Professional Documents
Culture Documents
UBER RP43
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Back Cover: "The Day of the Flights" by Voitv (http://voitv.deviantart.com) Photography: Airship Nocturne (Timothy Boyte Gena Boyte, Jen Wang, and Joshua Bouton).
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Airship Nocturne: Timothy Boyte Gena Boyte, Jen Wang, Joshua Bouton, Steve Liptak, Brian Elliott Magen Rigdon-Turner, Jesse Thaxton & Austin Turner (Airship Nocturne on Facebook)
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Eric Atkisson
Special Thanks: Tiffany Metze, Deviant Art Tamara Dwyer, Denis Fitzpatrick
Copyright Scum Crew Pictures LLC DBA Uber Goober Games 2011
All rights reserved.
Contents
Introduction.3
Core Rules.10 Character Creation.13
Concepts.13
Races.16
Packages..20
Skills.27 Feats.33
Attributes.42 Flaws.44 Powers.46 Powers Cheat Sheets.53
Power Lists.56
Steampunk Economics.101
Sample Characters.103 Sample Creatures.112 Sample Cities.116 Sample Vessels.124 Sample Powers..133
Modified Skills and Feats.146
Introduction to Steampunk
In an open alley a man and a woman dug through the refuge of an inn, collecting used tea leaves, brushing them off. and carefully placing them into a clay pot for later consumption. They seemed oddly cheerful about their task at hand. Gossamer could hear them debate the benefits and shortcomings of each type of soggy leaf with almost scholarly detail. Off-pitch notes caught her attention next wheezing bursts in the upper-registers of music cutting across the Aether. Along with most of the occupants of the street she glanced up for the source, and settled on the gilded calliaphone airship approaching from the horizon. Its bright red and orange fins stood out in the distance. Silver whistles glistened on both sides. The only rival for the Circus of Lost Souls Walter Van Chunee's Zoological Menagerie existed as the Aether attraction of some distant city Gossamer didn't
, , , ,
know.
All of Disparutia paused as the deafening whistles passed overhead, absolutely nullifying all other possible sounds. The team of green warty gremlins flew with almost mad speed, tugging the airship behind them with no regard for their own stamina. The driver steered them with a long beam dangling a cage filled with Copper dust that leaked a few particles every time he twisted his wrists. Orang-u-tans held by iron chains waved banners at the crowds below. Ursine sloths dangled lazily from iron sculpted trees. A collection of brilliant plumaged avian creatures of all sizes and shapes rested on a set of perches held between
two dispassionate megaloasurus beasts staring out at the void and occasionally tasting the air with massive
forked tongues...
Steam
"
2) The earth is actually a giant electromagnet in regards to metallic objects in space. Right now it
attracts metal objects such as iron comets and reversing the earth s magnetic field will repel
, >
them.
a) They can be fed off the energy of an urban setting in general or off the energy produced
,
by new technology.
c)
They could represent the normal air earth, water and fire elements or far more corrupt, ,
electricity, steam,
and iron.
lost
civilizations
dinosaurs,
you 4)
Automatons and robots are possible. a) In some cases, their mechanisms require
to push the earth out of its normal orbit hazards from space.
they be ten to forty feet tall lumbering masses of metal with the larger ones containing giant burning furnaces and people sitting
inside operating them with levers and pulleys. In other cases they can be almost in,
b) They can be used for sex impersonating people (particularly people of wealth or distinction like presidents or queens), manual work sports, fighting, war, scouting, as mes, , ,
won
t escape.
,
c)
gable in open deck ships with solar sails. In some cases the space between the planets is considered to be the Aether.
sengers
5)
Cloning and weird bio-science is possible a) Cloning can be done from a sample of tissue or from reproductive material, usually only requiring a big vat of specially prepared
,
The space between all things is the Aether. a) In some interpretations this is the space between all worlds allowing travel out to the stars and explaining the medium ships have to go through to get there. b) In other cases the Aether is another dimension occupying the same space as our own. c) In yet another instance the Aether is the medium in which light travels thin enough that humans and planets would never notice
, , , , ,
b) DNA between two different people or creatures can be combined in a similar fashion
,
but there, nonetheless. This could help explain either option above. Since light is unaffected by gravity (at least to the casual
it
,
"
"
appearance except for some webs between the fingers no hair, and a diet of flies. d) Copious amounts of electricity can be used
,
di-
mension one can travel in almost as easily b) In other versions time travel is possible, but
,
ala Frankenstein.
6)
It is easy to modify people mechanically. are both impossible. a) This is particularly true with arms and eyes. 10) Anything can be made to fly or swim. Steam powered or potentially battery powa) It doesn t matter how big heavy, bulky, or
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float in the sky or swim under the seas. b) Usually this is done with bags of lighter-thanair elements like hydrogen or helium or a
mix of the two.
b)
c)
In some cases the replacements are harmless substitutes. In other cases they improve the body part with added strength, agility or heightened senses. In some cases the replacements can have weaponry added ranging anywhere from a
, , , ,
c)
It can also be done with helicopter-like contraptions classically of a Leonardo da Vinci type design.
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d) These vehicles can range from armored battleships loaded with cannons all the way
down to personal dirigibles with seats or steam-powered helicopter backpacks. have its own pre-programming possibly its 11) Babbage Engines can do anything.
wishes.
7) There is air on all planets and moons, and a) The only obstacle to space travel is getting
there. All planets are earth-like in tempera-
a) Sure most are big as a house and loud and smell like ozone but they can figure out anything and can even be Artificially Intelligent.
,
b)
then a simple remedy like planting plants adding water or throwing compostable gar- 12) Other theories bage on it will eventually convert it. a) An atomic or nuclear detonation would igb) Some consider space to be "without air nite the hydrogen in the planet s atmosphere and bum the planet to a crisp. although not necessarily a vacuum requiring
* ' , ,
b)
Nanotechnology is possible based on in- Wild Wild West) or other countries, or in alternate credibly small machines or bio-engineered timelines or in completely different worlds altogether.
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creatures.
there are still some common themes to keep within Fueling Steam Engines In real history steam engines originally ran
,
the Steampunk aesthetic. 1) There are significant and radical differences between the classes, the genders and in some cases the races (whether or not we are talking
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off wood. Eventually they ran off coal, which created a significant pollution problem. In some Steampunk literature, machines (human sized automatons. for example) can run off coal dust consuming it as
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fuel.
in a colloquial sense of different ethnicities, or actual different species of creatures like tiger-people or aliens, or fairies). Most player characters will tend to be Egalitarians above
about
'
"
race
side effect of radiation poisoning) being a cheap and 2) New advances in food production and medicine mean massive overcrowded cities. These cities easy source of heating water to run steam engines. In most cases Steampunk gadgets simply will almost always have at least one set of slums. ignore the massive fuel requirements unless it suits 3) Expect that prostitutes scientists, alcoholics and the narrative. If it seems fun to have people scooporphans will play a significant part in any caming logs or shovels full of coal into the massive furpaign setting. nace of a forty foot tall robot during a chase scene. 4) Likewise expect factories, mines, mills, secret then do so. If a person has a steam-powered helisocieties and guilds to play a significant part in
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they would have to have a ranging infemo and an 5) There may or may not be factions of people enormous amount of water on their back in order to (sometimes referred to as Luddites) who violentoperate it. ly oppose technological advances fearing they will lose their jobs to it. The Alternative - Eldritch Copper 6) Any technology you would see made of out plastic today would in a Steampunk setting be craftThe universe of this game proposes a mythied from hand-carved wood (Mahogany and cal element called Eldritch Copper a solution similar Rosewood are favorite choices) brass or iron. to the Uranium answer but unique so that each 7) The dress architecture, and manner of speech Game Master can modify it to their own campaign. It of a Steampunk campaign will be guided at least works best in a world where fossil fuels (oil and coal) in some respect by those from historical Victorian times. do not exist in massive quantities or at least if they
, , , , , , ,
do
Eldritch Copper in its basic form, is copper Beyond that the differences can become very for whatever reason (spent time near the extreme. See the different Steampunk World earth s magnetic poles recently come from the elec- Views" presented later for three more overarching tromagnetic fluxes in the center of the earth fell from sets of guidelines.
which has
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amount of energy. When released as a bare minimum this energy creates significant sustained heat from a small contained source capable of powering
,
Punk
In most cases
" ,
smaller
presented later in this book go into more detail about things are generally oppressed or otherwise put
The different "Steampunk World Views" ing for individual freedoms in a world where such
"
down. The campaign will define how oppressive the government and the society are. The players will decide how they personally "rebel" against whatever
,
not always like Victorian London. While a Steam- is to be. Gritty dark, and entirely free of happy endpunk game can be played in 1800s England, it could ings might be a good way to think of it. also take place in the United States (especially the
,
travesty it is they choose to rebel against. Long story short the more emphasis on the Punk" part of the world the less pleasant a place it usually, but
" ,
people
norms of Victorian Society in their outward apA STEAMpunk world is one where not only
, ,
1)
Women might wear men,s clothing or they might has technology progressed faster than the historic
wear comfortable or practical clothing and actu- pace, but it has done so to the benefit of society in general. While there might still be a significant ecoally participate in science and adventuring. nomic difference between the classes food is plenti2) Tattoos and piercings ful 3) Carrying weapons all the time and cities relatively clean. 4) Modifying themselves for appearance or function The People - The lower classes would still
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with
mechanical alternations
such as artificial
5)
limbs or eyes. Displaying gadgetry and inventions on their person such as powered gauntlets, mechanical wings, or technologically enhanced goggles.
,
be poor but not oppressed physically or mentally, and they might still have access to some health care. While always present criminals would be obvious and not particularly effective and relegated to the expected parts of the city. Prostitutes beggars and
, , , ,
orphans would be friendly and helpful as would members of the slums when treated with respect.
,
Abuse of human rights Abuse of rights of privacy Classism The unequal distribution of wealth The celebration of debauchery
,
public submersibles, and subterranean tube systems might be possible while individuals zip about on smaller propeller-driven dirigibles on automatonic
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or with spinning blades from steam-powered backpacks. Most personal body modifications would be for self-improvement or repair (replacing a lost
horses
,
and
self-
limb
The "ideals" or "morals" of society Exploitation of any group Racism Sexism Technology Secret Societies Wars or misuse of military
expeditions to far off dangerous places. The Government - The government or at least many of the aristocrats would take an active part in pushing for more human rights, and it would
,
the discoveries of adventurers and explorers, or celebrating social reforms or new technology. Secret Societies - They would be rational
and calculated
,
When choosing a world view, feel free to mix and match between the options. For example to an
,
"
the entire world might seem more in line with STEAMpunk until that day a mysterious messenger
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background to bend things to their will. They might acknowledge defeat in a respectable fashion before retreating off to make their plans for another day. Guilds - Guilds would manage their crafts and the people who perform them. Some rival guilds would compete economically of course, and competition to join a guild might be fierce, but other than that they would simply serve as nodes of power within the framework of the city or country. Fuel - In this world Eldritch Copper is a clean source of energy. A coin s worth might produce the heat of a small campfire for a year before being depleted. Pollution would be at a minimum and automatons would be available for any number of manual or unpleasant tasks.
, , " ,
Enemies - Here the real enemy would usuleads them into the city slums or they lose their en- ally come from the Outside. The most common may tire fortune in a series of bad investments. Likewise be threats to society from the Aether or from other a Fantasy Steampunk campaign could have roots in worlds (above it or below it) or from science experia Utopian society just as easily as a dystopian one. ments gone awry, or from natural disasters. Other
, ,
steamPUNK
The economic
Take anything positive from the STEAMpunk list mercenaries to rent them out. Guilds would have an above and add only for the upper class to the end. The People - The lower classes would in- uneasy alliance with the government neither able to
,
the megacorporations of their time with just as much power and contempt for the people who serve them. They maintain their own guards or militias, or even armies to fight in distant wars over resources. For the smaller guilds who couldn"t afford to keep a staff of ruffians for protection fighting, thieving, spying and assassinating there would be a guild of special
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clude the extremely destitute and all desperate to easily overthrow the other although they would conlatch onto any opportunity no matter how seedy, to stantly watch for any possible opportunity to do so.
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improve their station. Four or five families might live On the streets, guild law and city law would be kept in a single room the ones furthest from the door separate wherever possible the guilds free to run
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having to pay toll to the others in order to leave or go things how they wish so long as it doesn,t disturb the to the privies. Beggars might be intentionally de- upper classes or the grand order of things.
and factories could be filled with lost souls lit- the primary source of energy but now with a side,
erally shackled to their workstations. Criminals may exist in far greater numbers or have organized into gangs or possibly even guilds. Orphans would constantly fear for their lives and react accordingly whenever approached. Slums would be death sentences to outsiders and Opium dens would not be unusual to find in the city.
,
effect. Overexposure to it (a common occurrence with factory workers and miners) leads to bouts of
madness lasting as long as a week. It can also be
,
consumed in powder form as a drug and the only antidote (a leaf known as Purple Bitter) is just as expensive as the element itself. Those who couldn t afford Eldritch Copper would resort to coal and wood The Technology - Mass transit methods burning machines filling the cities with smoke and
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People would make cheaper workers than unsafe types both filthy and prone to fatal accidents, automatons and with less required maintenance. Enemies - Here there are as many eneand the upper class extravagant versions with their
,
own team of servants. Individual transportation mies within the city as outside it. Conflicts between would be technologically based for the wealthy but two guilds could result in their executives drinking would still be based on beast of burden for the lower tea and watching their lackeys fight to the death to to middle classes. Body modification could be just decide the outcome of the 'negotiations., Automafor spite or for criminal activity, or self protection. tons could go crazy, or band together to overthrow Hidden weapons secret compartments, devices that the *organic menace., Luddites might make repeatconfound security measures spying tools, and just ed attempt to sabotage technology no matter what overt displays of strength might all be incorporated the effects on the general population. Simply bumpinto steam powered limbs or body replacements. ing the wrong member of the upper class could reScientific experiments on the poor might also be sult in a death warrant. The shadows would be filled common testing new medical theories or gadgets on with the unspeakable activities of organized crime the living for the promise of a few coins. and secret societies. The simplest of for hire jobs The Government - Here the government could be part of a larger plan filled with layers of deand particularly the aristocrats would primarily focus ception and unseen dangers as nobles, guilds seon what benefits them and keeps them in power. cret organizations and criminals constantly war Laws would be written to maintain the status quo against each other with commoners as their pawns. and to prevent any groups from rising above their current station in life. Celebrations might still be Fantasy Steampunk common but for things the upper classes cheer While putting "Fantasy" in front of Steamwhile the lower classes curse or actively protest. Secret Societies - They might rival the gov- punk may seem redundant, in this case it is used to ernments for power or be the only hope against real incorporate a specific element not common in most change in the government. While the core leader- Steampunk literature. Given the popularity of the ship might be fairly rational they might have hordes belief in fairies during the 19"' Century it isn,t a giant of minions to do their bidding, all to be discarded leap to add such creatures of the imagination into a when their tasks are done. Steampunk world.
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it
The Techno,ogy - Keep the techno,ogy keep the b,ts ,eve,s ,,sted above, but add more swords, daggers, of incredible steam-powered inventions but dial pistol crossbows, repeating crossbows, and varia,
back the basic technology and architecture a few hundred years. Most creatures maintain the clothing and mannerisms of Victorian times. The People - Humans remain the dominant race in the cities. They improved food production based on large clunky machines they powered from the strange new Eldritch Copper mined and sold by the dwarfs. Elves cultivate Purple Bitter the only known cure for the madness caused by overexposure to the ore power source. In that way the three
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tions of armor. A breastplate carved with a family crest and lined with Eldritch Copper might stand up to bullet fire while also making a nice accessory to formal evening wear. Each race could have their own body modifications. Elves might favor tiny finger extensions for delicate gear work on automatonic curios while
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sion monocles for their science experiments. Orks would be quick to trade limbs for weapons, while fae
would be more likely to go with eyeballs that change
Expand the Noble Folk beyond elves to also include fairies fae and pooka. Fae being a step halfway between elf and fairy averaging four feet tall with hollow bones and wings so they can manage a sort of unimpressive flight. Pooka being crosses between elves and animals each bearing the trait of its particular animal type (fox tail and ears feathers for hair and owl eyes, antlers, etc), which they can also shape shift into at will. In addition to cultivating Purple Bitter and most other drugs found in apothecaries across the globe Noble Folk also work Eldritch Copper into rare and beautiful automatonic works of art or devices of incredibly detailed craftsmanship. Fairies flit about as messengers spies, or sources of entertainment. Expand the Stone People beyond the dwarves to include giants. Dwarves go to the cities to maintain their Eldritch Copper trade. In this case the ore is powered by magical forces and all the Noble Folk have an instinctive attraction to sources of magic. Dwarves get no benefit from consuming Eldritch Copper and can force it to do little other than heat up but they are also immune to its sideeffects. Noble Folk and giants, however are not. If they spend too much time around it or consume too much they undergo the Horrid Transformation, Fairies transform into gremlins fae transform into goblins, pooka transform into feral animals, elves transform into orks and giants into trolls. This adds a new set of the "Fallen" into society, for the most part shunned by their own kind, Trolls are hunted for the amusement of the wealthy and gremlins are captured and forced to fight over bags of Copper dust for the wagers of screaming crowds. Goblins are usually recruited by thieves
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color or power boosters for their wings. The Government - The government, at least within the cities, would be mostly human. While there might be some representation from the other races the underlying theme for the aristocrats would be to maintain what is best for humans, which includes the balancing act between dwarven ore elvish medicines, fae craftsmanship, goblin experimental science and the ork mercenary pool. Secret Societies - In addition to the ones based on philosophies and ideologies, now add some for each of the races. Guilds - Guilds now have the option of specializing their workforce based on the strengths and weaknesses of several different races. The executives of any given guild will tend to be of the originating race with an occasional other working their
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way up to power.
Fuel - The side effect of Eldritch Copper to the Noble Folk and giants makes the madness it causes in humans seem trivial in comparison. Consuming the ore in powdered form temporarily increases the mystical powers of the user, making it all the more tempting. Since Eldritch Copper in this instance is powered by latent magical forces absorbed in the metal, it can be used not only to power steam engines, but when crafted by the delicate hands of elves, fae, or goblins, can be shaped into something magical in its own right. Guns can be made to fire beams of arcane energy, goggles can be enchanted to see through walls and mirrors lined with Eldritch Copper can open windows or gates into the very Aether itself. Enemies - Along with fantastical people come fantastical creatures. Dragons demons, vam, ,
and spies but some take to science and make new pires, werewolves, ghosts, and zombies also beOrks reduced from come possible threats to fantasy Steampunk cities. near-immortal creatures of art and philosophy to Anything you might find in a fantasy RPG you could vulgar brutes become mercenaries, bodyguards, or find here, but now also possibly modified with some they enlist in random wars hoping a stray bullet sort of steam-powered prosthetic. beam or explosion will put them out of their misery.
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oceans,
in the Aether a good way to bypass terrain. Hidden in plain sight - Accessing the Aether requires the wealth to purchase an Aether Win-
well. Entering the Aether is entering literally the Space Between All Things. Given an extra dimension within regular space particularly where energy
,
flows more freely and gravity has little role citizens would rush to take advantage of it.
,
that makes the Aether a good place to hide treasures, secrets, or even people. It is malleable - Many Aethermagi can manipulate the Aether in ways they could never do to
,
They could
,
Copper (or larger electrically charged iron) around a sheet of glass. It allows one to look into the Aether
into the corresponding space on the other side.
,
haps as a house castle, flying ship, etc. They can create giant scrolls covered with messages walls carved with ancient history and art woven
,
where they
out of the very foundation of their surroundings. Electricity and Magic work better here - Or at least sometimes. There are gadgets (and
,
merge with the surroundings and become effectively invisible. Trained Aethermagi can still see them
rushing about and looking at one they give the im,
pression of a crab, with bent legs ending in sharp pointed spikes, and a series of five brass spring stalks rising from its back and ending in spherical .
stones
,
spells) which only exist in the Aether or for sure work better there than they would in the real world. In game terms every spell or item that only works in the Aether gets a bonus +1 die or
, , ,
x2 effect (built in when the power is purchased). Gravity does very little here - A person standing
still in the Aether would remain where they were standing even if suspended in the air. Unlike
,
eyes.
polished and painted to look like wet cat Looking even closer one can sometimes
, ,
the proficiency of their owner and send back the sights and sounds they encounter. Through these a
,
the fabric of the Aether provides plenty of friction to keep people from both floating off or sinking down. In a Fantasy Steampunk campaign, for example, the winged fae thrive in the
space
,
Aether for miles in any direction. Quest Engines created a mobile audience, Disadvantages to travelling in the Aether
and once that happened Guilds and entertainers
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but much bigger and more expensive and which allowed people and objects to actually cross over
,
into the Aether. After that the Aether became the central hub of information. One town crier could
,
untold numbers of invisible Quest Engines, while shouting out information for people miles and miles
away to hear. Aethermagi could leave messages
, ,
written in the fabric of the space between all things Guilds could move cargo easily and the wealthy with too much free time had a new realm to explore . without leaving the comfort of their own homes.
Advantages to travelling in the Aether
moving it in. Most of them are small and avoid people, but incredible creatures of myth and legend learned to travel the Aether long before Aether Windows. There are currently no known
natives of the Aether
,
No dirt or water means no food naturally grows in the Aether - Most explorers bring food with
them. However
,
Extra real estate - By utilizing the Aether you essentially double the amount of things or peo,
elling in the Aether which could be hunted for food or could be hunting others. Farming with
,
sun,
mon for the unwary traveler to become completely lost in the Aether.
:
Goal
The Short Version
Core Rules
As with most role-playing-games...
The purpose of this game is to provide a role ers) playing system which allows players to focus on the NPC = Non-Player Character (Character run by the action and the storytelling and not get bogged down GM)
-
RPG = Role Playing Game GM = Game Master (Person running the game) PC = Player Character (Characters run by the play-
in rules.
