Vulcania - Eng (April-2020)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 436

Hill Snover (Order #36675299)

Credits
“VULCANIA - A STEAMPUNK ROLE-PLAYING GAME” by Gear Games

www.geargames.eu facebook.com/vulcaniarpg
[email protected] instagram.com/vulcania.geargames

Authors: Mattia Arnaudo and Simone Raspi

Art Direction Mastro Koboldo (Jacopo Tagliasacchi and Virginia Chiabotti)

Illustrations: Jacopo Tagliasacchi, Virginia Chiabotti, Carmine Cassese, Daniele D’Italia, Federico
Ferrarese, Giorgia Lanza, Luca Gagliasso, Matteo Leoni, Paolo Vallerga.

Graphic Design: Marco “Daeron” Ventura

Editing: Marco “Daeron” Ventura

Proofreading: William Niebling

English Translation: Federico Lorenzo Gavioli

Playtesters: Aulo Lucignani, Carlo Lingua, Dario Dusio, Fabio Finiguerra, Gian Carlo Antonelli, Gian-
luca Mondo, Giorgio Savio, Giovanni Bersani, Lorenzo Moffa, Luca “Grippus” Galietta, Luca “Il Druido”
Onesti, Marco Barbarini, Marco Calderone, Marco Salusso, Mario Lingua, Mattia Cerrato, Renato “Tuccio”
Ligas, Stefano Armaliti, Stefano Truzzi.

This is a work of fantasy. All characters and places are a product of imagination.

Special Thanks
The first, huge thank you goes to two wonderful peo- (composer), Maurizio “BB” Bivona (video editing) and
ple of our wonderful team, who have given their heart Stefano “Plinto” Rizzo (animation, video shooting and
and soul to this project during its whole development editing, voice over).
and especially its crowdfunding phase; Marco “Daeron” A never-big-enough thank you to the “Sex Drugs and
Ventura and Virginia Chiabotti. THANK YOU! For the D&D” crew who have supported us since day one with
help, the patience, the hours of sleep they have sacrifi- their incredibly precious advice.
ced to the project gods and all the work and passion they
have dedicated to this adventure.
A huge shout out to Aulo Lucignani, alongside
whom everything started, and to our loyal adventu-
ring companions Carlo “The Dice President” Lingua,
Gian Carlo “Iron Giancus” Antonelli and our official A last, thank you Caterina, Erica, Alyssa, Ettore and
Narrator Luca “Grippus” Galietta, who has braved Livio who have always encouraged, supported (and bor-
countless conventions to spread the word of Vulcania. ne with) us during the countless nights spent at the PC
Hats off to those wonderfully talented madmen who working.
made possible the cross media content, Emanuele Frusi

Hill Snover (Order #36675299)


To my father, my greatest fan

Mattia Arnaudo

To Livio and Ettore, young, rebellious heroes

Simone Raspi

Hill Snover (Order #36675299)


Summary
Introduction..................................................... 6 Alchemical School of Entropy ......................... 85
Alchemical School of Biopsy ............................ 85
Chapter 1: Character Creation ........................ 8 School of Engineering ....................................... 87
Orgins.......................................................................11 Omega School of Markonism ........................... 87
Abrabazem ..........................................................12 Psi School of Markonism .................................. 88
Balastoc ................................................................14 Phi School of Markonism .................................. 89
Itteghasp ..............................................................15 Circus School ....................................................... 90
Ketniv ...................................................................16 School of Survival ............................................... 91
Mostucaal .............................................................17 School of Crime .................................................. 91
Nuugard ...............................................................18 School of Espionage .......................................... 92
Determining Attributes.........................................19 Other Professional Arts ..................................... 92
Past Experiences ....................................................20 Combat Arts ............................................................ 95
Acrobat ................................................................21 School of Ballistics ............................................. 95
Biopsist ................................................................22 Darvish School .................................................... 96
Cutthroat .............................................................23 Guascon School.................................................... 97
Engineer ...............................................................24 Hybrid School ...................................................... 98
Entropist ..............................................................25 Kravmaga School ................................................ 98
Informator ...........................................................26 Landsknecht School ...........................................100
Markonist .............................................................27 School of Shadow ..............................................100
Medic ....................................................................28 School of the Hoplite ........................................101
Mercenary ............................................................29 Queequeg School ...............................................101
Militia ...................................................................30 Monopoly Schools .............................................103
Psyonicist .............................................................31 Regional Schools ................................................104
Rifleman ...............................................................32
Smuggler ..............................................................33 Chapter 4: Combat ......................................... 106
Track Hound .......................................................34 Combat Phases .......................................................109
Wanderer ..............................................................35 Underwater Combat ..............................................119
Regional Past Experiences ...................................36 Wounds And Healing ............................................120
Desperado ...........................................................36 Enemy Rounds .......................................................121
Epeyst ..................................................................37
Mujimam ..............................................................38 Chapter 5: Equipment ................................... 126
Shylok ...................................................................39 Weapons ..................................................................129
Tayo Monk ..........................................................40 Unarmed Combat ..................................................131
Valkyr ...................................................................41 Axes ......................................................................132
Skills .........................................................................42 Knives ..................................................................134
Tactical Indicators .................................................46 Swords ..................................................................135
Gearing Up .............................................................47 Clubs ....................................................................137
Final Touches .........................................................48 Flexible Weapons ...............................................139
To Sum Up .............................................................52 Thrown Weapons ...............................................140
Ranged Weapons ................................................141
Chapter 2: Skills ............................................. 56 Firearms ...............................................................142
Skills List .................................................................65 Tormentum Arrays ............................................146
Tormentum Weapons ........................................148
Chapter 3: Arts ........................................................82 Alchem Weapons ................................................151
Professional Arts ..................................................85 Markon Weapons ...............................................155

Hill Snover (Order #36675299)


Shields.......................................................................157 Mostucaal ................................................................270
Armor ......................................................................158 Nuugard ..................................................................278
Tormentum Armor ............................................159 Wande ring Cities ...................................................286
Gizmos .................................................................160 Organizations .........................................................288
Remote Devices .....................................................162
Grafts .......................................................................163 Chapeter 8: Adversaries ................................. 294
Bombs .....................................................................165 Enemies ...................................................................297
Special Kit ...............................................................167 Adds .........................................................................298
Spare Bits ................................................................170 Antagonists .............................................................314
Reagents ..................................................................171 Villain .......................................................................332
Natural Poisons ..................................................174 Creatures .................................................................349
Vehicles ...................................................................179 Aquatic Creatures ..................................................376
Airships ...................................................................183
Battles In The Skies ...........................................189 Chapter 9: Adventure ..................................... 380
The Usual Suspects................................................382
Chapter 6: Narrator ........................................ 192 Act I - Imprisoned .............................................385
Tthe role of the Narrator .....................................194 Act II - Deadly Railway......................................389
The Narrator’s duty ...............................................195 Act III - The Rickenbeker..................................394
Hosting a game session ........................................195 Act IV - Showtime..............................................397
Creating an Adventure ..........................................200 Act V - The Red Kite ........................................400
Location-based Adventures .................................202 Act VI - Zareya ...................................................405
Narrative Adventures ............................................203 Appendix 1 - Airships ....................................407
Improvising ............................................................206 Appendix 2 - Professor Kordon’s Diary......408
The Gran Finale .....................................................206 Appendix 3 - Adversaries ..............................409
Exploration .............................................................206
Scenic elements ......................................................207 Thanks ........................................................... 412
Traps ........................................................................209
Trap examples ........................................................210 Index .............................................................. 418
Furniture and tools ................................................213
Action against props .............................................213 Equipment & Arts price list .......................... 424
Indoor encounters .................................................214
Programmed fights ................................................214 Pregenerated Characters ............................... 428
Random encounters ..............................................214
Urban adventures ..................................................214
Recurrent locations ...............................................215
Adventures in unexplored lands ..........................216
Preparing the site of a fight .................................217
Weather ...................................................................218
Growth points ........................................................218
Rewards ...................................................................218
Organizing a campaign .........................................219

Chapter 7: Setting .......................................... 222


Abrabazem ..............................................................232
Balastoc ...................................................................242
Itteghasp ..................................................................252
Ketniv ......................................................................262

Hill Snover (Order #36675299)


INTRODUCTION

V ulcania is a role-playing game defined by


cinematic action, plots, and investigation.
Set in the foggy atmospheres of a fantasy wor-
ld in the thick of a steampunk-flavored industrial
trust the duty of carrying the story forward. The
craft of the Narrator is to lead the game, playing
the creatures with which the players interact, much
like they play their own Characters, and deciding
revolution, its simple rules are meant to favor the the outcome of events based on the decisions of
action and dynamism typical of adventure novels. the group or individual players.
It is easier done than said, right? Then, let us
dive right into the thick of Vulcania’s adventures!
What is a Role-playing Game?
You might be wondering, how does a role-playing Dice
game work and what do you need to jump right
into exciting adventures? Do not worry; the pur- In Vulcania, the result of a contest of skill or
pose of this book is precisely to teach you how it combat is resolved by tossing, or rolling, polyhe-
is done. dral twelve-sided dice.
First of all, you will create your alter ego, the Each player, then, needs at least one of these dice,
Character that you control throughout the cour- possibly of different colors for better identifica-
se of the adventure. You can be a skilled warrior, tion.
a ruthless assassin, or a clever engineer: the final From now on, the roll of a twelve-sided die is re-
choice is yours and yours alone! ferred to as the roll of a “d12.”
Thanks to these avatars, you and your friends
are in for a hell of a ride of incredible adventures,
not too far from those of a movie or TV series. The Feeling of Vulcania
This time, however, you are the protagonists and
your actions determine the course of events! This The world of Vulcania is defined by its atmosphe-
book covers the rules to create such Characters re and rhythm. It is a world with the technological
and resolve their interactions within the game set- level of the Industrial Revolution of the XIXth
ting. Will your Character jump from one roof to Century, the typical elements of steampunk cultu-
another, shoot a dastardly villain, or just have a re, and a nod to classic fantasy.
good old scrap in a tavern? Here you’ll learn how. Airships, zeppelins, and steam-powered trains
This book, however, is but one of the tools of a are widely in use, while the futuristic and pictu-
role-playing gamer. resque works of alchemy and engineering coexist
The second are dice, the inseparable compa- with traditional weapons like sabers, greatswords,
nions of any adventurer. Where the rules lay the and axes.
groundwork, dice represent the chance and fate Technology and science play a cardinal role in
that rule Vulcania: it does not matter how compe- Vulcania: there is almost no limit to what can be
tent your Character can be at something, there is achieved, with every wonder or mystery having a
always the chance of failure to make every success scientific explanation of some kind.
all the more exciting. The world of Vulcania is composed of six great
Do not worry if your first impression of Vulca- archipelagos of volcanic origin, each with its own
nia’s rules is a complex jungle of things to remem- distinct flavor:
ber and weird numbers to apply. Playing, you will • Itteghasp reflects the classic atmosphere of
see, is easier done than said. Victorian Europe at the end of the XIXth Cen-
The last essential ingredient to this deadly mix tury;
is the Narrator, a player to whom the others en- • Mostucaal is an unexplored, dangerous land

Hill Snover (Order #36675299)


INTRODUCTION

with a marked Old West accent;


• Nuugard is shrouded in the gloomy and gothic
Books
pall of classic horror literature;
Retribution Falls and Tales of Ketty Jay by Chris Wo-
• Ketniv follows the traditions of the Far East;
oding
• Balastoc is defined by the rich colors and fla-
Frankenstein by Mary Shelley
vors of Africa and the Middle East;
Twenty Thousand Leagues Under the Sea by Jules Ver-
• Abrabazem, last but not least, is a desolate wa-
ne
steland right out of the apocalypse.
The time-line of the game is set thirteen years
after the conclusion of a devastating war between
the six nations that brought the entire world to its
Silver and Small Screen
knees. In the decade following the cessation of
Star Wars
hostilities, the powers that be formed a semblance
Indiana Jones (movie series)
of a new balance, but the world was never going
FireFly (TV series)
to be the same.
Cowboy Bebop (animated series)
Within this context, the adventures of the cha-
Sky Captain and the World of Tomorrow (movie)
racters unravel in a web of plots, violence, myste-
Sherlock Holmes (movie series)
ries, international intrigue, neck-breaking chases,
Wild Wild West (movie)
and unforgiving duels worthy of the best adven-
Mad Max (movie series)
ture novel.
Steamboy (animated movie)
The following is a list of books, movies, or se-
ries that have greatly inspired us in writing this
book and we think that they can be a great help to
better visualize the mood of the game:

Hill Snover (Order #36675299)


1 CHARACTER
CREATION

I t was midnight. Ticking, the wood and brass nightingale


left its case in the clock on the lounge wall one more
time. Nasturzio came to his senses, pretending to watch his
glass of brandy. He made it swirl one last time and drunk
it all in one swig. He had no idea how long it had it sat in
his hand. It was, however, show time. He took his overcoat
and top hat from the coat rack, hesitating a few moments
in front of the large mirror, his eyes hovering over its golden
details. He gave a final twist to his mustache, smoothed out
his waistcoat and fixed the chain of his pocket watch. In
spite of his pleasing appearance, those damn bags under his
eyes… he could not be perfect, after all, right? He focused
briefly and called back his drone, bidding it to follow him
into the elevator.
He took the dark alley, passing a mental order to
his drone to turn its pharus light on. As hordes of rats
scrambled away from the light beam, he realized he could
not regret getting involved in this mess more. He was in,
however, and had to suck it up… rats and filth included.
He stopped in front of the door for a moment, checking
that his revolver was locked and loaded and taking a deep
breath. Restraining himself from vomiting from the sten-
ch, he knocked three times as instructed, waiting nervously
for somebody to open it...

Hill Snover (Order #36675299)


9

Hill Snover (Order #36675299)


CHAPTER 1

T o start your adventure, you need to create


your avatar, called a Player Character or PC
from now on. The following pages explain how to
PHASE 1: Origins
As you will have ample chance to read deeper in the
book, Vulcania is a world of many vast islands sur-
create a Character with their own skills, stories, and rounded by stormy seas, called Islenations.
personality to shape their in-game development. The climate, habits, and costumes of each Islenation
Each Character is represented by two sets of are different one from the other, and the first phase
values, which provide the base for determining of Character creation is deciding which Islenation
their successes and failures during the game. this new person comes from. This first choice affects
The first set is the four Attributes—the Cha- their Attributes, Skills, history, and personality.
racter’s innate potential—while the second set is
their Skills—the way they developed such poten-
tial. Each Attribute is directly tied to four Skills.
PHASE 2: Generating Attributes
To proceed with Character creation, you need Once this new Character comes from somewhere,
a copy of the Character Sheet, a pencil, and an it is time to define their physical, mental, and social
eraser. qualities.
Pencils are preferable to pens, because your Each of these Attributes is defined by a number.
Character Sheet will be modified after character
creation. PHASE 3: Past Experiences
It is also a good idea to have the whole group
While Attributes, Skills, and Origins define who this
create their Characters together, rather than pri-
new Character is and where they come from, identi-
vately, because a well-balanced group has a higher
fying their past experiences determines what are they
chance of surviving their tests and tribulations…
capable of once the game starts.
and because enjoying the communal aspect of
To help create the backstory for your Character,
Character building is way more fun!
Vulcania offers a wide choice of options. But as the
Of the choices that you are going to face in the
game progresses, you will be able to expand the tool-
following pages, there is no specifically “right”
set of your Character even more.
one.
Choose what you think suits either your play
style or the Character you want to portray best. PHASE 4: Generating Skills
During this phase, you can spend a series of Skill
Bonus points to choose your Character’s Skills and
make them better suited to your favorite playing
style.

PHASE 5: Buying Equipment


When everything else is done, it is time to do a bit
of shopping and gear up your Character for the
adventure!

PHASE 6: Adventure calls!


Now you have a Character. You are ready to dive into
the thick of the mayhem!

10

Hill Snover (Order #36675299)


CHARACTER CREATION

Table 1.1 - Origin Bonus


1. ORIGINS
Origins Attribute Bonus Bonus Skills
The first step in creating a Character is to choose
where they come from, as people are shaped by the Abrabazem + 1 STAMINA + 1 Insight
influences of the environment and society where
they grew up. Balastoc + 1 MAGNETISM + 1 Athletics
This influence also helps with assigning the first At-
tributes, Skill points, and other benefits. Itteghasp + 1 MIND +1 Handicraft
The following list contains a brief description of
each Islenation, their inhabitants and culture, and the Ketniv +1 DEXTERITY +1 Discipline
relative mechanical benefits to note down on your
Character sheet: Mostucaal + 1 DEXTERITY +1 Charm

Language: the influence of the Monopolies - lar- Nuugard + 1 STAMINA +1 Senses


ge corporations that hold the secrets of technology
and science - is so great that a universal Vulcanian
language has developed based on their own jargon,
called “Commercial.” Special Traits: Your Origin shaped your life in
Each Islenation, however, speaks their own dia- ways beyond just physical characteristics. Religion,
lects and variants domestically. demeanor, traditions, and social status have left their
mark on you, unique in the whole world. To reflect
Geographical Knowledge: the familiarity of the this, each Origin grants the Character ONE of its
Character with the territory, history, and traditions Special Traits.
of their motherland.
For more details, consult Chapter 3 - Arts.

Past Experiences: each Islenation has a selection Lawrence just started playing and wants to create
of unique Past Experiences only available to Cha- a tough, intimidating Character, one that com-
racters hailing from there. mands respect. He loves colder climates, so his
Of course, should the available selection not suit
obvious choice is having his Character be a native
your needs, feel free to come up with your own Past
of Nuugard. Growing up in such an inhospi-
Experiences by consulting with the Narrator. Re-
member: the Narrator has the last word on all Past
table and savage land grants the Character a +1
Experiences. to their STAMINA and Senses scores, which
. Lawrence notes on his sheet. Then, he adds the
Origin Bonus: this feature grants an extra point Nuugard Knowledge in the dedicated space on his
to an ATTRIBUTE and a Skill, depending on the sheet and chooses “Tough as Nails” for an ex-
Islenation, as shown on the table at the beginning of tra Wound. Now, Lawrence is ready for the next
this section. phase of Character creation..

Table 1.1 - Origin Bonuses sums up ATTRIBU-


TES and Skills that you can upgrade depending on
the Origins of your Character, as explained in the
following paragraphs.

11

Hill Snover (Order #36675299)


CHAPTER 1

was lost and the cities, now in ruins, do not offer the
ABRABAZEM stability they used to.
Abrabs, then, have turned into a nomadic people,
Once, it was one of the most powerful nations, the roving from one edge of their continent to another
seat of the mightiest credit agencies on the planet. on foot or in ramshackle vehicles.
Today, Abrabazem is a desolate wasteland, deva- Those who retained some form of sanity attempt
stated by the explosion of the Abrabaz volcano that to leave this hell to try a new life in other Islenations,
caused the end of the Letvian War. although they tend to find integration difficult.
Toxic clouds pollute the air, the aquifers are con- Their reputation as cunning, heartless, and god-
taminated, and the few settlements left that managed less exploiters often turns against them, and many
to rebuild after the catastrophe constantly fight for times they have been segregated into ghettos.
survival. To make things worse, the fear that any Abrabazi
The Abrabs are shorter and stockier than average, might hide infectious mutations under their clothes
with dark hair and olive skin. is widespread.
The incident of the Abrabaz volcano completely
destroyed their society, fracturing them into a myriad Geographic Knowledge: Abrabazem
of smaller, disorganized groups. Regional Past Experiences: Shylok
The chaos that followed such a dramatic event al- Origin Bonus: +1 STAMINA, +1 Insight
lowed the resurgence of tribal groups, based on the
survival of the fittest and the mutation-induced ra- Special Traits
vings of their chieftains. Mutation – Abrab Characters choose one muta-
They prey on those who try to rebuild what tion from those listed in the next paragraph.
Survivor – The Character gains 1 extra point they
can spend on any STAMINA-related Skill.
Touched by Fate – Fate chose to spare the Cha-
racter when the volcano erupted, granting them an
extra Gear of Fate per game session.

Mutations
The Abrabaz incident caused an incredible amount
of damage to the nation, killing hundreds of thou-
sands.
The survivors
had to face toxic
exhalations expan-
ding all over the island
and acid rain that burned
the skin and poisoned the waters,
killing many more.
Survivors, meanwhile, began displaying
signs of horrible mutations, altering their bo-
dies from one generation to the next. Even
today, it is possible for apparently “normal”

12

Hill Snover (Order #36675299)


CHARACTER CREATION

Abrab people to suffer from them if they spend too Webbed Hands and Feet, Gills
much time in their own homeland.
Whispers and rumors circulate about the many The Character’s body has adapted to amphibious life.
horrors living in Abrabazem… the Abrab being just They do not suffer any penalty for moving and
one of them. breathing underwater, while still being able to utilize
Some say your Character was given a new lease on all the normal land-based maneuvers.
life, others that they are the harbinger of a new era. Thanks to their gills, the Character can filter fu-
There are even those who see those desperate re- mes and toxins as if they wore a Februm mask.
fugees as the very incarnation of Evil.
Sometimes the Character is proud of their marks,
other times they are a source of shame and many Quill Mane
wish they could have had a choice in the matter.
Time, however, has been a wise teacher, and most The Character’s hair has thickened into long quills
eventually learn to live with their new abilities. they can throw for short distances by vigorously sha-
Back in Abrabazem, mutations are normal, but now king their head.
that you have left that scorched wasteland, you will be
forced to take precautions to hide your predicament. Hail of Quills. When the Character rolls an
Balastoc expressively forbade, under the pain of Opportunity on a Dodge Test, they can hurl some of
death, any mutant from entering their cities, belie- their quills, dealing 1 point of damage to any creatu-
ving that they brought only darkness among the chil- re within 3 cubitus of them.
dren of Isairnes.
In Ketniv, too, mutants are not welcome, althou-
gh the Emperor still has not officially pronounced Tail
himself on the matter. Oftentimes, in fact, Abrab
traveling in Ketniv disappear or suffer mysterious ac- The Character’s spine has evolved into a fully-grown
cidents after short periods of time spent as “guests” tail.
of the Imperial authorities. No matter if it is hairless or covered in fur or sca-
Nuugard, Mostucaal, and Itthegasp are more to- les, it still is flexible and boasts a limited prehensile
lerant in regards to the Abrab, but they are not yet capacity.
fully accepting. By having a tail, the Character gains 1 extra Agility
point and a +2 bonus to any Test rolled for climbing
or dangling from somewhere.
Toxic Breath A tail also allows a Character to carry, although
not use, small and light items, like medium-sized we-
Your breath is laced with toxins that cause quick apons.
irritation when they come in contact with mucous
membranes.
Your body has adapted to withstand their effect, but Horns
your lips have turned bluish and the blood vessels
around your chin and cheeks form a light blue grid. The Character’s skull developed one or more horns
that they have learned how to use in combat.
Tear Induction. When the Character rolls
an Opportunity on a melee attack Test, they can in- Ram. When the Character rolls an Opportu-
flict the Blinded condition on their target. nity on a melee attack Test, they can push their op-

13

Hill Snover (Order #36675299)


CHAPTER 1

ponent up to 2 cubitus away, knocking them prone of putting one’s life to the service of those who have
when they land. saved it until the debt is repaid in kind.
Failing to repay a life debt is considered a source
of great shame and dishonor, and almost always re-
Reptilian Eyes sults in the banishing of the perpetrator.
On the other hand, wronging a Balast is met with
The Character is capable of seeing in the infrared such furious retribution, sometimes involving entire
spectrum, telling people and objects apart by their families, that they are respected and feared by those
heat signature even in the thickest of darkness wi- from other Islenations.
thin a range of 12 cubitus.
However, they can use this ability only when it is pi- Geographic Knowledge: Balastoc
tch black. Regional Past Experiences: Mujimam
Origin Bonus: +1 MAGNETISM, +1 Athletics

BALASTOC Special Traits


Divine Help – The Character can spend a Gear
Ruled for centuries by the overly traditionalist clergy of Fate to gain a +4 bonus on a Test they just rolled.
of the Cult of Isairnes, Balastoc is an over-popula- Ritual Prayer – Once per day, the Balast sing
ted and technologically retrograde country. songs and pray to the one god, Isairnes, some of
After the end of the war, the new Red Pope led them even reaching an exalted state of mystic ec-
the nation onto a revolutionary road, slowly embra- stasy that allows them to experience the divine at a
cing the Industrial Revolution decades later than the
rest of the world.
However, the old barter-based nature of the Ba-
last economy trained them to be shrewd mer-
chants, presaging a quick development for
their nation.
The Balast people hold tradition and re-
ligion in great esteem, making them slow to
accept ideas the clergy does not approve of.
Their unshakable faith, however, also gran-
ts them an iron will, allowing them to better
withstand the hardships of their beloved ho-
meland.
They are generally tall and slender peo-
ple, with gaunt features, dark hair, and
skin ranging from a gentle hazel to the
deepest of browns.
Although slow to make friends, the
Balast are a loyal people; once a stranger
has been accepted as a companion, such
a bond can last through many genera-
tions.
One of the most common Balast
customs is the life debt, the practice

14

Hill Snover (Order #36675299)


CHARACTER CREATION

deeper level. cause many to sport traits from other nations.


After praying for at least half an hour and a suc- A great many Itteghi are fascinated by extrava-
cess on a Luck Test with a Difficulty of 8 + any da- gant hairstyles and glamorous make up.
mage the Character has suffered and not yet healed,
they instantly recover 1 Wound. Geographic Knowledge: Itteghasp
Spending an Opportunity heals 1 extra Wound, Regional Past Experiences: Epeyst
but this Test cannot benefit from Gears of Fate Origin Bonus: +1 MIND, +1 Handicraft
Vengeance – After suffering damage in battle, the
Character gains a +1 bonus to all attack Tests against
their attacker. This bonus can be applied only to one
enemy at a time and can be changed only when the
previous target is dead.

ITTEGHASP
An unstable land for as long as man can remem-
ber, Itteghasp flourished in the pursuit of arts and
science.
Neutral during the Letvian War, in the present
day Itteghasp is one of the most prosperous of the
Vulcanian nations and the seat of the Monopolies
and their secrets.
The Itteghi are known for their innate capacity
for adaptation, allowing it to exist as an archipe-
lago of independent islands without a defined
national identity.
Being so fragmented, the Itteghi are proud
and competitive, preferring curiosity and ambi-
tion over a sedentary lifestyle.
Many leave their homes to explore the for-
gotten corners of the world, hunting for new
lore to learn from.
Their passion for technological trinkets is
well known outside their national borders, and it Special Traits
does not take much time for a new idea to be turned Family Business – The Character’s family knew
into a business. how to exploit the Islenation’s flourishing markets
Thanks to their entrepreneurial and smart nature, to establish a profitable business. The Character re-
people from Itteghasp have always held positions of ceives an additional 500 $ during Character creation.
power within the Monopolies themselves and other Duelist – When fighting in melee against a single
minor corporations, to the point where many were opponent, the Character receives a +1 morale bonus
granted the right to have their headquarters on It- to their attack Tests.
teghi soil. Brilliant Mind – The Character gains 1 extra
The majority of the Itteghi are of medium height point they can spend on any MIND-related Skills.
and fair of skin, although frequent migratory fluxes

15

Hill Snover (Order #36675299)


CHAPTER 1

share those feelings.


KETNIV Many fear that the “Imperial Ear” might be liste-
ning in on their conversations and so do not speak
This entire island is defined by tall mountains and
their minds.
steep valleys, crossed by furious thundering rivers
Many others are convinced the status quo cannot
flowing from the snowy peaks to the sea.
be changed, and so nothing ever truly changes.
For centuries, the Emperor and his family ruled
Their demeanor is always collected and restrained,
a country where every man is equal in their being
even in moments of joy, to the point where non-
subjects of the crown, with Imperial bureaucrats as-
Ketnyi believe that they are not capable of even the
signing tasks and arranging weddings based on the
basic forms of friendship.
aptitudes of the citizenry.
The lack of distractions, however, has made them
The Ketnyi are generally short and lightly-built,
talented craftspeople, efficient and meticulous in
with sharp features, typically almond-shaped eyes,
their work, and their works are among the most sou-
golden-hued skin, and dark hair.
ght-after and paid for in the whole world.
They are a contemplative and disciplined people,
Unluckily, however, the majority of that wealth
apparently bearing the Imperial rule with serenity
flows into the Imperial coffers in the form of taxes.
and harmony.
A few of them, exasperated by Imperial society,
The truth, however, is that the impossibility of
find solace in monasteries where they practice mar-
making meaningful decisions in their lives leaves
tial arts, study, and meditate. A few even leave the
them bitter and cynical, although they tend not to
country, never to return.

Geographical Knowledge: Ketniv


Regional Past Experiences: Tayo Monk
Origin Bonus: +1 DEXTERITY, +1
Discipline

Special Traits
Imperial Training – The Empire is
known for imposing physical activities on
its citizens. The Character gains 1 bo-
nus point to spend on any DEXTE-
RITY-related Skill.
Focused – The Character can
focus on the task ahead to the
point where they no longer need
to roll Concentration Tests. When
not surprised, they gain a +1 bonus
to Initiative Tests.
Fearless – The typical restraint of
many Ketnyi makes them immune to the
Frightened and Terrorized conditions.

16

Hill Snover (Order #36675299)


CHARACTER CREATION

their skin ranging from beige to a reddish tinge, with


MOSTUCAAL a known penchant for hats.
Frequent migratory fluxes, however, have made it
Mostucaal is the one responsible for the attack that
so that many show traits from other Islenations.
destroyed the Abrabazem volcano that ended the
war. Their population, resenting responsibility for
Geographic Knowledge: Mostucaal
such a catastrophe, rebelled, plunging the country
Regional Past Experiences: Desperado
deep into civil war.
Origin Bonus: +1 DEXTERITY, +1 Charm
Nowadays, Mostucaal is an enormous frontier
land, dotted with mostly independent agrarian settle-
Special Trait
ments where often only the most twitchy of trigger
Charisma – The Character gains 1 bonus point to
fingers survives and prospers.
spend on any MAGNETISM-related Skill.
The Mos are rough and mostly uneducated pe-
Totem Hat – As long as they wear their lucky
ople, forced to grow up fast by fighting to defend
hat, the Character receives a +1 bonus to Evade and
themselves and their loved ones.
Dodge Tests.
They are taught how to use guns in their early ye-
ars, and many youngsters have already killed some-
body before their teenage years. The only things a
Mos believes in are hard facts — those they can see,
touch, and perhaps even shoot.
This is why they see religion as fairy tales the
weak tell themselves to find the courage to face
their own fears. The true values upon which
a Mos man should build their castle of truth
and certainty are simple; money, pleasure,
alcohol, and piryum.
The Mos have an equally simple sense of
justice: if there is ever an issue, then “duel”
is its answer.
Each contender chooses their firearm, and
the one left standing was right.
Their land makes them diffident, even
though they show a good heart once their
trust is won.
Among the other Islenations, the Mos
are known for their unmatched skill
with guns, and those foolish enough
to challenge them to a contest of
arms are a blessed minority.
Thus, they make perfect body-
guards and mercenaries, althou-
gh their distrust for any form of
government and low tolerance for rules
make them poor militia or regular troops.
The average Mos is of medium height,

17

Hill Snover (Order #36675299)


CHAPTER 1

Quick Draw – Once per game session, at the be- Honor and glory in battle spur them to look for
ginning of a fight where the Character is not sur- combat in close quarters, with ranged weapons
prised and before Initiative is rolled, they can shoot being used mostly for hunting or against opponents
with a loaded firearm in their possession and readily deemed unfit for true combat.
accessible. Though rough around the edges, they are famous
Should more than one Character benefit from this for not beating around the bush and going straight
feature, the order in which they execute it is decided to the point of a discussion, often showing a sur-
by an opposed Discipline Test. prising amount of wisdom in their words.
The Nuug have a strong bond with the nature
around them, making them feel trapped and un-
NUUGARD comfortable when outside of their wild lands.
However, they are not ignorant barbarians, as
Nuugard is a cold, unforgiving land, dotted with one might think.
arctic forests and frozen fjords, its resources still Their society is simple, yet efficient, ruled by the
mostly intact thanks to the respect its inhabitants Council of Counts.
have for the land. So far, they have led their people well, making
The Nuug are a stoic and proud people, used to the sure the Nuug society lives in harmony with their
frigid climates and the silent forests of the North. homeland.
They rarely speak and are as tough as the moun- Generally, the Nuug are tall, with pale skin, bu-
tains among which they were born. shy beards, and muscled, often hirsute, limbs.
Once they give their word, they will go to great Tattoos are held in high regard, as they mark the
lengths to keep it and they never back down from a passage of a person into adulthood.
challenge, making them famed hunters and warriors
throughout the entire world. Geographic Knowledge: Nuugard
Regional Past Experiences: Valkyr
Origin Bonus: +1 STAMINA, +1 Senses

Special Traits
Ferocious – The Character kills with bru-
tality, leaving their opponents gripped by
fear. Whenever they kill an enemy, every-
body within 2 cubitus of them suffers
the Frightened condition.
Long Strider – The Character is tall
and used to long walks in the wilder-
ness: They add +1 to their base Mo-
vement.
Tough as Nails – The Character
is used to life in the harsh climates
of the North: They add +1 to
their base Wounds score.

18

Hill Snover (Order #36675299)


CHARACTER CREATION

MIND
2. DETERMINING
ATTRIBUTES This is how quick the Character’s reasoning is, their
insight, and how well they can elaborate what their
senses tell them.
ATTRIBUTES represent the innate physical, social, Characters with a high MIND score have keen
and mental qualities of a Character, their values ran- senses and a nose for lies or reading intentions, often
ging from 0, the worst, to 6, the best. favoring ranged weapons with which to wreak havoc
During this phase of character creation, you can without having to jump into the fray.
spend SIX points between the four Attributes of
your future Character: STAMINA, DEXTERITY,
MIND, and MAGNETISM. MAGNETISM
Each Attribute can receive a maximum of
THREE points, including any bonus points from the This is the sum of all the aesthetic, behavioral, and
Character’s Origins. It is possible for a Character to spiritual factors that allow the Character to attract
start the game with an attribute with ZERO points. attention and influence those who surround them.
As an example, physically powerful Characters Characters with powerful MAGNETISM scores
have a higher STAMINA score than charismatic excel in imposing their will on others by lying, inti-
ones, who instead excel in MAGNETISM. midating, or seducing.
As Attributes do not increase as much as other
Character abilities, during the game, it is important
to assign these six initial points with care. Our friend Lawrence is now defining his Cha-
When you are done with them, pencil them down racter’s ATTRIBUTES. Wanting a strong, fear-
on your Character sheet. less fighter, he assigns 2 points to STAMINA, to
profit from the +1 he received as a Nuug and then
2 more to DEXTERITY.
The remaining 2 points go into MIND and MA-
STAMINA GNETISM. The scores he notes on his Character
sheet, then, are as follows.
This is the height, build, and bulk of your Character.
This ATTRIBUTE is relevant to all Tests for phy-
sical exertion, like running, swimming, jumping, and Attribute Score
the like, and is key when fighting as it is a measure of
STAMINA 3
how much damage the Character can sustain.
DEXTERITY 2
MIND 1
DEXTERITY MAGNETISM 1

This is how well the Character is in control of their


own body, their balance, fluidity of motion, and eye- Wishing to play an athletic Character, rather than
hand coordination. a smart or spiritual one, Lawrence assigns their
DEXTERITY is relevant when rolling a Test for highest scores to physical attributes and then notes
acrobatics, hiding, tying a rope, and so on. During them on their Character Sheet.
combat, agile Characters are able to dodge more fre-
quently and suffer less damage.

19

Hill Snover (Order #36675299)


CHAPTER 1

• Bonus Skill: many Past Experiences grant extra


3. PAST EXPERIENCES points in some Skills.
Once the Character’s Origins and innate Attributes
• Arts: Past Experiences include knowledge and
have been set, it is time to determine what they did
lore regarding specific fields, like medicine and en-
in their life before taking up adventuring.
gineering, or fighting styles to gain superiority when
This process also defines their Skills, Arts, and star-
engaged in combat. The full list and descriptions of
ting Equipment, and many other factors that contri-
the Arts is in Chapter 3 – The Arts.
bute to the Character’s own unique identity within
their group.
• Equipment: each Past Experience grants spe-
The following list of Past Experiences cover a wide
cific equipment, like weapons, tools, or consumable
range, but if you do not find anything that suits your
items.
Character and your Narrator is up to making a cu-
stom Past Experience for you, feel absolutely free
to do so!

• Features: the Character’s past experiences repre-


sent what they learned in their life up until the mo-
ment they became adventurers.
In the following list, some are available to any Cha-
racter regardless of Origin, while others are restri-
cted to those hailing from a specific Islenation.
As each Past Experience grants different features,
there should be one that suits your preferences.

• Psychology: your Character’s frame of mind


has most likely informed their life choices, as much
as the opposite.

• Origins: some Past Experiences have stronger


ties with specific places.

• Combat: each Past Experience favors specific


tactics and equipment.

• Initial Sesterzii: Banking corporations make


sure that the currencies minted in each Islenation
have the same value everywhere, so Sesterzii are ac-
cepted by all merchants, whether they bear the holy
flame of Isairnes or the portrait of Prince Temeru.
This currency is used to buy new gear before the
game begins or can be saved for later on.

20

Hill Snover (Order #36675299)


CHARACTER CREATION

Not many Nuug take to this road, although they


ACROBAT are more than balanced by the number of Abrab
who do so.
The Character has traveled the world since their
Combat: acrobats favor ranged combat and try
earliest days, perhaps because they grew up in a circus.
to avoid tangling in melee as much as possible. Their
Over time, they learned to rely on their agility and
agility helps them when maneuvering around the
balance, bringing joy and happiness from town to
battlefield to achieve more advantageous positions
town for a few coins or the occasional donation.
or stealthily get the drop on their enemies.
The Character causes mixed feelings in those
around them, both despising them and envying their
Sesterzii $: 90
freedom
Arts: Juggler, Doublering
Bonus Skills: Athletics 1, Agility 2, Reflexes 1,
Psychology: circus people are used to travelling
Charm 1, Luck 1
the length and breadth of the world, often becoming
Equipment: knife, darts (10), crystallus, shandian,
individualists who are not necessarily reliable.
excursor backpack, mutagens
To carry on what some of them call a “fairer redi-
(exactus: 2, potio).
stribution of wealth,” they are not above using their
skills to rob houses and shops, without any particular
concerns for morality.
.
Origins: the most prestigious organizations that
teach the way of the circus are in the Itteghi city of
Zena and Oyines, in Ketniv, but both welcome stu-
dents from all Islenations.

21

Hill Snover (Order #36675299)


CHAPTER 1

BIOPSIST

The Character took an oath of fealty and secrecy to


the Monopoly of Alchemists, one they should not take
lightly. In exchange, they have been granted access to
esoteric knowledge about the mixing of
mutagens, as miraculous as they are un-
stable, and those substances that induce
exceptional, albeit temporary, mutations in
the human organism.

Psychology: curiosity is a fundamental qua-


lity in those who want to study the esoteric and
futuristic ways of alchemy. Biopsists, even though
they are respected by most, are more commonly
feared and have a reputation for being crazy and,
well… they very well might be. After all, their stub-
bornness in the pursuit of absurd research for the
sake of science often forces them to push the boun-
daries of morality, putting them at odds with the law.
Usually, they are eccentric, inscrutable people, noto-
rious for their lack of delicacy or tact.

Origins: the lure of the “dark arts” has no home-


land and people of all walks of life become part of
this Monopoly. However, the Itteghi and the Ketnyi
seem to form the majority of its adepts, while the
more conservative Balast tend to consider these
practices heretical in their aim of discovering secrets
meant only for the divine.

Combat: armed with knowledge often acquired


at the expense of their own bodies, alchemists tend
to skirt the edges of the combat zone, to intervene
in aid of their companions should they need that ex-
tra bit of juice.

Sesterzii $: 80
Arts: Master Biopsist
Bonus Skills: Handicraft 1, Analysis 1, Insight 1,
Discipline 1, Resistance 2
Equipment: knife, pistol, aculeus, portable lab,
mutagens (celeritas, potio, purificatio).

22

Hill Snover (Order #36675299)


CHARACTER CREATION

CUTTHROAT

Whether it was to pay off a large debt or because


they could not take on any other career, Cutthroats
become assassins and bruisers.
Their past is often dark and their origins are a
well-kept mystery, but everybody knows that when
they show up, death is soon to follow.
Sometimes, they are tasked with spying or
fencing illegal goods, although the bulk of
their work is murder, ambushes, and bea-
tings, for they do not care about who wants
whom dead.
They care only about the money.

Psychology: some are violent beings, ruthless


executioners who enjoy the shedding of blood and
boast about their kill tally.
Others, instead, are silent shadows who turn
murder into a proud art, meticulous professionals
who avoid any unnecessary violence.

Origins: that of the Cutthroat is probably the se-


cond oldest profession in the world and is practiced
all over Vulcania.

Combat: catching the enemy by surprise and


backstabbing them is the way of a Cutthroat. Light
and small weapons are perfect for sneaking under
the nose of the authorities, and favor their style of
fighting based on agility rather than brute strength.

Sesterzii $: 20
Arts: Aviator, Scoundrel, Stabber
Bonus Skills: Brawl 2, Agility 1, Stealth 1,
Reflexes 1, Aggression 1
Equipment: dagger, shank, darts (5), crystallus,
chameleon, februm.

23

Hill Snover (Order #36675299)


CHAPTER 1

ENGINEER

The Character has spent years studying the se-


crets of the Monopoly of Engineers and learned
to harness the might of Vulcanus-powered ste-
am propulsion. Their proximity to the incredible
Gizmos churned out by the Monopoly’s secret
workshops have inspired them, spurring new ge-
nerations of Engineers to invent new weapons,
vehicles, mechanical limbs, and other more eso-
teric creations. With the destruction wrought by
the War still needing to be rebuilt, the skills of an
Engineer are even more valuable for a city, in high
demand by both rich and poor alike.

Psychology: as members of a Monopoly, En-


gineers are highly esteemed and welcome in any
community… which can in turn make them so-
mewhat arrogant or know-it-alls.
They are sharp-witted and brilliant people,
though, who can turn into pleasant company
when able to restrain their ego.

Origins: the Monopoly recruits the most bril-


liant minds, without caring about their provenan-
ce. The most famous, however, are the Itteghi or
the Ketnyi flight masters.

Combat: whether they are technical designers


or frontline mechanics, Engineers usually stick to
the second lines and plunge into the melee when
their Gizmos allow them to.

Sesterzii $: 20
Arti: Meccanicus, Tecnicus
Bonus Skills: Strength 1, Handicraft 2, Analysis
1, Senses 1, Discipline 1
Equipment: knife, revolver, gizmos (harpago)

24

Hill Snover (Order #36675299)


CHARACTER CREATION

ENTROPIST

The study of substances and their reactions is the


life of the Entropist, the Monopoly of Alchemists
granting them their respected position through for-
bidden and secret knowledge.
As much fun and games respect might be, however,
it is nowhere near as much fun as explosions!
Making things go boom is where it’s at!

Psychology: entropists are more familiar with


action than Biopsists, who they consider not much
more than careless lab rats.
Always the brainiacs, they have a tendency to
over-complicate everything: each matter must be
analyzed, deconstructed into smaller problems, un-
derstood… before it is invariably blown to high
heaven.

Origins: the lure of the “dark arts” has


no homeland, and people of all walks of
life become part of this Monopoly.

Combat: Entropists ap-


proach combat analytically,
so they can find the best
positions to unleash their
mixtures from and exploit
every tactical advantage
they can secure.
Or, you know, to better
enjoy their fireworks.

Sesterzii $: 30
Arts: Master Entropist
Bonus Skill: Handicraft 2, Analysis 1, Insight 1,
Resistance 2
Equipment: knife, pistol, iuppiter or acidus,
bombs (bombard, glacies, glutinum).

25

Hill Snover (Order #36675299)


CHAPTER 1

INFORMATOR

Information has been the universal currency since


the dawn of time.
The Character has learned to hide in the least
likely of places, to eavesdrop behind the right doors
and steal new secrets… and to find the right people
to sell them to. Thanks to keen ears and an unassu-
ming look about them, Informators can turn a lazy
day in a tavern into profit, more than a hard day of
more traditional work. Of course, dealing in infor-
mation is a risky business, especially when it comes
to important secrets, but any half decent Informant
is an expert in fighting their way out of troubles
(or having somebody else caught in their stead).

Psychology: Informators are often untru-


stworthy double agents, of a subtle and questio-
nable morality. On the other hand, they have to be.
When keeping their foot in more than one shoe,
sometime a great many more than just the prover-
bial two, they must possess not just social graces
and a smart brain, but also the necessary lack of
morals to betray and condemn without remorse.

Origins: Informators are everywhere in


Vulcania. They tend to gravitate around capi-
tals and economic centers, however, with Mo-
nopolies and governments being their most
lucrative clients.

Combat: when fleeing is not an option any-


more, Informators are known for fighting
with whatever they can find or have on
their person, each with their own style.

Sesterzii $: 70
Arts: Infiltrator, Spy
Bonus Skills: Stealth 1, Analysis 1, Insight 2,
Charm 1, Cunning 1
Equipment: knife, pistol, auctus, chameleon,
mutagens (noctuor: 2), toxins (sopor).

26

Hill Snover (Order #36675299)


CHARACTER CREATION

MARKONIST

Through their mind, Markonists are able to control


remote devices to inspect inaccessible places, reco-
ver objects beyond the reach of normal people, and
hold their own in the heat of combat.
Their best-known tools are drones—small mechani-
cal creatures they are known to modify to fit almost
any tactical situation they find themselves in.

Psychology: the disciplined mind of a Markonist


often makes them calm and thoughtful, almost pas-
sive. Also, the fact that they periodically “leave” to
control some Gizmo or their drones does not help
their reputation for being weird.

Origins: Markonists come from all over the wor-


ld, the Ketnyi being among the most famous thanks
to their meditation skills.

Combat: Markonists tend to follow the fighting


from the back lines, utilizing their drones and
Gizmos to help their companions wherever and
however they might need assistance.

Sesterzii $: 90
Arts: Magister Omega
Bonus Skills: Discipline 2, Analysis 1,
Insight 1, Charm 1, Cunning 1
Equipment: schiavona, pistol, re-
mote devices (drone, simple grafts: 5),
bombs (bombard, glacies, glutinum).

27

Hill Snover (Order #36675299)


CHAPTER 1

MEDIC

The Character has treated broken arms, sutured


wounds, extracted bullets, and amputated legs.
They have heard the screams of the dying, the cur-
ses and insults of the wounded, and the last bre-
aths of the dead. They even heard some thanks,
every now and then. Nobody is ever thrilled to pass
from the “loving” hands of a Medic, as they are not
exactly famous for their gentle bedside manners,
but nobody can deny the incredible force multiplier
that a Character well versed in their arts can be.

Psychology: doctors are often people who he-


ard the call to help others, although their profes-
sion tends to turn them into cynical, sometimes
even bitter and cold people. Being used to life or
death situations, they are disciplined and reacti-
ve, becoming dependable leaders.

Origins: of course, Medics are everywhe-


re. Abrab physicians are as rare as water. Balas
ones are used to operating in conditions of
extreme poverty. Ketnyi medics are respected
Imperial officers, in contrast with the refined
Itteghi specialists and much like the Mos bar-
bers. Nuug medics, on the other hand, much
like their homeland, are rough-edged profes-
sionals.

Combat: physicians stay well away from


the thick of the melee, preferring to occasio-
nally shoot with some boutique pistol. Trench
butchers, on the other hand, have no qualms
about diving headlong into the thick of things
to stand beside those in need of their help.

Sesterzii $: 320
Arts: Surgeon
Bonus Skills: Handicraft 2, Analysis 2, Disci-
pline 1, Insight 1
Equipment: saber, revolver, absolutio, pharus,
Doctor’s Bag, mutagens (potio: 2)

28

Hill Snover (Order #36675299)


CHARACTER CREATION

MERCENARY

Every gender, religion, origin, political faith, or ea-


ting habits is welcome in the world of mercenaries,
because they pay no mind to such things.
The only one thing that matters, for them, is the
preparation that comes from battlefield experience.
Their crest is that of the highest bidder, and for
them they will take up any task.

Psychology: Mercenaries are skilled, ferocious,


and feared fighters who sell their skills to whoever
is willing to pay their fee. They do not take sides and
know no morality and harbor neither fear of retri-
bution nor remorse.

Origins: the most feared Mercenary companies


are those from Goya, Itteghasp, although they are
far from being the only such groups in the wor-
ld. Every single, solitary corner of Vulcania has
produced its fair share of sellswords and guns
for hire, like Nuug shock troops, Mos marksmen,
and Ketnyi hand-to-hand fighters.

Combat: melee is the natural habitat of the Mer-


cenary, who usually takes the shortest, most effecti-
ve way to demolish their opponent, with almost no
room left for jokes like honor codes and the like.

Sesterzii $: 20
Arts: Gambler, Emerald Blades or Fencer or Re-
aper.
Bonus Skills: Athletics 1, Brawl 1, Strength 1,
Resistance 1, Reflexes 1, Senses 1
Equipment: schiavona or war-axe, stiletto, scat-
tergun, armor (lorica), februm, mutagens (impetus,
potio), bombs (plangor).

29

Hill Snover (Order #36675299)


CHAPTER 1

MILITIA

Whether they enlisted to protect the weak, provide


for their family, just vent their violent spirits, or for
love of their country, Militias are used to chasing
thieves and murderers for a living.
They represent the “Law,” and as such are respected
by those who abide to it and hated by those who
do not.

Psychology: Militias are made of disciplined


folks, used to being thrown from one crime scene
to another without any real plan, often at the whim
of some government official. Their duty is execu-
ting orders, whether they know who gave them or
why. Their duty is to chase, bite, and thrash, no que-
stions asked. Some are content with that, others are
not, and, be they violent brutes or idealists, from
time to time they leave their uniform behind, often
for the opposite reason.

Origins: regular armies, city watches, and small


units of village guards are everywhere, sharing the
characteristics of the people and place they come
from.

Combat: the shield and one-handed weapon is


extremely useful when dealing with rioting mobs
and has became the signature fighting style of the
Militia.

Sesterzii $: 20
Arts: Investigator, Legionnaire
Bonus Skills: Athletics 1, Brawl 1, Strength 1,
Resistance 1, Reflexes 1, Discipline 1
Equipment: knife, saber, truncheon, pistol,
shield, armor (lorica), pharus, mutagens (potio),
bombs (glutinum).

30

Hill Snover (Order #36675299)


CHARACTER CREATION

PSYONICIST

For some odd, unknown reason, Psyonicists are


born with mental faculties well beyond those of
other people: They can detect the thoughts of those
around them, allowing them to wield the worst ni-
ghtmares of their enemies as a weapon. Of course,
such power comes at the price of many years of
training, privation, and the unconditional and abso-
lute loyalty to Monopoly they belong to, that of the
Markonists.

Psychology: the characteristic familiarity Psyoni-


cists have with the human mind makes them highly
empathic in regards to the people they interact with.
On the other hand, their capacity to con-
centrate and focus implies
that they are diplomatic and
calm, trusting in words to carry
them through any tough situation.

Origins: perhaps because of the toxic


gas-induced mutations or the iron will neces-
sary to survive in the Abrab wasteland, they seem to
be naturally fit for the Psyonicist’s path, although the
Monopoly of Markonists counts members from all
the Islenations.

Combat: Their powers allow them to support


their allies by confusing the enemy, but force them
to stay out of the way of more resilient com-
batants.

Sesterzii $: 120
Arts: Magister Psi
Bonus Skills: Analysis 1, Insight 1, Discipline 1,
Charm 1, Cunning 1, Aggression 1
Equipment: knife, pistol, serpis, remote devices
(extendor).

31

Hill Snover (Order #36675299)


CHAPTER 1

RIFLEMAN

Far from the confusion of the melee, Riflemen have


turned their gun sight into their deadliest weapon,
one that has carried them through tens of battles.
The older ones are probably veterans of the Letvian
War, who fought for their country reaping victims
from a trench, a bell tower, or a ship. The younger,
those who are not old enough or were even born
during the War, more often have been trained by a
mercenary company or local militia.

Psychology: Riflemen gravitate towards the


cold, calculating type, although they are not neces-
sarily evil by nature. Many are still haunted by the fa-
ces of their victims when they sleep, and often tend
to isolate themselves from the rest of the group and
form an incredibly strong bond, perhaps too much
so, with their weapon. Many give their tool of
destruction a name, often female for male
shooters and the opposite.

Origins: the predilection the Mos


have for firearms makes them ideal Ri-
flemen. On the other hand, Nuug shooters
are much rarer because of their cultural
preference for hand-to-hand fighting.

Combat: Riflemen are experts in


finding strategically advantageous posi-
tions from which to dominate the battle-
field and strike with lethal precision.

Sesterzii $: 30
Arts: Ballistics Expert, Fusilier
Bonus Skills: Resistance 1, Handicraft 1, Analysis
1, Discipline 1, Senses 2
Equipment: knife, axe, rifle, oculus, bombs (K
foam), mutagens (exactus, potio).

32

Hill Snover (Order #36675299)


CHARACTER CREATION

SMUGGLER

It does not matter whether it is legal or illegal goods.


It does not matter where they come from, who car-
ries them, or how. The task of the Smuggler is to get
them to their destination with the authorities being
none the wiser and, usually, they are more than up
for the challenge.
Sometimes, they infiltrate the ranks of the nobili-
ty, playing the role of the refined gentleman. Other
times, however, a less subtle attitude is required,
and Smugglers are not above bashing a few heads
in order to complete their deliveries. The life of a
Smuggler is fraught with extreme moments, but
Characters who have walked this path are used to
them, because that is their lot.

Psychology: Smugglers can be heartless crimi-


nals as well as romantic idealists, believing they are
fighting for a better world. Usually, the latter are the
youngest, destined to grow into charming pirates
more concerned with their own survival than
sacrifice for some lofty ideal.

Origins: although Smugglers are


everywhere, the Tawariq from Balastoc
seem to be among the best, thanks to their
knack for business and their life at the edge
of legality.

Combat: due to their profession, Smug-


glers are used to fighting against their compe-
tition or the authorities, with both blades and
guns, and a backdoor always open should
things go south.

Sesterzii $: 20
Arts: Aviator, Merchant, Swashbuckler
Bonus Skills: Brawl 1, Stealth 1, Insight 1, Sen-
ses 1, Charm 1, Aggression 1
Equipment: knife, pistol.

33

Hill Snover (Order #36675299)


CHAPTER 1

TRACK HOUND

In their downtime, old ladies send Track Hounds to


rescue their cats from trees. When on duty, however,
they work with the authorities to hunt down crimi-
nals or solve unsolvable cases. These people could
have chosen a less dangerous job, but Track Hounds
are notorious for not being desk people. In their line
of work, they can get things done their own way and
any risk they take be well compensated.

Psychology: some bounty hunters prefer to


work alone, rather than being bossed around and
not get the credit. Other, more disciplined, hunters
band together instead, to benefit from the additio-
nal resources and information an organization can
provide them, so many choose to be employed by
both large and small groups.

Origins: the motives of a Track Hounds are


many and have no flag. However, the majority of
Track Hounds hail from Mostucaal and Nuugard,
with Itteghasp producing the fewest of them.

Combat: the ends justify the means. A Track


Hound will do whatever it takes to neutralize or
suppress their enemies.

Sesterzii $: 60
Arts: Investigator, Ballistics Expert
Bonus Skills: Athletics 1, Brawl 2, Analysis 1,
Senses 1, Aggression 1
Equipment: knife, schiavona, whip, rifle,
pharus, excursor backpack, mutagens (celeri-
tas, potio), bombs (glutinum, glacies), toxi-
nes (sopor: 2).

34

Hill Snover (Order #36675299)


CHARACTER CREATION

WANDERER

Explorers, scouts, and woodsmen, the wild lands


have no secrets for them. Self sufficient and always
mindful of their surroundings, they survive thanks
to their strength, ingenuity, and capacity to adapt,
chasing their prey and melding with the surroun-
ding environment. Their knowledge of nature and
the wilds also make them invaluable guides for any
group.

Psychology: Wanderers are defined


by adaptability and a strong sense of in-
dependence, which often leads them away
from society. They are known for someti-
mes preferring the company of animals, with
which they share a deep bond, rather than that of
humans.

Origins: thanks to their independent nature


and wild homeland, the Nuug are the most famous
Wanderers and trackers in the world, although pe-
ople from all the Islenations take up such a mantle.

Combat: generally, Wanderers can hold their


own in melee combat, but prefer to strike from an
advantageous position.

Sesterzii $: 15
Arts: Explorer, Scout
Bonus Skills: Athletics 1, Resistance 1, Stealth
1, Analysis 2, Senses 1
Equipment: machete, whip, tomahawk (5), ri-
fle, excursor bagpack, pharus, mutagens (noctuor:
2, purificatio), remedies of old gretchen (one of
each).

35

Hill Snover (Order #36675299)


CHAPTER 1

REGIONAL
PAST EXPERIENCES
Some stories can be told by any Vulcanian, others
are deeply rooted in a specific Islenation. Characters
can choose the following Past Experiences only if
they took the Origin indicated in parentheses.

DESPERADO
(Mostucaal)

Desperados obey only one law: theirs. It does not


matter if they took that road after a family tragedy
or simply to follow their instincts, they do not an-
swer to anyone or abide by any rule. The only thing
that matters is being fast with a gun, and Despera-
dos damn well are.

Psychology: Mos Desperados are anarchi-


sts, fickle free spirits who make friends easily
but rarely form any durable bonds. Some of
them are true legends of pyrium and bullets,
their egos and recklessness as deep as their
fame is wide.

Origins: the endless plains of Yutland,


far from any rules of civilization or govern-
ment, are often called home by these lawless
gunslingers, who prefer to settle there rather
than bash heads with the militias of a large
city.

Combat: Desperados have simple needs


and equally simple tactics: if they find so-
mething that looks at them funny, they douse
them in hot lead and call it quits.

Sesterzii $: 20
Arts: Ballistic Expert, Gunslinger
Bonus Skills: Brawl 1, Handicraft 1, Reflexes 1,
Insight 1, Senses 2
Equipment: knife, pistol , revolver.

36

Hill Snover (Order #36675299)


CHARACTER CREATION

EPEYST
(Itteghasp)

Epeysts duel, get drunk, play Syrus, and enjoy the


pleasures of the flesh, all in random order. Someti-
mes they mock somebody for the laughs, only for
it to invariably degenerate into a duel. Such is their
way, dotted with the occasional blade job to get
enough money to start all over again somewhere
else. With their homeland so rich in such opportu-
nities, who can claim to be luckier than an Epeyst?!

Psychology: the Epeysts - their name drawn


from an ancient Goyan dialect - are boastful indi-
vidualists who live a decadent life in the constant
pursuit of pleasure. They tend to be arrogant,
reveling in the fantasy of the handsome rogue.

Origins: the city of Goya, with its chaotic life


and the fiery nature of its inhabitants, is the per-
fect habitat for these dangerous and extravagant
people, who love the pleasures of city life more
than the rural life style of more wandering types.
Mostly, they do so because they never back down
from a fight and nobody can deny that cities are
teeming with opportunities for flashing a blade.
Make sure not to tell them to their face,
however...

Combat: Epeysts are adepts of fencing


who find their truest calling in the humi-
liation of their opponents. They do not
think twice about behaving in a dishono-
rable way, but never turn their back on
a provocation even if common sense
would have them do otherwise.

Sesterzii $: 30
Arts: Fencer, Swordsman
Bonus Skills: Athletics 1, Agility
2, Stealth 1, Reflexes 1, Insight 1
Equipment: knife, rapier, pistol, mutagens
(potio).

37

Hill Snover (Order #36675299)


CHAPTER 1

live by justice and honor, as well as other, less de-


MUJIMAM dicated ones who use their position to cover their
(Balastoc) wrongdoings.

Origins: Mettak is the spiritual capital of the Ba-


To spread the word of the Red God is the goal of last empire, ruled by the Red Pope, the first priestess
the Mujimam, who is looked on with reverent re- of the Red God. It is in such halls, dense with mysti-
spect and fear. A Mujimam only bows to her supe- cism, that one can find the largest concentration of
riors, taking what she wants from everybody else, as Mujimam.
the faithful would rather walk in flames than oppose
them. However, Mujimam agents are known for ha- Combat: these priestesses have absolutely no is-
ving difficulties in dealing with those who are not sues with jumping into the thick of the melee, their
among the flock of the faithful. holy scimitars whirling, although they are famous for
using others as cover when the situation becomes
Psychology: : these amazons are determined and too dangerous.
stern women, often considered crazed fanatics by
those who are not faithful to Isairnes. Sesterzii $: 30
As with all who hold a position of Arts: Leader, Emerald Blades
power, there are those who Bonus Skills: Agility 1, Insight 1, Disci-
pline 1, Charm 2, Luck 1
Equipment: scimi-
tars (2), stiletto, pistol,
mutagens (potio), bom-
bs(flagrant).

38

Hill Snover (Order #36675299)


CHARACTER CREATION

SHYLOK
(Abrabazem)

These people have roamed the desolate lands that


were once their country, enduring the toxic fumes
and radiation from the Abrab volcano, living off
anything that could give them “a kick.” They survive
by trading in anything, be it objects, substances, or
even people, and basically trying anything.

Psychology: the habit of imbibing psychoactive


substances distorts the personality of these people,
turning them into schizophrenics. They are not ne-
cessarily all slave traders, but each has their own -
usually revolting - morality born of the necessity to
survive.

Origins: Shyloks are the children of a desperate


and crazed land, of which they are accurate repre-
sentatives. Anybody on Abrabazem can become a
Shylok, be it in a moment of folly or deep distress.

Combat: the threats Shyloks face every day in the


wasteland are lethal and unpredictable. The only
certainty in their life is that whatever sub-
stance can give them an extra edge is more
than welcome.

Sesterzii $: 50
Arts: Merchant, Human Subject
Bonus Skills: Resistance 2, Stealth 1,
Charm 1, Cunning 1, Aggression 1
Equipment: machete, crossbow, cingu-
lum, februm, pharus, traveler’s bagpack, mu-
tagens (celeritas, cortex, noctuor: 2, potio,
purificatio).

39

Hill Snover (Order #36675299)


CHAPTER 1

TAYO MONK
(Ketniv)

These practitioners of the martial arts trained their


body and spirit in the halls of their monastery until
their masters deemed them ready to take the mark
of their order. Now, they are undertaking the se-
cond part of their training: the one that will lead
them around the world, wherever fate deems their
presence necessary.

Psychology: monks are calm, thoughtful


people, confident in their abilities. Nothing can
erode their certainties, and they face life with an
almost fatalistic approach. Once they leave their
monastery, some deviate from their appointed
path, but it is a rare event.

Origins: the Beyi mountains, close to the Dark


Forest, has for centuries been a place where mon-
ks went to distance themselves from civilization in
their quest for enlightenment, and many go there to
train still today. Many others, however, chose to lea-
ve their monasteries and wander the world, helping
others until they have reached inner peace.

Combat: Tayo Monks rarely attack, unless they


are undertaking something on behalf of their or-
der. When they have to fall back on their training
for self defense, however, they favor martial art
techniques that have been handed down from
generation to generation for millennia, rather
than using weapons.

Sesterzii $: 30
Arts: Ascetic, Disciple
Bonus Skills: Agility 1, Reflexes 1,
Discipline 2, Insight 1, Luck 1
Equipment: shuriken (5), shan-
dian (3), traveler’s bagpack.
.

40

Hill Snover (Order #36675299)


CHARACTER CREATION

first into anything they do. They are proud and face
VALKYR life knowing they could die the following day.
(Nuugard)
Combat: thanks to their height and bulk, the
Valkyr lord over weaker enemies in melee combat.
The elite corps of the Nuug army, they train for Although favoring large, hefty weapons, they’ll make
combat and battle from their youngest days. Only use of any kind of bludgeoning, slashing, chopping,
those who show unwavering courage and an insane or stabbing implement.
penchant for melee can hope to go anywhere wea-
ring the colors of the Valkyr, and the Character is Origins: the Nuug tundra is one of the most ho-
one of them. Their purple tattoos are the only pro- stile lands to live in, where the most ferocious of the
of anybody needs to have absolutely no doubt what Vulcanian warriors are born. Forged by the hard-
happens if they mess with them. ships of the tundra, the Valkyr do not fear death,
instead hoping it takes them after a long and bloody
Psychology: Nuug shock troops are usually battle.
reckless and hot-headed, ready to dive face
Sesterzii $: 50
Arts: Reaper
Bonus Skills: Athletics 1, Brawl
1, Strength 2, Resistance 1, Ag-
gression 1
Equipment: axe,
warhammer, tomahawk
(5), sawed-off, armor
(lorica), februm, muta-
gens (impetus, potio:
2), bombs (bom-
bard, plangor).

41

Hill Snover (Order #36675299)


CHAPTER 1

4. SKILLS Score Bonus


4 +1
If ATTRIBUTES are a general measure of what
the Character is innately capable of, Skills are the 10 +2
specific fields in which said raw talent was developed. 18 +3
When playing the game, Skills are going to be your
main way of interacting with the world. Including all modifiers from Origins and Past
Each Skill is assigned a Score, the sum of its Skill Experiences, during Character creation, you cannot
Bonus and the value of its parent ATTRIBUTE: the have more than 8 points among the Skill Bonuses of
higher the Score, the better the Character performs any given ATTRIBUTE.
in those situations. As an example, when adding up all the points re-
What follows is an overview of the Skills in Vulca- lated to MIND (so Analysis, Insight, Perception, and
nia, although further details are in Chapter 2 –Skills. Discipline), the total cannot exceed 8.

Generating Skills STAMINA-related Skills


Much like with ATTRIBUTES, in this phase you The Character employs these Skills to pull off feats
have 6 points to spend as you wish between the Skills of strength and endurance.
from the following list, adding to whatever the Cha-
racter’s past gave them. • ATHLETICS
Having a Skill at Score 0 does not prevent a Cha- Athletics is the Character’s capacity to compete in
racter from using it, it just means that they are likely physical challenges. Frequently, Athletics Tests cover
to have no idea of what are they doing and rely mo- climbing, sprinting, or leaping.
stly on luck.
• BRAWL
Brawl measures how effective the Character is
However, the Skill Bonus value in hand-to-hand combat and brawling. Common
cannot be higher than its parent Brawl Tests are for resolving grapples, projection,
ATTRIBUTE score +1. or clinches.

• STRENGTH
As an example, a Character with a DEXTERITY Strength is the measure of the Character’s raw mu-
score of 3 can have a maximum of 4 points in any scle power. Common Strength Tests involve bre-
DEXTERITY-related Skill. aking barriers, lifting heavy weights, or lobbing
objects.
As detailed later in the book, a Character can ac-
quire additional points in their Skill Bonuses through • RESISTANCE
the experience they gain during the game. On the Resistance is the Character’s toughness and their
other hand, ATTRIBUTE scores increase by 1 only capacity to withstand physical effort, toxic substan-
when the sum of the Skill Bonuses of their related ces, or a lack of sustenance for extended periods
Skills reaches 4, 10, and then 18. This applies during of time.
character creation also.

42

Hill Snover (Order #36675299)


CHARACTER CREATION

as picking a lock, repairing a damaged mechanism,


Now Lawrence chooses the Past Experience that de- or suturing an open wound.
fined the life of his Character. Thinking about the
deep forests and snow-capped peaks of Nuugard, • REFLEXES
he thinks the Wanderer might suit his mental pi- Reflexes are the Character’s capacity to quickly re-
cture. This Past Experience grants his Character act to danger or capitalize on opportunities. Com-
a few extra Skills that Lawrence notes down on mon Reflexes Tests include avoiding traps or close
his Character sheet, adding them to those he gained quarters attacks.
from his Origin. The result, then, is the following:

Bonus Skill Score MIND-related Skills


Athletics 1
Representing the Character’s intellectual faculties,
Resistance 1
these Skills cover situations like evaluating sensory
Stealth 1 input, quickly resolving riddles, not falling for a tau-
Analysis 2 nt, or understanding the nature of something my-
Senses 2 sterious.

The Score of his Senses Skill includes the bonus from • ANALYSIS
the Nuugard Origin. Analysis defines the Character’s ability to process
data and reason. Common Analysis Tests inclu-
de finding clues or secret passages, recognizing
symptoms of a mysterious illness or poisoning,
DEXTERITY-related Skills identifying chemicals, or understanding mechani-
cal devices.
These skills define how much fine control the Cha-
racter has over their own body, their precision, and • INSIGHT
the coordination of their movements. Insight is the Character’s capacity to quickly gauge
people and situations. Common Insight Tests are
• AGILITY understanding the true intentions of one’s interlo-
Agility covers eye-to-limb coordination and the abi- cutor or finding ways out of a delicate situation.
lity of the Character to control their body under
extreme conditions. Common Agility Tests inclu- • SENSES
de keeping one’s footing or pulling off acrobatic Senses covers the sensory spectrum of the Cha-
stunts. racter. Senses Tests can involve shooting with fire-
arms or scanning the environment for threats. Sen-
• STEALTH ses Tests cover not only sight, but also the other
Stealth is the capacity to move silently and preci- four senses.
sely. Common Stealth Tests cover hiding, infiltra-
ting a building, picking a pocket, or blending into • DISCIPLINE
a crowd. Discipline is the Character’s ability to keep their
cool even under stressful conditions. Discipline Te-
• HANDICRAFT sts cover resisting panic and performing tasks that
Handicraft represents how precise the Character is require a great degree of concentration.
when performing tasks that require precision, such

43

Hill Snover (Order #36675299)


CHAPTER 1

MAGNETISM-related Skills them feel comfortable. Often, Charm Tests are ne-
cessary when trying to seduce somebody or to con-
This measure defines how the Character interacts vince them of something.
with other people, the surrounding world, and the
energies that move the universe, be they fate, deities, • CUNNING
or chance. Cunning determines how convincing the Character
MAGNETISM is especially useful outside of is when they lie or try to deceive the person they are
combat, as it covers the vast majority of social in- talking to. Common Cunning Tests cover telling a lie
teractions. or trying to impersonate somebody else.

• AGGRESSION
• CHARM Aggression is how capable the Character is at having
Charm indicates how capable the Character is at other people comply to their will. Aggression Tests
gaining somebody’s trust or sympathy and making cover extorting information with duress or making

Now it is time for Lawrence to spend his final 6 Bonus than 2 points in them. Therefore, he must add the Bonus
Skills as he sees fit. he spent in Senses to some other Skill, such as Agility.
Skill Skill Bonus
Skill Skill Bonus
Athletics 2
Resistance 1 Athletics 3
Reflexes 1 Resistance 2
Senses 1 Agility 1
Luck 1 Stealth 1
Reflexes 1
Adding together the Bonus Skills he obtained from his Analysis 2
Origins and Past Experiences, their total is the following: Senses 2
Luck 1
Skill Skill Bonus
Having spent 4 Bonuses to STAMINA-rela-
Athletics 3
ted Skills (Athletics 3 and Resistance 2) Lawren-
Resistance 2
ce can add 1 to his STAMINA score. The same
Stealth 1 applies to MIND (Analysis 2 + Senses 2).
Reflexes 1 Therefore, the ATTRIBUTES of Lawrence’s Cha-
Analysis 2 racter looks like the following:
Senses 3
Luck 1 STAMINA 4
DEXTERITY 2
As he spent only 1 point on his Character’s MIND, MIND 2
Lawrence cannot have MIND-specific Skills with more MAGNETISM 1

44

Hill Snover (Order #36675299)


CHARACTER CREATION

it absolutely clear to a nosy bystander that they saw


nothing of what the Character just did. Lawrence should have all that he needs to complete
his Character sheet. The last thing he needs to do is
• LUCK determine the total Score of his Character’s Skills,
Luck is how much the gods like the Character! A by adding the Skill Bonuses to the values of their
Luck Test might be called for to determine if the parent ATTRIBUTES.
Character finds just what they need or if, say, the
sniper in the bell tower is about to shoot them or
the person right to their left… STAMINA
Athletics 7 (4+3)
Skill Scores Brawl 4 (4+0)
Strength 4 (4+0)
During the creation of your Character, you distri- Resistance 6 (4+2)
buted Skill Bonus points to your list of Skills, infor- DEXTERITY
med by the Origins and Past Experiences of your
Agility 3 (2+1)
Character. Their Skills partly represent what their
culture of origin taught them and what they learned Stealth 3 (2+1)
before starting their adventures , and partly where Handicraft 2 (2+0)
they have focused their attention and efforts during Reflexes 3 (2+1)
their career. To understand how capable your Cha- MIND
racter really is at their Skills, a Score is assigned to
each that is equal to the sum of the Skill Bonus plus Analysis 4 (2+2)
the value of their parent ATTRIBUTE. Insight 2 (2+0)
Senses 4 (2+2)
Remember: Should you be called to roll a Test Discipline 2 (2+0)
for a Skill in which your Character has no points
assigned, you add only the value of its parent AT- MAGNETISM
TRIBUTE to the d12 result. Charm 1 (1+0)
Cunning 1 (1+0)
Aggression 1 (1+0)
Luck 2 (1+1)

45

Hill Snover (Order #36675299)


CHAPTER 1

5. TACTICAL INDICATORS Movement

During their adventures in Vulcania, there will be


The measure of how able the Cha-
moments when Characters will need all their Skills,
racter is at moving in a tactically sound manner du-
training, and equipment to survive, be it during com-
ring combat and how many cubitus they can move
bat or other life-and-death situations. To better han-
during a combat round. More details are in Chapter
dle this, you can rely on the five Tactical Indicators,
IV—Combat.
all derived from the Skills of your Character: Dodge,
The cubitus is the Vulcanian unit for measuring
Evade, Initiative, Movement, and Wounds.
distance and equals 1.31469235852666 meters… or
exactly 1 square on the tactical map!
The Movement score of a Character is equal to
Dodge
half their DEXTERITY score, rounded up, + 3.
The measure of how well the Character
is able to avoid being hit with melee weapons and
the most precious skill during the raging of melee, Wounds
bayonet assaults, and ambushes.
The Dodge score of a Character is their Reflexes
The measure of how much damage
Score plus whatever modifiers are specifically added
the Character can suffer before earning their eter-
to their Dodge score.
nal rest. It equals half of their Resistance, rounded
up, + 3.
Evade

The measure of how well the Cha- Lawrence now notes the Tactical Indicators for
racter is able to avoid being hit by ranged and area- his Character in their slots on his sheet:
of-effect attacks.
As only those Characters who have precogniti- Dodge 3
ve gifts or are capable of reading the code of the Evade 2
universe can predict such things, this is measured by
Initiative 2
Luck and any relevant modifiers.
Movement 4
Wounds 6
Initiative

The measure of how quickly the Cha-


Narrative Time and Movement
racter can react lucidly during combat, how in con-
trol of themselves they are, and, as a consequence, When playing Vulcania, time is not told exactly like
how fast they can react to sudden danger. it is in the boring world outside the gaming table. It
Initiative is used to determine who acts when and is the Narrator who decides how fast time flows in
in what order during combat and is the sum of their relation to the decisions that their players made. As an
Discipline and any relevant modifiers. example, if the Narrator says that something takes an
hour to be done, the players do not have to actually
wait that amount of time before moving on!

46

Hill Snover (Order #36675299)


CHARACTER CREATION

Character movement depends on how the Narra- It is up to the Narrator to decide when to have the
tor makes time flow. While in the majority of cases group roll and against what Difficulty, considering
it is enough to say that they do something for it to that a four hour walk is considered to be an Easy (Dif-
eventually happen, the Narrator might interrupt your ficulty 8) task.
action momentarily to describe an important event. On a failure, the group must stop for some time
Moving over particularly long distances is measured in to recover their energies and start again. If the group
hours or days of travel, without considering the Mo- fails another such Test before resting, they are so tired
vement Tactical Indicator. that they must take a longer rest of at least six hours.
A day of travel is usually made of just eight hours
of actual traveling, as Characters spend the rest of the
time making and unmaking camp, stopping for rest, 6. GEARING UP
cooking, and the like.
All of that is not even remotely interesting, so it is All Characters begin the game with some money to
just assumed that it happens. their name.
Although each Islenation has their own currencies,
• Movement Types the banking corporations make sure that all of them
can be linked to a uniform value, that of the universal-
When traveling using narrative time, Characters can
ly-accepted Sesterzius.
either walk or march.
Each Character’s initial wealth depends on their
Walking: a sustained but not too tiring pace, that
Past Experience, and can be spent on extra equipment
roughly equals 5 kilocubitus an hour. (1 Kilocubitus = or saved for later, at the player’s preference.
1,000 cubitus). Starting equipment granted by Past Origins is
Marching (x2): a faster traveling pace, equaling always free, and a few items, like weapons, can modify
around 10 kilocubitus an hour. your Tactical Indicators.
Additional information can be found in Chapter
• Environment V—Equipment.
The aforementioned travel distances assume that the
Characters are moving on flat, clear terrain or a road, When it comes to weapons, as your Character will
although it will not always be like that. most likely use different kinds during their adventu-
Whenever a trail is not available, traveling speed ring career, it is better to note their Tactical Indicator
slows down at the discretion of the Narrator. modifiers separately.
Alternatively, the group could have to wade throu-
gh atmospheric phenomena like storms that slow
them down, or make haste to reach a specific objective
7. FINAL TOUCHES
earlier than planned.
Now your Character Sheet is ready to start adventu-
ring! However, as you might have noticed, we have
• Fatigue focused only on the numbers so far, with close to no
When traveling on land, the worst enemy of a group attention to the narrative details of your Character.
of adventurers is fatigue. Nobody knows their physical appearance, their atti-
As time passes, Characters must roll Resistance Te- tude, their age, and all those characteristics that sepa-
sts to determine the amount of fatigue they are suffe- rate them from the rest of the larger humanity.
ring - the faster they travel, the more frequently they
should roll.

47

Hill Snover (Order #36675299)


CHAPTER 1

GENDER Intimidating: the Character’s powerful presen-


ce is hard to miss and they have no difficulty in at-
Gender and sexual orientation for your Character are tracting the attention of anyone in close proximity.
absolutely your choice. In the description of each When they wish to attract attention in a crowded
Islenation, you can find details to define how these area, they receive a +2 bonus to Aggression Tests.
choices will shape your Character.
Iron Knuckles: since they were children, the
Character had one number in their mind. A hun-
APPEARANCE dred. A hundred brawls. Now, of course, they are
well beyond such trivialities, but in a hundred brawls
What does your Character look like? You choose! they learned a few tricks. They receive a +2 bonus
What color are their eyes? And their hair? What hair- when they take part in a brawl.
style do they favor? Do they have tattoos or piercin-
gs? Scars, perhaps? Height and weight, also, are your
choice and you can find guidelines in the descrip- • The Righteous
tions of each people.
What follows is a table to help you have a better If there was ever one thing that got the Character’s
idea of a typical Character’s build. Consider the co- fire going, it was injustice and vulgarity.
lumn corresponding to the Character’s STAMINA They could be called bigot, but making them lose
score and the row with your Character’s DEXTERI- their temper can prove fatal.
TY score. The result is the Character’s build.
The Voice of Reason: everybody can hear a tiny
voice in their head that tells them what is right and
PERSONALITY what is not. The Character comes in when this tiny
voice fails to make itself heard! Their touching words
A key aspect when playing is the attitude and de- can make the most jaded sinner weep in contrition
meanor of your Character: are they a party animal, and, should that not be enough, the Just has absolutely
always ready to meet new people, or the darker, bro- no qualm in using the oldest educational tool ever.
oding type? They receive a +2 bonus to Aggression Tests aimed
The nature of a Character is what defines their at dissuading somebody else from doing something
interactions with their group and the various other they think is wrong or for making their target repent.
people they will meet once the game starts, and is
the core of the “role-playing” side of a role-playing The Eye of Truth: the eyes of the Character can
game. see a soul gripped by fear as easily as a normal per-
To help you define this key factor of your Cha- son would spot a camel on an iceberg. They receive a
racter, you can use any of the following personality +2 bonus to Insight Tests to see whether somebody
types or make up your own: was forced to lie or not.

• The Seducer
• The Tough Guy
The Character has an almost hypnotic influence over
Always strutting about the place with an aggressive the other gender, one they are fatally attracted to.
look to them, they never back down from a fight. More often than not, they do not know where this
magnetic effect comes from, because it cannot just
be their good looks and conversational skills! Many

48

Hill Snover (Order #36675299)


CHARACTER CREATION

believe it is passion: they do not seduce others for pipe.


the sake of it, as if it were a game or for the bragging When in crowded areas, they tend to sit away from
rights. They fall in love each and every time, although the main ruckus, their halo of darkness causing peo-
their passion fades as quickly as it burns. They are ple to avert their gaze when they meet.
not bad people… they just believe they are not fit
for monogamy. Unnerving Presence: if they want to, they in-
stinctively know how to appear disturbing. These
Courting: nobody knows how or why, but the Characters receive a +2 to Cunning Tests to be igno-
Character simply cannot be resisted. They receive a red or avoided.
+2 bonus to all Charm Tests to seduce somebody.
Vanish: one moment the Character was sitting in
Oh, my, it’s late, isn’t it?!: being such a free spi- their chair; a mere heartbeat later, they are not. They
rit, the Character gets into trouble more times than receive a +2 to Stealth Tests to sneak out of public
they care to remember. Thanks to years of daring spaces.
escapes from bedrooms, the Character receives a +2
bonus to all Athletics Tests rolled to flee from so-
mewhere. • The Party Animal

Always the first to celebrate, for them there is no gre-


• The Loser ater pleasure than the party with the largest crowd.
Party Animals are famous for finding themselves
The archetypical Loser has an appearance that many in the situation of not knowing whether they are al-
consider flawed. Whether they are underweight, the ready drunk or still hung over.
opposite, weak, or clumsy, it caused them no small
amount of problems. Entertainer: when they want, Party Animals have
They tend to avoid situations that would put them a joke or a skit for virtually every single, solitary soul
at the center of attention, to avoid embarrassing on the whole planet. They receive a +2 bonus to
themselves. However, they have developed a unique Charm Tests rolled to wrangle strangers into their
set of skills and, when given trust, they can repay it celebrating.
many times over.
Party Hard: years of rough partying have given
Invisible: even their mother could not spot them these unusual creatures a high tolerance to alcohol
in a crowd! The Character receives a +2 bonus to and other “recreational” substances. They receive a
Cunning Tests for not being conspicuous, even after +2 bonus to Resistance Tests rolled against the ef-
having just interacted with somebody. fects of alcohol and drugs.

Smart Guy: filling gaps by reading and studying, VICES


the Character receives a +2 bonus to Analysis Tests
to solve riddles and complex calculations. The life of a Character is fraught with intrigue,
plotting, adventuring, and chases, causing them no
end of stress. As such, many adventurers have their
• The Dark One own way to vent fatigue and stress and restore their
energies.
Their place is the darkest corner, their face covered In Vulcania, they are called Vices, and they award
by the proverbial hood, barely lit by the flame of a Gears of Fate when a Character indulges them.

49

Hill Snover (Order #36675299)


CHAPTER 1

For additional information on Gears of Fate, see Drugs


Chapter 2 — Skills. Personality: Dark One or Party Animal
Vulcania is ripe with psychoactive substances that
can calm, rile up, or downright shake senses and
Alcohol emotions to their core.
Personality: Tough Guy or Party Animal Much like with alcohol, it matters little if the Cha-
Vulcania offers a wide range of wines, beers, liquors, racter is a consumer of a specific substance or they
and spirits of varying degrees of potency. prefer to have a taste of everything, for them inner
Whether the Character is a fine connoisseur of a peace is achieved by riding the waves of the psyche.
specific beverage or a fan of everything alcoholic,
even if it can be used as fuel, there is nothing better Gambling
than getting drunk on something fierce to calm the Personality: Seducer or Loser
nerves and be ready for the next adventure! The gambling table is the right place to relax, to meet
Well, perhaps not immediately after said “getting new, interesting people, or revel in self-satisfaction.
drunk on something fierce…” Relaxing for the body and strengthening for the
mind, gambling offers the right amount of adrenali-
Brawling ne without necessarily risking one’s life… as they say,
Personality: Tough Guy or Righteous “Let the Nuug win.”
Some good, old-fashioned violence is what it takes
to calm the nerves after a long and tiring adventu- Reading
re… where the Characters kicked some serious back- Personality: Loser or Dark One
side anyway. Delving into the trials and tribulations of somebody
There is a hell of a difference between fighting else, stressing the “somebody else” part, can be ex-
for their own life and giving a good ol’ scrubbing to, tremely relaxing and gratifying.
well, all the patrons of that one tavern, because we Of course, Characters who love to read cannot
all know that among them there was at least one who carry a whole library, so indulging in such a “vice,”
deserved it, right? if it can be called one, requires dedicated time and
space.
Competition
Personality: Tough Guy or Seducer Sex
Nothing beats the satisfaction of pushing one’s limi- Personality: Seducer or Party Animal
ts, be it dueling, cliff diving, or racing. There is nothing better than a steamy night of pas-
What matters is prevailing through skill and ha- sion with a skilled partner to be ready to take on the
ving a good old rush of adrenaline. world once more.

Contemplation Study
Personality: Righteous, Dark One Personality: Righteous or Loser
The Character seeks the peace of the sun setting on Not necessarily a vice, although there are some who
the ocean, a dark forest, or the fabled aurora borealis consider it so.
up north. Especially among the academic types, finding so-
Taking in the beauty of a landscape or a work of mething new, complex, and interesting to learn is
architecture in complete solitude is the cure for all no small feat, and few can deny the inner peace that
ailments. cracking the code of the universe can grant.

50

Hill Snover (Order #36675299)


CHARACTER CREATION

Table1.2 - Appearance
Stamina
Dexterity
0 1 2 3 4 5 6

0 Puny Rachitic Thin Squat Imposing Giant Bull

1 Rachitic Thin Slender Squat Squat Giant Bull

2 Thin Slender Slender Muscular Muscular Imposing Bull

3 Slender Taught Taught Muscular Ripped Muscular Colossal

4 Tight Tight Sinewy Ripped Ripped Ripped Colossal

5 Sinewy Sinewy Sinewy Ripped Feline Colossal Colossal

6 Monkey-like Monkey-like Monkey-like Feline Feline Feline Juggernaut

Personalities and Vices should offer a solid enou- details about their past.
gh starting point to flesh out the way in which your Where do they come from? Who is their family?
Character is unique and different from all the others. How did they end up living their Past Experiences?
Players are welcome to develop their own perso- All this information will make playing your Cha-
nality types and vices (based on Narrator approval, racter more fun, and will serve as hooks for the
of course) if what is here does not fit their character Narrator to weave even more epic and compelling
concept. stories.
Of course, it is part of the of the Narrator’s lot You can also add secondary characters to your
to make sure that situations where players pick traits background, to motivate their choices! People like
just for the bonuses they offer do not happen. mentors, opponents, great friends, and the like!
After all, an individual person is never the result
of a vacuum-sealed environment, but of the inte-
BACKSTORY ractions between them and the many people they
met during their life.
Now that the Character is basically complete, the
only thing missing is a bit of backstory, with a few

51

Hill Snover (Order #36675299)


CHAPTER 1

6. Spend your initial money to finalize the equip-


8. TO SUM UP ment for your Character!
As a quick recap of Character creation, follow this
The experience your Character gathers by overco-
list!
ming the challenges the Narrator throws at your
group is portrayed in the form of Skill Bonuses
1. Choose their Origins for 1 ATTRIBUTE point,
you can spend to increase the Skills of your Cha-
a Skill point, and a Special Trait selected from the list.
racter and, by extension, their ATTRIBUTES. The
other resource Characters accumulate is money,
2. Spend 6 points among the four ATTRIBUTES
expanding their knowledge and equipment. To gain
and note them down on your sheet. You can spend
access to new Arts, Characters must pay the fee
up to 3 points in any given ATTRIBUTE, including
their teachers or schools ask for such services. Of
any points gained for the Character’s Origins.
course, it is up to both you and your Narrator to
decide when it is possible for your Characters to
3. Select a Past Experience from those listed abo-
acquire Arts or buy equipment. Would you prefer
ve, then note on the sheet all its features, including
having the opportunity after each session or when
Skills, Arts, starting money, and equipment.
a campaign of multiple sessions is over? Learning a
new Art takes a Character time, because only practi-
4. Spend 6 Skill points and add them to those
ce makes perfect, and a wise Narrator can use that
that you already gained in steps 1 and 3. Remember
time to develop adventures or events tied to that
that the maximum score any Skill can reach is that
occasion.
of their parent ATTRIBUTE +1. Also, during Cha-
As an example, training for an Art might require
racter creation you cannot spend more than 8 points
the recovery of a specific reagent or victory in a
among all the Skills of any given ATTRIBUTE.
specific combat.
Otherwise, if your group wants their Characters
5. To calculate the final score of each Skill, add the
to grow faster, the Narrator might allow them to
points you gained in steps 1 through 4 to the value
unlock those Arts by just spending the money.
of their parent ATTRIBUTE and note it in the dedi-
However, remember that the Narrator always has
cated spaces on the sheet. Do the same with the five
the last word on the availability of wares and ser-
Tactical Indicators.
vices.

52

Hill Snover (Order #36675299)


CHARACTER CREATION

Table 1.3 - Ranks


Rank Total Skill Bonus Skill Bonus per ATTRIBUTE Wealth

Newbie 1-17 8 2.000 - 3.000 $

Expert 18-24 11 3.000 - 5.000 $

Veteran 25-34 14 5.000 - 7.000 $

Heroic 35-46 17 7.000 - 10.000 $

Legendary 47-54 20 10.000 - 15.000 $

Too Cool to Care More than 55 23 More than 15.000 $

RANKS The Total Skill Points per ATTRIBUTE column


shows the cap that the sum of all Skill Points for
The overall power level of a Character is called their each ATTRIBUTE cannot pass, and the Wealth co-
Rank, measuring the hardships they have faced and lumn indicates the maximum expenses for Arts and
will in the future. equipment.
Each of the six Ranks limits the amount of Skill Remember that these numbers are guidelines: if
points you can invest in any given ATTRIBUTE of your group or the Narrator feel they should be chan-
your Character and the money spent on Arts and ged, you are free to do so!
equipment.
For example, if a Character of Heroic Rank adds
up the total points their player distributed between Summing up
their STAMINA Skills, the total cannot exceed 17. Characters grow in two ways, either by spending
The table above shows the differences between the Skill Bonuses awarded by the Narrator or throu-
each of the Ranks. gh training to learn new Arts.
The Skill Points column includes those gained du- ATTRIBUTE scores increase as their related Skil-
ring Character creation. ls do, as explained earlier in this chapter.

53

Hill Snover (Order #36675299)


CHAPTER 1

How to read and fill in the Character sheet

The Insight and Senses


scores in this section of the
Character Sheet are visible
to the Narrator, should
they need Hidden Rolls,
as explained in the next
Chapter.

ATTRIBUTE
SCORE Skill Value
This score is the sum
of Skill Bonuses and
Skill Bonus ATTRIBUTE and is
This score is used added to the d12 roll to
only when creating or determine a success or
modifying a Character failure of a Test.
sheet and not during
actual play.

Iniziative Wounds
Dodge
Dodge Movement Dodge score,
including any
Attacks
Evade Damage Reduction weapon modifier.
Weapon and score
to add to the d12
result, including
Skill score and
any weapon mo-
difiers.

54

Hill Snover (Order #36675299)


CHARACTER CREATION

55

Hill Snover (Order #36675299)


2 SKILLS

A b ead of sweat ran along her temple before falling


into a small puddle forming in front of her right
knee. Chana had managed to zone out from the world and
focus on her work, the noises of the shootout muffled as if
underwater. Every fiber of her senses was focused on her ear
to the door, as she tentatively tinkered with the disc selector
looking for the right combination that would open their only
way to safety.
Behind her, in the cover of the bar, Vas was reloading
his shotgun, bullets screaming over their heads and tearing
into the door Chana was attempting to open. If she di-
dn’t expedite things, they would be in trouble… Vas took
Nasturzio’s revolver, sprung to his feet, and, cursing and
screaming like a madman, he unloaded both weapons into
their enemies. Suddenly, a gust of fresh air washed over
them, Chana grinning with satisfaction as the door was
opening… at the same moment that the airship began clim-
bing. It was a decent jump, but they had no choice and, the
more they waited, the worse it would be.
“Jump, mister fancy pants!” Vas shouted as he was rai-
ning his last bullets to cover their retreat. Nasturzio, rol-
ling his eyes in exasperation, took in a sharp breath and
jumped.

56

Hill Snover (Order #36675299)


57
57

Hill Snover (Order #36675299)


CHAPTER 2

A s described earlier, Vulcania features sixte-


en Skills, each tied to one of the four AT-
TRIBUTES. This Chapter lists the main uses for
you must roll a twelve-sided die, also called a “d12.”
You then add the Score of the Skill the Narrator
told you to roll the Test for to the value rolled.
each Skill, to help you use them better during play. If the total result is equal to or higher than the
Difficulty score the Narrator set for that Test, then
your Character passed it!
Making a Test
The Difficulty of a Test is set by the Narrator
Your Character interacts with the world of Vulca- based on the complexity or chance of success of
nia by making Tests when the result of their action the action you just told them you want to attempt.
is uncertain.
Whenever the Narrator asks you to make a Test,

58

Hill Snover (Order #36675299)


SKILLS

Lawrence’s Character, a mighty Nuug mercenary


named Adoorn, is standing on the hood of a
Success racing vehicle, ready to jump onto the train that
d12 + Skill Score equal to or higher is passing right beside him. The Narrator asks
than Difficulty Lawrence for an Athletics Test with a high Dif-
ficulty. Since Adoorn’s Athletics score is 7 and
Failure the Narrator determines he has about a 50/50
d12 + Skill Score less than chance of success or a 6 on the d12, the Difficulty
Difficulty for that Test is 6+7=13. If the total result of
the Test is 12 or less, Adoorn is going to have
his face pasted over a few square feet of railroad
tracks.

59

Hill Snover (Order #36675299)


CHAPTER 2

Test Types mine the Difficulty of a Test based on the starting


conditions, and the time after which fatigue sets in
Tests are not always just for one Character. They can and a new Test is required.
involve the whole group, take more time than a mere Depending on the nature of the Test, the Narra-
handful of seconds, or resolve a competition among tor could also decide to apply the Fatigued or Exhau-
many people. sted conditions - or any other conditions explained
in Chapter IV – Combat if they see fit - to the Cha-
racters after failing an Extended Test.
Extended Tests
Tactical Time: this works in the same way as Exten-
During their adventures, your Character will face si- ded Tests rolled during Narrative Time, with the only
tuations where they are called upon to do something difference being that the amount of time after which
that takes a longer time, like resisting torture for ex- the next roll must be made is not set by the Narrator.
tended periods or stopping a boulder from crushing Instead, it equals the Character’s Resistance score for
the group. physical Tests or Discipline for mental ones. Then,
the -2 fatigue modifier is applied for future Tests.
Narrative Time: when in this mode, the time that a
Test takes to be completed is factored into its Diffi-
culty, including weather conditions and the like. Hidden Tests
When that amount of time has passed, the Narra-
tor can ask for more or different Tests, applying a -2 There are occasions when your Character must roll
penalty due to fatigue. a Test, but the Narrator does not want you to know
In addition, they can add other modifiers accor- the results or you are not even supposed to know
ding to the context and their judgment. you are rolling a Test.The vast majority of these Te-
Table 2.1 – Extended Tests shows how to deter- sts involve hiding, sensing intentions, telling a lie, or
being aware of danger.

Table 2.1 – Extended Tests

Conditions Difficulty Score Test Fatigue

Optimal Normal 10 1h

Slightly Adverse Challenging 12 ¾h

Adverse Hard 14 ½h

Extremely Hard Extraordinary 16 ¼h

Nearly Impossible Legendary 18 5 min.

60

Hill Snover (Order #36675299)


SKILLS

If the Narrator asks you to roll a Senses Test when The Narrator, then, could have you roll an Op-
your Characters are skulking in an alley, you, not your posed Senses Test against their Stealth score, or
Character, would be suspiciously sure that the Supre- they might even roll a Hidden Opposed Senses Test
me Entity in the universe that your paper alter egos against the same score without you even noticing.
have no idea even exists is plotting something, right? In either case, on a Success the Narrator would
In other words, your Character would not have any tell you that there is somebody on the heels of your
clue, because they are not aware of the rolling, but Character.
you would. Should you have specified that your Character is
To avoid such an occurrence, commonly referred paying attention to any suspicious bystanders while
at as “metagame,” it is the Narrator who rolls these walking down said alley, the Narrator would ask you
Tests. to roll an Analysis Test instead.

Skill Challenges
Butch decides to go all-in to bust his old friend
Rodrigo out of jail by attempting to pose as There are situations when the Character is called to
one of the guards. The Narrator rolls a Hid- succeed at a Test in competition with somebody else,
den Cunning Test to determine the credibility of like getting somewhere first. Resolve this as if it was
the disguise, adding Butch’s Cunning score of 5. an Opposed Test that always pits the same two Skills
However, the dice gods set for him to roll a 1… one against the other.
So, Butch presents himself at the prison, wearing
a totally inconspicuous set of fake mustaches and
the totally not wrong uniform. For a master of Utilizing Items
disguise like him, what could ever go wrong?!
When using an item that requires a Test that is not
dependent on the individual Skills of a Character,
instead of adding a Skill modifier to the d12, add
Opposed Tests half the Difficulty listed in the item’s description,
rounded up.
Skill Tests are not always against the environment or
inanimate objects.
During their adventures, your Character will inte- Chana manages to sneak into the kitchen of
ract with other living beings. In these circumstances the complex where her friend Vas is held. There,
the Difficulty score is not arbitrarily set by the Nar- she poisons the beer with a dose of Bonomella,
rator, but directly by the opponent your Character is a powerful narcotic, in the hopes of silently neu-
facing.
tralizing the local security. To see how potent the
STAMINA and DEXTERITY - related Opposed
drug is, she must make a Test rolling a d12 plus
Tests are most often rolled against other STAMINA
or DEXTERITY-related Skills. half of the Bonomella’s Difficulty (15), rounded
On the other hand, MIND and MAGNETI- up. With a 7 on the die and a +8 from the item,
SM-related Tests are not likely to be opposed by spe- the result is 15 against the 9 rolled for the guards’
cific Skills, depending instead on the situation. Resistance. After a few minutes, those who drank
As an example, let us imagine your Character is fall asleep in their chairs and Chana can now
walking in an alley unaware that they are being sha- help her friend!
dowed by a thug.

61

Hill Snover (Order #36675299)


CHAPTER 2

Table 2.2 – Opposed Skill Tests

Skill Opposed Passive Score Opposed Active Score

Athletics - Athletics

Brawl - Brawl

Strength - Strength

Resistance Resistance -

Agility - Agility

Stealth Senses Analysis

Handicraft - Handicraft

Reflexes Reflexes -

Analysis - Stealth

Insight - Cunning

Senses - Stealth

Discipline - Discipline

Charm Discipline -

Cunning Insight -

Aggression Discipline -

Luck Luck -

62

Hill Snover (Order #36675299)


SKILLS

Opportunities and Catastrophic Failures Catastrophic Failure


The d12 fell on the dreadful 1! There is no turning
When the result of the die roll for a Test is an 11 back from a failure of such proportions. Not only is
or 12 before adding any modifiers, what is often the Test failed, but fate makes your Character suffer
called a “natural” 11 or 12, the Character gains an other dire consequences, at the kind and totally not
Opportunity! You can spend Opportunities to make sadistic attention of the Narrator. Otherwise, the
something helpful happen. Narrator can inflict a -1 penalty to the Character’s
As usual, the Narrator has the final say on what next Test. The Narrator can also use the Catastrophic
actually can and cannot happen, but should they Failure of a player’s Character to activate the special
choose the latter, they can grant you a +1 bonus to abilities of their enemies, as if they had rolled an
your next Test instead. Opportunity themselves.
On the other hand, if the natural die result is a 1,
your Character suffers a Catastrophic Failure, which
involves something adequately dreadful happening Edge Cases
to them or a -1 to their next Test, depending on the
Narrator. There are cases when the die roll for a Test would
result in an Opportunity but, even after adding all
the relevant modifiers, the result is still not enough
Test Results to meet the target Difficulty.
When this happens, the result of the Test is a Fai-
To sum up, a Test can have one of four results: a lure with Opportunity: the action does not happen
Success, a Success with Opportunity, a Failure, or a as you intended, but you can still benefit from an
Catastrophic Failure. Opportunity.
The opposite case, unfortunately does not apply:
Success A natural 1 on the die roll is always a Failure, even if
The result of the d12 + the relevant Skill Score is the total including all relevant modifiers would have
equal to or greater than the Difficulty set by the Nar- been enough to meet the Difficulty set by the Nar-
rator. The action happens according to your inten- rator.
tions.

Failure Advanced Use of Skills


The result of the d12 + the relevant Skill Score is less A Character can be called upon at any moment to
than the Difficulty set by the Narrator. The action make a Test for any of their Skills.
does not happen according to your intentions. However, there are certain uses of a Skill that re-
quire not just a die roll, but also what is called Pro-
Success with Opportunity ficiency.
Lady Luck smiles upon you! The d12 rolled a natural As an example, to pick somebody’s pocket without
11 or 12, and the action you wanted your Character Proficiency in Picking Pockets, a Character requires a
to take not only happens, but under favorable cir- Success with Opportunity to succeed.
cumstances. Now, with the help and supervision of In the next few paragraphs, you can find a detailed
the Narrator, define what form these circumstances list of Advanced Uses for Skills.
take. Alternatively, there are Arts or items that featu-
re special effects when an Opportunity is spent. See
below for further details.

63

Hill Snover (Order #36675299)


CHAPTER 2

Helping a Friend Gears of Fate

With the blessing of the Narrator, your Character


can try to help a companion with their Skill Test,
granting them a +2 bonus.
Additional helping Characters grant +1 each, but
the Narrator is entitled the freedom to impose any
restrictions on the helping process according to the
situation.
If the helped Character is attempting a Test for an
Advanced Use of their Skill, then only Characters
who are Proficient in that specific use can help them.

Improving Skills

The Skills and ATTRIBUTES of your Character im-


prove with additional points acquired during game
time.

One of Lawrence’s fellow players, Jennifer, plays the Vas is facing two adjacent enemies who are barring
agile Ketnyi acrobat named Akane, who is about to his way. He attacks one of them with a heavy ax,
climb half a kilocubitus of steep, ruthless mountain- rolling a Strength Test. The result is a 13, enough to
side. hit, so his player spends one of their Gears of Fate to
The Narrator says it will take her at least an hour activate the weapon’s Cleave Opportunity and deal 1
and a half, made all the harder by the lack of surface point of damage to the adjacent opponent also.
features that would grant her a better grip.
The first Test Jennifer rolls is an Athletics 12
Test, getting a 5 on the die.
The only occasion in which it is possible to spend
Akane’s Athletics score is 7, for a total of 12, so
a Gear of Fate to reroll a natural 1 is when the Cha-
she barely passed it!
racter is left with only 1 Wound.
The Narrator then asks Jennifer to roll another
If the Test they just rolled a 1 for would result in
Athletics Test, this time with Difficulty 14, for which
them suffering damage, then they can spend a Gear
she rolls a meager 2. For that, Akane suffers the Fa-
to reroll it.
tigued condition. But, Jennifer chooses to fight through
the fatigue and pain and rolls again in spite of that
-2 penalty.
The Price of Destiny
Unfortunately, Jennifer rolls only a 5, which is not
enough. Now, only a Gear of Fate and a good roll
Each time a player spends a Gear of Fate, it does not
can prevent Akane from falling to the ground!
leave play. Instead, the spent Gear is transferred to
the reserve of the Narrator, who can use it for the
following:

64

Hill Snover (Order #36675299)


SKILLS

Leaping: the Difficulty of a leap varies according


Kyio is wounded, but is loathe to abandon his com- to Table 2.3 – Leaping. If the Character does not
panions, so he plunges back into the fray, hoping to have at least 3 cubitus of room for a running start,
quickly end the fight. the Difficulty raises one step.
The enemy in front of him is able to hit him before
he can unleash any of his deadly attacks, so the Nar- Table 2.3 - Leaping
rator asks Kyio’s player to roll a Dodge Test.
Unfortunately, the die rolls a 1! The attack would Distance Difficulty Test
strip him of his last Wound, probably killing the Up to 3 cubitus Medium 10
Character, so his player chooses to spend a Gear of
Fate and reroll that Test hoping it does not result in Up to 4 cubitus Challenging 12
an unhealthy dose of Kyio paste. Up to 6 cubitus Hard 14
Up to 8 cubitus Extraordinary 16

• Negate an Opportunity activated by a player. Up to 10 cubitus Legendary 18


• Turn a simple Failure into a Catastrophic one.
• Reward heroic or sound behavior on your end.

