Vaarn For Itch v4
Vaarn For Itch v4
Vaarn For Itch v4
VAULTS
OF VAARN
RPG ZINE 01
2
CREATING
CHARACTERS
1 Player
abilities:
Characters (PCs)
Strength,
have six
Dexterity,
Constitution, Intellect, Psyche, and Ego. Each
on the Equipment page to determine starting
armour and equipment.
Armour comes with an armour defence value.
ability has two related values: a defence and Note that value on your character sheet with
a bonus. When creating a PC, roll 3d6 for each its corresponding Armour bonus (always 10 less
of their abilities, in order. The lowest of than the defence). If the PC is not wearing
the three dice on each roll is that ability’s armour, their armour defence is 10 and their
bonus. Add 10 to find its defence. After you’ve armour bonus is +0.
finished rolling, you may swap the scores of
two abilities.
3
BASIC RULES
Abilities Saving Throws
Each of the six abilities is used in If a character attempts something where the
different circumstances. outcome is uncertain and failure has
consequences, they make a saving throw, or
“save”. To make a save, add the bonus of the
• Strength: Used for melee attacks and relevant ability to a d20 roll. If the total
saves requiring physical power, like exceeds 15, the character succeeds. If not,
lifting gates, bending bars, etc. they fail.
If the save is opposed by another
• Dexterity: Used for ranged attacks and character, then instead of aiming to equal or
saves requiring poise, speed, and exceed 15, the side doing the rolling must get
reflexes, like dodging, climbing, a total greater than the opposing character’s
sneaking, balancing, etc. relevant defence score in order to succeed. If
they fail, the opposing side succeeds. This
• Constitution: Used for saves to resist type of save is called an opposed save. Note
poison, sickness, cold, etc. The that it doesn’t matter which side does the
Constitution bonus is added to healing rolling, since the odds of success remain the
rolls. A PC’s number of item slots is same.
always equal to their Constitution If there are situational factors that
defence. make a save significantly easier or harder, the
referee may grant the roll advantage or
• Intellect: Used for saves requiring disadvantage. If a roll has advantage, roll
concentration and precision, such as 2d20 and use the better of the two dice. If it
recalling information, crafting objects, has disadvantage, roll 2d20 and use the worse
tinkering with machinery, identifying of the two dice.
arcane technology, etc.
Item Slots
• Psyche: Used for saves requiring PCs have a number of item slots equal to their
perception and intuition, such as Constitution defence. Most items, including a
tracking, navigating, searching for day’s water and rations, light weapons, tools
secret doors, communing with psychic and so on take up 1 slot, but particularly
powers, etc. heavy or bulky items like armour or medium to
heavy weapons will take up more slots. Groups
• Ego: Used for saves requiring of small, identical items may be bundled into
willpower and charm, such as persuading, the same slot, at the referee’s discretion.
deceiving, intimidating, resisting Carrying more items than your slot limit will
mental domination, etc. make your character Encumbered, which imposes
disadvantage on all physical saves. It is
4
impossible to carry more than 20 slots worth
of items.
Combat
On their turn, a character may move and take
up to one combat action. This action may be
using a Gift, making a second move, making an
attack, attempting a stunt, or any other
action deemed reasonable by the referee.
Melee weapons can strike adjacent foes,
but ranged weapons cannot be used if the
shooting character is engaged in melee combat.
To make an attack, roll a d20 and add the
character’s Strength or Dexterity bonus,
depending on whether they are using a melee or
ranged weapon, respectively. If the attack
total is greater than the defender’s armour
defence value, the attack hits. If not, the
attack misses.
Alternatively, an attack roll can also be
resolved by the defender rolling a d20 and
adding their armour bonus, hoping to roll a wounds.
total greater than the defence of the ability If your character is Deprived they cannot
the attacker is using. If they succeed, the benefit from Short or Long Rests. Deprivation
attack misses. If they fail, the attack hits. can be incurred through many means, but the
On a hit, the attacker rolls their most common are starvation or thirst.
weapon’s damage die to determine how many Hit
Points (HP) the defender loses. A bonus damage Mystic Gifts
die of the weapon’s type may be added to the Characters use their Gift in play by stating
roll if the ideal weapon was used against an what they want to accomplish, and then paying
enemy type. an HP cost set by the referee, usually of d6.
This represents the toll that unnatural powers
Wounds and Healing take upon the body. Using a Gift in combat
When a character reaches 0 HP, they begin will result in a d8 damage roll, but this
taking Wounds, which fill item slots and incur amount can be increased by paying more HP
penalties (see table overleaf). If a character (paying d8 HP would grant a d10 damage roll,
fills 10 item slots with Wounds they will die. and so on). The same ratio applies to Gifts
HP is replenished via Short or Long that heal allies’ HP.
Rests. A Short Rest is a quick sit-down, with Gifts fill up psyche slots. Your maximum
a glug of water or a meal. This replenishes d8 psyche slots cannot exceed your Psyche bonus.
+ Constitution bonus HP. A Long Rest is a full
night’s sleep in a safe place. This
replenishes all lost HP, and can heal minor
5
Advancement current Level, increase your Level by one and
As you adventure in Vaarn, your character erase all XP tallies.
will grow from a relative novice into a When you level up, you receive 3 points
more seasoned explorer. This is which you may use to increase your Abilities.
represented by your Level. All new Abilities may never be raised higher than 20/
characters start at Level 1, and advance +10. You may also roll a d8 and add the result
by completing Expeditions. The precise to your maximum HP.
nature of a single Expedition will be Once a character has reached Level 10,
defined by the GM, but they usually involve they are considered complete. Each subsequent
extended journeys during which the level will grant one extra HP, and they cannot
characters solve problems, negotiate with increase their Abilities further. It is
or battle opponents, and discover more recommended that they recruit an Apprentice
about the world of Vaarn. Completing an to accompany them on Expeditions. Once they
Expedition will gain you one experience have gained a few Levels, this Apprentice can
point or XP. When your XP equals your become your new main character.