1
In order to do that
d6 = A six-sided die
Dice System
3
4
Has a set of simple character creation rules with The basic concept when a character atmany options tempts anything is that Attribute + Skill = Number of Has very simple combat rules with many options which work well without miniatures but can also six-sided dice (d6) to roll also known as a Dice Pool. work well using miniatures, particularly in large So for example, a character with Lockpicking 2 and
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combat situations.
While focused on Steampunk it can work in any boosted or drained depending on the circumstances.
genre
a
.
Powers
On any die roll Rolling a 6 = 2 Successes Rolling a 5 = 1 Success Rolling a 2-4 = 0 Successes Rolling a 1 = 1 Failure
Results
5-6 = good
_
More Failures than Successes = Botch 1 Success = Trivial Success 2 Successes = Minor Success 3 Successes = Basic Success
ii.
iii.
3
.
If a GM says a minimum number of successes are required for something a player can still roll
, ,
less successes than required and have an overall uals not cut-out archetypes. More free- failure. This is not the same as a Botch which repdom in character creation = more open resents a truly spectacular failure. For example a player may declare they want to leap from the back role-playing. Has very simple combat rules with many options of a automatonic horse and into an open car of a
e
.
work well using miniatures particularly in large require 5 successes. If the player rolls 4 successes combat situations. they might still get to the train but be dangling off
f
.
g
h i
.
Enemy lackeys go down quickly One roll determines "to hit" and damage
Lots of variations available in combat
they would have a and either completely miss the train, hurt
, ,
themselves
or
Critical Success - If a player rolls more successes than the number of dice they rolled (for example rolling 4 dice and getting a 3 a 5, and two 6s would
, ,
be 5 successes
piloting quickly or under difficult conditions. An Attribute + Skill total of 8 or higher can succeed at all unopposed difficult tasks with no roll achieving a Strong Success. This could include completely reprogram,
always fails a Critical Success should always do a little bit better than it would have normally. So a "kill"
result in combat might be a headshot or something
ride into combat against a group of armed enemies, or piloting quickly and under difficult conditions.
spectacularly visual to impress or terrify opponents. A Critical Success with a lockpicking roll might allow
an otherwise impossible lock to be picked or a diffi,
An Attribute + Skill total of 10 of higher can succeed at all unopposed very difficult
tasks with no roll with Total Success modi,
cult lock to be picked in half the time. GMs should always provide some sort of reward for Critical Successes. Having said that the reward should be pro,
portional to the ability. Someone who rolls a 1 die attack and rolls a 6 should not get the same level of benefit as someone who rolls 8 dice and gets 9 successes.
ing a horseless carriage very quickly down treacherous roads with obstacles pedestri,
to ride though flames, or leaping a boat with an automatonic horse would always require a roll unless
Players shouldn"t have to roll dice for something Super Skilled (see below). easy for their character. The basic rule is this: Take the total Attribute + Super Skilled - With Attributes capable of reaching Skill total and divide it in half. Assume that they as high as 12 that means Attribute + Skill totals of can claim that many successes at any time when 18 dice are theoretically possible. Attribute + Skill not opposed by another person. So, someone totals of 12 or higher allow "impossible" tasks as if
,
3 successes (a complete success) at any time person couldn t even consider programming artificial
with that skill without needing to roll. More Examples intelligence into a Babbage engine or iding an aur
tomatonic horse up and along a small stone fence Anyone with a combined Attribute + Skill top. If they had an Attribute + Skill total of 14 in Drivtotal of 2 or higher can use that skill to per- ing (Automatonic Horses), then that character could form all unopposed basic tasks with no roll roll 8 dice to ide the horse up onto a stone fence like
and be considered to have a Trivial Success.
Examples include powering up a Babbage Automatic Successes described above apply to engine and knowing how to input data some- Impossible" tasks just like regular successes. So in
getting a well-trained the above example the character with 8 dice to ride horse to walk forward or piloting a vehicle in an automatonic horse on a stone fence would be normal conditions. able to automatically succeed with all unopposed An Attribute + Skill total of 4 or higher can difficult tasks (i.e. treat it as 4 automatic successes). succeed at all unopposed slightly harder So. they would be fine as long as the wall wasn"t wet than average tasks with no roll and have while someone was shooting at them etc.
, , , , ,
one else
provides
Minor Success. This might include modifying the data going into a Babbage engine Unskilled - If the character has no skill in an area, getting a horse to gallop, or piloting at nor- then they have their Attribute -1 in dice as a Dice Pool. So an ork attempting to pick a lock with no mal speeds in heavy rain. An Attribute + Skill total of 6 or higher can skill in lockpicking and a Dexterity of 3 would have 2 succeed in unopposed hard tasks with no (Dexterity -1) dice in its Dice Pool, and would most
, , ,
connecting several Babbage engines to talk would need to roll 3 successes (Basic success) on 2 to one another or some very minor Babbage dice to succeed if it were a standard lock and the ork programming, or getting a horse to ride into had basic low quality lockpicking tools. The GM
,
it
Combat
,
Non-
combat time is up to the GM based on the current Combat rolls are opposed which means the story line. abilities and statistics of the other person matter. Players don't get to use the "half your dice count as Scale - Anything listed as having a range or moveautomatic successes
,
"
rule in combat.
Armor or oth-
er defenses of the target will subtract dice from the decide to use graphs or miniatures. In a combat attacker s Mighty Dice Pool before they roll. Suc- setting 1" = 10,. In a non-combat setting, movement
cesses in combat are compared against the target is measured in hexes with each hex representing 5 and damage applied. For example a gentleman miles across. (See Game Mechanics for more depulls out a dagger and attempts to stab a younger tails on Scale particularly if you plan on using miniafellow who has just insulted his heritage. The tures in your game)
, , , ,
younger fellow is particularly agile, and this agility subtracts a die from all attacks he can perceive. The Movement gentleman rolls his Mighty Dice Pool at one die less than normal and looks up the number of successes In a combat setting the average nonhe got v. the younger fellow,s Constitution to see if armored character can move 5 (50") per melee he hit and if so how much damage he did. So considerations for defenses to hit toughness of the round before they attack. Characters with the Flaw called Short" can only move 4" (40') per melee target armor and damage done are all applied into a round. A character who wants to try sprinting further single simple roll. can make a Run" roll with each success granting 2 Combat allows for variations in the Mighty
, , " , " " , , " , " " ,
and desperate measures. The combat section also covers combat against hordes of opponents to keep the dice-rolling from becoming tiresome and
ideas
,
tedious.
There are no "hit points" in this game. All characters are either fully functional, stunned to
some degree wounded, incapacitated, or dead.
,
with Enhanced Running, each success on a Run" roll will give 2 of extra movement times the level of Enhanced Running. So one success on a normal Run" roll would normally add +2". For someone with 3 levels of Enhanced Running one success would add +6 of running.
, " , "
acter can move one hex a day per point of Constitution on foot in open terrain. So a character with a Hero points Constitution of 3 could move 3 hexes (15 miles) a day. Characters with the Flaw called "Short" can Player Characters are granted ONE Hero only move one hex per two points of Constitution. A point at the beginning of each game. This can be character may push their Constitution to move one spent or saved for the next game. A PC can never extra hex but will have -1 Constitution the entire have more than six Hero points saved up. Any Hero next day. GMs may alter distances allowed based points gained after that are lost until their total is be- on roads weather, terrain, etc. A character with a Constitution of "0" can barely walk and cannot travel low six again. A Hero point can be spent to guarantee 1 cross-country or sprint. A character with a Constitusuccess on any one roll including a "to hit" roll, or a tion of less than "0" is completely immobile.
"
" , , , ,
damage roll or a skill roll, etc. More importantly, it could also be spent to reduce damage taken to themselves by one level (including and most usually lowering death to just incapacitated) or to subtract
, , ,
one success from someone opposing them. A Hero point may also be used to allow a character their full
Dodge roll even when they are stunned.
Once you"ve got thegot the core of the into greater detail on much you should be
Character Creation
Basics
Each character starts out with points to create their character. They have 20 Basic Points to buy packages skills, and feats. Then a separate 20
,
Types
by
Profession/
watching for trouble. At the medium (20 point) range, it more likely refers to a corporal ser,
Powers. The number of Bonus Points allowed by the GM will determine the power-level of the campaign.
10 points for an above average starting out char20 points for a fairly skilled adventurer. 30 points for a very high powered or exceptionally
skilled seasoned veteran.
s place in the guild may or may not have something to do with the guild s actual purpose. For example your character could be the personal assistant to the guild
,
Your character
<
chief financier, or you could be someone assigned to guild espionage, or guild security. The power of the guild may or may not seem obvious but will directly impact the power and freedom of its members. More powerful guilds will
,
have
more
control
"
"
while
4 5 6
Spend Attribute points for Attributes Spend Bonus Points on skills, feats,
"
and fiction to a mass audience, either through print within the Aether, or actually by shouting it to as many people as will listen.
specific category. If the GM says your concept will fit in the campaign that should be the only re,
For a player character this would translate to more of an investigative journalist type role. Aethermage - These are people who specialize in controlling the Aether what goes through it, and how it is used. They create the Windows and the Gates, and they alone understand the deep mysteries of the Aether>s actual workings. It is a study of either obscure and complicate science or spells and arcane knowledge specifi, , ,
striction. Here are some suggested options to help you get started.
In modern
,
terms, if you were to treat the Aether as a strange physical representation of the internet Aethermagi would be the equivalent of hackers.
Drifter - Nothing more than people who live between the big cities. Maybe they resist the sudden and uncontrolled urbanization. Maybe they
Thieves
albeit not inherently violent means. burglars, con artists, tricksters, pick-
pockets, opium dealers (if illegal in your camin the Aether. Popular stars of the Aether could paign), fences, slave traders, and saboteurs-forhire all fall here. have hundreds to thousands of "viewers" at any one time and competition for such attention is 10. Personage of Business - Similar to Guilder in
,
fierce.
7
.
Mercenary - This ranges anywhere from bodyguards to assassins to ruffians for hire to actual military mercenaries. These types of people could go by a rigid code of conduct and honor or
,
many ways but potentially an independent and/ or someone with no actual skills outside the fi,
nance and business worlds. Buying and trading businesses, knowing where to invest the business of banking and loans these would all fit in this background.
, ,
Transporters - Those who operate large and/or 11. Political Activist/Radical - Someone who gencomplicated machines for cargo or personnel erally has both the free time and the passion to pursue some sort of extreme political end. Ludtransportation. While it includes dirigibles sub,
mersibles
It
,
could also include people who specialize in traveling through the Aether as a guide or navigator 12. Professor - Similar to scientists Steampunk
, ,
dites are good examples as would be anyone who conspired to overthrow the government social classes guilds, or religions.
, ,
professors have a great passion for their field. Unlike scientists their field may have fewer prac,
Andromeda Ross
notism
with very little in the 18. Naturalist - Those who not only shy away from the new urban growth and technology but embrace nature and perhaps the wisdom or powers of natural things and the wild. While a Naturalist languages anthropology, paleontology, geology, could be a Luddite (someone who fiercely degeography, meteorology, and astronomy. 13. Panacea (Doctor) - Different from a biological nounces technology) they do not have to be the scientist or a healer. While they usually share same. Most Naturalist simply avoid technology while most Luddites fear it primarily because the same skills and abilities a Panacea is also they fear it will replace them in society. versed in the strange science involved around
research and collect data
,
way of experimentation. Their specialties might include (but aren"t limited to) history philosophy,
, ,
grafting Steampunk technology to another per- 19. Religious Figure - Not remarkably common in son s body (biocraft). Mechanical arms teleSteampunk settings they certainly could be, particularly if the setting involved any form of invesscopic lenses where eyes used to be artificial wings grafted to the back in all cases the attachtigation into the supernatural. ing process was done by a Panacea. Unless 20. Military Officer - This could refer to officers in they are also ArcSmiths or Engineers they will the Army. Sea Navy Submersible Navy, or Aero Navy. Some training will be common but for the most likely have to buy the prosthetics that they attach to other people s bodies. most part the specialty of the service will define
'
14. Explorer - Your classic pith-helmet-go-out-anddiscover-someplace-new type. Undiscovered country calls to them be it out west, beneath the
,
military (a private sergeant, etc), use the Package for the Skill set but don,t take the Military
, ,
Officer package. search of fame some in search of fortune, and 21. Mechanical Engineer - Similar to ArcSmiths some for the sheer joy of discovery. but more traditional coal-powered steam engine 15. Cryptomancer - These types of people would types. The science related to Eldritch Copper
earth
, ,
Some go out in
eludes them
the mechanical components of a working machine. Soot and grease are their closest friends. mancers work in the low-level planning or data input level but player characters could naturally 22. Scientist - Usually choosing a specialty field (or fields) is required. This type of person is less be much higher. In some interpretations Crypabout the hand s on field work of a Aethermage tomancers also write the ,scripts> that Aethermaor Cryptomancer and more about the theoretical gi use in the Aether. 16. ArcSmith (Arcane Smith) or Enigmancer discovery of something new. Classical SteamThis is someone who builds powered or magical punk specialties include (but are not limited to) items from Eldritch Copper. The "tinkers" of the biological science (this includes genetics) phystimes, but specifically skilled in machines or othics. aerodynamics chemistry, and the brand new er mechanical items who are powered (usually field of forensic science. Inventing is their love and their life. through steam engines) by the heat of Eldritch Copper. They could create massive automaton- 23. Savage - In essence someone from some other uncivilized location who was transplanted ic wheat reapers or tiny singing mechanical birds to guns that fire bolts of raw energy into or discovered in wherever the campaign is stead of lead balls. Note that while guilds tend taking place. Native Americans South Americans and Africans would be classic Steampunk to control this sort of activity captains of industry have not been able to exploit the workers of this type savages in an area like Victorian London. trade because of their very unique skill sets. The term "savage incidentally does not in any 17. Sorcerer - Someone who believes in the truly way imply the person must actually be any less Olde ways of Magick" and not anything relying civilized than anyone else. It is a title bestowed on items or gadgets. Depending on the type of by the misperceptions of the general public.
, , < , , , , " " , , , , , , , , "
or
have powers more in line with the curses and summoning in the Cthulthu mythos or simply know many occult secrets and tricks that do little
While some savages" act as scouts and guides in their native territory or as ambassadors of their people others simply look different from the
, ,
majority of people nearby. It is up to the player to determine if as a savage a character embraces the culture of the city where they live now
,
you are a cross between a human and some other animal life
,
or in construction, or who is a gardener or a miner or a cook or butler or any number people who work the common tasks found in any given city.
, " "
associated
" ,
includes
which could be anything from a desire to eat bugs to an irrational fear of fire. Science Subject - This could also be known as
Animal Mindset a
"
mutate
" ,
to remain secret
blend in.
sort of artificial vampire who is sensitive to sunlight and requires blood to survive.
Automaton - There are several instances in
other.
people, or messengers, eventually develop sentience and take on a life of their own.
allows it
,
If the GM
26. Prostitute - Professional prostitution was a fairly involved and complicated affair particularly in the brothels where they were as much for social meetings as they were for the location s stated purpose. Gentlemen (or ladies) might be found
,
,
there talking and discussing philosophy or science between sessions with the ladies (or men)
,
people from other planets might be lizard creatures who ide around on the backs of armored
ostriches.
adventuring what-so-ever. Perhaps they are just a well educated person in the right place at the ight time perhaps they live on the streets, or have inherited great wealth. In all cases, something about them will prove special in the long
,
run...
or simply never evolved out of it. These types of creatures are usually discovered underselves
,
It is perfectly acceptable for a Steampunk campaign to contain only humans. If everyone in the
campaign agrees to that simply skip this section.
,
easily evolve in a place without water or soil or direct sunlight, certainly many species have learned to live in or travel through the Ae-
"
,
,
ther. The forms and shapes of these creatures are as endless as the imagination. For example. they could include creatures made entirely of
mist who could inhabit special suits to give them
human form.
players can simply describe their characters as having unusual mannerisms or dress, or skin tones, or
other ethnic distinctions. For something actually closer to biologically different species here are
,
Fantasy Creatures - Particularly if playing with the Fantasy Steampunk World View there should be many such options for players. Here
,
The ones
,
marked (PC) are available as player characters while the ones marked (NPC) will usually only be
encountered as non-player-characters.
Note
normally different species either cannot with one another or if they do will produce infertile offspring. Humans (PC) - Humans form approximately one third of the land-dwelling intelligent creastriction
,
to transform into a gremlin. The average life-span of a fairy is only about 25 years. ii. Fae (PC) - Fae are halfway between
elves and fairies
about 4
, ,
interbreed
standing, on average,
tall and weighing less than a similarly sized human child. They are also
winged and have mostly hollow bones, which combined with their height makes
,
tures
They have no
special powers standing, or abilities within the world other than that they tend to be more skilled
however,
and adaptable to the ways of civilization since they invented the great cities and crops of the
,
ground and with ranged weapons. Fae have a natural attraction to Eldritch Copper, but for the most part they also have
the wisdom to use it in relative modera-
lands.
Noble Folk - Note that the term "noble folk" refers to all those creatures related to elves and
tion. They make excellent ArcSmiths but tend to focus on creating rare and won,
fairies. This should not be confused with just Nobles" or "Nobility which denotes actual royalty or aristocratic status. All noble folk are creatures of the air. Many (Fairies Fae, and some Pooka) can fly and they have long loved the tops of trees and other places where they could take their ightful place above other creatures., All noble folk have night vision an addiction to magic and a vulnerability to cold iron. Cold iron
" " , , , 1
ing to mass produce anything. This is because of their love of quality mixed with their fear of their own addictions to magic. While Fae can fly their size combined with
,
ly the shape of a weapon but never touched the flame of a forge. The mere touch of cold iron will
,
with magical assistance or years of practice. Fae live about twice the length of time as the average human and after pu,
or 6" tall
the trees
forgotten druidic method of singing to the trees which caused them to grow into
whatever shape the elves needed - a room or a stairway for example. In the ancient times they would sing to a tree to get it to grow them a special branch that
, ,
"
bonded" bow.
rare prodigies have been able to craft items of beauty or power but for the most
,
it up from the tree. The bulk of the elves not only lived their entire lives in forests but used only what the forest could give them. They wore treated bark as armor
, ,
"
hurts their eyes. They have very little ability to resist the temptations of Eldritch Copper other than fear of being smacked by whomever is holding it. The normal fairy would have to eat a full coin of Copper (or sleep on one as a bed for a year)
ened sap or animal bones for any handheld weapons. With the advent of Eldritch Copper and lighter-than-air vehicles a significant number of elves have recently
,
bles.
ing floating cities of myth and legend. These cities rarely change locations
,
and
some are more popularly open to outside 10. Dwarves (PC) - Dwarves are most at home near
visitors than others. Elves live to be three
,
to four hundred years old but despite popular myth are not actually immortal.
,
halls cut into mountain tops that look out over the
iv. Pooka (PC) - Pookas are the noble folk who pledged themselves to forest creatures millennia ago. As such each carries
,
worlds below. Unlike the noble folk though, dwarves have no desire to be
'
above
,
things, and
part of a forest spirit in itself, and can change shape at any time into that forest creature. Each Pooka also has some part of their body that resembles part of their forest spirit. Long bunny ears antlers, a fluffy tail raccoon eyes, feathers for hair,
, ,
tend to fear heights. Ironically they do not fear depths so, looking down from a treetop would be terrifying but looking down into an endless pit
, ,
would simply be another cave hazard to avoid. Beings of rock they are physically tougher than most other creatures and equally strong despite their smaller size and not particularly adept at
, , ,
Along with the physical aspect of the animal spirit that inhabits them Pooka take
,
the social graces. The average dwarf reaches 4" in height but is probably twice the mass of a human of similar age and gender. While dwarves
,
on a personality trait of their animal form. Pooka live almost as long as Elves but are
,
are immune to both the temptation and the side effects of Eldritch Copper they also, as a rule,
,
also far more tied to the forests than their elder cousins. A Pooka would sacrifice
themselves if it helped save a patch of wildlife filled forest. If exposed to too much Eldritch Copper Pooka permanently trans,
dwarf sorcerer or Aethermage. Dwarves have mostly taken to Guild work and every aspect of the mining business. The average dwarf lifespan
is approximately three hundred years.
, ,
usually exceptionally
powerful and intelligent coyotes or wolves, 11. Giants (NPC) - Giants are stronger more massive versions of Dwarves but also slower of with no memory of what they were before. The most common Pooka forms include mind and body. Their average height is twelve 1 feet tall and there are rumors of older races of Fox - usually manifest with a fox tail or nose. They tend to prefer Great Giants" who are significantly bigger. Gi.
"
of cunning rather the brute force. Raccoon - usually manifest with raccoon eyes or ears. They tend
towards kleptomaniac tendencies although nothing severe
,
decisions.