When the Narrator spends a Gear targeting a


player, they give it to them so that the balance of fate
is always respected.
Like the players, the Narrator begins each game
session with a supply of Gears of Fate. Their initial
supply is equal to the number of players at the table.

Using Skills

What follows is a description of the main and advan-


ced uses of each Skill, for the sake of clarity, as in the
vast majority of cases, determining which Skill to roll
a Test for should be fairly easy.

ATHLETICS

Climbing: Athletics is used for climbing up or


down any vertical surface that offers some form of
hand or foothold. It is possible to climb smooth ver-
tical surfaces, but only with the proper equipment.

Jumping: Athletics Tests can be called for to


jump over longer or higher distances and to cushion
a fall.

65

Hill Snover (Order #36675299)


CHAPTER 2

For every 3 cubitus of vertical gap between the STRENGTH


starting and the arriving point, the length of the leap
increases by 1 cubitus, but upon landing the Cha- Brute Force: Strength allows a Character to per-
racter suffers 1 damage per 3 cubitus and is knocked form feats like barging through a door, lifting a boul-
Prone. If the Character fails the Test, they fall. der, or shoving a table against one’s pursuers.
High Jumping: the base Difficulty for a high jump Table 2.4 – Brute Force
is the same as for a leap, but distances are quartered.
So, a high jump of Extraordinary Difficulty is only Situation Difficulty Test
2 cubitus high.
Bashing a shoddy Medium 10
wooden door
Sprinting: during combat, Characters can use
their action to sprint (after they spent their Maneu-
Keeping a portcullis Challenging 12
ver) to move a number of cubitus equal to their Mo- raised for 2 hours
vement Tactical Indicator (see Chapter IV – Com-
bat). Bashing a well-made
wooden door Hard 14
When they sprint, they can move twice their Mo-
vement.
If they need to accelerate even more, they may roll Bashing an iron door Extraordinary 16
an Extended Athletics Test to move three times their
Movement score for a number of rounds equal their Throwing a 100 lb.
Resistance score. Legendary 18
barrel
When that time has passed, the Character can at-
tempt another Athletics Test at a -2 penalty to keep
sprinting for an additional round. When sprinting, Carrying, Lifting, and Pushing: Strength is also
Characters cannot take any other actions. a measure of how much the Character can carry,
. lift, and push.
Advanced Uses: Swimming.
Table 2.5 – Carrying, Lifting and Pushing
BRAWL Strength
Load Lift Push
Score
Hand-to-hand Combat: to attempt a kick,
punch, slap, clinch, or to otherwise engage in 4 50 100 200
unarmed combat, Characters must roll an Oppo- 6 75 150 300
sed Brawl Test.
For further details, see Chapter IV – Combat. 8 100 200 400

Non-lethal Damage: to stun a target rather 10 150 300 600


than kill them, roll a Brawl Test even if the Cha- 12 175 350 700
racter is wielding a weapon that would require a
different Skill. 14 200 400 800
If somebody is reduced to 0 Wounds in this
way, they fall unconscious rather than dying, and
recover 1 Wound every hour.

66

Hill Snover (Order #36675299)


SKILLS

RESISTANCE If the Test is failed, the Character suffers 1 point


of damage from every enemy they are engaged with.
Moving on Foot: when walking long distances, Table 2.7 - Nimbleness
the Narrator calls for Resistance Tests for fatigue.
The frequency of these Tests is dictated by both Action Difficulty Test
travel pace and distance, according to the following Running on an
table. Medium 10
unsecured bridge
Table 2.6 – Moving on Foot Walking on a ledge Medium 12
Action Period Difficulty Test
Running on a ledge Hard 14
Walking Every 4 h Medium 10

Marching Every 1 h Challenging 12


Walking on a rope Extraordinary 16

Running - - Varies Running on a rope Legendary 18

Prolonged Exertion: Resistance is a measure of


the Character’s tolerance for stress and physical la- Diving: Agility is used for acrobatic diving. The
bor for a long period of time, like keeping a boulder Difficulty of such a Test is up to the Narrator.
from falling or holding one’s breath.
Tests rolled for Prolonged Exertion are always Advanced Uses: Acrobatics, Riding
Extended Tests.

Resisting Toxins: when poisoned, be it the toxin STEALTH


of an animal or just a night spent partying too hard,
Characters can be called upon to roll Resistance Te- Concealing: to hide an item in a terrain feature
sts against a Difficulty set by whatever substance or in other ways, roll a Stealth Test. The larger the
they imbibed to determine how are they affected. item, the harder the Test. To find that hidden object,
compare the Stealth Test result with the onlookers’
Analysis score.
AGILITY
Hiding: to hide from the sight of others is always
Nimbleness: this represents how skilled the Cha- a Stealth Test against their Senses score if they are
racter is at not losing their footing in peculiar situa- unaware of the Character’s presence, or Analysis if
tions like walking on a narrow ledge or crossing a they are. On a success, the Character goes unseen,
chasm by walking only on a log. otherwise they are discovered. If the Character mo-
ves from their hiding spot, they must roll another Ste-
Standing up in Melee: Standing back up after alth Test. Without terrain features suitable to hide in,
being knocked to the ground during a fight - without it is impossible to attempt the Test in the first place.
being attacked - takes an Agility Test against a Dif-
ficulty equal to the strongest enemy the Character is Shadowing: the opposite of vanishing, to follow
engaged with. somebody without being noticed the Character must
roll a Stealth Test against the opponent’s Senses sco-

67

Hill Snover (Order #36675299)


CHAPTER 2

re. The rate at which rolls must be made is up to the aring. Further information can be found in Chap-
Narrator, but a good rule of thumb is that a succes- ter IV – Combat.
sful Stealth Test covers 10 minutes of undisturbed
shadowing.
ANALYSIS
Sneaking: to sneak up on somebody or somewhe-
re, the Character must roll a Stealth Test against the Memorize: to remember or commit something to
Senses score of the bystanders, the Narrator applying memory, roll an Analysis Test with a Difficulty set by
environmental modifiers as they see fit. Once the Test the Narrator.
is passed, the Character can cover a distance equal to
their Movement or risk a -1 to their Stealth result for Orienteering: roll an Analysis Test to understand
every additional cubitus they move. maps and terrain features for orienteering and plot-
ting a route. A successful Test allows you to correctly
Vanishing: to avoid a pursuer, the Character must gauge the travel time from one place to another and
be aware that they are being chased and roll a Stealth in most cases it only takes one successful Test per
Test against the Analysis score of their pursuer. day to stay on the correct route.

Advanced Use: Picking Pockets Spotting: to examine an area or an object looking


for something specific requires an Analysis Test.
When looking for inanimate objects, the Difficulty is
HANDICRAFT set by the Narrator and often is a Hidden Test. When
looking for people instead, the Difficulty is their Ste-
First Aid: within a few minutes after the end alth score. Spotting can take from a few moments to
of a fight, the Character can attempt to stabilize a many hours, and the Narrator can grant bonuses or
wounded companion with a Handicraft Test against inflict penalties depending on the context.
a Difficulty of 11 + the number of Wounds the pa-
tient suffered. On a success, they recover 1 Wound. Advanced Uses: Tracking, Evaluating, Snooping
Characters with only 1 Wound left cannot benefit Poisons
from such treatment, but need proper medical care.
Attempting a first aid treatment on oneself imposes
a -2 penalty. INSIGHT

Advanced Uses: Craftsmanship, Mechanical Re- Gambling: to participate in games of chance like
pairs, Lock-picking, Deactivating Traps dice or cards, Characters roll an Insight Test against
the Insight score of their opponents. On a success,
they win a single game. For longer periods of gam-
REFLEXES bling, the number of Tests to make is left to the ne-
cessity and comfort of the Narrator.
Avoid Hazards: to avoid being hit by envi-
ronmental hazards like traps, roll a Reflexes Test Sensing Intentions: to read the motives of peo-
against a Difficulty set by the Narrator. The faster ple they are interacting with, Characters can roll In-
the reaction should be, the higher the Difficulty is. sight Tests, usually against their Cunning score. If
the person the Character is talking to is attempting
Dodge: to avoid melee attacks, Characters roll something other than cheating them, then the Narra-
Reflexes Tests modified by the armor they are we- tor can consider the score of a Skill other than Cun-

68

Hill Snover (Order #36675299)


SKILLS

ning. Insight Tests do not have a specific time length on a conversation, Characters roll Senses Tests
but rather the duration that benefits the Narrator the against a Difficulty set by the Narrator.
most.
Sixth Sense: to see if a Character is aware of
Advanced Uses: Driving, Aeronautics, Alchem threats before they show themselves, the Narrator
Weapons rolls Hidden Opposed Senses Tests against the Ste-
alth score of the Characters’ opponents.

SENSES Advanced Uses: Aculeus, Alchem Weapons

Aim: Characters can increase their accuracy when


shooting with ranged weapons as per the rules in
Chapter IV – Combat.

Perception: to actively scan a room or eavesdrop

69

Hill Snover (Order #36675299)


CHAPTER 2

DISCIPLINE Tests against a Difficulty set by the targets’ mood for


partying. A Character can try to convince a number
Concentration: to focus on the task at hand wi- of people equal to half their Charm score.
thout distractions, Characters roll a Discipline Test.
On a failure, the Character fails in undertaking the Persuade: to convince somebody of something,
task they had to complete. They also suffer a -2 to Characters can attempt Charm Tests against the Di-
-4 penalty for more than one source of distraction. scipline score of the person they are talking to. Such
a process can take a single turn of combat as well
Cool: to keep their temper when provoked, Cha- as a whole afternoon, depending on the Narrator’s
racters roll Discipline Tests against the Charm or Ag- needs.
gression score of those who tempt or taunt them.
On a success, they are not influenced by whoever is Seduce: to seduce somebody, Characters roll
attempting to do so. Charm Tests against their victim’s Discipline score.

Initiative: as explained in Chapter IV – Combat, Advanced Uses: Training Animals


Discipline is used to determine the order of battle
during a fight.
CUNNING

CHARM Con: When they deliberately lie to somebody,


Characters roll Cunning Tests against their target’s
Barter: to barter and negotiate, be it in diplomatic Insight score. A Character can swindle a maximum
situations or to haggle for better prices on a purcha- number of targets equal to half their Cunning score.
se, Characters roll Charm Tests against a Difficulty On a success, the victim agrees to one simple request
set by the Narrator and for a length of time of their without giving it a second thought. The duration of
choosing. the action ranges from around a minute to a few
hours.
Command: to impart orders to their subordina-
tes, if any, Characters must roll a Charm Test against Advanced Uses: Cheating, Disguise
their subordinates’ Discipline score as a Free Action
for simple orders or a whole Action for complex
ones. A Character can command a number of people AGGRESSION
equal to half their Charm score. Extract Information: when they want to “con-
vince” somebody to share information, Characters
Gathering Information: to gather additional in- roll an Aggression Test against the target’s Discipline
formation on a specific topic, place, or person, Cha- score.
racters may roll a Charm Test against a Difficulty set
by the Narrator. There is no standard length of time Threaten: when they violently threaten somebo-
for a gathering information Test, as they can take dy, Characters roll an Aggression Test against the
from some moments to many days according to the person’s Discipline score. A Character can threaten a
Narrator’s plans. number of targets up to their Aggression score.

Panache: to get into the good graces of some-


body and make new friends, Characters roll Charm

70

Hill Snover (Order #36675299)


SKILLS

LUCK ding in good weather. Additional information about


air-vessels and aerial combat is in Chapter VI –
There is an almost limitless range to the Luck Skill, Vehicles.
as it can be used for anything the Narrator thinks
should be resolved by just the will of the gods… or Alchem Weapons (Insight): weapons made by
whatever is not covered by any other Skill. the Monopoly of Alchemists require specific trai-
ning to be used without hurting their operator.
Evade: to avoid projectiles and area of effect at-
tacks, Characters roll Luck Tests. For further infor- Cheating (Cunning): the Character is an expert
mation, see Chapter IV – Combat. in everything related to gambling. When cheating at
games of chance, roll a Cunning Test against either
Lightning Rod: when the Narrator needs to ran- the Senses or Analysis score of the Character’s op-
domly determine the target of an effect that does ponent. On a success, the Character wins the game,
not work on a specific logic, like an environmental while a failure means all Hell is going to break loose.
hazard, they can use a Luck Test to let the gods de-
cide. Craftsmanship (Handicraft): According to the
following list of crafting disciplines, Characters can
Providence: it can happen that the environment use their Handicraft Skill to manufacture various
just has something useful for those lucky enough to items. Further details on workshops and tools are
be in the good graces of the gods. The Difficulty of available in Chapter V – Equipment.
this Test is always set by the ultimate power in the
universe, the Narrator. Carpentry and Woodcarving: the Character is capable
of working wood into furniture, tools, and weapons
such as bows, crossbows, arrows, staves, and the like.
Advanced Uses: Proficiencies
Leatherworking: the Character is capable of wor-
Proficiencies represent the knowledge Characters king leather into items like footwear, bags, basic suits
have gathered through experience or training and of armor, and the like.
range from being able to perform elaborate feats of
acrobatic prowess, creating wonders of mechanics Making Bombs: as a member of the Monopoly of
and engineering, or being able to manage any stres- Alchemists, the Character knows how to make Bom-
sful situation. bs.

Acrobatics (Agility): Characters can use their Metallurgy: the Character can work metals into to-
Agility to pull extraordinary aerial stunts. The Diffi- ols, weapons, suits of armor, and supplies.
culty of the Test depends on the Narrator.
Mixing Mutagens: as a member of the Monopoly
Aculeus (Senses): as a Biopsist, the Character of Alchemists, the Character knows how to concoct
knows how to use Aculeus equipment. Mutagens.

Aeronautics (Insight): the Character is capable Mixing Toxins: as a member of the Monopoly of
of operating air-vessels and aircraft of any kind. Alchemists, the Character knows how to synthesize
Normally, no Test is required for basic maneuvers Toxins.
under normal conditions, like taking off and lan-

71

Hill Snover (Order #36675299)


CHAPTER 2

Sewing: the Character knows how to make clothing, Table 2.10 - Driving
sails, and tents.
Maneuver Difficulty Test
Disguise (Cunning): Characters can alter their Ramming Medium 10
appearance with a Cunning Test against the Analy- About-face Challenging 12
sis score of any bystander. The following table lists
modifiers that the Narrator can impose on the Test Fancy Driving Hard 14
depending on how extensive the alteration is: Shooting Hard 14

Table 2.8 - Disguise


Shooting while driving: Characters who are driving a
Disguise Modifier vehicle can use a hand to wield one-handed weapons
Minor Details +2 without penalty. To attack with a weapon, they must
pass an Insight Test at the beginning of the round or
Homeland –1 be forced to drive with both hands.
Gender –1
Ramming: a Character can attempt to ram a smaller
Age –1 and lighter vehicle with their own by making an In-
Size -2 sight Test. Modifiers are up to the Narrator’s discre-
tion depending on the individual situation.
When the disguised Character attracts the atten-
Fancy driving: Characters can attempt Insight Tests
tion of somebody, they must roll the Cunning Test
to drive their vehicle to its limits, to close the distan-
again. If the Character is impersonating a specific
ce with another vehicle, or put as much real estate as
person and they meet somebody who personally
they can between them.
knows them, the Narrator can grant them a bonus to
their Analysis score:
About-face: to perform an about-face, the Character
must pass an Insight Test. On a failure, the extent of
Table 2.9 - Level of Acquaintance
its catastrophic consequences is left to the discretion
Relationship Modifier of the Narrator.

Acquaintance +1 Evaluating (Analysis): To gauge the worth of


an item, Characters can roll a Hidden Analysis Test.
Friend +2
Table 2.11 - Evaluating
Relative +4
Object Type Difficulty Test
On a successful Cunning Test, onlookers are not Object Type Easy 8
suspicious and no other Tests are required unless so-
mething happens that raises suspicion once again. Common Technology Medium 10

Driving (Insight): this proficiency covers the Antique Challenging 12


majority of ground vehicles. A Test is required when
attempting to perform unusual maneuvers, as listed Art Piece Hard 14
in Table 2.10.
Advanced Technology Extraordinary 16

72

Hill Snover (Order #36675299)


SKILLS

On a success, they have a rough idea of its market a failure, they fall off the mount and suffer fall dama-
value; on a failure, their evaluation has a 25% mar- ge (minimum of 1 point). This Test does not count
gin, while on a Catastrophic Failure they are clueless. as an Action but is part of the mount’s movement.
Evaluating an item does not reveal any supernatural
qualities it might have. Rapidly mounting or dismounting: as a Free Action,
Characters can attempt an Athletics Test to mount
Lock-picking (Handicraft) and Deactivating or dismount faster than usual. If they fail, they can-
Traps (Handicraft): to pick a lock or deactivate a not take their Maneuver for that turn. Rapidly moun-
trap, the Character must roll a Handicraft Test against ting or dismounting a creature that is not fit to be
a Difficulty set by the Narrator based on the type of used as a mount imposes a -2 penalty on all Tests to
lock or trap and the tools used by the Character. handle it.

Mechanical Repairs (Handicraft): Characters Reacting: to avoid falling from the back of their
can attempt Handicraft Tests to repair or sabotage mount, Characters must pass an Athletics Test that
damaged vehicles, weapons, suits of armor, and the does not count as an Action.
like with the right tools and materials.
Riding without using reins: at the beginning of the
Picking Pockets (Stealth): to silently take so- combat round, the Character can attempt an Athleti-
mething from somebody’s pocket, the Character cs Test to direct their mount only using their knees,
must pass a Stealth Test against either their victim’s to have both hands free to fight. On a failure, they
Sense score if they are unaware of the fact, or Analy- can use only one hand to fight. This Test does not
sis if they are actively trying not to be robbed. count as an Action.

Riding (Agility): basic riding maneuvers do not Table 2.12 - Riding


require Tests as long as the Character is proficient in
Maneuver Difficulty Test
riding. If not, they must roll an Athletics Test against
the Difficulty listed in the description entry of the Rein-less Riding Challenging 12
animal, even for simple actions like mounting, di-
smounting, and handling.
Reaction Challenging 12
Cover: Characters can lean behind their own mount
for cover. They cannot attack while riding in such Jump Hard 14
way and do not benefit from cover if they fail the
Athletics Test. This Test counts as an Action, while Fall Hard 14
returning to the original position is a Maneuver.
Cover Extraordinary 16
Cushioning a fall: to avoid suffering damage when
falling off their mount, Characters can roll an Ath- Rapid Mount or
Extraordinary 16
letics Test. On a failure, they fall prone and suffer Dismount
1 point of damage. This Test does not count as an
action. Snooping Poisons (Analysis): to recognize the
symptoms of poisoning, the Character must attempt
Jump: to have their mount vault over an obstacle a Senses Test against the poison’s Difficulty.
or over a distance up to half of the creature’s Move-
ment, the Character must pass an Athletics Test. On Swimming (Athletics): if the Character is pro-

73

Hill Snover (Order #36675299)


CHAPTER 2

ficient, it is not necessary to roll Athletics Tests for the complexity of the task or command. An ani-
swimming under normal conditions and over brief mal can learn up to four commands, each taking a
distances. Table 2.13 – Swimming lists the modi- month of training to be learned. Once that time is
fiers that can influence an Athletics Test rolled for passed, the animal can execute those commands in
swimming. Characters must, however, roll a Test if any conditions, even if they would not normally do
the waters they are swimming in become agitated. so. Characters can attempt to tame wild animals and
teach them commands, but any Charm Test in that
Drowning: should the Character fail their first Test, situation suffer a -2 penalty and the training time is
they start drowning and must roll again each turn. two months, rather than one.
If they cannot become afloat within a number of
rounds equal to their Resistance score, they drown Calm Animal: upon a successful Test, the Cha-
and die. racter calms a scared animal or dissuades it from at-
tacking or fleeing. The Calm command can be used
Table 2.13 - Swimming even with untrained animals and is required in order
to begin the process of teaching them new tricks.
Conditions Difficulty Test Fatigue
Calm waters Medium 10 1h Table 2.15– Training Animals
Rushing Waters Challenging 12 ¾h Command Difficulty Test
Agitated Waters Hard 14 ½h Recall Trivial 6
Storm Extraordinary 16 ¼h Follow Medium 10
Vortex Legendary 18 5 min Stay Medium 10
Attack Challenging 12
Tracking (Analysis): Characters can track crea-
tures and vehicles with an Analysis Test against the Search Hard 14
Difficulty listed in the table below: Guard Hard 14
Retrieve Extraordinary 16
Table 2.14 - Tracking
Hunt Extraordinary 16
Terrain Difficulty Test
Humid Terrain Easy 8
Examples of Tricks:
Soft Ground Challenging 12
Attack: the animal attacks one or more targets as
Rocky Ground Hard 14 directed by their master.
Rocks Extraordinary 16
Follow: the animal follows their master even in si-
tuations of grave danger.
Training Animals (Charm): this proficiency
allows a Character to understand the motives and Guard: the animal protects their master or a per-
behaviors of animals. Thanks to this knowledge, a son or place they were instructed to.
Character can attempt to calm, tame, or teach them
a few simple tricks. To do so, they must roll Charm Hunt: the animal hunts for small game in the sur-
Tests against a Difficulty that varies depending on rounding area.

74

Hill Snover (Order #36675299)


SKILLS

Heel: the animal returns to their master. Animals: by passing an Analysis Test, the Cha-
racter knows how dangerous an animal is and what
Retrieve: the animal retrieves an item they were in- their weaknesses are. With a successful Handicraft
structed to. If they are not told what to return, they Test, they can also gather useful parts from their
retrieve something random. corpse, like horns, glands, skin, or fat.

Stay: the animal stands in the spot their master Herbalism: by passing an Analysis Test, the Cha-
told them to. racter can recognize the nature and properties of a
plant, how to gather and preserve it so it does not
lose any of its properties, and how to brew home-
made remedies with it.
Characters attempting to use a Skill in
an Advanced way without being profi- Riding: Biome Knowledge (Nature) also grants
cient in it succeed on the Test only with the Character proficiency in Riding.
a natural 11 or 12 on the d12 roll.
Specializing: if a Character employs an Art that
features environmental specialization, they benefit
from an extra +1 to the Test they roll for that Art
when they are in the environment they specialized in.
KNOWLEDGE
Biome Knowledge (Nature) Specializations:
Knowledge represents a specific field of lore the forest, arctic, desert, sea, mountain
Character has studied or has experience with and
now they can access without any roll. • Urban Areas
What follows is a list of the typical fields of Knowle- Camouflage: With a successful Cunning Test
dge that Vulcania’s Characters are most often versed against a Difficulty based on the size of the sett-
in. lement, the Character is able to be inconspicuous
when moving within an inhabited area.
Geographic Knowledge
Driving: Biome Knowledge (Urban Areas) also
How well Character knows the territory, traditions, grants proficiency in Driving.
and history of the Vulcanian Islenation indicated in
the parentheses. Orienteering: Characters used to city life can
orientate themselves in an urban area by passing an
Biome Knowledge Analysis Test with a Difficulty set by the Narrator
according to the settlement’s size and complexity.
Being versed in this field grants a +1 bonus to Tests
made when interacting with the biome specified in The right person at the right place: with a suc-
the parentheses. cessful Charm Test against a Difficulty based on the
size of the settlement, the Character is able to find
• Nature out what they have to do to get to their objective.
This encompasses knowledge about the natural en-
vironment, its flora and fauna. Below is a list of the
most common fields of application for its +1 bonus:

75

Hill Snover (Order #36675299)


CHAPTER 2
Table 2.16 – The Right Man at the Right Place
Type Population Difficulty Time
Village < 1,000 Trivial 15 minutes
Hamlet < 5,000 Medium 30 minutes
Town < 10,000 Challenging 1 hour
City < 50,000 Hard 5 hours
Large City < 100,000 Extraordinary 10 hours
Capital City < 500,000 Legendary 1 day

76

Hill Snover (Order #36675299)


SKILLS

Table 2.17 – Mechanical Diagnosis


Damage Description Test

Damage is not serious enough to prevent the mechanism


Superficial Damage from functioning, but could lead to future failures if left +0
unattended.

Damage is enough to cause short-term malfunctions. The


Medium Damage mechanism needs repairs within a few hours or damage +1
becomes serious.

The mechanism cannot work properly and needs


Serious Damage +2
immediate repairs.

The mechanism cannot work properly and needs immediate


Critical Damage +4
extensive repairs.

Specializing: if a Character employs an Art that reactions in the game world, the Character must have
features an environmental specialization, they bene- the raw resources available and pass an Analysis Test
fit from an extra +1 to the Test they roll for that Art against a Difficulty set by the Narrator according to
when they are in the environment they specialized in. the materials used and the desired effect.

Biome Knowledge (Urban Areas) Specializa- Identifying Materials: on a successful Analysis Test
tions: slums, rural areas, industrial areas, residential against a Difficulty that varies depending on the ra-
areas rity of the material, the Character is able to identify
their properties.
Academic Knowledge
• Engineering
These fields of study can be accessed only through
schools, universities, and similar institutions, and are Only those Characters who are members of the
required to learn and use many Arts. Monopoly of Engineers have access to advanced
machine lore, such as Vulcanus Batteries.
• Alchemy
Cybernetics: the Character is capable of inter-
The Monopoly of Alchemists jealously guards alche- facing with Gizmos created by their Monopoly by
mical knowledge, teaching chemistry and metallurgy using a Maneuver.
as well as esoteric philosophies aimed at synthesizing
emotions, controlling self-combustion, or defeating Mechanical Diagnosis: with a successful Analy-
death. sis Test against the Difficulty listed in the description
of the item, modified by any problems they might be
Alchemical Reactions: to cause small alchemical suffering from, the Character is able to diagnose any

77

Hill Snover (Order #36675299)


CHAPTER 2

issue and how to fix it.


Technical Knack: Characters with Academic Sensing Conlio: with a successful Analysis Test
Knowledge (Engineering ) receive a +1 bonus to In- against a Difficulty set by the Narrator depending
sight Tests when driving mechanized vehicles. on the concentration of conlio, the Character can
sense the presence and intensity of the metal within
• Markonism 10 cubitus.

Conlio is an extraordinarily ductile and malleable Utilizing Remotes: the Character is capable of in-
silver-hued metal, its most famous property being terfacing with Remotes and using Markon Weapons.
the ability to transmit cerebral waves.
A few years before the great war, it was also disco- • Medicine
vered that conlio is present in minute quantities in
the blood of all living beings. Being well versed in the fields of medicine grants
By concentrating it in the central nervous system, a Character knowledge of anatomy, physiology, and
scientists discovered that anyone could acquire some pathology, and allows them to recognize symptoms
degree of telepathic influence over other people. and formulate treatments.

Connection: the Character is able to decipher and Amputation: on a successful Analysis Test against
broadcast messages through the Mentographic line. a Difficulty of 9 + the number of Wounds the target
has lost, the Character can save their life but cause
permanent damage.
Table 2.18 – Sensing Conlio
Item Example Difficulty Test Diagnosis: the Character is able to identify dise-
ases and formulate treatments with an Analysis Test
Drone Trivial 8 against a Difficulty from Table 2.19 – Basic and Ad-
vanced Skill Uses.

Andromedus Medium 10 First Aid: the Character receives a +1 bonus to


Handicraft Tests rolled to aid even Gravely Woun-
ded companions.
Chakraan or Serpis Challenging 12
Snooping Poisons: the Character is granted the
Extendor or Geminus Hard 14 Snooping Poisons Proficiency.

Inauris or Fidelitas Extraordinary 16

78

Hill Snover (Order #36675299)


SKILLS

79

Hill Snover (Order #36675299)


CHAPTER 2

Table 2.19 – Basic and Advanced Skill Uses

Skill Basic Uses Advanced Uses

Climbing
Jumping
Athletics Swimming
Sprinting

Hand-to-hand Combat
Brawl Non-lethal Damage  
STAMINA

Brute Force
Strength Carrying, Lifting, and Pushing  

Prolonged Exertion
 
Resisting Toxins
Resistance  
Moving on Foot
 

Nimbleness
Acrobatics
Standing up in Melee
Agility Riding
Diving
Riding

Vanishing
Sneaking
DEXTERITY

Picking Pockets
Stealth Hiding
Shadowing
Concealing

Craftsmanship
Mechanical Repairs
Handicraft First Aid
Lock-picking

Avoid Hazards
Reflexes Dodge

80

Hill Snover (Order #36675299)


SKILLS

Skill Basic Uses Advanced Uses

Spot Tracking
Memorize Evaluating
Analysis
Orienteering Snooping Poisons

Driving
Sensing Intentions
Aeronautics
Insight Gambling
Alchem Weapons

MIND
Perception
Sixth Sense
Senses Aculeus
Aim

Concentration
Cool
Discipline
Initiative

Gathering Information
Persuade
Command Training Animals
Charm
Barter  
Panache
Seduce

Cheating MAGNETISM
Cunning Con Disguise

Threaten
Aggression Extract Information

Evade
Providence
Luck
Lightning Rod

81

Hill Snover (Order #36675299)


3 ARTS

Aarom’s clothes were as soaked in blood and he was exhau-


sted. But after the strenuous fight, he had finally made it.
Clearing the place of those horrible creatures, however,
made him feel better than ever before. Professor Girz had
been right! He could smell them from the village, not far
from Kbal, the abandoned city. Aarom had no words to
describe the horror of those revolting creatures. Their red
eyes filled with hatred told of an abyss of death and pain,
their jaws, endless rows of sharp fangs, drooling a sickly
green fluid. Their limbs, vaguely reminiscent of their origi-
nal humanoid shape, ended in deadly claws, ready to tear to
ribbons anything foolish enough to get too close. Aarom had
to use stimulant to find the heart to fight them and, blow
after blow, he had felt his building fury turn to unstoppable
strength. He had killed every single one of those monsters,
sparing none and, now, it was all over. Only silence.
All of a sudden, his eyes widened, as the corpses had
turned into human beings! How could it be?!
Instinctively, Aarom thumbed his injector again, feeling
the familiar rush of the stimulant flooding his system, re-
turning everything to normality. Professor Girz was right
once again. “Only the light of Biopsy can show you the true
path.” Apparently, so it was.

Hill Snover (Order #36675299)


83

Hill Snover (Order #36675299)


CHAPTER 3

A
Character.
rts represent fields a Character can specia- Institutes and Prerequisites: some Arts do not
lize in during their life before and after be- have any requirements to learn them other than
coming an adventurer. They grant special abilities, paying their cost. Others, however, require a set of
knowledge, and proficiencies that allow Characters basic knowledge or skills to be accessed.
access to advanced uses of some of their Skills, In the description of each Art, this section con-
to be more efficient in combat, or generally more tains all the required knowledge, Arts, or anything
powerful. else the Character needs to know in order to learn
that Art.
Gaining Access to Arts
Features: the features of an Art are its practical
During Character creation, Characters automatically applications.
receive one or more Arts, depending on their Past With them, Characters can create objects, pull
Experience, and they can spend money to find pe- off acrobatic stunts, heal a companion, or pick the
ople who will teach them new Arts once the game pocket of a nobleman.
has begun. Whatever an Art teaches you to do, it is listed in
These teachers are found in cities as well as in the this part of its description.
wilderness and might not ask just for money as pay-
ment, but instead favors or tasks to be completed. Opportunities: some Arts grant special ways to
spend Opportunities when you roll a natural 11 or
12 on a Test. Further information about Oppor-
Arts Descriptions tunities in combat are described in Chapter IV –
Combat.
Types: there are two kinds of Arts in Vulcania:
Professional and Combat. Knowledge: some Arts also grant a Knowledge
to the Character.
Sesterzii Cost: this is the amount of money
the Character must pay to learn that specific Art, Proficiencies and Craftsmanship: some Arts
whether it is the fee of its teacher or admission to grant proficiency with specific crafting tools and
a specific academic institution. Such cost is only advanced uses of Skills.
a guideline, and the Narrator is free to change it
depending on the region or the reputation of the

84

Hill Snover (Order #36675299)


ARTS

Character knows what they are doing, avoiding di-


PROFESSIONAL ARTS stractions and keeping an adamant focus when dea-
ling with such components.

Alchemical School of Entropy


Entropic Architect $ 800
This is the branch of Alchemy that studies the states Prerequisites: Entropic Master
of matter and the energy it generates when passing Rank: Expert
from one to another.
The first rudimentary basics of chemistry were di- ¤¤ Instant Creation: the Character is able to cau-
scovered many centuries ago, and gradually evolved se an alchemical reaction in mere seconds, thanks
into a science that studies esoteric phenomena more to his expertise and quickness of thought. After a
akin to magic than science to the eye of the common successful Handicraft Test, The Character creates a
man. Bomb in 1 round. Given the unstable nature of this
The Monopoly of Alchemists is known for using process, the Difficulty is increased by 2 and the de-
such knowledge both as a source of money and of vice must be used in the following round. If not, it
mysterious prestige. detonates in the Character’s hands at the end of the
Definitely, the School of Entropy is for those who round after it was created.
liked to set things on fire when they were children. ¤¤ Tinkering with Devicesi: the Character’s
vast knowledge of alchemy and the equipment their
Monopoly designs allows them to improve their al-
chemical devices. On a successful Handicraft Test
Entropic Master $ 1,000 against the device’s Difficulty +2, they can make it
Prerequisites: None detonate after up to 5 rounds. Otherwise, the player
can choose to have it activated by pressure or other
¤¤ Academic Knowledge (Alchemy) means, like a mine.
¤¤ Biomes Knowledge (Urban Areas)
¤¤ Proficiency (Alchem Weapons): wielding
the marvelous weapons of war developed by the Al-
Alchemical School of Biopsy
chemist is no trivial matter. However, the Character
Where the School of Entropy studies the manipu-
knows how to use such wonders of technology wi-
lation of matter, that of Biopsy explores human
thout hurting themselves… most of the time.
physiology and the potential to change and alter it
¤¤ Craftsmanship (Create Bombs): alchemical through the use of alchemical substances.
reagents are highly unstable substances to be handled It is often held as second in importance in the Mo-
with the utmost care, as the slightest mistake could nopoly of Alchemists, with biopsists both feared
result, at best, in a disintegrated beard. However, the

85

Hill Snover (Order #36675299)


CHAPTER 3

and despised for their work. Because of this, the Mo- ¤¤ Lab-hardened: by experimenting for so much
nopoly of Alchemists tends to keep public attention time with reagents and toxins, the Character has de-
focused on the School of Entropy. veloped a form of resistance to their effects. They
receive a +2 bonus to Resistance Tests when imbi-
bing a Mutagen.
Master Biopsist $ 1,000 ¤¤ Extra Dose: the Character is able to optimize
Prerequisites: None the dosage on their Mutagens. When administering
a Mutagen to a willing creature, the Difficulty of the
¤¤ Academic Knowledge (Alchemy) relative Resistance Test increases by 1, but if the Test
¤¤ Academic Knowledge (Medicine) is successful it counts as a Success with Opportunity.
¤¤ Craftsmanship (Mixing Mutagens): mixing
the right dosages of these neural stimulants is an un-
forgiving art, requiring a quick and flexible mind. Master of Poisons $ 500
¤¤ Craftsmanship (Mixing Toxins): these sub- Prerequisites: Master Biopsist
stances are incredibly toxic to human tissues, not Rank: Expert
to mention incredibly volatile and dangerous. It ta-
¤¤ Biomes Knowledge (Nature)
kes but a mere slip of concentration to be killed by
exposure to their deadly effects. ¤¤ Professional Mixer: the Character gains a +2
bonus when synthesizing toxins.
¤¤ Proficiency (Aculeus): this piece of machi-
nery is capable of mixing, injecting, and even shoo- ¤¤ Poisoner: the Character is an expert in admini-
ting a wide range of toxins but is incredibly complex stering poisons. The Difficulty to identify and resist
to operate properly. Biopsists train extensively to the effects of a poison administered by the Character
master their secrets and always be ready to admini- increases by 2.
ster some of their concoctions to friends and rela- ¤¤ Inured to poisons: the Character has spent
tives… or enemies and enemy relatives, of course.

Biopsist Architect $ 800


Prerequisites: Master Biopsist
Rank: Veteran

¤¤ Detonate Mutagens and Toxins: on a


successful Handicraft Test against the Diffi-
culty of a Mutagen or Toxin + 2 and a full
round of work, the Character can put them
into an explosive bottle, spreading the effect
of that Mutagen or Toxin over a 2 cubitus area.
The effects of Mutagens and Toxins used in
this way last for 1 round, Regardless of their
usual effects. Unused explosive bottles deto-
nate of their own accord at the end of
the round after the one during whi-
ch they were created.

86

Hill Snover (Order #36675299)


ARTS

time pitting their immune system against both natu- hold no secrets for the Character. They are able to
ral and artificial poisons. They are immune to natural interface with the Devices made by the Monopoly of
poisons with Difficulty 10 or less and receive a +2 Engineers as a Free Action.
bonus to Resistance Tests against those they do roll ¤¤ Ballistic Expertise: pistols and rifles are sim-
for. ple toys for the Character. As a Maneuver, they can
attempt a Handicraft Test to unjam a firearm.

School of Engineering
Tecnicus $ 600
The Monopoly of Engineers trains its students in
the basics in mathematics and physics as well as their Prerequisites: Meccanicus
practical applications. Rank: Expert
It is the only way to learn the secrets of Vulcanus ¤¤ Foreman: study and experience has turned the
Batteries, the driving force behind the industrial re- Character into a master of machines. They gain a
volution. +2 bonus to all Handicraft Tests to repair stuck or
damaged vehicles and gizmos.
¤¤ Craftsmanship (Gizmos and Remotes): the
Aviator $ 800
character has the ability to build and repair a variety of
Prerequisites: None mechanical devices. But, when dealing with remotes, the
Character must be assisted by a skilled Markonist.
¤¤ Academic Knowledge (Engineering)
¤¤ Machinist: as a Maneuver, the Character can
¤¤ Biomes Knowledge (Urban Areas)
attempt a Handicraft Test against the Difficulty of a
¤¤ Geographic Knowledge (Any two of the Device to instantly kick it up to pressure. They can-
player’s choice) not do so again until the device goes through a full
¤¤ Proficiency (Aeronautics): the Character is compression cycle.
capable of piloting aircraft and air-vessels.
¤¤ Ace: the Character receives a +2 to all Insight
Omega School of Markonism
Tests when driving or piloting vehicles of any kind.
¤¤ Sixth Sense: the Character gains a +1 bonus The properties of conlio have been studied extensi-
to all Evade Tests when piloting. vely, to the point where the Monopoly of Markonists
has branched in three different directions.
Of them, the Omega School studies the interaction
Meccanicus $ 900 between the human mind and remotes, gizmos made
Prerequisites: None of conlio that can take any form.

¤¤ Academic Knowledge (Engineering)


¤¤ Biomes Knowledge (Urban Areas) Magister Omega $ 900
¤¤ Proficiency (Repairs): the Character has Prerequisites: None
spent years assembling and disassembling gizmos
¤¤ Academic Knowledge (Markonism)
and devices and fixing things is their specialty.
¤¤ Biomes Knowledge (Urban Areas)
¤¤ Advanced Cybernetics: the technological
wonders designed by the Monopoly of Engineers ¤¤ Assistant Mechanic: thanks to their training,

87

Hill Snover (Order #36675299)


CHAPTER 3

the Character can control some of the more complex become a master in miniaturizing their drones and,
and esoteric of the remotes: drones. As a Maneuver, instead of just one, they can control a swarm of
they can have a drone under their control take one smaller ones called Nanodrones that behaves in the
Action. The drone cannot be activated more than same way as their larger cousin.
once per round. ¤¤ Infestation: the Character can guide their
¤¤ Basic Grafts: the Character is able to interfa- swarm of Nanodrones to pester a target, inflicting a
ce with the basic grafts of their drone. -2 penalty to all Tests. An Infested target must spend
¤¤ Speed of Thought: when obtaining an Op- one full round to get rid of the swarm of drones.
portunity from an Initiative Test, the Character can ¤¤ Living Armor: the Character is a firm be-
spend it to activate the drone as a Free Action. This liever in drones being a better friend to man than
does not count against the number of activations per dogs. They can have their swarm of drones encase
round for that drone. their body in a protective shell, gaining a damage re-
¤¤ Remote Perception: the Character’s link with duction of 1. The swarm will need a round to reform
their drone allows them to know its position and its itself each time the Character takes damage.
surroundings, even if it is outside of their field of
vision, as long as it is within control range. If the dro-
ne does not carry sensory equipment, the Character Primus Micron Omega $ 600
can only perceive the presence of moving creatures Prerequisites: Magister Micron Omega
within 3 cubitus. Rank: Veteran

¤¤ Eye of the Beetle: nanodrones are too small


Primus Omegas $ 900 to be grafted with sensory equipment, but they can
sense sound vibrations within 6 cubitus. The Cha-
Prerequisites: Magister Omega
racter, however, when sensing through the swarm
¤¤ Multi-Control: thanks to their experience and of drones, cannot access their own senses and per-
knowledge, the Character can control an additional ceptions.
drone. However, the strain on their mind is such that ¤¤ Living Whip: the drones in the swarm lock
they suffer a -2 penalty to all Tests when using them. onto one other, forming a thick filament 6 cubitus
¤¤ Advanced Grafts: the Character’s skill allows long that can be used as a whip, a grappling hook,
them to interface with both the basic and advanced or a climbing implement. For the description of the
capabilities of their drones. Nanowhip, see Chapter V – Equipment. The Cha-
racter can attack with the whip as their Action and
¤¤ Five by Five: through deep concentration, the
then command the swarm to attack again as their
Character enters a state similar to mental commu-
Maneuver.
nion with their drones. As an Action, they can con-
trol two drones at the same time. ¤¤ Intelligent Armor: the swarm of drones mo-
ves, thickening on the part of the Character’s body
that is about to be struck. The damage resistance
Magister Micron Omega $ 900 they provide increases to 2.

Prerequisites: Magister Omega


Rank: Expert Psi School of Markonism
¤¤ Swarm: why have just one drone when one
could have a hundred or more?! The Character has Conlio is present in the human body, also, especially
in the cells of the nervous system. The Psi School

88

Hill Snover (Order #36675299)


ARTS

studies the interactions that a well-trained mind can mare, inflicting the Terrified condition. If the Cha-
have with that of other people. racter Catastrophically fails the Test, they suffer the
Dazed condition.
¤¤ Charm: on a successful Charm Test against
Magister Psi $ 900 the Discipline score of a Mind Touch target, the
Prerequisites: None Character can make them friendly and can compel
them to complete one task “recommended” by the
¤¤ Academic Knowledge (Markonism) Character. If the target thinks the Character is a
¤¤ Mind Touch: thanks to their innate gifts, the threat, this power does not work. If the Character
Character can contact the minds of those around Catastrophically fails the Test, they suffer the Dazed
them. As a Free Action, the Character can use Mind condition.
Touch on a visible target within a number of cubitus
equal their MIND score.
¤¤ Empathy: the Character is used to delving Primus Umbra Psi $ 900
into the brains of other people, gaining a +2 bonus Prerequisites: Magister Psi
to Insight Tests to sense the mood of the targets of
Mind Touch. ¤¤ Distracting Aura: as a Maneuver, the Cha-
racter weakens the concentration of everyone within
¤¤ Illusion: by passing a Cunning Test against
3 cubitus around them, including their allies. Weake-
the Discipline score of a target of Mind Touch, the
ned targets suffer a -3 penalty to Analysis and Senses
Character can instill in them a fleeting image, infli-
Tests rolled to perceive or spot.
cting the Disoriented condition. If the Character
Catastrophically fails the Test, they suffer the Dazed ¤¤ Invisibility: on a successful Cunning Test
condition. against the Discipline score of a Mind Touch target,
they do not see the Character. Keeping this power
¤¤ Berserk: by succeeding at an Aggression Test
active takes an Action every round. If the Character
against the Discipline score of a target of Mind Tou-
Catastrophically fails the Test, they suffer the Dazed
ch, the Character can force them to strike at the per-
condition.
son closest to them with an attack that deals 1 point
of damage. If the Character Catastrophically fails the ¤¤ Amnesia: on a successful Cunning Test
Test, they suffer the Dazed condition. against the Discipline score of a Mind Touch target,
the Character removes everything that happened in
the last minute from their memory. If the Character
Primus Psi $ 900 Catastrophically fails the Test, they suffer the Dazed
condition.
Prerequisites: Magister Psi
Rank: Expert

¤¤ Extended Touch: the Character can push Phi School of Markonism


their presence to affect more targets with their Mind
Touch. The range of the power doubles, but the Originally a branch of the Psi School, the Phi Scho-
Character suffers a -1 penalty for each additional tar- ol initially formed in Nuugard then extended to the
get they affect beyond their normal limit. other Islenations. Its mandate is to study the inte-
raction of human and animal minds through conlio,
¤¤ Nightmare: on a successful Cunning Test earning Phi students no small amount of derision
against the Discipline score of a Mind Touch target, or downright contempt from other institutions. Of
the Character can make them see their worst night- course, Phi students usually have little concern for

89

Hill Snover (Order #36675299)


CHAPTER 3

what those foppish city-dwellers have to say about For additional information about animals, see Chap-
them. ter VIII – Adversaries.
¤¤ Animal Instinct: the tight bond the Character
shares with animals grants them a +2 bonus to Ini-
Magister Phi $ 900 tiative Tests.
Prerequisites: Magister Psi

¤¤ Biomes Knowledge (Nature) Primus Phi $ 900


¤¤ Proficiency (Training Animals) Prerequisites: Magister Phi
¤¤ Mental Transfer: the Character is known for Rank: Expert
preferring animals to people. They use their Mind
Touch to control a specifically trained animal and ¤¤ Mind Melding: the Character is able to re-
enter a state of semi-consciousness, suffering the main vigilant even when controlling an animal throu-
Disoriented condition. As a Action, the Character gh their mind. Controlling the animal now takes only
then can control the animal, allowing them to take a Maneuver, but if the creature dies while the Cha-
an Action. When the animal must roll a Test, use the racter is controlling it, the link triggers a seizure and
Character’s Discipline score as a modifier, applying the Character falls to the ground, unconscious.
any extra modifiers as per the animal’s description. ¤¤ Total Synergy: when the Character obtains an
Opportunity on an Initiative roll, they can spend it
to have their animal take an additional Action before
the first round starts.

Maximus Phi $ 900


Prerequisites: Primus Phi
Rank: Veteran

¤¤ Multi-Control: the Character is now ca-


pable of controlling an additional animal. The
pack grows! However, to control each ani-
mal, they have to spend a Maneuver.
¤¤ Shared Mind: when the
Character obtains an Opportunity on a
Test they made while controlling their
animals, the Character can take an ad-
ditional action.

Circus School

The Circus is not just a “school” of thou-


ght, but a lifestyle of its own. The only way
to study these fine arts is to join a troupe and
travel the world with them, learning the tools

90

Hill Snover (Order #36675299)


ARTS

of the trade from one master performer at a time. mountains, swamps, and plains. To survive far from
Transcending the limits of one’s flesh is a trying the commodities of technology, one must be pre-
and taxing effort, but it is also the expression of pared to learn from this harsh school, that demands
the utmost freedom, and circus performers know absolute devotion, but rewards with a life far from
this all too well. the suffocating fumes of the cities.

Juggler $ 500 Explorer $ 600


Prerequisites: None Prerequisites: None

¤¤ Proficiency (Acrobatics) ¤¤ Biomes Knowledge (Nature)


¤¤ Craftsmanship (Woodworking or Sewing) ¤¤ Craftsmanship (Any two of the player’s
¤¤ Escapist: years of exercise have granted the choice from Leatherworking, Woodworking,
Character the ability to dislocate their shoulders and and Sewing)
thumbs, adding a +2 bonus to all Agility Tests to ¤¤ Proficiency (Tracking )
break free of chains, ropes, manacles, and the like. ¤¤ Proficiency (Snooping Poisons)
¤¤ Nine Lives: on a failed Test to avoid falling, ¤¤ Proficiency (Training Animals)
the feline gods award the Character a Luck Test to
avoid crashing into the ground, in honor of their agi-
lity. Scout $ 600
Prerequisites: Explorer
Circus Performer $ 700 ¤¤ Biomes Knowledge (Nature: Any two envi-
Prerequisites: Juggler ronments of the player’s choice)
Rank: Expert ¤¤ Chameleon: the Character receives a +2 bo-
nus to Stealth Tests when hiding in a natural envi-
¤¤ Geographic Knowledge (Any two of the
ronment.
player’s choice)
¤¤ Survivor: the Character has seen it all in their
¤¤ Acrobat: the Character has walked the tightro-
travels. They receive a +2 bonus to Resistance Tests
pe so many times they lost count! They receive a +2
rolled against adverse traveling conditions like bad
bonus when rolling Acrobatics Tests.
weather, poor nutrition, or poisoning.
¤¤ Natural Agility: the Character can pull off
¤¤ Nerves of Steel: the Character knows that
acrobatics or other Agility-based Tests even when
the thin line between life and death is often as thin
moving, instead of being forced to take an Action.
as an individual’s nerve fibers. The Character can-
¤¤ Gyro-stabilized: the Character cannot suffer not suffer from the Slowed condition.
the Unbalanced condition. Impressive!

School of Crime
School of Survival
If crime can be considered a school, it teaches ways
The Industrial Revolution led to the exponential to survive or get rich, often on the illegal side of
growth of industrial and urban centers, although things. Criminal life is not something to be taken
Vulcania still remains covered in wild lands, woods, lightly, it’s something that chews up those who live

91

Hill Snover (Order #36675299)


CHAPTER 3

it and spits out only their broken remains, so prepa- Infiltrator $ 500
ration is the keyword.
Prerequisites: None
¤¤ Biomes Knowledge (Urban Areas: any two
Scoundrel $ 600 environments of the player’s choice
Prerequisites: None ¤¤ Craftsmanship (Sewing)
¤¤ Biomes Knowledge (Urban Areas: Slums) ¤¤ Proficiency (Disguise )
¤¤ Proficiency (Picking Pockets) ¤¤ Information Miner: the Character is an adept
in manipulating a conversation to go in the direction
¤¤ Proficiency (Lock-picking)
they want it to. They receive a +2 bonus to Charm
¤¤ Vanishing: the Character is adept at melding and Cunning Tests to discreetly gather information.
in with people and gains a +2 bonus to Stealth Tests
to hide in a crowd and not be shadowed.
Spy $ 700
Prerequisites: Infiltrator
Thief $ 600
Rank: Expert
Prerequisites: Scoundrel
Rank: Expert ¤¤ Actor: the Character is incredibly skilled in po-
sing as another person. They receive a +2 bonus to
¤¤ Master Key: the Character is able to pick a all Cunning Tests rolled for posing as somebody else.
lock almost without even looking. They automati-
¤¤ Legendary Gall: often, the best way not to be
cally pass Lock-picking Tests with a difficulty of 10
discovered is playing it casual, as if doing something
or less.
totally legal. The Character receives a +2 bonus to
¤¤ Kleptomania: the Character finds it difficult Stealth Tests for infiltrating guarded places.
to control the urge to steal. With a Maneuver, they
¤¤ Insight: planning is essential to the success
may try to take a belt pouch, small weapon, or other
of a mission, and speed in planning is even more
carried or worn item off an adjacent target. They
important when things can degenerate at the speed
must roll a Stealth Test against the target’s Senses
of thought. The Character can spend a Free Action
score to succeed. If the Character is attempting to
instead of a Maneuver to prepare an Action.
pick a Bomb or activate it from within its owner’s
pocket, they suffer a -2 penalty to the Test… althou- ¤¤ Eyes in the Back: the Character is aware that
gh the results might well be worth it! everything could go wrong within the next few se-
conds. They cannot suffer from the Surprised con-
dition.
School of Espionage

Armies, governments, and corporations constantly Other Professional Arts


need intelligence to be one or two steps ahead of
their rivals. Often those who walk this path learn The following Arts are not part of a complex path,
from many different teachers and schools, although but can be learned thoroughly and one at a time at
new tricks and lessons become increasingly harder universities, specialized schools, or teachers.
to come by the more advanced they are.

92

Hill Snover (Order #36675299)


ARTS

Ascetic $ 700 Gambler $ 500


Prerequisites: None Prerequisites: None
¤¤ Craftsmanship (One of the player’s choi-
¤¤ Biomes Knowledge (Urban Areas)
ce between Leatherworking, Woodworking, and
Sewing) ¤¤ Proficiency (Cheating)
¤¤ Unshakable: nothing can perturb the inner ¤¤ Poker Face: spending a great deal of time
peace of the Character. They receive a +2 bonus to gambling has allowed the Character to develop the
all Discipline Tests rolled against Seduction or Inti- fine skill of reading their opponents and hiding
midation. their emotions at the same time. They receive a +2
bonus to Insight and Cunning Tests when playing
¤¤ Karma: the Character lives in harmony with
Syrus or other games of chance that involve more
the universe. When the Narrator calls for a Luck
than one player.
Test to verify a situation beyond the control of the
players, the Character receives a +2 bonus. ¤¤ Goad: the Character’s recklessness can make
their opponents lose their temper. The Character can
¤¤ Strong as the Mountain, Flexible as the
attempt a Cunning test against the target’s Discipline
Reed: the Character’s mind is a bastion against the to force them to attack in melee. The Character then
privations that might ravage their flesh. They cannot receives a Gear of Fate from the Narrator.
suffer the Disoriented condition.

Investigator $ 500
Prerequisites: None

¤¤ Biomes Knowledge (Urban Areas)


¤¤ Proficiency (Tracking)
¤¤ Interrogator: the Character is proficient in
helping people speak their mind, perhaps through
encouragement or a healthy dose of clips behind the
ears. They receive a +2 bonus to Aggression Tests
rolled for gathering information.
¤¤ Investigator: knowledge, training, experience,
and insight lead the Character in the search for truth.
They receive a +2 bonus to all Analysis Tests rolled to
find clues, unravel the secrets of a crime scene, or find
hidden paths or compartments.
¤¤ Clinical Eye: sometimes, taking one’s time
to formulate a course of action can make the dif-
ference between success and utter failure. When
combat breaks out, the Character can choose
not to roll an Initiative Test. If they do, during
the first round they can only take a Maneu-
ver (and Free Actions), but starting from the
second round they are first in the Initiative
order!

93

Hill Snover (Order #36675299)


CHAPTER 3

Leader $ 700 ¤¤ Go With the Flow: the Character’s skill with


words is such that they can inundate their poor vi-
Prerequisites: None
ctims with a veritable stream of words. When they
¤¤ Charmer: people cannot stop listening to the are attacked by an enemy, the Character can spend
words of the Character. They receive a +2 bonus to a Reaction to attempt a Cunning Test instead of a
all Charm Tests rolled when speaking to a crowd. Dodge. On a success, they can disengage and move
immediately. This action can be taken only once per
¤¤ Beacon of Hope: the Character is an example
target.
to follow and a beacon of light in the direst of strai-
ts. As an Action, the Character can attempt a Charm
Test against Difficulty 10 to remove a condition af-
Surgeon $ 500
flicting one ally that can see them.
Prerequisites: None
¤¤ Leader: when they slay an enemy, the Cha-
racter inspires their allies, granting them a +2 bonus ¤¤ Academic Knowledge (Medicine)
to the first Test they each roll in the next round.
¤¤ Medical Assistance: on a successful Analysis
Test against Difficulty 9 + the number of Wounds
the target has lost, the Character is able to diagnose
Merchant $ 600
their health condition and heal them for 1 additional
Prerequisites: None
Wound after a long rest.
¤¤ Geographic Knowledge (Any two of the ¤¤ Trench Medic: the Character is lightning-fast
player’s choice) at bandaging and suturing. By spending a full round,
¤¤ Biomes Knowledge (Urban Areas) they can treat a wounded Character with First Aid.
¤¤ Proficiency (Evaluate) ¤¤ Fitting Prosthetics: the Character is able to
fit an artificial limb to a patient with a successful
¤¤ Snake Charmer: the Character could sell ice
Handicraft Test against Difficulty 12.
to a Nuug. They receive a +2 bonus to Cunning or
Charm Tests rolled for bartering.

94

Hill Snover (Order #36675299)


ARTS

COM BAT ARTS Master of Projectiles $ 800


Prerequisites: Ballistics Expert

Combat Arts offer Characters unique special abilities ¤¤ Perfect Timing: a bullet is a tiny item that
that they can use by spending Opportunities genera- requires only the right timing to find its way to its
ted by attacking, Dodging, Evading, or Initiative, as target even through a tangle of fighting bodies. The
indicated by the icons below: Character can shoot at a target even when an ally
obstructs their line of sight.
Opportunity generated by a Melee Attack ¤¤ Natural Selection: the weak succumbs and
the strong thrives, such are Nature’s laws. And also
Opportunity generated by a Ranged Attack the Character’s. When attacking Disoriented targets,
they benefit from Combat Advantage.

Opportunity generated by a Dodge Test


Fusilier $ 800
Opportunity generated by an Evade Test
Prerequisites: Ballistics Expert
Applies only to rifles
Opportunity generated by an Initiative Test
¤¤ Precise Aim: when they wield a rifle, the Cha-
racter knows that patience can make the difference
School of Ballistics between a hole in the target’s head and one a few
inches from their ears. When they spend a Maneu-
The roots of this school are deeply set in the Mo- ver to Aim down the sights of a rifle, the Character
stucaal lands, where firearms are a common sight in receives an additional +1 to the following shooting
any household. Characters who choose to follow this Test.
path further specialize in the use of either pistols or Exit Wound: the bullet goes through the first
rifles. School of Ballistics techniques only apply to target and deals 1 point of damage to another target
firearms. within 3 cubitus in a straight line.

Ballistics Expert $ 700 Sniper $ 1,300


Prerequisites: None Prerequisites: Fusilier
Rank: Veteran
¤¤ Point-blank: the closer, the easier to hit, right?
The Character receives a +1 bonus to hit when sho- ¤¤ Marksman: there is a huge difference betwe-
oting at targets within 3 cubitus. en an exit wound in the back of the skull and one
¤¤ Crack Shot: thanks to a steady hand and an between the shoulder blades. The Character deals 1
unflinching eye, the Character can shoot into melee extra point of damage when taking a Maneuver to
without having to aim and still not hit their allies. Aim.
Knee Breaker: flight is not an option, only Lightning-fast: after taking a shot, the
fight. On a successful hit, their opponent’s speed is Character can make a Maneuver.
halved until they receive medical attention.

95

Hill Snover (Order #36675299)


CHAPTER 3

Gunslinger $ 800 Itchy Trigger: the Character does not need


Prerequisites: Ballistics Expert any encouragement to start shooting. They can
Applies only to pistols spend an Opportunity rolled on an Initiative Test to
immediately attack with a pistol.
¤¤ Unload: the Character knows that sometimes
they just need the extra firepower. They can choo-
se to unload their weapon’s ammunition reserves on Darvish School
their target, suffering a -1 penalty to hitting but dea-
ling 1 additional point of damage. There must be at Historically associated with the warrior-priestesses
least 3 rounds left in the weapon for Unload to work. of Isairnes, to this day it continues the tradition of
Killing Spree: the Character finds killing hi- naming its various ranks after the precious gems
larious: they advance one slot in the Initiative order. that decorated the weapons of Darvisha of the past.
This form of fighting with two weapons is especial-
ly deadly when facing multiple opponents.
Veteran Gunslinger $ 1,300 • Applies only when fighting with two Medium-sized me-
Prerequisites: Gunslinger lee weapons

¤¤ Rapid Reload: the Character can reload their


pistol as an Action.

96

Hill Snover (Order #36675299)


ARTS

Emerald Blades $ 700 Guascon School


Prerequisites: None
This school is named after a region in northern Bery-
¤¤ Double Front: one more target or one less, nia, in Itteghasp, where a blade master wrote down
the Character does not see that much of a difference. his experiences in a book. Widely held as the most
They ignore one opponent when calculating penal- elegant and noble of the fighting styles, the guascon
ties due to enemy numerical superiority. form features wielding one weapon and keeping a
Double Slash: after striking an opponent, posture meant to minimize exposure.
the Character attacks another with their secondary • Applies only when fighting with one Medium-sized
weapon, dealing 1 point of damage. sword

Sapphire Blades $ 1,000 Fencer $ 800


Prerequisites: Emerald Blades Prerequisites: None
Rank: Expert
¤¤ Combat Mobility: staying still equals staying
Twin Blades: the Character attacks one tar- dead. The Character can move 1 cubitus when they
get with their main weapon and another one with take an Action to attack.
their secondary weapon.
Blade dancer: combat is a dance and the
Defensive Cross: the Character crosses their Character knows how to lead. They can switch posi-
blades, blocking that of their enemy, then they strike, tions with their enemy.
one weapon striking the enemy and the other batting
theirs away. The Character deals 1 point of damage
to the enemy.
Swordsman $ 1,000
Prerequisites: Fencer
Ruby Blades $ 1,600 Rank: Expert
Prerequisites: Sapphire Blades ¤¤ Disarm: sometimes, the goal is just to neu-
Rank: Veteran tralize rather than wound. Instead of rolling a Test
to hit with a melee attack, you can spend a Gear of
¤¤ Teamwork: the Character becomes a force Fate and have your Character take their opponent’s
of nature when attacking enemies already engaged weapon. How stylish!
with their allies. They gain a +2 bonus to Tests to hit
when fighting enemies that are inferior in numbers. Slide: by avoiding the enemy’s attack with an
agile dodge, the Character deals the Unbalanced con-
Blade Storm: the Character is skilled in thin- dition to their enemy.
ning down hordes. They make one extra attack with
their main weapon and another one with the secon-
dary against two different targets.

97

Hill Snover (Order #36675299)


CHAPTER 3

Master of Arms $ 1,600 Buccaneer $ 1,000


Prerequisites: Swordsman Prerequisites: Swashbuckler
Rank: Veteran
Peripheral Vision: not being limited by tun-
¤¤ Punisher: the Character knows that they so- nel vision has undeniable benefits, like shooting un-
metimes have to break one to teach a hundred more. suspecting enemies when they have opened a gap in
When they strike an Unbalanced target, they deal 1 their defenses! The Character can shoot a secondary
extra point of damage. target that is not engaged with them in melee.
Murder Stroke: the opponent fought va- Premonition: when the Character is about
liantly, but now it must be put down. If they have to be shot at, they feel a tingling at the base of their
already taken damage, the Character’s opponent suf- neck. They sidestep a cubitus just in time to see the
fers 2 additional points of damage. bullet that would have caved their skull in pierce
through somebody else, causing 1 point of damage.  

Hybrid School
Corsair $ 1,600
Teaching a form of combat that features the use of Prerequisites: Buccaneer
both a blade and a pistol, this philosophy of fighting
found its most famous representatives in the pirates Stake: the Character jams their blade into the
that plague Vulcania’s oceans and skies. As a testi- foot of their target, who suffers the Restrained con-
mony to the depth of the tie between the two, many dition, then takes a step backward and shoots the
of the Hybrid School’s specializations feature names sorry soul or a secondary target with their firearm.
taken from pirate jargon itself. The jammed blade must be recovered separately.
• Applies only when fighting with a pistol in one hand and Living Shield: the Character dodges a blow
a melee weapon in the other and grabs the closest enemy, aiming a weapon at
their throat as they use them as a shield. Then, they
can attempt an attack with their firearm. All ranged
Swashbuckler $ 700 attacks against the Character hit their living shield as
long as they keep a hold on their victim’s body.
Prerequisites: None

¤¤ Multitasking:  people have two hands, right?


One is for engaging some unfortunate soul in melee,
the other for shooting their friends from a distance. Kravmaga School
Easy! When engaged in hand-to-hand combat, the
Character can still shoot their pistol against other Drawing on all the martial arts developed among
targets as if they were not engaged. the Islenations during the course of history, this
school has enhanced and streamlined many hand-to-
Foul Play: many consider the pistol just a fi-
hand combat techniques. Of course, each Islenation
rearm, but they forget that its considerable heft can
has their own martial tradition, so regional variation
leave some nasty bruises. After a slash, the Character
is high.
can strike their opponent with the butt of their pi-
stol, Slowing them. • Applies only to unarmed combat

98

Hill Snover (Order #36675299)


ARTS

Disciple $ 700 Sensei $ 1,000


Prerequisites: None Prerequisites: Disciple

¤¤ Iron Fist: the very body of the Character is Sweep: the Character ducks and suddenly ki-
a weapon. When they attack without wielding any cks their opponent in the shins, inflicting the Prone
weapons, they are not considered unarmed and the condition.
techniques they know grant them benefits to hand- Projection: the Character still remembers
to-hand combat as if they were wielding a weapon. their teacher telling them to “fight without fighting”
Further information can be found in the Martial and turning the strength of their enemies against its
Arts section of Chapter V – Equipment. owners. By Dodging the attack, the Character grabs
Roundhouse:  the Character spins on one one arm of their opponents and slams them 1 cubi-
foot, kicking their opponent in the face. The target tus away, inflicting the Prone condition.
of the attack is pushed 2 cubitus away and is Unba-
lanced.  
Guru $ 1,600
Prerequisites: Sensei
Rank: Expert

Storm of Blows: the Character


rains blow after blow on their oppo-
nent, knocking them back 3 cubitus
and inflicting the Stunned condition.
Steel Vise: a clinch is
worth more than a thousand
words. The Character blocks their
opponent, inflicting the Im-
mobilized condition. The
next round, they can choose
to keep their target Im-
mobilized, automatically
dealing 1 point of dama-
ge, or letting them go as
a Free Action. Immobili-
zed targets can attempt to
break free with an Op-
posed Brawl Test.

99

Hill Snover (Order #36675299)


CHAPTER 3

Landsknecht School ¤¤ No remorse: as a normal melee attack, the


Character can throw their weapon up to 6 cubitus
Derived from the martial prowess of a Nuug mer- away. There is no escape.
cenary company that rose to prominence four cen-
turies ago, this school focuses on the use of large,
two-handed weapons. School of Shadow
• Applies only to large melee weapons The school of Shadow teaches its students to avoid
combat as much as possible or, when forced to en-
gage, terminate one’s opponent in the quickest way
Reaper $ 700 possible by catching them by surprise. As such tea-
Prerequisites: None chings would be at least tremendously suspicious to
the public eye, learning these techniques from offi-
¤¤ Tenderizer: gravity is the Character’s friend! cial academies is almost impossible. Also, the various
They deal 1 additional point of damage to Prone op- ranks of specialization in this philosophy have been
ponents. named after the steps of the social pyramid of the
Cleave: the attacks of the Character can hurt criminal and murder underworld.
multiple enemies at once. They deal 1 point of da- • Applies only when fighting with one Small-sized melee
mage to a second target adjacent to the first.
weapon

Mower $ 1,000
Backstabber $ 700
Prerequisites: Reaper
Prerequisites: None
Rank: Expert
¤¤ Backstab: the best way to quicken a fight is
¤¤ Uppercut: with a slow and ascending attack,
to deal with one’s opponent before being seen. The
the Character forces their opponent to retreat. In-
Character gains a +2 bonus to hit surprised enemies.
stead of rolling to hit and dealing damage, they can
spend a Gear of Fate to push their opponent 1 cubi- ¤¤ Silent Step: for the Character, moving without
tus away and inflict the Unbalanced condition. making a sound is akin to breathing. They can at-
tempt a Stealth Test as part of their movement.
Weapon Breaker: intercepting their oppo-
nent’s weapon with extreme force, the Character bre- Anticipate: the Character’s attacks are sur-
aks it. prisingly difficult to avoid. They can advance 2 slots
in the Initiative order.

Mortician’s Best Friend $ 1,600


Murderer $ 1,000
Prerequisites: Mower
Rank: Veteran Prerequisites: Backstabber
Rank: Expert
Shockwave: whirling their weapon around
them, the Character wreaks havoc on the enemy ¤¤ Disappearance: knowing when not to be
lines. Everybody around them, including allies, is around is an ever-rarer gift, these days. The Character
knocked back 1 cubitus and become Prone.

100

Hill Snover (Order #36675299)


ARTS

can spend a Gear of Fate to disengage from a melee character, whether hostile and not, and force them
without penalty and move to a safer zone to hide, if to step back.
there are any within their Movement distance.
Artful Dodge: the Character leaves the op-
ponent’s field of vision through a series of feints Decurion $ 1,000
and counters. They can move up to 3 cubitus while Prerequisites: Legionary
staying adjacent to their target. The Character then Rank: Expert
counts that target as Surprised.
¤¤ Parry: the Character is a master with the shield,
gaining a +1 bonus to Dodge Tests while they wear
Assassin $ 1,600 one.
Prerequisites: Murderer Debilitating Parry: the Character intercepts
Rank: Veteran the enemy weapon with their shield, making it vibrate
in their opponent’s hand. That enemy is Disoriented.
¤¤ Deadly Strike: if the Character closes on their
prey, there is no escape. They deal 1 additional point
of damage to Surprised opponents. Centurion $ 1,600
Double Lunge: the Character attacks with Prerequisites: Decurion
a series of rapid strikes, rolling another melee attack Rank: Veteran
Test against that same target.
¤¤ Relentless: being bashed by somebody with a
shield to your solar plexus is never a nice thing to go
School of the Hoplite through. Instead of rolling for a normal melee attack,
the Character can spend a Gear of Fate to knock their
Hoplites are specialized in fighting with a shield and opponent 1 cubitus away and inflict the Dazed condi-
a Medium-sized weapon, usually a sword or an ax, tion.
and their school is named after the army of an an- Slam: the Character rains blows with both
cient Abrabazi civilization that lived thousands of weapon and shield upon their opponent, dealing 1
years ago. additional point of damage and the Dazed condi-
• Applies only when fighting with a Medium-sized wea- tion.
pon and a shield
Queequeg School
Legionary $ 700
This philosophy focuses on fighting with weapons
Prerequisites: None that work both in the thick of the melee and over a
short distance, like throwing knives. It was develo-
¤¤ Screen: by using their shield as a barrier, the
ped by wandering circuses, its paths named after the
Character can disengage as a Free Action.
many games the performers liked to play between
Conditioning:  the Character is so used to wea- shows. It comes to no surprise that all of those pa-
ring a shield that they ignore any penalty to move- stimes involved throwing something at a target, with
ment it imposes. skill and precision being more important than brute
Shove: by pushing with their shield, the Cha- force.
racter can move into the space occupied by another • Applies only when fighting with throwing weapons

101

Hill Snover (Order #36675299)


CHAPTER 3

Doublering $ 700
Prerequisites: None

¤¤ Born Ready: the Character always has a wea-


pon handy and knows how to use it. They can draw surface. Instead of dealing damage, they inflict the
a throwing weapon as a Free Action and can attack Immobilized condition. 
targets in melee without needing to aim. ¤¤ Strength Means Nothing Without Focus: a
Be the moment:  practice makes perfect. decent skill leads to a struck target, like guiding the
When they are engaged in melee, the Character can hand. The Character uses their Handicraft Skill to
attempt a second attack with a throwing weapon attack instead of whatever is listed in the throwing
against another, non-adjacent target. weapon’s item description.
Deflection: the Character is so skilled in
throwing sharp objects that they can catch an enemy
weapon flung at them and throw it back to its ri- Bullseye $ 1,600
ghtful owner, dealing 1 point of damage. Prerequisites: Triplering
Rango: Veteran

Triplering $ 1,000 A Thousand Blades:  the Character knows


that they can never carry enough blades. They can
Prerequisites: Doublering
roll for three additional attacks, against at least two
Rank: Expert
non-adjacent targets.
¤¤ Circus Lore: there are situations where a still Backflip: after dodging an enemy’s attack,
target is better than a dead target. Instead of rolling the Character backs 1 cubitus away and makes a ran-
for a ranged attack, the Character can spend a Gear ged attack.
of Fate to pin some of the target’s clothing to a hard

102

Hill Snover (Order #36675299)


ARTS

Monopoly Schools Mind Blade $ 700


Prerequisites: None
The Monopolies own academies are dedicated to the
development of combat techniques based on the se- The Monopoly of Markonists is known for granting
cret knowledge they possess. access to conlio, giving a limited psychic capacity to
those who can afford its price or are willing to join
the Monopoly’s personal guard.
Bomber $ 700
¤¤ Connection: the Character is not a Markonist,
Prerequisites: None but at their combat academy they learned how to use
Markon Weapons and conlio by touching it directly.
“Using” Bombs is not just the good, old “throw and
keep your head down.” Knowledge of these fun litt- Mind Intrusion: when intercepting a strike
le items is key in salvaging otherwise hairy situations. from their enemy, the Character establishes a brief
contact with their mind and fills it with distracting
¤¤ Long Throw: it’s all about the wrist, son! The thoughts. The target is Disoriented.
Character adds 2 cubitus to the throwing range of a
Bomb.
Not in my House: the Character is an expert War Machine $ 700
in holding their ground against assailants. When a Prerequisites: None
bomb is thrown at them, they know how to grab it
without having it detonate and kindly send it back to Although it is not necessary to be well versed in the
its owner. arts of engineering to specialize in the following te-
chniques, those who are part of the Monopoly of
Engineers are known for making extremely superior
Human Subject $ 700 use of these Gizmos.
Prerequisites: None ¤¤ Religious Care:  the Character is known for
the almost religious reverence with which they main-
Nobody would ever allow a Biopsist anywhere near
tain their firearms, to the point where they never
their health, let alone volunteer for their experimen-
jam. However, this feature does not protect from
ts. And yet, the Character did, developing an uncan-
any effects the Narrator chooses to happen upon a
ny resistance to their mysterious soups.
Catastrophic Failure.
¤¤ Addiction: the Character’s physiology adapted Restoration: the Character ducks, so as not
to the point where Mutagens are but a sip of fresh to be hit by enemy bullets, and while they are at it
water. The Character counts Catastrophic Failures they restore pressure to one of their Gizmos as a
on Resistance Tests against Mutagens as normal Fai- Free Action. Pressurized Gizmos can be used again.
lures and can imbibe two doses of the same substan-
ce without suffering negative effects.
Party Hard: the Character can imbibe a dose
of a Mutagen as a Free Action after they make a me-
lee attack.

103

Hill Snover (Order #36675299)


CHAPTER 3

Regional Schools Battle Flair $ 1,200


Prerequisites: Swordsman
Some combat techniques can be learned only in spe- Geographic Knowledge: Itteghasp
cific regions and from a restricted number of tea- Rank: Expert
chers and masters, who tend to prefer students from
their own homeland. The end goal of combat is not just victory, but a
mockingly elegant one at that.

¤¤ Mocking Demeanor: the Character’s attitu-


Bloodthirst $ 1,200
de is so irritating it focuses all the attention around
Geographic Knowledge: Abrabazem them. When their allies attack any enemies the Cha-
Rank: Expert racter is engaged with, they gain the benefits of
Combat Advantage.
It does not matter whether they are wielding a
warhammer, a dagger, or a foil, the Character always Deflection: the Character deflects the inco-
uses it like a truncheon or a shattered bottle… and ming blow and redirects it into the shoulder blade of
it bloody well works! an ally of their attacker within 2 cubitus, dealing 2
points of damage.
All-in: after a successful Dodge Test, the
Character leaps onto their enemy, suffering 1 point
of damage but rolling a melee attack. Fire and Flames $ 1,200
An Eye for an Eye: the Character is fue- Prerequisites: Gunslinger
led by hatred of their enemy and draws strength Geographic Knowledge: Mostucaal
from seeing them suffer. After dealing damage with Rank: Expert
a melee attack, the Character regains 1 Wound. All
Wounds in excess of the Character’s maximum The Character was born with a gun and honed their
Wounds score are lost the next time they rest. fighting style to the point that they just need instin-
ct to prevail.

Fire from the Heavens: shooting once is


a good habit. Shooting twice is an awesome habit!
The Character immediately makes a second ranged
attack.
Quick Answer: the Character was raised
by their parents on the principle that one answers
when spoken to. They make a ranged attack against
an enemy that just shot at them.

Northern Wrath $ 1,200


Prerequisites: Mower
Geographic Knowledge : Nuugard
Rank: Expert

104

Hill Snover (Order #36675299)


ARTS

Elegance is not the strong suit of the Character.  Merciless: the Character forgives no mista-
Instead, strength and ferocity very much are. ke from their enemies, being able to take an Action
¤¤ Next One, Please: killing invigorates the Cha- and a Maneuver after a successful Dodge Test.
racter. When they dispatch an opponent, the Cha-
racter can deal 1 point of damage to another enemy
adjacent to them. Sun Dancer $ 1,200
Unstoppable:  the Character throws their Prerequisites: Sapphire Blades
enemy to the ground, savagely trampling them. The Geographic Knowledge: Balastoc
Character inflicts the Prone condition on their tar- Gender: Female
get, moves beyond them dealing 1 point of damage, Rank: Expert
and then they move to engage another target within
The Character has trained since childhood in the ri-
3 cubitus.
tual forms of combat sacred to the god Isairnes and
her harmonious movements are a lethal and hypno-
tic dance.
Path of Harmony $ 1,200
Prerequisites: Ascetic ¤ Dance of the Sun:  the Character leaps and
Geographic Knowledge: Ketniv somersaults, leaving only a crimson wake behind,
Rank: Expert as if dancing between opponents. After an attack,
she can disengage without penalty and move, as long
Focused and imperturbable, the body and mind of as she ends her movement adjacent to an enemy.
the Character act in unison when they fight. Twilight of Blood:  for the grand finale of
¤¤ Lethal Grace: the Character is in total control the Dance of the Sun, the Character can disengage
of their body and can make an additional Maneuver without penalty, move to engage another target, and
during their turn. immediately roll an attack against them.

105

Hill Snover (Order #36675299)


4 COM BAT

“I thought we had agreed no brawls!” Nasturzio croaked,


dodging the stool somebody had flung aiming for his head by
a hair. “Did you hear me, you big oaf ?!” he cried, hiding
behind the large Nuug who was casually lifting the saloon’s
piano over his head.
“It’s time somebody taught these Mos some manners!”
Raggar boomed back, among the desperate and mostly vain
pleas of the pianist himself. The only answer to the poor,
small man was a stare from the Nuug that could have strip-
ped the paint off an airship’s hull... before the piano went
flying. Three patrons were hit square and slammed into the
bar in an explosion of wood splinters and off-key notes.
The brawl died down, as everybody was staring at the scene
and then at the Nuug and his satisfied smile.
“Now we’re talking business!” he enthusiastically shou-
ted, as terror took hold of those in his immediate vicinity.
All of a sudden, everybody seemed not too keen on debating
the finer points of the matter with that lunatic, when the
sudden appearance of the saloon’s owner, Rodrigo, broke
the spell. Apparently, he had found the courage to leave
the relative safety of the sturdy wood of the bar counter…
“Stand where you are or I’ll fill you with hot lead, you dam
sonsachupacabras!” he shouted, pointing his Enterrador at
the crowd. “Agnes, go fetch the sheriff! A couple days in
the cooler should take the will to fuss out of these here
gentlemen!”
“Oh no… here we go again.” Nasturzio breathed,
knowing all too well what was going to happen.

Hill Snover (Order #36675299)


107

Hill Snover (Order #36675299)


CHAPTER 4

D uring their travels and adventures, the Cha-


racters inevitably find people who cannot
wait to put their heads on a spike or run them throu-
gh with a blade. In these cases, our heroes have but
threats. Somebody then tries to shoot them while
the rest of the Characters kill what they were alrea-
dy engaged with, and the skirmishers observe from
the sidelines.
two options: fight or flight. Since the latter is not Players can approach combat in a vast variety
always possible, often the only choice for the group of ways. Some prefer to see combat through the
is to draw their weapons and watch their backs. Narrator’s talent in telling stories, living every scene
Usually, the Narrator does not roll for any Test. If within the theater of the mind. This is the most
a Character is interacting with the environment, they spectacular way to live combat, and for expert
roll against a Difficulty score set by the Narrator. players might very well be the way to have the best
When attacking an enemy, Characters roll against role-playing experience. However, since only a few
the opponent’s Dodge or Evade score, or against Characters ever stand still when bullets fly, theater
their Attack score if on the receiving end of the gun. of the mind could prove harder to follow without
a tactical map.
Obviously, some groups prefer using a tactical
Tactical Time map, while others do not: it is up to individual pre-
ference.
In combat, Narrative Time is set to the side in favor
of Tactical Time, as when bullets fly and explosions Moving through occupied squares: general-
shake the earth, time for planning and thinking is ly, when Characters are not engaged in melee they
an extremely scarce commodity. Each moment can should be able to freely move about the battlefield,
make the difference between life and death, which is without being constricted except by their Move-
why Tactical Time is told by the Round. ment score. Because of this, they can move without
penalties through squares occupied by allies who
are not engaged in melee combat. Multiple people
Rounds can fit in the same few meters, and it is assumed
that the ally they are passing stands aside to let the
A Combat Round is but a few seconds of in-game incoming Character go by.
time, during which a Character can take a Maneuver
and an Action. If not otherwise specified, when
you are asked to make a Test, your Character is
taking an Action.

Tactical Map

This chapter contains rules meant to be used with


a tactical map: a sheet of paper with a grid upon
which Character tokens are moved, much like a
chessboard. With one, it is easier to tell the exact
positions of combatants, scenic elements like cover
or walls, and distances, with one square on the grid
equaling one cubitus.
Some enemies appear out of thin air to strike at
the group when they are already dealing with other

108

Hill Snover (Order #36675299)


COM BAT

• Ambush: before combat starts, one Character


COMBAT PHASES rolls a Stealth Test for the whole group. Whoever
rolls the dice is up to your decision as players, but
First of all, determine which of the battling factions
the idea is not to slow down the action with more
is surprised and which is not (if any), then the order
dice rolls than necessary. Also, it only makes sense
in which the combatants move and act, and finally
that the Character most skilled in stealth directs the
start the fighting itself!
others, right? On a successful Test, each Character
in the group can take one Action before the roll for
Initiative.
PHASE 1: SURPRISE
• Assault: often, capitalizing on the effect of sur-
Surprised Characters cannot take Actions during the
prise is a more than viable tactic. In this scenario,
first round of combat and those who attack them
the Characters are the sitting faction, and not the
benefit from Combat Advantage, as explained later
on in this chapter.

• Surprise and Stealth: the easiest way to surprise


somebody is by sneakily closing in on their position
and then striking before the hapless enemy can react.
To do so, the Characters must pass an Opposed Ste-
alth Test against the Senses score of the enemy they
are trying to surprise. On a success, the Characters
are not noticed; otherwise, the surprise party is over
before it even begins and normal combat ensues. If
both groups are aware of the presence of the enemy,
then, Phase 1 is skipped entirely.

• Surprised groups: often, either or both sides


of a fight are surprised in random encounters, am-
bushes and assaults. If both groups are aware of the
presence of the enemy, then, Phase 1 is skipped en-
tirely.

• Random Encounter: two or more groups ho-


stile to each other may stumble upon one another
unexpectedly. Whether to allow a Senses Test for
them to be aware of the incoming threat is up to
the Narrator. Should such a Test be allowed and
then passed, the Characters know that something
is coming and fight normally. Otherwise, the two
groups are suddenly face-to-face and must both roll
a Reflexes Test, instead of Discipline, to establish the
order of Initiative. However, as both groups were
not expecting the other, their combatants cannot
take any Maneuvers in the first round, only Actions.

109

Hill Snover (Order #36675299)


CHAPTER 4

one attacking, but rather the target. One Character down after they have asked the players the Stealth
in the group rolls an Opposed Hidden Senses Test scores of their Characters. And, remember, the Nar-
against the highest Stealth score of the attackers, no- rator is totally not a sadist. Not at all. We swear.
ticing them and passing on to Phase 2 on a success.
Otherwise, the group is surprised and their attackers
can take the extra Action before rolling Initiative. PHASE 2: INITIATIVE

In Phase 2, each player makes an Initiative Test,


rolling a d12 and adding the Discipline score of
Yanis’s group took up positions in the narrow canyon their Character and any other specific modifiers. The
through which they know Erion and his goons will Narrator, then, places somewhere visible a token for
pass. As they are dangerous criminals who constantly each Character, arranging them in decreasing order
raid and pillage the northern lands of Balastoc, there according to their Initiative Test result.
is a fat bounty on their heads and the Characters are
keen on collecting it.
Since Yanis is the most familiar with such tactics, After an extensive investigation, Faruk, Hitoshyi,
having spent much of his youth stealing and robbing, and Raag discover the location of the hidden la-
he is the one directing his companions and so the one boratory of professor Axproon and breach it for
who rolls the Stealth Test. With a 5 on the d12 plus payback. From the back of his machinery-strewn
the 9 of his Stealth score for a total of 14 against lair, the professor glares at them, unleashing his
Erion’s 12 Senses score, the roaming raiders are in aberrant creations! As 3 Alchem Zombies emerge
for a rather unpleasant surprise. from their caskets, it is time to roll for Initiative!
Faruk rolls a natural 12, for a total of 18 once his
Discipline score is added, and can take an additional
Maneuver that turn. Hitoshyi obtains a total of 13,
Unusual situations like adverse weather or envi- while Raag must make do with a meager 8. Axpro-
ronmental conditions, such as rain or particularly on’s own Initiative score is a 15, while his Alchem
noisy items, might prompt the Narrator to inflict pe-
Zombies run with an 8. The Narrator, then, sets the
nalties on the Tests, at their discretion. On the other
Initiative order as follows:
hand, favorable conditions like silence or shadows
might grant bonuses.
If a Character is busy doing something else other Initiative Order
than paying attention to their surroundings, they mi- 1 2 3 4 5 6 7
ght not notice the blade from the shadows aimed at
the back of their head. In such cases, unless the Nar-
rator chooses otherwise, the busy Character suffers a
-4 penalty to their Senses Test.
This penalty applies if all of the Characters are
occupied or if the attack is meant for one Character
only. Enemies controlled by the Narrator, as usual, do
not roll, using their Initiative score for the token or-
Narrator-rolled Stealth Tests (optional): to avoid lo- der. From then on, the individual Initiative Test re-
sing the surprise factor at the table, the Narrator sults are ignored: all that matters is the slot occupied
should make all the Stealth rolls, noting their results by each combatant in the Initiative order.

110

Hill Snover (Order #36675299)


COM BAT

In the case of a tie between a Character’s Initiative considered a Free Action, as one can say something
score and an opponent’s, the former goes first. If while doing something else, but in the end it is up to
two Characters roll a tie on their Initiative Test, they the Narrator to establish how much can be said in
choose who has precedence. Combatants who join the few seconds of a Round. Always remember that,
the fight later on always act last. Characters can alter whenever it is not specified if something you want to
their position in the Initiative order thanks to some attempt is an Action or something else, anything that
Arts, Opportunities, and other factors. requires either your Character or their target to roll a
When a Character obtains a Success with Oppor- Test generally takes an Action.
tunity on their Initiative Roll, they can take an addi- When attacking an opponent, your Character must
tional Maneuver during the first round of combat. pass a Test for the Skill specified in the profile of the
Inversely, on a Catastrophic Failure, the Character weapon or item they are using. On the contrary, when
can take only a Maneuver during their first round of on the receiving end of an attack, your Character must
combat. pass a Dodge Test when engaged in melee or Evade to
avoid being hit by ranged attacks. Pieces of equipment
and fighting styles might add bonuses or penalties to
Faruk shoots at the professor, missing him, only to these rolls, and are listed separately on the Character
have the old man lob a freezing Crystallus knife at Sheet, along with Initiative, Wounds, and Movement.
him! Poor Faruk then attempts an Evade Test to What follows is a list of common Maneuvers and
avoid the flying object and, of course, gets the dreaded Actions your Character can take during their combat
1. Not only does Faruk suffer damage from the Cry- turn.
stallus, but he also gets the Slowed condition, losing 2
slots in the Initiative order.
Starting the following round, the Initiative order is Maneuvers
as follows:
Maneuvers are operations which generally automa-
New Initiative Order tically succeed and, unless otherwise stated, do not
require a Test to be successful.
1 2 3 4 5 6 7
• Moving: as a Maneuver, it is possible for the
Character to move a distance up to their Movement
value, climb a section of a ladder of around 2 cubi-
tus, or stand up if not engaged in a melee. On the
tactical map, Characters can move in every direction
PHASE 3: TO ARMS! according to their Movement score, with no diffe-
rence between diagonal and straight-line movement.
Now, the Character occupying the first slot in the
Initiative order gets to act. Once they have taken their • Disengaging: there are occasions when a Cha-
Maneuver, Action (and extra Maneuver if they rolled racter needs to put distance between them and the
an Opportunity on Initiative), the next combatant enemy they are engaged with, to help a companion
gets to take their turn, and so on. Once all combatants in need, do something tactically more useful, or just
have taken their turn, repeat Phase 3 until one of the save their own skin. Enemies, however, are usually
factions involved in the fight wins. not that keen on letting their impromptu sparring
When you are called to take your turn, you can have partner go, and so often attempt to attack them if
your Character take one Maneuver and one Action, in they are not careful. When the Character takes a
whatever order you want them to. Usually, speaking is Maneuver to Disengage, thanks to a feint, a jump

111

Hill Snover (Order #36675299)


CHAPTER 4

backwards, or something similar, they leave their op- a +1 bonus to their Test for a ranged attack or they
ponent without suffering any ill effects. can target an opponent engaged in melee with one
of the Character’s allies without risking friendly fire.
• Drawing a weapon: as a Maneuver, the Cha-
racter can draw or stow a weapon they have easy ac-
As her companions are busy dealing with the prison
cess to. If said weapon is deep within their backpack,
the Narrator has final say on how many rounds it guards, Chana hides in the entrance room to welcome
would take for the Character to retrieve it. As part of the soldiers that are likely to arrive when they hear
the same Maneuver, once they have drawn or stowed sounds of fighting. She chooses to prepare an Action
their weapon, the Character may move a distance by aiming her pistol down the corridor and declaring
equal to half their Movement score. that she wants to shoot the first enemy that passes by.
At the end of the round, an officer leading an alerted
• Dropping Prone or Standing up: dropping to patrol barges into the corridor, intending to reach the
the ground without also moving, or standing up from rest of the engaged prison guards, and is met by a hail
a prone position takes a Maneuver. If a Character at- of hot lead.
tempts the same thing while engaged in melee, then
they must first pass an Agility Test with Difficulty
equal to the enemy’s Reflexes score or suffer 1 point •Preparing an Action: when they Prepare an
of damage from an adjacent opponent. Action, the Character is allowed to act at a different
moment in the round, rather than in their own Ini-
• Defensive Stance: there are times in a melee tiative slot, by setting the conditions that trigger this
when focusing on staying alive is more important delayed Action. As a Maneuver, the Character states
then neutralizing one’s opponents. By taking a de- what they wish to do and which circumstances they
fensive stance, the Character takes and deals only 1 want to make it happen. From that moment until the
point of damage per attack until they transition to end of the round, they can take their Action and do
another stance. what they wanted to only if the conditions they have
stated manifest.
• Aiming: when aiming, the Character either gains

112

Hill Snover (Order #36675299)


COM BAT

• Delaying: the Character waits for a bet- lee attack, which happens only if somebody struck
ter moment to act. By Delaying, a Character at the Character.
moves to any Initiative slot they wish be-
low the one they were previously occupying • Dodging: when hit by a melee attack, Characters
and remain there for the rest of the encounter. can attempt a Dodge Test against the enemy’s attack
score. On a success, they do not suffer any damage.

Actions • Evading: dodging a bullet is no small feat, and


to be successful one needs not just good reflexes,
An Action is taken when the Character is attempting but sheer, dumb luck. To evade a ranged attack, Cha-
something where the result is uncertain, potentially racters must pass an Evade Test against the enemy’s
beyond its expectations as well as an utter failure. As attack score. On a success, the bullets wiz by and
a general rule, unless otherwise specified, everything explosions only scald rather than utterly scorching.
that requires a Test is an Action.

• Anticipating: the Character spends their round Free Actions


choosing the right moment to intervene. They can-
not take any other Action for that round, but starting There are actions that take such a small amount
with the following round they advance two slots in of time to happen that they are inconsequential to
the Initiative order. the economy of time during a fight. As such, Free
Actions do not take either Maneuvers nor Actions
• Attacking: the Attack Action is, of course, the to be used.
foundation of combat. When they attack, the Cha-
racter performs a melee or ranged attack by rolling a • Dropping an Item: dropping an item to the
Test of the Skill indicated in the profile of the wea- ground or close by is always a Free Action.
pon they are using.
• Talking: bellowing a mighty war cry, asking for
• Using a Skill: using a skill means rolling its help, or barking an order are considered Free Actions
Test for something that can be resolved in the few as long as they are short sentences. Otherwise, the
seconds of a round. As an example, the Character Narrator could ask you to take a Maneuver or even
could jump off a balcony, hang from a chandelier, a whole Action.
creep up on an unknowing enemy, or land in front
of a fleeing one by taking an Action.
Extended Actions
• Taking a Second Maneuver: as an Action, the
Character can take another Maneuver from the list Extended Actions take the whole round or even
above. multiple rounds to carry out.

• Reloading: the required number of rounds to


Reactions reload a ranged weapon, be it a firearm or something
else, is listed in the item descriptions in Chapter V
Those events that do not happen during the Cha- – Equipment.
racter’s own turn, but, instead, only as a response to
an external stimulus are called Reactions. The most • Cover Fire: by showering the enemy with
frequent, for example, is attempting to dodge a me- projectiles, the Character forces them to look for co-

113

Hill Snover (Order #36675299)


CHAPTER 4

ver, distracting their attention from something else. Special Situations


By taking the whole round, select an area 3 cubitus
wide within the range of your Character’s weapon • Ganging Up: should more than one Character
and roll an Aggression Test. On a Success, all ene- engage the same opponent in melee, they all benefit
mies caught in the area must drop to the ground or from Combat Advantage. In addition, if there are at
move behind cover. On a Success with Opportunity, least three Characters per enemy, they gain an addi-
your Character also deals 1 point of damage to one tional +1 bonus to attack Tests for every additional
of the enemies caught in the target area. Cover Fire ally after the second.
consumes three shots from the Character’s weapon
for each Round it is maintained.
Chana, Nasturzio, Vas, and Lamia break into the
• Charging: the Character runs at their opponent, prison hall, a lonely guard their only welcome party.
weapon drawn, to strike them down. Charging Cha- The Characters attack without hesitation, all benefi-
racters can move 2 cubitus more than their Move- ting from Combat Advantage and a total of +2 to
ment score and then attack, benefiting from Com- their attack Tests.
bat Advantage. To Charge, Characters must be able
move freely in a straight line towards their target for
at least 3 cubitus. • Unarmed Combat: when fighting without any
weapons, Characters roll Brawl Tests to attack, dea-
• Running: running Characters move twice their ling 1 point of non-lethal damage to their target if
Movement score, benefiting from a +2 to Evade Te- they succeed. On a Success with Opportunity, they
sts and suffering a -2 to Dodge Tests. instead deal 2 points of damage.

• Grappling: to grapple and potentially neutrali-


A ttacking ze an enemy, the Character rolls an Opposed Brawl
Test, inflicting the Immobilized condition on a suc-
cess. To keep the enemy grappled in the following
What follows is an explanation of the Attack action,
rounds, the Character must keep rolling Brawl Tests
as in determing whether or not if you Character hit
against the higher of either the Strength or Agility
their target, if Opportunities or Catastrophic Failu-
score of their target. Grappling Characters cannot
res have occurred and eventually quantify damage
take any other Actions.
dealt to the target.
• Non-lethal Damage: a tender heart or the
need for information could make going for the kill
1. Hitting
not that good of an idea. To deal non-lethal damage,
the Character must attack with a Brawl Test with a
Hitting somebody with a weapon is always a Test
-2 penalty, rather than whatever their weapon would
of the Skill relevant to the weapon the Character is
normally require, against the Dodge score of the
using. On a success, the target is hit!
target. On a success, the Character deals 1 point of
non-lethal damage. If somebody suffers an amount
1.1 Hitting with Melee Weapons: a Character is
of non-lethal damage equal to their Wounds score,
able to attack any of the targets of the targets adja-
they fall to the ground unconscious. Gravely woun-
cent to them with melee weapons. The Test result
ded targets always suffer lethal damage, however.
must be equal to or higher than the Dodge score of
Non-lethal damage is recovered at the rate of 1
the target to hit.
point for every hour of rest.

114

Hill Snover (Order #36675299)


COM BAT

1.2 Hitting from a Distance: when shooting or tack is determined randomly among those involved.
throwing a weapon at their enemy, the Character
rolls a Test of the relevant Skill against the Evade • Cover: hard cover confers an Evade bonus that
score of their target. ranges from +1 to +3. Otherwise, a combatant can
Combatants engaged in melee cannot shoot ran- completely hide behind a piece of cover, leaving line
ged weapons unless they know an Art that allows of sight. They cannot be targeted by direct fire wea-
them to. pons, but they also cannot use items that require line
Characters can attempt to shoot at any target wi- of sight.
thin the maximum range of their weapon without
penalty. When attacking targets beyond the wea- Table 4.2 – Cover Bonus
pon’s maximum distance, however, the Test suffers
a -1 penalty for each cubitus beyond its maximum Cover Bonus
reach.
Hiding behind a
To shoot, combatants must have a partially or +1
door
totally free line of sight, otherwise their target be-
nefits from cover.
Crouching behind a
+2
low wall
Shooting from Melee (optional): combatants who try
to shoot a ranged weapon while engaged in melee
are trying something incredibly dangerous. If they Standing behind a
+3
are targeting another combatant they are engaged shooting slit
with, they immediately suffer 1 point of damage
and must pass a Luck Test to hit them. On a Suc- • Precision Shooting: there are times when hit-
cess with Opportunity the shooter deals 2 points of ting a specific body part of the target is key. To land
damage to their attacker, instead suffering 1 more such a precise blow and have a specific effect hap-
damage on a Catastrophic Failure. When shooting pen, like the enemy dropping their weapon after their
from a melee to another cluster of fighters, on the hand has been struck, the Character must obtain a
other hand, combatants roll their normal attack Success with Opportunity.
Test at a -3 penalty and suffer 1 point of damage
from each enemy they are engaged with.
2. Opportunities and Catastrophic
Special Situations Failures

• Blind Shooting: in battle, elements of the field Opportunities


like sounds and some good old guesswork can be
used to shoot at targets with some chance of hitting An Opportunity is a positive event that allows the
them. As long as there is some element the Character Character to execute special attacks or moves rela-
can use to have some form of idea where their target ted to the Arts they know or equipment they use. A
is, they can attempt a Luck Test against the Evade Character generates an Opportunity when rolling a
score of their target to attack. natural 11 or 12 on the d12 roll of a Test or when
spending a Gear of Fate to upgrade a normal Suc-
• Shooting into Melee: shooting at a target enga- cess to one with Opportunity.
ged with one’s allies is harder than usual, if the sho- Once the attack has generated an Opportunity,
oter wishes to avoid friendly fire. If the shooter does you can choose to use it to activate any of the special
not take a Maneuver to Aim, the target of their at- abilities your Character has access to. Keep in mind

115

Hill Snover (Order #36675299)


CHAPTER 4

that there are Opportunities any Character can use Weapon-based Opportunities: a Character can use
and that you can ask the Narrator if you can spend any of the special attacks that specific weapons al-
an Opportunity to make something special happen, low their user to perform. In Vulcania, particularly
as long as it makes sense for the situation. Of course, advanced weapons feature signature attacks that the
the Narrator always has the final say on whether or Character wielding them can use without any specific
not what you just asked them is feasible or not. proficiency.

Base Opportunities: the following are special at-


tacks that are available to all Characters, regardless Catastrophic Failure
of Arts or equipment.
The opposite of a Success with Opportunity, when
Shoving, Kicking, or Shoulder-barging. the natural result of a d12 Test is a 1, is a Cata-
The Character pushes their opponent back 2 cubitus. strophic Failure. When they happen, your Character
suffers something nefariously sadistic at the hand of
Prodigious Dodge. The Character elegantly whatever mustache-twirling evildoer the Narrator
dodges an attack and disengages, moving a number pitted against you.
of cubitus equal to their Movement score.
Base Catastrophic Failures: these Catastrophic
Take Cover. The Character scrambles for Failures that can happen to any Character in any
cover as bullets fly around them. They can move a combat.
number of cubitus equal to their Movement score.
Fumble. The Character fumbles, missing and
Art-based Opportunities: any of the special at- falling Prone to the ground.
tacks a Character has access to through the Arts they
have learned can be used. Additional information Jam (only firearms). Click! The Character’s
about Arts is in Chapter 3 – Arts. weapon jams.

116

Hill Snover (Order #36675299)


COM BAT

Dirty Trick. A handful of sand to the eyes, a uncolored part of the bar, the attack deals only 1
headbutt, or some other dirty trick on the enemy’s point of damage. If it is in the green sector, it deals 2
part inflicts the Disoriented condition on the Cha- points of damage. If it’s in the yellow sector, it deals
racter. 3 points of damage, and 4 if it’s in the red one.
Arts and specific situations (at the discretion of the
Loss of Balance. The Character is struck so Narrator) can further alter the final damage count.
forcefully that they are knocked back 1 cubitus and suf-
fer the Unbalanced condition. • Non lethal damage.
Sometimes, it is necessary to subdue, rather than kill,
Enemies Exploiting Catastrophic Failures: an enemy. To inflict non lethal damage, roll a Brawl
Enemies can profit from Catastrophic Failures or Test with a -2 penalty, even if your Character is wiel-
upgrade a normal Failure to its Catastrophic version ding weapons that require other Skills. This way,
in much the same way you can for your Character’s when the target’s Wounds score reaches 0 they are
Successes. knocked unconscious instead of dead, recovering 1
Wound per hour of rest.
Gravely wounded targets always suffer lethal
3. Determine Damage damage.

If an attack hits, it is time to determine how much • Combat Advantage


damage is inflicted. Each weapon features in their Combat Advantage represents favorable conditions
description a damage progression bar numbered that allow the Character or their allies to deal 1 ad-
from 1 to 12 and divided into different color-coded ditional point of damage on a successful attack Test.
sectors. If the result of the Test is a number in the

117

Hill Snover (Order #36675299)


CHAPTER 4

Table 4.3 – Combat Advantage • Burning: a Burning Character suffers 1 point


of damage each round until they spend an entire
Situations that generate an advantage round to put the fire out.
Charging a target • Dazed: a Dazed Character cannot take Actions
as long as the condition persists.
Attacking an unarmed opponent in melee • Disoriented: Disoriented Characters have
their perceptions numbed by agents like tear gas,
deafening sounds, and the like, granting Combat
Attacking an opponent on lower ground in melee
Advantage to those who attack them in melee.
Attacking an opponent with superior numbers in • Exhausted: an Exhausted Character suffers a
melee -5 penalty to all Tests and can move only 1 cubitus
per round.
Attacking a Disoriented opponent in melee
• Fatigued: a Fatigued Character suffers a -2 pe-
Shooting a ranged weapon at a target within 3 nalty to all Tests until they rest at least 4 consecu-
cubitus tive hours.

Attacking a Blinded, Immobilized, Surprised, or • Frightened: a Frightened Character can only


Stunned opponent take a Maneuver or an Action each round, not both.
• Gravely Wounded: a Character is Gravely
Wounded when they have just 1 Wound left. They

4. Applying Damage

Once the damage of an attack has been determined,


subtract the damage reduction value of whatever ar-
mor the target is wearing. The result is how many
Wounds the target actually loses.

Damage Reduction granted by armor


is applied only after an attack Test

5. Negative Conditions

Weapons, Arts, and environmental threats do not


just deal damage, but can also cause negative effects,
like toxins, stuns, or fear. Unless otherwise specified,
these negative conditions last for 1 round and then
wear off.

• Blinded: Blinded Characters cannot see and


can only cover a distance equal to half their Move-
ment score, fail any vision-based Test, and automa-
tically grant Combat Advantage to those attacking
them.

118

Hill Snover (Order #36675299)


COM BAT

can move only half of their Movement score and items they were holding. If cornered, a Terrorized
suffer a -1 penalty to all Tests as long as the condi- Character attempts everything in their power to
tion persists. flee, otherwise crouching on the ground whimpe-
• Immobilized: an Immobilized Character must ring.
spend the whole round to break free with either a • Unbalanced: Unbalanced Characters can
successful Strength or Agility Test. They can nei- move only half of their Movement score and are
ther move nor take Actions and grant Combat Ad- knocked Prone if struck.
vantage to those who attack them. • Vulnerable: a Vulnerable Character is entirely
• Pinned: a Pinned Character cannot move from at their opponent’s mercy, whether because they are
their position, but otherwise can act normally. sleeping, paralyzed, passed out, or something else
• Prone: prone Characters have been knocked to entirely. Vulnerable Characters are also Surprised.
the ground and suffer a -2 penalty to Dodge Tests,
but gain a +2 bonus to Evade Tests. Prone Cha-
racters can attack, but at a -3 penalty. UNDERWATER COMBAT
• Slowed: the Character loses two slots in the
Fighting underwater is an almost alien experience.
Initiative order.
Combatants without the proper equipment to see,
• Stunned: the Character can take neither breathe, and move in water are considered Blinded
Actions nor Maneuvers and grants Combat Advan- and must pass a Resistance Test every round not
tage to anyone who attacks them. to drown. The Difficulty for this Test starts Easy
• Surprised: Surprised Characters grant Combat and increases by one stage every round. On a fai-
Advantage to those who attack them, regardless led Test, the Character suffers the Vulnerable con-
of the weapons their enemies use. When they are dition and starts drowning. If drowning for more
struck, they are not Surprised anymore. than a minute, the Character dies.
Underwater, Characters can move only up to half
• Terrorized: a Terrorized Character suffers a -4
their Movement score and all attacks suffer a penal-
penalty to all Tests and flees in the direction op-
ty: -2 for short weapons, like daggers and knives,
posite the source of their fear, dropping whatever
and -3 for longer ones, such as swords and axes.

