and then add two to the total”.

GM Game Master; the person responsible for running the game and responding to player choices.

NPC Non-Player Character; a character played by the GM, whether an antagonist or otherwise.

PC Player Character; a character played by one of the game’s players. The PCs are the protagonists of the game. CHAPTER ONE

CHARACTER CREATION

Before you can begin playing JUGGERNAUT , you need to roll up In actual play, your character should be motivated to act , and to act a character. While the game can theoretically work with just a single as part of a group. Th e game does not deal well with hostile loners, player and a GM, things work best with 2-5 friends in addition to apathetic brooders, or other characters that have to be coaxed into the GM. A lone adventurer can get in a lot of trouble out there, and engaging with the world and cooperating with the rest of the group. a small group can find it hard to include all the different skills and The world of JUGGERNAUT is dangerous, and a character that talents that are often required to survive a sticky situation. cringes from peril or insists on facing it alone will find only boredom or an early grave.

With that in mind, you and the others in your gaming group should Every character should have a goal from the very start. This might be give a little thought to making characters that work well together. something as simple as “become wealthy beyond my fondest dreams Grim loners make good book protagonists, but they don’t survive of avarice” or “be known as the greatest pilot in the nation”. It well when there’s no author around to bail them out. might be as elaborate as “engineer the downfall of the colonial empire that conquered my nation”. Whatever it is, it should give your character an immediate reason to go out and do something. When making a character, some players like to simply throw the dice and see where they lead. Others prefer to know a little more about the game world and like to have more detail provided beforehand As a player, you need to cooperate with your GM. This doesn’t about the worlds and themes of the game. necessarily mean following every lead and hook you’re given without question, but it does mean that you need to respond to the situations and possibilities that are given to you.

What Players Need To Know You also need to keep in mind that your adventurers exist in a very large world that is not scaled to your characters’ abilities. If you JUGGERNAUT isn't quite a sandbox engine, but can support a insist on throwing your characters into situations or challenges that huge variety of campaigns - from rogue skyship piracy to courtly seem overwhelming, the odds are that they will overwhelm you. intrigue to an arms race to proto-spec ops teams infiltrating the Scouting, reconnaissance, and careful intelligence gathering will help enemy for the sake of their country to running a faction of their you recognize no-win situations before you push ahead into them. own, the campaign is left to the GM. By the same token, don’t hesitate to flee if your party appears to be facing certain doom. A keen sense of when to decamp the field is However, one thing that remains constant between these often an experienced adventurer’s most valuable asset. campaigns is the basic era. This is an exciting new time, where new technologies and new ideologies are making their way to the worldly stage. Nations might be at peace with each other, but it is likely to be a strained peace at best. This world is frequently on the verge of a great conflict, and the players should prepare accordingly. What Game Masters Need To Know As the GM, you have the lion’s share of preparatory work. Making a complex political situation can be time-consuming but the end result is a setting that can accommodate a vast number of adventures and diversions. Sandbox gaming rewards those players and GMs who enjoy a steady supply of variety in their gaming and the sense of a world that actually moves and changes in response to their actions.

In addition, you need to read the rules here in chapter one in order to understand how characters are created. You need to pay particular attention to the systems chapter, however, because you’ll be using the rules given therein on a regular basis. Still, it’s a handful of pages, and the rules on airship combat can probably be skipped as irrelevant to the first few sessions.

Once you’ve gotten a general idea of the game’s mechanics, you should read the setting history chapter and the GM guide. The guide will lay out a process for creating a nation and populating it with interesting regions, factions, characters, and adventures. While it may seem like a great deal of work, JUGGERNAUT is designed to support and simplify the task, and the work you do in each stage helps create the content you need for the next.

In play, you need to be able to respond to potentially unpredictable party choices. You need to be ready to make spot decisions about outcomes and NPC actions, and you need to be ready to remember these details when the players later come back to build on what they’ve already accomplished. The (Region File) sheets in the back of the book are useful for tracking this information.

You also need to be able and willing to put aside plot lines and NPCs that particularly interest you when the party decides to turn their attention to some other corner of the sector. It can be tempting to let events force a party to remain on a world or in a plot line that you find especially enjoyable to GM, but that kind of coercion isn’t a proper part of a sandbox game. It’s likely the characters will be back sooner or later, and in the meanwhile your NPCs will doubtless be making their own plans and advancing their own schemes.

This isn’t to say that your role as GM is simply to be the joyless facilitator of the party’s entertainment. Both players and GMs need to cooperate to make a sandbox game work, and there’s nothing wrong with participants finding some adventures and worlds more fun than others. But as the GM, you have the entire sector to play in. If there are particular themes or elements you want to involve in your game, you can make sure they appear. Players haven’t got that kind of control. All they can do is control their own characters’ actions, so you should be especially careful not to compromise that liberty.

Now that the responsibilities of both the players and the GM have been described, let’s move on to creating your first characters. CHARACTER CREATION SUMMARY Roll your character’s six attributes. Roll 3d6 six times, and assign the totals in order to Fortitude, Finesse, Moxie, Acuity, Judgement, and Presence. Record the attribute modifier for each ability. You may move points between scores, lowering abilities above 12 and raising abilities below 9 to even out your scores. No such modifications can lower a high score below 12 or raise a low one above 9.

Choose a class. The default game presents you with two options, although the GM may allow optional classes. Rationalists are erudite, cautious, or otherwise focus on skills that require education and focus. Rationalists make good professionals and experts. Romantics are impulsive, flighty, and focus on abilities that require dexterity and a sharp mind. Romantics make good soldiers and pilots.

Pick a background package. Select an option to reflect your character’s early training and origins and record the skills the package grants on your character sheet. Some packages have skills labeled “Science/Any” or “Profession/Any”; this means you can select any one specialty from that skill type, such as “Science/Astronomy” or “Profession/Sailor”. Skills labeled “Culture/Nation” mean that the character has Culture skill specialized in their country of origin, whatever it may be. Background skills start at level 0.

Pick a training package from your class. Each class offers eight different training packages to reflect common skills and education for a certain type of character. Choose one appropriate to your character concept and record the granted skills on your character sheet. For skills labeled “Any”, any skill specialization may be chosen, but you may not double up on a skill already existing in the package. For example, a package granting “Combat/Any” and “Combat/Ordnance” means you cannot choose “Combat/ Ordnance” twice. Training package skills start at level 0. If you already have a given skill from your background package, the skill starts at level 1 instead.

Choose a nation. Either pick one from a list provided by the GM or else make up the details of your own. Nations that have exceptionally advanced technology or some other rare trait should be cleared with the GM.

Roll hit points for your character. Rationalists roll 1d6, and Romantics roll 1d8. If you're playing a Mage, roll 1d4. Add your Fortitude modifier to the roll to determine your maximum hit points. Even with a Fortitude penalty, maximum hit points can't be less than 1.

Choose languages. Your character speaks your nation's native tongue as well as a lingua franca if one has been provided by the GM, and one more language per point of Judgement modifier bonus.

Buy starting equipment. Spend 400 plus 1d6 * 100 credits on equipment. Any money unspent can be retained for later purchases.

If your GM has allowed sorcery and your character is a mage, choose your starting miracles or powers. Rolling Your Attributes ATTRIBUTE MODIFIERS The first step in creating a character is to determine the character’s Attribute Score Modifi er six attributes. Attributes describe the character’s aptitude in certain aspects- how stoic, dextrous, courageous, adaptable, wise, or 18 +2 charming they might be. Attributes in a human range are measured 14-17 +1 by scores ranging from 3 to 18. 8-13 No Modifier 4-7 -1 To generate a character’s attributes, 3d6 are rolled six times and the 3 -2 results are assigned to the attributes in the order listed on the table below. Average humans have attributes in the 8 to 13 range; as such, you’ll be instructed to add a particular attribute’s modifier to a roll; you may choose to remove points from any attribute above 14 you should take care to add just the modifier to the roll, and not the to raise any attribute up to 8. For example, if you’ve rolled a entire attribute score. In the case of a particularly lackluster attribute Acuity score of 15 and a Finesse score of 7, you might choose to score, the modifier might even be negative, in which case you should take one point from Acuity and raise your Finesse score up to 8. No subtract it from the roll as a penalty. If your attributes change attribute so altered can be lowered below 13 or raised above 8. during the course of play, make sure to adjust your modifiers as Attributes need not be evened out this way if you prefer to play the needed. attributes as rolled. Some characters don’t look to be terribly promising material for Note that the GM may choose to have you use a different method interstellar adventure. At the GM’s discretion, a character whose to generate your character’s attributes, such as allowing you to total final attribute modifiers sum to less than zero can be discarded choose where to put each roll, to roll four dice and drop the lowest and their attributes rerolled. for each attribute, or to buy your attributes out of a fixed pool of points. If in doubt, check with the GM. Not all GMs prefer to allow this option, however. High attribute scores are nice, but they are by no means mandatory to make an Once you have determined your scores, you should write down the interesting or playable character. Even the sorriest specimen of attribute modifier for each. The attribute modifier is a bonus or genetic maladaptation can overcome their unfortunate beginnings to penalty that is applied to rolls related to that attribute. At many have a long and successful career. points in this book,

THE SIX ATTRIBUTES Ability to withstand strain on the mind and body. Characters with high Fortitude can endure the most Fortitude trying of circumstances and maintain their faith, while those with low Fortitude will easily crumple beneath the strain of stressful circumstances.

Measure of intricacy and delicacy. Characters with high Finesse easily handles tasks that require careful Finesse dexterity or thought, while those with low Finesse are clumsy, careless, or forget important details.

Willingness to engage in risky or high-stakes behavior. High Moxie characters are courageous and Moxie determined and handle the trials of combat with ease and panache. Low Moxie characters might be timid or lack self-confidence.

Ability to adapt and comprehend. Characters with a high Acuity are attentive and vigilant, and almost Acuity always able to handle new threats thrown against them, while on the other hand, low Acuity means slow reactions, confusion, and dulled senses.

Ability to utilize learned knowledge appropriately. Characters with a solid Judgement attribute have a great deal of common sense and can readily recall training and experience and apply it expertly to the Judgement problem at hand. Low Judgement means a character is not necessarily stupid, but maybe more book- learned than worldly, and have trouble with lateral thinking. Force of personality. When a character with high Presence walks into a room, people notice. These characters find earning respect and adoration easier, as well as swinging the weight of their personality Presence around to bend others to their will. Low Presence means that people disregard or disrespect you, and you're just not memorable. Choosing a Character Class

Once attributes are rolled, you should pick a class. A class represents your character’s general set of aptitudes, those talents and training that make him exceptionally suited for the hazards of adventure. You may choose one of two classes: Rationalist or Romantic.

Each class has two primary attributes . These are attributes which are very important to functioning in the class. For Rationalists, their two primary attributes are Judgement and Acuity. For Romantics, their two primary attributes are Finesse and Presence. The remaining attributes, Moxie and Fortitude, have special rules. At your discretion, you may replace one of your prime requisites with a score of 14 to reflect the natural aptitude that led you to your career. Make sure to adjust the attribute modifier for the score you replace.

Not every person in the world is a member of one of these two classes. Most men and women are simply normal human beings, perhaps with a level or two of skill in their particular profession and a knack for their daily duties. They may be talented at their particular craft but they lack the specific focus and drive that distinguishes a player character. Still, you shouldn’t be surprised if there are dangerous enemies or frustrating rivals that possess the particular talents of a character class.

No-Roll Attribute Selection In some instances, it may be unsuitable for a character to roll randomized attributes. For example, a character joining an already established party may be looking to fill a specific niche, and the high variability of rolling down the line may prevent a necessary niche from being filled. As such, the GM may allow some or all characters to choose from pregenerated statlines. If they do so, they should not be allowed the class benefit of raising one of their class attributes to 14; these statlines have already taken that bonus into account. The player should select one of the following lines and distribute the numbers to the attributes of their choosing: 1. 18 14 11 9 6 6 2. 16 14 14 11 9 6 3. 15 14 12 11 10 8

THE DICHOTOMY

The Rationalist represents a character who has spent time studying from a book to learn his knowledge. Repair technicians, scientists, historians, businessmen, doctors, and professors are all likely Rationalists. The Rationalist relies on a deep store of information about specialized topics to act and make decisions. This is not to say that all Rationalists Rationalist are exceptionally careful or deliberate, but that their internal learned knowledge is the source of their abilities. Once per session, the Rationalist can automatically succeed on a skill check if they spend at twice as long working on it as they normally would have.

Whether a fast-talking con man, a hotshot aeroplane pilot, or a patient sniper, the Romantic draws from intuition, impulsiveness, or just plain muscle memory. Unlike the Rationalist, the Romantic does need learned knowledge to do Romantic what they do; they draw from insight and instinct, which is where their true capacity lies.

Romantics recieve an additional point of Moxie in their Moxie pool. Choosing a Background Choosing a Nation and Training Package Every character comes from somewhere. Once you’ve decided what kind of background and training your character has received, you Once you’ve rolled up your attributes and chosen a class, you are should choose an appropriate world for them to call home. A now ready to be a bit more specific about what your character is like. colonial huntress trained in tracking and archery is unlikely to hail It’s unlikely that the character sprang forth full-grown from some city alleyway, so it’s probable that he or she had some sort of from an industrialized factory city, and a character trained in the use background before adventuring, and some kind of special training in of ordnance probably doesn’t come from a backwater village. a field suitable for the life of an adventurer. Your GM might provide you with a list of nations suitable to the game that he has already created for the sector. In that case, you To determine precisely what sort of background your character has should select one of the options on that list, or else work out the had, you should choose a Background Package from the following details of a more unusual origin with the GM. pages. Each package includes a brief description and a list of skills that the package grants. You should personalize this description to If no list is provided, you should take a moment to make a brief your character’s specific past; if she was an Huntsman on a lost description of your character’s nation. Details such as its name, level continent, for example, you should put some thought into what of technology, and a general idea of its government should be noted lands she trekked and why she chose to join your group. down. The player, at their discretion, might also want to note down cultural customs, foods, typical foods, clothings, climate, and its New backgrounds might be created with the cooperation of the place in the world. GM, or existing ones altered to fit specific games or characters. If none of them fit your character or you simply wish to choose your own set of skills, you should pick the Adventurer background and just write in a few brief notes on your character’s early days.

Background packages grant skills . Skills are specific topics in which a character has received some training. Skills are measured in levels, ranging from 0 for those with minimal training to 5 or higher for the greatest practitioners in the world. Each skill listed in the background package is gained at level 0.

If a skill reads “Any”, such as “Combat/Any” or “Science/Any”, you may choose any specialty of that skill, such as “Combat/ Martial” or “Science/Astronomy". For entries that read “Culture/Nation”, you should choose a specific country for which to apply the skill--most probably your character’s country of origin.

After you choose a background package, you should then turn to your class description page and select a Training Package . Th is represents the additional experience you received that gave you the training you now rely on. As with background packages, you should customize your choice to refl ect your character’s history.

Each training package also provides a list of skills. As with background packages, your character gains each skill listed at level 0. If a skill appears in both your background package and your training package, you gain it at level 1 instead of level 0.

Some training packages also have skill listings that allow you to select any specialty for Combat, Culture, Profession, Science, or Vehicle skills. You may choose such skills as you like, but you cannot duplicate a skill already on the training package list. Background Packages Bureaucrat The following choices are just some of the options that exist As nations bloat from the fat of a dozen colonies, so too must for a character’s background. At the GM’s discretion, additional legislation and red tape expand at an ever-faster rate to keep up packages might be added or existing ones might be changed to with it. For those with the skill and patience to navigate the mire suit a particular game setting. of federal law a seat is always offered. Skills: Bureaucracy, Business, Culture/Nation, Fashion Freelancer The world is big, and there are always those who refuse to fit a Cat Burglar particular mold. This background is for those who would prefer Sneaking through unfamiliar homes in the dead of night, the cat to pick their own skills and make their own past. burglar swipes goods and wealth unseen. Like the con artists, they Skills: Culture/Nation and any two skills. tend to avoid the open confrontation that can lead to capture. Skills: Breaking & Entering, Culture/Criminal, Sleight of Hand, Aerial Crew Stealth The modern airship is vast, and both machines that propel it and the material that lifts it into the sky need constant attendance. An aerial crew member is there to maintain the ship and serve other Con Artist minor roles, and frequently act as pilots for the ship. The captain Some thieves get what they want with a gun, but others find it will often call on them as a catch-all. easier with a kind word and a smile. Con artists are wise to keep moving ahead of their angry marks, but the trip can be an Skills: Communications, Culture/Nation, Engineering, Vehicle/ enjoyable one. Aerostat Skills: Culture/Criminal, Deception, Persuade, Sleight of Hand Airman The airmen are the famed gunmen of the noble airship, Diplomat frequently becoming well-renowned marksmen. They are trained Whether a national embassador, a business mediators, or a liaison to operate the artillery embedded in aerostats and are an essential for an unsavory airship crew, the diplomat is there to keep things part of any aerial military operation. Any nation with an airforce civil and negotiate. is sure to have training programs. Skills: Charm, Culture/Any, Language/Any, Persuade Skills: Combat/Ordnance, Combat/Small Arms, Culture/ Military, Tactics Engine Crew The life of an engine crew member is often brutish and short, as Armsman they tame the vicious mechanical beasts that keep the ship in the Despite many nations having prominent militaries, there is sky and harness its often deadly power. Traditionally, they are the always room for a private force. Whether they are trained rivals of the deck crews, and more than a few barroom brawls have mercenaries or they surround robber barons to protect them broken out over some supposed slight or insult between the two against vengeful anarchists, armsmen are trained in a wide groups. variety of ballistic weaponry and rarely hesitate to use lethal Skills: Combat/Brawl, Culture/Nation, Intimidate, Mechanics force. Skills: Athletics, Combat/Small Arms, Culture/Nation, Tactics Farmer In the rural area, the people are only rarely bound to the land as Arraviste serfs, but the agricultural heritage continues. For some reason or There will always be those among high society who will do another, a member of one of these families might feel compelled anything they can to get ahead of their peers. The art of social to leave, whether drawn by the allure of wealth and power and a climbing is cunning and subtle, but no less cruel than any military better station in life, or trying to provide for their family amidst man is. the poverty, or some other reason. Farmers are not without their own skills, though, and know the land well. Skills: Culture/Nation, Deception, Fashion, Persuade Skills: Animal Ken, Culture/Nation, Perception, Survival Aspirant In the wake of new technologies, all sorts of odd cults and religions spring up, while the old mainstays strain to maintain their grip on the people. Whether a cultish recruit or a seminarian, the Aspirant makes the beyond her business. Skills: Culture/Nation, Judge of Intent, Occult, Religion Foreigner Priest Wherever the campaign may be set, the trend towards The priest is a well-established member of any given religious globalization may deposit those from distant lands into the central order. Ordained by God, he guides his flock and spreads the faith nations. Frequently, they come here for trade an business, best he can. Some are corrupt bastards, and others are truly caring exchanging exotic cloths and spices. fathers, doing their best to bring hope and faith to the people Skills: Business, Culture/Nation, Culture/Any, Negotiate around him. Skills: Leadership, Occult, Persuade, Religion Landed Elite The modern nobility rarely possesses the same immense political Private Eye power that they once did, but in all countries except those who The independently contracted investigator of the early 20th experienced the most violent of revolutions, they exist. The century, the private eye excels at find out secrets and hidden nobility is still a vast source of wealth, political clout, and land mysteries, as well as getting information from people. ownership. Skills: Breaking & Entering, Investigation, Judge of Intent, Skills: Bureaucracy, Combat/Martial, Culture/Nation, Leadership Perception

Huntsman Proletarian In feral and untamed forests and Kingswoods, the hunters prowl. The forgotten masses of humanity, the proletarian can be seen Perhaps they are opportunists and settlers in a new land across the everywhere. Shop clerks, matchmakers, cigarette rollers, and ocean, or are cautious poachers hunting deer on land not their hundreds of other professions fall under their domain, but rarely own, or are fur traders in the mountain. do they make more money than to survive. Skills: Combat/Small Arms, Culture/Nation, Perception, Stealth Skills: Culture/Nation, Perception, Profession/Any, Streetwise

Manufactory Worker Researcher In the cities, the great indistrial factories under continuous These men and women are not scholars, searching after knowledge construction always need new men to man them. The for the sake of it, but instead apply knowledge to practical manufactory worker is trained out to operate and maintain the purposes. They design machines and experiment upon cells, machines of production and war. whether for profit or patriotism. Skills: Culture/Nation, Engineering, Mechanics, Vehicle/Ground Skills: Bureaucracy, Culture/Nation, History, Science/Any

Sailor Ordnance Operator Although there may be ships in the sky, sea power remains just as With the new artillery making its scene on the battlefield, the important as it ever was. On a seacraft, you can put more men ballistic arcs making it devastatingly effective, and the new tactics and guns that you could ever lift into the air. to utilize it further, ordnance has become an essential aspect of the Skills: Combat/Brawl, Culture/Nation, Engineering, Vehicle/ modern military. The ordnance operator is trained not only in Water the use and maintenance of these land titans, but also in the mathematics of the ballistic arc. Scholar Skills: Combat/Ordnance, Culture/Military, Science/ Math&Physics, Tactics Even when a professor, the scholar is always a student. He seeks knowledge and lore wherever he goes and is an expert on many erudite topics. Outlander Skills: Culture/Nation, Instructor, History, Science/Any Hailing from a backwater nation or a native that went through a colonial outpost, outlanders are often impoverished wildlings who travel to civilization--or perhaps this time, civilization traveled to Thug them. Often cruel and brutish, but occasionally possessing some spark of Skills: Combat/Martial, Occult, Medical/First Aid, Survival intelligence or compassion, men are paid good money to perform tasks of a questional legal status. Physician Skills: Athletics, Combat/Brawl, Intimidate, Streetwise The physician is highly trained in a wide variety of medical techniques, and is able to treat his patients in the field as well as in the operating room. Skills: Business, Culture/Nation, Medical/Professional, Science/ Bio&Chem SKILL LEVELS

Skill Checks The character is completely untrained in the skill. She When a character attempts a difficult action, the GM may call for a No might still be able to attempt it, if the task is simple skill check . Skill checks involve both the relevant skill and the most Skill enough, but complex and demanding feats are beyond her. relevant attribute modifier as well. For climbing a steep cliff, this might be Athletics and Fortitude, while repairing a balking airship engine before the local patrol ships catch up to you might require Engineering and Judgement. Usually the skill and attribute are Trainee. The character can carry out simple, routine tasks obvious, but the GM has the final say if necessary. 0 with the skill, and has at least a chance of managing more difficult feats.

To make a skill check, the player rolls 2d6 and adds his character’s relevant skill level and attribute modifier. If the total equals or exceeds the check’s number value, the check succeeds. Professional. The character has normal professional skill in 1 the field, and can perform most ordinary tasks with little chance of failure. The easiest checks are usually at difficulty 6; anything easier than this is usually routine, and not worth the time to check. Rolls of average difficulty start at 8, while challenging feats might be 10, 12, Expert. The character is noticeably superior to most or even more for feats impossible for all but the best of the best. 2 practitioners of the skill, and even difficult feats have a good chance of success. If the character is completely untrained in the skill, the player subtracts 1 from the roll. Exceptionally complex skills, such as Bureaucracy or Vehicle/Aerostat might not even allow a check for Master. This level of expertise is normally reserved to true untrained characters. The GM might also apply one-point or two- 3 specialists. There is probably not a better practitioner of point bonuses or penalties for exceptionally bad conditions or the skill in the region. unusually favorable situations.

Legendary. There is probably no better practitioner of 4 the skill in the entire nation. Character Skills The following list covers the more common skills found among Combat MOX (Specialties) adventurers. The GM is always free to adjust this list by adding new Brawl: Weaponless combat techniques. The brawler can fight fields or combining skills. Some skills require specializations, such as with his bare hands, or use any manner of improvised weapons, the Combat, Vehicle, Culture, Science, and Profession skills. from chairs to picture frames. Unlike other forms of weaponry, a A character can acquire more than one specialization in a skill, but brawler can add their Combat/Brawl skill to the damage roll as well these skills must be advanced separately. A sublime skill in as the hit roll. Vehicle/Water does little to help a character pilot a zeppelin. Martial: Use of historical weapons, from crossbows to swords to battle-axes to staves, as well as any thrown weapons. Ordnance: Training in fixed arms and other artillery. Required for firing ship guns also. Acrobatics FIN Small Arms: Use of gunpowder weaponry in the categories of Backflips, fantastic manouvers, balancing, and other feats of agility handguns, carbines, rifles, shotguns, muskets, and more. and dexterity are covered by this skill. Commmunications ACU Animal Ken PRE The character is skilled at operating radio, telegraph, and other Be it dogs, horses, cats, or savage beasts, this skill is communications technology of the day, as well as required to handle, tame, train, or ride them properly. cryptography. Grants automatic knowledge of Morse code.

Artist ACU/FIN Culture JUD (Specialties) The character is trained or gifted in a particular type of art. The Criminal : The character is familiar with criminal subcultures and character should select a specific medium when this skill is gained. the protocols for dealing with black markets and underground organizations. Athletics FOR Military : The character knows the traditions and practices of Running, jumping, climbing, swimming, and other feats of military organization, and can identify military units, equipment, endurance and strength are covered by this skill. and techniques. Nation: This specialty must be taken individually for each specific nation, and relates to knowledge of that nation’s society, Botany JUD government, policies, and laws. Level 0 in this skill also grants basic Woodland plants hold no mystery with the botanist, who can proficiency in that nation’s most common language if the character rapidly find edible, tasty plants in any verdant environment, as is not already proficient in it. well as make poultices, salves, and other folk remedies.

Breaking and Entering FIN Deception PRE The character intuitively knows the right words to say, the right Picking locks, carefully edging windows out of their frames, and body postures, the right actions, and how to subvert and lie. all manner of other activities used to gain illicit access to a place are covered by this skill. Engineering JUD Bureaucracy ACU The character operate and repair aerial and industrial machines, as well as other large technological devices. A skilled bureaucrat knows how to deal with complex legal and administrative systems, and how to find files or records quickly. Fashion PRE The character is knows the details and habits of high society. She is Business PRE either a part of, or can easily convince others that she is a member of The character knows how to run a business and deal with a more elite, popular class, and knows just what to wear in a given other entrepreneurs, as well as size up financial situations. situation, and is not confused or easily awed by the incredible wealth of nobility. Charm PRE The character is able to flatter and placate NPCs, and History JUD The character has training in history and can identify regions, otherwise get those NPCs to feel favorably inclined towards events, and people of historical importance. them, if the NPC isn't purposefully hostile in some manner. Instructor JUD The character knows how to teach the skills they possess. Intimidate PRE Profession JUD (Specialties) The character can threaten and cajole other people, causing This skill must be taken in a particular specialty related to the them to be afraid, flee, or comply. character’s profession, and is intended to cover those jobs that don’t already have applicable skills on this list. A machinist would take Mechanics, for example, while a lawyer would take Investigate ACU Profession/Lawyer. The character is adept at following leads and hunting clues, extracting information from people, and putting together a picture of events from a handful of information. Religion FOR The character is trained in theology and familiar with the Judge of Intent ACU more common or notorious religious sects. The character can easily read a person by the tone of their voice, their posture, or their expression. Science JUD (Specialties) The character is a trained scientist and capable of operating Language JUD laboratory equipment, conducting research, and collaborating The character speaks additional languages. At each level, the with the scientific community. character learns a number of new languages equal to the skill’s level Archeology & Geology: Knows of ancient artifacts and historic plus one. Thus, at level 0, they learn one new language, at level 1, cultures, and how to care for and preserve the artifacts as well as they learn two new languages, and so forth. tectonic shifts and formation of stones. Astronomy: Knows of stars, the planets, and other celestial Leadership PRE bodies, their movements, and the celestial void. The character is trained in leading others in high-stress situations. Biology & Chemistry: Knows of biological systems for living Characters with this skill can keep the obedience of subordinates things as well as the interactions of particles, and how to cause even in dangerous situations or when giving hazardous orders. different reactions with mixtures. Math & Physics: Knows of geometry, trigonometry, algebra, Mechanics ACU calculus, and theories behind the movement and thermodynamics The character is trained machining products, working on cars or of objects. other engines, or the construction and maintenance of weaponry of all kinds, from pistols to ordnance. Sleight of Hand FIN The character is adept at passing things in and out of her hands Medical ACU (Specialties) unseen, and can easily palm something undetected. The character can handle and care for others with injuries and diseases. Streetwise ACU First Aid: Able to care for and treat others in the field, with a The character can find jobs, resources, and a place to good knowledge of medicinal plants, dressing wounds, and squat, feeling right at home in the urban environment. suturing, and a rudimentary knowledge of setting bones, Stealth FIN surgery, and treating serious illness. The character knows how to move silently, conceal their Professional: Vastly more capable of treating the sick and hurt in a presence in shadows, and avoid notice. professional setting, including extensive knowledge of disease and manufactured medicines, and a greater skill with surgery and Survival FOR setting bones. The character has learned survival techniques for subsisting in hostile environments with minimal supplies. They can usually find Negotiate PRE food and water even in harsh conditions. The character can proficiently barter and bargain. Tactics ACU Occult FOR The character is familiar with small unit tactics. They can set up and The character knows about various arcane rituals and beliefs recognize ambushes, maneuver troops effectively in combat, and set and of hidden secrets, and may even possess a grimoire. up fighting positions sensibly. In the absence of Tactics skill, Leadership skill often results in glorious defeats. Perception ACU The character has keen senses, and is often able to notice Vehicle FIN (Specialties) details or hidden objects that elude other people. Aeroplane: piloting heavier-than-air craft. Generally this is an experimental technology in this era. Persuade PRE Aerostat : Piloting lighter-than-air craft--zeppelins and blimps. The character has a knack for convincing others of the truth Ground: Anything with wheels, treads, or tracks. If there are and sincerity of their words. automatons, perhaps even legs. Water: Any vehicles designed for primarily for water. RATIONALIST

CLASS TRAITS PRIME ATTRIBUTES Judgement & Acuity HIT DICE d6 Special Ability: Haste makes Waste Once per session, the Rationalist can automatically succeed on a skill check if they spend at twice as long working on it as they normally would have. RATIONALIST CLASS SKILLS All Judgment and Acuity based skills, as well as Occult, Religion, and Survival.

EXPERIENCE TABLE Level Hit Dice XP 1 1d6 0 2 2d6 20 3 3d6 40 4 4d6 80 5 5d6 160 6 6d6 320 7 7d6 640 8 8d6 1280 9 9d6 2500 Rationalists focus on a broad number of trained and learned skills and receive a bonus for taking their time. 10 10d6 3700 11+ +2 HP per level +1250 per level The Rationalist class is the best choice for a character that uses learned skills. Rationalists make good doctors, engineers, mechanics, businessmen, professors, and scientists.

ATTACK BONUS AND SAVING THROWS Physical Mental Level Attack Bonus Effect Save Effect Save Evasion Save Luck Save 1-2 +0 16 11 14 11 3-4 +1 15 10 13 10 5-6 +1 14 9 12 9 7-8 +2 13 8 11 8 9-10 +2 12 7 10 7 11-12 +3 11 6 9 6 13-14 +3 11 6 9 6 15-16 +4 10 5 8 5 17-18 +4 10 5 8 5 19+ +5 9 4 7 4 RATIONALIST TRAINING PACKAGES Travelling Salesman This option exists for those who would prefer to pick their own skills rather than selecting from an existing package. Skills: Any five skills, at least two of which must be Rationalist class skills. Businessman With steam ships and trade routes opening up around the world, there has rarely been a better time to be an entrepreneur. From luxurious silks to industrious iron, there will always be the middlemen who get it from one place to the next - or, perhaps, the local shop owners that provide to smaller villages. Skills: Business, Bureaucracy, Culture/Any, Judge of Intent, Language/Any, Negotiation, Persuade

Cleric Priest, priestess, shaman, pastor, Father, skjald, seer, friar, and more--the old and storied religions have not loosened their grip on society. Religion plays an important role in many people's lives, and those who preach the word of God will always find a niche. Skills: Culture/Any, History, Investigate, Leadership, Occult, Persuade, Religion

Doctor The field of medicine has made leaps and bounds and shed many of the superstitions and folk remedies of the past for cleanliness and practiced sciences. With the development of ether, doctors can perform surgeries they were never able to in the past, saving countless lives, and mass manufactored medicines contend with the perilous plagues proliferating across the population. Skills: Bureaucracy, Culture/Any, Language/Any, Medical/First Aid, Medical/Professional, Perception, Science/Bio&Chem

Engineer Armed with monkey wrenches, screwdrivers, and welding torches, the engineer's task is to wrangle with the machines of a new era. Diesel-powered aircraft soar overhead, forever needing tending, and steamships chug across the ocean. Tanks and other ground vehicles spill across the lands, and factories operate day and night - and someone has to be there to fix it when it breaks. Skills: Combat/Any, Communications, Culture/Any, Engineering, Mechanics, Science/Math&Physics, Vehicle/Ground

Professor The industry present has led to a new, educated class, a middle class, for the first time in history. Schools can be built cheaply, and many students can attend without their families falling into poverty. As the educated increase, those who teach them also do. Skills: Bureaucracy, Culture/Any, History, Instructor, Language/Any, any two Science (must be different) Surveyor Thousands of miles of foreign land across oceans remain unmapped and untrekked. Deposits of aluminium and other valuable ores and minerals are being uncovered for a new age of industry. Whether in territories far or near, the surveyor will easily know the lay of the land. Skills: Botany, Combat/Any, Communications, Perception, Science/Archeology&Geology, Survival, Vehicle/Any ROMANTIC

CLASS TRAITS PRIME ATTRIBUTES Finesse & Presence HIT DICE d8 Special Ability: The Romantic begins with an extra Moxie Pool point.

ROMANTIC CLASS SKILLS All Finesse and Presence based skills, as well as Athletics, Combat, and Perception.

EXPERIENCE TABLE Level Hit Dice XP 1 1d8 0 2 2d8 20 3 3d8 40 4 4d8 80 5 5d8 160 6 6d8 320 7 Romantics deal in professions and abilities that require muscle 7d8 640 memory and dexterity. The Romantic class is the best choice of a 8 8d8 1280 character with faster-paced skills. Pilots, stealthy characters, social 9 9d8 2500 characters, and warriors are all suitable for the Romantic class. 10 10d8 3700 11+ +3 HP per level +1250 per level

ATTACK BONUS AND SAVING THROWS Physical Mental Level Attack Bonus Effect Save Effect Save Evasion Save Luck Save 1-2 +1 11 16 11 14 3-4 +2 10 15 10 13 5-6 +3 9 14 9 12 7-8 +4 8 13 8 11 9-10 +5 7 12 7 10 11-12 +6 6 11 6 9 13-14 +7 6 11 6 9 15-16 +8 5 10 5 8 17-18 +9 5 10 5 8 19+ +10 4 9 4 7 ROMANTIC TRAINING PACKAGES Mercenary This training option exists for those who would prefer to pick their own skills rather than selecting from an existing package. Skills: Any five skills, at least two of which must be Romantic class skills. Criminal Ordinary thieves and grifters tend to have short, unpleasant careers terminated either by their own incompetence or the punitive grip of the law. Expert criminals have the potential for something greater, weilding a broad range of larcenous skills to a brazen ambition.

Skills: Acrobatics, Breaking&Entering, Combat/Any, Culture/Criminal, Deception, Sleight of Hand, Stealth

Conscript The staple of the modern army, the national soldier is versatile and ready to die at his officer's command for his god and country, whether he likes it or not. Commonly issued a standardized rifle and a sidearm, the national soldier is the first on the battlefield and the last to leave. Skills: Athletics, Combat/Small Arms, Combat/Martial, Culture/Military, Intimidate, Medical/First Aid, Tactics

Officer The industrial revolution and rise of nationalism has multiplied the military tenfold or more, and officers can no longer be solely selected from the ranks of nobility. The low level commanders, lieutenants and captains, have become commonplace in this new era, and can often be seen with crisp uniforms, snappy caps, and a saber at their right side. Skills: Bureaucracy, Combat/Martial, Combat/Ordnance, Culture/Military, Judge of Intent, Leadership, Tactics

Pilot In the era of flight, the need for aerocraft and those with the ability to fly them grows exponentially. The staple of any aerial military, the airmen fly the ships, keep the engines running, and operate the artillery aboard. The airman is an icon of the age, the quintessential generational. Skills: Combat/Ordnance, Culture/Any, Communications, Tactics, Engineering, Vehicle/Aeroplane, Vehicle/Aerostat

Scout Skilled in reconnaissance and light skirmishing, often mounted on horseback, and familiar with the lay of the land, every well- equipped military unit needs scouts with telescopes and binoculars and a sharp eye to report the lay of the land. Skills: Animal Ken, Combat/Small Arms, Culture/Any, Medical/First Aid, Survival, Stealth

Socialite Sometimes a rising starlet in the budding film industry, or a renowned musician, or an elected government official, or a member of some landed aristocracy that has decided they have a bit more adventure in their heart, this character excels at communicating with others.