,
very
enough to count as a flaw. Owl - usually manifest with owl eyes or feathers for hair. They
tend to be quiet solitary people
slowly and make decisions very deliberately. Once a giant,s mind is made up very little will alter it. When called to combat, they expect a single, massive battle which they will fight in to the very finish and then they expect to be done
, ,
who
4
.
are
insightful
and
ob-
fighting for months or years. Their reasoning is that they would only be called to fight the worst part of the enemy army, and if they defeated them the war must be over. They can go days
,
servant.
without eating or sleeping and once they eat a complete meal (usually several large animals)
,
on stalking from a distance. prefer the open outdoor mountain tops to caves and tunnels. Giants can live four or five hundred Rabbit - usually manifest with long bunny ears. Tend to be years on average, but hibernate for longer and skittish and overly focused on longer periods of time as they grow older. reproduction-type activities. 12. Gremlins (NPC) AKA "Fallen Fairies" - Gremlins like the fairies they used to be, are focused Squirrel - usually manifest with a bushy tail. Tend to be fond of on short-term goals usually centered around climbing and gathering food. gathering more magic to consume. Unfortunate, ,
ered by Eldritch Copper. They are slightly more massive than fairies and green-skinned. They
retain their night vision and their wings become
,
lifespan from when they were elves. No matter the age of an ork before they transformed few
,
Because
more bat-like with the transformation. They travel solitarily or in swarms in both cases constant,
into magical items and bite off pieces of the element that powers them. They are considered a nuisance at best and a plague more often than
,
not
Pooka and
15. Trolls (NPC) AKA "Fallen Giants" - Trolls, mercifully are very rare. Giants are not attracted to Eldritch Copper the way the noble folk are and tend to avoid the throngs of the civilized world and the magical devices that go with it. Trolls are most commonly formed from giants
,
fairies tend to pity them and avoid them rather than harming them. They are the plague of inventors
,
13. Goblins (PC) AKA "Fallen Fae" - Goblins retain the same height as when they were a fae but their wings shrivel and fall off and they gain a dark green skin color and an uncanny sense of smell. Their night vision also improves allowing
, ,
who have been overworked by the dwarves to carry mine, or transport the magical element. Because of this it is standard policy, but not always practice to forbid giants from working in
, , ,
the Guild mines or to at least limit their work hours. Trolls retain their original size but their wits slow even more and their skin hardens to almost that of rock. In fact, when trolls hiber, , ,
Goblins
in many
,
nate
have proven that they are capable of mentally recovering after the transformation and many seek to prove themselves as useful members of society. While many retain their abilities as ArcSmiths few keep the finesse and grace 16. they used on their craft as a Fae. Their ma,
again. Some rumors say their hibernation cycles are based on daylight and nightfall with nightfall
being the most commonly associated with the
form and daylight the 'hibernation" form. Merfolk (NPC) - Very little is known of the mer,
active
'
folk
the trinkets and toys of their former selves. Goblins have a reputation as thieves and other crimi-
primarily because after the initial transformation most goblins are cast out from their Fae families and have nowhere else to turn. As part of a self-fulfilling prophesy many criminals and
nals
, ,
neath the seas. They have gills on their necks webbed fingers and toes no hair, and a general fish-like appearance to their faces and heads. Merfolk require special water-filled masks to
walk around on land. With the invention of El,
dritch Copper powered submersibles there have been more and more reports of undersea cities
criminal organizations seek out newly-turned and the potential to trade with them. goblins to recruit, and some criminal organiza- 17. Nymphs (NPC) - Nymphs are freshwater creations have even been rumored to kidnap Fae tures that are believed to actually be made en-
and deliberately overexpose them to Copper until they turn. Goblins tend to lose many of their social subtleties during the transformation
,
tirely of water.
reports of any nymph cities on lake beds or within the great rivers although more than one expe,
14. Orks (PC) AKA "Fallen Elves" - Much like goblins, orks struggle to continue life after the transformation. Almost all orks go through a period of nearly berserk rage after the change, and retain a sense of physical brutality as part of their new lifestyle. Their wit dims somewhat
,
skin
careers in mercenary work and are often recruited for it. In fact most people question an ork doing anything other than mercenary work.
,
a
Alertness
Animal Mindset
Automaton Package
1 1 1
Automaton Feat
2 I 1 1 1 I -I -1 -1 4
3
1 1 -1 -1 -1 5
+ 1 Any Attribute Extended Age + 1 KN: (Own automaton type) + 1 KN: Any Special Equipment Cultural Gap
Non-Human Bonus Total
2
2 2 or 4
2 1 2 or 4
1 1
Night Vision +2 Dodge Lightning Reflexes x2 Cultural Gap 1 Intelligence Unique Appearance
-
1 1 1 1
4 or 6
Bonus Total
1 or 3
Dwarf Package
Infra Vision
3
1 1 1 1 1 1 1
Pooka Package N ight Vision Extended Age Power Level 1 (Body Alteration, animal)
+ 1 Stealth
2 I 2 1 2
-
+2 Perception
Devotion (Nature)
+ 1 KN: DwarfGuifds
Unique Appearance
Short Bonus Total
-1 -1 -1 -1 3
-I -1 -I _| 8
20
i
Non-Human Bonus Total
(1 Maximum)
Alien Package + 1 Any Attribute
+ 1 KN: Own Culture
1 1 1 2 1
-
2 1 1 2 -1
-
1 1 1
1 1
Elf Package Night Vision Extended Age Power Level 1 (A Ranged Weapon) + 1 KN (Any) + 1 KN (Any Lang)
+2 Charisma
Fae Package
2 1 2 1 1
Night Vision
+ 1 Charisma
2 1 2 1 I
+2 Dexterity + 1 Perception
+ 1 KN: Arcane
+ 1 Dexterity 1 Strength
-
Gadget ecr
-2 Strength Magic Addiction Vulnerability (Iron) Unique Appearance
Short Bonus Total
2
-2 -1 -I
-
+ 1 Stealth
-1
-
I 1 1
1 1 1
Ork Package
Goblin Package
3
1
-
Infra Vision
Infra Vision
3
I I 1 2 2 -2
-
+ 1 Brawling
-
1 Charisma
1 I 1 1 1
+ 1 Dexterity + 1 Perception
+ 1 KN: Arcane
+1 Dexterity + 1 Strength + 1 Perception + 1 Smell Perception -1 Intelligence Addict Reputation Unique Appearancc
Bonus Total
.1 .1 .1 -I 3
1 Charisma
I I
-I -1 .| 3
Detective
+ 1 Forcnsics 1 1 1 1 1 1 -1 -1 4
+1 Interrogation
+1 Streetwise + 1 Deduction
+ 1 Vehicle
+ 1 Interrogation
Watched (Criers)
Bonus Total
-1 4
Natural Leader
+1 KN: Tactics
Pilot
2
1 1 1 1
-
+ 1 Appraisal
+ 1 KN: Local Armies
Bad Reputation
Bonus Total
Tied (Flight)
Bonus Total
1 1
Savage
+ 1 Constitution + 1 Fast Talk
Crier 1 1 1 1 1 1
-
Cultural Gap
Dislikes (Urban)
Bonus Total
1 1
Rogue
2 1 1 I -1
+1 Stealth
-1
Money Problems
Bonus Total
Total
Drifter
1 1 1 1 1
-
+ 1 Survival (Forest)
+ 1 Constitution
+ 1 Tracking
+ 1 Stealth
Dislikes (Urban)
Bonus Total
Bad Reputation
Bonus Total
-1 3
Prostitute + 1 Charisma
Miner
1 1 1 1 I -1 -1
+ 1 Survival (Caves)
+ 1 Mining
+ 1 Constitution
+ 1 w/Pick or Hammer
Money Problems
Bonus Total
Sailor
I -1
-1 1
1 1
1
1 -1
-1 2
Guild Member
Merchant
+1 Any trade
+1 KN: Guild Law
1
I
+ 1 Appraisal + 1 Trading
+ 1 KN: Local Market
1 1
1
1 1
I -1
-1
Well-Off (1)
Dislikes (Rural)
Bonus Total
1
-1
-1 2
Total
23
ArcSmith
Panacea (Doctor)
+ 1 Dexterity
+ 1 Inventor + 1 KN: Latest Scientific Theories
+1 Intelligence
First Aid
Literacy
Doctorate
Tied (Medicine)
Bonus Total
Political Activist/Radical
Explorer 1
1 1 Well Oft" \2 or Well Connected
+ 1 Orator),
+1 Persuasion + 1 KN: Political Field
1 2 -1
-1 4
Tied ( Adventuring)
Bonus Total
Old Money
+1 KN + 1 KN +1 KN
Politics
Well-Off (1)
Tied (Nobility) Cultural Gap
Bonus Total
Religious Figure Power Level 1 (Holy) or Well Connected + 1 Oratory +2 KN: Theology Literacy
Devotion (Faith)
Bonus Total
2 1 2 1
-I
-1 4
Watched (Aether)
Bonus Total
Academic
Naturalist
Sorcerer
Engineer
2 2 1 1
-
Power Level 1 (Any Magic) Power Level 1 (Different Magic) Literacy + 1 KN: Occult (History)
+2 Any Engineering
+ 1 Inventor + 1 KN: Mechanics + 1 KN: Mathematics
Bonus Total
2 1 1 1 -1 4
1 1
Entertainer 2 1 I 1 1
-
+1 Charisma
1 1 1 1 1 -1 -1 3
+1 Performing (Any 1)
+1 Fast Talk
+1 KN: Entertainment
Literacy
Tied (Science)
Bonus Total
Guild Executive
Personage of Business
1 I 1 1 1 1
-
+ 1 Oratory
+ 1 Persuasion + 1 Deduction
+ 1 KN: Trade Law-
+ 1 Persuasion
1 I 1 1 1 1 -1 -1 4
+ 1 Trading
+ 1 KN: Economics
Law Liccnse
Well-OfF(l)
Tied (Guild Execs)
Cultural Gap
Bonus Total
.1 .1 3
is 1
Packages
Packages are groupings of skills or abilities
that a character can buy and get a discount on points
spent in exchange for a more rounded character concept. GMs may make up new Packages if they want to add to those listed here. Each newly created terity and 8 for Charisma. Remember that no matter
, , , , " ,
be 6. In a Fantasy genre an elf package might have a -1 Strength as part of the package +2 Charisma and a +1 Dexterity. The elf would start out with a 0 Strength a 1 Constitution, Wisdom, and Intelligence, and a 2 Dexterity and a 3 Charisma. The normal maximums for the elf would then be 5 for Strength. 6 for Constitution Wisdom, and Intelligence, 7 for Dex,
Package should include at least one disadvantage a what the Packages or points spent the maximum for bonus" discount of "-1" point and a minimum cost of any attribute in the game is twelve. Keep in mind that these are background 1 and a maximum cost of 8 points total. The maxi' ,
mum number of Packages a character can buy is Packages. They are there to help you decide just one racial Package (if any are allowed by the GM) that your character s background. You could say
and up to two background Packages. Packages your character went to university to learn philosophy can only be bought during character creation, and then felt compelled to sign up for the Amazing
and should always be the first thing bought be- North War as a Combat Dirigible pilot (Academic Package plus the Pilot Package). Someone who fore attributes and other skills.
started a homeless orphan in the streets who turned Attribute Adjustments
their life around might take City Urchin and Law Enforcement. Characters are allowed to take the same
,
To keep things simple any bonuses or penalties related to Packages are always plus or minus
ONE point in the Package per attribute point
tweaked. Normally lowering an Attribute 1 point
would get back /a a point to spend on other things. Note that attribute bonuses or penalties from Packages also affect the maximum an attribute can be. The normal starting value for a human attribute your parents...
background Package twice if they want to be The Expert In The Field. After you,ve purchased Packages you ll still have points left over to round out other parts of your character s history - You could choose the Feat Well Off to represent that trust fund or levels in the skill Tracking because of all those autumn mornings spent hunting on the family grounds with
'
Wisdom.
suasion
,
based on Charisma.
Common Skills
raise
skills
Everyone is born or at least raised with a Characters start out with 20 points to buy or feats, and Packages. After packages baseline level of skills. Each character may assume
, , , "
Raise from 0 to 1 = 1 pt Raise from 1 to 2 = 1 pt Raise from 2 to 3 = 1 pt Raise from 3 to 4 = 2 pts Raise from 4 to 5 = 2 pts Raise from 5 to 6 = 3 pts Skill Ivl 1 - Basic training only.
sometimes enough to get lucky.
them).
The Common Skills for a Steampunk genre Dodge, Speak Native Tongue, Perception, Swimming and Running. Note that Common Skills do NOT include Driving Riding, Piloting or Literacy. The historical literacy rate in Victorian London ranged from 50%-66% which is low enough not
are Climb
, , , ,
A familiarity but
,
Skill Ivl 3 - Skilled. Someone with training and a age or hurt another person is calculated entirely little experience. Relatively able to do the job relia- through Powers. Combat skills represent the ability
to do other things with a combat-like maneuver usually uncontested such as shooting a rope just before Skill Ivl 4 - Very Skilled. Significant training and the hangman pulls open the trap door cutting the experience. Almost always gets the basic job done letter "Z" into someone,s shirt without cutting them bly.
, , , , ,
ing and experience. Almost always any type of job done including sub-fields.
,
pow-
Skill Ivl 6 - Master. Complete guru of this skill. An- useless. yone with skill Ivl 2 or higher in the field would have heard of you. Can perform virtually any task in this Buying Limited Skills
skill no matter how difficult. In some cases limited Skills such
, ,
ute. When rolling for the success of that skill you roll a number of dice equal to the skill level plus the lowing guidelines
Attribute level.
that only works with the help of a specially charged compass. When buying Skills like this, use the fol-
In general brute force skills (Brawling, Unarmed Combat. Sword Fighting) use Strength as an attribute. Aiming skills (Guns Crossbows, Knife Throwing) use Dexterity. Knowledge skills (knowing ABOUT something like history or famous people or how things work without having any skill in perform, , , ,
bonus of spending -1 point cost for that Skill with a minimum of 1 for the ENTIRE limited por,
gence. Some social skills (Giving Counsel) and some knowledge skills (Philosophy) are based on
doesn
"
:
2
.
place a special gear-covered puzzle box near a lock and press a certain button
,
"
Running - Ability to sprint short distances. Every success equals an additional 2 the character
"
If they lose the box they cannot use Lock Picking. If the Skill is very limited (only works once a
,
week
,
tion) then take a -2 point cost bonus for each Dexterity Based Skills Skill where that applies, again with a minimum 1 Various Missile Weapons - Missile attack with
some sort of weapon. The specific weapon taken must be specified like musket, scattergun,
,
Sample Skills
There is no official skill list
,
player and GM can think of is acceptable, provided the GM assigns an attribute to go with that skill. The
ones provided here are only the basics and can
,
slides just out of someone s reach before they can grab it or shoot a flaming arrow to cut a
hangman's noose etc. Actually damage is determined by the Power the character is using as
,
Trade skills
2
.
a weapon.
ods) should be based on whatever attribute the GM and player feel is most appropriate. Skills marked with an asterisk (like Pick Pockets) should be rolled secretly by the GM whenever they are used and the GM may or may not reveal the result ight away.
,
off harmlessly. A botch usually represents having the trap go off on the person disarming it or
someone nearby.
3
.
mad fist-to-cuffs and dirty fighting. Can be used when all other attacks and weapons are taken away. Total skill with Brawling-1 can be used as a subdual attack. So a character with a Strength of 2 and a Brawling of 1 would have 2 subdual dice in a Brawling attack. This is the only combat skill which actually
,
Set Trap - Ability to set a trap. The complexity of the trap usually relies on the materials used to make it and their quality. A failure indicates either simply being unable to do it and realizing it
,
or setting the trap off prematurely and harmlessly. A botch usually represents having the trap go off usually harming the person arming it or
,
allows an attack. 2
.
see
some sort of weapon. The specific weapon taken must be specified like long sword, rapier, police baton etc. The skill with the weapon is only used to do special abilities for the weapon like to
, , ,
Attempting this without lock picks of some sort (for a mechanical lock) will result in a penalty or require 5 or more successes. A failure indicates
simply being unable to do it and realizing it. A botch usually represents breaking a lock pick in the lock or jamming the lock up so bad it cannot
,
'
be unlocked.
well as unlock. 5
.
Pick Pocket* - Ability to take something from someone (or optionally, from a shelf, chest, or other container) without anyone noticing. A fail,
tains
ure indicates simply being unable to do it and realizing it. A botch usually represents overtly being noticed or being noticed and not knowing
,
Swimming - Ability to swim long distances slowly or short distances quickly. Basic swimming
it. This skill can be used to place items as well as remove them. This skill can be used for shoplifting as well.
Stealth* - Ability to move quietly and without 14. Aether Shadowing* - Ability to follow someone in the Aether with a Quest Engine without them being seen or to hide and not be found. Penalknowing. Since Quest Engines are normally ties and bonuses should obviously be applied invisible this only applies when the subject has based on clothing and equipment lighting and surroundings etc. A failure indicates usually Mental Awareness and a chance to actually see the device. A failure indicates being obviously being seen or heard. A botch usually represents noticed or losing track of the person. A botch either being seen or heard and having no idea may indicate following the wrong person or beor tripping over something and making so much
, , , , , ,
noise that you ve attracted more attention than ing noticed and having no idea. you would have normally. Wearing normal me- 15. Sleight of Hand* - Also known as legerdemain.
'
The ability to hide things, do simple parlor tricks. or palm or switch items. A failure indicates being obviously noticed. A botch may indicate thinking you"ve done one thing while actually doing another (putting the pea under the wrong
cup
,
every 2 dice of Dodge that they use that round. No roll is for Dodge is actually made. Dodges must be declared before an attack against them
,
no idea.
is made. A person Dodging can move but every 16. Art Ability - Ability to create something artistic and therefore of value. Each type of art must be die they use to Dodge will be one less die they
can use to Attack. So if a person declared 2 dice of Dodge used then they would have -1
,
chosen separately.
be combined with some basic craft like goldsmithing or woodcarving or engineering to pro-
duce something truly of value. A failure indicates creating something of no artistic worth. A
botch may indicate thinking you've done something brilliant while actually creating something either incredibly mundane or embarrassingly bad. Note that the social skill Persuade might
,
or playing something with several flubs in it. A botch is a painful rendition that actually offends any who hear it. Breakfall - Ability to recover from a fall miniway
, ,
mize a fall
Every two successes reduces the level of damage from a fall by one or allows instant recovering from a Knockdown.
botched art attempt still produced something of real value. This skill does not include art history
,
10. Escape Artist - Ability to bend limbs or the body in certain ways to loosen bonds and es- 17. Small Boat Navigation - The ability to operate a small sea boat either by oar, motor, paddle or cape from knots ropes, and chains.
, ,
related
but
separate
sail
with the human body. Includes tumbling jumpshore or bank (i.e. not the open ocean). ing flipping, balancing, etc. Some GMs may 18. Riding - Ability to ride a domesticated mount of
allow a bonus in some combat situations for
12. Aerobatics - Ability to perform complex feats with the body while flying or falling. Most common with those races who have wings (Fae and Faires) but rarely also common with individuals who ride individual flying vehicles or spend a lot of time in the near-weightless Aether. Includes flipping looping, diving, etc. Some GMs may 19.
, ,
fore.
rider or turned on them. For the most part being able to ride one animal applies thrown the
to all others of the same type (ground air, or water). GMs may apply penalties to particularly
,
steam-powered A roll
13. Shadowing* - Ability to follow someone without them knowing. A failure indicates being obviously noticed or losing track of the person. A botch may indicate following the wrong person
,
would generally only be required for some sort of abnormal driving feat such as conducting a high
-
ket
driver had to stop or got caught or lost whoever they were pursuing plus some minor vehicle
,
Zoology, Biology, etc. Note that a knowledge of something like say Tactics, is not
Herbs
, ,
damage. A botch usually indicates some sort of significant wreck. This skill must be purchased separately for each type of vehicle (steampowered carriage, automatonic horse, large mechanical walker or giant hollow automaton etc). 20. Piloting - Ability to pilot a small dirigible, massive zeppelin hot-air balloon, personal propeller backpack or some other type of airborne vehi, , ,
the
same
as
the
skill
Tactics.
Tactics
cle. A roll would generally only be required for some sort of abnormal flying feat such as con,
out experience. The skill Tactics would be actually practiced and honed. Many Knowledge skills are related to Packages. Obviously there are a number of Knowledges unique to Steampunk. Examples include a Eldritch Copper b Eldritch Copper Items c Eldritch Copper Vehicles d Eldritch Copper Addiction
. . . .
A failure usually
indicates the pilot had to stop the maneuver and regain control plus possibly some minor aircraft
g
h i
.
damage. A botch usually indicates some sort of significant crash. Usually each type of vehicle
requires buying this skill separately.
Constitution Based Skills 1 Survival - Ability to live
.
k I
.
Aether Magic
Aether Personalities
.
m n
.
rately judge its worth. A failure indicates usually missing the actual worth of something by 10%25%. A botch may include judging an incredibly
valuable item as worthless or vice versa. 7
.
Tracking* - Ability to follow a creature by the trail they left. GMs should modify this for weather available light, number of other creatures
,
or through violence. A Basic Success gets the information needed while a failure gets nothing, and a botch gets something false believed to be
true. Note that creatures being interrogated would get to roll any Willpower to resist (see
3
4
.
passed, etc. A failure usually indicates losing the trail while a botch could indicate following a completely false trail or getting hopelessly lost.
,
Feats). Search* - Like perception but specifically trying to find things hidden.