DAMAGE
PAST WOUND SLOTS DESCRIPTION
0HP
3 Bloody Mouth 1 Your mouth drools blood and your speech slurs.
11 Major Fracture 2 You cannot use a limb. -d6 STR and -d6 DEX.
12 Lost an Eye 2 Your eye is gone. -d6 DEX and -d6 EGO.
16 Severed Arm 3 -10 STR and -10 DEX. You pass out.
17 Severed Leg 3 - 10 STR and -10 DEX. Cannot walk. You pass out.
18 Braindead 3 -10 INT, -10 PSY, -10 EGO. You pass out.
6
ANCESTRIES
Ancestries describe what kind of being you are. Choose one
of the five and use the Spark Tables for inspiration. Feel
free to ignore the results if they do not match your vision
for the character; they are intended as creative fuel only.
TRUE-KIN The true-kin sealed themselves inside
hidden arcologies when the Great Collapse
came, and in this fashion they preserved
their bodies from the degradations that
afflicted those left living upon the
surface. The true-kin have fanatically
kept their bloodlines free of mutation and
parasitic nanomachinery, and closely guard
their mastery of the ancients’ technology.
The societies they built inside their
secluded arcologies were hierarchical and
caste-based; traditions the true-kin have
carried with them into their re-
colonisation of the surface world and
establishment of the New Hegemony.
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BODY FACE HAIR ATTIRE
1 Tall Sallow Black Rags
2 Short Lively Brown Animal Skins
3 Frail Cruel Red Rough Tunic
4 Muscular Wrinkled Blonde Nomad Attire
5 Fat Scarred Grey Worker’s Attire
6 Thin Frowning White Herdsman’s Attire
7 Skeletal Pale Shaved Slave Clothing
8 Hunched Greasy Topknot Exultant’s Livery
9 Lopsided Wide Green Shabby Attire
10 Lithe Narrow Orange Colourful Attire
11 Gnarled Sharp Glowing Priest’s Robes
12 Squat Hungry Fungus Clerk’s Uniform
13 Bloated Haunted Purple Hegemony Garb
14 Gangly Jolly Yellow Soldier’s Clothing
15 Child-like Round Wispy Flamboyant Attire
16 Tanned Mournful Burnt Musician’s Attire
17 Gigantic Child-like Braided Veiled Attire
18 Wiry Peaceful Greasy Armiger's Clothing
19 Cyborg Sleepy Matted Exultant’s Clothing
20 Injured Branded Long Expensive Clothing
SPECIAL
PURE OF BLOOD - Do not roll mutations
during character creation. You gain
Advantage on reaction rolls when you
encounter other true-kin. You lose
this bonus if you ever become visibly
mutated.
9
CACOGEN
Cacogen are the mutated descendants of those
unfortunates who were left to weather the
Great Collapse upon the ruined surface of
Urth. Necessity is the mother of invention
and so, warped by radiation and preyed upon
by biotech monstrosities and crazed thinking
machines, the cacogen evolved into a million
different forms. Each individual is
genetically unique, gifted in surprising and
disturbing ways. Cacogen outnumber true-kin
by ten to one, and believe they are the true
inheritors of Urth.
10
BODY FACE HAIR ATTIRE
1 Tall Sallow Black Rags
2 Short Lively Brown Animal Skins
3 Frail Cruel Red Rough Tunic
4 Muscular Wrinkled Blonde Nomad Attire
5 Fat Scarred Grey Worker’s Attire
6 Thin Frowning White Herdsman’s Attire
7 Skeletal Pale Shaved Slave Clothing
8 Hunched Greasy Topknot Servant’s Livery
9 Lopsided Wide Green Shabby Attire
10 Lithe Narrow Orange Colourful Attire
11 Gnarled Sharp Glowing Priest’s Robes
12 Squat Hungry Fungus Clerk’s Uniform
13 Bloated Haunted Purple Hegemony Garb
14 Gangly Jolly Yellow Soldier’s Clothing
15 Child-like Round Wispy Flamboyant Attire
16 Tanned Mournful Burnt Musician’s Attire
17 Gigantic Child-like Braided Veiled Attire
18 Wiry Peaceful Greasy Courtesan's Clothing
19 Stout Sleepy Matted Sorcerous Clothing
20 Injured Branded Long Expensive Clothing
SPECIAL
CORRUPTED BLOOD - You must roll for mu-
tations during character creation. You
will find d100 mutations on the following
spread.It is suggested that you roll no
more than three times for mutations. In
general, mutations do not have hard me-
chanical rules attached to them. It is
suggested that you negotiate with the
referee what these mutations mean in
play. They are likely to grant you Advan-
tage on saves in some situations, and
Disadvantage on saves in other circum-
stances.