Skills: Artist, Charm, Culture/Any, Deception, Fashion, Leadership, Profession/Any Final Touches Starting Equipment Now that you’ve established the attributes, class, skills, and nation of A character’s starting equipment can normally be selected a character, you’re almost finished. The final touches that remain from any of the lists, except for specialized military vehicles. are rolling hit points and choosing your character’s starting Talk to your GM if he or she wants to allow these military equipment. For a sorcerous character, you also need to follow any vehicles into their game. further specialty instructions. Your character begins with 400 credits, plus 1d6 x 100 more. Credits aren't money; they're just used to purchase starting equipment. Any credits left unspent can be converted to currency. This equipment

Hit Points may be gear that your character has bought with his or her savings, Hit points are a measure of a character’s vitality, health, and or it may be the fruits of past service, plunder, or theft. luck. During combat or when facing environmental hazards a character can expect to take damage to their hit points. This damage may reflect physical injuries, but it usually simply If your character is any one of the above classes, congratulations, means a near-miss shot or narrowly-avoided blow that has you're done! If you're playing a magical character and the GM is chipped away at a character’s reserves of luck, stamina, or allowing magic into the game, proceed to the next chapter. resolve. Only the last handful of hit points represents serious physical injury. Less driven or courageous people might retreat or give up after taking significant hit point damage, preferring to abandon the fight before taking a hit that might kill them. Player characters are made of sterner stuff , and can operate without penalty even when down to their last hit point.

A character reduced to zero hit points is dead or mortally wounded, and only the rapid and skilled response of a nearby surgeon or doctor can save him.

To determine a character’s maximum hit points, roll the hit dice associated with their class and add their Fortitude attribute modifier. For charmers and experts roll 1d6 and warriors roll 1d8. Even those characters with a Fortitude penalty start with at least 1 hit point.

Don’t worry too much if you roll a low number. As your character gains experience they will gain more hit points and the chance to reroll poor dice. Some GMs may choose to omit the initial roll entirely and simply start new characters with the maximum possible hit points.

Languages In JUGGERNAUT, the language barrier is a real issue, and in the clash of cultures, it is beneficial to know more than one language. Each character begins speaking the language of their nation, their native language if that differs, and one additional language per point of Acuity modifier bonus.

Characters who wish to speak more languages should invest in the Languages skill.

Quirks and Perks Finally, refer to the Quirks and Perks tables on the following pages to finish the non-material aspects of your character. Taking a Perk costs 1 skill point. Taking a Quirk grants 1 skill point. Quirks & Perks Conversely, discarding a Perk refunds a skill point, and discarding a Quirks are minor penalties and perks are minor bonuses that Quirk costs a skill point. Perks & Quirks may only be gained or players may gain or discard during play. The number of Quirks and discarded during character generation or leveling up. During leveling Perks a character can have is limited by their level: a character may up, a character may at most discard or gain up to 2 Quirks or Perks. only gain Perks up to 1/2 their character level, rounded down, and a Many of these special abilities assume some sort of notable trait in character may only gain Quirks up to 1/3 of their character level, the individual; sample suggestions on how one might work this trait rounded accordingly. In addition, no one character may have more fluidly into their character development is provided. than 4 Perks and more than 2 Quirks at any point in time. When first making a character, if they're level 1 or 2, they may always Note that if the Attribute prerequisites for a quirk are violated after choose at least one Perk and at least one Quirk--if they can afford it. the quirk is taken, the quirk is not lost. However, if it is refunded, it may not be repurchased.

Q UIRKS Name Description Prerequisites

Animal Ineptitude Recieve a -2 penalty to all Animal Ken checks. Animals react to you with suspicion or hostility. Presence 12 or less GAIN: Acquire a distrust or dislike of animals. LOSE: Learn how to work around animals.

Bad Karma Recieve a -2 penalty to all Medical checks made on you when HP is less than 1. GAIN: Be unlucky. LOSE: Be at peace with the universe.

Bad With Money Recieve a -1 penalty to all Negotiate and Business checks. Acuity 12 or less GAIN: Start spending money frivolously or unwisely. LOSE: Stop handling your money irresponsibly.

Black Sheep Recieve a -1 penalty to all Charm, Fashion, and Leadership checks. You are different from other people. Presence 12 or less GAIN: Stop caring about your appearance, be eccentric. LOSE: Think better of it and adopt a less eccentric aesthetic.

Brutally Honest Recieve a -1 penalty to all Charm and Deception checks. You say what you think. Presence 12 or less GAIN: Start saying what's on your mind more. LOSE: Acquire some tact.

Clumsy Receive a -1 penalty to all Stealth and Sleight of Hand checks. Drop things frequently. Finesse 12 or less GAIN: Stress or malady causes physical inattentiveness. LOSE: Focus and practice to overcome clumsiness.

Confused Receive a -1 penalty to hit with all weapons. Moxie 12 or less GAIN: Panic, naivety, or shellshock causes battlefield confusion. LOSE: Acquire battle experience; overcome shellshock. Criminal The character is an enemy of nation or faction, and risks detainment if entering those lands. GAIN: Commit a heinous crime in a nation. LOSE: Bribe the courts, fight it in court, or serve your sentence. Debt The character owes a large amount of money to unscrupulous individuals. GAIN: Take out an inadvisable debt from unsavory people. LOSE: Pay off the debt.

Faint-Hearted Receive a -2 penalty to all Athletics (Climb) checks. -4 to PHYS saves against altitude sickness. Athletics-1 or less GAIN: Have physical weakness or unfamiliarity with altitude. LOSE: Overcome physical weakness with exercise and exertion.

Frail Receive a permanent -2 penalty to maximum HP. Fortitude 12 or less GAIN: Become unhealthy due to wounds or maladies. LOSE: Recover from your maladies.

Ignorant Receive a -1 penalty to all History and Science checks. Judgement 12 or less GAIN: Eschew intellectualism. LOSE: Think better of it and accept that intellectual fields exist. Isolationist -1 known language. Receive a -1 penalty to all Culture checks for foreign nations. At least 2 known languages GAIN: Have a stronger than necessary sense of national pride. LOSE: Experience more of the world.

Jarred by Combat Take a -2 penalty to all Initiative checks. Moxie 12 or less GAIN: Panic, naivety, or shellshock causes battlefield paralysis. LOSE: Acquire battle experience; overcome shellshock.

Landlubber Receive a -2 to all Athletics (Swim) checks. -4 to PHYS saves against suffocation & drowning. Athletics-1 or less GAIN: Have physical weakness or unfamiliarity with water. LOSE: Overcome physical weakness with exercise and exertion.

Luddite Receive a -1 penalty to Mechanics and Engineering. Judgement 12 or less GAIN: Eschew modern technology. LOSE: Think better of it and accept that technology progresses. Lustful Receive a -2 penalty to all Judge of Intent and Intimidate checks against the sex you are attracted to. GAIN: Fall hard for anybody you meet. LOSE: Acquire some wisdom when dealing with others. Q UIRKS (continued) Name Description Prerequisites

Mercy If you killed someone in the previous round, you may not attack this round. Presence 12 or less GAIN: Feel empathy for other humans on the battlefield. LOSE: Learn how to work around animals.

Oblivious Receive a -1 penalty to all Perception checks. Perception-1 or less GAIN: Stress, bad eyesight, or fear causes inattentiveness. LOSE: Get glasses, learn how to be aware of your surroundings.

Out of Shape Receive a -1 penalty on all Athletics and Acrobatics checks. GAIN: Allow your body to waste away or go to fat. LOSE: Start being physically active again.

Panic If you lose any amount of HP, take a -2 to your next roll, if that roll is within 5 minutes. Moxie 12 or less GAIN: Acquire a fear of getting hurt or of blood. LOSE: Overcome your phobia.

Plodder -2 to your base movement speed. Finesse 12 or less GAIN: Never put in time to exercise. LOSE: Take up a habit of running in the morning. Shy Receive a -1 penalty to all Persuade checks. Presence 12 or less GAIN: Become anxious around other people, or stutter. LOSE: Be exposed to enough people to overcome your anxiety.

Slothful Receive a +2 penalty to your Armour Class. Finesse 12 or less GAIN: Never put in time to exercise. LOSE: Start working out.

Weak Back -4 to your maximum encumbrance. Fortitude 12 or less GAIN: Have a back injury or be naturally weak. LOSE: Recover from your back injury or work out.

Weak Stomach -4 to all Physical saving throws versus poisons and disease Fortitude 12 or less GAIN: Have a weak immune system, or suffer from maladies LOSE: Recover from your malady.

White Sheep Physically speaking, you are quite homely and entirely unremarkable. Presence 12 or less GAIN: Stop putting any effort into your appearance. LOSE: Start caring about your appearance again.

P ERKS Name Description Prerequisites Combat: Fortitude Based Favoured by Fate If your HP falls below 1, make a Physical save to be put at 1 HP. If successful, decrease max HP by 1. Fortitude 14+, NO: Bad Karma GAIN: Physical improvements have given you great recuperation. LOSE: Become lax in your physical regimens. Hardy I, II, III Each time this perk is taken, gain +2 maximum HP. Fortitude 10+, NO: Frail GAIN: Dedication to healthy lifestyle yields benefits. LOSE: Lose some of your concern about your health. Ironside Gain an inherent +1 Damage Resistance. Hardy I, Fortitude 12+ GAIN: No longer feel pain the way you used to. LOSE: Become more fearful of pain and injury. Turtle Any time you receive an AC bonus from cover, increase that bonus by 1. Fortitude 10+, Acuity 12+ GAIN: Be more diligent in combat. LOSE: Become more reckless in combat. Combat: Finesse Based Combat Reflexes +5 to all Physical saves against being ambushed, surprised, or flatfooted in combat. Finesse 12+, NO: Jarred by Combat GAIN: Experience on the battlefield has made you a menace. LOSE: You've started to lose your edge in combat.

Quick Draw Drawing your weapon is a free action. Reloading your weapon is a move action. Finesse 14+, NO: Clumsy GAIN: Practice has improved your reflexes. LOSE: Inactivity has dulled your reflexes.

Runner +2 meter bonus to movement speed in combat. Finesse 12+, NO: Plodder GAIN: You regularly go for runs. LOSE: You've lost the habit of running. P ERKS (continued) Name Description Prerequisites Combat: Moxie Based Haste Gain a +2 bonus to Initiative rolls. Moxie 10+, NO: Jarred by Combat GAIN: Experience or newfound courage has made you bold. LOSE: Inactivity has dulled your senses. Blitz When rolling initiative, roll initiative twice, and take the highest roll. Moxie 14+, Haste GAIN: Experience or newfound courage has made you a lion. LOSE: Turns out you weren't a lion after all.

Snap Fire Before rolling initiative, make a Physical save. If successful, get one free attack before initiative is rolled. Moxie 12+, Haste, Combat Reflexes GAIN: Experience and skill has made your speed second to none. LOSE: You haven't been keeping up with practicing. Combat: General Angel of Death If you killed someone in the previous round, gain a +1 to hit with all weapons for this round. Level 3, NO: Mercy GAIN: You've found your flow in combat. LOSE: You've lost your flow in combat. Battle Hardened +1 to Physical saving throws for each Combat skill you have ranks in. 2+ Combat skills, NO: Confused GAIN: Your broad expertise yields lateral benefits. LOSE: Wounds or lack of practice has taken away those benefits. Boom! Headshot -1 penalty to enemies rolling Physical saves against your Marksman's Rifle special ability. Combat/Small Arms-1 + GAIN: Special training grants you increased ability as a sniper. LOSE: Lack of practice has dulled your skill. Critical Hit If you roll a natural 20 on the attack roll, automatically take maximum damage. Doesn't stack with L.B. Level 5 GAIN: Experience has taught you how to strike where it hurts. LOSE: You've focused on other things. Heave, Ho! +5 meters to normal and maximum ranges on all thrown weapons. Combat/Martial-0 + GAIN: You play a lot of baseball. LOSE: A shoulder injury, or you just don't practice as much. Limit Breaker If you roll maximum damage, make a Physical save. For each point of success, increase total damage by 1. Level 6 GAIN: Experience has taught you to get the most out of each hit. LOSE: Lack of practice has dulled your skill. Lion Wield LMGs with no mounts at no penalty; gain the ability to fire mortars without mounts at -4 to hit. Athletics-3 +, NO: Out of Shape GAIN: Immense physical strength allows you to do what few can. LOSE: You've become lax in your physical regimens. Sunder +2 armour penetration when attacking machines or vehicles. Mechanics-1 + GAIN: You've learned all the weak points on machines. LOSE: The machines are of a different build, or you've forgotten. Non-Combat: General Cosmopolitan Increase any 3 Culture/Nation skills from -1 to 0. NO: Isolationist GAIN: Worldly travels have educated you about the Earth. LOSE: You've turned your focus closer to home. In Shining Armour Gain a +1 bonus to all rolls when actively trying to save an NPC. GAIN: You have adopted strong, heroic morals. LOSE: You've realized you can't save everybody. Lucky Bastard Once per session, get a single +3 bonus on any saving throw of your choice. NO: Bad Karma GAIN: Destiny is on your side. LOSE: Destiny is capricious at best. Well Traveled Increase any two Culture skills by one rank. NO: Isolationist GAIN: Your time in foreign nations have educated you. LOSE: You've turned your focus closer to home. Non-Combat: Physical Ace Gain a +1 bonus to Pilot checks against stalling out. Vehicle/Aeroplane-0 GAIN: You've been alive long enough to learn not to crash. LOSE: You haven't been keeping up with practicing.

Amphibious +2 to Athletics checks for swimming, +3 to Physical saves against drowning or suffocation. Athletics-0, NO: Landlubber GAIN: Your time around water has improved your abilities. LOSE: A developing fear of water, or lack of practice.

Ghost Hunter Receive a +1 bonus to Perception against stealthy or invisible objects or enemies. +2 to hit them. Acuity-12, NO: Oblivious GAIN: Your perceptiveness has allowed you to clue in to secrets. LOSE: Your eyesight is failing, or you become inattentive. P ERKS (continued) Name Description Prerequisites Non-Combat: Physical (continued) Iron Gullet +3 to Physical saves against poison and disease. Fortitude-10+, NO: Weak Stomach

GAIN: Your immune system is working great. LOSE: Sickness, shock, or malady has left you shaken. Mountaineer +1 to Athletics checks for climbing, +3 to Physical saves against altitude sickness. NO: Faint-Hearted GAIN: High altitude experience leaves you with special abilities. LOSE: A while away from the experience dulls your edge. Pocket Aces +1 to any Sleight of Hand skill checks to hide things on your body. Finesse-10+, NO: Clumsy GAIN: You've taught yourself how to squirrel things away. LOSE: You've fallen out of practice. Speed Demon +1 to Evasion saving throws for every two Vehicle skills you have ranks in. At least 2 Vehicle skills. GAIN: Your broad expertise yields lateral benefits. LOSE: Stress or lack of practice has taken away those benefits. Spy vs Spy +1 to Perception checks to notice people tailing you, +1 to Stealth checks to throw them off. Finesse-12+, NO: Oblivious GAIN: Experience in maskirovka leaves you with special abilities. LOSE: Your eyesight becomes worse or you become inattentive. Strong Back +3 maximum Encumbrance. Athletics-2, NO: Weak Back GAIN: Your dedication to physical strength is paying off. LOSE: You become lax about your physical regimens. Non-Combat: Mental Common Sense Once per session, the GM will warn you if you're about to do something terribly, terribly stupid. Judgement-12 + GAIN: You've decided to think before acting. LOSE: Impulsiveness is the order of the day. Cryptomaster +2 to Communications skill checks when encrypting or decrypting data. Communications-1 + GAIN: You've started to thoroughly study cryptography. LOSE: Lack of practice has dulled your edge. Erudite +1 to Mental saving throws for every two Science skills you have ranks in. At least 2 Science skills, NO: Ignorant GAIN: Your broad expertise yields lateral benefits. LOSE: Stress or lack of practice has taken away those benefits. Junkyard Savant Ship maintenance costs reduced by 10% if character is the acting engineer. Engineering-0 +, NO: Luddite GAIN: You begin to focus carefully on frugality. LOSE: Your focus is on other things now. Polyglot Receive an additional two learned languages. NO: Isolationist GAIN: Intensive study of foreign language allows communication. LOSE: Not using those languages causes the skills to quickly degrade. Non-Combat: Charisma Confidence Trick Receive a +1 bonus to Deception when trying to scam someone out of money. Presence-14 + GAIN: You've learned how to make money unscrupulously. LOSE: Think better of that sort of scammy behavior. Good in Bed Receive a +1 bonus to Charm or Deception skill checks against anyone you have lain with. Presence-10 + GAIN: Pleasing others has started to come very easily to you. LOSE: It's... It's been a while. Powerful Voice Rarely misheard and understood through noise. Increase 1 rank in Artist/Sing. Your voice is memorable. Presence-10 +, NO: White Sheep GAIN: Learn how to enunciate and project your voice. LOSE: Suffer a throat injury. Public Speaker Receive a +1 bonus to Persuade checks made against a crowd. Presence-10 +, NO: Shy GAIN: Learn how to stand up before a crowd and make a point. LOSE: Develop an anxiety about that sort of thing. Shock & Awe +1 to Charm and Intimidate skill checks against poor people. Landed Elite background package GAIN: Become self-assured in your elitism. LOSE: Lose confidence in your superiority. Striking Looks You are very beautiful or handsome, or otherwise have a very memorable physical appearance. Presence 10+, NO: White Sheep GAIN: Invest a great deal of effort into your appearance. LOSE: Stop investing so much time into your appearance. CHAPTER 2

MAGICKS

Note: the following chapter is optional. Ask your GM before proceeding.

Introduction THAUMATURGE The magic for JUGGERNAUT is deisgned to be modular--that is, The Thaumaturge is blessed by their diety. Miracles, the magical the GM may choose to include magic or not, at his discretion, when abilities granted to these sages, generally can heal, debuff or even the game begins, or he may even choose to introduce it at a directly harm the enemy, can sacrifice and provide for allies, later time. Furthermore, even the content of this chapter is interrupts, teleport, control the weather, and a few other utility fluidly adjustable, and various components can be switched in abilities. In addition, miracles tend to have more direct effects or out without affecting the overall balance. This chapter with clear visible results, being a bit "flashier" than their sorcerous includes two classes, the Thaumaturge and the Witch. It also counterpart. The Thaumaturge uses divine abilities with Faith, includes alternative rules for low-magic settings, without which is an expendable resource that is gained with each level. dedicated spellcasting classes. In addition, an appreciable number of magical artifacts of highly variable potency are WITCH included. The GM may choose to have both classes, or one, or The Witch is trained in the usage of occult powers. neither, to include some magical artifacts or not, or to otherwise Various spells, in the form of runes, potions, and rituals, can be customize the magic content to the campaign. One thing that used by the Witch, generally for abilities including an array this chapter does /not/ provide are the materials for a combat of powerful buffs, insight, telepathy and mind control, mage. However, some advice and considerations as to a transformation, manipulation, and many utility abilities. The combat-oriented magic system are provided. Be sure you're on Witch's spells tend to be more subtle, unseen, and evidenced only the same page with the GM as to the inclusion of magic before you by their effects on the physical world--if anything. The make your characters. Witch uses sorcerous abilities with Arcana, which is an expendable resource that is gained with each level. Magic Items Magic items are divided into several categories: weapons, garb Low Magic Alternatives & armour, herb & plants, jewelry & decoration, locations, For a GM that wants to run a low-magic campaign, the Thaumaturge potions, books, body parts, stones, containers, instruments, and Witch, with their significant array of spells, may prove a bit much. and other miscellaneous artifacts. Their placement in the However, the Occult and Religion skills can be co-opted for a low-magic game depends principally on their Power, and their mechanics in campaign without magic classes. Make Occult a class skill for how they interact with the work of magic depend principally on Rationalists, and Religion a class skill for Romantics, and abide by the their rankings in Bless and Curse. How they work and various errata following rules (assuming Miracles for the Religion skill and Spells for is described further in the chapter. the Occult skill): 1. At each successive skill level, the character learns a number of new magical abilities to the skill’s level plus one. Thus, at level 0, they Classes learn one new ability, at level 1, they learn two new abilities, and This chapter introduces the two magic classes, the Thaumaturge and so forth. the Witch, that allows characters to obtain and use magical abilities. 2. A character has base Faith points equal to twice their Religion The Thaumaturge is a disciple of some diety or divine power, which skill, and adds 1 + FORTITUDE modifier to this total each level. has imbued them with the capacity to perform miracles. Meanwhile, 3. A character has base Arcana points equal to twice their Occult the Witch has delved into forbidden lore and the secrets of skill, and adds 1 + MOXIE modifier to this total each level. 4. The maximum Power of a spell that the character can learn is nature spirits, allowing them to brew potions, inscribe runes, equal to 1/3 of their character level, rounded accordingly. and conduct rituals. Both miracles and spells--for the 5. Otherwise, assume all other rules are the same (such as regaining Thaumaturge and the Witch, respectively--operate on the Faith & Arcana, or meditating to learn a new miracle). principles of Power, Bless, and Curse. Further descriptions of the Thaumaturge and the Witch can be found later in the chapter. For instance, say that a Witch has just used the Dust to Dust rune on Power, Bless, and Curse a Thaumaturge, which would normally cause the Thaumaturge to These three values are fundamental to all miracles, spells, and magical suffer 2d8+2 points of damage to his Faith. Instead, he reflexively artifacts alike. Power works a bit differently for magical abilities than performs the Avert miracle. However, the Curse of the Dust to Dust for artifacts, but the principle is the same. In the Artifacts section, an rune (6) is greater than the Bless of the Avert miracle (5) meaning the in-depth explanation of how Power, Bless, & Curse operate is spell works as intended. The Thaumaturge not only spends the Faith provided in the introduction, while an explanation for how they for the failed Avert miracle but also takes the damage dealt by the operate for miracles and spells is provided here. Witch's rune.

POWER What is the difference between Bless and Curse? Power is an extremely important part of miracles and spells. Each Bless and Curse have the properties that they can only dispel or miracle and spell lists a number between 1 and 10 for Power, with disrupt their counterpart. An ability with a Bless rating can never higher numbers generally indicating more powerful spells. A mage disrupt another ability that has a Bless rating, and an ability with a can only learn magical abilities with a Power less than or equal to Curse rating can never disrupt another ability that has a Curse rating. their level. Regardless of level, any mage can learn miracles or spells of Power 1 or 2. Faith & Arcana BLESS & CURSE Faith is used by the Thaumaturge, while Arcana is used by the Witch. Bless and Curse, finally, are the metric by which these magical Both are regained by the passage of time--they fully replenish after a abilities are measured. Each ability has a Bless and a Curse score - full night's sleep. Once a day, the Thaumaturge may pray or make an most only have a numerical value in one and sport a zero in the offering to his god or gods. This takes a full hour and a religion other, but occasionally they will have a positive value in both. These check, and restores points equal to his half his religion check, rounded two attributes range from 0 to 10. Bless and Curse are both down. In addition, Arcana for the Witch is returned instantly when a functionally the same in that they measure how strong the spell is. Rune is consumed. meteor strike from God with, say, a power of 9, while being available to only a very high level character, may be a rare and dangerous miracle. But if the Bless of that item is only a 2, it means that although the ability is, in and of itself, a powerful, it can also be easily interrupted. Optional: Battle Magic Various improvements to the modular combat spell model can One of the fundamental assumptions of Juggernaut is that mages are change its Faith or Arcana cost (which below are referred to as MP) intended to be a utility class that does its best not to tread on the toes as well as its Power (changing what level the spell can be learned at). of either combat-oriented characters or the skill checks of experts, but The mage rolls an attack roll as if they were making a physical instead provide an array of various tools that can be applied creatively attack, except with the following: 1d20 + Occult/Religion Skill + for solutions. However, the GM may desire to make a game MOX/FOR modifier + Base Attack Bonus + enemy's AC. In that features a much heavier dose of combat magic. For such a thing, regards to the enemy's AC, any reduction to the AC by spells or no spells list is provided, but refer to the following tables as a magical artifacts is doubled (e.i. a magic ward that gives you -2 AC reference guide for making direct damage spells. would instead give you -4 AC against a magic attack).

The basic combat spell is provided in the first line. Subsequent categories are modifications to the base spell. The minimum a spell can cost is 1 MP; the minimum power is 1. BATTLE M AGIC Spell MP Power Description Basic Assault Spell 1 1 0/1 Bless/Curse, 30m range, single target, 1d4 damage Basic: Add any number of any of the following: Damage Bonus +1 +1 +1d4 damage Curse Bonus +1 +1 +3 to Curse score, allowing easier bypass of sorcerous shields or wards. To-Hit Bonus +1 +1 +2 bonus to hit. Power Reduction +2 -1 Lowers the Power score, making it easier to learn. MP Reduction -1 +1 Lowers the MP cost, making it easier to cast. Element: Add up to one of the following: Acidic +1 +1 At the beginning of the next round, the target takes 1d6+1 damage. Fire +3 0 Physical save against being set on fire. Lightning +2 +1 Chains to all targets within 5m of the primary target for 1/2 damage. Ice +2 0 The target cannot move, but can still take other actions next turn. Light +1 +2 The spell recieves +3 to hit and the target must make a Phys save/blindness. Mental -1 0 Damage is dealt to the mind. Nonlethal. Range: Add up to one of the following: Melee -2 -1 Can only be used on adjacent targets. Short Range -1 -1 Range is reduced to 15m. Long Range +1 +1 Range is increased to 80m. Sniper +3 +1 Range is increased to 200m. Target: Add up to one of the following Area of Effect +3 +2 5m radius of damage centered on a given location. Beam +2 +2 Hits all targets in a line from 0m to maximum range. Polytarget +3 +2 Spend 2 * X MP to hit X additional targets. Radius -1 0 Hits all targets in a 5m radius around the caster (cannot have selected a range). Bonus: Add up to one of each of the following: Absorption +6 +3 Heal HP equal to damage dealt. Aetherial +2 0 Deals 1/2 damage, rounded up. Damages MP instead of HP. Angel of Death +4 +2 Single target only. If target dies, 50% chance of leaping to the nearest enemy. Blood Magic +1 +1 Can use HP instead of MP to cast this spell. Concussive +3 +1 Target rolls Physical save against being knocked down. Flagellating -2 -1 Spell causes 1d4 damage to the caster. Paralyzing +5 +2 Target rolls Physical save against no action (retains movement) next turn. Penetrating +2 +1 The target receives no armour bonus to AC. Slaying +6 +2 If the target is at less than 1/2 max HP, they roll Physical save against death. Slow I, II, III... -2 -1 Increases the casting time by 1 round. Can be taken multiple times. Sundering -1 -4 Reduces the maximum HP of the caster by 1. MAGIC ITEMS

The following section describes magic items. Magic items in The Description of the item is simply to recount what the item is - a JUGGERNAUT commonly do not provide a direct numerical mirror, a sword, an herb - as well as describing what sort of magical bonus, nor are they bound by many rules governing how and when ability it has. No one receives a save against these magical abilities they can be used, nor does any character get to make a save or resist unless otherwise noted; when they happen, they happen, and that is their effects through the character's intrinsic stats. Instead, mythical the nature of magic items. Instead, they must be contested by other items are ascribed four attributes: the Power, Bless and Curse, and magical items. In this manner, the player must be crafty in how the description. they both use and confront mythological artifacts, because one wrong step may find the player transmogrified into a ferret by an ill- The Power of the item does not affect its in-game function. In fact, tempered sorceress. the Power has no utility other than as a tool for the GM, for him to Bless and Curse , finally, are the metric by which these items' sorcery is decide what manner of game he would like to run. Items range from measured. Each item has a Bless and a Curse score - most only have a a power of 1 to a power of 10. Low magic games might have no numerical value in one and sport a zero in the other, but occasionally sorcerous items above power 4 or even 3; sometimes, they might have an item will have a positive value in both. These two attributes range a couple higher power items at 6 or 7 as major plot points within the from 0 to 10. Bless and Curse are both functionally the same in that campaign. High magic games will have items whose power runs the they measure how strong the item is. A circlet of immortality, while gamut from 1 to 8, but even items with a power of 9 or 10 should be having a Power of 8, may be a rare and dangerous magical item. But used sparingly and judiciously. In mythology, various themes in if the Bless of that item is only a 2, it means that although the ability magical items are found again and again across cultures. The more is, in and of itself, a high magic ability, it can also be common themes have been listed in the diagram below, to easily interrupted. demonstrate roughly the what sort of magic item you would expect from at power 2 and what sort of abilities would would expect from For instance, Circe's Wand has the power of transmogrifying humans power 8. into animals with a rating of Curse-5. Say the target of this fell spell has the Agimat, an amulet designed to ward against When making your own magical items, refer to the chart to get an enchantments with a rating of Bless-6. Because Curse-5 is lower idea of how powerful the item is and whether you want to include it than Bless-6, the spell fails. However, if instead of Agimat the in the game. You may make many abilities that aren't listed in the unfortunate victim had only a sprig of the Moly herb, a chart - and indeed, many of the abilities below are not found in that plant that wards against enchantments with a rating of Bless-3. chart - but the Power attribute is more of a guideline rather than a Because Circe's Wand has Curse-5, it overwhelms the warding hard rule, so place them the best you can effects of the herb and the victim is transmogrified into an animal.

Who wins ties? In this case, the acting agent always wins ties. The Wand of Circe will overwhelm an object with a ward rated Bless-5. . However, since the curse of transmogrification that lingers on the victim is rated Curse-5, something that dispels it also needs to only be Power rated Bless-5. The "attacker" wins ties and the "defender" loses, Power ranges from 1 to 10 and is used for determining the magic regardless of whether they are Bless or Curse. level of your campaign. Different abilities fall under different power categories. What is the difference between Bless and Curse? Bless and Curse have 1: Slight hexes and minor bonuses, quirky abilities the properties that they can only dispel or disrupt their counterpart. 2: Protection, strength, satiety, quenching, minor cures An ability with a Bless rating can never disrupt another ability that 3: Truth and disillusionment, healing, minor deception has a Bless rating, and an ability with a Curse rating can never disrupt 4: Flight, scrying, pain, fear another ability that has a Curse rating. 5: Wounding, transmogrification, invisibility, greater cures 6: Youthfulness, invulnerability, insight, weather, death For instance, the Balisarda is a sword that cuts through enchantments 7: Longevity, prophecy, summoning, traversing between worlds with a rating of Bless-7/Curse-0. Therefore, it can only cut through 8: Immortality, traversing to the afterlife, command over demons curses, because only Bless has the ability to disrupt Curse. On the 9: Resurrection, tragic misfortune other hand, the Obsidian Ring is a cursed ring that wards against 10: Creation and destruction, life ex nihilo magic; it has a rating of Bless-0/Curse-6. The wearer can still feel the full effects of any magical items that have a Curse score because the Additionally, the power may be modified by special Obsidian Ring's magic will not interfere with another Curse. circumstances, making the power greater or lesser. However, if anyone wants to use a magical item with a Bless score on the wearer of the Obsidian Ring, they must best the ring's Curse. *The ability is conditional or contingent: -1 *The ability is difficult to use or costly: -1 How do magic items interact with player spells? Player character *The ability is meager in its effect: -1 miracles and spells have a bless or curse rating describe in the *The ability is exceptional in its effect: +1 spell. Magic items can affect player spells and abilities, and vice versa. WEAPONS

NAME POWER BLESS/CURSE DESCRIPTION This is a golden greatsword with the ability to cut through anything. Aside from Chrysaor 6 10/0 its fantastic and unstoppable cutting power, in combat it ignores any AC bonus from armour or inferior enchantments, as well as any DR the target may have. Mmaagha Kamalu 3 4/0 This sorcerous sword glows red when anybody with evil intentions is nearby.

4 0/7 This black sword was quenched in locust's ichor. It has the power to dispel Fell Sabre enchantments. Made by a sorceress, the sword of Rogero has the ability to cut through any type 5 8/8 Balisarda of enchantment, both ill and pure. Its blade does not hurt corporeal things.

Angurvidal 1 3/0 A magical greatsword. It is inscribed with Runic letters, which blaze in time of war, but gleam with a dim light in time of peace. A grim sword. Wounds inflicted by its blade are cursed and will not heal, and 5 0/6 Dainslief whenever it is unsheathed it must kill someone afore it returns to the scabbard.

The legendary sword of El Cid, this blade frightens and dismays its opponents Tizona 4 0/6 when unsheathed. Anyone with a Moxie of less than 14 must make a Mental save or quail or flee in fear from the wielder. The sword will refuse to be drawn by anyone with a Moxie of less than 14.

This is a cursed kris, a sword that is destined to kill seven men, including the one 4 0/4 Mpu Gandring who forged the blade. The wielder is not immune to this curse. Carnwennan 3 0/2 This magic dagger shrouds its wielder in shadow when it is drawn. The point of this spear always glows white-hot, and it deals twice the damage of Areabhar 3 3/0 its mundane counterparts. When it is not being used, it must be steeped in a pot of water to keep from igniting. One of the spears of Lugh. The incantation Ibar will cause it to always hit its 6 6/0 Gae Assail target when cast, and the incantation Athibar causes it to return.

Gae Derg 4 5/0 This red spear will dispel any fell enchantments its tip touches. This spear is tainted by unstoppable bloodlust. Any time its user tries to put it away or end battle, they must make a mental save. Failure means they must kill Spear of Lugh 5 0/8 someone else with the spear before they try to stop killing again. If the spear is discarded or forsaken while its bloodlust is still active, it will come to life and fight and kill on its own accord until mastered. This spear pierced the side of a great prophet. Wherever it goes, it brings great Spear of Destiny 9 0/10 ruin: empires topple, plagues proliferate, war breaks out, famine abounds. This curse cannot be dispelled by any other artifact nor spell; the only way to stop the devastation is to hide it away. of Asclepius 1 1/0 A staff of healing. It may heal a target for 1d8 HP. This takes 3 Faith or Arcana. A powerful wand. The wielder can turn any man or woman into an animal. Circe's Wand 5 0/5 Usually, they become small domestic pigs, but occasionally they become some other diminutive mammal. The staff of a great prophet. Its Power, Bless, and Curse are equal to one-half the user's character level, rounded down. Only thaumaturges may use it. At low Staff of Moses X X/X levels, it can turn into a snake or draw water from a stone. It higher levels, it may cause swarms of pests, turn rivers into blood, or even part a sea. This is a melee weapon made of lightning. It deals 2d6 damage, ignores damage Xiuhcoatl 4 4/0 reduction, and anybody except the wielder who stands within 5 meters of the target must make a Luck saving throw or take 1/2 damage that the target endured. NAME POWER BLESS/CURSE DESCRIPTION This is a water weapon, and as such, can take the form of any type of weapon its Varunastra 5 7/0 user desires. The individual weapons themselves have no unique properties, but they can be switched between instantly. Does not create its own ammunition. No one man may fire this revolver more than 6 times. Five of the bullets in its 3 5/9 Devil's Revolver cylinder will never fail to hit their target; the sixth bullet is the Devil's alone.

3 5/0 This blessed ammunition will fire from any gun and deals double damage to Holy Bullets creatures of the night. This damage is always lethal. Also, hits at a +1. This mortar has twice the shrapnel spread of its mundane counterparts. In Davidka 4 0/7 addition, any combatants nearby the strike must make a mental save or throw down their weapons and quail in terror.

GARB & ARMOUR

NAME POWER BLESS/CURSE DESCRIPTION This shining shield invigorates the wielder, granting them +12 maximum HP and 2 4/0 Aegis +1 to their Fortitude pool while the shield is worn.

An ensorceled helmet engraved with an ancient rune that strikes fear into the Helm of Terror 4 0/3 hearts of the cowardly. Anyone with Moxie 14 or less, upon seeing the helmet, must make a mental save or quail or flee in terror. Stats as Stallhelm.

Eight stars are embedded in the brow of this crown. Whoever wears it will 9/0 Crown of Stars 8 never succumb to disease, poison, or old age so long as it rests on their head.

A circle of light that blesses only the brow of the truly holy among us. In its 3 10/0 Halo presence, no lies may be told. Also called a glory. Sun Wukong's Once put on, this headband cannot be removed. A special chant will cause the 4 0/6 Headband wearer of the band to experience unimaginable pain. This ancient helmet is imbued with powerful enchantments that allow the user 5 4/0 Helm of Darkness to become invisible so long as the helmet is worn. Stats as Brodie helmet. A fishskin cap that, when worn, allows the user to become part fish at will. This 4 3/0 Cohuleen Druith grants them a great capacity for swimming, as well as breathing underwater. These inconspicuous glasses allow the wearer to see the presence of enchantments, active sorceries, and the aura of thaumaturges and witches. Silver-rimmed 4 8/0 Spectacles However, it does not grants any capacity to see through illusions or invisibility etc., but merely the capacity to recognize their presence. A worn, threadbare red scarf that still possesses a sort of charm to it. The thing looks like it's been through a great many adventures. The wearer of the 2 3/0 Hero's Scarf scarf is granted one reroll of any roll per session. They must take the second result, even if it is lower than the first. Golden Coat An ancient treasure rescued from the horde of a dragon. While this chain 3 2/0 of Maille hauberk is worn, the wearer is granted +1 to their Fortitude pool. This gleaming breastplate is enchanted, and protects even from powerful magics Kavacha 2 9/0 and divine weapons. In addition, instead of 2 DR, this armour has 5 DR.