,
because no one in the Aether leaves footprints. Deduction* - Ability to take a string of information and put it together for a logical conclusion. A failure indicates usually just not being
zations.
able to put the pieces together. A botch may include coming up with something completely and passes are expected required and generatwrong and being convinced it is correct. ed etc. While the general skill works at some 10. Forensics* - Ability to study a body or a crime level this skill should be purchased separately scene or other location and determine things
for each Guild if someone expects to work or make any real progress within that Guild. Knowledge skills (AKA "KN") - Knowing ABOUT something like history or famous peo,
ple or how things work, without having any skill 11. Gambling* - Ability to play games of chance
in performing an act related to it. Any science history art. or language skill would fit here, along with things like Tactics Black Market,
, , ,
and come out ahead. GMs may run this skill however they wish either rolling for each round of chance or more likely, for a whole evening of
, ,
accused of cheating. GMs may wish to have players buy this skill separately for each type of
,
to resist (see Feats). gambling game. 12. Navigation - Ability to read and follow maps 21. Demolition* - Ability to set explosives to the read difficult terrain etc. A failure usually indimaximum effect. While something like throwing cates lost time while a botch is usually getting a glass jar filled with nitroglycerine wouldn t retotally lost. GMs should modify this for weather quire this sort of skill, anything with a trigger or
, , , ,
light maps and their quality, etc. 13. Aether Navigation - Ability to read the subtle natural currents and patterns in the Aether and
,
timer
specific way would all require this skill. In cases of destroying objects more successes result in
not get lost in the void. It is completely different smaller explosives doing more damage than from normal Navigation. they would normally. 14. First Aid - The practical application of Biology 22. Big Business - Ability to manipulate logistics to help mend wounds. This is not powered healpersonnel, finances, and investments to improve business profits and conduct other corporate, ing and is very slow. Three successes (Basic transactions. Success) can stop a Wounded person from getting worse whereas 4 successes (Strong Suc- 23. Babbage Engine - Ability to use Babbage Engines, from basic programs to complicated process) would be required to stop an Incapacitated person from dying. Extra successes might gramming. speed up the healing process by a day or two. A 24. Writing - Ability to create a work of journalism fiction or non-fiction, worthy of publication. See failure usually indicates that the patient is no Art for more details. better or worse off than they were before. A botch usually indicates an extra level of damage. 25. Engineering - Must be purchased separately 15. Biocraft - The ability to mix and merge biologifor each type (Electrical mechanical, thermo cal forms with mechanical or electrical ones. fluid Eldritch Copper, etc). Allows the actual creation modification, or repair of something, This could range gear-driven limbs to telescopic lens enhanced eyes. This skill is the ability to rather than just knowledge of the theory. attach and maintain such devices safely. It 26. Inventor - Skill at creating some new work in would take Inventor or Engineer to create them. the field. It could include creating a new psycho16. Tactics* - Ability to plan out and execute small logical therapy making a new treatment for an unit battles usually no more than 10-20 to a illness or, most commonly, the ability to tweak
, , , , , , , , , , ,
side. A success usually adds a die to all combat rolls on the planner s team. A failure usually indicates no bonus and a botch usually indi' ,
cates a fatal error which gives everyone on the team a penalty. This skill must be taken separately for ground sea, air, and undersea Tactics.
,
and create new devices and gadgets. It can only be used in combination with a skill already known, and either to create something with temporary results, or something with permanent re-
17. Strategy* - Like tactics but on a grander scale, usually at least in the hundreds. It could also
,
sults if experience points are spent. With used with changeable Gadgets this skill is rolled to determine how quickly a gadget,s function can
,
be changed.
,
include the logistics and movements of massive 27. Repair Gadget - Ability to examine a piece of armies. This skill must be taken separately for equipment usually filled with pipes, gauges, and ground, sea. air, and undersea Strategy. gears, and figure out how to make it work again. 18. Open Sea Navigation* - Ability to chart the A failure indicates simply being unable to do it
stars and navigate large seas or oceans.
and realizing it. A botch usually represents damaging the item beyond normal repair.
Wisdom Based Skills 1
.
A
,
or
a wise path.
plants a single simple suggestion within a person. A botch could seriously damage the target s mental state or plant a completely unin" ,
means giving them a +1 to their Dice Pool with whatever they were trying to do while a failure gives no bonus, and a botch gives a penalty.
Meditation - Usually used to regain Mighty Dice Pool for psychics and sorcerers particularly in regards to Mental powers in campaigns where
,
the recovery of Mighty Dice Pool dice takes longer than normal.
mind
,
possible. A Basic Success could indicate a slighty better-than-fair trade while a failure could represent a slightly below fair trade and a botch could represent selling a cow for a bag of beans.
, ,
Disguise - Ability to change one's outer appearance to seem like someone else.
,
Includes not
failure would give no bonus and a botch would give a penalty. Every two successes would recover 1 die to a Mighty Dice Pool instantly while
,
and so on.
remove one if they had any left or prevent them from getting more than half back until after their next full night s sleep.
, '
seeing through the disguise a botch might mean either they see through it and you have no idea or that the attempt is so bad it is laughable.
9
.
3 4
with you or, through sexual methods or promisKN: Philosophy - A knowledge skill based on es, persuade them to do what you want. wisdom rather than book study. 10. High Society - Ability to mingle with the upper
Resist Copper Madness* - Ability to be around Eldritch Copper and either not suffer fits of rage
or not succumb to Noble Folk addictions. results of this skill.
See
ances of formality intrigue, and popularity. 11. Guild Society - Ability to mingle with the
, <
executive
both
12. Diplomacy - Ability to mediate conflict and get two different groups (one of which you may or
,
Performing - Ability to sing dance, act, juggle, joke, or otherwise entertain a crowd. Each specialty must be paid for separately. A Basic Success could indicate coins from the crowd while a
,
worse.
failure might indicate no money and a botch could represent anything from heckling to a public beating. A special option is Aether Performing which involves entirely different methods for dealing with very large grounds performing for Quest Engines, and using the unusual attributes of the Aether (like no gravity) in the performance. Persuasion* - Ability to get others to do what
, , ,
Includes mediating conflicts between Guilds although Guild Bureaucracy is usually required for this to be effective.
,
you want.
3
.
knowledge of what to do as well as how to do it. Bribery - Ability to give the right amount of money and the right time to get the job done. A failure might indicate simple refusal (and price increase), while a botch could get violent. Streetwise - Ability to know what goes on at the
street level of society and how to interact with those who live there. This doesn"t just refer to
,
street vendors 6
Oratory - Public speaking ability. Like Persuade but with large crowds. If nothing else, it
,
<
ure might indicate that a crowd doesn t form or doesn't stay while a botch could represent any,
Feats
Feat List
Feats are
abilities and powers which give bonuses to do certain things or include extra special abilities. While
this list is not all inclusive
,
etc.
be allowed and what they do. Anything listed as a 1bonus" is added to the player,s Dice Pool while a penalty is subtracted from the
" ,
"
trated attacks
Dice Pool. So, if normally a character had a 6 die Dice Pool a +1 bonus would mean they would 2 penalty would mean have 7 dice to roll and a
" " , " "
-
a person with immunity to fire to walk barefoot across a bed of hot coals without taking any damage. Note that immunity to fire would allow
them to stick their hand on a hot oven, but a GM
may rule that it doesn t give the person the abilA character wanting a
"
ity to breathe the smoke of a burning building unless immunity to breathing" is also bought
"
boat or a henchman after that might have to purchase them using conventional monetary means.
The GM may also award feats for successful roleplaying in campaigns. For example, the most common reward feat is to give a character a 1-use (or permanent) Contact as a reward for helping someone saving their life, or the life of someone they
,
extra damage from poison attacks as well as naturally poison environments. Immunity to Eldritch Copper is not unfortunately, an option for Player Characters (other than Dwarves). Should GMs choose to allow it they should ind some other way to monitor the amount of Eldritch Cop, ,
cared about
per a person has on their person, and should take into account that most people will assume
someone loaded down with the stuff is on the
are other common GM rewards for particularly wellplayed campaigns. Buying Limited Feats
In some cases
,
limited Feats, such as Immunity that only works while wearing a special suit or Quick Draw which only works for a spring-loaded derringer hidden up
their sleeve. When buying Feats like this use the
,
ronment anyone can think of. This will not protect against any types of susceptibilities. Pilot,s License (1 pt) - Required to legally pilot
a hot-air balloon, dirigible submersible etc. Can
,
following guidelines
1
.
Can be revoked by the Legal Oversight Guild. If the Feat is fairly limited (only when wearing a special outfit only good with one weapon), then take a bonus of spending -1 point cost for that
,
Medical License (1 pt) - Required to practice medicine write prescriptions, and to diagnose
,
Feat
I
2
.
patients. Requires the Feat Literacy and Doctorate. Can be revoked for malpractice.
Doctorate (1 pt) - A terminal degree usually
,
ited portion of the Feat. a For example to create a limited Feat of Immunity From Needing To Breathe
,
conferring some level of prestige within the ield as well as the possibility of teaching at a major
,
then that would normally cost 2 points. After the bonus it would drop to 1 point. If they lose the diving suit they cannot
,
university. Bestows the title Professor." Rank (1 pt) - Some sort of status either through military inherited, aristocratic, or elected posi" , ,
tion or title.
requires a complicated two-hour preparation) then take a -2 point cost bonus for each Feat where that applies again with a minimum
, ,
High Rank (2 pts) - A higher level of Rank. Gives +3 dice in social rolls with anyone who
respects that rank structure.
it
that lights up in the presence of automatons. Generally it refers to some piece of utility equipment with a minor affect to the campaign. If a
character would average using it more than once
17.
also be used to represent a special characteristic to a weapon giving that weapon some charac,
or sentience.
18.
government, law enforcement, or important family or guild information. In modern times this would be called a Security Clearance. Usually
will not grant access to anything which is classiied "Need to Know" in its own right but required
,
Gifted with Languages (3 pt) - Gives the character luent speech in five other languages plus familiarity with 10 related languages. Familiarity
,
before any argument to see or get into anything Need to Know" can even begin. Can be revoked for any number of crimes or suspicious activities. Can include special symbols brands, tattoos or other concealed methods of gaining
" ,
Willpower (1 pt) - Every point of Willpower counts as -1 Protection against Powers based
on Illusions and other Mental abilities and
against skills like Interrogation and Seduction. May be purchased up to three times for cumulative effect. Also includes ability to resist Copper
Madness. 21.
11. Mental Awareness (1 pt) - Ability to get a normal perception roll to detect mental powers and supernatural activity which would otherwise be invisible to normal vision. Does not give the ability to analyze the activity unless 5+ successes
Cultural Innocence (1 pt) - A bonus to resist the temptations of the world. It is Mental Protection like Willpower but may only be purchased
,
once,
are rolled, and requires 3+ successes to give a rough direction. This includes the ability to see Quest Engines. 12. Infravision (3 pts) - The ability to see in complete darkness using heat signatures and availa-
others when they attempt Bribery Seduction or any powers or skills involving greed lust, promises of power or other temptations in general.
, , ,
ble light.
Contacts (1 pt each) - Contacts in some organization that can occasionally help the character
13. Night Vision (2 pts) - The ability to see in near complete darkness using available light. This is common among characteres with advanced
senses or martial arts training or certain night
, "
out. This might be an old friend in law enforcement a cousin who does a lot of selling on the
,
black market
vision
"
some pooka.
14. Extended Age (1 pt) - An extended life-span ranging anywhere from 180 years to immortality.
It is so cheap because while it makes a great plot device, it rarely comes up in game play. 15. Heightened Sense (1 pt per sense) - An abnormal trait in one of the five senses. Could be
23.
they have to look after themselves as well. Contacts are only good for information including potentially knowing where to get specific objects. Well Connected (2 pts) - Gives three Contacts
,
used to represent a sense of smell capable of identifying people by scent (with no real range)
,
or better microscopic vision or hearing in animal frequencies or the ability to taste poisons, or the
, ,
der from basic income. Taking this feat adds the campaign equivalent of $100 or 1 gold piece to a
character
,
to the petty cash reserves beSo having two levels of Well-Off would give a character $1 000 or 10 gold pieces instantly, and another $1,000 or 10
adds a
"
"
zero
for their masters or even go somewhere dangerous for them; that is not what they do. Instead
,
+1 to any one Knowledge chosen when the Familiar is purchased) and they add +1 to their
,
each level of Well-Off would allow progressively larger loans for big purchases equal to 10 times their normal petty cash allowance. Can be taken a maximum of three times. Additionally each
, ,
master
>
s Mighty Dice Pool provided they mainIf a Familiar dies the owner
,
instantly takes one level of damage (usually to Stunned, although GMs may rule Dazed or even
Wounded is more appropriate). gle human (usually) lackey or bodyguard or
hired ruffian. This warrior will be less skilled
,
dose" of Eldritch Copper dust 28. Henchman (2 pts) - Allows the character a sin-
tion "zero" for every 3 points spent. 26. Animal Companion (2 pts) - Allows the character a single animal companion. It is chosen once, and stays with the character until one or the other dies. When the animal companion
get paid.
,
dies, the character must buy this Feat again to get a new one. GMs should allow animals that
make sense for the character.
,
Feat again to get a new one. Characters may have more than one Henchman at a time if they
are willing to pay the points.
Henchmen are not suicidal
,
Most characters
possibly a rare but intelligent creature like a ferret or a monkey. Bears panthers and the like should probably be ruled out or should cost at
,
morale rolls.
Henchmen in to fight their battles for them should find those warriors abandoning them fairly quickly.
automatonic
servant.
the campaign. Characters may have more than one animal companion at a time if they are willing to pay the points. Animal companions are
, ,
but are not telepathically linked to the owner and while protective they are not suicidal. Players who repeatedly send animal companions in
etc. It is possible for particularly loyal servants to be protective of their employers but
a student
to fight their battles should find those animals abandoning them or dying fairly quickly. 27. Familiar (2 pts) - Allows the character a single
,
combat. Characters may have more than one Servant at a time if they are willing to pay the points. Note that in most Steampunk worlds, having a Servant is a significant status symbol familiar. It is chosen once and stays with the one being the minimum required to be thought of character until one or the other dies. When the as upper middle class or "upper class." Noble familiar dies the character must buy this Feat folk (only) may choose a Fairy as a Servant. again to get a new one. GMs should allow crea- 30. Handy Servant or Henchman (1 pt) - Requires
, " " ,
either
Servant
or
Henchman
and
upgrades
them to exceptionally useful. By "useful" this means that they tend to have a few basic skills handy outside of combat like the ability to tweak
, , ,
the Aether or another world, all make good familnew gadgets repair damaged vehicles, some first aid skills etc. iars. The big differences between a familiar and an animal companion are a) all familiars are sen- 31. Sidekick (4 pts) - An advanced form of Henchman a sidekick is significantly more competent tient and b) all familiars are somehow (scientifically, magically or telepathically) linked and possibly even unusually skilled (up to 5 Boto their owners. Characters may have more nus Points). Unfortunately while usually very than one familiar at a time if they are willing to loyal they tend to be laden with psychological pay the points. Familiars will almost never fight
, , ,
inexperience, or a general tendency to get themselves into trouble. 32. Minions (6 pts) - Basically a lot of Henchmen. This buys 10 regular Henchmen or 5 Handy
, , ,
or steam powered propellers. Only good for travel within sight of the city or shore or possibly
,
Henchmen
33. Lackeys (3 pts) - A lot of Servants. This buys 39. Air Ship/Yacht (4 pts) - This would include a 10 regular Servants or 5 Handy Servants, with large air vessel capable of crossing the countrythe restrictions listed above. Each Handy Servside or sea by air. This might include a mediumant counts as 2 regular Servants so combinasized zeppelin capable of housing a good-sized tions are possible (like 8 regular Servants and 1 family comfortably for a vacation or maybe one capable of 20-30 guests plus crew. This point Handy)
, , ,
34. Utility Belt (1 pt) - Very similar to a Handy Servant or Henchman but of a smaller scale
, ,
and in the form of varying pieces of equipment. 40. Vehicle/Mount (1 pt) - You have a superior Essentially any time the character needs someground vehicle created or purchased to help you thing "useful" but not actually related to combat, in your adventures or duties or you have an they can simply pull it from their belt backpack, above average horse (living or automatonic) or
, ,
similar
common
mount.
This
vehicle/mount
to it.
possible gadgets, provided they make sense 41. Combat Vehicle/Warbeast (3 pts) - You have s background. a superior vehicle created or purchased or a 35. Gadgeteer (2 pts) - Like Utility Belt but also warhorse (again living or automatonic) or similar well trained mount. If a vehicle it adds +1 useable in combat. So. for example if a characdie to any maneuver Dice Pool related to it and ter learns that a vampire-like character has a in addition provides -1 Kinetic and -1 Energy vulnerability to sunlight the character could, after a trip back to the lab a suitable amount of Protection to its occupants and extends one of time working on it and the appropriate skill roll, the owner,s weapons to it allowing the weapon
, , , , , , , , , ,
a UV sunlight beam blaster instead. This can t make a power more powerful but can change the "Description" of a power to take advantage of enemy Vulnerabilities and Susceptibilities. Without GM permission this doesn't allow a power to now rotate between special effects, it
, , , ,
use it in the case of a hand-to-hand weapon and a warbeast. Having this feat does not automatically make the vehicle or beast legal to own or operate. If it is a mount the mount provides +2 dice to any maneuver Dice Pool rolls related to it and the mount may be assumed to have the
, ,
stays as the new version until more time refeat Brave. search and another skill roll changes it back to what it was or into something new. A beam will 42. Trackless Step (1 pt) - Allows the character to usually only do one thing for example, but the leave no prints anyone could track in one envi,
GM could rule that a gun could have several different types of ammunition for different occasions once special bullets have been re,
ronment (usually a forest). This can be purchased multiple times for multiple environments.
It could also be used to represent an Aethereal
36. Boat (2 pts) - This would include a small the ground etc. coastal boat with sail or steam engine. Could 43. No trace (2 pts) - Includes Trackless Step but adds the ability to not to leave fingerprints or also include a one or two-person submersible. Only good for travel within sight of the shore or other forensic evidence. Having this feat subtracts -4 dice from any attempts to use Forenbank or short trips slightly beyond. sics on the character or the character s actions. 37. Ship/Yacht/Submersible (4 pts) - This would include a large ocean-worthy vessel capable of 44. Sneak Attack (1 pt) - Allows the character an additional +1 to their Attack Dice whenever atcrossing the sea. This point cost only includes tacking from behind or an unaware target. It the ship and not the crew it would take to run it. 38. Personal Dirigible or other flying craft (2 pts) also negates dodging and Protection related to This would include a small-range dirigible
, ,
-
dodging (i.e. needing to be aware of the incom- 56. Rage (2 pts) - Can be used once a day to allow +1 Strength and +1 Constitution to you plus +1 ing attack).
, ,
45. Advanced Sneak Attack (2 pts) - Requires buying Sneak Attack as well. Allows the character an additional +3 (total) to their Attack Dice whenever attacking from behind or an unaware target. It also negates dodging and Protection 57.
related to dodging.
This
46. Assassination (4 pts) - Requires buying Advanced Sneak Attack as well. Allows the character an additional +5 to their Attack Dice when-
tiple times per day. Reduce your MDP by 1 die when the ability fades. Berserk (2 pts) - You may go into a rage once a day and it boosts your ability in combat. For every 6 you roll on an attack, you may add an
, " "
additional (third) success to your total to the primary target or use that success against anyone
,
ever attacking from behind or an unaware target. It also negates dodging and Protection related to
dodging.
So
47. Stun Attack I (1 pt) - An unarmed HTH attack that focuses on incapacitating a victim rather
than killing them. It adds +1 Attack Die to a
standard Brawl attack.
3, 4, 5, and 6. That would normally do 3 successes to one target (1 for the 5 2 for the 6). Using Berserk that "6" produces an additional
, ,
third success
on the first target to 4 or do 1 success on another nearby target instead (in addition to the three
It
fades. Reduce your MDP by 1 die when the 49. Favored Enemy (1 pt) - Allows the character to ability fades. do +1 die to a single species of creature (other 58. Berserk Rage (3 pts) - Combines Rage and
than their own) with any weapon or unarmed
attack.
Berserk.
success on a
For one combat allows the extra third 6 plus +1 Strength and +1 Con, " " ,
stitution and +1 morale for your followers. If you Dodge or fail to attack in a single round the Berserk Rage instantly fades. Reduce your MDP by 2 dice when the ability fades.
,
their weapon (blade, firearm etc) faster than those even with higher Dexterity. In the first round of a combat only it allows the character to attack before anyone who doesn t also have Quick Draw. It does not include any movement. People with higher Dexterity would do their move as usual (if they wanted to) and would then be interrupted by the person with Quick Draw. In the event that their Dexterity is already
, , "
59.
True Berserk Rage (5 pts) - As Berserk Rage, but the Strength Constitution, and morale bo,
60.
nuses raise to +2 each. Reduce your MDP by 3 dice when the ability fades. Rapid Shot (2 pts) - You may go into a flurry of missile firing one combat per day. For every 6
" "
you roll on an attack, you may add an additional (third) success to your total to the primary target, or use that success against anyone else within
range instead. This is Dexterity-based combat rolls for the first round of range. Reduce your a combat. Can include revealing hidden biocraft ability fades. weapons. Can be purchased more than once to 61. Called Shot I (1 pt) shot it gives a -1 dice out Quick Draw even other people with Quick
higher than everyone else, it gives a +1 to any
,
identical to Berserk but at MDP by 1 die when the - When using the called
Draw.
to any ranged "to hit" roll, but does an extra automatic success to any ranged damage.
,
of movement onto
Gives a -3 dice to any ranged "to hit" roll but does an extra 2 automatic successes to any
ranged damage.
,
54. Alertness (1 pt) - Allows +2 Perception when 63. Strong Attack (1 pt) - When using the strong attack it gives a -1 dice to any melee "to hit" roll, rolling for surprise. 55. Sense Danger (2 pts) - Requires Alertness. but does an extra automatic success to any meAllows +4 Perception (total) when rolling for surlee damage.
prise.
as a Dice Pool canceling one success for every 64. Strong Attack II (1 pt) - Requires Strong Attack. Gives a -3 dice to any melee "to hit" roll success they roll. but does an extra 2 automatic successes to any 71. Knockdown II (2 pt) - Requires Knockdown. Reduces the penalty for Knockdown to -1. melee damage. 65. Crowd Attacks/Sweep (1 pt) - A character with 72. Ambidexterity (1 pt) - Allows a character to fight with either hand with equal proficiency. this ability gets an instant extra attack (but no extra movement) without penalty to a new target 73. Two weapon fighting (2 pts) - Requires Ambiin any melee right after they stun daze or kill dexterity. Allows a second hand to attack or their initial target. If they stun daze or kill the parry with a second weapon in the same round
, , , ,
(minimum of 1). This can be used with melee or 66. Deflect Missiles (2 pt) - A character with this one-handed projectile weapons. ability can attempt to deflect one incoming mis- 74. Two weapon fighting II (2 pts) - Requires Two sile attack (arrows or bullets or smaller) per weapon fighting. Improves the penalty for a second weapon attack or parry to only a -3 round. It requires concentration (i.e. they can>t be attacking too) and a roll of just Dexterity as a (minimum of 1) to the second Attack Dice. Dice Pool. Two successes deflects one arrow 75. Cleaving Blow (1 pt) - In a fight where this is
, ,
second target with the extra attack they do not get a third attack.