119

Hill Snover (Order #36675299)


CHAPTER 4

WOUNDS AND HEALING • Dying: a Character with 0 Wounds is consi-


dered Dying. They suffer the Vulnerable condition
The maximum amount of damage a Character can and whatever damage they suffer is permanent.
withstand is their Wounds score. When they reach When they enter the Dying state, the Character
0, the Character falls to the ground, suffering the must roll a Luck Test against Difficulty 12, the he-
Vulnerable condition, and dies after a number of morrhage miraculously stopping on a success. The
rounds equal to their Resistance score. If they suf- Character is still senseless, but at least not in direct
fer damage when in such a state, the Character dies danger.
instantly.

Natural Healing
Wound Magnitude
The human physiology is known for its capacity to
When suffering damage, a Character passes throu- regenerate even without access to medical attention
gh three states: Wounded, Gravely Wounded, and or alchemical wonders.
Dying. Wounded Characters heal 1 Wound, 2 on an Op-
portunity, on a successful Resistance Test against
• Wounded: a Character is considered Wounded a Difficulty of 8 + the Wounds they have lost. If
from the moment their Wounds count is not at its they take a whole day to rest, then the Wound is
maximum but higher than 1. healed without rolling.
Gravely Wounded Characters need medical atten-
• Gravely Wounded: a Character is considered tion to heal. Each day, the Character must pass a
Gravely Wounded when they have only 1 Wound Resistance Test against Difficulty 8 + the number
left, whether they suffered lethal or non-lethal da- of days they passed without treatment, entering the
mage. They suffer a -1 penalty to all Tests they roll Dying state on a Failure.
until they receive proper medical attention.

120

Hill Snover (Order #36675299)


COM BAT

Healing is up to the Narrator to decide how the body of


the Character shows the consequences of such an
Immediately after a combat, any Character can experience. For this reason, we have included a
attempt a Handicraft Test to treat their woun- handy little Maiming a Character table.
ded companions against a Difficulty of 11 + the
amount of damage the target suffered. On a suc-
cess, the target heals 1 Wound. Gravely Wounded ENEMY ROUNDS
Characters cannot benefit from such a Test.
Characters with skills like those of a Medic or a Within one cycle of the Initiative order, or Round,
Biopsist can help to stabilize Gravely Wounded or not only the Characters have their chance to act but
Dying Characters. also their opponents, controlled by the Narrator.
Also, particular substances detailed in Chapter 5 To make sure you, your Character, and the rest of
– Equipment can work the same miracle. your group are always the focus of attention—and
also to help that poor soul of your Narrator not
go mental by having to roll inordinate amounts of
Reviving a Character dice—it is you who have to roll not to be hit.
When an opponent attacks your Character with a
The only thing a Dying Character can do is hope melee weapon, you have to roll a Dodge Test against
their allies help them before the Eternal Slumber their score for whatever weapon that enemy is using.
takes them. If not provided with the proper Arts If they are using a ranged weapon or the Character
or equipment, the only thing that can help a Dying must avoid being hit by an area effect like an explo-
Character is passing a Handicraft Test against Dif- sion, you must pass an Evade Test in the same way.
ficulty 8 + the amount of damage they have suffe- On a Success, your Character suffers no damage,
red. This way, the Character remains at 0 Wounds while on a Failure the Narrator calculates the amount
and unconscious, but out of immediate peril — al- of damage the same way you do when striking down
though still risking infection. their precious minions.
No matter how they cheated death that time, it

121

Hill Snover (Order #36675299)


CHAPTER 4

Table 4.4 – Mutilations

d12 Mutilation Description

1 Meat Grinder Roll twice and, well… good luck!

One of the Character’s legs is beyond recovery and must be ampu-


2 Wooden Leg tated below the knee. The Character permanently loses 1 point in
Athletics and Stealth.
A shining hook is better than a bloody mess, right? The Character
3 Hook for a Hand permanently loses 1 point in Handicraft and cannot wield anything
with one of their hands.
One of the Character’s lungs was crushed and does not work
4 Iron Lungs properly anymore. The Character permanently loses 1 point in
Resistance. Perhaps it is high time to quit smoking, eh?

The Character’s reflexes are definitively not what they used to be.
5 Lightning Fast
The Character permanently loses 1 point in Reaction.

Well, that went awfully well, did it not? The Character permanently
6 Karmic Debt
loses 1 point in Luck.

Everybody knows the patch never goes out of style! The Character
7 One-Eyed
permanently loses 1 point in Senses.

We all know that the nose is extra parts, right? The Character
8 Pig-faced
permanently loses 2 points in Charm.

The Character’s ears ring and standing still is harder than it looks.
9 Hangover
The Character loses 1 point in Agility.

Muscles and bones did not quite heal the way they should have,
10 Arm Wrestler much to the Character’s chagrin when even a child can beat them in
arm wrestling. They permanently lose 1 point in Strength.
The Character’s body got back into shape, sort of. Their head… heh,
11 Chicken not so well. Whenever they hear loud, sudden noises the Character
starts crying like a baby. They permanently lose 1 point in Discipline.

A deep scar splits the Character’s face, making them look nasty and
12 Scarred Mug
ferocious. They permanently gain 1 point in Aggression.

122

Hill Snover (Order #36675299)


COM BAT

Chana, Vas and Lamia are heading to the secret A result of 6 equals just 1 point of damage.
laboratory of the Crimson Spider, a crime syndicate Now, it is up to the assassin who attempts to sne-
that is growing in the industrial district. It appears ak behind Chana to catch her by surprise. She must
they are behind a powerful new drug that is quickly roll a Senses Test to recognize the threat. With a
exacting its toll among the population. Hoog, an im- total of 13 against the assassin’s 15 Stealth, she
portant local boss, is not happy with such an activity does not.
flourishing in his turf and so hired the party to put The assassin, then, moves behind her and attacks
an end to the rival gang’s business. Unfortunately, with their dagger. Chana attempts to dodge the at-
the Characters led their investigations a tad too much tack, rolling a 4 on the d12 plus another 4 for a total
on the loud side and so the Crimson Spider now is of 8. The Difficulty, however, is the Assassin’s 13,
waiting for them. so Chana is struck!
The building that should host the lab is occupied The die roll of Chana’s Dodge Test, 4, is checked
only by a few large crates piled randomly, covering on the damage bar of the Assassin’s dagger. Being 4
four muscle-bound brutes with weapons in hand. It is in the green area of the bar, the dagger deals 2 points
time to roll Initiative! Chana rolls a 12 on her die, of damage. Catching her by surprise, however, the
plus her bonus of 5, totaling a 17. Lamia obtains Assassin benefits from Advantage in Combat and
a 12 and Vas a 10. The now exposed Brutes have deals an additional point of damage, for a total of 3!
an Initiative score of 10; had they remained hidden The Narrator decides to activate an Opportunity
behind those crates, it would have been 13. The Nar- for the Assassin to use Anticipate. Chana’s player is
rator, then, sorts the Initiative slots as follows: then given a Gear of Fate from the Narrator’s pool
and the Assassin advances 2 slots in the Initiative
order, changing the turn order as follows:
Initiative Order
1 2 3 4 5 6 7
Initiative Order
1 2 3 4 5 6 7

Chana, with her Opportunity on the Initiative


Test, can use an additional Maneuver during her
Now it is Lamia’s turn, who charges the Brutes, her
first round. So, she ducks behind the corner of a
scimitars a blur of steel, and attacks! It is up to Vas
crate (first Maneuver), then takes aim (second Ma-
to help poor Chana. Lamia rolls her d12 to hit and
neuver) and shoots one of the Brutes (Action).
gets a solid 11! Plus her 5 in Athletics and the +1
To shoot with her pistol, she rolls a Senses Test,
given by her weapons, her total to hit is a 17 against
+1 for having aimed plus any modifier from the wea-
the Brute’s 10 to Dodge.
pon itself, in this case a -1. She rolls the d12, plus a
With an 11 die roll, Lamia deals 3 points of damage
total modifier of 6, and gets a natural 6. The Brute’s
and can also benefit from an Opportunity. Thanks to
Evade score is only 10, so a 12 is a hit! Now, on to
her Sapphire Blades Art, she activates Twin Blades
determining damage.

123

Hill Snover (Order #36675299)


CHAPTER 4

to immediately make a second attack against another Cross she learned thanks to the Emerald Blades Art.
target. By crossing her blades, then, Lamia parries the oppo-
She rolls a 9, hitting for 2 points of damage to her nent’s blade, while slashing the Brute’s face a moment
second target. Both Brutes fall down, dead! later for 1 point of damage.
Now it is up to Vas, who moves against the Assassin
to given them a taste of his malleus, a tormentum wea- This is where the round closes and the next one starts.
pon of incredible power! This time, however, it’s the Assassin who goes first;
Unfortunately, bad luck is always waiting for an oc- will they manage to best the Characters or, seeing what
casion to pounce, as Vas’s d12 stops on the dreaded fate befell their allies, will they opt to leave the area
1. The attack is a bust and the Narrator now has an before joining them in the eternal slumber of death?
occasion to be creative with their signature sadism! Vas Maybe they are doomed anyway or the Narrator has
stumbles, crashing to the ground right in front of the reinforcements arrive to turn the tide… who knows!
Assassin, who laughs heartily at the prone Character. Once familiarized with the base mechanics of the
The two remaining Brutes try to double up on La- game, a combat round should take at worst a few
mia, who just butchered their fellows. Lamia rolls a minutes, during which all sorts of spectacular actions,
first Dodge Test, obtaining a 6 plus her Reflexes of plot twists, and awesome stunts can happen. This
4 equals 10 as her scimitar does not offer any help in book, especially the Arts and Equipment sections,
those situations. Luckily, the Brute’s target Difficulty also give plenty of ideas to make combat more detai-
to avoid being hit is 10, so the worst that Lamia suffers led and yet keep it simple and fluid. Of course, then,
is his greatsword barely cutting a lock of her hair away. it is up to the players to make it more immersive with
Against the second attack, her player rolls a 9, allowing descriptions, banter and improv!
her to avoid it. However, her player also opts to spend
a Gear of Fate and activate the Opportunity Defense

124

Hill Snover (Order #36675299)


COM BAT

125

Hill Snover (Order #36675299)


5 EQUIPMENT

Every night, Fusjiko stowed her pistol in the top drawer


of the end table. She was particularly fond of that wea-
pon. “You’re a hot-headed one… you’ll need this more than
me,” her father said the day he had gifted it to her. She
still remembered the feeling of omnipotence wielding the gun
gave her. It made her feel like she controlled a legendary
beast, ready to kill at her command. “Life and death in an
instant,” she remembered thinking at the time. Her father
had taught her how to keep good care of it, making her un-
derstand how and why that weapon was so deadly. Together,
they had cleaned every single piece, lubricated it, loaded the
drum with bullets and shot a few in the backyard.
In time, she had become an accomplished marksman,
then a soldier and a deserter, and now… now she did not
even know herself.
Yesterday, somebody had left a message for her at the
Sun Tavern. It said he wanted to see her for a job she might
find interesting, so she decided to go. If it did not involve
murder, she could use the money. Excitement had killed her
need for sleep by now, so she might as well get up and see the
person . Fusjiko took her gun from the end table, checking
the ammunition before donning her trousers, blouse, and
combat boots for the meeting. For good measure, she also
hid a throwing knife.
Then somebody knocked on the door. It was time to go.

126

Hill Snover (Order #36675299)


127

Hill Snover (Order #36675299)


CHAPTER 5

I n the market square of every city, weapon mer-


chants sell a wide variety of tools of war to
those with the money to buy them. Engineers and
Generally, a Character can reasonably expect to sell
an item for half its market price and should they
want a better price, they would have to negotiate for
technicians peddle their latest inventions and con- it.
traptions and alchemists enthrall bystanders with In addition to gear, money is also used to secure the
explosive devices, physiological reagents to unlock training necessary to learn new Arts.
the endless depths of human potential, or con-
coctions to fell even the mightiest of foes. Howe-
ver, if one braves the less reputable venues, they may Crafting Equipment
find wares to satisfy even the most unusual of needs.
This chapter contains descriptions of the most di- Characters gifted with the right skills can produ-
sparate items with which to equip your Characters, ce pieces of equipment. To reduce the amount of
from traditional weapons to the most sophisticated necessary bookkeeping, the procedure is the same
contraptions and Markonist remote devices. for all fields of industry, whether it is assembling,
mixing, or sequencing.
First of all, the Character must gather the necessary
Availability materials. Since the market price of a fully functional
item is the cost of its components plus that of the
As a general rule, the majority of the items listed production time, gathering the raw materials costs
in this chapter are available to those Characters with roughly half of an item’s listed price. The availabi-
enough money to buy them. Some of them, howe- lity of raw materials is left to the discretion of the
ver, are rarer and much more expensive, not just be- Narrator.
cause of the materials used in their construction, but Then, the Character must find an adequate workpla-
also for the skills required to make them. A Malleus ce, like a laboratory or a workshop, with the tools
or a Dilanior are not likely to be on display in a ran- they need.
dom shop, requiring instead luck and a larger mar- Before beginning the construction process, the
ketplace to be found. Character must pass a Discipline Test to focus on
Because of this, all items with a price higher than the task ahead. Particular environmental or perso-
700 $ require a successful Luck Test against their nal characteristics of the place could inflict penal-
Complexity to determine if they are locally available ties or grant bonuses to the Test, at the Narrator’s
or not. On a failure, the Character must try again the discretion.
next time they pass through town. The result of this first Test grants a modifier to
Characters can always attempt to find an artisan the next one, as per Table 5.1.
skilled enough to craft the item on commission, al-
though the final price can vary significantly from the
one listed here. Repairing Equipment

Weapons and pieces of equipment deteriorate when


Wealth and Money used during combat or under particularly stressful
conditions. Or because the Narrator is a sadist, but
Each Character starts the game with some equi- you already knew that. To restore an item to its wor-
pment and a certain amount of money granted by kshop condition, a Character must follow the same
their Past Experience. Gradually, as they adventure steps as crafting it, but at a fourth its market price
in the world of Vulcania, they become able to afford instead of half.
progressively better equipment and training.

128

Hill Snover (Order #36675299)


EQUIPMENT

Table 5.1 - Crafting Equipment

d12 Description

4 or less Better attempt again tomorrow… it would be an automatic failure, at best.

5-6 Your brain seems incapable of staying focused on one thing at a time: -3

7-8 Anxiety, worries, or weariness slow your work to a halt: -2

9-10 Your concentration falters: -1

11-12 You are focused, although inspiration is a fickle mistress: 0

13-14 You are eager to get down to work: +1

15-16 You are both focused and inspired: +2

17-18 Distracting you from your work is almost impossible! +3

19 or more Your hands work a new masterpiece! +4

WEAPONS
Weapons are the most loyal adventuring companions muscle power to swing around, so attacking takes a
when roaming Vulcania, each requiring a different Strength Test. A gun, on the other hand, requires
Skill to be mastered. much less strength and a sharper eye, requiring a
Senses Test.

Weapon Descriptions Cost: the average amount of Sesterzii ($) the Cha-
This section describes each weapon, along with the racter must pay to buy the weapon.
indicators and values needed to use it during game-
play. Complexity: how difficult it is to interact with the
weapon. It is also the Difficulty for crafting an indi-
Skill: each weapon requires a Test of a specific vidual item.
Skill to attack with it. As an example, a large and he-
avy weapon like an axe requires a great deal of raw

129

Hill Snover (Order #36675299)


CHAPTER 5

Range: the distance (in cubitus) beyond which


the Character suffers penalties if they try to hit an
enemy with that weapon.
Damage: the description of each weapon inclu-
des its damage progression bar. If the (natural) die
result on the roll to hit is a number in the white-co-
lored area, then the attack deals 1 point of damage.
If it is in the green zone, it deals 2 points of damage,
3 for the yellow one, and 4 for the red. Different
weapons have different progressions: swords, for
example, have a more solid chance of dealing avera-
ge damage, but do not have a red zone in their pro-
gression bar. Axes, on the other hand, have smaller
colored zones on their progression bar and can deal
4 points of damage.

1 2 3 4 5 6 7 8 9 10 11 12

1 damage 2 damages 3 damages 4 damages

Area of Effect: a few weapons affect more than


one target within an area, usually a cone, circle,
rectangle, or square, as listed in their profile.
Lines, on the other hand, affect all targets in a strai-
ght line starting from the weapon itself and ending
after the number of cubitus listed in its description.

Handling: some weapons are more unwieldy


than others, be it because of their size or weight ba-
lance. Handling is a modifier added to the weapon’s
attack Tests.

Defense: there are some weapons designed to


help in deflecting incoming blows, while others that
are more of a hindrance than anything else in hand-
to-hand combat. Defense is the modifier you must
add to Dodge Tests while using the weapon in close
quarter combat.

Special Characteristics: if a weapon has any


special feature, works differently under certain con-
ditions, or grants unusual modifiers, it is listed here.

130

Hill Snover (Order #36675299)


EQUIPMENT

Piercing: these weapons bypass the Damage Re-


duction provided by armor. Energy-based weapons
Unarmed Combat
also count as Piercing.

Opportunity: some weapons allow their user to Martial Arts [Brawl] $–


access special effects by spending the Opportunity Type: melee
generated by a Success with Opportunity on their
attack Test. 1 2 3 4 5 6 7 8 9 10 11 12

+1 –1
Improvised Weapons
Mankind has developed many different regimens of
Sometimes, Characters are forced to fight with wha- training throughout history that turn the body into a
tever they have at hand: a stool, a broken bottle, old killing machine, capable of inflicting lethal damage.
Betzie’s funeral urn, anything goes. All Improvised
Weapons successfully hit on a Brawl Test with a -2
penalty and deal only 1 point of damage. Mutation: Beak [Brawl] $–
If the Test results in a Catastrophic Failure, the we- Type: melee
apon is destroyed.
Poor old Betzie... 1 2 3 4 5 6 7 8 9 10 11 12

+0 –3
Traditional Weapons
Abrabazem has left visible marks on you. Your
The weapons mankind has used since the dawn of mouth has become a horrible, sharp beak; nothing,
time to wage its wars: although materials and techni- however, is so bad that there is not some good in it
ques improved with the centuries, they do not requi- somewhere: now you can peck your enemies!
re special technologies to be made.
Characters proficient in Craftsmanship (Woo-
dworking and Metallurgy) can produce traditional Mutation: Mighty Horns [Brawl] $–
weapons with a Handicraft Test against their Com- Type: melee
plexity score.
1 2 3 4 5 6 7 8 9 10 11 12

–2 –3

Exposure to the intoxicating agents of Abrabazem


made you grow impressive horns on your forehead.
Embarrassing, but unquestionably effective.

131

Hill Snover (Order #36675299)


CHAPTER 5

Axes

Axe [Athletics] $ 100 Cleaver [Strength] $ 360


Size: medium Size: large
Type: melee Type: melee
Complexity: 10 Complexity: 14

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–1 +0 –1 –1

An improved version of the war-axe, a cleaver is


A crude but functional weapon, issued to many local even more devastating and capable of inflicting un-
militias and a mainstay in almost any rural home. forgiving wounds. It comes as no surprise that head-
smen love it so much.

Hatchet [Brawl] $ 240


Size: small
Type: melee
Complexity: 12

1 2 3 4 5 6 7 8 9 10 11 12

+0 +0

Among the oldest weapons in Vulcania, the hatchet


is handy, light, and extremely efficient, albeit not
exactly elegant.

Koopesh [Athletics] $ 300


Size: medium
Type: melee
Complexity: 13

1 2 3 4 5 6 7 8 9 10 11 12

–1 +0

132

Hill Snover (Order #36675299)


EQUIPMENT

Midway between a sickle and an ax, it was developed This enormous cleaver is the pinnacle of Nuugard
in southern Balastoc and then exported to the rest weaponsmithing. In untrained hands, it looks like an
of the world. unwieldy chunk of steel, but if used by the right per-
son, like a Nuug, it becomes the last sight of endless
scores of enemies.
Machete [Brawl] $ 100
Size: small
Type: melee Nuug Kirvii [Athletics] $ 900
Complexity: 10 Size: medium
Type: melee
1 2 3 4 5 6 7 8 9 10 11 12 Complexity: 17

–1 +0 1 2 3 4 5 6 7 8 9 10 11 12

This heavy blade is typically used to cut a path throu- +0 +0


gh thick vegetation and, although extremely inele-
gant, it can be pressed into service as a weapon. This full-steel axe is the Nuug answer to Ketnyi ka-
tana, their secrets as jealously guarded by the north-
men as their handles are decorated with tribal runes.
Nun [Brawl] $ 720
Size: small
War-axe [Strength] $ 120
Type: melee
Complexity: 16 Size: large
Type: melee
1 2 3 4 5 6 7 8 9 10 11 12 Complexity: 11

+1 +0 1 2 3 4 5 6 7 8 9 10 11 12

A weapon commonly associated with the nobility of –2 –1


the northern Balast isles, it is a serrated, crescent-sha-
ped blade with a leather handle, its fabrication pro- Large, heavy and clumsy, this two-handed weapon is
cess a closely guarded secret of the master craftsmen capable of unleashing heavy blows. The Nuug love it
of Limen and Pifu. because of its size and intimidating presence.

Nuug Baalta [Strength] $ 1,080


Size: large
Type: melee
Complexity: 18

1 2 3 4 5 6 7 8 9 10 11 12

–2 –1

133

Hill Snover (Order #36675299)


CHAPTER 5

Knives

Dagger [Brawl] $ 300 This short blade is fitted with a wide and elabora-
te hand-guard, designed to deflect incoming blows.
Size: small
“Offense is the best defense” might work in the in-
Type: melee
dividual duel, but it does not carry through a fencing
Complexity: 13
competition!
1 2 3 4 5 6 7 8 9 10 11 12
Shank [Brawl] $ 240
+1 +1 Size: small
Type: melee - piercing
Perfect for those looking for discretion and efficien- Complexity: 12
cy, this short sword is light, well-balanced, and easy
to conceal, perfect for fighting in narrow spaces or 1 2 3 4 5 6 7 8 9 10 11 12
backstabbing.
–1 +0

Knife [Brawl] $ 80 This long knife has a thick and wicked blade. An
evolution of the stiletto meant to penetrate armor,
Size: small
it causes severe hemorrhages with the right flick of
Type: melee
the wrist.
Complexity: 9

1 2 3 4 5 6 7 8 9 10 11 12
Stiletto [Brawl] $ 80
+1 +0 Size: small
Type: melee - piercing
Light, cheap, and easy to find, the knife is a perfect Complexity: 9
choice for those short on money and a weapon fit
for any occasion. 1 2 3 4 5 6 7 8 9 10 11 12

–1 +0
Main-gauche [Brawl] $ 240
Facing heavily armored opponents is rare these days,
Size: small
but it is always better to be safe than sorry. A stiletto
Type: melee
is a dull blade with a strong tip, designed to pierce
Complexity: 12
through armor.
1 2 3 4 5 6 7 8 9 10 11 12

–2 +3

134

Hill Snover (Order #36675299)


EQUIPMENT

Swords

Claymore [Strength] $ 360 Katana [Athletics] $ 900


Size: large Size: medium
Type: melee Type: melee
Complexity: 14 Complexity: 17

1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
–1 +0
+1 +1
These massive two-handed swords are extremely
dangerous and look quite the part. They are used al-
most everywhere and boast a great variety of diffe-
rent styles and makes.

Foil [Athletics] $ 300


Size: medium
Type: melee - piercing
Complexity: 13. The millennia-long tradition of Ketnyi metalworking
is incarnated by these weapons, each a masterwork
of craftsmanship. Unmatched in their balance and
1 2 3 4 5 6 7 8 9 10 11 12 sharpness, it is said they can still be used to shave
after butchering scores of enemies, because the true
soldier must look the part in every situation, even
+1 +0
when drenched in blood.

Schiavona [Athletics] $ 120


Size: medium
Type: melee
Complexity: 11
Light, fast, lethal, and, more than anything
else, elegant. The Itteghi favor the foil, as for them
even dealing death and despair is not to be done at 1 2 3 4 5 6 7 8 9 10 11 12
the expense of class and elegance. Often, the hand-
guards and handles of these weapons are lavishly +0 +1
decorated and sometimes even shaped like naked
figures.

135

Hill Snover (Order #36675299)


CHAPTER 5

The most widely used blade in Vulcania, issued to Scimitar [Athletics] $ 300
the levies of almost every army. A medium blade
with a simple guard, cheap and easy to use, it is a Size: medium
trusty ally in any melee. Type: melee
Complexity: 13

1 2 3 4 5 6 7 8 9 10 11 12
Saber [Athletics] $ 360
Size: medium +1 +0
Type: melee
Complexity: 14

1 2 3 4 5 6 7 8 9 10 11 12

+0 +1

The classic. Thanks to its handling and versatility,


these one-edged curved swords are the most diffu-
sed on Vulcania. As it commonly happens, every ci- This weapon differs from the saber because of its
vilization developed their own version of the saber, much wider blade and pronounced curve, making it
some featuring a pronounced guard or a profile that a devastating cutter. It is favored by the warrior-prie-
can both slash and stab. stesses in Balastoc and other native fighters.

136

Hill Snover (Order #36675299)


EQUIPMENT

Zweihander [Strength] $ 960 Clubs


Size: large
Type: melee
Complexity: 16 Mace [Athletics] $ 100
Size: medium
1 2 3 4 5 6 7 8 9 10 11 12 Type: melee
Complexity: 10
–2 +0
1 2 3 4 5 6 7 8 9 10 11 12
An imposing, intimidating weapon, its origins shrou-
ded in myth. It is thought that zweihanders made –2 –2
their first appearance before the Islenations were
even born, when the Berynians had to arm themsel- Maces rock. Period. A perfect fit for the less sophi-
ves against the Nuug, forging these colossal blades sticated or those who lack the muscles for fully-fle-
to counter their heavy axes. dged warhammers, maces are smaller in size but
roughly comparable in performance.

Quarterstaff [Athletics] $ 80
Size: medium
Type: melee
Complexity: 9

1 2 3 4 5 6 7 8 9 10 11 12

+0 +0

It is safe to assume that the first weapon mankind


ever used was a branch fallen off a tree when they
left their caves and had the brilliant idea of tur-
ning killing others into a global competition. From
a branch to a quarterstaff, really, is a short step. Not
particularly deadly nowadays, but simple and cheap
to acquire for sure…

137

Hill Snover (Order #36675299)


CHAPTER 5

Truncheon [Brawl] $ 60 Warhammer [Strength] $ 120


Size: small Size: large
Type: melee Type: melee
Complexity: 8 Complexity: 11

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–3 +0 –2 –2

The weapon hated the most by the lower classes, This simple metal head mounted on a wooden shaft
the truncheon is used often (and eagerly so) by mi- is not particularly balanced, but when it strikes, it
litia and law-enforcement alike worldwide. It is a rains down pain from the heavens. Such a weapon
simple weapon that can rarely be deadly, but can le- is best suited for those who do not like technology,
ave many nasty bruises and broken bones for sure. are too clumsy for their own good to use swords, or
Special: when a Character uses a truncheon to think blades are for cutting bottles open.
deal non-lethal damage, they do not suffer the -3
penalty to attack Tests.

138

Hill Snover (Order #36675299)


EQUIPMENT

Flexible We apons Whip [Athletics] $ 80


Size: small
Type: melee
Flexible weapons can bend into one or more seg- Complexity: 9
ments, making them more complex to use properly.
However, on a Success with Opportunity that hits 1 2 3 4 5 6 7 8 9 10 11 12
with one, they inflict the Unbalanced condition on
their target. +0 –2
Wrap: the weapon wraps around the enemy’s
leg, making them lose their footing. They are now More than a weapon, the whip has always been used
Unbalanced. more as a coercion tool for pack animals and human
slaves. In the right hands, however, it turns into a
dangerous resource. It can be used to grab branches,
Chain [Athletics] $ 300 stakes, or almost anything else with an Agility Test
against Difficulty 10, then freed as a Free Action.
Size: medium
Although a melee weapon, it cannot attack targets
Type: melee
adjacent to its wielder and has a range of 3 cubitus.
Complexity: 13

1 2 3 4 5 6 7 8 9 10 11 12

–1 +0

The chain is a peculiar weapon, appearing centuries


ago in Abrabazi traditions. Although a melee wea-
pon, it has a range of 2 cubitus and few can deny
the morbid charm of goring an enemy with a chain...

Flail [Athletics] $ 120


Size: medium
Type: melee
Complexity:11

1 2 3 4 5 6 7 8 9 10 11 12

+0 –1

One of the most widely used melee weapons in


Abrabazem, it consists of a handle with a series of
chains attached to it, each ending in a spiked metal
sphere. In the right hands, it is a grisly, scenic we-
apon.

139

Hill Snover (Order #36675299)


CHAPTER 5

Thrown We apons

Dart [Handicraft] $ 20 Tomahawk [Handicraft] $ 40


Size: small Size: small
Type: ranged (range 6) Type: ranged (range 6)
Complexity: 10 Complexity: 11

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

+1 –2 +1 –1

Small, balanced, and precise, the dart grants a +4 This small hatchet is balanced for throwing. Larger
bonus to Stealth Tests to hide it from casual glan- than a dart, its shape allows it to make better use
ces and a +2 against more attentive searches. Darts of the strength of its thrower, becoming a very
were born as ranged weapons, but can be used so- dangerous weapon in expert hands.
mewhat effectively in melee, working like an Im- It is a Nuug tradition to gift a tomahawk to their
provised weapon. children when they turn eight, to introduce them
to the realm of weapons. Should a tomahawk be
used as a melee weapon, its Brawl Tests do not
Shuriken [Handicraft] $ 30 benefit from any modifier and it deals only 1 point
Size: small of damage regardless of the die result.
Type: ranged (range 6)
Complexity: 12

1 2 3 4 5 6 7 8 9 10 11 12

+2 –3

These metallic stars spread across Ketniv as an al-


ternative to the dart, although they were not de-
signed for use in close quarters combat. Shuriken
grant a +4 bonus to Stealth Tests to hide them
from casual glances and a +2 against more attentive
searching.

140

Hill Snover (Order #36675299)


EQUIPMENT

Ranged We apons

Crossbow [Senses] $ 120 Short Bow [Senses] $ 100


Size: medium Size: medium
Type: ranged (range 12) Type: ranged (range 14)
Complexity: 11 Complexity: 10

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–1 –2 –1 –2

Crossbows are said to be the next step in non- Short bows are smaller versions that can be used
piryum-based ranged weapons. Their main advanta- from a saddle. Many still do not understand why so-
ge is silence and relative ease of maintenance and mebody would buy something so primitive when for
acquisition, although they are significantly slower to a few pennies more they can purchase a solid rifle,
reload than bows or guns, taking a whole round. but tastes are known to vary.

Long Bow [Senses] $ 100 Wrist Crossbow [Senses] $ 360


Size: medium Size: small
Type: ranged (range 18) Type: ranged (range 8)
Complexity: 10 Complexity: 14

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–2 –3 –1 –1

Bows were among the first ranged weapons ever This small and short-ranged weapon is appreciated
used by mankind. Shooting a bow takes both hands, by assassins and spies for its discreet presence. It
and cannot be done while prone or when engaged grants a +4 bonus to Stealth Tests to hide it from
in melee. Drawing and preparing an arrow requires casual glances but, is revealed if its bearer is searched
a Maneuver. more attentively.

141

Hill Snover (Order #36675299)


CHAPTER 5

Fire arms

Guns are thermoballistic machines that use Carbines are particularly complex weapons, fitted
piryum for the energy to propel projectiles over with bumpers to make recoil more manageable.
long distances. Or, more easily, pull the trigger, However, like many of the larger firearms, they are
boom, the poor idiot dies. Easy! relatively unwieldy and not that precise. Carbines
As a consequence, projectile velocity is such cannot be used against targets engaged in melee
that armor is pierced as if it was paper. with the shooter.
Humans, crafty as they are, make all sorts of
firearms, used either with one or both hands. Un-
less otherwise stated, a gun has a drum magazine Enterrador [Senses] $ 1,800
containing 6 rounds of ammunition. Replacing or Size: large
refilling a magazine takes two rounds of the Cha- Type: ranged (range: 30 – shots: 6) - Piercing
racter not doing anything else but that. Complexity: 14
Piryum detonations generate a hefty amount
of recoil and are extremely loud. Also, guns jam
when the Character rolls a Catastrophic Failure
on a Test to hit. A jammed weapon cannot be
used to shoot again until a successful Handicraft
(Mechanical Repairs) Test is made against a Dif-
ficulty of 10.
It goes both ways, however: on a Success with
Opportunity on a Dodge Test to avoid being hit
by a bullet, it is the enemy weapon’s that jams! 1 2 3 4 5 6 7 8 9 10 11 12
If the Character possesses Academic Knowle-
dge (Engineering) and is proficient in Craftsman- –2 –2
ship (Metallurgy), they can try to make firearm
with a Test against the weapon’s Complexity.
The best of Mos firearm technology, this extraordi-
nary rifle boasts a quick and sensitive trigger, a per-
fectly balanced weight in spite of its large size, and
Carbine [Senses] $ 800 enough stopping power to paint the inside of an ar-
Size: large mored cabin with the brains of its pilot. Expensive,
Type: ranged (range: 16 – shots: 6) - Piercing for sure, but totally worth its money.
Complexity: 12

1 2 3 4 5 6 7 8 9 10 11 12

–2 –2

142

Hill Snover (Order #36675299)


EQUIPMENT

Lapidator [Strength] $ 2,300 Matador [Senses] $ 1,200


Size: large Size: small
Type: ranged (cone: 6 – shots: 40) - Piercing Type: ranged (range: 12 – shots: 7) - Piercing
Complexity: 16 Complexity: 18

1 2 3 4 5 6 7 8 9 10 11 12

–4 –3

This weapon has eight barrels that pivot around an


axis, vomiting a rainstorm of lead. Bullets are fed
from a top mounted, 40-round magazine, allowing
the Lapidator to shoot 8 shots per Round. It is a
well-known fact that when using such awe-inspiring 1 2 3 4 5 6 7 8 9 10 11 12
dealer of death and justice one does not have to worry
about aiming… rather, keeping the weapon pointed –1 –3
in the general direction of the enemy and then wai-
ting for the smoke to settle on the ensuing butchery. The Mos passion for firearms has led to the crafting
Special: Characters shooting a Lapidator can give of masterpieces in the field of pistols. El Matador
Cover Fire (see Chapter IV – Combat) as a Free is a status symbol among Mostucaal’s gunslingers, a
Action. mortally precise weapon made with precious mate-
rials, high craftsmanship, and lavish decorations.

Machecannon [Senses] $ 600


Size: medium Pepperbox [Senses] $ 250
Type: ranged (range: 10 – shots: 1) - Piercing Size: small
Complexity: 16 Type: ranged (range: 6 – shots: 3)
Complexity: 16
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
–2 –1
+0 –4
The blade of this large machete-like weapon features
a large-bore barrel linked to a trigger on the hilt. This smallest of pistols is a jewel of miniaturiza-
When used in melee, it uses the same profile as a tion, easily hidden among clothing but still powerful
machete. enough to ruin somebody’s day. It grants a +4 bo-
nus to hide it from a casual search and a +2 against
an attentive search. The garter is included, because
everybody knows that a pepperbox without a garter
is just not a thing!

143

Hill Snover (Order #36675299)


CHAPTER 5

Pilator [Senses] $ 600 Revolver [Senses] $ 600


Size: large Size: small
Type: ranged (range: 12 – shots: 3) Type: ranged (range: 10 – shots: 7) - Piercing
Complexity: 15 Complexity: 15

1 2 3 4 5 6 7 8 9 10 11 12

+0 –2

A firearm capable of shooting Bombs, fed by a


3-shell drum magazine. Now, everybody knows what
happens when somebody puts volatile materials, like 1 2 3 4 5 6 7 8 9 10 11 12
piryum, close to the totally, absolutely stable reagents
within a Bomb, right? –1 –3
Special: When you get a Catastrophic Failure
using the Pilator, all the Bombs in the magazine A particularly advanced pistol, it features shock
detonate at the same time… Right in front of you. absorbers to make recoil more manageable at the
Ouch. expense of range. It is more powerful and holds
more bullets than many other pistols, allowing gun-
slingers and fighters to outlast their opponents more
Pistol [Senses] $ 300 often.
Size: small
Type: ranged (range: 12 – shots: 6) - Piercing
Complexity: 12

1 2 3 4 5 6 7 8 9 10 11 12

–2 –3

The most widely-used firearm in Vulcania. It boa-


sts a good price, dependability, and a decent weight
because, as the wise man says, “Heavy is good! You
can trust heavy. If it jams, just bonk ‘em on the head
with it!”

144

Hill Snover (Order #36675299)


EQUIPMENT

Rifle [Senses] $ 400 A short, squat-looking gun, made of a bell-shaped


metal barrel fitted to a wooden stock, shooting car-
Size: large
tridges filled with nails, shrapnel, and other detritus.
Type: ranged (range: 20 – shots: 6) - Piercing
Scattergun projectiles spread their lethal cargo in a
Complexity: 10
cone-shaped area.
1 2 3 4 5 6 7 8 9 10 11 12

–3 –2

The rifle is the weapon that the majority of soldiers


use. It is not particularly comfortable to use because
of its recoil and size, but it can send bullets over a
long distance with a reasonable amount of precision
if one took enough time to aim.

Sawed-off [Senses] $ 700


Size: medium
Type: ranged (range: 6 – shots: 2) - Piercing
Complexity: 8

1 2 3 4 5 6 7 8 9 10 11 12

–2 –2

This short gun features two side-by-side large-bore


barrels and is built for extra stopping power and
easier handling. Although it has no magazine and
can be shot only twice before needing to be reloa-
ded, it can provide extremely helpful insight on the
enemy’s last meal.

Scattergun [Senses] $ 600


Size: large
Type: ranged (cone: 6 – shots: 1)
Complexity: 8

1 2 3 4 5 6 7 8 9 10 11 12

–1 –2

145

Hill Snover (Order #36675299)


CHAPTER 5

Tormentum Arrays

The Monopolies have developed lethal war machi- Anguis $ 700


nes powered by small Vulcanus batteries and who
Complexity: 18
knows what other alchemical nonsense. These ex-
Piercing
traordinary apparati can be attached to almost any
traditional melee weapon and used by anybody, al-
This Array is made of an alchem chamber that feeds
though they require constant and meticulous main-
electricity along the blade it is attached to, making it
tenance.
shock and zap with every hit.
Characters with the Engineering Art are able
You can spend an Opportunity on this devi-
to treat Catastrophic Failures as simple jams, but
ce to have it discharge electricity from the weapon’s
otherwise consequences are likely to be spectacular.
intended target to a secondary one within 2 cubitus,
Tormentum arrays make weapons heavier, in- dealing them 1 point of damage.
flicting a -1 penalty to attack Tests, although they
make them significantly more powerful, as the da-
mage they deal is determined by the d12+1 instead Caceus $ 700
of just the d12 on their damage progression bar.
Complexity: 18
Piercing
–1
This Array runs tubes from an alchem chamber into
the blade, where they deliver a highly corrosive com-
Special: on a Catastrophic Failure, the Tormen- pound. When the acid touches flesh and fabric, it
tum Array explodes, dealing 1 point of damage causes painful and irritating caustic fumes that ignore
that ignores armor to everything within 2 cubitus. armor.
The weapon and the Array are then useless until
You can spend an Opportunity on this devi-
repaired.
ce to have it inflict the Disoriented condition to the
Characters proficient in Academic Knowledge target of the weapon it is attached to.
(Alchemy and Engineering) are able to craft Tor-
mentum Arrays with a Handicraft Test against the
Complexity listed in the item’s profile.

Algor $ 600
Complexity: 17

This apparatus feeds from an alchem cryogenic


chamber that makes the blade it is attached to turn
freezing cold and make the nervous system of the
target more vulnerable to shock.
You can spend an Opportunity on this device
to have it inflict the Slowed condition on the wea-
pon’s target.

146

Hill Snover (Order #36675299)


EQUIPMENT

Nidor $ 800
Complexity: 19

This Array features a small Vulcanus furnace that he-


ats the blade, striking its target with flame and steel.
You can spend an Opportunity on this devi-
ce to have it inflict the Burning condition.

Zahyi $ 600
Complexity: 18
Piercing

These clawed gauntlets, built for close quarters combat,


house batteries that unleash electricity when striking.
You can spend an Opportunity on this devi-
ce to have it discharge electricity from the weapon’s
intended target to a secondary one within 2 cubitus,
dealing them 1 point of damage.

147

Hill Snover (Order #36675299)


CHAPTER 5

Tormentum We apons

The Monopolies did not just design Arrays and Almarada [Brawl] $ 1,000
Apparati, they also ventured into the realm of we-
Size: small
aponsmithing, developing new and terrifying tech-
Type: melee
nologies just for their tools of death. Although ra-
Complexity: 16
ther expensive, they are formidable weapons.
Special: if a Character gets a Catastrophic Failu- 1 2 3 4 5 6 7 8 9 10 11 12
re when using a Tormentum weapon, it detonates
dealing 1 point of damage that ignores damage re- +1 +0
duction to everything within 2 cubitus. The wea-
pon, then, must be repaired before it can be used This small and lethal stiletto has a miniaturized Vul-
again. canus-powered pump that drains blood from the
Characters proficient in Academic Knowledge target whenever its user strikes a vein or artery. The
(Engineering) and Craftsmanship (Metallurgy) are sudden bleeding is known to make people faint, and
able to craft Tormentum Weapons with a Handi- the undoubtedly scenic effect of blood spurting at
craft Test against the Complexity listed in the item’s high pressure from the pommel of the weapon is
profile. known for being a powerful deterrent.

148

Hill Snover (Order #36675299)


EQUIPMENT

You can spend an Opportunity on this de- Dilanior [Strength] $ 1,800


vice to have it inflict the Dazed condition on its Size: large
target. Type: melee
Complexity: 16

Aspis [Athletics] $ 1,100 1 2 3 4 5 6 7 8 9 10 11 12


Size: medium
Type: melee - Piercing –4 –2
Complexity: 16

1 2 3 4 5 6 7 8 9 10 11 12

+2 –2

This apparently short estoc is notoriously bad news


for its enemies, as it is made of three telescopic seg-
ments that extend and contract continuously, much
like the head of a snake that coils back and then
snaps forwards to bite. An unpredictable weapon, it
is extremely efficient when on the offense, although
it trades such power for a known lack of defensive
capabilities.
This dealer of death and terror is made of a large,
You can spend an Opportunity on this devi-
hilt-mounted engine that powers a serrated chain
ce to have it fully unfold, piercing through its main
running along a metal segment that makes up the
target and stabbing whoever is behind them up to 2
body of the weapon. It is an unwieldy and clumsy
cubitus away for 1 point of damage.
weapon, but when it bites… may the Red God
have pity on those poor souls. It can inflict hor-
rid wounds, showering its user and those around
Crystallus [Senses] $ 200 them in blood, viscera, and gore. Definitely not so-
Size: small mething to wave around.
Type: ranged (range 6) You can spend an Opportunity on this devi-
Complexity: 14 ce to have it spread blood and gore all around your
Character, inflicting the Disoriented condition on
1 2 3 4 5 6 7 8 9 10 11 12
both allies and enemies adjacent to them.

+0 –2

Miniaturized alchem chambers keep these knives


freezing cold, causing intense pain and terrible fro-
stbite burns when they land on a soft target.
You can spend an Opportunity on this
device to have it inflict the Slowed condition on its
target.

149

Hill Snover (Order #36675299)


CHAPTER 5

Kochavash [Athletics] $ 1,100 Malleus (Strength) $ 1,400


Size: medium Size: large
Type: melee Type: melee
Complexity: 17 Complexity: 18

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–1 –1 –3 –2

This unusual contraption, combining a flail and a


censer, was a ceremonial implement of the Abra-
bazi commercial brotherhoods before the nation
was turned into a wasteland of irradiated death and
sorrow. However, although they might look like un-
couth savages, the raiders that roam the now-deser-
ted Abrabazi lands have shown a penchant for this
weapon due to its chance of setting its targets on
fire and spreading a smoke screen around its wiel-
der that reduces sight to 1 cubitus.
You can spend an Opportunity on this device to
have it inflict the Burning condition to its target and
an adjacent secondary target.

Magneto (Strength) $ 900 The head of this hammer contains a small reaction
engine similar to those used by aeronauts, which al-
Size: large lows the wielder to spin it at hilariously high speeds.
Type: melee So high, its inventor must have been extremely drunk
Complexity: 16 or a bloody genius, they say. Regardless of the sani-
ty or liver conditions of that poor sod, it is beyond
1 2 3 4 5 6 7 8 9 10 11 12 any sort of doubt that the Malleus is appealing to a
well-known category of crazies, right?
–2 +0
You can spend an Opportunity on this devi-
ce to rev the engine and knock its target 5 cubitus
This large hammer features a Vulcanus engine that
away. If the target strikes a solid surface, like a wall
generates a powerful magnetic field, capable of at-
or a tree, it deals 1 additional point of damage and
tracting bullets and, if used skillfully, wrenching a
stops; if it strikes somebody else instead, both suffer
weapon out of its owner’s hands. As Balast wisdom
1 point of damage and are knocked Prone.
has it, an unarmed opponent is always better than
an armed one, right?
You can spend an Opportunity on this de-
vice to have it capture your enemy’s weapon and
secure it to the head.

150

Hill Snover (Order #36675299)


EQUIPMENT

Shandian [Senses] $ 300 Alchem We apons


Size: small
Type: ranged (range 6)
Complexity: 14 Few things are more dangerous than a well-equip-
ped alchemist. Within their reaction chambers, alchem
1 2 3 4 5 6 7 8 9 10 11 12 weapons mix reagents in lethal combinations to deva-
state one’s enemies.
+1 –3 Alchem weapons require lengthy training to use
properly, so an untrained Character can make them
Ketnyi engineers managed to fit these shurikens with work only when obtaining a Success with Opportuni-
miniature alchemical triggers, capable of releasing ty on their Test. Alchem equipment is generally inac-
electrical sparks on contact. curate, but their large area of effect allows them to
You can spend an Opportunity on this we- hit many targets at once… although they are prone to
apon to have it cause an electrical surge that sparks explode in their operator’s face, of course.
from the shandian’s first target to a secondary one Operating an alchem weapon takes continuous mo-
within 2 cubitus, dealing them 1 point of damage. nitoring and meticulous calibrations, the reason why
Characters must pass Insight Tests to fire them.
Special: when rolling a Catastrophic Failure on
Uskuir [Senses] $ 500 an alchem weapon Test, its reagent tank collapses,
causing an explosion that deals 1 point of damage
Size: small
to everything within 2 cubitus of its user. The Cata-
Type: ranged (range 6)
strophic failure threshold increases to 2 instead of 1
Complexity: 14
for those not trained in the usage of alchem equip-
ment.
1 2 3 4 5 6 7 8 9 10 11 12 Special: on a result of 12 on a Test to hit with an
alchem weapon, its area of effect is doubled and it
–1 –1 deals 3 extra points of damage to its targets. After
that, the weapon is empty and must be reloaded at a
These tomahawks the Nuug make often feature ani- laboratory.
mal-shaped decorations. They are tough and poorly If the Character possesses Academic Knowledge
balanced, because their head features a small engine (Alchemy) and is proficient in Craftsmanship (Metal-
that moves a series of rotating toothed gears. When lurgy), they can try to make an alchemy weapon with a
the weapon bites its target, the engine revs and the Test against the weapon’s Complexity.
teeth mince whatever they are stuck in. Uskuirs are
known for literally chewing through flesh, if given
enough time.
You can spend an Opportunity on this we-
apon to have it deal 1 point of damage each round
until it is removed. On removal, it deals 1 additional
point of damage.

151

Hill Snover (Order #36675299)


CHAPTER 5

Acidus [Insight] $ 900 Aculeus [Senses] $ 700


Size: medium Size: medium
Type: ranged (range 6 - area 2) - Piercing Type: ranged (range 5)
Complexity: 14 Complexity: 13

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–1 –2 –1 –3

The tanks in this gun hold reagents that mix into an A weapon designed specifically for and by biopsists,
unstable and highly corrosive substance, expelled in it features a tank where its user mixes reagents to
globs that explode when they hit a solid item or at form Mutagens and Toxins that are then applied to
the end of their range. needles shot up to 5 cubitus away by a compressor.
The acid compound inundates a square 2 cubitus by Synthesizing a substance takes an Action and an Insi-
2 cubitus and, on contact with solid surfaces, exhales ght Test against the reagent’s Complexity. A Success
toxic gas. All damage dealt by an Acidus ignores da- with Opportunity on the Test reduces creation time
mage reduction offered by armor. to just a Maneuver.
You can spend an Opportunity on this wea- The reagents contained within an Aculeus are hi-
pon to have it inflict the Disoriented condition on ghly unstable and cannot be stored for long, so they
its target. must be used within a few minutes before they be-
come inert.

152

Hill Snover (Order #36675299)


EQUIPMENT

Although born as a ranged weapon, the Aculeus Corrodens [Insight] $ 1,300


counts as an improvised weapon in melee, requiring
Size: large
Brawl Tests to hit.
Type: ranged (range 10 - area 2) - Piercing
Special: The Aculeus does not deal damage in
Complexity: 16
and of itself.
You can spend an Opportunity on this wea- 1 2 3 4 5 6 7 8 9 10 11 12
pon to have it deal 1 point of damage in addition to
whatever the toxin it just shot does. –2 –2
Special: A Catastrophic Failure for an Aculeus
does not deal damage. Instead, it applies the effects
The Acidus’ bigger brother, it is a large and cum-
of its latest active toxin to the area around it.
bersome weapon. All damage dealt by a Corrodens
ignores damage reduction offered by armor.
You can spend an Opportunity on this wea-
pon to have it inflict the Disoriented condition on all
targets it its area of effect.

Ignifer [Insight] $ 1,200


Size: medium
Type: ranged (cone 4)
Complexity: 15

153

Hill Snover (Order #36675299)


CHAPTER 5

1 2 3 4 5 6 7 8 9 10 11 12 ges, striking all targets in a straight line from the


barrel of the weapon. All damage dealt by a Iup-
piter ignores damage reduction offered by armor.
–1 –2
You can spend an Opportunity on this wea-
This weapon features a central body surrounded by pon to have its lightning bolts arc from one target
reagent tanks. It is cumbersome and heavy, but it is to another within 2 cubitus, dealing 1 point of da-
also capable of generating a powerful flame to inci- mage.
nerate anything in its path.
You can spend an Opportunity on this we-
Rogus [Insight] $ 1,500
apon to have it inflict the Burning condition on
everything in its area of effect. Size: large
Type: ranged (cone 6)
Complexity: 17
Iovis [Insight] $ 1,300
1 2 3 4 5 6 7 8 9 10 11 12
Size: medium
Type: ranged (line 10) - Piercing –2 –3
Complexity: 16

1 2 3 4 5 6 7 8 9 10 11 12 This weapon is a more powerful version of the


Ignifer, generating a much more intense flame at
–2 –2 the cost of worse handling.
You can spend an Opportunity on this we-
A larger version of the Iuppiter, it compensates for apon to have it inflict the Burning condition on
its worse handling with more powerful bolts of light- everything in its area of effect.
ning that arc from its barrel and strike all targets in
a straight line. All damage dealt by an Iovis ignores
damage reduction offered by armor. Zeus $ 60
You can spend an Opportunity on this wea- Ammunition
pon to have its lightning bolts arc from one target to Type: ranged (line 6) - Piercing
another within 2 cubitus, dealing 1 point of damage. Complexity: 13

1 2 3 4 5 6 7 8 9 10 11 12
Iuppiter [Insight] $ 900
These special rounds of ammunition feature a car-
Size: small
tridge with chambers containing a small amount of
Type: ranged (line 6) - Piercing
alchem reagents. When the hammer strikes, the rea-
Complexity: 14
gents mix, unleashing a lightning bolt from the bar-
rel of the weapon in a 6 cubitus long straight line.
1 2 3 4 5 6 7 8 9 10 11 12
Unlike an actual Iuppiter, however, a gun loaded
with Zeus ammunition does not benefit from its
–1 –3
Opportunity and does not require proficiency with
alchem weapons.
The reagents contained within a Iuppiter’s tank mix
together, unleashing powerful electrolytic dischar-

154

Hill Snover (Order #36675299)


EQUIPMENT

Markon We apons A small flamethrower designed to be fitted to an al-


chem drone.
You can spend an Opportunity on this we-
Thanks to the extraordinary properties of conlio, apon to have it inflict the Burning condition to
the master smiths of the Monopoly of Markonists everything in its area of effect.
can shape weapons capable of harnessing the incre-
dible powers of the human mind.
If the Character possesses Academic Knowledge Chakraam [Handicraft] $ 600
(Markonism) and Craftsmanship (Metallurgy), they Size: small
can try to make a Markon weapon with a Test against Type: ranged (range 8)
the weapon’s Complexity. Complexity: 17

1 2 3 4 5 6 7 8 9 10 11 12
Andromedus [Discipline] $ 900
Size: medium +2 –1
Type: melee
Complexity: 17 This conlio ring is known for its incredibly sharp
edge and the ability some Markonists have to control
1 2 3 4 5 6 7 8 9 10 11 12 its trajectory with their mind. Chakraam evolutions
include going around corners and returning to the
–1 +1 Markonist’s hands. Of course, non-Markonists can
still use this weapon, but it only serves them as a
Inspired by the Abrab chain, the Andromedus is normal thrown weapon.
a flash of steel under the control of a Markonist, Chakraams can be used in melee combat, hitting
acting as if of its own volition. Because of this cha- on a Brawl Test that does not benefit from any mo-
racteristic, a skilled user can employ their Androme- difier and dealing only 1 point of damage.
dus to intercept bullets or wrap it around shins and Special: Chakraams ignore any kind of cover,
wrists. Although born as a melee weapon, it can be since they can be thrown to make up to 90° changes
used as a ranged weapon with a 2 cubitus range. of direction. To attack a target with a Chakraam, the
Markonist only needs to know where they are.
You can spend an Opportunity on this wea-
pon to have it inflict the Prone condition.

Nasturzio is chasing a robber, who just vanished into


Ardor [Discipline] $ 300 an alley behind a building. Although he cannot see his
Graft quarry, Nasturzio knows where he is and hurls his
Type: ranged (line 6) Chakraam, guiding it with his mind into a trajectory
Complexity: 14 that curves into the alley. A few instants later, the we-
apon flies back to his hand, stained with blood!
1 2 3 4 5 6 7 8 9 10 11 12

–2 +0

155

Hill Snover (Order #36675299)


CHAPTER 5

Faux [Discipline] $ 300 A lethal drone graft that features three saw blades
which fan out in front of the drone, mowing down
Graft
whatever stands in its way.
Type: melee
Complexity: 14 You can spend an Opportunity on this wea-
pon to have it roll another attack against a secondary
1 2 3 4 5 6 7 8 9 10 11 12 target adjacent to the first.

–1 +0
Lupar [Discipline] $ 600
A Vulcanus-powered toothed disc that is fitted to a Graft
drone, it is perfect for sawing through wood, flesh, Type: ranged (cone 4 – shots 4)
and bone. Complexity: 16

1 2 3 4 5 6 7 8 9 10 11 12
Flambor [Discipline] $ 600
–1 +0
Graft
Type: area of effect (area 3)
Complexity: 16 The Lupar is a firearm grafted to drones that shoots
a cartridge filled with shrapnel which sprays out of
its barrel.
1 2 3 4 5 6 7 8 9 10 11 12

+0 +0 Nanowhip [Discipline] $: –
Size: medium
A tube running around the drone it is grafted to and
Type: melee
connected to an alchem chamber within, fitted with
multiple nozzles that spit flame in a circle of burning
1 2 3 4 5 6 7 8 9 10 11 12
death.
You can spend an Opportunity on this we- +1 –2
apon to have it inflict the Burning condition on
everything in its area of effect. This weapon cannot be bought at a shop, as it is one
of the many forms the nanodrones used by some
Markonists can take when they join together. Al-
Iniquitor [Discipline] $ 600 though it counts as a melee weapon, it is long enou-
Graft gh to have a range of 6 cubitus.
Type: melee You can spend an Opportunity on this wea-
Complexity: 16 pon to have the Nanodrones wrap around the legs
of an enemy, inflicting them with the Immobilized
1 2 3 4 5 6 7 8 9 10 11 12 condition.

–2 +0

156

Hill Snover (Order #36675299)


EQUIPMENT

Oplor [Discipline] $ 300 Serris [Discipline] $ 100


Graft Graft
Type: ranged (range 10 – shots 6) - Piercing Type: melee
Complexity: 14 Complexity: 12

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

–2 +0 –3 +0

A long barreled, drum-fed firearm grafted to drones. A tool to saw through hard surfaces like wood, Serris
drone grafts were not designed to be used as wea-
Rector $ 120 pons, but in a pinch could double as one.
Ammunition Assuming the Character has nothing else left to use,
Complexity: 16 of course...

These conlio-coated bullets can be guided along their


trajectories by an expert Markonist. Tubor [Discipline] $ 100
Special: Rector bullets ignore any kind of co- Graft
ver, since they can pull off changes of direction Type: ranged (range 6 – shots 1) - Piercing
up to 90°. To attack a target with a Rector-loaded Complexity: 12
firearm, the Markonist only needs to know where
they are. 1 2 3 4 5 6 7 8 9 10 11 12

–1 +0
Serpis [Athletics] $ 700
Size: medium This gun assembly is capable of shooting up to 6 cu-
Type: melee bitus away. Unfortunately, it must be reloaded after
Complexity: 16 every shot.

1 2 3 4 5 6 7 8 9 10 11 12
Shields
+1 +1

This conlio staff is fitted with special joints that a Shield $ 100
Markonist can control to defy Euclidean physics and Complexity: 8
surprise their opponents.
You can spend an Opportunity generated by Heavy and unwieldy, shields are not used often as the
a Dodge Test while wielding a Serpis to have it inflict majority of Vulcanian fighters prefer to use either
the Unbalanced condition on an enemy. two weapons or two-handed ones. However, masters
came up with techniques, utilized especially by city
militias, that can turn a bloke with a board into an
actually effective warrior. Shields offer a +1 bonus
to Dodge Tests and inflict a -1 penalty to Movement.

157

Hill Snover (Order #36675299)


CHAPTER 5

Armor

During a fight, the protection afforded by a suit of Mail $ 1,500


armor can make the difference between life and dea-
DR: 2
th. But armor, although it absorbs damage, limits the
Encumbrance: 2
mobility of its wearer and is better not pitted against
Complexity: 14
firearms.
Encumbrance: suits of armor are unwieldy and This suit of armor is made of a thick metallic mesh
heavy, imposing a penalty to all Tactical Indicators. that covers the whole body, with plates to reinforce
Damage Reduction (DR): this number is the chest. It is very resilient, but compensates with a
subtracted from the amount of damage the wearer great heft and poor weight distribution.
of the armor suffers each time they are hit. If the
reduced damage is 0 or less, the wearer does not suf-
fer any! Warplate $ 1,200
Characters proficient in Craftsmanship (Lea- DR: 2
therworking and Metallurgy) can produce armors Encumbrance: 3
with a Handicraft Test against their Complexity score. Complexity: 12

Warplates hail from an ancient time, before firearms


Karacena $ 600 had been invented. These extremely uncomfortable
DR: 1 and heavy suits of plate armor completely encased
Encumbrance: 1 their wearer and were often used by shock cavalry.
Complexity: 13 Some special corps still use it nowadays, but it requi-
res special support to avoid its wearer being pelted
A better version of the Lorica, the leather cuirass by enemy snipers.
has been treated to be lighter and the metal parts are
made of a lighter alloy. Joints, notoriously a problem,
have been redesigned in a more efficient manner.

Lorica $ 200
DR: 1
Encumbrance: 2
Complexity: 11

This suit is made from a leather cuirass to which me-


tal studs and plates have been riveted. It is heavy and
terribly uncomfortable, but it offers a great deal of
protection to the squishy bits inside!

158

Hill Snover (Order #36675299)


EQUIPMENT

Tormentum Armor

The Monopolies had their fun not just with giz- This suit of heavy armor is fitted with a Vulca-
mos and everyday items, but also with suits of armor. nus-powered hydraulic system that allows its wearer
If the Character is proficient in Craftsmanship to move in spite of the considerable weight, and a
(Leatherworking and Metallurgy) and Academic helmet with a Feles visor for night vision and an-
Knowledge (Alchemy or Engineering), they are ca- ti-toxin filters. This marvel of engineering was built
pable of making suits of armor by passing a Test during the Great War for elite forces to turn a sim-
against the armor’s Complexity. ple human being into a nigh-unstoppable juggernaut
of destruction, but the majority of them were de-
stroyed during the conflict. Nowadays, finding a Me-
chanus is incredibly hard, let alone somebody willing
Kevlarmor $ 800 to sell one.
DR: 1
Encumbrance: 2
Complexity: 18 Repulsor $ 2,100
DR: 1
This suit is made of Kevlus, an extremely resistant Encumbrance: 1
and elastic material capable of stopping firearm bul- Complexity: 18
lets. Kevlarmor ignores the armor-piercing characte-
ristic of guns, but is stiff and heavy, causing serious This metal armor is linked to a Vulcanus battery that
mobility issues. generates a magnetic field capable of bouncing away
small metal objects like bullets. Unfortunately, the
battery is exposed and limits the wearer’s mobility.
Lacerta $ 900 + $ Mutageni Repulsor suits grant a +2 bonus to Evade.
DR: 1
Encumbrance: 1
Complexity: 17 Volans $ 2,000
DR: 2
This suit of Karacena armor features two small blad- Encumbrance: 2
ders holding mutagens to inject into its wearer. As Complexity: 19
a Free Action, the wearer can press one of the two
buttons in the palm of its gauntlets and use one of Two large mechanical wings, fed by a Vulcanus bat-
the mutagens in the suit. Refilling the bladders takes tery, have been fitted to the back of this coat of mail.
an Extended Action and 15 minutes for each blad- Although not strong enough to properly fly, as a Ma-
der. neuver the wings allow the Character to leap up to
6 cubitus away or glide when falling. Otherwise, as
a Maneuver, the Character can close the wings over
Mechanus Exoskeleton $ 7,000 themselves, gaining a +3 cover bonus against ranged
DR: 2 attacks but being able only to move.
Encumbrance: 0
Complexity: 21

159

Hill Snover (Order #36675299)


CHAPTER 5

Gizmos

The Monopoly of Engineers continuously pro- Brachium $ 450


duces items to help the people in their everyday
life, powered by small Vulcanus batteries that re- Complexity: 12
quire reloading once or twice a year. The water
for the steam engine just needs refilling, instead. This mechanical apparatus is made of belts, pi-
Once used, a gizmo requires a certain amount stons, and gauges strapped to an arm, monstrously
of time to be recharged and brought back to pres- amplifying its strength. It only takes activating the
sure before it can be used again. The replacing steam valve to get a +3 bonus to one Strength Test.
of Vulcanus batteries is included in the purchase To restore enough steam pressure to use the Bra-
price, and for that it is enough to regularly visit a chium again takes 5 minutes.
Monopoly workshop to have one’s gizmos always
up and running.
Everybody can use a gizmo, even if they are Clipeus $ 500
not trained, but it takes them an Action to do so. Complexity: 11
If the Character is proficient in Academic
Knowledge (Engineering), they are capable of This array of polarized metal foils snaps open,
making gizmos by passing a Test against the creating a negative magnetic field capable of
item’s Complexity. deflecting incoming bullets. The field grants a +3
bonus to Evade Tests and it takes roughly one mi-
nute to restore steam pressure.
Special: Adequately trained engineers can use
the Clipeus as an Evade Reaction against a ranged
attack

Crux $ 600
Complexity: 12

This series of belt straps, hydraulic pistons, valves,


and pressure gauges, built to enhance the strength
of the user’s legs, allows them to jump further or
suddenly dash or lunge at dazzling speeds. The we-
arer gains a +4 bonus to a single Athletics Test or
can double their Movement score for 3 rounds. To
restore enough steam pressure to use a Crux again
takes 5 minutes.

160

Hill Snover (Order #36675299)


EQUIPMENT

Harpago $ 300
Complexity: 8

This wrist-mounted apparatus shoots a grappling


hook tied to a 30-cubitus long cable that can hold a
maximum weight of 200 kg. A small engine bund-
les the cable back 10 cubitus each round. Restoring
enough steam pressure to use a Harpago takes rou-
ghly 30 seconds.
Special: With a Senses Test against the Evade
score of an enemy, it is possible to use the Harpa-
go as a ranged weapon, dealing 1 point of damage
and entangling the target. With an opposed Stren-
gth Test, the Harpago granting a +4 bonus to its
owner, it is possible to pull in the entangled target.
On a failure, the opposite happens.

Icarus $ 1,100
Complexity: 15

This reactive backpack allows its wearer to fly at


high speeds for a short amount of time. On activa-
tion, the initial burst propels the wearer into the air,
and after a few seconds a set of small mechanical
wings unfold to optimize the flight. In this way, an
Icarus can fly for up to 5 minutes or 4 kilocubitus.
To restore enough steam pressure to use an Icarus
again takes roughly 30 minutes.

Impulsus $ 450
Complexity: 10

This set of footwear is enhanced with a couple of


small nozzles that allow their wearer to jump up to
10 cubitus away or to turn a deadly fall into a soft
landing. To restore enough steam pressure to use
the Impulsus again takes roughly 5 minutes.

161

Hill Snover (Order #36675299)


CHAPTER 5

Remote Devices

Conlio is a precious metal with extraordinary pro- Extendor $ 400


perties, present in small quantities in blood cells. It
Complexity: 14
is also known for being a key element in the synaptic
activities of living beings. With enough training, it is
This amplifier allows Markonists from the Psi Scho-
possible to remotely control devices built with this
ol to double up the range of their Mind Touch. To
material or even interact with the minds of other pe-
work, it must be worn on the head or within a hat.
ople.
If the Character is proficient in Academic Know-
ledge (Markonism and Engineering), they are ca-
Fidelitas $ 500
pable of making remotes by passing a Test against
the item’s Complexity. Complexity: 15

This conlio collar is meant to enhance the Mind Tou-


ch range of Phi School Markonists up to 10 times
their MIND score when used on an animal. The Fi-
Drone $ 500
delitas must be fitted around the neck of the animal.
Complexity: 16

Drones are small mechanical creatures a Markonist Geminus $ 400


can control within a distance equal to 10 times their
MIND score. If not appropriately equipped with Complexity: 14
grafts, drones cannot take actions more complex than
moving about or carrying small objects. Drones have This four-lens array is linked to a pair of glasses that
2 Wounds and a Movement score of 4. can be worn by a Character or animal. By lowering
Controlling a Drone takes an Action or a Maneuver, the lenses, the Markonist can see through the glasses
depending on the individual Markonist’s mastery of they are linked to at a distance up to 10 times their
their Art. For their Drone to do something, the Mar- Analysis score. Raising the lenses deactivates the re-
konist must pass a Discipline Test. mote.

Inauris $ 300
Exeptor $ 400 Complexity: 13
Complexity: 14
This device, not much larger than a coin, allows the
This array, the size of a small crate, is capable of re- Markonist to hear all sounds within 10 cubitus of
cording and replaying conversations and sounds up the device, if it is up to a maximum distance of 10
to 1 minute long. Each new recording overwrites the times their Analysis score away. Whether it is worn
one previously memorized. or hidden somewhere, knowledge is power!

162

Hill Snover (Order #36675299)


EQUIPMENT

Nanodrones $ 900 Grafts


Complessità: 18

These tiny mechanical creatures are the Drone’s Drones gain new features by being grafted with ex-
smaller cousins. Individually, they cannot take grafts tra appendages. Those grafts that are weapons are
and cannot do almost anything, but a skilled Mar- described in the Markon Weapons section of this
konist can control hundreds of them in a swarm. chapter.
If a swarm of Nanodrones takes damage, it can do
nothing but move for the next hour while it repairs
itself. Simple Grafts $ 100
Complexity: 12

Simulacrum $ 400 Gemini: works like the remote device.


Complexity: 14 Inauris: works like the remote device.
Injector: this telescopic arm is fitted with a capsu-
These special glasses can memorize an image that le for one dose of a mutagen or toxin. When attemp-
can then be printed onto a piece of conlio foil at any ting to inject its contents into an unwilling target, the
Markonist workshop. Each new use of this device Character controlling the Drone must successfully
overwrites the previous image. hit with a Discipline melee attack.

163

Hill Snover (Order #36675299)


CHAPTER 5

Light: this floodlight either projects a 10 cubitus Uncinus: this graft turns the Polytool into an au-
long beam or emits light within a 6 cubitus radius. tomated lockpick, granting the Drone proficiency
Polytool: this array of clamps, tweezers, and ho- in Lock-picking.
oks allows the Drone to complete simple tasks or
carry small objects.
Rotor: this graft enhances the ground Movement Superior Grafts $ 600
score of a Drone to 6 cubitus. Complexity: 16
Serris: this small, sharpened disc was designed as
a circular saw but can double as an improvised wea- Carapax: this graft enhances the Exoskeleton
pon if need be. graft, granting the Drone a Damage Reduction of
Tubor: this gun assembly is capable of shooting 1.
up to 10 cubitus away. Unfortunately, it must be relo- Cerbox: this graft allows the Injector or Polynjec-
aded after every shot. tor grafts to shoot mutagens and toxins up to 6 cu-
Wings: these four thin membranes grant the Dro- bitus away.
ne an aerial Movement score of 3 cubitus. Eructor: this graft enhances the Propulsor graft,
allowing the Drone to carry a person for 3 rounds
at its maximum speed, whether on the ground or
Complex Grafts $ 300 in the air.
Complexity: 14 Feles: this graft grants night vision to the Ge-
mini graft.
Ardor: this graft turns a Tubor graft into a fla- Flambor: this graft allows the Ardor graft to
methrower. spread flames over a 2 cubitus radius around the
Commentor: this graft allows an Inauris graft to Drone.
relay words and sentences from the Markonist con- Iniquitor: this graft turns the Faux graft into a
trolling the drone. Although the sound of a Com- smaller version of the Dilanior.
mentor is clear, it cannot be mistaken for a human Lupar: this graft allows the Oplor to shoot
voice. cartridges that shower their targets in pellets and
Exoskeleton: this graft enhances the outer shell shrapnel.
of the Drone, granting it an extra Wound. Mechanus: this graft grants the Uncinus graft
Faux: this graft turns the Serris graft into a pro- proficiency in Mechanical Repairs.
per battlefield grade weapon. Silentium: this graft enhances the Inhauris graft,
Fulgor: this graft is applied to the Light graft, allowing it to project a dampening field that grants
doubling its range. It can also be used to emit a a +5 bonus to Stealth Tests within 4 cubitus of the
flash that blinds all targets within 3 cubitus of the Drone.
Drone.
Oplor: this graft adds a drum magazine and a
longer barrel to a Tubor graft.
Polynjector: this graft adds two more capsules
to the Injector graft. The Character can decide whi-
ch capsule to use when.
Propulsor: this graft enhances the Wings or Ro-
tor grafts, adding 4 cubitus of Movement.
Simulacrum: this graft is added to the Gemini
graft and works like the remote of the same name.

164

Hill Snover (Order #36675299)


EQUIPMENT

Bombs

Bombs are small explosives that, after a violent


shake, blow up with an alchemical reaction that spre- Chaana is alone, facing three guards. Tossing
ads their contents to the four winds. The effects vary them a Fumidus bomb and melting away as they
depending on the reagents they contain, ranging try to navigate the smoke screen could be a good
from the good old boom to freezing or conjuring plan. Chaana’s Strength score is 4, allowing her to
smokes and acids. To use a bomb, a Character does throw her Bomb up to 4 cubitus away. The guards,
not need specific training, they just have to take the however, are 5 cubitus from her, so the Difficulty
safety off and throw. increases by 1 for the extra cubitus of distance to
Throwing a Bomb in its optimal arc requires an cover. In addition, there are 3 targets, so the total
Insight Test against a Difficulty of 8 plus the num- Difficulty is now 12 (8+3 targets+1 for the ran-
ber of targets within its area of effect. If the result ge beyond her maximum). Chaana throws and her
is a Catastrophic Failure, the bomb detonates in the player rolls an Insight Test for a total of 13, so the
Character’s hands. guards are now engulfed in smoke!
When Characters are attacked with a Bomb, they
must pass an Evade Test against the Difficulty listed
in the enemy’s profile. Bombard [Insight] $ 90
A Bomb can be thrown up to the Character’s Complexity:14
Strength in cubitus away.
Area: 2
If the Character is proficient in Academic Know-
ledge (Alchemy), they are capable of making Bombs When this device explodes, it projects shrapnel,
by passing a Test against the Bomb’s Complexity. glass shards, and nails to rend anything within its
area of effect, dealing 1 point of damage.
Special: You can spend an Opportunity on this
device to have it deal 1 additional point of damage.

Flagrant [Insight] $ 130


Complexity:16
Area: 2

When this device explodes, it generates a power-


ful flame that roasts anything in the area, dealing 2
points of damage.
Special: You can spend an Opportunity on this
device to have it inflict the Burning condition.

165

Hill Snover (Order #36675299)


CHAPTER 5

Fumidus [Insight] $ 30 K Foam [Insight] $ 30


Complexity: 8 Complexity:10
Area: 3 Line: 3

The nozzles on this bomb emit dense smoke that This Bomb sprays a dense foam that consolidates
reduces visibility to 1 cubitus. The smoke is not toxic into a temporary bulwark, granting a +1 cover bonus
and dissipates after 3 rounds. to Evade Tests.
Special: You can spend an Opportunity on this Special: You can spend an Opportunity on this
device for its smoke screen last for 2 additional device to have it give a +2 bonus instead of +1.
rounds.

Nimbus [Insight] $ 130


Glacies [Insight] $ 40 Complexity:16
Complexity:10 Area: 2
Area: 3
The detonation of this Bomb causes an electrical
This explosive device emits a layer of slippery fro- storm, dealing 1 point of damage to all targets wi-
zen liquid that dissipates after 5 rounds. All targets thin its area of effect and ignoring damage reduction
within its area of effect suffer the Unbalanced con- granted by armor.
dition. Those who try to move under the effect of a Special: You can spend an Opportunity on this
Glacies are knocked Prone. device to have its area of effect be 1 cubitus wider.
Special: You can spend an Opportunity on this
device to have it also deal 1 point of damage to the
targets in its area of effect. Plangor [Insight] $ 60
Complexity:12
Area: 3
Glutinum [Insight] $ 50
Complexity:8 This Bomb unleashes a cloud of tear gas for 3
Area: 3 rounds: all targets suffer the Disoriented condition
as long as they remain within the Plangor’s area of
This Bomb spreads a viscous substance that in- effect.
stantly glues anything in its area of effect to the Special: You can spend an Opportunity on this
ground, inflicting them with the Pinned condition. device to have it also reduce visibility to 1 cubitus.
This substance retains its potency for 2 rounds, then
it crystallizes and can be easily shattered. Those who
enter the area of effect of a Glutinum bomb before
this are glued to the ground also.
Special: You can spend an Opportunity on this
device to have its effect last one additional round.

166

Hill Snover (Order #36675299)


EQUIPMENT

Robigo [Insight] $ 200 Special Kit


Complexity:12
Area: Single target
The technological innovation brought on by the In-
This Bomb contains an efficient metal-corroding dustrial Revolution has made it possible to craft new,
alchem compound, although it appears to be harm- special pieces of kit that can be used by anyone, re-
less if used on any other material. A dollop of this gardless of their individual training.
substance is able to eat through 1 kg of metal in less
than 5 seconds, almost entirely corroding a suit of
armor in 1 round. Robigo can also be used to tear Absolutio $ 400
through metal barriers up to a palm thick, causing a Complexity: 13
cubitus wide hole.
Special: Robigo is considered a thrown weapon. These goggles have magnifying lenses that grant a
To activate it on a hit, the Character must pass a Han- +2 bonus to Analysis Tests on very small items and a
dicraft Test against the Evade score of their target. +1 bonus to sight-based Analysis Tests rolled when
Special: You can spend an Opportunity on this focusing one’s attention on something in particular.
device to have it corrode twice the material it would
normally.
Auctus $ 350
Complexity: 12
Tonitrus [Insight] $ 50
Complexity:11 This apparatus fits into the ear and amplifies the
Area: 3 Character’s hearing, granting them a +2 bonus to he-
aring-based Analysis and Senses Tests.
This Bomb causes a deafening roar, inflicting the
Slowed condition on all targets within its area of
effect. Chameleon $ 300
Special: You can spend an Opportunity on this Complexity: 12
device to have it inflict the Dazed condition as well.
This special fabric is treated with alchem compounds
that react to light, reproducing the color pattern of
the materials in its vicinity. Those who wear a coat
or suit of Chamaleon receive a +2 bonus to Stealth
Tests rolled for hiding.

167

Hill Snover (Order #36675299)


CHAPTER 5

Cingulum $ 300 Februm $ 50


Complexity: 11 Complexity: 8

This belt is worn in contact with one’s skin and is This mask is fitted with special lenses and filters ca-
fitted with hypocutaneous injectors. It is enough to pable of protecting the eyes and airways from toxins
give the right vial a slap to have the belt dispense and other harmful agents in the air.
its content in a fraction of a second. A Character
wearing a Cingulum can imbibe one of the two mu-
tagens it contains as a Free Action.

Doctor’s Bag $ 100


Complexity: 6

This bag contains gauze, scalpels, scissors, syringes,


needles and thread, tweezers, and a saw. It also featu-
res a vial holder containing the following:
• 2 vials of antibiotics that grant immunity to
infection and a +1 bonus to Resistance Tests to
recover after a long rest – $10
• 2 vials of regeneration tonic that heals 1
Wound – $ 35
Feles $ 600
• 2 vials of universal antidote that grants a +4
bonus to Resistance Tests against poisons and Complexity: 15
toxins – $ 20
These goggles have been fitted with polarized lenses
that allow the wearer to see in low-light conditions.
Excursor Backpack $ 100 In pitch darkness, Feles goggles allow their wearer to
see up to 10 cubitus away.
Complexity: 9

What looks like a normal mountaineer’s backpack at


Murenidae $ 500
first glance is in truth a tool that has saved a great
many lives. It can stretch into a heated sleeping bag, Complexity: 16
capable of withstanding even the harshest Nuug
winter, while in torrid climates its insulating proper- This leather coat is fitted with small sacs containing
ties allow it to keep food and water fresh. Thanks electrolytic substances. When one of them is struck
to a special alchem bladder, it can be inflated into a by a metal item, its contents react and send an electri-
small dinghy. The typical Excursor backpack is sold cal surge through the item to its wielder for 1 point
with small hooks and gaffs, pitons, 30 cubitus worth of damage.
of rope, snowshoes, and a handy folding shovel. It takes 5 minutes for the static charge to reform
Excursor backpacks grant a +2 to Athletics Tests after each use.
rolled to climb rock faces, trees, and other problema-
tic hard surfaces.

168

Hill Snover (Order #36675299)


EQUIPMENT

Oculus $ 200 Travel Pack $ 20


Complexity: 11 Complexity: 4

These precision scopes can be fitted on rifles, al- A practical backpack to carry one’s belongings is
lowing the shooter to spend a Maneuver to aim and the best friend of every globetrotter and wannabe
receive an additional +1 to their next shot. explorer. Now also available in red!
It features a small hidden compartment to store
money, small weapons, and other interesting items.
Pharus $ 100 Finding the secret pocket requires a success on an
Complexity: 9 Analysis Test against Difficulty 14.

This shielded lantern is fed by a Vulcanus battery


that makes it virtually inexhaustible. Its brightness Trench Butcher’s Bag $ 300
and direction can be tweaked to cover an area up to Complexity: 13
12 cubitus.
This “doctor’s” bag is heavily padded and reinforced
so its contents are protected from detonations and
Portable Laboratory $ 100 the stresses of warfare. Its bottom panel is lined with
Complexity: 13 an extendable bulletproof plate that the user can
prop up to gain some form of cover as they use the
Any half-decent alchemist would not go on an ad- case’s contents… or return fire. A Trench Butcher’s
venture without this precious case. In a red velvet Bag contains:
compartment, this briefcase contains alembics, • 3 vials of antibiotics that grant immunity to
flasks, pipes, vials, a vast collection of small pumps, infection and a +1 bonus to Resistance Tests to
and meters of piping. Not to mention the well- recover after a long rest – $10
stocked reserve of reagents. By turning the briefcase • 3 vials of regeneration tonic that heals 1
into a small table, the modern alchemist is able to Wound – $ 35
work even when far from their beloved dungeon. • 3 vials of universal antidote that grants a +4
bonus to Resistance Tests against poisons and
toxins – $ 20
Thynnus $ 800
Complexity: 13

This scuba diving kit is made of a thermal suit, an


oxygen tank, and a mask with a light source. It grants
a +3 bonus to Resistance Tests against extremely low
temperatures and enough oxygen for 2 hours, while
special lenses and a flashlight allow its wearer to see
underwater up to 20 cubitus away.

169

Hill Snover (Order #36675299)


CHAPTER 5

Spare Bits

Wartime can been exceedingly harsh, now more Prosthesis Optimum Arm $ 1,400
than ever, not only for those bearing the brunt
of the fighting but also for those in the back li- Complexity: 14
nes with the task of saving lives from the horrors
of the war. The constant flood of wounded and The next step in the evolution of the 01 pattern,
maimed forced medics and physicians to find new the Optimum features an array of scalpels, lockpi-
methods to cure their patients, leading to the first cks, and tweezers in its fingers, adding 1 point to
experiments in linking the human nervous system the Character’s Handicraft score.
to mechanical grafts.
This is the main reason why in the present day
medicine is among the most advanced fields of Prosthesis 02 Leg $ 700
knowledge in the world. Complexity: 12
To implant a prosthetic limb, colloquially known
as Spare Bits, a competent surgeon must pass a Not among the best in the range, but better than a
Difficulty 16 Handicraft Test. wooden peg for sure. Characters with a Prosthesis
02 leg suffer a -1 penalty to their Movement score.

Prosthesis 01 Arm $ 950


Prosthesis Fortem Leg $ 1,500
Complexity: 12
Complexity: 14
This mechanical arm is a worthy successor of its
flesh and bone counterpart, even though hand mo- Those with money to spare and the need for excel-
vements are a bit stiff. Characters with a Prosthesis lent performance can rest assured that there is
01 arm lose 1 point in Handicraft. nothing better than the Fortem pattern prosthetic
leg. Characters with these Spare Bits add 1 to their
Athletics score.
Prosthesis Fortem Arm $ 1,400
Complexity: 14
Prosthesis Optimum Leg $ 1,100
A version of the 01 pattern that mounts more Complexity: 13
powerful batteries, to better crush and tear one’s
way through a problem. Characters with a Prosthe- An evolution of its 02 counterpart that eliminated
sis Fortem arm add 1 point to their Strength score. its mobility issues, perfectly replicating the lost limb.

170

Hill Snover (Order #36675299)


EQUIPMENT

Re agents

Biopsist laboratories are always working to synthesi- Retrieving and injecting a Mutagen takes an Action
ze and test compounds that allow the human physio- and a Resistance Test against a Difficulty correspon-
logy to perform beyond its limits. ding the mutagen’s Complexity score. Its effects, un-
If the Character possesses Academic Knowledge less specified otherwise, are instantaneous or fade
(Alchemy and Medicine), they can try to synthesi- away the round after the mutagen was imbibed.
ze Mutagens and Toxins with a Test against the rea- Taking additional doses of the same Mutagen wi-
gent’s Complexity. thin an hour of the first requires the Character to roll
another Resistance Test. On a Success with Opportu-
nity, nothing adverse happens and the Mutagen wor-
Mutagens ks as intended. On a simple Success, the Mutagen has
no effect. On a Failure, the Mutagen has no effect
These reagents are meant to help and support com- and the Character falls to the ground, unconscious.
batants. They are sold in vials fitted with a hypo-der- On a Catastrophic Failure, instead, well… the place is
mal injector that allows anybody to use them on one- most likely to need a good scrub.
self or others without the need for special training. Special: When the Character rolls a Catastrophic
Being complex and potent substances, abuse and mi- Failure on the Resistance Test for imbibing a Muta-
suse could lead to unpleasant side effects. gen, not only does the substance has no effect, but
they suffer 1 point of damage.

171

Hill Snover (Order #36675299)


CHAPTER 5

Celeritas $ 60 Special: Opportunities generated by a Furor’s Re-


sistance Test have its effects last 1 additional round.
Complexity: 8

This silver compound fills its imbiber with a rush


Impetus $ 80
of energy, making them unnaturally fast. The imbi-
ber’s Movement score doubles and all their Evade Complexity: 10
Tests gain a +2 bonus.
This opalescent substance allows a person to
Special: Opportunities generated by a Celeri-
push their muscles well beyond their normal limits.
tas’ Resistance Test have its effects last 1 additional
Characters under the effects of an Impetus dose
round.
receive a +2 bonus to all STAMINA-related Tests
and to hit with melee weapons.
Cortex $ 80 Special: Opportunities generated by an Impe-
tus’ Resistance Test have its effects last 1 additional
Complexity: 12
round.
This petrol-green compound causes the skin to
harden into a bark-like substance. Characters under
Noctuor $ 70
the effect of a dose of Cortex gain Damage Re-
duction 1, stacking with any offered by their armor. Complexity: 8
Special: Opportunities generated by a Cortex’ Re-
This yellowish Mutagen causes pupils to widen
sistance Test have its effects last 1 additional round.
and grants limited low-light vision capabilities within
10 cubitus for roughly one hour.
Exactus $ 70 Special: Opportunities generated by a Noctuor’s
Resistance Test have its effects last 1 additional hour.
Complexity: 9

This yellow substance makes the imbiber’s sight


Potio $ 90
sharper, granting them a +2 bonus to all Analysis
or sight-based Senses Tests and to hit with ranged Complexity: 6
weapons.
This light-blue compound heightens the natural
Special: Opportunities generated by an Exactus’
regeneration of tissue, healing the Character for 1
Resistance Test have its effects last 1 additional
Wound.
round.
Special: Opportunities generated by a Potio’s Re-
sistance Test have it heal 1 additional Wound.
Furor $ 140
Complexity: 14
Prodigium $ 250
It looks like liquid fire and fills those who imbibe Complexity: 10
it with unstoppable fury. While under the effect of a
dose of Furor, the Character can take an additional A more powerful version of the Potio, it instantly
Action each round. heals 2 Wounds. Potios and Prodigia are based off

172

Hill Snover (Order #36675299)


EQUIPMENT

the same substances, so taking both within a short Toxins


time counts as if the Character had imbibed two do-
ses of the same mutagen. These reagents sap and maim the body and are sold
Special: Opportunities generated by a Prodigium’s in special vials fitted with a hypo-dermal injector that
Resistance Test have it heal 1 additional Wound. allows anybody to use them, without the need for
special training.
To inject a dose of a toxin into a target, the Cha-
Provisus $ 60 racter must pass a Brawl Test.
Complexity: 8 Unlike Mutagens, Toxins do not require any further
Test to verify their effect: the only way to avoid being
This pearl-colored compound heightens the poisoned with a Toxin is by spending a Gear of Fate.
subject’s reactions, often perceived as time slowing
down. The Character gains a +2 bonus to Insight,
Reaction, and Dodge Tests. Gradus $ 70
Special: Opportunities generated by a Provi- Complexity: 11
sus’ Resistance Test have its effects last 1 additional
round. This compound forces its subject to take a few steps
forwards. The target of a Gradus dose moves 3 cu-
bitus forward.
Purificatio $ 90
Complexity: 10
Oblivio $ 350
This blue substance gives the organism a kick of Complexity: 12
adrenaline, allowing it to keep on working through
traumas and intoxication. The Character is cleansed This substance renders the subject catatonic for a
of all negative conditions afflicting them. few minutes, erasing any memory of their last hour
before passing out. When they recover, the subject
Special: Opportunities generated by a Purifica-
resumes whatever activity they were carrying out be-
tio’s Resistance Test have it also heal 1 Wound.
fore being poisoned, as if nothing has happened.

Sopor $ 60
Complexity: 10

Once administered, Sopor puts its imbiber to


sleep deeply enough that only loud noises, inten-
se smells, and vigorous physical contact can wake
them up. If any of that does not happen, then the
imbiber sleeps undisturbed for the next 30 mi-
nutes. Should the context favor sleep, they might
not wake up for hours.

173

Hill Snover (Order #36675299)


CHAPTER 5

Tarditas $ 60 Natural Poisons


Complexity: 11

This compound makes movement sluggish and Characters with the correct skill set can extract
slows down the reflexes of its target. The Movement the many extremely toxic substances present in
score of the poisoned creature becomes 2 and they animals, plants, and minerals. Unlike biopsist-syn-
suffer a -2 penalty to Dodge Tests for one round. thesized poisons, the effects of natural toxins take
longer to manifest, but often last longer without
losing potency.
Vecordia $ 80 When they are under the effects of a natural poi-
son, Characters may pass a Resistance Test against
Complexity: 13
a Difficulty equal to the Toxicity in the substance’s
description to suffer only partial effects.
This substance inflicts a sensation of vertigo and
clouds the sight of its target, dealing them the Diso- If the Character possesses Biome Knowledge
riented condition. (Nature), they can attempt to gather toxins from na-
tural sources by passing a Handicraft Test against the
poison’s Toxicity.
Veritas $ 250 Special: If the Character rolls a Success with Op-
Complexity: 10 portunity on the Resistance Test against poison, their
body reacts so vigorously that they do not suffer any
Once administered, this substance forces its target of the toxin’s effects.
to instinctively answer any question they are asked
within the next 10 minutes. As they answer with no
hesitation, the subject is not able to craft a convin- Bonomella $ 500
cing lie. Toxicity: 15

The dried flowers of this specific type of daisy have


Virus $ 120 a powerful soporific effect and result in a brew that
Complexity: 16 looks like a normal herbal tea. Those who drink this
brew fall asleep within half an hour and, after two,
This compound causes body temperature to spike, re- their slumber looks so deep as to be irreversible, their
sulting in profuse internal bleeding. From the outside, breath almost imperceptible, and their pulse so faint
the target might bleed from their nose, eyes, or ears it can trick a trained physician. To realize the imbi-
and suffers 2 points of damage. ber is only apparently dead, one must be proficient in
Academic Knowledge: Medicine and pass an Analysis
Test against Difficulty 15. For the bonomella to work,
one must drink a whole cup.
On a successful Resistance Test, the target does
not fall into a deep coma, instead taking a simple nap.

174

Hill Snover (Order #36675299)


EQUIPMENT

Diamond Dust $ 300 taste, but a close inspection can detect their presence
in food or drinks.
Toxicity: 11
On a successful Resistance Test, the effects last
By correctly desiccating the crystalline zuurg lichen, only for half an hour.
the resulting fine powder is perfect for tampering
with food and drinks. Since it is famous for its cha-
racteristic sour taste, it is better used on particularly Peacock $ 700
flavorful meals. After a couple of hours, the poor Toxicity: 14
victim starts to lose their sight, becoming completely
blind within the next two days. During this period, This poison is obtained by mixing scorpion glands
permanent maiming can still be avoided. After that and powdered heavy metals, and is used by those
time has passed, the target’s eyeballs start dehydra- who not only want their opponents dead, but also to
ting, before wrinkling and falling out. leave a clear message. Peacock, in fact, is a spectacu-
On a successful Resistance Test, the poison does lar killer, as within one hour of ingestion brain blood
not have permanent effects. Its target remains blind pressure spikes so fast and violently that the skull
for a couple of days and then recovers their sight explodes, showering the poor victim’s surroundings
within a week. in blood and cerebral matter.
On a successful Resistance Test, the subject starts
to spasm violently, bleeding from their eyes, nose,
Duravia $ 200 and ears. Afterward, they collapse to the ground in a
Toxicity: 10 coma that lasts for many weeks.

This greenish dust is obtained by grinding different


types of mushrooms that grow off of tree trunks. Widow’s Kiss $ 900
Being an airborne poison, it is not particularly dan- Toxicity: 13
gerous, although it causes the body of its unfortuna-
te inhaler to be paralyzed for six hours after roughly This transparent liquid is obtained by processing
thirty minutes of exposure. blue poppy milk and is one of the poisons prefer-
On a successful Resistance Test, the target’s body red by assassins. It has neither taste nor smell, it is
is paralyzed only from the waist down instead of exceedingly difficult to detect, and does not leave any
completely. visible trace on its victims, killing them with a stroke
four hours after it was imbibed. To be effective, the
Widow’s Kiss must be ingested.
Filistrana $ 400 On a successful Resistance Test, the target does
Toxicity: 12 not die and falls into a deep coma, waking up after a
couple of days.
The juice of these yellow berries is one of the qui-
ckest ingestion-based poisons in existence. After a
mere ten minutes from ingestion, the subject expe-
riences severe respiratory issues, causing them to tire
exceedingly fast even when undertaking the most
basic of tasks. They suffer the Exhausted condition
for three hours. Filistrana berries have a rather bland

175

Hill Snover (Order #36675299)


CHAPTER 5

Side effects: a Failure on the Resistance Test


Drugs means that the subject’s circulatory system does not
withstand the transformation, killing them when the
effects of the Bannerine wear off. On a Catastrophic
Since the dawn of civilization, mankind has attemp-
Failure, the subject dies instantly.
ted to sate its innate thirst for evading the harsh
reality of life by one means or another. Of course,
alcohol has been a popular choice for a long time,
being cheap, legal almost everywhere, and among the Cerebrum $ 100
easiest brews to concoct, and as other substances of Toxicity: 8
the more relaxing, hallucinogenic, or enhancing kind Duration: roughly 2 hours
are harder to find legally. Their availability, then, is
left to the discretion of the Narrator. The favorite drug of many Markonists is a com-
The following section contains the most complex, pound of conlio and other substances better left
powerful, and dangerous substances that Vulcania unmentioned that can be injected like many other
offers to its inhabitants. In particular, the listed price Mutagens.
is purely a guideline, drugs being illegal in most cases. All Tests to interact with both human and animal
When a Character takes a dose of a drug, they minds gain a +2 bonus and can be attempted at dou-
must roll a Resistance Test against the individual ble the normal distance.
drug’s Toxicity to determine how their body reacts. Side effects: a Failure on the Resistance Test
On a success, the Character does not suffer any of means that the subject suffers a -2 to all Tests, as
the drug’s side effects. Upon prolonged use of the concentrating now becomes exponentially harder.
same drug, however, the Character must also roll a On a Catastrophic Failure, the subject falls into a
Discipline Test to determine if they become addi- catatonic state that can last several hours.
cted to it: the longer they use the drug, the higher the
Difficulty of the Test, of course.
Otherworld $ 30
Toxicity: 11
Bannerine $ 250 Duration: roughly 1 hour
Toxicity: 13
Duration: roughly 10 minutes This drug is often used by soldiers and mercenaries
deployed in high danger scenarios. It is synthesized
This substance was accidentally created by Doctor in pills that melt under the tongue and completely
Marcus Jahill, an eccentric biopsist, during his quest numb the imbiber’s perception of pain and danger.
to find a chemical explanation for “evil.” Taking a When under the effects of a dose of Otherworld,
dose of Bannerine makes one’s musculature overde- the Character suffers a -1 penalty to Evade Tests, but
velop and thicken to superhuman levels, utterly obli- can stand and fight even if they are technically dead.
terating the subject’s consciousness. The result, then, Unless they are dismembered or decapitated, they
is a mindless titan, driven only by the urge to destroy keep fighting and can even be healed if they can se-
anything at hand. cure medical attention before the rush of Otherwor-
The subject gains a +4 bonus to all STAMINA-ba- ld ends.
sed Tests, +1 Damage Reduction, and an insatiable Side effects: a Failure on the Resistance Test me-
lust for blood. When the effects of Bannerine fade, ans that, at the first sign of danger, the Character
the subject falls unconscious for many hours, suffe- definitely loses their mind, stripping naked and go-
ring from a colossal hangover.

176

Hill Snover (Order #36675299)


EQUIPMENT

ading the enemy to charge them with theatrical ge-


stures and incoherent sentences. Of course, unless
Remedies of Old Gretchen
somebody manages to prevent them from dying of
stupidity, they will probably die of “dismembered”
Traditional remedies handed down from one gene-
or “decapitated” as mentioned above. On a Cata-
ration to the next are used almost everywhere, espe-
strophic Failure, the Character falls prey to terrible
cially in areas where industry has not yet tightened
hallucinations and relentless vomiting.
its strangling hold. Although these concoctions are
often looked down upon and mockingly called “Re-
medies of Old Gretchen ,” their efficacy is manifest.
Tiger’s Eye $ 150
They grant small, although reliable, benefits, that do
Toxicity: 10 not require a Test.
Duration: roughly 2 hours
If the Character is proficient in Biome Knowle-
dge (Nature), they are able to concoct Remedies of
This kind of drug enjoys particular popularity among
Old Gretchen on a successful Test against the reme-
the offspring of the Vulcanian elite. It looks like eye
dy’s Complexity.
drops of a pinkish color that instantaneously infuse
its imbiber with energy and self esteem, with a hint
of schizophrenia and auditory hallucinations remi-
Baute Leaves $ 10
niscent of the soundtrack of a famous theater play
about fighting and not giving up. Those who make Complexity: 9
frequent use of the Tiger’s Eye can be recognized by
red eyes, numerous nervous ticks, and sudden chan- Chewing on these leaves helps the body survive har-
ges in mood. sh climates, granting a +2 bonus to all Resistance Te-
Tiger’s Eye grants a +1 to Brawl, Reaction, Senses, sts against extreme heat or cold.
and Aggression Tests.
Side effects: a Failure on the Resistance Test me-
ans that the imbiber collapses to the ground, frothing Blue Rust Digestive $ 10
as they are wracked by seizures. On a Catastrophic Complexity: 10
Failure, well, the Character is dead.
This decoction is obtained by oxidizing a specific
group of minerals and is used to help digestion and
cleanse the body. For six hours after drinking a dose
of Blue Rust Digestive, the Character gains a +2 bo-
nus to all Resistance Tests for imbibing drugs and
resisting poisons.

177

Hill Snover (Order #36675299)


CHAPTER 5

Crimson Nettle Flowers $5


Complexity: 6

These flowers are a common sight almost everywhe-


re and are most commonly associated with craftsmen
and artisans. Smoking a cigarette or pipe loaded with
these odorous flowers allows one to achieve a higher
grade of concentration, suited for precision work.
Crimson Nettle Flowers grant a +2 bonus to Disci-
pline Tests rolled to concentrate on something.

Salamander and Snail Brew $ 25


Complexity: 11

This mix of snail trail and salamanders’ tails looks


disgusting and, most importantly, tastes something
awful. However, an explorer in possession of their
faculties should know better than to go on an ad-
venture without a few doses of this revolting and yet
surprisingly useful brew, as it grants them limited but
precious regenerative capacity. After a rest of at least
six hours, a Character under the effect of the Brew
regenerates 2 Wounds instead of the usual 1.

Torbuco’s Herbal $ 15
Complexity: 8

This mix of desiccated leaves is extremely relaxing


and perfect for those with sleep issues. Upon drin-
king this herbal brew, the Character gains the benefit
of a long rest even when sleeping only three hours,
although it cannot be used for too prolonged periods
of time. After three days of not sleeping, even this
remedy is not going to help prevent the Exhausted
condition.

178

Hill Snover (Order #36675299)


EQUIPMENT

countryside and forest areas it is still likely to meet


VEHICLES people who ride large black bears.

Vulcanus batteries have revolutionized the transpor-


tation industry. In large cities, motorized vehicles like Dromedary $ 450
trams and trains are commonly employed for public Difficulty: 9
transportation or to connect to other settlements. Speed: 40 Kc/h
So far, however, they have not completely replaced
animal mounts, as the latter are less expensive and No animal can best a dromedary at navigating the
require significantly less specialized maintenance. Balas deserts. While horses are the main mount in
Because of this, carts and wagons are the preferred the milder and richer North, the dromedary domi-
vehicle for moving over short distances or for tho- nates the poor and sun-scorched South, both as a
se who cannot afford more expensive alternatives. mount and as a pack animal.
Transportation over long distances however is al- Special: A dromedary’s hooves allow them to
most entirely monopolized by Vulcanus technology, move on sand without penalty.
as now even ships have turned to this new propul-
sion method.
Horse $ 600
Difficulty: 8
Mounts Speed: 45 Kc/h
Although steam technology is the apex of tech-
This animal from the Mos plains is perhaps the most
nological progress, moving on horseback is still pre-
widely-used mount in the world, thanks to its agili-
ferred for reasons like, you know, equines are not
ty, strength, and obedience. In addition to Mostucaal
known for their tendency to spontaneously explode.
and Itteghasp, where it is a sort of national symbol,
They are easy to find, loyal, safer than machines, and
the horse has also become a native species in Nuu-
relatively calm animals. After all, Rotodarts do not
gard and Balastoc.
eat the grass they run on or arrive with but a whistle,
right? There are a few people who are still trying to
figure an answer to this question, it seems.
The following section presents a series of animals Purple Lizard $ 900
used as mounts, the Tests to roll when riding them, Difficulty: 12
their speed, and costs. For further details, see Chap- Speed: 30 Kc/h
ter 8 – Opponents for the full profile of each indi-
vidual creature. Ketniv is an almost continuous range of mountains
and valleys where these large saurians live. Purple li-
zards are natural climbers and, even if not the most
Domestic Bear $ 1,600 docile of creatures, they are the best mount for that
type of terrain.
Difficulty: 13
Special: Thanks to the suckers on their paws,
Speed: 25 Kc/h
purple lizards are able to navigate difficult terrain or
climb vertical surfaces without issue.
‘Domestic” and “Bear” are words that coexist in the
same sentence only when there is also “Nuugard.” If
horses are the most frequent mounts in cities, in the

179

Hill Snover (Order #36675299)


CHAPTER 5

Rokrok $ 2,300 Charm Test. Characters proficient in Riding or Trai-


ning Animals receive a +2 bonus.
Difficulty: 11
Speed: 60 Kc/h
Motorized Vehicles
Mutations caused by the Abrabazem catastrophe
did not only affect human beings, but also the few
A Character not proficient in Driving is not even
animal species that were not wiped out. Now a pre-
able to start a vehicle’s engine. Driving a motorized
cious resource for the desperate Abrab, these arma-
vehicle requires an Insight Test, causing an Accident
dillo and ostrich hybrids are fast and hardy mounts
as per Table 5.1 on a Catastrophic Failure. Although
known for their ability to huddle up into a ball. In
the Narrator can roll on the table, they can always
this form, their thick armor protects them from al-
choose the one they feel is most appropriate for the
most all harm, allowing them to wait for days before
situation. Conversely, on a Success with Opportu-
stretching back into their normal form.
nity, it is up to the player to describe their driving
stunts, whether they perform a sudden acceleration,
drive on only two wheels, or some other spectacular
Animal-Drawn Vehicles maneuver. In addition, a Success with Opportunity
obtained during a chase can be spent to inflict an
Carriages, coaches, and wagons pulled by animals
Accident to the group’s enemies. As always, it all de-
are used all over the world, requiring less mainte-
pends on Narrator discretion.
nance and skill in driving—but with a slower spe-
To attack a vehicle, the Difficulty is 6 with me-
ed between 5 and 10 Kc/H—than their motorized
lee weapons or 8 for ranged ones. Damage is calcu-
counterparts. To convince the animals to accelera-
lated as usual. Vehicles have a Damage Reduction
te or change direction, the Narrator can call for a

180

Hill Snover (Order #36675299)


EQUIPMENT

score, equivalent to that given by personal armor. These four-wheeled vehicles feature a powerful en-
The Hull score mirrors the Wounds of a Character. gine and advanced mechanics, although they tend
You can spend an Opportunity to aim for a specific to be rather expensive. To this date, they are the fa-
component of the vehicle, like a wheel or an expo- vorite means of personal transportation for nobles
sed section of the engine, or to ignore its Damage and wealthy individuals, with some even being fitted
Reduction. The Difficulty score of a vehicle is the with components to maximize speed and maneuve-
one Drive Tests have to beat when called for by the rability to compete in races.
Narrator.