Nemean Lion's 2 5/0 An immense and heavy leather cloak, still furred with the golden hair of the Hide Nemean Lion. This hide is all but impenetrable, and has 7 AC and 10 DR. When one examines closely this high-quality kimono, they will find that it is Hagaromo 5 5/0 actually made of fine feathers. The wearer of this article of clothing has the ability to turn into a bird at will, granting them the power of flight. NAME POWER BLESS/CURSE DESCRIPTION

Robe of the 5 5/0 This soft robe is made of the hide of a monstrous rat, slain long ago. The wearer Fire-Rat of this robe is rendered impervious to the ill effects of fire, or of any heat source. These disgusting leather gloves are ratty, worn, and patched many times. The Leather Gloves 4 5/0 wearer may detach his hands from his body--as long as the hands are in the glove, he can move those hands at his will, free to scamper about and work mischief. Cloud-Stepping These boots allow the user to walk on air as if were solid ground, traversing the 3 2/0 Boots sky at will. Seven-League These worn traveler's boots allow the wearer to traverse great distances with 3 4/0 a single step, as fast as an aeroplane. However, these boots require an Occult Boots roll to avoid getting lost, as the world spins beneath your feet. This pair of sandals have wings on the ankles. The wearer of these sandals is 4 4/0 Talaria granted the ability to fly at will. This pair of high heels have powerful metronome effects. Out of combat, it makes everyone absolutely charmed by the wearer as long as she is walking. In Metronome Heels 4 6/5 combat, enemies are disoriented by the constant clicks, and recieve a -1 to initiative. In addition, anyone attacking the wearer must succeed a Mental saving throw, as long as the wearer is moving at exactly 1/2 move speed every round.

HERBS & PLANTS NAME POWER BLESS/CURSE DESCRIPTION Peony 1 2/0 This colourful flower wards against weak demons, witchcraft, and fever. 1 1/0 This plant grants good fortune. It may be consumed for a +1 bonus to any roll.

Also known as hungry grass or fairy grass, this patch of malevolent grass curses all 1 0/3 Féar Gortach those who walk over it with perpetual and insatiable hunger. Moly 1 3/0 Also known as Snowdrop. This flower asks as a charm against ill magics. Raskovnik 1 1/0 This famously hard to find herb unlocks any lock and opens any sealed container. These herbs, with a successful Botany check, may be rendered into a salve that 1 1/0 Healing Plants heals 1d4 damage. No one may benefit from this salve more than once in a day.

Lotus 1 0/2 This flower, when consumed, induces a state of forgetfulness and drowsiness. Sventhorn 4 0/6 When pricked with this sorcerous thorn, the victim falls into a deep slumber. These ruby petals from a forgotten plant are anathema to magic itself. When Spellbane Rose 5 0/5 pressed against the skin of a mage, they lose half of their maximum Faith or Arcana.

This enormous gourd, twice the size of a man, devours anyone who speaks before Purple Gold Red 6 0/5 Gourd it and boils them down to a bloody stew. Golden Bough 8 4/0 This lustrous branch allows the bearer to traverse into the Underworld. Warning: return is not guaranteed. Tree of Life 9 10/0 Whosoever eats the fruit of this tree is granted eternal youth and life. Tree of Knowledge 9 0/10 Whosoever eats the fruit of this tree is granted all knowledge. JEWELRY & DECORATION

NAME POWER BLESS/CURSE DESCRIPTION Agimat 2 6/0 This delicate amulet wards against ill curses and hexes while it is worn. This polished black stone ring is cursed--once put on, it can only be removed by Obsidian Ring 3 0/6 more powerful spells. While the ring is worn, the bearer is blocked from any positive magic up to Bless-6, but feels the full force of any negative magic. This thin gold ring pulses with yellow light whenever anyone who wishes the 2 2/0 Ring of Intention bearer ill is nearby. A silver ring that possesses an unusual property: anything inserted into it 1 0/2 vanishes; nothing can pass through from one side of the ring to the other. Sticks Ring of Vanishing or fingers can be inserted and withdrawn, but anything pushed entirely into the ring is lost forever.

7 10/10 This ring will negate any enchantment currently on, or any spell cast at the Ring of Dispel wearer, whether that enchantment be for good or for ill. This ring will bring great wealth and financial luck to the wearer. However, it 8/9 Andvaranaut 8 is cursed, and all who wear it shall meet a terrible demise. Seal of Solomon 8 9/0 This ancient bronze ring allows the wearer to command demons.

The jewel-encrusted gold necklace grants the wearer eternal youth and beauty so Necklace of 7 7/9 Harmonia long as she wears it. However, it also brings with it terrible misfortune. Brísingamen 1 1/0 A beautiful torc that, when worn, illuminates its surroundings like a lantern.

1 2/0 The inside of this pair of silver lockets share the same universal space. What is Twin Lockets placed in one appears in the other. This delicate painted folding fan, when held, reveals the thoughts--in beautiful Painted Fan 4 5/0 black calligraphy--of the person that the holder is talking to. In addition, it can be used as a sword, as in the Equipment chapter.

LOCATIONS NAME POWER BLESS/CURSE DESCRIPTION 5 0/5 A nondescript mushroom circle, usually growing in the forest floor. A skilled Fairy Ring arcane practitioner, can consult or make deals with the fae with a successful Occult check, or even traverse into the realm of the fae entirely.

The waters of this legendary spring will rejuvenate and restore any who drink of 6 8/0 Fountain of Youth it to their physical prime, and shed any physical maladies or disorders. A strange entity that overlays all of reality, obscuring the past and the future from mortal eyes. Breaching the veil is an arduous process, and rarely can be Veil of Isis 7 0/8 endured twice, but those who briefly lift the veil from their eyes receive incredible special knowledge or prophecy. A malevolent and intelligent strange entity, invisible to mortal eyes. This terrible Miasma 8 0/9 spirit travels from nation to nation, toppling empires, instigating war, and fomenting revolution. Its dark influence pervades the thoughts of those susceptible to it, and it manipulates all to the cause of destruction. POTIONS NAME POWER BLESS/CURSE DESCRIPTION Consuming this dragon's blood will burn you from the inside, causing 1d4 1 2/0 Fafnir's Blood damage. Thereafter, however,you gain the ability to speak to birds. Holy Water 2 5/0 This vial of blessed water wards against lesser malevolent demons and spirits. A dark, oily potion that generates a large cloud of opaque, black fog when Tenebrine 3 0/3 splashed into the open air.

Alkahest 4 0/3 This deadly potion is a universal solvent, and will destroy anything. It must be stored in an enchanted container. This dangerous and malicious potion will cause those who imbibe it to forget 5 0/4 Water of Lethe all their past and who they are.

Midas Oil 5 0/4 This golden oil will cause anything it touches to turn to gold. The person who imbibes this pink potion will fall madly in love with the next 5 Love Potion 0/6 person they see.

Ghost Diesel 7 0/5 When this diesel is used to fill any type of vehicle, that vehicle may then be used to travel to the astral plane, the shadow realm, or the underworld, if they exist. This pure white potion will grant the drink eternal life and youth. If poured Elixir 8 10/0 between the lips of a person who has just died, then it will restore them to life (though not eternally). It will also heal any wounds or damage of the body.

BOOKS NAME POWER BLESS/CURSE DESCRIPTION This ancient leathery grimoire contains 47 spells. It is also filled with paralyzing, Galdrabók 6 6/4 damaging, and other dangerous sigils; navigating the beast requires a good deal of skill in the Occult.

This book is bound in covers of engraved jade. It contains the destiny of 8 8/8 Jade Book whoever reads it. This hoary legendary tome contains the secrets of life and death. Those who can Book of Thoth 9 9/8 master the book gain power over life and death, being able to strike down the living or raise the dead, either back to true life or as necrotic vassals.

BODY PARTS NAME POWER BLESS/CURSE DESCRIPTION This bundle of crimson and scarlet feathers casts illumination around as if it was Firebird's Plumage 1 2/0 a blazing fire. They may also be ignited at will by the wearer, although this consumes the feathers in the process.

Hand of Glory 4 3/4 This severed hand has been shriveled, dessicated, and preserved. It has the power to pick locks and to briefly paralyze those it is pointed at. These draconic teeth, when thrown onto the ground, grow into skeleton 5 7/0 Dragon's Teeth warriors loyal to their creator.

Medusa's Head 5 0/5 This severed head of a hideous monster turns to stone all that look upon it. STONES NAME POWER BLESS/CURSE DESCRIPTION This simple stone grants good fortune, allowing it to be used to reroll 1 luck save 1 1/0 Baetylus per session. The second result must be kept, even if it is worse.

Whetstone of 1 2/0 The last blade that was sharpened with this stone receives a +1 to hit. Tudwal Tudglyd 1/0 Ingesting this small stone reduces your maximum HP by one and grants Batrachite 2 immunity to poison.

Waystone 2 2/0 This small shard of stone is light enough to not break the surface tension of water; when placed on a calm surface, it will always point straight to your destination.

Stone of 2 7/0 While held, this stone grants protection against magic spells, and can ignite fires Giramphiel at will. This clear gem will absorb any blood that falls on it like a sponge, gradually Blood Prism 4/0 turning crimson as it does so. It can absorb up to 20 HP worth of blood, 3 but only that which is willingly given. The life-force inside the gem can be stored indefinitely, and reconsumed to restore HP. Dropping this stone into a drink will neutralize any poison therein. It can also 3 5/0 Adderstone be held aloft to banish illusions. Sessho-Seki 8 0/10 If anyone touches this cursed stone, they will be struck suddenly dead.

9 10/0 This stone has the power to restore the dead to life. This consumes the stone, Pair Dadeni which turns to ash in the process.

CONTAINERS NAME POWER BLESS/CURSE DESCRIPTION This nondescript wooden box, when opened, pours forth endless hand-sized wolf 1 0/8 Terror Box spiders. A point of Moxie must be spent to close it again. When released from the jar, the firefly will immediately fly with great haste to the Firefly in a Jar 2 1/0 nearest exit. If released outside, it will just fly away aimlessly into the sky. Cornucopia 2 2/0 Produces endless foodstuffs of all variety.

Nanteus Cup 3 2/0 Drinking from this silver cup restores 1d6 HP. This benefit can be gained only once a day. This is a small silver cubic box, perhaps half a foot on a side. Anything placed Refiner's Puzzle 3 0/3 into the device and left for some time will revert to a simpler, unrefined form: a dagger will return an iron ingot and a wooden block, an iron ingot will return iron ore. The more the item is unrefined, the longer the process takes. This woven bag holds the winds of the earth. When cleverly used, it is a great 5 6/0 Bag of Wind boon to any flying or sailing vehicle, or can be exploited for favourable weather.

Ark of the This golden chest allows the truly holy a direct conduit to God. Anyone 8 10/10 Covenant unworthy who opens the chest will be consumed by divine fire and destroyed, along with anyone else who saw the chest opened. Water placed in this cup is a window to other worlds. With a successful Occult Cup of Jamshid 4 6/0 roll, it may be used to scry on people, places, or things that the scryer already has familiarity with. Pandora's Box 10 0/10 This box, when opened, unleashes unimaginable evil upon the world. INSTRUMENTS NAME POWER BLESS/CURSE DESCRIPTION The Bless of this kantele is equal to 1/2 of the Artist check of the performer. X/0 Kantele 3 The music of this instrument enthralls and mystifies woodland animals. The Bless of this lyre is equal to the Artist check of the performer. The music of Lyre of Orpheus 3 X/0 this instrument disrupts and negates the power of other persistent enchantments that are present. The Curse of this pipe is equal to 1/2 +1 of the Artist check of the performer. Pied Piper's Pipe 5 0/X The music of this instrument enthralls little children and vermin, who will follow the performer anywhere he leads. The Curse of this fiddle is equal to 1/2 +2 of the Artist check of the performer. Golden Fiddle 6 0/X The music of this instrument causes all who hear it to dance, heedless of physical needs or dangers. The Curse of this trumpet is equal to the Artist check of the performer. This Trumpet of Joshua 8 0/X trumpet causes fortifications and cities to crumble at its sound.

ARTEFACTS NAME POWER BLESS/CURSE DESCRIPTION Perfect Mirror 2 6/0 This highly polished hand mirror reflects reality as it truly is--with no magical or sorcerous illusions. The lantern casts light through the darkest night and even through enchanted Lantern of Life 2 4/6 darkness. It requires no fuel and always lights. But the one who lights it pays for its illumination in his lifespan, hour for hour. Give this black porcelain statue a good shake at midnight, and it will whisper out an impudent or daring challenge, such as kissing a maiden in public or stealing Daredevil 3 0/3 the holy symbol of a church. Should the recipient fulfill the challenge, the net midnight, he will be rewarded with a random trinket from the statue's mouth, ranging from coins and gems to magic rings or amulets.

Encryption Wheel 3 5/0 Information can be perfectly and unbreakably encoded with this device, with only the intended recipient being able to read it.

The wearer of this bright red lipstick is granted 4 Presence points per session, 4 Scarlet Lipstick 1/0 which she may exchange each for a +1 to any Presence-based skill check, distributed however she pleases. Dreamcatcher 4 5/0 This dreamcatcher wards against scrying and nightmares. Title of Liberty 4 6/0 Whoever fights underneath this banner receives a +1 to their Moxie pool.

4 0/8 A string made from impossible ingredients and used to bind a divine wolf, this Gleipnir rope is unbreakable.

5 0/7 This evil radio, whenever it is turned on, intones the names of and dark truths Cursed Radio about any who are present. Brazen Head 6 7/0 This brass statue of a human head will answer any question that is asked of it.

Hlidskjalf 7 6/0 When sitting in this throne , you can scry anything, even that which you have never seen before, although this is very difficult. The Golem of This mighty clay statue of a man is animated through powerful holy magics, 5 0/4 often for the purpose of war or revenge. This mindless beast has 40 HP, 2 AC, Prague +12/+12 attack bonus, and a powerful 2d6+2 damage bludgeon. T HAUMATURGE

CLASS TRAITS Prime Attributes Fortitude and Judgement Hit Dice d4 Special Ability: Miracles The Thaumaturge is the only class that can perform miracles. For a full description of miracles, refer to the pages following the training packages.

Thaumaturge Class Skills Culture/Any, Charm, History, Instructor, Judge of Intent, Medical/First Aid, Perception, Religion

EXPERIENCE TABLE Level Hit Dice XP Faith Gained* 1 1d4 0 5 2 2d4 20 3 3 3d4 40 3 4 4d4 80 4 5 5d4 160 4 6 6d4 320 5 7 7d4 640 5 8 8d4 1280 6 Thaumaturges are holy men and women serving their god or gods. Divinely blessed, they are able to perform miracles in the mortal 9 9d4 2500 6 world, helping their allies and harming their enemies. The 10 10d4 3700 7 Thaumaturge channels the power of heaven through his will. 11+ +2 HP +1250 per level +4 The Thaumaturge is the only class that can learn miracles. As a per level result, they have a relatively limited skillset and advance almost all of *Thaumaturges add their best prime attribute their base skills slower than the Rationalist and Romantic. modifier to the Faith gained each level. ATTACK BONUS AND SAVING THROWS Physical Mental Level Attack Bonus Effect Save Effect Save Evasion Save Luck Save 1-2 +0 16 11 14 14 3-4 +1 15 10 13 13 5-6 +1 14 9 12 12 7-8 +2 13 8 11 11 9-10 +2 12 7 10 10 11-12 +3 11 6 9 9 13-14 +3 11 6 9 9 15-16 +4 10 5 8 8 17-18 +4 10 5 8 8 19+ +5 9 4 7 7 THAUMATURGE TRAINING PACKAGES

Wandering Friar This training option exists for those who would prefer to pick their own skills rather than selecting from an existing package. Skills: Any three skills, at least one of which must be a Thaumaturge class skill.

Apostate Convinced of a religious truth at odds with the Church, you have renounced your affiliation with that corrupt and worldly organization and become its enemy. Still, your divine powers have not left you. Are you mad? Or, more terrifyingly, are you right? Skills: Combat/Any, Culture/Any, Occult, Persuade, Religion

Disciple An acolyte of a man, priest, or the higher powers, disciples live to preach the holy gospel. The disciple is dedicated to those in need and those who have not been blessed with knowledge of God. Skills: Charm, Culture/Any, History, Perception, Religion

Scholar Many in the church devote their lives to the study of the infinite, exploring deep into the mystic relationship between man and God. Philosophers through the ages have written many tracts and treatises on divinity, but are often limited by the resources they have access to. Perhaps you have decided to take a slightly more hands-on approach. Skills: Culture/Any, History, Instructor, Religion, Science/Any

Shepherd Often found in local parishes, the Shepherd guides communities and lends a helping hand. Some Shepherds do not settle in one place, but instead consider the world their flock, and go out into it to do good. Skills: Culture/Any, Leadership, Judge of Intent, Medical/First Aid, Religion

Miracles Introduction

THE FOUR TREES USING MIRACLES The Thaumaturge's miracles are split into four trees. Mechanically, A miracle takes a normal action to perform, the same as making a they are not significantly different, but they have their own normal attack. The thaumaturge may move as normal on the same prerequisite lines and have generally different themes. turn as performing a miracle. Unless stated otherwise, the duration of all sustained miracles is 5 minutes. Unless stated otherwise, the LEARNING NEW MIRACLES range of miracles is anywhere within the Thaumaturge's direct line of At level one, the Thaumaturge knows 3 miracles automatically. sight. Each time a Thaumaturge levels up, they have the ability to learn 2 new miracles. To actually learn these new miracles, the NOTES ON TELEPORTATION Thaumaturge must meditate and fast for a number of days equal to The Thaumaturge must have personally visited the target location at the Power of the miracle he is trying to learn. The Thaumaturge least once before jumping or sending or else be able to see it with may not learn miracles with a higher Power than his current level. unaided vision. He cannot teleport or send to arbitrary locations, e.g. The exception to this is level 1 and 2 miracles, which can be learned he couldn't teleport to “The deck of my airship” without knowing at any level. Learning new miracles also depends on a system of where the airship was docked and having visited that location before. prerequisites; a visual diagram is shown on the next page that Teleporting equalizes velocity with the target surroundings; a falling shows prerequisites more intuitively. A Thaumaturge may not learn teleporter can jump harmlessly to the ground if he has enough time miracles that he has not learned the prerequisites for. to activate the power. The teleporter will instinctively abort jumps that would endanger or entomb him, should the terrain at a target point have changed so since his last visit. Faith is expended normally even for failed jumps. A character who teleports can perform only free actions for the rest of the round. MIRACLES

Movement DDisruptionis

Holy Nature MIRACLES Spell Power Bless/Curse Faith Domain Description Alacrity 1 1/0 1 Movement Triples movement speed for 6 rounds. Animate, Greater 10 5/0 16 Nature Turns large objects into allies. Animate, Lesser 6 3/0 9 Nature Turns medium sized objects into allies. Avert 4 5/5 7 Disruption Minor miracle to counter other miracles or spells. Barrier 3 4/0 5 Disruption Creates a wall of force. Befuddle 2 0/3 3 Disruption Confuses a single target. Bless 2 7/0 3 Holy Remove diseases and poisons from a single target. Cleanse 1 5/0 1 Holy Banish filth and grim from a small area. Curse 5 0/6 8 Disruption Allows the Thaumaturge to adversely affect a target's rolls. Darkness 2 0/4 3 Disruption Creates a fog of darkness in an area. Disruption 6 1/1 9 Disruption Nullifies runes, potions, or persistent enchantments. Fear 7 0/10 10 Disruption Induces terror in a single target. Freedom 5 10/0 7 Movement Allows the Thaumaturge to escape any physical bonds. Glory 9 8/0 12 Holy Heals all allies in a radius. Growth 5 4/0 6 Nature Grows preexisting plants into an exaggerated form. Hammer of God 8 0/9 12 Disruption Large destructive force that batters anything in its zone. Ignite 2 0/1 2 Nature Sets fire to flammable targets. Interruption 8 9/9 10 Disruption Powerful miracle to counter other miracles or spells. Jaunt 2 3/0 4 Movement Teleport a short distance. Lay on Hands 3 6/0 4 Holy Heal a single target. Lay to Rest 5 10/0 6 Nature Prevent a dead body from rising again. Guide their soul. Life 6 8/0 8 Holy Bring a recently deceased being back to life. Lock 1 0/2 3 Disruption Lock a door or mechanism from moving. Lux 1 1/0 1 Nature Create a powerful light to illuminate your surroundings. Martyr 7 8/0 7 Holy Take damage in place of your allies. Message 1 10/0 1 Movement Send a small amount of nearly unblockable information. Mirror 10 9/10 15 Movement Reflect magic back on its caster. Overgrowth 4 2/0 6 Nature Create a growth of dense vegetation. Paralyze 9 0/6 14 Disruption Prevent a target from taking action or moving. Radiance 8 0/7 12 Holy Burn enemies, induce terror. Reflection 8 8/9 11 Movement Reflect physical damage back on the perpetrator. Repair 2 3/0 3 Holy Mend broken items. Resurrect 10 0/9 15 Holy Raise the dead as zombies or skeletons under your command. Sanctify 2 4/0 4 Nature Consecrate a small area of ground with your god's blessing. Slow 4 0/3 6 Movement Reduce a single target's movement speed. Spear of Destiny 10 0/10 14 Disruption Call lightning down to strike your foes. Spirit of the Wind 9 0/8 12 Nature Masterfully control the weather. Spring 3 2/0 4 Nature Call a spring of clear, fresh water to come up from the earth. St Elmo's Fire 8 4/0 8 Nature Have a safe trip. Stasis 5 0/4 7 Holy Cease bodily functions in a target without killing them. Storm 7 0/7 9 Nature Create a great storm. Spell Power Bless/Curse Faith Domain Description Teleport 5 5/0 7 Movement Instantly move an appreciable distance. Teleport, Greater 7 8/0 9 Movement Teleport a great distance. Teleport, Reflexive 9 9/0 13 Movement Teleport reactively when harmed. Translocate 3 0/4 5 Movement Send a small amount of inanimate matter to a new location. Transposition 6 0/6 9 Movement Send another person to a new location. Vigour 6 1/0 12 Holy Reduces cost of the next miracle. Ward 4 7/0 6 Holy Divine shield that protects a target.

MIRACLE DESCRIPTIONS

Alacrity Movement Avert Disruption Power: 1 Bless/Curse: 1/0 Faith Cost: 1 Power: 4 Bless/Curse: 5/5 Faith Cost: 7 This miracle can be cast as a free action if the Thaumaturge pays Avert is used to dismiss another Miracle or Rune, or negate a 3 faith instead of 1. The movement speed of the target is tripled Ritual within range. Avert can be cast reactively to neutralise for 6 rounds. offensive spells, preventing the Thaumaturge from using a Miracle action during his next round. A Rune that has been neutralized becomes inert writing. Avert will fail if used against Animate, Greater Nature an ability with a higher Bless or Curse rating. Power: 10 Bless/Curse: 5/0 Faith Cost: 16 The Thaumaturge animates an inanimate target as large as a Barrier Disruption mansion, such as a houses, trains, bridges, or small hills. The Power: 3 Bless/Curse: 4/0 Faith Cost: 5 previously inert object shudders to life. Animated objects have The Thaumaturge creates a wall of force, a size of his own an Athletics score of 4, 20-100 HP depending on if the entity is choosing, up to 10 meters long and 5 meters high. Physical say, a truck versus a rocky hill, and an AC of 2 to 9 depending force nor sound can pass through it, but magic, radio, energy on the material it's made of and how hard it is to hit. The weapons, spirits, and other such entities can. The wall is see- animated objects can also attack or grapple, enjoying a +6 attack through, but visible as a shimmering blue field. It has 40 HP, bonus and dealing 1d8 to 3d10 damage with a successful attack. which if reduced to 0--it can only be damaged by physical The mobility of the objects is usually 1 to 10 meters. The attacks--causes the field to shatter with a loud noise. The wall miracle lasts for an hour, whereupon the object once again will automatically disappear when the time runs out. becomes inert.

Animate, Lesser Nature Befuddle Disruption Power: 6 Bless/Curse: 3/0 Faith Cost: 9 Power: 2 Bless/Curse: 0/3 Faith Cost: 3 The Thaumaturge animates an inanimate target usually no Befuddle causes confusion within the mind of an intelligent larger than a human, such as a rope, a chair, a table, a target. The subject of the spell has difficulty thinking straight, motorcycle, or similar entities. The previously inert object forgetting where it is, what it is doing and why – often lapsing shudders to life. Animated objects have an Athletics score of 1, into disassociated lines of thought. Befuddled targets can still 3-24 HP depending on if the entity is say, a rope versus a stone act in self defence, but cannot initiate any constructive activity throne, and an AC of 4 to 9 depending on the material it's until the spell ends. Any sort of attack or threatening action made of and how hard it is to hit. The animated objects can instantly breaks the spell, whether or not it was directed also attack or grapple, enjoying a +2 attack bonus and dealing specifically at the befuddled target. 1d4 to 2d6 damage with a successful attack. The mobility of the objects is usually 1 to 10 meters. The miracle lasts for an hour, Bless Holy whereupon the object once again becomes inert. Power: 2 Bless/Curse: 7/0 Faith Cost: 3 The Thaumaturge may perform this miracle on any target he can touch. The Thaumaturge cures the target of any poisons or diseases. If the target died due to a poison or disease within the last three rounds, a successful save restores them to life at 1 hit point. This power does not function against genetic illnesses or conditions present from birth. Cleanse Holy Glory Holy Power: 1 Bless/Curse: 5/0 Faith Cost: 1 Power: 9 Bless/Curse: 8/0 Faith Cost: 12 Cleanse is used to rid an object, person or small area of dirt, When the Thaumaturge performs this miracle, all allies within a grease, grime, bad smells and so on. It does not organize or tidy 10 meter radiance heal 2d6+2 damage, plus twice their Fortitude the target or area; merely cleans them to a spic-and-span state. modifier. A minimum of 1 hit point is always healed, and In addition, if cast on a poisoned object, it removes the poison. Thaumaturge cannot give a subject more hit points than their normal maximum. Curse Disruption Power: 5 Bless/Curse: 0/6 Faith Cost: 8 Growth Nature The spectre of misfortune follows the target of this dread Power: 5 Bless/Curse: 4/0 Faith Cost: 6 miracle. The Thaumaturge that casts the miracles receives two This may be used on shrubberies, trees, tangles of vines, or Curse points. Any time the target makes a roll within sight of other natural plants. This miracle causes them to grow the Thaumaturge, the Thaumaturge may choose to spend one explosively over the next five minutes, sundering stone with of his Curse points, forcing the target to reroll and take the their roots and becoming dense, nearly impenetrable groves and lower result. bushes. If used on fruit-bearing plants, the plants will become Darkness Disruption laden with fruit as well. Power: 2 Bless/Curse: 0/4 Faith Cost: 3 Darkness creates an area of shadow which suppresses all light Hammer of God Disruption within it. This is enough volume to fill a modest room, a length Power: 8 Bless/Curse: 0/9 Faith Cost: 12 of corridor or form a small cloud if cast outside. All non- The Thaumaturge calls upon their god to release a tremendous, magical light, including sunlight, passing into or present within uncontrolled burst of force at a single target within sight. This the boundary is reduced to the equivalent of a dim glow. burst requires some time to impact, however, and will only go off at the end of the next round. Targets of this miracle are Disruption Disruption aware of an oppressive, electrical tingling in the air and are apt Power: 6 Bless/Curse: 1/1 Faith Cost: 9 to instinctively move; this technique is thus generally useless The Thaumaturge can use this miracle to nullify runes, potions, against any target that is not entirely immobile, as any or other persistent enchantments. This miracle takes a full movement of a chosen target disrupts the ram. Once the ram round to perform. In addition, the Thaumaturge may pay X detonates, however, it is sufficient to destroy any immobile additional Faith and receive a +X/+X bonus to the Bless/Curse civilian vehicle, create a five-meter hole in anything short of of this miracle. hardened military fortifications, or inflict 3d10 damage on anything else. Fear Disruption Ignite Nature Power: 7 Bless/Curse: 0/10 Faith Cost: 10 Power: 2 Bless/Curse: 0/1 Faith Cost: 2 This miracle causes the target to be gripped with overwhelming Ignite only works on flammable matter, causing a small object fear. Targets which fail to resist will flee in terror away from the or hand-sized area to burst into flame. Depending on what was Thaumaturge and avoid engaging in combat unless brought to set alight, once burning, the flames may then spread unless bay or cornered. It has no effect on unconscious targets, targets quenched or countered in some way. It can be used to start a without an intelligence, or targets that are currently under the camp or cooking fire in adverse conditions, such as using damp effect of another emotion-controlling spell of higher Bless or kindling or in strong winds. Curse.

Freedom Movement Interruption Disruption Power: 5 Bless/Curse: 1/1 Faith Cost: 7 Power: 8 Bless/Curse: 9/9 Faith Cost: 10 The Thaumaturge is now unbound by restraints. He may cast Interruption is used to dismiss another Miracle or Rune, or this miracle to magically unlock prison doors, make shackles fall negate a Ritual within range. Interruption can be cast reactively off his wrists, or rope and tape to fray until undone. This to neutralise offensive spells, preventing the Thaumaturge from power cannot be cast on anyone else who is restrained or on using a Miracle action during his next round. A Rune that has arbitrary locks or restraints that are not directly imprisoning been neutralized becomes inert writing. Interruption will fail if him. It must be cast for each separate instance; for example, if used against an ability with a higher Bless or Curse rating. The the Thaumaturge is tied to a chair and locked in a room, he Thaumaturge may double the Faith cost of this spell to increase must use this spell twice to get out of the room. In addition, the Bless/Curse rating to 10/10. the Thaumaturge may spend X additional Faith, boosting the Bless/Curse of the spell by X amount, allowing him to break Movement through even sorcerous bonds. This spell may be used even in Jaunt extreme cases, such as the Thaumaturge being welded into an Power: 2 Bless/Curse: 3/0 Faith Cost: 4 iron coffin. The Thaumaturge can teleport himself, his clothing and worn accessories, and his equipment up to 50 meters. Lay on Hands Holy Martyr Domain Power: 3 Bless/Curse: 6/0 Faith Cost: 4 Power: 7 Bless/Curse: 8/0 Faith Cost: 7 The Thaumaturge may perform this miracle on any target he If a teammate within line of sight is reduced to below 0 HP, can touch. The Thaumaturge banishes stress, fatigue, and the Thaumaturge can choose instead to take the damage. This wounds with a touch. Each performance heals 1d6+1 hit can kill the Thaumaturge. This miracle does not work if the points in the target, plus the target’s Fortitude modifier. A target is hopelessly mangled, nor those dead of poison, disease, minimum of 1 hit point is always healed, and Thaumaturge or old age. This ability triggers reflexively, if the Thaumatuge cannot give a subject more hit points than their normal desires it, but does not prevent the Thaumaturge from maximum. performing miracles on the net turn.

Lay to Rest Holy Message Movement Power: 5 Bless/Curse: 10/0 Faith Cost: 5 Power: 1 Bless/Curse: 10/0 Faith Cost: 1 This miracle may be performed on a creature or human that To perform this miracle, the Thaumaturge must write a note has been dead for than 3 rounds. The soul of the body is laid on some material (a piece of paper, or perhaps cloth) and then to rest, preventing the corpse from ever rising from the dead discard it or give it to somebody else. Henceforth, no matter again, regardless of the strength of the resurrecting spell. It can how improbably the circumstances, the note will contrive to also be used on lost ghosts that desire to move beyond the arrive at the intended recipient with a few days. The miracle pale. If used against vengeful spirits, animated corpses, or other may take slightly longer over truly long distances, and only undead that resists leaving this world, it disrupts the energy works for short notes. This miracle also does not guarantee the that binds them to our world, causing 2d8 + Religion skill in privacy of the note, or even that the note may be in the same damage. The Thaumaturge must make a successful Unarmed form--the recipient may find that it is being recited to him by attack to apply this miracle against unwilling entities. someone! No matter what, though, the recipient will know that this is a message intended for him. Life Holy Power: 6 Bless/Curse: 8/0 Faith Cost: 8 Mirror Movement If a creature or human has died within the last 3 rounds, the Power: 10 Bless/Curse: 9/10 Faith Cost: 15 Thaumaturge may lay their hands to revive them, whereupon This miracle may be cast reflexively by the Thaumaturge upon the target is unconscious and at 1HP. Using this ability on a being successfully targeted by a miracle or spell. If it makes target permanently reduces their maximum HP by 1. This sense to be reflected, such as some runes or rituals or other power does not function on creatures that have been torn miracles, then it is reflected back at the caster, who is the new apart or otherwise mangled beyond conventional surgical target of the spell. Otherwise, the spell is nullified. This repair, nor those dead of poison, disease, or old age. miracle does not use any actions of the Thaumaturge, although he may not cast a miracle his next turn if he chooses to activate Lock Disruption this power. Power: 1 Bless/Curse: 0/2 Faith Cost: 3 Lock magically secures any device that already has a mechanical Overgrowth Nature bar or lock present. A Locked device can be opened only by Power: 4 Bless/Curse: 2/0 Faith Cost: 6 the caster and cannot be picked by mundane means (such as by This miracle can only be performed if the Thaumaturge can a thief using lock-picks) since the magic renders the mechanism touch the ground. From the ground where he touches, a dense immobile; however it could still be forced open by breaking thicket of saplings, vines, flowers, shrubberies, thorns, bushes, the object the lock is set into. The magic remains in place until and other plants sprout forth. It takes one minute to grow. opened by the caster, after which the device must be subject to The thicket is about 5m in diameter and is impassable without a further casting of Lock to restore the enchantment. The burning or hacking through it. The thicket also bears enough Faith used to cast Lock does not recover until the spell is fruit, herbs, and berries to feed several people. If the thicket is dismissed or concludes naturally. grown on bare stone, dry sand, or some other place where it cannot get the water and nutrients to sustain itself, it will die Lux Nature over the next few days. Power: 1 Bless/Curse: 1/0 Faith Cost: 1 Upon activation, a powerful, glowing orb of light is Paralyze Disruption summoned. It hovers nearby the Thaumaturge that casted it. Power: 9 Bless/Curse: 0/6 Faith Cost: 14 It is not bright enough to blind, but somehow casts light The target of this miracle feels all their joints and muscles lock around for a hundred meters as if it were daylight. rigid as they tense up beyond their control. For 1d4+1 rounds, they may make no moves and take no actions. With a successful Mental saving throw, they may take actions for duration of the miracle, but their movement speed is reduced to 1 meter per round and all rolls are at a -5 penalty. Radiance Holy Slow Movement Power: 8 Bless/Curse: 0/7 Faith Cost: 12 Power: 4 Bless/Curse: 0/3 Faith Cost: 6 A brilliant corona of light and heat emanates from the The Thaumaturge can cast this curse upon any one individual Thaumaturge, burning and dismaying his enemies. Treat the within range. When affected, the target's move speed is Thaumaturge as if he had a shrapnel spread of 6 at the reduced to 1 meter per round for the next 6 rounds, and when beginning of each round; this is the heat damage caused to trying to move they experience the feeling of running through enemies nearby. This does not affect his allies. Additionally, molasses. Each round, the afflicted target may make a Mental any enemy that lays eyes on the Thaumaturge must make a save to resist the effect for that round. Mental saving throw or spend the next 1d4 rounds fleeing in terror. A character that has passed this save is immune to the Spear of Destiny Disruption fear-inducing effects of Radiance for the next 24 hours. Any Power: 10 Bless/Curse: 0/10 Faith Cost: 14 enemy trying to attack the Thaumaturge must make a Mental This miracle may only strike targets under an open sky. A bolt save or the attack fails. This miracle lasts 2d4 rounds. of divine lightning comes down. A living creature must make a physical save or die, and it deals 3d12 damage to any that pass Reflection Movement this save, or any nonliving targets. Individuals for whom fate Power: 8 Bless/Curse: 8/9 Faith Cost: 11 has other plans may survive the strike, but these are few and Ignite only works on flammable matter, causing a small object far between. or hand-sized area to burst into flame. Depending on what was set alight, once burning, the flames may then spread unless Spirit of the Wind Nature quenched or countered in some way. It can be used to start a Power: 0 Bless/Curse: 0/0 Faith Cost: 0 camp or cooking fire in adverse conditions, such as using damp This miracle takes an hour to perform. The next day, the dice kindling or in strong winds. roll for the weather may be modified as the Thaumaturge pleases, with up to a -5 to +5 in each category. Repair Holy Power: 2 Bless/Curse: 3/0 Faith Cost: 3 Spring Nature A broken, damaged, or sundered item repairs itself under the Power: 9 Bless/Curse: 0/8 Faith Cost: 12 influence of this miracle. For X Faith, the Bless/Curse of this This miracle can only be performed if the Thaumaturge can miracle is increased by +X/+X, allowing the miracle to repair touch the ground. From the ground where he touches, a spring broken enchantments, artifacts, or sorcerous damage. of fresh, cool water bubbles forth. It takes one minute to fully flow. The water is always good to drink, and the first drink Resurrect Holy that any character takes from it heals 1d4 hit points, although Power: 10 Bless/Curse: 0/9 Faith Cost: 15 no character may benefit this way twice. After the first day, the This miracle may only be performed on a creature that has spring loses its healing properties. If the spring was called forth been dead for longer than 3 rounds. The spirit has departed, in some arid climate without aquifers, it will run dry in a few but the body is raised from the dead as a zombie or skeleton, days. with the same physical stats and a restored HP, but no skill levels, MOX/ACU/JUD/PRE score, and no real intelligence. St Elmo's Fire Nature Anyone who looks upon the deathly pallor of its face knows Power: 8 Bless/Curse: 4/0 Faith Cost: 8 that it is dead. It can accept basic commands from the The Thaumaturge blesses a journey. This miracle may only be Thaumaturge, but not complicated ones. Zombies double performed if the Thaumaturge is travelling by car, boat, their HP and take half damage from gunfire or shrapnel. aircraft, or other vehicle. For the duration of the entire Skeletons take no damage from gunfire and half damage from journey, fate conspires to bring the passengers to their shrapnel. If the HP is reduced to zero, or 24 hours pass since destination as quickly and safely as possible. Storms veer off they have been raised, then the corpse is destroyed and cannot course, favourable winds pick up, seas calm, and bandits pick a be risen again. different mark. However, someone who is actively seeking the Thaumaturge or their caravan has no additional difficulties Sanctify Nature finding them. Power: 2 Bless/Curse: 4/0 Faith Cost: 4 The Thaumaturge consecrates a small patch of ground. No matter what the conditions, the consecrated territory is illuminated by a divine light. If undead corpses or vengeful spirits enter the bounds, they take 2d8 damage per turn and their commander (if any) takes 1d4 damage per turn. In addition, all Holy and Nature miracles cast 1 less Faith to cast, for a minimum of 1. In addition, any holy sources of healing heal an additional 1d6 HP. This miracle is an extended ritual that requires 4 hours to complete, but the land remains consecrated for two weeks. Stasis Holy Transposition Movement Power: 5 Bless/Curse: 0/4 Faith Cost: 7 Power: 6 Bless/Curse: 0/6 Faith Cost: 9 This miracle may be used on a living creature or human, or The Thaumaturge can send up to one other person, his one that has died in the last 3 rounds. For up to two weeks, clothing and worn accessories, and his equipment to a location the target is put into a sort of suspended animation. They do within a radius of 200 meters. If this is done against an not need food or water, and only the slightest amounts of air, unwilling target, then the Thaumaturge must first make a but can still take damage from ouside sources. To any successful Unarmed attack agains the target to initiate the observation but advanced medical inspection these people miracle, and then the target may make a Mental save to resist appear to be dead. If performed on an unwilling target, the the sending. If the target resists the sending, Faith is still spent. Thaumaturge must first make a successful Unarmed attack, and then the target makes a Mental saving throw at a +5 bonus Vigour Holy to resist its effects. If used on a recently dead target, the body Power: 6 Bless/Curse: 1/10 Faith Cost: 9 is perfectly preserved in the condition in which it just died, and The cost of the next Miracle that the Thaumaturge performs is still counts as having died in the last 3 rounds. reduced to 1. Any additional costs (pay X for benefit...) cost as normal. Performing this miracle takes a full round. As an Storm Nature additional cost to perform Vigour, the caster takes 1d8 damage. Power: 7 Bless/Curse: 0/7 Faith Cost: 9 This damage cannot be reduced or blocked by any means. This miracle takes an hour to perform. The next day, the dice roll for weather has the following modifiers: -2 to Temperature, Ward Holy +5 to Humidity, and +4 to Wind. Power: 4 Bless/Curse: 7/0 Faith Cost: 6 The target of this miracle is encapsulated by a divine protective Teleport Movement field. Sound, light, vision, radio, physical objects, or anything Power: 5 Bless/Curse: 5/0 Faith Cost: 7 else passes through the field uninhibited, but any damage that The Thaumaturge can teleport himself and up to one the subject would take is deferred to the shield. The shield has additional willing companion, their clothing and worn 20 HP and harmlessly shatters with the sound of breaking glass accessories, and their equipment up to 200 meters. He must when reduced to 0. Any damaging magics of a greater Bless or be able to touch his companion to bring him along. Curse than the ward are unaffected by this miracle. For X additional Faith, the Thaumaturge may increase the HP of the Teleport, Greater Movement field by 3 * X HP. Power: 7 Bless/Curse: 8/0 Faith Cost: 9 The Thaumaturge can teleport himself and up to four additional willing companions, their clothing and worn accessories, and their equipment up to 1 kilometer. His companions must be adjacent to him to be brought along. If the Thaumaturge teleports only himself, then this miracle costs 6 faith. The Thaumaturge may spend X Faith and extend the range of the teleport by X kilometers. Teleport, Reflexive Movement Power: 9 Bless/Curse: 9/0 Faith Cost: 13 When the Thaumaturge is successfully damaged by any physical source, he may choose to activate this power and teleport himself, his clothing and worn accessories, and his equipment up to 10 meters. This ability may be activated after damage is rolled, but the damage will not apply to him. This ability does not use any actions or inhibit any further activation of miracles, and this ability may be used as many times as desired in the same turn as long as the Thaumaturge chooses to and has the Faith reserves to do so.