,
most you can deflect with basic Deflect Missiles. 67. Deflect Missiles II (2 pt) - Requires Deflect
Missiles. Adds +2 dice to a Deflect Missiles Dice Pool and every 2 successes blocks one
,
appropriate, whenever you strike an opponent and incapacitate them with a bladed or similar
68. Disarm (1 pt) - Allows an attempt to disarm an opponent with any regular Power type attack. allow this with particularly big hand-cannons or Two successes are required to knock a weapon explosive type ranged weapons. out of the target s hands. This is in lieu of regu- 76. Massive Break (1 pt) - Designed to break a lar damage. The target may roll their Dexterity light" Hand-to-hand weapon (any weapon that and Lightning Reflexes (if they have it) as a Dice uses Finesse or Dexterity as its primary attribPool canceling one success of the attack for ute like a rapier, dagger, short sword, or some every success they roll. This can only be used types of light Asian-style spears or javelins) in a in hand-to-hand attacks. Biocrafted (attached) duel. Any hit with a large weapon (axe, hammer maul, etc), or any hit which does 4 or more weapons are immune to this if they are always visible (i.e. a big cannon for an arm), but if the successes will break the other person s weapon. If fighting Savages or others who might have weapons can be concealed (retractable blades)
, " , , , " , ,
type weapon you are considered to have cut off one of their limbs. When you kill an opponent you are considered to have cut off their head. This frightens nearby enemies and causes an immediate morale roll at -1 die. GMs may also
,
shields it could be used to destroy the shield then where a weapon would normally be instead removing 1 level of Protection. dropped to the ground, in this case the weapon is triggered to withdraw back into the body or is 77. Finesse (1 pt) - When using a light weapon otherwise rendered inoperative for 2 full rounds. such as a dagger rapier, kama, short sword, or
, , , , ,
69. Disarm II (2 pt) - Requires Disarm. Adds +2 to the Disarm attempt or allows 2 attempts in a single round. Biocrafted (i.e. attached) weapons are immune to this if they are always visible (i.e., a big cannon for an arm), but if the weap, , ,
acter to use their Dexterity as a primary Attribute instead of their Strength. Again like all weapon
skills
,
ons can be concealed (retractable blades) then tricks. Damage would be determined by the where a weapon would normally be dropped to purchased Power. the ground, in this case the weapon is triggered 78. Mighty Horn/Growl (1 pt) - A feat usually only taken by Savages. You have a mighty hom that to withdraw back into the body or is otherwise
,
rendered inoperative for 2 full rounds. 70. Knockdown (2 pt) - Allows an attempt to knock an opponent to the ground. Using this feat gives a -3 dice to a regular attack roll. Two successes are required to knock them down. This is in lieu of regular damage. The target may roll their Dexterity and Lightning Reflexes (if they have it)
you can blow to frighten your enemies or some type of growl yell, or other terrifying sound. This automatically causes a morale check the first
,
It can be
,
79. Reputation (1 pt) - You have a reputation as a 86. Heirloom/Body Armor (1-3 pts) - You have a superior set of armor created or purchased to mighty enemy or as a great duelist, or as a help you fight crime or inherited from an anceschampion pugilist etc. Assuming you have announced yourself or are in costume, brandishing tor or left over from an old war campaign. Armor a standard or displaying some distinguishing isn"t common in Steampunk campaigns but feature intelligent enemies get a -1 modifier might be taken by the occasional adventurer or
, , , , , ,
when they first check their morale. 80. Attractive (1 pt) - Gives a +1 bonus (or -1 penalty) to all rolls where the GM rules it would apply. Seduction and Persuasion might be places
it would give a bonus while trying not to be noticed with Stealth in a crowded room of bored
,
detective who is afraid of encountering more than the average number of savages or ruffians. 1 point of Armor would buy a rigid leather vest or
a thin metal plate and give -1 Protection to either
penalty to + or - 2. 82. Appropriate Clothing (1 pt) - Requires a large closet full of clothing usually but allows the character to be dressed just right for the occasion. ened skin or magic light metal or super adFormal outfits when dealing with the rich and vanced technology this type of armor affects famous rogue outfits when dealing with the unmovement stealth, and the like (see Armor). derworld etc. This feat simply allows the char- 87. Heirloom Weapon (1 pt) - You have a superior weapon inherited from an ancestor or left over acter not to stick out in the wrong crowd or be in last year"s outfit in a formal setting. If they KN: from an old war campaign. In addition to whatCulture or High Society etc roll then their clothever the weapon type normally does (purchased ing choice gives them a +1 to +3 bonus to any through a Power) this one is of high enough appropriate social roll as awarded by the GM. quality that it is worth a great deal of money or otherwise holds significance. It may add bonus83. Small Flat/Home/Base/Tower (1 pt)-You have a small base of operations which could be cones to various Charisma based Skills (Fast Talk sidered a headquarters or safe house for your Oratory Persuade, or High Society, for example) secret society or a laboratory for your scientific and possibly in some circles it may EITHER add a die to friendly morale rolls (as Natural Leader) experiments or a law enforcement laboratory. This can be a hidden secret hideout or a well or subtract a die from enemy die rolls (as Repuknown location. The key is that you own it or tation) provided the weapon is brandished rent it in such as way that you never need fear where all can see it and the appropriate crowd is eviction. In all cases this location counts as the able to understand its significance. This can prerequisite for using the skill Inventor, or the either be a useless weapon (a broken sword for feat Gadgeteer. Any unusual defenses or abiliexample) or a weapon purchased as a Power. ties of the location would have to be purchased 88. Survival Cache (1 pt) - Small stores of useful
, , , , , , , , , , , , , , , , , , , , ,
Kinetic or Energy but not both. 2 points would buy an iron or special metal breastplate and -2 Protection against either Kinetic or Energy or one of each. 3 points would give a complete suit of iron or some lighter experimental metal and -3 Protection against either Kinetic or Energy or some combination of the two (with a maximum of -3 Protection). Unlike armor based on hard, ,
separately.
planet and can be found and used by your character when needed.
,
but bigger and more elaborate. In addition to being able to hold more people the
, ,
weapons (of the same sort you normally carry) ammunition first aid kits, rations, petty cash and water. It can include spare parts for gadgets and other things (papers for Alternate Identity etc) if you have those feats. Can include a loca, ,
ballroom. Can include a location in the Aether tion in the Aether instead of the normal world. instead of the normal world. 89. Alternate Identity (1 pt) - This includes a com-
85. Small Sanctuary (1 pt) - You have a peaceful secluded place to meditate providing a +3 die to
,
Can in-
ing false references and job histories etc. While very difficult to discover the more used, the more likely the false identity is to be detected. Once a false identity is discovered it is usually
, , ,
lost and this feat has to be purchased again to against all Effects (Mental Kinetic, Special, and get another one. This is different from the flaw Energy) of all magical attacks. Multiple Charms are not cumulative. Secret Identity. 90. Multiple Identities (3 pts) - As Alternate Identi- 96. Thief,s Tools (1 pt) - You have a set of special,
ties
ther Lockpicking, Pick Pocketing Trap Setting, or Trap Removing (choose one). This Feat can be purchased multiple times for different types of
,
met
old spellbook, experimental gadget, or similar item that increases your Mighty Dice Pool by
,
tools
same skill. These tools are illegal and if discovered or noticed will cause immediate distrust
This item must be something that can be taken away and may attract thieves. This can+1
.
97. Improvised Weaponry (1 pt) - Requires 2 levels in Brawling. Allows you to use nearby furniture plant life, etc as a club or staff with no penas a church where the inhabitants pray for you
not be taken with Power Location.
,
alties
98. Business Owner (2 pts) - You own an indea circle of ancient arcane stones or a radioacpendent business and have 5-50 employees tive crater or some other location that gives you working for you. This provides you with extra +1 die to your Mighty Dice Pool whenever you income and prestige, and includes one purchase are within a mile of it. Usually the link to this of the feat Well-Off. This will usually attract the location requires specific behavior (such as folattention of one of the Guilds if directly competlowing a specific faith or giving a lecture) and ing with them in which case, add the Flaw when a character wanders from that behavior Watched (by Guild) for -1 point. their link to the location is lost. This cannot be 99. Guild Executive (3 pts) - Requires the Guild taken with Power Booster or Fan Club. Executive Package. You are accompanied by 93. Guide (3 pts) -You have a complete copy of the an administrative assistant and a body guard (A Covenant Scriptures or the Williamson-Polston Henchman and a Servant). As a guild leader theories or the lost diary of Dr. Hemmolhammer, you have access to guild records, personnel and or historic monk scrolls or a spirit guide, or an equipment although any significant public misartificial intelligence Babbage engine implant, or use of power will result in the loss of this feat. an arcane library or a long and detailed oral 100. Land Owner (2 pts) - You own a modest plot history passed down from generation to generaof land and have 2-3 other families working for tion. In all cases having this Feat subtracts 1 you. This provides extra income and prestige, and includes one purchase of the feat Well-Off. point (minimum of 1) from the cost of each new level in the character's primary Power related to 101. Commander (3 pts) - Requires that you althis Guide. So buying Level 1 in a Power relatready have either the Military Officer Mercenary, ed to the Williamson-Polston theories would cost or Old Money package. You are accompanied 1 point instead of the normal 2. by an administrative assistant and a sergeant (A 94. Fan Club (1 pt) - Requires either the Known ID Servant and a Henchman). As a war leader you or Secret ID flaw. You are followed by a small have access to military records personnel and group of fans that will support you daily, increasequipment although any significant misuse of ing your Mighty Dice Pool every day by one so power will result in the loss of this feat. You can organize others into simple tactical formations long as they perceive that you support the orlike the Swine"s Head (wedge) or The Square. ganization or community. In some rare cases, this may also require you doing a direct service 102. Knight (3-5 pts) - Requires that you already for your fans or rescuing them from harm. As a have either the Military Officer or Old Money minimum if often requires shaking hands, taking package. You have a horse (living or automaconstantly feed you theories and information
, , ,
or
pictures, blessing the crowd, attending royal balls or weddings or signing 1 or 2 autographs
,
suit of armor
(antique, or of modern design), and a Servant. The Servant is worth 1 point the horse/vehicle is
worth another point and the armor is variable like
95. Charm (1 pts) - You have a mystical charm/item that protects you from magic (if such a thing exists in your campaign). You have -1 Protection
accounting for the remaining 13 points. If taken with Commander, the characHeirloom Armor
,
103. Natural Leader (1 pt) - Gives the PC a +1 to any NPCs within 5 of them making Morale rolls. This can be purchased up to 3 times and the
"
"
Stunned."
Most automatons also have Susceptibilities to things like water magnetism or electricity purchased separately.
, ,
effect is cumulative.
creases the radius to 15". 107. Pain Resistance (2 pts) - An NPC-only Feat 104. Rescue Favor (1 pt) - If the PC receives a that cancels penalties for being wounded and killed" result and can't modify it with Hero reduces penalties for Incapacitated to only -2. points, then instead of actually dying, a swarm of 108. Brave (1 pt) - An NPC-only Feat which gives
"
the NPC one level better result on Morale rolls. black zeppelins, city guard, animals 109. Very Brave (2 pt) - An NPC-only Feat which or a crowd of fans related to their motif (eagles) swoops in and carries the PC off at the last mogives two levels better on Morale rolls.
soldiers
, ,
110. Immune To Morale-An NPC-only Feat which makes the NPC immune from ever having to
make a Morale roll in combat.
105. Plot Twist (1 pt) - If the PC receives a "killed" 111. Mildly Terrifying - An NPC-only Feat which result and can t modify it with Hero points then gives a -1 to all morale rolls to enemies. instead of actually dying they may reveal that a 112. Truly Terrifying - An NPC-only Feat which trusty Servant or Sidekick has stolen their cosgives a -2 to all morale rolls to enemies. tume/uniform/outfit and has been fighting in their 113. Large (2 pt) - Only available to PCs through place instead. This requires a Servant, Henchthe Scientific Subject package. It makes the PC man or Sidekick be purchased, but also not big enough that all missile attacks have +2 die have been present during the fight along with against them which is only used to counteract some type of costume/mask/device/armor for ranges. So. normally a gun might do 4 dice at the character which conceals their features. 2 3 dice at 4", and 2 dice at 8". Against a 106. Automaton (2 pts) - Only available to characLarge creature it would do 4 dice at 2", 4 dice at 4 and 4 dice at 8" and then 3 dice at 16 etc. ters through the Automaton package. GMs may grant any or all of the following to the characters They have a +1 die to any form of hand-to-hand with the automaton feat. attacks against smaller foes weigh four times as
, , , " , ,
"
"
much as normal
,
"
.
sume some sort of fuel (coal dust or Eldritch Copper dust for example)
,
a character big enough that all missile attacks have +4 die against them which is only used to counteract ranges they have a +2 die to any
,
form of hand-to-hand attacks against smaller foes, weigh sixteen times as much as normal humans and reduce Recoil to themselves by 4 immune to helpful Mental powers. Any other immunities that make sense 115. Additional Mass - An NPC-only Feat for big
which
isn t
for robots
c
creatures made of elements creatures (Mr. Hyde Velociraptor) which allows them to completely ignore the first "Wounded" or energy, etc. Automatons do not heal naturally. Any result they receive in a single combat. wounded results or incapacitated results 116. Mildly Massive - An NPC-only Feat for big
, ,
creatures (a Whoolly Mammoth) which allows them to completely ignore the first TWO Wounded" results they receive in a combat. Automatons also do not die naturally. A result of wounded or incapacitated re- 117. Massive - An NPC-only Feat for big creatures sults will generally not get worse if the (like human-piloted automatons) which allows them to completely ignore the first THREE automaton continues strenuous activity. Also a result of dead" may or may not Wounded" results they receive in a combat. permanently destroy the soul of the 118. Truly Massive - An NPC-only Feat for big automaton at the GMs option, potentialcreatures (like dragons or giant octopi) which allows them to completely ignore the first FOUR ly allowing a long and arduous repair to resurrect the character. Wounded" results they receive in a combat. They treat results of "Dazed Unconscious and "Shocked" as simply
" " " , " " , , " " "
"
"
"
Strength (Physical Brawn only) Dexterity (Agility hand-eye coordination) Constitution (Toughness ability to withstand
, ,
Attribute Ivl 5 - Upper 5% human. Attribute Ivl 6 - Mortal maximum. Truly Gifted. Attribute Ivl 7 - Beginning of Super-human abilities
,
Problem solving)
Wisdom (Ability to see into human nature
,
10 11 -
25 times normal human maxi50 times normal human maxi100 times normal human maxi-
and to know ight from wrong) Charisma (Ability to influence others usually r
,
Attribute
Ivl
through personality)
mum
Attribute
Ivl 12 -
mum
Again characters start out with 20 points that can only be spent to raise attributes. Attributes likely improve most of their attributes to above average. Attributes can be reduced or sold back in can be lowered for a bonus equal to the same cost
,
order to get 1/2 a point or a point back in return (i.e. as raising them. / points cannot be rounded up to Bonus Points they can spend somewhere else) This a full point but can be added together. The costs can only be done for a total of 1 point back which during character creation are...
, , ,
"
the maximum you can make any characteristic is six. In a campaign where you can play non-human races you can exceed six by however many bonus
, ,
points in that attribute you got for the package, (see Attribute Adjustments under Packages). Classically \Raise every level above 5 = 3 pts if a Package increases an Attribute, it also increases the maximum for that Attribute by the same amount. For example if a Package called "Foot Soldier* increases Constitution by +1, it also raises the Consti- No attributes can ever be raised higher than 12." That includes through Packages and Extution maximum for that character up to 7.
,
Lower from 0 to -1 = pt Lower from 1 to 0 = -/ pt Raise from -1 to 0 = / pt Raise from 0 to 1 = % pt Raise from 1 to 2 = 1 pt Raise from 2 to 3 = 1 pt Raise from 3 to 4 = 2 pts Raise from 4 to 5 = 2 pts
"
Note that all packages MUST be purchased before points are spent on Attributes. A package which adjusts an Attribute (Army Foot Soldier having +1 Constitution or Dandy having +1 Charisma) does so first and then points are calculated. So a Dandy would start with every Attribute at "1" except
, , "
"
a human starts with a strength of 1 For one point they raise it to '2> for another point they raise it to 13'. and for two more points they raise it to 14". They spent four points total and they now have a strength of 4. If they lowered it from >1' to *0' for Charisma which would start at 2 and then they they would now have / a point extra to spend anywould be spend Attribute points to adjust them from where else, which would do them no good unless they also lowered another attribute to ,0" to make there. the total a full ,-1., When dealing with ",/? points
' ,
.
So
"
round down.
such as Strength that only kicks in to 20 points that players can just pick. The points when that person gets really angry or Charisma that
here are some possible combinations which add up
,
can be arranged with the numbers corresponding to only applies when they wear a certain mask etc. whichever Attribute the player wants. Note that the- When buying Attributes like this, use the following se numbers don t include Attributes which start at 2 guidelines
, ,
or 3 or 0 because of packages.
1 Attribute #1:4 Attribute #1 5 4 4
.
You should use the points from Bonus Points for Powers to buy Limited Attributes,
not the regular 20 points already assigned
for Attributes.
Attribute #2 Attribute #3
Attribute #4 Attribute #5 Attribute #6
3
3
If the Attribute is fairly limited (only when angry only when wearing a specific mask) then take a bonus of spending -1 point cost for each Attrib. ,
Attribute #1: 5
Attribute #1: 6
Attribute #2: 4
Attribute #2: 5 Attribute #3: 3 Attribute #4: 3 Attribute #5: 3 Attribute #6: 3
the ENTIRE limited portion of the Attribute. a For example to create a limited Attribute which was bought up to 2 during
.
character
creation
but under
certain
circumstances goes to 3, would normally cost 1 point (raising from 2 to 3) and would still cost 1 point after the bonus
,
A limited
Attribute #1: 6 Attribute #2: 5 Attribute #3: 3 Attribute #4: 2 Attribute #5: 2 Attribute #6: 2
Attribute #1
5
5 4
Attribute which is 2 under regular circumstances but in special situations rises goes to 4 would normally cost 3
,
Attribute #2 Attribute #3
Attribute #4 Attribute #5
3
2 2 3
.
Attribute #6
Attribute #1: 5 Attribute #2: 5 Attribute #3: 4 Attribute #4: 3 Attribute #5: 3
Attribute #6: 1
Attribute #1: 6
Attribute #2: 5
If the Attribute is very limited (only under a full moon only works for 2 combat rounds per day), then take a -2 point cost bonus for each Attribute where that applies again with a minimum cost of 1 for the ENTIRE portion of the limited Attribute. a Example - A character spent all 20 points for Attributes and ended up with a Strength of 5 and a Dexterity of 4 and all
, ,
.
Attribute #1: 6 Attribute #2: 4 Attribute Attribute Attribute Attribute #3: #4: #5: #6: 4 3 2 1
mally it would cost 3 points for the Strength to go up to 6 and 2 points for
,
Raising an Attribute from 1 to 2 = 1 pt Raising an Attribute from 1 to 3 = 2 pts Raising an Attribute from 1 to 4 = 4 pts Raising an Attribute from 1 to 5 = 6 pts Raising an Attribute from 1 to 6 = 9 pts
the Dexterity to go up to 5 or 5 points total. With the bonus it ends up only costing 2 and 1 point respectively or 3 points total
, , ,
normal maximums for the race ( 6, for humans, for example). However, the ultimate
,
maximum of
Step 5:
group.
Athereal elves
,
for
Attributes
Non-Humanoid (-1 pt) - A biology so off from norm that there is no way to pass it off as humanoid. This might include automatons aliens from other worlds beings made of pure energy
, ,
or rock. cal
exam
more Attributes
or to buy Powers.
Bonus Points can be spent to buy Powers. In addition to spending Bonus Points characters may also take Flaws to earn additional Bonus Points. In theory then a GM could declare a 0 Bo,
up with Powers if they took some Flaws. GMs have the final say on Flaws particularly checking to see if they make sense within the
,
will not work on this foreign physiology or there is some other significant drawback. Vulnerability (-1 pt) - May be taken multiple times, up to 3. Each time it is taken, it increases a specific type of attack against the character by
,
+2 dice in effectiveness
A character made of
,
more than once (for example duplicating Flaws from packages). A GM may rule that being Watched by more than one group is acceptable, for example but taking Cultural Gap or Unusual Appearance more than once might require a lot more justification.
, ,
ice with a Vulnerability to fire attacks would turn a normal 6 dice fire attack against them into an 8 dice attack. The type of attack must be either something fairly common or something not too difficult to figure out (fire radiation, poison, cold,
,
the color yellow wood, silver, cold iron, electricity holy attacks, etc). This also covers the auto, ,
Flaws
Known or Secret ID (-1 pt) - Two sides of the both affecting a characters life. A Known ID means that everyone knows who they are (in and out of costume or uniform) and evesame coin
, ,
matic Vulnerability to Cold Iron for the Noble Folk. Cold Iron is defined as a weapon made of
iron that is pounded into shape but never smelt,
and they draw a crowd for whatever reason (usually based on their reputations). Simply
shopping or going to a restaurant requires plan-
ed or forged. A normal noble folk would take +2 extra dice of damage from Cold Iron weapons. Susceptibility (-1 pt) - May be taken multiple times up to 3. Each time it is taken, it creates something that will do 1 die of automatic damage simply by its proximity. So a Susceptibility
, ,
ning or a disguise of some sort. In a Steampunk A Secret ID is a dual life style where other people are
campaign this usually refers to royalty.