Steamcycle $ 2,000 - 3,000


Motorwagon $ 3,000 - 6,000 Difficulty: 8
Difficulty: 6 Speed: 60 Kc/h
Speed: 50 Kc/h Damage Reduction: 1
Damage Reduction: 2 Hull: 4
Hull: 8
This small, two-wheeled vehicle is fast, agile, and
Motorwagons are the most common road vehicle, relatively affordable. It can carry two people and it
easy to find and capable of carrying up to 6 people is possible to attach a sidecar for a third passenger
or, in its trade variants, a decent volume of cargo. or a small trunk. Some versions feature enhanced
shock absorbers, capable of navigating woodlands
or beaches.
Rotodart $ 26,000
Difficulty: 12
Speed: 120 Kc/h
Damage Reduction: 1
Hull: 5

A rather peculiar and complex vehicle to drive, its


cockpit is located at the center of a large wheel that
allows the vehicle to move at breakneck speeds. Be-
cause of its high cost and the specialized skills ne-
cessary to drive it, it is only seen employed by militia
special forces.

Sprinter $ 18,000 - 45,000


Difficulty: 10
Speed: 90 Kc/h
Damage Reduction: 1
Hull: 6

181

Hill Snover (Order #36675299)


CHAPTER 5

Table 5.2 - Driving Accidents


d12 Effect

Explosion: the Vulcanus battery overheats, shredding the vehicle to pieces in the ensu-
ing detonation. Every occupant must pass a Reaction Test against Difficulty 10 to jump
1
out of the vehicle, suffering 1 point of falling damage. Those who fail suffer 3 points of
explosion damage.

Failure: the Vulcanus battery somehow runs out of charge. Until it is recharged, the vehi-
2/3
cle cannot move.

Rollover: the vehicle rolls over multiple times, ending up on one side. All occupants suffer
4/5
1 point of damage.

Shut Down: the vehicle suddenly shuts down. After a few seconds, it is possible to start
6/7
the engine again.

Smoke: a sudden rise in battery temperature causes dense smoke to cloud the driver’s vi-
8/9
sion, forcing them to slow down.

10/11 Slow Down: the engine skips a few beats, causing the vehicle to slow down.

Nothing: right when it seemed that Lady Luck had turned her back on you, the vehicle
12
skips a couple of beats but then suddenly accelerates.

182

Hill Snover (Order #36675299)


EQUIPMENT

AIRSHIPS

The development of Vulcanus-powered airships Classes


has been a turning point in the history of Vulcania.
The capacity to move cargo and people over long Although every airship is unique in terms of specs
distances in relatively short amounts of time revo- and design, they have been organized in classes ba-
lutionized both commercial and cultural exchanges sed on their size, speed, and use. In case of vessels
between nations, as well as warfare doctrine. As that require a larger crew, the Difficulty is for Tests
time passed, many ship-owning companies have ri- rolled by the navigator when attempting something
sen and flourished, developing different styles and out of the ordinary.
technologies, although they all feature a series of
key elements. Each airship has one or more cells
of volatile Vesuvius gas that allows the hull to float Cargo
and sets of powerful Vulcanus thrusters. In addi-
Difficulty: 8
tion to these base components, airships have used
Speed: 160 Kc/h
an extremely wide variety of secondary ones, like
Damage Reduction: 2
flight navigation systems, armaments, reinforced
Hull: 6
hulls, technical tools, and so on, depending on the
task they were called upon to perform.
The main means of moving cargo and people across
the world, they feature wide hulls for optimal capa-

183

Hill Snover (Order #36675299)


CHAPTER 5

city, although they tend to be slower and more pon- Fighter


derous. Although equipped with light armaments,
they cannot compete with dedicated warships and Difficulty: 14
their much heavier armor. Because of this, cargo Speed: 340 Kc/h
vessels are usually escorted by other airships, espe- Damage Reduction: 1
cially when ferrying precious cargo. Hull: 4

When Taddeus Zinear invented the Crotalus, he


revolutionized military aeronautics. Fighters are
Cruiser
small, light aircraft fitted with extremely powerful
Difficulty: 9 Vulcanus thrusters, although no Vesuvius cells. As
Speed: 150 Kc/h such, they are among the fastest and most nimble
Damage Reduction: 2 of aircraft, but require long runways to take off and
Hull: 12 land, as their lack of Vesuvius cells prevents them
from hovering.
The terror of the sky, these warships take decades of
design work and years of construction, making them
a luckily rare sight. Their armaments are capable of Frigate
leveling a city, the reason why they are usually de-
ployed in larger battles or to “expedite” negotiations. Difficulty: 10
However, being just somewhat faster than a cargo Speed: 200 Kc/h
vessel, speed is a viable option against them. Damage Reduction: 2
Hull: 8

184

Hill Snover (Order #36675299)


EQUIPMENT

Frigates are agile vessels, with decent cargo space, fi- Airship Models
repower, and enough armor to be significantly more
durable than common ships. Generally, they are Those above are the classes of airships available in
meant to be midway between every aspect of ship the world. Those below, instead, are specific models
design, employed mostly for patrolling, escort, and within those classes and their technical specifications,
exploration. like individual speed, armaments, and the like. With
these examples in mind, of course, you can always
design new ones, as progress in Vulcania never stops!
Raider
Difficulty: 12
Speed: 260 Kc/h Crotalus - Fighter
Damage Reduction: 1 Difficulty: 14
Hull: 6 Speed: 370 Kc/h
Engine: Movement 8
A slim vessel, a deadly melange of speed, aggres- Keel: Damage Reduction 1 – Hull 5
sion, and maneuverability, often employed for hit- Armaments: Forward – Facing machine guns –
and-run tactics or to expose the enemy flanks to Forward – Facing torpedoes
boardings and broadsides, they are favored by pira-
tes and many air forces around the world. The single seat fighter that revolutionized aerial war-
fare is a fast and agile aircraft, although it requires
rigorous training and nerves of steel to pilot. Un-

185

Hill Snover (Order #36675299)


CHAPTER 5

matched in their speed and maneuverability, they are neys, it does not feature cabins or sleeping accommo-
rather frail. dations. The side ramp has a mount for a lapidator to
Special: by passing an Aeronautics (Insight) Test, give cover fire to disembarking infantry, although it is
the pilot gains a +2 bonus to their Evasion and At- not well-suited for fighting vehicles.
tack Tests.

Luciernaga - Cargo
Hyttineen - Cargo Difficulty: 11
Difficulty: 10 Speed: 200 Kc/h
Speed: 150 Kc/h Engine: Movement 4
Engine: Movement 3 Keel: Damage Reduction 2 (+1 Thrusters) – Hull
Keel: Damage Reduction 2 (+1 Tanks) – Hull 5 7
Armaments: Side-facing lapidator – Forward-fa- Armaments: Dorsal cannons – Forward-facing
cing machine guns machine guns

A small Nuug cargo vessel that served as a troop This Mos-made cargo hauler is versatile and tou-
transport during the War, it is still often used by small gh, although not a beautiful aircraft. It is favored by
enterprises and smugglers because of its relatively smugglers and beginning sky pirates who appreciate
cheap price and solid hull. It features a small hold for its respectable cargo hold, four cabins, small dining
cargo or up to sixteen seats, while the cockpit hosts room, larder, and infirmary.
the pilot and mechanic. Not designed for long jour-

186

Hill Snover (Order #36675299)


EQUIPMENT

Mautojin - Raider Savannah - Frigate


Difficulty: 9 Difficulty: 11
Speed: 280 Kc/h Speed: 210 Kc/h
Engine: Movement 6 Engine: Movement 5
Keel: Damage Reduction 1 (+1 Tanks) – Hull 6 Keel: Damage Reduction 2 (+1 Thrusters – +1
Armaments: Dorsal cannons – Ventral cannons Tanks) – Hull 9
– Forward-facing machine guns – Forward-facing Armaments: Dorsal cannons – Ventral cannons
torpedoes – Forward-facing torpedoes – Rear-facing torpe-
does – 2 Ventral machine guns
These Ketnyi raiders are fast and deadly predators,
although at the price of thinner armor and a more The Savannah is the first Balas frigate, a symbol of
fragile hull. Every single kilogram that is not required the glory of the Red God as per the express will of
for the vessel to fly is dedicated to weapons, manned the Pope herself. Painted with a special alchemical
by its officers and up to eighteen crew. The hull also mixture that reflects the light in such a way that the
features a cabin for the officers and sleeping quarters vessel appears wreathed in holy flames, it can hold
for its crew. up to thirty people and a decent amount of cargo.

187

Hill Snover (Order #36675299)


CHAPTER 5

Kalasas - Cruiser Cannons [Senses]


Difficulty: 10 Powerful firearms that shoot large caliber shells that
Speed: 140 Kc/h deal 2 points of damage. They can be mounted al-
Engine: Movement 4 most everywhere on a vessel and, thanks to the swi-
Keel: Damage Reduction 2 (+1 Thrusters – +1 vels and pivots in their carriages, shoot at any targets
Tanks – +2 Rudder) – Hull 16 at the same altitude as the vessel within a 90° arc.
Armaments: 4 Dorsal cannons – 4 Ventral can- Dorsal cannons can instead target vessels above the
nons – Broadside of 4 torpedoes – Broadside of 6 ship in a 360° arc, while the ventral ones do the same
machine guns but beneath the hull.

Officially, all Abrab cruisers were destroyed during the 1 2 3 4 5 6 7 8 9 10 11 12


War, although knowing for sure what lurks in the toxic
clouds of that destroyed land is impossible. With a +0 Range: 5
crew of more than a hundred people, hangar bays for
wings of fighters, and enough guns to level a city, the
only thing a sky sailor can be sure of is that such a Machine Guns [Senses]
vessel is a relentless bringer of death and destruction.
Larger lapidators that shoot bursts of smaller muni-
tions capable of piercing even the toughest of hul-
ls. Being smaller than cannons, they have a shorter
Armaments
effective range, but are grouped in nests that allow
them to cover 180° arcs. Dorsal and ventral nests can
Artillery pieces mounted on vehicles and aircraft
instead shoot at targets within a 360° arc, respecti-
work similarly to personal firearms, as explained in
vely above and below the vessel.
Chapter IV – Combat. However, given the diffe-
rent context, the area into which these weapons may
1 2 3 4 5 6 7 8 9 10 11 12
fire depends on their position on the aircraft’s hull
and their range and damage are measured with a dif-
ferent scale. The span of time covered by a Round –0 Range: 2
during a firefight between vehicles is not a few se-
conds, as it is in personal, land-based combat, but
around 5 minutes, to account for the more complex Torpedoes [Senses]
machinery and longer distances involved.
Propelled by a small on-board engine, torpedoes are
able to cover much longer distances than conventio-
nal ship-borne firearms, while still inflicting serious
damage. They can be launched only from fixed tu-
bes, traveling in a straight line from their side of the
ship. Most frequently, torpedo tubes are mounted in
the nose or front of a vessel, with only the larger
hulls featuring torpedo broadsides.

1 2 3 4 5 6 7 8 9 10 11 12

–2 Range: 8

188

Hill Snover (Order #36675299)


EQUIPMENT

BATTLES IN THE SKIES


A group of Characters with the right proficiencies Aim for the Rudder! (Gunner): by passing an
could be able to run a cargo or raider airship and attack Test with a -2 penalty against the target’s
stumble across one or more hostile vessels. At the rudder, the gunner is able to force the enemy vessel
beginning of an aerial fight, then, each Character to move only in one direction. An Opportunity can
must state the role they wish to take between pilot, be spent to cause the enemy vessel to spin around.
machinist, and gunner. Altitude Change (Machinist): on a successful
Handicraft Test against Difficulty 12, the Character
Aerial Combat Phases alters the ship’s Vesuvius temperature, allowing it
A Round is roughly 5 minutes long, rather than a to climb or descend 1 altitude level without limiting
handful of seconds, and initiative is relatively less the vessel’s horizontal Movement.
important during each Round, as the actions of the Evasive Maneuvers (Pilot): on a successful In-
crews on the ships involved happen at roughly the sight Test against the Difficulty of the vessel they
same time. If one of the sides manages somehow are piloting, the pilot receives a +3 bonus to Evade
— through adverse weather, sheer luck, or any other Tests during the following round, but the violent
means — to catch their opponents by surprise, then shakes and sudden changes of alignment also im-
the normal rules for surprise rounds apply as the un- pose a -2 penalty to attack rolls.
prepared crews scramble to their battle stations.
Full Steam Ahead (Machinist): on a succes-
During an aerial combat round, each Character is
sful Handicraft Test against Difficulty 10, the Cha-
able to take only one Action, instead of their usual
racter manages to squeeze extra power from the
Action, Maneuver, and movement, before the vessel
ship’s thruster, increasing tactical Movement by 1.
moves in the direction chosen by the pilot.
One Shot, One Kill! (Gunner): by passing an
Movement attack Test with a -2 penalty, the gunner hits the
enemy vessel’s Vesuvius tanks, forcing it to lose al-
During combat, airships are constantly in motion.
titude until it touches the ground. An Opportunity
First of all, assume that one square on the tactical
can be spent to force the target vessel to plummet
map is 100 cubitus rather than 1. A moving aircraft
to the ground, to a grisly and high-speed doom.
is able to steer only in 45° increments, and only after
moving at least half its Movement score. Conse- Stall (Machinist): on a successful Handicraft
quently, vessels cannot change directions on the spot Test against Difficulty 10, the Character is able to
as if they were hovering, and must instead move temporarily stall the ship’s engines, allowing it to
between each turn. In addition, a vessel can climb hover in place.
or dive one level of altitude, but if it does it can- Stay on Target (Pilot): on a successful Insight
not move more than half its Movement score that Test against the Difficulty of the vessel they are
Round. Also, the Characters onboard may each make piloting, the pilot manages to stay in their target’s
one of the Maneuvers described below. trail, granting a +2 bonus to their gunners. Howe-
ver, such careful flying leaves the vessel open, im-
Airship Maneuvers posing a -1 penalty to Evade Tests.
Aim for the Engines! (Gunner): by passing an Tight Turn (Pilot): On a successful Insight
attack Test with a -3 penalty, the gunner is able to hit Test against the Difficulty of the vessel they are
one of the enemy vessel’s thrusters, causing it to halt piloting, the airship successfully makes a 90° turn.
for the next Round. An Opportunity can be spent to
ignite a fire in the engineering deck.

189

Hill Snover (Order #36675299)


CHAPTER 5

190

Hill Snover (Order #36675299)


EQUIPMENT

191

Hill Snover (Order #36675299)


6 NARRATOR

Perhaps he was a simple man, but he was no fool. He was


perfectly aware he was violating the laws of the Emperor,
but his family needed a better life. Since he had been suspen-
ded for a violation of protocol when addressing his superior,
they were not faring well. To be fair, if he had the choice
he would have left that job anyway, but now he was unem-
ployed, without money, and without food for his children.
That was why his task here was simple: keep a watchful
eye on the road, alongside a dozen others, for any Gonku
patrols so they would not disrupt the exchange. Relatively
easy. So far, everything had gone smoothly and the money
had been good.
That night, however, he had been feeling weird. It was
some sort of alarm, as if he was expecting something to
happen. Then, he heard something. “You heard it, too, Ba-
shyio?” he whispered to the sentry behind the corner. No
answer came. “Damn, that blockhead must have fallen
asleep again...” he thought. As moonlight caressed the brief
distance to the corner of the building, he called again, “Ba-
shyio!” He hit something with his foot… and realized it
was Bashyio’s head. He took a few steps back in horror,
and all of a sudden a blade was jutting out of his chest,
drenched in blood. As he fell to the ground, he saw them:
Tamurei…

192

Hill Snover (Order #36675299)


193

Hill Snover (Order #36675299)


CHAPTER 6

I f you choose to take on the mantle of Nar-


rator, your main goal is to breathe life into
the world of Vulcania and engage the group with
crazy adventures, subtle intrigue, and brutal combat.
and weird are the spice of life!
Rules! – As the Narrator has the final word on
any matter, you have to be the most knowledgeable
of the group about the rules and the contents of
Such a task is arduous, if taken on unprepared, this book. Now, you are not required to learn every
and this chapter is here just for that purpose: to single sentence of this book by heart, but you must
explain many useful elements of the Vulcania setting have a solid grasp of the fundamentals and where
to help you craft unforgettable adventures. to quickly find the information you need when you
The first part of this chapter is helpful for those need it. Of course, “your” rulings must be respected,
taking on the role of Narrator for the first time and because you are the Narrator. However, you are the
if you are already used to walking in their shoes, you Narrator, not a tyrant: try to do the right thing to
might not find it to be of particular use. Although, make sure the group trusts you and has fun playing
who knows when even veterans might require the with you. Never forget this is a game!
basics, right? Imposing presence! – There will be players who want
to thwart the story you crafted with so much care or
bog gameplay down by contesting the rules or your
The role of the Narrator decisions. Discussions and arguments should be po-
While a player moves only their own Character, the stponed until after the game session has ended.
Narrator plays as every, single, solitary form of life Justice walks with me! – Try to be an impartial re-
in Vulcania, from the rich merchant to the ruthless feree should a discussion arise during a session, to
cutthroat and the feral beast. grant the same amount of spotlight to all the players
In addition to playing a great many different around your table, and to weave situations that allow
“Characters,” the Narrator is the one who weaves them to spontaneously take action.
the events that happen as the game unfolds, as if This way, folks! – Always strive to keep the game
they were the director of a movie that evolves in real alive by alternating moments of calm with moments
time as its protagonists advance the plot. of buildup and then tension, where the Characters
As being constantly on the lookout for an exciting have limited time or resources to act. Players tend
way to entertain your players is complex enough a towards indecision and prolonged planning, at the
task as it is, the system on which Vulcania runs spa- cost of dynamism, so it is up to you to realize when
res you from rolling any dice! the moment has come to ramp the pace up.
You are the Narrator! – You are the undisputed re- You can! – Before the session starts, always have in
feree for any matter that should arise about the ru- mind what your players will face, whether it is fights,
les, and yours is the last and ultimate word. A word plot points, or just people they are going to meet. If
beyond the destiny of mortals and above the will of you are somewhat prepared, your players still have
the gods themselves! Whenever a player wants their the freedom of action and decision-making typical
Character to take action and do something, you are of tabletop gaming, without catching you by surprise
the one to set the Difficulty, the modifiers that apply, when they decide to do something rather unusual…
if any, and which Skills the Character must roll their and they do. They do a lot. However, when you need
Test against. This allows you to help the events of to nudge your players in a specific direction, you
the game follow a course you deem useful and plau- have tools at your disposal, like having them face a
sible, and stem the tide of nonsense that your crazy powerful foe they are not yet ready to fight. Of cour-
players will attempt. However, remember that it is se, make it look as smooth and natural as possible,
way more fun to incorporate the whacky ideas of because players can feel when the Narrator’s hand
your friends at the table, as mayhem, shenanigans, is forced upon them and, when it does, they tend
to resent it. Of course, playing through prewritten

194

Hill Snover (Order #36675299)


NARRATOR

modules is easier on your end, because you have less world. Do not fear levity, for sometimes it is neces-
to prepare for, but working on your own adventures sary to make tension and drama feel sharper.
and seeing the group have fun with them is more Prewritten modules already include these details and
rewarding for sure! you just have to read them to immerse your players
The golden rule! – At the end of the day, before in the game, and, when it is time to write your own,
anything else, this is a game. The “goal,” if there ever they make for a perfect guideline!
was one, is to have fun with friends. The game is not Interpretation: the most daunting task of a Nar-
a contest between Narrator and players, but a coo- rator is interpreting every single, solitary creature
perative, communal effort. Remember that the line the Characters meet and interact with, the so-cal-
between hard and frustrating is blurry, and so is the led NPC or “Non-Player Characters.” To do so,
one between a firm Narrator and a tyrant. Guiding you have to think about their character traits, their
the players through your content and plots without mindset, and how they might feel differently from
taking the freedom of choice away from them looks one another. Yes, if you are wondering, “Wait… that
like an impossible task, but you will see when you are sounds awfully similar to playing an actual Character
on the right path! myself!” the answer is, “Sort of.” You can find useful
tips and tricks further into this chapter.
Assigning Skill Bonuses: at the end of each game
The Narrator’s duty session, you are free to grant one or more Skill Bo-
Backgrounds: each Character has a background, nuses to your players so that they can improve the
whether it is elaborate or just a few words on a page. Skill scores of their Characters. Although this is not
One of your first tasks as a Narrator is to encourage an exact science, because no two tables (or two cam-
your players to come up with the backgrounds of paigns at the same table) are equal, it is a good rule
their Characters, even if it’s just a few lines: Where of thumb to assign 1 Skill Bonus per player at the
the Character was born, what kind of life they led, end of each session, with particularly impressive per-
the education or peculiar experiences they had, their formances or plans earning more.
relatives, and so on. Encourage your players when
describing their Characters, their teachers, mentors
and antagonists, or people they have scores to settle Hosting a game session
with, because this is material from which you can Once the group has made its Characters and you
take elements to weave into your plots and emotio- have a plot for them to play though, you are ready to
nally involve your friends. run your first session. It’s show time! Here are a few
Breathing life into the world: each time a player mo- tips to make sure it is fun for all of the people at the
ves their Character in the world of Vulcania, they table, including you.
make decisions, react to sudden dangers, or inquire
about the environment. In each and every one of Setting Difficulty
these circumstances, your players do so by asking When they have to roll a Test, it is your job to set
questions, with you being the only one who knows which number the result of the die roll must equal or
the true answer. Some you are free to divulge, becau- pass for a Success. That value is the Test’s Difficulty.
se it would make sense for the Characters to know Vulcania’s rules system features guidelines in set-
them. Others require a Test at your discretion. The ting the Difficulty for a Test with the seven Difficulty
important aspect, however, is how you deliver the Levels. Of course, as with many other aspects of the
information. Make sure your descriptions are as clear game, they are not hard rules to follow, but a system
as possible, tell them what they perceive with their in place to help you tailor the Difficulties in your
senses, what they feel, and the atmosphere that sur- game to make sure the Tests your players roll behave
rounds them, to immerse them in the session and the the way you need them to.

195

Hill Snover (Order #36675299)


CHAPTER 6

Trivial: The Test is about something anybody what should be an adequately challenging Test Diffi-
could habitually do. Trivial Tests, at your discretion, culty based on the Rank of the group:
could be so easy that there is not even the need to
roll for them in the first place. Table 6.2 – Ranks by Difficulty
Easy: an action requiring an Easy Test does not Rank Difficulty
require much effort.
Routine: Routine Tests are the default Difficulty Newbie 9
level.
Challenging: this kind of Test features some fac- Expert 11
tor that might hamper its result.
Hard: the Test happens under adverse conditions. Veteran 13
Extraordinary: the Character must contend with
Hero 14
low chances of success.
Legendary: the vast majority of those in situa- Legend 16
tions that call for a Legendary Test succumb, its con-
ditions so adverse that only fate can save them from
what most likely is death! Bonuses and Penalties
Sometimes, external factors influence the result of
For each level, there is an actual, numerical Difficulty a Test. When this happens, it is the Narrator who
threshold for the die result: establishes if such external influence has a numerical
effect on the Difficulty of a Test.
Table 6.1 - Difficulty Levels
Level Difficulty A few considerations about Groups
To ensure harmony at the table and that the game
Trivial 6
runs smoothly, both you and your players must first
Easy 8 establish some out-of-game rules—the code of con-
duct that you and your friends want kept at the table.
Routine 10
Absent Players There are times when even the
Challenging 12 most assiduous of players are forced to miss ses-
sions, because the markedly less exciting eldritch
Hard 14 construct known as “real life” prevented them. In
this case, the absent player’s Character is without
Extraordinary 16 their pilot and the group must decide what to do
with them. To avoid needless confusion, it is better
Legendary 18
to establish how to deal with absent players befo-
re the campaign even starts: perhaps you or another
As an example, swimming in rough waters could player run that Character, or they are momentarily
be counted as a Challenging Test, while swimming in out of the action if the adventure allows it, ready
the same sea but during a storm is definitely a Hard to rush into the fray once again when their player
or Extraordinary Test. returns. It would be sad, not to mention incredibly
These levels are not only a useful tool to make anticlimactic, if a Character died or suffered greatly
sure each Test is as hard as it should be, but also a when their player was not there to control them. So,
gauge for the actual capabilities of the group. Table to avoid such a fate, it might be necessary to employ
6.2 – Ranks by Difficulty is helpful to determine a deus ex machina.

196

Hill Snover (Order #36675299)


NARRATOR

New Players: when a new player joins a group born despot!


after the adventure has already started, make sure Reward role-playing: rewarding proactive players
their entrance feels as natural as possible. Here a few is always a positive idea. Describing one’s actions or
evergreen tips on how to do so: accurately portraying their Character are the hallmar-
• The Prisoner: the new Character might have been ks of a talented role-player.
captured by the group’s current enemy and kept pri-
soner in the area the group is currently operating in. Recapping the Last Session
• The Survivor: another group of adventurers was Time passes between sessions, perhaps days or, the
dealing with the same issues as the current one, but dreaded real life not permitting, weeks. For this re-
was slaughtered except for the new Character! ason, each session benefits from beginning with a
• The Relative: if the new Character is somehow recap of what happened in the previous one, both
tied to one already in the adventuring party, introdu- to remind the people at the table what actually hap-
cing them is much easier. pened and to return to the mood and atmosphere.
As a general rule, the process of introducing a new Also, you know, making decisions in-game while for-
Character and a new player into the group should be getting that obscure-and-absolutely-crucial piece of
as quick and engaging as possible. They are going information that could make or break the situation
to spend a lot of time together, might as well try to is always NOT fun. One thing that is fun, however,
make it start on the right foot. is to take turns recapping, to increase player invol-
Dubious Rolls: before playing, it is a good vement.
practice to decide how to treat dice that are cocked,
wobbly, have rolled off of the table, or any other When last we left our heroes, you had been taken out
situation that differs from the norm. Usually, veteran
of jail by Kobayashyi, a well-spoken lawyer hired by
groups tend to just reroll them.
one of the most notorious criminals in the world, Lan-
Using Tactical Maps: since purely narrative
combat can cause confusion, keep in mind you can do Carrizo, and you soon found out that such a favor
always use miniatures or tokens to keep track of who is to be repaid on the spot with a service for your im-
is positioned where. Graph paper helps you keep promptu savior. Pretty much standard business; if you
track of areas of effect, lines of sight, and any other don’t, then your family and friends are going to have a
data you might need. Keep in mind that some players field-trip so nice that returning to jail might actually
prefer a more narrative-oriented handling of com- be a nicer option. You’ve been there, you’ve done that.
bat, so it is fundamental that the choice of whether So, once you graciously agree to take on the job, Ms.
or not use a tactical map is taken by the whole group Kobayashyi explains to you that it consists of finding
before the campaign begins. some professor Kordon, a scientist who disappeared
Rules Discussions: the word of the Narrator — some time ago on a mysterious expedition, and bring
yours — is the last one to settle an argument. Howe- him back alive and well to Mister Carrizo.
ver, this is not always enough and so a common ef- You then started your search by paying a visit to the
fective practice is to delay any further argument until
professor’s ex-wife to gather some additional informa-
after the session, so as not to slow play time down.
tion, and she told you that he had just left for the train
Such practices not only makes players feel more in-
volved in the game, as you show them that they are station, heading to the city of Goya. You also found a
being listened to, but it also helps the whole group note in his study reading “s8, c3,” which you transla-
find a definitive answer to the argument, should it ted as “seat 8, coach 3.”
rise up again in the future. Do not fear having to take When you reached the station, you discovered that
a step back and yield, if necessary: it is always better the aforementioned train had departed a few minutes
to be an enlightened regent than a tyrannic and stub- before. What are you going to do, now?

197

Hill Snover (Order #36675299)


CHAPTER 6

Describing the action authority as Narrator, or just be shy and perhaps not
To give players the chance to make informed deci- feel like speaking in public for something that im-
sions, a good Narrator tries to accurately describe the portant. If you do not know the people at your table
situations they find themselves in. During combat, well enough to know in advance who behaves well
for example, where precise information is key, an- in such a situation, ask them if they feel like descri-
swer in a concise and efficient manner any questions bing the act, to give them a chance to return to their
about terrain, objects, positioning, and equipment, comfort zone, and then, if they want you to do it,
and if the details your players ask are too minute, weave the most epic tale you can imagine.
feel free to ask them to roll for an Analysis Test to However, even Catastrophic Failures are helpful
see how much and how fast their Character can un- to focus the attention of the players on what is hap-
derstand. pening in the game. “You are taking aim against one
Also, dramatizing a description always adds to of the bandits, give a gentle tap to the trigger, and
both immersion and involvement for your players. the telltale click of a jammed gun is the only thing
As an example, saying “The mighty Nuug you are that you feel. Your opponent turns to face you and
fighting strikes you with a powerful swing, painfully snarls, menacingly hefting their weapon.”
slashing your ribcage,” is way better than just, “The
guy to your right deals you 1 point of damage,” be-
cause it makes the player who just took said 1 point
of damage imagine way more vividly what just hap-
pened.
If you have the impression that an important de-
tail was lost in the thick of the melee, feel free to
remind your players. Reminding them how each mo-
vement of the giant scorpion causes debris to fall
from the ceiling is a good hint to make them realize
the building will eventually collapse on their head.
Adding intensity and detail to the action allows
you to better hold the attention of your players and
make game time more fulfilling for the both of you.
Theatrics are a useful tool to achieve such a goal, al-
though practice will teach you when to dispense with
them for the sake of brevity or efficiency.
Always ramp up the epic whenever an Opportu-
nity or Catastrophic Failure happens, as the former
are moments when Fate itself chose the Character to
succeed, making them the absolute protagonist of
the story for a few moments. A good practice is to
allow them to describe how their Character succeeds,
as few things are more memorable than having the
opportunity to decide “how it actually went.” Howe-
ver, some players feel intimidated by such sudden
authority over the official, canonical, outcome of an
Opportunity. They might be inexperienced and feel
like stepping beyond their lot as players over your

198

Hill Snover (Order #36675299)


NARRATOR

Using NPC’s Results and Rules


Non Player Characters live and die in the world of To ensure that your players focus on their Characters’
Vulcania under the same rules as their Player coun- actions and the fun at the table, rather than on dice
terparts, with the only difference that their fate is rolls and mathematics, it is important that you divul-
ultimately in the hands of the Narrator. Or, as it is, ge as little numerical information like Test Difficulty
yours. In any case, it is you who chooses what they thresholds or enemy statistics as possible.
do and, even though the rules are meant to avoid There are moments in a game session when the
slowing down the game, you still have to be able to dice just do not cooperate with either you or your
decide that on the fly so they do not feel like car- players, and all of a sudden a potentially bland com-
dboard figures dotting the scene. They are not just bat turns into a maelstrom of chaos and panic, with
numbers on a sheet of paper, but people, much like many Characters dead or dying, others on the verge
the Characters, and so they, too, possess character of being overrun, and your antagonists just butche-
traits, mannerisms, values, and the like. In short, they ring the group. Now, if one or two Characters die,
behave according to their own nature and the con- it is a sad moment, but it can be fixed. If a whole
text they live and operate in. group is wiped out, however, the campaign and the
fun end. When the dice say that they are not happy
Secret Rolls and start killing people, you can either accept Fate as
There are times when a Test rolled in plain sight is a master more powerful even than you, or you can
too conspicuous, common examples being Analysis alter Difficulty thresholds and tweak enemy profiles
Tests rolled to ascertain whether a Character is aware to nudge the group in the direction you need them
of the presence of a secret passage or Insight rolls to take.
to detect a lie. The player is aware that, because they If your players know all that, they might feel rob-
are being told to roll for something, there is a high bed of part of the fun. So, information about the
chance that Test could be hiding something they rules side of the adventure should be administered
should know. If, by chance, their Character fails the with care.
Test, then the player is sure that there IS something Tweaks like increasing the amount of Wounds on
they do not know, and avoiding basing decisions on an enemy to make them last a few rounds longer or
player knowledge rather than Character knowledge lowering their Dodge score to make hitting them
becomes increasingly harder. To make things more more likely to happen are the type of tricks you can
interesting for your players, you can, instead, roll for use to make sure everybody at the table has fun. At
them in secret. When they tell you that they are, say, the end of the day, that is your main goal! On the
looking for secret passages or trying to tell if the per- other hand, if your players come up with a clever
son they are speaking to is lying, you can just ask strategy to defeat a recurring villain, altering their
them for their Analysis or Insight scores (or keep profile to counter them is as harmful as letting them
note of them yourself) and then roll. be slaughtered just because Fate said so: they deserve
Of course, the sight of you rolling your dice could that victory! And, of course, you now have one more
prompt your players into thinking something is afo- reason to increase the number of people who want
ot. Or you might be faking a roll to keep them on them dead...
edge. They will never know… Also, remember that you have Gears of Fate.
Vulcania’s Character Sheets are designed to be fol- They are a powerful tool that allows you to bribe
ded in a way that keeps the Character’s Analysis and your players and save your NPC’s from an untimely
Insight scores always visible to you. demise. Similarly, the players themselves might try to
use them to bend the rules in their favor.

199

Hill Snover (Order #36675299)


CHAPTER 6

ply to listen to any requests or suggestions from your


Chana is on a balcony, nursing her wounds after players. This is the moment where you as a Narrator
she just defeated two thugs. In the room below her, the grow and learn the preferences of your group, and is
dangerous criminal Bosogg, an old acquaintance of a prime moment for awarding Skill Bonuses, so they
hers and endless source of troubles for her group, is have enough time to decide how to invest them in
about to defeat her companions after an intense fight. their Characters.
Chana would like to drop down from the balcony, grab
the room’s chandelier, and then gracefully land behind Concluding an Adventure
Bosogg to finish him off with her blade. The rules say The last game session of an adventure is a special
she should take a Maneuver to climb onto the railing moment that requires extra care in writing. It is pa-
of the balcony and then an Action to attempt an Agi- ramount for the players to leave the table satisfied
with the goals they have achieved, with that tinge
lity Test to avoid pasting her face on the carpet behind
of melancholy that follows the end of a good book.
her enemy, then she would have to wait until her next
What happens now? What new challenges await
turn to attack. them? Carefully planning the ending episode of an
Rather anticlimactic, right? Chana’s player, there- adventure is key, in order to leave some time for the
fore, might ask you if she can pull the entire evolution players to digest what has happened in the climactic
off in the same turn at the expense of a Gear of Fate. conclusion, whether it is a combat or a role-playing
moment. Of course, it is no easy task.
The ending of a narrative arc is a perfect occasion
to spend money on gear and Arts, because now the
Ending a Game Session poor heroes have some free time on their hands! De-
Choosing how to end a game session is always a cru- pending on the preferences of the group, you can
cial moment that requires much consideration. Nor- role-play the group’s encounters with teachers and
mally, one of the worst moments to call it a day is in vendors, or you can simply keep it off game.
the middle of combat, as it forces those at the table Rare equipment and specialized Arts are an im-
to note down all the details that they are likely to for- portant sign of status in Vulcania, so it could be si-
get by the following session, like positions, Wounds, gnificant to devote a few self-contained sessions to
initiative, enemies, and whatever area of effects were shopping or studying, to break the pace, avoid the
active. Basically, everything. It also breaks the pacing risk of “normalizing” tension, and for some good,
of the action, most likely negating the pathos that old fun. Who said that boys don’t like shopping when
built up to that point in the session. it is Vulcanus weapon or exoskeleton splurge time?!
This moment is key in ensuring the players remain
engaged and involved with the campaign in the fol-
lowing session, much like how you struggle to con- Creating an Adventure
tain the excitement when the next episode of your One of the most gratifying aspects of being a Nar-
favorite series is about to air. For this reason, closing rator is not just running written adventures, but ma-
the session just after the group was exposed to a plot king up one’s own. Weaving intrigue, choreographing
twist that radically changes their point of view on the chases at breakneck speeds, and preparing epic fights
whole story is a powerful tool to build tension and in a fantasy-steampunk world grants your imagina-
expectation for the next session. tion free reign! For sure, building an adventure from
Also, devoting a few minutes after the session to scratch is rather work-intensive, but you will feel the
gather feedback from your players is a useful tool pride and satisfaction of seeing your friends have the
to improve your game, an occasion to resolve any time of their lives when they play through what you
issues that might have risen during the game, or sim- prepared for them. After all, an imaginary adventure

200

Hill Snover (Order #36675299)


NARRATOR

with fantasy characters can be a memorable moment Motivations


for a group, remembered for years to come! During an adventure, your players need reasons to
For a quick reference, think of your adventures as follow the many plot threads you lay out in front of
a TV series or movie saga, where the Characters are them. Luckily, the human range of emotions is wide
the protagonists and you are the director and writer. enough: anger, fear, hatred, love, vengeance, and gre-
Generally, adventures begin with an event that ed are powerful allies and it is key for a Narrator to
prompts the Characters to gather in the same pla- know which emotions motivate which player or Cha-
ce and work together, like escaping from captivity, racter and what style of play the group prefers.
taking on a new bounty, or a mission on behalf of a
Monopoly. This moment is meant for the Characters Choice
to form a group within the game universe that mimi- Every good adventure needs to feature a series of
cs that of the players at the table in our world. From moments where the players are called to make an
that moment onwards, the Narrator often has only important decision that shapes the development of
an idea of what is about to happen next, guiding the the plot, like chasing the assassins of a loved one or
group through the events they prepared via the in- completing an urgent mission with hundreds of lives
formation and clues the NPCs have for them. at stake. Whichever path they take, they are, howe-
Usually, it is best to avoid linking events together ver, moving towards an event that you should have
so that A must happen in order for B to be possible, prepared for them, or at least outlined in your head.
which then leads to C. If A does not happen, and in-
stead the group chooses G, the whole plot falls apart. Differentiating Situations
Planning encounters is a fine and highly uncertain Having your players face different types of even-
art, but a useful practice is to prepare with redundan- ts keeps tension high and ensures that every player
cy in mind: if the group takes the turn to the left they experiences content they like. As such, alternating
face event A, while if they take the right one they go combat, investigation, and role-playing usually makes
through event B, both leading then to C. This leads for a good campaign.
to the next key aspect of Narrating: choice. If you
give meaningful choices for your players to make, Plot
not only does the campaign becomes more intere- Every good adventure is centered around an enga-
sting for both sides, because neither knows who the ging plot that alternates moments where tension rises
murderer really is until they are unmasked, but it also to moments where it is resolved. Vulcania’s setting
creates investment on the players’ part and makes offers a great variety of places and organizations to
sure they are involved. help you, but only you can give the right pace to your
A useful solution for groups that have come to- plot because you are the only one who knows your
gether only recently or that have changed members group. Plot twists, like the timely arrival of an ally
is to run a few loose sessions to make sure everybody during a hard fight or a new, intriguing mystery can
has similar expectations, and then embark on a larger help in engaging the group with the plot. Also, not
campaign. forcing the players into a series of events that com-
Letting the players loose to make their own choi- pletely take their agency away from them is key.
ces and thus heavily influence the outcome of the For example, they might be captured by a group
campaign is among the hardest paths a Narrator can of Abrabazi raiders, but the group fights well and
take, because it requires you to nudge them back they are defeated. Instead of making the raiders un-
in the right direction without them realizing it and reasonably more powerful so the group cannot beat
therefore feeling their agency reduced or downright them and is surely captured, accept the loss of those
revoked. raiders and nudge the Characters on the way towards

201

Hill Snover (Order #36675299)


CHAPTER 6

something else you had already prepared or just im- guy?!” when you unravel the plot you spent so much
provise on the spot! One of the strong suits of a time and effort building is definitely anticlimactic.
role-playing game is freedom of choice, so its lack
causes frustration.
Location-based Adventures
Challenge The easiest way to begin creating an adventure is
The events you prepare, whether they are combat-ba- starting from the place where its events are set. The
sed or not, should challenge your players enough that abandoned city of Kbal, an ancient ruined com-
they have to earn their success, but it is not beyond pound, or a graveyard are all places that give a vibra-
their capabilities. Only teamwork should carry the tion of mysticism and action and are perfect adven-
Characters through the obstacles you have set in ture material. This kind of adventure benefits greatly
front of them, cementing their bond. Also, differen- from a map of the local area, with notes on the pla-
tiating the challenges they face is important to give ces where the relevant events you have prepared will
everyone a portion of the spotlight: let the events happen. The larger portion of your work, then, is
follow their course, but make sure that beating your setting the map and the individual events.
challenges is not guaranteed. If a player regularly
behaves in a way that endangers the group, let them Drawing the map
suffer the consequences, which will most likely make Graph paper allows you to not only represent the
them aware of their Character’s mortality. important locations in the area of play, but also show
an approximation of the distance between them, gi-
Knowledge ving a measure of the time it takes to move from one
Make sure your players have all the information they to another. Make sure to take note (or draw, if you
need to make a choice—it is not a contest between can) as many ambient elements as possible, like rub-
you and your players, after all. However, avoid unvei- ble, rundown walls, trees, and buildings, as the richer
ling the whole plot, because otherwise it would take the scene, the more diverse strategies your players
away a fairly large portion of the fun of discovery. can employ and the more dynamic the situation be-
Finding the final, carefully hidden clue to unravel a comes.
mystery, after all, is part of the fun in and of itself, Since the action can transition from outdoors to
although there is a fine line between that and just indoors, having a few detailed maps of the edifices
sheer frustration! of the area in addition to the more general one ma-
No two adventures are born equal, however, and kes handling the campaign more comfortable. In the
there are times when your players know all there is to former situation, it is enough to give an overview of
know and the challenge is in preparing and laying the what the Characters can see and interact with.
best plan for the task at hand. Other times, they are When the situation moves indoors, knowing the po-
swept by the events and have to improvise, gathering sitioning of furniture, doors, walls, windows, and so
information from the environment. Problem solving on becomes critical when executing a plan, both for
depends on information, which means you are likely the players and, of course, their enemies. The size of
to ask for Analysis or Senses Tests to determine how an environment is important, so make sure to prepa-
aware the Characters are of what surrounds them re for locations you can realistically portray on graph
Which type of challenge to use when and how paper. Characters usually alter the locations they rove
deep to make a plot, of course, depends on your through! They routinely vandalize statues, kick in do-
group. The more secondary plots and characters a ors, and take items, so noting down any alteration
campaign features, the easier it is to lose track of in the makeup of the environment is useful if the
them. group happens to wander back through a place they
Your players asking “and who on earth is that have already visited.

202

Hill Snover (Order #36675299)


NARRATOR

Planning events the Characters. If it takes only a few hours for the
Now that you have the location for your adventure, group to explore the city of Kbal, they could meet
it is time to determine what is going to happen there some NPC’s, but should they remain for the night,
and why it is going to be awesome. First of all, mark then things could be much different and dangerous.
with a letter or number the places where you want Should they find the wanted Lady Victoria before
an event to be. From there, you have room to start she acquires the local cache of weapons, then they
jotting down content like treasure, traps, secret pas- would avoid having to fight her and her goons, ar-
sages, NPCs, etc. med to the teeth with Vulcanus weapons.

Consequences Being the referee


Central to the success of a location-based adventure Considering consequences and how time plays out
are the consequences of what the group does. This in your adventure is a lot of work, but it adds depth
way, the players realize sooner or later that the deci- to the game and allows you to practice your new role
sions they make in one area of the map also affect as Narrator. With maps and notes by your side, you
other places, like the loud noise of breaching a door should have enough prepared material to cover any
with explosives being heard over a long distance. If, unusual choice your players might make. Once you
instead of blowing said door to pieces, they took have mastered these simple adventures and grown
another, more silent way in, they might deal with any with your group of friends, you can start thinking
potential threat before it reacts. about making a campaign proper.
Players can inadvertently set off chain reactions
that influence areas Kilocubitus away from one
another over the span of hours as well as days or Narrative Adventures
months. As an example, if the Characters were to When an event draws your players to a certain area
stumble into a group of raiders while exploring the and peaks their interest to the point where they want
ruins of Kbal and somehow one of these enemies to know more, then it is more likely to be a narrati-
were to escape, you could decide that the fugitive re- ve adventure. Often, it happens that the group sets
turns the next day to settle the score with the rest off another chain of events as they attempt to find
of his friends from the raider camp a half day away an explanation for an unusual happening, like people
from there. If, by then, the group is still where it was mysteriously disappearing, the arrival of a wande-
when the fight happened, then they would have to ring circus in town, or a convoy needing an escort to
deal with this new, unscripted threat. cross the Mostucaal wilderness.
Note these details down so you can remember A narrative adventure is structured around the “If
what happened and can adapt accordingly. If you they do this, then that happens” principle, granting
do, your players are likely to feel like the protagoni- Characters a lot of agency, as most of what actual-
sts of what they are playing, as they can now see in ly happens depends on them. This way, their goal
first person the consequences of what they did in might not be “Kill the bearwolves that overran the
the past. graveyard” or “Find the blueprints of the Oktopus
submarine.” Instead, it could be to make sure the
About Time Cycles situation follows a certain course by recovering in-
Even if an adventure is set in just one location, this telligence, convincing NPC’s to do something speci-
does not imply that the place does not have its own fic, and so on. Usually, in these kinds of adventures,
life cycle. NPC’s move about the place and carry taking notes and theory-crafting are more prevalent
on their business, making it important to determi- than rolling dice and killing bad guys.
ne how it can change according to the presence of Although this style of play does not require par-
ticularly detailed maps or “room by room” prepa-

203

Hill Snover (Order #36675299)


CHAPTER 6

ration, it benefits the most from a careful building this mysterious figure. The NPC’s who have key in-
of the main plot and the many possible ways it can formation are the tavern keeper, the priest, and the
evolve. Noting down the details of the plot in chro- pharmacist. If the group interrogates them with the
nological order and then many alternative paths the right questions and some successful Tests within a
group can take is always a good start. day of the murder, they will tell what they know.
The second day from the murder, the pharma-
Events Chart cist’s wife finds her husband dead in their apartment.
Keeping track of events and their internal consisten- As another, parallel investigation unfolds, now, the
cy is important when narrating an entertaining ad- tavern keeper feels threatened and closes the inn,
venture, so an Events Chart is surely helpful. Every hunkering down in his home and refusing to talk to
moment your players spend deep into your story has anybody.”
consequences on the future, as explained earlier, so When your players do something, note it down
you will spend a lot of time updating it depending on on the Chart and try to imagine what they could do
what the group does. next. This kind of play structure requires more pre-
“As usual, the city’s Alcalde visited his preferred paration and work on your end, although it is the one
tavern right before lunch for a glass of his favorite that makes the story the most dynamic and intere-
wine. The moment he took a sip, he dropped dead, sting. The actions of your players shape the events,
under the incredulous eyes of both the Characters although the world moves around them at the same
and his guard. As soon as a doctor is summoned, they time, and the more intricate the context is, the more
ascertain that the Alcalde was poisoned and so, either attention the group must pay to complete their mis-
because of some sense of duty or the hefty bounty sion. If they do, however, the satisfaction of solving
on the head of the murderer, the group starts chasing a complex mystery is second to none.

Events Chart - Day 1

EVENT
The Alcalde visits the
tavern at lunchtime and seems
to have been killed by a stroke.
The first rumors, however,
claim he has been
poisoned.

204

Hill Snover (Order #36675299)


NARRATOR

BARKEEP
Does not share information.
Charm/Aggression LIBRARY
versus Difficulty 10: he saw Analysis versus
somebody wandering around Difficulty 13: a manhole ne-
the library the night before. arby seems to have been opened
Charm versus Difficulty 14: he is recently. The relative section of
suspicious of the undertaker, believing sewers leads to the alchemical
he is not who he wants the other villa- laboratory.
gers to think he is.
SEWERS
Analysis versus
Difficulty 10: the manhole
in the laboratory’s inner
UNDERTAKER
courtyard has been
A former cutthroat who
opened recently.
wants to put his past behind him.
Charm versus Difficulty 10: he
heard noises from behind the library,
close to the alchemical laboratory.
Charm versus Difficulty 16: LABORATORY
he reveals, but claims to Analysis versus
be innocent. Difficulty 13: a professional
picked the lock of the backdoor
and then closed it to look like
it had never happened.

ALCHEMIST
Although the corpse of the undertaker
was found in his laboratory, he seems to
be innocent. However, he does not share EPILOGUE
information and attempts to mislead the group. After their investigation
Cunning/Aggression versus Difficulty 10: is complete, the Characters
after being exposed, he asks for the group’s help in confront the Faceless clan for
recovering a rare reagent used in the making of a the final showdown!
powerful toxin. He suspects the thief was one
of the Faceless, a criminal group with which
he had dealings in the past.

205

Hill Snover (Order #36675299)


CHAPTER 6

Improvising The grand fi ffiinale


Although preparation is important, you will soon le- For an adventure to be truly memorable and be re-
arn that preparing for everything is impossible and membered for years to come, you need a powerful
there will be times when your players try to do so- ending at the end of a tense journey, like a fight with
mething you would never have imagined or down- their nemesis, the acquisition of wealth, or the di-
right thought they would not do. After all, this is scovery of an important piece of information that
also their story, and if they have a brilliant idea you paves the way for another adventure. An epilogue is
did not take into account, it might be interesting to usually a perfect moment to sum up what has happe-
explore that possibility for the plot. To turn a surpri- ned so far and to give closure to the players, like the
se into a coherent, consistent development for your sheriff awarding them a medal for saving the city or
plot, you must improvise. Do not worry! With some the funeral of a lost companion.
practice, your players will have no idea that what hap-
pened in the last seven sessions was definitely not
part of your plan. Exploration
Underground tombs, mountain complexes con-
nected by tunnels or the sewers of a city are areas
you will often find as settings for your adventures.
From now on, for the purpose of explanation,
these are called structures. As no adventuring
group can resist the lure of exploring an
abandoned place, the world of Vulcania fea-
tures many different kinds of structures.

Classic Structures
Evocative areas like a mausoleum or the sewers of a
metropolis are a perfect setting for adventures rich in
fighting and tension, not to mention a useful tool to
use should the group deviate too far from the main
plot and you need to buy time. There is no limit to
the kinds of structures you can come up with, but
the following list is there if you need a little guidance
for your creative flow:

Natural Structures: volcanoes are


known for crisscrossing Vulcania’s un-
derground with networks of tunnels,
giving the world its name. All manner
of creatures and plants find shelter
there and they often connect many
other complexes, both natural and
man-made. With their fluorescent
mushrooms, stalagmites, and sta-
lactites, they surely are an inte-
resting background for hunting

206

Hill Snover (Order #36675299)


NARRATOR

both beasts and treasure. passages connecting locations together have the po-
Ruins: most often, ruins are buildings or settle- tential to be the theater of interesting encounters.
ments that have been abandoned by their makers and Their configuration conditions how the Characters
now are used by new occupants for new purposes. In move and fight, making for unique combinations.
many cases, such change is rather evident. The on- Corridors: of course, their main function is to
ce-proud Von Hammer manor, with the family crest connect the areas of a location together, but some-
on every door, hearth, and gate, now the den of a times they are used as defense mechanisms, forcing
group of Whaampa that terrorize the surrounding invaders to pass one at a time to negate their poten-
villages, is a prime example of this. tial numerical advantage. Ideal for traps.
These areas are ideal for criminal activities, or as Staircases: as corridors connect an area horizon-
roosts and dens for wandering creatures, where they tally, stairs and ladders do so vertically, with the top
raise their young and pile the bones of their prey. of a staircase being a perfect spot for a trap or a sen-
Usually, there is not much left of the original furni- tinel. Depending on their width, incline, and context,
ture or treasures, but it is also true that the new inha- like strong winds or hot lead raining down from the
bitants have either already found out or triggered any heavens, dealing with a ladder or staircase could call
possible trap that the builders have set about the pla- for an Agility Test in and of itself.
ce. Of course, depending on the level of sentience Bridges: linking together areas that would be
of the present occupants, they might have converted otherwise inaccessible, they can take any sort of
said traps for their own uses… form, from the fallen log to the drawbridge. Brid-
Subterranean Structures: it is often said that the ges also come in all materials, from iron to stone to
best way to keep something safe is hiding it under- wood, and in all shapes, easing passage or requiring
ground, be it a treasure or a secret Monopoly labora- Tests on the Characters’ end. As an example, a natu-
tory. Secure underground structures are an old con- rally occurring bridge in a volcanic area most likely
cept, where one is more likely to run into guardians features magma and is a rather dangerous location to
and traps rather than actual people, as technology or cross, while a rope bridge in a jungle could be easily
positioning is the main line of defense. Of course, destroyed with a few vigorous machete strokes. Of
not many can afford these places, so they are rare. course, falling from a bridge is followed by dire con-
Common sights are elaborate mechanical traps, se- sequences, although a Reaction Test against Difficul-
curity doors, and other measures that do not require ty 12 could be what an unfortunate Character needs
much in the way of maintenance to be kept working to grab onto something solid before meeting their
so that they still function even without the presence doom countless feet below.
of their makers.
Walls
Separating the areas of a structure, walls are usually
Scenic elements better climbed than smashed through, when possi-
There will be times when you need to know details ble. The most common building material on Vulca-
like how tough the door your players are trying to nia is brick and mortar, but stone and wood are still
smash their way through is. Since small and appa- in widespread use, especially in older buildings.
rently insignificant aspects of the game world like Wood: stables, warehouses, and farmhouses usual-
these can suddenly become relevant, the following ly feature wooden walls. Its relatively low resistance
is a list of props to have your players interact with and the ease with which it can be climbed by setting
when need be: nails and pitons makes wooden walls relatively easy
to deal with.
Passages Brick and Mortar: used in recent buildings, bri-
Be they corridors, bridges, or dark, dank tunnels, the cks are favored for being both thermal and acoustic

207

Hill Snover (Order #36675299)


CHAPTER 6

Stone Doors: heavy and unwieldy, they are rarely


insulators, although less resistant than stone. Their
used in dwellings. Given the material, their size is
smooth surfaces make brick walls harder to climb.
usually larger than the standard, as they are meant
Rough Stone: grottoes, volcanic caves, and un-
to be used only rarely. For this reason, they are a
derground passages are made of rough stone. Hu-
common sight in cemeteries, or as secret doors for
midity tends to gather in these places, making them
those who know of their existence. Stone doors are
slippery, although they often feature nooks and cran-
essentially invulnerable, unless the Characters use
nies that help in climbing. However, tearing down
something extremely loud and powerful.
such a formation could cause landslides.
Vacuum Doors: Special sliding doors made of
Worked Stone: older buildings, like noble ma-
two thin metal sections made for use in narrow spaces
nors, castles, and Monopoly quarters, are often built
and heavily employed in the aeronautic sector. They
with worked stone. Its rough textures and small im-
do not have locks, with the vast majority opening
perfections make it easier to climb than brick and
with the press of a button that activates a steam en-
mortar walls, although it is a much stronger material.
gine or more elaborate models featuring a code lock.
Metal: More often present within large vehicles,
The Difficulty to break Vacuum doors down is 13.
metal walls are usually made of thinner sheets, resi-
stant to being bashed but also easily pierced by fire-
Locks
arms. Within high security structures or vaults, it is
Some doors can be dealt with using brute force, but
possible to find much thicker metal walls, an almost
others require the skilled hand of a lock picker. Sin-
insurmountable obstacle.
ce there are plenty of aspirant burglars in Vulcania,
locks come in all shapes and levels of complexity,
Doors
the most common being the plain model, the pu-
Within a closed environment, doors have the poten-
mp-operated, the Zeiss, and the combination-based
tial to be the protagonist of an event all by them-
one.
selves, as they are one of the few items the care-
Plain Model Locks: the most widely spread of
ful explorer is constantly looking for. Doors share
locks, used by the poorer strata of Vulcanian so-
characteristics with their room, are one of the most
ciety. By rotating in the lock’s hole, a key aligns the
frequent triggers for trap mechanisms, and can, of
tumblers inside, allowing the owner to operate it,
course, be locked. Usually, doors are made of wood
although it is easier to pick. Lock-picking Tests are
or metal and, sometimes, even stone.
rolled against a Difficulty of 8.
Wooden Doors: the cheapest and easiest to bu-
Pump Locks: the teeth that activate the insides
ild, with metal inserts enough to keep them together.
of a pump lock, instead of being within the keyhole,
The most widespread are not thick enough to give
are on the tip of the key. This type of lock is used
actual cover from attacks and are found in almost
often in the outside door of a higher end house be-
every building in the world. Houses belonging to the
cause it is harder to pick, imposing a Difficulty of
gentry and middle class usually feature tougher do-
11.
ors, with the best being the hardest to break through
Zeiss Locks: available only to the rich and
thanks to thick metal bars and latches and bolts. The
powerful, Zeiss locks require a cross-shaped key
Difficulty to break these doors down ranges from 8
that features grooves on each of their sides, ma-
to 12, depending on their craftsmanship.
king aligning the internal tumblers of the lock much
Iron Doors: the toughest doors, made with the
more complex and the chance of picking it much
precise intention of putting them between any
lower. Zeiss keys are also often used as trinkets and
unwanted guests and something that should stay
jewels, as their peculiar shapes have sparked a small
where it was placed. They are fitted with heavy hin-
fashion microcosm. Picking a Zeiss lock requires a
ges and require a Strength Test at Difficulty 14 to be
Test against Difficulty 13.
dealt with.

208

Hill Snover (Order #36675299)


NARRATOR

Combination Locks: featuring six different triggered anyway. To reactivate a trap, the Character
locks operated by a disc where the user inputs a must pass another Handicraft Test and must have
code, they are unique items fitted to vacuum doors available any components the mechanism is current-
that guard important places like the bridge of an ly missing to operate properly. Traps designed for
airship or its captain’s quarters. Picking one of these one use only cannot be rearmed.
locks is almost impossible, and those who wish to The following trap examples include any details
try usually desist unless they have a hefty amount of you might need during play, but if you create your
explosives available. own, then the Test Difficulty is usually 10.
The Difficulty to deal with these locks is 15.
Defusing Mechanisms
Most skilled builders always devise ways to move
Traps undisturbed within the perimeters that they have fil-
Ancient passages, secret compounds, and bank vaul- led with traps, sometimes placing defusing mecha-
ts are only a few of the most common places a Cha- nisms in secret places that your players might find.
racter can have the pleasure of making the acquain- These contraptions take many forms, like levers,
tance of traps. The following section is about the special locks, or buttons, and require Analysis and
most common types of traps used in Vulcania, and Handicraft Tests against a Difficulty of 14 to find
a few handy rules for how to use them or, why not, and operate them.
make your own.
Effects of a trap
Activation The “what sort of mayhem is this going to wreak”
Each trap is set off by some sort of mechanism, be section of any trap. Not all are deadly, however, as
it a tripwire a few inches off the ground or a button some allow a Test to partially mitigate their nefa-
hidden in the floor. Whatever form they take, howe- rious effects.
ver, all traps in Vulcania have a mechanical position Danger (D): the Danger score sets the Difficulty
or contact-based activation trigger. of the Tests that Characters must pass to mitigate
Contact: the trap is triggered when the target the effects when they are within the trap’s affected
comes in contact with one of its peripheral com- area.
ponents. A common example is a door handle that Inevitable: these traps cannot miss their targets,
causes the surrounding area to be flooded in toxic making Skill, cunning, or luck irrelevant. A wall co-
gas when pulled. vered in spikes that barrels towards the group in a
Positioning: The target’s position determines the room with no exits is a typical example of an inevi-
activation of the trap. An old classic is the trapdoor table trap. Liquid or gas-based traps often have this
that opens into a pit filled with poisoned spikes. characteristic.
: on a Catastrophic Failure on the Test to
Finding, Deactivating, and Reactivating avoid the trap, consequences could be dire indeed!
a trap
To deactivate a trap, one must first know where its
trigger mechanism is located by making an Analysis
Test against a Difficulty based on the trigger size,
positioning, and any work done on it to keep it hid-
den. If the Character is not able to find said me-
chanism, the trap cannot be deactivated. Otherwise,
they can attempt a Handicraft Test. If the result of
the latter Test is a Catastrophic Failure, the trap is

209

Hill Snover (Order #36675299)


CHAPTER 6

otherwise they suffer 1 point of damage each time


Trap examples they move. On a Catastrophic Result on the escape
Test, the caught limb suffers dire damage and only a
Alchem Fire D 11 skilled physician can save it from amputation.
Activation: positioning
Spot: 15 (Analysis) Controlled Collapse D 13
Area of effect: cone 4
Activation: positioning
Deactivate: 11 (Handicraft)
Spot: 13 (Analysis)
Damage: 1
Area of effect: square 6
: on fire
Deactivate: 15 (Handicraft)
Damage: 3
A nozzle built into a suitable wall lets out a conical
: buried alive
gout of flame, dealing damage and setting equip-
ment on fire.
Being capable of burying entire groups of adven-
turers with countless tons of stone, controlled col-
Acid Rain D 13 lapses are extremely dangerous traps. A Character
Activation: positioning with Knowledge: Engineering is able to spot the we-
Spot: 13 (Analysis) aknesses in a structure with a Hidden Senses Test.
Area of effect: square 3 Should this result in a Catastrophic Failure, the target
Deactivate: 15 (Handicraft) of the trap is covered in debris and cannot move wi-
Damage: 1 thout external help. Until then, the buried Character
: equipment destroyed is counted as drowning. Usually, controlled collapse
traps are rudimentary in nature and do not feature
The ceiling is dotted with small holes that spew acid defusing mechanisms.
every time the trap is sprung. In addition to dama-
ge, carried over time if the Characters are unable to Crushing Corridor Inevitable
move to safety, part of their equipment is also de-
Activation: positioning
stroyed. Whether it is determined randomly or left to
Spot: 13 (Analysis)
the sadism of the Narrator is up to group preferen-
Area of effect: Variable
ce. Usually, armor is the first item to be consumed
Deactivate: 16 (Handicraft)
by acid.
Damage: death
Bear Trap D 15 A tile in the floor activates a mechanism that blocks
Activation: contact both entrance and exit doors, then a motor pushes
Spot: 10 (Analysis) one of the walls against the other, turning anything
Area of effect: single target in between into paste. To avoid accidents, the buil-
Deactivate: 10 (Handicraft) ders of this trap usually place a defusing mechanism
Damage: 1 close to one of the doors that requires a successful
: slowed target Analysis Test against Difficulty 15 to spot.

Used by hunters, it traps its target in place, working Electrified Handle D 15


equally well on both people and game. If a Character
Activation: Contact
is caught within a snare, they must pass a Strength
Spot: 15 (Analysis)
Test against its Deactivate Difficulty to break free,
Area of effect: Single target

210

Hill Snover (Order #36675299)


NARRATOR

Deactivate: 13 (Handicraft) zed animals without necessarily killing them, this is


Damage: 1 a net drawn over a large pit in the ground, often 3
: dazed target cubitus deep, then covered in leaves, dirt, and bran-
ches. Some even add spearheads or sharpened sta-
This handle is connected to an electrolytic alchem kes at the bottom, tripling the damage.
chamber that produces high voltage electricity when
the door is opened. As the trigger for this trap is Pendulum of Death D 12
inside the handle itself, it is particularly difficult to Activation: positioning
spot, although defusing it is much simpler. Spot: 12 (Analysis)
Area of effect: single target
Explosive Tile D 14 Deactivate: 14 (Handicraft)
Activation: positioning Damage: 1
Spot: 16 (Analysis) : damage x2
Area of effect: square 3
Deactivate: 16 (Handicraft) A massive, bladed pendulum swings across the lo-
Damage: 3 cation of the trap. If it is dodged, it repositions in
: damage x2 the wall opposite the one that it came out of.

Pressing this tile down triggers a detonation, with Poisoned Needle D 12


fairly imaginable effects. Activation: contact
Spot: 14 (Analysis)
Hidden Blade D 12 Area of effect: single target
Activation: positioning Deactivate: 14 (Handicraft)
Spot: 14 (Analysis) Damage: paralyzing poison
Area of effect: single target : death
Deactivate: 14 (Handicraft)
Damage: 2 A small-sized trap, often used in doors and locks,
: damage x2 using a compressed air mechanism that shoots a
poisoned dart into the person attempting to operate
A blade springs from its alcove in a wall, violent- its vessel. Its most widely used incarnation features
ly stabbing anything in its proximity. Such a trap is a paralyzing poison, although it can use any other
favored for its small size, allowing it to be placed toxin.
inside medium-sized objects like furniture or pieces
of art. Rolling Stone Inevitable
Activation: positioning
Hidden Pit D 13 Spot: 11 (Analysis)
Activation: positioning Area of effect: square 3
Spot: 10 (Analysis) Deactivate: 13 (Handicraft)
Area of effect: square 6 Damage: 5
Deactivate: 10 (Handicraft) : damage x2
Damage: 1
: damage x2 A sloping corridor is dominated by an alcove hiding
a metallic spherical boulder that rolls towards its
Used by hunters to neutralize medium and large-si- target once the mechanism has been triggered. Its

211

Hill Snover (Order #36675299)


CHAPTER 6

speed is 6 cubitus per round, and it accelerates by 1 Spiked Log


additional cubitus per round, making outrunning it
Activation: positioning
the only option to survive. Good luck with that!
Spot: 12 (Analysis)
Area of effect: single target
Rotating Blades D 14
Deactivate: 14 (Handicraft)
Activation: positioning Damage: 1
Spot: 13 (Analysis) : damage x2
Area of effect: square 3
Deactivate: 12 (Handicraft) A tripwire hidden in the underbrush triggers an array
Damage: 3 of pulleys and ropes that unleashes a log, covered
: damage x2 in wooden spikes, that smashes anything in its path.
The size of the log varies, but usually it is at least 4
The ceiling features rows of grooves containing saw cubitus wide.
blades that jut out when the trap is triggered, dealing
grievous damage to their targets. Spiked Pit D 16
Activation: positioning
Shooting Door D 11
Spot: 15 (Analysis)
Activation: positioning Area of effect: square 6
Spot: 10 (Analysis) Deactivate: 13 (Handicraft)
Area of effect: single target Damage: 3
Deactivate: 10 (Handicraft) : damage x3
Damage: 1
: prone target A distant, much deadlier cousin to the Hidden Pit:
A hidden trigger causes a wide section of the floor
When this door is opened, unless the trap is defused, to swing open, leaving no other option for its target
the Sawed-off shotgun hidden behind it shoots. So- but falling to their spike-laden doom 6 cubitus below.
mewhat rudimentary, although undeniably effective. Leaving the pit is almost impossible without external
help, the trap dealing 1 point of damage per round
Slide-stair D 16 until its inhabitant either dies or manages to escape.
Activation: positioning
Spot: 14 (Analysis) Vacuum Room D 16
Area of effect: single target Activation: positioning
Deactivate: 16 (Handicraft) Spot: 16 (Analysis)
Damage: 1 + prone Area of effect: quadrato 3
: dazed Deactivate: 15 (Handicraft)
Damage: 4
The steps of this set of stairs sit on a slide and are : damage x2
anchored to the walls with iron stakes, connected to a
mechanism that lets them loose and opens a pit at the Among the rarer traps in Vulcania, Vacuum Rooms are
bottom of the staircase. A number of steps trigger sealed by, somewhat unimaginatively, Vacuum doors.
the mechanism, though a Character with Knowledge: When the trap is triggered, Vulcanus-powered motors
Engineering can notice the unusual configuration if suck air from the room, creating an area of vacuum that
they pass a Hidden Senses Test. can be reversed only by opening a door using the correct

212

Hill Snover (Order #36675299)


NARRATOR

combination. Unless that happens, the Characters are a common occurrence, and so is determining their
sucked out of the room, onto a wall covered in spikes resistance. To expedite this process, items are given
and blades. a material-dependent integrity and resistance score,
equivalent to the Wounds and Damage Reduction
Furniture and tools of organic beings, with 1 Wound per cubic meter of
Furniture and tools are essential to giving life and mass as a rule of thumb. Fragile materials offer 0 Re-
realism to a setting, as they help the players under- sistance, mineral-based substances like stone give 1,
stand the purpose of the structure they are in and, at while metal alloys grant 2.
the same time, help with immersion. Their condition Table 6.3 — Scenic Elements offers an over-
also gives precious clues to the Characters, like claw view of many of the elements described earlier. Of
marks, bullet holes, or a suspicious shine. Feel free to course, as Narrator, it is up to you to choose whether
place as much detail in your adventures as you see fit! or not to apply these rules so as not to excessively
slow down the game. If a Character wishes to break a
Action against props window with their ax, of course, they should be able
Acting against scenic elements, like bashing down a to do it, unless the glass is more resistant than usual
door or shredding an enemy’s cover with gunfire, is because of some plot-related reasons!

Table 6.3 - Scenic Elements

Wall Resistance Wounds Difficulty


Wood 0 12 20
Brick & Mortar 1 35 30
Natural Stone 1 45 Insuperable
Worked Stone 1 40 30
Door Resistance Wounds Difficulty
Wood (low quality) 0 2 8
Wood (medium quality) 0 4 10
Wood (good quality) 1 6 12
Stone 1 10 18
Iron 2 8 14
Vacuum 2 9 13
Lock Resistance Wounds Lock-Pick Difficulty
Simple 2 4 8
Pump 2 5 11
Zeiss 2 6 13
Combination 0 4 15

213

Hill Snover (Order #36675299)


CHAPTER 6

Remember that the locals can move against the


Indoor encounters Characters should they be too noisy and, depending
By now, you have designed the structure where your
on their loyalties, might even reinforce their brethren
adventure takes place, you drew the map, and filled it
in the current fight.
with details to make it engaging. Now comes the fun
part: giving it life!
Be it a cavern or the underground base of a Mo-
nopoly, a structure is a small, self-contained world in
Random encounters
During their explorations, the Characters might
itself, with living beings that must feed, sleep, and do
unwittingly attract the attention of wandering crea-
other things.
tures, like a dangerous predator crawling along the
ceiling as it follows the light of their lanterns.
These encounters should not always be a fight:
Programmed fi f ights they could involve a fleeing prisoner, a merchant, or
Once you have an idea of who the inhabitants of
other elements to add unpredictability to the explo-
your structure are, now it is time to spread them
ration and make for funny and memorable moments
about the place and plan a few encounters. Start by
during a game session.
marking with a letter or number any area where you
want an encounter to be and write a key down with
the kind of fight and a roster of enemies, designed
so the group will be forced to work together.
Urban adventures
Cities represent the major aggregation centers of the
This way, when the group opens the door to that
world and are the main place for the Characters to
room and it is time to roll Initiative, you already know
stock up on provisions, equipment, and knowled-
what the Characters are facing. Balancing them for a
ge. However, in addition to being a useful interlude
good level of difficulty that is neither too hard nor
between adventures, they offer numerous interesting
too easy is a sense that you will acquire with practi-
narrative hooks with nightly ambushes, suburban
ce. To begin with, however, try using encounters you
chases, and intrigue at parties thrown by crime bos-
think your players should be able to handle slightly
ses. A period of downtime in a settlement can easily
more easily: you always have time to make later ene-
turn into an experience that is anything but calm,
mies tougher!

214

Hill Snover (Order #36675299)


NARRATOR

as really the only difference between a city and a because of the many guards, security systems, and a
dungeon is scale. Both have walls, hallways, doors, position dominating the local area. Fortresses usually
elevators, and the scenic elements described earlier. have up to thirty rooms.
However, cities are also ruled by laws that may pre-
clude access to specific areas and regulate the use Purchasing a building
of certain tools, like weapons. Also, the presence of When the Characters have acquired enough wealth,
law enforcement units makes moving about a settled they might wish to spend it to buy a residence for
area more interesting. However, should your players the group. As price varies depending on the size and
be creative in circumventing these obstacles or use location of their new home, Table 6.4—Buildings
them to their advantage, their creativity should be is there to help you in deciding the price.
encouraged. The law is a factor to be kept into con-
sideration when developing alternative ways to solve Table 6.4 - Buildings
a problem, not just an obstacle for gameplay.
Building Price
Habitation Block 100,000 $
Recurrent locations
One of the major advantages of operating in a sett- Upper Class Block 250,000 $
lement are the services the Characters can benefit
from and the Non Player Characters that offer them. Mansion 500,000 $
Through these, the group is able to buy and sell gear
Fortress 1,000,000 $
quickly, receive medical aid, find experts, or simply
enjoy the hospitality of various establishments on
the spectrum of morality. What follows is a list of Banks: banks are the beating heart of Vulcania’s
recurrent NPC’s and locations in a typical city. economy and have subsidiaries all over the major ci-
ties: massive buildings up to ten stories tall garriso-
Buildings ned by a small army of private guards. Characters
Habitation Blocks: these feature three to five should always remember that although a credit in-
floors and between six to ten apartments, without stitute might be willing to lend them money, it is im-
particular technological characteristics. Depending possible to escape them for long.
on the climate, some have tiled roofs while others Libraries: these ancient structures hold the majo-
have flat ones that the inhabitants use as balconies. rity of Vulcania’s knowledge and, with enough te-
Upper Class Blocks: the residence of the mid- nacity, can yield very specific pieces of information.
dle class, ranging from four to ten floors and often Librarians can help the group in navigating the en-
having a reception area or lodge. The apartments are dless rows of shelves and tomes, but their meager
large, featuring between four to seven rooms and toi- wages might require an incentive to make them more
lets connected to the sewers. cooperative.
Mansions: where important people and nobles Militia Barracks: every city employs a small
live, featuring between ten and twenty rooms. The standing army tasked with maintaining order and,
entrance gates and the surrounding garden ensure in wartime, defending its territory. Normally, patrols
privacy and many are even guarded by private securi- are led by a corporal and formed by privates, rotating
ty and have paid staff. between three eight hour long shifts. The bulk of
Fortress: these stone compounds feature mighty the militia is usually busy patrolling the city streets,
defensive walls and most often were built in the while the rest mans the walls. Before the war, city
ancient past, hosting the lords of a city. Entering a militias counted a soldier for every hundred citizens,
fortress without an invitation is almost impossible although nowadays they number about half that and

215

Hill Snover (Order #36675299)


CHAPTER 6

struggle to keep the banner of justice aloft. For this of a settlement, are narrower and often are not even
reason, any problems they cannot handle are dealt paved. Lighting here is scarce, provided by lanterns
with through a bounty system that rewards service hanging from wherever possible.
to the law… even if it is just temporary. Tavern: should your players wish to make new
Monopoly Seats: monopolies hold the most ca- acquaintances, taverns are the perfect place for me-
refully hidden secrets in Vulcania and have seats in eting new people, gathering information, or relaxing
every important city. Architecture depends on the after an exhausting adventure. Their vast range of
local style, although they present common elements services includes lodging, food, drink, pools, saunas,
like thick perimeter walls, loyal private security for- and more, to satisfy even the most refined tastes.
ces, and a fair amount of secret passages and rooms Bell Tower: the complexity of mechanical clocks
used to enter and leave the structure unnoticed. makes these installations extremely expensive, and
Airdocks: almost every city in Vulcania has a safe only the most technologically advanced of cities
landing spot for airships, without which commercial have them. As they are commonly held as the sym-
development, exploration, and warfare are almost bol of the Industrial Revolution and technological
impossible. Normally, airdocks are located in the progress, the apartments that have been built into
periphery or on large bodies of water, as airships them accommodate important figures from the local
still retain a limited buoyancy. Water-based airdocks scientific community, called Clock Wardens. These
resemble harbors and dockyards, while those that people are held in high regard by the politicians of
are land-based usually are large towers surrounded the area, whom they advise, and often come from
by gantries, cranes, lifts, and pipes for handling car- the many academies of engineering.
go and resupplying. All of them also feature one or
more light towers that guide airships to safety from
far away and in any weather. Adventures in unexplored lands
Sewers: Almost every city features a sewage sy- Encounters in the uncharted wilderness are as en-
stem, accessed by manholes and the main waste ca- gaging as urban ones, although wildly different. The
nal. Its tunnels vary from smaller peripheral ones characters are free to roam the wilderness, taking the
to larger gallery junctions, their brick walls covered directions they wish with the utmost freedom. You
in lichens and moss. Most often, the planning of a are not forced to draw tactical maps for every nook
sewage network resembles that of an underground and cranny the Characters might want to explore,
structure. although it means you need a basic understanding
Train Station: the majority of Vulcanian cities are of the possible events and consequences on a much
connected by a railway network, the fastest land-ba- wider scale.
sed means of transportation as personal vehicles are On the other hand, the group does not have ac-
unreliable and animal mounts leave their rider expo- cess to the commodities of a city, like shops and ho-
sed to the elements. Trains are comfortable and so- spitals. Effectively, they are on their own.
mewhat affordable vehicles, especially for those who
can purchase first class tickets. Those designed for
long travels are known for featuring restaurant coa- Lost in the wild
ches and actual suites, booked at around four times Following a trail, a river, or another landmark is a
middle class prices. useful method for not getting lost when traveling
City Streets: the painstakingly maintained major in the wilderness. However, the group will sooner
arteries of a city allow for the passage of vehicles, or later be forced to leave the relative security of
with those of richer districts lit by gas lamps or pha- the beaten path to delve deeper into the hinterland,
rus lanterns during nighttime. Lesser streets, on the where unexpected dangers and inclement weather
other hand, which connect the many neighborhoods might prevent them from understanding their po-

216

Hill Snover (Order #36675299)


NARRATOR

sition. These are the times when an accurate map


often makes the difference between traveling with
Natural phenomena
When in the wild, natural phenomena like avalanches
purpose and wandering in the dark for endless
or fires pose challenges to the group. The following
hours.
list contains a few ideas for pitting your players
When visibility is low, because of rain, fog, or other
against the fury of Mother Nature herself:
less natural means, you might need to ask for a Hid-
Fires: many things can cause forest fires, from
den Analysis Test from your players. For the sake of
lightning bolts to lava from a volcano or human
expediency, it is better if it is rolled with the highest
behavior, all heralded by the smell of charred mat-
score in the group. If they fail, the group chooses
ter, the sight of smoke, and the rise in temperature.
a random direction and must roll another Test to
Depending on contextual clues, you might call for
determine if they have gotten lost or plot another
an Analysis Test from the Characters to notice these
route. Table 6.5 – Orienteering lists possible Dif-
phenomena sooner or later than they should. Cha-
ficulties for these situations.
racters in proximity of or caught within a fire should
Table 6.5 - Orienteering roll a Resistance Test against a Difficulty equal to 10
Environment Difficulty Difficulty With Map + 1 for each round after the first that they remain
within the flames. If they fail, they suffer the Diso-
No Visible riented condition for 1 round, as they choke on the
10 8
Landmarks now unbreathable air. Then, they must roll an Agility
Underbrush 12 10 Test against the same Difficulty or suffer the On Fire
condition.
Jungle 14 13 Avalanche: when steep slopes and snow meet, it
results in one of the worst nightmares of mountai-
Pouring Rain 16 15 nous areas: avalanches. They are so large, loud, and
powerful, that an Analysis Test against Difficulty 11
Thick Fog 18 17
is enough to spot them from hundreds of meters
Night 20 20 away. Characters with Biomes Knowledge: Nature
are able to realize an avalanche is coming by pas-
sing a Senses Test against Difficulty 12. Being cau-
ght in an avalanche imposes an Agility Test against
Preparing the site of a fif ight Difficulty 14. In case of a Failure, the Character is
In the vastness of the wild, gauging where the group
overwhelmed by the snow and suffers 2 points of
is going to head next is harder. Try to figure out in
damage. They have roughly ten minutes to find an
your mind the spaces the Characters are passing
exit from the snow mound before they start running
through, adding as many details as you can to make
out of air to breathe. With a Strength Test against
your players always aware of what surrounds them.
Difficulty 12, however, they are able to open their
As you cannot know for certain which direction the
way out to safety.
Characters will take next, it is useful to have two or
Sand Storm: typical dangers of desert lands like
three maps of hypothetical fights ready. As an exam-
Balastoc or Mostucaal, these strong, hot winds slow
ple, you can prepare an encounter with a pack of
travelers down to a fourth of their speed and impose
wolves if the group takes a route through the moun-
a -4 penalty to all Senses and Analysis Tests.
tains, another with a bear if they cross the forest,
Quicksand: these patches of treacherous slime
or a third one, with bandits, should they follow the
are among the worst dangers of the swamp. A Cha-
beaten trail through the vale.
racter with Biomes Knowledge: Nature can attempt
a Senses Test with Difficulty 12 to spot the pheno-

217

Hill Snover (Order #36675299)


CHAPTER 6

menon before falling into it. Characters who move point, although Skills are still capped at the value of
too fast or are busy doing anything else do not get their parent ATTRIBUTE + 1.
to roll to spot a patch of quicksand. Characters cau-
ght in quicksand must pass an Athletics Test against
Difficulty 13 to move one cubitus in the direction Chana and Vas catch their breath after capturing
of their choice. After three Failures, the Character Ghraam, the large Nuug who led a band of bloo-
is submerged by the quicksand and starts drowning. dthirsty brigands wanted by half the world. Fishing
him out of his lair was a grueling task, but now it is
all over and both can taste victory and money. Now the
Weather two adventurers are not just sensibly richer, but also
Weather is critical, even more so when the Characters more aware of their skills and limits, thanks to this
spend long periods of time in open areas. Rain re- new experience.
moves the tracks left by their prey, while storms for-
ce the group to take detours for shelter.
As Narrator, you decide when the weather chan- When to award how many points
ges and you can use this power both to help your Awarding Growth Points every other session al-
players or hinder them. Otherwise, there is always a lows the group to grow regularly, giving each player
Luck Test to let fate decide if those dark clouds turn enough time to become familiar with and appreciate
into a rainstorm or not. After all, it can always get each upgrade. Should you and your group decide you
worse. It could rain, right? want a faster progression rate so they can face harder
Downpour: pouring rain prevents the Characters challenges earlier, you can award Points at the end of
from seeing further than 4 cubitus away and shooting each session, instead.
beyond that requires a successful Luck Test against Alternatively, you can award Growth Points at the
the target’s Evade score. Groups caught outdoors by end of a whole adventure, depending on how many
pouring rain must pass an Analysis Test to keep their sessions it takes your group to complete it.
sense of direction, and they suffer a -2 penalty to all In both cases, feel free to reward the player who
Senses Tests. best interpreted their Character or played a key role
Fog: visibility is reduced to 2 cubitus, and sinister in advancing the plot with an extra Growth Point, in
and disturbing backgrounds benefit terribly by ad- a similar way that you reward clever play with Gears
ding a touch of mist, perfect for dramatically intro- of Fate during actual gameplay.
ducing a villain.
Snowfall: in addition to visibility issues if it is
snowing heavily, it coats the ground with a thick layer Rewards
in a few hours, halving the speed of the Characters. Greed is among the chief factors that make Cha-
Heavy snow instead reduces speed to a fourth. racters take up the way of the adventurer, as sesterzii
Hurricane: Shooting and attempting Senses Te- allow them to acquire what they need to in order to
sts result in automatic failure. May Lady Luck help survive and more
those who sail into a hurricane...
Acquiring wealth
Although the ways to wealth are endless, the most
Growth points common is looting corpses. Of course, wild beasts
In game terms, the Growth Points that you award do not offer much in the way of treasure, while hu-
to your players represent how the Characters grow manoid enemies are more likely to have gear, pre-
during their adventures. With each of these Points, cious objects, and coin on their persons. Another
players can increase any one of their Skill Scores by 1 path to wealth is through bounties. Vulcania’s gover-

218

Hill Snover (Order #36675299)


NARRATOR

nments have paid a hefty price for the Great War, paigns feature well-thought adventures that allow
both in lives and coin, and the cessation of hostilities you to weave a tapestry of references over time
put a stop only to the official killings. Many other with recurring allies and villains. To do so, write
issues only got worse: militia forces are used to pro- adventures based on the ones your group has alre-
tect the cities, leaving the rest of the lands exposed ady completed, to immerse your players in a living,
to criminals and the dangers of nature, so bounties breathing, dynamic world. All of this, of course,
are one of the few tools people can rely upon for at requires a great deal of effort and work on your
least a modicum of justice. end, so here are a few useful tips for undertaking
this daunting task.
Handling rewards
The moment of looting is a moment of joy for the Narrative Realism
group, being one way for their efforts to pay off. The best asset to achieve continuity and realism in
However, it is also delicate, as not splitting treasu- your narration is to take note of everything that
re equally could lead to some Characters becoming happens as the group moves about the world: who
more powerful than others and stealing their chan- they met, the information they receive, and the
ce at being in the spotlight. It can happen that the like. This way, you always have a quick reference
more exuberant players try to take the best items for if your players ask any questions. As an example,
themselves, compromising the fun for the rest of if Reikkar’s Nuug guards were ill-disposed towards
the table, a dynamic that you as Narrator should at- the group, it should come up when they pass throu-
tempt to avoid. Tallying treasure on a piece of paper gh those areas again. If the city of Kbal is ruled
to split up at the end of the session or when a sizable by Lord Bisti Beel, it should still be so unless so-
amount has been totaled helps in making sure every- mething specific has happened. Adding these de-
body receives roughly the same quantity. Remember tails to the narration helps make the setting more
that items are split by their market value, so players consistent and realistic and keeps the game enga-
who receive an item should not receive as much mo- ging.
ney from the treasure pile. Balanced groups allow
you to create adventures that are challenging to all An evolving world
but not lethal for some and too easy for others at Vulcania is a living world, where the stories of the
the same time. In addition to these considerations, mighty and powerful are the background of the li-
a shared treasury helps the group in covering their ves of the common folk. Cities wage war one on
expenses, like food, ammunition, and information. the other, water becomes a precious resource after
a period of drought, and new tyrants rise to power,
Learning new Arts levying taxes and strangling their people. Remem-
Unlike Growth Points, a Character is able to learn ber to feed this information to your players as they
Arts only when a Master is available. They are usually move through the plot you prepared.
loathe to teach them for free, requiring a payment in
coin or the undertaking of a mission in exchange for A reactive world
their services—a perfect way to play fun little episo- Your players should be aware that their actions have
dic adventures. consequences in the game world. If they found a
dangerous bandit and brought them to justice, the
city is likely to take a welcoming attitude towards the
Organizing a campaign Characters. On the other hand, should the group be
Usually, a campaign is a series of adventures, not involved in a brawl or set the tavern on fire, the
necessarily connected one with the other, that fea- local militia is likely to chase after them and, should
ture the same group of Characters. Engaging cam- they cause even more trouble, take hostile action.

219

Hill Snover (Order #36675299)


CHAPTER 6

The past fully, NPC’s contribute a high degree of realism to


The difference between a series of episodic adven- your campaign, although the line between use and
tures and a campaign often is how interconnected abuse is faint, and letting them steal the Characters’
the former are into the latter. Through a sequen- thunder is an easy mistake for new Narrators to
ce of events connected together, each Character make. As a rule of thumb, NPC’s should be used ra-
is given the chance rely to save the group,
to weave their own as it fosters a sen-
tapestry of friends, se of immortality
foes, victories, and that has no reason
defeats. A good to exist or, on the
Narrator knows other hand, turns
how to use the- their decision ma-
se stories in their king process into
campaign to raise irrelevant theatrics.
tension and make
sure the Characters Ever-changing
have a personal re- Intelligence
ason to keep going. Information is a
After all, if the powerful narrative
Characters were re- tool, as it dictates
ceived with warmth what the players
by a village, they know of the game
might take up arms setting and their
to defend them just perception of it.
because they were The road con-
nice! necting Orgholm to
Reikkar has always
R e l e v a n t been safe, but not
NPC’s anymore. This pie-
As they play throu- ce of information
gh the campaign, could compel the
the personal sagas group to investi-
of your players ga- gate, much in the
ther a cast of se- same way you can
condary characters use the pacing and
as recurring ene- quality of the in-
mies or allies, like formation you give
the mastermind to your players to
behind the bandit attack that reappears, affected nudge them in the di-
by disturbing mutations, the group of miners that rection you want them to take.
returns the favor to the group by rushing to their
aid during a key fight, or the mysterious woman the The World of Vulcania
Characters met in Aqualos who reveals her identity The majority of what you have read so far in this
along with precious information. If wielded care- chapter applies to any tabletop role-playing game,
much like any other book you might read has hooks

220

Hill Snover (Order #36675299)


NARRATOR

and ideas that apply to Vulcania. But, how can you vanced models featuring a Vulcanus-powered blen-
breathe life into your adventures and campaigns? der to produce small ice cubes. Generally, they are
In the next chapter, we will delve deeper into the built in copper or brass, often decorated with wood
setting and find historical events, NPC’s, factions, panels, with a series of glass tubes feeding alchemi-
and the like to bring the world of Vulcania to your cal reagents through the chassis and changing color
players in the fullest. as the temperature varies.
Although setting-specific plot elements greatly Pharus Lanterns: these prodigious lanterns
help with engaging your players, you have to truly emanate a bright, constant yellow light thanks to
change your language to achieve a deeper level of their Vulcanus batteries. Powered by a magmatic
immersion. Enrich your descriptions with steam- stone and a series of mirrors kept behind a thick
punk details like aviator goggles, octopus capped glass housing, they come in different shapes for dif-
walking sticks, or mechanical limbs. ferent uses.
Chapter 5 – Equipment contains many cha- Vaporum Elevators: many business and resi-
racteristic items to enrich your NPC’s with, but also dential buildings are equipped with these devices
the environment where your scenes are set. Here powered by Vulcanus batteries and operated by pul-
follows a small list of exclusively Vulcanian furnitu- leys, motors, and chains that move a cabin along
re. However, feel totally free to add your own: a shaft. The aesthetics of the cabin are vastly dif-
Combination Discs: vacuum doors, mechani- ferent from one another, ranging from precious
sms for turning on vehicles, and many other se- metals, leather and velvet, as well as simple steel,
lection contraptions usually feature this item. It is depending on the building the elevator is in.
a disc with a series of numbered holes, where the Of course, materials play a key role in delivering
user inserts their finger and rotates the assembly to a setting. In the world of Vulcania, metal is widely
select a specific number. Once the correct sequence used. Brass is often used in luxury vehicles and bu-
has been entered, the whole mechanism unlocks. ildings, alongside thick emerald green or crimson
Ferrotype: thanks to advanced remotes, the velvets. Industrial areas prominently feature bronze
Monopoly of Markonists is able to capture images or copper, while iron, usually streaked with rust, is
and turn them into illustrations on thin sheets of perfect for painting the degraded tones of slums.
conlio. Many households have a few for decoration, Even when describing outdoor urban environ-
as they present a decent resolution albeit at the cost ments, remember to add elements that help in con-
of heavily desaturated colors. textualizing the setting. An airship that passes by
Mind Sculptures: these machines, realized the sun, a tram that chugs along, enveloping the
through a collaboration between the Monopolies Characters in a cloud of smoke, or an elegant Ri-
of Engineers and Markonists, represents one of ckenbacker sprinter zooming close by, through the
the peaks in technological advancement. A series cursing bystanders, are all elements you can employ
of Vulcanus-fed projectors reproduces a three-di- for ambiance. Also, components like levers, gears,
mensional image stored in a remote device, most needle indicators, valves, tubes, and transparent
commonly found as sculptures in the houses of ex- tanks filled with fluorescent liquids are precious al-
tremely wealthy people or in military installations to lies for almost any situation in Vulcania!
plan operations. They look like the flickering holo-
grams from science-fiction, projecting images with
a yellow tinge.
Noldon Refrigerators: this piece of machinery
has revolutionized the food industry. It is made up
of many compartments where food can be kept
cold and water can even be frozen, with more ad-

221

Hill Snover (Order #36675299)


7 THE SETTING

Amira led her purple lizard to a low shrub at the top of


a dune, letting her heart fill with joy at the sight of her
hometown. It had been a long journey and she could not
wait to be among her loved ones, as the warm winds brought
the echoes of the praying caliphs in the enormous Calhud
Square to her ears. She was still too far away to see it, but
the spires of the Black Minaret built by the faithful of the
Red God Isairnes allowed Amira to guess the position of
the Square even from that distance. Alas, she was not born
in one of the elegant trade districts surrounding the center
of the city, but she’d never had a reason to complain about
that. Zal’Hay district, outside of the old walls, had taught
her much about survival and life.
Every day had been a struggle since her parents could
not provide for her, and even though she regretted a few of
the crimes she was forced to commit, Amira was proud of
the skills she had learned and the path her life had taken.
After all, nobody was perfect, and if she had not been forced
every day to defend herself and her loved ones, most likely
she would not have made it this far.

A gust of warm wind on her face brought her back to rea-


lity. Thinking about the past helped no one. The Red Pope
was waiting for vital intelligence from the South and it was
her, Amira Madani, Commander of the Sisters of Flame,
who brought it.

222

Hill Snover (Order #36675299)


Hill Snover (Order #36675299)
CHAPTER 7

T housands of years ago, in an age now lost


to the sands of time, a terrible cataclysm
shook the world to its core. The skies darkened, hea-
vy with black clouds, as meteors hammered the nor-
ocean floor. A line of violent storms runs alongside
the equator, making information about the southern
hemisphere preciously scant as sailing there is al-
most impossible. Those few explorers who crossed
thern hemisphere. The earth cracked into countless the Storm Wall and somehow returned speak of an
fissures, splitting mountains, forests, and plains alike, enormous, wild continent, Letvia, covered in endless
snaking to the oceans. Entire regions were submer- jungles and sky-scraping mountains, although nobo-
ged, cleansed of all life, and, as the land lost its batt- dy has ever managed to chart a reliable map.
le with the sea, its bleeding gave birth to volcanoes,
gaping wounds in its crust. The continent, whole History
for such a long time, cracked and split into islands It has been thirteen years since the end of the Great
and archipelagos, deliverance for the few survivors. Letvian War, when the representatives of the Islena-
With the passing of the millennia, preexisting hu- tions convened at the Council of Zena and ceased
man societies developed on the major islands, gra- hostilities. Faced with the catastrophe that devasta-
dually forgetting about one another as they grew, ted Abrabazem, they realized peace was the only op-
fought, and evolved in the shadows of the great vol- tion. As a symbol of this new unity, all the Islena-
canoes. Some saw these flaming mountains as holy tions adopted the same calendar that had as its Year
places, others as ruthless deities, but either way, the Zero the one in which the war ended. From then on,
volcanoes shaped the fate of life on the planet for time has been referred to as the Future (“F”) and
centuries. anything before that year as the Past (“P”), counting
With the passing of time, however, Mankind backwards. Truth, however, proved to be different
grew curious of those magical places, and discove- than the intentions of the Council, and the years
red that volcanic energy could be bent to their will after the war have been hard times from which the
when Eriko Fermy invented the first Vulcanus bat- warring states have not yet fully recovered.
tery, which made the mechanical wonders that are
nowadays a common sight in many Vulcanian hou-
seholds possible. The technology behind this por-
table energy source spread like wildfire, taking infi-
nite forms, sizes, and applications, as it powered the
mighty locomotives and airships, heated homes, and
brought destruction to a whole new level. Even in
Balastoc, where scientific progress was considered
heretical before the war, such miraculous technology
was a faithful companion to every inhabitant. The
Monopolies, keepers of this knowledge, now guard
it jealously and have risen to a position of immense
power on the international chessboard.

Vulcania’s Geography
The civilizations of the known world develo-
ped in the northern hemisphere, in six vol-
canic archipelagos. The other side of the
globe is a colossal, furious ocean that
whirls around a titanic vortex, perhaps
generated by a depression in the

224

Hill Snover (Order #36675299)


SETTING

Year Event
Mamba Kobyi extends his influence over the whole of Ketniv, proclaiming himself Emperor.
– 1400 P
His dynasty still rules over the nation today.

– 1200 P Ketniv conquers the Nuug island of Akkar.

After a decade long war, the Confederation of the north and the League of Aqualos join to
– 900 P
form the Mostucaal Republic.

– 800 P A joint fleet of the Abrabazi city-states lands its troops in Naibas and occupies southern Balastoc.

– 700 P In Gerola, in Abrabazem, the first bank is born.

– 500 P The Mostucaal Republic places Turena and Cyla, in Itteghasp, under its protection.

– 480 P The first Imperial hot air balloon sails above Ketniv.

– 360 P Abel Shool emigrates from Abrabazem to Bravia, Itteghasp, and founds his credit institute.

– 350 P The Ketniv Empire conquers Nuugard.

– 310 P The Nuug Counts join forces and push the armies of Ketniv out of their country.

Kareena Er Jabar proclaims herself the first Red Pope and launches the holy war that drives the
– 280 P
faithless Abrab out of Balastoc and unifies the country.
Abrabazi forces conquer the Itteghi island of Zardia. The operation prompts an immediate
– 250 P
Mos response and the two nations engage in a war over Itteghasp.
Mercenary companies from Berynia join forces and together attack the weakened Mos forces
– 248 P
in Abrabazem, unifying the nation. Itteghasp is born.
Nuugard launches an offensive on Ketniv, although its forces are driven back by the Imperial
– 190 P
Army.
Nuugard and Mostucaal officially enter a trading agreement, the first proper treaty between two
– 180 P
Islenations.
Abrabazem secretly hires Itteghi mercenaries to fight pirate infestations in the trade routes
– 170 P
between Nuugard and Mostucaal.
Lativo Bernulli is the first sea captain to return from an expedition beyond the Storm Wall.
– 150 P
Letvia is now on the maps, although nobody knows what it holds.
All the Islenations send fleets to Letvia, but the Storm Wall does not yield and losses are
– 145 P
beyond count.

225

Hill Snover (Order #36675299)


CHAPTER 7

Balastoc moves its massive fleet against Ketniv, condemning its heretical beliefs. Only the threat
– 105 P
of an Abrabazi intervention on the Empire’s side is enough to force a retreat.
Eriko Fermy, a brilliant Itteghi engineer, invents the Vulcanus battery, possibly the greatest in-
– 85 P
vention in history.

– 80 P The Monopoly of Engineers is born.

– 78 P The first dirigible that runs on Vulcanus power sails the Ketnyi skies.

– 69 P Mos researcher Gujermo Markon discovers how to transmit thoughts through a conlio wire.

Following the example of his friend Fermy, Markon founds the Monopoly of Markonists and
– 65 P
creates the world’s first long-range communications network in Bravia, Itteghasp.
The highest ranks of the alchemist guilds gather in Busto, Itteghasp, to form their own Mono-
– 61 P
poly.

– 58 P Development of Vulcanus-powered military vehicles begins all over the known world.

The Red Pope Sharifa Er Shalim kidnaps a group of scientists from the Monopoly of Engine-
– 55 P ers and has them tortured for their secrets, hiding behind claims of divine right to the volcanic
resources. Her captives, however, die during their interrogations.

– 54 P Balastoc declares the Vulcanus battery heretical.

The Monopolies encode a vocabulary for the new common language, Commercial, and open
– 50 P
free schools in their headquarters to teach it to the people.

To address the issue of overpopulation, the Monopolies present the Garghantua Project to the
– 43 P
Islenations: the construction of three flying cities capable of self-sustenance.

A Mos Vulcanus galleon returns from an expedition to the south, but is sunk by pirates close to
– 35 P Albuerq. Abrabazem is accused of backing the pirates and the tension rises. A few skirmishes
are fought, but open war is avoided.
Babylon, Cartago, and Gibraltar, the three flying cities of the Garganthua Project, are christened
– 32 P
as thousands of people embark.

– 28 P The first Crotalus fighter leaves the Zinear production line and flies over Itteghasp.

The Garghantua Project turns into a colossal failure. Living conditions aboard the flying cities
are awful as the primary resources run out soon after the launch and the systems fail more often
– 24 P
than the technicians can repair them. The Islenations refuse to take the refugees in, and the
massive structures fly aimlessly in the skies of Vulcania.

226

Hill Snover (Order #36675299)


SETTING

The Balast astronomer Melkior Afren formulates a theory about periodic breaches in the Storm
– 18 P Wall that could be foreseen by studying the movement of celestial bodies.
The Monopolies pool their resources to finance his research.

The Monopolies publicly announce that Afren’s theory is confirmed: the Storm Wall will be
– 11 P
calm enough for a crossing in four years. The flying city Cartago is mysteriously lost.

The Storm Wall is patrolled by flotillas of boats and airships from all Islenations, and tensions
rise as skirmishes spontaneously break out. The fighting among Abrabazi and Mos vessels is
–7P especially intense.
A few vessels manage to cross the Storm Wall before it closes a few weeks later. According to
Afren’s calculations, gaps should open again in another four years.

Mostucaal and Nuugard sign a non-aggression pact, and the former launches a large offensive
against Abrabazem. Thus the Letvian War begins. Nuug Octopus submarines attack the Ketnyi
–6P
fleet from the depths but, even though they deliver a devastating blow, they are driven back by
superior Imperial aviation.

The war rages on, with no clear winner.


–4P During the stalemate, Balastoc splits its fleet and launches a two-pronged attack against Ketniv
and Abrabazem.
Itteghasp declares its neutrality, while its most famous mercenary companies are hired by Abra-
–3P bazem.
Although four years have passed, a passage through the Storm Wall to Letvia does not open.

Ketniv drives back Nuug troops, but fighting on too many fronts leaves its forces depleted
and it is not able to mount a counteroffensive. It is possible that Abrabazem would have had
–2P
the strength to counterattack, but they were occupied fighting Balast. In spite of their superior
numbers, the forces of the Red Pope are capitulating to superior enemy technology.

A young Fathin Er Kaddhuri takes the title of Red Pope of Balastoc and orders her Islenation
to retreat from the war.
–1P Mostucaal, now that they have Abrabazi forces on the frontline, decides to field test a new we-
apon—the “Z Device”—dropped by a Crotalus fighter in the Abrabaz volcano. In the ensuing
detonation, the country is destroyed and Mostucaal falls into civil war and anarchy.

The Council of Zena puts an end to the War, as the Islenations struggle to recover from the
0
losses of both lives and materiel.

2F Far off the Zenan coasts, the flying city of Libertas is sighted for the first time.

227

Hill Snover (Order #36675299)


CHAPTER 7

The Abrab who settled on Cyla after the war occupy Tusca and, with the blessing of the Itteghi
4F
government, force its inhabitants off the island.

The populations of the caliphates of southern Balastoc rise up in arms, forcing the military out
5F of their territory and the Red Pope to grant autonomy to the Caliphate of Almar in order to
avoid civil war.

After years of study and research, professor Melkior Afren refines the equation for calculating
7F
breaches in the Storm Wall and announces that the next one should open in the summer of 14 F.

Twenty years after its last sighting, the flying city of Cartago appears again, completely devoid
10 F
of any form of life.