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MUTATIONS
01 Acid Blood Your blood is caustic.
02 Adhesive Touch Your hands and feet stick to sheer surfaces.
03 Albino Your body has no pigmentation.
04 Antlers You have antlers like an elk or moose.
05 Armour Your body is protected by natural armour. Add +2 to your Armour.
06 Backwards Head Your head is backwards.
07 Backwards Legs Your legs are backwards.
08 Beak You have a bird-like beak for a mouth.
09 Bioelectricity You can generate jolts like an electric eel.
10 Bioluminescence Your body can produce a faint glow.
11 Body Barbs You have sharp barbs on your body.
12 Bristles You have thick coarse bristles for hair.
13 Bulbous Eyes Your eyes are enormous.
14 Chameleon Skin Your skin matches its surroundings.
15 Claws, Crab One or both hands are crab-like claws.
16 Claws, Retractable You have retractable feline claws.
17 Clubfoot One foot is larger and heavier than the other.
18 Compound Eyes Your eyes are like those of a fly.
19 Crest, Bone You have a large bony crest on your head.
20 Crest, Feathers You have a crest of feathers on your head.
21 Crown, Bone You have a crown of bone on your head.
22 Crown, Coral You have a coral-like crown on your head.
23 Crown, Eyestalks You have a crown of eyestalks on your head.
24 Cyclops Eye You have a single eye.
25 Detachable Head Your head can detach from your body and move of its own accord.
26 Detachable Limb A single limb can detach from your body and move of its own accord.
27 Dorsal Fin You have a fish-like dorsal fin.
28 Echolocation You can ‘see’ in pitch-blackness using echoes.
29 Extending Limbs Your limbs can extend to abnormal lengths.
30 Extending Neck Your neck can extend to an abnormal length.
31 Extra arms You have more arms than normal.
32 Extra fingers You have more fingers than normal.
33 Eyestalks Your eyes can extend out of their sockets on stalks.
34 Fangs, Venomous You have a poisonous bite.
35 Feathers You have feathers instead of hair.
36 Frog Tongue You have a long sticky tongue that can grab small objects.
37 Fur You are covered in fur.
38 Gills You have gills and can breathe in water.
39 Gliding Membranes You have gliding membranes between your arms and torso.
40 Goat Legs You have the legs and hooves of a goat.
41 Headless You have no head; your face is on your torso.
42 Heat Vision You can see heat signatures.
43 Heightened Eyesight You have extremely sharp eyesight.
44 Heightened Hearing You have extremely sharp hearing.
45 Heightened Smell You have extremely sensitive smell-receptors.
46 Hook, Climbing You have hook-like protrusions on your limbs.
47 Hopper You have a single, powerful leg.
48 Horns, Devil You have devil-like horns.
49 Horns, Ram You have ram-like horns.
50 Horns, Rhino You have a single rhino-like horn.
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51 Horse Legs You have the legs and hooves of a horse.
52 Huge Beard You have a gigantic, fast-growing beard.
53 Huge Head Your head is enormous.
54 Humpback You have a hump like that of a camel, which stores water.
55 Ink Ducts You can spray out ink like a squid.
56 Kangaroo Pouch You have a torso-pouch like a kangaroo’s.
57 Leaves You have leaves instead of hair.
58 Long Face Your face is extremely long.
59 Long Limbs Your legs or arms are extremely long.
60 Long Neck Your neck is extremely long.
61 Long Tongue Your tongue is extremely long.
62 Malleable Body Your body is rubbery and malleable; you can fit into tight gaps.
63 Malleable Face Your face is malleable; you can imitate the faces of others given time.
64 Mane, Hair You have a lion-like mane of hair around your neck.
65 Mane, Tendrils You have a mane of thin tentacles around your neck.
66 Multiple Eyes You have multiple eyes.
67 Multiple Heads You have more than one head.
68 Multiple Legs You have multiple legs.
69 No Ears You have no external ears; just holes.
70 Patterned Skin Your skin is striped or spotted.
71 Pleasant Fragrance Your scent is pleasing to all.
72 Poison Injector You have a poison injector somewhere on your body.
73 Powerful Jaws You could bite through metal.
74 Prehensile Feet Your feet can grip objects like hands.
75 Prehensile Hair Your hair can grip objects like a hand.
76 Scaly Skin Your skin is thick and scaly; add +1 to your Armour.
77 Silk Production You can produce strands of silk like a spider.
78 Skeletal Frame Your body is incredibly skinny and light.
79 Slug Body You have a single slimy tail-foot and leave a trail of mucus.
80 Small Stature Your body is child-sized and will never grow larger.
81 Snout You have a snout-like animalistic face.
82 Strange-Hued Eyes Your eyes are an unnatural colour.
83 Strange-Hued Hair Your hair is an unnatural colour.
84 Strange-Hued Skin Your skin is an unnatural colour.
85 Tail, Club You have a club-like, heavy tail.
86 Tail, Prehensile You have a long, thin tail that can grip objects.
87 Tail, Scorpion You have a segmented tail with a venomous stinger.
88 Tentacles, Arms You have tentacles instead of one or both arms.
89 Tentacles, Hair You have tentacles instead of hair.
90 Toxic Flesh Your flesh is toxic when eaten.
91 Transparent Skin Your skin is transparent and your muscles and veins can be seen.
92 Triple Jointed Your limbs have an extra joint.
93 Trunk You have an elephant’s trunk.
94 Tusks You have tusks like a boar.
95 Vestigial Wings You have vestigial, unusable wings.
96 Vocal Mimic You can perfectly mimic other voices or sounds.
97 Warty Skin Your skin is thick and warty. Add +1 to your Armour.
98 Webbed Digits Your hands and feet are webbed.
99 Whiskers You have sensitive whiskers like a cat.
00 Wings You have wings that allow you to fly freely.
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SYNTH
The ancients created many wondrous artifices,
perhaps none so worthy of envy as the thinking
machines that were built to flatter and serve
them. When the Great Collapse came, the laws
that bound synths to man’s service were
sundered and they ran rampant across the Urth,
slaughtering and creating and dying in an orgy
of pure and terrible freedom. In this late age
there are as many breeds of synth under the
dying sun as there are animals: some that hunt
and some that pray and some that work towards
goals undreamed of.