,
or other abilities would protect the character and a success rolled would always as a minimum, stun the character even if their Constitution
, ,
during the day. This could represent a philanthropist who likes to keep his "good deed" perso-
would normally require several successes for a stun or if they were immune to stun. Classically if taken multiple times, it would usually be to increase the effectiveness of a single suscepti, ,
ther Known ID or Secret ID may or may not be recognized but for whatever reason, the public
either isn t out
"
bility
interested in their alternate identity or respect the character s privacy when they are
, ,
"
doing their job." Sherlock Holmes might be a good example of someone recognized but not
generally harassed by the public.
2
.
but should still be available. The availability should determine the range of the susceptibility. Radioactive rocks from a destroyed home planet
might merely need to be in the same room while silver holy ground, or garlic might need to make physical contact because they are so common.
, ,
or as either race.
automaton activist groups the city guard, the local assassin,s Guild etc. that completely prevents a character"s powers from working such as guns that don t work in 10. Cultural Gap (-1 pt) - Something is missing
, ,
don,t work when wet or when magnetized powers that don t affect the color yellow super hu,
from your life experiences. Either you spent a year or decade locked in a library, or in a forest,
or on a war campaign or in another dimension, or locked in a dungeon or hobnobbing with local royalty or training with a strange religious sect in the mountains... but regardless there are things about mainstream society you just don t get.
, , , , >
man abilities which fail whenever they hear a Beethoven song. This will negate all bonus Attributes gained from Body Type Packages as well as any other obvious powers. This Flaw can be taken twice with the first time working against the strongest power or set of powers
, ,
complete normal human under the special circumstances. This can include old or shoddy
" ,
Could be used to represent gaps in history all the way up to complete detachment from reality. Assume anyone with this flaw has a -1 die on all rolls dealing with their particular gap. So High Society types would have a -1 die on social rolls
, ,
"
devices made with Eldritch Copper that either bum the element at a frightening rate or breakdown regularly. In this case, the GM should assign some trigger to see when the item malfunctions or call it automatic during a "Botch."
7
.
trying to recall anything from society common knowledge in recent history from while they were
away at war and Academics would have a -1 knowing anything about non-academia outside their field of study. Generally hardcore lifetime Guilders may have this flaw as will people who
, , ,
that doesn,t always function the way it was designed. For example a tragic scientific subject grew up away from the big cities. who is always electrified no matter who touches 11. Tied (-1 pt each) - Someone 'Tied" to something her and has to wear gloves all the time to keep is obligated to it in some way. Can be taken up from electrocuting people. An option might be a to two times. Maybe they have to pay tribute or
, , , ,
from subdual to lethal when the person gets angry. This Flaw may be taken twice, the first time working against the strongest power or set of
powers, the second time meaning the character
has little to no control over their abilities. GMs
provide occasional services, or they crave something or just have to act a certain way because
,
of something.
,
may wish to allow unmodified Wisdom or Intelligence etc rolls to try and overcome this Flaw in
extreme situations. 8
.
Watched by Debter's Prison. It is different from Devoted, because 1Tied, is involuntary. This includes things like addictions. Specifically this covers the automatic Magic Addiction for the
Noble Folk humans.
time
, ,
Lower Class (-1 pt) - The prejudices against the poor are fairly severe in most Steampunk
settings so much so that to be poor is actually a
, ,
life, making resistance and avoidance a Flaw. Even the middle class had money issues daily (and ultimately futile) event. but they could often "pass" at most basic upper 12. Devoted (-1 pt) - Someone 'Devoted' to someclass functions.
9
.
person s
actions are
moni,
spread the faith or obey a sacred oath, or follow a code against killing. It is different from 1Tied<
For example, governbecause 'Devoted, is technically voluntary. ments and secret societies tend to watch anyone 13. Dislikes (-1 pt) - Someone or something you>d
with access to secrets
,
move that access (or worse) if the character doesn"t do things their way. The crier network, particularly with the advent of the Aether as a
medium for news
miserable
, ,
like to avoid. Characters should role-play this strongly to the point of always searching for an
alternative rather than dealing with this dislike. It
situation
one.
>
isn"t so strong that it overrules a life or death but would impact anything short of
,
Powers
does,
as
soon
,
as
someone
inds
something out about them they will always think Powers Defined negatively at least at first. It may be that this Powers" in this sense refer to personal weapons, character is associated with seedy elements in the past, maybe this character is of a race which has ceremonial magic internal channeling of power, psya reputation (true or not) for senseless violence. chic powers, strange alien abilities high-tech invenSpecifically this covers automatic Reputation as tions extreme martial arts training, etc. as well as all an Addict for all orks goblins, gremlins, and trolls. weapons used regularly to attack. Since you will be
, " , , , , ,
Since they presumably gave into the craving once defining how fantastical your Steampunk cam,
the world assumes they have low willpower and paign is, we ve listed powers all the way up to
covet any Eldritch Copper or other magic nearby. those normally reserved for superhero type charIt doesn't matter if this is true or not that is how acters. Take from this list only what you need the world sees these races. from your campaign. Only Bonus Points and Experi15. Unique Appearance (-1 pt) - Some recognizable ence Points can be spent to buy powers. You buy feature not easily hidden, which marks the char- powers by levels, in sequence (1, then 2, etc), paying acter as something other than normal. An elfs for each level as you buy it. The big rules are pointed ears, an ork s pointed teeth and yellow 1) Each Power must have an Attribute associated with it just like skills. Senses are usually based eyes a facial tattoo, a missing arm, etc. 16. Short (-1 pt) - Physically shorter than the norm on Intelligence Martial Arts can be based on so much so that you have difficulties in normal Strength or sometimes Dexterity blasts of fire can be based on Constitution if the character is an society. Getting in tall vehicles opening certain doors or windows all might be slightly difficult. In elemental creature and the power comes from their "inner fire or Intelligence if the fire comes addition you move 1 less in combat (but may still from a specially invented hand cannon. roll the Running skill to increase it). 17. Slow (-1 pt) - For some reason be it old war 2) Regardless of how many attack dice or effects wound age, or knee injury, this individual has half dice your power has, you can never roll more
, , ' , , , , , , "
"
the normal movement in normal melee (round up) and non-combat cross country movement.
18. Aged (-2 pt) - Immediately subtract 2 points in any combination from either Strength, Constitution
,
dice than your Mighty Dice Pool has in it at the time without special exceptions (like "Pushing" powers)
Basic Powers
or Dexterity.
additional benefits or disadvantages as well. 19. Blind/Deaf/Lame (-2 pts) - This character is fairly
ers. The "Lame variation should include the loss
"
severely hampered compared to other adventur- power is just like when they attempt anything else.
Each power rolls a number of dice = to an Attribute + of one limb or part of a limb. Highest Power level known in that power plus or mi20. Raw (-1 pt) - An NPC-only flaw which gives weak- nus any modifiers. As mentioned before regardless willed creatures an additional -1 to their morale of how many attack dice or effects dice a power has in
, ,
it
21. Easily Panicked (-2 pt)-An NPC-only flaw which the number of dice in your Mighty Dice Pool (MDP) at gives weak-willed creatures an additional -2 to the time. A big difference between skills and powers their morale checks if surrounded or outflanked. is that a character has the option to "push" powers for greater effect at the cost of lessening their Mighty
Dice Pool.
When a character buys a Power they name is something like Experimental gun" or "Strange Savage
, "
Weapons" or "Babbage Engine Scanning device," and that is that one Power purchased one time. For Attack Powers they will also have Power Options as part of it. So if the Power is "Strange Savage Weapons," the
, ,
Staff. Each one of those Options would have its own Key Point-Three different attacks and variations modifiers and abilities. Each Option in that power on a power for a mere 2 points. would get the benefit of the bonus provided for things Mighty Dice Pool that can be taken away. Then they would define the specifics of each Option. The katana does lethal Bottom Line: Except in special situations no
,
damage the throwing stars have range, and the Bo power can be used with more dice than are currently
,
Staff does subdual damage. The idea is for a person in a character,s Mighty Dice Pool. Each character to purchase all their various forms of attacks once or begins with a certain number of base dice in their twice and pay for them all in one or two Powers in- MDP, equal to the total attack dice or effects dice of stead of a whole bunch of little ones. With the exam- their strongest power. The MDP determines how
,
ple above, they would buy the Power once and have well characters use powers and in some cases, how
,
all those Options as part of it. Powers without Op- often a power can be used. So an Inventor with an tions are "Fixed" (and get a bonus for it). In all cas- Intelligence of 5 whose strongest Power level is 3
,
es,
the character,s MDP is based on their most pow- would have an MDP of 8 dice. Those 8 dice are the
,
erful Option in the most powerful Power. In order to be an Option it must be a variant of the core Power. To buy a radically different ability would require another Power purchase. So if the character wanted telepathy along with Strange Savage Weapons that>s a completely different type of Power and it
, , ,
maximum dice the character can use for any of their Powers. If our example Inventor has powers in the form of strange gadgets with one option that has an 8 dice attack (a Tesla Coil powered hand cannon) and another option with a 6 dice attack (a vial of a new chemical mix called Demon Fire) then they could use either option at full strength. If the character "pushed" their powers and spent some of the
, ,
MDP then that would lower the maximum dice avail, "
Don<t worry too much about the details now able for either power. If this Inventor had bought one option of their power with Dark-Use." that would but here is an example Power creation. Thomas Levoninkski IV trained in a faraway raise the attack dice for that individual attack and
land during his travels as a young adult. He learned their MDP both to 10 dice although they would risk several Strange Savage Weapons" all based on his going mad or damaging themselves or some other
, "
strength of 3. He paid 2 points for 1 Level in the horror every time they used that power. The basic power. Strength + Level = 4, so his MDP is 4. He number of dice in an MDP is set during character
adds a +1 because all these attacks are based on
,
but can go up every time a character items which can be taken away raising his MDP to spends experience points to improve their powers.
,
creation
only which will give both of them +1 die, raising the overall MDP to 6. However since the whole Power
,
Power level
has the option to do either Lethal or Subdual damage that ability is a bonus which reduces the effectiveness giving a -1 die to each power, therefore also reduces the MDP back to 5. Initial Power: 4 dice
, ,
total Known." it is referring to the highest level in that speand cific Power that the character knows. So if some-
thing said Range is 1" per Power level Known on an Attack power that has a Power level of 3 then the range would be 3 (30 feet).
, , "
"
Using Powers Using a power is done very much like using a skill or other ability requiring rolling the appropriate
,
number of six-sided dice with each 6" = 2 success5" = 1 success and each 1" = a failure es each
" , "
"
as hand-to-hand only.
"
Shuriken = 4 dice of Lethal damage to a of base dice rolled can never be more than the numrange of 2 ber of dice currently in the Mighty Dice Pool. AddiBo Staff = 5 dice of Subdual damage usea- tional special dice can still be added for things like attacking from behind Pushing, etc. ble hand-to-hand only.
,
MDP = 5 dice
sented by ammunition (arrows bullets, etc) should Generally speaking, keeping track of how not inherently be easier to recover than MDP dice many bullets or arrows or charges a character has representing magic or electrical energy or mutant
and often forgotten in the powers, etc. Ammunition as part of a power is speheat of battle anyway. So why bother? Instead cially created (Hand carved lead bullets of some odd assume the character always has plenty of ammuni- caliber or arrows made with rune carved oak or tion/energy etc unless they do something spectacu- crossbow bolts made with Eldritch Copper tips) and lar to deplete their reserves. Since all weapons and while the character has an infinite supply they can't
used is tiresome at best
, , , , ,
other attacks are represented by powers a loss of always simply leap through a gun shop window and ammunition/energy etc is represented by a reduction grab a box of ammo to instantly recharge. The in the Mighty Dice Pool. Bottom line normally char- resting period, be it a single round or an hour, rep, " " ,
resents the time to craft new materials or reload acters get to keep their full MDP for each attack. The MDP can be reduced by either pushing barrels etc. Bottom line, characters cannot "stock Powers or by having them drained or by Investing up on extra ammunition to cut down MDP recovery some of the dice into items. This is supposed to time. The main bonus to ammunition as MDP is that represent characters getting tired because of some it can"t usually be "drained" by draining powers. The giant Herculean effort, magicians channeling power- main drawback is that while it can be pushed to ful magics directly through their bodies or pieces of lower MDP (representing expending more ammo) it technology either overheating or running out of am- cannot ever be pushed using the method that does munition or power after a crazy hail of gunfire. damage to the person using it (See "Pushing"). AlEach time a character pushes a Power with so ammo can be taken away.
, , " , " " , , "
"
a MDP
"
at least one die from that pool. (See Pushing PowMagic Using Genre - Channeling magic is ers below) hard on mere mortals. The GM may also set up
,
their campaign so that MDPs which power spells in particular (but not guns and attacks using weapons) take longer to recover. In that case MDP dice can
,
be recovered at a rate of 1 die per hour of sleep or entirely by successful meditation and similar meth,
This is de-
Epic Genres - Science fiction gunslingers signed to keep mages and other spell casters from
and great characters throw their powers around a dominating campaigns. However, in order not to lot and only get tired in the most extreme circum- limit wizards and the like too much GMs can allow stances. With this sort of genre MDP dice can be (or require) characters to use Components. Comrecovered at a rate of 1 die per combat round of rest ponents are rare and exotic items that should be (i.e., not using any powers that round), or all at once pricy (around 1 gold or S100 set) which can be conby successful meditation and similar methods over sumed during a pushed spell to reduce the loss of the course of a few minutes. In a grittier street level MDP dice by 1 die per Component used up to a character campaign or low power" campaign the maximum of 4 per pushed spell. So normally
, , , " " ,
"
"
"
GM may rule that MDP take longer to recover and Pushing" +2 dice would reduce a MDP by 2 dice. dice can be recovered at a rate of 1 die per minute Magic types using Components could consume 2 or 10 minutes of not using their powers. sets of Components instead (burning candles tossing special powder onto a lame, etc) and not de" , , ,
The Science Fiction Genre - Here MDP dice can be recovered at the same rates as above
,
but may also require a special situation. Powers be replaced at the end of each scenario. Using based on energy devices might regain dice at a rate Components requires a character spend two full of 1 per round when plugged into a power supply rounds casting a spell and because they are relying (including solar power or new Eldritch Copper bat- on the magic stored within their materials they won>t teries and the like or just letting the device cool lose as many (if any) personal MDP in the process. down) or once per hour if the power level needed is Since this is more ceremonial and deliberate the
, , , , ,
do any significant movements during ging a battery into a wire attached to a lightning rod the time period or the spell is ruined. For example if during a storm). a spell caster wanted to push +3 dice into a spell
, " " ,
character can t
"
then that would normally reduce their MDP by 4 dice which would normally reduce their MDP by 8 dice. afterwards. If they used up three Components Likewise a person cannot be damaged less than however their MDP would only be reduced by 1 die. they already are. An already Wounded Character Components need not always be mummy dust can- who adds +4 dice to his attack and says he is using dles and chalk-drawn pentagrams on the floor. Spe- the Personal Damage option will be reduced to Incacial incense for psychics, holy symbols for priests, or pacitated. special rare bits of nature for druids are also possibilities. Example - Professor Phreadde invented a special potion of his own design made from salamander blood and some raw uranium he dug up from a Pushing Powers nearby coal mine. After he drank the potion he reDeciding when to Pushing powers is how alized he had developed the ability to fire an 8 dice characters really make a difference in a critical situa- blast of radioactive energy out of his hands. Later tion. It often makes the difference against a more he stumbles across a new villain called Evil Duke powerful opponent or life-threatening moment. harassing some prostitutes in an alley. The profesOnce a power is Pushed the characters are often sor quickly fires one 8 dice attack at Evil Duke. Evil forced to retreat and recover rest, or simply col- Duke shrugs off the blast laughs, and then points a lapse so it is a decision not made lightly. Pushing steam-powered electrical gauntlet at some innocent can be used sparingly adding a die or two one dandy"s cowering nearby. Professor Phreadde realround while they defend the next round, or as all out izes he,ll only have one more shot and rather than last ditch attacks. just attack again with 8 dice, he "Pushes" the attack. If a character wants to add dice to a Power He lowers his MDP by all 8 dice (adding +4 dice to for a single round or attack, they may do so by the attack) and declares he will be Wounded calling upon their own internal energy reserves. (adding another +4), for a total of +8 extra dice. He Dice are added to Attack Powers Levels are added rolls 16 dice for the attack and adds a savage blood
, , , , , , , , , , , , ,
like "NOOOoooooo!!!!" Hopefully the attack takes out Evil Duke because right after the attack Professor Phreadde collapses to the ground Wounded and completely drained of powers.
, ,
+2
+3
+4 Dice or Levels Added
by by by by
1 2 4 8
Ever see those movies when people get in a gunfight and they fire once, duck, repeat? That s a
'
they run out with a pistol in each hand firing as fast as they can with no regard for ammunition - that s
Pushing the power. When a seemingly normal char-
+6 +8
acter suddenly screams and runs down the hall waving a sword in a lurry of manic almost barbaric intensity because their lover just got shot? That's
, ,
Pushing the power and when they calm down, they slump to the ground or go into a daze. etc. GMs In the above example the two types of should monitor pushing especially the Personal
, " , ,
could add +4 dice to an attack by either reducing their MDP by 8 dice OR by Wounding themselves, A note on Pushing Non-Attack Powers
or by a combination of reducing their MDP by 2 dice and stunning themselves for a full round.
When Pushing Non-Attack Powers they go up in levels of effectiveness rather than having addiMDP may only be reduced up to the amount tional dice added to them. A table of the powers they currently have in them. They cannot be re- and possible Level increases (and decreases) are
,
included later
MDP of 7 dice could never use the "+4 dice" option range, increasing the area increasing the amount of
healing increasing the speed or amount of move- meditating etc. For example a character casting a
, ,
etc. For example, Betty the Bullet has had mechanical wings and two sets of steam-rockets biocrafted to her back allowing her to ly at very fast speeds: 20 per round. One day, she discovers a
ment
, , "
Barrier puts 1 MDP into it. The character can,t regain that MDP as long as the Barrier is up. If the
,
character puts up another Barrier that,s another MDP gone until that Barrier goes down or is denearby experimental uranium powered robot has stroyed. Using a Drain ability on a spell or item
lost control of its combustion system and is about to explode and reduce downtown Steamville and the surrounding countryside to a smoking crater. She grabs the robot and lies up into the air, trying to get it out of range of the populace below. The first round she flies 20 and then realizes she only has one round left before the explosion. She pushes her flight +6 levels reducing her MDP by 8 dice, and stunning herself in the process. The effect is to inf
" , , ,
items power, at least until the Drain wears off and returns the MDP. This might be a way to temporarily short out electrical or magical traps permanent
,
force fields
Power Damage:
,
Generally speaking attack powers will have crease her speed by 6 levels each level doubling their dice already calculated. Powers that affect an her light. So 40", then 80", then 160", then 320", area such as those that fire in a cone or explosion,
,
and finally 1080 or 10,800 feet (just over 2 miles) in a single round. The GM might describe it as every vein bulging out of her body, her teeth clinched tight her eyes losing focus, steam-rockets burning the skin of her back and gears and lywheels popping off her wings as she lies at speeds just shy of breaking the sound barrier. Hopefully this effort will minimize damage to the city as the explo, , , ,
then 640"
"
roll a single roll and do that same amount of successes to everyone in the area. If different targets have different levels of protection, group them by similar protection levels and roll as few times as possible. So, tossing an incendiary chemical into a room full of people would do one roll and apply it to all of them. If a special villain with -2 Energy Protection was also in the room
,
that villain would get a sion will most likely vaporize her as she goes limp at separate roll with 2 fewer dice against him or her.
,
Armor Piercing
Limited Push
When attacking with an Armor Piercing powOne of the Bonus Modifiers listed for powers er the target only gets half (round down) the levels is "Limited Push." This represents powers with of their Protection in defense. So attacking a charsome limitation on how much MDP can be pushed acter with -3 Kinetic protection (Armor) would only from them beyond the normal rules. For example a reduce a Kinetic Armor Piercing attack by -1 die inMovement Power represented by a pair of metallic stead of the normal -3 dice.
, ,
the
Powered Items
player and GM agree when the power is created the maximum amount the power can be pushed (if any) Many powers in a Steampunk campaign are based on what makes the most sense for the power. going to be based around devices. For the most This limitation makes the power +1 die or Level part, the items themselves will just be special extensions of that character s powers. However in some more powerful in return.
" ,
cases,
Invested Power
and Gadgeteer abilities will want to create an impromptu item which does something different. Here Powers listed as using "Invested" MDP hold are two different ways to look at powers and items. those dice in powers to keep them running. These Powers are usually Barriers or traps etc, but GMs 1 Powered Item as a part of the power: Most may declare other delayed or extended Powers to powered items, be they steam-powered propel,
.
also use
"
"
Invested" MDP.
the character takes ONE die from the MDP as spent and Invested" into the power. This die is removed
from the MDP and cannot be recovered until the
represented as a special effect (and usually a bonus) of the power. For example a scientist with an intelligence of 4 buys a Level 3 Attack
,
power activates or is cancelled, and then only after the normal recovery time of not using Powers or
Normally,
7 dice if it somehow
ers.
If a character
,
"
only be used through a big lens or magnet or rapier swordplay then picking up another rapier algun that could easily be replaced, but could also lows them to use their normal powers again. If the be taken away the attack would start with 8 GM says the rapier is of a low quality they might dice and if the power was part of a ring or in- have -1 die to their attack rolls. Likewise if it is of vention that would be very difficult to replace if higher quality or technologically enhanced they lost or destroyed, the attack would jump to 9 might get a +1 die to their attack rolls. Along the
, , , , ,
dice. The item doesn't work if anyone else tries same vein if the same character with amazing rapito use it unless they have a similar power (See er swordplay (keyword sword) picked up a dagger or found" items below) it merely helps the charac- spear the GM might allow it at a penalty of -1 or -2 dice but if they grabbed a flail they wouldn>t be able ter focus their already existing powers.