Translocate Movement Power: 3 Bless/Curse: 0/4 Faith Cost: 5 The Thaumaturge can send up to 30 kgs of inanimate matter to a location within a radius of 1 kilometer. The same rules as self-teleporting apply. In addition, to be sent, the material must be resting on a surface that can support it at its destination. The Thaumaturge must touch the material to send it. The Thaumaturge may also spend X Faith, and send the object up to X kilometers further. WITCH

CLASS TRAITS Prime Attributes Moxie and Acuity Hit Dice d4 Special Ability: Powers The Witch is the only class that has access to potions, runes, and rituals. For a full description of powers, refer to the pages following the training packages.

Witch Class Skills Botany, Culture/Any, Deception, History, Instructor, Judge of Intent, Occult, Perception

EXPERIENCE TABLE Level Hit Dice XP Arcana Gained* 1 1d4 0 5 2 2d4 20 3 3 3d4 40 3 4 4d4 80 4 5 5d4 160 4 6 6d4 320 5 7 7d4 640 5 Witches are practitioners of arcane arts and keepers of secret lore. Whether their hidden knowledge is in ancient runes, between the 8 8d4 1280 6 pages of a musty tome, or found in the green growing things of the 9 9d4 2500 6 wild, their supernatural powers set them apart from the rest. 10 10d4 3700 7 11+ +2 HP +1250 per level +4 The Witch is the only class that has access to potions, runes, and rituals. As a result, they have a relatively limited skillset and per level advance almost all of their base skills slower than the *Witches add their best prime attribute Rationalist and Romantic. modifi er to the Arcana gained each level. ATTACK BONUS AND SAVING THROWS Physical Mental Level Attack Bonus Effect Save Effect Save Evasion Save Luck Save 1-2 +0 16 11 14 14 3-4 +1 15 10 13 13 5-6 +1 14 9 12 12 7-8 +2 13 8 11 11 9-10 +2 12 7 10 10 11-12 +3 11 6 9 9 13-14 +3 11 6 9 9 15-16 +4 10 5 8 8 17-18 +4 10 5 8 8 19+ +5 9 4 7 7 WITCH TRAINING PACKAGES

Hedge Witch This training option exists for those who would prefer to pick their own skills rather than selecting from an existing package. Skills: Any three skills, at least one of which must be a Witch class skill.

Druid Although not necessarily violently opposed to man and industry, the Druid has a deep, spiritual connection with nature. For the Druid, the forest yields its secrets readily, and they understand the wild, from the smallest crawling thing in the dirt to the mighty grizzly bear. Divinity is in the roots, the water, and the sky. Skills: Animal Ken, Botany, Culture/Any, Medical/First Aid, Occult

Pagan Old religions have always been displaced by the new. But no religion can be fully eradicated while there are still those in hiding you practice the ancient ways. A believer of the Old Gods, the Pagan is one of the few left that carry that ancient heaven on their shoulders. Skills: Botany, Culture/Any, Occult, Survival, Religion

Skjald A merry sort, bards are known for their singing, dancing, storytelling, and drinking. For all their merriment, though, the stories they know give them access to knowledge that has been hidden for centuries. Skills: Acrobatics, Artist, Charm, Culture/Any, Occult

Sorcerer Not all practiciers of esoteric and arcane arts are so wholesome, and many are in it for personal gain or power over others. The Sorcerer bends the world to their will for themself, and root out the ancient secrets wherever they may be found. Skills: Culture/Any, Deception, Judge of Intent, Perception, Occult

ADDITIONAL NOTES

For the Witch, both the Occult and the Religion skills becomes described. When she brews a potion, she temporarily expends Arcana, MOXIE based instead of FORTITUDE based. like the Thaumaturge expends Faith for his miracles. However, this Arcana is *bound,* and cannot be restored by rest. It returns LEARNING NEW SPELLS automatically when the potion is consumed or destroyed. At level one, the Witch knows 3 spells automatically. Each time a Consuming a potion is a standard action. All potions last for one Witch levels up, she has the ability to learn 2 new spells. To hour unless the rules indicate otherwise. Anyone may consume the actually learn these new spells, the Witch must study and research Witch's potions. for a number of days equal to the Power of the miracle she is trying to learn. The Witch may not learn spells with a higher Power than RUNES her current level. The exception to this is level 1 and 2 spells, which Inscribing runes is similar to brewing potions. It requires a two-hour can be learned at any level. Learning new spells also depends on a long inscribing ritual, whereupon the Witch may inscribe a number of system of prerequisites; a visual diagram is shown on the next page runes up to her character level. Additional runes may be inscribed for that shows prerequisites more intuitively. A Witch may not learn each point of success past 8 on an Occult check. Like potions, the spells that she has not learned the prerequisites for. The range of all Arcana spent on runes is only restored upon the usage of the rune or spells, if applicable, is within direct sight of the Witch. No the destruction of it. The rune may be charcoal on paper, bonuses--such as to stats or abilities--provided by any spells can embroidered, or even forged out of iron; this only changes the stack. difficulty in destroying it, whether that destruction is intentional or accidental. When it is expended, the rune turns to gray ash. POTIONS Activating a rune is a standard action unless otherwise noted. All Brewing potions requires an entire night dedicated to brewing, and runes last for 5 minutes unless the rules indicate otherwise. Only the requires access to a fire and a cauldron--although a saucepan and gas Witch may activate runes. stove will suffice. During the night, the Witch may brew a number of potions equal to her level. The Witch may also make a Botany RITUALS check to brew additional potions; for every point of success past 8 Rituals take one hour to perfom. They require a normal expenditure the Witch may brew an additional potion. She may brew any of Arcana, like a Thaumaturge's Faith. However, the Arcana potions she has learned to brew up to the maximum number expended this way may only be restored with sleep. POTIONS

RUNES RITUALS

POTIONS

Spell Power Bless/Curse Faith Description Aegis 6 4/4 7 Wards against malicious or undesired spells the consumer is subject to. Animal Ken 2 1/0 2 Communicate with animals. Bear 9 8/0 11 Transforms the consumer into a bear. Cat 4 4/0 7 Transforms the consumer into a cat. Crow 5 5/0 7 Transforms the consumer into a crow. Dog 4 4/0 5 Transforms the consumer into a dog. Feather Fall 1 3/0 1 Become extremely light, avoiding fall damage. Fish 6 6/0 7 Transforms the consumer into a fish. Flies 2 0/4 3 Releases a swarm of unpleasant flies when flask is broken. Giant's Strength 3 5/0 5 Gives the consumer immense strength. Haste 10 9/0 14 Imbues the consumer with supernatural alacrity, creating a battlefield menace. Human 10 8/0 15 Transforms the consumer into another human. Illness 5 0/6 6 Gives the consumer the appearance of being deathly ill. Insight 8 5/0 10 Allows the consumer to perceive danger before it happens. Invisibility 8 10/0 11 The consumer becomes invisible. Lingual 3 1/0 4 The consumer knows all languages. Love 9 0/9 13 The consumer of this potion falls madly in love with the first person they see. Monkey 7 7/0 9 Transforms the consumer into a monkey. Poison 7 0/10 8 A deadly poison that quickly kills those who drink it. Purge 1 1/0 1 Grants the consumer bonuses against physical maladies. Sleep 2 0/3 3 Induces a deep sleep in the one who consumes it. Toad 8 0/6 9 Transforms the consumer into a warty toad. Trance 5 4/0 7 Grants the consumer limited insight into the future. Truesight 4 0/7 6 Grants the consumer the ability to see things as they truly are. Truth 7 0/6 8 Removes the ability of the consumer to tell lies, or sometimes even half-truths. RUNES Spell Power Bless/Curse Faith Description Abundance 7 5/0 X Restores Arcana. Bars the Way 3 3/3 3 Shrouds spells from being identified. Birth 6 0/7 8 Use health points instead of Arcana for potions and runes. Breakthrough 3 5/5 5 Nullify enemy magic. Destiny 9 9/0 12 +1 to Fortitude pool. Dust to Dust 7 0/6 8 Damage Faith or Arcana of an enemy. Gift 5 4/0 6 Exchange HP freely with a willing target. Inheritance 6 2/0 15 Inscribe any rune, albeit at a heavy expense. Insight 2 0/6 2 Determine the strength of enemy spellcasters. Journey 8 4/0 11 Pass through solid objects. Renewal 2 4/0 3 Double the healing rate of a single target; increase their healing receptiveness. Shield 1 0/3 1 Force attacker to reroll their attack roll. Shroud 5 6/6 7 Conceal the Witch from scrying or other sorcerous observation. Strength 1 2/0 1 Increase hit damage. Thorn 10 10/0 15 Reflexively inscribe a rune when targeted by an enemy spell. Victory 9 9/0 12 +1 to Moxie pool. Vision 2 0/10 3 Reveal the description & Bless/Curse of an enemy spell. Warrior 4 3/0 5 Increase the to-hit bonus when attacking an enemy. Wrath 8 5/0 11 Allows the user to make three attacks. Yewskin 4 5/0 6 -3 AC to user. RITUALS Spell Power Bless/Curse Faith Description Astral Projection 6 6/0 9 Creates a spectral avatar to interact with the world or travel through realms. Awareness 2 0/5 4 Gather surface level thoughts of a target. Commune with Dead 4 0/8 6 Speak with the dead, albeit with some risk. Complete Domination 10 0/10 16 Take control of another person's body. Lucid Dreaming 8 7/0 11 Receive insight to overcome a dilemma. Mind Probe 7 0/9 9 Allows deep tapping of memories and past events in a person's mind. Mind Vision 3 0/5 5 Allows shallow tapping of memories and past events in a person's mind. Pact 2 4/0 3 Bring the recently dead back to life. Prophecy 10 9/0 14 Loosely perceive future events happening at a certain location. Psychometry 4 0/5 7 Perceive the past history of an object. Scry 5 0/6 8 See a target object or person--and their surroundings--from afar. Summon Daemon 9 0/9 13 Summons a malicious daemon at your commmand. Summon Imp 2 0/4 6 Summons a mischievous imp at your command. The Other Side 8 4/4 12 Open a gate to another world. Turn Dead 7 8/8 9 Take control of unintelligent undead. Unity 2 6/0 3 Share thoughts with another ritual participant for the next week. POTIONS

Aegis Feather Fall Power: 6 Bless/Curse: 4/4 Faith Cost: 7 Power: 1 Bless/Curse: 3/0 Faith Cost: 1 The one who imbibes this potion is warded against being the The one who imbibes this potion finds themselves to be subject of any miracle or spell that they do not desire to be incredibly light. They can jump much higher and much less subject to. Miracles and spells with a higher Bless or Curse mass, and waft slowly enough down when falling that no than this potion ignore the defensive effects. This potion matter the height, they will not take fall damage. However, lasts for a duration of 10 minutes. When brewing this this also makes them a lot easier to bat about. potion, the Witch may spend and additional X Arcana, increasing Bless/Curse of the potion by +1/2X / +1/2X. Fish Power: 6 Bless/Curse: 6/0 Faith Cost: 7 Animal Ken The one who imbibes this potion retains all their knowledge, Power: 2 Bless/Curse: 1/0 Faith Cost: 2 skills, and abilities, but is physically transformed into a trout, The one who imbibes this potion can speak all animal or a saltwater fish if necessary. Fish have 3 HP, 2 AC, and a languages, from the lowliest worms to the great grizzly bear. swimming speed of 20 meters per round. They have a +1 to They may also make charm, negotiate, persuasion, and survival checks. If the transformed person is taken out of the similar skill checks against these animals, although many water before they have transformed back to a human, they lower animals will not understand anything beyond basic can and will suffocate. concepts such as "food" and "danger." Flies Bear Power: 2 Bless/Curse: 0/4 Faith Cost: 3 Power: 9 Bless/Curse: 4/4 Faith Cost: 11 This potion should not be imbibed, but instead, cast onto The one who imbibes this potion retains all their knowledge, the ground. A great swarm of buzzing flies will erupt from skills, and abilities, but is physically transformed into a grizzly the splashed fluid. These will disperse into all surrounding bear. Bears have 16 HP, 6 AC, a movement speed of 12 meters areas, enough to fill a small room with an obscuring swarm per round, and a 2d6 damage unarmed maul attack. They that bites anything within reach. have +1 Fortitude modifier, +1 to Acrobatics, +1 to Athletics, and +1 to survival checks. Giant's Strength Power: 3 Bless/Curse: 5/0 Faith Cost: 5 Cat The one who imbibes this potion is filled with a great Power: 4 Bless/Curse: 4/0 Faith Cost: 7 strength. Their Athletics score is increased by +5 and they The one who imbibes this potion retains all their knowledge, can lift enormous weights up to a thousand kilograms, and skills, and abilities, but is physically transformed into a push even more. This ability lasts only 5 minutes. common housecat. Cats have 3 HP, 3 AC, and a movement speed of 20 meters per round, and a 1 damage unarmed Haste scratch attack (nonlethal). They have a +3 to all Acrobatics Power: 10 Bless/Curse: 9/0 Faith Cost: 14 checks, +3 to Stealth checks, and +2 to Perception checks. The one who imbibes this potion is filled with a supernatural alacrity. Movement speed in combat is doubled, and the Crow consumer may move both before and after their attacks. In Power: 5 Bless/Curse: 5/0 Faith Cost: 7 addition, they may make up to two attacks during their The one who imbibes this potion retains all their knowledge, combat round. The duration of this potion is 1d4 rounds. skills, and abilities, but is physically transformed into a crow. Crows have 2 HP, 1 AC, and a flight speed of 20 meters per Human round. They have a +1 to Perception checks, a +3 to Sleight Power: 10 Bless/Curse: 8/0 Faith Cost: 15 of Hand checks for pilfering, and a +1 to Survival checks. The one who imbibes this potion retains all their knowledge, skills, and abilities, but is physically transformed into a Dog another human being. This potion must be brewed with Power: 4 Bless/Curse: 4/0 Faith Cost: 6 some component of the human that the potion copies--a lock The one who imbibes this potion retains all their knowledge, or hair or vial of blood, for instance. The drinker gains the skills, and abilities, but is physically transformed into a dog. HP, AC, Finesse, Fortitude, and Presence modifiers of the Dogs have 5 HP, 6 AC, a movement speed of 20 meters per person they transformed into, as well as their Acrobatics and round, and a 1d4 damage unarmed bite attack. They have a +2 Athletics skills. to Athletics for running or jumping, a +3 to Perception checks for sound or smell, and a +2 to Survival checks for tracking. Illness Purge Power: 5 Bless/Curse: 0/6 Faith Cost: 6 Power: 1 Bless/Curse: 1/0 Faith Cost: 1 The one who imbibes this potion falls mortally ill. To all The one who imbibes this potion receives a +4 to any saves mundane medical examinations, it appears as though they are against poison, disease, or similar afflictions such as altitude on death's door. The hapless victim is bedridden and unable sickness. This bonus remains until they no longer carry any to do much at all. This potion has such an effect for 3 days, afflictions, or they are dead. whereupon the victim's illness will suddenly and mysteriously dissipate. Sleep Power: 2 Bless/Curse: 0/3 Faith Cost: 3 Insight The one who imbibes this potion falls into a deep slumber for Power: 8 Bless/Curse: 5/0 Faith Cost: 10 the next 24 hours. Loud noises, shaking, and prodding will The one who imbibes this potion becomes supernaturally not awake them. If they take physical damage they will wake aware of their surroundings and of potential dangers. Any up, and if they are subject to smelling salts they may make a time the drinker is likely to be unexpectedly injured within Mental saving throw to wake up. the next sixty seconds, she knows beforehand in time for her to halt an action likely to result in injury. This potion lasts for Toad 5 minutes. Power: 8 Bless/Curse: 0/6 Faith Cost: 9 The unfortunate subject who imbibes this potion retains all Invisibility their knowledge, skills, and abilities, but is physically Power: 8 Bless/Curse: 10/0 Faith Cost: 11 transformed into a mightily fat warty toad. The toad has 2 The one who imbibes this potion becomes invisible. They HP, 3 AC, and a movement speed of 5 meters per round. The receive a +3 to stealth checks, or automatically succeed in potion has a duration of a full day. situations where they cannot be heard. However, they can still make noise and, if hounds are present or they are particularly Trance lax about bathing, can be smelled. Power: 5 Bless/Curse: 4/0 Faith Cost: 7 The one who imbibes this potion has a greater understanding Lingual of reality and the future while its effects last. The drinker Power: 3 Bless/Curse: 1/0 Faith Cost: 4 must have relatively straightforward choices before them- The one who imbibes this potion can speak and understand perhaps to open a box, swallow a pill, or go into a bar. They any human language. will receive a distinct sense of whether following that course of action will result in physical injury or mental distress Love within the next ten minutes, according to the GM’s best Power: 9 Bless/Curse: 0/9 Faith Cost: 13 judgment of likely outcomes. The insight granted by the The one who imbibes this potion will fall madly in love with potion wears off in 5 minutes. the first person they see. Be warned, for this potion is far more of a curse than a blessing. A half-draught of this potion Truesight will afflict the subject for three days, a full draught will do so Power: 4 Bless/Curse: 0/7 Faith Cost: 6 until some other sorcery breaks the enchantment. The one who imbibes this potion preternatural knowledge. Any invisible or transformed people as seen as they truly are. Monkey Illusions, charms, or other miracles or spells designed to Power: 7 Bless/Curse: 7/0 Faith Cost: 9 obfuscate the senses are no obstruction while under the The one who imbibes this potion retains all their knowledge, influence of a Truesight potion. If an illusion has a higher skills, and abilities, but is physically transformed into a rhesus Bless or Curse than the potion, then it is not seen through. macaque. Monkeys have 4 HP, 4 AC, a movement speed of 15 meters per round, and a 1d3 damage unarmed bite attack Truth (nonlethal). They have a +2 Finesse attribute modifier, Power: 7 Bless/Curse: 0/6 Faith Cost: 8 automatically succeed any climb check in trees, have a +3 to The one who imbibes this potion is suddenly compelled to Acrobatics, +1 to Perception, and +1 to Sleight of Hand tell the truth, and have a strong tendency towards logorrhea. checks. Each time they choose to tell a misleading or partial truth, Poison they must make a Mental saving through or just babble out everything they know about the topic. This potion doesn't Power: 7 Bless/Curse: 0/10 Faith Cost: 8 compel the subject to talk about things particularly relevant to This is a poison with Toxicity 9, an interval of one minute the topic at hand, and if the subject believes a falsehood is whereupon the poisoned one takes 1d4 damage, and a true, then he will speak of it as if it were truth. Virulence of 5. If the subject fails three saving throws, they die. For more information about poisons, refer to the Systems chapter. RUNES

Abundance Inheritance Power: 7 Bless/Curse: 5/0 Faith Cost: X Power: 6 Bless/Curse: 2/0 Faith Cost: 15 This rune may be consumed to restore 2 * X Arcana. This Upon inscribing this rune, it takes the form of any rune that rune may only be used once every 24 hours. the Witch desires, even one that she hasn't learned yet. Only one Inheritance rune can be active at any point in time. As Bars the Way an additional cost for Inheritance, the Witch must pay the Power: 3 Bless/Curse: 3/3 Faith Cost: 3 cost of the rune that Inheritance is taking the form of. This rune may be consumed at the Witch's discretion any time she inscribes another rune, brews a potion, or conducts Insight a ritual. This masks the Bless/Curse levels of the spell from Power: 2 Bless/Curse: 0/6 Faith Cost: 2 being perceived by other sorcerous powers. The Witch also The Witch may consume this rune while another Witch or may pay X arcana when inscribing the spell, increasing the Thaumaturge is in sight. The Witch is then aware of the Bless score by +X. current and maximum Arcana or Faith of the mage.

Birth Journey Power: 8 Bless/Curse: 4/0 Faith Cost: 11 Power: 6 Bless/Curse: 0/7 Faith Cost: 8 The bearer of this rune may walk through walls or other The Witch may consume this rune at her discretion. For the solid obstacles as thick as one meter, taking their clothes and next hour, any potions or runes that the Witch brews or equipment with them. They intuitively know if the wall is inscribes may use her HP instead of Arcana, at 1:1 exchange. thicker than a meter before passing through it. Upon passing This binds her HP in the same way it binds Arcana, which is through the wall, the rune is consumed. This rune does not not restored until the blood magic potions or runes are allow the bearer to pass through iron of any variety. consumed. Breakthrough Shield Power: 1 Bless/Curse: 0/3 Faith Cost: 1 Power: 3 Bless/Curse: 5/5 Faith Cost: 5 The next time the bearer of this rune is attacked, the attacker The Witch may consume this rune as a free action any time must reroll the attack and take the worse result. After the the Witch is in the presence of a foreign potion, rune, ritual, attack, the rune is consumed. This rune may be expended as or during the casting of a miracle. This nullifies the foreign a free action. Anyone may use this rune. magic. Using this rune prevents the mage from using any runes during their next round. The Witch may pay X Shroud Arcana when inscribing the rune, increasing the Bless/Curse of the rune by +1/3X / +1/3X. Power: 5 Bless/Curse: 6/6 Faith Cost: 7 The Witch may consume this rune as a free action any time Destiny the Witch is subject to scrying or other sorcerous or Power: 9 Bless/Curse: 9/0 Faith Cost: 12 miraculous perception. This makes the Witch unseeable to The bearer of this runes adds a bonus Fortitude point to the spell or miracle. A separate instance of the rune must be their pool. The next time the bearer expends any Fortitude, consumed each time the Witch is scried to defend against it. this rune is consumed. Anyone may use this rune. Miracles or Spells of a Curse that exceed the Shroud bypass its defenses. The Witch may pay X Arcana to increase the Bless Dust to Dust score by +X. Power: 7 Bless/Curse: 0/6 Faith Cost: 8 The bearer of this rune may consume the rune to attack Strength another spellcasting target. The target takes 2d8+2 damage, Power: 1 Bless/Curse: 2/0 Faith Cost: 1 dealt in Faith or Arcana instead of HP. If the bearer of this runes succeeds in hitting an enemy, they may add +2 damage to the result of the damage roll. Upon Gift increasing the damage, the rune is consumed. This rune may Power: 5 Bless/Curse: 4/0 Faith Cost: 6 be expended as a free action. Anyone may use this rune. The Witch may consume this rune at her discretion. She may then exchange any number of HPs with a willing target, from her or to her. Neither party may die from this exchange. The total number of HP between the two remains the same. Thorn Warrior Power: 10 Bless/Curse: 10/0 Faith Cost: 15 Power: 4 Bless/Curse: 3/0 Faith Cost: 5 When the Witch is targeted by any other offensive magic, The bearer of this rune may consume the rune when they she may instantly and as a free action inscribe a rune of make an attack on an enemy. That attack receives a +4 any type that she has learned into the air itself, writ in lines bonus to hit. The rune must be consumed before the attack of fire. This rune may then activate if the conditions are roll is made. This rune may be expended as a free action. right; otherwise, it dissipates and still counts as being Anyone may use this rune. consumed. The Witch must have the Arcana available to activate the second rune. This rune is consumed after the Wrath second rune resolves. Power: 8 Bless/Curse: 5/0 Faith Cost: 11 The bearer of this rune may consume the rune when they Victory make an attack on an enemy. They are then able to make 3 Power: 9 Bless/Curse: 9/0 Faith Cost: 12 attacks on the same turn against the enemy, instead of one. The bearer of this runes adds a bonus Moxie point to their This may be done with either melee or ranged. When the pool. The next time the bearer expends any Moxie, this three attacks are concluded, the attacker takes 1d8+1 rune is consumed. Anyone may use this rune. damage. Anyone may use this rune.

Vision Yewskin Power: 2 Bless/Curse: 0/10 Faith Cost: 3 Power: 4 Bless/Curse: 5/0 Faith Cost: 6 The Witch may consume this rune as a free action any time The bearer of this rune may consume the rune at his the Witch is in the presence of a foreign potion, rune, ritual, discretion. For the next 6 rounds, the subject receives a -3 AC or during the casting of a miracle. This tells the witch what modifier. Anyone may use this rune. this other magic is called and what it does, as well as its Bless/ Curse score, whereupon the rune is consumed.

RITUALS

Astral Projection Commune with Dead Power: 6 Bless/Curse: 6/0 Faith Cost: 9 Power: 4 Bless/Curse: 0/8 Faith Cost: 6 The Witch projects themselves through the astral realm, and This ritual may be used on any remnant that came from back again to our side. A spectral image of the Witch is created the body of any intelligent creature that died in the last at any location of the Witch's choosing, so long as she has been year. A spectre from beyond the pale is summoned, which there before. The Witch's body remains comatose for the the Witch may interrogate. The spectre cannot answer duration of this power. Her astral form can see, hear, and any questions about The Other Side, but they can answer otherwise use its senses to perceive its environment, and can use questions about our own world and their own memories arcane powers, but these still expend Arcana. Her astral form and experiences. Their cooperation, however, is not cannot otherwise interact with the world physically, including guaranteed. If the spectre is overtly hostile to the Witch-- speaking out loud, nor can she move through walls or other usually due to emnity during their days of life--then they solid objects, but can pass through fluids such as water and air. might choose to resist being sent back when the ritual It is hard to see and very quiet, and recieves +2 to any stealth concludes. If they do so, the Witch must make an Occult checks made. The astral form has 1 HP and 4 AC, but can only check against 9; if they fail, the spectre becomes a be damaged by things that damage spirits. The projection lasts poltergeist that subsides over the next week. The for up to one hour, but may end sooner at the Witch's communing time lasts 15 minutes or when the Witch command. If the astral copy is seen and destroyed, then the dismisses the spirit. ritual ends immediately and the Witch takes 2d6 damage. Complete Domination Awareness Power: 10 Bless/Curse: 0/10 Faith Cost: 16 Power: 2 Bless/Curse: 0/5 Faith Cost: 4 The Witch must perform this ritual on another target, After performing this ritual, the Witch may focus on any either willing or unwilling. The subject must be conscious. individual within sight to gain knowledge of the current The subject may receive a Mental Effect saving throw to emotions and any especially strong, emotionally-charged surface resist the power. If they fail, the Witch may take full thoughts in the subject. This insight lasts only a few seconds. control of that person's body. The Witch's body is The target may make a Mental saving throw to prevent the comatose for the duration, and takes 1 damage each hour mind-reading; on successful save, the Witch gains only an that her spirit inhabits this other body. If the Witch's impression of their current emotions. The Witch can focus on original body dies, then the ritual ends immediately. as many individuals as desired for the next 8 hours after Otherwise, it ends only if the Witch wills it or if the performing the ritual, but can only read one at a time. If a subject body becomes unconscious for some reason. target passes their Mental saving throw, they are immune to any mind-reading for the next 24 hours. Lucid Dreaming Scry Power: 8 Bless/Curse: 7 /0 Faith Cost: 11 Power: 5 Bless/Curse: 0/ 6 Faith Cost: 8 To use this power, the witch must have a relatively For this ritual, the Witch needs a mirror, piece of glass, still straightforward problem before them: a rubik's cube or other pool of water, or otherwise reflective surface. When the mechanical puzzle, a choice between two options, a question with Witch performs the ritual, she can observe the actions and a simple, one sentence answer, or similar simple dilemma. The surroundings of one person or object of their choosing for more factors there are and less direct the dilemma is--"what's the a duration of up to one hour. The Witch must have made combination lock of this door" vs "how to I seize control of this physical contact with the person or object within the last 3 military compound" the lower quality and less helpful the result months for this power to work. is. At the end of the ritual, the Witch receives some solution to the dilemma. Summon Daemon Power: 9 Bless/Curse: 0/ 9 Faith Cost: 14 Mind Probe A small, one-way portal to Hell is opened that belches Power: 7 Bless/Curse: 0/ 9 Faith Cost: 9 forth a powerful Daemon. Daemons anthropomorphic, The Witch must perform this ritual on another target, either and are hideously ugly or seductively beautiful as they willing or unwilling. The subject does not need to be conscious. choose. They can take the form of any human they see, This power functions much as Mind Vision, but it taps a deep but retain red cat's eyes. They have 12 HP, 4 AC, +8 to- level of subconscious and distributed memory in the target, hit bonus, and a 1d12 damage strike attack. They also may allowing the Witch to observe memories that even the subject has use any Rune-like powers as a normal action at will, and forgotten. About an hour’s worth of experience can be perfectly can cause burning pain or burning lust with a physical reconstructed from the subject’s memory for every five minutes touch (Mental save to resist). Daemons are devious and of deep memory analysis. intelligent, and although they must obey the Witch to the letter, will often seek to undermine whatever commands Mind Vision the Witch gives them. This summon lasts for 1 hour. Power: 3 Bless/Curse: 0 /5 Faith Cost: 5 The Witch must perform this ritual on another target, either Summon Imp willing or unwilling. The subject does not need to be conscious. Power: 8 Bless/Curse: 4/4 Faith Cost: 12 The Witch can dig relevant facts about one topic out of the A small spite is called from Hell. Imps are small, stout target’s memories. The subject must be able to consciously humanoids, usually deep red or blue in colour and about 6 remember the details involved. On a successful Mental Effect to 8 inches high, and have two leathery bat wings. They saving throw, rolled at a -2, the target resists this power. have 1d4 HP, AC 2, +1 attack bonus, and 1 damage scratch attack. Mostly useless in combat, imps will work up to all Pact sorts of mischief in a battle, such as slipping rocks into an Power: 2 Bless/Curse: 4/0 Faith Cost: 3 enemy's shoes, pilfering coins, or even pulling the pins The Witch makes a deal with dark powers on the other side. off of a grenades. If not given anything to do, their Any human or intelligent creature that has been dead for an mischief will turn on whoever is closest. This summon last hour or less (upon the start of the ritual) is restored to life with 1 24 hours. HP. The Witch's maximum HP is reduced by 1. If the Witch The Other Side uses this on herself, her maximum HP is reduced by 1d4. The body being resurrected must not be mangled for this ritual to Power: 8 Bless/Curse: 4/4 Faith Cost: 12 work. The Witch creates a portal to the Astral Plane, Shadow Realm, or the Underworld; whichever exists in the game Prophecy (or chooses which one if one or more of them exist). The portal is large enough for a large human to crawl through. Power: 10 Bless/Curse: 9 /0 Faith Cost: 14 At the place where the Witch performs this ritual, she can It closes 15 minutes after it is created. perceive events that will happen here up to a week into the Turn Dead future. The information presented can vary from blindingly vivid to contradictory and vague, depending on how certain some Power: 7 Bless/Curse: 8/8 Faith Cost: 9 This power may be used on any one unintelligent raised events are. However, once the Witch perceives the events, the dead--be they spectre, zombie, skeleton, or others--to force dice are cast once again and the future may be changed. them under the control of the Witch. They remain under Important or relevant events come to the surface first. The GM the control of the Witch for the next hour. This ritual tells her what will happen to the best of his ability. may be performed in a single round for an additional Psychometry 4HP cost. Power: 4 Bless/Curse: 0/ 5 Faith Cost: 7 Unity The Witch selects an object that they are able to hold in order to Power: 2 Bless/Curse: 6 /0 Faith Cost: 3 use this power. When the power is used, the Witch knows the The Witch must perform this ritual with another willing history of the object for the last seven days. Relevant or subject. For the next week, the Witch's and the subject's interesting events float to the surface of this perception; the souls are intertwined. Each one may share thoughts with Witch doesn't need to know the details of its adventure sitting on the other, although this action must be intentional. Each a counter. knows when the other has come to harm, as well. If either the subject or the Witch dies before the duration expires, reduce the maximum HP of the surviving member by 1. CHAPTER THREE EQUIPMENT

Every aspiring adventurer needs the essential equipment of his A character may have a number of stowed items equal to their full trade. For some, it might consist of appropriate toolkits and Fortitude score. Stowed items are carried in backpacks, in carefully- medical supplies, while others prefer to spend the greater part of balanced pockets, or otherwise packed away where they will least their funds on heavy weaponry. Prices may vary, but certain needs encumber the character. If a character needs to get out a stowed item are eternal. in a hurry, it will take one round to dig it out of their pack or The following tables provide general guidelines on the kind of pockets. equipment that might be available In a reasonably sophisticated Very small items carried in small numbers do not count against nation. Prices can vary drastically depending on the supply and encumbrance limits. Other small items can be packed together into demand; a remote frontier outpost might have plenty of bundles to simplify their carriage, though getting at them then takes firearms to hand, but a good guitar might go for ten times an additional round of fumbling with the packaging. Exactly how the common rate. Players and GMs should treat the prices listed many of a given small item can be packed into a single item bundle as rough guidelines. is up to the GM, though as a rule of thumb three magazines of bullets can be bound into one packed item. Extremely bulky or Resource Accessibility unwieldy objects might count as multiple items at the GM’s discretion. Equipment availability is not necessarily guaranteed. Although nations with a strong hunting or militia tradition may have firearms Characters can burden themselves with more gear if they’re willing readily available to the population, a nation with a long history of to sacrifice some fleetness of foot to do so. Up to two additional suppressing rebellions certainly will not. Furthermore, heavier items can be carried ready or four additional ones stowed at the cost armours are rarely available to the common man. Ask your GM of becoming Lightly Encumbered, and having their base movement about whether any items are restricted before you start purchasing reduced by 2 meters per round. A further two items can be carried equipment. ready or four stowed at the cost of becoming Heavily Encumbered, with base movement reduced by an additional 2 meters per round. Beginning characters can normally buy any starting equipment unless otherwise instructed by their GM. On the equipment lists, some items are given an encumbrance value higher than 1. These items count as multiple objects for encumbrance purposes, being heavy, clumsy, or unwieldy to carry. Encumbrance Characters might want to carry an armory on their backs and the contents of a general store in their pockets, but this is rarely a Currency practical ambition. Characters can only carry so many things, and Most nations have a specific currency, and across the border, carrying a great deal can slow them down substantially. depending on the relationship and progression of the countries in question, is can range from very simple to downright impossible to A character can have ready a number of items equal to half their exchange currency of one type for another. For your game, multiple Fortitude score, rounded down. Ready items include those that the national currencies can be used, or if the GM and players don't care character is using or wearing at all times, or that they have to embrace careers in the murky realm of international currency conveniently to hand in sheaths, holsters, or belt pouches. Suits of arbitrage, a single universal currency can be used. The cost of items armor count as readied items, but the normal clothing and jewelry provided on the following charts is an example, and prices can be that a character might wear does not. A character can draw or drawn from there or at the GM's discretion. A thousand paper bills produce a readied item as part of any action they may take during a or 500 coins counts as a single encumbrance point, if you're worried turn. about such things. Prices given for equipment and gear assume that they are being Equipment Legality bought legally in a nation with the manufacturing ability to produce such equipment. Even backwater countries can occasionally Most nations have their own customs regarding the open flaunting provide more advanced equipment to wealthy buyers, assuming they of weaponry or armor. Visitors are advised to apprise themselves of are not completely cut off from international trade, but buying local law before going to the customs house or skipping borders. specialized equipment in a backwater nation tends to be an Most frontier colonies tolerate or even expect small personal exceedingly expensive prospect. Prices may be double, triple, or be as weapons to be carried, but visible armor can often provoke a much as ten times as great for items greatly in demand and in short distinctly negative reaction in all but the roughest places. Officials supply. tend to reason that while a weapon may be justified in self-defense, no one would put up with the discomfort of heavy armor without Backwater or isolated nations might not use or accept currency, expecting to make some trouble with it. instead preferring trade goods or precious metals. Such nations rarely have much worth trading for, and those that do tend to A scouting report, the Culture skill appropriate to the nation, or a rapidly attract other freebooting merchants. The influx of past history on the region will all suffice to alert characters to any manufactured goods soon spoils the market, and the natives usually special laws regarding permissible equipment on a world. start to demand currency in payment. The early birds can make a killing with the equivalent of beads and trinkets, but those who come after usually end up needing credits or more useful barter goods. ARMOR TYPES Armor Armor Class Encumbrance Cost Damage Reduction Martial Shield -1 bonus 1 100 1 Shrapnel Shield -1 bonus 2 100 2 Shrapnel Veil No bonus 0 50 1 Brodie Helmet -1 bonus 1 100 1 Stahlhelm -2 bonus 1 400 2 Leather Jack 8 1 10 0 Chain Hauberk 7 1 200 1 Breastplate 7 2 400 2 Lamellar 6 2 500 1 Lobster Plate 5 3 700 2 Battle Harness 4 3 1000 3

Armor The leather jack is useless against any firearms, but provides minor Armor is a popular acquisition for adventurers as life often puts them protection against martial weapons and in brawls, and has the in harm's way. Completely unarmored combatants rarely last long in advantage of being quite cheap. a fight, and have a base armor class of 10. Armored or not, characters subtract Fortitude modifers from their Armor class. Heavy suits of Chain hauberks, breastplates, and lamellar are old styles of armor can count as more than one item for encumbrance purposes. armor that have recently been revived, mostly to prevent shrapnel casualties. The hauberk goes over the head and hangs Some armor has a Damage Resistance value. If an attack hits (getting down to the knees, usually buckled for easy wearing at the waist., past the AC, then the damage it deals is reduced by the damage and is uniform chain. Breastplates consist of a single shaped resistance value. For example: Soldier Fritz takes 4 damage from a piece of metal fitted over the wearer's chest. Lamellar is a vest of nearby burst of shrapnel. However, Fritz is wearing lobster plate and linked-together metal squares, allowing the plates themselves to be a stallhelm, which have an accumulative DR of 4 (2+2. Fritz very thick while still having flexibility. subtracts the damage by the amount of DR he had (4-4 and ends up taking no damage at all. Lobster plate consist of a breastplate and back piece with articulated pieces spanning the legs, giving full plate protection all across the Remember to look out for shrapnel! torso and some to the upper legs, but is very difficult to move in.