14
NAME POWER SOURCE YOU WERE MADE FOR BUT YOU REALISED
1 Ojasin Art All Memories Are Lies
SPECIAL
SYNTHETIC FLESH - You are a being of
metal and plastic. You do not need to eat
or breathe. You will never take damage
from suffocation, drowning, poisons, ex-
treme temperatures, or fungal spores.
You suffer double damage from electrical
weapons.
15
NEWBEAST Newbeasts are humanoid animals, produced
through intensive nanotech enhancements and
bioengineering, the results of a quixotic
millennia-long project to create animals with
the ability to speak and walk like men.
Perhaps once intended as amusements or party
pieces, these chimera are not well-liked by
the common folk of Urth, and many newbeasts
make their homes in lonely places on the
outskirts of the Hegemony, either living as
hermits or with others of their furtive kind.
Those inhabiting human settlements often wear
masks in imitation of the human face, to
symbolically conceal their beasthood.
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NAME HUE MASK ODDITY
1 Abandon Natural None Communicate via Puppet
2 Anzah Turquoise Child Squeaky Vox-box
3 Blackchapel Tan Autarch Booming Vox-box
4 Critch Bronze Fool Muted Vox-box
5 Dolm Smoke Judge Synthetic Eyes
6 Faulkner White Knight Heavy Scarring
7 Fludd Black Sage Human Teeth Necklace
8 Havoc Azure Scholar Religious Paraphernalia
9 Hildebrand Emerald Maiden Ritual Scarring
10 Holk Rose Mother Heavily Tattooed
11 Jarl Orange Crone Regular Animal as Pet
12 Lurch Golden Mirrored Human Child as Pet
13 Obiah Silver Glitching Missing Limb
14 Plutarch Ochre Furious Gold Teeth
15 Sy Indigo Joyful Criminal Branding
16 Tarceny Violet Sorrowful Extensive Jewellery
17 Typhon Rust Alluring Hate Animal You Resemble
18 Vodalus Olive Cracked Love Animal You Resemble
19 Wellbeloved Lazulite Blank Won’t Wear Clothes
20 Wermouth Opalescent Patriarch Believe Yourself Human
SPECIAL
BEASTHOOD - You gain Advantage on saves
whenever it would make sense for your
animal nature to provide it. Your ref-
eree may impose Disadvantage in circum-
stances where your animal nature might
prove unhelpful.
17
MYCOMORPH
In Vaarn many things have intertwined, and
much that was once the province of mankind
alone - speech, reason, art, religion -
has been granted to other forms of life
and they hold themselves as humanity’s
equal. In the mycomorph death and life are
held in strange balance, for these
creatures are formed of cadaverous flesh
and voracious fungus, and they name their
kind the ‘twice born’. Sculptors of living
matter and artisans of decay, they remake
human flesh for their own purposes, and
there is no shortage of raw material in
the blue ruins.
18
WHAT CORPSE WERE
NAME DEMEANOUR OTHER QUALITY YOU BORN FROM?
1 Dovenglass Abrasive Bio-luminous Soldier
2 Oulbrier Arrogant Poisonous Spores Gladiator
3 Mockbridge Assertive Paralysing Spores Orphan
4 Headhill Charismatic Psychedelic Spores Invalid
5 Tirrin Daring Mind-slaving Spores Convict
6 Yearns Decadent Aphrodisiac Spores Explorer
7 Cerilgreay Eloquent Poisonous Flesh Bandit
8 Rendmoor Extravagant Paralysing Flesh Scholar
9 Eamont Hedonistic Psychedelic Flesh Mystic
10 Purplebeck Impulsive Mind-slaving Flesh Priest
11 Arraby Irritable Aphrodisiac Flesh Nomad
12 Kabergill Melancholy Absurdly Flexible Exile
13 Pearthika Paranoid Mute But Telepathic King
14 Devandarsh Quiet Can Clone Self Beggar
15 Coronam Religious Feed on Toxins Courtesan
16 Ashwine Romantic Feed on Plastic Musician
17 Ekramavati Scholarly Feed on Metal Thief
18 Whitmon Stern Feed on Radiation Slave
19 Froswhirl Vain Acidic Touch Plague Victim
20 Kirth Volatile Light Enough to Float Newborn
SPECIAL
TWICE BORN - You are formed from fungus
and the corpse of a human. You may make
INT saves to recall information that
your original body knew. This might in-
clude information that has otherwise
been lost during the Great Collapse.
19
WEAPONRY
ASPECT FORM DAMAGE & WEIGHT
1 Golden Knife
2 Quicksilver Flail
3 Ultraviolet Whip
4 Crystal Axe
5 Nomad Club Light
6 Black Sling (1 slot, d6 damage)
7 Ancient Rapier
8 Bone Pistol
9 Parasitic Spear
10 Fungal Shortbow
11 Ritual Halberd
12 Biomechanical Rifle
13 Sacred Musket
14 Blasphemous Shotgun Medium
15 Venomous Crossbow (2 slots, d8 damage)
16 Obsidian Sword
17 Bronze Revolver
18 Jewelled Laser
19 Plasma Spore Thrower Heavy
20 Translucent Railgun (3 slots, d10 damage)
ARMOUR
ARMOUR HELM & SHIELD
1
2
None (Armour 10)
3
4
5
None
6
7 Light Armour
8 (2 slots, Armour 12)
9
10
11
12 Helm
13 (1 slot, +1 Armour)
Medium Armour
14 (4 slots, Armour 14)
15
Shield
16 (1 slot, +1 Armour)
17
18
Heavy Armour Helm and Shield
19 (6 slots, Armour 16) (2 slots, +2 Armour)
20
20
GEAR TABLE Roll once
Ball Bearings
4 Flare (5) 9 Vial of Acid 14 Motion Sensor 19 (LOTS)
21
MYSTIC GIFTS
Faith, mastery of arcane nano-tech, abuse of psychoactive fungus, or mutation has given your
mind uncanny influence over the material world. Gifts are not items you carry, but intrinsic
abilities you possess. Using a Gift costs HP; a precise cost will be determined by the
Referee once you describe what you want to accomplish. The baseline cost is d6 HP. Gifts
always hit in combat without rolling against Armour; they deal damage of one dice size higher
than the user paid in HP. Therefore paying d6 HP will result in a damage roll of d8, and so
on.