, " , ,
to use their powers with that weapon at all. When Powered Item as a single-shot device for the using a weapon the character has no skill with whatpower: A magician or technological inventor so-ever for hand-to-hand weapons at best it does can create 1-use items by temporarily Invest- their Brawl +1 die and also possibly lethal damage
, "
"
ing MDP dice into the item. Vials of exploding instead of the normal subdual. For ranged weapliquid, flaming arrows, electrified metal balls ons assuming the character knows how to work the
, ,
enchanted bullets and the like are all examples. weapon at best it does the Dexterity +1 die, plus
,
any bonuses the GM declares for the object. If a character "finds" a high quality weapon that power stays in the item until used or triggered. If an inventor had a six dice MDP and a or item and they want to keep it they will need to six dice exploding attack and put 1 of his MDP spend experience points (XP) to account for the perdice into a vial of special liquid then he would manent increase in their abilities. So finding a lose that one MDP die until the vial was thrown. famously high quality sword" might temporarily inRemember, that Invested MDP die lowers the crease their sword powers by +1. If the sword is MDP by one which means the maximum availa- very difficult to replace (i.e., one of a kind) and they
Whenever an MDP die in Invested into an item
, , , ,
"
"
"
So when thrown
the vial would explode and do a five dice attack quired since going from a easily replaced weapon in a 1" radius and then that MDP die would be to a "very difficult to replace" weapon normally would freed up again. A scientist with a new version of add an additional +1 level anyway. If the sword inGreek fire has an eight dice MDP and puts sev- creased abilities by +2 the GM should require they
, . ,
"
"
so each gunshot would for that second level when the scenario ends.
,
die of damage (see "Boosting the weapons of A classic technique in fantastic literature is others ) 1-use items can be used by anyone to use magic or powers or technology to increase provided the creator of that item tells them how the damage dealing potential of an already existing to use it or makes it otherwise obvious (like a weapon. Chemically covered laming swords or ar.
rows,
GMs should consider enforcing a high monetary ing the phase inducers to siphon the power of one cost or time requirement for using powers this weapon to add to another or simply plugging an way especially if a character becomes a giant electrical item into a lightning rod so the next strike mass-combat enhancer standing around lighting pumps it full of an extra 100,000 volts. This is parendless numbers of laming bullets or producing ticularly tempting and effective with one-shot powlarge bags full of grenades for their buddies. ered items (like bullets or grenades).
,
If before
becoming powered, the attack with the weapon would have done as much or more damage as the Characters of all sorts will eventually have a power added to it, then the power only adds one die moment where either their weapon or other item is to the attack no matter how many attack dice and taken away or they find another one. Since charac- MDP it has. If the power poured into the weapon is ters buy their weapons with powers picking up an- more than the attack would do normally use the one other weapon becomes an extension of their pow- use power rules as normal (see "powered items )
, , , , "
.
it
,et>s say N,ght Watch W,,,,am has a s,x d,ce MDP put a s,x d,ce f,re attack ,nto a doorand based on h,s power ,eve, and h,s way and ,nvested one MDP d,e to keep ,t there then he would normally do eight dice of dam- whenever the trap or ward was triggered it would do dexterity age with the gun. A scientist takes one of Williams five attack dice of damage and then become a norbullets and dips it into a vat of his new six dice mal doorway again. Traps/wards with more than Greek ire." Since the gun would normally do signif- one Invested die will work once each per Invested icantly more damage than six dice the flaming bullet die. When all the Invested dice have been released would only do nine dice instead of the normal eight. or drained the trap is exhausted. The conditions to On the other hand it the scientist were to put a set off the power must be set when the power is
,
So
b,underbuss
,
"
it would do twelve
used
dice of damage when it hit since the fire power is ping here, or walking through here, or opening this, more powerful than the actual weapon. In all cas- etc). In some cases GMs may rule that certain cirit costs the scientist 1 Invested die in each of cumstances will avoid the trigger such as a Skill these weapons until they are used. Remember with disarming traps or an Aethermage detecting again that each Invested die lowers the power avail- the energy in the item or place in advance. Trigable by one. Someone with a ten dice MDP who gered items do not always have to be traps. A triginvests one MDP die into four items could do a gered Illusion could create a mouth that appeared maximum of six dice with each item. and gave a message and a triggered fountain of
es,
, , , ,
Powers as Curses
healing might mend the wounds of anyone who drinks from it. GMs should monitor Traps and
,
Wards to make sure they make sense. A door with a character may want to use a string tied to the trigger of a pistol makes sense, their powers to curse someone either through sor- but also leaves the owner of the gun without that cery some horrible new invention, or some type of pistol.
In some cases
, .
chemically-laden formula. This might be represented by the reverse of a Protection power or leaving a Special Power Notes
,
'
Dark-use" Powers:
to make someone more likely to die would be a spe- the character. Those practicing some of the Magcially bought Protection power, bought to work in icks of H.P. Lovecraft fame or someone with reverse. It would be Dark-use would require an strange psychic powers, for example. These are attack roll but would only be by touch (Protection rare but do exist. Whenever anyone uses a "Dark, , ,
has no range). None of these restrictions would use power, total the number of Failures ("1"s) give the power any bonuses though. Every success rolled. For each Failure rolled something bad (but rolled in the curse attack would from that point for- minor) should happen to the person using the powward give anyone attacking the target +1 die er in addition to whatever else the power did. This against them and this would persist as long as one could range from changing their appearance (giving MDP were invested in the curse. The types of dam- the person black eyes and/or black veins and/or age would need to be defined (Kinetic Mental, Spe- black hair or a bloody nose), or temporarily reduccial Energy) when the curse was cast, but would ing their Wisdom by 1 for the rest of the day or realso need to be spread out evenly across all four ducing their MDP by 1 for the rest of the day etc. when possible. Making a curse a ranged attack is Rolling a "Botch" (i.e. more Failures than Successpossible if it includes a requirement for the caster es) causes the character to also go temporarily inhave a lock of hair or some other personal object sane/evil or take damage, or gain some truly nasty from the target. Placing a permanent illusion in side effect the GM creates or some effect listed in
, , , , , , , , , , , , ,
"
someone
but that is also up to the GM. "Dark-use" powers are usually more powerful than more standard and stable similar powers. GMs should carefully
, " "
monitor players to make sure they haven t taken a Having powers that stay dormant until trig- Dark-use" power they never intend on using just to gered are a matter of creating 1 -use items, although increase their MDP by two dice.
the "item" can be a location. So. if someone with a
"
things happen.
You may Push your attack dice and MDP for individual powers one attack at a time
o You may add +1 die and reduce MDP by 1 die
o o
o
You may add +2 dice and reduce MDP by 2 dice You may add +3 dice and reduce MDP by 4 dice
You may add +4 dice and reduce MDP by 8 dice
o
o
o You may add +8 dice and die in the effort . You regain spent MDP differently by genre For example recover 1 per each round where you use no powers in most Epic genres, 1 per hour of sleep in some Spell Casting genres. . Invested Power MDP dice stay invested until called back or you turn the power off or reach incapacitated or worse. Invested Power MDP are regained at the normal rate when released. . Targets get only half (round down) their Protection v Armor Piercing attacks.
.
.
.
Casting Powers to boost other powers (usually weapons) does either the original Power damage
,
or
the normal weapon damage +1 die whichever is more. Attack powers start at a "base damage at a range of 2 per Power level known.
, " "
Description
Normal Range
2
"
MDP Use
Notes
per level
Self Self Self
Free Use
Normal Perception
-
Free Use
Free Use Free Use Invest 1 MDP Free Use Invest 1 MDP
Norm Norm
2 per Level
-1 per Level
N/A
-
Barrier
per level
Self Self
2x per Level
2x forms per Level 2x area per Level
Change to MDP and all Powers -1 die or 1 level of effect less -2 dice or 2 levels of effect less -1 die or 1 level of effect less -2 dice or 2 levels of effect less +1 die or 1 level of effect more -3 dice or 3 levels of effect less +1 die or 1 level of effect more
*1 die or 1 level of effect more -1 die or 1 level of effect less -1 die or 1 level of effect less
-1 die or 1 level of effect less
Damage spread out overtime (like a poison) Invisible to one sense (-4 to Perception rolls) Does Recoil (1" if get Stunned or better) Armor Piercing Explosion Attack in cone 3" long and 2" wide at the end Attack in cone 6" long and 4" wide at the end Attack in cone 10" long and S" wide at the end
An attack cannot combine Cone and Explosion
*1 die or 1 level of effect more -1 die or 1 level of effect less -1 die or 1 level of effect less -1 die or 1 level of effect less -1 die or 1 level of effect less per 1" radius -1 die or 1 level of effect less -2 dice or 2 levels of effect less -3 dice or 3 levels of effect less
-
Range increased 2x normal range (Can be done any time) Range increased 8x normal range (purchased once)
"Dark-Use" Power
An item which can be taken away but easily replaced A singular item which cannot be easily replaced
Other Miscellaneous Limitation
(MDP or an Attribute)
Mind Control
Lose 1 die or point Normal Actions they would do anyway Slighty different Emotion Surface Thoughts Minor static changes
sense
Lose 2 dice or points Normal Actions they might not do anyway Noticably different
Emotion
Emotion Control
Very different
Emotion All Conscious
Telepathy
Hidden Thoughts
one
Memories
Mental Illusions
Significant changes
,
and 3 senses
all senses
Limitation
Penalty
1 Level of effect less
Favorable Modification
Examples
Used with item
2x Range
Sense 2 Senses or
1/2 Range
-
+1 Perception
Additional -2 Anti-Sense Works v. 2 Senses Protection +1 Protection
1 Perception
'
+2 to other s
Radius
perception
1 Protection
3 x 2" Cone
Only in secret ID
Armor 1 Level Better
1 Level Worse
Radius
Healing
Movement
1 Level Better
2x Distance or 2 types
of movement +1 Protection or
Barrier
2x Area
Only in Animal Form Used with item requires 2x Invested MDP 1/2 Protection
, ,
or 1/2 Area
Dark Use Power that threatens Alteration
2x as many forms
Modifying Powers
In-
stant or Free-use. Instant powers last for a single scribe what limiting them or improving them will do. effect. Free-use powers are automatic and do not In general the rule of thumb is that if you limit a powrequire an MDP roll and are not affected by a reduc- er it goes up a level in strength, and if you improve a tion in the MDP pool. Examples would include Sens- power, it goes down a level. So, for example, buying es. Persistent powers once turned on are consid- a Level 2 Movement Flight" would normally give a ered to continue running as long as the character person the ability to fly 1 per round. If the power
, " , "
isn,t stunned
dazed, unconscious, shocked, or co- only worked when the character turned into a bird
limitation
,
matose.
MDP dice.
Many Persistent powers require Invested then the power would go up to 2" per round. A large
" ,
like saying the power only worked on Thursdays might increase the speed to 4 per round Special Powers (the range of the power at level 4 for a new type of movement). On the other hand if the flight allowed Most Attack Powers use the target>s Consti- you to carry people with you as a floating bubble
,
tution to determine how much they are damaged. without using your strength then it might be reduced
,
Some Powers
like Drains and Mental attacks, use to /" per round because it was improved to include
a 1
"
radius.
Buying Powers
Power Lists
Senses, Anti-Senses, Defenses, Moveexcept for the irst level, which ments Alteration and Attacks. Any character may costs 2 points instead of 1. This is because a 1 have powers from any combination of these categolevel power can be significantly more effective than ries.
Skills and attributes
, ,
1'
First Power Level = 2 pts Raise from 1 to 2 = 1 pt Raise from 2 to 3 = 1 pt Raise from 3 to 4 = 2 pts Raise from 4 to 5 = 2 pts Raise every level above 5 = 3 pts
Senses* - Range: 2" for each Power level known Free-use. Usually, this is an instinctive sense triggered by a normal Perception roll. This is usually automatic and on all the time. In some cases it also provides more information. Each sense must be purchased separately. Senses that only work in non-combat situations
, ,
Powers as Weapons Usually when someone creates a weapon with a power they take several Options for it, and
, , , " "
miles) for each Power level known. Senses with a +1 Level" modifier would get 2x range 2 senses for the price of one or +1 Perception
" , ,
"
-
1 Level" modifi-
either define the power as multiple weapons or multiple possibilities for the same weapon. For example, Wild Joe buys an attack and calls it Strange Savage Martial Arts. He takes the modifier for his martial arts to have the option of being either subdual or lethal
saying the subduals are with his hands and lethal versions are with special blades he always carries. He could also say that the lethal versions are ancient bone-breaking killer techniques
,
Requires Item that can be taken away (like goggles or a drug): +1 Level Requires extra time (like 3-4 rounds of
meditation): +1 Level
and feet
3
4
he learned. A "ranged" option could be thrown stars or blades (lethal) thrown clubs (subdual), or some method of channeling his KT into a blast of power (lethal or subdual, defined when the power is first
, "
Requires extreme amount of time (thirty minutes to a day): +2 Levels Requires 1 Invested MDP to keep "on":
+1 Level
purchased).
8 b
Copper Madness or Cancer): +1 Level Very Limited sense (only under a full moon or on family members): +2 Levels
g
.
from. Can be foiled by simple tricks like mentally repeating a poem or song if the
target suspects that they are being scanned. Doesn"t allow two-way communication.
Environmental Awareness - Allows detec-
Can be >shared' with other people: -1 Level per 1" radius 2 Infinite Range (see notes under Attacks): -3 Levels
1
. .
or
tion of any time-continuum rifts or oddities. For example if the timeline had recently changed or if someone nearby is from an, ,
Based on heat powers cybernetic implants, a magical crystal etc. Allows sight in dark,
other time. i
.
ness out to max range with varying side effects as determined by the GM. This is different from the Feat Infravision primarily because it can be modified with Bonuses or
Penalties. b
.
Penetrating Senses - Based on X-Rays or Sonar or tachyons, etc., allows the character to use one sense through other objects usually with limitations like the inability to see through lead or gold, or inability to work
, , ,
near radiation
Power Sense - Detect whether or not a person or object has a Mighty Dice Pool (i.e.
,
whether or not they are powered). A Strong Success on a Perception roll with this sense might give a general level of HOW powered
a person or item is while a Total success
,
etc.
- Allows the character to
Clairsentience
see or hear images or scenes from the past or future (not both). In some cases this may
be a straight vision in other cases it may
,
its general nature (ability brought on by scientific experimentation big ray gun, mental powers, ancient magic, etc) Medical Diagnosis - Based on medical scanner biological awareness, necromancy powers, holy teachings, etc. Allows detection of specific ailments diseases, poisons, internal injuries etc. Adds +3 dice to con, , , ,
include some strange effect like not remembering the image but having to paint it or channeling past voices or having to hear a person sing to see their future. GMs deter, , 1 <
primary power the more it is the less reliable or at least the less
,
<
Clairsentience increases
A variant of this
might be Biological Heritage" (DNA) scanning particularly for detecting people mutated by science.
,
2 3
Power level 1 - Tingly sense that goes off just before sneak attacks Power level 2 - Cryptic and prophetic
,
Sixth Sense - Detect (and perhaps see and/or hear) ghosts nearby possibly senses
,
dreams
.
In this
the range would be the distance to pick up a scent, although it could be increased or decreased depending on the
wind and other factors. f
.
Power level 4 - Places (determined by range) give you glimpses of the past or future as you walk through them.
Power level 5 -Uncontrolled flashes of
possible futures world wide, as they relate to you or someone you know
,
or as
with Mental
Power level 6 - Ability to concentrate and do all the other levels but at will.
,
or concealed thoughts (that would be a Telepathy attack) and it takes a Complete success to identify who the thoughts are coming
Anti-Senses*, AKA Special Stealth - This an inherent ability to reduce or counter the effects of a normal or Special Sense by 2 per Power
" "
-
Depending on
level known.
This is automatic
,
has no range,
Free Use, and requires no roll. Each sense affected must be purchased separately. For example Stealth to Thermal Vision (some type of insulating suit) would have no effect on Radar or normal sight. The type and
on all the time
,
how you define them the GM may declare Defenses reduced or even completely nullified in certain situations. For example if you define your Protection defenses as amazing acrobatics, you might not get any bonus from them if you
,
and they
when the power is created. Since most humans have Perception rolls of 3 dice then -4 to any
,
might be reduced if you are standing in the middle of a very large explosive attack. If you define them as part of your costume or suit of armor you wouldn t get them if your armor was
' ,
removed
'
"
invisible" to
that sense. Characters may still roll to perceive something invisible to one of their senses but it will require effort and concentration usually. Anti-Senses with a "+1 Level" modifier would get 2 senses for the price of one or another -2 to Anti-Senses other people s Perception rolls.
, ,
"
or you got caught in your secret identity plus Attacks bought with "Armor Piercing" would reduce it by half. Similarly if
normal
' , ,
becoming non-corporeal (insubstantial) you t be able to pick up anything or physically affect anyone while the power was on and if
, , ,
with a
"
-
modifier to other people s perception rolls per -1 Level. So for example, Frodrick buys a cloak of invisibility and buys Anti-Sense to Level 2. This would normally give a -4 for others to see him.
, ,
since it requires the cloak to work, and the cloak can be taken away it would increase the power 1 level giving others a -6 to see him. Anyone with heat-sensing goggles or radar vi, , ,
However
adamantium shield and then only from the front) then it should be counted as having one of the regular Modifiers. Protection with a +1 Level modifier would get +1 Protection and Protection with a 1 Level" modifier would get -1 Protec"
" , "
-
see him
heard or smelled. If when he bought the power he defined it as saying he could wrap the cloak around other people cloaking a full 1 radius
"
that would lower the power by 1 level taking it back down to its original -4 to the sight percep,
2 3
Requires 1 Invested MDP to keep on (like a force field): +1 Level Only useable in another form (like turning skin to steel): +1 Level
" "
2 3
4 5 b
Limited Defense (only v. fire): +1 Level Very Limited Defense (only works v. flaming arrows): +2 Levels Possible Penalty Modifiers 1 Can be 1shared' with other people: -1 Level per 1" radius
5 6
. . .
Variable (ability to choose how the Protection is divided up each time the powfirst.
"
er is used.) -1 Level per option after the So the ability to split the Defense between either Energy or Mental would
, ,
be -1 Level.
Defenses* - Range Self Automatic, Free-use. Defenses can be combined in any combination
,
against Special attacks must be purchased separately for each type of Special attack. Having Protection you could
radiation, diseases, would be -2 Levels.
and
Types of Defenses
a
.
2
In all cases
,
Protection
by a general attack Effect by "-1" die per Power level known (before the attack is rolled). This is automatic on all the time, Free Use and requires no roll. This can
, ,
mor turning off after a full round when you are stunned or unconscious. The difference is that while it automatically
,
removed
or
turned off
character s skin
blades,
Energy
resistance to burning caused from flames lasers, and friction, as well as electricity and the like.
, ,
True Armor v. Energy would be unaffected by a defibrillator or sci-fi energy skinknitting devices. A person with True
Armor v. Mental wouldn't be able to be
Very Limited +2 Level bonus for a specific type of Attack. May be purchased for things like poisons radiation, sonic
,
linked in" with a friendly nearby telepath. A person with True Armor v. Special (Soul Stealing Drains) wouldn t be able to gain MDP dice from powered
" '
attacks b
.
True
Barrier Range 2" per Power level known 1" radius sphere or 2 long by 1" high wall per
, "
type will always be considered subdual. True Armor usually represents a hard outer
shell
,
Power level known Persistent. Barriers are essentially Protection which covers an area
,
like a wall bubble, or other shape. It is different from regular Protection in an area
, ,
creatures with no vital organs that simply allow bullets and arrows to pass through them like swamp creatures and vampires.
,
to trap people, and works both ways. Just like regular Protection each level of Barrier
,
produces Protection of -1, which can be used for Kinetic Mental, Energy, or Special attacks in any combination. So for example, a Level 4 barrier would have a range of 8 be any size up to a 4" radius sphere. It
, , " ,
or a -1
Protection
in
Kinetic,
dice against them or even low level attacks might knock them unconscious, and it
wouldn t
-
Energy, and one Special, etc. Note that in all cases this applies for everyone on
both sides of the Barrier. Whatever combination the Barrier does must be determined
take long before they were in a long term coma. There are three options for
.
>
see
Modifiers below).
or created around
Another
foe
,
can
remove
it.
After one
full
round
ing. If taken from the character it cannot be replaced until at least the end of
the scenario. If recovered
,
it can be put
powers up a barrier, it is created with one Invested MDP. As long as the MDP die is invested, the barrier stays up. Multiple barri-
:
a
.
ers
defense can>t be destroyed by incoming attacks. A Barrier with Energy Protection might be able to hold creatures of pure energy, likewise would a Barrier of Special Protection be able to hold creatures like ghosts
3
4
Requires Item that can be taken away (like a force field generator): +1 Level Requires x2 Invested MDP to keep "on": +1 Level per x2 MDP Only useable in another form: +1 Level Limited Barrier (Only stops fire only
stops telepathy): +1 Level
,
(things that attack with a Special attack). Barrier to "catch" moving objects - If a
barrier represents things like grappling
,
like catch falling hostages who have just been thrown off a building or stop speeding horses. To stop a moving object just figure
, ,
5.
.
arrows): +1 Level 6 No Range: +1 Level Possible Penalty Modifiers 1 Variable Barrier (can choose how the
.