13 F Your adventure begins!

Distances and Traveling Now, the war industry has significantly decreased
The circumference of the planet Vulcania is rou- its volume of business, as the reconstruction of the
ghly 35,000 kilocubitus, its surface mostly covered world takes most of their manpower and machinery.
in water. Moving between Islenations happens ei- Those craftspeople and traders who learned how to
ther by air or by sea. Table 7.1 - Distances and adapt to the shifting tide of commerce have survi-
Traveling lists the distances between them expres- ved. The others were not so lucky. The new world
sed in days of travel and the average cost of an that emerged after the Council of Zena is rich in op-
economy class ticket. First class tickets or luxury portunities for those ready to catch them, as well as
cruises are much more expensive, while the che- fraught with lethal dangers for those unwise enou-
apest usually means being crammed into a cargo gh to delve into it without the necessary caution.
hold alongside the desperate and destitute. Governments are not able to protect their citizens
anymore, so bounty hunters, private investigators,
Everyday Life mercenaries, and bodyguards are always in high de-
The war ended more than a decade ago, although it mand from wealthy individuals, Monopolies, private
is more than clear that the world has changed fore- organizations, and the states themselves.
ver. The coasts still bear the scars of landings and In short, there are endless paths to glory and
bombardments, and the locals still hate their for- wealth. The Characters could already know one
mer invaders with a fiery passion. Militias are much another, or they could randomly meet as they at-
less common now, leading to a growth in theft, rob- tempt to change their lives for the better. Destiny
beries, and violent crimes. Crime syndicates have could lead them to form a team hired by the same
risen in power and have taken over the underwor- person, who grants them the resources to train and
ld, as secret organizations, hidden to governments gear up, or they can attempt to go out on their own,
and Monopolies alike, vie for control of the power choosing their own contracts depending on factors
vacuum that the war has left open. Surprisingly, like morality. Otherwise, it could be adventure itself
countrysides all over the world have suffered less, that forces its way into their lives, involving them in
and farmers have not noticed significant changes in some dark plot of your design.
their lives of toil. If there is a constant in life, it is money. As the

228

Hill Snover (Order #36675299)


SETTING

Table 7.1 - Distances and Traveling

By Air By Sea
Islenations Distance
Travel Days Cost Length Cost

Itteghasp – Mostucaal 5376 2,2 350 5,6 150

Itteghasp – Nuugard 4760 2,0 300 5,0 120

Itteghasp – Ketniv 6160 2,6 390 6,4 180

Itteghasp – Balastoc 5432 2,3 320 5,7 170

Itteghasp – Abrabazem 6104 2,5 - 6,4 -

Mostucaal – Nuugard 6440 2,7 350 6,7 150

Mostucaal – Ketniv 10640 4,4 600 11,1 280

Mostucaal – Balastoc 10192 4,2 560 10,6 250

Mostucaal – Abrabazem 4256 1,8 - 4,4 -

Nuugard – Ketniv 5936 2,5 400 6,2 250

Nuugard – Balastoc 9744 4,1 430 10,2 200

Nuugard – Abrabazem 9408 3,9 - 9,8 -

Ketniv – Balastoc 6888 2,9 300 7,2 120

Ketniv – Abrabazem 11368 4,7 - 11,8 -

Balastoc – Abrabazem 9016 3,8 - 9,4 -

Characters move from one settlement to another, taneously developed a form of dialect born from
lifestyle expenses vary, so Table 7.2 – Costs and the different languages spoken around the world to
Services is there to give an overview of price ave- make commerce easier. Sixty years ago, the Mono-
rages. polies codified this new language under the name of
Commercial. Only Balastoc remained cut off from
Languages and Currency this phenomenon, although after the end of the war
Throughout Vulcania’s history, travelers and mer- the Monopolies somehow managed to spread their
chants have been a key figure in the development of language even in the realm of the Red Pope.
civilization. As the centuries passed, traders spon- Something similar happened with currencies. Un-

229

Hill Snover (Order #36675299)


CHAPTER 7

Table 7.2 - Costs and Services


Cost by quality
Goods / Service
Low Average Good
Beer Tankard 0.5 1 2
Glass of Wine 0.5 1 5
Liquor Flask 2 6 50
Meal 3 8 40
Single Room 3 10 60
Bunk bed 1 3 4
Train Ticket - 100 Kc 2 6 15
Train Ticket - 500 Kc 6 20 150
Train Ticket – 1,000 Kc 20 50 500
Clothing 5 30 150
Shoes 10 25 200
Hat 2 15 250
Coat 10 25 200
Rope - 30 C 3 5 10
Backpack 5 10 20
Portable Light 2 20 100
Food Rations (1 day) 0 1 2
Horse 400 600 1,500
Donkey 100 200 250
Wagon 75 200 850
Coach 1,100 2,500 7,500
Steamcycle 1,800 3,000 6,000
Motorwagon 3,600 6,000 15,000
Sprinter 18,000 45,000 230,000
Lodging – Monthly rent 50 120 1,500
Lodging - Purchase 5,000 30,000 600,000

230

Hill Snover (Order #36675299)


SETTING

der pressure from the Monopolies, the Islenations would become the first Markonist, this network of
signed a series of treaties that unified the endless conlio cables connects the major cities of the world.
range of currencies used around world. Before the The delicate process consists of transferring one’s
War, the golden sesterzius was the measure of all thoughts to the other end of the cable via a com-
other forms of currency, so a Nuug Crown could plex machine that requires extensive training from
be converted into Itteghi Marengo or Abrab Doblo- the Monopoly of Markonists. In short, for the com-
on. Since the war ended, each nation still mints their mon citizen of Goya who wants to tell their relati-
own currency, if they are able to, and even if the pi- ves in Bravia that their firstborn weighs almost six
ctures on the coins and notes vary from country to pounds and was named Graviolo, it takes only a trip
country, all Islenations use the same sizes. Common to the Nuntius station, where he tells everything to
coin sizes are the sesterzius, the half sesterzius— the local Markonist and waits for the Nuntius in
more commonly known as a “token”—and the Bravia to receive the message. There, the Nuntius
quarter sesterzius, called a “button.” Bank notes, on tells uncle Graviolo whether the tradition has been
the other hand, are available in ten sesterzii, called respected or not and if his newborn nephew bears
“leaves,” and hundred sesterzii, known as “bucks.” his name. Often, for better communication, people
agree to be present at their respective ends of the
Communication conlio line at the same time. Also, to ensure a modi-
The birth of the Mentographic Network, the first cum of privacy when sensitive or personal informa-
means for almost instantaneous communication, tion is transmitted, many Nuntius feature isolated
caused an unprecedented development in the speed transmission booths, where the Markonist and their
at which news, people, and wares traveled. Since the client are separated by a thin mesh panel that allows
first connection in -65 P by Guillermo Markon, who only sounds to pass.

231

Hill Snover (Order #36675299)


CHAPTER 7

isles, contaminating the whole country, and only a


ABRABAZEM minimal percentage of the population managed to
escape, fleeing their homeland forever.
Today, more than a decade later, thick, greeni-
sh clouds still cover the Abrabazi skies, letting in
only a pale, eerie light for its deformed plants to
take little nourishment from. Those who could not
escape or who came back in the hope that the situa-
tion had settled somehow now lead desperate lives,
overwhelmed by the hallucinogenic clouds coming
off the Satna lava lake and by the horrid mutations
often acquired by drinking contaminated water.
The cities are now mostly deserted and, after ye-
ars of plundering, do not offer much more than
death and desolation. Its famous towering palaces
are now a pale reflection of what they were befo-
re the cataclysm, as the earthquakes that followed
the detonation of Mount Abrabaz, the consequent
lack of maintenance, and the relentless atmosphe-
ric agents born of the cataclysm have constantly
““Everything tastes like chicken, gnawed at them. Where once vegetation grew mi-
if you roast it long enough.” ghty in the farmlands, there is now only desert and
predators, as the majority of the rivers evaporated
Once a wealthy nation that vied with Mostucaal for and those that still flow carry within them the seed
supremacy over the known world, the dedication to of mutation. Today, one child of every three is born
profit and knack for business of its people led to with one or more mutations. While in the past the-
the founding of the first credit institutions, as its mi- se could manifest even in adulthood, more than ten
ghty commercial fleets ran the length of the oceans. years after the cataclysm the population has grown
Numerous industrial districts crowded the slopes of used to the mutagens, and mutations have started
Mount Abrabaz, and the extraction and trading of appearing less and less consistently in the later years
the Vesuvius gas made the economy grow, while the of life. However, for somebody who has not spent
fertile lands to the southwest fed its population. Its at least a decade in the Abrabazi wasteland the mat-
southeastern coasts boasted paradise beaches and ter is completely different, as even a sip from a con-
flourishing settlements of fishers, while its capital, taminated water source could induce some sort of
Gerola, was a rich, culturally diverse metropolis mutation.
where traders and entrepreneurs from all over the
world gathered around the largest and most impor- Mutations
tant Vulcanian banks. Today, however, the country Drinking contaminated water has consequences. If
is not much more than a wasteland of arid, corrup- a Character drinks some, they have to pass a Resi-
ted dirt, made so by the detonation of the Z Device stance Test against Difficulty 12 or suffer a muta-
dropped by the Mos into the Abrabaz volcano itself. tion. Upon prolonged consumption, the Character
The reaction set off by this event was titanic, as the must roll a new Resistance Test every 12 hours, the
fiery mountain exploded, flooding the central areas Difficulty raising by 1 every Test. Table 8.3 – Mu-
of the islands in lava before pooling into a lake. The tations lists only a few example of mutations that
clouds of toxic fumes extended to the peripheral you as the Narrator can inflict upon your unwise

232

Hill Snover (Order #36675299)


SETTING

233

Hill Snover (Order #36675299)


CHAPTER 7

Characters, either by rolling or choosing directly. Of of the existence of one another, busy as they are
course, your sadism is above any law. with just wrenching another day of hard life from
All social interaction issues caused by mutations the hands of raiders and beasts that roam the irra-
apply only outside of Abrabazi borders. Within, it is diated deserts.
just another Tuesday morning.
Economy
Government Before the war, Abrabazem was the seat of the most
There is no central government anymore and the important banks in the world. It exported Vesuvius
few settlements that have survived are barely aware gas extracted from the Abrabaz, and its textile in-

Table 7.3 – Mutations

d12 Effect

1 Disfigured: roll for two more mutations.

Tentacles: the Character’s legs turn into clusters of two or three tentacles each. Their
Movement score decreases by 2 and they are not able to perform any task that requires
2
both legs, like riding or driving. On the other hand, the Character receives a +4 bonus to
all Athletics Tests rolled for climbing and cannot suffer the Unbalanced condition

Beak: teeth and lips fuse into a bony appendix similar to a short, hooked beak. The Cha-
3 racter becomes hideous and it is almost impossible to understand what they say. However,
their new beak is not bad as a weapon!

Mighty Horns: the Character grows horns on their forehead or temples. They can re-
semble the antlers of a stag or the curved horns of a ram, but whatever form they take,
4
they are unwieldy in closed spaces, although they can double as an efficient weapon in a
pinch.

Reptile Tail: a Character with a tail is rather conspicuous, but cannot be thrown off ba-
5
lance and, as some might not know, is also able to sleep standing up.

Whiskers: The Character develops cute cat-like whiskers on their cheeks and eyebrows.
They suffer a -2 penalty to Aggression Tests rolled to intimidate and Cunning Tests to de-
6 ceive. If the whiskers are cut, the Character suffers from heavy dizziness and a -2 penalty
to all Tests until they regrow a couple of days later. When in the dark, a Character with
whiskers is able to feel within 2 cubitus of themselves, to avoid bumping into obstacles.

234

Hill Snover (Order #36675299)


SETTING

dustry was flourishing. Its farmlands could easily barely enough to feed the population of the survi-
feed the population and still have much left over to ving villages. The drug market, however, has found
trade with Itteghasp, Balastoc, and, in spite of their a host of new gems in the hallucinogenic gases pre-
tense relationship, even Mostucaal. Today, there is sent in the toxic clouds and the few mutated plants.
nothing left. The main Abrabazi exports are mu-
tated emigrants, sold as slaves to traveling circuses Climate
and pleasure houses, or horrid beasts born after the Abrabazem is a hot land, with dry summers and
cataclysm to fight in arenas or to show off in pens. mild winters. In the proximity of Lake Satna,
The scarce land that is still capable of birthing life is however, temperatures rise to be unbearable as the

Purple Skin: the pigmentation of the Character’s skin turns an aubergine shade of pur-
7 ple that can be covered only partially by heavy makeup. The Character receives a +1
bonus to Tests rolled for hiding.

Animal Ears: the Character’s ears mutated horribly, turning into those of a goat or, wor-
8 se, a dunce. Of course, they are highly conspicuous but, when kept uncovered, they grant
the Character a +2 bonus to all hearing-based Analysis and Senses Tests.

Feline Tail: a thick, furry tail sprouts from the base of the Character’s spine. If kept
9 loose, it grants them a +2 bonus to Agility Tests rolled to keep their balance or attempt
acrobatic stunts.

Thick Fur: the Character is covered in thick fur that allows them to lead a normal life
only if shaved at least twice a day. Other than making them an oversized cuddly teddy
10
bear of anger and destruction, thick fur grants the Character a +2 bonus to resistance
Tests rolled to resist extreme temperatures.

Extra Fingers: a few extra fingers are useful and inconspicuous, granting the Character
11
a +1 bonus to Handicraft.

A mutation of the Narrator’s choice among those listed in the Abrabazi Origin in Chap-
12
ter 1 – Character Creation.

235

Hill Snover (Order #36675299)


CHAPTER 7

exhalations of the scalding magma turn the air brands, masks, and anything they can find to create
around it into a scorching, toxic hell. The eastern a menacing appearance. And, many sport mutations
lands of the island have been devastated by deser- like tails, protrusions, webbed hands, scales, horns,
tification, dominated by Midbr, a kind of sterile, and whatever else.
mephitic desert where temperatures can rise to 50° Village life is harsh, and even one more day of
Celsius during the hottest hours of the day. Storms survival is a goal many do not achieve. Raiders,
of toxic gas can brew at any moment, as the veno- however tough they look, are not faring much bet-
mous mists inexorably move about the desert, carri- ter. Chieftains and their chosen aside, who have the
ed by the wind. Breathing these volatile substances first pick of the spoils of a raid, they are left only
for prolonged periods causes vivid nightmares at scraps, and cannibalism among these cursed creatu-
first, then, after a few days, violent hallucinations res is rather common.
that lead to utter and permanent madness.
Religion
Population The Abrab have always been atheists, believing that
The average Abrab is short, thickly built, their skin spirits and religion were only an obstacle to the pur-
shifting from shades of golden to olive. Before the suit of profit, the true goal of a respectable citizen.
war, they dressed in clothes of a simple elegance and The cataclysm for sure did not help in making them
sober colors, while today the concept of “fashion” turn to the divine or supernatural. Some, however,
has almost completely faded away. Villagers often interpreted the detonation of Mount Abrab as a
wear rags, while raiders wander about covered in studs punishment for their greed from a superior force.
and chains, rocking mohawks, piercings, tattoos, Gradually, in a few villages, cults are growing and

236

Hill Snover (Order #36675299)


SETTING

Balas missionaries have found a fertile land for fin- sion and the consequent earthquakes have caused a
ding new faithful for the Red God. relatively small amount of damage, this city suffered
the fate of many other major settlements: Abandon-
Main Settlements ment. Its only inhabitants happen to be the wande-
Gerola ring bands of raiders and brigands who kill anything
Abandoned Capital – no known inhabitants (200,000 that bars their way on sight.
before the war) In what was the attic of a rich bank manager, an
eccentric figure has made his lair. Lord Bisty Beel,
Gerola was neither particularly beautiful nor ame-
as he is known, was barely a kid when the Z Device
nable, but unimaginably rich. The most important
turned his world into present day Abrabazem. As
banks of the world had their headquarters there and
the survivors ran for their lives, Bisty Beel did not
the hard-working Gerolans were always busy with
lose hope. He took up residence in this abandoned
their favored activity: earning money. The explosion
attic and started gathering necessary goods and re-
of Mount Abrab swept the city away, leaving only
sources. Thanks to his penchant for technology and
a few piles of rubble behind, poking through the
a naturally brilliant mind, in spite of his young age he
black mist that coats everything.
has acquired a wealth of technical knowledge with
Life close to Lake Satna is impossible, although
which he has fortified his new abode with traps of
the Monopoly of Engineers somehow managed to
all kinds. With almost free access to the abandoned
secretly install a laboratory nine years after the end
headquarters of the Monopolies, he managed to
of the war in the hopes of harvesting some of its
plunder textbooks and advanced components, con-
radioactive materials to use in the construction of
incredibly powerful Vulcanus batteries. The structu-
re was built many meters below ground, in the
vaults of what was once the Weiss & Stern bank,
as the Monopoly thought the thick stone walls,
imposing doors, and last generation filtering sy-
stems would be enough to protect the structure
from sitting in the proximity of the lake.
After a few months, the laboratory had been
settled and a team was sent there with fresh
supplies, although it never made it back. Nume-
rous other teams were dispatched afterwards,
but none has returned to shed any light on the
mystery. Now, the leaders of the Monopoly are
debating whether to send a heavily armed and
equipped investigation expedition to finally un-
derstand what happened, or simply abandon
the whole project as it has already cost a stagge-
ring amount of sesterzii.

Kbal
Abandoned City – estimated population: 500
(15,000 before the war)
There is not much left of this beautiful
coastal city. Although the volcanic explo-

237

Hill Snover (Order #36675299)


CHAPTER 7

stantly improving his security systems so that when Thanks to the insight and tolerance of its inhabi-
the first raiders came knocking at his door, they had tants, Zementi stands as a beacon of civilization in
their work cut for them. To this day, Lord Bisty Beel a dark land, and they chose a mutant, the Kibban, to
lives a wealthy live among his technological toys, and be their guide when the city was founded again after
securing contact with him is a fundamental step in the cataclysm. In this way, the mutant species could
surviving the Abrabazi summer, although how one have had a position of privilege, but the interdiction
enters into his graces is anything but obvious. against siring offspring has prevented dynastic di-
ctatorships. Today, thirteen years after the war, the
Zementi dream of a return to normality is but a mirage in
Hamlet – estimated population: 2,300 (40,000 before the the haze of the radioactive desert, but the laws that
war) have kept this settlement alive and well until now
A few kilocubitus away from the abandoned city, hid- stand firm.
den within a cliff in underground caves, lies one of Grua, Zementi’s third and acting Kibban, is a titan
the largest settlements of continental Abrabazem. endowed with enormous antlers, who rules with gre-
Maritime air currents prevent the hallucinogenic at wisdom and benevolence since his rise to power
clouds from reaching it, and an ingenious desalination four years before the present day. Always on the front
system to obtain clean water allows the population to as he vanquishes one band of raiders after another
survive with a relatively low rate of mutation. Access whenever they attempt to raid his city, Grua’s strong
to the city of New Zementi is not forbidden to mu- and dauntless personality is held as a model that all
tants, but they are allowed to stay only as long as they under his care attempt to follow.
do not procreate, under the pain of banishment.

238

Hill Snover (Order #36675299)


SETTING

Bodin – peripheral isle violent tsunami, in addition to everything else, that


Town – estimated population: 5,600 (13,000 before the forced the survivors to take refuge in the networks
war) of military bunkers and installations present on the
Bodin is the last so-called “bastion of civilization” isle. Today the town of Ozul and the southern part
left in Abrabazem. A few years after the end of the of the island are ruled by the few survivors of the
war, the Monopoly of Alchemists set its base of regular Abrabazi military, while its northern expan-
operations here, from which they launch expeditions ses are controlled by the Ozulian Independence
to the main island with the goal of studying sub- Movement. The O. I. M. was known for its political
stances and phenomena caused by the cataclysm. Li- activism before the war in favor of independence
ving conditions there improved markedly, although for the isle, and now that there is no central state
toxic winds have more than once pushed poisonous anymore, it claims the whole island as its own. Since
clouds its way as well as countless refugees in search general Tobin, head of the regular military, welco-
of a place to rebuild their lives. However, things are mes refugees to bolster his ranks, the guerrilla fi-
not as they hoped, and the stronghold of the Alche- ghters of the O. I. M. patrol the shores and pitilessly
mists is able to sustain only its own personnel while sink any ramshackle vessel they see.
the rest of the locals live in hamlets scattered around Rafo Bersheva believed that the battle for the in-
it, tasked with working the hard land to make the isle dependence of Ozul was to be fought with guns,
truly independent. These people live in conditions and for this he was kept at a distance by his peers
not too far from slavery, and vigilante squads are in the Movement. After the war, however, he be-
known to wander about, quenching any rebellion or came the undisputed chief of the O. I. M., leading
even insubordination in blood at the first sign. his warriors to occupy many of the northern coa-
Hadam Girz is the chief scientist at the head of stal bunkers. Bersheya is a charismatic and ruthless
the laboratory, ruling the island like a despot. Before commander, who bested the most fortified settle-
the war, he had been marginalized by the scientific ments of the isle despite a marked inferiority in ar-
community for his utter lack of ethics and questio- maments.
nable research topics, so the Monopoly took the op-
portunity to be rid of him and sent him far away, to Goudya – peripheral isle
the remote isle of Bodin. There, he could do as he Town – estimated population: 6,500
pleased, far from the Monopoly and his colleagues. Every hardship hides an equally great opportunity,
He has subjugated the local inhabitants, who live in and the survivors of Goudya, like the Abrab do,
constant fear of being taken by a biopsist to be used took their chance to engage in the lucrative trade
as a test subject for his abject experiments. between the coastal settlements of other Islena-
tions. As there was little of the nation’s former glory
Ozul – peripheral isle and wealth to bargain with, the Goudyans have
Scattered Hamlets– estimated population: 8,000 (100 to turned to what riches they have available now: sca-
500 people per village) venged treasures and mutants. So, in exchange for
Being close to Mostucaal, Ozul has always been clean water, februum masks, air filters, and passage
the object of fierce contention between Mos and off the island, they are known for giving slaves for
Abrabazi, and because of this it is known for its entertainment, specialized labor, or even pleasure.
strong sense of independence. Heavily fortified Thanks to its commercial ties, Goudya is one of the
during the war because of its strategic position, it few ports on the island that allows medium-sized
went through a multitude of cycles of conquest and airships to dock, and many a pirate crew have made
liberation, even bearing the Mos flag for a while. it their safe haven to lay low between raids.
The devastation wrought by the cataclysm caused a Ladus Fink was quick to understand that he could
make a new life out of the disgrace that befell his

239

Hill Snover (Order #36675299)


CHAPTER 7

country. Before the war, he was a street vendor of tation, shrouded in a perpetual toxic mist that causes
vaporuum clothes irons, the newest domestic inno- overwhelming hallucinations to those who breath it,
vation. But, even though he was gifted with cunning, leaving the survivors scarred for life. Those involved
he struggled to become rich because of the expensi- in the drug trade are the only ones attracted to the
ve lifestyle his greedy and tyrannical wife led. Today, grove, as the mist itself, its lichens, and mosses are
Ladus lives in luxury, surrounded by exotic concu- powerful ingredients. It is also one of the last few
bines, while his spouse seems to have died in the places to find blonde chimpanzees.
earthquakes. There are those who say, however, that
he killed her himself or that she still lives, captive in Vault 333
some dark dungeon of Ladus’ palace. Thanks to the After its first twenty years of activity, the capital of
commercial ingenuity of Fink and living conditions the Weiss & Stern company still required more room
relatively more stable than in the rest of the con- for storage. In spite of the continuous investments
tinent, Goudya has developed a large community, in every possible field and constant loans, the com-
albeit one ruled with no ethical or moral compass. pany’s vaults in Gerola were bursting with coins and
precious items. The efforts of thieves and gangs to
Famous Locations penetrate its fortified headquarters kept rising in
Nehar Springs quality and quantity over the years, until one attempt
From the mountain chain of Harbà flow a great almost succeeded, putting the company in the con-
many tributaries of the Nehar river. Their water is crete situation of losing face in front of their clients
not as contaminated as elsewhere in the region, and and the rest of the world. After such an episode, Fre-
many villages have risen along its course, clinging to dric Stern took it upon himself to design the safest
the mountainous slopes. The majority of raiders pre- vault in the history of vaults, alongside the brightest
fer to roam about the plains, where their ramshackle minds of the Monopoly of Engineers. So, Vault 333
vehicles have an easier time, but the mountains are was born. The headquarters of the bank were moved
no less dangerous, as arable land is scarce and the to the slopes of Mount Abrabaz to make sure it had
animals drawn to the rivers are most likely to be pre- enough power for its new security asset, but nobody
dators. knows for sure the actual size of Vault 333. Some
claim it extended over 3 levels, the last of which was
Midbr reserved to the two bankers. The outer shell of Vault
Once, southeastern Abrabazem was a fertile plain 333 is made of a steel and conlio alloy so it cannot
home to a vast agricultural district that produced be breached by any known substance, and its exact
food for the nation and still had more than enough location has never been disclosed. It is only known
to export. After the catastrophe, Midbr became an that access to the Vault is guarded by heavy vacuum
arid desert of hard, dead rocks. Often, toxic storms doors and a special elevator in the bank’s main base,
rise with no warning, scything the land with poiso- which was fortified and defended by military person-
nous winds at extreme speeds. The dwellers of this nel chosen by the Abrabaz government.
irradiated desert are a rare and unwelcome sight, Nobody knows the specifics about its security, as
abominations so horrible and lethal that not even even the most skilled of thieves could barely make it
the most terrible of nightmares could have spawned to the elevators before being arrested or killed, and
them. the only clue that Nicholas and Fredric let slip was
the pair of Zeiss keys etched with the company’s
Cianei Woods crest they wore as necklaces. Some even say that tho-
This area in southern Abrabazem on the Tanr river is se keys were not just symbols of their status, but also
home to a small grove, the only one remaining in the of their forbidden love. After their death, Nicholas’
country. It is a mass of contorted and mutated vege- key was given to his nephew, Philip Weiss, as well

240

Hill Snover (Order #36675299)


SETTING

as his share of the company. The other was given Kater Arid, the priestess at the helm of the group,
back to the Stern family, as Fredric had no designa- is a woman gifted with extraordinary strength and
ted heir, and they fought over them for years. To- legendary charisma, a stern but just guide who recru-
day, Vault 333 is one of the most discussed legends ited many in but a few years. Because of the many
of Vulcania, with many saying that Mount Abrabaz native Abrabaz under her banner now, Arid has
swallowed it whole when it erupted, hiding it who expedited her work of conversion and cleansing.
knows where in the insane chaos that is modern day
Abrabazem. Girz’s Biopsists
This group of researchers, who established a base
Influential Factions of operations on Bodin under the leadership of
The Demons Professor Girz, is more akin to a band of deranged
These roving raiders could hardly be considered hu- criminals than scientists. Periodically, they gather
man, hallucinations wracking their minds and mu- specimens from the local settlements for their mad
tations ravaging their bodies. These crazed maniacs experiments and are often bolstered by the members
follow the hallucinogenic clouds in ramshackle and of dubious morality that the Monopoly of Alchemi-
improvised vehicles, slaughtering anyone in their sts regularly sends them to collect any data or new
path, feeding on the flesh of the dead and raiding any breakthroughs. After all, such a secluded place is per-
settlement they find. They are a disorganized rabble, fect for these people to contribute to the glory of the
the vast majority of them barely capable of putting Monopoly without rising concerns.
together a coherent sentence, to the point where no
scientist has found out how their deranged minds are Abrab Names
still capable of operating relatively complex techno- Typical male names: Aarom, Anar, Frak, Gosto,
logies like weapons and vehicles. Some have advan- Hemi, Luco, Peter, Rafo, Timoti
ced the theory that they have set their individuality
Typical female names: Aroa, Edna, Kiri, Loya,
aside and now operate as a hive mind of sorts. A
Marama, Ruia, Suanna, Tamar, Yel
few flotillas of airships controlled by the Demons
roam the skies above Abrabazem, kept aloft by the Typical family names: Abadì, Bembprod, Dory,
toxic clouds born of Lake Satna and spreading their Fink, Kodron, Lomu, Poznak, Roth, Zemkys.
deadly cargoes even beyond the borders. A large cru-
iser, the Widow’s Wail, miraculously survived the ca-
taclysm and, along with its Demons crew, has been
spotted even in the skies of Nuugard and Ketniv.
As there is no witness of its raids, legends about the
Wail have sprung up among pilots and sailors all over
the world, leaving behind only corpses and ruin.

The Fire Bearers


This group of warrior-priests left Balastoc to bring
the salvation of Isarnes to the survivors of the ca-
taclysm. The Red Pope often feeds money to the
merchants of Goudya, to ensure their continued
support in the spreading of the Word, and so far
these missionaries have carried on their mission with
distinction.

241

Hill Snover (Order #36675299)


CHAPTER 7

BALASTOC rise in population that brought poverty and despair


in wide swathes of the country. Unfortunately, even
today, the poorest parts of the Islenation are still
an easy target for extremist groups and have been
fertile lands for the birth of dangerous terrorist or-
ganizations.
Balastoc is an enormous internally diverse land
that is extremely hard to keep strong control over,
especially after the progressive turn it took after the
war. The northern caliphates, rich and proud, had
waited a long time for an opening to the rest of the
world and the opportunities it would bring. Truth
be told, the islands of Pifu and Limen had hosted a
flourishing black market in forbidden technologies
for years, kept hidden under conspicuous bribes
from the merchants to the local clergy. To the south
lies the endless Zoort desert, an expanse of scal-
ding sand with the occasional oasis, small mining
settlements, and Tawariq camps. Below the desert
rises Mount Neg’bul and the mountain range of
“Never surrender, the Krunins, beyond which begins Balastoc proper.
not right before a miracle happens.” The mountains slope into wide agricultural districts,
dotted with small, overcrowded villages, up to the
As the war ended, a new era began for Balastoc. southern shores and their fishing towns. The first
The ultraconservative clergy of the Red God Isair- thing that comes to the eye when traveling through
nes had slowed technological progression down, Balastoc is that the average Balas is rather young.
declaring all volcanic technology heretical and its Before leaving for the front, the young Balast had
use punishable with burning at the stake. Right be- to lay with a woman to provide the army of Isairnes
fore the end of the war, however, the rise of the with a replacement should they fall in war, and since
young Pope Fathin Er Kaddhuri to power brought the fighting took a heavy toll on the male popula-
innovation to the whole country, opening the doors tion, now all those children crowd the squares of
to those who held that the so-far heretical techno- the country.
logies were in truth gifts from the Red God. This The presence of the cult of Isairnes is evident
new opening allowed the Monopolies to claim a key and pervasive, from small shrines randomly jutting
role for themselves in Balas society, as they brou- from the desert sand to minarets lording over the
ght the fruits of innovation. Of course, there have buildings of every city. Copper suns etched with the
been those who accused them of having plotted in lidless eye sacred to the Red God have been erected
the shadows to seat the new leader, but such claims on the tallest mountains, to remind the country of
have so far been dismissed as falsehoods spread the ever-watching gaze of their deity.
by her enemies. However, in spite of such a dra- The endless crowds interrupting whatever they
matic change in mindset, poverty still rampages all are doing to chant the Alghia, the nightly psalm,
over the country. Even if the country had kept to their thumbs and index fingers joined over their he-
its backwards ways to preserve its limited natural ads as the sun sets, is always a magnificent sight to
resources, its religion had caused an unsustainable behold.

242

Hill Snover (Order #36675299)


SETTING

Government Since then, her enemies have grown cautious, and


The Pope of Mettak sits at the head of a council the Red Pope herself has shown time and again she
formed by six caliphs who rule as many caliphates. is capable of talking as well as setting enemies on
Power has traditionally been held by women, men fire. In the north of the country she is a beloved
bred for labor and war and indoctrinated for fanati- and acclaimed leader, but to the south poverty still
cal, almost suicidal, devotion. reaps a rich bounty of lives every year and the po-
The Red Pope Fathin Er Kaddhuri is young and pulace, prodded by groups of extremists, is leaving
unrelenting, having risen to power barely a teen the light of the path she laid for them. Such a large
when she took the fierce opposition and accusa- mass of citizens living on the brink of death is a
tions of being a puppet in the hands of the hea- veritable powder keg with which the government of
then Monopolies head on. In her early days as Red Mettak must deal if it hopes to maintain order in
Pope, Fathin chose the path of understanding and the country.
forgiveness, letting those who accused her change
their position. However, those aristocrats and cali- Economy
phs who had openly defied her attempted to humi- Balastoc is a poor state, its economy of mostly agri-
liate her even further by ignoring her offer, thinking culture and animal husbandry barely enough to feed
they were dealing with a mere child. It was then that its own. The Zoort desert is rich in metals, but ex-
one night the pyres, symbols of the Pope’s wrath, treme weather conditions and the sand itself make
burned tall against the sky in the capital and the extraction slow and costly. The advent of technolo-
screams of the traitors sounded keen and piercing. gy has brought machinery capable of expediting the
process, but their maintenance costs have prevented

243

Hill Snover (Order #36675299)


CHAPTER 7

intensive usage. The state invested large sums over


the last decade to boost the industry, at the cost of
accumulating a consistent debt with the banks and
Monopolies. However, a significant amount of such
investment went to waste because of the religious
extremism infesting the southern regions, where the
majority of the country’s agricultural districts are lo-
cated. At best, the workers refused to use such he-
retical machinery, while in many cases they rebelled,
destroying the vehicles and slaughtering their hea-
then personnel. Technology, after all, brought pro-
gress to those with an open mind and the wealth to
exploit it, driving one more wedge between the rich
north and the poor and overpopulated south.

Climate
Balastoc is a hot country, scalding in its desert lands,
with temperatures varying more than thirty degrees
between day and night. The north of the Islenation
is tropical, with humid, hot summers and sudden,
violent storms, while the south is arid, with furna-
ce-hot summers and barely any winters.

Population
Within Balastoc, wildly different ethnic groups coe-
xist, both in appearance and traditions. Those from
the northern isles are so thickly built that they rival
the Nuug, with the darkest of skins, black, curly hair
and, sometimes, purple eyes. They are unmatched
traders and love to show off their wealth, dressing
in gold and garishly dyed fabrics. Only on Pifu and
Limen can one find males in positions of privilege,
although never in public. The rest of the popula-
tion is of medium build, hazelnut skin and dark eyes
and hair, dressing in practical, unadorned clothes.
As beacons of honor in the darkness of sin, luxury
is a prerogative of the priestesses of Isairnes. To
the south, many cannot even afford a decent pair
of shoes, and so the majority dresses in rags, their the color of their tribe, used for some modicum of
only hope being embraced by the holy flame of the relief from the scorching sun, and are famous for
Red God to be reborn in the Heriq, the paradise of their large shaded sunglasses to avoid desert blind-
the just. Even more different are the Tawariq tri- ness. Their talent for bargaining is legendary and the
bes, the nomads who roam the Zoort desert: tall and Hum, the women leading the tribes, have used their
slender, they have tan skin and deep and intriguing knack for business to gather wealth by exploiting
gray or lilac eyes. They dress in wide cloaks, dyed in the resources of the Zoort.

244

Hill Snover (Order #36675299)


SETTING

Religious missions sent by the clergy all over the Religion


world to spread the word of the Allirab, the Holy Here, religion is not considered as it is abroad. In
Scriptures, sometime bear fruit, so it is not uncom- Balastoc, it is the pillar upon which society is foun-
mon to find people with somatic traits of other Isle- ded. The government is formed by members of
nations converted to the cult or banished from their the clergy and the law of Isairnes is the law of the
home because of it. nation. The Allirab, the Holy Scriptures, is the one
and only source of truth, interpreted only by the

245

Hill Snover (Order #36675299)


CHAPTER 7

Red Pope. Only those who live a pious live are wor- to toil in service of their mothers, rebelled and took
thy of walking this world, a gift of the Red God, power by force. Only the Balast held in their belief
and of aspiring to the flaming paradise after death. of the Red God, becoming the only ones worthy of
To everybody else, only steel and the gelid embrace the light of the sun, His eye, and of the holy task of
of Enolam, the endless dark, where they shall be bringing all others back to the path of light.These
consumed for eternity. are the beliefs all Balast children grow up with, gi-
The Holy Scriptures say that at the beginning of ving their soldiers the strength of will to compete
time Isairnes made a woman, by whom humanity with the less numerous but more advanced troops
was born. To give a home to his children, the Red of the other Islenations, as martyrdom and death in
God made the world and gave women the capacity battle for the glory of the Red Pope grant absolu-
to generate life of their own. So, the children of tion of all sins and access to Heriq, the flaming pa-
Isairnes grew and populated the world, progressing radise. Balast society has a rigid matriarchal structu-
through time as they became more intelligent. The re, where the purpose of males is attending their
Red God, touched by their devotion, cried tears of ladies, procreation, and anything else degrading or
joy onto the earth, giving birth to the holy volcano- labor intensive. Merely talking to a woman without
es. Males all over the world, however, made stronger showing the rightful respect is punished with dea-
th on the pyre and even daring a glance could cost
one’s eyes, gouged out with burning coals.

Main settlements
Mettak
Capital – population: 340,000
The capital is built around
the massive Calhud Square
and its cathedral, the black
minaret lording over the
endless throngs of the fai-
thful. They gather from the
four corners of the country
to listen to the caliphs pre-
aching or, on more impor-
tant occasions, the words of
the Red Pope herself. The
buildings within the square
are the palaces of power,
the residences of the high
clergy and the seats of the
Monopolies. The ministry
of the Inquisition was also
there, before being officially
disbanded by Pope Fathin.
Progressively further from
the square, elegant trading
districts have risen, dotted

246

Hill Snover (Order #36675299)


SETTING

with taverns for the pilgrims and attached to the Naibas. In addition to becoming the new economic
city walls lie the bastions of the military. Beyond the heart of the country, the expedited development
walls are endless slums, further than the eye can see, caused strong social tensions where the dark-skinned
with dangerous alleys where gangs of street urchins northerners met with the Tawariq of the Zoort and
kill even for a crumb of bread. the immigrants of the south, infiltrated by terrorists
Red Pope Fathin Er Kaddhuri rules over Balastoc from the Scorched with the goal of destroying the
from the cathedral, surrounded by her high prie- new heretical technologies.
stesses and court. She rose to power when barely Genziana Maharez is the consultant for innova-
thirteen years old, succeeding Onhara Sahad, who tion sent by the Monopoly of Engineers to help
died under mysterious circumstances as the war was the local caliph with such delicate matters. The high
ending. Her enemies among the traditionalist clergy echelons of the Monopoly chose a young woman
accused her of being a puppet of the Monopolies of Balast origin, whose ancestors had fled from the
and of furthering their schemes, but to no avail. It northern reaches to Itteghasp because of their pro-
did not take long for them to meet Isairnes, through gressive views, rather than some of her more senior
glorious martyrdom on the pyre. Her most contro- colleagues to ensure smoother cooperation with the
versial action was modifying the black minaret, the local authorities. After almost a decade, the choice
symbol of the city, with a vaporuum clock as a testa- has paid off more than once, as Genziana has beco-
ment to change and new beginnings and to herald a me the most powerful woman in the caliphate and
new era of prosperity for Balastoc. now controls the entirety of the industrial district.
As many anticipated, such a move caused violent In her first years in Naidliz, Maharez played the part
protests among the traditionalists, led by priestess of the humble adviser to caliph Jamila, earning her
Zanima Ohara, while the spokesman for the engi- respect, trust, and a friendship that culminated in a
neers working on the project, Marcus Brizzi, com- still-vivid romantic relationship, which ensured her
plicated matters by accusing the most zealous of protection from any sort of harm. As in Balast so-
the church of being nothing more than retrograde ciety it is preferable for women to share a roman-
hags. During the inauguration of her clock, Fathin tic bond with each other and keep males only for
had two pyres erected in Calhud Square, where she procreation, now Genziana controls every technical
ordered both Ohara and Brizzi burned to prove her aspect of her domain and is cunning and powerful
strength and impartiality. Today, Fathin is a grown enough to leverage the authority of her mate when
woman, ruling over her country with strength and it comes to politics.
insight and, although still struggling to wrench the
poorer south out of the grasp of retrograde philo- Limen and Pifu
sophies, the vast majority of her subjects love and Towns and Villages – population: 42,000
respect her. The northern islands are the richest in resources, and
their dark-skinned denizens live in markedly better
Naidliz conditions than the rest of the country. Religious
Large City – population: 73,000 dogma here is taken with less fanaticism, earning
Until a few years before the current time, Naidliz was them an endless amount of accusations of heresy
little more than a dusty outpost at the southern edge for their reformist mindset before Pope Fathin rose
of the Zoort desert. After the reforms, its strategic to power. Pushed by the great reformation, their
position close to the Holy Mountain, rivers, and wo- ideas spread to the rest of the Islenation, increasing
odlands made it the ideal cradle for Balastoc’s indu- their divide in wealth from the vast majority of the
strial district. The Monopoly of Engineers establi- population.
shed its base of operations here, attracting many Limen is characterized by lowlands rich in pre-
from the poverty-striken caliphates of Almar and cious metals and surrounded by palm trees that yield

247

Hill Snover (Order #36675299)


CHAPTER 7

bountiful harvests of bananas, dates, and coconuts.


Its ports support trade with Ketniv, dotted with ter- airdocks and the railroad network that connects the
raced, white walled and roofed buildings. The town two cities with the capital to ensure quick circulation
that rose close to the mountains is a conglomerate of of raw resources and finished products for export.
elegant palaces and lush gardens. Zahira Er’Kaminu is Estiap’s caliph and part of
Pifu, on the other hand, is completely covered by a new wave of young priestesses loyal to the Red
a thick grove of cedar trees, hosting a great many Pope. After years of service in her personal guard,
establishments of woodcarvers and cutters. Along Zahira took the place of her predecessor who died
its shores, many settlements, harbors, shipyards, and of natural causes five years before the current date.
ports have supported an endless traffic of vessels As a mighty woman of northern kin, an indomitable
from all over Vulcania. warrior, Grand Mistress of the Mujimam of the Si-
Sladin Xoor is Balastoc’s richest and most influen- sters of Flame, and a close friend of Pope Fathin
tial merchant, controlling his fleet from a splendid herself—as well as her sword-arm—Zahira assumed
manor on the isle of Ziljan, south of Pifu. He bu- that here ascension to caliph would entail bringing
ilt his fortune during the War for Letvia, as he led justice to the Scorched in the south. Instead, she was
a small fleet of corsair vessels in intercepting and disappointed to learn that she would be dispatched to
sinking enemy supply convoys. However, instead Estiap. But the Red Pope did so on purpose, as pla-
of purifying these ships with the flame of Isairnes, cing such a strong-willed woman in charge of the de-
the cunning and implacable captain looted them and licate and critical task of fighting the Scorched would
used them in smuggling operations. After the War most likely have led to that conflict taking a turn for
was over, he was so rich he bought a small island to the worse. In Estiap, Zahira does not threaten anyo-
build his own headquarters on. After Pope Fathin’s ne, she is respected and beloved as a member of the
technological revolution, he recalled his secret fleet Pope’s inner circle, and is free to see to her duties,
and found himself with a marked advantage in tech- which are mostly of a representative nature, without
nology over the competition, which he put to good causing too many issues. She now mostly spends her
use. Although a male, Sladin is the most influential days training her warrior priestesses and her nights in
person in the northern isles. Even if publicly he must the company of vigorous men who often times leave
bow his head to the local caliph and her priestesses, her quarters exhausted.
nobody dares taking politically relevant initiatives wi-
thout consulting him first. Almar
Large City – population: 91,000
Estiap Almar claims the dubious honor of being the capi-
City – population: 14,000 tal of the poorest and most populated caliphate in
Estiap is the country’s trade capital. Gifted with good Balastoc. Around a small center with religious and
relationships with the caliphate of the northern isles administrative buildings, rows and rows of huts and
and rising over a bountiful land, it has always been shacks have developed, bereft of even the most pri-
both the economical and agricultural heart of the mitive hygiene or sanitation. The local population is
nation. Although the southern districts are those poor, and extremist movements that preach hatred
producing the vast majority of the food necessary against the heretical machines, like the Scorched,
for the survival of the population, the countryside have found ears willing to listen even within the halls
around Estiap is dotted with flourishing agricultural of power. Within the caliphate, soldiers of the re-
towns that trade in medicinal herbs, spices, seasonin- gular Balast forces detached locally are attacked by
gs, and plants for the textile industry, like hemp and the population on sight, as they tolerate only the city
cotton. Estiap has not been completely surpassed by watch. To avoid another conflict, the Pope granted
Naidliz in terms of economic relevance thanks to its relative autonomy to the caliphate eight years before
the current day. In truth, to this date, not much has

248

Hill Snover (Order #36675299)


SETTING

changed as innovation is still attacked as heretical, Krunin Mountains and the Nib’lum valley. Because
the poor see no future of escaping their condition, of the constant tectonic activity below the sands, oa-
and, sooner or later, violence will break out again. It ses and conlio deposits can appear or disappear in
only remains to be seen who will be the first to strike, the blink of an eye. It is a hostile land, where thirst
whether the Red Pope herself or the many terrorist kills more than the many predators, like poisonous
groups who swore revenge against her. bugs and snakes. The only mammals capable of wi-
Suha Sharif is the last traditionalist caliph left ali- thstanding such conditions are hyenas, holy to the
ve, old and yet determined to bring the Red God’s Balast for their matriarchal society, and the Tawariq,
holy rigor back before He claims her. She is an astu- the nomads who call the desert home. The tribes
te diplomat, with a sharp tongue, and her political continuously move from one oasis to another, her-
skill and formidable spy networks were instrumental ding dromedaries and gathering supplies. The Hum
in keeping her on her throne, whether by bribery, leading every tribe lead their people in search of new
threat, or assassination. Although officially she is on places to draw conlio from or to the borders of the
the side of the Red Pope against terrorism, it is su- desert to sell what they have gathered. If two tribes
spected that she sympathizes with them, with some meet along the road, a great feast is held, with tho-
even claiming she is part of the Scorched. se who were there first acting as hosts. The “guest”
tribes bring precious gifts, such as dromedaries, te-
Naibas chnology, jewels, or fabrics. At the end of the cele-
City – population: 13,400 brations, the “hosts” pack their camp and embark
Before the war, this small, fortified citadel was a trai- on the next part of their journey, leaving the oasis
ning hub later turned by the Pope into her personal to their “guests.” Tawariq are feared and respected
stronghold from which to keep a watchful eye over all over Balastoc, as they were among the few to use
threats from the south. Her plan did not come to technology even before the reformation and as such
fruition due to the insurrection that took place eight had a distinctive advantage after the war ended. In
years before the current day, and the city is now gar- the past, a few Popes have tried to send troops to
risoned by troops almost never seen outside its walls, force the Tawariq to compliance and punish their
surrounded as they are by a hostile population loyal heretical ways, but within their own lands and with
to the caliph of Almar rather than the Pope herself. the means they had available, the church soon had to
Ghahada Runi is officially the caliph, although she realize it was a lost cause.
is effectively more hostage than ruler, as her forces Grippus Lukozars, a Mos engineer, somehow ma-
and population seem to be more loyal to Suha Sha- naged to enter the Zoort roughly a decade before the
rif. Fathin herself ordered Ghahada not to interfere war with the intent of completing research he had
with the matter and limit her presence to that of a started in Yutland, Mostucaal’s own rocky desert,
religious officer, without ever leaving the citadel. Of which would have allowed him to build a humidity
course, Runi cannot wait to leave that role and fol- still that made clean water by taking moisture directly
lows the Pope’s directive to the letter in the hopes from the air. Should he have succeeded in his mis-
this will hasten her departure from a place forgotten sion, he would have become extremely wealthy and
by the Red God, and that the terrorists do not choo- climbed the hierarchy of the Monopoly. The stark
se to target her directly. differences in temperature at night in the Zoort were
ideal for the still, and Grippus invented a machine
Famous Locations that spread among the tribes, making him a celebri-
ty among the Tawariq. Unfortunately, news traveled
Zoort
well beyond the Zoort and Lukozars made it to the
This endless land of hot sand is the largest desert in
top of the list of those wanted by the Inquisition,
Vulcania, spreading from the northern coasts to the
forcing him to permanently move around the desert

249

Hill Snover (Order #36675299)


CHAPTER 7

the north and the much poorer


south. Its villages survive on ani-
mal husbandry, producing mea-
ts, milk, cheese, and wool, with
loyalty to the Red Pope and ac-
ceptance of technology varying
from settlement to settlement,
causing no end of irritation
that has resulted in open confli-
ct every now and then. Hidden
among the mountains, groups of
deserters and heretics who have
welcomed the reformation but
consider the Red Pope a puppet
in the hands of the Monopolies
have left the faith of Isairnes.
Although their opinions would
earn them a painful death if they
were ever spotted by the faithful,
the central government seems
unconcerned by their presence.

Influential Factions
The Sisters of Flame
and adopt the customs of the Tawariq, as their pro-
Although war is a task usually reserved to men, the-
tection was the only thing between him and the pyre.
re is a special group of warrior-priestesses who are
After the reformation, Grippus became a symbol of
deployed only in critical situations. The mere ap-
progress and its victory over religious prejudice, a
pearance of these wraiths is enough to reverse the
key element in improving the relationship between
result of a battle because of their skill at arms and
the nomads and the Monopolies. Lukozar Purifiers
the fervor they instill in the rest of the Balast forces.
are now easily available in any Engineer enclave, and
Having a daughter in the Sisters of Flame is a great
are often used in desert exploration.
honor for a Balast family, and the dream of many
young maidens.
Nib’lum Vale
Amira Madani, current commander of the Sisterho-
The lands around the Nib’lum, from the capital
od, incarnates the ideals of strength and beauty
of Mettak to the river delta, are fertile lands whe-
typical of this group. Her physique graceful and thi-
re farmhouses have risen alongside summer homes
ck with muscle, she moves with extraordinary agility
for the high and mighty from the capital. The fields
as she wields her scimitars, her favorite weapons.
offer generous bounties, consumed mostly by the
The rigorous and zealous training of the initiates,
locals.
usually in groups of four, falls upon her shoulders,
and to this day she has never been defeated, emer-
Krunin Mounts
ging victorious even from missions many thought
The range of the Krunin extends from the Holy
suicidal. Because of this, she is loved and respected
Mountain to the district of Almar and represents
by the whole Balast people.
the metaphorical border between the rich lands of

250

Hill Snover (Order #36675299)


SETTING

The Scorched spread all over the country, infiltrating every cali-
Not all welcomed the reformation that opened the phate within the span of a few short years. Their
doors of Balastoc to the Monopolies. Led by the bands of urchins now roam about every slum, enga-
Scorched Pope from her citadel in the caliphate of ging in theft, extortion, murder, and the dealing of
Almar, this bloodthirsty sect counts followers and both drugs and information. It is even said that the
cells all over the world. Nobody knows the Scor- Red Pope herself entered a pact with these young
ched Pope’s identity, kept hidden under a red tunic devils as she needs up to date information about
with a pointy hood that exposes only eyes as black the southern caliphates that official sources simply
as the deepest of nights. Her followers, during the cannot provide.
rites of the cult, dress in white hooded tunics, cut
in the same way as the Scorched Pope’s, and bear The Masks
on their body extensive and elaborate marks bran- Before the reformation, the ministry of the Inqui-
ded directly into their flesh. The influence the Scor- sition created feared and extremely capable agents
ched has over the southern caliphates is a constant in its secret laboratories, the Masks. Through a dre-
worry for the capital, with many fearing a religious aded procedure, the priestesses chose young boys
rebellion any day now. The Scorched Pope is a ruth- and exposed them to the touch of the Red God:
less and determined woman, gifted with unmatched tied to a wooden board, their eyes were treated
charisma, and although Pope Fathin has unleashed with a special protective ointment before their face
her best spies, the identity of her foe is still an impe- was covered in molten conlio. The majority of the
netrable secret. Currently, the two leading theories subjects died a horrible death, but those who sur-
hold that the Scorched Pope is either Suha Sharif, vived gained incredible powers. The metal solidi-
the caliph of Almar or Onhara Sahad, Fathin’s own fied into a thin and flexible foil, a permanent mask
predecessor still very much alive and determined to with no expression that their nervous system could
retake her place. shape, turning them into adept doppelgangers. Al-
though they required lengthy and rigorous training
The Tawariq to make the taxing effort of changing their face last
This nomadic people lives mainly in the Zoort de- longer, the initiates became true machines of death
sert and is characterized by a strong sense of inde- in service of the Inquisition. After the reformation,
pendence that the central government never quite the last Master of the Masks, Ibrahin Jafar, disappe-
managed to quell. Before the Reformation, they ared and nobody ever heard from him again. Some
held the black market for technology in their grasp of the Masks remained loyal to the Red Pope, while
and, now that legalization took that business from others joined the Scorched and many simply left the
them, they put their innate bargaining skills to the country, selling their skills to the highest bidder.
test mostly in the industrial areas of Naidliz.
Balast Names
Aljahin Devils Typical male names: Abhdul, Aziz, Fakhir, Hemre,
One of the greatest masterpieces of the crime boss Ibrahin, Kamhal, Lothfi, Omhar, Samhir.
Lando Carrizo. Reappearing years ago as the head
Typical female names: Baheera, Fathin, Huma, Ja-
of Libertas, the flying city of sin and pleasure, this
hala, Kharima, Nahala, Radwa, Sharifa, Zahira.
cunning entrepreneur of crime did not waste any
time. Seeing a unique opportunity in the extre- Typical family names: Ahrab, Fakur, Halì, Jabhar,
mely young age of the average Balast, he sent his Mutumbo, Nadhir, Olagiwo, Yerab, Zaminu
son—who looked the part being of Balast blood
himself—into the region to found a criminal orga-
nization made of the youngest. Flynn’s people soon

251

Hill Snover (Order #36675299)


CHAPTER 7

ITTEGHASP se, creative, and sophisticated society. Itteghasp is a


beacon of technology, craftsmanship, and fashion,
its cities the most advanced in architecture and te-
chnology as airships soar the skies, docking even on
the roofs of the most important skyscrapers. The
railways connect the main cities, and public omnibu-
ses travel the streets, filled with people.
The eastern isle of Turena is the beating heart
of Itteghi industry and research, its mountainous
districts rising on the slopes of Mount Enta. The
eastern side of the island is almost entirely occupied
by the metropolis of Bravia, Vulcania’s largest city.
The southern coast, defended by the isle of Fonicia,
is dotted with ports and shipyards stretching from
the city of Palmira to the capital.
The isle of Zardia is a small paradise: magnificent
golden beaches fade into thick, conifer tree forests,
and, beyond that, lies the mountain range running
along the isle’s full length, dominated by the impo-
sing mount Strobolo. The city of Zena and its sur-
“Once you know what flying feels like, you’ll walk rounding settlements are built with harmonious ele-
the earth looking at the sky, incapable of escaping gance, mirroring the creative nature of their people.
the pain of not being there.” To the north of the city is one of the most stunning
views of the whole world: the magma falls. Under-
If there ever was a nation that obtained anything ground channels connect the magma chamber to
from conflict, it is Itteghasp. Berynian mercenaries, the cliffs, and molten lava shoots regularly into the
the best on the planet, sided with Abrabazem, much sea. The resulting steam condenses into clouds that
to the chagrin of the other nations, who forced It- project spectacular, dream-like rainbows.
teghasp to hand over part of its lands to Abrabaz Berynia, the island to the north, is one enormous
refugees after the cataclysm. Under pressure from agricultural district with no major cities, its coastli-
the Monopolies, interested in not losing the support ne dotted with coves where corsair fleets hid during
of the most important bankers in the known world, wartime. The mountain range around Mount Tede,
the frail Itteghi government was forced to accept. although not particularly extensive, is known for its
Itteghasp is a conglomeration of smaller inde- looks and as a challenge for explorers and climbers.
pendent realms more than an actual nation, both in To the south, the island is home to many coastal vil-
its geography and the nature of its people. Unlike lages where the sword-masters Itteghasp is known
the other Islenations that developed around a major for all over the world love to spend their summers
volcano, Itteghasp features three minor ones on as in duels and debauchery.
many isles, which gave birth to as many different
societies, as similar as they are competitive with one Government
another. The resulting sense of regional allegiance The country is ruled by the Council of Three, for-
prevailed over national identity, and with the passing med by the representatives of Berynia, Turena, and
of time these factors, as well as strong migratory Zardia, elected by their respective people, which ga-
fluxes from the other Islenations, resulted in a diver- thers periodically in Busto. Although Busto is but

252

Hill Snover (Order #36675299)


SETTING

a small, insignificant isle, its central position led to weaponsmiths and warriors from all over the world.
it being chosen as the seat of the Council and that Mercenary companies are known for moving large
of the Monopolies, making it the beating heart of amounts of money, after all.
the world’s economy. Each of the major islands, The isle of Zardia instead lives off tourism, en-
then, has its own government, with almost absolute tertainment, and art. Painters, sculptors, and fashion
autonomy from the Triumvirate. Corruption runs designers from the four corners of the globe give
rampant among the administration, and an oppres- their contributions to this cauldron of ideas that
sive bureaucracy discourages the majority from fol- sets the standard for the whole of Vulcania.
lowing the law, making “greasing” the gears of the
machine the only solution to obtain anything. Climate
Itteghasp boasts a pleasant, temperate climate, with
Economy mild winters of sporadic snowfalls and warm sum-
Itteghi industry is advanced and prosperous, as Tu- mers. Zardia benefits the most from the cool nor-
rena’s own vast and lively district attests. On the slo- thern currents, so its golden beaches are crowded at
pes of Mount Enta, numerous establishments toil any time of the year.
incessantly to design and build engines and devices
powered by Vulcanus energy, experimenting with its Population
application in warfare, transportation, and civilian The Itteghi are a diverse and heterogeneous peo-
life. Berynia is highly industrialized, and the pre- ple, thanks both to the relative independence of the
sence of skilled fighters has attracted many master three islands and the massive migratory fluxes that

253

Hill Snover (Order #36675299)


CHAPTER 7

targeted them. A key factor in this is the legendary


sense of hospitality of the Itteghi: guests are sacred
and the new flavors and ideas that foreigners bring
with them have always been seen as a resource. Rou-
ghly half of the population is of medium build and
fair skin, their hair ranging from light chestnut to
black, while the rest of the population is characteri-
zed by a mix of traits from almost every other eth-
nicity. Because of this melting pot of cultures and
people, the Itteghi are known for their exotic beau-
ties, dressed in capes, handbags, hats, and walking
canes. Their ability to improvise creatively is legen-
dary, allowing them to make the best out of almost
any situation. The downside, however, is their habit
of not following schemes or plans through, to im-
provise at all costs, and, as some say, their penchant
for anarchy.
Berynians bring the chaotic nature of their
compatriots to the extreme. The abuse of alcohol
and drugs is commonplace there, as they love to
live their lives in excess and debauchery. Drunken
brawls and duels are extremely frequent in the wild
Goyan nights, much to the surprise of visitors. On
the other hand, the energy and warmth of the locals
often enthrall the newcomers, who join the crazy
life of the isle.

Religion
There is absolute freedom of worship in Ittegha-
sp, a way for many Itteghi to reconnect with their
ancestry. The widest spread confession is the cult
of Isairnes, although the country is rich with sects,
some rather unusual, that draw their mythos from
many beliefs at once.

Main Settlements
Busto
Capital – population: 109,000
Once a barren and inhospitable isle where only she- turning it into the center of Vulcanian power. The
pherds and their herds lived, Busto was elected as the palace of the Triumvirate sits within a large garden,
capital of the country some three centuries before dotted with ponds and a small artificial lake, while
the current time, when Berynia, Turena, and Zar- the rest of the city unfolds in orderly rows of buil-
dia joined and formed present day Itteghasp. Sin- dings arrayed over wide streets. To the south of the
ce then, the city has grown into the seat of foreign main settlement is the citadel of the Monopolies,
embassies and the beating heart of the Monopolies where laboratories, workshops, and research centers

254

Hill Snover (Order #36675299)


SETTING

rise around the Twisted Spire, a structure made of tunnel between Busto and Zardia. Last year, even
three towers that twist and coil one into the other this project became reality, the underwater railway
in a spiral. The isle is connected to Turena by the anchored to the maritime floor covering the 2346
Brocly Bridge, a feat of engineering that took ten cubitus between the two isles. A steel and glass
years to complete and opened just a few months structure allows visitors to admire the submarine
before the war began. Right after its inauguration, life of Zena’s gulf.
the Itteghi started working on their next marvel: a Even though his country has been turned into a

255

Hill Snover (Order #36675299)


CHAPTER 7

radioactive wasteland and the intelligence agency he Lately, he has been seen often in the company of
had dedicated his whole life to has fallen with the the beautiful Xie’Ying Yuyan, head of the Ofreyi
Abrab government, Garlo Lazon is not the sort of circus, thanks to whom he is expanding his network
person who backs down from a fight. Today, he lives of contacts even into Imperial territory.
in Busto, where he acts as a trade adviser with con-
tacts and informants among both Monopolies and Bravia
foreign governments. He was one of the mediators Metropoli – 695.000 abitanti
involved in the invasion of Tusca by Abrab refu- The largest city in Vulcania extends from the slopes
gees, earning him the gratitude of the Triumvirate. of Mount Enta to the springs of the Nessa River.
Although he frequently deals with factions in con- Close to the volcano, the laboratories of the Mo-
flict with one another, he is more than capable of nopoly of Engineers churn out the most advanced
keeping the same foot in more locomotion systems in the world, perfected by the
than the proverbial best technicians. The vehicle production lines of
two shoes, escala- the best designers on the planet toil incessantly
ting or reducing in this district, designing and assembling me-
tensions as he ans of transportation of every kind. Since It-
sees fit. teghasp is roughly equidistant from
the other Islenations and has
always been neutral in as many
conflicts as it could, it is the per-
fect place to exchange goods of
all sorts, made possible by the
imposing Bravian harbor. A
constant flow of barges laden
with cargo goes back and forth
along the muddy waters of the
Nessa, through the city’s slu-
ms and into its industrial core.
The city center unfurls around
the immense Triumvirate Squa-
re, as a maze of elegant alleys
dotted with historical buildin-
gs, upper class residences, and
boutiques connects it to the
periphery. The Square itself is
one of the most popular tou-
rist attractions in Vulcania. An
ingenious system of colossal
gears, pulleys, and moving pa-
nels powered by the Enta’s own
waters turn it into an enormous
stage where titanic sets allow
thespian companies to perform
enthralling plays. The most im-
portant event is, for sure, the

256

Hill Snover (Order #36675299)


SETTING

celebration of the Itteghi Unification and the battle grew up in the slums, witnessing the gangs lording
of Fonicia. There, a fleet of Berynian corsairs defe- over his parents’ business under the eyes of the mi-
ated the Mos and Abrabazi armadas in a key victory litia. One day, as he was fleeing from a local gang of
for the liberation and subsequent unification of the bullies, he hid under a heap of debris in an alley and
Itteghi islands. For the occasion, the moving panels saw something that would change his life forever.
that cover the Square open to create a massive pool On the other side of the wooden wall he was lea-
that is then filled with water where the battle is re- ning against, Lai witnessed a definitely not romantic
enacted for the spectators, the play culminating in affair between the militia sergeant tasked with en-
the appearance of a large model of Itteghasp itself forcing the law in his own neighborhood and a com-
rising from the waves as the national anthem plays placent baker. He found out not only that the two
in the background. saw each other almost every day, but also that the
Moving away from the splendor of the city cen- threat of telling the sergeant’s wife was more com-
ter, following the river down its path, the city pro- pelling than the gang’s bribes, sparing Lai’s paren-
gressively degrades into extremely dangerous port ts’ business. Since then, Garreth incarnated the old
districts, ruled by organized crime. adage “Knowledge is power,” building a network of
Garreth Lai is among the most influential Bra- informants and spies more powerful than brutality
vian criminals, the son of Zardian tailors who and violence, thanks to which he climbed the ranks
of the criminal hierarchy in his neighborhood. To-
day, he has become an institution, with eyes and ears
everywhere in the city and enough influence to
keep in check many of the mighty and
powerful who have secrets to keep
hidden. When adventurers need in-
formation and have a heavy enough
purse, of course, Garreth Lai is their
man.

Palmira
City – population: 10,300
This coastal settlement south of
Turena perfectly mirrors the Itteghi
evolution as the War of Letvia drew
to an end. As Balastoc was under-
going its modernization process, this
city became the main docking harbor
for ships trading with the country of
the Red God. It is connected to the
rest of the nation by the railway, al-
lowing it to distribute large quanti-
ties of goods among the other cities.
Davor Puruni is the city’s major
player, who accumulated a fortune
by expediting the slow working of
bureaucratic cogs for charter cap-
tains who showed the right amount

257

Hill Snover (Order #36675299)


CHAPTER 7

of generosity. A slimy and ruthless man tied to the His acrimony towards her is legendary, although it
Shield of Isairnes, he does not hesitate to employ seems it is owed to the fact that she unceremoniou-
criminal gangs to encourage the most reluctant of sly refused his advances when, in a bid to protect
captains to unload their cargo at Palmira. It appears, herself and at the same time add insult to injury, she
however, that recently some traders have chosen Fo- entered a “friendly” relationship with his peers in the
nicia instead of Palmira as their port of call to avoid Triumvirate.
the heavy “taxes” Puruni asks of them, leading to an
increase in tensions between the two cities. Goya
Large City – population: 53,000
Zena Goya is pure, undiluted chaos to Zena’s harmony
City – population: 23,000 and order. Its buildings are a cauldron of tall palaces,
The isle of Zardia is a reference for fashion, cuisine, squat military structures, and houses surrounded by
and high quality craftsmanship, hosting the ateliers courtyards and gardens that do not follow any logic.
of the best artists in the world. The city itself is a Many buildings are rundown and covered in plants,
masterpiece of architecture, with elegant villas and the streets dirty and uneven, and the sight of stum-
historical palaces skillfully renovated. The city cen- bling, stuttering people collapsing to the ground is
ter, on an elevated area close to Mount Sorbolo, is a commonplace. In spite of all this, Goya has always
labyrinth of alleys and ancient stone buildings con- been the bulwark between Itteghasp and its enemies
nected together by small arches. The roads are clean throughout the centuries, as well as the seat of the
and orderly, crowded with workshops where resident Triumvirate during the last war. Adept fighters all,
artists craft and expose their creations for all to see. the locals grow up with a strong warlike tradition,
Even the periphery is tidy and refined. Given the although totally lacking any discipline. Perhaps this
exorbitant costs of lodging and services, it comes to is why it never conquered any of the neighboring
no surprise that only the wealthiest can afford to live islands, allowing Itteghasp to keep its picturesque
in Zena. The local militia does not make use of a balance. The strong presence of foreigners is due to
uniform, so as not to perturb the idyllic atmosphe- the many students hoping to perfect their swordplay
re, and is always cordial and affable… to those who under the tutelage of the best sword masters in the
can afford it. Any disturbance is stopped and its per- world, with many of them actually choosing to stay
petrator banished from the city, if they survive the once their training is over. Others, instead, are stuck
arrest. Because of the elitist and despotic vein to the there as they wait for their teacher to find the time,
city, Zardians are known for not being too fond of will, or lucidity to teach them. Goyans, by nature,
Zena and its people. are neither soldiers nor trainers, gravitating toward
In the immediate proximity of the city is the scho- the corsair or mercenary as the situation demands.
ol of acrobatics for the Moon Circus, known for its In addition to its weapon masters, the city is also
extremely talented choreographers, loved by the hi- famous for its nightlife. As the sun sets, the streets
gher classes of the whole world. Paxiflora Degortes fill with a cheerful, festive crowd that flows from
is the current director of the circus and a famously one establishment to another, singing, dancing, and
controversial person. An incredibly beautiful wo- brawling until the sun rises again. Of course, Goya
man, a stunningly skilled performer, and a succes- is also extremely dangerous, and one of its most
sful businesswoman, she led the Moon Circus to characteristic sights is the carts that gather the bo-
the apex of an already successful career. She is also dies of those who did not manage to reach their
a famous femme fatale, who had at her feet many bed before the feasting ended. The blue carries the
powerful men and, it is rumored, even a few women. drunk… the red one the dead.
Of course, such fame garnered her many opponents, The most famous swordsman in the isle is wi-
too, the Zardian Triumvir Floro Pintus among them. thout the shadow of a doubt Inigo Montoia, who-

258

Hill Snover (Order #36675299)


SETTING

se skill and panache are sought after by an endless To complicate matters, the Abrab started expan-
number of young sword enthusiasts. The problem ding soon after, occupying the isle of Tusca to the
with this Epeyst is that he irascible, lunatic, aggressi- south of Cyla within the next four years, attacking
ve, and almost always drunk. It is also rumored that the locals and forcing them to flee. The Triumvira-
his most recent stunt might prove his last: Young te, under the economic influence of the colonists,
Tukyo Kobyi, cousin to the Emperor Kimjonyj, in chose not to intervene, offering instead a monetary
Goya to improve his technique with the greatest reparation to the homeless families. This gesture
master on the planet, presented himself to Montoia caused vast resentment among the islanders, trea-
with the arrogance of those who are venerated as ted like inferior citizens, who banded into groups
demigods in their own lands. Of course, it could fighting for independence. Cyla today is a piece of
not have gone well for the youth, as Inigo challen- Abrabazem implanted into Itteghasp, with many of
ged him to a duel with the pretense of testing his its areas renovated to look like the architecture of
mettle, and humiliated him in every way possible. the destroyed Islenation and new neighborhoods
The Imperial dignitary lost both his ears and his built from scratch in record time. The local admini-
Tamurei guard was slaughtered and urinated upon stration enjoys an unparalleled degree of autonomy
by the drunk fencer, as a crowd gathered to assist. and its desire to rebuild a people on the brink of
Itteghasp will most likely try to defend its Berynian extinction has led to incentives for giving birth and,
living legend, although it will not be easy for Inigo in time, an increasing population. In spite of the
to escape the wrath of the Ketnyi emperor. expansion towards Tusca, overpopulation might be-
come an issue all over again.
Navia
City – population: 21,600 Tusca
This isle lived in calm for centuries, trading food- Town – population: 5,300
stuffs and raw resources with its neighbor Goya. Its Occupied for more than a decade by Abrab refu-
only relevant factor was being the largest island in gees from Cyla, its Itteghi population is dwindling,
the country after the three main ones. Unfortuna- secluded in ghettos. The Triumvirate’s multiple at-
tely, in the years after the war ended, living condi- tempts to convince the Tuscans to move to Turena
tions on the isle were considerably deteriorated by were unsuccessful. After a few insurrections against
the overpopulation caused by Cylan refugees forced the deportation of the Cylans in Navia, the gover-
out of their homes by the Abrabs. The problem nment chose not to move the Tuscan families who
was eventually solved by the government, although had chosen to stay by force, and they now live under
it took more than a decade and an intense agricul- heavy Abrab surveillance. Needless to say, tension is
tural development program, but acrimony towards high and support for the terrorist movement known
the Abrabs is still high. as the National Liberation Front is frequent among
the Itteghi population of the isle.
Cyla The Black Tulip is a legendary figure among the
City – population: 18,000 Tuscan Itteghi, the mysterious leader of the N. L. F.
Neutrality has a price, and it is called Cyla. After In spite of the best efforts on the part of the Abrab
the Treaty of Zena, under the weight of the evi- militia to capture them, the Tulip is constantly on
dence attesting that Itteghasp had offered support the move through a labyrinthine network of natural
to Abrabazem in spite of its neutrality, the Itteghi underground tunnels. Many patrols have attempted
we forced to give some of their territories to the to map them, but nobody has ever seen them again
survivors of the cataclysm. Cylans were torn from after they were sent there, killed by unknown beasts
their land and transferred to Navia, their place taken or N. L. F. ambushes.
by Abrab refugees, causing a feud still vibrant today.

259

Hill Snover (Order #36675299)


CHAPTER 7

Fonicia tacombs in an endless labyrinth and, below the key


Town – population: 6,100 districts, one can find maintenance teams. Not even
An isle in the southern-most reaches of Itteghasp, the most unfortunate or crazy, however, would dare
in proximity of the straits between Zardia and Tu- delving into the depths of the oldest and most pe-
ren. It became famous after a victory by the Bery- ripheral sewers.
nian corsair navy during the Independence War.
Led by the legendary captain De Grammont, who Blade Cliffs
took advantage of the fierce fighting between Mos The northern Berynian coast is one, sharp, conti-
and Abrab vessels and entered into a pact with both nuous cliff face. In the stretch of sea beyond them,
factions to cover his advance, they struck when the frozen currents from Nuugard meet with the
the two fleets were the weakest, the invaders each warmer ones from the south, causing continuous
thinking that their own Itteghi reinforcements had rough waters. Sailing being much harder, corsairs
arrived. The corsairs, instead, unleashed all their have nested there for centuries, deep in the coastal
firepower before boarding the surviving ships and coves and deep grottoes. Legends abound on the
wrenching a key victory from the enemies’ clutches. unimaginable treasures hidden there and countless
Silene Gertrudi is the city’s mayor, who sensed adventurers looking for an easy way to wealth have
the opportunity and is now encouraging commerce lost their lives in their search, claimed by the sea it-
with Balastoc to lead her isle into a new era of pro- self or those pirates and smugglers who still use the
sperity. She is a tough and uncompromising woman, coast for their traffic.
profiting from Palmiran corruption to extend her
influence over the trade routes between Itteghasp Influential Factions
and Balastoc. Palmira’s mayor, on the other hand, The Chickens
is not willing to stand idle as his revenue shrinks by Although their name might hint at a happy band
the day, so some of the barges connecting Fonicia of not very smart fellows, this band is without a
to the Turenian railway are set on fire from time doubt the most formidable of the Berynian mer-
to time. Selene herself barely survived a series of cenary companies. They take their name from their
murder attempts. Smoking out the traitors in her ad- crest, the ace of sesterzii, the golden falcon on the
ministration and finding a way to fight back without Syrus card commonly called “chicken” in the ga-
relying on the same underhanded methods as her me’s jargon. After the war ended, the company was
enemy are two key moves to ensure her survival, hired in bulk by the Itteghi government to protect
and by extent the well-being of her island, but Ger- the colonial expedition to Letvia, so those few Chi-
trudi is determined not to be defeated without at ckens left in the islands sell their skills to those who
least trying. need the best protection money can buy or to fix
problems in a quick manner. Alternatively, they are
Famous Locations found drunk at a Syrus table in a Goyan tavern, as
Bravian Sewers any self-respecting Berynian should.
Being Vulcania’s largest city and not wanting to be
completely submerged in human detritus, Bravia Builders Union
needs an extensive sewage system. Below the me- Taddeus Zinear built an empire out of the Crotalus,
tropolis unfurls a veritable underworld that evolved the aircraft that changed aerial doctrine during the
its own ecosystem through the centuries. Among last war. To thank those who worked in his indu-
its fetid filth and the toxic waste of industry live stries, Taddeus dedicated part of his wealth to the
the desperate, the criminal on the run, and horrible, foundation of a trade union that watched over those
lethal creatures. Newer tunnels intercept ancient ca- who work in the industry of motorized vehicles. In
its first years of life, the Union won many victories

260

Hill Snover (Order #36675299)


SETTING

and saw recognition of rights that nobody would critical situation in Cyla, plunging the now-exposed
have thought workers could have had before, as al- cities in chaos. A few priests of the Red God started
most all of the industrial labor force in the island pooling the offerings of the population to assemble
adhered. However, Taddeus Zinear died eight years and arm groups of vigilantes to protect the citizens
ago, leaving his business to his sons, who do not and their businesses and, although the Itteghi have
share his vision. Soon after, Zinear’s most trusted never been famous for their religious fervor, the
people were intimidated by local criminals into step- experiment seemed to work. Father Fiore Clemen-
ping down from their positions, taken over by those za extended his influence over the island, gathering
who turned the organization into a twisted machine. considerable wealth. When, years later, the situation
Instead of protecting the workers, the union-tur- stabilized and the militia returned, the population
ned-syndicate makes life impossible for those who believed they could do without what had become
do not pay the fee and, on the other hand, takes the Shield of Isairnes, very much against the will of
large sums of money from the workshops and indu- Father Fiore. He then bribed the militias into not
stries to close both eyes on the progressively more interfering with his business, as he reminded the po-
frequent violations of the rights they had won in pulation with arson, threats, and beatings that the
the years before. A few of its members have started Shield was there to stay. At first, the central gover-
gathering in secret to find a way to halt the syndica- nment did not intervene, but in the long run the
te and return it to its former glory, but without the loss of authority over a considerable part of their
support of somebody with power and the means to territories forced the Triumvirate to ban the Shield
do it their chances of success are slim. of Isairnes and launch a relatively bland campaign
against them. To this day, the Shield is still well ro-
N. L. F. oted in southern Itteghasp, where the population
The National Liberation Front is a paramilitary often prefers to ask them for help rather than a state
organization with the goal of liberating Cyla and that has proven to be inadequate and weak for too
Tusca from Abrab occupation. If the majority of many years.
population on the main islands takes little interest in
the issue, a far away necessary evil, the Front finds Itteghi Names
many more supporters in the peripheral isles, fear- Typical male names: Anemon, Fiore, Garofano,
ful of being sacrificed by the rich and powerful of Giacinto, Liko, Loto, Narciso, Nasturzio, Palmiro
Berynia, Turena, and Zardia. The interventions of
Typical female names: Acantha, Genziana, Iris,
the N. L. F. are often demonstrative in nature, per-
Margarita, Ortenzia, Peonia, Silene, Tulip, Violet
forming deeds like painting the red swordfish on
a turquoise field of the Cylan flag on the walls of Typical Berynian family names: Besson, Blanc,
an important monument or the symbolic kidnap- Deshamps, Gaillard, Lacroix, Lafaiette, Peron, Vail-
ping of notorious people. As of late, however, they lant, Zidane
started taking violent actions even outside Cyla and Typical Turenan family names: Antonelli, Ar-
Tusca, their last being the detonation of a sprin- naudo, Bonacci, Di Tullio, Lucignani, Marconi, Ma-
ter laden with alchemical substances in front of the scetti, Nicchi, Puglisi
Abrab embassy in Busto. Dozens of bystanders and
Typical Zardian family names: Eltrudis, Fonne-
people working in the building were killed and the
su, Ghessa, Ghisu, Lai, Melis, Pintus, Siotto, Todde
facade marred with a sticky, turquoise substance.

The Shield of Isairnes


Right after the war, the majority of the Berynian
and Turenan militias were deployed to deal with the

261

Hill Snover (Order #36675299)


CHAPTER 7

whipped by the ferocious winds that come from the


KETNIV frozen sea, howling through deep, serpentine valleys
between the coasts and the Beyi mountains. Here, the
majority of people live in mountainous villages and
picturesque settlements connected by thin stretches
of rock or rope bridges. Deep within those valleys lie
the Dark Forests, where underbrush, trees, and giant
mushrooms have adapted to the almost total dark-
ness. Fearsome predators stalk these groves, the shri-
nes of the Tayo monks who choose these accursed
lands for their solitude and harsh life the only human
settlements. Further south, the mountains smooth
into the agricultural district that provides rice, fru-
it, and cereals to the whole Islenation, between the
Kenjyi lake and the springs of the Fen’cha.

Government
The ultimate authority in the country is the Emperor.
The Kobyi dynasty has held power for thousands of
years, the only ones above the rest of the citizenry,
“Alone, a man is worth nothing”
while even his ministers and members of their court,
for all their power, are considered equal to everybo-
Dominated by mighty mountains, steep valleys, and
dy else. A law is either proposed by the Emperor
impetuous rivers flowing from the snowy peaks to
or his courtiers, but the Imperial seal is required for
the sea, this hostile land has always made traveling
the application of any act. Even the most local of
much harder. Forced to find a solution, its people
decisions is not considered official until approved by
became flight pioneers. Hundreds of years ago, Im-
the Imperial authority. The Emperor regulates every
perial hot air balloons flew the skies of Ketniv to
aspect of the lives of their subjects and, because of
bring supplies, exact tributes, or move the Emperor’s
this, numerous sectors are still subject to ancient
own if need be. Today, the heavens are continuou-
laws. Regional governors rise to their position by ri-
sly crossed by airships of all types and shapes. The
ght of seniority, after they have proven their loyalty
Emperor is the sun around whom the entire bureau-
as bureaucrats since they were thirteen, according to
cratic machine orbits, an almost godlike being who
the path set in front of them by the Xuan’ze, the
provides shelter, food, and clothing to every citizen
Imperial planners. Although such a system was in-
adequate to their role in society. Everything that lies
troduced some six centuries before the current time
within the Ketnyi borders belongs to the Emperor,
to replace the previous caste-based society, the rigi-
who redistributes it with equity among his subjects.
dity of the new administration did almost nothing
Everyday life follows rigid rules, each subject a gear
to address the issues of incompetence and privilege
that grinds in perfect synchrony with the rest in the
acquired through means other than personal merit.
apathetic perfection set by Imperial law. Citizens live
Even if the selection process ensures that the
their lives with serenity, knowing their talents are
youth with the right natural predisposition for ruling
appreciated and channeled into the career best for
reach those positions of power, the children of bu-
them, for the glory of Ketniv.
reaucrat families receive a rigorous education from
To the north rise the capital and a wide industrial
birth to take their parents’ place, granting them a tan-
district enveloping mount Oyi. Coastal areas are
gible advantage. Corruption is widespread, even if

262

Hill Snover (Order #36675299)


SETTING

263

Hill Snover (Order #36675299)


CHAPTER 7

punished harshly when discovered, and the Xuan’ze they showed the highest aptitude for during their pre-
are known for swaying their decision with the right vious studies. The Empire provides them with food,
gift. clothing, and shelter but even the slightest violation
of the law is harshly punished. The only alternative
Economy to the will of the Xuan’ze is joining the Tayo order
Thanks to their ancient traditions of aviation, Ket- of monks in their life of meditative seclusion, deep
niv’s pride is in the flight industry. In Tougyi, Imperial within the Dark Forests. Those who rebel against the
aviation engineers work incessantly with the Mono- system are arrested and thrown into the prison island
poly of Alchemists, studying the volcanic Vesuvius of Syiwang, where they spend the rest of their brief
gases used for floating in the air. Ketnyi fuel tanks are lives. Generally, the Ketnyi stoically accept the deci-
the best in the world, fitted to the best hulls of the sions of the bureaucrats, also tasked with determi-
most prestigious airship designers. After all, it was in ning personal moments in their lives like their spou-
Ketniv’s assembly lines that the levitation engines of se. Loyalty to the homeland, however, is not the only
the Garghantua Project and its three flying cities were reason behind the compliance of the people. Gonku,
built. Although the project turned out to be a failure, the Imperial secret police, constantly watches over
the fact that the three cities are still afloat at the same the population, searching for any elements who
height the project built them for, even forty years la- could disrupt the millennia-old traditions at the base
ter, is a testament to Kentyi engineering prowess. For of Ketnyi society. The duty of every good citizen is
the rest, Ketnyi economy tends to its internal market, not to ask questions and not to hesitate in reporting
limiting import and export. Rice, barley, grain, and suspicious behaviors to the authorities.
fruits are grown in agricultural districts and distribu- The Ketnyi are generally short, athletic people,
ted to the whole nation, as the coastal villages fish for with golden skin and black eyes and dark hair. Unlike
crustaceans and other sea life, and animal husbandry other Islenations, the Ketniv is particularly mindful
is almost impossible. in avoiding influences from foreign countries, and
the clothing worn by its people when not in servi-
Climate ce is traditionally simplistic: wide trousers dyed light
Ketnyi climate is divided into two distinct areas. The colors or with vertical stripes, a turtleneck shirt, a
lands north of the Beyi mountains are scythed by dark coat with wide sleeves, and long, garishly dyed
strong, frigid winds blowing from regions even fur- kimonos with flower decorations for women. Those
ther north, with mild summers and frigid winters. in service, however, the Empire provides with uni-
The eastern coast is sheltered by the mountain range forms and any necessary equipment. The percentage
and gifted with a temperate climate. Winters are still of foreigners is rather low, with the vast majority of
frigid, although the lack of strong winds makes them them not taking permanent residence there as Impe-
markedly gentler. rial law forbids them from staying too long, to avoid
being spied on by the other Islenations.
Population
The Ketnyi are a disciplined and contemplative pe- Religion
ople, used to living under the iron-willed rule of the Religion is seen as superfluous and, therefore, for-
Emperor. With the exception of the Imperial family, bidden, although foreigners are allowed to celebrate
all Ketnyi are equal in rights. Every one of them per- their rites as long as it is done privately. Tayo monks,
forms the task they were assigned and is paid what on the other hand, are the only legal monastic order
the bureaucrats have set for them. In the past, the and, even if they look like a religious group, they do
population was arranged into castes and tasks were not worship a deity, instead meditating to distance
handed down between generations. Now, when they themselves from the mundane. Of course, that, too,
turn thirteen, Ketnyi children are assigned the task is done in the service of the Emperor.

264

Hill Snover (Order #36675299)


SETTING

Main settlements gardens, and cedar groves, the stretch of the Path of
Okyi History that crosses it watched over by the statues of
Capital – population: 118,000 all the previous Emperors of the Kobyi dynasty. The
The Imperial capital extends from the slopes of citizens who distinguish themselves for productivity
mount Oyi to the small plain where the springs of and devotion to the Empire are rewarded with access
the Yindo River are located. The imposing Impe- to this paradise, where they can spend their free time
rial palace, perched on the volcano, dominates over with the same rights as the Imperial family. Beyond
the expanse of pagoda-roofed buildings of the city, this area grows the government district, seat of the
color-coded according to the task they are dedica- embassies, the headquarters of the Monopolies,
ted to. The ever-present air-rickshaws lumber in the and the palaces of the Imperial bureaucracy, roofed
skies, slow and orderly, while the much faster ground in gray. The rest of the city develops radially, with
transportation is reserved for urgent business and red-roofed trading districts and orange-roofed ones
Imperial vehicles. A few kilometers from the pala- dedicated to producing food. The neighborhoods
ce, clinging to the volcano’s body, lies the Sky Ci- dedicated to education have blue roofs, and so on,
tadel, one of the most important Vesuvius gas and towards the docks.
aviation research structures on the whole planet. At Emperor Kimjonyj led Ketniv with skill during
the gates of the Imperial palace begins the so-called the Letvian war and the economic and demographic
“Path of History,” ending at the piers of the harbor. crisis that followed. While numerous governments
The palace is surrounded by the Imperial Gardens, have been swept away and others suffered heavy re-
a peaceful oasis dotted with fountains, ponds, rock formations, the Ketnyi Empire resisted, unchanged

265

Hill Snover (Order #36675299)


CHAPTER 7

and eternal in its thousand years of history. Now Tougyi


growing older, Kimjonyj finds himself closer and City – population: 18,200
closer to the moment he will have to choose a suc- Nestled on low peaks that smooth towards the reefs
cessor, as Ketnyi law calls for a council of the elders of the prison island of Syiwang is the industrial city
when the Emperor reaches his sixtieth year of age, of Tougyi, its production lines dug into the rock and
tasked with advising Him in the choice of the one connected directly to Mount Oyi with extensive pi-
who will take His place. The celebration for his six- ping for geothermal energy. Airships from Syiwang
tieth birthday is less than a year away, but Kimjonyj ferry chained prisoners to the foundries daily, whe-
does not see a worthy successor among the family’s re they work in infernal conditions. The city is built
youth. Ryiuken, his third son, left to colonize Letvia with industrial efficiency in mind, with no concession
in -7 P, but was lost to the Storm Wall, and nomina- made for anything else. Only propaganda manifests
ting somebody whose status is as yet unknown could break the monotony of the concrete walls, the face
prove fatal for the dynasty. However, the fated mo- of the Emperor looking at the bystanders from His
ment looms and the pressure from the rest of the bright red sun in front of crowds of smiling workers.
family is becoming incessant. However, being chosen for manual labor is the worst
task a young citizen could be assigned to, only better
than slavery and jail.

Aryi
Large City – population: 58,000
This city, located on the shores of
Lake Kenjyi, is the capital of the
agricultural district that stretches
to the south, to Oyines. Its central
position makes it the main sorting
center for its produce, distributed
to the rest of the country by the
Imperial quiqiu, large cargo zep-
pelins. Lake Kenjyi is also the lar-
gest airharbor of the nation, even
though aircraft with foreign flags
are a rare sight.
Love is a weird beast and the
story of Bia’Tel Kid’do is a known
example of how much dama-
ge this sentiment can cause. This
young woman had been assigned
to the Tamurei, the feared Impe-
rial guard, for her potential with
a blade, but fell in love with a
baker. Although the way of
the Tamurei forbids marria-
ge, the two joined in secret
matrimony. However, her

266

Hill Snover (Order #36675299)


SETTING

trainer, Felan, helped by the efficient secret police, trying to root out.
found them out and with the other cadets stormed Basho Abasyi succeeded his predecessor two ye-
the place where the celebration was held, killing the ars ago, after his death at the hands of the Freeborn,
baker and mortally wounding her. Only her thirst for and has been tasked with definitively breaking the
vengeance and the timely intervention of the Free- rebellion. The Emperor himself appointed him, bre-
born allowed her to survive and, after a year of con- aking the code of advancement through seniority,
valescence, Bia’Tel started a war against Felan, lea- wishing to grant the task to a young, motivated of-
ving a trail of bodies behind her. ficer rather than an older, probably corrupt official.
After all, Basho had distinguished himself during the
Oyines war, holding an outpost in the Pah’doyin isles alone
City – population: 12,000 against a Nuug assault, and is known for being a cun-
The small city of Oyines is the southern border of the ning warrior. However, success still eludes him.
agricultural district, also known for hosting the Ofreyi
Imperial circus school, where the most promising of Gan’zhu
the Ketnyi youth trains without rest to be chosen to Large Maritime City – population: 64,600
perform in the company’s shows all over the world. The city of Gan’zhu features the largest harbor in
However, behind the circus facade lies one of the the country and one of the few where foreign vessels
most efficient intelligence gathering organizations in are allowed to dock. Although they are still a rather
the world. small percentage of the population, Gan’zhu is the
Xie’Ying Yuyan has been leading the Ofreyi School Ketnyi city with the largest concentration of forei-
and forming generations of spies for decades. Fasci- gners, with even a few hostels dedicated to those pre-
nating and deadly, she is a celebrity in her own coun- sent for touristic or academic purposes.
try, but only a very selected few know that behind the Genjyio Takane owns the Peacock’s Nest, the ol-
mask of the lovely showwoman hides a ruthless and dest hostel in the city. An amiable old man, he took
infallible assassin. International fame opens any door over the business before the war and is loved by
to her, allowing her to glimpse extremely precious and the locals and respected by the Imperial authority.
valuable information for her country. Behind the mask of the friendly neighborhood old
man, however, lies Iuussi Zorg, member of the Bald
Tosyi and a Nuug secret agent, veteran spy, and master of
Town – population: 16,400 disguise. With his skills, Zorg caused untold dama-
ge during the war and today still gathers intelligence,
The isle of Tosyi is one large forest that hosts and
right under the nose of the secret police who often
feeds the Imperial sawmills, its eponymous capital a
pay him a visit for information on the foreigners and
fortress tasked with finding the hidden camps of the
the dangerous infiltrators who may be hiding in their
Freeborn and preventing their terrorist attacks. The
midst. In recent years, however, Iuussi crafted a se-
deep gulf wedged close to the city features a harbor,
cond recurrent personality, Lang Ch’nayi, who infil-
one for airships and one for their water-borne coun-
trated the ranks of the Freeborn and is contributing
terparts, where Imperial ships dock to load timber
greatly to quelling their rebellion.
for the rest of the country. Access is forbidden to
foreign or non-governmental ships, and the island
Ulyi
is under martial law to help isolate and destroy the
Town – population: 7,300
Freeborn. Such a policy, however, seems to be cau-
sing more harm than good, as the population, forced Also called the City of Five Peaks, Ulyi is the seat of
to live with such constant tension, is beginning to the Tamurei Academy, for the deadliest of Ketnyi
sympathize with the very terrorists they should be warriors. During their time at the Academy, the stu-

267

Hill Snover (Order #36675299)


CHAPTER 7

dents train each year on a different peak, from the Syiwang Prison isle
shortest to Ghao’feng itself. The tallest of the five, This isle is the place no Ketnyi citizen would wish
where the students of the fifth year train, is also the to live on, the well-deserved fame of this high se-
place of the final test, the ultimate display of loyal- curity prison the best deterrent for crime the Empi-
ty to the Imperial dynasty passed only by the best. re needs. Its prisoners live in minuscule cells, their
The cadets who survive their grueling regimen are only comfort a few straws of hay as a sleeping pla-
paired, often with somebody they bonded especial- ce, before being sent to work in the Imperial fur-
ly well with, and must fight to the death. Although naces or on the fishing boats braving the northern
they know when they enter the academy what awai- seas hunting for fearsome shark-whales.
ts them, a lifetime of propaganda has made them Edmund Frink is an Abrab engineer specialized in
more than willing to lay their life down or kill their the crafting of prosthetic replacements, commonly
best friend to perform their duty to the dynasty. referred to as “spare bits.” He is a controversial cha-
Yukyi Fen’zhu is the general in charge of the racter, accused multiple times of atrocious experi-
Ulyi academy, the best blade in the country despite ments on subjects who he had paid into complian-
her advancing age. Years of sacrifice and solitude, ce, often as a way to escape poverty or deteriorating
however, are gnawing at her discipline: too many li- health. When the Syiwang board asked for a bio-en-
ves have been sacrificed before her own eyes for the gineer, the Monopoly took the chance to get rid
glory of the Empire, and the suspicion of having of the morbid scientist and gave him to them. The
wasted her life on hollow ideals is creeping into her Empire back then had embarked on the secret Yo-
mind. For now, her inner conflict is a close guarded shyimitzu Project, hoping to create super soldiers
secret, but should it emerge, her loss would be tra- whose arms had been replaced by mechanical, Vul-
gic one for the Empire. canus powered contraptions. To this end, prisoners
were used as test subjects for the implants destined
Famous Locations for the Tamurei guard, but the results were a disa-
Isole Pah’doyin ster. The total replacement of their limbs drove the
This cluster of sharp rocks north of Ketniv is an subjects mad, the few who survived attacking on si-
uninhabitable place under the constant wrath of ght. Three of them, dangerous criminals even befo-
the elements. During the war, it was fortified with re the experiment, used their superhuman strength
bunkers and outposts as a bulwark against the Nuug to break free, leaving a bloody wake behind them.
invasion and, when the hostilities ceased, the instal- Even to this day, they have not been found, and the
lations were abandoned. At least, that is what the Yoshyimitzu Project has been halted until light is
public believes, as nobody has been sent there to shed on the reasons for its failure.
watch over the isles for over a decade…
Kukitsyi 1
Dark Forests During the Letvian War, this immense flying cruiser
To the southwest of the Oyi volcano rise tall pe- was to host the entire Imperial court, a vast garri-
aks and deep valleys where light is unknown. On son of Tamurei guard, and a dozen Ying fighters
the slopes of the mountains are the Dark Forests, in its ventral bays. In the final days of the conflict,
thick woods where flora and fauna adapted to live Kukitsyi 1 suffered heavy damage and is still under
in darkness. There, conifer trees with pale needles repair today, due to the scarcity of men and resour-
and fluorescent mosses set the stage for groves of ces. Even in its wounded state, however, its massi-
giant mushrooms, the picturesque monasteries of ve, armored main sphere, surrounded by a ring of
the Tayo coexisting with absurd creatures and dea- gun decks and hangars, is still an imposing sight.
dly predators. The bottom section of the sphere has been carved
with a massive rendition of Emperor Kimjonyj’s vi-

268

Hill Snover (Order #36675299)


SETTING

sage, his eyes the thruster housings that burn with the Emperor would have provided for that, too. The
bright, nefarious purpose over the battlefield. only form of spirituality legal in the Empire is that
of the Tayo monks, who live in their secluded mo-
Relevant Factions nasteries deep in the Beyi valleys, meditating and
The Imperial Guard practicing lost martial arts. The Empire tolerates
The so-called Tamurei form the elite of the Ketnyi them, for their existence is silent and, when needed,
army, deployed only in those operations deemed too useful in taking care of problems too delicate for the
critical for lesser troops and tasked with protecting official forces.
the Imperial family. The Imperial academy in Ulyi
selects the most promising youth in the country, tur- The Yokhayi
ning them into veritable war machines. It is also from Ketnyi geography makes cable-based communica-
the Imperial Guard that the operatives of the Han- tion almost impossible, forcing the Imperial admini-
tyi are recruited, the special operations units tasked stration to find alternatives, such as specially trained
with rooting out the Freeborn, as it is suspected that messenger birds. However, when it comes to delive-
the terrorist group has been founded by a renegade ring messages of a particularly reserved or important
Tamurei. nature, the Empire relies on the Yokhayi, the Bea-
rers, who perform their duty with special-issue wings
The Freeborn made of a material whose origin is lost to the sands
Centuries of harsh enforcement of tradition and of time. Theirs is the only caste that survived the
hammering propaganda have kept the population reformation of Ketnyi society, their wings and the
under control. Not all have bent the knee, however, relative privileges handed down through generations.
and these fearsome rebels, the Freeborn, have refu- The secrets behind the unusual metal fiber used in
sed to have their lives dictated by some corrupt bure- those wings, however, was lost centuries ago and, as
aucrat. There have always been rebellious groups in long as the Empire keeps preventing the Monopoly
the country, nothing more than isolated minorities. of Alchemists from studying them, every pair lost is
But the Freeborn are a real issue as they have spre- one step closer to losing such knowledge forever. On
ad among the whole nation, their strong leadership their end, who knows what the Alchemists would
gathering the support of a great many citizens, espe- give for even a fragment of such a precious fiber.
cially the young.
Okoyshyi Manzo was a general of the Imperial Ketnyi Names
Guard who, after decades spent in close proximity to Typical male names: Akyi, Bashyio, Fujyio, Hat-
the Imperial family, could no longer stand the dispa- toryi, Inokyi, Jyian, Pong, Sanjyi, Zhen
rity in treatment between them and the rest of the Typical female names: Akane, Byi’han, Fujyiko,
population. Rumors also spoke of a love affair ended Kyio, Lyi’han, Quyiao’hen, Suyi, Yuryiko, Xyiu
in blood between Okoyshyi and a maiden, her throat
Typical family names: Aokyi, Chen’xu, Hunda,
slit in front of him by the sadistic prince Temeru
Manzo, Myiura, Pao’ren, Sayito, Wu’xu, Yiahama
over a spilled ewer of tea. Of course, nobody knows
if these rumors are actually true, although they find
purchase in the younger Ketnyi, whose romantic life
is impacted the most by the arbitrary decisions of
the Xuan’ze.

The Tayo Monks


Every form of religion is banned in Ketniv, deemed
unnecessary for the life of the citizen. If it was, then

269

Hill Snover (Order #36675299)


CHAPTER 7

MOSTUCAAL Even today, Mostucaal is gripped by chaos and


anarchy, its capital city of Aqualos the last bastion of
civilization left in the nation. The rest of the country
is dotted with small independent city-states in con-
stant warfare with one another. The railways once
connecting the nation together now see barely any
use, because of the bands of brigands and outlaws
that infest the vast expanses of land crossed by the
tracks. As such, the whole nation is one enormous
frontier land. Those who could not adapt emigrated
to Itteghasp or died, while those who did turned into
stern farmers and breeders who every day must fight
the advance of the desert and the constant incur-
sions of bandits, mercenaries, or ruthless assassins
ready to riddle a body with hot lead for a meal.
The northwestern region is dominated by the
Yutland desert, growing by the year as its forests
and woods fall to feed the forges and make room
for farmland. Presently, only a few of those settle-
“There are two kinds of people: ments survive, close to the scarce sources of water,
those with a loaded gun and those who dig.” while farmers move their herds in search of the
ever-dwindling pasture. The northeastern expanses,
Once, Mostucaal was probably the most powerful instead, developed around the Rojo River, offering
Islenation in the world, both socially and technolo- a modicum of fertile lands and woodlands, where
gically the incarnation of the prosperity brought on numerous villages have grown on the bones of the
by the Industrial Revolution. Greed, however, and cities that were destroyed during the civil war. To
the wish to always go faster and ride the machine of the east lies the Grayes mountain massif, their steep
progress to ever-greater speeds, snuffed the dream profiles smoothing out as they reach the shores in
out. The nation’s resources were exploited restlessly, spectacular cliffs. Nestled on the peaks, the majority
its forests cut down and its lands turned into lifeless of the villages rise in proximity to sources of water
desert. The poorer strata of society swelled, beco- or ore veins. The south, on the other hand, remains
ming poorer and poorer as food became progressi- the most fertile and welcoming part of the country,
vely scarcer. To keep the population under control, sitting between the Aqualong River and the Floreci-
the government launched a campaign of expansion da peninsula, with its smooth hills and mangrove-ri-
that peaked during the war. As the state struggled to ch swamps.
maintain domestic order, in spite of its many military
victories, the powers that be decided they needed to Goverment
end the conflict with a final, memorable, strike to After the end of the civil war, the country was left
regain its lost popularity. So the Z Device was desi- without a central government that could enforce its
gned, the deadliest weapon in history, and dropped authority on the whole territory. The Free Aqualos
into the Abrabaz volcano. However, the Mos rose Republic is made up of the city of Aqualos by the
up in arms, horrified by the ensuing slaughter, over- southern shores, although for now it does not have
throwing their government and plunging the country enough strength to retake the rest of the country.
into civil war. Tax officers from Aqualos are sent to the Yutland

270

Hill Snover (Order #36675299)


SETTING

271

Hill Snover (Order #36675299)


CHAPTER 7

villages to gather money in the name of uniting the tan-skinned, with dark eyes and hair. Because of
country once again, promising protection to tho- intense immigration in the last century, many Mos
se who comply and threatening those who do not. bear the telltale signs of their heritage, boasting dark
Equally often, such visits end up in a firefight, al- skin or a strong build and fair eyes and hair. It is
though sometimes the locals prefer to bend the knee also not unheard of to see people with the golden
rather than being forced to pay the price of opposing complexion and almond-shaped eyes of the Ketnyi.
the rich and powerful Aqualos. The wealthier strata of society enjoy dressing in a so-
The hegemony of the Free Republic of Aqualos, mewhat ostentatious fashion, rich with lace and gari-
however, is threatened to the north by the birth of sh colors, while the common populace prefers more
the Democratic Confederation in the area surroun- spartan clothing, more apt for working in fields and
ding the city of Boslon. Born on the ideals of fre- riding. However, there is one, universal aspect that
edom and equality, its democratic nature slowed its unites all Mos: their religious, almost fanatical, love
growth. However, what began as an ideological li- for hats. Whether they are tall, lacquered top hats,
mit—that of non-violence—is earning them actual straw hats, or wide-brimmed sombreros, any Mos
allies who find in the Confederation a unity of both always keeps their hat on their head and, if separated
purpose and identity, turning it into a cohesive, who- from it, would feel naked.
le nation instead of a country based on fear. Life in the Democratic Confederation is good
enough, with food for everybody and a nascent eco-
Economy nomy. Resources are distributed among the popula-
The rich mines of Orelis still attract freighters from tion and, for the moment, the administration led by
the rest of Vulcania, although the absence of a go- the Baroness of Spring is working without the gan-
vernment to secure the moving of both money and grene of corruption. Much different is the Free Re-
goods has slowed Republican exports. Merchant air- public of Aqualos, where the divide between the rich,
ships dock and leave constantly from the Aqualos living off the great wealth of their industries, and the
airdocks, bringing cereals and legumes, key to the poorer farmers grows ever greater. The power is in
local diet, and loading up the best firearms in the Van Gomez’s hands, and corruption festers at almost
world. To the north, the ancient stills are slowly in- every level of the structure, from the humble guard
creasing their production rates, as the demand for to the highest functionaries. Every moving part of
whiskey and bourbon in Nuugard and Itteghasp is this machine is set in motion by bribery or belonging
enough to make it a significant source of income for to the right faction. Between the Confederation and
the Democratic Confederation. the Republic, however, lies a frontier land, where the
law of the gun is the one most will obey.
Climate
Mostucaal is gifted with a rather temperate climate, Religion
although the cutting down of entire forests and the The Mos never were a particularly religious bunch.
advancing desertification significantly altered it. Yut- Now, the Methodist Church of Isairnes has the most
land turned into an arid land, poor in resources, its diffused worship, brought there by Balas refugees
summer temperatures rising well beyond 45° Celsius. more than two centuries ago. Although it is based on
The southern lands, however, enjoy hot summers, the cult of the Red God, it differs from its orthodox
though milder than the desert’s, and mild winters, the parent to the point of being considered almost he-
Grayes Mountains is the only place where wintertime retical. The majority of the faithful offers a prayer
is as rough as summer and snow is a common sight. at sundown and during the Sunday ceremony at the
temple, more to respect a tradition rather than reli-
Population gious fervor.
The majority of the Mos are of medium build,

272

Hill Snover (Order #36675299)


SETTING

Main settlements where their slave workers live. Bereft of clean water
Aqualos and any of the essential services provided in impor-
Capital – population: 130,000 tant and civilized cities, they are the favorite victims
The capital and the surrounding lands are all that is of Van Gomez’s vigilantes, who do not hesitate to
left that is similar to what Mos life was before. After quell any rebellion with violence.
the civil war, Ruus Van Gomez took the title of Alcal- In spite of his advanced age and the rumors of
de and now rules the city with an iron fist, backed by his lucidity starting to fade, Ruus’ grasp on the gover-
his band of ruthless guerrilla fighters. The northern nment is still iron-tight. When he makes public ap-
district of the city faces the lake it owes its name to. pearances, his eldest son Magnus is often with him.
There can be found the last diplomatic buildings left The lad seems to be negotiating at the same time with
intact and the beautiful residences of those who can the former president of Mostucaal, now in exile in
afford to pay for Van Gomez’s protection. The city Albuerq, and with the poorer strata of society, who
center develops around De Luz square and the clock look to him for a glimpse of hope for the future. Van
tower, the city’s tallest building. The majority of the Gomez senior, however, is no fool and, in concert
important buildings, like Monopoly headquarters or with his son, has organized this ruse to confuse his
the town hall, featuring three stories, extends towards enemies and at the same time have agents where he
the periphery of the city in an orderly manner. The needs them.
southern districts are given to industry and the shacks

273

Hill Snover (Order #36675299)


CHAPTER 7

Campos gathered consent and allies. Such consent took the


Town – population: 7,000 form of the Democratic Confederation, its influen-
Campos is a small settlement under the Monopoly ce extending over the whole northern coast of the
of Engineers, a stronghold fitted with cutting edge country. In spite of the hardship of living in an
technologies and garrisoned by special forces. A inhospitable land freshly out of a grueling civil war,
few years after the end of the Letvian War, bands the principles of democracy and equality have given
of raiders attempted to sack the outpost, profiting hope to the population. During the Letvian War,
on the chaos left by the civil war. They managed the city was a bastion for the opposition against the
to steal charged Vulcanus batteries and slaughtered warlike policies of the government, and because
the personnel, prompting the Monopoly to fortify of this it suffered greatly at the hands of the army.
the area and contract the most ruthless bounty hun- However, the Boslonians stubbornly rebuilt their
ters of the Picarto Agency. Even today, the heads city, attempting to repair the damage and restore
of those poor souls who stole from the Monopoly the streets and buildings to their state before the
still hang from the walls of Campos, perfectly pre- civil war. The architecture is typical Mos, small wo-
served in alchemical tanks. In time, farms were built oden buildings painted in light colors, surrounded
around the fort to offer food in exchange for their by wide porches and well kept gardens in residen-
protection, and an industrial area to the south that tial areas. The length of railway running along the
employs many of the Camposians in the crafting of northern coast has been restored, too, and is now
high quality firearms. used with growing frequency to connect the mari-
Tonio Soardo is the one the Monopoly chose to time settlements to Boslon, with periodic armored
run the settlement and he has done so with distin- trains heading to Campos to stock up on Vulcanus
ction for almost five years. Although his statuary batteries.
physique, blue eyes, and blonde hair mark him as Boslon is ruled by the enigmatic Baroness of
a Nuug, the Soardo family has been the owner of Spring, who rose to fame as a protector of the weak
many factories and orchards on the northern coast all over the country. This mysterious woman, her
of the country since before the war. Even if he is face always covered by a painted, wooden mask, uni-
not supposed to get involved with the government ted the community under the goal of returning it to
as the representative of the Monopoly, Tonio does the glories and values that made Mostucaal the be-
not hide his antipathy towards Van Gomez and his acon of democracy and enlightenment in the past.
constant pressure to prevent Boslon and the De- The Baroness appeared for the first time during
mocratic Confederate from being supplied with the civil war, striking with daring heroism where the
Engineer wares. It even seems that Ruus is working army’s wrath fell on those who could not protect
directly with the upper echelons of the Monopoly themselves. Her deeds soon became the stuff of
itself to have Soardo replaced with somebody more legend, her figure turning into a symbol for the re-
malleable, although Tonio’s outstanding results so bellion that years later led to the foundation of the
far have prevented his early retirement. Democratic Confederation. The Baroness is still the
head of the Confederation, even though holding a
Boslon mostly symbolic position, her identity one of the
Large City – population: 63,000 best-kept secrets in the whole country. Some even
This city is the main source of Van Gomez’s pro- say that many women have taken their place behind
blems. As Boslon is the only settlement other than the painted mask, the first Baroness having fallen
Aqualos worthy of the title of “city” and it is the during the civil war.
symbol of the opposition to the power of such an
evil tyrant, it was only a matter of time before it

274

Hill Snover (Order #36675299)


SETTING

been kind to him and the


hope of returning to his
old office seems fainter
and fainter with each
passing day, he would
do anything to regain
his lost power.