Martial shields lower the Armor Class by one point against weapons The battle harness is a customized armour set for a given wearer. that aren't firearms or ordnance. Shrapnel shields are very Others with similar statures can wear it, but it begins to fit poorly cumbersome, but are effective against all weapons and are much and can't be worn at all if the person is too different. It has full better at deflecting and catching shrapnel. When using a shield, you plate protection across the torso and upper legs and even knees, and cannot use any two hand weapons. Any one-handed weapons used also provides pauldrons and a gorget for the shoulders and neck, have a -2 to hit. respectively. If it is fitted specifically for the wearer, it only counts for 2 encumbrance when worn (but still 3 when carried). Shrapnel veils are very light, consisting of a metal cap and a sheet of chainmail that hangs over the face. They provide minimal protection, but do not count towards encumbrance when worn. When taken off and carried, however, they count as 1 encumbrance.

Brodie helmets and stahlhelms are much heavier and more effective, slightly encumbering the user, but providing better coverage. The former has a brim sticking out horizontally from the cap, while the latter goes straight down and affords good protection for the neck as well. M ARTIAL WEAPONRY AND UNARMED TACTICS Weapon Damage Range (in meters) Cost Armor Penetration Unarmed Attacks 1d2 -- -- 0 Brass Knuckles 1d2+1 -- 10 1

Improvised Weapon 1d4 0/6 -- 0 Knife 1d4 6/9 5 0 Club or Baton 1d4 -- -- 1 Sword 1d8 -- 40 0 Greatsword 2d6 -- 60 0 Spear 1d6 10/30 8 0 Wooden or Composite Bow 1d6 20/40 50 1 Hand Grenade 2d6 10/20 20 2 Stick Grenade 2d6 10/30 25 2 Ranges are expressed in normal and maximum ranges. Firing at a target beyond normal range applies a -2 hit penalty.

Improvised weapons are anything from furniture to house lamps to Martial Weaponry beer bottles. They can also be thrown, but always at a -2 penalty. The weapons of ages past still play a role in the modern world, as they are symbols of authority, like a sword, or At the GM's discretion, some improvised weapons may deal silent and easily concealable, like a dagger or perhaps, like a additional damage (e.i. glass dealing some shrapnel or lingering club, the only thing at hand. damage when broken, or a particular sturdy or effective item--like a piece of rebar--dealing 1d6 instead of 1d4, or having a point of Some weaponry has an exceptional ability to pierce armor and is armour penetration). therefore given an Armor Penetration value. For each point of AP a Knives, Clubs, Swords, Greatswords, and Spears are all standard weapon has, it ignores one point of Damage Resistance on armour. martial weapons, although only knives are commonly seen. Officers frequently own swords, but clubs, greatswords, and spears are quite Weapons count as one item for encumbrance purposes. Weapons rare in the age of rifled firearms. that require two hands to use, such as greatswords or rifles, count as two items. Bows are made from with crafted wood, or from horn, sinew, and glue. For each rank the user has in Combat/Martial, 10 meters are Unarmed attacks normally deal nonlethal damage, but if the added to both the normal and maximum ranges. character has any ranks in the skill, they may choose to inflict either lethal or nonlethal damage. Unarmed attacks are unique in that the Grenades are thrown explosive weaponry. Grenade users always roll attacked also adds their skill in Combat/Brawl to the attack damage, to attack AC 9. On a miss, the grenade lands 1d6 meters away from as well as the attack roll. Brass knuckles are the same, but they the target in a random direction. Hit or miss, the grenade then always deal lethal damage, have a point of armor penetration, and explodes for 2d8 damage to all targets in a radius of 2 meters. deal one more additional point of damage. Grenades have a shrapnel spread of 4 (see Additional Ordnance Rules, page 38.) SMALL ARMS Weapon Damage Range in Meters Cost Magazine Armor Penetration Flintlock Pistol 1d6 5/15 20 1 @ 1 Flintlock Musket 1d12 25/50 30 1 @ 1 Pinfire Pistol 1d8 30/70 45 4 3 Revolver 2d4 30/70 50 6 @ 4 Obrez Pistol 1d10+2 15/40 50 5 6 Automatic Pistol 1d6+1 30/70 60 10 4

Submachine Gun 1d8 * 20/50 75 20 5 Carbine 2d6 100/300 70 5 6 Bolt Action Rifle 1d10+2 200/800 80 6 @ 6 Marksman's Rifle 2d8 250/1000 150 1 @ 7 Repeater Rifle 1d12* 150/400 150 12 6 Shotgun 3d4 50/150 60 2 5 Flamethrower 5d4* 12/15 120 4 0 Ranges are expressed in normal and maximum ranges. Firing at a target beyond normal range applies a -2 hit penalty. @ These weapons require two rounds of effort to reload. * These weapons can use burst fire. A burst gains +2 to hit and damage and uses up three rounds of ammunition.

Small Arms Rifles and pistols are the most common equipment of your average The automatic pistol has a self-loading mechanism and takes soldier or adventurer. Pistols can be easily concealed, but long arms ammunition from a magazine, making it exceptionally easy to reload have a much greater range and deal more damage. Most guns have and giving it a higher ammunition capacity. good armor penetrating capability, rendering the damage reduction capability of armour primarily useful against unavoidable shrapnel Submachine guns take pistol ammunition but fire it at a high attacks. rate of speed. These weapons can fire in burst mode, gaining +2 to hit on the attack roll. Burst fire uses up three rounds of Flintlock pistols and muskets represent the rawest and most ammunition, and cannot be done if fewer than three rounds are primitive forms of projectile weaponry, usually obsolete weapons available. owned by the impoverished. Their relative inaccuracy, low rate of Carbines and rifles are the staple of the modern military fire, and low bullet velocity render them mostly ineffective against machine, as they have good power and superb range. The modern armors. Reloading flintlock weapons requires two rounds carbine has a shorter barrel than the rifle, making it smaller but also instead of one. taking away from range capability. The repeater rifle uses gas reloading and is fed by a clip, making operation much easier. The Pinfire pistols require a special ammunition and are rapidly going markman's rifle requires a steady rest and a full round of aiming the route of obsolescence, but they're a bit cheaper than some of to be fired at best efficiency. If this is done, however, any hit their brethren and are small, easy to conceal, and not too difficult to inflicted by the rifle on an unsuspecting target requires an get a hold of. immediate Physical Effect save by the victim at a penalty equal to the sniper’s Combat/Small Arms skill. Failure indicates death. Revolvers are light, hardy, and easy to clean and maintain, making them popular in frontiers and areas far away from civilization. Shotguns easy to manufactur, always readily available and are a bit Special clips holding six bullets can reduce the loading time to one cheaper than most rifles, but have to be reloaded frequently. round. Flamethrowers are incredibly deadly at close range, but rapidly THIS IS BACKWARD CONVERT OF SOVIET WEAPONS. become useless over significant spaces. Flamethrowers always receive YOU ARE WANT TO TAKE MOSIN RIFLE, SAW DOWN a +1 to hit their target. The powerful, oily flames will burn through BARREL AND WOOD TO MAKE TRADITIONAL OBREZ vegetation and set anything flammable alight. These weapons are PISTOL OF BOLT ACTION. WHEN YOU SHOW OBREZ TO dangerous to both the wielder and the target, and on a roll of a ENEMY, HE THINKS YOU ARE CRAZED LUNATIC, LIKE natural one, the device explodes, destroying it and dealing its full KRUSCHEV POUNDING SHOE ON DESK AND SHOUTING damage to anyone in a 5 meter radius. A successful Luck saving ANGRY PLAN TO BURY NATO IN DEEPEST GRAVE. throw halves this damage. ORDNANCE Weapon Damage Range Cost Magazine Enc. Armor Penetation Light Machine Gun 3d6 # 500/1,000 1,000 12 2 6 Heavy Machine Gun 3d10 # 500/2,000 2,000 10 3 8 Mortar 3d8 * 500/1,000 500 1 3 4 Anti-Vehicle Gun 1d8 500/1,000 500 4 2 12 Field Gun 5d12 * 1,000/3,000 10,000 1 * 12 Mobile Artillery 10d12 * 3,000/7,000 20,000 1 * 20 Landed Artillery 20d12 * 6,000/12,000 75,000 1 * 99 * Vehicle-mounted or emplaced position only, # Can be fired to suppress

Some weapons are simply too big to be comfortably used without a Anti-vehicle guns are early attempts at fielding a penetrative, small tripod, fixed support, or vehicle mounting. Others require calibre field gun for the purpose of combating tanks. It's relatively specialized training in the use of heavy munitions. The weapons easy to carry around and has an extremely high armour penetration, listed here all use the Combat/Ordnance skill to determine hit but otherwise doesn't dish out a lot of damage. They take one bonuses, and unless otherwise noted, all require some sort of round to set up. support for firing. Field guns and mobile artillery are the staples of the artillery war Some heavy guns can be fired to suppress. Double the usual engine, and the primary difference between them is the calibre and ammunition is fired in one round, and every target in front of the weight of the munition. Brutally effective on the battlefield, against weapon that is not under hard cover is automatically hit for half vehicles, and against light fortifications, this grade of ordnance is normal damage. A successful Evasion or Luck saving throw often fired for hours on end. Field guns and mobile artillery have to eliminates this damage. be carried by horses or a vehicle and take 5 minutes to set up. Each round takes a full minute to reload. Gunnery Weapons For 4 meters surrounding the impact of a field gun shell, all targets take 1/2 of the rolled damage. Field guns have a shrapnel sread of 12. Light and heavy machine guns represent a large family of air- or For 8 meters surrounding the impact of a mobile artillery shell, all water-cooled projectile weapons that are usually fed with belts of targets take 1/2 of the rolled damage. Mobile artillery has a shrapnel linked ammunition. LMGs and HMGs require a vehicle spread of 20. mounting or emplaced firing position for best results, and require 2 rounds to be proprly set up from after being packed Landed artillery is the most deadly of all grounded weapons and have and carried.. Attempting to shoot an LMG without bedding it munitions weighing close to a ton. This gun is primarily used for down properly on a tripod or other secure mount inflicts a -6 on taking out heavy fortifications. There are no contemporary vehicles all hit rolls and makes effective suppressive fire impossible. that can pull objects this heavy, so it is transported in components And HMG cannot be fired without placement on a tripod or and assembled on site. Assembly takes a team of 10 engineers, several something sturdier. Each round in the magazine represents horses for pulling objects into places, and a full day. After each multiple bullets, therefore each round of firing requires 25 munition fired, cleaning the barrel and resetting the mechanisms and credits worth of projectile ammunition. preparing for firing again takes a hour.

Mortars cover a wide variety of man-portable of muzzle-loading For 10 meters surrounding the impact of a landed artillery shell, all artillery that fires in a high ballistic arc. They are valued because targets take 1/2 of the rolled damage. For an additional 10 meters, all they carry a relatively large amount of firepower for their weight, targets take 1/4 of the rolled damage. Landed artillery has a shrapnel take only one round to set up, and can be fired at angles greater than spread of 40. 45 degrees. Mortars have a shrapnel spread of 6. Additional Ordnance Rules

Ballistic Arc Ranging Shots Mortars, field guns, mobile artillery, and landed artillery can all Each time the operator fires with mortars, field guns, mobile artillery, or landed artillery, he gets a little better at gauging the distance. Each be fired over obstacles and to hit a target not in line of sight. successive shot at the same target grants a +1 accumulative bonus, to a maximum bonus of +3. Passing a Science/Mathematics check of 8 or a Combat/Ordnance check of 10 will allow the operator to fire over obstacles to hit their target. If a spotter is reporting the exact location of the target to the Shrapnel Spread operator, he gets a +2 to this roll. Shrapnel is one of the most deadly forces on the battlefield. Shrapnel spread simulates how shrapnel is very deadly directly next to the blast, but diminishes in lethality across space. If a weapon has a shrapnel Missing with Artillery spread of 8, then in a 1m radius around the impact, all targets take 8 If the operator fires with a mortar, field gun, mobile artillery, or damage. In a 2 meter radius around the impact, all targets take 7 landed artillery and misses, the the shell still fires. It lands in a damage. In a 3 meter radius around the impact, all targets take 6 random direction 1dX meters away, where X is 1/10 of the range of the damage, etc. This damage is not accumulative; e.i. the target 1m away shot. For example, Alan Artilleryman fires a field gun 800 meters. from the blast only take 8 damage, not 8+7+6... This damage is always He botches the roll and fails to hit the target, so it lands in a random unavoidable unless the player has heavy cover. Shrapnel never has direction 1d80 meters away. armor penetration capability. VEHICLES Vehicle Cost Speed Armor HP Crew Bicycle 50 1 2 8 1 Motorcycle 200 4 4 12 1 Civilian Car 600 2 6 20 2 Recon Car 1,000 3 5 15 3 Horse 400 2 0 12 1 Light Tank 8,000 1 8 20 4 Heavy Tank* 20,000 0 12 25 6 *Heavy tanks cannot normally be damaged by anything that doesn’t require Combat/Ordnance to fire.

Vehicles are generally powered by diesel, which is readiy available in Hit Points indicate the amount of damage a vehicle can take before most civilized nations, although civilian acces can sometimes be a bit it is destroyed. Speed is reduced by half when the vehicle is at half dodgy. Vehicles require refueling every six hours of operation. hit points. A vehicle reduced to zero hit points forces all crew and passengers to make Luck saving throws. Failure means that the passenger takes the vehicle’s maximum hit points in damage, while Vehicles are generally limited to reasonably flat, dry terrain. Recon success reduces the damage by half. cars are designed for territory that is oftentimes more rough than a road or field. Tanks can drive over large obstacles or spacious gaps in the ground, and can usually easily manouver through mud and Crew gives the maximum number of vehicle occupants. For the damp ground with their treads, although the deepest and most listed vehicles, only one crew member is actually necessary to drive viscous pits will mire even them. or pilot the vehicle, though additional crew members may be required to fire or load weapons. Speed is an abstract measure of the vehicle’s speed and agility. When vehicles chase each other, the opposing vehicle’s Speed should be applied as a penalty to Vehicle skill checks to close or escape. Speed Vehicle Weaponry may also be used as a modifier when attempting difficult maneuvers. Many vehicles can mount ordnance and heavy weaponry. Cars can mount two weapons, while tanks can mount 4 guns.

Ordnance take up more space than ordinary small arms, and each Armor is subtracted from all weapon damage done to the vehicle. such system takes up the space of two lesser guns. Artillery cannot Actually hitting the vehicle is automatic if the vehicle is stationary be mounted on vehicles at all, while field guns can only be mounted and within 30 feet. Hitting a vehicle from beyond that range on tanks. requires an attack against AC 10. If the vehicle is moving, subtract its Speed from the hit roll, and if the attacker is in a moving vehicle as Every weapon requires its own gunner, and all mounted weapons well, also subtract that conveyance’s Speed. use Combat/Ordnance as the firing skill, regardless of the weapon’s original type. XPLORATION EAR Ammunition, shell: Most of the time, these munitions must be E G commissioned from an independent weapons manufacturing Item Cost Enc company, if they can even be procured at all. Heavy shells for landed Academic Book (subject) 25 1 artillery weigh nearly a ton and cannot be carried without horses or vehicles. Ammunition (20 rounds) 10 1 Ammunition (light shell) 100 5 Backpack : A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Ammunition (heavy shell) 250 -- Bedroll: a thick, padded quilt of wool or some other similar Backpack 20 1 material designed for comfortable sleeping in the wild. Bedroll 25 2 Binoculars : Standard 7x50 binoculars. Give a +1 to long distance Binoculars 50 1 perception checks, and a when used in conjunction with field Compass 5 * guns, artillery, or some airship weaponry, they double the normal range of the weapon. Crowbar 5 1 Compass: Allows the user to tell which direction is north. Useful for Flint and Steel 10 * wanderers in wild places, as they can more easily find their way to Gas Mask 15 1 their destination. Grappling hook 30 1 Crowbar: A shaped length of steel. Useful for getting through heavy 2 1 duty doors if one doesn't have the breaking and entering skill to pick Light, candle the lock, and can be used as a club in a pinch. Light, electric torch 25 1 Flint & Steel: A somewhat old-fashioned method of starting a Light, lantern 15 1 fire, but will spark even in damp conditions--unlike matches. Matches, box of 2 * Gas Mask: Provides immunity to the effects of poisonous gases and Opium, dose of 50 * toxic air. Parachute 100 3 Grappling Hook: Good for climbing up otherwise unclimbable surfaces. Requires an Athletics check to successfully throw, and a Pocketwatch 20/100 * Climb check to get up afterwards. 60 2 Radio, portable Light, candle: A dim light source adequate for small, enclosed space. Rations, 1 day 2 1 Lasts for about an hour. Rope, 5m 10 1 Light, electric torch: Otherwise called a flashlight, it emits a powerful directional beam of light. The battery will last for about Scout report 100/500 * an hour. Trade goods 100 2 Light, lantern: A powerful light source that emits light in all Trade raw materials 70 2 directions. Usually gas powered, these lights need to be refueled every Tent 40 1 4-6 hours depending on design. * These items weigh a negligible amount. Matches, box of: A common, light, cheap source of fire. Each box has 25 matches in it.

Exploration Gear Opium, dose of: Readily available at your local chemist or pharmacy.

Academic book (subject): A book written about a subject of science, Parachute: Upon successful deployment, allows someone who is falling be it biology, mathematics, chemistry, or some other subset. For to make an Acrobatics check to avoid damage. If they fail, they take those at rank 0 or rank 1, the book gives a +1 bonus to making a roll only 1d8 damage instead of however much damage they were going to in that subject of science, but that check takes 5 minutes as they take. Takes a full round to deploy. consult the book. Those at rank 2 or higher already have that knowledge in their head. Pocketwatch: Comes in two levels of quality. One tells you the time, but the other not only tells you the time but lets everyone else know Ammunition, 20 rounds: Ammunition for small arms every your high social status. conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer, but Radio, portable: Able to receive communications, but ammunition shortages of a certain caliber often come at the most cannot broadcast without antennae. Most modern militaries inconvenient times. encrypt their communications. Rations: Dried or otherwise preserved foodstuffs sufficient for one T OOLS AND SPECIALTY GEAR day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs. Item Cost Enc Electrician's toolbox 70 2

Rope: Light and sturdy. Forensics kit 150 2 Forgery kit 200 1 Scout report: A collation of geologic surveys and merchant reports on a particular region or colony. Scouting reports are available for Gun maintenance supplies 50 1 all but the most desolate of regions and provide maps, basic Mechanic's toolbox 100 3 information, and the equivalent of Culture/Nation 0 skill for 150 2 possessors. It takes at least ten minutes of searching to make an Medical supplies attempt on any particular Culture skill check, however, and no Musical instrument 50 1 language proficiency is given. Survival kit 50 1

The alternate, pricier version is a military scout report. This includes logistics of troop movements, supply lines, and numbers of Tools and Specialty Gear infantry, artillery, ships, and other military devices. In a wartime Electrician's toolbox: Wire cutters and strippers, coils of copper, and situation, obtaining this information firsthand can be worth tens of other pieces of paraphernalia for one of the world's newest thousands to a nation that needs the information. professions. Grants a +1 to any skill check involving electrical equipment. Trade goods: Furniture, gears and machinery, gun barrels, plaster, Forensics kit: Various chemicals, print dusters, and strips of paper quality foodstuffs, alcohol, and other processed materials. Generally whose purpose is known only to the expert. Grants a +1 to a good market for them exists anywhere, but especially in developing investigation checks at a crime scene. nations that don't yet have the infrastructure to produce all the goods they need themselves. Forgery kit: Consists of papers of all grades imaginable and untold numbers of pens and inks. The user is able to forge legal and Trade raw materials: Primarily the result of the economic engine in government documents with a successful Bureaucracy check. colonial territories, this is often wood planks, grain, bars of iron, steel, copper, and aluminium, unrefined oils, and other various Gun maintenance supplies: Pipe cleaners, oils, cloth, and an unprocessed goods recently hewn from the earth. In wartime, assortment of fine screwdrivers. This is for cleaning, maintaining, shipping metals and oils can become very lucrative. and--for the minor issues--repairing small arms weapons. The materials here are too fine for ordnance. Mechanic's toolbox: An endless array of wrenches, vice grips, screwdrivers, ratchets, pliers, and others tools for the discerning mechanic. Grants a +1 on all Mechanics checks. Medical Supplies: Gauze, opium, aspirin, splints, scalpels, ether, surgical needles, forceps, and various other implements that belong in hands of the contemporary doctor and torturer. Grants a +1 to any medical checks. Musical instrument: A guitar, a fiddle, a flute, a trumpet, or other various similar items of tune and rhythm. Not a grand piano.

Survival kit : A standard belt-worn kit with flint and steel, coal water-filter, an electric torch, knife, blanket, and a radio beacon that can transmit a distress signal up to fifty kilometers for twenty- four hours on the included battery. Possession of a survival kit grants a +2 to all relevant Survival skill checks, assuming its contents are helpful in a given ecosystem. Survival kits are well- organized, and count as only two items for encumbrance purposes. L IFESTYLE Lifestyle Quality Cost / day Lifestyle Costs Slum 3 Even adventurers need to eat and sleep. The costs given are for Poor 10 living a particular lifestyle for one day, and includes food, shelter, and commensurate living expenses. Unless the characters have Common 15 some home base of their own, these costs can add up rapidly. Good 25 Elite 100 Royal 1,000

E MPLOYEES Employee Wages / day Artist 10/20/100 Doctor 50/100/400 Employees Employees can be hired at the given rate. Those with skill level 0 in Engineer 10/25/150 the appropriate skill cost the smallest sum, while those level skill level 1 cost more and the rare skill level 2 experts cost most of all. Lawyer 10/25/400 Employees bring their own basic tools but may require more Mercenary 10/20/200 sophisticated facilities to be provided. Employees will not normally Translator 10/25/200 risk their lives or safety for their employer outside the line of immediate duty. Employees will not normally travel out of country Private Eye 10/20/150 with the characters. Professor 20/50/100 Prostitute 2/10/100 Unskilled Laborer 10

S ERVICES Service Cost Bribe, minor crime forgiveness 50 Bribe, major crime forgiveness 500 Bribe, capital crime forgiveness 5,000 Services Forged identity papers 500 Listed are a selection of services that many adventurers find useful from time to time. All costs assume average quality Intensive medical care 200/day workers or services and requests of ordinary difficulty. Mail message, international 20 Airship passage and shipping costs assume that normal traffic exists Train passage 1/km between the origin and destination. Reaching a new continent or an Public records access, per day 5 isolated region might require chartering a ship, with costs that begin Rent a groundcar 15/day at several thousand credits per day and rise rapidly from there. Airship passage, steerage 500/100km Airship passage, good 1,000/100km Airship cargo shipping, per kilo 500/100km Wild party 100/person Aerocraft Airships are the exciting new technololgy changing society. Massive armoured blimps and propeller- powered planes swarm above the battlefields while leviathan aerial yachts tote the fabulously wealthy across national borders in uninmaginable luxury. Nations without an air force find themselves rapidly falling behind in the arms race.

A brief note on historical accuracy: Historically, the ignition of the blimp Hindenburg was the death nell of aerostats (lighter-than-air craft). Even before then, such craft were newsworthy events, local papers publishing stories on the arrival and purpose of these monolithic entities. This particular section sets the unfortunate reality aside in exchange for a more fantastical approach for the sake of the game. This game assumes that the airships are are fill with a lighter-than-air gas. As a GM, you may go for the traditional helium or hydrogen, or you may choose another, more fictional approach to the problem of lift, such as a In civilian life, aeroplanes are primarily flown by wealthy hobbyists, complicated organic molecule like a superbuckyball, with the as they tend to be noisy, uncomfortable, and require a certain interior filled with vaccuum and therefore generating lift, or a amount of expertise in order to be flown well. Civilian aeroplanes fictional, unexplained gas like 'hydrium', (helium is feasible for are unsuitable for weaponry emplacements of any kind, and are smaller craft, but is difficult to refine and you just don't generate only useful as reconnaissance in a military setting. enough lift to carry a great deal of fuel, and therefore it has a short range) or no gas at all but instead some method of Aerostats, on the other hand, have become and integral part of superscience antigravity or sorcerous lift. For the player groups society over the last couple decades. They are able to lift massive most severely concerned with historical accuracy, simply eschew the amounts of resources, and have gained a small niche as a more following pages and only use the recon aeroplanes and expensive shipping method to places where traditional naval ships dogfighter stat blocks provided on the following page. Just be are unable to go. Hot-air balloons, earlier versions of aerostats with aware that literally everything you're about to read is, unlike only minimal lift, have become the sole domain of hobbyists as even nearly everything previously, completely untrue and speculative. their role in recon has been replaced by the aeroplane.

Airships, however, are not the only beasts in the sky. Aeroplanes Where they truly shine, though, is the luxurious transportation of buzz about like hornets around an elephant at airports and in the wealthy and royalty. Sky-yachts have become synonymous with battles. More powerful aerocraft await, but currently, most of them fantastic wealth and unfathomably rich surroundings, and many of are small, one- or two-man aluminium or wood construction, these wealthy individuals go on long, worldly cruises, looking down occasionally equipped with an LMG. Slightly heavier models exist, on the paupers and peasants thousands of feet below. equipped with bombs to drop on unsuspecting civilian targets or HMGs, but these are rarer and significantly more expensive. During the course of their adventures, it is nearly certain that the player characters will come to either own or use airships regularly. On the battlefield, great aerial leviathans gilded in ordance and The following rules provide the basics for defining and designing murder will, unchecked, rain shrapnel and artillery shells upon the these ships. Rules for flying and fighting them appear in the Systems hapless enemy. These titans are countered with airships of the same chapter. ilk, or smaller varieties of the same decked with artillery specifically designed for ship-to-ship combat, or with anti-air ground emplacements. The smaller aerocraft are most often used for recon, but with LMGs, they can often do slight damage to airships, and strafe the infantry below. The heavier aeroplanes with HMGs and bombs are far more threatening, and the ever-shifting dynamic of aeroplane assault leads to the legendary dogfights highly publicized by the media. AEROPLANES AND ANTI-AIR DEVICES

Name Cost Speed Armor HP Crew Min/Max AC Hardpoints Class Class A Aeroplane 1,000 8 1 6 1/1 3 0 Recon Class B Aeroplane 2,000 8 2 7 1/2 4 1 Recon Dogfighter 4,000 7 6 15 1/1 4 2 Interceptor Heavy Aeroplane 8,000 7 6 15 1/2 5 3 Bomber Armoured Craft 8,000 6 10 16 1/2 5 2 Bomber Damage Range Magazine Armour Penetration Surface to Air Cannon 10,000 2d10 5,000/15,000 1 20 Ordnance Anti-Air Machine Gun 6,000 3d6 1,000/5,000 50 6 Ordnance Flak Cannon 15,000 0 1,000/5,000 4 0 Ordnance

Aeroplanes and anti-air are intrinsic parts of the modern battlefield. Armoured aeroplanes are an attempt at making the lives of Not every battle has the prohibitively expensive airships, but you'd be dogfighter pilots not quite so... brief. They run at the same speed as hard pressed to find one without at least a few aeroplanes buzzing a heavy aeroplane, but trade the extra gun space for better armour overhead for reconaissance. and a greater resilience. They are considerably longer lived, but lack significant firepower given their speed, and therefore have found All aeroplanes run on diesel and require refeuling after 3 hours of flight limited use on the battlefield. for recon class planes, 2 hours for interceptors, and 1 hour for bomber class planes. All aeroplanes have an altitude rating of 5/6. Surface to air cannons are moderate calibre ordnance, typically between 10 and 20cm, that has an extremely high power. They were Other ordnance listed on the dedicated ordnance page is designed for designed to penetrate even the toughest airship defences. The single firing at ground targets, and the ballistics involved reflect that. Using projectile is relatively ineffective against speedy aeroplanes, and the other ordnance, the operator must pass a Science/Mathematics test therefore, the speed penalty for targeting all aeroplanes with this gun against 8+N, where N is the Altitude rating of the target aeroplane. If is doubled. the mathematics test is failed, then the shot is fired but automatically misses. If the operator is using the ordnance on the table above, they do Anti-air machine guns are designed to have a moderate spread and not need to make any such mathematics check. Ordnance of every type, therefore more easily hit their mobile target. They are fed from a however, receives a penalty to the hit roll equivalent to the current belt, and each unit in the magazine represents enough ammunition speed--not the maximum speed--of the aircraft they are firing at. for 1 round of firing. If the AA machine gun misses a target, all other targets within the lane of fire--regardless of allegiance--must Recon aeroplanes are among the fastest vehicles known to man. They make a luck save. If they fail, then the attack is rolled against them are exceptionally light, usually made of aluminium or even some of the as well. If they attack hits, they take 1/2 damage. The operator can lighter varieties of wood. However, if there is any flak present in the target specific aircraft, or, alternately, set up fire columns in the sky, sky, they are easily torn to shreds. The heavier models can even carry a several meters across. If an aeroplane enters into these fire columns, light gun. the plane automatically takes 1/2 damage. If there are mulitple interlocking fire coluns set up, avoiding them all can be trickey; it Dogfighters are the stuff of myth and legend, and are placed on the may require a pilot check to successfully navigate. battlefield to eliminate the other aeroplanes. They can fit a decent amount of firepower, and depending on the design, it may or may not Flak cannons are the true bane of aeroplanes. They deal no direst require a gunner to fire the weapons. They are still quite vulnerable to damage, but have a shrapnel spead of 20 and can fire 4 shots in rapid shrapnel, and many an unwary or unskilled pilot have met her doom to succession. If multiple guns are firing and the shrapnel fields that fate. overlap, then damage from both fields added first, and then applied to the aircraft (for purposes of overcoming armor). A battery of flak Heavy aeroplanes are considerably more deadly than their dogfighter cannons is one of the more effective method of making the skies counterparts, but are slightly slower and significantly more expensive. inhospitable to aeroplanes. When possible, the heavy aeroplane is fielded instead of the dogfighter, but it is a recent development and many nations do not have a great number of them produced. They are no more sturdy than their lighter counterparts and must also be wary of the same threats. Ship Design Summary Airship design begins with the selection of a hull. Hulls are divided into one of five classes. Small frames are unable to mount certain Select a Hull complex fittings and guns, while larger frames tend to be much Choose a hull from the list provided. Military ships may more expensive to build and require much more sophisticated require special permission from a shipyard’s operating shipyard facilities. government. The larger hulls require specialized shipyards not Speed indicates the general acceleration capabilities of the frame commonly found in countries without a strong air force. as well as its maximum speed. Pilots always add their ship’s Speed score to any Vehicle/Aerostat tests they make, but not to their Select Fittings and Engine Vehicle/Aerostat checks. Choose any additional special fittings from the list provided. While all hulls come with a level-1 engine, more Armor is subtracted from any incoming damage. Most airships powerful propulsion units might be installed at a cost of free are effectively immune to man-portable weaponry, but any mass. Engines and many other fittings have variable cost and Ordnance is effective against them, following the rules of surface- mass requirements depending on the size of hull into which they to-air combat delineated on the previous page. are installed. Remember that Stratus-class and larger ships need Altitude is the maximum height an airship can reach. The specialized airports to dock at. Note also that some fittings first number is the regular peak flying height. Anything at this require at least a certain class of frame to mount them. A fitting height or less is normal. The higher number is the extreme peak marked “Stratus”, for example, can be installed on Stratus- and flying height. Anything between the first and second numbers Cumulonimbus-class frames, but not on Cumulus-class frames. result in a -2 to all pilot checks and maneuver checks due to different air pressures. Airships cannot fly past their maximum height; the airbags will rupture. Above certain altitudes, without Select Weaponry hermetically sealed cabins, high altitude sickness becomes an issue With the free mass, choose the weaponry to be mounted (refer to Systems, chapter 5). on the ship. Aside from class limitations, weapons also take up at Hit Points function much as they do for everything else. When least one hardpoint on the ship. If there are not sufficient free an airship is brought to 0 hitpoints, the chief engineer hardpoints, the weapon cannot be mounted. must make an Engineering skill check at difficulty 9. A ship with Weapons often have special qualities- some are no chief engineer means one person within the airship must be exceptionally effective against armor, others clear the skies of selected to stand in for that position for this roll. If dogfighters and other aeroplanes. Keep in mind that a successful, the ship’s engines can be brought down safely, nimbodromon with powerful but few major cannons will find leaving the ship a helpless grounded hulk with no functioning itself overwhelmed by a cloud of aeroplanes, and a strictly flak- systems. If the roll fails, the ship will explode in 3d6 rounds, boat brigantine will find its weapons useless against a battleship. killing everyone aboard. If the roll succeeds, the pilot must make a Vehicle/Aerostat at difficulty 8 check or crash into the Note also that weapons require ammunition. This ground, killing everyone. ammunition must be purchased separately and free mass must be set aside to hold the magazines and loading equipment. Crew minimums and maximums show the lowest number of crew required to operate the ship, ignoring gunnery needs. The maximum indicates the maximum number of Select Defenses crewmen or passengers the ship can accommodate. Most If cash and free mass are left over, choose from the civilian ships fly with only a few more than the least they can available airship defenses. Each one either improves the armor get away with, while military ships rarely fly with less than 75% class of the ship or degrades the effectiveness of enemy weaponry. of maximum.