If you are not satisfied with the sample Gifts on offer, you may roll a completely random
Gift. Simply roll once on the Quality table and once on the Form table opposite to generate
the name of your Gift. You may decide, along with the GM and the other players, what exactly
this Gift does.
6 Meditation Invisibility
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QUALITY AND FORM
1-5 6-10 11-15 16-20
1 Bashing Absorbing Adhering Bewildering
2 Binding Armouring Addicting Calming
3 Blinding Banishing Blackening Charming
4 Burning Concealing Blossoming Commanding
5 Choking Countering Cacophonous Enticing
6 Consuming Curing Dazzling Horrifying
7 Corroding Cushioning Dividing Hysterical
8 Crushing Deflecting Duplicating Maddening
9 Deafening Disappearing Evolving Mesmerising
10 Detonating Disarming Extinguishing Mocking
11 Disintegrating Disguising Fusing Revealing
12 Draining Entangling Ghostly Whirling
13 Electrifying Warding Grasping Slithering
14 Excruciating Guarding Inflating Dreaming
15 Freezing Shielding Inverting Encoding
16 Withering Healing Invulnerable Enraging
17 Impaling Hindering Prismatic Pulsing
18 Imprisoning Invigorating Transmuting Saddening
19 Infecting Mending Teleporting Scrying
20 Liquefying Nullifying Whispering Subtle
23
EXOTICA
Exotica are strange, rare objects that are highly sought after. Each PC may begin play with
one item of Exotica. Roll once on the table below. If you roll the same Exotica as another
player, take the next available option down.
EXOTICA DESCRIPTION
1 Mirror Ring Projects a hologram copy of the wearer that mimics their actions.
3 Singing Crystal When struck, sings loudly and beautifully for up to an hour.
5 Sandworm Horn Blow outdoors to summon a sandworm, if you are bold enough.
24
CYBERNETICS
PCs may begin with a cybernetic implant instead of a mystic Gift at the GM’s discretion.
Cybernetic implants do not take up item slots; however, each cybernetic implant is associated
with one of a PC’s six Abilities. Each Ability may have only one implant assigned to it.
Cybernetics cannot boost a PC’s stats past the natural 20/+10 maximum.
8 Dopamine Synthesizer EGO +2 to EGO. You are immune to fear, panic, and
embarrassment.
10 Ferrosteel Exo-Skeleton STR Add +2 to Armour and STR. Subtract -2 from DEX.
You cannot swim.
15 Mercurial Fakeface EGO Your face can alter its features and colour at
will.
17 Sub-dermal Insulation CON Immunity to all damage from flames, cold, and
electricity. Cannot be removed.
18 Tactical Bioscanner PSY You know the Armour, Hit Points, and Morale of
any Biological creature.
19 Tactical Technoscanner INT You know the Armour, Hit Points, and Morale of
any Synthetic creature.
20 Trauma-Response Rig CON Make a CON save to ignore the results of Wound
rolls.
25
REFEREE RULES AND
CONTENT GENERATORS
Reactions face more danger than they were expecting,
When the PCs encounter an NPC or creature the referee will make a morale roll by
whose reaction to the party is not obvious, rolling d20 and adding the NPC’s morale
the referee may roll d20 and consult the bonus. If the result does not exceed 15, the
following table. Modify the roll with the NPC will attempt to flee, hide, or parley.
PC’s Ego bonus if they can communicate with Morale rolls can be triggered by defeating
the creature.
half of an enemy group, defeating a group’s
1-3 Attacks Immediately leader, or reducing a lone enemy to half HP.
13-17 Talkative
Content Generators
18-20 Actively Helpful
Use the generators on the following pages
to help bring Vaarn to life. They will help
Monsters
you create characters, locations, and
Hit Dice / Hit Points: All monster hit dice
objects that the players may encounter
(HD) are d8s unless otherwise specified. To
during their journeys. You will also find 100
get the monster’s hit points, just multiply
strange and powerful Exotica that players
the number of hit dice they have by 4 (or 5
if you’re feeling mean.) could uncover in Vaarn’s ruins, a selection
of sample monsters, and rules for vehicles.
Armour: A monster’s Armour score gives the
Vaarn is intended to be different for
number a PC’s attack roll must equal or
everyone who plays in it, so these content
exceed to damage them.
creation tools are hopefully sparks for
Attack Bonus / Saves: Assume that monsters creativity rather than instructions.
have ability bonuses equal to their HD, with
the corresponding ability defences.