Orelis
Scattered Settlements – population:
25,000
The barren hills of this isle are rich in
metals and dotted with mining villages
once controlled directly by the state or
left in concession to large corporations.
After many shut-downs during and
after the civil war, some fell under the
control of gangs of raiders. Since none
prevailed over the others, when the
Free Republic attacked to take hold of
the mines, they banded together into a
sort of mining federation, a union of
peers balanced on the fear of being at-
tacked from the south and the desire to
Albuerq expand to the north. The leaders of the many mi-
City – population: 12,000 ning corporations joined their efforts to push back
This lush island hosts the survivors of the old gover- Van Gomez’s men and then signed a treaty to do
nment, who live in a deep and sheltered gulf, whe- the same should an invasion happen again. So far,
re the last remnants of the nation’s navy protect the this pact has allowed them to remain independent,
island from maritime attacks. Although they would although the forces plotting alliances and schemes
be more than glad to join Van Gomez and his goons, within the individual gangs are numerous.
the old man does not seem too inclined to cede any The Orelis Mining Federation is regulated by a
of his power. On the other hand, former president brief treaty that establishes few clear rules to respect.
Mata hopes Magnus Van Gomez could be more mal- First and foremost, all the mines have to contribute
leable, should something unfortunate happen to his troops to the defense of the isle, but cannot form
father... alliances to attack any other member of the Federa-
The ship captains, once loyal to the navy and the tion. Feuds must be resolved privately and external
old government, have split between those who sett- interference is not tolerated, leading to the inevitable
led on the island and enjoy the comfortable life of a merging of the minor factions into the larger ones.
tropical paradise, those who turned pirate to break Others were not so fortunate. As the treaty says that
the monotony, and a nostalgic few who wait to put an a gang leader who survives an aggression is allowed
end to their lives with a last charge. to demand justice from the other members of the
Former president Jorge Mata has lived in exile on Federation, who would be obliged to wipe out the
this island for more than ten years. As age has not culprits, many gangs have just been exterminated so
as not to leave any witnesses. After all, if a branch

275

Hill Snover (Order #36675299)


CHAPTER 7

falls off of a tree in a forest and nobody neither saw Van Gomez’s tyranny. Aqualos troops patrol those
nor heard it, has it actually fallen? lands constantly, to disrupt communications betwe-
en the rebels and the Democratic Confederation and
Piedratumbal prevent dangerous alliances from being formed. The
Village – population: 450 rebels from the swamps have been exchanging infor-
One of the many villages deep in the Yutland desert. mation and war materiel with the Free Ozul Move-
These settlements usually develop around a saloon, ment, who fight for the independence of their isle
where the whole community gathers, that serves as a from Abrabazem.
tavern, hotel, gambling den, and often brothel. The The rebels in the swamps are led by Tonio Elco-
owner of the saloon is usually both the wealthiest stal, a charismatic leader, skilled gunslinger, and fe-
citizen and the mayor of the town. Sometimes, this arless warrior. Once an officer in Mostucaal’s shock
figure is balanced by that of the sheriff, who guaran- troops, after a period spent in Van Gomez’s forces
tees that crime is punished and everybody lives a safe he realized that Ruud’s brutal ways could not bring
life, although the majority of the time this lawman is peace and democracy back to the country. The last
in the mayor’s own pocket. straw was his time spent in Florecida to quell a dan-
Tiago Kruiff was a wealthy medic in Aqualos who, gerous insurrection, where he had to fight a gang of
not happy with Van Gomez’s hegemony, moved to barely adolescent dregs. Tonio was against slaughte-
Piedratumbal, trading the comfort of the capital for ring them, his second in command accused him of
the hard and uncertain life of Yutland. He is the lea- treason, and a bloody fight broke out between those
der of his community and built a small hospital into loyal to him and the rest of Van Gomez’s soldiers. It
his saloon, transforming Piedratumbal into a faint ended in a bloodbath and the officer survived only
glimmer of civilization within a desert of barbarians. because of the intervention of the thankful villagers.
In time, it became the “capital” of a small group of Since then, he has dedicated every fiber of his being
villages in southern Yutland, who banded together to leading and helping the hopeless, his daring heroics
against the hardships of life in the desert and the con- turning him into a symbol both hated and dreaded by
stant raids of Van Gomez. his enemy. The mere sight of this imposing gunslin-
ger, the rhythmic lighting and snuffing of a cigar the
Famous Locations only thing visible under the wide brim of a sombrero,
is enough to shatter the morale of any Republican
Florecida
troops.
This rich peninsula to the south is separated from
Ozul Isle, once Abrabazem land, only by a narrow
Grayes Mountains
stretch of sea. After the Abrabaz exploded, this area
This massive mountain range covers the eastern rea-
suffered greatly from the toxic fumes, agriculture and
ches of the country, from the northern coasts to the
fishing almost disappearing in the years since the war.
Florecida peninsula. Close to the rivers that run to
Even though the soil is now fertile again and the wa-
the eastern coast, small communities have appeared,
ters are no longer home to irradiated fish, mutations
inhabited by conlio prospectors who search the wa-
have not completely disappeared. Officially, it is under
ters for the precious metal motes that surface from
the control of the Free Republic of Aqualos, which
time to time.
defends its largest agricultural district with tooth and
Its underground caverns are the homes of nume-
nail, although it is also rumored to be home to dis-
rous groups of the so-called pielroja, the last descen-
sidents, especially in the swamps along the northern
dants of Mostucaal’s natives, predating the colonists
shores. The ruthless policy of genetic purity enforced
from Nuugard, Itteghasp, and Abrabazem. These
against mutants forced their families to hide there,
tribes lead a simple a life in religious harmony with
where they formed a resistance movement against
nature.

276

Hill Snover (Order #36675299)


SETTING

Herida Canyon meting out quick judgment.


Deep in the Yutland desert rises this breathtaking si- Rino Reyes is the most famed and feared of these
ght, a wound in the middle of the sands. During hot lone wolves. When he attempted to stop his former
seasons, the shadow offered by its walls can make the colleagues from looting and pillaging some poor dre-
difference between life and death, and many animals gs in the name of Van Gomez’s “justice,” he was be-
take shelter in the caves and grottoes that open there. aten to a pulp, tied to his steamcycle with a stick of
Often, groups of banderilleros roaming the country- explosives in his pocket, and sent into the Herida. A
side camp in the secret hideouts they have carved into thunderous explosion followed, the ex-rangers chee-
the steep cliff sides of the Herida, to recover their ring with tequila. Miraculously, Reyes survived thanks
strength after their frequent brutal skirmishes. to the providential intervention of the pielroja, who-
se shamans watched over his feverish, mutilated body
The Rapid 998 for weeks before he could even stand. Hatred and
In the Mos deserts, railway tracks now lay unused, the need for revenge, however, kept him alive, and
where all sorts of goods and passengers rode conti- after he recovered from losing an arm, a leg, and ha-
nuously before the war. Trains are now a rare sight, ving the right side of his face ruined, he was secretly
limited to those ferrying supplies between Aqualos brought to Campos, where his old friend Tonio So-
and Boslon. Only the luckiest, however, are blessed ardo had his lost limbs replaced with experimental
with the sight of the legendary Rapid 998. More for- cybernetics. With a shotgun in his mechanical arm
tress moving on tracks than train, its armored coaches and a pilor grenade launcher in his leg, Reyes roams
host the most refined and exclusive gambling dens on the country riding a new steamcycle, rewarding unjust
the planet. However, one can access the Rapid 998 violence with death and destruction.
only with an invitation, making them prized items for
which the rich and powerful go to great lengths. The The Banderilleros
train is in constant movement, even capable of tra- There are few left who remember the joyous times
veling off of the railway briefly to clear any blockage when, once a year, each region sent a delegation of
caused by raiders, and is protected by a great many athletes and jugglers to Aqualos, the original Bande-
skilled mercenaries. This traveling casino is managed rilleros, to represent their homeland in a yearly com-
by the beautiful Penelope Lopez, who rules her king- petition. Today, those groups still sport their colors,
dom with ruthless charm. Rumors abound, however, some coming from cities that do not even exist any-
about the Rapid 998 actually being a project of Lan- more, and unleash hell whenever they meet a rival
do Carrizo, the charming “mayor” of Libertas. Banderillero gang in their travels. They are not neces-
sarily ruthless or dangerous, but on the other hand,
Relevant Factions even if nobody explicitly prevents them from ente-
The Rangers ring a settlement or forces them to leave, they are not
Once, these enforcers of the law traveled the len- welcomed with open arms.
gth and breath of the country riding their powerful
steamcycles, tracking the most dangerous of wanted Mos Names
criminals. Today, the majority of their numbers are Typical male names: Alvaro, Butch, Fernando,
found among the ranks of Ruus Van Gomez’s “tax Guillermo, Pau, Raul, Rodrigo, Sergio, Tonio.
officers,” who terrorize his lands and extort tributes. Typical female names: Agnes, Conchita, Clodia,
After the war, a few joined the Baroness of Spring, Eliza, Ines, Mercedes, Pilar, Shakira, Zita.
horrified by what the once-respected ranger corps
Typical family names: Boos, De Alvarez, Hendriks,
had become, while others have struck out on their
Kruiff, Lukozars, Molder, Van Djik, Van Goof.
own, becoming bounty hunters or roaming the land

277

Hill Snover (Order #36675299)


CHAPTER 7

have been built in these valleys and, as technology


NUUGARD and science progressed, their clans have grown much
stronger than those from the peripheral areas of the
country. The southern regions are almost entirely co-
vered in thick conifer forests, an inexhaustible source
of timber wisely administered by the Counts. The Je-
erl Mounts, to the south of Reikkar, are rich in iron,
silver, copper, and gold, and have been settled by a
great many mining companies.
Nuugard has always been a secondary and unstable
Islenation, which could have risen to prominence
after the crumbling of the others after the Letvian
War. Had the Nuug cared about it, of course. After
the cessation of hostilities, they returned to their old
life, content with staying well away from the problems
that had started plaguing the other nations.

Government
Nuugard is ruled by the Council of Counts, instituted
in -310 P when the chieftains stopped their interneci-
“No flag is worth more than one’s freedom.” ne war to fight their Ketnyi rulers under one banner.
The Counts rule from their mighty castle-fortresses,
Nuugard is a hard, frigid land of ancient forests and
massive gothic architectures rich in charm and my-
frozen fjords. Only the central part of the island, he-
stery. Their sporadic gatherings happen in the capital,
ated by the volcano Orgh, is relatively hospitable. The
to discuss matters of communal importance or settle
Nuug are a proud people, tempered by the adverse
disputes between clans. It is known that the impla-
conditions under which they live and madly in love
cable and warlike Counts despise the rulers of the
with the savage nature that rules over their world. It
southern countries, seeing them as fat politicians who
was such respect that allowed Nuugard to keep most
cling to their seats. Ketnyi legends abound of them,
of its natural resources intact, avoiding catastrophes
claiming they gain supernatural powers by drinking
like deforestation and desertification that plague the
the blood of their enemies.
southern countries. Even in their approach to techno-
Each count rules over their clan’s territories in to-
logy and architecture, the Nuug take inspiration from
tal autonomy, answering to the Council only in case
the shapes and look of the natural world. Communi-
of extreme violations of the “Chart of Duties,” the
cation is made possible by steamboats that navigate
document that laid the foundations of the Council it-
the long rivers and cross endless conifer forests, while
self. This treaty forces all the clans to unite should the
the only railway line in the country connects the capi-
majority of Counts declare a state of emergency and
tal of Orgholm to Reikkar. The northern reaches are
forbids a great many aberrant practices towards both
dominated by an endless frozen plain, the Tuundra,
people and land. Usually, expansion is attempted with
that fades into the many fjords of the northern coast.
diplomacy rather than a good, old scrap on the field
The central mountain ridge surrounding Mount Orgh
of battle, seen as one of those “aberrant practices.”
features a milder climate, thanks to the geothermal
activity of the volcano and its many geysers, upon
Economy
which the Nuug have built their industrial districts.
Nuugard is a vast and scarcely populated land,
Many Urboorg, the citadels of the Nuug warlords,
self-sufficient and capable of exporting cereals, fish,

278

Hill Snover (Order #36675299)


SETTING

timber, and other raw materials even while keeping its summers short and mild. Around the volcanoes,
natural resources under strict regulations. Southern temperatures are somewhat easier to bear, but only
coasts are dotted with small fishing villages, while the a Nuug would call them mild. The fjords and all the
sawmills in the forests work tirelessly to keep them in northern coasts are frozen for the majority of the
good health, and the industrial districts build vehicles, year, with temperatures rarely ever reaching beyond
tools, and, of course, weapons. Nuug blacksmiths are zero. Instead, it is even known to drop to -40 degre-
among the best in the world, and axes inlaid with pre- es.
cious metals made by Mookholm master blacksmiths
are treasured all over the world. The traditional Nuug Population
black beer, Guunes, is loved both domestically and Because of its geographic position, Nuugard has ne-
abroad. Displaying the Guunes brewery crest of a ver been the target of migratory fluxes and its popu-
crow flying over a volcano above one’s inn is a great lation is mostly of strong build and pale skin. The
honor, as inspectors from Nuugard itself have certi- Nuug are proud of their flowing hair and thick be-
fied their mysterious standards have been met by the ards, often kept long to look more intimidating, and
owners and as such are worthy of a Guunes supply. many have their clan allegiance or important events
Some naive innkeepers have attempted to bribe the tattooed directly on their body. The clans from the
inspectors. It did not go as they hoped. north usually have blonde or red hair and green or
blue eyes, while to the south the tendency is to black.
Climate Although habits vary wildly from clan to clan,
Nuugard’s winters are long and fearsome and its all Nuug are bound by honor and often foreigners

279

Hill Snover (Order #36675299)


CHAPTER 7

find them lacking in tact, rude and uncouth. Howe-


ver, these proud children of a savage land are direct,
no-nonsense people, for whom the given word is as
sacred as hospitality. Guests in a Nuug home might
not be welcomed with much pomp, but they can be
sure they shall be treated as well as their host.
The Uurka, those who live in the frozen Tuun-
dra, are known for an even stricter and more rigid
code of honor than the rest of the Nuug. During the
Ketnyi occupation, these clans were a veritable thorn
in the Empire’s side, striking with ruthless ambushes
and raids all over the country. Although this tradition
of guerrilla warfare has remained, the Uurka never
attack children, rape, kidnap, or deal in illicit substan-
ces. The elders are well respected within their com-
munity, and insulting them is punished with extre-
me harshness. Also, Uurka weapons are considered
sacred, blessed by priests according to their ancient
traditions. Every child receives their first pikka when
they are five years old, a tomahawk with which they
are trained by the elders. Showing off one’s wealth
is considered dishonorable, and the money obtai-
ned from raiding should be spent on weapons or
cult icons, like those of the Crone or the Father that
are present in large amounts in Uurka homes. Even
coins themselves are considered impure and kept in
hidden places outside the house.

Religion
The Nuug pantheon varies from clan to clan, al-
though their relationship with the divine is more in
respecting ancient traditions rather than traditional
worship. The majority of the population does not
celebrate any rite, instead calling upon the deity ap-
propriate to the context they are in. The apex of
their fervor is a short prayer followed by a symbolic
sacrifice, like burning incense or lighting a blessed
candle before embarking on a particularly challen-
ging endeavor. to Wootan. The Father made the mountains and the
The main Nuug deities are Wootan, the Father of seas, then plants and animals, but he felt sad again
All Gods, and his mother Morilov, the Crone, pro- after some time. Morilov could not manage to find
tector of the hearth and the source of all honors. a way to make her son happy again, until Pettaja, the
Before the creation of the world, the Father and the Trickster goddess, appeared. Wootan fell madly in
Crone lived in the cosmic void. Morilov, seeing her love with her, although she was fickle and attemp-
son sad and alone, first made the world and gifted it ted to sow discord between mother and son. One

280

Hill Snover (Order #36675299)


SETTING

day, Pettaja claimed she was miraculously pregnant, coming the people of the south. The World, then,
although she and Wootan had not lain together, and seeing Wootan’s desperation, generated Kvinna, the
the Crone, horrified by the lies with which the Tri- Mother, who rose from the frozen seas of the north.
ckster deceived her son, hurled her onto the world. The two wed and together gave birth to the many
The impact set the mountains ablaze, creating the other deities who, in turn, created the first Nuug,
Mounts Orgh and Mook, while the creatures Pet- Adaan and Eyva.
taja carried within her scattered about Vulcania, be- Of course, nobody believes these stories anymo-

281

Hill Snover (Order #36675299)


CHAPTER 7

re, but their teachings and the strong desire to keep northern brethren uncouth barbarians, incapable of
the ancient traditions alive has made it so they still accepting progress. Truth, as usual, sits in the mid-
play a key role in Nuug life. dle. As the volcano-dwelling clans of the south had
to fight for their lives since birth, they have come to
Main Settlements relish it, although never refusing technological inno-
Orgholm vation. On the other hand, the Reikkarn never had
Capital – population: 115,000 to battle with belligerent neighbors. Reikkar might
The capital, the urboorg of Orgholm, rises on the benefit from the geothermal energies of a volcano,
slopes of the mighty volcano Orgh and is a modern but its harbor and the connection to Korrpor and
metropolis of gothic spires crossed by piping that its trade with the other Islenations made it wealthy.
transports heat from the geothermal power plants Three years ago, they even built an airdock, granting
to the peripheries. The city center is dominated by airships an alternative to landing on the frozen sea.
the imposing Palace of Counts, the heart of Nuug In Reikkar is the Nuug school of the Monopoly
politics, where the nobles of the country gather in of Markonists, housing even a small number of fo-
council under the leadership of one of the Counts, reign students there to study melding their minds
known as the Prince. Unlike many other Vulcanian with those of animals and the use of the Fidelitas
capitals, even in the peripheral areas of Orgholm collars. Gregorj Valastoof is the academy’s grand
living conditions are decent, in part thanks to the master, and has also been Reikkar’s Count for more
contained population. Along the banks of the Her- than twenty years. During the war, he was Hoorik’s
rel River, a great many farms have developed, in- right hand, his contribution pivotal to keeping the
cluding dairy farms and breweries, their products country together as the hostilities raged on. Howe-
appreciated even outside the Islenation’s borders. ver, after the war ended, he abandoned his projects
Count Gunnar Hoorik is a skilled diplomat and for expansion and the relationship between the two
a calculating and pensive leader, skills that did not Counts soured.
endear him much to his population, used as they are
to follow rash and bloodthirsty warriors. However, Korrpor
the benefits his policies have brought to the nation Harbor City – population: 21,000
cannot be denied, and the Nuug tolerate him as a Still bearing the scars of the war, the walled city of
necessary evil for the greater good of all. On the Korrpor has fully recovered from the conflict and
other hand, Gunnar’s ambitions are to expand the now is an important trade node. Although the si-
Nuug territories, but for one reason or another his ght of warships anchored there is not rare, the vast
supporters have been neutralized, removed, or sim- majority of the docked vessels are fishing boats, frei-
ply disappeared after the war, leaving him alone in ghters, and passenger ships. Fishing is one of the
his dreams. main industries of the southern coast and a key re-
source in both domestic and international trade.
Reikkar
Large City– population: 53,000 Ortenpor
Harbor City – population: 13,000
An ancient urboorg rising on the Herrel, the main
river of the country. Thanks to its proximity to the After Mostucaal fell into anarchy, Ortenpor suffered
only landing spot in the northern coast, it develo- greatly from the interruption of trade that, before
ped into a flourishing city and its people are often the Mos civil war, represented the city’s main source
considered soft and weak by the clans of the vol- of income. Today, the city’s piers are occupied mostly
canoes. However, those who live in Reikkar do not by fishing boats and the occasional passenger vessel,
care much about such trivialities, considering their the city center dotted with empty buildings abando-

282

Hill Snover (Order #36675299)


SETTING

ned by the many people who moved to the capital or been a Countess. It is said that their legendary deed
Korrpor. Its fluvial connection to Orgholm ensures changed forever the traditions of the whole country.
at least some income, mostly thanks to the fishing in-
dustry, so the city has not fallen into poverty. Howe- Mookholm
ver, its days of splendor are long gone. Large City – population: 56,000
On the slopes of Mount Mook rises the urboorg
Thoorholm of Mookholm, famous for its lava-fueled forges. Its
City – population: 23,000 smiths are known for their unmatched skill, crafting
One of the most ancient urboorgs in Nuugard, its incredibly resilient, well-balanced, and beautiful we-
people are deeply respectful of their ancient Nuug apons. They are produced in great quantity each day
traditions. Because of its close proximity to the in their dedicated industrial district, separated from
Tuundra, it is a place where the Uurka and the rest the rest of the city’s workshops.
of the country meet and trade for goods. Its other Arkadia Smirnoof is the Countess of Mookholm.
source of wealth is the processing of the conlio mi- An indomitable warrior, Arkadia is also a talented
ned on the northern coasts and the production of engineer and a leader beloved by her people. During
the precious Fidelitas collars. the war, when she still had not taken her position,
Count Vlaadimir Ivanov rules these lands from his she had a long romantic relationship with Gunnar of
fortress, the famed Stooker Castle, a gothic structure
dominating the valley from above. As it is entirely
built of black stone, its sight is a stark
contrast to the white snow of the moun-
tains, its shadow looming over the city.
The Ivanovs have held power seemingly
forever, the title of Count of Thorholm
surrounded by a dark, ominous aura. The
skeleton of the last who attempted to
seize it, more than a hundred years ago,
is still impaled outside of the Castle’s do-
ors.

Kattholm
City – population: 21,000
The thermal springs of this urboorg are
considered a sacred place, where people
from all over the country go to spend
time and relax. It is common for warriors
from different clans to recover from par-
ticularly intense battles there and even
spend time together drinking dark
beer while resting in the warm waters.
Centuries ago, Kattholmian amazons,
who were forbidden from carrying wea-
pons before this, took over the city. Since
then, the ruler of the city has traditionally

283

Hill Snover (Order #36675299)


CHAPTER 7

Orgholm and, when she took the mantle of Coun- call “an honest ne’er-do-well.” During the war, the
tess, many accused her of having risen to power then not-so-old Istvar led the shock troops of the
thanks to her powerful companion. Arkadia faced 501st company in operations that invariably turned
and defeated her detractors on the field of battle, into a bloodbath, leading to their very name being
after which she organized a kaarl competition with dreaded by the enemy. Even if a stranger sees only
their heads. However, after the end of the Letvian a scruffy old man in Granpa Istvar, not addressing
War, she was firmly opposed to Gunnar’s expansion him with due respect would be a fatal mistake, for
plans, choosing to follow the will of her people ra- sure, as his body is a living monument to war made
ther than her fiancee’s. of ritual tattoos and scars.

Il kaarl Akkar
A beloved Nuug sport, it is a challenge of skill whe- Fortress – population: 1,100
re the contenders must throw a flat rock so that it The isle of Akkar is perhaps the least hospitable
skids on a sheet of ice towards a tomahawk thrown place in the whole world. Gripped by intense cold
by the organizer at the beginning of the game. Ka- every single day of the year, it seems to know nei-
arl rocks feature a braid that works as a handle to ther spring nor summer, with the occasional conifer
throw it better, with the victor being the player who tree grove the only sight to break the monotony of
manages to make their stone skid closer to the to- ice. Here is Kravatoon, the Academy of the Hair-
mahawk without touching it. Centuries ago, when less. The entrance to the castle is fashioned in the
the game was born, the first players used the heads likeness of the fanged mouth of a massive skull,
of vanquished enemies and kaarl games were part where the recruits face grueling training to become
of the celebrations after victories. living weapons.
Vasilj Sketlon, the Kluut, supreme commander
Tirospool of the Hairless, is as hard and inflexible as the ice
City – population: 19,000 from which his fortress is made. Slim for a Nuug,
The only glimmer of civilization in the eternally he took part in the Letvian War as a legendary spy,
frozen north, the capital of the Uurka clan who live alone behind enemy lines impersonating an enemy
in the Tuundra is as rustic as its people. Survival officer, sowing chaos and murdering key figures
in these wind-scythed lands would be impossible whenever he had the chance. He is known for puni-
for many Nuug, but for the Uurka it is just another shing failure with harshness, but rewarding success
day in their life, spent between weeks-long hunts fairly.
and conlio diving in the gelid fjords. Exploring the-
se lands without the guidance and protection of a
native is a death sentence, and many of those who Stamber
somehow offended the locals during their stay were Fortress – population: 4,200
never seen again. Although the rest of the Nuug This entire isle is a fortress where the navy set its
see them as weird and extreme people, the Uurka anchor during the Letvian War. Today, the ships
are respected all over the country for their stubborn that survived the conflict have returned to the har-
ferocity and resolute nature. bors of their respective clans and even Stamber’s
Granpa Istvar is the oldest man in Tirospool and, barracks are empty. The only active compound is
therefore, the most respected, the one who steps in the workshop where the Oktopus was developed,
as Count when the Council requires the opinion of a lethal submarine fitted with mechanical tentacles
the Uurka. He is loved and respected by everybody, controlled by a Markonist via a conlio nervous sy-
embodying what the Uurka code of values would stem for optimal control. A team of Engineers and

284

Hill Snover (Order #36675299)


SETTING

Markonists still works on the project, to both per- unlike in other countries, are designed not to ruin
fect the submarine and invent new steering and na- the beauty of the lands surrounding them and are
vigation technologies. dug deep, although the use of aggressive alchemical
Frool Frood, a rich merchant from Korrpor, has substances is strictly forbidden so as not to pollute
acquired numerous hangars here and retooled them air and waters.
to serve as workshops to design new vehicles and
equipment that employs the technologies develo- Gruunland
ped by the Monopolies on the same island. What Nuugard received from Mostucaal in exchan-
ge for their support during the Letvian War—it is
Famous Locations a rocky island, with a few villages of Nuug coloni-
Black Forest sts or Mos natives. The two groups coexist in peace
The Kerrel River runs through this dark, thick fo- and, after more than a decade, many mixed families
rest that stretches between the southern coast and have been formed. The main activity is the herding
the slopes of the volcanoes. Within its borders, of goats and rams in the hills and bovines in the
especially on the banks of the river, there are nu- northern plains.
merous villages inhabited by woodsmen and hun- Among the most eccentric characters in the
ters. All kinds of creatures and medicinal herbs live world, Sisco Gutierrez is the manager of one the
there, and life on the river is rather lively, as barges small settlements on the small and barren island of
laden with timber and fish move along the Kerrel in Gruunland, feeding off the sporadic passage of the
both directions. In the depths of the woods, howe- Garghantua flying cities. These rundown flying co-
ver, sounds dim to an almost mystical silence, inter- lossi are systematically tugged outside the airspace
rupted only by the singing of birds and the rustling of the various Islenations to prevent their detritus
of tree branches. The only people known to dare from falling in civilized lands. However, as Gruun-
venturing there are holy men and women, who bra- land is a spit of land lost in the middle of nowhere,
ve the deadly predators lurking among the foliage. it has become a perfect spot for those smugglers
and pirates that wish to do business with the flying
Tuundra cities. The picturesque Mos Markonist is never far
This endless, frozen stretch of land is among the from his drone, which he loves to dress with mant-
most savage places in Vulcania. Temperatures are les, wigs, knick-knacks, and other oddities that his
well below the freezing point, the sun’s glare ruth- colleagues find rather uncharacteristic. As many
less, and the snow mantle treacherous, hiding cra- Markonists do, he named his mechanical assistant:
gs and deadly falls. Not to mention sudden, violent Danton the Great, although unlike his colleagues he
storms and deadly predators. For the average citizen treats it like a living, sentient being of which he is
of almost any other Islenation, this is another flavor the valet. Although Sisco is evidently crazy, lost as
of hell. For the average Uurka, this is home. Bra- he is in thinking of himself as the expression of
ving the Tuundra without a guide is suicidal, althou- Danton’s will, he is extremely competent in his field
gh this land presents opportunities in addition to its and is appreciated by smugglers and pirates for his
many threats. The conlio in the air, thanks to unique eccentric friendliness.
climate conditions, coalesces into iridescent flakes
that deposit on the frozen fjords, forming a mother Powerful Factions
of pearl-like carpet. The Hairless
In the ancient past, giving birth to a hairless child
Jeerl Mounts was the greatest shame for a Nuug family, with
These mountains are rich in metals and are inha- many of these infants abandoned in the forests as a
bited by a large number of miners. Mines here, sacrifice for nature spirits. Legends have it that one

285

Hill Snover (Order #36675299)


CHAPTER 7

of these children, Neero, was saved and raised by a


pack of shapeshifters until he was found by an old
Wande ring Cities
ascetic warrior. Deep in the Black Forest, the monk
trained the kid, until Neero was a man capable of
LIBERTAS
wondering the woods on his own. There, he found
The first sighting of Libertas off the coast of Itte-
other orphans like him, whom he took and raised as
ghasp caused a panic. The Letvian War had ended
if they were his children, teaching them to be silent
only a couple of years before, and hope for a bri-
machines of death for fear of them being hunted
ghter future now that hostilities were over still had
down. However, when word of these specters re-
not yet yielded to the realization that things would
ached the Nuug population, many were more than
not return to how they were before the conflict.
happy to discard their barbarous tradition and give
Everybody thought it was a surprise offensive from
Neero their hairless children if it meant giving the
another Islenation, although nobody knew who
army new, deadly recruits.
could have had the resources to build an airship
the size of a city in such a short time and without
The Sacred Ones
anybody noticing. The answer to that question,
These people live a solitary life in the depths of the
however, was completely different: Lando Carrizo
Black Forest, in primitive conditions that allow them
had not come with a weapon of mass destruction
to develop an almost symbiotic bond with the natu-
to plunge the world again into the horror of war,
re surrounding them. Their knowledge of medicinal
but a city of pleasures, love, and perdition! The first
herbs is legendary, as well as their almost telepathic
arrival of Libertas in every other Islenation was
bond with animals. Ancient legends hold that the
greeted with euphoric celebrations, and after a few
Sacred Ones lost their human nature, becoming the
years, Carrizo founded the largest criminal empire
first Oborooten, lycanthropes with traits of both
the world has ever seen. From his itinerant city of
wolves and gorillas. The majority of people view
sin, Carrizo now controls almost every relevant il-
their practices with suspicion, believing them occult.
legal activity in Vulcania. What many call “the city
Members of the academic scene, however, believe
of sin” or “the house of liberties” wanders between
they could make incredible discoveries by studying
Islenations, with its brothels and dens capable of
their behavior, such as the Markonists who delve
satisfying every taste and catering to the needs of
into the Black Forest to speak with them and impro-
every pocket. It is said that Libertas is so influential
ve the Fidelitas collars.
that Carrizo is able to partially control lawmakers
into banning or legalizing something, according to
Nuug Names
what is best for his traffic.
Typical male names: Adoorn, Baazezhen, Dimid, Lando Carrizo, Libertas’ mayor as he likes to be
Frool, Iuussi, Oostromir, Raggar, Spaartak, Vasilj. called, started his criminal career very young, smug-
Typical female names: Arkadia, Daana, Friida, gling in his native Mostucaal. Thanks to sharp wits,
Iskar, Juutta, Oona, Paalvi, Riika, Uliita recklessness, and a fair bit of luck, he made a name
Typical family names: Branimovic, Doorg, Ga- for himself in the criminal underworld, accumu-
ahal, Kaalasnikov, Liitmanen, Luundberg, Ollsoon, lating considerable wealth that he invested in the
Rognuuk, Saarinen. project that would make him one of most influential
people in the world. First, he furnished his flagship,
the Falcon, as a wandering casino, not to be bound
to the laws of any of the Islenations. It quickly be-
came a well-known establishment for gambling,
prostitution, and the fencing of illegal substances.

286

Hill Snover (Order #36675299)


SETTING

After a successful start, however, Carrizo realized fending for themselves however they could. Mostly,
his income would have skyrocketed had he tapped they were helped by smugglers, who sold goods or
into the wealth of the lower classes, as keeping his passage to dry land at extremely high prices, by the
activities from being overwhelmed by both compe- cult of Isairnes, or the occasional private benefac-
tition and government officials was becoming in- tor. Islenation air forces intervened only to drag the
creasingly expensive. The Falcon, then, disappeared cities out of their airspace, to avoid their waste or
for many years, with many rumors spreading about debris from damaging people or buildings.
the ultimate fate of its owner. Some claimed the Ba-
las navy had sunk the “ship of sin,” others that they Babylon
had witnessed the game of Syrus where Carrizo had Flying City – population: 2,800
lost his vessel. Some even said they had seen him When food became scarce and tensions rose,
headed to the Storm Wall in an attempt to reach Babylon’s citizens started fragmenting into ethnic

Letvia. Nobody really knows how he managed to groups, accusing one another of being the cause of
disappear, where he went, or how he built Libertas, the catastrophic turn life had taken. Within a few
but the fact that he did and then became the head years, the situation degenerated into civil war, with
of the most powerful crime syndicate in the world factions fighting for months over the control tower
is a testament to his cunning. where the former rulers of the city had dug in to
wait the conflict out. An unknown faction mana-
GARGHANTUA’S FLYING CITIES ged to plant improvised explosives at the base of
In -32 P, three flying cities were christened in Bu- the structure, bringing it down and decapitating
sto’s shipyards in an attempt to ease the issue of Babylon. Today, the city is divided among six rubble
overpopulation that plagued the Islenations. Thou- strongholds, reinforced with makeshift barricades,
sands of the desperate and destitute from all over that fight over the territory and the scarce resources
the world embarked, hoping for a better life abo- left. Fighting is often quick and brutal, alliances fi-
ard this technological marvel the Monopolies had ckle, and life a veritable hell.
brought them. However, not even a decade in, they
realized the entirety of the mistake they had made, Gibraltar
as food dwindled and producing wares to exchange Flying City – population: 4,000
for resources became progressively harder, plun-
When the population began revolting, demanding
ging the flying cities into abject poverty. The Islena-
to be brought back to the ground, there was one
tions refused to take these people back, both Gar-
person who offered to resolve the situation on
ghantua’s inhabitants and technicians alike, and the
behalf of the governor: Artemis Eltrudis, a serial
flying cities wandered about the skies of Vulcania

287

Hill Snover (Order #36675299)


CHAPTER 7

killer who had embarked under disguise to escape


justice. He began killing every person who rose up
Organizations
against the authority of the governor, sowing ter-
ror and bringing the population under control with
THE MONOPOLIES
a bloodbath. When the governor received him to
Vulcania experienced a dramatic leap in techno-
celebrate a job well done, Eltrudis butchered his
logy during the last century that changed the life
guards and threw him overboard, taking his place.
of the entire population, thanks mostly to Eriko
Now, Duke Eltrudis oppresses the people of Gi-
Fermi and Guillermo Markon. The Vulcanus bat-
braltar, taking the best girls for his harem and the
tery allowed people to cover extremely long distan-
strongest boys for his army of obedient, blood-cra-
ces much faster than with traditional vehicles, and
zed killers. Men and women toil in small poultry
the Mentographic Network made instantaneous
farms or roof gardens until they are too weak to
exchange of information possible. These techno-
work. Then, they are taken away and nobody hears
logies gave life to new studies and experiments,
of them ever again. What the population ignores is
leading to a series of both minor and major inven-
that those who disappear are stewed and then fed
tions that revolutionized life. On the other hand,
to the citizens during the “meat days” called by the
however, such marvels of technology concentrated
Duke.
a lot of power in the hands of those that made
them possible and held their secrets. So, the Mono-
Cartago
polies developed into private corporations, not tied
Flying City – uninhabited
to any of the Islenations, which entered a pact of
Cartago reappeared three years before the current collaboration with each other to impose their will
era, after its previous sighting when it was drifting on politicians and nations both. As a testament to
towards the Storm Wall, more than two decades their unity, twenty years ago the Citadel was built
prior. Nobody knows what happened since then, as in Busto, Itteghasp, where the Monopolies set their
aerial patrols have reported that the city is in relati- headquarters under the Twisted Spire.
vely good condition, although completely deserted.
Monopolies and private parties have launched expe- The Alchemists
ditions to ascertain what happened, but nobody The Monopoly of Alchemists, formally, is the
ever returned to tell of their findings. Many believe youngest of the three, although the secret society
mysterious Cartago to be cursed, and no Islenation it was before turning into a Monopoly seems to
seems to be willing to fund further investigations, predate the birth of the Islenations. Well versed in
although private groups have taken an interest in chemistry, physics, and the nature of the elemen-
the matter. One person in particular seems to be ts, the Alchemists are capable of synthesizing and
invested in shedding light on the mystery, offering mixing substances with extraordinary and devasta-
generous rewards to whoever helps him. This per- ting properties. In medicine, the study of muta-
son is none other than Mister Carrizo himself, who gens and toxins, when paired with their exhaustive
would like to expand his empire of entertainment in knowledge of human physiology, found countless
the skies, as well as on land and sea. applications. However, the Alchemists are jealous
of their secrets, and every initiate is deeply and tho-
roughly conditioned to prevent third parties from
accessing them. In fact, it is often said that the Mo-
nopoly of Alchemists is closer to a “Monopoly of
Fanatics” because of this. In those few cases that
a rogue alchemist does not mysteriously disappear,

288

Hill Snover (Order #36675299)


SETTING

they are marked with an acid burn on the forehead, latter benefiting from all the support he needs from
to single them out as outcasts. It was this obsession the former in his morbid studies on the reanima-
for secrecy that inspired Fermi in forming the Mo- tion of dead tissue.
nopolies. The Alchemists formed their own only
in -61 P, following the example of the Engineers The Engineers
and the Markonists, and nowadays it is divided into Eriko Fermi was the engineer who designed and bu-
two branches: on one side, there are the Enthro- ilt the first Vulcanus battery and the one who foun-
pists, those who mix and synthesize reagents and ded the first Monopoly. Unlike many other geniuses
study the transformations of matter and energy; on of his time, Fermi understood the relevance of his
the other, Biopsists study human physiology and discovery, upon which he built an empire that in a
its alterations under the effects of physioreagents. few years became more powerful than many gover-
The two paths, structured in what the Alchemists nments. To protect the technological advantage his
themselves call “guilds,” study and train in separate organization had acquired from treason, spies, or
structures and yet, although feeling somewhat su- extortion, Fermi never taught the secrets of his in-
perior to one another, share a sense of almost sym- ventions to an individual person, instead choosing
biotic brotherhood. In fact, it is not uncommon for to fragment it between his most brilliant studen-
an Alchemist to walk both paths for a while. ts. For decades, nobody could match their results
The head of the Monopoly is the Magnificent and, by then, the Engineers had gathered so much
Supreme Architect, extremely well versed in both power that whoever attempted to develop similar
branches, who shares their responsibilities with the technologies either was bought out of the equation
Magus, leader of the Enthropists, and the Venefi- or simply disappeared. The Engineers are present
cus, representative of the Biopsists. Although actual all over the world, from small town workshops all
scientists, the Alchemists love their aura of mystery, the way up to large enclaves in capital cities and re-
decorating their laboratories around the world with search laboratories in the many industrial districts,
statues of bizarre creatures or ancient deities, eso- where scientists and corporate technicians from all
teric symbols, and mysterious inscriptions in now over the world work side by side to develop new
forgotten languages. motors and vehicles.
Shokol Nisla, a fifty year old Abrab with thick, Tamarindo Chang, an Itteghi of Ketnyi herita-
woolly hair, took the mantle of Magnificent Su- ge, is the current Sovereign Grand Commander
preme Architect two years before the current day, and Grand Master of the Monopoly of Engineers.
when his predecessor Shabbaz Ubuntu retired to Profiting off the failure of the Garghantua Project,
his beloved Pifu at the venerable age of ninety. Al- thirty years ago, he overturned the hierarchy of the
though formally retired, old Shabbaz is one of the Monopoly and now, in his waning days, he is prepa-
most respected people in the world, with politicians ring to retire. In spite of his aging body, he still is
and other influential people making the journey very much the lucid and ruthless man he has always
to his abode overhanging the sea for his counsel. been. He should have retired years ago, leaving his
Shokol struggles to impose his authority over the place to his pupil, Butch Gutierrez, but the latter’s
shadow cast by his illustrious predecessor, to the death forced Chang to reformulate his plans. Tra-
point that even his Magus and Veneficus, respecti- ditionally, the many factions of the Engineers have
vely Liko Treguet and Conchita Van Tifar, often vi- waged an internal war of intrigue, subterfuge, and
sit their old mentor to hear his wisdom. Frustrated scandals for the hallowed mantle, although never
and eager to leave his mark on the history of the has it come to murder and, although so far there is
Monopoly, Shokol Nisla secretly authorized seve- no evidence that Gutierrez was killed, Chang is de-
ral unethical research projects. Nisla and Girz, the termined to see the mystery solved before leaving
chief of Bodin’s laboratory, studied together, the the Monopoly in hands he does not trust.

289

Hill Snover (Order #36675299)


CHAPTER 7

The Markonists per training. Since then, the Psi Division has grown
This Monopoly owes its name to Gujermo Markon, quickly in both influence and numbers, achieving
the first scientist to transmit his thoughts throu- an almost unparalleled degree of freedom both
gh a conlio wire. The discovery of conlio and its inside and outside the Monopoly. Its members are
brain-enhancing effects is lost in the sands of time, chosen with care, after a grueling series of physical,
although the ability to transmit thoughts over long mental, and behavioral tests, to ensure their loyalty
distances through a wire revolutionized the world to the Monopoly and speed of learning.
of communications. Of course, the secret behind Phi Division (Etomarkonists): the youngest division
such technology is jealously guarded by the Mono- of the Monopoly is ironically tasked with exploring
poly of Markonists, whose transmission stations, what is the oldest use of conlio: controlling animals.
the so-called Nuntius, regulate the flow of informa- Legends abound of hermits and sorcerers capable
tion all over the world. Discretion is a key aspect for of communicating with animals, and it is rumored
those who operate the Mentographic Network, and that their study led to the creation of the Fidelitas
the diffusion of sensitive information is punished conlio collars and the birth of its parent discipline,
harshly both by governments and the Monopoly it- etomarkonism, which allows a Markonist to merge
self, so government agents, large corporations, and their mind with that of an animal.
particularly wealthy people have their own personal Alevtiina Chomsky has been the first etomarko-
Nuntius staffed with trusted Markonists. In time, nist to take the vaunted seat of Supreme High Prin-
the Monopoly has developed different paths of ce Governor of the Monopoly of Markonists, in
specialization for its scientists, exploring the inte- spite of the scant respect that controllers and psio-
ractions between conlio items and human brains. nics have historically shown her branch. However,
Omega Division (Controllers): the first remote de- during her first years at the head of the Monopoly,
vices were created just a few years after the birth Chomsky has performed admirably. A fine diplo-
of the Mentographic Network, forming the core of mat and an astute strategist, she is a tough woman,
the training for every member of the Monopoly. every inch the proud Uurka of the Nuug Tuundra
When in -48 P a team of researchers from both where she was born.
the Monopolies of Markonists and Engineers bu-
ilt the first drone capable of performing complex BANKS
tasks under the mental control of an operator, the Weiss & Stern
Omega Division was born. Since then, the Omega The year -90 P is one of the most important dates
Division has become the main component of the in Abrab history, as it was the birth of the Weiss &
Monopoly, developing extremely sophisticated dro- Stern bank, the investment group destined to be-
nes that can be fitted with a great variety of grafts come the most important in the whole world. Its
to turn them into precious allies or deadly foes. founders, Nichlaas Weiss and Frederic Stern, hailed
Psi Division (Psionics): at the beginning of the from two of the wealthiest families in the country.
Letvian War, Markonists involved with the military The Weiss clan had made its fortune building more
found a few individuals gifted with the capacity to than eighty percent of the buildings in Gerola and
influence others. They were capable of feats like Zementi, while the Stern were of Nuug heritage
amplifying the fears of their targets, causing them and had risen to fame by dealing in technology. The
to hallucinate or even controlling them for short business of their young scions operated in banking,
amounts of time. The Monopoly was allowed to financing new activities or handling valuables all
recruit some for further study, discovering that over Vulcania. Weiss’ Abrab blood had made him
they could control the traces of conlio present in more apt at the financial side of the business, whi-
the blood of all living beings, and finding that this le Stern, born among weapons and other pieces
power could be developed by anyone with the pro- of technology, had a gift for developing security

290

Hill Snover (Order #36675299)


SETTING

mechanisms and weapon and armor systems. The shed that the wages set by the Emperor were to be
two were not only talented, but also good friends paid by the Bank of the Sky. By forbidding other
and, backed by their respective families, they led banks from opening subsidiaries within its confines
the company well beyond the nation’s borders. Wi- out of fear that their presence could influence the
thin a decade, Weiss & Stern was entrusted with Ketnyi “free will” and erode the imperial finances,
the wealth of many of Vulcania’s richest elites, as the other Islenations have reciprocated, preventing
well as that of the Abrab, Mos, Itteghi, and Nuug the Bank of the Sky from branching outside of
governments. Not even the Monopolies could keep Ketniv.
W&S out of their business, even more so after they
started investing in the transportation industry, as The Hand of Isairnes
the company was instrumental in moving conlio Although vile money is not as important as pro-
around the world, preserving patents, and funding tecting the souls of the faithful, Pope Kaddhuri was
research. In time, the ever-growing piles of treasu- the first to realize that no matter how fervent was
re guarded in W&S’s vaults forced the company to their zeal, no cult would be able to rule a country
move them to a fortified building, equipped with without an actual treasury. So, in 1 F, soon after
cutting edge systems, as new subsidiaries were ope- her rise to power, she founded the Hand of Isair-
ned in the other Islenations to limit the risky move- nes, taking the task of managing investments and
ment of valuables. protecting the religious works from the grasp of
After the death of its founders, control of the incompetent Inquisitorial bureaucrats.
company changed hands multiple times between The institute only has its headquarters in Calhud
their successors among the two families until the Square, and is led by Abdela Majid, who answers
Abrabaz volcano exploded. Somehow, the company only to the Pope and her caliphs. In her years as exe-
survived the cataclysm, managing not to lose all of cutive, Majid showed skill and devotion both to her
its wealth, and the new sole owner of the company duty and to the Red Pope, her popularity skyrocke-
fled to Itteghasp, where he lives today, attempting ting when she brought Hussein Assad, Balastoc’s
to bring W&S back to its former glory. wealthiest cattle merchant, in front of a court after
his attempts at obtaining illegal funding from the
Bank of the Sky Hand. Hussein was burned in a public execution
After the birth of the first Abrabazi credit institu- in Calhud Square and his wealth confiscated by the
tions, news about their lucrative activities arrived in institute, ensuring that nobody would ever dare to
Ketniv, too. Emperor Rinosheen Kobyi seemed to doubt the integrity of both Majid and the Hand of
appreciate the idea of a new economic policy, free Isairnes.
from the traditional control of the imperial treasu-
rer. A banking system would modernize the coun- PICARTO AGENCY
try, the Emperor thought, and would grant the dy- Nelso Picarto started the first detective agency in
nasty a finer degree of control over the circulation the world more than a century before the present
of wealth and a way to recover part of the wages it time. His skill in investigation and planting infor-
paid to its citizens. Giving to the people with one mants within both local and global groups of power
hand and taking back with the other, the Emperor brought this newly born agency fame, the Mono-
secured a way to have the bank fund his ambitious poly of Engineers often making use of its services
projects. Under these pretenses, the Emperor foun- to hunt down traitors who had escaped with too
ded the Bank of the Sky in -59 P, the only credit many secrets—A task Picarto’s agents have always
institution allowed in the country. After the inau- executed with deadly and ruthless efficiency. Today,
guration of an imposing, gray roofed building in the Agency, as it is commonly referred to, is free
the government district, the next law passed establi- to operate within the borders of every nation and

291

Hill Snover (Order #36675299)


CHAPTER 7

is often contracted by local authorities around the THE HORNMULE


world. Almost every major city has a Picarto office Before the Letvian War, Rakknor Friden, Count of
and bounty hunters with its signed papers can be Korrpor and member of the Nuug ruling council,
found almost anywhere, hunting some dangerous had started to investigate a faction within the Mo-
criminal… or the poor soul who angered the wrong nopolies that he suspected had interests in causing
people. tensions between nations rise into what would be-
Gancus Antonelli, one of the most dangerous come the war. A few months later, Rakknor and
bloodhounds of the Agency, was born in Aqua- his retinue fell during an attack, later claimed by
lus, although of Berinian heritage. He is stubborn, an extremist splinter group of the cult of the Red
knows neither fear nor fatigue, and his almost ob- God. The Count, however, was secretly saved by
sessive attention to detail made him one of the one of his men and, as the world mourned his de-
most effective and feared of the Agency’s agents, ath, recovered from his wounds. Then, he formed
though his lack of tact causes him to humiliate a secret organization tasked with finishing what
his less efficient colleagues whenever he can. The he had started before being “killed.” The symbol
grumbling bounty hunter wanders the Count Rakknor chose for them is the Hornmule, a
world in the company of his in- mythological beast with the body of a mule, for
separable dog, Penny, a stout its endurance, and the antlers of an elk, symbol
basset hound whose infal- of nobility among the Nuug. Legends claim this
lible nose has caught end- creature manifests itself in times of great need
less scores of prey. to bring back hope and bravery in the
hearts of the people. The
Hornmule is not an orga-
nization fighting against
the Monopolies them-
selves, but, rather, tasked
with finding if they har-
bor splinter groups with
other goals, thus counting
many Alchemists, En-
gineers, and Markonists
among its members.

Q SQUAD
The top of the Picarto
Agency’s most wanted
list is proudly held by this
group of Mos army ve-
terans charged with tre-
ason and war crimes, al-
though it is rumored this
squad is hunted because
it uncovered the wrong
unsettling secret, ear-
ning them a bounty that

292

Hill Snover (Order #36675299)


SETTING

is larger in case of death than capture. Perhaps


as a provocation to gain support among the
lower strata of society or simply because
they are nobler souls than they appear, the
Q Squad can be contacted and hired
via a specific announcement on the
Volcano’s Echo, a newspaper read
all over the world, which their in-
formation network feeds to those
who have suffered at the hand of
the mighty and powerful… but
can still afford to pay their fee.
Paladins of the people or com-
mon mercenaries? The question
is still unanswered. The fact that
they are still active and not dead
or in jail even a decade after the
end of the war, however, is a testa-
ment both to their martial prowess
and diplomatic skills!

VOLCANO’S ECHO
The most-read newspaper of the present day
has a fascinating history. During the War, young
Zardian journalist Oleandro Masil founded a
local gazette to keep his townsfolk infor-
med on the ebb and flow of the confli-
ct. Back then, the majority of the Itteghi
press was under the control of many
powerful groups that used it for their
own purposes, so listening to a free and
independent voice had a strong effect on
the locals, especially the youth. Initially,
Oleandro’s activity was so underestima-
ted that when the larger newspapers at-
tempted to acquire or suppress the Volcano’s
Echo it was already too late. It quickly expanded to
Nuugard, Mostucaal, and Abrabazem, gaining po- distributing it in Ketniv. Thanks to its network of
pularity even outside Itteghi borders, although sin- journalists, investigators, and simple supporters, af-
ce then Oleandro has been forced to lead a noma- fectionately nicknamed “the rabble,” the Volcano’s
dic life, wandering from safehouse to safehouse to Echo is healthier than ever, even being capable of
avoid killers sent by those who would silence him. bringing to its readers an occasional update about
However, its distribution is also sanctioned within the Abrabazem or Free Republic of Aqualos situa-
the borders of Balas and the Freeborn are secretly tions, where it has been banned.

293

Hill Snover (Order #36675299)


8 ADVERSARIES

“At last, you are here, Captain Akhbar… As you can see,
I took precautions.” He cackled, maniacally, winking at
the band of thugs around him. Perched on a metal throne,
four rusty spikes sprouting from its back, he was staring
at the group of bounty hunters with bulging eyes, lit with
madness.
“Don’t think I’m scared that easily, Junker! I brought
friends too. Your miserable life ends now!” The tension
could be cut with a knife as the two parties held each other
at gunpoint.
“Nobody walks out of life alive, eh, Captain?” cackled
Junker. “So! Let us settle scores like gentlemen, shall we?”
He said, standing up and revealing the array of pistons and
valves on the Crux array around his legs. “How about a
duel? The winner wins, well, everything… and doesn’t die.
Are you game? Mmmh?”
Looking back at his companions, the Captain nodded.
“So be it. Show me what you’ve got, you old dog!” he an-
swered, confident. Junker’s sharp features lit up, tasting the
challenge, as the machete at his belt flashed into his hand.
“And now comes the part where I relieve you poor idiot of
your life…” Activating his Crux array, he jumped onto
Captain Akhbar, who readily turned his own Brachius
on and parried the incoming blow with his Malleus rocket
hammer. This was a promising fight…

Hill Snover (Order #36675299)


Hill Snover (Order #36675299)
CHAPTER 8

C haracters will encounter terrible and deadly


opponents during their adventurers. Here
you can find everything you might need for every
kind of opponent your group might face in their
any of their Opportunities, as listed in their descrip-
tion.
Also, if the Characters suffer a simple Failure,
you as the Narrator can hand them one of your
travels, including their Rank, Role, Difficulty, Tacti- Gears of Fate to activate one of their adversary’s
cal Indicators, Skills, Opportunities and Attacks. Opportunities.
Rank and Role: the level of challenge the oppo-
nent offers and the Character Rank at which this ad- Vas is dueling with an officer. During his first turn,
versary would be a fair challenge for the group. The the opponent attacks with their saber. Vas Tests to
Role is an indicator of how important the creature Dodge, rolling a 4, plus his 5 Dodge, for a total of 9.
is within their organization. It might be a minion, a
As his opponent’s attack Difficulty is 13, Vas fails,
secondary actor, or the kingpin of the entire crime
suffering 1 point of damage.
cartel. Usually, Characters fight against internally di-
verse groups, like some minor chaff extras, one or The Narrator, moved by wicked generosity, decides
more tougher opponents, and, in case of plot-rele- to hand Vas’ player a Gear of Fate and activate the
vant fights, much more powerful antagonists. An- enemy’s Peripheral Vision to have them fire their pistol
tagonists, especially, make for perfect recurring vil- at Chana, a few cubitus away.
lains, to catalyze the enmity of your players and help
keep them involved with your campaign and plot!
In this chapter, there are a few premade encoun- Attacks: whether civilized opponents or savage
ters based on the Rank of the group to help you creatures, this section lists both the Difficulties the
while you grow accustomed to the system. When Characters have to beat when rolling to Dodge or
you feel ready to make your own encounters, howe- Evade and the damage progression bar if they fail
ver, pick and choose from this list whatever you the Test to avoid being hit.
think makes sense for the situation! Just remem-
ber that to keep thing roughly balanced, the total
Wounds of the encounter should be about equal to Vas is struggling to defeat the officer. During their
that of the Characters. turn, the enemy attacks him with a saber, but he rolls
Difficulty: this indicates the Difficulty that the a 2 to Dodge for a total of 7. As the officer’s attack
creature imposes on any Test the Characters roll score is 13, Vas is hit, so his player checks the enemy
against them, unless otherwise specified elsewhere damage progression bar and sees that 2—the unmodi-
in their profile. fied Dodge Test die result—is in the green zone, for a
Tactical Indicators: much like the Characters, total of 2 points of damage.
enemies use these values in combat.
Skills: when the Characters attempt a Test against 1 2 3 4 5 6 7 8 9 10 11 12
any of the Skills mentioned in this section of the
profile, they use this Difficulty value rather than the
one listed as their normal Difficulty. As an example,
an adversary with a high score in Stealth uses the
value listed under their Stealth rather than their ge-
neral Difficulty score.
Opportunities: should a Character obtain a Ca-
tastrophic Failure, the adversary can benefit from

296

Hill Snover (Order #36675299)


ADVERSARIES

on the person of an adversary is inadvertently de-


ENEMIES stroyed during the fight. How tragic. However, on
the other hand, just remember that you and the other
The majority of enemies the Characters fight against
people at the table are there to have fun and, whene-
are not monsters or unusual creatures, but the dea-
ver possible, make sure that the poor suit of armor
dliest and most ruthless species ever to walk Vulca-
that just broke did so because it took ten rifle rounds,
nia: mankind. Much like Characters, adversaries be-
instead of “because.”
nefit from training and equipment, as listed in their
profile.

Enemy Training
Alchem Training: the enemy is capable of using
alchem weapons.
Command Training: at the beginning of their
turn, the adversary can allow an ally to take one
Action for free.
Dual Front Training: the enemy ignores one of
their opponents when calculating numerical superio-
rity.
Engineering Training: the enemy is capable of
using Gizmos as a Free Action.
Martial Arts Training: the enemy is not conside-
red unarmed when fighting without weapons.
Psychic Training: the enemy is capable of using
Markonist psychic powers.
Sharpshooter Training: the enemy is capable
of shooting at targets engaged in melee without
penalty.
Stealth Training: the enemy can make
Stealth Tests as part of their movement.

Enemy Equipment
Enemies own pieces of kit, too!
Whether it is suits of armor, we-
apons, mutagens, tools, or other
items, if an adversary possesses
anything, it is listed in their pro-
file and the relative modifiers
are always included in the sum-
mary tables.
Addendum for the totally not sadistic Narrator: A life
of war leaves equipment scarred, pitted, dented, and,
ultimately, broken, so it may happen that a vital item

297

Hill Snover (Order #36675299)


CHAPTER 8

- Opportunities -
ADDS
Cannon fodder is always useful to season a fight, Make Way: with a powerful bash of their
as the players revel in butchering them in droves shoulder, the brute shoves an opponent aside, oc-
and they are easier for you to manage. Numerical cupying their square.
superiority is a strength in itself, right? Not to men-
tion that the nameless red shirts of an action movie Trip: after dodging an attack, the brute stomps
could prove key in distracting the heroes from pur- on their attacker’s foot, inflicting the Unbalanced
suing your carefully crafted main antagonist! Dead condition.
men plot no vengeance, right?! Generic Adds, like
guards, are useful in almost any situation and can be
tweaked to still pose an adequate challenge to the Rank: Expert Difficulty: 10
group even later in the campaign.
Initiative: 8 Movement: 3
Dodge: 10 Wounds: 2
Brute Role: Add
Evade: 10 Damage Reduction: –
At the base of the social pyramid of organized crime
sit ruthless and brutal individuals, ready to break bo- - Qualities -
nes and bash skulls at the beck and call of those with
the money to hire them. Theft, extortion, and beatings Skills: Brawl 12 – Aggression 11
are not beneath them, and, although not the brightest Training: none
of the bunch, they are somewhat reliable. At the end Equipment: Claymore, Machete, Pistol, 50 $
of the day, everybody from the lowliest of thugs to
Mister Carrizo himself knows that sometimes a good, - Attacks -
healthy dose of violence is just what carries a great Claymore: 10
many hairy situations, right?
1 2 3 4 5 6 7 8 9 10 11 12
Rank: Newbie Difficulty: 8 Pistol: 8 (range: 12 cubitus) Piercing
Initiative: 6 Movement: 3 1 2 3 4 5 6 7 8 9 10 11 12
Dodge: 8 Wounds: 2
Evade: 8 Damage Reduction: – - Opportunities -

- Qualities - Make Way: with a powerful bash of their


shoulder, the brute shoves an opponent aside, oc-
Skills: Brawl 10 – Aggression 9 cupying their square.
Training: none Trip: after dodging an attack, the brute stomps
Equipment: War-axe, Machete, Pistol, 20 $ on their attacker’s foot, inflicting the Unbalanced
condition.
- Attacks -
War-axe: 8
1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 6 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

298

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Veteran Difficulty: 12 Rank: Heroic Difficulty: 13

Initiative: 10 Movement: 3 Initiative: 11 Movement: 3


Dodge: 12 Wounds: 2 Dodge: 13 Wounds: 2
Evade: 12 Damage Reduction: – Evade: 13 Damage Reduction: –
- Qualities - - Qualities -

Skills: Brawl 14 – Aggression 13 Skills: Brawl 15 – Aggression 14


Training: none Training: none
Equipment: Cleaver, Machete, Sawed-off, 60 $. Equipment: Cleaver, Machete, Sawed-off,
- Attacks - 110 $.

Cleaver 12 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Cleaver 13
Sawed-offl: 8 (range: 6 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Sawed-off: 11 (range: 6 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Make Way: with a powerful bash of their
shoulder, the brute shoves an opponent aside, oc- Cleave: with a powerful sweep, the brute deals
cupying their square. 1 point of damage to a secondary target adjacent to
Trip: after dodging an attack, the brute stomps their first.
on their attacker’s foot, inflicting the Unbalanced Trip: after dodging an attack, the brute catches
condition. their attacker’s foot, inflicting the Unbalanced con-
dition.

299

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Legendary Difficulty: 14 Guard Role: Add


In the largest settlements, law enforcers watch over
Initiative: 12 Movement: 4
the safety of the citizens… or those who can af-
Dodge: 14 Wounds: 2 ford their protection, at least! Corruption festers
Evade: 14 Damage Reduction: – everywhere and justice does not always sit at the
- Qualities - top of these individuals’ priorities. Whether they
are simple bouncers, private security, or vigilantes at
Skills: Brawl 16 – Aggression 15 the service of the local community, guards are most
Training: none often scum with a uniform, lacking in discipline and
commitment.
Equipment: Zweihander, Machete, Sawed-off,
110 $. Rank: Newbie Difficulty: 8
- Attacks -
Initiative: 6 Movement: 3
Zweihander: 14 Dodge: 9 Wounds: 2
1 2 3 4 5 6 7 8 9 10 11 12 Evade: 8 Damage Reduction: –

Sawed-offl: 13 (range: 6 cubitus) Piercing - Qualities -

1 2 3 4 5 6 7 8 9 10 11 12 Skills: Brawl 9 – Aggression 10


Training: none
- Opportunities -
Equipment: Mace, Truncheon, Pistol, 30 $
Cleave: with a powerful sweep, the brute deals
1 point of damage to a secondary target adjacent to - Attacks -
their first. Mace: 8
Trip: after dodging an attack, the brute catches
their attacker’s foot, inflicting the Unbalanced con- 1 2 3 4 5 6 7 8 9 10 11 12
dition. Pistol: 6 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Dirty Trick: throwing a fistful of sand in the


eyes of their target or striking them with the handle
of their pistol, the guard inflicts the Slowed condi-
tion.
Escape: after dodging an attack, the guard mo-
ves 6 cubitus to a better position or to escape.

300

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Expert Difficulty: 10 Rank: Veteran Difficulty: 12

Initiative: 8 Movement: 3 Initiative: 8 Movement: 3


Dodge: 11 Wounds: 2 Dodge: 12 Wounds: 2
Evade: 10 Damage Reduction: – Evade: 11 Damage Reduction: 1
- Qualities - - Qualities -

Skills: Brawl 11 – Aggression 12 Skills: Brawl 13 – Aggression 14


Training: none Training: none
Equipment: Schiavona, Truncheon, Pistol, 80 $. Equipment: Saber, Truncheon, Pistol, Armor:
Lorica, 120 $.
- Attacks -
- Attacks -
Schiavona: 10
Schiavona: 9
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 9 (range: 12 cubitus) Piercing
Pistol: 11 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Dirty Trick: throwing a fistful of sand in the
Dirty Trick: throwing a fistful of sand in the
eyes of their target or striking them with the handle
eyes of their target or striking them with the handle
of their pistol, the guard inflicts the Slowed condi-
of their pistol, the guard inflicts the Slowed condi-
tion.
tion.
Escape: after dodging an attack, the guard mo-
Escape: after dodging an attack, the guard mo-
ves 6 cubitus to a better position or to escape.
ves 6 cubitus to a better position or to escape.

301

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Heroic Difficulty: 13 Rank: Legendary Difficulty: 14

Initiative: 11 Movement: 3 Initiative: 12 Movement: 3


Dodge: 14 Wounds: 2 Dodge: 15 Wounds: 2
Evade: 13 Damage Reduction: 1 Evade: 14 Damage Reduction: 1
- Qualities - - Qualities -

Skills: Brawl 14 – Aggression 15 Skills: Brawl 14 – Aggression 15


Training: sharpshooter Training: sharpshooter
Equipment: Katana, Truncheon, Revolver, Armor: Equipment: Katana, Truncheon, Revolver, Armor:
Lorica, Bombs: Bombard, 180 $. Lorica, Bombs: Bombard and Tonitrus, 230 $.
- Attacks - - Attacks -
Katana: 13 Katana: 14
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Revolver: 12 (range: 10 cubitus) Piercing Revolver: 13 (range: 10 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -
Peripheral Vision: the guard shoots their pistol Peripheral Vision: the guard shoots their pistol
at a secondary target they are engaged in melee with. at a secondary target they are engaged in melee with.
Escape: after dodging an attack, the guard mo- Escape: after dodging an attack, the guard mo-
ves 6 cubitus to a better position or to escape. ves 6 cubitus to a better position or to escape.

302

Hill Snover (Order #36675299)


ADVERSARIES

Rifleman Role: Add Rank: Expert Difficulty: 10


Whether they are hunters, soldiers, or criminals, tho-
Initiative: 12 Movement: 4
se capable of hitting a target from afar are precious
resources in open field combat, especially when ca- Dodge: 8 Wounds: 2
pable of setting up ambushes. These people, when Evade: 10 Damage Reduction: –
properly dug in, can prove a devastatingly effective - Qualities -
foe for the heroes.
Skills: Stealth 11 – Senses 12
Rank: Newbie Difficulty: 8 Training: sharpshooter
Initiative: 10 Movement: 4 Equipment: Schiavona, Rifle, Pistol, 60 $.
Dodge: 6 Wounds: 2 - Attacks -
Evade: 8 Damage Reduction: –
Schiavona: 9
- Qualities -
1 2 3 4 5 6 7 8 9 10 11 12
Skills: Stealth 9 – Senses 10 Rifle: 10 (range: 20 cubitus) Piercing
Training: sharpshooter 1 2 3 4 5 6 7 8 9 10 11 12
Equipment: Schiavona, Rifle, Pistol, 30 $.
- Attacks - - Opportunities -

Schiavona: 7 Hamstring: the adversary shoots at the target’s


leg, halving their Movement score.
1 2 3 4 5 6 7 8 9 10 11 12
Relocate: if missed by a ranged attack, the Ri-
Rifle: 8 (range: 20 cubitus) Piercing fleman immediately takes a movement Maneuver.
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Hamstring: the adversary shoots at the target’s


leg, halving their Movement score.
Relocate: if missed by a ranged attack, the Ri-
fleman immediately takes a movement Maneuver.

303

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Veteran Difficulty: 12 Rank: Heroic Difficulty: 13

Initiative: 14 Movement: 4 Initiative: 15 Movement: 5


Dodge: 10 Wounds: 2 Dodge: 11 Wounds: 2
Evade: 12 Damage Reduction: – Evade: 13 Damage Reduction: –
- Qualities - - Qualities -

Skills: Stealth 13 – Senses 14 Skills: Stealth 13 – Senses 14


Training: sharpshooter Training: sharpshooter
Equipment: Schiavona, Carabine, Pistol, 100 $. Equipment: Schiavona, Carbine, Pistol, Bombs:
- Attacks - Glutinum, 160 $.

Schiavona: 9 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Schiavona: 9
Carabine: 13 (range: 16 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Carabine: 13 (range: 16 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Hamstring: the adversary shoots at the target’s
leg, halving their Movement score. Piercing Shot: the bullet pierces through its tar-
Relocate: if missed by a ranged attack, the Ri- get, dealing 1 point of damage to a secondary target
fleman immediately takes a movement Maneuver. right behind it in a straight line.
Relocate: if missed by a ranged attack, the Ri-
fleman immediately takes a movement Maneuver.

304

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Legendary Difficulty: 14 Scum Role: Add


The suburbs of Vulcania are the best place to be kil-
Initiative: 16 Movement: 5
led for a fistful of coins. In dark alleys, the scum
Dodge: 12 Wounds: 2 of society waits to strike, sometime clumsily, some-
Evade: 14 Damage Reduction: – time desperately, but most often lethally. Impostors,
- Qualities - charlatans, smugglers, ruthless mercenaries, and the
violent and desperate, they all sell their muscle and
Skills: Stealth 15 – Senses 16 sword to those with the money to hire them. If so-
Training: sharpshooter mebody is up for some evildoing, they are always
ready to tag along for the ride, only to betray them
Equipment: Schiavona, Enterrador, Pistol, Bombs: afterward for a few coins more… or simply for the
Glutinum and Glacies, 200 $. fun of it.
- Attacks -
Rank: Newbie Difficulty: 8
Schiavona: 9
Initiative: 9 Movement: 4
1 2 3 4 5 6 7 8 9 10 11 12
Dodge: 8 Wounds: 2
Enterrador: 14 (range: 16 cubitus) Piercing Evade: 6 Damage Reduction: –
1 2 3 4 5 6 7 8 9 10 11 12 - Qualities -

- Opportunities - Skills: Athletics 9 – Stealth 10


Training: Stealth
Piercing Shot: the bullet pierces through its tar-
get, dealing 1 point of damage to a secondary target Equipment: Knife, Darts (5), 15 $.
right behind it in a straight line. - Attacks -
Relocate: if missed by a ranged attack, the Ri-
Knife: 9
fleman immediately takes a movement Maneuver.
1 2 3 4 5 6 7 8 9 10 11 12
Dart: 7 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Painful Slash: with a cunning slash, the scum


cuts their target deep, inflicting the Disoriented con-
dition.
Escape: after dodging an attack, the scum mo-
ves 6 cubitus to a better position or to escape.

305

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Expert Difficulty: 10 Rank: Veteran Difficulty: 12

Initiative: 11 Movement: 4 Initiative: 13 Movement: 4


Dodge: 10 Wounds: 2 Dodge: 12 Wounds: 2
Evade: 8 Damage Reduction: – Evade: 10 Damage Reduction: –
- Qualities - - Qualities -

Skills: Athletics 11 – Stealth 12 Skills: Athletics 13 – Stealth 14


Training: Stealth Training: Stealth
Equipment: Stiletto, Darts (5), 35 $. Equipment: Dagger, Knife, Darts (10), 60 $.
- Attacks - - Attacks -
Stiletto: 11 Piercing Dagger: 13
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

Dart: 7 (range: 6 cubitus) Dart: 7 (range: 6 cubitus)


1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -

Painful Slash: with a cunning slash, the scum Painful Slash: with a cunning slash, the scum
cuts their target deep, inflicting the Disoriented con- cuts their target deep, inflicting the Disoriented con-
dition. dition.
Escape: after dodging an attack, the scum mo- Escape: after dodging an attack, the scum mo-
ves 6 cubitus to a better position or to escape. ves 6 cubitus to a better position or to escape.

306

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Heroic Difficulty: 13 Rank: Legendary Difficulty: 14

Initiative: 14 Movement: 4 Initiative: 15 Movement: 5


Dodge: 13 Wounds: 2 Dodge: 14 Wounds: 2
Evade: 11 Damage Reduction: – Evade: 12 Damage Reduction: –
- Qualities - - Qualities -

Skills: Athletics 14 – Stealth 15 Skills: Athletics 15 – Stealth 16


Training: Stealth Training: Stealth
Equipment: Shank, Knife, Crystallus (2), Darts (10), Equipment: Shank, Knife, Crystallus (4), Darts (10),
130 $. 250 $.
- Attacks - - Attacks -
Shank: 14 Piercing Shank: 14 Piercing
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Crystallus 13 (range: 6 cubitus) Crystallus 14 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -

Painful Slash: with a cunning slash, the scum Painful Slash: with a cunning slash, the scum
cuts their target deep, inflicting the Disoriented con- cuts their target deep, inflicting the Disoriented con-
dition. dition.
Freeze: extreme cold unleashed by a crystallus Freeze: extreme cold unleashed by a crystallus
causes crippling pain, inflicting the Slowed condition causes crippling pain, inflicting the Slowed condition
on the scum’s target. on the scum’s target.
Vanish: after dodging an attack, the scum mo- Vanish: after dodging an attack, the scum mo-
ves 3 cubitus, so they are adjacent to their target, and ves 3 cubitus, so they are adjacent to their target, and
gains Combat Advantage against them. gains Combat Advantage against them.

307

Hill Snover (Order #36675299)


CHAPTER 8

Aljahin Devil Role: Add Errant Lunatic Role: Add


The urchins that roam the streets and alleys of Ba- Abrabazem is a dangerous and inhospitable place.
las cities have almost become a plague, their nimble Many lose their sanity wandering the arid deserts un-
hands stealing anything that falls into their grasp be- der the hallucinogenic clouds, their only goal survi-
fore vanishing in the crowd like sand in the wind. ving to see the next dawn. As such, most have turned
into barely sentient creatures.
Rank: Newbie Difficulty: 7
Rank: Newbie Difficulty: 8
Initiative: 9 Movement: 5
Dodge: 9 Wounds: 1 Initiative: 9 Movement: 4
Evade: 8 Damage Reduction: – Dodge: 8 Wounds: 2
Evade: 7 Damage Reduction: –
- Qualities -
- Qualities -
Skills: Agility 8 – Stealth 10 – Luck 9
Training: none Skills: Brawl 9 – Resistance 10
Equipment: Kitchen Knife, 1/2 $. Training: none
Equipment: Best case scenario? Absolutely
- Attacks -
nothing.
Kitchen Knife : 6
- Attacks -
1 2 3 4 5 6 7 8 9 10 11 12
Bite: 8
Rock: 6 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Hemorrhaging Bite: the lunatic bites a chunk of
and Velvet Hands: the target loses an item flesh off their target, who starts bleeding profusely.
they are carrying, like a purse or a stowed weapon. Until they spend a full round to staunch the bleeding,
Then, the urchin sprints away. the target suffers 1 point of damage at the beginning
of their turn each round.

308

Hill Snover (Order #36675299)


ADVERSARIES

Novice Monk Role: Add Tawariq Role: Add


Wandering monks who travel the world looking for The nomads of the Balas Zoort desert wander the
inner peace? Not at all. Although the most discipli- sands alongside their herds of dromedaries, pro-
ned beings an adventuring party could find, even specting for ore veins or simply patrolling. They are
novice Tayo monks are far from harmless, often em- a proud people, tempered by the torrid weather of
ployed by less than reputable individuals. the desert and ready to draw weapons to defend their
tribes.
Rank: Expert Difficulty: 10
Rank: Expert Difficulty: 10
Initiative: 11 Movement: 4
Dodge: 11 Wounds: 2 Initiative: 9 Movement: 3
Evade: 9 Damage Reduction: – Dodge: 12 Wounds: 2
Evade: 10 Damage Reduction: –
- Qualities -
- Qualities -
Skills: Athletics 11 – Brawl 11
Training: Martial Arts Skills: Athletics 11 – Resistance 12
Equipment: A few shuriken and a vast amount of Training: Dual Front
inner peace… alas, no other loot. Equipment: Scimitar (2), Pistol, Travel pack, 25 $.

- Attacks - - Attacks -

Martial Arts: 11 Scimitar: 10

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

Shuriken: 10 (range: 6 cubitus) Pistol: 8 (range: 12 cubitus) Piercing

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -

Roundhouse Kick: the target is shoved 2 cubitus Dance of the Blade: the Tawariq switches posi-
away and suffers the Unbalanced condition. tions with their target
Projection: the monk tackles their opponent to Defensive Cross: with one scimitar, the Tawariq
the ground 1 cubitus away, knocking them Prone. pushes aside the enemy’s incoming blow, striking them
with the other.

309

Hill Snover (Order #36675299)


CHAPTER 8

310

Hill Snover (Order #36675299)


ADVERSARIES

Alchem Zombie Role: Add Uurka Warrior Role: Add


Biopsists love researching and experimenting. In the desolate Tuundra of northern Nuugard live the
Some, however, take it to the next step and del- Uurka clans, warriors turned into apex predators by
ve into subjects even the leaders of the Monopoly the frigid northern winds. Born in secluded ice villa-
deem immoral and, in spite of the stigma their ges and raised with the stringent and picturesque tra-
studies suffer, it seems they have achieved results. ditions of their elders, they are fearsome and brutal
Walking corpses dressed in rags and enhanced with enemies, who know no fear and joyously laugh at pain.
mechanical Spare Bits or alchem tanks to preser-
ve their decaying tissues, alchem zombies are more Rank: Veteran Difficulty: 12
durable than living creatures and, of course, stink.
Oooooh, boy, do they stink. Initiative: 10 Movement: 3
Dodge: 13 Wounds: 3
Rank: Veteran Difficulty: 12 Evade: 10 Damage Reduction: –

Initiative: 8 Movement: 3 - Qualities -


Dodge: 11 Wounds: 2
Skills: Resistance 13 – Aggression 14
Evade: 10 Damage Reduction: 1
Training: none
- Qualities -
Equipment: Cleaver, Tomahawks (10), Knife,
Skills: Resistance 13 – Aggression 14 Excursor Backpack, 45 $.
Special Ability: Disgusting Sight. Even just - Attacks -
laying eyes on these aberrations is disturbing.
The Characters must pass a Discipline Test Cleaver: 13
against Difficulty 10 or suffer the Frightened 1 2 3 4 5 6 7 8 9 10 11 12
condition.
Tomahawk: 10 (range: 6 cubitus)
Equipment: 1 $, just because, if your poor,
poor players want to loot such a sorry excuse 1 2 3 4 5 6 7 8 9 10 11 12
of a monster, they must be really desperate.
- Opportunities -
- Attacks -
Improvised or natural weapons: 13 Cleave: with a powerful sweep, the Uurka war-
rior deals 1 point of damage to a secondary target
1 2 3 4 5 6 7 8 9 10 11 12 adjacent to their first.

- Opportunities - Headbutt: the Uurka dodges the attack and


violently bashes their opponent in the face with their
or Unbearable Stench: the target is overwhel- forehead, inflicting the Disoriented condition.
med by the stench of death and decay, starting to
vomit. They suffer the Dazed condition.

311

Hill Snover (Order #36675299)


CHAPTER 8

Armored Infantry Role: Add Demon Role: Add


Armies, police units, and private elite security forces In devastated Abrabazem, the crazy and deranged
boast troops equipped with shields and heavy armor, band together into small roving communities of
trained to contain insurrections or large assaults. Al- wandering berserkers, attacking on sight. The toxic
though not particularly deadly on their own, they are clouds mutated them in horrid ways, crippling their
capable of keeping small enemy contingents at bay minds and turning their bodies into engines of de-
and supporting snipers or shock troops as they di- struction. May the gods, if any do exist, have mercy
spatch the enemy. on the poor souls they meet.

Rank: Heroic Difficulty: 13 Rank: Legendary Difficulty: 14


Initiative: 11 Movement: 2 Initiative: 15 Movement: 4
Dodge: 12 Wounds: 2 Dodge: 13 Wounds: 2
Evade: 12 Damage Reduction: 2 Evade: 13 Damage Reduction: –
- Qualities - - Qualities -
Skills: Strength 14 – Discipline 15 Skills: Resistance 15 – Aggression 15
Training: Dual Front Special Ability: Fury. When they lose their last
Equipment: Koopesh, Pistol, Dagger, Armor: Wound, demons fight for one additional round
every time they strike a target, ignoring any
Mail, Shield, Februm, 125 $
other damage they suffer.
- Attacks - Equipment: Flail, Tomahawks (5), Axe.
Koopesh: 13 - Attacks -
1 2 3 4 5 6 7 8 9 10 11 12 Flail: 15
Pistol: 11 (range: 12 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Tomahawk: 13 (range: 6 cubitus)

- Opportunities - 1 2 3 4 5 6 7 8 9 10 11 12

Bash: shoving with their shield, the adversary - Opportunities -


pushes their opponent 2 cubitus away, inflicting the
Unbalanced condition. Depending on their mutation, demons have diffe-
Debilitating Parry: intercepting the attack with rent Opportunities available:
their shield, the adversary bashes their opponent’s Blinding Breath: exhaling toxic vapors, the de-
weapon with such force that they suffer the Dazed mon inflicts the Blinded condition on their target.
condition. Horns: by goring their target, the demon sends
them flying 2 cubitus away, landing Prone.
Quill Mane: all creatures within 3 cubitus are
stung by flying quills, suffering 1 point of damage.
Reptile Tail: By sweeping their tail, the demon
inflicts the Unbalanced condition on their target.

312

Hill Snover (Order #36675299)


ADVERSARIES

313

Hill Snover (Order #36675299)


CHAPTER 8

ANTAGONISTS Rank: Expert Difficulty: 11


Antagonists are tougher adversaries who can make
life rather difficult for the Characters if helped by an Initiative: 13 Movement: 3
adequate number of Adds. Much like Adds, the fol- Dodge: 9 Wounds: 4
lowing include a few types of recurring Antagonists Evade: 12 Damage Reduction: –
that might progress as the group does, with others
- Qualities -
that should be taken on only by experienced Cha-
racters. Skills: Handicraft 12 – Discipline 13
Training: Alchem
Alchemist Role: Antagonist
Equipment: Saber, Iuppiter, Bombs: Bombard,
Within the Monopoly of Alchemists, one can find
enthropists of all kinds, from the lowliest of “vial-to- Plangor, and Tonitrus, 200 $.
ters” to the greatest luminaries. Alchemists come in - Attacks -
every age, degree of experience, and heritage, but all
share the love of a good, old explosion! Saber: 10
1 2 3 4 5 6 7 8 9 10 11 12
Rank: Newbie Difficulty: 9
Pistol: 7 (range: 12 cubitus) Piercing
Initiative: 11 Movement: 3 1 2 3 4 5 6 7 8 9 10 11 12
Dodge: 7 Wounds: 4
Bombs: 11 (range: 5 cubitus)
Evade: 10 Damage Reduction: –
- Qualities - - Opportunities -

Skills: Handicraft 10 – Discipline 11 Escape: after dodging an attack, the alchemist


moves 6 cubitus.
Training: Alchem
Equipment: Schiavona, Pistol, Bombs: Fumidus,
Glacies, and Glutinum, 90 $.
- Attacks -
Schiavona: 8
1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 7 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
Bombs: 9 (range: 5 cubitus)
- Opportunities -

Escape: After dodging an attack, the alchemist


moves 6 cubitus.

314

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Veteran Difficulty: 13 Rank: Heroic Difficulty: 14

Initiative: 15 Movement: 3 Initiative: 16 Movement: 4


Dodge: 11 Wounds: 4 Dodge: 12 Wounds: 4
Evade: 14 Damage Reduction: – Evade: 15 Damage Reduction: –
- Qualities - - Qualities -

Skills: Handicraft 14 – Discipline 15 Skills: Handicraft 15 – Discipline 16


Training: Alchem Training: Alchem
Equipment: Saber, Iuppiter, Bombs: Bombard, Equipment: Saber, Iuppiter, Bombs: Bombard,
Plangor, and Tonitrus, 200 $. Plangor, and Tonitrus, 200 $.
- Attacks - - Attacks -
Saber: 12 Saber: 13
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Iuppiter: 13 (line: 6 cubitus) Piercing Iuppiter: 14 (line: 6 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Bombs: 13 (range: 5 cubitus) Corrodens 13 (range: 10, area: 2) Piercing
- Opportunities - 1 2 3 4 5 6 7 8 9 10 11 12

Discharge: an electric discharge arcs from the Bombs: 14 (range: 5 cubitus)


target struck by the iuppiter to a secondary target,
dealing 1 point of damage. - Opportunities -
Escape: after dodging an attack, the alchemist Discharge: an electric discharge arcs from the
moves 6 cubitus. target struck by the iuppiter to a secondary target,
dealing 1 point of damage.
Tear-fumes: the target hit by corrodens exhu-
des a clouds of fumes, side effect of the corrosion.
Everybody within the area of effect is Disoriented
Escape: after dodging an attack, the alchemist
moves 6 cubitus.

315

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Legendary Difficulty: 15 Engineer Role: Antagonist


The Industrial Revolution caused by the discovery
Initiative: 17 Movement: 4
of the Vulcanus battery allowed for the diffusion of
Dodge: 13 Wounds: 5 all kinds of devices. Of course, this also meant that
Evade: 16 Damage Reduction: – engineers became fundamental to the life of Vulca-
- Qualities - nia, a position they would prefer to keep.

Skills: Handicraft 16 – Discipline 17 Rank: Newbie Difficulty: 9


Training: Alchem
Initiative: 10 Movement: 4
Equipment: Saber, Iuppiter, Bombs: Bombard, Dodge: 8 Wounds: 4
Flagrant, and Rogus, 260 $. Evade: 9 Damage Reduction: –
- Attacks - - Qualities -
Saber: 13
Skills: Handiwork 11 – Analysis 10
1 2 3 4 5 6 7 8 9 10 11 12 Training: Engineering
Iuppiter: 15 (line: 6 cubitus) Piercing Equipment: Schiavona, Pistol, Harpago, 80 $.
1 2 3 4 5 6 7 8 9 10 11 12 - Attacks -
Rogus: 14 (cone: 6 cubitus) Schiavona: 8
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Bombs: 15 (range: 5 cubitus) Pistol: 7 (range: 12 cubitus) Piercing
- Opportunities - 1 2 3 4 5 6 7 8 9 10 11 12

Discharge: an electric discharge arcs from the - Opportunities -


target struck by the iuppiter to a secondary target,
dealing 1 point of damage. o Recharge: the engineer recharges the ste-
Human Torch: the targets struck by the rogus am pressure in one of their gizmos.
suffer the Burning condition. Scenic Escape: after dodging an attack, the en-
Not in my House: the alchemist catches a bomb gineer activates their harpago and moves 10 cubitus
thrown at them out of mid air, sending it back.. away, possibly to higher ground.

316

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Expert Difficulty: 11 Rank: Veteran Difficulty: 13

Initiative: 11 Movement: 4 Initiative: 13 Movement: 4


Dodge: 10 Wounds: 4 Dodge: 12 Wounds: 5
Evade: 11 Damage Reduction: – Evade: 13 Damage Reduction: –

- Qualities - - Qualities -

Skills: Handiwork 13 – Analysis 11 Skills: Handiwork 11 – Analysis 10


Training: Engineering Training: Engineering
Equipment: Schiavona, Pistol, Clipeus (+3 on a Equipment: Saber, Revolver, Crux (+4 to a single
single Evade Test), Harpago, 120 $. Athletics Test), Harpago, 190 $.

- Attacks - - Attacks -

Schiavona: 10 Saber: 12

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

Pistol: 9 (range: 12 cubitus) Piercing Revolver: 11 (range: 10 cubitus) Piercing

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -
- Opportunities -
o Recharge: the engineer recharges the ste-
am pressure in one of their gizmos. o Recharge: the engineer recharges the ste-
am pressure in one of their gizmos.
Scenic Escape: after dodging an attack, the en-
gineer activates their harpago and moves 10 cubitus Scenic Escape: after dodging an attack, the en-
away, possibly to higher ground. gineer activates their harpago and moves 10 cubitus
away, possibly to higher ground.

317

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Heroic Difficulty: 14 Rank: Legendary Difficulty: 15

Initiative: 14 Movement: 4 Initiative: 15 Movement: 5


Dodge: 13 Wounds: 5 Dodge: 14 Wounds: 5
Evade: 14 Damage Reduction: – Evade: 15 Damage Reduction: –
- Qualities - - Qualities -

Skills: Handiwork 16 – Analysis 14 Skills: Handiwork 17 – Analysis 15


Training: Engineering Training: Engineering
Equipment: Saber, Caceus Array, Revolver, Crux Equipment: Katana, Caceus Array, Revolver,
(+4 to a single Athletics Test), Impulsus, 290 $. Crux (+4 to a single Athletics Test), Impulsus,
- Attacks - 290 $.

Saber: 13 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Katana Caceus: 13
Revolver: 11 (range: 10 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Matador: 13 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Tear Gas: the gases of the caceus array inflict
the Dazed condition on the enemy. Tear Gas: the gases of the caceus array inflict
o Recharge: the engineer recharges the ste- the Dazed condition on the enemy.
am pressure in one of their gizmos. o Recharge: the engineer recharges the ste-
Jump and Gun: after dodging an attack, the en- am pressure in one of their gizmos.
gineer activates their impulsus boots, landing up to Jump and Gun: after dodging an attack, the en-
10 cubitus away as they shoot with their revolver. gineer activates their impulsus boots, landing up to
10 cubitus away as they shoot with their revolver.

318

Hill Snover (Order #36675299)


ADVERSARIES

Mercenary Role: Antagonist Rank: Expert Difficulty: 11


The war ended more than a decade ago, but the
Initiative: 10 Movement: 4
majority of the people still remember their days in
the military. Many veterans have chosen to live off Dodge: 11 Wounds: 4
their military experience, since training is always Evade: 10 Damage Reduction: 1
useful, becoming mercenaries both to earn a hot - Qualities -
meal and to defend whatever new life they have bu-
ilt after the cataclysm. Skills: Brawl 12 – Senses 12
Training: none
Rank: Newbie Difficulty: 9
Equipment: Claymore, Knife, Rifle, Armor:
Initiative: 8 Movement: 4 Lorica, Mutagens: Potio, 125 $.
Dodge: 9 Wounds: 4 - Attacks -
Evade: 8 Damage Reduction: 1
Claymore: 11
- Qualities -
1 2 3 4 5 6 7 8 9 10 11 12
Skills: Brawl 10 – Senses 10 Rifle: 8 (range: 20 cubitus) Piercing
Training: none
1 2 3 4 5 6 7 8 9 10 11 12
Equipment: War-axe, Knife, Rifle, Armor:
Lorica, Mutagens: Potio, 75 $. - Opportunities -
- Attacks - Dirty Trick: throwing a fistful of sand in the
War-axe 9 eyes of their target or striking them with the hand-
le of their pistol, the mercenary inflicts the Slowed
1 2 3 4 5 6 7 8 9 10 11 12 condition.
Rifle: 8 (range: 20 cubitus) Piercing Slip Away: the mercenary slips away at the last
moment, dodging the attack and inflicting the Unba-
1 2 3 4 5 6 7 8 9 10 11 12
lanced condition on their target.
- Opportunities -
Dirty Trick: throwing a fistful of sand in the
eyes of their target or striking them with the hand-
le of their pistol, the mercenary inflicts the Slowed
condition.
Slip Away: the mercenary slips away at the last
moment, dodging the attack and inflicting the Unba-
lanced condition on their target.

319

Hill Snover (Order #36675299)


CHAPTER 8

320

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Veteran Difficulty: 13 Rank: Heroic Difficulty: 14

Initiative: 12 Movement: 4 Initiative: 13 Movement: 4


Dodge: 13 Wounds: 4 Dodge: 14 Wounds: 5
Evade: 12 Damage Reduction: 1 Evade: 13 Damage Reduction: 1
- Qualities - - Qualities -

Skills: Brawl 14 – Senses 14 Skills: Brawl 15 – Senses 15


Training: Dual Front Training: Dual Front
Equipment: Claymore, Dagger, Rifle, Armor: Equipment: Zweihander, Dagger, Carbine,
Lorica, Mutagens: Potio, 125 $. Armor: Lorica, Mutagens: Potio and Februm,
- Attacks - 175 $.

Claymore: 13 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Zweihander: 14
Rifle: 8 (range: 20 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Carbine: 13 (range: 16 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Cleave: with a powerful sweep, the mercenary
deals 1 point of damage to a secondary target adja- Cleave: with a powerful sweep, the mercenary
cent to their first. deals 1 point of damage to a secondary target adja-
Slip Away: the mercenary slips away at the last cent to their first.
moment, dodging the attack and inflicting the Unba- Slip Away: the mercenary slips away at the last
lanced condition on their target. moment, dodging the attack and inflicting the Unba-
lanced condition on their target.

321

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Legendary Difficulty: 15 Officer Role: Antagonist


In most settlements, the guards watch over the stre-
Initiative: 14 Movement: 4
ets, looking for criminals or for bribes with which
Dodge: 15 Wounds: 5 to bolster their meager pay. They are led by officers
Evade: 14 Damage Reduction: 1 who are smarter, greedier, and, if possible, even
- Qualities - more violent. Better equipped and trained, officers
are a powerful foe to face when they give battle.
Skills: Brawl 16 – Senses 16
Training: Dual Front Rank: Newbie Difficulty: 9
Equipment: Zweihander, Dagger, Carbine, Initiative: 11 Movement: 3
Armor: Lorica, Mutagens: Potio and Februm, Dodge: 9 Wounds: 4
225 $. Evade: 8 Damage Reduction: –
- Attacks - - Qualities -
Zweihander: 15 Skills: Insight 10 – Charm 10
1 2 3 4 5 6 7 8 9 10 11 12 Training: Command
Carbine: 14 (range: 16 cubitus) Piercing Equipment: Saber, Truncheon, Pistol, Bombs:
1 2 3 4 5 6 7 8 9 10 11 12 Glutinum, Mutagens: Potio, 150 $.
- Attacks -
- Opportunities -
Saber: 8
Shockwave: whirling their sword, the merce- 1 2 3 4 5 6 7 8 9 10 11 12
nary pushes all adjacent targets 1 cubitus away from
them, inflicting them with the Prone condition. Pistol: 8 (range: 12 cubitus) Piercing
Slip Away: the mercenary slips away at the last 1 2 3 4 5 6 7 8 9 10 11 12
moment, dodging the attack and inflicting the Unba-
lanced condition on their target. - Opportunities -

Hamstring: the adversary shoots at the target’s


leg, halving their Movement score.
Escape: after dodging an attack, the officer
moves 6 cubitus.

322

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Expert Difficulty: 11 Rank: Veteran Difficulty: 13

Initiative: 11 Movement: 3 Initiative: 13 Movement: 3


Dodge: 10 Wounds: 4 Dodge: 12 Wounds: 5
Evade: 9 Damage Reduction: – Evade: 11 Damage Reduction: 1
- Qualities - - Qualities -

Skills: Insight 12 – Charm 12 Skills: Insight 12 – Charm 12


Training: Command Training: Command
Equipment: Saber, Truncheon, Pistol, Armor: Equipment: Saber, Truncheon, Pistol, Armor:
Lorica, Bombs: Glutinum, Mutagens: Potio, Lorica, Bombs: Glutinum, Mutagens: Potio,
150 $. 150 $.
- Attacks - - Attacks -
Saber: 10 Saber: 12
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 10 (range: 12 cubitus) Piercing Pistol: 13 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -

Hamstring: the adversary shoots at the target’s Hamstring: the adversary shoots at the target’s
leg, halving their Movement score. leg, halving their Movement score.
Escape: after dodging an attack, the officer Escape: after dodging an attack, the officer
moves 6 cubitus. moves 6 cubitus.

323

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Heroic Difficulty: 14 Rank: Legendary Difficulty: 15

Initiative: 14 Movement: 4 Initiative: 16 Movement: 4


Dodge: 14 Wounds: 5 Dodge: 15 Wounds: 5
Evade: 13 Damage Reduction: 1 Evade: 14 Damage Reduction: 1
- Qualities - - Qualities -

Skills: Insight 12 – Charm 12 Skills: Insight 12 – Charm 12


Training: Command Training: Command
Equipment: Saber, Truncheon, Pistol, Armor: Equipment: Saber, Truncheon, Revolver,
Lorica, Bombs: Glutinum, Mutagens: Potio, Armor: Lacerta, Bombs: Flagrant, Glutinum,
150 $. Mutagens: Potio (injected as a Free Action by
- Attacks - the armor), 150 $.

Saber: 13 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Katana: 13
Pistol: 14 (range: 12 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Revolver: 14 (raggio: 10 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Peripheral Vision: After attacking with their sa-
ber, the officer shoots a secondary target with their Peripheral Vision: After attacking with their sa-
pistol. ber, the officer shoots a secondary target with their
Escape: after dodging an attack, the officer pistol.
moves 6 cubitus. Slip Away: the officer slips away at the last mo-
ment, dodging the attack and inflicting the Unbalan-
ced condition on their target.

324

Hill Snover (Order #36675299)


ADVERSARIES

Telepath Role: Antagonist Rank: Expert Difficulty: 11


Markonists from Psi Division are skilled mind mani-
Initiative: 14 Movement: 5
pulators, experts at sowing discord and chaos in the
enemy lines. Their services sought after by govern- Dodge: 9 Wounds: 4
ments, criminals, and wealthy individuals, the Mono- Evade: 10 Damage Reduction: –
poly is more than happy to entrust them to those who - Qualities -
can afford the expense.
Skills: Discipline 13 – Cunning 12 – Charm 12
Rank: Newbie Difficulty: 9 Training: Psychic
Initiative: 12 Movement: 5 Mind Touch (range: 12 cubitus):
Dodge: 7 Wounds: 4 • Illusion 12 vs. Discipline: the target is
Evade: 8 Damage Reduction: – Disoriented.
- Qualities - • Raptus 11 vs. Discipline: the target strikes an
adjacent ally, dealing 1 point of damage.
Skills: Discipline 11 – Cunning 10 – Charm 10
• Distraction Aura (Maneuver): all Characters
Training: Psychic
suffer a -3 penalty to all Tests to sense and
Mind Touch (range: 12 cubitus):
spot.
• Illusion 10 vs. Discipline: the target is
Equipment: Quarterstaff, Shurikens (5),
Disoriented.
Extendor, 110 $.
Equipment: Quarterstaff, Shurikens (5),
- Attacks -
Extendor, 60 $.
- Attacks - Quarterstaff: 10
1 2 3 4 5 6 7 8 9 10 11 12
Quarterstaff: 8
Shuriken: 10 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
Shuriken: 8 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12 - Opportunities -

- Opportunities - Bash: the psycher presses their attack, dealing


1 point of damage to their target.
Bash: the psycher presses their attack, dealing Trip: after dodging an attack, the telepath ca-
1 point of damage to their target. tches their attacker’s foot, inflicting the Unbalanced
Trip: after dodging an attack, the telepath ca- condition.
tches their attacker’s foot, inflicting the Unbalanced
condition.

325

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Veteran Difficulty: 13 Rank: Heroic Difficulty: 14

Initiative: 16 Movement: 5 Initiative: 17 Movement: 5


Dodge: 11 Wounds: 4 Dodge: 12 Wounds: 4
Evade: 12 Damage Reduction: – Evade: 13 Damage Reduction: –
- Qualities - - Qualities -

Skills: Discipline 15 – Cunning 14 – Charm 14 Skills: Discipline 16 – Cunning 15 – Charm 15


Training: Psychic Training: Psychic
Mind Touch (range: 24 cubitus): Mind Touch (range: 24 cubitus):
• Illusion 12 vs. Discipline: 2 targets are • Raptus 12 vs. Discipline: 2 adjacent targets
Disoriented. strike at each other, each dealing 1 point of
• Raptus 13 vs. Discipline: the target strikes an damage.
adjacent ally, dealing 1 point of damage. • Nightmare 14 vs. Discipline: the target is
• Distraction Aura (Maneuver): all Characters Frightened.
suffer a -3 penalty to all Tests to sense and • Distraction Aura (Maneuver): all Characters
spot. suffer a -3 penalty to all Tests to sense and
Equipment: Quarterstaff, Shurikens (5), spot.
Extendor, 200 $. Equipment: Quarterstaff, Chakraam,
- Attacks - Extendor, 270 $.

Quarterstaff: 12 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Quarterstaff: 13
Shuriken: 12 (range: 6 cubitus) 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Chakraan: 13 (range: 8 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Bash: the psycher presses their attack, dealing
1 point of damage to their target. Bash: the psycher presses their attack, dealing
Trip: after dodging an attack, the telepath ca- 1 point of damage to their target.
tches their attacker’s foot, inflicting the Unbalanced or Invisibility: after dodging an attack, the
condition. telepath erases their image from the mind of their
target, becoming invisible to their eye.

326

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Legendary Difficulty: 15 Freeborn Role: Antagonist


Not all Ketnyi are loyal servants of the Emperor.
Initiative: 18 Movement: 5
The terrorist group known as the Freeborn fights for
Dodge: 13 Wounds: 5 a life free from the control of the Imperial planners,
Evade: 14 Damage Reduction: – striking from the shadows with zealous determina-
- Qualities - tion.

Skills: Discipline 17 – Aggression 16 – Cunning Rank: Newbie Difficulty: 9


16 – Charm 16
Initiative: 9 Movement: 5
Training: Psychic
Dodge: 9 Wounds: 4
Mind Touch (range: 24 cubitus):
Evade: 8 Damage Reduction: –
• Raptus 12 vs. Discipline: 2 adjacent targets
- Qualities -
strike at each other, each dealing 1 point of
damage. Skills: Agility 10 – Stealth 10
• Nightmare 14 vs. Discipline: the target is Training: none
Frightened. Equipment: Machete, Knife, Shurikens (6),
• Distraction Aura (Maneuver): all Characters Bombs: Fumidus, 60 $.
suffer a -3 penalty to all Tests to sense and - Attacks -
spot. Machete: 9
Equipment: Quarterstaff, Chakraam, 1 2 3 4 5 6 7 8 9 10 11 12
Extendor, 270 $.
Shuriken: 9 (range: 6 cubitus)
- Attacks -
1 2 3 4 5 6 7 8 9 10 11 12
Quarterstaff: 13
1 2 3 4 5 6 7 8 9 10 11 12 - Opportunities -

Chakraan: 13 (range: 8 cubitus) In the Zone: the Freeborn attacks a secondary


1 2 3 4 5 6 7 8 9 10 11 12 target with one of their shuriken.
Vanish: After dodging an attack, the Freeborn
- Opportunities - moves 3 cubitus, so they are adjacent to their target,
and gains Combat Advantage against them.
Nightmare: the telepath uses their Nightmare
power on the target, inflicting them with the Frighte-
ned condition.
or Invisibility: after dodging an attack, the
telepath erases their image from the mind of their
target, becoming invisible to their eye.