Armor Class reflects the evasiveness of the ship in aerial combat. Hitting a ship in combat is much the same as Tally Costs hitting anything else; 1d20 plus the gunner’s attack bonus, Add up the free mass requirements of your fittings, Combat/Ordnance skill, the Moxie attribute modifier, and weaponry, and defenses. Add in the free space necessary to hold the target’s Armor Class. If the total is greater than 20, the target any necessary ammunition. If the resulting numbers are higher ship is hit. A ship’s base armor class is reduced by the skill level than the frame’s rated free mass, you’ll need to trim something to of the pilot. fit it all in. Add up the hardpoints required by the ship’s weaponry. Hardpoints represent the available ordnance mounting If you haven’t enough hardpoints to mount it all, you’ll need to and firing positions integrated into the ship to allow the reasonable be more selective about what you install. use of ship weaponry. No ship can mount more weapon Finally, add up the cost of the ship. Prices on the charts systems than its hardpoints allow. are given in "m," millions, or “k”, thousands of credits. Remember to factor in the cost of ammunition. AIRSHIP FRAMES Frame Cost Speed Armor HP Crew Min/Max AC Altitude Free Mass Hardpoints Class Cirroskiff 20k 3 3 15 1/3 5 5/6 8 1 Cirrus Clipper 30k 2 4 20 1/4 8 5/6 10 3 Cirrus Sloop 50k 1 6 25 2/6 6 4/6 12 5 Cirrus Galiot 100k 2 4 12 1/4 7 4/5 16 4 Cumulus Cumulogalley 150k 2 5 15 2/5 7 4/5 20 4 Cumulus Brigantine 400k 1 10 30 6/16 7 4/5 15 6 Cumulus Stratigalley 250k 1 8 25 5/20 9 3/5 30 4 Cumulus Luftyacht 600k 3 2 20 2/10 8 3/3 20 1 Luxury Uberyacht 800k 2 2 30 4/20 9 3/3 30 1 Luxury Nimbodromon 600k 1 12 60 8/24 7 3/4 20 8 Stratus Stratidromon 750k 1 16 80 12/36 8 3/4 25 10 Stratus Man-o-War 900k 0 20 120 20/60 5 2/4 30 12 C. Nimbus Protodreadnought 1.4m 0 24 150 25/100 3 2/3 50 15 C. Nimbus Kriegschiff 1.1m 0 8 75 25/100 5 2/3 90 4 C. Nimbus

Most nations don't have the industrial and technological capabilities Luxury- class airships are designed with comfort and to manufacture many of these hulls. Most nations with aerial power extravagance in mine. They have a great deal of free space, which is of any sort can contruct Cirrus- and Cumulus-class airships. The often used for accomodating additional passengers. Travel by number who can construct Luxury- or Stratus-class airships are aeroyachts is not the speediest approach, but has becomes the significantly fewer, which maybe only a dozen or two out of the preferred method for those with the money to afford it. Who wants entire world. The lofty and noble Cumulonimbus-class warships to travel in a cramped, filthy train when one can sip champagne at can only be constructed by world powers, of which there are rarely 3000 meters above the ground? more than half a dozen. Unless there is a great deal of piracy +30% cost of Weapons present, only the Cirrus and Cumulus types will ever rest in the -30% cost of Fittings hands of private ownership, with a rare sheik or man of immense extravagance owning a ship of the Luxury variety. Stratus -class frames have historically been the staple and pride of modern aeromilitaries, only recently being overshadowed by All hulls come with an integral mark-I engine, which provides basic larger classes. Nevertheless, these are immensely powerful ships that manouvering, acceleration, and speed capabilities. Altitude is given can deal vast amounts of damage. A handful of these can easily in normal and maximum heights; for each altitude rank that a ship make a dangerous navy. exceeds its normal height then all checks to pilot it are made at an +30% cost of Fittings accumulative -1. Unless the ship is performing a Homesick Angel, -30% cost of Defenses then it may not normally exceed its maximum altitude rating.

Cirrus- class ships are small, light, agile, and can go higher than any Cumulonimbus- class ships are the titans of the aerial battlefield. other class of airship. They're not as good for combat They are monolothic entities that can not only dish out massive capabilities, due to the relatively low armor, HP, free mass, and amount of damage, but also take more hits than any other class of hardpoints. However, these ships are frequently used for ship. The legendary protodreadnought frame is the most powerful recon, private ownership and transportation for wealthy ship to date, but even greater frames are always in development. individuals, regal transport, or high-altitude research stations. Very few nations have the industrial capacity to support a fleet of +30% cost of Defenses Cumuluonimbus ships; the vast amounts of resources the -30% cost of Fittings construction and maintenance of even a single one of these can empty the coffers even the most industrious nations. While the Cumulus- class frames are staples of second and third world protodreadnought is the single most powerful frame currently aeromilitary, but are often archaic and outdated among the more used, the kriegschiff is designed for holding bays for massive powerful nations. They have all the lumbering slowness of their amounts of aeroplanes. larger brethren, but do not have the massive armament capabilites. +30% cost of Fittings This class of ships is often used for private ownership or shipping by -30% cost of Weapons air. +30% cost of Weapons -30% cost of Defenses AIRSHIP FITTINGS Weapon Cost Free Mass Min. Class Function Advanced rotary engines 12k 2 Cumulus -1 to speed (minimum 0). Unlocks some maneuvers. Ammonia ballast system 8k* 1# Cirrus Unlocks some maneuvers. Armory 2k* 1# Cumulus Weapons and armour for the crew. Barometric research unit 6k 1 Cirrus Allows atmospheric research and weather analysis. Barracks 5k 3 Cumulus Cramped space often used for housing military. Boarding gear 4k* 1 Cumulus Harpoons and ziplines for boarding hostile ships. Bonus room 2.5k 1 Cirrus Small rooms, like a bar, garden, sauna, or balcony. Cargo space 0 1 Cirrus Empty storage space. Cutter armor 16k 3 Cirrus Framing designed for ramming larger ships. Divided gasbags 10k 2 Stratus Makes ships more controllable, unlocking maneuvers. Engine Mark II upgrade 10k* 1# Cirrus The engine is improved to rank 2. Engine Mark III upgrade 20k* 2# Cumulus The engine is improved to rank 3. Engine Mark IV upgrade 35k* 3# Cumulus The engine is improved to rank 4. Extended diesel tanks 2k* 1# Cirrus Doubles range of the ship before refeuling is necessary. Generalized landing gear 5k 1# Cumulus Can moor in any land terrain. Gyroscopic engines 12k 2 Cumulus Prevents the ship from being battered about as easily. Hermetically Sealed 5k* 1 Cirrus Prevents altitude sickness in passengers & crew. Landing strip 20k 0 C.Nimbus Ramp designed for the take-off and landing of planes. Lifeboats 2.5k 1 Cirrus Hot air balloons for emergency situations. Luxury Room 5k 2 Luxury Large rooms, like a ballroom, theatre, or spa deck. Medbay 4k* 1 Cumulus Medical facilities to care for the wounded. Observation Blister 2.5k 0 Cirrus Allows greater visibility on one face. Passenger Room 1k* 1 Cirrus Luxury (houses up to 2) or family (houses up to 4) Plane Bay 10k 2 Stratus Contains housing for an aeroplane. Radio Room 1k 1 Cirrus Comprehensive collection of comms. Ship’s locker 2k* 1 Cirrus Exploration and survey gear for the crew. Water landing gear 5k 1# Cumulus Can moor on the water and act as a boat. Workshops 2k 1 Cirrus Aerial, industrial, machining, or weaponry. # Multiply requirements by 2 for Cumulus, 3 for Stratus/Luxury, and 4 for Cumulonimbus ships * Multiply cost by 5 for Cumulus, 10 for Stratus/Luxury, and 20 for Cumulonimbus ships Ship fittings can only be installed once for any particular system, unless noted otherwise. Ship fittings usually require a particular Ammonia ballast system: This exploits the properties of ammonia minimum hull class for installation as well. The Water Landing being lighter than air as a gas and heavier as a liquid. A refridgerator Gear can be purchased for aeroplanes as well as airships. hydraulic system allows the easy transferral between the two states. Electricity required to power the device is easily drawn from the Many maneuvers require special equipment to unlock. The engines on board. This improvement allows the Homesick Angel details of the maneuvers are listed in Chapter 4, Game Systems. and Dusseldorf Drop maneuvers.

Armory: Rather than maintaining lengthy lists of ship equipment, a Airship Fittings captain can simply buy an armory. Ships so equipped have whatever Advanced rotary engines: The engines are able to swivel on axles, amounts of small arms and armor that a normal-sized crew might allowing an incredible versatility of movement. However, the require, and integral maintenance facilities for its repair and upkeep. engines are less stable, and cannot be brought to the same maximum speed they would normally be able to. This cannot be purchased in Barometric research unit: This is a room filled with special conjuction with Gyroscopic Engines. This improvement unlocks instruments used for gauging atmospheric pressure, humidity, the Shadow Lock and must be purchased in conjunction with temperature, wind speed and direction, and more. It allows the user Divided Gasbags to unlock the Lightning Lock maneuvers. to know ahead of time what the weather will likely be (chapter 5). Barracks: This cramped room holds up to six additional people, with Landing strip: The frame of the zeppelin is constructed in such a some minor storage for each one. This is almost exclusively used for manner that the top of the frame is flat and hardened, allowing a military as opposed to passengers, because those who can afford to fly landing and take-off strip for aeroplanes. This must be constructed by aircraft rather than train prefer more elegant accommodations. This as a part of the ship during ship-building. can be purchased multiple times. Lifeboats: Selecting this fitting equips the ship with a number of Boarding gear: This includes a variety of boarding planks, harpoons, single-use parachute-suppored wicker baskets for escaping passengers ziplines, nets, clamps, and other various commidities that aeromilitary or crew members. A single selection of this fitting provides enough use for boarding other airships. This unlocks the Boarding and lifeboats for a ship’s maximum crew, with up to eight people per Madman's Pivot maneuvers. boat.

Bonus room: This is a minor room for luxury, socializing, or some Luxury room: Provides a large, deluxe specialty room for similar nonessential purpose. Examples include bars, gardens, small priveledged passengers, such as a ballroom, conservatory or biome libraries, a merchant booth, gazebo, or other various structures. This room, or a spa deck. This fitting can be purchased multiple times. fitting can be purchased multiple times. Medbay: The ship has a room with various surgical implements, Cargo space : Free mass can be traded for pressurized cargo space. One medicines, and supplies, allowing advanced medical care to be point of free mass grants 2 tons of cargo space in a fighter, 20 tons in a provided to a patient. frigate, 200 tons in a cruiser, and 2000 tons in a capital-class ship. This Observation blister: A primarily aesthetic structure that is a glass- fitting can be purchased multiple times. covered or open balcony jutting outwards from the surface of the Cutter armour: This is a specially fitted armour for only Cirrus-class airship, providing and expansive view of an entire side of the ship. hulls. Metal edging allows the ship to ram other ships, unlocking the Perhaps situationally useful. This fitting can be purchased multiple Ram maneuver. times.

Divided gas bags : The lighter-than-air gas bags are divided on the Passenger room: Comes in two flavors, Luxury or Family. Luxury interior of a zeppellin, with a pumping system allowing the transfer of rooms only fit one or two people, but are far more extravagant. gases between the two balloons. This unlocks the Winston Drop and Family rooms can fit up to four. This fitting can be purchased must be purchased in conjuction with Andvanced rotary engines to multiple times. unlock the Lighting Lock maneuvers. Plane bay: This allows housing for one aeroplane aboard the airship. Engine upgrades: The engine is upgraded beyond the stock baseline If the airship has a landing strip, the planes can take off and land engine. Each successive upgrade improves the ship's speed and ability to freely before housing themselves in the bay. If the airship does not descend or ascend Altitudes. The base engine provides +1 Speed and the have a landing strip, the planes can depart the airship by dropping ability to descend or ascend 1 altitude rating per round. Higher ranked out, as long as the airship is at least 1km above the surface. To engines improve this; a Mark III engine grants its ship +3 speed and 3 rehouse themselves in the airship, the airship must be moored, Altitude adjustements per round. A captain needs buy only the final however. This fitting can be purcased multiple times. grade of engine desired- he does not have to purchase upgrades Radio room: The airship has a room dedicated to radio and sequentially. transmissions. Ships have semaphores by default and can only Extended diesel tanks: The ship's travel range has 300km added before communicate with other ships in line of sight, but this equipment is refueling is necessary. This fitting can be installed multiple times. more advanced and can communicate with any radio. Ship's locker: This fitting is a room for the storage of a variety of Generalized landing gear: Rather than being forced to dock at a special survival gear and exploration equipment, including clothings port, the ship has the gear for landing in any terrain, whether it be necessary for most major biomes, cartography gear, electric torches, lashing the ship to a tree or dropping a weight-anchor into sand. rations, two-way radios and walkie-talkies, various maintentenance Particularly difficult landings--such as a bare, stony surface or wetland-- supplies, and other assorted gear. may trigger a Vehicle/Aerostat check. Water landing gear: The ship has the gear for landing in water, Gyroscopic engines: Adverse weather conditions and powerful where it will then act as a boat. This equipment can be purchased concussive weaponry no longer batter and toss the ship around like for an aeroplane as well, at the cost of 2k money and 1 speed, before. Any time a pilot would need to make a check to keep the ship unlocking the Aqueous Landing maneuver. Choppy or stormy stable, on course, make a good landing, or another similar movement water may trigger a Vehicle/Aerostat check. (including the landing if the ship drops to 0HP, but NOT including maneuvers), the pilot gets a +2 bonus. Workshops: All ships have basic tools for the repair and maintenance of the ship, but few such facilities are equipped to Hermetically sealed: The ship's rooms are hermetically sealed, allowing create complex equipment from scratch or do more than jury-rigged the ship to ascend to heights beyond what the human body can normally repairs. Up to four workshops in the Aerial, Industrial, Machining, tolerate. Passengers and crew in a hermetically sealed ship don't suffer and Weaponry categories may be purchased. from altitude sickness. However, the ship still must occasionally descend for oxygen. AIRSHIP AND AEROPLANE WEAPONS Weapon Cost Damage Range (hex) Free Mass Hardpoints Min. Class Special Light Machine Gun 6k 3d4 10/20 1 1 *Cirrus Spray Heavy Machine Gun 8k 3d6 12/20 1 2 *Cirrus Spray High-Caliber Machine Gun 12k 3d8 12/24 1 3 Cirrus Spray Mounted AM Rifle 2k 1d10 15/30 1 1 *Cirrus AP 16 Anti-Vehicle Rifle 5k 1d12 16/32 1 2 *Cirrus AP 24 Light Cannon 8k 2d8 18/36 2 2 *Cirrus AP 10, Clumsy Mounted Mortar 12k 3d6 8/16 2 2 Cirrus AP 12, Clumsy, Flammable Mounted Ordnance 16k 2d10 20/30 2 3 Cumulus AP 20, Clumsy Heavy Ordnance 32k 3d8 24/40 3 5 Stratus AP 24, Clumsy Integral Artillery 50k 2d20+5 30/60 8 8 Nimbus AP 24, Clumsy Incendiary Packet 12k 1d8 4/8 1 1 *Cumulus Clumsy, Flammable, Drop Flechette Grenades 12k 4d4 4/8 1 2 Cumulus Flak 4, Spray, Drop Low-Yield Explosives 12k 4d6 4/8 1 2 * Cumulus AP 5, Clumsy, Flammable, Drop High-Yield Explosives 20k 4d8 4/8 2 3 Cumulus AP 10, Clumsy, Flammable, Drop Light Flak Packets 8k 0 16/32 2 1 Cirrus Flak 8 Heavy Flak Packets 18k 0 16/32 4 2 Cumulus Flak 12 Flak Burst Cannon 25k 1d8 20/40 6 4 Stratus Flak 20 *Can be equipped to aeroplanes. AIRSHIP AND AEROPLANE DEFENSES Defense Cost Free Mass Min. Class Effect Double Cloth Wrap 50k* 1# Cirrus -1 AC Alloy Plating 25k* 2# *Cumulus -2 AC, -1 Speed Reactive Armour Lining 50k* 3# Stratus AP quality of attacking weapons reduced by 6 Ablative Hull Compartments 10k* 4# Nimbus -1 AC, +20 HP # Multiply by 2 for Cumulus, 3 for Stratus/Luxury, and 4 for Cumulonimbus ships. * Multiply cost by 3 for Cumulus, 6 for Stratus/Luxury, or 10 for Cumulonimbus ships.

All airship and aerostat weaponry requires Combat/Ordnance skill Clumsy: Either through a slow discharge time or unwieldy engineering to fire and relies on the user’s Moxie to determine hit and damage requirements, this weapon suffers a -2 penalty to hit aeroplanes. modifiers. Most NPC gunners have a total attack bonus of +1 and damage bonus of +0. Military gunners average +3 to hit and +1 Flak: Flak is identical to shrapnel, but an order of magnitude more damage, while highly prized artillerymen aboard capital or flagships widespread. Instead of decreasing by 1 damage every 1 meter, damage can have greater bonuses. decreases by 1 every 100 meters (on a standard sky-grid, one hex).

Targeting an enemy at a different altitude costs additional range. Flammable: These weapons have a chance to cause a fire onboard the For each altitude of difference between the firing ship and the target ship. When an attack with a flammable tag hits, then there is a 50% ship, increase the effective range by +4. chance of fire in a randomly designated room.

Class requirements marked with an asterisk can also be installed on Spray: These weapons have a wide spread of damage, unlike flak in aeroplanes; otherwise, this equipment is restricted to aerostats. comprehensiveness, but enough to make a difference. These weapons have When outfitting planes, free mass requirements are ignored. a +2 to hit aeroplanes.

Drop: These weapons can only attack ships in lower altitudes, not the Special Weapon Qualities same altitude or higher altitudes. However, they do not take any range AP : The weapon ignores this many points of a target’s armor. Some penalties for attacking at a lower altitude, regardless of how low it is. airship defenses may reduce the effectiveness of this. The most a weapon’s AP rating can do is reduce a target’s effective armor to zero. It cannot add additional damage to a hit. Aerial Weapons Light flak packets: Shoots an exploding shell into the air, easily Light machine gun: The smallest weapon equipable to aerial craft. damaging small craft. It dishes out a large number of bullets and is useful against aeroplanes. Heavy flak packets: Shoots an exploding shell into the air, easily damaging small to medium craft. Heavy machine gun: A vastly improved version of the LMG, the HMG can dish out more damage and pierce armour more Flak burst cannon: Shoots an exploding shell so powerful it can effectively. It is common equipment for dogfighters. even scratch the hides of very heavy craft.

High-calibre machine gun: A very heavy and effective version of the squad automatic weapon. It is difficult to transport outside of its mounting. Very useful as multipurpose anti-plane measures aboard Aerial Defenses airships. Laminated cloth wrap: The gasbags of the ship are laminated with Mounted AM rifle: A high-calibre rifle designed for maximum many layers of cloth. This does not provide an extremely effective range and penetration. Good equipment for fighters or small defense, but it's cheap, light, very easily done, and better than airships armed for combat against aerial beasts of higher armour nothing. values. Alloy plating: The craft is plated with metal aluminium alloy Anti-vehicle rifle: An upgrade to the mounted anti-material rifle, scales, making it significantly more difficult to penetrate. the AVR is capable of penetrating even the most defensive of hulls. Reactive armour lining: A layer of rubber is sandwiched between Light cannon: A staple of light armament, the LC is effective and two metal plates--when a projectile ruptures one of the plates, the easily penetrates armour. The nature of the single shot means that rubber buckles, causing the plates to warp further apart, thus vastly targeting quicker and smaller targets is difficult. reducing the penetrative power of incoming weapons.

Mounted mortar: A shot lobbed from a specialized cannon. The Ablative hull compartments: It requires a vast amount of free space, explosives packed into it pack a hefty punch, and can cause fires but coating the ship in expendible apartments greatly increases the aboard ships. amount of damage that can be taken before failure occurs.

Mounted ordnance: Mounted ordnance deals only slightly more damage than the light cannon, but penetrates armour far more easily, dealing heavy damage to midships.

Heavy ordnance: A deadly heavy shot capacle of piercing the toughest hides, this weapon is commonly equipped aboard cumulus and stratus against their capital foes. Integral artillery: This weapon is built into the frame of the ship itself and as such cannot be installed except during construction; any other method of mounted would cause the ship to be torn asunder beneath the recoil. A single volley from just one of these can take out cumulus craft with ease, and two or more shots takes care of anything larger.

Incendiary packet: This is an explosive, meaning it must be dropped from above rather than fired. Instead of the usual 50% chance of ignition, the incendiary packet (upon hitting the enemy) has a 100% chance of ignition.

Flechette grenades: This is an explosive, meaning it must be dropped from above rather than fired. Upon explosion, a mess of shrapnel and razor points of steel fly outward.

Low-yield explosive: This is an explosive, meaning it must be dropped from above rather than fired. It triggers a minor explosion on a hit.

High-yield explosive: This is an explosive, meaning it must be dropped from above rather than fired. It triggers a major explosion on a hit. CHAPTER FOUR SUPER SCIENCE

Note: the following chapter is optional. Ask your GM before proceeding.

For some, the terrors of trench warfare, the intrigue of noir The Occult skill may also be used for the spooks and supernatural investigations, the thrill of early Communists talking in hushed tones beasties, as well as knowledge of the various conspiracies of the in a coffee shop--this isn't enough. In this chapter, we set aside universe, of either of those two sections are in play. historical accuracy to take a more fantastical approach to the time period. If the Magic chapter is in play as well, then you may want to consider a couple changes to the Thaumaturge and Witch classes. If Like the Magic chapter, this chapter is optional, and you should ask Super Science is a class skill for both the Romanticist and the your GM whether he or she is allowing anything from this chapter Rationalist, then a Faith or Arcana boost for the magic classes may for the campaign. The GM may choose to allow Magic, Super bring them up to par. Don't be afraid to experiment to find what Science, or even both. Alternately, the GM may choose to use only works best for your group, and don't be afraid to retcon or reduce certain parts of this chapter, such as the Spooks section that would some power or buff if you find that it makes things unbalanced. work well with the Magic chapter, or the Hollow Earth concept for a campaign into investigation and mystery. Acquiring Equipment But what's even in this chapter? In the following equipment lists, there's an associated price for Good question! If you're a GM and wondering whether you want purchasing the item. However--aside from resource accessibility and to including any of the following materials, or a player trying to get equipment legality mentioned in Chapter 3--there are some the gist of the matter, this chapter has the following: additional considerations to make with these prices. If the GM would liketo make this equipment and gear common, then he may The first parts of this chapter provide a host of personal gear that a cut the prices in half, and if he want to make them uncommon, he character can use, from jet packs to Gauss guns to force fields to may double the prices, or remove prices entirely and let them not be hovercraft. From there, you'll find descriptions of other, broader purchased through any normal means at all, but instead only concepts, such as übermenschen & genetic manipulation, super through special courses of action. Of course, the simplest thing to science engineering (such as flying cities), a section that elaborates on do is just leave the prices as is. certain urban fantasy themes and critters, and finally, a section that embraces bizarre conspiracy theories, archaic models of the universe, unusual historical events, and a little bit of philosophy.

N ew Character Rules The content of this chapter is primarily equipment and ideas, unlike the classes and spells of Chapter 2. However, it does merit merit some additional rules. A GM might find that adding the skill Super Science may be useful in campaigns where the players want to make or play with a lot of their own fantastical equipment. It may be made either into a class skill for both the Romanticist and the Rationalist, or for neither of them, depending on the powerlevel of the campaign, but giving it as a class skill to one could leave the other class at a disadvantage. ARMOR TYPES Armor Armor Class Encumbrance Cost Damage Reduction Force Field -2 bonus 0 600 4 Valkyrie Gear 4 2 1,000 6 Zen Exoskeleton 5 1 1,200 4 Open Air Power Armor 3 0/4 2,000 9 Custom Fit Power Armor 2 3/* 4,000 12 Grounding Coils 5 2 1,600 6 Orbital Defense Mechanism 5 0 2,200 7 Slowfield 6 1 3,000 20

Armor Recent advances in science have lead to armours made out of Custom Fit Powered Armour is specialized power armour that must be advanced materials, ready to bear the blows of high-tech weapons. designed specifically to fit its wearer. Its massive bulk provides Excepting the force field, which is a super-tech shield, no one can phenomenal protection, but also the wearer fails any acrobatics checks equip more than one piece of armour. made while in the armour. The armour also enhances the user's strength, and they receive a +4 to any athletics skill check. Retricted Some armor has a Damage Resistance value. If an attack hits (getting visibility means attacks are made at -2, but melee damage is doubed. past the AC), then the damage it deals is reduced by the damage While the Custom Fit Powered Armour is equipped, it weighs 3 resistance value. For example: the mutant Bandarok takes 5 damage encumbrance. While it is unequipped, it is too large to be moved by a from a splatter of burning acid. However, Bandarok is wearing open single individual, and requires a sled, wagon, or other vehicle. Equipping air powered armor and wielding a force field, which have an the armour takes a full round. accumulative DR of 3 (2+3). Bandarok subtracts the damage by the amount of DR he had (5-5) and ends up taking no damage at all. Grounding Coils are copper coils and advanced electronics. Unlike other armours, they are not subject to most of the special abilities of energy Force fields lower the Armor Class of the bearer by two points, as well weapons. The user takes no chain damage from Tesla Cannons and as providing two points of DR. It is effective against all weapons, but Lightning Artillery, and negates to the armour penetrative qualities of not ordnance. This device appears no larger than a wristwatch and is them. The Faraday components reduce damage from the Freeze Ray, worn around the wrist, but upon the touch of a button, activates a Microwave Ray, and Death Ray by half. In addition, the user dimly luminescent azure shield. When wielding the force field, the automatically succeeds all Physical saving throws against the Death Ray. bearer cannot use two-handed weapons, and all one-handed weapons are used at a -2 penalty. The Orbital Defense Mechanism is a pattern of shields and defense blocks that continues revolves through the air around the user. Valkyrie Gear is a powerful set of equipment with in-built flight Although it does not provide the same level of protection as other mechanisms. Instead of walking across the ground, the wearer of armours, it is exceptionally light and all attacks made against the wearer, Valkyrie Gear may choose to fly that distance instead. However, this even after hitting, have a 20% chance of failure. Energy weapons are not uses up the entire round of the wearer instead o fjust a move action. affected by this failure rate.

Zen Exoskeleton is a metal frame that encases the target. Due to the The Slowfield is a blocky amber-coloured energy field that envelops the complex mechanisms, it doesn't provide as good protection as many user. The field is created by various projectors embedded in a jumpsuit. other armours, but the machines in the frame enhance the user's speed The jumpsuit may be worn beneath regular clothing. Anything high- and strength. All attacks made while wearing a Zen Exoskeleton are speed entering the field is slowed down, providing an incredible damage made with a +2 bonus, and all athletics skill checks also receive a +2 reduction. In addition, this damage reduction is not reduced by any bonus (except for swimming, which receives no bonus from the Zen weapon's armour penetration.The slow knife penetrates the shield. All Exoskeleton). energy weapons bypass this damage reduction. In addition, melee attacks made by an enemy with a Combat/Martial+3 or greater bypass Open Air Powered Armour is armour designed to fit anybody that the damage reduction. Note that this is not the total attack roll; the puts it on. Its massive bulk provides phenomenal protection, but also actual skill must be 3+. the wearer fails any acrobatics checks made while in the armour. The armour also enhances the user's strength, and they receive a +3 to any athletics skill check, as well as increasing maximum encumbrance by 4. While the Open Air Powered Armour is equipped, it weighs no encumbrance. While it is unequipped, it weighs 5 encumbrance. Equipping the armour takes a full round. S UPER SCIENCE WEAPONS Weapon Damage Range (in meters) Cost Magazine Armor Penetration Stun Baton 1d6 -- 200 -- 1 Thermal Spear 1d10 -- 400 -- 3 Vibro Blade 1d12 -- 500 -- 10 GRENADES Tenebric Grenade 0 10/30 75 -- 0 Stranglehold Grenade 0 10/30 100 -- 0 Mustard Gas Grenade 1d8 10/30 150 -- * Nerve Gas Grenade 3d6 10/30 300 -- * SMALL ARMS Gauss Gun 2d8 1,000/2,000 800 4 6 Freeze Ray 1d20* 10/40 1,200 9 * Tesla Cannon 2d6 30/90 1,600 1 * Acid Gun 1d8+4* 10/20 1,100 5 6 Flechette Gun 4d4* 20/60 600 24 2 Microwave Beam 1d12 40/120 1,500 6 * Death Ray 3d10 100/300 10,000 1 * ORDNANCE Lightning Artillery 5d12 2,000/4,000 60,000 2 20 Railgun Artillery 20d12 6,000/12,000 100,000 1 999 Tractor Beam 0 500/2,000 10,000 16 0 Earthquake Machine * 1,000/2,000 200,000 1 * Ranges are expressed in normal and maximum ranges. Firing at a target beyond normal range applies a -2 hit penalty. * These weapons can use burst fire. A burst gains +2 to hit and damage and uses up three rounds of ammunition.

Super Science - Melee Weapons Vibro Blades are like normal sword, but the blade vibrates at a high Incredibly powerful weapons deal death at an unprecedented rate. frequency, allowing them to cut through many materials with ease. Only the phenomenal cost of manufacture prevents causualties on a However, the constant vibration makes them more difficult to hold; scale never seen before. on a natural 1 on an attack roll, the wielder drops the weapon.

Some weaponry has an exceptional ability to pierce armor and is Tenebric Grenades deal no damage, but they issue forth a thick cloud therefore given an Armor Penetration value. For each point of AP a of black gas that vastly reduces visibility. The cloud typically weapon has, it ignores one point of Damage Resistance on armour. expands to a radius of 10 meters and dissipates after 4 rounds. If the weapon has more AP than the armour has DR, then there is Anyone within the cloud can see no further than 2 meters in front of no additional effect. them.

Weapons count as one item for encumbrance purposes. Weapons Stranglehold Grenades produce a cluster of wires that immediately that require two hands to use, such as spears or rifles, count as two grapple everything within a 3 meter radius of their detonation. A items. target may make an initial Athletics check against 9 to resist the effect; he may also remake this check at an accumulative +1 bonus at When a target is hit with a Stun Baton, they must make a Physical the beginning of each turn to break free. While in the grasp of the saving throw. If they fail, they take an additional 1d6 damage. This Stranglehold, you may not move, but you may attack at a -2 penalty. additional damage is nonlethal. Also, the additional damage has an If making an Athletics check to try and escape, you may not attack Armour Penetration of 5. that turn.

The Thermal Spear has an incredibly hot tungsten tip. It can melth through plastic & steel like butter and ignite most anything it touches. However, there's no guarantee that excessive usage in this manner won't generate toxic fumes; also, very thick steel takes some time. Mustard Gas Grenades issue forth a cloud of acrid, toxic gas in a 5 Lightning Artillery is effectively a scaled-up Tesla Cannon. This is an meter radius of their detonation. This cloud dissipates after 6 energy weapon, and it negates all damage reduction unless otherwise rounds. The damage is dealt not on detonation, but at the stated. In addition, everyone standing within a 50 meter radius of beginning of the round of anyone who is within the cloud of gas and the target receives 1/2 of the damage that the main target took. A does not have a gas mask equipped. A physical effect saving throw successful Luck saving throw negates this chain damage. For may also be made to resist the effects for one round. additional artillery rules, refer to the Equipment chapter.

Similar to Mustard Gas, Nerve Gas Grenades issue forth a cloud of Railgun Artillery consists of two magnetic rails. An incredibly deadly neurotoxins in a 5 meter radius of their detonation. This powerful electric surge runs through them, connected by a cloud dissipates after 4 rounds. The damage is dealt not on projectile between the rails. This surge pushes the projectile detonation, but at the beginning of the round of anyone who is outward at devastating velocity, capable of destroying tanks, within the cloud of gas and does not have a gas mask equipped. A sinking ships, and knocking airships out of the sky in a single physical effect saving throw may also be made to halve the damage strike. Railgun Artillery fires at a +3 to hit. for one round. The Tractor Beam, for use in the sky, aether, or space, locks a single The Gauss Gun is a long rifle that has a series of magnetic hoops fighter plane-sized craft in its beam. The pilot may make a that accelerate a projectile through the barrel at incredible contested Vehicle check against the operator's Combat/Ordnance velocities. It has no recoil and all attacks are made with an skill to resist the effects. If the pilot fails for three turns, then the additional +1 bonus. target is brought in to the destination by the Tractor Beam.

Freeze Rays are small pistol-sized handguns that fire a ray that The Earthquake Machine does not deal conventional damage, but freezes its target. This is an energy weapon, and it negates all instead uses resonant frequencies to cause earthquakes, leveling damage reduction unless otherwise stated. It can be used to buildings for kilometers around. Although this cannot directly hurt rapidly produce ice from water, as well has making rubber or something, they may still experience the deadly effects of collapsing plastics incredibly brittle. structures.

The Tesla Cannon is a massive rifle that clocks in at 3 encumbrance and fires a lightning bolt at its enemies. This is an energy weapon, and it negates all damage reduction unless otherwise stated. In addition, everyone standing within a 5 meter radius of the target receives 1/2 of the damage that the main target took. A successful Luck saving throw negates this chain damage.

Acid Guns are chunky rifles that shoot a high-powered spurt of caustic liquid at their targets. Those hit by an Acid Gun take 1d4 damage at the beginning of their round for the next 4 rounds, unless they strip off all of their clothes and armour or wash themselves in water.

Flechette Guns, similar in appearance to a shotgun, fire a cluster of deadly metal shards at the enemy. Although it has a low armour penetration, it tears through unarmoured flesh. Flechette Guns fire at a +1 bonus.

The Microwave Beam is a handgun that fires a ray of deadly microwaves at its target. This is an energy weapon, and it negates all damage reduction unless otherwise stated. The target, if hit, must immediately make a Physical saving throw or be consumed by vomiting for the next round. In addition, the damage is increased by +4 if the target is wearing significant amounts of metal on them, due to metal's reaction to microwaves.

The Death Ray is the most deadly of all the small arms either super science or mundane. This handgun fires an intense burst of gamma radiation at its target. This is an energy weapon, and it negates all damage reduction unless otherwise stated. When hit by a Death Ray, the target must make two Physical effect saving throws: if both succeed, roll damage as normal. If one fails, then the damage is 6d10 instead of 3d10. If both fail, the target automatically dies. VEHICLES Vehicle Cost Speed Armor Hardpoints HP Crew Battle Walker 10,000 1 5 1 20 2 Assault Walker 13,000 2 6 3 18 4 Blitz Walker 12,000 3 4 2 16 3 Heavy Walker 18,000 0 8 3 25 4 Super Tank* 30,000 0 16 4 32 6 Hovercraft 4,000 4 2 0 8 1 Fusion Plane 20,000 12 3 1 12 2 Walking Base* 100k/200k/400k -4 15/20/30 10/20/40 100/200/300 * Flying Fortress* 1m/2m/4m -2 15/20/30 10/20/40 100/200/300 * *Cannot normally be damaged by anything that doesn’t require Combat/Ordnance to fire.

Vehicles are generally powered by diesel, which is readily available in Hit Points indicate the amount of damage a vehicle can take before most civilized nations, although civilian acces can sometimes be a bit it is destroyed. Speed is reduced by half when the vehicle is at half dodgy. Vehicles require refueling every six hours of operation. hit points. A vehicle reduced to zero hit points forces all crew and passengers to make Luck saving throws. Failure means that the passenger takes the vehicle’s maximum hit points in damage, while Vehicles are generally limited to reasonably flat, dry terrain. Recon success reduces the damage by half. cars are designed for territory that is oftentimes more rough than a road or field. Tanks can drive over large obstacles or spacious gaps Crew gives the maximum number of vehicle occupants. For the in the ground, and can usually easily manouver through mud and listed vehicles, only one crew member is actually necessary to drive damp ground with their treads, although the deepest and most or pilot the vehicle, though additional crew members may be viscous pits will mire even them. Walkers can easily navigate the required to fire or load weapons. most muddy terrain. Hardpoints indicate the number of ship guns that can be equipped Speed is an abstract measure of the vehicle’s speed and agility. When to the vehicle. For the purposes of minimum ship requirements, vehicles chase each other, the opposing vehicle’s Speed should be consider all Walkers and the Fusion Plane to be Cirrus-class ships, applied as a penalty to Vehicle skill checks to close or escape. Speed the super tank to be Cumulus-class, and the Walking Base & Flying may also be used as a modifier when attempting difficult maneuvers. Fortress to be Cumulonimbus-class.