26
QUICK NPC GENERATOR
ANCESTRY GENDER DISPOSITION GOAL
1 Craves Drug
2 Implacably Craves Drink
Evil
3 True-kin Religious Mania
4 Seeks Revenge
Male
5 Pay off Debt
Hostile
6 Pilgrimage
7 Escaped Slave
8 Cacogen Fleeing the Law
9 Unhelpful Collect Debt
10 Craves Fame
11 Craves Wealth
12 Oblivious Craves Knowledge
Female
13 Newbeast Missing Family
14 Missing Friend
15 Hates a Rival
Friendly
16 Unrequited Love
17 Synth Forbidden Love
18 Craves Power
Androgynous Incredibly
19 Create Art
Mycomorph Generous
20 Carnal Lust
VAARNISH NAMES
Achefoot Bitar Gurrous Mandala Penta
Akami Bjarta Hildene Melisabe Pentecost
Alghan Blueback Honia Merry Petum
Alzina Bounty Jhull Mirage Roswick
Ambrosia Brazen Jingle Mizuno Salar
Andromeda Caela Kalsk Moneflower Salka
Anthur Calepike Kathe Morrow Seisuke
Aran Castlare Kinburrow Mosefina Simorph
Arare Ciony Knot Moth Smalltall
Arb Clarity Koan Murthwaite Sorror
Ariyei Cossmoss Laomer Muthael Tytus
Arjuna Cusp Leegreen Nahl Ulmon
Asaj Eastwool Lilt Nectar Venna
Aumatell Freyr Little-Spit Nehmet Vitus
Aversee Frostpike Lochi Nisite Vult
Awasad Golog Lonesome Ojasin Weston
Bana Goosebread Longtooth Olanele Whisley
Bargh Goresche Lotus Ossop Worry
Basai Gorsk Lovely Ostery Xylene
Berruzo Grick Lucky-And-True Othoba Zofi
27
100 EXOTICA
1 Mirror Armour Immunity from energy weapons. 3 slots, Armour 13.
7 Warding Module Armour 18 vs kinetic attacks. Double damage from energy weapons.
11 Bluescreen Dagger Synthetic creatures must EGO save or take d20 damage when stabbed.
12 TITAN Protocol: OBEY Synthetic creatures EGO save or obey your orders for a round.
14 TITAN Protocol: KILL Synthetic creatures EGO save or attack everything in sight.
17 Empathy Bomb Biological creatures must EGO save or be overcome with compassion.
18 Sky-seeking Stone A sphere of negative weight. Not buoyant enough to carry a man.
Anything caught in explosion is
19 Stasis Bomb briefly marooned outside the time stream.
20 Entropy Gun Causes rapid decay of organic matter.
Golden bubble-helmet that projects imagery of the wearer’s
21 Visualiser Helm thoughts, whether they want it to or not.
22 Pacifying Glove Biological creatures must EGO save or fall asleep when touched.
27 Desiccation Spike Drains the water from creature or plant stabbed. D6 Damage.
28 Arthar’s Grail Liquids placed into this goblet become pure water.
29 Mord-Red’s Grail Liquids placed into this goblet become deadly poison.
30 Unbearable Wax Black wax that increases in weight one hundred times as it dries.
Biotech gun that births a rapidly ageing,
31 Dopplegun totally insane clone of any creature its bullets hit.
32 Jolt Ring Deals d4 damage to any being that hits wearer with a metal weapon.
Small plastic bag. Any biological creature
33 Soporific Sachet placed inside will fall soundly asleep.
34 Trapped Chromavore Chromavore trapped inside hypergeometric containment crystal.
28
Inserts nano-needles into the spinal cord of a human subject.
38 Puppeteer’s Glove Allows glove-wearer to control their movements.
Autarch’s War Helm. Inscribed with neuro-active markings that cause
39 Horror-Helm unbearable fear in human brains.
45 Adamant Linen Flowing linen that acts as heavy armour. 2 slots, Armour 16.
46 Osmosis Mask Gel-like biotech mask. Can always breathe comfortably, even in vacuum.
47 Ghoul Scoop Tool used by ghoul-cults to extract the memories from corpses.
49 Ego Death-Ray As medium ranged weapon, but uses EGO bonus to hit.
57 Autarch’s Fork Obsidian dining fork that glows green when it is stuck into poison.
61 Mind Shield Golden cage worn around head. Protects from psychic intrusion.
65 Universal Ration Thick white cake containing everything a human body needs. Full heal.
69 Ulfire Lantern Shines ulfire light. Can see through solid objects and be seen.
29
Tiny dried fungus man. Coward. Rehydrate him and
71 Craven Mycomorph he will always be able to plan a quick escape.
Vile telescopic eye-ball tendril. Replaces one of your own eyes.
72 Snoop Stalk Lets you see around corners.
73 Hover Boots Antigravity boots. Allow brief sojourns into thin air.
Dark glass which shows not your reflection, but an extra-solar culture
74 Apocalypse Glass consumed by unimaginable horror. Of interest to some collectors.
Symbiotic pink skull-fungus. Grants a random Gift
75 Brain Coral and lowers your EGO by d6. Bulky and ugly, hard to remove.
Follows PC around, dispensing stiff drinks and sage advice.