327

Hill Snover (Order #36675299)


CHAPTER 8

Pielroja Role: Antagonist Wandering Monk Role: Antagonist


In the desolate Mos peaks live the descendants of Part of the training of a monk consists in wandering
the native population. Some have left their tribes or the world, searching for their true nature. It is easy
have been banished for violating their traditions, en- to meditate and live in spiritual solitude when on the
ding up in a banderilleros wandering group or hired top of a mountain or in a monastery deep within the
by a crime syndicate. Ketnyi forests, which is why monks pit themselves
against the world to achieve inner peace. It is said
Rank: Newbie Difficulty: 9 that a wandering monk would be completely unfazed
even if a beautiful barmaid were to dance naked in
Initiative: 10 Movement: 4 front of them, with a tray full of beer-filled tankards.
Dodge: 8 Wounds: 4 Most would fall prey to temptation, right? Prosit!
Evade: 9 Damage Reduction: –
Rank: Expert Difficulty: 11
- Qualities -
Skills: Athletics 10 – Luck 10 Initiative: 13 Movement: 5
Dodge: 10 Wounds: 4
Training: none
Evade: 10 Damage Reduction: –
Equipment: Axe, Tomahawks (3), Baute
- Qualities -
Leaves (2), Torbuco’s Herbal (3), 30 $.
- Attacks - Skills: Brawl 12 – Discipline 13
Training: Martial Arts
Axe: 9
1 2 3 4 5 6 7 8 9 10 11 12 Equipment: Shurikens (10) ,70 $.
- Attacks -
Tomahawk: 9 (range: 6 cubitus)
Martial Arts: 11
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
Shuriken: 9 (range: 6 cubitus)
Anticipate: the Pielroja is capable of reading
their enemy’s moves, advancing 2 slots in the Initia- 1 2 3 4 5 6 7 8 9 10 11 12
tive order.
Backflip: after dodging an attack, the Pielroja - Opportunities -
attacks with their tomahawk.
Hail of Blows: the monk rains blows on their
enemy, knocking them back 3 cubitus and inflicting
the Stunned condition.
Sweep: the monk lowers down and strikes at
the enemy’s legs, knocking them Prone.

328

Hill Snover (Order #36675299)


ADVERSARIES

Scorched Role: Antagonist Banderilleros Role: Antagonist


These fanatics are dangerous enemies who do not Acrobats, vagrants, and outlaws, banderilleros are
hesitate to give their lives for the glory of Isairnes proof that violent times and famine cause unusual
and that of the conservative old guard of His clergy. social phenomena. At the end of the war, after lo-
sing most of their loved ones, some of the best
Rank: Expert Difficulty: 11 known Mos athletes clung to the only thing left for
them: their banderilleros team. These wanderers are
Initiative: 10 Movement: 4 neither good nor bad guys, although their sense of
Dodge: 11 Wounds: 4 belonging to something makes them feel superior
Evade: 12 Damage Reduction: – to everybody else. In itself this would not be a pro-
blem… if they did not treat others with arrogance,
- Qualities - of course.
Skills: Discipline 12 – Aggression 13
Training: none Rank: Veteran Difficulty: 13

Equipment: Koopesh, Pistol, Flagrant, 30 $. Initiative: 11 Movement: 4


- Attacks - Dodge: 15 Wounds: 4
Evade: 12 Damage Reduction: –
Koopesh: 11
- Qualities -
1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 9 (range: 12 cubitus) Piercing Skills: Athletics 15 – Agility 14
Training: Combat Mobility (The banderillero can
1 2 3 4 5 6 7 8 9 10 11 12
move 2 cubitus and disengage without penalty,
- Opportunities - either before or after attacking).
Equipment: Chain, Machete, Pistol, Bombs:
Dance of the Blade: the Scorched switches posi-
tions with their target. Tonitrus, 70 $.
or Holy Pyre: the fanatic feels the hand of - Attacks -
Isairnes deviating a blow that would otherwise have
Chain: 13 (range: 2 cubitus)
killed them. They move 3 cubitus and detonate the
flagrant they carry where they can deal the most da- 1 2 3 4 5 6 7 8 9 10 11 12
mage, sacrificing themselves for the glory of the Red
Pistol: 12 (range: 12 cubitus) Piercing
God.
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Disarm: with a deft whirl of their chain, the


banderillero disarms their opponent.
Choke: wrapping their chain around the neck
of their target, the banderillero moves 2 cubitus
away, inflicting the Dazed condition.

329

Hill Snover (Order #36675299)


CHAPTER 8

Gunner Role: Antagonist Raider Role: Antagonist


Nothing better than a gunner raining hot lead on the These deranged individuals wander the Abraba-
battlefield to get the party started! Although slow zi wasteland looking for food, gear, slaves, and
and easily dispatched in melee combat, these war- anything else they can scrounge along the way. Sa-
riors and their heavy weapons are extremely dange- dism and violence are their main sports, the gods
rous at longer distances. preserve those unfortunate souls who have the dark
luck of meeting them.
Rank: Veteran Difficulty: 13
Rank: Heroic Difficulty: 14
Initiative: 10 Movement: 1
Dodge: 10 Wounds: 4 Initiative: 13 Movement: 5
Evade: 12 Damage Reduction: 2 Dodge: 15 Wounds: 4
- Qualities - Evade: 12 Damage Reduction: –

Skills: Strength 14 – Senses 15 - Qualities -


Training: Sharpshooter Skills: Brawl 15 – Aggression 16
Equipment: Axe, Lapidator, Armor: Warplate, Training: none
60 $. Equipment: Koopesh, Hatchet, Sawed-off,
- Attacks - Februm, Mutagens: Furor, Bombs: Bombard 40 $.
Axe: 12 - Attacks -
1 2 3 4 5 6 7 8 9 10 11 12 Koopesh: 15
Lapidator: 12 (cone: 6 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Sawed-off: 12 (range: 6 cubitus) Piercing

- Opportunities - 1 2 3 4 5 6 7 8 9 10 11 12

Roaring Thunder: the deafening roar of a lapi- - Opportunities -


dator vomiting bullets is enough to sow panic and
Cleave: with a powerful sweep of their khoo-
despair. All targets in the area of effect of the lapi-
pesh, the raider deals 1 point of damage to a secon-
dator suffer the Frightened condition.
dary target adjacent to their first.
or Hightail: Surviving a potentially deadly
All In: the raider lowers their defenses, letting
strike infuses the gunner with renewed energy. They
their opponent hit them. They suffer 1 point of da-
move 3 cubitus.
mage, but attack immediately.

330

Hill Snover (Order #36675299)


ADVERSARIES

War Can Role: Antagonist Nuug Shocktrooper Role: Antagonist


A close encounter with these enormous cans on legs The legions of Nuug shocktroops were among the
is never pleasant. Tasked with resisting, these ar- most famous special forces in the Letvian War.
mored troops hurl themselves into the thick of the Among their survivors, some have remained loyal
fighting thanks to their Impulsus boots and are ca- to their country, training new recruits, while others
pable of lasting almost indefinitely, knee-deep in blo- turned into mercenaries or bounty hunters. Ruthless
od and enemies, as their allies thin the enemy ranks and indomitable, these warriors are dangerous forces
from a safe distance. of nature.

Rank: Heroic Difficulty: 14 Rank: Legendary Difficulty: 15

Initiative: 12 Movement: 2 Initiative: 18 Movement: 5


Dodge: 12 Wounds: 5 Dodge: 13 Wounds: 5
Evade: 12 Damage Reduction: 2 Evade: 14 Damage Reduction: –
- Qualities - - Qualities -

Skills: Strength 15 – Resistance 16 Skills: Athletics 16 – Aggression 17


Training: Dual Front Training: Sharpshooter
Equipment: Mace, Knife, Pistol, Armor: Mail, Equipment: Baalta, Axe, Tomahawk, Revolver,
Februm, Cingulum, Mutagens: Potio (2), Bombs: Februm, Feles, Armor: Repulsor, Mutagens:
Glutinum and Plangor, Gizmos: Impulsus (Action Furor, Impetus, Potio (2), 200 $.
to activate), 120 $. - Attacks -
- Attacks - Baalta: 15
Mace: 13 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12 Revolver: 14 (range: 10 cubitus) Piercing
Pistol: 12 (range: 12 cubitus) Piercing 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
An Eye for an Eye: the sight of blood inner-
Make Way: using their armored bulk, the War vates the Shocktrooper, healing them for 1 Wound.
Can shoves an opponent aside, occupying their square. Riposte: the Shocktrooper blocks the attack
Debilitating Parry: the War Can bashes their op- and, wielding their baalta with their other hand,
ponent’s weapon with such force that they suffer the strikes the enemy in the face, inflicting 1 point of
Dazed condition. damage and the Dazed condition.
Juice Up: optimizing the use of time is key to
winning battles. As they dodge bullets, the Shocktro-
oper imbibes a dose of a Mutagen as a Free Action.

331

Hill Snover (Order #36675299)


CHAPTER 8

Tamurei Role: Antagonist VILLAIN


The Ketnyi Imperial Guards are unrivaled death ma- And here they are, the true nemeses of your Cha-
chines. Deployed only in the highest profile missions, racters! Villains are the most fearsome of enemies
they never leave witnesses and are the most loyal tro- and the toughest challenges, thanks to their unique
ops the Empire can call upon. Were the Emperor to equipment and skills, and make the perfect center-
give such an order, they would throw themselves into piece for the fight at the end of a campaign… or the
the fire without hesitation. whole plot itself! With time and practice, you will
learn how to breathe life into your Villains, to make
Rank: Legendary Difficulty: 15 them something more than just their profile, turning
them into dastardly enemies that your players will
Initiative: 14 Movement: 3 love to hate… until it’s payback time, of course.
Dodge: 14 Wounds: 5
Evade: 17 Damage Reduction: 1
- Qualities -

Skills: Athletics 16 – Discipline 17


Training: Dual Front
Equipment: Katanas (2), Dagger, Lapidator,
Februm, Armor: Repulsor, Mutagens: Prodigium,
Bombs: Nimbus, 340 $.
- Attacks -
Katana: 16
1 2 3 4 5 6 7 8 9 10 11 12
Lapidator: 13 (cone: 6 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Bladestorm: the Tamurei makes 2 additional at-


tacks against two different targets.
Defensive Cross: with one katana, the Tamurei
blocks the enemy blow, striking them with the
other.

332

Hill Snover (Order #36675299)


ADVERSARIES

The Gunslinger Role: Villain The Local Kingpin Role: Villain


Being a good shot is for sure a quick route to power Sometimes, somebody fights or cheats their way out
in small communities, whether as a respected person of the sewer and begins climbing the pyramid of cri-
of the law or a lead-flinging despot. With one of me, ending up in control of a few neighborhoods,
such ilk around, you can be sure of only one thing: sometimes on their own, sometimes under a bigger
lead will fly, soon. fish. Moving against such an individual could be a
very quick one-way ticket to the cemetery.
Rank: Newbie Difficulty: 13
Rank: Newbie Difficulty: 13
Initiative: 10 Movement: 4
Dodge: 10 Wounds: 6 Initiative: 11 Movement: 5
Evade: 12 Damage Reduction: – Dodge: 10 Wounds: 6
Evade: 11 Damage Reduction: –
- Qualities -
- Qualities -
Skills: Brawl 12, Senses 13, Luck 12
Training: Sharpshooter Skills: Insight 13, Cunning 13, Charm 12
Equipment: Machete, Knife, Pistol, Cingulum, Training: Command
Mutagens: Exactus and Potio, Bombs: Glutinum, Equipment: Dagger, Darts (5), Pistol, Mutagens:
160 $. Potio, Bombs: Plangor, 250 $.

- Attacks - - Attacks -
Machete: 10 Dagger: 10
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 11 (range: 12 cubitus) Piercing Pistol: 11 (range: 12 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities - - Opportunities -
Anticipate: the Kingpin is capable of reading
Hamstring: a bullet hits the target’s leg, halving
their enemy’s moves, advancing 2 slots in the Initia-
their Movement score.
tive order.
Escape: after dodging an attack, the Gunslin-
Help: the Kingpin dodges the attack and calls
ger moves 6 cubitus to a better position or to escape.
for help. Another opponent within 4 cubitus moves
Always Ready: when shooting Gunslingers, it
next to the Character attacking the kingpin, disenga-
is advised to kill them on the spot. The Gunslinger
ging without penalty if necessary.
shoots back at the Character who attacked them.
Out of Sight, Out of Heart: the Kingpin dodges
bullets and blades, moving, if possible, outside of
their enemies’ line of sight.

333

Hill Snover (Order #36675299)


CHAPTER 8

The Shady One Role: Villain The Assassin Role: Villain


Every self-respecting village, neighborhood, or Some, in spite of their extraordinary skills, prefer to
establishment of ill repute has this individual sitting in retain their independence and do not affiliate with
the darkest corner, their face barely lit by the glow of any criminal organization, making them, if possible,
their pipe. Everybody treats them with reverent fear, even more dangerous.
because they are the Shady One, the one that those
who know what is good for them do not bother. Or, Rank: Expert Difficulty: 13
as it is, the one the heroes will eventually cross blades
with… Initiative: 13 Movement: 5
Dodge: 14 Wounds: 7
Rank: Newbie Difficulty: 13 Evade: 12 Damage Reduction: –

Initiative: 10 Movement: 4 - Qualities -


Dodge: 12 Wounds: 7
Skills: Athletics 14, Agility 14, Stealth 15,
Evade: 10 Damage Reduction: 1
Cunning 14
- Qualities -
Training: Stealth
Skills: Brawl 12, Cunning 12, Charm 13, Equipment: Dagger, Shandians (3), Darts (10),
Aggression 12 Bombs: Fumidus and Mutagens: Celeritas and
Training: Dual Front Potio, 180 $.
Equipment: Koopesh, Knife, Pistol, Pharus, - Attacks -
Bombs: Bombard, 180 $. Dagger: 13
- Attacks - 1 2 3 4 5 6 7 8 9 10 11 12
Kopesh: 11 Shandian: 13 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 10 (range: 12 cubitus) Piercing
- Opportunities -
1 2 3 4 5 6 7 8 9 10 11 12
Anticipate: the difference between “murdered”
- Opportunities - and “murderer” is, usually, quickness of thinking.
The Assassin advances 2 slots in the Initiative order.
Dirty Trick: headbutting their target, the Sha-
Electrical Discharge: the shandian’s discharge
dy One inflicts the Slowed condition.
arcs to a secondary target within 2 cubitus of its first
Slip Away: the Shady One slips away at the target, dealing 1 point of damage.
last moment, dodging the attack and inflicting the
Vanish: after dodging an attack, the Assassin
Unbalanced condition.
moves 3 cubitus, so they are adjacent to their target,
Premonition: the Shady One senses the inco- and gains Combat Advantage against them.
ming threat and moves away at the last moment, cau-
That’s the Way It’s Done: the Assassin dodges
sing the attack to strike a target adjacent to them.
the bullet and stares defiantly at the Character who
just attacked them. Then, they make 2 ranged attacks
against 2 different targets.

334

Hill Snover (Order #36675299)


ADVERSARIES

The Beast Role: Villain The Priestess Role: Villain


Sometimes, extreme alchem experiments produce The priestesses of the Red God Isairnes are indomi-
substances that end up sold on the black market. table warriors and skilled diplomats, trained to resol-
Some of these physioreagents have astonishing ef- ve any problem without wasting precious resources.
fects on human physiology, turning placid stable If their hand is forced, however, they are known for
hands into war machines utterly incapable of for- leading their warriors with zeal and fire.
ming the most basic of thoughts, but stronger than
motorized vehicles. Rank: Expert Difficulty: 13

Rank: Expert Difficulty: 13 Initiative: 14 Movement: 4


Dodge: 12 Wounds: 6
Initiative: 11 Movement: 4 Evade: 13 Damage Reduction: 1
Dodge: 12 Wounds: 8
- Qualities -
Evade: 12 Damage Reduction: 1
- Qualities - Skills: Discipline 15, Charm 15
Training: Command
Skills: Brawl 14, Strength 15, Resistance 15
Equipment: Scimitar, Dagger, Revolver, Armor:
Special Ability: Dermor Armor (Thanks to their
Lorica, Bombs: K Foam and Tonitrus, Mutagens:
reagents, the Beast ignores the Piercing property)
Potio and Purificatio, 320 $.
Equipment: Rags, 20 $.
- Attacks -
- Attacks -
Scimitar: 13
Large Improvised Weapons : 14
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
Revolver: 11 (range: 10 cubitus) Piercing
Large Improvised Weapons: 11 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Double Slash: he Priestess slashes a secondary
Shockwave: whirling their weapon about, the
target, dealing 1 point of damage.
Beast pushes all adjacent targets 1 cubitus away from
them, inflicting the Prone condition. Escape: After dodging an attack, the Priestess
moves 6 cubitus to a better position or to escape.
Let fly!: the Beast grabs the poor soul it was
wounded by and throws them at their allies. The tar- Protection: a Priestess is like mom... and shoo-
get flies up to 6 cubitus or until they impact one or ting mom is terribly impolite, is it not?! One of her
more allies. All targets involved suffer 1 point of da- allies shoots at the Character who attacked her.
mage and the Prone condition.
Iron Teeth: the Beast catches the bullet with its
teeth, chews on it and spitefully spits out its remains.
The Character who shot it suffers the Frightened
condition until either the Beast dies or the combat
ends for some other reason.

335

Hill Snover (Order #36675299)


CHAPTER 8

The Biopsist Role: Villain The Gonku Role: Villain


Biopsists are dangerous foes, capable of turning the Ketnyi secret police agents are fearsome individuals,
tide of an engagement thanks to their arsenal of brutal and sadistic people who do not hesitate to kill
physioreagents. Even better than Abrab rave parties!! civilians to leave no witnesses. Any means is justified
to complete their mission and they operate with full
Rank: Veteran Difficulty: 15 Imperial sanction.

Initiative: 16 Movement: 3 Rank: Veteran Difficulty: 15


Dodge: 13 Wounds: 6
Evade: 15 Damage Reduction: 1 Initiative: 15 Movement: 4
Dodge: 16 Wounds: 6
- Qualities -
Evade: 14 Damage Reduction: –
Skills: Handicraft 17, Analysis 16, Insight 16, - Qualities -
Discipline 17
Skills: Handicraft 17, Analysis 16, Insight 16,
Training: Alchem, Detonate Physioreagents
Discipline 17
(the Biopsist can treat their physioreagents as Bombs)
Training: Command, Imperial Assault (the
Equipment: Aculeus, Schiavona, Armor:
Gonku spends their round barking orders to their
Lacerta (Prodigium and Provisus), Bombs:
subordinates. All of their allies engaged in melee can
Glutinum, Mutagens: Cortex, Impetus and Potio,
disengage without penalty and move 3 cubitus. Those who
Toxins: Gradus, Tarditas and Vecordia, 250 $.
are not engaged in melee can instead make a ranged attack)
- Attacks -
.Equipment: Katana, Dagger, Revolver, Feles,
Schiavona: 13 Cingulum (Celeritas and Potio), Bombs: Flagrant
1 2 3 4 5 6 7 8 9 10 11 12 and Plangor, 320 $.
Aculeus: 14 (range: 5 cubitus) - Attacks -
1 2 3 4 5 6 7 8 9 10 11 12 Katana: 13
Bombs 14 (range: 6 cubitus – Area: 2) 1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities - Revolver: 13 (range: 10 cubitus) Piercing

or Persistent Toxin: the effects of the Biop- 1 2 3 4 5 6 7 8 9 10 11 12


sist’s toxins last one additional round.
- Opportunities -
Toxic Spurt: after dodging the attack, the Biop-
sist shakes one of their vials, spraying a toxin in their Gash: the Gonku slashes their target’s forehe-
target’s face. ad, drenching their face in blood. The target is Diso-
Relocate: if bullets fly too close for comfort, riented and the Gonku can disengage and move up
the Biopsist immediately takes a movement Maneu- to 4 cubitus away.
ver.
Help: the Gonku dodges the attack and calls
for help. Another opponent within 4 cubitus moves
to the Character attacking the Gonku, disengaging
without penalty if necessary.
336

Hill Snover (Order #36675299)


ADVERSARIES

Always ready: The Gonku are known for not Premonition: the Missionary is guided by the
liking being shot at and have the awful habit of sho- Hand of Isairnes and moves away at the last moment,
oting back. causing the attack to strike a target adjacent to them.

The Missionary Role: Villain The Omega Markonist Role: Villain


Only the most indomitable and skilled warriors make Their damnable drones can pose no end of pro-
it into the missionary corps of the Bringers of Fla- blems for your heroes. Omegas stay in the rear li-
me, tasked with spreading the word of the Red God nes, absolute cowards, sending their mechanical as-
where hope has left the population of Vulcania. sistants to help their allies or hinder their foes with
Kneel to Isairnes or be cleansed by His holy flame. their arsenal of cannons, sawblades, flamethrowers,
and Isairnes knows what else.
Rank: Veteran Difficulty: 15
Rank: Veteran Difficulty: 15
Initiative: 14 Movement: 4
Dodge: 16 Wounds: 7 Initiative: 17 Movement: 4
Evade: 15 Damage Reduction: – Dodge: 16 Wounds: 6
Evade: 14 Damage Reduction: –
- Qualities -
- Qualities -
Skills: Resistance 16, Senses 17, Luck 17
Training: Dual Front Skills: Analysis 16, Insight 17, Discipline 16,
Equipment: Scimitar (2) Nidor Array, Dagger, Cunning 16
Carbine, Mutagens: Potio, Bombs: Flagrant (2), 160 $. Training: Omega (as a Maneuver, the Markonist
can control 2 drones)
- Attacks -
Equipment: Saber, Knife, Pistol, Rector
Scimitar Nidor: 15
Ammunition (6), Drones (2), Bombs: Bombard,
1 2 3 4 5 6 7 8 9 10 11 12 270 $.
Carbine: 13 (range: 6 cubitus) Piercing - Attacks -
1 2 3 4 5 6 7 8 9 10 11 12 Saber: 14
- Opportunities - 1 2 3 4 5 6 7 8 9 10 11 12
Pistol: 13 (range: 12 cubitus) Piercing
Bladestorm: the Missionary makes 2 additional
attacks against two different targets. 1 2 3 4 5 6 7 8 9 10 11 12
Cleanse the Impure: the holy burning blade of
the Bringer of Fire sets the heretic aflame, inflicting - Opportunities -
the Burning condition.
or or or Drone: the Omega Mar-
Defensive Cross: With one scimitar, the Missio- konist activates one of their drones.
nary blocks the enemy’s incoming blow, striking with
the other for 1 point of damage.

337

Hill Snover (Order #36675299)


CHAPTER 8

Support Drone Role Add The Bald Role: Villain


The stereotypical Nuug is big, tall, and hairy. The
Initiative: – Movement: 7 (flight)
Bald are the polar opposite and, because of it,
Dodge: 16 Wounds: 2 even more dangerous. Akkar’s graduates are for-
Evade: 16 Damage Reduction: – midable spies, masters of disguise, and implacable
assassins.
Grafts: Wings, Polytool (the drone is able to carry
and use a Bomb), Propulsor, Fulgor (as an Action, Rank: Heroic Difficulty: 16
the drone can Blind all targets within 3 cubitus),
Injector (Potio), Faux. Initiative: 17 Movement: 5
Dodge: 16 Wounds: 6
- Attacks -
Evade: 16 Damage Reduction: –
Faux: 15 - Qualities -
1 2 3 4 5 6 7 8 9 10 11 12
Skills: Athletics 17, Agility 17, Stealth 18,
Cunning 17
Support Drone Role Add Training: Stealth, Blind Fury: (the Bald is
capable of fighting without seeing their opponents).
Initiative: – Movement: 6
Equipment: Almarada, Dagger, Knife,
Dodge: 16 Wounds: 3
Evade: 16 Damage Reduction: – Shandian (10) Mutagens: Prodigium, Toxins:
Sopor, Bombs: Fumidus (5), Glacies, and
Tonitrus, 300 $.
Grafts: Rotor, Exoskeleton, Serris, Ardor
- Attacks -
- Attacks -
Almarada: 16 Piercing
Serris: 13
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
Shandian: 16 (range: 6 cubitus)
Ardor: 14 (line: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -

Double Lunge: a series of lightning-fast lunges


is much harder to fend off. The Bald makes an ad-
ditional attack.
Bleed out: the almarada is known for killing
simply by causing hemorrhages. The target suffers
the Dazed condition.
Electrical Discharge: the shandian’s discharge
arcs to a secondary target within 2 cubitus of its
first target, dealing 1 point of damage.

338

Hill Snover (Order #36675299)


ADVERSARIES

Smoke Screen: the Bald activates a fumidus that That’s the Way It’s Done: the Bald dodges the
causes a thick screen of smoke, hiding them from bullet and stares defiantly at the Character who just
view. They may immediately move and make an at- attacked them. Then, they make 2 ranged attacks
tack. against 2 different targets.

339

Hill Snover (Order #36675299)


CHAPTER 8

The Etho-Markonist Role: Villain Protection: don’t shoot anybody’s friend! The
Do you remember that time a gorilla with a sawed- Gorilla open fires on the target who attacked the
off shot your friend’s leg clean off ? Yeah… it was Markonist.
not you hallucinating, their Markonist friend was ri-
ght behind that palm tree to the left! And you did Gorilla Role: Antagonist
not even see half of the tricks they had just for you...
Initiative: – Movement: 6
Rank: Heroic Difficulty: 16 Dodge: 16 Wounds: 7
Evade: 16 Damage Reduction: –
Initiative: 18 Movement: 4
- Qualities -
Dodge: 14 Wounds: 6
Evade: 17 Damage Reduction: – Skills: Athletics 19, Senses 17
- Qualities - Equipment: Sawed-off, Februm.
- Attacks -
Skills: Insight 17, Discipline 18, Charm 17
Training: Phi (as a Maneuver, the Markonist Bite: 15
controls an allied animal). 1 2 3 4 5 6 7 8 9 10 11 12
Equipment: Serpis, Hatchet, Uskuir, Tomahawk Sawed-off: 13 Piercing
(6), Bombs: Glutinum, Plangor, and K Foam,
1 2 3 4 5 6 7 8 9 10 11 12
Gorilla, 190 $.
- Attacks - - Opportunities -

Serpis: 16 Stock-strike: after biting, the Gorilla grabs their


1 2 3 4 5 6 7 8 9 10 11 12 gun by the barrel and smashes it into their target,
inflicting the Dazed condition.
Uskuir: 14 (range: 6 cubitus) Grapple: after dodging an attack, the Gorilla
1 2 3 4 5 6 7 8 9 10 11 12 grabs their enemy by the face and lobs them at a se-
condary target within 2 cubitus. Both targets suffer
- Opportunities - 1 point of damage and the Unbalanced condition.

Slap-Fu: the mind of the Gorilla and their


Markonist handler meld completely, acting in unison.
The Gorilla makes an attack.
Prey-chewer: the mechanical grinders in the
uskuir keep chewing into the flesh of their target,
inflicting 1 point of damage each round. If the we-
apon is dislodged from its target, they suffer 1 extra
point of damage.
Guard Gorilla: the Gorilla rushes to the aid of
the Markonist, disengaging without penalty if neces-
sary, and shoves the enemy 1 cubitus away.

340

Hill Snover (Order #36675299)


ADVERSARIES

The Headhunter Role: Villain damage and stopping if they hit a solid surface. If
the flying target instead lands on somebody else, they
When the Picarto Agency sends its headhunter, it
both suffer 1 point of damage and are both knocked
means the situation has suddenly become whole
Prone.
levels of gnarlier. These are absolutely ruthless fi-
ghters, renowned for their extremely low rate of fai- Help: the Headhunter dodges the attack and
lure. Will the heroes be capable of saving their sorry calls for help. Another opponent within 4 cubitus
hides? moves to the Character attacking them, disengaging
without penalty if necessary.
Rank: Heroic Difficulty: 16 Wanna Chat?: settling scores up close is always
a good idea to avoid misunderstandings, right? After
Initiative: 15 Movement: 3 dodging the bullet, the Headhunter activates their
Dodge: 14 Wounds: 7 Harpago, catches the enemy that shot them, and dra-
Evade: 17 Damage Reduction: 1 gs them into melee range.
- Qualities -

Skills: Analysis 17, Insight 17, Senses 18,


Aggression 18
Training: Command
Equipment: Malleus, Nun, Revolver, Armor:
Repulsor, Harpago, Cingulum (Furor and
Potio), Toxins: Sopor and Veritas, Bombs:
Nimbus and Tonitrus 380 $.
- Attacks -
Malleus: 14
1 2 3 4 5 6 7 8 9 10 11 12
Nun: 16
1 2 3 4 5 6 7 8 9 10 11 12
Revolver: 15 (range: 10 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Relentless: the Headhunter tramples anything


between them and their target. The target is knocked
Prone, suffers 1 point of damage, and the Headhun-
ter moves to engage another target within 3 cubitus.
Human Cannonball: with their malleus, the He-
adhunter strikes with such potency that their target
is knocked 5 cubitus away, suffering 1 extra point of

341

Hill Snover (Order #36675299)


CHAPTER 8

The Renegade Role: Villain The Mask Role: Villain


These wandering gunslingers are the embodiment of The conlio film covering their faces allows the Masks
the romantic concept of the outlaw. Although they to alter their features at will, making them peerless
are far from romantic. Wherever they go, they take spies and infiltrators. They are trained to fight in
what they want without caring about what society any situation and are deadly and ruthless assassins,
expects them to do or not do and, if somebody at- although they have to drop their disguise when fi-
tempts to stop them… Bang! If somebody looks at ghting, as the concentration required to do both is
them funny… Bang! And if… Bang! beyond even their superhuman levels. The only thing
their opponents see, then, is a blank silvery metal
Rank: Heroic Difficulty: 16 face with an opalescent sheen to it.

Initiative: 16 Movement: 4 Rank: Legendary Difficulty: 17


Dodge: 15 Wounds: 7
Evade: 17 Damage Reduction: – Initiative: 15 Movement: 4
Dodge: 16 Wounds: 7
- Qualities -
Evade: 16 Damage Reduction: –
Skills: Brawl 17, Reaction 17, Senses 18, - Qualities -
Charm 17
Skills: Athletics 18, Stealth 19, Cunning 20
Training: Sharpshooter
Training: Stealth, Dual Front, Sharpshooter
Equipment: Dagger, Matador, Pistol, Pepperbox,
Equipment: Katana, Caceus Array, Dagger,
Mutagens: Potio and Provisus, Bombs: Bombard
Hatchet, Crystallus (10), Mutagens: Prodigium,
and K Foam, 210 $.
Bombs: Bombard and Plangor, 230 $.
- Attacks -
- Attacks -
Daga: 15
Katana Caceus: 18 Piercing
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
Matador: 16 (range: 12 cubitus) Piercing
Crystallus: 15 (range: 6 cubitus)
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Hot Lead: you know the drill… Bang! The Re-
negade makes an additional attack. Twilight of Blood: the Mask somersaults about
the battlefield, making another attack against a se-
SBackflip: after dodging an attack, the Renega-
condary target.
de attacks with their pistol… Bang!
Tear Gas: the gases of the caceus array inflict
Always Ready: the Renegade shoots the Cha-
the Dazed condition on the enemy.
racter who just shot them... Bang!

342

Hill Snover (Order #36675299)


ADVERSARIES

Freeze: extreme cold unleashed by a crystallus The Omega Micron Role: Villain
causes crippling pain, inflicting the Slowed condi- That fella covered in a multitude of teeming beetles
tion on its target. looks harmless, right? Gross at best, sure, but should
Backflip: after dodging an attack, the Mask at- not be dangerous… right? Well, not exactly: those are
tacks with their crystallus. not beetles, but nanodrones – minuscule mechanical
Always Ready: the Mask dodges the attack and creatures that work in tireless unison with the mind
throws one of their crystallus against the Character of their Markonist handler. Perfect for pranks...
who attacked them.

343

Hill Snover (Order #36675299)


CHAPTER 8

Rank: Legendary Difficulty: 17 The Swordmaster Role: Villain


These are not your run-of-the-mill sword-wavers,
Initiative: 19 Movement: 4
they are Berynian masters of the blade, with fast
Dodge: 15 Wounds: 6 swords and massive egos. Exhibitionist, decadent,
Evade: 18 Damage Reduction: 2 and beyond dangerous, these whirlwinds of death
- Qualities - rarely leave survivors. Both in combat and at the
bar, of course!
Skills: Insight 18, Discipline 19, Cunning 18
Training: Omega Micron (as a Maneuver, the Rank: Legendary Difficulty: 17
Markonist can control their swarm of nanodrones or Initiative: 15 Movement: 5
make 2 attacks with their nano-whip). Dodge: 18 Wounds: 7
Equipment: Saber, Scattergun, Nanodrone Evade: 15 Damage Reduction: –
Swarm, Bombs: Flagrant and Nimbus, 190 $. - Qualities -
- Attacks -
Skills: Agility 18, Reaction 18, Insight 18,
Nano-whip: 19 (range: 6 cubitus) Cunning 19
1 2 3 4 5 6 7 8 9 10 11 12 Training: Mocking Honor: (the institution of the
Scattergun: 14 (cone: 4 cubitus) duel is sacred to the Berynians and their swordmasters
1 2 3 4 5 6 7 8 9 10 11 12 have such innate charisma that all those watching
their performances can feel in their bones the cultural
- Opportunities - significance of this custom. Every Character who attacks
or Foil: the nanodrones climb onto their a Swordmaster with numerical superiority suffers a -2
target, uncomfortably burrowing in their clothes. penalty to attack).
The target suffers a -2 penalty to all Tests until they Equipment: Aspis, Foil, Revolver, Cingulum
spend a whole round getting rid of the nanodrones.
(Furor and Impetus), Feles, 290 $.
Noose: the nano-whip wraps around a leg of
their target, inflicting the Restrained condition. - Attacks -
Premonition: the nanodrones intercept the in- Aspis: 18 Piercing
coming threat, causing the attack to strike a target 1 2 3 4 5 6 7 8 9 10 11 12
adjacent to them.
Revolver: 15 (range: 10 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Taunt: the Swordmaster taunts their target.


Every Character adjacent to the target must fall back
2 cubitus and suffer the Dazed condition, overwhel-
med by the personality of the maestro.

344

Hill Snover (Order #36675299)


ADVERSARIES

- Qualities -
Skewer: all of a sudden, the aspis extends,
piercing the target and whoever is in the 2 cubitus
Skills: Resistance 18, Handicraft 18
behind them.
Training: Mechanus (needed to use Mechanus
Deflection: the Swordmaster dodges the attack,
grabs their opponent by the wrist, and drives their equipment)
blade into the back of a secondary target within 2 Equipment: Magneton, Dagger, Lapidator,
cubitus, inflicting 2 points of damage. Pistol, Mechanus Exoskeleton, Ignis, Bombs:
Spite: ranged weapons are dishonorable. The Bombard and Nimbus, 430 $.
Swordmaster stares disdainfully at the Character who
just shot at them, Frightening them. - Attacks -
Magneton: 15
1 2 3 4 5 6 7 8 9 10 11 12
Lapidator: 14 (cone: 6 cubitus) Piercing
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Shockwave: whirling their hammer, the War Ma-


chine pushes all adjacent targets 1 cubitus away from
them, inflicting the Prone condition.
Roaring Thunder: the deafening roar of a lapida-
tor vomiting bullets is enough to sow panic and de-
spair. All targets in the area of effect of the lapidator
suffer the Frightened condition.
Magnet: The magneton pulls their weapons
away from the target.
Recharge: the War Machine dodges the attack
The War Machine Role: Villain and brings their ignis back to full pressure.
Even the majority of armored vehicles during the Take Off: the War Machine activates their ignis
War boasted less firepower and weaker armor than and hovers 3 cubitus above the ground for the next
these soldiers with Mechanus arrays. Mechanus sui- round.
ts are an exceedingly rare sight nowadays, much like
those with the skill to use them, so beware when so-
mebody hates you with enough passion to find both
and send them your way!

Rank: Legendary Difficulty: 17

Initiative: 15 Movement: 5
Dodge: 16 Wounds: 7
Evade: 18 Damage Reduction: 2

345

Hill Snover (Order #36675299)


CHAPTER 8

GENERIC ENCOUNTERS • Enemies: 6 Errant Lunatics, 1 Boar, 1 Blond Chim-


Guard Detail panzee
Public houses, industrial complexes, luxury homes,
and buildings hiding valuables usually feature security A Matter of Competition
forces. Oddly enough, useful intelligence, items, and Perhaps the Characters are not the only ones inte-
people are often inside said buildings, rather than out- rested in completing an errand and might find that
side, free for the taking… Good luck! there is another party that wants to beat them to it…
• Enemies: 1 Officer, 1 Mercenary, 2 Guards, 2 Riflemen or just beat them to a pulp. Narrator’s choice.
• Enemies: The Shady One, 1 Freeborn, 2 Brutes, 2 Ri-
Guard Patrol flemen
A typical encounter that beginning Characters could
face is the patrol that catches them when they are Stomped on the Wrong Toes?
doing something of questionable repute. Bribery is The local crime boss is not happy with the Cha-
always possible, assuming the group can afford it, racters and wishes the problem they present to be
although the Characters should be aware of their “fixed.” Or, on the other hand, it might be the Cha-
tendency to make enemies everywhere they go. Or racters who have to storm somebody’s headquarters
is it the Narrator who pushes them in the wrong di- to complete their assignment. However it is, taking
rection? Who knows... on a boss’ small crime organization will not be easy.
• Enemies: 1 Officer, 4 Guards, 2 Dogs • Enemies: The Kingpin, 1 Alchemist, 1 Wandering
Monk, 4 Thugs
Nice Boots You Have...
Wandering about the slums, perhaps even during the High Noon
wee hours of the night, is the quickest way to stumble Crossing the path of the alpha outlaw of any remote
into somebody willing to kill for a few coins. Usually, Mos village means only one thing: Bang! The local
these upstanding members of (crime) society like to gunslinger will do whatever they can to defend their
block any escape routes for their target, while the power or avenge a slight, like accusing them of chea-
sneakier types catch them by surprise. ting at cards. As their goons take the front, both the
• Enemies: 2 Mercenaries, 4 Thugs gunslinger and the telepath rain death from the rear.
• Enemies: The Gunslinger, 1 Pielroja, 1 Telepath, 2 Brutes

NEWBIE RANK ENCOUNTERS


Damn Urchins! EXPERT RANK ENCOUNTERS
Youth gangs are one of the plagues of Balas, sur- Tea in the Desert
rounding their targets and nicking away whatever The Zoort desert is as deadly and inhospitable a land
they can before melting into the alleys. as it is fascinating. Meeting a Tawariq tribe and being
• Enemies: 1 Brute, 1 Thug, 7 Aljahin Devils, 2 Dogs introduced to their steel, however, not as much. The
desert nomads are always ready to negotiate, although
Abrabaz Madness they are also fickle and quick to anger. In fact, a pe-
The carcass of what was once one of the mightiest aceful tea break under the shade of their tents could
nations in Vulcania is now one of its most dange- very well turn into a massacre if the wrong words are
rous places. Stumbling into a group of people whose exchanged.
brains have been fried by radiation is actually among • Enemies: 1 Mercenary, 1 Telepath, 2 Riflemen, 4 Tawariq
the nicest things that can happen there… if one ma-
nages to survive, of course. Float like a butterfly, sting like a bee
Whether they are on a mission for the Empire or fle-

346

Hill Snover (Order #36675299)


ADVERSARIES

eing the solitude of their monastery, monks should Chemical Warfare


never be underestimated. When a biopsist enters the field, whether sanctioned
• Enemies:4 Wandering Monks, 1 Purple Lizard by their Monopoly or on their own, a whole world of
pain is going to be dropped. As the officer leads the
Blades in the Dark lesser troops in the thick of the battle, the biopsist
If somebody unleashed an assassin on the group, it supports their own and hampers the enemy with their
means they must have become famous. Or, as the powerful concoctions.
poet once put it, “they done effed.” Thanks to the di- • Enemies: The Biopsist, 1 Officer, 3 Brutes, 1 Rifleman
stractions given by the telepath, the assassin and their
thugs try to catch their quarry by surprise, as the bru- Revenge of the Empire
tes engage in melee. Few things cause as much terror as just mentioning
• Enemies: The Assassin, 1 Telepath, 3 Brutes, 2 Thugs the gonku and the Imperial secret police. These ruth-
less agents never hesitate to sacrifice their subordina-
Loose Cannon tes to reach their objective, barking sharp orders that
Technically it is not a cannon. It is a beast, so high on nobody dreams of defying.
mutagens, physioreagents, and Isairnes alone knows • Enemies: The Gonku, 1 Alchemist, 1 Mercenary, 4
what that their sweat turns bright purple. A few gan- Guards
gs are known for using these poor definitely-not-can-
nons to herd their quarries into deadly ambushes. A Game of Flags
• Enemies: The Beast, 2 Mercenaries, 2 Thugs Stumbling into a group of banderilleros is bad enou-
gh. When they are led by an Omega Markonist, well…
Cleanse the Impure surviving the chaos of bomb-dropping drones and
The fanatics of the Scorched attack on sight any who chain-whirling banderilleros requires the best effort
offend the Red God with their immoral behaviors. the group can put together!
Led by zealous priestesses, these maniacs do not hesi- • Enemies: The Omega Markonist, 2 Drones, 2 Banderil-
tate to give their lives to punish the infidels. leros, 2 Brutes
• Enemies: The Priestess, 1 Alchemist, 3 Scorched
Holy War
It might be time for the heroes to embrace faith. Or
VETERAN RANK ENCOUNTERS for faith to embrace them! The missionary will charge
The Night of the Living Dead into glorious melee, protected by the will of the Red
Mad scientists who have nothing better to do in their God, as their attendants profit from the distraction to
free time than raise the dead are never good, right? strike where they are least expected.
Especially when the average citizen is accustomed to • Enemies: The Missionary, 1 Telepath, 2 Brutes, 2 Thugs
seeing them only in horror literature, rather than in
their backyard.
• Enemies: 1 Alchemist, 1 Telepath, 5 Alchem Zombies HEROIC RANK ENCOUNTERS
Divide and Conquer
Private War Whether they garrison a building or are tasked with
These task forces are capable of unleashing an amount flushing out the Characters who are garrisoning the
of devastation comparable to that of an actual batt- above-mentioned building, the armored troops enga-
lefield. Covered by the blistering fire of their gunner, ge and isolate the largest threats, while riflemen and
the Uurka leap on their enemies with murderous in- guards give cover and suppression fire from the back.
tent, as the thugs finish the survivors. • Enemies: 1 Officer, 2 Riflemen, 2 Guards, 4 Armored
• Enemies: 1 Gunner, 1 Mercenary, 2 Thugs, 3 Uurka W. Infantry

347

Hill Snover (Order #36675299)


CHAPTER 8

Road Hogs LEGENDARY RANK ENCOUNTERS


Raiders are among the many threats roaming the Men or Monsters?
desolate Abrab lands. They are violent, chaotic, and Abrabazem is known for birthing untold horrors, with
prefer swarming their enemy, without too much of a abominations and demons being among its proudest
thought for strategy. creations. Both are shouting, frothing killers, but some
• Enemies: 3 Raiders, 1 Alchemist, 4 Brutes insist on seeing a difference between the two.
• Enemies: 1 Abomination, 6 Demons
The King
The main tactic of these Phi Markonist-led teams is
as simple as it is effective: They rain plangor bombs
on the heads of their enemies before unleashing the
mercenaries into the fray. If that does not work, well,
seeing a gorilla with a februm mask and a Sawed-off
shotgun wading into melee among tear gas should be
an epic enough sight, right?
• Nemici: The Etho-Markonist, 1 Gorilla, 2 Mercenaries,
1 Rifleman, 1 Thug

Death Trap
A Bald never attacks frontally without a solid plan
behind it. They attempt to set an ambush or otherwise
catch the enemy by surprise, whether it is using a tele-
path or an officer and their brutes as a diversion.
• Enemies: The Bald, 1 Telepath, 1 Officer, 2 Brutes, 2 Dura Lex, Sed Lex
Thugs The Empire does not forgive. Ever. If the Imperial
guard enters the scene, then, you can be sure bodies
It’s Open Season are going to hit the floor. One Tamurei keeps thin-
The deadliest Mos gunslingers love to surround them- gs manageable by spraying lapidator bullets around,
selves with big goons to keep their enemies busy while while the other engages in melee. The officer and te-
they fill them with hot lead. In this case, brutes and lepath, meanwhile, stay slightly back, supporting their
mercenaries in the front with the alchemist keeping heavy-hitting companions.
the Characters under control with their bombs. Then, • Enemies: 2 Tamurei, 1 Officer, 1 Telepath, 3 Guards
the Renegade handles the rest.
• Enemies: The Renegade, 1 Alchemist, 2 Mercenaries, 2 Did They Come out of the Bloody Walls Again?!
Brutes Thanks to their mechanical friends, the Omega Mi-
cron attacks with their whip at blinding speed from
No Way Out the back line. Nuug shock troops, meanwhile, form
Picarto teams have their standard modus operandi, the front, with guards plugging any voids as they form.
which usually proves quite successful. The War Can • Enemies: The Omega Micron, 2 Nuug Shocktroopers, 4
dives into the melee, engaging the mightiest enemies Guards
in combat while guards and riflemen lay cover fire and
the Headhunter deals with the stragglers before joi- Blades, Not Shades!
ning the melee. Fearless, cunning, and deadly, swordmasters always
• Enemies: The Headhunter, 1 War Can, 2 Guards, 3 attempt to face their enemies one at a time. The alche-
Riflemen

348

Hill Snover (Order #36675299)


ADVERSARIES

mist and the telepath try to keep the enemies separa-


ted as the brutes cover the maestro, while their boss Creatures
has room and time to duel with their opponents.
During their adventures, Characters can fight dea-
• Enemies: The Swordmaster, 1 Alchemist, 1 Telepath, 3
dly assassins, stern-faced guards, or brutal warriors
Brutes
to satiate their thirst for wealth, power, vengeance,
or justice. However, the dangers the heroes face in
Deadly Dance
their adventures are not only other human beings.
Masks are deadly and calculating assassins, making
Vulcania is a world populated with all manners of
for perfect recurrent villains. Their favorite tactic is
creatures — some tame, some definitely not, some
to send the brutes in first and have the thugs strike by
downright bloodthirsty. This section contains a vast
surprise. Then, the Mask moves from target to target,
list of creatures to throw at your Characters, with
striking where it hurts the most.
all the information you might need to run them as
• Enemies: The Mask, 6 Brutes, 2 Thugs
Narrator.
Heaviest of Metal
Size
The War Machine is enough to totally, absolutely,
Not all beasts are made equal. Small creatures are
completely murder the Characters. Have you seen its
roughly the weight of a dog or sheep. Medium crea-
arsenal?! The only reason why it could need guards
tures are similar in weight to a human being (between
and brutes would be as a distraction, meat shields, or
100 and 400 pounds). Large creatures are the size of
simply to fix numerical inferiority. Or, you know, have
a horse or bear (between 600 and 1600 pounds), with
somebody to cheer for them. War Machines are pe-
Enormous creatures equaling an elephant. Should
ople, too! Mostly bad people, sure, but those are de-
the group face a Colossal creature, well… good luck.
tails...
• Enemies: The War Machine, 3 Brutes, 3 Guards
Skills
Some creatures are trained to be controlled by Phi
division Markonists via a fidelitas collar and the men-
tal faculties of their masters. These creatures, when
controlled by a Markonist, add the modifier in paren-
theses to their Discipline Tests, if needed.

Special Abilities
Some creatures have special abilities, whether the re-
sult of mutation or simple evolution. The following is
a list of the most frequently found around Vulcania:
Ambush: some predators are especially lethal
when they strike catching their prey by surprise. A
creature with this ability is capable of pouncing on
their prey as a Free Action and deal 1 additional
point of damage to Surprised targets, in addition to
any other damage.
Amphibious: there are creatures that have adap-
ted to live both in water and on dry land. Unless
otherwise specified, an amphibious creature does
not suffer penalties in either environment.

349

Hill Snover (Order #36675299)


CHAPTER 8

Braced: some creatures are gifted with extra lim- Fury: as death draws near, the furious beast does
bs or are large and heavy enough to be harder for not flee. It only fights. A creature with the Fury spe-
a Character to move. Braced creatures cannot be cial rule fights for one more round after its Wounds
grappled, shoved, knocked Prone, or moved about reach 0, ignoring any further damage or conditions
by Arts or equipment. and dealing 1 additional point of damage when it
Dark Vision: creatures with this ability can see hits its enemy.
perfectly in darkness, without suffering penalties in Multiple Attacks: mother nature has spawned
combat. no end of savage, bloodthirsty monsters. A creature
Explosive Death: bones, blisters, internal organs, with this feature is capable of making an extra attack
or other anatomical parts of the creature contain an every round.
unstable substance that is released upon its death, Poison: some creatures have poison glands used
causing a violent explosion when in contact with air. for self-defense or to neutralize their prey. Creatures
The round the creature dies, its body explodes, de- with the Poison special rule attempt to inject their
aling 1 point of damage to everything within 2 cu- toxin every time they get an Opportunity on a melee
bitus. attack. Below is a list of the most frequent poisons
Fear: the presence of this creature frightens those found in nature:
around it, forcing them to make a Discipline Test • Paralyzing Poison: a Character under the effects
to avoid suffering the Frightened condition. If they of paralyzing poison immediately suffers the Immo-
fail, they suffer the condition as long as they are wi- bilized condition. At the beginning of their turn each
thin 10 cubitus of the creature. The Difficulty for round, they can attempt a Resistance Test. On a suc-
the Test is either the creature’s base Difficulty or its cess, the poison ends its effect and the Character can
Aggression score (whichever is higher). move and act normally.
Flailing Attacks: creatures with multiple limbs or • Debilitating Poison: the creature boasts a poison
gifted with great ferocity become even more dange- that slowly kills their target, attacking their nervous
rous when surrounded by enemies. They make an system. When the target is injected with the poison,
attack against each opponent they are engaged with they suffer a -1 penalty to all Tests and must make
in melee. a Resistance Test at the beginning of their turn. If
Flying: The creature is capable of flying, with they pass, the poison is purged from their system.
wings, gliding membranes, or whatever means of Otherwise, the penalty increases incrementally by 1
locomotion nature gave them. Unless otherwise spe- every round until the Test is passed.
cified, their flight speed is equal to their Movement
score.

350

Hill Snover (Order #36675299)


ADVERSARIES

• Deadly Poison: this poison kills its target by corro- Abomination Role: Villain
ding their tissues. When injected with the poison, the
These unholy creatures seem spawned directly from
target suffers 1 point of damage. Then, at the begin-
the worst nightmares of a deranged mind. An en-
ning of their turn each round, the target must make a
counter with any of these monsters is often a death
Resistance Test, ending the effect on a success. On a
sentence, making flight a viable strategy to deal with
failure, they suffer 1 additional point of damage per
them… if not the only one. Information about them
failed Test, increasing the damage until they die (i.e.,
is scarce, as few survive close encounters and they do
2 damage in round 2, 3 in round 3, etc.).
not appear to follow specific patterns; however, abo-
Reach: some creatures are capable of reaching
minations have been described as amalgams of dif-
further than usual, thanks to their size or long limbs.
ferent animals, with a varying number of limbs and
A creature with Reach uses that value as the range
heads, moved by unrelenting fury. Their seemingly
for its melee attacks.
random anatomy makes them particularly resilient,
Swarm: creatures with this special rule are groups
because of redundancy in vital organs. For example,
of numerous smaller beings, like critters or bugs,
aiming for the heart is mostly luck, as nobody actual-
that move in unison. Swarms occupy the area listed
ly knows where it is, if they have only one… or even
in their description and can occupy the same spaces
if they need one at all.
as other creatures. They attack anything within their
area, but suffer twice as much damage from area of
effect weapons. Their Wounds score is the total of Rank: Heroic Difficulty: 16
all the individual creatures in the swarm and their
Initiative: 12 Movement: 6
Damage Reduction value represents the fact that it
Dodge: 15 Wounds: 14
is harder to strike individual swarm members with
conventional weapons. Evade: 13 Damage Reduction: 1
Terror: the presence of the creature terrorizes - Qualities -
living beings around it, forcing them to make a Di-
scipline Test to avoid suffering the Terrorized condi- Size: Large
tion as long as they are within 10 cubitus of it. The Skills: Brawl 17 – Strength 17 – Resistance 18
Difficulty for the Test is either the creature’s base
Difficulty or its Aggression score (whichever is hi- - Special Abilities -
gher).
Thick Skin: the abomination ignores the Piercing
Thick Skin: bone plates, chitinous exoskeletons,
property.
or other defensive structures protect the creature,
providing natural armor, although they are still vul- Flailing Attacks: the abomination is capable of at-
nerable to perforation. Creatures with this special ar- tacking any number of targets in melee. You do not
mor, however, whether it is a layer of fat under their want to know where it got all those limbs...
skin, thick fur, or an overly developed musculature, Fury: it is possible that the alien mind of these
ignore the Piercing property of weapons. horrid beasts cannot realize when their life is ending.
Thirst for Blood: when it smells blood, the be- When their Wounds reach zero, they fight for an ad-
ast enters a state of battle frenzy that prompts it to ditional round ignoring any damage or conditions
attack the source. A creature with this special rule before dying.
always attacks the enemy within 10 cubitus that has Braced: every abomination is different—some
suffered the most damage, disengaging freely from have untold numbers of legs, others slither or rum-
whomever they may be engaged with. ble about. All of them, however, cannot be shoved,
Vertical Movement: the creature is capable of grappled, or pinned to the ground.
moving across vertical surfaces.

351

Hill Snover (Order #36675299)


CHAPTER 8

Terror: the sight of these creatures is enough to Rank: Newbie Difficulty: 9


overwhelm the sanity of even the bravest warriors.
Every Character who sees an abomination must pass Initiative: 9 Movement: 4
a Discipline Test against Difficulty 16 or suffer the Dodge: 8 Wounds: 2
Terrorized condition. Evade: 6 Damage Reduction: –
- Attacks - - Qualities -
Unspecified Appendage : 17
Size: Small
1 2 3 4 5 6 7 8 9 10 11 12
Skills: Athletics 11 (+4) – Agility 9 (+2) –
- Opportunities - Senses 8 (+1)
- Special Abilities -
Vomit: one of the creature’s many heads vo-
mits a stream of acid that envelops all targets in a 4 Vertical Movement: thanks to their claws, these mon-
cubitus cone. The poor sods suffer 1 point of dama- keys are capable of moving at full speed along trees,
ge and the Disoriented condition. Assuming that was rock faces, and walls alike.
a mouth, of course...
- Attacks -
Assimilation: the abomination tightens its grip
around its target, inflicting the Immobilized condi- Bite: 7
tion. The Character must pass an opposed Brawl 1 2 3 4 5 6 7 8 9 10 11 12
Test to break free.
- Suggested Encounters - - Opportunities -

Sometimes, groups of deranged fanatics follow an Curiosity:. Monkeys are naturally curious cre-
abomination in the hallucinogenic Abrabazi deserts. atures, capable of developing fine manipulation and
When this happens, the encounter involves 1 Abo- showing intelligence to a higher degree than many
mination and between 4 and 6 Demons. Given their other animals… or rushing to a particularly stupid
nature, it is incredibly rare to find more than one and spectacular death. The baboon steals a gizmo
abomination together. from their target, activating it instantly.
- Suggested Encounters -
Baboon Role: Add Baboons live in large families of more than a do-
These small primates live mostly in southern Ketniv zen individuals, as their strength lies in numbers.
and Balastoc. They are extremely agile, aggressive, and However, it is not rare for a baboon community to
skilled in climbing almost any surface, including those be ruled by a particularly strong alpha, for which you
that would seem impossible for a monkey. Alone, they can use the Pifu humped gorilla.
do not pose much of a threat, but a pack of them
could become rather dangerous if faced unprepared.

352

Hill Snover (Order #36675299)


ADVERSARIES

Belileev Role: Villain - Attacks -


The belileev, Nuugard’s own white lion, is a mighty Bite: 16
feline that lives in the Nuug mountains. Sighting
1 2 3 4 5 6 7 8 9 10 11 12
one is a rare event and approaching one an almost
unheard of occurrence. The odds of surviving the Claws: 13
encounter are, then, left to the imagination of the
1 2 3 4 5 6 7 8 9 10 11 12
esteemed reader. Belileev live alone or with their
mate, far from human settlements, and are deadly
- Opportunities -
and silent predators.
Dismember: grabbing its prey with its forelegs,
Rank: Veteran Difficulty: 15 the belileev strikes with its hind claws, inflicting 2
extra points of damage and the Dazed condition.
Initiative: 17 Movement: 8
Disarm: the belileev clamps its jaws on the tar-
Dodge: 15 Wounds: 12
get’s arm, disarming them.
Evade: 14 Damage Reduction: –
- Suggested Encounters -
- Qualities -
Belileevs live on their own or with their mate. A fa-
Size: Large mily of belileevs often includes 2 to 4 cubs, with the
Skills: Athletics 17 (+2) – Stealth 18 (+3) – profile of a tiger.
Senses 19 (+4) – Aggression 16 (+1)
- Special Abilities - Bison Role: Add
Ambush: like many other large felines, the white Zoologists believe that when the world was young,
lion prefers to catch its prey by surprise. Belileevs the bison was a common sight all over Vulcania. To-
inflict 1 extra point of damage to Surprised targets. day, however, after the cataclysm, the bison mostly
Fear: the sight of this enormous cat is enough to live in Mostucaal and Abrabazem. Bison herds can
make a trained Nuug warrior rethink a few of their become unusually aggressive, should they feel their
life choices. Every Character who sees a belileev calves are threatened or during the mating season.
must pass a Discipline Test against Difficulty 16 or The profile of the bison can also be used for other
suffer the Frightened condition. bovines.

Multiple Attacks: the belileev attacks with both its


Rank: Expert Difficulty: 11
Claws and Bite.
Flailing Attacks: The belileev attacks every target Initiative: 9 Movement: 7
within its reach with its Claws. Dodge: 11 Wounds: 9
Dark Vision: Cats are known for their exceptional- Evade: 10 Damage Reduction: 1
ly good vision in the dark. Big cats especially so. - Qualities -

Size: Large
Skills: Senses 13 (+2)

353

Hill Snover (Order #36675299)


CHAPTER 8

- Special Abilities - - Special Abilities -


Thick Skin: A bison ignores the Piercing property. Thick Skin: bears ignore the Piercing property of
weapons.
- Attacks -
Fear: every Character who sees a black bear must
Horns: 11 pass a Discipline Test against Difficulty 14 or suffer
the Frightened condition.
1 2 3 4 5 6 7 8 9 10 11 12
Multiple Attacks: every round, the black bear at-
tacks with both its Claws and Bite.
- Opportunities -
- Attacks -
Gore: by goring its target with its horns, the
Bite: 15
bison flings them 2 cubitus away, knocking them
Prone. 1 2 3 4 5 6 7 8 9 10 11 12
- Suggested Encounters - Claws: 14
Buffalo or bison herds number even into the hun- 1 2 3 4 5 6 7 8 9 10 11 12
dreds, although their size and temperament are such
that no more than 5 or 6 are likely to cooperate to - Opportunities -
face a threat.
Hemorrhaging Bite: the black bear bites a
chunk of flesh off their target, who starts bleeding
Black Bear Role: Antagonist profusely. Until they spend a full round to staunch
the bleeding, the target suffers 1 point of damage at
Among the largest and most ferocious bears in Vul- the beginning of their turn each round.
cania, the black bear lives in the woodlands at the
foot of mountain chains. Aggressive and ferocious, Mighty Slap: the bear reacts to the attack by
its raw strength usually leaves little hope for its vi- back-handing its target 2 cubitus away and inflicting
ctims. the Disoriented condition.

- Suggested Encounters -
Bears are usually solitary creatures, although during
Rank: Heroic Difficulty: 14 the mating season adventurers might stumble into
couples not so happy at having their private time ru-
Initiative: 12 Movement: 6
ined by bipeds.
Dodge: 13 Wounds: 13
Evade: 11 Damage Reduction: 1
- Qualities - Blonde Chimpanzee Role: Antagonist
These large monkeys once lived in the Abrabazi he-
Size: Large artland and would have been extinguished by the ca-
Skills: Strength 17 (+3) – Senses 17 (+3) taclysm had the Monopoly of Markonists not inter-
vened to save them for psychic training. Nowadays,
it is still possible to find blonde chimpanzees, albeit
mutated beyond reason, in the few woodlands that

354

Hill Snover (Order #36675299)


ADVERSARIES

remain in Abrabazem. Rank: Expert Difficulty: 13

Rank: Newbie Difficulty: 9 Initiative: 13 Movement: 6


Dodge: 11 Wounds: 6
Initiative: 9 Movement: 6 Evade: 10 Damage Reduction: –
Dodge: 10 Wounds: 5
Evade: 9 Damage Reduction: – - Qualities -

- Qualities - Size: Medium


Skills: Senses 15 (+4)
Size: Medium
Skills: Athletics 12 (+3) – Agility 13 (+4) – - Special Abilities -
Senses 12 (+3) Explosive Death: when the blue badger is killed, the
chemicals in its electrolytic glands spill out, causing a
- Attacks -
small electric storm that inflicts 1 point of damage to
Bite: 12 everything within 2 cubitus of the corpse.
1 2 3 4 5 6 7 8 9 10 11 12 - Attacks -
Bite: 12
- Opportunities -
1 2 3 4 5 6 7 8 9 10 11 12
Disarm: Grabbing their opponent by the
wrist, the chimpanzee disarms them. - Opportunities -
Theft: for some reason, blonde chimpanzees
love firearms. When a Character shoots a gun and Electrical Discharge: the blue badger’s discharge
misses, the chimpanzee grabs the weapon and unlo- arcs to a secondary target within 2 cubitus of its first
ads its magazine on the nearest target not adjacent to target, dealing 1 point of damage.
it, inflicting 2 points of damage. - Suggested Encounters -
- Suggested Encounters - Blue badgers are among the few species that spend
Like many primates, blonde chimpanzees live in co- their entire life with one partner, therefore they are
lonies of 5 or 6. For the sake of variety, you could mostly found as couples, sometimes with their young.
add an alpha male with the profile of a Pifu humped
gorilla.
Boar Role: Antagonist
Appreciated by hunters for its meat, the boar is a
Blue Badger Role: Antagonist tenacious and resistant foe, its tusks capable of pe-
The blue badger is a rather aggressive denizen of the netrating light armor.
Itteghi woodlands, known for discharging electricity
from the glands on its nose and through its whiskers. Rank: Newbie Difficulty: 6
When the badger is killed, its glands collapse, unlea-
shing an electric cloud that harms anything in close Initiative: 7 Movement: 6
proximity. Dodge: 9 Wounds: 9
Evade: 9 Damage Reduction: –

355

Hill Snover (Order #36675299)


CHAPTER 8

- Qualities - - Qualities -

Size: Large Size: Large


Skills: Strength 10 (+1) – Senses 11 (+2) Skills: Resistance 10 (+4) – Senses 8 (+2)
- Special Abilities - - Attacks -
Piercing Fangs: the boar’s strong tusks have the Bite: 6
Piercing property.
1 2 3 4 5 6 7 8 9 10 11 12
- Attacks -
- Opportunities -
Fangs : 10
1 2 3 4 5 6 7 8 9 10 11 12 Spit: the most fearsome weapon in the arsenal
of a camel is its spit, capable of inflicting the Blind
- Opportunities - condition on its target.
- Suggested Encounters -
Trample: angry boars are nasty business. The
boar tramples its target, inflicting 1 additional point Other than used as mounts by a group of enemies, it
of damage and the Prone condition, before charging is rare to fight camels.
and immediately attacking a secondary target.
- Suggested Encounters -
Cat Role: Villain
Boars live in woodlands and forests, in groups of Who does not love cats?! Also, be thankful they are
4 to 6. not Villains. Yet...

Rank: Cat Difficulty: 4


Camel Role: Add - Qualities -
A fundamental asset for desert-dwelling popula-
Size: Small
tions in both Balastoc and Abrabazem, the camel
is used mostly as a mount or a beast of burden, - Suggested Encounters -
being ill-suited for combat. It is easily scared off
by sudden movements or loud noises, although its Cat colonies are often watched over by extremely
bite could prove rather unpleasant, were a camel dangerous cat ladies.
left with no other choice but to fight.

Rank: Newbie Difficulty: 6 Cheetah Role: Antagonist


Cheetahs are agile and graceful animals who hunt
Initiative: 7 Movement: 7 with speed and ferocity rather than overwhelming
Dodge: 6 Wounds: 5 their prey. Known for their powerful pounces, they
Evade: 6 Damage Reduction: – drive their target to the ground before ripping their
throat with sharp claws and fangs.

356

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Expert Difficulty: 11 Corederojo Role: Antagonist


In Mostucaal’s mountains live a mighty, red-maned
Initiative: 13 Movement: 12
ram, hunted for its meat and colorful mantle. Al-
Dodge: 10 Wounds: 6 though they prefer to flee when in danger, if forced
Evade: 11 Damage Reduction: – to fight corederojos can prove to be tough oppo-
- Qualities - nents.

Size: Large Rank: Newbie Difficulty: 7


Skills: Athletics 14 (+3) – Agility 13 (+2) –
Initiative: 7 Movement: 6
Stealth 14 (+2) – Senses 15 (+4) Dodge: 8 Wounds: 5
- Special Abilities - Evade: 6 Damage Reduction: –

Ambush: like many other large felines, the cheetah - Qualities -


prefers to catch its prey by surprise. Cheetahs inflict
1 additional point of damage to Surprised targets. Size: Medium
Multiple Attacks: Cheetahs attack with both their Skills: Athletics 10 (+3) – Senses 9 (+2)
Claws and Bite. - Special Abilities -
Dark Vision: Cheetahs can see in the dark.
Vertical Movement: corederojos are capable of mo-
- Attacks - ving at full speed along steep rock faces.
Claws: 11 - Attacks -
1 2 3 4 5 6 7 8 9 10 11 12 Horns: 7
Bite: 11 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Shove : the corderojo shoves its target 2 cubi-
Take down: with a violent torsion, the cheetah tus, Unbalacing them
knocks its target Prone. Ram: The corederojo dodges the attack and
Pounce: the cheetah dodges the attack, poun- rams its target, sending them 3 cubitus away, Prone.
ces over its target, and moves its Movement distance. - Suggested Encounters -
- Suggested Encounters - Corederojos live in herds of 6 to 8 animals.
Cheetahs, much like other felines such as jaguars and
panthers, can hunt in packs of 5 or 6. Rarely, an al-
pha male (use the profile of a tiger) becomes large
enough to assert his dominance over the other males
of his pack and leads them on the hunt.

357

Hill Snover (Order #36675299)


CHAPTER 8

Crocodile Role: Antagonist 1 additional point of damage and, in order to


break free from the crocodile’s maw, the poor
Extremely fast over short distances and armed
soul must pass an opposed Brawl Test or suffer
with fearsome jaws, the crocodile is a terrifying
another point of damage. If they suffer 3 points
predator both on land and in water, where it am-
of damage in this way, the target loses a limb.
bushes its prey from the depths. Its scaly skin is
thick enough to require actual weapons and, also,
- Suggested Encounters -
is a precious material in the leather and fashion
industries. Crocodiles live and hunt in groups of 4 to 8.

Rank: Expert Difficulty: 11


Digno Role: Add
Initiative: 11 Movement: 4
A peculiar creature, although not dangerous if met
Dodge: 9 Wounds: 8
alone, that looks like a six-legged, overly aggressive
Evade: 13 Damage Reduction: 1
small dog.
- Qualities -
Rank: Newbie Difficulty: 8
Size: Large
Skills: Brawl 13 – Strength 14 (+3) – Senses Initiative: 8 Movement: 10
Dodge: 9 Wounds: 4
13 (+2) – Stealth 15
Evade: 7 Damage Reduction: –
- Special Abilities -
- Qualities -
Ambush: when laying low in the mud, crocodi-
les are almost invisible. When they attack, croco- Size: Small
diles inflict 1 extra point of damage to Surprised Skills: Athletics 12 (+4) – Senses 12 (+4)
targets.
- Special Abilities -
Amphibious: the crocodile has a Movement sco-
re of 8 when in water. Braced: thanks to its six legs, it is impossible to
Braced: A low center of mass and a power- knock a digno Prone.
ful tail make this reptile impossible to topple or - Attacks -
knock Prone.
Bite: 8
- Attacks -
1 2 3 4 5 6 7 8 9 10 11 12
Bite: 11
1 2 3 4 5 6 7 8 9 10 11 12 - Opportunities -

Shove: attacking its target’s throat, the digno


- Opportunities -
inflicts the Unbalanced condition on its target.
Rend: the crocodile’s teeth are made for
crushing, rather than flaying. To reduce their - Suggested Encounters -
meal to more manageable chunks, crocodiles are Dignos are usually found in packs of up to 10 indi-
known for grabbing onto their food and thrashing viduals.
about. If done to an enemy in combat, they suffer

358

Hill Snover (Order #36675299)


ADVERSARIES

Dog Role: Add - Attacks -


Best friend of the human race and loyal companion, Bite: 6
there is no place this creature has not visited. The
1 2 3 4 5 6 7 8 9 10 11 12
profile for the dog could also be used for wild cani-
nes, like coyotes and jackals.
- Opportunities -

Rank: Newbie Difficulty: 6 Shove: going for the throat of its target, the
dog shoves them to the ground, inflicting the Unba-
Initiative: 8 Movement: 7
lanced condition.
Dodge: 6 Wounds: 5
Evade: 6 Damage Reduction: – - Suggested Encounters -

- Qualities - Dogs are frequently found in wild packs of a dozen


or more or employed as scouts or detectors by or-
Size: Small ganized military units. For the sake of variety, you
Skills: Senses 13 (+2) could also use hyenas, perros, or wolves.

359

Hill Snover (Order #36675299)


CHAPTER 8

Double-headed Buitre Role: Antagonist - Qualities -


A deadly and picturesque creature found in the Mos
deserts and prairies, the body of the buitre is covered Size: Large
in thick, armor-like black feathers from which extend Skills: Resistance 15 – Senses 16
two pink necks each ending in a bald head with bul-
- Special Abilities -
bous eyes and a strong beak. Although it prefers the
carcasses of large animals, a buitre does not refuse Thick Skin: the thick plumage of a buitre allows it
still-living creatures, especially if wounded. Buitres to ignore the Piercing property.
are known for their exceptionally developed sense Multiple Attacks: the buitre attacks with both its
of smell, which allows them to smell blood from ki- Claws and Beaks.
locubitus away. Thirst for Blood: the buitre always attacks the crea-
ture closest to death. Should it find a dying or incapa-
citated opponent, the buitre attempts to take them to
Rank: Expert Difficulty: 11 its nest, where it can consume its meal in peace.
Flying: the Movement score of the buitre is its
Initiative: 11 Movement: 12 flying speed. When it moves on land, its Movement
Dodge: 14 Wounds: 11 score becomes 4.
Evade: 12 Damage Reduction: 1

360

Hill Snover (Order #36675299)


ADVERSARIES

- Attacks - - Special Abilities -


Claws: 12 Thick Skin: Elephants ignore the Piercing property.
1 2 3 4 5 6 7 8 9 10 11 12 Multiple Attacks: Elephants attack with both Tu-
sks and Feet.
Beak: 14
Fury: Once they are reduced to 0 Wounds, ele-
1 2 3 4 5 6 7 8 9 10 11 12 phants fight for 1 additional round.
Braced: Who would have thought, right?
- Opportunities -
Reach: Elephants can attack enemies within 2 cubitus.
Distraction: by vigorously beating its wings,
- Attacks -
the buitre causes a thick pall of dust to cover a 2 by 2
cubitus square area. All Characters within suffer the Feet 14
Disoriented condition and the buitre is capable of
1 2 3 4 5 6 7 8 9 10 11 12
disengaging without penalty from any melee.
Turn and Dive: the buitre dodges the attack Tusks: 14
with a sudden turn and dives onto the Character that 1 2 3 4 5 6 7 8 9 10 11 12
attacked it. The buitre then makes a full round of
attacks against that target. - Opportunities -
- Suggested Encounters - Distraction: by vigorously beating its ears, the
elephant causes a thick pall of dust to cover a 2 by
Buitres are solitary predators, although smaller sca-
2 cubitus square area. All Characters within the area
vengers, like groups of 6 to 8 vultures or hyenas,
suffer the Disoriented condition and the elephant is
usually travel in their shadow to profit from its lefto-
able to disengage from any melee without penalty.
vers.
Sweep: by thrashing their trunk about, the ele-
phant pushes its target and all adjacent creatures 2
Elephant Role: Antagonist cubitus away, knocking them Prone.
Elephants live in prairies close to deserts and rivers. - Suggested Encounters -
Although mostly peaceful creatures, elephants can
turn into a force of nature if angered, as the many Elephants are social animals who live in groups of
villages razed by one of their thunderous charges up to 10 individuals, who can quickly scatter into
could attest… if there was anything left. smaller groups of 2 or 3. Solitary elephants, although
a minority, can be rather aggressive.
Rank: Heroic Difficulty: 14

Initiative: 10 Movement: 7 Ghiger Role: Antagonist


Dodge: 9 Wounds: 21 This large feline plagues the ruins of cities and
Evade: 7 Damage Reduction: 1 towns, taking residence in the tallest building from
which they keep an eye over their territory. Althou-
- Qualities - gh at first glance they resemble the sabertooth tigers
that lived in the forests of the country, those unlucky
Size: Enormous
enough to meet them realize things are not as they
Skills: Athletics 12 (+4) – Senses 12 (+4) seem. Their apparently dirty coat is black-striped blue

361

Hill Snover (Order #36675299)


CHAPTER 8

and their paws boast claws and suckers that allow - Opportunities -
them to climb vertical surfaces with ease. However,
their most disconcerting characteristic is the second Infestation: the beast grabs their victim with
mouth nestled within their jaws, armed with nume- their claws, opens their maw and another mouth
rous rows of sharp teeth, capable of jamming into springs forth from their throat, jamming into the
the body of the unlucky victim, place their eggs and enemy’s flesh. The ghiger immediately makes a bite
retract back. Then, those eggs will hatch new gighers, attack. On a hit, they implant an egg in their target
who will feed on the entrails of the poor host, emer- that must be surgically removed (Difficulty 13 Han-
ging from their abdomen when their growth is over. dicraft Test). Otherwise, the new gigher will grow in-
side them, tearing their way out within a week.
Rank: Veteran Difficulty: 15 Leap: the ghiger dodges the attack, leaping
over their target and making a move.
Initiative: 16 Movement: 12
Dodge: 15 Wounds: 9 - Suggested Encounters -
Evade: 13 Damage Reduction: – These beasts infest the ruins of cities, moving in
- Qualities - groups that can vary from 6 to 8 individuals.

Size: Large
Skills: Athletics 16 (+1), Agility 13 (+2), Stealth Hornmule Role: Antagonist

17 (+2), Senses 19 (+4) This unusual, striped elk is so rare it is considered


almost a myth, associated with goodness and justice.
- Special Abilities - It is extremely rare to find a hornmule in the Itteghi
woodlands, as it prefers fleeing rather than fighting.
Ambush: this beast prefers to ambush their prey.
Legends say that this animal is capable of seeing
They deal 1 extra point of damage to Surprised tar-
into one’s soul, and that it attacks only the vile and
gets.
cowardly, while protecting those who cannot defend
Multiple Attacks: every round, a ghiger attacks themselves.
with both claws and bite.
Vertical Movement: ghigers are capable of moving Rank: Expert Difficulty: 11
easily on walls or ceilings.
Initiative: 13 Movement: 7
- Attacks - Dodge: 10 Wounds: 5
Claws: 16 Evade: 11 Damage Reduction: –

1 2 3 4 5 6 7 8 9 10 11 12 - Qualities -
Bite: 14 Size: Large
1 2 3 4 5 6 7 8 9 10 11 12 Skills: Senses 11 – Charm 12

362

Hill Snover (Order #36675299)


ADVERSARIES

- Special Abilities - - Opportunities -

Multiple Attacks: the hornmule attacks with both Ram: the hornmule dodges the attack and
Horns and Hooves every round. rams its target, sending them 3 cubitus away, Prone.
Fear: every Character who sees a hornmule must Puppy Eyes: you just shot a hornmule, you de-
pass a Discipline Test against Difficulty 12 or suffer praved git! Are you proud of yourself, now!? Grip-
the Frightened condition. ped by despair, the Character breaks into tears, suf-
- Attacks - fering the Dazed condition.

Horns: 12 - Suggested Encounters -

1 2 3 4 5 6 7 8 9 10 11 12 The hornmule is almost a mythical animal, usually


living alone. Their rarity and cultural significance,
Hooves: 10 however, are such that an encounter with a hornmu-
1 2 3 4 5 6 7 8 9 10 11 12 le should be used as a role-playing challenge rather
than a combat one.

363

Hill Snover (Order #36675299)


CHAPTER 8

Horse Role: Add Hyena Role: Add


The most widely used mount in Vulcania, thanks to Their society is matriarchal, their sense of smell extre-
its relatively low cost and innate resistance to long mely keen, and their thirst for blood legendary. Hyenas
journeys. Horses are peaceful animals, but are known love to settle in crags or use dens dug by other creatu-
to strike unsuspectingly hard those on the receiving res, from which they defend their hunting grounds with
end of their hooves. It is thought they originated in extreme prejudice. Hyena packs count a great many
Mostucaal, although today they can be found all over individuals, sometimes up to 15, and can smell blood
the world. from many hundred cubitus away, making their presen-
ce extremely dangerous for wounded adventurers.
Rank: Newbie Difficulty: 6
Rank: Newbie Difficulty: 7
Initiative: 7 Movement: 8
Dodge: 6 Wounds: 4 Initiative: 7 Movement: 7
Evade: 6 Damage Reduction: – Dodge: 8 Wounds: 2
Evade: 6 Damage Reduction: –
- Qualities -
- Qualities -
Size: Large
Skills: Athletics 8 (+2) – Senses 8 (+2) Size: Small
- Opportunities - Skills: Athletics 10 (+3) – Senses 11 (+4)
- Special Abilities -
Kick: a mighty strike with the horse’s hooves
shoves the enemy 2 cubitus away and inflicts the Di- Thirst for Blood: when they smell blood, hyenas fo-
soriented condition. cus their attacks on the most wounded enemy.
- Attacks - - Attacks -
Hooves: 8 Bite: 7
1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12

- Suggested Encounters - - Opportunities -


Other than their use as mounts by a group of ene- Shove: attacking its target‘s throat, the hyena
mies, it is rare to fight horses. inflicts the Unbalanced condition.
- Suggested Encounters -
Pack tactics are the strong suit of the hyena. For al-
pha female hyenas, use the profile of a wolf.

364

Hill Snover (Order #36675299)


ADVERSARIES

Ilvrys Role: Antagonist Osolobo Role: Antagonist


The ilvrys is a small, agile, and fast feline commonly These barrel-chested and thick-furred canines are
known as the Nuug lynx, although present also in known for being able to walk erect for short periods
Itteghasp, Ketniv, and Mostucaal with slightly dif- of time, allowing them to deliver deceptively power-
ferent characteristics. It is found mostly in forests, ful blows. They live in large packs in the Mos moun-
where it can make the best use of its speed. tains, wherever one might find other canines such as
wolves.
Rank: Newbie Difficulty: 7
Rank: Expert Difficulty: 13
Initiative: 11 Movement: 9
Dodge: 9 Wounds: 5 Initiative: 12 Movement: 7
Evade: 8 Damage Reduction: – Dodge: 15 Wounds: 8
Evade: 12 Damage Reduction: –
- Qualities -
- Qualities -
Size: Medium
Size: Large
Skills: Athletics 12 (+3) – Agility 11 (+2) –
Skills: Athletics 16 (+3) – Senses 17 (+4)
Stealth 13 (+4) – Senses 13 (+4)
- Special Abilities -
- Special Abilities -
Multiple Attacks: every round, the osolobo attacks
Ambush: Like many other large felines, the ilvrys with both its Claws and Bite.
prefers to catch its prey by surprise. Ilvrys’ inflict 1
additional point of damage to Surprised targets. Fury: The murderous fury of these creatures is
famous, allowing them to fight even when other cre-
Dark Vision: the ilvrys can see in the dark. atures would have fallen. When their Wounds reach
- Attacks - zero, they fight for an additional round, ignoring any
damage or conditions before dying.
Bite: 10
Dark Vision: Osolobos can see in the dark.
1 2 3 4 5 6 7 8 9 10 11 12
- Attacks -
- Opportunities - Bite: 14
Flurry of Slashes: the ilvrys inflicts the Diso- 1 2 3 4 5 6 7 8 9 10 11 12
riented condition on its target. Claws: 12
Pounce: the ilvrys dodges the attack, pounces
1 2 3 4 5 6 7 8 9 10 11 12
over its target, and moves its Movement distance.
- Suggested Encounters - - Opportunities -

The ilvrys is mostly a solitary predator that should not Intimidating Howl: the osolobo stands on its
pose a threat to a group of Characters. However, it is hind legs and lets out a blood-curdling howl. All
also cunning and opportunistic, and could profit from enemies who can hear it suffer the Slowed condi-
a moment of difficulty to attack isolated or wounded tion.
party members. Phi division Markonists are also known
for having one of these animals as a companion.

365

Hill Snover (Order #36675299)


CHAPTER 8

Reactive Bite: the osolobo bites the hand that Rank: Expert Difficulty: 11
tried to hit it. The target suffers 1 point of damage.
Initiative: 13 Movement: 6
- Suggested Encounters - Dodge: 10 Wounds: 10
These canines can live in packs of more than 10 in- Evade: 11 Damage Reduction: –
dividuals. - Qualities -

Size: Large
Otus (Giant Owl) Role: Antagonist Skills: Stealth 13 (+2) – Senses 15 (+4)
Otus are enormous owls found mostly in Ketniv and
- Special Abilities -
Itteghasp, although some with white plumage have
been sighted in Nuugard, too. Legends say that otus Ambush: swooping from the sky with its almost
have an intelligence comparable to that of the hu- dead silent feathers, an otus is a perfect stealth pre-
mans they bond with. Although science has proven dator. Otus inflict 1 additional point of damage to
this rumor to be just that, they remain animals parti- Surprised targets.
cularly fit for Markonist training.

366

Hill Snover (Order #36675299)


ADVERSARIES

Dark Vision: Otus can see in the dark. Rank: Veteran Difficulty: 13
Flying: the Movement score of the otus is its flying
speed. When it moves on land, its Movement score Initiative: 15 Movement: 7
becomes 3. Dodge: 12 Wounds: 8
Evade: 13 Damage Reduction: –
- Attacks -
- Qualities -
Claws: 11
1 2 3 4 5 6 7 8 9 10 11 12 Size: Large
Skills: Stealth 16 (+3) – Senses 14 (+1)
- Opportunities -
- Special Abilities -
Rend: once it has sunk its claws into its tar- Ambush: the phoneutria inflicts 1 additional point
get, the otus attacks with its beak for an additional 1 of damage to Surprised targets.
point of damage.
Braced: with eight legs available, knocking a spider
Blinding Beak: the otus dodges the attack and Prone or pinning them to the ground is impossible.
stabs its opponent with its beak, inflicting the Slowed
condition.
Vertical Movement: thanks to their special hairs,
phoneutria are capable of moving at full speed along
- Suggested Encounters - walls and ceilings.
Giant owls live alone and only rarely attack in pairs. Deadly Poison: the poison of this creature inflicts
However, they are more commonly seen as com- 1 point of damage the turn it is injected. Then, the
panions of ethomarkonists of the more belligerent target must pass a Resistance Test against Difficulty
type. 14 at the beginning of each turn or suffer 2 points
of damage the first turn, 3 the second, and so on
until they die.
Phoneutria Role: Villain Dark Vision: Phoneutrias can see in the dark.
Originally found in Balastoc, the phoneutria is a spi- - Attacks -
der that has adapted to living in every Islenation.
Its poison is considered among the deadliest in the Bite: 14
animal realm, to the point where whole trade routes 1 2 3 4 5 6 7 8 9 10 11 12
have been devoted to the specific commerce of the
poison glands of this dangerous predator. After the - Opportunities -
war, however, Balastoc banned its export, although
that did not completely stop smugglers and black Vampire: sucking a copious dose of blood
market agents. Phoneutrias nest in caves or dilapi- from its victim, the phoneutria heals a number of
dated buildings, where it can lay its eggs undisturbed Wounds equal to the damage it just inflicted.
before heading out into the night to hunt. Since it Retreat: the phoneutria dodges the attack and
cannot weave the characteristic spider web, the pho- moves up to twice its Movement score. If it ends
neutria waits for its prey, hidden in some crag or han- its movement under the cover of shadows, it hides
ging from the ceiling of a cave, before swooping in immediately.
for the kill.

367

Hill Snover (Order #36675299)


CHAPTER 8

- Suggested Encounters - Purple Lizard Role: Antagonist


These large, hairy spiders usually live in solitude, al- Possibly the most sought-after mount in the world,
though more populous colonies have been registered the purple lizard is renowned for its speed and agility.
in underground complexes. Definitely not a pleasant These large lizards live mostly in Ketniv, but their
spot for a vacation… ability in navigating difficult terrain made them use-
ful in other Islenations, too, where they have been
successfully imported and used as mounts.
Pifu Humped Gorilla Role: Antagonist
This primate, typical of the northern Balas isles, is Rank: Expert Difficulty: 11
named for the large, fat protuberance over its shoul-
Initiative: 13 Movement: 10
ders that gives it its famous prancing gait. However,
as funny as the humped gorilla’s gait is, fighting one Dodge: 11 Wounds: 6
on its turf is definitely not. Evade: 10 Damage Reduction: –
- Qualities -
Rank: Expert Difficulty: 11
Size: Medium
Initiative: 11 Movement: 6
Skills: Athletics 13 (+2) – Agility 14 (+3) –
Dodge: 12 Wounds: 7
Senses 13 (+2)
Evade: 10 Damage Reduction: –
- Qualities -
- Special Abilities -
Vertical Movement: thanks to their claws, crimson
Size: Large lizards are capable of moving at full speed along tre-
Skills: Athletics 14 (+3) – Senses 13 (+2) es, rock faces, and walls alike.
- Attacks - Dark Vision: purple lizards can see in the dark.

Bite: 12 - Attacks -

1 2 3 4 5 6 7 8 9 10 11 12 Bite: 10
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
- Opportunities -
Punch: after biting, the gorilla throws a mighty
punch that Dazes its target. Push: standing on its hind legs, the lizard pu-
Grapple: after dodging the attack, the gorilla shes its target 2 cubitus away, inflicting the Unbalan-
grabs the face of its target with an enormous hand ced condition.
and lobs them at a secondary target within 2 cubitus. Sweep: the crimson lizard sweeps its tail and
Both targets suffer 1 point of damage and the Unba- strikes at the enemy’s legs, knocking them Prone.
lanced condition.
- Suggested Encounters -
- Suggested Encounters -
Crimson lizards live in colonies of up to 6 indivi-
Humped gorillas live in families of 4 or 5. For the duals and, being prized mounts, are usually found
sake of variety, a fight could see an alpha male invol- bearing riders.
ved, using the profile of an osolobo.

368

Hill Snover (Order #36675299)


ADVERSARIES

Python Role: Antagonist - Special Abilities -


This enormous snake is among the worst things to Ambush: like many other predators, pythons pre-
encounter in Ketnyi valleys. It lives mostly in proxi- fer to catch their prey by surprise. Pythons inflict 1
mity to rivers, being a good swimmer. However, it additional point of damage to Surprised targets and
is a deadly predator that crushes its victims before can use their Constrict Opportunity even if their tar-
swallowing them whole. get obtains a simple Failure on the related Test.
Braced: Pythons, you know, they slither. Slithery
Rank: Newbie Difficulty: 11 gits...
Initiative: 19 Movement: 6 Dark Vision: Pythons can see in the dark.
Dodge: 12 Wounds: - Attacks -
Evade: 11 Damage Reduction: –
Bite: 12
- Qualities -
1 2 3 4 5 6 7 8 9 10 11 12
Size: Large
Skills: Brawl 15 (+4) – Stealth 14 (+3) – Senses
13 (+2)

369

Hill Snover (Order #36675299)


CHAPTER 8

- Opportunities - - Special Abilities -


Constrict: the python coils around its target, Fury: when their Wounds reach zero, rhinoceroses
inflicting the Immobilized condition. Every round, fight for an additional round ignoring any damage or
it can use its Bite to deal 1 point of damage and the conditions before dying.
target can only attempt to break free by passing an Braced: no amount of drugs could help you in sho-
opposed Brawl Test. ving a rhinoceros aside, friend. And even if it could,
Retreat: the python dodges the attack and mo- they are immune, so they do not care.
ves up to its Movement score. If it ends its movement
- Attacks -
under the cover of shadows, it hides immediately.
Horn: 14
- Suggested Encounters -
1 2 3 4 5 6 7 8 9 10 11 12
Pythons hunt alone and finding more than one in
the same place is almost unheard of. However, not
- Opportunities -
beyond the notorious sadism of your Narrator
powers! Impale: impaling the enemy on its horn, the
rhinoceros throws them 2 cubitus away and inflicting
1 additional point of damage.
Rhinoceros Role: Antagonist
Murderous Intent: when shot at, the rhinoceros
This large, irascible herbivore is known for charging disengages from its current target without any penal-
anything that moves on sight. Perhaps its poor eyesight ties and charges the shooter.
causes it to see perils that do not exist or it attacks out
of fun… or spite. The massive horn on its forehead is - Suggested Encounters -
rather satisfying to plunge into the soft belly of a hapless Rhinoceroses live in 4 to 6 member packs.
adventurer, after all. Who can blame them, right? Not to
mention the thick skin of these behemoths, capable of
turning blades. Better pack some guns, friends.
Rokrok Role: Add
Rank: Veteran Difficulty: 13 Rokrok are belligerent animals, known for their spe-
ed and the ferocity with which they defend their
Initiative: 11 Movement: 12 territory. Like many other Abrabazi animals, they
Dodge: 12 Wounds: 11 appeared less than ten years before the current day,
Evade: 12 Damage Reduction: 2 mutated into existence by the explosion of Mount
Abrabaz. They look like large ostriches, covered in a
- Qualities - thick carapace and armed with a beak strong enough
to tear through armored plates.
Size: Enormous Rank: Expert Difficulty: 13
Skills: Strength 15 (+2)
Initiative: 11 Movement: 9
Dodge: 9 Wounds: 3
Evade: 10 Damage Reduction: 1

370

Hill Snover (Order #36675299)


ADVERSARIES

- Qualities - Royal Hawk Role: Add


Size: Large These birds of prey live in temperate areas, nesting
in trees or cliffs where they are safe from preda-
Skills: Athletics 12 (+2) – Senses 12 (+2)
tors. Their wingspan is more than three cubitus and,
- Special Abilities - thanks to their sharp claws and strong beak, they
are capable of besting larger animals like sheep or
Piercing Beak: the beak of a rokrok has the Pier- goats. Although the royal hawk is the predator par
cing property. excellence in Vulcania, the following profile could
- Attacks - also be used for birds of prey of similar size.

Beak: 10 Rank: Newbie Difficulty: 9


1 2 3 4 5 6 7 8 9 10 11 12
Initiative: 11 Movement: 12
- Opportunities - Dodge: 8 Wounds: 4
Evade: 9 Damage Reduction: –
Painful Lunge: the rokrok plunges its beak into
its target, inflicting great pain and the Slowed con- - Qualities -
dition.
Size: Medium
- Suggested Encounters - Skills: Analysis 11 (+2) – Senses 13 (+4)
Like many animals mutated by the cataclysm, society - Special Abilities -
is still confused about how these creatures behave.
It is known, however, that they tend to wander in Flying: the Movement score of the royal hawk is its
groups of 6 to 8 individuals. Somebody even mana- flying speed. When it moves on land, its Movement
ged, somehow, to use them as mounts. score becomes 3.
- Attacks -
Claws: 9
1 2 3 4 5 6 7 8 9 10 11 12

- Opportunities -

Beak: the hawk dodges the attack and


strikes with its beak, inflicting 1 point of dama-
ge.
- Suggested Encounters -
Royal hawks are solitary animals, who attack on
sight should their nest be in danger. Other birds
of prey, like vultures, might instead attack in
small waves of 5 to 8. Characters who suffer a
lot of damage during a battle might also attract
some of these creatures when the dust settles
down.

371

Hill Snover (Order #36675299)


CHAPTER 8

Skerpien Role: Villain Grab: the skerpien clamps its pincers around
This enormous scorpion lives in the Balas desert, its target, inflicting the Immobilized condition. To
where it nests close to abandoned settlements and break free, the target can attempt an opposed Brawl
rock formations. It is extremely territorial, and Test at the beginning of their turn. While grabbing
spends most of its time buried in the sand, waiting an opponent, the skerpien inflicts 1 point of damage
for hapless prey to jump upon. each round and can still attack with its other pincer.
- Suggested Encounters -
Rank: Heroic Difficulty: 16
These giant scorpions are found alone or with 6 to
Initiative: 16 Movement: 8 8 hatchlings.
Dodge: 15 Wounds: 16
Evade: 13 Damage Reduction: 2
Skerpien Hatchling Role: Add
- Qualities -
Young skerpiens are less imposing than their ful-
Size: Enormous ly-grown counterparts, although they still should not
Skills: Brawl 19 (+3) – Stealth 18 (+2) – Senses be underestimated. They live in large groups, with
their mother usually not far away. And if you thou-
18 (+2) ght one skerpien was bad enough… have a bucket
- Special Abilities - of them!

Ambush: Skerpiens inflict 1 additional point of Rank: Heroic Difficulty: 13


damage to Surprised targets and can use their Pa-
ralyzing Poison Opportunity even if the target rolled Initiative: 13 Movement: 6
only a simple Failure on the related Test. Dodge: 13 Wounds: 3
Multiple Attacks: every round, the skerpien attacks Evade: 13 Damage Reduction: –
with both Claws.
- Qualities -
Braced: skerpiens cannot be shoved, grappled, or
pinned to the ground. Size: Enormous
- Attacks - Skills: Stealth 15 (+2) – Senses 15 (+2)

Pincer: 17 - Special Abilities -

1 2 3 4 5 6 7 8 9 10 11 12 Multiple Attacks: every round, the skerpien attacks


with both Claws.
- Opportunities -
- Attacks -
Paralyzing Poison: the skerpien plunges its Pincer: 14
stinger into its target, injecting its poison. The target
is immediately Paralyzed and must roll a Resistance 1 2 3 4 5 6 7 8 9 10 11 12
Test against Difficulty 17 to resist its effect.

372

Hill Snover (Order #36675299)


ADVERSARIES

- Opportunities - - Attacks -

or Paralyzing Poison: the skerpien plun- Claws: 11


ges its stinger into its target, injecting its poison. The 1 2 3 4 5 6 7 8 9 10 11 12
target is immediately Paralyzed and must roll a Resi-
stance Test against Difficulty 15 resist its effect. Bite: 11
1 2 3 4 5 6 7 8 9 10 11 12
- Suggested Encounters -
Half a dozen happy scorpions, all hugging their - Opportunities -
mommy.
Dismember: grabbing its prey with its forelegs,
the tiger strikes with its hind claws, inflicting 2 addi-
tional points of damage and the Dazed condition.
Tiger Role: Villain
Pounce: the tiger dodges the attack, pounces
Tigers are large and deadly ambush predators that over its target, and moves its Movement distance.
live both in tropical rainforests and frozen conifer
woodlands. - Suggested Encounters -
Tigers hunt alone and are not likely to attack an en-
Rank: Expert Difficulty: 13 tire and fully armed group. However, if without any
other option, a tiger is a powerful opponent.
Initiative: 13 Movement: 9
Dodge: 14 Wounds: 9
Evade: 12 Damage Reduction: – Tobimasyi Role: Villain
- Qualities - Tobimasyi are flies that feed on the blood of their vi-
ctims and form swarms so large that they can attack
Size: Medium small settlements. Because of this, they are often cal-
Skills: Athletics 15 (+2) – Stealth 16 (+3) – led hellflies.
Senses 17 (+4)
Rank: Expert Difficulty: 13
- Special Abilities -
Initiative: 11 Movement: 6
Ambush: like many other large felines, the tiger
Dodge: 13 Wounds: 13
prefers to catch its prey by surprise. Tigers inflict 1
additional point of damage to Surprised targets. Evade: 14 Damage Reduction: 2

Multiple Attacks: every round, the tiger attacks - Qualities -


with both its Claws and Bite.
Size: Enormous
Fear: the sight of this enormous cat is enough to
make a trained Nuug warrior rethink a few of their Skills: Senses 15
life choices. Every Character who sees a tiger must - Special Abilities -
pass a Discipline Test against Difficulty 13 or suffer
the Frightened condition. Flailing Attacks: tobimasyi attack all targets caught
within the area of the swarm.
Dark Vision: Tigers can see in the dark.
Swarm:: swarms of tobimasyi cover a 4 cubitus by
4 cubitus area, occupying the spaces of any other

373

Hill Snover (Order #36675299)


CHAPTER 8

creatures, ignore the Piercing property, and suffer Ying Role: Add
double damage from area of effect weapons.
These beautiful hawks live on the coastlines and feed
Debilitating Poison: Tobimasyi stings inject a poison mostly on fish. Although not aggressive, they are
that causes a -1 penalty to all Tests. At the beginning determined when defending their hunting grounds
of their turn, poisoned targets must pass a Resistan- and flock.
ce Test against Difficulty 13 or suffer an additional
-1. If they pass the Test, the effect ends. Rank: Newbie Difficulty: 8
Flying: they’re flies, they fly.
Initiative: 10 Movement: 9
- Attacks -
Dodge: 8 Wounds: 2
Bite: 14 Evade: 9 Damage Reduction: –
1 2 3 4 5 6 7 8 9 10 11 12 - Qualities -

- Opportunities - Size: Medium


Skills: Senses 12 (+4)
Hemorrhage: the Characters bit by the tobi-
masyi swarm suffer the Dazed condition. - Special Abilities -
Focus: the flies attack the targets that missed Flying: the Movement score of the ying is its flying
them, inflicting 1 point of damage and injecting their speed. When it moves on land, its Movement score
poison. becomes 3.
- Suggested Encounters - - Attacks -
Individual hellflies are too small to be counted sepa- Claws: 8
rately, which is why the swarm is often considered a
single entity. However, Narrators who pitch their Cha- 1 2 3 4 5 6 7 8 9 10 11 12
racters against two swarms at the same time are bad
people and should feel ashamed. Or not: at the end of - Opportunities -
the day, they are the Narrator. They can. Rend: once it has sunk its claws into its tar-
get, the ying attacks with its beak for an additional 1
point of damage.
Pierce: the ying dodges the attack and sinks
its beak into its attacker, inflicting the Slowed con-
dition.
- Suggested Encounters -
Yings, like many other birds of prey, live and hunt in
flocks of around a dozen individuals.

374

Hill Snover (Order #36675299)


ADVERSARIES

Whaanpa Role: Villain - Opportunities -


This large carnivorous primate lives in the frozen Hemorrhaging Bite: the whaanpa bites a chunk
lands of north Nuugard, where it lords over expansi- of flesh off their target, who starts bleeding pro-
ve hunting grounds. Although resembling not much fusely. Until they spend a full round to staunch the
more than enormous white apes, whaanpas are sur- bleeding, the target suffers 1 point of damage at the
prisingly cunning, capable of using simple tools like beginning of their turn each round.
clubs or sharpened stakes and even keeping wolves
or lynxes as pets.
Human Club: the whaanpa grabs the poor soul
who just missed it and uses them as an improvised
weapon until they manage to break free. The target is
Rank: Heroic Difficulty: 16
now Restrained and at the beginning of each round
Initiative: 14 Movement: 6 can attempt a Brawl Test against Difficulty 18 to bre-
ak free. If used as a weapon, both the Character and
Dodge: 16 Wounds: 18
the target they are used to strike suffer 1 point of
Evade: 15 Damage Reduction: 1
damage.
- Qualities -
- Suggested Encounters -
Size: Large Luckily for adventurers, these creatures are solitary
Skills: Brawl 18 – Senses 17 – Aggression 17 and, at worst, can be encountered accompanied by 2
or 3 wolves or lynxes.
- Special Abilities -
Thick Skin: the whaanpa ignores the Piercing pro-
perty. Wolf Role: Add
Fury: when its Wounds reach zero, the whaanpa Like other animals originating from Nuugard, the vo-
fights for an additional round ignoring any damage olk, also known as wolf, is present almost everywhe-
or conditions before dying. re and is a much greater threat than a wild dog!
Fear: the sight of this enormous ape is enough to
make a trained Uurka warrior rethink a few of their Rank: Newbie Difficulty: 9
life choices. Every Character who sees a whaanpa
Initiative: 11 Movement: 5
must pass a Discipline Test against Difficulty 17 or
suffer the Frightened condition. Dodge: 9 Wounds: 6
Evade: 8 Damage Reduction: –
Multiple Attacks: every round, the whaanpa attacks
with both its Claws and Bite. - Qualities -

- Attacks - Size: Medium


Bite: 16 Skills: Athletics 11 (+2) – Senses 13 (+4)
1 2 3 4 5 6 7 8 9 10 11 12 - Special Abilities -
Claws: 16
Dark Vision: wolves can see in the dark.
1 2 3 4 5 6 7 8 9 10 11 12

375

Hill Snover (Order #36675299)


CHAPTER 8

- Attacks -
Aquatic Creatures
Bite: 10
1 2 3 4 5 6 7 8 9 10 11 12
The oceans that cover the majority of Vulcania’s sur-
face are the home of endless varieties of creatures, no
- Opportunities -
less deadly than their land-based counterparts.
When out of their element, aquatic creatures suffer
Shove. Attacking its target’s throat, the wolf
a -4 penalty to all Tests and can remain alive only for a
inflicts the Unbalanced condition.
limited amount of time. When in water, however, they
all count as having the Braced special rule.
- Suggested Encounters -
Wolves live in large packs and could attack by the
dozens. Butcher Whale Role: Villain
One of the most fearsome predators in Vulcania,
the butcher whale is a mouth filled with razor-sharp
teeth attached to a six cubitus long body. Its keen
hearing and sense of smell allow a butcher whale to
sense blood up to a kilocubitus away and, once it has
clamped its maws on its prey, it usually is a matter of
seconds before there is not much left of it.

Rank: Heroic Difficulty: 14

Initiative: 12 Movement: 7
Dodge: 15 Wounds: 11
Evade: 14 Damage Reduction: 1
- Qualities -

Size: Enormous
Skills: Senses 18 (+4)
- Special Abilities -
Thick Skin: the butcher whale ignores the Piercing
property.
Terror: the sight of these creatures is enough to
overwhelm the sanity of even the bravest warriors.
Every Character who sees a butcher whale must pass
a Discipline Test against Difficulty 12 or suffer the
Terrorized condition.
- Attacks -
Bite: 14
1 2 3 4 5 6 7 8 9 10 11 12

376

Hill Snover (Order #36675299)


ADVERSARIES

- Opportunities - - Attacks -

Hemorrhaging Bite: the butcher whale bites Tentacle: 17


a chunk of flesh off its target, who starts bleeding 1 2 3 4 5 6 7 8 9 10 11 12
profusely. Until they spend a full round to staunch
the bleeding, at the beginning of their turn each - Opportunities -
round the target suffers 2 points of damage.
Tail Swipe: the butcher whale reacts by swi- Bite: the giant squid attacks its prey with its
ping its tail, causing a whirlpool in the surrounding beak, inflicting the Slowed condition.
waters. Every Character within 3 cubitus suffers the Ink Cloud: the giant squid expels a cloud of
Slowed condition. ink that blinds its targets and allows it to disengage
without penalty and move away undisturbed.
- Suggested Encounters -
- Suggested Encounters -
Butcher whales usually wander in groups of 3 to 4,
although solitary hunters have been spotted from Giant squids wander the seas in groups of 6 to 8
time to time. individuals.

Giant Squid Role: Antagonist Jellyfish Role: Add


These large cephalopods are found in large quanti- These unusual gelatinous creatures move in popu-
ties in the seas of Vulcania, moving in groups and lous packs, often ruining the holidays of the wealthy.
hunting with tentacle and beak. Usually, giant squids A jellyfish is a large rigid cap from which trail long,
are hunted by sharks and other large predators, al- poisonous tendrils used to sap the strength of its vi-
though when their communities increase in number ctim before eating it.
they could pose a significant threat.
Rank: Newbie Difficulty: 9
Rank: Expert Difficulty: 11
Initiative: 8 Movement: 4
Initiative: 11 Movement: 6 Dodge: 9 Wounds: 2
Dodge: 12 Wounds: 6 Evade: 7 Damage Reduction: –
Evade: 10 Damage Reduction: –
- Qualities -
- Qualities -
Size: Large
Size: Large Skills: –
Skills: Brawl 19 (+2) – Senses 18 (+1) - Special Abilities -
- Special Abilities - Debilitating Poison: jellyfish tendrils inject a poison
Multiple Attacks: the giant squid attacks with its that causes a -1 penalty to all Tests. At the beginning
Tentacles twice every round. of their turn, poisoned targets must pass a Resistan-
Reach: The Tentacles of a giant squid can attack ce Test against Difficulty 13 or suffer an additional
anything within 3 cubitus. -1. If they pass the Test, the effect ends.