Armor is subtracted from all weapon damage done to the vehicle. Mobile Bases The Armour Penetration of martial weapons and small arms does The Walking Base and Flying Fortress are mobile bases. These are not work against vehicles. Only the armour penetration of massive, unwieldy constructions, but provide the most powerful Ordnance reduces vehicle Armour. Actually hitting the vehicle is support for ground and sky military there is. Typically, these bases automatic if the vehicle is stationary and within 30 feet. Hitting a have airstrips as well as a broad number of other specialized gear, vehicle from beyond that range requires an attack against AC 10. If and can have mounted a broad array of deadly ordnance. Mobile the vehicle is moving, subtract its Speed from the hit roll, and if the bases are ranked 1, 2, & 3 in increasing size; the numbers relevant to attacker is in a moving vehicle as well, also subtract that each classification are listed in the table. Rank 1 mobile bases require conveyance’s Speed. a minimum of 1,000 crew and a maximum capacity of 10,000. This doubles for Rank 2 bases, and double again for Rank 3. DVENTURE EAR Disguise Kit: Useful for those who want to look like someone else. A G The user makes a Fashion check to create a convincing disguise. Item Cost Enc Generally, if the disguise looks terrible, the user is aware of it. Boomer 25 1 Hologram: A small, heavy disc that can project a hologram. The Chameleon Cloak 100 1 hologram cannot move, can be moved through with ease, and each Detector 400 3 one can project an object about the size of a small car. The projections are very realistic and require a Perception-9 skill check, Disguise Kit 250 1 detailed scrutiny, or a telltale clue to realize that it is fake. Hologram 90 1 Hover Boots 120 2Hover Boots: A heavy pair of boots that allows the user to walk over the ground. This negates any terrain movement costs, as well as Jet Pack 450 3 allowing the user to bypass any traps without triggering them. Kirlian Scope 500 1 However, everyone knows Hover Boots don't work on water. Serum, Dog Splicer 250 * Jet Pack: A heavy backpack piece of equipment that allows flight. Serum, Fish Splicer 250 * The wearer can travel through the air up to 20 meters in any direction as their move; however, operating the Jet Pack takes the full 250 * Serum, Gecko Splicer action of a round. Hovering with the Jet Pack and not moving does Serum, Hawk Splicer 250 * not take an action. 400 * Serum, Truth Kirlian Scope: Either a single lens or a weapon scope, this device Serum, Über 1000 * allows the user to see ghosts or invisible objects (such as those stealthed by the Philadelphia Experiment). A Kirlian weapon scope 50 Solar Grenade 1 must be attached to a gun for the user to be able to fire at the enemy Super Nitro 250 * with no penalty. The user cannot constantly look through a Kirlian lens; this gives them a splitting headache. Teleport Discs 300 2 Thinking Cap 50 1 Serum, Dog Splicer: Imbibing this potion temporarily splices the genes of the drinker with that of a dog, providing an incredible sense 200 2 Trap, Acid of smell. The effects last around an hour. Side effects may include Trap, Adhesive 200 2 growing a tail, growing ears, or excessive hirsuitness, which can last up to 24 hours. Trap, Binding 200 2 Trap, Laser 200 2 Serum, Fish Splicer: Imbibing this potion temporarily splices the genes of the drinker with that of a fish, alllowing them ability to Trap, Tesla 200 2 breathe underwater. The effects last around an hour. Side effects Web Gun 150 1 may include wet, scaly skin, webbed fingers and toes, or bulbous, protruding eyes, which can last up to 24 hours. Wing Pack 240 3 X-Ray Glasses 80 1 Serum, Gecko Splicer: Imbibing this potion temporarily splices the genes of the drinker with that of a gecko, giving their fingers and * These items weigh a negligible amount. hands a remarkable adhesive capacity. The effects last around an hour. Side effects may include dry, scaly skin, green disclouration, Exploration Gear and a long, prehensile tongue, which can last up to 24 hours. Boomer: A device, that when held against the user's throat, makes Serum, Hawk Splicer: Imbibing this potion temporarily splices the their voice incredibly powerful and loud, projecting it far further than genes of the drinker with that of a hawk, granting them incredible a natural voice might go. eyesight. The effects last around an hour. Side effects may include molting, sharp fingernails, and a craving for mice or rabbits, which Chameleon Cloak: This hooded cloak is made of small hexagons that can last up to 24 hours. shift colour to match their surrounding. The wearer gins +2 to any stealth checks while this item is worn. Serum, Truth: The one who drinks this potion finds themselves unable to intentionally tell a lie, or for that matter, even half-truths Detector: Whether detecting gravity, aether, ghosts, ectoplasmic or lying by omission. They may choose not to speak, but if they do residue, or any number of things, the detector is your go-to for speak, they have a tendency to blather and give as much infomation supernatural and super science investigation. A detector must be on the topic in question as possible. If part of their information is purchased for each category of detection; ask your GM for more incorrect and they believe it is correct, then they will still try and infomation. The detector requires a successful Science, Religion, or relate the information as if it is correct. The effects of this potion last Occult check, depending on its focus. for about half an hour. Serum, Über: The serum provides the user incredibly strength, Trap, Tesla: When stepped on, this expendable device zaps the speed, and mental capacity. This potion provides the one who intruder with burst of electricity, dealing 2d6 damage. In addition, imbibes it with +2 to any Moxie, Fortitude, Acuity, or Finesse based everyone withing 3 meters radius of the detonation takes 1d6 damage, skill checks, +5 to attack rolls, -2 AC, and double damage dealt by which is unavoidable. The jinxed dupe avoids the lightning with a any melee weapons. The effects last for 6 rounds. successful Luck saving throw.

Solar Grenade: The grenade, for most intents and purposes, acts as if Web Gun: This handgun fires a string of sticky adhesive up to 100 it were a normal weapon. However, when it detonates, instead of meters away, which adheres to anything but the most greasy target. causing damage, it creates an incredibly bright light that illuminates Within one full round, the string dries and becomes non-sticky. The the area around it as if it were broad daylight. This can blind those string may be attached to, or detach from, the gun at any time the who don't look away quick enough, or who are not wearing some eye user chooses, and there is time to detach the string and stick it to protection. This light can also hurt creatures of the night as if they another surface before it dries. The string will bear up to 100kg of were in daylight. The illumination lasts for 1d6 rounds, rolled when weight before breaking. The gun has an ammo capacity of 6. the grenade explodes. Wing Pack: This wing pack allows the user to fly. As long as the Super Nitro: This bright green potion grants the user double user has a Vehicle/Aeroplane skill of one or greater, this device can be movement speed for 6 rounds. However, the fluid also makes the used to fly up to 20 meters instead of a move action. More complex one who drinks it incredibly jittery, thus making attacks at a -2 maneuvers may require actually rolling Vehicle/Aeroplane. penalty, and obnoxiously chatty, making all Presence-based skill checks at a -1 penalty. X-Ray Glasses: This pair of goggle allows the user to see through soft materials such as flesh, cloth, leather, and wood, but their vision Teleport Discs: This pair of collapsible discs, when activated, can is still blocked by materals such as bone and metal, which they can swap up to 100kg of materials or people between the two. The disc see through the flesh or other matter. must be intentionally activated on both sides, and must be within 5 kilometers or they lose connection.

Thinking Cap: This device, worn on the head, provides the exact same benefits as the Academic Book described in Chapter Three, Exploration Gear. However, the Thinking Cap applies to all fields of science, and does not need to be repurchased for each category like the Academic Book.

Trap, Acid: When stepped on, this expendable device releases a gout of acid on the intruder. This deals 3d4 damage, and 1d4 damage each round for 4 rounds thereafter unless the one that was coated strips off all of their armour and clothes, or is drenched in water. The unfortunate sap avoids the acid with a successful Evade saving throw.

Trap, Adhesive: When stepped on, this expendable device releases a burst of industrial glue on the intruder. This prevents the target from moving or attacking until they break free. They may try to break free at the beginning of their round with an Athletics check against 9. For each round after the first, they receive a +1 accumulative bonus to get out. The hapless bastard avoids the glue with a successful Evade saving throw.

Trap, Binding: When stepped on, this expendable device releases a burst of binding wires on the intruder. This binds the intruder's legs and prevents them from moving until they break free. They may try to break free at the beginning of their round with an Athletics check against 10. For each round after the first, they receive a +1 accumulative bonus to get out. However, trying to get out means they can't make an attack that round. The luckless chump avoids the wires with a successful Evade saving throw.

Trap, Laser: When stepped on, this expendable device burns the intruder with a series of powerful lasers, dealing 2d8 damage. The ill- fated mook avoids the lasers with a successful Luck saving throw. ÜBERMENSCHEN & GENETIC ENGINEERING

The philosophy of Nietzsche's Übermensch, eugenics, and the lure of a better future coupled with the horrors of industry makes the era of super-science JUGGERNAUT perfect for genetic engineering. Whether a horrible mutant plague or Germany's dream come true, the possibilities present in manipulation of genetic material lend to boundless game plots and arcs.

Symbiotes These biological organisms bind to the flesh of a human, and in exchange for nutrients that the human provides, it enhances its partners physical capabilities. A symbiote can be either internal, meaning only a detailed medical examination will reveal it, or extenal, meaning while it is attached it is visible to all who see its partner. Either way, the symbiote reduces the maximum HP of its partner by 1 per day. This HP loss is recovered at a rate of 1 for every week the symbiote is not attached. It will not attempt to bind to anyone with less than 10 HP, since these are not useful partners. While the symbiote is attaches, the partner has double movement speed, double damage from melee weapons, +2 attack, and +2 to any Athletics or Acrobatics checks. A symbiote can live up to 3 days without a partner, in which it has 4 HP, 6 AC, no natural attacks, and a 6m/ turn movement speed. An individual who does not want to be partnered with with a symbiote may make a Physical Effect saving throw to resist it, but once it is attached, only a Medical/Profession check of 11 and 3 days of intensive surgery can remove it (unless the symbiote chooses to leave).

If the subject recovers, they do not lose their extra limbs (unless Revenant Genetics they are surgically removed) nor their bonus HP. The disease is Soldiers are only useful as long as they are alive, which is very spread through the physical attacks of other mutants. inconvenient to warlike nation-states who lose a lot of soldiers to war (or, perhaps, desperate nations being invaded). Revenant genetics allows soldiers to keep fighting even after they are dead, although the Frankenstein's Monster technology has a few kinks. It must be installed while the subject is Sometimes, revenants aren't enough, and a scientist wants to create still alive. When the subject dies, they become a revenant, that true life. Although these monsters are every bit has macabre and retains all of the skills and abilities (aside from magic) of their prior hideous as a revenant, they are living creatures. If either a player is life, but lose their consciousness. They have 30 HP and +4 damage playing as or one exists in game, the monster has the following stats: reduction (in addition to any provided by armour). As soon as the +1 Fortitude modifier, +2 Athletics skill, -1 Judgement modifier, -3 revenant rises, it violently and directly tries to kill all living things in Presence modifier. If a player wishes to make a Frankenstein's reach, and if none are available, it mindlessly wanders until it finds Monster, they must have at least three corpses at hand, a good deal some. Especially intelligent individuals that received the revenant of electricity, and an extended Super Science (or alternatively, modifcation may not become mindless ragers upon death and instead Science/Bio&Chem) contest. When the monster comes into retain their intelligence, but they have still lost any connection with being, they have their own spirit, will, and soul, and are not their living mind, are dangerously insane, and are the enemy of all beholden or obliged in any manner to their creator. living things. Super Soldier Serum Mutagenic Plague Finally, the apex of genetic technology. The super soldier is an unstoppable juggernaut; in fact, any super soldier receives bonuses An early attempt to creat a super soldier that went tragical awry, the as if they are in perpetual Juggernaut status (for more details, refer mutagenic plague is a fatal disease that spreads rapidly and violently. to the Systems chapter, Moxie & Fortitude section). These titans The disease has Toxicity 9, an Interval of one day, and a Virulence of are unparalleled battlefield killing machines and can butcher a 3. For more detailsabout disease and poison, refer to the Systems dozen normal soldiers with ease. Becoming a super soldier requires chapter. At each interval, the subject grows an extra limb and gains imbibing a super soldier serum, which is phenomenally hard to 1d4 maximum HP. If three saving throws are failed, then the subject manufacture, and even more difficult to pry from the jealous hand becomes a violent mutant under the GM's control, and begins to of whatever laboratory produce it. grow thick, horny skin, develop a powerful bite, and grow even more limbs. SUPER ENGINEERING

Floating cities, weather machines, and other incredible feats of The sky cities generally require at least one tenth of their maximum engineering debut in Super Science. In addition, some ship population to operate, but even abandoned sky cities can drift modifications are included. Listed below are various technologies to aimlessly for years before they finally come crashing to the ground. make worldbuilding a stranger place. As a general rule of thumb, sky cities have four ranks. Rank 1 cities can house and employ up to 10,000 inhabitants, rank 2 cities 25,000 Automatons inhabitant, rank 3 cities 60,000 inhabitants, and rank 4 cities up to Whether as small as a cat or as large as a protodreadnaught, 120,000 inhabitants. However, especially large or small exceptions to automatons are machines that fulfill some role in society, from these rules may exist. Sky cities are also incredibly expensive to catching rats to digging pit mines. They come in countless shapes maintain and live in, meaning that they usually fall into the following and forms, to the beautiful and stern manservants of august royalty categories of either the project of a nation, the playplace of the to muddy, grinding messes ofcogs scrounging through the trash from fantastically wealthy, or independent warlike cities that constantly some sort of valuable. Many of the larger automatons possess a raid to feed their endless need for resources. rudimentary intelligence, and perhaps have become dissatisfied with their exploitation... Nuclear Weapons Although traditionally the bailiwick of Cold War or late World War Rank 1 automatons are the size of a cat or dog, and possess no more II eras, the super science of JUGGERNAUT may reach nuclear intelligence than the rote role of insects. Rank 2 automatons are weapons at just the right time for violent, militaristic nation states to among the most common, about man-sized, used for many roles in use them with fascist intent. When calculating damage for a nuclear society, and although they are not quite as bright as humans they still bomb, simply assume that most of the city is destroyed and that tend to understand more than they let on. Rank 3 automatons are anyone within the area has radiation poisoning. the size of cars or tanks, and are only marginally brighter than their smaller brethren. These are often used for battle or some industrial Living Airships role. Rank 4 automatons are the largest, typically only used in large With powerful genetic engineering at the world's disposal, airships scale industrial applications. may also not be constructs of leather, steel, and aluminium, but living creatures, grown from vats, that have human facilities built into their Making an automaton requires the Super Science skill or the vast gaseous bulk like the cabin on the underside of a zeppelin. These Engineering skill. Rank 1 takes hours, Rank 2 takes days, Rank 3 takes behemoths naturally generate hydrogen through metabolic processes, weeks, and rank 4 takes months. Assuming a Rank 2 and due to the lack of natural food or water sources in the sky, automaton, when playing these mechanical creatures they have the require human maintenance to live. In this case, assume that the following stats: +4 damage resistance, -1 Judgement and -1 Presence airships are as listed in the Equipment chapter, but with the caveat modifiers, and your choice of either +1 Acuity or +1 Finesse modifiers. that they require food and water, as well as healing HP damage over Automatons do not need to eat, sleep, breathe, and they do not feel time, at a rate of one-tenth of their maximum HP per week. pain, but they need regular maintenance to avoid falling into disrepair. The Philadelphia Experiment This is a super-science ship fitting. It costs 500,000 and consumes 3 Weather Machine free mass. The cost is multiplied by 5 for Cirrus and Luxury class The weather machine is a straightforward device and controls the ships, 10 for Cumulus and Stratus class ships, and 20 for weather in a 10 kilometer radius around it. It continuous needs an Cumulonimbus class ships. Multiply the free mass requirements by 2 operator. It can make any weather condition except for the most for Cirrus and Luxury class ships, 3 for Cumulus and Stratus class extreme, such as a blizzard mid-summer. If a Thaumaturge and a ships, and 4 for Cumulonimbus class ships. This renders the ship weather machine are at odds, then the Thaumaturge must make a invisible to the naked eyes, making them untargetable excep through contest a Religion check agains the operator's Super Science skill (or, a Kirlian weapon scope or other supernatural or super science Engineering). The winner gets to control the weather. This methods. contest may be remade at the dawn of each day as long as the two are in conflict. If multiple weather machines are operating together, the Thaumaturge must beat both of them. The same rules apply for if multiple weather machines are at odds.

Sky Cities Titanic habitations drift in the sky, flying where they please, replete with businesses, factories, houses, and palaces. These sky cities can also be fitted with as many guns and airstrips and other military paraphernalia as their regular ground-based counterparts. These cities also have the capacity to dock on either flat ground or on water, and may have entire naval fleets or innumerable ground vehicles housed for just such occasions. OUTSIDERS

Not everything in this world is of this world. This section includes Zombies various creatures of the night, such as vampires, ghasts, aliens, divine These are sapient creatues that have been afflicted with the zombie messengers, and more. This section also goes particularly well with disease, which is typically spread through the bite of other zombies. Chapter 2: Magic. On the battlefield, nations may launch gas canisters that spread the disease through the air. The Zombie disease has a Toxicity of 9, Vampires Interval of 4 hours, and a Virulence of 4. If the afflicted fails 3 These terrifying creatures of the night are created either by surviving Physical saving throws, then they die and become a zombie. Zombies the fell bite of another vampire, or because they are cursed by a god have 16 HP, a native 8 AC, and 3 DR, in addition to whatever armour for defiling the god's sacred places. Vampires are undead, and do not they were wearing upon death. They do not use weapons and their need to eat, sleep, drink, and do not feel pain. On the other hand, only attack is a 1d6+1 damage bite, which instantly exposes the victim they can derive no enjoyment from food, sex, alcohol, or any other to the Zombie disease (for more information about poisons and worldly pleasure. Once a week, they must drain a human or other diseases, refer to Chapter 5: Systems). sapient creature of all the blood in its body and consume this blood. This is usually done by a bite while the victim is sleeping. If the Lizardmen victim is sleeping, they receives a Mental effect saving throw to awake. Although almost no one believes this threat is real, this mysterious Once the vampire sucks out all of their blood, they may make 3 race of humanoid lizards has infiltrated human society. They wear Physical saving throws. If all three are passed, then the victim is human suits when they spend time in human civilization, and only a cursed and becomes a vampire; otherwise, they die. detailed medical examination reveals that they are not human. No one knows where they came from or what their purpose is here, but All damage vampires take is nonlethal, with some exceptions. they occupy a distressing number of political offices and positions of Wooden stakes deal lethal damage. Also, vampires take 1d10 damage authority. In addition, the humans around them may be "in" on the per round from direct sunlight; this damage is lethal and can kill secret and may work to cover up or even kill anyone who tries to them. Vampires also begin their cursed lives with an aversion to a expose the lizardmen. Lizardmen are strong, but their true danger is god. If they have been cursed by defiling a temple, then the god of in their devious intelligence and cunning plans. that temple is their enemy. If they have been created, then their divine enemy is the same as the vampire that created them. When confronted with a holy symbol of their divine enemy, vampies must Greys make a Mental saving throw or spend their next round cowering in An unreliable reporting of a flying saucer, a field of mutilated cattle, pain and fear. an abducted girl, a glimpse of an enormous head and big black eyes: this alien race is visiting and even experimenting on the human race and the media and government is consistently suppressing Werewolves information about these events. Whether they are engaged in a secret Werewolves live normal human lives, except during a full moon, war with the human government, or perhaps they are allied with when they become violent, raging half-man half-wolf hybrids. If a those in control, is completely unknown. But they're out there, and player is a werewolf, during their transformed time they are an NPC they have technology light years ahead of anyone else. under the control of the GM. After the episode, the human has no memory of the event, although they can certainly piece together the evidence from the carnage around them. Transformed werewolves Divine Outsiders have twice the HP of their untransformed selves, instantly heal all In a world of gods and magic, angels and demons sometimes make damage upon their transformation, an additional +2 attack bonus, +2 their way into this world. These divine messengers are often Athletics, a 1d12 damage claw attack, and a 2d8 damage bite attack. immensely powerful and have complex, hidden agendas, and they To bite an opponent, the werewolf must have successfully grappled prefer to disguise themselves as the natives in order to complete their them. Anyone who is bitten by a werewolf and survives must make goals. Angels preside over domains like healing, light, restoration, two Physical effect saving throws. If and only if both of them fail, dawn, growth, courage, or other similar things, and they will show then the bitten becomes a werewolf. On top of any other bonuses, their hand through their domains. Demons preside over such fell Werewolves have a damage reduction of 16 against anything besides categories such as pestilence, locusts, death, starvation, murder, pride, silver weapons. wrath, fear, or other similar things, and they, like angels, can be discovered by the particularly observant and erudite through study Werewolfism may be cured by making a potion using the herb into known demons and their domains. wolfsbane and an Occult skill check against 12. Alternately, a potion may be brewed using silver nitrate and Science/Bio&Chem check against 12. This potion may only be brewed during the full moon and the brewing process takes the whole night. The entire potion must be consumed, whereupon it has a 50% chance of killing the werewolf and a 50% chance of curing them. ADDITIONAL CONCEPTS

Space Travel & The Aether The final section of Super Science, this section provides the reader Prior to a better understanding of the heavens, the Aether (also called with a description of a host of conspiracy theories, unusual historical quintessence) was theorized to be a substance that filled the entirety events, and bizarre philosophical thought experiments. Although of space beyond the Terrestrial sphere. The concept of aether was most of ideas and events are very terrestrial in origin, they can used in several theories to explain several natural phenomena, such as certainly be adapted to whatever world GMs design. the traveling of light and gravity. In the late 19th century, physicists postulated that aether permeated all throughout space, providing a Boltzmann Brain medium through which light could travel in a vacuum, but evidence The Boltzmann Brain, an idea proposed by Ludwig Boltzmann in the for the presence of such a medium was not found in the Michelson– 1800s, is the idea of a self-aware entity that naturally arises from Morley experiment in 1887, which then marked the decline of the natural fluctuations in a chaotic system. On other words, a mind Aether theory. However, in JUGGERNAUT, such a material might spontaneously comes into being when a system of randomly moving exist, requiring aetheric "submersibles" to travel through the medium particles happens to arrange themselves just so. Of course, such an to the stars. Alternately, just space as we know it might exist, a cold event would be astronomically unlikely, but considering an infinite and dark vaccuum. Either way, the airships list in the previous universe, a mind with any set of properties could arise ex nihilo. chapter could easily be refluffed as aether submersibles or spacecraft for a space campaign. New Motive Power John Murray Spear, who lived during the 1800s, was an American New World Order Spiritualist clergyman who is most notable for his attempts to A secret organization of the world's elite gathers together to plot hot construct an electrically powered Messiah which he referred to as the to always maintain control, and never again suffer at the hands of the "New Motive Power". He claimed that he was in contact with ‘‘The poor and desperate. Together, they manipulate the media, wars, Association of Electrizers’’, a group of spirits including Benjamin trade agreements, and international relations, all in order to keep the Franklin, Thomas Jefferson, John Quincy Adams, and Benjamin general populace distracted from the truth. Eventually, they plan to Rush, as well as Spear’s namesake John Murray. Spear believed that have complete hegemonic control over the world for perpetuity. the purpose of this group was to bring new technology to mankind, so that greater levels of personal and spiritual freedom could be Illuminati & The Knights Templar achieved. Spear and some followers set to work creating the ‘‘New Although the real Illuminati began in Bavaria as a clandestine cabal of Motive Power’’, a mechanical Messiah, in a small wooden shed in wealthy aristocrats intent on throwing off the yoke of a despotic Massachusetts, which was intended to herald a new era of Utopia. At monarch, that secret society has entered into legend as a powerful the end of nine months, Spear and the ‘‘New Mary’’, an unnamed political force manipulating history from behind the scenes. The woman, ritualistically birthed the contraption in an attempt to give it Knights Templar were a powerful Medieval military force that gained life. Unfortunately for Spear, this failed to have the desired effect, incredible control in Europe through financial institutions. and the machine was later dismantled. Althought they were formallly disbanded in 1312, Freemasons incorporated a number of their symbols. ADDITIONAL CONCEPTS

Black Knight Satellite The Black Knight Satellite Conspiracy Theory the conspiracy theory that an object approximately 13,000 years old and of extraterrestrial origin is orbiting Earth in near-polar orbit. This myth combines several unrelated stories, reports of unusual science observations, authors promoting fringe ideas, classified spy satellites and people over-interpreting photos. Some historical events claimed to be evidence for the Black Knight Satellite are the natural extraterrestrial repeating sources heard during the 1899 radio experiments of Nikola Tesla and long delayed echos first heard by amateur radio operator Jorgen Hals in Oslo, Norway in 1928. A 1998 NASA photo believed by some to show the Black Knight satellite is a piece of space debris, likely a thermal blanket lost during an EVA mission. The picture on this page is claimed to be the image of the Black Knight satellite.

Hollow Earth The Hollow Earth hypothesis proposes that the planet Earth either is entirely hollow or otherwise contains a substantial interior space. The scientific community has dismissed the notion since at least the late 18th century. The concept of a hollow Earth recurs many times in folklore and as the premise for subterranean fiction.

SHAMBHALA In Tibetan Buddhist and Hindu traditions, Shambhala is a mythical kingdom. It is mentioned in various ancient texts, including the Kalacakra Tantra and the ancient Zhangzhung texts of western Tibet. The legends, teachings and healing practices associated with Shambhala are older than any of these organized religions. Shambhala may very well have been an indigenous belief system, an Alti- Himalayan shamanic tradition, absorbed into these other faiths. Shambhala also features heavily into the Hollow Earth hypothesis, as a mystic and advanced city on the other side. VRIL CONSPIRACY "The Coming Race" is an 1871 novel by Edward Bulwer-Lytton, For inspiration, refer to this Wikipedia passage on Shambhala: reprinted as "Vril, the Power of the Coming Race." Among its readers have been those who believed that its account of a superior Nicholas and Helena Roerich led a 1924-1928 expedition aimed at subterranean master race and the energy-form called "Vril" was Shambhala. accurate, to the extent that some theosophists, accepted the book as being (at least in part) based on occult truth. The Vril-ya are an Inspired by Theosophical lore and several visiting Mongol lamas, Gleb advanced subterreanean race with powerful telepathic and Bokii, the chief Bolshevik cryptographer and one of the bosses of the parapsychological abilities that use a form of energy calledVril that has Soviet secret police, along with his writer friend Alexander Barchenko, a number of special powers in both healing and destruction, and can embarked on a quest for Shambhala, in an attempt to merge be harnessed using a Vril staff or mental concentration. Due to Kalachakra-tantra and ideas of Communism in the 1920s. Among Bulwer-Lytton's other novels that delved heavily into the esoteric other things, in a secret laboratory affiliated with the secret police, topics of his time period, such as animal magnetism, electricity, and Bokii and Barchenko experimented with Buddhist spiritual techniques spiritualism, he became associated with occult powers, although he to try to find a key for engineering perfect communist human beings. was displeased with this turn of events during his life. They contemplated a special expedition to Inner Asia to retrieve the wisdom of Shambhala - the project fell through as a result of intrigues within the Soviet intelligence service, as well as rival efforts of the Soviet Foreign Commissariat that sent its own expedition to Tibet in 1924.

Similarly, Heinrich Himmler and Rudolf Hess sent a expedition to Tibet in 1930, and then again in 1934-35, and in 1938-39.

CHAPTER FIVE

SYSTEMS

This chapter reviews the game systems provided for combat, GMs and players should also feel free to create or import their own overland movement, moxie and fortitude, injury, disease, poison, systems for resolving common activities, if a need is felt for them. environmental hazards, airship combat and maneuvers, and other JUGGERNAUT is compatible with a great many old-school and characteristic pursuits of adventurers. Both players and GMs should retro-inspired games, and it’s often possible to hijack some of the read over the next dozen pages, with a particular eye for the skill fine work done for them to import into your own games. check, combat, and healing rules. These changes should be discussed among the players and the GM, While the rules that follow can cover many of the activities and however, and any changes made clear before they are put into effect. challenges that might face an adventurer, it’s inevitable that Adventurers find themselves plunged into danger on a regular basis, something will occasionally arise that has no clear resolution. In and a player can get a PC into more trouble than they think if they these cases, the GM should simply make a decision or call for a roll don’t understand the systems involved in the situation. Players need and move on. Players should avoid arguing these calls at the table; to understand the systems in order to make reasonable choices about JUGGERNAUT is such a loose system that it’s very difficult to run their actions. a session without some sort of judgment call from the GM. Sometimes the call will be in the player’s favor and sometimes otherwise, and in the long run it tends to balance out. One-Shot Systems One of the characteristics of old-school inspired games such as this In the same vein, players shouldn’t hesitate to attempt things just one is the large number of unique, special-case systems that arise. A because there’s no explicit system spelled out for it. If an action is given predator might have a 20% chance of knocking a human prone reasonable and something that your character should be able to try, with its attacks, for example, or a 1 in 6 chance of swallowing a then attempt it. The GM can take the situation into account and person it bites. A sorcerous ruin might emanate an enervating energy give you either the results or a roll to make. that drains one point of Fortitude every ten minutes. Players shouldn’t be surprised to face these situations. Part of the charm of If a skill check doesn’t seem to fit and the activity doesn’t rely on a the genre is that PCs can never be entirely certain of their chances, or character’s attributes, then a GM might simply give you a percentage wholly confident about what a foreign creature or abandoned chance of success and have you roll it. For example, deciding to cross outpost might do to them. GMs should avoid creating such one- a collapsed stretch of corridor by creeping over on the steam pipes shot systems when more general systems would serve just as well, overhead might rely mostly on whether or not the steam pipes have but they shouldn’t feel obliged to transform every peril into corroded rather than any capacity of the player. For such a question something that can be diced out with the rules in this chapter. of luck, the GM might simply tell you to roll 4 or better on 1d6. Skill Checks You Lack Skills Every adventurer will sooner or later face a situation that can’t be resolved with gunfire or rapid flight. Difficult feats of expertise are Some GMs prefer not to use skills in their game, relying instead usually resolved with skill checks. on the players’ wits and a more informal sense of what a character is capable of doing. To make a skill check, the player rolls 2d6 and adds his character’s relevant skill level and attribute modifier. If the total equals or exceeds the check’s difficulty number, the check is a success. The For these games, you can still use the skill check rules as relevant skill and attribute modifier will usually be obvious in the normal, with one tweak. Instead of adding a skill to the roll, situation; attempting to bluff a rogue anarchist bomberman would add a bonus of +1 and +1 more for every three experience involve Deception and Presence, while trying to bend the rusty bars levels, rounded down, if it’s an activity appropriate to their on an abandoned factory window would rely on Athletics and class or background. Fortitude. When in doubt, the GM will tell you what to apply. For example, Josiah the 4th level Romantic pilot would add +2 If you lack even level 0 in the relevant skill, you suffer a -1 penalty to to any skill checks to pilot an airship. Lucille the 4th your roll. Awkward circumstances or bad tools might apply level Witch would add nothing to her roll, as she has had only additional penalties, though usually not more than another -1. By a few hours of practice under Josiah’s supervision. If the the same token, exceptionally good equipment or a favorable GM decided that some element of Lucille’s background or situation might grant bonuses of up to +2 to the roll, or even more if the stars align perfectly. prior activities gives her a knack for the task, however, she’d get the +2 bonus to the roll as well. The difficulty number of a skill check varies from 6, for the easiest This bonus can also take the place of Combat skills for hit tasks that are worth checking, up to 14 or more for a feat that only a roll purposes. If the character has no reason at all to be legendary expert could hope to accomplish. competent at the activity, apply a -1 penalty to the check or -2 to the attack roll. Not every feat requires a skill check. The GM should not bother to call checks for simple tasks, or for tasks that could simply be repeated until they were successful. In the same fashion, some feats might simply be impossible for a character that does not possess the relevant skill at all. SKILL CHECK DIFFICULTIES Once per session, the Rationalist has the ability to automatically Diffi culty Examples succeed on a skill check if they spend at twice as long working on it Sprinting over wet grass. Replacing a car tire. as they normally would have. No check Digging a ditch. Cleaning a dirty pistol.