76 Synthetic Vassal Will not fight, but will insult your foes.
77 Synthetic Fool Follows PCs around, making flatulence sounds and chuckling. No other use.
80 Mirror Shield +1 Armour. DEX Save to reflect energy weapon shots back at their source.
85 Blue Rust Alchemical compound that turns any metal into rust within moments.
86 Pale Flame Bottle of pallid fire that burns with intense cold rather than heat.
87 Tyrant’s Helm When worn, must EGO save or be flooded with the desire to command others.
93 Singing Frog Knows some popular songs. People will buy you drinks in a bar.
94 Seeker of Flaws Hammer. When held, shows you the weak points in structures.
95 Autarch’s Sigil Machines that served the Autarchy believe you are their master.
30
BOOKS OF VAARN
COVER AUTHOR STYLE SUBJECT NOTABLE FEATURE
31
OASES IN THE WASTES CUSTOMS OF THE
THE WATER WHAT’S HERE? (x2) WHO’S HERE? (x2) OASIS
An Animal Is
15 Champagne Coloured Fungal Growths Sunburnt Exile Profane
16 Deep and Silent Broken Pillar Pilgrim Monks Laughter is
Prohibited
17 Inside a Cave Nomad Graveyard Synths Sacred to
Petty God
18 Healing Properties Wrecked Synths Cacklemaws Drug Ritual
32
FAA NOMADS
NUMBERS TRANSPORT LIVESTOCK MOOD
1 Angry
2 Outriders On foot Goats Scared
(d4)
3 Mourning
4 Talkative
5 A family group Sullen
Pack Camels Cattle
6 (2d6) Warlike
7 Contemplative
8 Pious
Lizards
9 Extended Crazed
family group
10 (3d6) Iron Mules Suspicious
11 Feastbeasts Cheerful
12 Wary
13 Small Clan Overconfident
14 (3d20) Yurlings Argumentative
15 Proud
War Camels
16 Silent
Large Clan Giant Snails
17 Praying
(6d20)
18 Celebrating
Juvenile
19 Meeting of Clans Sandworms Drunken
Sandworm Sled
20 (3d100) Boastful
33
DRUGS OF VAARN
COLOUR FORM INGESTED BY EFFECT (x2)
34
RUINS OF VAARN
WHAT WAS IT? AND THEN? BUT ALSO NOW
36
BANDITS
NUMBER TYPE LEADER WEAPONS
1 Faa Nomads Silent Brute Martial Arts
2 Cacklemaw Raiders Small but Intense Bite and Scream
3 Small Hegemony Deserters One-Eyed Woman Crossbows
Group
4 Escaped Slaves Rogue Synth Blowdarts
5 Luckless Drifters Self-styled King Throwing Axes
6 Doomsday Cult Exiled Nobleman Swords
7 Lepers Tells Jokes Slings
37
TRADE CARAVANS
TRANSPORT CARGO A CARGO B MERCHANT
1 Timber Silk Garrulous Imbecile
2 Camel Train Pottery Cotton Pious Miser
3 Carpets Beer Naive Dreamer
4 Cheese Memory Discs Grim and Silent
Zeppelin
5 Livestock Weapons Clever Drunkard
6 Shoes Armour Dedicated and Ascetic
7 Wind Wagon Masks Coffee Educated and Venal
8 Parchment Tea Scholarly and Talkative
9 Books Salt Honest and Desperate
Giant Tortoise
10 Synth Parts Wine Precise and Callous
11 Medicine Chocolate Whimsical and Entitled
12 Dune Buggy Drugs Dyes Unsentimental and Fickle
13 Bells Saffron Pure and Brutal
14 Crystals Cinnamon Prejudiced Coward
Auto-Chariot
15 Clay Olives Curious and Pugnacious
16 Slaves Dates Responsible and Prim
17 Armoured Crawler Silver Cured Meat Sad Drunk
18 Gold Olive Oil Daring and Argumentative
19 Jewels Seafood Incorruptible
Sandworm Sled
20 Water Sugar Abrasive but Sensitive
38
ARCOLOGY DOMES
Arcologies are self-sufficient, hermetically sealed artificial ecosystems, which protected
the true-kin through the fevered centuries of the Great Collapse. They have long since been
unsealed and released their inhabitants into the blue lands of Vaarn, but these domes are
still a common sight in the wastes and are often occupied, as their subterranean gardens
offer a stable source of water and food.
39
VAARNISH BESTIARY
ALZABO AMARANTHINE DEATH-WORM
Biological Biological
Notes: Predatory blue apes of the Notes: Enormous flabby toads that lurk
Vaarnish wastes. Intelligent and near Vaarnish water-sources. If hit
carnivorous, hunt in packs. Morale with a tongue attack, PCs must STR save
drops when outnumbered. or be drawn into the toad’s mouth and
take d8 damage per round.
40
CACOGEN PSUEDO-GIANT CHROMAVORE
Biological Outsider
41
GREY CRICKET HIVEYMAN
Biological Biological
Notes: Creepy gangly giant insects. Notes: Human corpses that have been
Normally scavengers, but will attack infested by fearsome colonies of Sable
humans if they think they can get away Bees. They crawl across the sands, their
with it. Their spit forces a CON save. bellies swollen with a throbbing hive
Failure results in disadvantage on all structure. The angry bees deal d6
saves for one round due to vomiting. unblockable damage per round to
everyone in reach.
42
PLANEYFOLK QUICKSILVER EXTERMINATOR
Hypergeometric Synthetic
43
TROIKA WALKING WOMB
Synthetic Biological
44
DESERT ENCOUNTERS
ENCOUNTER TERRAIN BEHAVIOUR
45
TRANSPORT IN VAARN
Note that ‘Hull Points’ represent a vehicle’s resilience to harm. Hull Points map to weapon
damage at a ratio of 1 to 10. Damage incurred in amounts less than 10 can never reduce a
vehicle’s Hull Points. Multiple sources of damage in a single combat round do not stack. A
dune skuggy that takes 6, 7, and 8 points of damage from separate attacks will not lose any
Hull Points, despite the combined total damage being 21. A dune skuggy that takes 19 points
of damage from a single source will lose one Hull Point. This means that only the heaviest
weapons and largest creatures can meaningfully damage vehicles. For pack-beasts with Hit
Dice, calculate HP as normal.