377

Hill Snover (Order #36675299)


CHAPTER 8

- Attacks - perty.
Tentacle: 8 Flailing Attacks: The oktopus attacks every target
within reach with its tentacles.
1 2 3 4 5 6 7 8 9 10 11 12
Reach: the oktopus can attack targets within 6
cubitus.
- Opportunities -
Terror: perhaps “common sense” is a touch more
Chromatic Illusion: thanks to its translucent appropriate, is it not? Every Character who sees an
cap, the jellyfish confuses its target, inflicting the Di- oktopus must pass a Discipline Test against Difficul-
soriented condition. ty 17 or suffer the Terrorized condition.
Stinging Touch: after successfully avoiding an - Attacks -
attack, the jellyfish can inflict its Debilitating Poison
effect. Tentacle: 17

- Suggested Encounters - 1 2 3 4 5 6 7 8 9 10 11 12

Jellyfish roam in large groups of up to 20 elements. - Opportunities -

Constriction: the oktopus coils a tentacle


Oktopus Role: Villain around its target, inflicting the Immobilized con-
Tentacles. All the tentacles in the world. Boring? dition. Every round, the oktopus deals 2 points of
Perhaps, but try saying that to the sailors who had to damage to the Immobilized target and they can only
deal with one. Normally, it lives in the abyssal dep- attempt to break free by passing an opposed Brawl
ths of the oceans, but when it is time to feed, it is Test.
found closer to the surface, definitely not going un- Sweep: with a powerful sweep, the oktopus
noticed. As far as humanity is concerned, there is no pushes all creatures within reach 2 cubitus away and
consolidated knowledge on how to kill one. Perhaps, inflicts the Prone condition.
because nobody ever managed to accomplish such a
- Suggested Encounters -
suicidally daring feat.
One is more than enough. There are things even
Rank: Heroic Difficulty: 17 Narrators should not do.

Initiative: 17 Movement: 15
Dodge: 18 Wounds: 35 Scorpion Fish Role: Add
Evade: 15 Damage Reduction: 1 At a first glance, one could say that the only weapon
- Qualities - in the arsenal of this fish is its legendary ugliness.
However, although admittedly not much of a threat
Size: Colossal otherwise, the scorpion fish is called so for a reason.
Skills: Brawl 19 – Senses 18 Its dorsal spines inject a paralyzing poison that is ca-
pable of making short work of any prey that does
- Special Abilities - not breath underwater.
Thick Skin: the oktopus ignores the Piercing pro-

378

Hill Snover (Order #36675299)


ADVERSARIES

Rank: Expert Difficulty: 15 Rank: Veteran Difficulty: 15

Initiative: 13 Movement: 4 Initiative: 15 Movement: 6


Dodge: 16 Wounds: 2 Dodge: 15 Wounds: 18
Evade: 16 Damage Reduction: – Evade: 16 Damage Reduction: 1
- Qualities - - Qualities -

Size: Medium Size: Enormous


Skills: Stealth 18 – Senses 17 Skills: Senses 18 (+3)
- Special Abilities - - Special Abilities -
Ambush: The scorpion fish waits hidden under the Flailing Attacks: Piranhas attack everything caught
beach sand for its prey before pouncing to automati- in the area occupied by their school.
cally inject its poison. Swarm a piranha school occupies a 4 cubitus by 4
- Attacks - cubitus area, including the spaces of any creatures
caught within it. Area of effect weapons deal double
Bite: 14 damage and ignore its Damage Reduction. However,
1 2 3 4 5 6 7 8 9 10 11 12 piranha schools ignore the Piercing property.
- Attacks -
- Opportunities -
Bite: 15
or Paralyzing Poison: the target is imme-
1 2 3 4 5 6 7 8 9 10 11 12
diately paralyzed and, at the beginning of their turn,
must pass a Resistance Test against Difficulty 16 to
- Opportunities -
recover the use of their body.
- Suggested Encounters - Hemorrhaging Bite: moving and flailing about
is the last thing to do when one has four or five pi-
The scorpion fish is a solitary predator by nature, al- ranhas solidly attached to their arms or legs. Until
though usually where there is one giant squids could they spend a full round to staunch the bleeding, the
also be near, attracted by the smell of blood. target suffers 1 point of damage at the beginning of
their turn each round.

Piranha Role: Villain - Suggested Encounters -

Oh, please, do not mind the bite marks on the skeleton Where piranhas live, one can be sure they have ex-
in the pond… These foot-long animals seem harmless tinguished all life forms for a few hundred cubitus.
until they sense prey. Then, it is only a matter of seconds
before what is left of the poor idiot careless enough to
wade into their territory is turned into bloody ribbons.

379

Hill Snover (Order #36675299)


9 ADVENTURE

First Hunter.
It was the highest commendation for a warrior of the
majestic city of Shael-Igurrath, the Xhuul capital. He had
fought much for that, forced to use every drop of power to
survive the tests the Council of Elders had put him throu-
gh. And now, the crowds in the arena cheered, euphorically
chanting his name…
As much as the memory was dear to him, however, he
could feel that sense of elation slip into the immensity of
the universe he had been plunged into centuries before. The
Elders had told them it would be their deliverance from the
doom that was about to strike the planet, although he would
have preferred death. Much better than that cosmic expanse
of galaxies beyond his reach, causing him only nausea and
desperation.
All of a sudden, however, something caught his atten-
tion: A sphere of blue light appeared close to him, gradually
growing until it had taken the form of a portal. Beyond it,
Goro could see the ruins of an ancient, somewhat familiar,
city. Shael-Igurrath! Realization came crashing upon him.
There, a man with his hands on the portal was chanting in-
comprehensible words, and in that instant Goro understood
fate had given him a second shot at freedom. He focused his
whole might into the mind of that poor, frail creature who
had the gall to venture there, crushing his feeble defenses.
Then, he opened his eyes. Actual, flesh and blood eyes.

Hill Snover (Order #36675299)


381

Hill Snover (Order #36675299)


CHAPTER 9

could not afford a capsule—stayed with their primi-


The Usual Suspects tive human slaves, which they kept to compensate
for Xhuul physical fragility. When the asteroid came,
“The Usual Suspects” is an adventure designed as a the Xhuul that were still awake were plunged into the
hands-on introduction to the world of Vulcania for
abyss of the ocean with the rest of the world as the
both the players and their Narrator. Although it is
cataclysm spared only the six formations that would
intended for a group of 4 Newbie Rank Characters,
later be called Islenations.
the players will have multiple opportunities to get a
Humans barely survived extinction, as resources
glimpse of possible future threats. For you, the Nar-
were scarce and the atmosphere barely breathable,
rator, The Usual Suspects is an occasion to practice
but with the passing of centuries, somehow mana-
the rules of the game and various techniques of pre-
ged to develop into the contemporary societies. Of
paring campaigns and navigating a plot.
the Xhuul, however, only myths remained.
Should you have more than 4 players at the table,
Those who had not met their end during the fall
remember that it is good enough to add more ene-
of the meteor, in fact, remained trapped in an imma-
mies so that the total Wounds of the encounter equals
terial limbo of partial reality, without a way out until
that of the group to balance things out. Other than
mankind itself restored them to life.
that, it’s mostly a matter of following the plot one act
at a time and reading or paraphrasing the narration
sidebars. As one can never be prepared enough, we
ADVENTURE BACKGROUND
have included dedicated sections to help you to deal
In the year 12 F, a particularly violent sand storm
with the choices your players might make.
plagues the Mos Yutland. When the winds die down,
The profiles of the enemies in this adventure can
a ruined complex of unknown architecture is found
be found in Chapter 8 – Adversaries.
jutting from the sand on the horizon. A group of
Before starting to play, however, we advise you to
banderilleros stumbles onto this structure by chan-
read The Usual Suspects from cover to cover once in
ce, selling its location to a group of local archeo-
order to not be completely caught by surprise at the
logists who, somewhat aware of the potential ma-
game table! You know, players happen...
gnitude of the discovery, soon present the case to
If you are a player, stop reading right here! All the
the Monopolies. After a few weeks of field study,
spoilers are ahead!
the archeological expedition starts digging and, after
initial difficulties in excavating the halls of the com-
INTRODUCTION pound from centuries of accumulated sand, they
Thousands of years ago, the young world of Vul-
make a sensational discovery: The archeologists find
cania was inhabited by the Xhuul, a species of ce-
a sarcophagus made entirely of conlio in one of the
phalopod humanoids who evolved a highly advan-
central buildings, bearing the remains of a humanoid
ced society which, thanks to their wide knowledge
life form never seen before. Information about the
of astronomy, had foreseen their extinction at the
discovery is soon transmitted to the highest ranks
hands of a large asteroid. Seemingly doomed, they
of the Monopolies, who in turn send the Mos ve-
found a way to transfer their consciousness into a
teran Markonist Milo Van Aldez, with the task of
parallel dimension, building capsules to preserve
gathering as much information about the creature
their bodies as their minds roamed the immaterial,
buried in the sarcophagus as possible. Once at the
waiting the cataclysm out. Once the world was again
dig site, Van Aldez initially faces failure in finding
capable of hosting life, the collective Xhuul minds
helpful clues, so he attempts to probe the structure
were to return to their bodies in suspended anima-
with his mind, unaware that the body trapped inside
tion and begin a new era of existence. Some—those
the sarcophagus belongs to Goro, a powerful Xhuul
who refused such a transformation and those who
whose consciousness remained caught in a timeless

382

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

limbo for ages. After so much time there, Goro is The secret organization of the Hornmule is tasked
determined to return to actual life and free his survi- with monitoring the movements of the Monopolies
ving brethren from their own immaterial prison. So, and ensure that they do not turn into a world-wide
when Van Aldez opens his mind to interface with tyranny and, although not yet aware of the plot or-
the sarcophagus, Goro pours his consciousness into chestrated by Goro and the Xhuul, they know that
it, overwhelming the Markonist’s defenses and taking something unusual is happening among the Mono-
control of him. polies’ highest ranks.
During the following weeks, Goro leads the arche- Can our heroes secure professor Kordon’s eviden-
ological expedition in discovering more sarcophagi ce and warn the Hornmule before it is too late?
and, as weeks turn into months, many more of the
Xhuul return to the world within a human vessel.
With patience and cunning, Goro is able to get more BEHIND THE SCENES
high-ranking Markonists possessed by his survi- After the study of the sarcophagus began, Profes-
ving brethren, starting to see an actual chance for sor Kordon realized something had happened to his
returning his kind to their rightful place of power team. He knew Milo Van Aldez personally to be a
in the world. However, his plan for world domina- correct and honorable, although extremely ambi-
tion is slowed by the fact that only Markonists have a tious, man. Kordon had in fact been recruited by
powerful enough mind to host the consciousness of Van Aldez for his expertise in anthropology and hi-
a Xhuul. Manipulating the scientists at their dispo- story! The professor had already formulated a theory
sal, Goro begins a Xhuul experiment to turn humans of his own about the site, assuming it was Azanul,
into suitable vessels by injecting them with a conlio an ancient temple complex where the local tribes
solution. The first tangible results, however, have si- brought their dead to ensure their safe passage to
gnificant side effects: the personality of the subject the world beyond life. Once on site, however, Kor-
is completely erased, replaced with relentless murde- don realized the place was far more ancient. After a
rous fury followed by all of their hair falling out and few weeks without any significant results, Van Al-
swelling of the cranial blood vessels. dez decided to run Markonist analysis protocols: he
Goro’s final plan, then, is to infiltrate the other maintained contact with the sarcophagus for hours,
Monopolies and lead the world into a war that emerging exhausted and somehow changed by the
should grant the Xhuul control over the planet whi- experience. His manners turned from affable to ge-
le they find a way to bring their mummified bodies lid and controlled and, although Van Aldez claimed
back to life and eventually abandon their limited hu- otherwise, Kordon had the feeling the demeanor of
man husks. his colleague had been changed by his exposure to
In their infinite arrogance, however, the Xhuul the sarcophagus. Thus, the professor chose to work
have made a grave mistake in assuming that an in- more closely with his other colleagues, but at the
dividual human could not became a serious threat same time keep a watchful eye on the situation.
to their plans. Professor Gosto Kordon, in fact, su- In spite of an increase in the frequency of his
spects that the excavation has transformed his collea- unusual behaviors, Van Aldez led the archaeologists
gues somehow, and so he has secretly observed them with extreme precision in discovering ten new sar-
for many months. Having gathered enough evidence cophagi, after which his assistants started behaving
to demonstrate the existence of these powerful bein- in the same cold and distant manner. Over the fol-
gs, Kordon leaves the site for the safety of Itteghasp lowing months, Van Aldez and his Markonist team
and hopes to hand all of his research materials to an gathered increasing amounts of power and influence
old politician friend of his. Perhaps, he hopes, it is within the expedition, even barring access to entire
not too late to stop the Xhuul from infiltrating every sections of the site. The other scholars were gradual-
level of society.

383

Hill Snover (Order #36675299)


CHAPTER 9

ly excluded from the decision-making process and at value, and he became curious about it. However,
new workers from Balastoc were brought in for the mister Carrizo, always the shrewd businessman, did
occasion and tasked with working in the restricted not wish to expose himself or his assets before ha-
areas. Many of them were never seen again. In spite ving more precise information. So, he chose to “con-
of that, the team’s morale was kept high by the new tract” somebody “from outside the biz,” manipula-
discoveries, making the majority of researchers ac- ting them from the shadows. And it is here that our
cept Van Aldez’s vague answers without asking too heroes make their appearance!
many questions. Months passed among the general Chosen for their skills, Lando sets them up to
indifference, but it was clear to Professor Kordon be arrested in order to offer them their freedom in
that something was wrong. So, one night he snea- exchange for a favor: finding Kordon.
ked past the guards into the sarcophagus chamber, Then, the group finds the location of the profes-
hoping to find something useful. He noticed an unu- sor’s ex-wife, although they arrive too late, as Kor-
sual, pulsating, green glow coming from the room, don has left for the station to take the first train he-
turning into a disturbing sight when he finally step- aded to Goya.
ped into it. The greenish light spilled out of one of The group realizes that the fastest way to find the
the sarcophagi, enveloping one of the missing atten- professor is to catch his train, although the journey is
dants, who was tied to a cart and kept upright by a not to be a calm one. Dokton and his cronies had the
chanting Van Aldez. Before retreating, frightened by same idea and are determined to kidnap the profes-
what he saw, the professor caught a picture with his sor. Kordon, however, slows his pursuers by hiding
simulacrum goggles, proof of what he had witnes- and sending a decoy in his place. When the group
sed. He then returned to his tent, packed his belon- attempts to reach the professor at Goya’s station, the
gings, and hastily fled. He rode for two days, arriving Xhuul and his goons are hiding in the crowd, captu-
in Boslon and then taking an airship to Bravia. The- ring Kordon before he can offer any resistance.
re, he intended to ask his ex-wife Margarita to hide Next, the group chases the kidnappers across the
him as he planned his next move. city, eventually finding their hideout only to discover
Discovering Kordon was missing, Goro-Van Al- that Kordon has already been transferred elsewhere.
dez soon realized the enormity of the danger he The Characters should then be able to find
represented to his plans, so he sent a team on the Dokton’s den, defeat his minions, and recover the
professor’s track, hoping to neutralize him before it professor’s simulacrum goggles containing the fa-
was too late. Wishing to preserve his Markonist re- teful evidence. Following the instructions of their
sources, Goro sent a group of Balas fanatics, easily “handler,” the group goes to contact Commander
swayed by his demonstrations of telepathic powers, Edgard, tasked with their recovery and escort to Li-
led by Dokton, another Xhuul in a conlio-treated bertas to finish their mission… and their lives. For-
vessel. Equipped with a harness unearthed during tunately, the Hornmule is also aware of what is hap-
the excavation that allowed him to control four me- pening thanks to an infiltrator, and sends an airship
chanical arms, Dokton was a powerful and versatile to collect the group before Edgard arrives, warning
warrior. His team tracked the professor to Bravia, them of the impending danger. An airborne chase
where they started investigating his whereabouts. follows, as Edgard does not wish to return to his
However, all of this movement was bound to at- master empty-handed, before the Characters manage
tract the attention of the criminal underworld and as to reach safety in one of the many local isles.
everybody knows when something is afoot, Lando Surviving the aerial chase, the group is now finally
Carrizo is the first to know about it. He had heard free to spend some time in tranquility before their
that a group of unusual individuals had been wande- next adventure… assuming everything went as it
ring around asking about some Professor Kordon, should have, of course!
presumed to possess information or items of gre-

384

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

“IF THE PC’S” Act i - Imprisoned


To help you react to the choices your players make The adventure begins in the Itteghi city of Bravia.
and with narrating the events, this adventure featu- Why the Characters are there is left to you and your
res “IF THE PC’S” paragraphs. Of course, since players: some could live there, others could be vi-
nobody can really foresee exactly what those pesky siting friends and relatives or looking for work or
villain-killers will do, these paragraphs are more gui- to settle business. Whatever the reason that brought
delines, so feel absolutely free to supplement them them to Bravia, the Characters are individually arre-
with your own inventions or flex your improvisation sted by the town militia and thrown into a common
muscles, if you feel up to the challenge! jail cell, charged with theft and attempted murder.
There, they make their respective acquaintances, if
they did not already know each other.

1.1 – THE LAWYER


After the Characters have some time to socialize and,
you know, complain about their new predicament, a
guard arrives to lead them to their lawyer. Read or
paraphrase the following paragraph:

A few hours after your arrival here, one of the


guards shows up at the door of your cell, banging on
the steel bars with a truncheon.
“Your lawyer’s here, ladies! You got half an hour,
then you’re back here, got it?!” he leers as he opens
the cell door and leads you to a nearby room. Ente-
ring, you notice a woman of minute build, with mar-
ked Ketnyi features, waiting at the only table, dressed
elegantly and keeping a composed and measured de-
meanor.
“Good evening. I am your lawyer, Kobayashi.
First, allow me to apologize on behalf of my client
for your inappropriate treatment, although I am
afraid it was the only way to gather you together with
the utmost discretion. As for your presence here,
my client has a proposal for you that you, literally,
cannot refuse, unless you wish to prolong your stay
in the house of law. Obviously, were you to accept,
my client is willing not only to have any and all ac-
cusations against you dropped, but also to reward
you handsomely for your efforts. Tell me, then, can I
count on your help?”

385

Hill Snover (Order #36675299)


CHAPTER 9

IF THE PC’S The lawyer exchanges a few words with the


guard, then you are released and handed your equi-
1.1.1 – Wish to know who Kobayashi’s client is. pment back.

“My client prefers to keep their identity secret, for


the time being. It suffices for you to know that they 1.2 - MARGARITA’S HOUSE
are a rather influential person.” It is right after dinner when the Characters are rele-
ased from prison. They must hurry, as the Xhuul’s
1.1.2 – Refuse or ask what would happen were they to refuse. minions are actively pursuing the professor. The
group can reach miss Eiden’s house with an hour-
“My client is not one to tolerate when things do long walk, take a steam omnibus at 50 cents per pas-
not follow their plans and, before sending me here senger, or book a taxi (10$ for a motorized vehicle
had information about you gathered. I am sad to or 5$ for a coach).
inform you that right now your loved ones are wa-
tched over by people I know for a fact would not IF THE PC’S
take kindly to your refusal. I hope you will honor
their request, as my client is willing to grant you an 1.2.1 – Head immediately to miss Eiden’s house.
individual reward of 1000 $ pro capite once matters
are settled.” The address miss Kobayashyi gave you leads you
to a five-story building close to the city’s industrial
1.1.3 – Answer positively. district. You know Margarita Eiden’s apartment is on
the top floor, from which she enjoys a breath-taking
“I am glad to see your enthusiasm. Your task is view of Mount Enta.
simple: you must find Professor Gosto Kordon and Once inside, you take the elegant inner staircase to
contact Captain Edgard for extraction via his air- the top floor and knock on the door. A short woman
ship, who will then accompany you to a secure lo- in her fifties with thick red hair matching the descrip-
cation. For the arrangement with Captain Edgard, tion you were given opens it and stares at you. “Who
you will have to leave a mentographic message at are you and what the hell do you want?”
the Milton Hotel in Bravia stating where you are
staying. He will then inform you where to find him,”
she says, before handing you a small piece of rolled Convincing Margarita to let the group in: Aggres-
paper. “It is key that you recover the professor’s sion, Charm, or Cunning Test against Difficulty 11.
equipment, too. Unfortunately, given the informa-
tion my client suspects Kordon is in possession of, On a Success: Margarita lets the Characters in
I am afraid you will not be the only one looking and tells them the following:
for him, so time is of the essence. We know that
Professor Kordon has stayed at his ex-wife’s, the “Gosto arrived at my office at Zinear two days
Zinear researcher Margarita Eiden, until last night, ago. I hadn’t seen him in a long time… we didn’t
so you should start your search there. The paper I separate on the best of terms, you know, so I di-
gave you contains the address of miss Eiden’s ha- dn’t even want to see him. However, he looked so
bitation. distraught that I ended up helping him. He said he
For this service, my client is willing to reward was in danger, but didn’t say anything about why or
you with 1000 $ each… a respectable sum, you will what for fear of making me a target, I guess…? To-
agree. You can go, now. I will make sure your char- night, when I returned home, I found he’d gone. He
ges decay and you are escorted out of this shack.” left this note, here, where he thanked me and said

386

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

he’s going to Goya on the train that leaves tomor- Margarita’s eyes widen in fear, as she slams the
row after lunch. I also found this other note reading door before you can stop her. You then hear her scre-
SEAT 3 COACH 8. I don’t know anything else, I’m aming from a window, “HELP! Somebody’s trying to
sorry.” kill me! Please, help!” Somebody shouts back from
the street and then a few seconds later you hear a
Success with Opportunity: Margarita thinks the male voice from the staircase, “Who goes there?!” It
Characters are friends of the professor—or, if the seems Margarita attracted the attention of the town
Opportunity was on an Aggression Test, her fear militia.
for her own safety is such that she tells everything
she knows. Four guards come out of the stairway, heading
towards the Characters, with the clear intention of
“Gosto arrived at my office at Zinear two days arresting them. Depending on what happens, read
ago. I hadn’t seen him in a long time… we didn’t respectively paragraph 1.2.2 or 1.2.3
separate on the best of terms, you know, so I di- • If the Characters decide to fight them, the group
dn’t even want to see him. However, he looked so is made up of 1 Officer and 3 Guards.
distraught that I ended up helping him. He told me • If the Characters instead flee, they are not fol-
he was in danger, but didn’t say anything about why lowed.
or what for fear of making me a target, I guess. To-
night, when I returned home, I found he’d gone. He 1.2.2 – If the Characters reach miss Eiden’s house later.
left this note, here, where he thanked me and said
he’s going to Goya on the train that leaves tomor- The address miss Kobayashyi gave you leads you
row after lunch. I also found this other note reading to a five-story building close to the city’s industrial
SEAT 3 COACH 8. He wrote it to confuse his pur- district. You know Margarita Eiden’s apartment is
suers. He also told me he was going to lay a trap on the top floor, from which she enjoys a breath-ta-
in case somebody followed him. Be careful, I think king view of Mount Enta.
he’s in deep trouble.” Given the late hour, the streets are deserted, save
for a few militia guards patrolling the neighborhood.
Failure: Maragarita doesn’t trust you. You enter the building, but when you arrive at the
last section of the stairs, you hear voices and muf-
“Leave immediately or I’ll call the guards!” Marga- fled screams coming from Margarita Eiden’s apart-
rita shouts, then slams the door in your face before ment. From the landing, you see a blade of light
you can stop her. filtering beneath the door, guarded by two shady-lo-
oking individuals.
Opening the door again now requires a Test:
• Lock Picking: Difficulty 13
• Strength: Difficulty 10 The PC’s must pass a Stealth Test against Diffi-
culty 8 to avoid being spotted by the lookouts. On a
Should the Characters fail to overcome the obstacle failure, the two sentries raise the alarm and Dokton
within the next few seconds, Margarita starts scre- orders them to kill the Characters before leaving the
aming and triggers the event described in the next apartment from a window. The enemies are 2 Thugs
paragraph. and 4 Brutes and you can alter their equipment to
whatever makes sense to you.
Critical Failure: Maragarita doesn’t trust you. Should the PC’s be able to take out the guards
And it get worse. without being noticed, read or paraphrase the fol-
lowing:

387

Hill Snover (Order #36675299)


CHAPTER 9

Peeking inside the apartment, you notice four fi- Characters to notice nasty-looking bruises on the
gures in dark clothes surrounding a short woman sides of her neck, as if she had been gripped by
with red hair matching the description of Marga- something extremely strong.
rita Eiden. A fifth figure lifts her off the ground, • To enter the building unnoticed, the Characters
grabbing her by the throat with what looks like a need to pass a Stealth Test, with a +2 bonus if the
mechanical tentacle sprouting from a protrusion on guards are distracted.
its back. The woman seems to be choking and the • To enter the apartment, the PC’s must pass a
weird character is about to throw her out the win- Lock Picking Test against Difficulty 13 or a Stren-
dow! gth Test against Difficulty 10, although the latter
will alert the guards who enter the apartment after
5 rounds.
In the apartment are 4 Brutes and Dokton. If the • An Analysis Test against Difficulty 12 allows
Characters decide to face these enemies, Dokton the Characters to find the note reading SEAT 3
lets the woman go and uses its tentacles to escape COACH 8. With another successful Test, they re-
from the window, leaving its goons to deal with the cover the letter the professor left for miss Eiden so
group. she could send it to his friend in Goya, warning of
If the PC’s win the fight and revive Margarita, his arrival. If the group goes to the railway station,
she rewards them with the information in para- they find the train to Goya is leaving in the after-
graph 1.2.1 as if they had scored a Success with noon.
Opportunity.
1.2.4 – Arrive at Margarita’s the following evening or
1.2.3 – If the Characters reach miss Eiden’s house the later.
following day.
The address miss Kobayashyi gave you leads you
The address miss Kobayashyi gave you leads you to a five-story building close to the city’s industrial
to a five-story building close to the city’s industrial district. You know Margarita Eiden’s apartment is
district. You know Margarita Eiden’s apartment is on the top floor, from which she enjoys a brea-
on the top floor, from which she enjoys a brea- th-taking view of Mount Enta.
th-taking view of Mount Enta. The streets are Given the late hour, the streets are deserted,
crowded with people milling about. save for a few militia guards patrolling the neigh-
Close to the building, you notice a small crowd borhood.
is kept at bay by a group of militia guards, while You enter the edifice, but hear voices coming
two of them are inspecting the body of a woman from the corridor to miss Eiden’s apartment. On
lying face down in a pool of blood. From the mane the landing, you see two guards watching the door.
of red hair and shorter height, you recognize the It looks like the militia has sequestered the place
person described to you by the lawyer: Margarita after something happened. It will not be easy to
Eiden! sneak inside and find clues.
It looks like you arrived too late!

Now, the Characters must find a way inside the


Luckily for the PC’s, the guards have just arrived building. They could climb from the roof and pick
and Margarita’s apartment has not been inspected the window’s lock with a Lock Picking Test against
yet. Difficulty 10, or they could distract the guards and
• An Analysis Test against Difficulty 8 on Mar- pick the door’s lock, with another Lock Picking
garita’s body through the curious crowd allows the Test against Difficulty 13. Alternatively, they might

388

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

come up with their own stratagems! If they do, all


the best!
Act ii - Deadly Railway
An Analysis Test against Difficulty 12 allows the
The group reaches the railway station around noon
Characters to find the note reading SEAT 3 COA-
of the following day. There, they find out that the
CH 8. With another successful Test, they discover
train to Goya is leaving at 2pm from Platform 1. Se-
the letter the professor left to miss Eiden so she
cond class tickets cost 10 $ and first class ones cost
could send it to his friend in Goya, warning of his
30 $, although they are sold out. Since this is the only
arrival. If the group heads for the railway station,
train to Goya, it is very crowded, with no seats avai-
they find that the train headed to Goya left in the
lable. The officials checking tickets point the group
early afternoon, so they are forced to take the next
to Coach 13, saying that the others are all full. Should
one or reach their destination in some other way.
the Characters convince the officials to allow them
to get on the train at another coach, the crowd is
such that it would be impossible.

The train to Goya is a mighty, thirteen-coach-long


vehicle, with an Excelsior locomotive fitted with po-
sterior high-pressure cylinders out of the best Itteghi
engineering workshops. Its powerful vaporuum en-
gine grumbles and roars, belching white plumes of
vapor from the locomotive’s main chimney and side
exhausts. Close behind are the three first class coaches,
including a restaurant, one that serves as a lounge for
the wealthier guests, and one with private rooms. The
remaining coaches are dedicated to second-class pas-
sengers and feature seats arranged in two rows with
a narrow walkway between them. Coach 8 is roughly
midway between the first and second classes. As you
are planning your move, you are accosted by three of-
ficials who ask you to present your tickets and invite
you to mount at the end of the train, on coach 13.
Unfortunately, they say, the other coaches are already
full. You notice, however, a patrol of about ten guards
boarding the train for additional security before it de-
parts. Now, the search is on.

2.1 - THE ATTACK


Once on the train, the Characters are prevented from
moving to other coaches by the dense crowd until la-
ter that evening, after the train stopped at the coastal
town of Zephiria and some passengers left.
Professor Kordon arrived at the crack of dawn,
booked four seats, and placed a decoy there with his
clothes and a trap that releases a toxic cloud on con-
tact. After booby-trapping his presumed seat in coach

389

Hill Snover (Order #36675299)


CHAPTER 9

8, he took seat 4 in coach 5 in the hopes that his ruse is A few rounds after their arrival, Dokton and 5
enough to convince his pursuers he is not on the train. Brutes storm the coach, looking for the professor.
A Senses Test against Difficulty 12 alerts the Cha-
IF THE PC’S racters of the incoming threat.

2.1.1 – Head for the seat in Margarita’s note All of a sudden, the groan of metal directs your
attention to the ceiling of the coach, as four me-
You make your way through the mass of passen- chanical arms begin tearing open a hole in the roof.
gers in the corridors, passing coach after coach, un- After a few seconds, you realize these arms are con-
til you somehow manage to reach coach 8. Opening nected to the back of a figure in a dark coat who
the coach’s door, you look around for your objective stares at you, his bloodshot eyes filled with hatred.
and, in the press of people crowding the train, you The wind howls through the tear, as the figure lowers
spot a figure with a long, gray trench coat and a wi- himself inside the coach, his face partially covered
de-brimmed hat who seems to be resting, their head by a februm mask. Two of the mechanical limbs dart
leaning on the window. It occupies four seats. towards you, while three Balast goons emerge from
the crowd, drawing weapons and blocking the exits.
What looks to be Professor Kordon is his booby Now, you have to fight for your life.
trap. If the Characters touch the decoy, its head falls
off, arming the charge in its neck. A small explosion If Kordon’s decoy is still intact, then Dokton mo-
fills the vicinity with Fellas gas, a Balas poison ca- ves to it, grasping it with one of his mechanical arms
pable of sending somebody into a deep slumber for and triggering the trap. Even though much of the
many hours. To avoid its effects, the Characters must coach is hit by the gas, Dokton’s mask protects him
pass a Resistance Test against Difficulty 12. from its effects.

390

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

391

Hill Snover (Order #36675299)


CHAPTER 9

Once the decoy has been discovered, Dokton 2.2 - ARRIVING IN GOYA
and his cronies disengage from the group after two Once the train has reached its destination, profes-
rounds and leave through the tear in the ceiling. sor Kordon immediately seeks the protection of
After the fighting dies down, however, the Cha- the local militia, fearing for his safety. He is then
racters have but a few rounds before the guards ar- escorted by two guards through the railway station’s
rive. Before that, read or paraphrase the following: main hall to its administrative wing to the left.
The shooting and clashing of steel wanes, repla- The sun is setting when the train arrives at its
ced by the chugging of the locomotive. Through the intended destination. After such a journey, you are
tear in the ceiling, air whistles inside, whirling around glad you finally made it to Goya, as the dark shape
books, newspapers, and anything else that is not nai- of the train station comes into view. What happened
led to a hard surface. The passengers who managed in Coach 8 has spread from passenger to passenger
to hastily take cover start peeking from their shelters, and everybody is trying to leave the train, and you
looking bewildered at the corpses. The Balast thugs are almost caught by the flow of people crowding
and a few of the passengers have fallen into pudd- the platform. The Goyan militia is attempting to
les of blood, clogging the corridor between the two take identities and, after a brief interrogation, you
rows of seats. Amid the howling of the wind and are left free to go towards the main hall.
the moans of the distressed survivors, you can hear
guards shouting to lower your weapons. At that point, a Senses Test against Difficulty 8
allows the Characters to spot a man matching the
Four guards enter the coach, keeping the Cha- description of Professor Kordon being escorted by
racters at gunpoint and instructing them to keep two guards.
their hands well in sight as their weapons are taken
away. The Characters can attempt a Deception Test IF THE PC’S
against Difficulty 8 to trick the guards into believing
they were just trying to protect the civilians from the 2.2.1 – Head for the militia offices.
aggressors. On a success, the situation is defused, but
on a failure their weapons are taken and they are held Once they reach the door to the offices, the Cha-
until the end of the journey, when they will be inter- racters discover they have been beaten to the punch
rogated at the Goyan station. again.
Meanwhile, Professor Kordon, warned about what
happened by some distressed passenger, locks him- You open the door to the administrative wing of
self in the toilet of his coach until the end of the the Goyan station, in the corridor that runs along
journey. the outer wall of the rundown edifice. The faint
light of the dying sun philters through the many
2.1.2: Have missed the train. office doors opening on the other side of the cor-
ridor, which ends at an open gate to the outside.
If the Characters missed their train, they are not out A sudden gurgle attracts your attention to the flo-
of options yet! They could attempt to steal a vehicle or, where you see the bodies of two dying guards
or take a taxi, convincing the driver to follow their in a pool of blood, their throats slit. You imme-
crazy plan. diately realize those where the militiamen escor-
ting Professor Kordon, now missing again, as the
noise of a drifting motorwagon distracts you from
the gory scene. As you leave the corridor, you can

392

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

hear guards in the distance blowing their whistles ficulty 12 to tell them they notice the vehicle has
and, gathering outside of the station, you see four suffered damage and is in need of repairs soon.
guards open fire on a Rickenbeker sprinting away in If even that does not work, then an old passenger
a cloud of bluish smoke. could shout something along the lines of “The ban-
dits! But they cannot go far, with that damage...”
Looking at the fleeing motorwagon, you can ask
for an Analysis Test against Difficulty 10 from tho-
se Characters skilled in Knowledge: Engineering.
On a success, they notice that a bullet must have
pierced a transmission sleeve, preventing the Ri-
ckenbeker from going further than a dozen kilocu-
bitus after having suffered such damage.
If none of the Characters is proficient in that,
you can always ask for an Analysis Test against Dif-
ficulty 12 to tell them they notice the vehicle has
suffered damage and is in need of repairs soon.
If even that does not work, then an old passenger
could shout something along the lines of “The ban-
dits! But they cannot go far, with that damage...”

2.2.2 – Do not notice the professor leaving with the


guards.

In this case, the group realizes what happens only


when the motorwagon with the professor on board
leaves, shot at by the rest of the militia.

The noise of a motorwagon drifting from the


street attracts your attention. You rush out of the
building alongside a small crowd, as guards in the
distance whistle and four of them open fire on a
sprinting Rickenbeker that vanishes into the distan-
ce in a cloud of bluish smoke. For a split second,
you are able to recognize a familiar shape, with a
knife held at his throat by another figure.

Looking at the fleeing motorwagon, you can ask


for an Analysis Test against Difficulty 10 from tho-
se Characters skilled in Knowledge: Engineering.
On a success, they notice a bullet must have pierced
a transmission sleeve, preventing the Rickenbeker
from going further than a dozen kilocubitus having
suffered such damage.
If none of the Characters is proficient in that,
you can always ask for an Analysis Test against Dif-

393

Hill Snover (Order #36675299)


CHAPTER 9

3.1.2 – Do not have a contact in town.


Act iii - The Rickenbeker If none of the Characters has a contact or speci-
fic information, they could ask somebody from the
Short on information, the group must make the
crowd that has gathered at the scene of the shootout.
most of its contacts and diplomatic skills to find
With a successful Charm Test against Difficulty
clues to the whereabouts of the missing professor.
11, they are told to head over to the House in the
The easiest way would be finding the damaged mo-
Clouds and talk with a person named Bespi, who
torwagon, in dire need of repairs.
should be able to help them. There, Bespi trades the
information they need for 100 $, telling them what is
3.1 - THE CHASE
written in paragraph 3.1.1.
Taking the motorwagon by force would not be a
Should the Characters fail the Test, they are poin-
good idea, as this would only result in the militia ha-
ted to the Long Rest and the Lighthouse in addition
ving an excuse to shoot somebody. Not to mention
to the House in the Clouds, without being able to
the escaping Rickenbeker has gained a considerable
narrow down their options.
lead, and reconstructing its path in the maze of
The Long Rest and the Lighthouse are suspicious
Goyan streets and alleys would be impossible during
dives, where no respectable person would ever go. If
the night. The group should also find shelter, either
the Characters choose either of them, the following
a tavern or some other lodging.
happens:
• Somebody steals a valuable item or some mo-
IF THE PC’S
ney from a Character unless they pass a Senses Test
against Difficulty 12. If the group protests with the
3.1.1 – Have a contact in town.
bartender or attempts to punish the thief, they are
attacked by 2 Brutes and 4 Thugs.
If one of the Characters is from Itteghasp or is trai-
• If the Characters look for information about the
ned in Geographic Knowledge: Itteghasp, they re-
repairs for the Rickenbeker, nobody is willing to talk
member that an old friend of theirs named Bespi
unless they are paid at least 200 $ or heavily threate-
owns a tavern close to the station called the Home
ned with a successful Aggression Test against Dif-
in the Clouds. In addition to comfortable lodging,
ficulty 12. In both cases, they are directed to Loto
Bespi should be able to provide the Characters with
Blanc’s workshop in the east side of town. One of
up-to-date intelligence, as all kinds of people meet
the Characters is able to tell their source is lying on
in the Home in the Clouds. In fact, Bespi tells the
a successful Insight Test against Difficulty 11, which
group there are only three places where a vehicle
should be rolled secretly by you not to compromise
could be repaired with discretion. The first is Claus
their reaction. If they do not realize they have been
Rolli’s garage, a notoriously hot-tempered mechanic
misled, they are about to fall into a trap set by the fil-
who luckily could not be involved because at the mo-
th of the town to rob them of their valuables. When
ment of the chase he was slumped somewhere, pas-
they get to the workshop, not only it is closed and
sed out after a brawl. The two remaining places are
deserted, but the group must face 3 Brutes and 3
Anemon Peron’s, on the northern side of town, and
Thugs.
Loto Blanc’s, in the eastern district. Of the two, Be-
spi rightly believes Peron’s workshop to be the most
3.2 - THE GARAGE
reliable: in fact, if the Characters head there either
Anemon Peron is a good-looking man who does not
the same night or the following day, they are in for a
appear to be forty years old yet.. His workshop is
hot surprise.
located in one of the higher-end neighborhoods of
town, a brick building with iron framed windows.
His skill in fixing any kind of vehicle and his natural

394

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

395

Hill Snover (Order #36675299)


CHAPTER 9

charisma have made him popular among the Goyans, to an inner courtyard, surrounded by a tall wall. At
so even the militia ask him for repairs. Thanks to the moment, nothing is disturbing the calm of night.
this respectable facade, Peron manages to conduct
his illegal business undisturbed, making vehicles di- At this point, a Senses Test against Difficulty 10 al-
sappear, cleaning stolen hardware so it could be legi- lows the Characters to spot a shadow moving behind
timately sold, and even hiding wanted criminals. To- one of the windows of the upper floor, apparently
night, he makes no exception. Behind his workshop, stealthily watching over the street.
within a walled courtyard, is a large, windowless shed • If the Characters close on the garage without
accessed by a road that leads to the main street. A he- masking their presence, they are spotted by Peron’s
avy rolling shutter bars the shed’s entrance while two men on the first floor, who warn the others before the
doors on the sides connect it to the courtyard. Offi- first breaching attempt by the group. Then, 4 Brutes
cially, this is where Peron keeps his spares, although and 2 Scorched lay in wait in the shed, blades drawn
it is actually where he conducts all of his illegal work so as not to attract the militia’s attention, leaving the
and where the Rickenbeker is waiting for repairs. door partially ajar to catch the Characters’ eye.
Dokton’s cronies asked for a new vehicle, three of • If the Characters choose to approach with subt-
them leaving with the professor and the remaining lety, they must pass a Stealth Test against Difficulty
two staying behind to oversee the repairs of the one 10, allowing them to reach the workshop undetected.
they just left. To make sure he can work without sur- On a failure, instead apply the above.
prises, Peron has set his own underlings to watch • If the Characters choose to pass around the buil-
the street and the shed. Two Thugs are watching the ding and scale the perimeter wall (3 cubitus tall), they
main road from the windows of the workshop, two must pass an Athletics Test against Difficulty 11 and
more run the perimeter around the shed, while two a Stealth Test against Difficulty 8 to avoid detection
Scorched wait impatiently. from the goons patrolling the outside perimeter.
Unfortunately for them, it takes Peron the whole
night to fix their motorwagon, allowing the Ricken- Be aware of the following:
beker to leave only at the crack of dawn. Then, the a) The gate to the inner courtyard is closed with
two Balast slit his throat while his goons are away. a heavy chain and a lock that takes a Lock Picking
The Characters could change things considerably. (Handicraft) Test against Difficulty 9 to open. From
there, it is possible to see a door on the side of the
workshop. If the Characters attempt to open it, they
IF THE PC’S find it is not locked. From there, they can take a stair-
case to the first floor, to Peron’s own chambers and
3.2.1 – Arrive at the garage during the night. where two of his men keep the road under surveil-
lance.
How the group approaches is key in determining b) The workshop’s main door is closed by a more
how events play out. advanced lock, requiring a Lock Picking (Handicraft)
Test against Difficulty 11 to open. Within the wor-
Night is silent in the Goyan streets as you reach kshop, there are an already repaired rotodart and a
your destination. Turning the last corner, you can see larger gutted militia motorwagon, its engine parts
the well-kept brick building with the signboard of sprawled all over the floor. By passing an Analysis
Peron’s Garage at the end of the street. The heavy Test against Difficulty 10, the group finds the keys to
entrance door is closed and barred, like the two win- the rotodart in one of Peron’s desk’s drawers.
dows alongside it. The windows of the upper floor, c) The workshop’s side doors, although obscured
however, are open, but no light is coming through by crates and racks with spare parts and tools, are
them. Just beside the edifice, a closed iron gate leads open.

396

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

If, at the end of the encounter, the group is able


to defeat the Balast and Peron’s own men, he sur-
Act iv -– Showtime
renders and does whatever he needs to have his life
The information the group has gathered leads them
spared, although he does not know where the pro-
into the countryside around Goya, to a thick woo-
fessor is. He only knows that Kordon has been carri-
dland to the west of the town. There, the road ends
ed away in a motorwagon he supplied to the kidnap-
and they must proceed on foot.
pers and is now heading west. Peron also offers the
Characters a vehicle of their own. The Balast, on the
other hand, fight to the death and, if captured, refuse
4.1 - THE FARM
Once, this farm belonged to the Picard family, who
to tell anything even under torture. Investigating the
grew grapes and made wine. When the owners died,
Rickenbeker, the group finds a letter reading:
however, their children moved to Goya and tried to
sell the farm with no success. Nowadays, the grounds
“The professor is on the train bound to Goya to-
have been reclaimed by vegetation, invading the vi-
night. Find him and bring him to the Picard farm. I
neyard, the main building, and part of the granary.
won’t tolerate mistakes, this time.”
However, its isolated position makes it perfect for
Dokton’s plan. The vehicle in which the professor
- V.A. -
was taken to the farm—or the Rickenbeker if the
Characters did not make it in time—is hidden in the
Peron describes the location of the farm to the
woods at the end of the main road. If the group
Characters, explaining that it is presently abandoned.
wants to search the grove, a successful Tracking
If Peron is dead, the group will be forced to ask a
(Analysis) Test against Difficulty 8 allows them to
few questions around town. Picard farm is located
find the vehicle and the tracks left by three men he-
in the woods to the west, an hour from Goya in a
ading to the farm.
motorwagon.
As the Characters arrive, Dokton is torturing the
professor for details of his journey to Goya: where
3.2.2 – Arrive at the garage later the following morning.
he was headed, to whom he revealed what he saw,
who where the people looking for him, and why.
When they arrive, the Characters find the place clo-
As the group arrives, this is the scene that pans
sed and Peron in his shed, dead in a pool of his own
out in front of them:
blood, his throat slit. The Rickenbeker and its crew
are gone. Searching the place with an Analysis Test
As nature thins out around the path you are
against Difficulty 12, they find the letter in a trash
walking, you realize you must be close to Picard
can and then must secure a vehicle and find out
farm. Through the branches, you can make out the
exactly where Picard farm is.
form of the building that, according to your source,
has been deserted for the last five years: a square,
two-story building that in the past must have been a
beautiful sight. Now, its walls have grayed and are co-
vered in webs of cracks. The trees in front of it have
grown knotted and weeds have invaded every free
space they found. To the side of the main building
are the blackened, charred remains of a granary or
barn. Suddenly, you hear a piercing scream of pain
coming from the house.

397

Hill Snover (Order #36675299)


CHAPTER 9

398

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

IF THE PC’S the blood vessels in his head swollen, almost defor-
ming his skull.
4.1.1 – Sneak their way into the house.
4.1.2 – Arrive late
The group immediately spots two sentinels at the
door. To move past them unnoticed, the Characters Luckily for the group, Dokton remains at the farm
must pass a Stealth Test against Difficulty 8. for a few more days to interrogate the professor and
Once inside without alerting the guards, the group leave enough time for his men to accurately exami-
moves in to find Dokton and his minions, catching ne Kordon’s equipment. As the Characters arrive, the
them by surprise. As his first action, Dokton kills the scene they face is the same, but the professor is alre-
professor and then focuses on the Characters. The ady dead.
group is made of Dokton, 1 Brute, 2 Scorched, and
2 Thugs, including the two lookouts at the door.
On a failure, the group is spotted and the two lo-
okouts raise the alarm. Dokton kills the professor
and, angry by the lack of results, heads out of the far-
mhouse to deal with the Characters once and for all.
In both cases, if the group makes it out of the
fight, the professor with his dying breath says “You
must stop them! My death will be pointless and your
children will die as slaves!” On the table of the room
where the now-dead professor Kordon lies, the Cha-
racters find his simulacrum goggles, with the pictu-
res of the sarcophagus. In an iron bin close by, they
find the burnt remains of the professor’s diary, from
which the group can glean the important, albeit frag-
mented, information found in Appendix II. Should
the Characters be curious and wish to examine the
diary or have the contents of the goggles printed on
conlio, they would need an adequately stocked Mar-
konist laboratory. The image shows a capsule made
of an iron-like material veined with blue that looks
like conlio, with a view port showing the top part of
a body lying within. It appears to be humanoid, al-
though its head is much softer and fitted with tenta-
cles, more akin to a squid rather than a human being.
Examining the corpses, the group needs no Test
to find that all the Balast thugs bear a ritual mark
seared into their flesh that looks like a cephalopod
of some sort. A Character proficient in Geographic
Knowledge: Balastoc would know that the practice
of ritually branding symbols is common to the fana-
tic sect of the Scorched, although the specific sym-
bol seems to be new. Dokton, on the other hand, is
deathly pale, almost greenish, his eyes bloodshot and

399

Hill Snover (Order #36675299)


CHAPTER 9

sighted and is performing docking maneuvers. Please,


Act v - The Red Kite leave your vehicle in front of the building and wait in
the waiting room. As soon as he is here, Captain Ed-
Now, the Characters must deal with the last part of
gard will send somebody for you. Have a good one.”
their mission: extraction. To contact Captain Edgard
As the guard salutes you, his fellows open the en-
and decide on an extraction point, the Characters will
trance gate. The road continues in a straight line, past
need to find a Nuntius communication post back in
the hangar, ending in front of the main building where
Goya. The answer arrives the day after the group
other vehicles are parked. Once inside, you find your-
sends the message, telling them to be at a private
self in the waiting room, an unadorned hall with a desk
airdock just outside town the same night. Captain
along the wall opposite the one you just entered and a
Edgard is determined to get rid of the group before
row of benches. The only people inside are a woman
they even set foot on his ship, avoiding any and all
with a wide-brimmed hat hiding her features sitting on
complications during the return trip, do Carrizo a fa-
one of the benches, and six guards who abruptly stop
vor, and, he thinks, receive extra pay for the service.
talking as soon as you step in. The woman leaves her
place, heading for the entrance you just came through.
When she passes close to you, you can barely hear her
5.1 - THE AIRDOCK whispering “It’s an ambush, follow me!” Now that she
The small Samolet airdock is a dozen kilocubitus
has your attention, you realize she is Kobayashyi!
from the center of Goya and is run by a local in-
dustrial trust. Officially, the structure is reserved to
competitive and leisure flying, although it is used for
IF THE PC’S
all manner of illegal traffic. In spite of that, howe-
ver, Samolet’s airdock is not as poorly frequented as
5.1.1 – Follow Kobayashyi.
many other similar places, as the high docking fees
and experienced guards have gradually weeded out
If the group tries to inconspicuously leave the hall, it
the less reputable and trustworthy clientele.
takes the guards one or two rounds before they reali-
Captain Edgard is one of its most loyal custo-
ze their ambush has failed. Instead, they were helped
mers, using his influence to bribe the local security
by somebody they thought was on their side! At that
into setting an ambush for the group, although the
point, five of them set out to pursue the group, whi-
Hornmule has been informed by one of their sleeper
le the remaining one blows his whistle to raise the
agents, lawyer Kobayashyi herself, and sent a frigate
alarm. Fortunately, not all of the guards are in on the
to help the Characters. Once they are close to the
plot, and it takes some time before anybody orders
airdock, read or paraphrase the following:
them to stop the group and Kobayashyi.
In the meantime, the lawyer leads the group to the
You have just entered Goya’s countryside, headed
Black Bolt, an elegant airship already docked.
south, when you see a raider lazily docking at Samolet’s
Once the group leaves the waiting room, read or
airdock, just to the side of the road. A tall brick wall
paraphrase the following:
hugs its squat buildings, the massive docking tower
aiming its signaling floodlights to guide the incoming
The moment of silence after you leave the waiting
vessel. Beyond the entrance gate and its four guards,
room makes you understand your move was not
you can see the squat welcoming building for guests
expected. You just have to press this new-found ad-
and clients. As you pull up in your vehicle, one of the
vantage. Kobayashyi accelerates, pointing to a passage
guards raises an arm in a motion to stop you. Once
between two buildings and says, “We must reach the
he has checked your identities, he smiles at you and
Black Bolt before Edgard arrives or we are in deep
says “Welcome to the airdocks! The Red Kite has been
trouble. Quick!” Glancing behind you, you see guards

400

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

401

Hill Snover (Order #36675299)


CHAPTER 9

leaving the building as they shout in your direction to however, will not be easy, as Captain Edgard has wi-
stop. Kobayashyi suddenly takes the turn, rifle rounds tnessed the escape of the vessel and is bent on not
whistling around you and chipping plaster. A few letting them go.
hundred feet from you, you can see the Black Bolt After the group has boarded the Black Bolt, read
opening its hatch and some of its crew shooting back or paraphrase the following:
to cover your retreat. You run on board as a small
gunfight breaks out behind you under the wailing of Although a luxury vehicle, the inside of the Black
a siren, raising the alarm. However, you were succes- Bolt is much like any other: a maze of brass and cop-
sful: the hatch closes and the airship starts climbing, per pipes, with more gauges and indicators than thin-
carrying you to what you hope is a safe place. gs to gauge and indicate. Of course, for an Engineer
all of that is sweeter than the singing of angels.
5.1.2 – Attack the guards. The rear hatch clangs closed and the airship
ascends as you follow Kobayashyi into the cargo
If the group decides to engage the guards, in the sur- hold while the rest of the crew is rushing to their
prise round they benefit from Combat Advantage. stations on the deck above. Climbing a narrow iron
Once the guards recover from their initial shock, ladder, you leave the hold and, going through a corri-
they engage the group as their commanding officer dor paved with soft carpet, you cross a Vacuum door
sends one to sound the alarm. If the group manages and enter what you realize is the command bridge.
to prevent that from happening, 5 guards arrive ten On the side walls, a row of view ports opens on
rounds later. If, however, the guard reaches the desk the crimson sky as the sun sets, while in front of
at the end of the room and turns the crank benea- you can be seen the endless levers, manometers,
th it, the siren on the building’s roof starts wailing. anemometers, and kilometers of piping forming the
After 5 rounds, 10 guards enter the building to help command platform. A large man stands in front of
their fellows. a desk bolted to the floor, busy consulting a map in
Luckily for the Characters, Kobayashyi is determi- which he is placing a series of pins connected with
ned to help them, even in spite of their thirst for blo- red cord. From his elegant and yet practical garb, you
od. After 8 rounds, she returns with 6 sailors from immediately understand his rank.
the Black Bolt’s crew, armed to the teeth. Once the “Allow me to introduce you to Raggar Olson,
group is safe among their ranks, they fall back to the captain of the Black Bolt,” says Kobayashyi before
airship, trying to open a way out. Should one of the continuing: “Now I think the time has come for my
Characters lag behind or fall in battle, the crew of introduction, as well… My name is Yuriko Kobaya-
the Black Bolt is not going to help them, but should shyi and I have been working as a lawyer for Lando
the group make it to the ship, they will allow them Carrizo for some time, although my loyalties lie el-
to board. Otherwise, 10 more guards arrive 10 more sewhere. I am part of an organization tasked with
rounds after the first group and the Black Bolt is for- fighting crime, rather than nurturing it, and my task,
ced to take off. until today, was finding evidence of Carrizo’s plans
and his involvement with the Monopolies. Howe-
5.2 - THE BLACK BOLT ver, now that my cover has been blown… I hope
The Black Bolt is a luxury airship the size of a cargo it was worth the damage,” she says, looking at you
vessel, although much more lavishly decorated and intensely.
better armed. Once on board, Kobayashyi reveals
her true identity as a Hornmule cover agent who has If the Characters attempt to get additional infor-
infiltrated Lando Carrizo’s organization. The airship mation about her group, she only answers that she
is headed to Zareya, an island off the Blade Reef will talk when the circumstances allow it.
where the Hornmule has a secret base. The journey,

402

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

The Vacuum door behind you suddenly opens as Olson, a war veteran, expects the enemy to tear a
a sailor rushes in. “Captain, we got company!” she hole in the outer hull to board the vessel and con-
gasps. ”A raider’s on the horizon, full speed on us. quer the bridge, so he asks the Characters to garri-
We’re not going to keep them off for long.” Captain son the corridor as he and his people descend into
Olson grabs a copper tube built into a corner of his the cargo hold to protect the engineering deck. In
desk and you hear his voice echo through the ship as the meantime, the two vessels exchange broadsides,
he says, “Attention, all hands to battle stations. Pre- as the Red Kite tentatively makes her way forward,
pare to repel boarders!” Edgard not wishing to kill the group before he has
To reinforce the concept, the entire hull is rocked gained the information they possess.
by a fearsome explosion somewhere on its outer Being faster, the Red Kite quickly catches up with
plating. the Black Bolt, flanking it to stay outside of the field
“Oh, for f-, the paint was new!” Olson curses as of fire of its machine guns. Two robigo bullets from
he takes a saber and a sawed-off shotgun from a the Kite start corroding the hull of the bridge and
chest. “Helmsmistress, the deck is yours. I want to the cargo hold, as hooked gangplanks connect the
make sure these flybrats pay for the repairs they owe two ships. If the Characters attempt to rush the ro-
me. You lot,” he says glaring at the group, “come bigo hole to stem the tide of attackers, they find
with me. We’ll need every blade we can get. Plus, you themselves in the field of fire of a bombard and a
still owe me a favor!” With that said, he stomps into tonitrus. As soon as the bombs are within the Bolt,
the corridor, barking orders left and right in his bo- the hole is patched with a shield to prevent their
oming voice. contents from spilling out. Given the cramped con-
ditions in the corridor, it is impossible to escape
• Fighting in the Skies the bombs unscathed, so you should hand a Gear
If the group includes Characters with the right skills, of Fate to the Characters caught in the blast, inflict
this is a perfect occasion to use the rules for airship them with the Dazed condition, and buy time for
combat. A Character proficient in Piloting could the boarders to breach.
try to take the helm of the ship, an Engineer could Then, 1 officer, 1 mercenary, and 4 guards board
head for the engineering deck and help the ship lose the Black Bolt.
the Red Kite, while the others could man the guns. Should the Characters have difficulties defea-
Under normal circumstances, Olson would react to ting their enemies, some of the crew from the hold
this suggestion simply by shrugging and punching of the Bolt arrive, commanded by their first mate.
the shameless brat in the throat before having them If they succeed instead, the group can either help
hung outside the ship for a few hours to rethink their Olson in the cargo hold or, if they are capable of
life choices. However, given this is an emergency and doing so, board the Red Kite back and attempt to
Yuriko vouches for the group, perhaps in a great seize control.
show of magnanimous tactical sense, he could al-
low them some control of his ship. For the sake of IF THE PC’S
plausibility, you could ask for a Charm Test against
Difficulty 12 to convince Olson. After all, we know 5.2.1 – Assist Captain Olson.
how Nuugs react when somebody is close to their
weapons, right? The Characters have defeated their enemies, but
You can use the rules explained in Chapter 5 – from the cargo hold they can still hear the sounds
Equipment to have the group experience the joys of fighting: Captain Edgard rushed the engineering
of aerial battle preceding the boarding attempt. compartment with a dozen men to force the Black
To help you, at the end of this module you can Bolt to stop. When the group enters the cargo hold,
find the profiles for both airships. read or paraphrase the following:

403

Hill Snover (Order #36675299)


CHAPTER 9

The pall of gunfire smoke clings to the walls and 5.2.2 – Attempt to seize the Red Kite.
air, as Captain Edgard looks in satisfaction at Olson,
slumped against a bulkhead as blood drips down his After defeating the boarders, the group crosses the
lip and he stares daggers into his enemy. Two sol- gangplank to attack the Red Kite. As the Narrator,
diers flank Edgard, weapons trained on the fallen you should remind the players that a warship would
captain, surrounded by more than a dozen corpses surely be a powerful resource… However, warships
on the deck floor. also tend to have worthy crews.

The deck plating is slick with blood and whoe- As you lean out of the tear in the hull of the Bolt,
ver attempts to move more than 2 cubitus a round a strong wind grabs you, making the gangplank
automatically suffers the Unbalanced condition and oscillate. A stray bullet whistles dangerously close to
must pass an Agility Test against Difficulty 10 to your ears before slamming into the bulkhead behind
avoid falling Prone. Olson is in no shape to fight, you. You already have a welcoming party!
guarded by Edgard and 2 mercenaries. As soon as
the group defeats the boarders, Olson, with his last The gangplank is 6 cubitus long and 2 wide and
strength, drags himself to a communications tube definitely not stable. To cross it, it takes an Agility
and gives a couple sharp orders to the command Test against Difficulty 12. On a failure, Characters
deck. are able to advance only 1 cubitus and then must
hang onto the railing in order to not be thrown
“Hard to port, fire the stern machine guns into overboard. With a Critical Failure, well… sympa-
their floatation tanks!” After a moment of silence, thies. On the other side of the gangplank, 2 guards
the Vulcanus engines roar to life, the Black Bolt li- wait for them, one shooting at the Characters as the
sts heavily on one side as the machine guns start other attempts to release the clamps of the gan-
vomiting lead into the Red Kite. Surrounded by a gplank and throw the group into the void. It takes
cloud of Vesuvius gas, it starts losing altitude. A fi- them 3 rounds to do so, so the Characters should
nal broadside hits the Black Bolt before it can leave stop them before then. Once they have dealt with
the range of the enemy guns. the guards, the Characters breach the Red Kite. Un-
natural silence hangs among the corridors, as the
The Black Bolt limps its way to the isle of Zareya, only crew remaining are the ones necessary to keep
where it will be repaired and the Characters interro- the Red Kite floating. (1 officer, 2 guards, 1 alche-
gated by higher ranks of the Hornmule. If they are mist, and 1 engineer). If the Characters manage to
interested, the group will be able to find more in- beat them, they can take control of the Red Kite.
formation about the disconcerting secrets that have After a few minutes, a group of Hornmule arm-
been unearthed thanks to their intervention. smen reach them and tell them to follow the Black
Bolt to their secret hideout.

404

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

what he is doing. The air is now starting to heat up,


Act vi –- Zareya and a wave of exhaustion from your ordeal suddenly
crashes over you. The journey into the cavern seems
The fight is over and the battle won, but both the
never-ending, when all of a sudden you turn a cor-
Black Bolt and the Red Kite have suffered critical
ner and a breathtaking and surreal landscape sits in
damage. The crew immediately sets to patch the ho-
front of you. “Welcome to Zareya,” says Olson, smi-
les in the hull, but Olson is impatient to leave for
ling to your stunned faces. Buildings of all kinds rise
Zareya, where the Hornmule has a stronghold on the
within the cave, so large you cannot see its walls and
eastern side of the local mountains. He is impressed
ceiling. Giant stalagmites jut from numerous places,
with the group, surprised by what he had considered
many reinforced with metal struts into edifices or
a bunch of sorry souls, so to repay his debt he asks
airdocks for other ships that float lazily about. Their
them to follow him to Zareya, where the Characters
lights, permanently shining, create a soft multicolor
can rest for a while. Then, they can help him in shed-
glow, granting Zeraya an even more mysterious and
ding light on what happened to Professor Kordon.
charming look.
Read or paraphrase the following:

A few hours have passed since the battle, and the


Once docked, the Characters are led to a building
Black Bolt flies again, leaving the chaotic Goya behind
and allowed to take possession of an apartment set
and headed for the island dominated by the volcano
aside for them. Yuriko Kobayashyi accompanies
Tede. As you close, vegetation grows thinner, fading
them in person and invites them to make themselves
into peaks of black rock behind which play the last
comfortable, although a couple guards are placed at
lights of the day. From the caldera of the volcano, a
the door, making it clear the group is not allowed
thin plume of smoke lazily rises to the clouds, as the
to move about freely, at least for the moment. After
sound of the waves crashing on the Blade Reefs co-
a half hour, medical staff reaches the place to take
mes from the distance. The route charted by Captain
care of the wounded, then they are left to rest for
Olson leads the airship to the northeast, flying over
the night.
the plains separating the volcano from the sea. As you
fly over the waves, you notice a small island emerging
The following morning, the sweet sound of a
from the water. Once closer, you also notice nume-
Ketnyi guqin and the inviting fragrance of freshly
rous caves opening into the island and a waterfall de-
baked bread attract you to the lounge of the apart-
scending forcefully into the sea. Captain Olson makes
ment, where Yuriko waits in front of a table with
the ship take a hard turn, aiming for the waterfall as,
breakfast, accompanied by a young musician playing
from the top deck, a horn sounds in the night.
his instrument.
A deafening grinding of gears comes from the wa-
“I hope you rested well. I imagine you must have
terfall as its flow slowly stops, revealing the entrance
many questions, but first eat. You will have to make
to an enormous cave. Two large Pharus lanterns are
an important decision, soon.”
lit on the prow of the Bolt, shedding light on the rock
Once breakfast is over, Yuriko takes the serious
walls, glistening with moisture.
and professional tone she had when you met her the
As the vessel glides into that mysterious and silent
first time.
world, you find yourselves in front of ten enormous
“You are aware of some secrets about the or-
tunnels heading in every direction, perfectly smo-
ganization and, if you wish, you could learn more.
othed by erosion. The captain steers his vessel with
However, you will have to choose. If you join us, it
ease through the tunnel network, in a descent that
will be forever. If, instead, you choose to walk away,
completely disorients you, to the point where you
our Markonists will erase from you memory what
are wondering if the muscled Nuug actually knows
happened in the last few days and you will be able to

405

Hill Snover (Order #36675299)


CHAPTER 9

return to your lives. I, however, cannot hide the fact ledge. Also, by now the Characters should have rea-
that the Hornmule could really benefit from some- lized that something dangerous for the entire world
body like you.” is about to happen.

Yuriko answers the Characters’ questions, explai- What will the heroes choose to do? Will they close
ning what the Hornmule is and what its goals are. this chapter of their lives and turn the page, or join
Of course, being part of such an organization entails the Hornmule?
dangers, but also access to high-end gear and know-

406

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

Appendix 1 - Airships
The Black Bolt The Red Kite
Difficulty: 11 Difficulty: 9
Speed: 200 Kc/h Speed: 280 Kc/h
Engine: Movement 4 Engine: Movement 6
Keel: Damage Reduction 2 (+1 Thrusters) – Hull 7 Keel: Damage Reduction 2 (+1 Tanks) – Hull 6
Armaments: Dorsal Cannons – Stern Machine Armaments: Dorsal Cannons – Ventral Cannons –
Guns Prow Machine Guns – Front Torpedoes
History: The Black Bolt was commissioned by History: The Red Kite was one of the most highly
Weiss & Stern some thirty years before the Letvian honored Ketnyi raiders in the Imperial Navy during
War began, to move valuables or important people the War. Fast and well-armed, this ship was perfect
on behalf of the company. It took a decade to finish for patrols and hit and run missions in defense of
the vessel. the Islenation. It was in -2 P, during the famous Batt-
The ship balances aesthetics and performance, le of the Pah’doyin where the Ketnyi forces pushed
thanks to the so called “twin axis” method of con- the Nuug back, that the Red Kite played a key role in
struction, as its hull is more resistant than average deciding the fate of the engagement. Unfortunately,
without gaining weight. Command of this vessel was however, during the last battle, captain Inokyi Yamah
granted to a promising youth, whose honorable and chose to pursue the retreating Nuug forces and, after
unbroken spirit had made him something of a ce- an initially favorable engagement that saw the Red
lebrity among the captains back in the day: Captain Kite reap even more kills among the enemy vessels,
Raggar Olson. it was struck and forced to an emergency landing so-
Thanks to his professional and discreet methods, mewhere on the Nuug coast.
Olson became one of the closest collaborators of In a desperate attempt to save the ship, Cap-
the Stern family, earning their respect and trust. In tain Yamah and most of the crew died, leaving the
the years before the war, the Stern started financing wreckage exposed to the same Nuug troops they
the Hornmule, fearing the growing power of the had been fighting. Upon finding the ruined carcass
Monopolies, eventually deciding to grant them use of the Red Kite, young Edgard Stochkoov and his
of the Black Bolt for secret missions. In time, Olson fellows started working on refitting it to sky-worthy
and his vessel switched from being employees of the condition, financing the process with illegal activities
company to serving the Stern family directly. he meant to bolster once the ship could fly again.
After the War and the losses the Sterns suffered And so it has been. For a long time, captain Edgard
because of it, the captain chose to remain in service plagued the skies as a pirate and smuggler until Lan-
to the Hornmule and continue the mission his for- do Carrizo offered him a position of some repute in
mer employers had given him. his organization, opening the doors for a long and
fruitful “friendship.”

407

Hill Snover (Order #36675299)


CHAPTER 9

Appendix 2 - Professor Kordon’ ’s Diary


Dokton and his goons attempted to destroy Kor- ze him, they are doing something to him. Those cr…”
don’s notes, with all his progress during his investi-
gation of what was happening at the dig site. The “…survived millennia of conservation. I will escape, I
majority of the document is charred, but some pages must tell the world what happened!”
have been saved and something has survived. What
follows is what the group is able to recover from the
bin close to the professor’s corpse.

“… incredible! This could be the


most important archeological disco-
very in his…”

“… ophagus features advanced te-


chnology, surely conlio-based. Milo
thinks it was designed to allow some
kind of telepathic communication
and wants to try to connect with it to
c… ture wih...”

“Milo has changed. I cannot say how,


but he behaves in an unusual way
that worries me. I think he sh...”

“… om with ten more sarcophagi.


As incredible as it sounds, and it is,
the condition of Milo’s staff worries
me.”
“The lower rooms of the dig site have
been sealed from the majority of the
scholars. Van Aldez, I can barely
call him by name now, had new wor-
kers arrive, while many people have
not left the site in days. I am worried,
but I fear that if I ask to leave I
would be stopped. I must know what
is happening down there. Tomorrow,
I will...”

“… et Abelard, one of the


porters. I could barely recogni-

408

Hill Snover (Order #36675299)


INTRO ADVENTURE - THE USUAL SUSPECTS

Appendix 3 –- Adversaries
Dokton Role Villain Captain Edgard Role Villain
During his experiments, Goro managed to create beings The captain of the Red Kite is a violent and ruthless
capable of hosting the consciousness of a Xhuul trap- Nuug. He is not above using any trick he can to gain
ped in a stasis capsule. Dokton is one of them, one of the upper hand over his enemies or sacrifice his un-
the most fearsome opponents the group is going to fi- derlings to save his own skin.
ght during the course of the adventure. He is equipped
with a Xhuul technological relic that allows him to con- Difficulty: 11
trol four mechanical tentacles.
Initiative: 9 Movement: 4
Difficulty: 11 Dodge: 10 Wounds: 7
Evade: 11 Damage Reduction: 1
Initiative: 12 Movement: 5
Dodge: 11 Wounds: 7 - Qualities -
Evade: 10 Damage Reduction: – Skills: Athletics 13, Senses 13, Charm 12
Training: Command
- Qualities - Equipment: Nuug Kirvi, Pistol, Harpago,
Skills: Athletics 13, Brawl 13, Agility 12, Mutagens: Potio, Bombs: Plangor, 250 $.
Cunning 12
Training: Double Front, Command - Attacks -
Equipment: Relic Xhuul Technology, Dagger, Kirvi: 12
Pistol, 30 $.
1 2 3 4 5 6 7 8 9 10 11 12
- Attacks -
Pistol: 9 (range: 12 cubitus) Piercing
Mechanical Tentacle : 11 (range: 4 cubitus) 1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
- Opportunities -
Pistol: 9 (range: 12 cubitus) Piercing
Dirty Trick: after he has slashed with his we-
1 2 3 4 5 6 7 8 9 10 11 12
apon, Edgard headbutts his target, inflicting the
- Opportunities - Slowed condition.
Help: Edgard dodges the attack and calls for
Constrict: a mechanical Tentacle coils around help. Another enemy within 4 cubitus moves to the
Dokton’s target, Immobilizing them. At the begin- Character Edgard is engaged with, disengaging wi-
ning of his turn, Dokton deals 1 point of damage to thout penalty if necessary.
each target imprisoned by a tentacle. At the begin- Hamstring: striking one of his target’s legs, Ed-
ning of their turn, a trapped Character can attempt gard halves their Movement score until they receive
to break free with a Brawl Test. medical attention.
Counterattack: Dokton dodges the attack and Oi! Got Somethin’ to Tell Ya!: Edgard dodges
lashes out with every tentacle available. the bullets, shoots his harpago’s grappling hook
into the Character that just attacked him, inflicting
Meat Shield: Dokton grabs a target within 4
1 point of damage and pulling them within melee
cubitus with one of his tentacles and uses them as
combat range.
a shield against the incoming bullets. The poor soul
suffers 1 point of damage and is then knocked Prone.
409

Hill Snover (Order #36675299)


Hill Snover (Order #36675299)
Hill Snover (Order #36675299)
THANKS

Vulcania has been made possible by a kickstarter crowdfunding campaign. Your incredible support has blown
us away and we wanted your name to be here, in this book, carved in the magmatic rock of Vulcania. And, of
course, rigorous alphabetic order!

Huge thanks to all of you, once again!

Aaron Rhoads André Diroll Antonio Luciano


Accademia dei Giocatori Andrea Back Antonio Romanelli
Achim Meissner Andrea Bassi Ardian Shuaipi
Adam Caverly Andrea Ciervo Astrid Portner
Adam Krump Andrea Galbiati Austin Fenwick
Adrian Czajkowski Andrea Gareth Jax Scarpetta Austin M Goodnight
Alasia Christian Andrea Guerrieri Bart Van Damme
Alberto Calsolaro Andrea Noventa Bart Wolles
Alberto Toro Andrea Oreglia Begona Gonzalez
Alessandra Silli Andrea Pasquali Ben Bailey
Alessandro Affanni Andrea Rondinini Benjamin Fabian
Alessandro Ansaloni Giustiniani Andrea Slemer Benjamin Messer
Alessandro Babbi Andrea Tridico Benjamin Rogers
Alessandro Bertellini Andrew Clark Benoit Mercier
Alessandro Capponi Andrew Couch Biasone Andrea
Alessandro Chiapponi Andrew Eugene Mauney Blaise Morgan
Alessandro Omodei Andrew Fielder Brandon Hill
Alessandro Onano Andrew J Beal Brendan Thomas Christie
Alessandro Poziello Andrew Jensen Brendon A. Scheppmann
Alessandro Saviantoni Andrew Martinez Brent N. Tweedy
Alessandro Savino Andrew Pessarchick Bret Jordan
Alessio Ciardini Andrew Smallwood Brett Volz
Alessio Esciu Cagni Andromeda Taylor Brian Feeney
Alessio Principe Angel May Brian Koonce
Alex Green Angelo Cione Brian McDowell
Alex King Angus Abranson Bruce Cload
Alex Korntner Anthony Baumayr Bruce Coulson
Alexander R. Corbett Anthony Marc Barcroft Bryan A Emborsky
Alexandre de Passillé Anthony Tarola Bryan Alleman
Alistair Davey Antonio Ferrara Bryan McLean

412

Hill Snover (Order #36675299)


THANKS

Caleb Coppola Daniel Ayers Dennis Ghisoni


Caleb McGary Daniel Crisp Dennis Kurzweil
Callen Peacock Daniel Engström Dennis McNicholas
Callum Holt Daniel Philpin Derek Lyle Brouwer
Calvin Johns Daniel Rotaru Devan Hansen
Carlo Alberto Trisciuzzi Daniel Roth Diana Porras Somez
Carlo Lingua Daniele Anacleto Meiattini Diego Budicin
Carsten Skansen Daniele Di Egidio Diego Civetta
Caterina Filardo Daniele Maesani Diego Donatello
Cesare Costantini Danilo Moretti Diego Magrini
Cesare Santini Daren McCormick Diego Pisa Artworks
Charles Pugsley Dario Galassi Dimitri Lotti
Cherrier Gilles DarkSide Comics and Games Dimitri Rinaldi
Chiara Ceron Dave Salisbury Dominic Hale
Chiara Grazia David Andrews Donnie Hanby
Chris Youngblood David Dalton Douglas Dickson
Christian Kuhn David Keyser Drew Morgan
Christopher Griffin David Mandeville Durand Guillaume
Christopher Parbery David Paul Guzmán Dwayne Marlowe
Christopher Thomas Lezer David Resetti Eamon Linger
Claert Michael David Williams Edoardo Solitari
Claudia Cirillo David Yellope Elena Oliveri
Clayton Joe Freund Davide Avetta Elia Santi
Clifford Kamppari-Miller Davide Cannone Elias Hoel Birketvedt
Clint Pushee Davide Coi Elijah Dresen
Cody Krueger Davide De Amicis Emanuele Frusi
Cody Stoutenburg Davide Di Maio Emanuele Mai
Cole Westerlund Davide Lucchi Enrico Menozzi
Craig Senatore Davide Maccioni Eric B Phelps
Cristian de Maestri Davide Mancini Eric Pickney
Cullen Gilchrist Davide Milano Erica Durso
Cyril Reibaud Davide Vatteroni Fabio Ghisu
D’addario Paola Davy Jones Fabio Guidi
Dan Nordahl Declan Hoellein Fabio Renzetti
Dana Boychuk Denis Lobazov Fabrizio Zennaro Regini

413

Hill Snover (Order #36675299)


THANKS

Federica Faccin Gianfranco Friggè Hjalti Nönnuson


Federico Giacomini Gianluca Carfi Ian McFarlin
Federico Iacoangeli Gianluca Siotto Ian Nicolle
Federico Viola Gilbert Gallo Jack Alexander
Filippo Filippo Giorgio Baldini Jacky Leung
Filippo Spezzani Giorgio Catenacci Jacob Forster
Fiorella Scarpa Giorgio Ramondetti Jacob Yohn
Flávio Stresser Giovanni Bisbano Jacopo Beccari
Florian Förster Giovanni Bonechi Jacopo Grassi
Forum Sententiam Giovanni Crotti Jahan Navissi
Franca auf der Heiden Giovanni Gobbi Jake Walker
Francesca Beretta Giovanni Magno James Bradley
Francesco Barretta Giovanni Tagliaferri James Bresee
Francesco Bossi Giulia Marta Nunes da Costa James Gemmell
Francesco de Rugeriis Giuliano Farris James Meredith
Francesco Della Ragione Giuseppe Marino James V. Schatz
Francesco Granitto Giuseppe Zeuli Jason B. Gabel
Francesco Lugli Giuseppino Iena Jason C. Anderson
Francesco Martinese Gordon Bense Jason Coleman
Francesco Panitti Gordon Decker Jeff Robinson
Francesco Tedeschini Graham Cheshir Jeffrey S. Ross
Franco Filippo Greg Agostini Jennifer Parr
Frank Carr Greg Krywusha Jens Hoelderle
Gabriel Alejandro Pedrini Greg Wright Jens Müller
Gabriel Garcia Gregorio Caporale Jeremy Kear
Gabriel Waluconis Gregory A. Lusak Jeremy Wasik
Gabriele Girardi Gregory Rihn Jerry Scott Hammonds
Gabriele Marzagalli Guadalupe Cabrera Jocelyn e Maurizio Rossi
Gerald Kist Guglielmo Luigi Facchi John “King“ Roberts
Gerard Exton Guido Pecorelli John Andrews
Giacomo Castellani Guy Edward Larke John Bellando
Gian Domenico Facchini Hank Cappa John M. Portley
Gian Michele Candura Hannah Wallace John Phillips
Giancarlo Antonelli Henrik Blombäck John Taber
Gianfranco Bux Herbert Johoanna Robson

414

Hill Snover (Order #36675299)


THANKS

Jonathan Dallen Logan Laren Liuzzo Martin Greening


Jonathan Froust Lorenzo Demofonte Massimiliano Bucchi
Jordan McCoy Lorenzo Moffa Massimo Cranchi
Jordan Springer Lorenzo Tonfoni Massimo Spanò
Jordi Rabionet Hernandez Loris Pereno Matěj Vonderka
José Ricardo Kramm Louis Gowers Matteo Asti
Joshua Brown Lozan Aliona Matteo Battisti
Joshua C. Kitchens Luca Baino Matteo Bennardi
Joshua Rosenberg Luca Beltrami Matteo Bisanti
Julian Stanley Luca Rosadini Matteo Boffadossi
Julie LaRoux Luciano Cermisoni Matteo Gandini
Jupe Rantalainen Luigi Buffo Matteo Lucchini
Justin Munday Lukas Buergi Matteo Magnone
Kaare Kulland M.M. Van De Sluis Matteo Morra
Karl Matthews Maicol Tony Zenobio Matteo Signorini
Kerstin Sabrina Betz Manfredi Toraldo Matthew Barron
Kevin Couick Manuel Alfred Buchwald Matthew Jensen
Kevin Hoffman Marc Bacher Matthew Lemley
Kevin Joseph Lai Marc Lichtenfeld Matthew Start
Kjetil Hansen Marc Stehle Matthew Swetnam
Kjetil Reitan Marco Cellini Mattia Debiaggi
Konstantinos Poumpouridis Marco Cipriani Mattia Virdis
Kyle Mark Hooton Marco Frigo Maurizio Bivona
Lara Varrone Marco Mantoanelli Maurizio Migliore
Larry R. Shirley Marco Oreste Migliori Maurizio Peisino
Lars Björndahl Marco Valerio Rossi Maxwell Clayton Means
Layth AL-Najjar Marek Hendziak Merkling Raphael
Lázár Tamás Maria Vittoria Cagno Michael Bedggood
Leena Nabulsi Mario A. Ovalle Michael Feldhusen
Leighton Reopelle Mario Lingua Michael Goldsby
Leonardo Amadori Mark Parish Michael Losinski
Leonardo Lucci Markus Forsman Michael Lovell
Leto Matteo Marras Massimo Michael Musitano
Lewis Pearce Marshall Warner Michael Nankervis II
Lloyd Moore Martial Larchez Michael Pfeiffer

415

Hill Snover (Order #36675299)


THANKS

Michael Rief Paul Clark Rick Fastenrath


Michael Rix Paul Gibson Rickard Ekholm
Michael Sayre Paul Stutvoet Rigel Anderson
Michael V. Salas Paul Woodard Rik Geuze
Michele Gherardi Peter Baldwin Robert Craig
Michele Vecere Peter D. Allen Robert Smith
Miguel Arturo Polanco Mendoza Peter Gernert Roberto Bellesia
Mika Koykka Peter Peretti Roi Gary
Mirko Paradisi Peter Steedman Romain Debarry
Mirko Savoia Philip Hindley Ron Beck
Mohegan Philip Rogers Ryan Carden
Molinari Daniele Philippe Bouchard Ryan Kent
Monica Gloria Maria Cecchetti Philippe Schmitt Ryan Schlegel
Mystic Dragon Games Phillip Henning Sabino Pellecchia
N. Ashcroft Pier Francesco Boschi Salvador Soto
Nathan Laidler Piergiorgio Borettaz Sam Armstrong
Niccolò Gradi Pietro Corà Samuel Farro
Nicholas Kager Pietro Marchisio Samuel Zeoli
Nicholas Perrett Preston M Poland Scott Dahlgren
Nick Rowe Radoslaw Bozek Scott Hobbs
Nico Borgogni Raf Bressel Sean Laughlin
Nicola Corticelli Ralf Sandfuchs Sean McAlister
Nicola Degobbis Randall Ahlvers Selene Varliero
Nicolas Decomble Raymomd Clevenger Sergio Nespoli
Nicolò Trevisan Redwolf Shane T. Bennett
Nolan LaRocque Reik Herzog Shinchul Ma
Olli Matilainen Remond Simon Powell
Ols Jonas Petter Olsson René Schäfer Simone Battistello
Owain Boardman René Schultze Simone Bonetti
Pablo Blanco Riccardo Alverá Simone Falso
Pablo Pérez Gómez Riccardo Caneba Simone Maccapani
PandaGM Rich Schreiber Simone Simoni
Paolo Rossetti Richard Greene Stefan Siegl
Patrice Mermoud Richard H. Lindhorst Stefano Belingheri
Patrick Schwieren Richard Rivera Stefano Bongiorno

416

Hill Snover (Order #36675299)


THANKS

Stefano Rondelli Tomás Alarnes Piñeiro Vincenzo Bregante


Stefano Stradaioli Tommaso Innocenti Vitiello Paolo
Stephane Ness Tony Peterson Volpe Dario Giuseppe
Stephen Getty Tracy Landrum Ward Van Opstal
Steven Noll Travis Johnsen Warren Nelson
Sunil Segu Treiker Wendy Green
The Creative Fund Troy Ellis Will George
Theo Riches Tyler Brunette William Asico
Tien Thien Duc Tyron Couch Willis Williamson
Tigh Ward Valerio Canu Zachary becker
Tim Foeller Vandi Luca Zachary Brown
Tim Rudloff Vesa Lahdenperä Zachary Jimerson
Tim Sullivan Vincent Berry Zachary Knippel
Timothy Davis II Vincent Furstenberger Zachary Mussen
Tiziano Legrenzi Vincent Pelletier Ziv Plotnik
Todd Agthe

It’s not all, though! There is a huge host of people who wanted to support us with their art, because a role-
playing game is not just words and rules, but it creates living and breathing characters. Characters some have
chosen to commit to paper and ink according to their unique sensitivity.
Let us close with a series of phenomenal artists who have shared their phenomenal works with us during the
campaign. Oh, by the way, you will be able to check them in their dedicated gallery at www.geargames.eu

Thank you, folks, from the bottom of our hearts, for this wonderful and crazy adventure!

Alesandro Alessi Anghini Erica Rossi Mario Santoro


Alessandro Cappuccio Fabiana Mascolo Matteo Aversano
Alessio Zanon Federico Vicentini Mirko Turriziani
Andrea Boscolo Giorgio Abou Mrad Nicolò Ielapi
Andrea Guardino Jessica Ferrero Riccardo Faccini
Andrea Tridico Lorenzo Tammetta Riccardo Latina
Arrigo Verderosa Luca Colandrea Salvatore R. Villirillo
Carola Borelli Marika Cresta Sandro Pizziolo
Edoardo De Santis Marco Zuffranieri Sara Antonellini
Erica D’Urso Mario del Pennino Valerio Giangiordano

417

Hill Snover (Order #36675299)


INDEX

A B
Abrabazem 12, 232 Backstabber 100
Academic knowledge 76 Balastoc 14, 242
Acrobat 21, 91 Ballistics expert 95
Acrobatics 71, 80 Ballistics expert 95
Aculeus 152 Barter 70, 81
Adds 298 Base opportunities 116
Advanced use of skills 63 Battle flair 107
Adversaries 294, 413 Battles in the skies 189
Aeronautics 71 Biome knowledge 75
Aggression 72 Biome knowledge specializations 75
Agility 67 Biopsiist architect 86
Aim 69 Biopsist 22, 86, 336
Aiming 112 Blind shooting 115
Airships 183, 411 Blinded 118
Airships maneuvers 198 Bloodthirst 104
Alchem weapons 71, 151 Bomber 103
Alchemical reactions 77 Bombs 71, 85, 165
Alchemical school of biopsy 85 Brawl 42, 66
Alchemical school of entropy 85 Brute force 66, 80
Alchemy 77, 85 Buccaneer 98
Ambush 109 Bullseye 102
Amputation 78 Burning 118
Analysis 43, 68
Animal-drawn vehicles 180 C
Antagonists 314 Calm animal 74
Anticipate 100 Camouflage 75
Anticipating 113 Carrying 66
Applying damage 118 Catastrophic failure 116
Aquatic creatures 379 Catastrophic failure 63
Area of effect 130 Catastrophic failure 63, 116
Armaments 196 Centurion 101
Armor 158 Charging 114, 118
Art description 84 Charm 44, 71
Art-based opportunities 116 Cheating 71, 81, 93
Arts 20, 82, 219 Circus 90
Ascetic 93 Circus school 90
Assassin 101, 334 Climbing 65
Assault 109 Clubes 137
Athletics 42, 65 Combat advantage 124
Attacking 114 Combat arts 95
Availability 128 Combat phases 113
Aviator 87 Command 70, 81
Avoid hazards 68, 80 Complexity 129
Axes 132 Con 70, 81

418

Hill Snover (Order #36675299)


INDEX

Concealing 67, 80 E
Concentration 70 Emerald blades 97
Connection 78, 103 Enemies 297
Cool 70, 81 Enemy round 121
Corsair 33 Enemy rounds 121
Corsair 98 Engineer 24
Cover 73, 115 Engineering 77, 87
Cover fire 113, 143 Entropic architect 85
Crafting equipment 128, 129 Entropic master 85
Craftsmanship 71 Entropist 25
Creatures 349 Epeyst 37
Cunning 45, 70 Equipment 10, 20, 47, 126, 297
Cutthroat 23 Evade 46, 71
Cybernetics 77, 87 Evaluating 72, 81
Exhausted 118
D Exhausted 118
Damage 117, 118, 130 Explorer 35, 91
Dance of the sun 105 Extended tests 60
Darvish school 97 Extract information 70, 81
Dazed 118
Decurion 101 F
Defense 130 Failure 63
Defensive stance 112 Fire and flames 104
Delaying 113 Firearms 142
Desperado 36 First aid 68, 80
Dexterity 19, 43 Flexible weapons 139
Diagnosis 77, 78 Frightened 118
Dirty trick 117
Disappearance 100 G
Disciple 99 Gambler 93
Disciplines 43, 70 Gambling 68
Disengage 111 Ganging up 114
Disguise 72, 92 Gathering information 70, 81
Disoriented 118 Gears of fate 64
Diving 67, 80 Generating attributes 10
Dodge 46, 68 Generating skills 10, 42
Dodging 113 Geographic knowledge 11, 75
Doors 208, 213 Gizmos 77, 160
Doublering 21, 102 Grafts 88, 163
Drawing a weapon 112 Grappling 119
Driving 75, 81, 182 Gravely wounded 118, 120
Dropping an item 113 Guascon school 97
Dropping prone 112 Gunslinger 96
Drugs 50, 176 Guru 99
Dying 120

419

Hill Snover (Order #36675299)


INDEX

H Learning new arts 219


Handicraft 43, 68 Legionary 101
Handling 130 Lifting 66
Hand-to-hand combat 66, 80 Lightning rod 71, 81
Healing 120, 121 Living shield 98
Healing 121 Lock-icking 73, 80
Helping a friend 64 Locks 208
Herbalism 75 Loss of balance 117
Hidden tests 60 Luck 45, 71
Hiding 67, 80
Hitting 114 M
Hitting from a distance 115 Magister micron omega 88
Hitting with melee weapons 114 Magister omega 87
Human subject 39, 103 Magister phi 90
Hybrid school 98 Magister psi 89
Magnetism 19, 44
I Maneuvers 111
Identifying materials 77 Markon weapons 155
Immobilized 119 Markonist 27
Improve skills 64 Master biopsist 86
Improvised weapons 131 Master of arms 98
Infiltrator 92 Master of poisons 86
Informator 26 Master of projectiles 95
Initial sesterzii 20 Maximus phi 90
Initiative 46, 71, 111, 123 Meccanicus 87
Insight 43, 70 Mechanical diagnosis 77
Investigator 93 Mechanical repairs 73, 80
Itteghasp 15, 252 Medic 28
Medicine 78, 94
J Memorize 68, 81
Jam 116 Mercenary 29
Juggler 91 Merchant 94
Jumping 65, 80 Militia 30
Mind 19, 43
K Mind blade 103
Ketniv 16, 262 Monopoly schools 103
Knives 134 Mortician’s best friend 100
Knowledge 75, 76, 77, 84 Mostucaal 17, 270
Kravmaga school 98 Motorized vehicles 180
Mounts 179
Movement 46, 189
L
Moving 111
Landsknecht school 100
Mower 100
Leader 94
Mujiman 38
Leaping 65
Murderer 100

420

Hill Snover (Order #36675299)


INDEX

Mutations 12, 234 Providence 72, 81


Mutilations 122 Psi school of markonism 88
Psyonicist 31
N Pushing 66
Natural healing 120
Natural knowledge 78 Q
Natural phenomena 217 Queequeg school 101
Natural poisons 174
Negative conditions 118 R
Nimbleness 67 Range 130
Non-lethal damage 66, 117 Ranged weapons 141
Northern wrath 104 Ranks 53
Nuugard 18, 278 Reactions 113
Reagents 171
O Reaper 100
Opportunities 63, 84, 95, 115, 131, 296 Reflexes 43, 68
Opposed tests 61 Regional past experiences 36
Orienteering 68, 75, 81 Regional schools 104
Origin bonus 11 Reloading 113
Origins 11 Remedies of old gretchen 177
Remote devices 162
P Repair equipment 128
Panache 72, 81 Reviving a character 121
Passages 207 Rewards 218
Past experiences 20 Riding 73, 75
Path of harmony 105 Rifleman 32, 303
Perception 69, 81 Rounds 108
Personality 48 Ruby blades 97
Phi school of markonism 89 Running 114
Picking pockets 73, 80, 92
Piercing 137 S
Pinned 119 Sapphire blades 97
Precise aim 98 School of ballistics 95
Precision shooting 115 School of crime 91
Preparing an action 112 School of engineering 87
Primus micron omega 88 School of espionage 92
Primus omega 88 School of shadow 100
Primus phi 90 School of survival 91
Primus psi 89 School of the hoplite 101
Primus umbra psi 89 Scoundrel 94
Prodigious dodge 116 Scout 91
Professional arts 85 Secret rolls 199
Prolonged exertion 67 Seduce 70, 81
Prone 119 Sensei 99

421

Hill Snover (Order #36675299)


INDEX

Senses 43, 69 Terrorized 119


Sensing conlio 78, 81 Test types 59
Sensing intentions 68, 81 Thief 92
Shadowing 67, 80 Threaten 70, 81
Shooting from melee 115 Thrown weapons 140
Shooting into melee 115 Tormentum armor 159
Shoving, kicking, or shoulder-barging 116 Tormentum arrays 146
Shylok 39 Tormentum weapons 148
Sixth sense 69, 81, 87 Toxins 71, 86, 173
Skill bonus 11, 52, 53, 196, 218 Track hound 34
Skill challenges 61 Tracking 74, 91
Skills 10, 42, 43, 44, 45, 56, 58, 59, 62, 65 Traditional weapons 131
Slowed 119 Training animals 74
Smuggler 33 Traps 209, 210
Sneaking 68, 80 Triplering 102
Sniper 95
Snooping poisons 73, 81 U
Spare bits 170 Unarmed combat 114, 131
Special abilities 371 Unbalanced 119
Special characteristics 130 Urban knowledge 78
Special traits 11 Using skills 65
Spotting 68 Utilizing items 61
Sprinting 64 Utilizing remotes 78
Spy 92
Stamina 19, 42
V
Standing up in melee 67
Valkyr 41
Stealth 43, 67
Vanishing 68, 92
Strength 43, 66
Vehicles 179
Stunned 119
Veteran gunslinger 96
Success 59, 63
Vices 49
Success with opportunitiy 63
Villain 332
Surgeon 28, 94
Vulnerable 119
Surprise 109
Surprised 119
Surprised groups 109 W
Swashbuckler 33, 98 Walking 67
Swimming 73, 74, 80 Walls 207
Swords 135 Wanderer 35
War machine 103
Wealth and money 128
T
Weapon-based opportunities 116
Tactical map 108
Weapons 129
Take cover 116
Weapons description 129
Talking 118
Weather 218
Tayo monk 40
Wounded 120
Technical knack 77
Wounds 46, 120
Tecnicus 87
422

Hill Snover (Order #36675299)


INDEX

423

Hill Snover (Order #36675299)


EQUIPMENT PRICE LIST

Item $ Item $ Item $


AXES FLEXIBLE WEAPONS TORMENTUM ARRAYS
Axe 100 Chain 300 Algor 600
Cleaver 360
Flail 120 Anguis 700
Hatchet 240
Whip 80 Caceus 700
Koopesh 300
THROWN WEAPONS Nidor 800
Machete 100
Dart 20 Zahyi 600
Nun 720
Nuug Baalta 1080 Shuriken 30
TORMENTUM WEAPONS
Nuug Kirvii 900 Tomahawk 40
Almarada 1000
War-axe 120 RANGED WEAPONS
Aspis 1100
KNIVES Crossbow 120
Crystallus 200
Dagger 300 Long Bow 100
Dilanior 1800
Knife 80
Short Bow 100
Main-gauche 240 Kochavash 1100
Wrist Crossbow 360
Shank 240 Magneto 900
FIREARMS
Stiletto 80 Malleus 1400
Carabine 800
SWORDS
Shandian 300
Claymore 360 Enterrador 1800
Uskuir 500
Foil 300 Lapidator a 2300
ALCHEM WEAPONS
Katana 900 Machecannon 600
Saber 360 Acidus 900
Matador 1200
Schiavona 120 Aculeus 700
Pepperbox 250
Scimitar 300 Corrodens 1300
Pilator 600
Zweihander 960
Pistol 300 Ignifer 1200
CLUBS
Revolver 600 Iovis 1300
Mace 100
Rifle 400 Iuppiter 900
Quarterstaff 80
Truncheon 60 Sawed-off 700 Rogus 1500

Warhammer 120 Scattergun 600 Zeus 60

424

Hill Snover (Order #36675299)


EQUIPMENT PRICE LIST

Item $ Item $ Item $


MARKON WEAPONS GISZMOS K Foam 30
Andromedus 900 Brachium 450
Nimbus 130
Ardor 300 Clipeus 500
Plangor 60
Chakraam 600 Crux 600
Faux 300 Robigo 200
Harpago 300
Flambor 600 Icarus 1100 Tonitrus 50
Iniquitor 600 Impulsus 450 SPECIAL KIT
Lupar 600
REMOTE DEVICES Absolutio 400
Oplor 300
Drone 500
Auctus 350
Rector 120
Expector 400
Serpis 700 Chameleon 300
Extendor 400
Serris 100 Cingulum 300
Fidelitas 500
Tubor 100
Geminus 400 Doctor’s Bag 100
SHIELDS
Inauris 300 Excursor Bagpack 100
Shield 100
Nanodrones 900
ARMOR Februm 50
Simulascrum 400
Karacena 600 Feles 600
GRAFTS
Lorica 200
Murenidae 500
Simple Grafts 100
Mail 1500
Complex Grafts 300 Oculus 200
Warplate 1200
TORMENTUM ARMOR Superior Grafts 600 Pharus 100

Kevlarmor 800 BOMBS Portable Laboratory 100

Lacerta 900 Bombard 90


Thynnus 800
Mechanus Exoskeleton 7000 Flagrant 130
Travel Pack 20
Repulsor 2100 Fumidus 30
Trench Butcher’s Bag 300
Volans 2000 Glacies 40

Glutinum 50

425

Hill Snover (Order #36675299)


EQUIPMENT PRICE LIST

Item $ Item $ Item $


SPARE BITS NATURAL POISONS MOTORIZED VEHICLES
Prosthesis 01 Arm 950 Bonomella 500 Motorwagon 3-6000
Prosthesis Fortem Arm 1400 Diamond Dust 300 Rotodart 26000
Prosthesis Optimum Arm 1400
Duravia 200 Sprinter 18-45000
Prosthesis 02 Leg 700
Filistrana 400 Steamcycle 2-3000
Prosthesis Fortem Leg 1500
Peacock 700 GOODS / SERVICE
Prosthesis Optimum Leg 1100
Widow’s Kiss 900 Beer Tankard 1
MUTAGENS
DRUGS
Celeritas 60 Glass of Wine 1
Bannerine 250
Cortex 80 Bottle of Liquor 6
Exactus 70 Cerebrum 100
Meal 8
Furor 140 Otherworld 30
Single Room 10
Impetus 80 Tiger’s Eye 150
Bunk bed 3
Noctuor 70 REMEDIES OF OLD GRETCHEN
Train Ticket - 100 Kc 6
Potio 90 Baute Leaves 10
Train Ticket - 500 Kc 20
Prodigium 250 Blue Rust Digestive 10
Provisus 60 Train Ticket – 1,000 Kc 50
Crimson Nettle Flowers 5
Purificatio 90 Clothing 30
Salamander and Snail Brew 25
TOXINS Shoes 25
Torbuco’s Herbal 15
Gradus 70
Hat 15
MOUNTS
Oblivio 350
Domestic Bear 1600 Coat 25
Sopor 60
Dromedary 450 Rope - 30 C 5
Tarditas 60
Horse 600 Backpack 10
Vecordia 80

Veritas 250 Purple Lizard 900 Portable Light 20

Virus 120 Rokrok 2300 Food Rations (1 day) 1

426

Hill Snover (Order #36675299)


ARTS PRICE LIST

Art $ Art $ Art $

Ascetic 700 Gambler 500 Northern Wrath 1200

Assassin 1600 Gunslinger 800 Path of Harmony 1200

Aviator 800 Guru 1600 Primus Omega 900

Backstabber 700 Human Subject 700 Primus Micron Omega 600

Ballistics Expert 700 Juggler 500 Primus Phi 900

Battle Flair 1200 Infiltrator 500 Primusi Psi 900

Biopsist Architect 800 Investigator 500 Primus Umbra Psi 900

Bloodthirst 1200 Leader 700 Reaper 700

Bomber 700 Legionary 700 Ruby Blades 1600

Buccaneer 1000 Magister Micron Omega 900 Sapphire Blades 1000

Bullseye 1600 Magister Omega 900 Scoundrel 600

Centurion 1600 Magister Phi 900 Scout 600

Circus Performer 700 Magister Psi 900 Sensei 1000

Corsair 1600 Master Biopsist 1000 Sniper 1300

Decurion 1000 Master of Arms 1600 Spy 700

Disciple 700 Master of Poisons 500 Sun Dancer 1200

Doublering 700 Master of Projectiles 800 Surgeon 500

Emerald Blades 700 Maximus Phi 900 Swashbuckler 700

Entropic Architect 800 Meccanicus 900 Swordsman 1000

Entropic Master 1000 Merchant 600 Tecnicus 600

Explorer 600 Mind Blade 700 Thief 600

Fencer 700 Mortician’s Best Friend 1600 Triplering 1000

Fire and Flames 1200 Mower 1000 Veteran Gunslinger 1300

Fusilier 800 Murderer 1000 War machine 700

427

Hill Snover (Order #36675299)


5
Xyiu Hunda
Smuggler
Ketniv
Newbie 4
13
2 3 1
4
2 3 1 3 2 5 3
1 2 3 3
1 2
1 1 2 1 4 1 5
2 3 4 4
4 4 Pugnale 4 3
3 4 Pistola 3 0
4 -

Knife 80 Aviator 800 Fearless


Pistol 300 Merchant 600 T he Party Animal
Swashbuckler 700

Academic (Engineering)
Biome (Urban Areas)
Geographic (Ketniv, Nuugard,
Itteghasp))

Driving
20 2100 Aeronautics
400 2500

Hill Snover (Order #36675299)


3
Aziz Jabhar
Engineer
Balastoc
Newbie 5
13

1
3 3 1
4 2
1 3 1 4 3 2
2 3 3 2
1 3 2
1 3 6 1 5 1 2
3 3 4 3
4 5 Pugnale 4 3
3 5 Revolver 4 0
3 -

Knife 80 Meccanicus 900 Divine Help


Revolver 600 Tecnicus 600 T he Loser
Harpago 300

Geographic (Balastoc)
Academic (Engineering)
Biome (Urban Areas)

Driving
20 1500 Mechanical Repairs
1000 2500

Hill Snover (Order #36675299)


6
R afo Poznak
Entropist
Abrabazem
Newbie 3
13
2 3 2
5 1
2 3 3 6 1
2 3 3 1
3
3 2 1 6 3 1 1
5 4 3 2
3 6 Pugnale 3 4
4 5 Pistola 2 1
2 - Iuppiter 5 1

Knife 80 Entropic Master 1000 Touched by Fate


Pistol 300 T he Dark One
Iuppiter 900
Bombard 90
Glacies 40 Geographic (Abrabazem)
Glutinum 50 Academic (Alchemy)
Biome (Urban Areas)

Driving
30 1000 Alchem Weapons
1500 2500 Craftsmanship (Making Bombs)

Hill Snover (Order #36675299)


5
Loto Lucignani
M arkonist
Itteghasp
Newbie 5
14
1 1 1
5 3
1 1 1 5 1 4
1 1 4 3
1 1 2
2 1 2 2 2 5 1 5
3 3 6 4
6 5 Schiavona 1 4
3 4 Pistola 4 0
4 - Tubor 5 -

Schiavona 120 Magister Omega 900 Brilliant Mind


Pistol 300 T he Seducer
Drone 500
Simple Grafts: Gemini,Light 400
Polytool, Tubor, W ings Geographic (Itteghasp)
Bombard 90 Academic (Markonism)
Glacies 40 Biome (Urban Areas)
Glutinum 60

Driving
90 900
1600 2500

Hill Snover (Order #36675299)


1
Paalvi Saarinen
Cuttthroat
Nuugard
Newbie 2
13
3 1
4 1 1
3
3 6 2 5 1 1 3
3 3 1 2
1 1
1 3 2 4 2 2
4 5 1 2
1 6 Daga 7 6
5 5 Crystallus 4 3
2 - Costoliere 5 5

Shank 240 Scoundrel 600 Tough as Nails


Dagger 300 Backstabber 700 T he Tough Guy
Darts (5) 100
Crystallus 200
Chamaleon 300 Geographic (Nuugard)
Februm 50 Biome (Urban Areas: Slums)

Driving
10 1300 Picking Pockets
1200 2500 Lock-picking

Hill Snover (Order #36675299)


3
R aul Van Goof
Track Hound
Mostucaal
Newbie 5
13

2
5 2 2
5 2
4
2 5 1 3 3 2
3 2 3 2
2 1
3 2 5 1 3
3 2 3 3
3 5 Schiavona 5 3
2 4 Fucile 2 0
3 - Frusta 5 0

Knife 80 Investigator 500 Totem Hat


Schiavona 120 Ballistic Expert 700 T he Righteous
W hip 80
Rifle 400
Pharus, Excursor Bagpack 200 Geographic (Mostucaal)
Celeritas 60 Biome (Urban Areas)
Potio 90
Glutinum 40
Glacies 50
Sopor (2) 120
Driving
60 1200 Tracking
1300 2500

Hill Snover (Order #36675299)


Hill Snover (Order #36675299)
Hill Snover (Order #36675299)
THE ADVENTURE GOES ON!

“THE SHADOW OF
THE SQUID”
The war is over, but there is no shortage
of reasons to keep fighting! The world of
Vulcania is in constant evolution and new
threats are rising from its dark past…

The saga continues with a new, exciting


adventure available at our website:

www.geargames.eu

THE NARRATOR
SCREEN
A classy tool to have all the information
you need close at hand to immerse your
players in the world of Vulcania!

In addition, the sheets and pregen characters in this volume will be available
as a free download from our website as well as other game materials

www.geargames.eu

Hill Snover (Order #36675299)

You might also like