Opposed Skill Checks Sprinting over a narrow ledge. Routine Sometimes a character will be competing directly against another 6 maintenance on aerial engines. Building an person, such as in an athletic competition or a game of chance. In earthen dam. Cleaning a rusted pistol. this case, both characters make skill checks, and the one who rolls the largest result wins. Ties are rerolled if a tied outcome doesn’t Sprinting across a thin beam. Fixing or tuning make sense. Rationalists may use their automatic success ability on 8 up an overstressed engine. Lying to a security an opposed skill check if there is the timme to do so. guard. Repairing a damaged pistol. Walking across a palm-wide beam in high winds. Extended Skill Checks Repairing a damaged engine with available parts. Occasionally, a single skill check doesn’t sufficiently represent a 9 Demolishing a building with explosives. long, complicated effort. In that case, the GM may oblige the Machining a simple pistol. character or group to make several skill checks at a given difficulty while attempting to accumulate a certain number of successes. Traversing a tight-rope. Repairing a heavily Failure might mean that the effort is wasted, and cannot be damaged engines with parts machined yourself. continued until circumstances improve. 11 Convincing someone you're a previous acquaintence of theirs. Decrypting secure military In an opposed extended skill check, such as a chase, both parties transmissions. make repeated opposed skill checks. The first one to reach a certain number of successes wins the contest. Traversing a tight-rope in a hurricane. Building an engine from scrap metal. Escaping a locked 13 coffin, while handcuffed and naked. Sneaking into the Emperor's inner sanctum undetected. Combat The Combat Roll Some adventurers prefer to talk it out and avoid combat at all costs; others perfer to go in guns a-blazin' and asking questions later. Regardless of preferences, combat at some point is a nigh certainty, so it is best to proceed prepared. Go forth, be ye men, and gird up Roll 1d20... your loins! + target’s Armor Class + attacker’s Combat skill The Combat Round Combats and other tense situations inJUGGERNAUT are divided + attacker’s attribute modifi er+ up into rounds . A round is roughly six seconds long. During a attacker’s Attack Bonus round, each character involved takes a turn doing something. When all characters have acted- or chosen not to act- the round ends and a If the total is 20 or greater then the attack hits. A natural new one begins. roll of 1 always misses, and a natural roll of 20 always hits. During their turn, a character can both act and move up to 6 +Finesse Modifier meters. An action is the character's main activity for the round, such as making an attack, reloading a weapon, operating a complex device, or some other activity which requires Circumstances can apply other penalties or bonuses to the hit roll. time or attention. A character can give up their action in a round to Targets running on open field have a +2 to AC, while hitting a double their movement speed. target that's under cover might apply a -2 penalty or worse. If the PC has no skill in the weapon he is using, he usually suffers a -2 Some actions are considered free actions, and can be done at any penalty to hit. These modifiers are cumulative, and the GM decides time, whether or not it's the character's turn. Others are simply so what merits a modifier. trivial that they could be done at any time by anyone, such as dropping an object, pulling out readied equipment, or saying a few If the attack hits, the PC then rolls the damage dice associated with words. the weapon and adds the appropriate attribute bonus. This damage is then subtracted from the victim's hit points. Creatures reduced to zero hit points are either dead or mortally wounded. Initiative When a fight begins, every participant rolls initiative , rolling 1d8 Note that while you add the relevant ability bonus to a weapon's hit and adding their Moxie attribute modifier. Participants act in roll, you don't add it to the damage. The only exception is with the initiative order, highest roll first. In case of ties, PCs act first. If two Combat/Unarmed skill, which adds its level to both the hit and PCs tie, the closest player on the GM's right side acts first. Initiative damage roll. is only rolled once, as when all participants have had their turn a new round begins from the top. It’s worth repeating that most hit point damage represents only the gradual wearing down of a target’s stamina, resolve, and luck. Only On their turn, characters take their actions and can move up to the last handful of hit points represents an injury that does serious 6 + MOX MOD meters. Character can only move once on any given physical damage. round. For example, they cannot move 4 meters, use their action to shoot, and then move another 2 meters to get to cover. Movement in Combat A character can delay acting if they wish, choosing to save their Moving around in a whirling broil of shrapnel, shotgun blasts, and actions to respond to an enemy. It is only possible to wait for sniper fire can be hazardous. Characters can move freely around specific actions, such as readying an action to shoot an enemy when enemies wielding ranged weapons, but a character that has engaged they emerge from a doorway, or to use a miracle healing effect on an an enemy with a melee weapon grants his opponent a free attack on ally who is likely to soon be wounded. It's the GM's decision as to him if he tries to move away without spending his action making a what sort of actions can be readied and what sort of triggers are fighting retreat. reasonable. Sometimes characters will want to climb ropes, swim bodies of water, leap pits, or otherwise crawl around the scenery during a Making an Attack fight. Such movement usually requires their full action for the A character may use their turn’s action to attack an enemy. To round. attack, the PC rolls 1d20 and adds their relevant Combat skill, the attribute bonus associated with the weapon, their target’s armor Characters who attempt to flee a fight completely might be chased class, and the Attack Bonus for their class and level. If the total is by angry enemies. The chase can usually be resolved by an opposed equal or greater than 20, the attack hits successfully. A natural roll of Athletics check, usually modified by Fortitude for anything longer 1 on the die always misses, and a natural roll of 20 always hits. than a sprint. If the fleeing character wins, they get away, and if not, they're cornered or run down by the opponent and must fight. A normal, unarmored human is AC 9, but agile or armored characters can have substantially lower armor class. The character’s Finesse modifier is subtracted from their base armor class. Moxie & Fortitude Moxie and Fortitude, unlike the other primary attributes, have Even if a player had a negative attribute modifier, this pool has a almost no skills attached to them. Instead, they have special bonuses minimum of zero. For the most part, the only way this pool can be that affect rolls and gameplay. Certain magics may add additional replenished or added to is by waiting another session. Moxie or Fortitude to the pool, or the GM may choose to grant a Moxie or Fortitude point at the beginning of a session for The Fortitude pool is an expendable resource. At any point in the outstanding roleplaying the previous session (however, this bonus session, the character may expend a point from this pool for one of should be relatively rare). In these cases, the addition to the pool is the following bonuses: persistant across sessions until it is expended, unlike the basic pool -Negating the damage from a single source described below. These additional points do not "fill up" the normal -Automatically succeeding a Physical saving throw pool limits of a character and are kept track of separately. -Automatically succeeding a Mental saving throw The Fortitude may be expended after any relevant dice are rolled. The Moxe and Fortitude pools are usually only the bailiwick of Once the point of Fortitude is expended, it can't be used again until player characters. However, very rarely, the PCs may come across an it is replenished. expceptional NPC that has a point of Moxie or Fortitude or even both. In this case, the same rules listed below apply to them. JUGGERNAUT If a character has at least one a point of Moxie and one point of Moxie Pool Fortitude in their respective pools, they may choose to expend both At the beginning of each session, each character receives a Moxie pool a point of Moxie and a point of Fortitude at the same time. In this equal to their Moxie attribute modifier. Even if a player had a instance, they become a Juggernaut. negative attribute modifier, this pool has a minimum of zero. For the most part, the only way this pool can be replenished or added to When a character becomes a Juggernaut, they receive the following is by waiting another session. bonuses: +5 Attack Bonus The Moxie pool is an expendable resource. At any point in the +5 To all Saving throws session, the character may expend a point from this pool for one of +5 Damage Resistance, in addition to any Armour the following bonuses: +5 Damage dealt with any weapon -Automatically succeeding an attack roll -3 AC, in addition to any Armour -Automatically succeeding an Evasion saving throw +8 Temporary HP -Automatically succeeding a Luck saving throw The temporary HP can exceed the maximum HP of the character, The Moxie may be expended after any relevant dice are rolled. Once but 8 HP is lost as soon as the status ends. This sudden HP loss the point of Moxie is expended, it can't be used again until it is can reduce the HP of the character to zero. The Juggernaut status replenished. lasts only 1d4 rounds, which is rolled as soon as the Moxie and Fortitude are expended. Expending the Moxie and Fortitude and Fortitude Pool becoming the Juggernaut is a free action and may be done at any time, even if it is not the player's turn. The Fortitude pool works very similarly to the Moxie pool. At the beginning of each session, each character receives a Fortitude pool equal to their Fortitde attribute modifier. Movement OVERLAND TRAVEL SPEEDS Whether by motorcycle, horse, sailboat or airship, adventurers Vehicle Km/Hour tend to get around. It’s often useful to have a rough idea of how quickly a group can move overland and how much gear Foot travel 6 / 4.5 / 3 * they can readily bring with them. Riding beast 15 Bicycle 12

Movement in Combat Motorcycle 75 In combat, an unencumbered character can move up to 6 + (FINESSE modifier) meters per round. This movement assumes Groundcar 60 relatively flat ground; if the character needs to climb, swim, or Light Tank 50 otherwise navigate treacherous terrain, the movement is usually reduced. Exceptionally difficult maneuvers might require an Heavy Tank 35 Athletics or even Acrobatics skill test as well. Light Aeroplane 250 Heavy Aeroplane Lightly encumbered characters move at 75% of normal speed, and 200 heavily encumbered characters move at 50%. Airship 50 Train 120 Overland Movement Overland movement depends both on the speed of the group * Speeds are for unencumbered, lightly encumbered, and the difficulty of the terrain. and heavily encumbered humans. For each hour of travel, the group moves a distance equal to that TERRAIN SPEED PENALTIES given on the overland travel speed table. If the terrain being navigated isn’t comfortably flat ground, a speed penalty may Terrain Speed Penalty apply. Aerial vehicles always ignore terrain modifiers, but may Plains / Desert None become lost in clouds. Light Forest / Hills / Badlands -25% Most groups can’t manage more than ten hours of travel out of Heavy Forest / Jungle -50% every twenty-four. The rest of the time is taken up with travel breaks, eating, and sleeping. Most vehicles require refueling with Swamps -50% diesel every six hours. Mountains -90% In wildling lands, travel may require a Survival check for Aerial vehicles ignore terrain penalty. navigation skill check at the start of the day, usually at difficulty 8. For each point by which the navigator fails the check, one hour The difficulty of the check may increase drastically if the worth of travel will be in the wrong direction. The check can environment is hostile, the sky can’t be seen, or equipment is usually be made with a +1 bonus if maps, compasses, and other lacking. Plotting a course on the surface of an open plain is one tools are available. thing, but through winding, claustrophic catacombs is another entirely. Saving Throws and Hazards SAVING THROWS There are times when an adventurer is faced with some imminent Physical This saving throw applies to resisting diseases, unfortunate consequence, and only an iron constitution, unyielding Effect poisons, and other tests of personal hardihood. will, nimble feet, hardy resilience, or occasional divine favor will help This is used for feats that require a great force of will them win through. Saving throws represent the character’s ability Mental or mental endurance. Sorcerous effects can be to evade the worst of a circumstance through personal resilience Effect and luck. resisted with mental effects as well. Evasion saves apply in situations that test a A character’s saving throw scores depend on his or her class and Evasion character’s ability to dodge or dive out of the way of experience level, as given on the charts for their class. Saving throws peril. are made by rolling 1d20. If the result is equal to or greater than the relevant saving throw score, the save is a success. Depending on the When a character’s wellbeing depends purely on situation, the danger may be lessened in its effect or even avoided Luck dumb luck rather than any effort they might make, a entirely. Luck saving throw is in order.

Not every danger grants a saving throw. There is no saving throw to resist being struck in combat, for example, and no amount of At heights above 5,500 meters, a character must make a Physical physical hardiness will save a character that leaps into a broiling lava saving throw every 4 hours or experience a -4 to all rolls and -10 to pit or stands in the path of heavy artillery. The GM determines maximum HP. Each successive day that the character spends in this when a saving throw is appropriate and the benefits of succeeding. environment, they receive and accumulative +1 bonus to this physical save. If they fail three saves in a row, they develop hypoxia Some situations might allow a choice of saving throws. Avoiding and must be taken to a lower altitude within 4 hours or they will infection by a disease might be either a Physical Effect save to resist die. the incipient sickness or it might be a Luck save to avoid exposure. In such situations, the player chooses which save to roll. Su ffocation & Drowning Suffocation is a common affliction for those who inhale too much Most natural hazards allow for some sort of saving throw to hydrogen or helium; these gases are not poisonous, but instead mitigate the worst of their effects, as do most hostile sorcerous expand to fill the lungs, displacing normal air and depriving the powers. Some of the more common natural perils follow. character of oxygen. Similarly, being immersed in water will deprive somebody of their ability to breathe unless they have a respirator or Immolation a spell. A character can go without air for a number of minutes Some characters are unlucky enough to be set on fire. In this equal to four plus the character’s Fortitude modifier. This time is situation, the character takes 1d8 points of damage for each turn halved if the character is performing strenuous activity. A character they are on fire. The fire can be extinguished immediately by being that runs out of air begins suffocating, and each round they must doused in water, or has a 50% chance of being extinguished for each make a successful Physical Effect saving throw or fall unconscious. turn that the character rolls on the floor in the proscribed Stop, An unconscious character will die in five minutes unless air is Drop, and Roll manner. The character must pass a mental save for each turn they want to Stop, Drop, and Roll to keep their presence provided, which can be achieved by removing them from the of mind about them. hypoxic environment immediately. If they have spent this time unconscious while underwater, then a Medical/First Aid check must be made against difficulty 8 or they will die. This check may only be Falling made once per minute after they fall unconscious, and the difficulty Characters take 1d6 points of damage for every three full meters that they fall. This damage is accumulative--a character falling from nine increases by one for each minute past the first that they are full meters takes 3+2+1 d6 damage. A successful Luck saving throw unconscious. halves the damage taken. Radiation Altitude Sickness Radiation is usually only a concern in the presence of super science For those that work in aerocraft or go mountaineering, flying too weapons, engines, or generators. Those subject to dangerous levels of high represents a real danger. At heights between 2,500 and 3,500 radiation must make a Physical Effect save. On a success, no lasting meters, a character must succeed a Physical saving throw at the damage is done. On a failure, no immediate damage is visible, but beginning of every day or experience a -1 to all rolls and -2 to one day later the character will lose one point of Fortitude from maximum HP. Each successive day that the character spends in this sores, anemia, brittle bones, and the other indicia of radiation environment, they receive and accumulative +1 bonus to this poisoning. This Fortitude loss can only be cured by magic or super physical save (eventually guaranteeing success due to science. acclimitization).

At heights between 3,500 and 5,500 meters, a character must make a Most severe radiation levels will require a saving throw be made once Physical saving throw every 12 hours or experience a -2 to all rolls per day. Truly lethal glows might force the save to be made once per and -6 to maximum HP. Each successive day that the character minute, with Fortitude loss appearing within minutes afterwards. A spends in this environment, they receive and accumulative +1 bonus character brought below a Fortitude of 3 dies and cannot be to this physical save. If they fail three saves in a row, they develop revived, either science or miracles. hypoxia and must be taken to a lower altitude within 12 hours or they will die. Injury, Healing and Death Creatures brought to zero hit points are either dead or mortally wounded. For NPCs, this usually means instant death, but PCs usually linger just a little bit longer before expiring, assuming they aren’t hit by major artillery strike, thrown into lava, devoured by a mutant, or otherwise completely obliterated.

A Thaumaturge with the Endure miracle can attempt to revive a mortally wounded character, as can a medic with a the necessary supplies available. Both such activities require a round’s action to trigger the power or treat. Assuming success, the mortally wounded character is now stabilized, and not in immediate danger of death.

A stabilized character is still at zero hit points and unconscious. Miraculous healing can then revive the character and return them to normal capacity, as can a few rare, powerful super science medical pharmaceuticals. If such resources are lacking, however, the character must have rest and intensive medical care in order to recuperate.

Assuming a medical facility is available, a character requires 1d4 days of treatment before they regain 1 hit point and begin to heal normally. If only medical kits or improvised facilities, the time required is 1d4 months. Without medical supplies and only the wilderness to forage from, 1d4 months are also required, but the character must make a successful Physical Effect saving throw at the end of the healing period with a bonus equal to the attending medic’s Medical/Professional skill. If the saving throw is failed, the character must repeat the healing process once more.

Diseases and Poisons The world is full of unpleasant substances and hostile microorganisms. Diseases or poisons have a Toxicity rating, usually beginning at 7, an Interval at which they harm a character, and a Virulence indicating the number of saving throws necessary to recover from its effects. Healing A character will heal naturally with time, provided they get adequate When first exposed to a disease or poison, a character must make nourishment and sleep. Every day, a character regains hit points their choice of either a Physical Effect saving throw or a Luck equal to his level when he first wakes up. If he spends the day doing saving throw. If successful, the character has either resisted the nothing but resting, he gains additional hit points equal to his level, toxin or managed to avoid getting a dangerous dose. If plus two more for every level of Medical skill possessed by his unsuccessful, the character has been infected or poisoned. attending physician. Characters can also be healed with magic powers or super science drugs. After each Interval of time has passed the character suffers the effects of the disease and must make a Physical Effect saving throw. Once the victim has succeeded at enough saving throws to Example Diseases and Poisons equal the toxin’s Virulence, he has thrown off the disease or Smallpox: Toxicity 9, Interval of one day, Virulence of 5. At each recovered from the poison. Interval the victim suffers 1d4 damage. Five failed saving throws mean death. A medic can assist a diseased or poisoned character. Either Medical skill check against the malady’s Toxicity can be made at Brandt's Curse: Toxicity 10, Interval of one day, Virulence of 3. Only each interval, and if successful, the character’s saving throw Thaumaturges and Witches show symptoms of this highly contagious automatically succeeds. disease, which adds a cumulative 1 point of Faith or Arcana cost to all powers and miracles with each failed Interval saving throw. Z-Plague: Toxicity of 9, Interval of 4 hours, and a Virulence of 4. This plague is manufactured in government laboratories. If the afflicted fails 3 Physical saving throws, then they die and become a zombie. Character Advancement SKILL POINTS PER LEVEL Adventurers that manage to survive the perils of their trade can Class Skill points/level expect to improve in their skills and abilities. Most wayfarers Rationalist 4 demonstrate a striking capacity for picking up new skills and improving old ones... possibly since the less gifted among them Romantic 4 don’t survive long enough to show the lack. Thaumaturge &Witch 3 Characters are awarded experience points by the GM upon accomplishing certain goals, defeating meaningful enemies, or KILL PGRADE OSTS plundering insufficiently guarded wealth. It’s often wise to have a S U C word with the GM at the start of a campaign to find out just what Min. Char. Skill Point Cost sort of activities earn experience in his game; some GMs only award Skill Level Level Class Other experience for accomplishing story goals, while others might only 0 1 1 2 hand out rewards for acquiring great wealth. Experience point awards for defeating enemies tend to be nominal unless related to 1 1 2 3 some story goal; the usual reward for winning a combat is your 2 3 3 4 character’s continued existence. 3 6 4 5 Once a character has earned enough experience points to gain the 4 9 5 6 next character level, they immediately gain the benefits of the new level, including additional hit points, skill points, and the 5 12 6 7 additional faith or arcana of a Thaumaturge or Witch. 6 15 7 8

Gaining Hit Points When a character goes up in level, they gain an additional hit die of hit points. Te player rolls both it and their existing hit dice to Gaining Miracles and Spells Thaumaturges and Witches gains and uses divine abilities & determine their new total. Their Fortitude modifier is applied dark powers with Faith and Arcana respectively, which is gained once for each level of the character. Thus, a 4th level Romantic with each level. To learn a miracle, the Thaumaturge must meditate with a +1 Fortitude modifier who has just attained 5th level rolls 5d8 and fast for a number of days equal to the level of the ability, so +5 to determine his new hit point total. while a miracle of power 1 takes only 1 day to learn, a miracle of power 3 takes 3 days. To learn a spell, the Witch must study for a If the new total is less than the old, the character retains the old hit number of days equal to the level of the ability, so while a spell of point total. A character’s hit points never go down when they rise in power 1 takes only 1 day to learn, a spell of power 3 takes 3 days. level. Both the Thaumaturge and with Witch are able to learn an Gaining Skills additional 2 new miracles or spells each time they level up. When a character rises in level, they gain additional skill points : 4 for Rationalists and Romantics, 3 for Thauamaturges and It may be possible for a mage to learn completely new miracles or Witches.. These points may be saved for later use or spent in spells if they are able to find a mentor versed in the correct learning new skill levels. A skill must be learned from the protocols and meditative practices. These disciplines may be the beginning, so a character who wanted to buy level 2 in a skill secrets of lost gods, or arcane secrets developed by a clandestine belonging to their class would need to spend 1 + 2 + 3 = 6 skill cabal. It is at the GM’s discretion whether or not the mage may be points, and train each level in order. able to “trade in” some of their existing powers to learn these unique powers. A character’s skill level is limited by their character level; a PC’s maximum level in a skill is equal to 1 plus their level divided by 3, rounded down. Increasing Attributes Every time a character advances to a level that is a multiple of 3, they may increase any of their primary attribute scores by one point. The score may not exceed 18. Airship Travel BASE TRAVEL TIME Airship travel within a nation is broken up by regions. A region Distance Time is simply the space around a particular point of interest- a city, a river valley filled with hamlets, and ancient ruins, or the capitol of Within a region 2 hours the nation itself, for example. From one region to another 12 hours Travelling within one region, such as from side of a valley to International travel 4 days per hex another, usually requires about 2 hours. Travelling from one region to another requires 12 hours. Travelling between nations usually If a ship is not flying any flags or broadcasting any signals, then anyone takes 4 days of travel. within line of sight may make an Engineering skill check. This detection can indicate a ship’s hull class, current hitpoints, engine All transit time is divided by the rating of the ship’s engine. A rating, and general type if it is known hull variant--for example, they can Mark I engine rated ship would make the course in the base time, discern the lines of a free trader from a patrol craft, but the while a Mark II rated ship would require half the time, and a Mark observer may not recognize the specific make of a frigate-sized IV fast boat could do it in only a fourth of the base time required. foreign scout ship. This check becomes more or less difficult based A ship must refuel after each international travel, but in-system travel and operations require no meaningful amount of fuel. on proximity; a ship on the horizon is far more difficult to discern than one a few hundred meters away.

Concealment and Detection If a ship wishes to conceal itself in a cloudbank, the pilot must roll Normally, a ship communicates via radio, flags, or both its status Vehicle/Aerostat (or Aeroplane, as the case may be). The difficulty varies and affiliation at all times. However, at certain times, a ship's crew may fly a false flag or simply desire to not be seen at all. If there are from trivial to nearly impossible based on how much cloud cover is clouds present, a ship is able to conceal itself if it wishes. present. Airship Combat Ship Combat Maneuvers Combat between airships is a brutal gavotte of machine guns, Evade Combat : To evade an engagement, a pilot makes an extended ordnance, peircing rifles, flak & shrapnel, and bombs. In addition, Piloting test opposed by those who wish to pursue, each pilot adding ground-based weaponry can add to the havoc for the unfortunate the Speed of their craft. One roll can be made each round, and a ship that flies over AA emplacements. ships fight normally while fleeing. Once the fleeing pilot acquires a number of successful tests equal to twice the other pilot’s skill level, Altitude they have successfully evaded the enemy. Failing an evasion skill test resets the evader’s total successes to zero. If the fleeing ship can go Ships can only fly at certain altitudes, based on the quality of their to an altitude outside of its pursuer's guns, it succeeds in evasion. hulls. For the sake of gameplay, altitudes from zero meters to Fire to Disable : A ship’s gunners can intentionally avoid destroying 7500+ meters are dividing into six broad categories, which is what the ship. Attacks are made normally, but any successful hits do only the ships occupy in combat. The following altitudes are: half damage, rounded up. If the target is reduced to zero hit points, it may be scuttled at no risk of catastrophic crash. Altitude 1: o - 1500 meters Shadow Lock : This maneuver is unlocked with Advanced Rotary Altitude 2: 1500 - 2500 meters Engines. The ship making this maneuver attempts to get extremely Altitude 3: 2500 - 3500 meters close to the rear of an enemy ship, so that their rear abuts his front. Altitude 4: 3500 - 5500 meters This limits the number of guns on each ship that can target each Altitude 5: 5500 - 7500 meters other, giving all ordance a -2 to hit. This maneuver makes a Altitude 6: 7500+ meters number of other useful maneuvers much easier. To initiate the Shadow Lock, both ships must have the same Altitude rating, and Note that Altitudes 3, 4, and 5+ are mentioned in the Altitude the opposing pilots make a contested Vehicle/Aerostat check. Sickness portion of Saving Throws and Hazards section. Lightning Lock : This deadly maneuver is unlocked with the Advanced Rotary Engines and Divided Gasbags. The ship making Chapter 3 lists all of the hulls, which each have an Altitude rating. this maneuver pulls next to the target ship, makes an attack, and Ships cannot go higher than their Altitude rating, although many then can spend the remainder of its movement impulse to move guns can fire at altitudes above or below the altitude their ship is. away. To initiate the Lightning Lock, the target ship must be no more than one altitude rating away from the pursuer, and within an altitude rating that the pursuer can ascend or descend to. Both The Ship Combat Round pilots make a contested Vehicle/Aerostat check, the defender 1) Each captain writes down what altitude his ship will occupy. All receiving a +1 bonus to this check. ships can fly in Altitude 1. Ships can change a number of Altitude Crossing the T : Every ship captain dreads the moment that his T is levels--from their position on the previous round--equal to the crossed: when a enemy's broadside abuts his fore or aft, meaning rating of their engine. they can bring their full arsenal to bear on him while he can must only a few paltry forward-facing guns in response. If this maneuver 2) Altitude positions are shown simultaneously. is successfully completed, then the aggressor receives a +4 to hit with all ordnance, while the defender receives a -4 to hit in response. 3) Pilots determine which direction they are moving and whether To initiate this maneuver, the aggressor must be in the same they would like to attempt a maneuver. Pilot skill checks are made, altitude rating as his quarry. Then, the two opposed pilots make a usually modified by Finesse. All maneuvers happen simultaneously. contested Vehicle/Aerostate check, with the aggressor at a -2 penalty. This penalty is reduced to -1 if they start from a Shadow Airships can move a number of spaces equal to their hull speed Lock, and increased to -3 if the target has Shadow Locked them. rating plus their engine rating, for a minimum of one, in any Winston Drop : This maneuver is unlocked with Divided Gasbags. direction. This is assuming a grid of hexes, where each hex is 100 When descending, the airship may drop an additional altitude rank meters across. They simply drift if their engines are destroyed. in addition to their engine rating. Dusseldorf Drop : This dangerous maneuver is unlocked with the 4) Fire ordnance. Weapons on a ship may be targeted at different Ammonia Ballast System. An airship performing this maneuver targets. Every artillery piece requires a dedicated artilleryman to may descend any number of altitude ranks, regardless of engine operate. Combat/Ordnance is always the applicable skill and Moxie ranking. The pilot then makes a Vehicle/Aerostat check against 8 the relevant attribute. to prevent from descending an additional altitude rank; if this check is failed at Altitude 1 then the ship crashes and is destroyed in 1d6 5) Apply damage from weapons and ramming results. All damage is rounds. applied and resolved simultaneously. Homesick Angel : This deadly maneuver is unlocked with the Ammonia Ballast System. An airship performing this maneuver 6) For ships brought to 0 hit points, the chief engineer must make may ascend any number of altitude ranks, regardless of engine an Engineering skill check at difficulty 8. A ship with no chief ranking or even hull rating. If the ship's height exceeds its altitude engineer or anyone who can stand in as such automatically fails. If rating, all Vehicle checks henceforth are made at a -1 for each successful, the ship can be scuttled safely, leaving the ship a very altitude rank above the hull's rating. The pilot then makes a expensive grounded house with no functioning systems. If the roll Vehicle/Aerostat check against 8 to prevent from ascending an fails, the ship will crash violently into the ground in Xd6 rounds additional altitude rank; if this check is failed at Altitude 6 then the (where X equals the altitude rating of the destroyed ship), killing ship ascends too high and even sealed cabins fail, asphyxiating any everyone aboard. unmasked crew in 1d6 rounds. This ship does not descend. Boarding : If an airship has boarding gear, they may attempt to board skill test is made against the target ship, with each pilot adding his an enemy ship. To initiate this maneuver, the aggressor must be in ship’s Speed. All attackers gain +4 to hit a ship attempting to ram. The the same altitude rating as his quarry. The opposed pilots make a ramming ship must win the opposed roll by a margin greater than the contested Vehicle/Aerostat check, with the aggressor at a -1. If the defending pilot’s Pilot skill. On impact, each ship suffers hit point aggressor initiates this maneuver while in a Shadow Lock, then he damage equal to half the maximum hit points of the other ship. This receives no penalty. Once the boarding maneuver is complete, any damage ignores Armor. Ramming or being rammed by a ship at least two number of militaristic airmen may move from the aggressor ship to classes larger causes the instant destruction of the smaller ship. If the the target ship. rammer has Cutter Armour, then any damage they receive is halved, Ram : The last tool in the arsenal of the desparate, even with cutter armour still reduces damage, and they are not instantly destroyed if armour this move is extremely dangerous. Assuming the pilot and the they ram into a ship two classes larger. In addition, when the ram connects, chief engineer of the ship share this grim desire, an opposed Piloting it is as if they succeeded a Boarding attempt.

Aeroplane Combat Unlike the stately and regal airships, dogfights between aeroplanes are Simplified Combat Rules deadly fast and significantly more fatal. Planes travel at shocking speeds to pursue and kill the other before they're killed themselves. Some may prefer a simpler vehicle combat system designed to leave more to the imagination. Here are provided some rules for Unlike the varied ratings of airship hulls, aeroplanes all have the same universal vehicular combat. These should work for cars, airplanes, maximum altitude ratings. An aeroplane normally has an altitude zeppelins, boats, submersibles, and all other manner of craft. rating of 3, but it can ascend to 4 for short times, to the detriment of 1. When a vehicle purses another vehicle, the two pilots make a the pilot--as a pilot in an aircraft makes all Physical saving throws contested Vehicle check at the beginning of each round. If against Altitude Sickness at intervals of 5 minutes, rather than by a the one being pursued succeeds for any 3 rounds, they get day, 12 hours, or 4 hours. away. Until such time, the pursuit continues. Each pilot adds their vehicle's Speed to their check. When selecting maneuvers & movements for aeroplane combat, the 2. If a person is firing at a vehicle, or someone inside a vehicle is Pilot may select any number of movements that match his speed, up to shooting at a person, then each receive a penalty equal to the one action, and up to one maneuver. vehicle's speed to hit. This penalty is not applied if the vehicle is using on-board weapons, as opposed to someone firing small arms from the vehicle. 3. The vehicles may attempt to ram each other. If this happens, The Aeroplane Combat Round then use the Airship rules for ramming. The following actions are performed at the beginning of each combat round: 1) Each pilot writes down their maneuvers and movements separately, and then reveals them to each other simultaneously. The number of movements and maneuvers a pilot can perform is generally limited to the written rules of the movement and the speed of their Aeroplane Maneuvers & Movement aeroplane. Altitude and position may only change based on Speed, like HP, is both a current value and maximum value. The stat the selection of maneuvers and movement. Movement assumes a listed on the Aeroplane equipment table is the maximum, but movements hex grid where each hex is 100 meters across. All maneuvers happen and maneuvers can increase and decrease it. Note that all movement speed simultaneously. modifiers happen before the plane moves, so that the plane's capacity to 1.5) If any planes would collide via their simultaneous movements, move this turn is affect by the movement or maneuver. If at any point an then each pilot is allowed to make a Vehicle/Aeroplane check against aeroplane's speed is reduced to 1, then its pilot must immediately make a 8 to make a last minute turn. Vehicle/Aeroplane check against 8 or they must choose the Stall Out 2) Fire guns. Each gun must be either front-facing or back-facing. maneuver next turn. The following rules assume a hex grid. Pilots Pilots may fire a front-facing gun in addition to any maneuvers they should also keep track of which direction their planes are facing on the make, but only a dedicated gunner may fire a rear-facing gun. Front- grid, as this is important for the various movements. In the case of a tie or facing guns may or may not have a dedicated gunner. contested skill checks, the defender always wins.

3) Apply damage. All damage is applied simultaneously. Movement: Go Straight : The pilot moves their aeroplane straight ahead. For every 3 hexes they move forward, they may increase their current speed 4) If any aeroplanes are reduced to 0 hitpoints, they are destroyed by one. with all crew and fall from the sky. A pilot or gunner may make an Movement: Slight Turn : This reduces speed by 1. The pilot move at Evasion or Luck saving throw to leap from the plane before it is least two hexes straight ahead, then turns their plane to the 60 degree destroyed, whereupon he can deploy a parachute an attempt a angle either left or right. landing. Movement: Sharp Turn : This reduces speed by 2. The pilot move Maneuver: Stall Out : This maneuver may only be selected if the plane's at least one hex straight ahead, then turns their plane to the 60 degree speed is 1, and then it must be selected. The pilot makes a Vehicle/ angle either left or right. Then, they move their plane forward one Aeroplane check against 9; if he succeeds, the plane is brought to 2 speed. additional hex and rotate the direction of their plane by another 60 If he chooses to descend an altitude while performing this maneuver, then degrees. the difficulty is reduced to 8. If he fails this check, then the plane is still Movement: Dive : This increases speed by 3. The pilot moves stalled out, it descends an altitude whether he likes it or not, and he must forward in a straight line at least 4 hexes, and descends an altitude choose this maneuver next turn as well. If at any point he descends an level. altitude level while he is currently at level 1, then treat the plane as if it had Movement: Extreme Dive : This increases speed by 5. This is the its hitpoints reduced to 0. only move that allow the plane's current speed to exceed its maximum Maneuver: Spiral Dive : This increases speed by 2. The pilot makes a speed, but if it does so, the plane's current speed reduces by 1 at the tight turn, descending an altitude level, and the maneuver ends with him end of every turn in addition to any other modifiers until it is at or in the same spot that he started, but lower. below the maximum speed. The pilot moves forward in a straight line Maneuver: Spiral Ascent : This descreases speed by 5. The pilot makes a at least 3 hexes, and descends 2 altitude levels. When the movement is tight turn, ascending an altitude level, and the maneuver ends with him in complete, the pilot must make a Vehicle/Aeroplane check against 8 to the same spot that he started, but higher. prevent from descending an additional altitude. If this check fails Maneuver: Tail : This maneuver may be performed in additiona to any while the pilot is in Altitude 1, treat the plane as if it were reduced to 0 other movements or maneuvers if the plane is in a rear-facing cone behind hitpoints. the enemy, and the enemy is a distance no greater than the plane's current Movement: Ascend : This decreases speed by 2. The pilot moves in a speed. The two opposed pilots make a contested Vehicle/Aeroplane straight line at least 4 hexes and ascends an altitude rank. check, and if the attacker wins, then next round he may make and reveal Action: Fire Guns : This action may be performed in addition to his movements and maneuvers after the pilot that is being tailed makes his any movement or maneuver the pilot is making, and requires the movements and maneuvers. This maneuver must also be made each turn Combat/Ordnance skill and an attack roll. A forward facing gun for it to be maintained. may only be fired in a forward facing cone from the plane. A rear facing gun may only be fired in a rear facing cone. Airship Maintenance and Repair REPAIR MATERIALS Running a starship is not cheap. Even the crudest deck ape or engine Hull Class Cost per HP Cargo Space per HP snipe expects to be paid for his work, and highly trained technicians and navigators expect commensurately higher wages. Aside from Cirrus 300 1 ton personnel costs, there is the constant drain of money for fuel, Cumulus 600 2 tons replacement parts, and the countless petty fees that governments Luxury/Stratus 1,200 5 tons infl ict on ship captains in order to extract their share of international lucre. It is no surprise that many freelance ship Cumulonimbus 2,000 10 tons captains are somewhat less than particular about the sorts of work they will do, if only to keep their ship flying. The table above gives the cost per hit point and the amount of cargo space required to store the materials. If appropriate drydock Making Payroll facilities are available, up to ten hit points a day can be repaired, A ship costs fifty credits per day, per crewman, just to cover the with a labor cost of 1,000 credits per hit point. Larger amounts can payroll. This is a rough approximation meant to cover the sweep be repaired in shorter periods, but this will require moving large between a deck ape’s modest wages and the high expense of a trained numbers of workers off existing projects, and can often be navigator. If a captain manages to snare some unusually competent prohibitively expensive when not under wartime exigencies. crewmen, he can expect his payroll costs to rise accordingly. Personnel costs are one of the major reasons that most civilian ships If no drydock is available and the ship must make repairs in far from fly with as few hands as they can practically manage. airworthy civilization, the chief engineer makes an Engineering roll modified by Acuity. For each point by which he beats difficulty Refeuling 10, one hit point worth of damage can be repaired. A ship must be refueled after every 300km of travel. If the ship has been equipped with extended diesel tanks, they may go significantly Emergency repairs can be made during a lull in a battle. Each hour, farther. Refeuling generally costs 200 crredits for every 100km worth the chief engineer can roll Mechanics. For each point by which he of diesel. This cost is multiplied by two for Cumulus, four for beats difficulty 8, one hit point of damage can be repaired- but these Luxury and Stratus, and eight for Cumulonimbus ships. Refueling temporary repairs will fail within 24 hours, and must be re-repaired at a station can take as little as six hours. at the normal pace and with additional materials.

Ship's Stores Repairing Damaged Fitting and Weapons Every ship requires food and water refreshment. A ship’s normal Occasionally a specific ship system is brought down, usually due to complement of stores is sufficient to keep its maximum crew fed for damage from some exceptionally unlucky shot in battle. If a drydock fourteen days, or a lesser number for a correspondingly longer is available, a disabled fitting or weapon can be repaired for one- period. One day worth of stores for one person costs 20 credits at quarter of its base price. If the main engine of a ship is brought most supply stations. down, it can be repaired for one-tenth the cost of the base hull. Th is usually requires 1d4 days for any particular system. Maintenance If a ship must make these repairs in flight, it requires the use of Things break. Airships are no more immune to this verity than at least one hit point worth of repair materials and a successful anything else devised by humanity, and the ordinary operation of a Mechanics roll against difficulty 10, or 12 if the engine needs repair. airship inevitably results in wear, decay, and breakage. A captain can One roll can be made for each day of effort, and the system is jury- expect to spend about 5% of a hull’s base price each year in rigged back to operation once the roll is a success. Such repairs maintenance and replacement costs. These charges usually happen at are never quite as good as what can be done in a drydock, and if the the worst possible time, and ignoring them applies a steadily- system is disabled once more it cannot be repaired outside of increasing penalty to all attack rolls and skill checks made with the a proper shipyard. Most prudent captains make for the yards ship’s equipment equal to -1 per yearly maintenance fee skipped. as soon as circumstances allow for more permanent repairs. Once the maintenance debt equals half the ship hull’s base cost, the ship is simply too unairworthy to fight or fly, and likely a hazard to anyone aboard.

Repairing Battle Damage Repairing battle damage is often cheaper than regular maintenance, paradoxically; most of the expensive maintenance costs come from repairs and upkeep to the engine, generator, and main system core, all of which are almost never hit in combat until the entire ship has already been riddled. The cost for sufficient materials to repair one hit point worth of ship damage depends on the hull class of the ship. Fixing a shuttle up requires substantially less plating and expertise than repairing a battleship breach. Weather Weather plays a large roll in aerial combat. Provided here are detailed Simple Weather systems for day-to-day weather, as well as a simpler system if it's a bit For a more palatable barometric experience, the GM may choose more than you want to handle. Alternately, you can simply draw from to roll on the simple weather table below. This requires only a real life weather. Most of the time, in the game, it isn't necessary to keep 1d10. Some alternate weather is provided for depending on the track of the weather, but for prolonged military conflicts or certain points season. in time it may behoove the GM to do so. SIMPLE WEATHER (1d10) : To roll on the weather chart, roll 2d6 three times. The first value is the 1. Clear Skies temperature, the second is the humidity, and the third is wind levels. 2. Clear Skies Roll a 1d6 for wind direction; travelling in the direction of an especially 3. Slightly Cloudy strong wind may reduce an aeroplane's speed by 1 while travelling with it 4. Slightly Cloudy may increase their speed. 5. Heavy Clouds 6. Heavy Clouds In addition, adjust dice values for climate, season, or regional variance. A 7. Light Rain/Sleet temperature roll in January may get a -3 or -4 on top of other 8. Rain/Freezing Rain modifiers, while in midsummer a +3 or +4, while a jungle in the rainy 9. Rain/Snow season might get a +3 to the humidity roll, allowing for some rare 10. Thunderstorm/Blizzard unseasonable days but mostly in line with the climate. Discard values above 2 or below 12, or regard them as an even more extreme category. Alternately, the GM may simply derive whether from what's going on in reality around him, which provides him with ample Many fields also has a modifier number associated with it, such as -1 or information from various weather sites. +2. That means, if the dice rolls this weather pattern today, then the dice receives that modifier for the roll tomorrow. Therefore, a scorching day in August is much more likely to be followed by similarly warm weather. In addition, cloud cover may be determined by the humidity If humidity has reached 100%, then precipitation occurs. The type of level. If it's arid, then the sky is likely to be clear, while if it's at precipitation depends on the temperature level; obviously, if it's scorching 90% humidity, cloud cover is likely pretty heavy. out, it's unlikely to snow. Snow, sleet, and freezing rain occur at the cooler temperatures while rain happens at warmer temperatures. If winds levels are especially high, the precipitation might turn into a storm or blizzard.

W EATHER CHART Temperature (Modifer) Humidity (Modifier) Wind Levels (Modifier) 2. Freezing (-3) 2. 0% (-3) 2. None (-2) 3. Frigid (-2) 3. 0% (-3) 3. None (-2) 4. Cold (-1) 4. 15% (-2) 4. None (-1) 5. Cool (-1) 5. 30% (-2) 5. Low (-1) 6. Normal 6. 45% (-1) 6. Low (-1) 7. Normal 7. 60% (-1) 7. Low 8. Normal 8. 75% 8. Moderate 9. Warm (+1) 9. 90% 9. Moderate 10. Hot (+1) 10. 100% (+1) 10. High (+1) 11. Sweltering (+2) 11. 100% (+2) 11. Severe (+2) 12. Scorching (+3) 12. 100% (+3) 12. Gale Force (+3)