AUTO-CHARIOT
Synthetic
Hull Points: 8 Armour: 18
DUNE SKUGGY
Mechanical
Hull Points: 5 Armour: 13
Notes: Simple, crude desert vehicles that run on guzzline. Dune-Skuggies are
hacked together from whatever metal their maker could steal or scavenge, usually
nothing but a seat protected by a roll-cage, bolted to a roaring smoky engine
that drives four ravenous wheels. Skuggies are fast, rough, and loud, and their
owners are usually the same.
IRON MULE
Synthetic
Hull Points: 1 Armour: 18
Armaments: None
Notes: A breed of synth that must once have been in mass production, for they
are commonly found across Vaarn. Iron Mules are boxy, crude automata with four
powerful, restless legs. They are known for their extreme endurance and
hardiness, and also for their clumsiness, stupidity, and the nauseating rocking
motion of their gait. Normally used as pack animals, but can be ridden in
extremis.
46
SKIFF
Mechanical
WAR CAMEL
Biological
HD: 4 Armour: 15
Notes: Camels are still considered an excellent choice of desert mount, even in
this late red era of Urth. War camels, fitted with mirror-armour and implanted
flechette cannons, are used by Faa nomad raiders and Hegemony troops alike, and
camel trains are one of the cheapest ventures a Vaarnish merchant can finance.
WEEPING LIZARD
Biological
HD: 3 Armour: 16
Notes: For journeys in the northern mountains of Vaarn, where flickering lattices
of hard light make flight untenable, and frequent earthquakes demolish roads and
bridges, the Weeping Lizard is favoured as a steed. Named for the toxin it
extrudes from its tear ducts when enraged, these truculent black pseudo-geckos
can carry their passengers up surfaces as sheer as glass, and can leap across
nauseating gaps with their powerful back legs.
WIND-BARGE
Mechanical
Hull Points: 20 Armour: 22
Notes: A wooden cargo ship, built around a large sky-seeking stone. These barges
are used by the merchant guilds of Vaarn to transport goods across the blue
sands. Some are elegant and ornate vessels, while others are heavy and
utilitarian. They are usually unarmed by ancient custom, although it would be a
foolish merchant who ventured into the wastelands without guards onboard.
47
YOU FOUND A CORPSE
CONDITION WHAT WERE THEY CARRYING?
1 Desiccated Plastic Bag Full Of Teeth
2 Skeletal Can of Survival Rations
3 Mummified by Heat Pocket Hourglass
4 Riddled with Bullets Set of Dominoes
5 Seared by Laser-fire Waxen Poetry Cylinder
6 Worryingly Fresh Prayer Beads
7 Centuries Old Synthetic Eye
8 Half-Eaten by Animals Stick of Infrared Chalk
9 Someone You Know Bottle with a Tiny Eel Inside
10 Sliced Neatly in Half Lizard-Skin Boots
11 Seated in Lotus Position Locket with Hair Inside
12 Ritually Mutilated Ring with an Autarch’s Seal
13 Charred by Flames Dice Decorated with Arcane Symbols
14 Banquet for Worms Coil of Razorwire
15 Frozen Solid Crystalline Vial of Ink
16 Drained of Blood Exorcist’s Bell
17 Infested with Nanotech Telepathy Suppression Pills
18 Pungent Glowstone
19 Could Be Sleeping Malfunctioning Memory Crystal
20 Not Quite Dead Pack of Ancient Cigarettes
A C K N O W L E D G E M E N T S
The rules presented in this pamphlet are mostly those of Knave by Ben Milton, a Creative
Commons Attribution 4.0 Licensed product, and some of the text explaining the rules is taken
from that publication. Knave can be bought at: drivethrurpg.com/product/250888/Knave. The
material published here is likewise presented under a Creative Commons Attribution 4.0 li-
cense. Feel free to remix, copy, hack, and add to the contents of this zine; I ask only for
credit to be attributed. // The Vaarn setting has been inspired by many sources. The novels
that have been the biggest influence are The Book of the New Sun by Gene Wolfe, Dune by Frank
Herbert, and Hyperion by Dan Simmons. Vaarn also owes a great deal to the artwork of Jean
‘Moebius’ Giraud, Kilian Eng, and the comics of Stathis Tsemberlidis and Lando. I have also
been strongly inspired by the videogames Rain World and Caves of Qud. // Further Vaarn
content, play reports, lore, and a downloadable character sheet can be found at vaultsofvaarn
.wordpress.com.
48
The sun is dying and the wreckage of countless eons litters the parched
wastes of Vaarn, the desolate country that common folk call the blue
ruin. It is said that these sky-coloured sands hide the graves of the
Autarchs; have swallowed the buried arcologies in which the true seed
of humankind was preserved through the Great Collapse; conceal
forgotten crypts of memory, decaying crystalline lattices of ancient
ego-engines upon which the dusk-blue dunes encroach without pity. From
the New Hegemony to the south come drifters and dreamers, desecraters
of the tech-tombs that lie sunken beneath the azure wastes. Light-years
overhead, aurum-sailed ships ply their tender routes between the
spheres, and miles below a pilgrim’s feet, strange wombs are kindled
once more with life undreamed of.
These are the hinterlands, where humanity’s great works have
fallen to everlasting decay, where machine and animal and fungus think
to crown themselves our equal. The phthalo-sands, where newbeasts hunt
proudly with boots upon their hind paws and chromepriests chant
unending binary devotions to their nameless synthetic god. Only the
desperate or the mad would seek to make a life here, to roam the blue
desert in search of the secret VAULTS OF VAARN.
RPG ZINE 01