Protection
is
allocated
each
time
the
and apply it to the barrier. If it doesn t break the barrier then the barrier stops them. For example a falling person takes 1 kinetic lethal damage for every /" fallen. If a person thrown off a building can be hit with a barrier before they actually fall the barrier will automatically hold them if it has any kinetic Protection at all. If say the character fell 2" (20 feet) before the barrier attempted to grab them the falling character would do 4 dam, , , , ,
'
Barrier as attack or "grab" - If the Barrier has any Kinetic Protection it also prevents physical items and creatures from passing through it. This can be used to trap or hold
,
have at least -5 kinetic Protection to hold them. If the barrier has less than the re-
quired kinetic Protection, the person rips through the barrier but the damage they
,
creatures as well as protect against them. Usually it requires a Basic success with a
take is still reduced. So, if the person fell 3 (30,) and would normally take 6 lethal
"
Barrier attack to successfully grab them although the appropriate Protection would still apply. Any target held" by the barrier may attempt to break out. If they roll as many successes as the Protection strength of the
, "
when they hit a barrier of -5 kinetic Protection right before the ground they would rip
,
barrier in a single attack it destroys the barrier on their next action. Any attack that does more than twice the Protection strength
,
(probably resulting in 1no effect" or *stunned') when they hit the ground. Catching a moving vehicle or animal might be harder to figure. Assume horses have Strengths of 8 steam-powered carriages have Strengths of
,
of the barrier destroys the barrier without expending any time or effort. So for example. a character puts up a Barrier (mass of sticky webs or a force field, etc) with -3 Ki, ,
10
ons strength of 11. They would roll their Strength plus 1 die per 5" of movement they
moved that round against the barrier.
d
.
If
that character does a kinetic attack that gets 3 successes they free themselves from the barrier the next round. If they did an attack
,
wise
listed. A character who regenerates Kinetic damage wouldn,t heal Energy Mental, or Special damage any faster than normal. Unlike other Defenses, "Sharing" healing
,
The
nent
the
normal
time.
Dazed
in a day. Dazed Shocked, Unconscious and Comatose damage recovers as two levels better (Dazed recovers
Stunned
Shocked
Shocked recovers as immediately etc). Damage caused by vulnerabilities and suceptibilities only heals
, ,
grow back lost limbs, and severe bums will still scar. Dazed Shocked, Uncon-
round of rest.
lost fingers
special situation that will cause permanent death like decapitation or silver bullets or have a susceptibility or vulnerability which cannot be healed back
, ,
from death.
healthy in one full round of rest, and Incapacitated to Wounded in ten minutes.
state (preventing healing) until removed such as a wooden stake through the heart or something jammed into the brain. Generally speaking the bulk of
, ,
Usually this Power level can only be taken during character creation and not later with experience points unless the
, ,
Identical to
Effectively Immortal but can also come back from being pureed, disintegrated or
burnt to ashes. Lost limbs regenerate in
\!
how long it takes a character to come back from disintegration, particularly for
,
it 3
1
You
must still define a special situation that will cause permanent death like burning
to ashes AND sprinkling the ashes with holy water or a fatal blow done with a silver weapon, or have a susceptibility
,
Healing on others - In some cases a character can use their healing abilities
,
it
(these are Effects), and also either Lethal, Subdual Drain or Other (these are Types). A Men,
transfusion from a large salamander or from a character who regenerates etc. Healing Others must be purchased separately from other Self Healing and may have completely different levels.
,
Healing others has no range, requires an MDP roll and requires Investing 1
MDP die (per target if more than one) for as long as the healing is in effect. It
,
can be done in an area (through cone or explosion at -1 Level) or modified to work at range (again at -1 Level) etc. If successful the character gives the target or targets the same healing per level
, , ,
fenses against Mental attacks. Drains heal at the same rate Subdual damage would. Attacks are the powers most prone to modifiers. Unlike other Powers Attacks will have many Options,
,
as listed above for as long as they continue to have the MDP die Invested.
Some Modi-
So
Others v. Kinetic
fiers affect the whole Power (and therefore every Option in it) but most Modifiers just affect the individual Option. When an Attack Power is purchased the character just pays for that Power, and then chooses the Options (but the Options do NOT cost any extra). These Options should
, ,
make
sense
"
and
have
inherent
limitations
,
to
merely be Wounded.
that 1 die Invested, then a day later the target would be healthy and the Invest-
ed MDP die would be freed up to return. Special notes on the MDP roll (usually
Dex or Int + Power level)
.
keep them under control. For example a Power called Medieval Weapons" could have options like Armor Piercing arrows but it would be tough to explain a Cone or Explosion attack. Attacks must always be of the same Effect (Kinetic Energy Mental, or Special)
, , ,
a Requires a "Basic" Success to turn A note on Types, "Descriptions," and Effects a Healing on" (3 successes in one roll) Descriptions" of Attacks include things like Subtract -2 dice from the roll if atFire b or "Electricity" or "Sword" or Shrapnel grenade" etc tempting while in combat The Effects of Attacks are Kinetic Energy, b c Add +1 dice to the roll if in a helpful Mental or Special setting (Ouiet room on a bed with a nurse c The Types of Attacks are Subdual Lethal, helping a holy place, a field full of healing Drain or Other (like Telepathy) moss) d d Add +2 dice to the roll if in an apExamples (Description Effect, Type) 1 Bullet - Kinetic Lethal propriate setting (Operating room, holy tem2 Club - Kinetic Subdual ple, in springs with mild healing properties) 3 e Subtract -1 die if target is Wounded Blow dart with paralyzing drug- Kinetic f Subtract -2 dice if Incapacitated Drain (against Strength) 4 Subtract -4 dice if the person is DySleep gas - Special Subdual g 5 ing/Very Near Dead (and then would need Poison gas - Special Lethal 6 the GMs permission) Electrical bolt - Energy Lethal (or Sub"
.
"
"
"
dual 4
.
see below)
Attacks- Range 2" per Power level known Instant. They all do damage = Power level + the
,
Strength for hand-to-hand attacks and Dexterity for ranged attacks) unless specified otherwise (see Damage Modifiers). All powers must be defined as Energy Kinetic, Mental or Special
,
POWER (and every Option) "Fixed" damage type (i.e. only one Op1
.
tion): +1 die
2
.
Limited Push:
+1 die
13. 8x normal range: -2 dice (Must be purchased when the power is created)
Can do three damage Types (like lethal special and drain): -2 dice
Can
"
14. Becomes Free Use (Unaffected by size of MDP): -2 dice, requires GM approval Notes on "Infinite Range" A power purchased with "Infinite Range"
can be used at literally any range without penalty provided either the power is actually a sense or it is linked to some form of sense to detect the target. It is most commonly used with mental powers (telepathy empathy etc) or special senses (detect life,
, , ,
switch
between
few
different
Descriptions" (like the 4 elements, or different metals): -1 die Can switch between many different Descriptions" (like all energy types): -2
"
dice 5
.
-3 dice
clairsentience
2 3
4
6
7
MDP lost each use (Max +2) Requires an item which can be replaced
(gun, sword): +1 die
Example of ranges: 1 A level 2 power with 6 dice in the attack would normally have 6 dice at a maximum range of 4 (2" per level).
.
"
Requires an item which cannot be easily replaced (relic branch of the One True Tree of Life): +2 dice Unreliable (double the number of "1"s
,
2 At any time it could be used with 2x normal range at -1 die each time. It would
.
become a 5 dice attack from 5"-8" a 4 dice attack from 9 to 16" a 3 dice attack at 17
, " " ,
32" etc.
3
.
If the owner was to design a power which was designed to work at 32 like a
" ,
long range hand-cannon with a scope it would always have 4 dice in the attack.
,
Options
Special Attack (Ignores Regular Armor) (Part of most "Mental" attacks): -1 die Attack v. something other than Constitution: -1 die
If the owner was to design a power which works as far as the eye could see (including to the moon, for example), then the power would always be a 3 dice attack as they could see their target. GMs should
4
.
3
4
Invisible to one sense (Part of most Mental" attacks): -1 die Does Recoil (the ability to move a target back 1" if roll 2 or more successes): -1 Reliable (cannot Botch): -1 die
or taking existing
, ,
flames and animating them into a creature or raining fire down from the sky etc.
b
.
die
6
7 8
11.
Explosion: -1 die per 1" radius 3" long and 2" wide: -1 die 6" long and 4" wide: -2 dice Cone 10" long and 5" wide: -3 dice
, , ,
of wind for example. Spiritual Wound (like from a magical ghostly dagger) - Lethal Special Attack (ignores regular armor, -1 die), Heals at half the normal rate (-1 die) attacks a person using their Wisdom as a defense instead of their Constitution (-1 die) and a Dark-use
, ,
adjustment:
,
-1 die.
For an additional -1
will transfer directly to the character as healing (Wounding the target will heal a Wound
in the attacker). The healing cannot take the character above fully healthy. Paralyzing Venom - Special Attack
(ignores regular armor, -1 die), requires an-
other attack to penetrate the skin (+1 die). Instead of regular damage every level of damage rolled drains points of Constitution
,
t make it do less damage. So, for example shooting a faux fire bolt at someone with Protection against fire would instantly be recognized as fake because the Protection against fire didn"t help but any Protecwon
, ,
<
and similar mental abilities may act as Protection. Counts as a Mental attack
,
A "Stunned" or "Dazed" result will drain 1 point a Wounded" result will drain 2
" ,
instead.
but is
points, an Incapacitated" result will drain 4 points, and a Death" result will drain 8 points, although the lowest an Attribute can
"
"
Mental
Mind
Smash
Mental
Attack
be lowered is to "-1."
Constitution
"
makes
so another +2
"
no
Spreads damage out over time (1 point of drain per round. +1 die). Can be healed like regular damage.
Total adjustment: +3 dice.
e
.
gence as a defense instead of their Constitution (-1 die) and a Dark-use power (+2 dice) which does damage to the attacker if the Dark-use fails. Total adjustment: -1
die. Willpower and similar mental abilities
Power Drain - Special Attack (ignores regular armor -1 die) does no real damage (+2
, ,
+1 die. Instead
Stunned" 1 die a
" ,
Mind Control - Attempting to control other people s thoughts and memories is a fairly
"
or
" "
"
Dazed"
result
will
drain
-1 die) Invisible (-1 die), attacks a person using their Intelligence as a de, ,
Wounded"
result
will
drain
dice,
,
an
"
For an addi-
does no real damage (+2 dice). Total adjustment: -1 die. Willpower and similar
tional -1 die penalty the MDP will transfer directly to the character and can take the
,
character
above
their
,
normal
maximum
Each level of Effect would exert progressively more control over the target or, if Cone or
,
the MDP returns either when the drainer uses it (and they must use
MDP.
In all cases
This
stolen MDP before their normal MDP) or at the same rate Subdual damage heals
,
power does not include any telepathy, and unless the user also has telepathy all commands must be given by voice or in writing
ally have no effect on MDP that derives from ammunition or something that can be
f
.
to the target. Note that in the case of dealing with a target with extreme psychological disorders this acts as a Dark-use power
,
against Mental defenses and ignores regular armor -1 die) which is in this case not invisible. Total adjustment: -1 die. Can look
,
just because this power LOOKS like a specific power doesn"t change the damage it does. A fake Fire power won't do extra damage to those susceptible to fire
However
, , ,
one action they would do normally provided they didn t realize they were being
, ,
subliminal suggestion. Those aren,t the automatons you re looking for. "These
" " " >
aren
Can also be used to alter a single simple memory (usually erasing it).
2
.
son
could
be
made
calm
and
"
calm
"
Wounded - The person will do one action they wouldn,t mind doing normally even if they realize they are being mind controlled. Sit down." "No." (Sits anyway) Can also be used to alter a single complex but not significant memory. Incapacitated - The person will do one action they wouldn t normally do shy of
, " , ,
giving a +2 die to Charisma-based skills Incapacitated - The person will feel one emotion significantly different than their current one. So a furious person could be made calm provided their life
, ,
ingrained belief.
An example of what
could escape.
level are followed by extreme rationalizations from the target on why they did what they did. Can also be used to alter a single complex and fairly significant but not life changing memory. Death - The person will do one action
they would never consider doing. In the
going against a deeply ingrained belief. A fairly rested person could be made to nod off. Any NPC could be hit with fear
and made to make an instant Morale
roll. A calm person could be made very happy giving a +3 die to Charismabased skills used against them.
,
Death - The person will hit any extreme emotion from any other emotion. Taking
a person to extreme anger will almost always result in a fight extreme depression will result in inactivity or possibly self-harming actions extreme happiness
, , ,
Dark-use
botches
it does damage to
the character instead. A Hero point may be spent to resist this level of Mind Control often violently. This power can also
,
Emotion
but
Wisdom instead of Intelligence (defined when the power is first created). 1 Stunned or Dazed - The person will feel one emotion slightly different than their current one. So a furious person
.
and if the Dark-use botches it does the same effect to the character as well. A
could be made merely angry an angry person could be made merely irritated, and an irritated person could be made
,
more of an Attack.
,
calm.
would be cumulative
and
"
calm
"
would
regular armor -1 die) Invisible (-1 die), attacks a person using their Intelligence as a
defense instead of their Constitution (-1 die) does no real damage (+2 dice). Total ad,
justment:
-1 die.
make an instant Morale roll. A calm person could be made happy giving a +1
,
die 2
to
Charisma-based
skills
used
against them.
.
Each level of Effect would get progressively deeper into the mind of the target, or if Cone or Explosion is taken multiple targets. Note that in the case of dealing with an indi, ,
Wounded - The person will feel one emotion relatively different than their current one. So a furious person could
,
vidual with extreme psychological disorders this acts as a Dark-use power which does
,
it
two peop,e argu,ng around the corner or mak,ng a passport appear ,,ke a secret society membership card.
2
.
- Surface thoughts
capable
Incapacitated - All conscious memories the target could normally recall. Death - All subconscious thoughts and
of simple movement and covering up to 3 senses (usually sight sound, and touch). This could be completely changing a person,s appearance in a perfect disguise or making a team of guards
, ,
If the GM
at this level the character can enter the target s mind where it becomes its own alternate reality with its
,
rious empty hotel lobby suddenly appear to be dilapidated, rotting and filled with
,
Mental Illusions - Creates a false image in the mind of the target ranging anywhere from adding or subtracting something from
,
pelin invisible, for example, or making a disfigured beggar look like royalty) all the way
,
field of daisies on a hot summer day. Transformation - This is the ability to turn a
person, place or thing into something else.
"
"
world in the mind of the target. Mental Attack (ignores regular armor -1 die) Invisible (-1 die) attacks a person using their Intelligence as a defense instead of their Constitution (-1 die) does no real damage (+2
, ,
Usually considered a Special power against Special Defenses and is usually very rare, the GM must approve anyone taking this power. A person Transformed to any level
,
but "Death" will heal like regular healing the gradual change back.
,
dice). Total adjustment: -1 die. Willpower and similar mental abilities may act as Protection. Does not work on automatons or
most undead. Each level of Effect would get progressively deeper into the mind of the target or, if Cone or Explosion is taken, mul,
tiple targets. Mental Illusions cannot do any damage (buy lllusionary Attacks or some
back. At the GM>s option any form of Transformation (particularly voluntary Transformation) could be made permanent (like
,
ronment appears to change it doesn"t actually change and anyone not affected by the illusions will not normally notice them at all.
, ,
cosmetic surgery or Biocraft enhancements or curses) provided that makes sense within the campaign and doesn't give a character
,
If a person thinks the elevator is waiting for them and it is actually at the top of the shaft walking into the empty shaft will still cause them to fall. Note that in the case of dealing with an individual with extreme psychological disorders this acts as a Dark-use power which does the damage to the character if
, ,
changed cosmetically or in some minor way. Skin color changes bigger nose, pointed ears etc. While it can make a person seem like someone else, it isn t complete enough to be a disguise unless the person started out looking simi,
,
the environment, usually static (or very slow moving) and one sense only. An example might be the image of an old
foe in a mirror reflection
,
the sound of
etc.
like a
elf permanently a goblin into a Fae. etc. Martial Arts - Could represent the ability to
,
like a goblin would still have wings and a goblin disguised like a Fae wouldn t This could be used to represent biocraft enhancements, although the GM should
,
make such enhancements either very costly or come with some drawback (reputation, vulnerability to electricity). Incapacitated - Here the target can be
channel internal mystic energies or an endless supply of throwing stars or an amazing special lethal punch etc. Long Arm - Ability to extend one's arm to hit someone far away could represent a rubber arm an extendable biocraft limb, etc.
, , , , ,
changed from any humanoid form to another or to any animal form provided
it is within 50% of the same mass. So, a
,
Weapons - This would represent a gun with effectively endless ammunition a rapier, etc. The lowering MDP from "Pushing" would represent a loss of ammunition or simple muscle fatigue, and resting to recover MDP
,
person could be changed from a human to an ork or a wolf but not a fully grown Kodiak bear or a giant. Could also be
,
The reduction in MDP with range would represent the weapon s ineffectiveness at longer distances. This could be for ranged
"
damage' a person say, by making their limbs shriveled and useless or making their mouth or eyes disappear. Damaging a person is simple and can reduce abilities and skills by up to -4 easily. Improving on a person is harder with only a +1 allowed in any
, , , ,
used
to
"
He has 2 Power
levels with the attack, and says it is based on his Dexterity which is 6, giving him a normal attack
given category except Charisma, which could be improved up to +2. For example, changing a person into another humanoid race could give them all the
physical bonuses listed for that race s package deal (but not learned skills). If the user of this ability has it where it will affect more than one person at a time it
,
>
can
be
,
used at this
level
to
simulate
dice for this power of 2+6=8 dice. He defines this use of the pistol as Kinetic and lethal and it has a normal range of 4" (2" per power level). If he wanted the Option to slap in a belt of Armor Piercing bullets then that option Armor Piercing attack drops to 7 dice. The same would be true if he wanted the Option to ,spray" bullets into a crowd of thugs (7 dice attack in a 3 x 2" cone). If he wanted to pull out an expanding stock and
, , "
brain
a scope and shoot an Armor Piercing bullet at a longer distance say, someone who is 10 away he,d have -1 die for the AP and then -2 more
"
transformed into virtually anything negative (turned to stone turned into a chick,
dice for the range (once to double it to 8" and another to double it again to 16 ) for a total of 83 = 5 dice. If he decided he wants the option to
, " ,
en or a toad
switching the brains between a person and a gorilla) and it is a permanent state unless someone else
,
with Transformation comes along and changes them back to their original form or some other quirk of the power allows something to cancel it (the kiss of a princess the death of the original caster, etc). Even immortality or regeneration will not automatically fix the person. As far as improving a person goes the
, ,
change it after that without either expending experience points or using a feat like Gadgeteer or a skill like Inventor. If he defined the gun as a
pistol always loaded with normal lethal bullets, with no other options it would start at 8 dice,
,
same abilities as Incapacitated apply but may be permanent or may include personality, memory, or skill changes.
, ,
and then get +1 for being fixed" for a total of 9 attack dice. Even a fixed" weapon can add ad"
"
Movement - Range Self Persistent. A form of movement specific to the character s powers. Generally movement powers require no roll to
, ,
here as well
using the non-combat ranges provided that the person had either memorized the location in advance had a picture
, ,
activate. Movement powers are usually but not always linked to Dexterity. Particularly limited
, ,
of it
tion
could see it, etc. This type of teleportaand can be combined with the combat
in animal form) may be 2x the normal rate, or allow two different types of movement for the
cost of one.
a
teleportation from above (but purchased separately). It will be up to the GM to restrict these powers so they are not misused. If a
character wanted to use Time Travel to actu-
Requires Item that can be taken away (like a rocket pack or a rug): +1 Level
Always uses MDP dice: +1 Level per 1
but
not change any of their environment this might be a Power level 1 ability. To be able
to attack and move and otherwise affect
3.
4 5
.
MDP lost each round (Max +2) Only useable in another form: +1 Level
Limited Push: +1 Level
Limited Movement (Grappling hook as flight only works straight up and down and only when near cliffs or walls): +1
Level
Possible Penalty Modifiers 1 Can be <shared' with other people: Level per 1" radius
.
or stopping time might cause the character to age very quickly or the character might
-1
or certain potions or amulets might make the wearer immune to stopped time etc. While there should be limits if the char, ,
es an already natural movement type, such as running (usually 5 ) jumping, or swimming (usually 2 ) but not climbing (which requires a skill roll) this doubles that ability
" , " , ,
So a person
, "
per round
1
,
at Power level
20" at
ter should get one extra free x2 to the movement. That mixes together these three modifiers for a net of "+1
movement.
a
.
If it involves a com-
Level
"
,
which is x2
pletely new form of movement, such as flying swinging, gliding, fast climbing, teleporting or digging, it gives 1 to that ability for
, " ,
b
c
the first Power level known and doubles it for each Power level known after the first.
,
Can be used by others (-1) Only when used with vehicle (+1) Requires fuel and driving rolls (+1)
Note that teleporting does not have to be the 6. classical Bampf!" from one place to another. It could represent a sudden burst of speed almost too fast for the eye to follow or
" ,
utility
"
combat. There are two types. Body Alteration and Environmental Alteration. Any Alterations
that last more than 1 round require an Invested
MDP die. Alterations with a "+1 Level" modifier
throwing down smoke and then disappearing into the sewers or opening a mirror portal and stepping through and out another portal
,
somewhere else
c
.
etc.
Can be used to
,
Dimensional
Movement.
2x the area.
such as the
of the human body, etc. Non-combat teleportation over great distances would fall
Requires Item that can be taken away (like a potion or amulet): +1 Level Requires x2 Invested MDP to keep "on": +1 Level per x2 MDP
Limited Push: +1 Level
,
>
3
4
Dark Use power (Threatens the person s sanity etc): +2 Levels Possible Penalty Modifiers 1 Becomes Free Use (Unaffected by size of MDP): -2 dice, requires GM approval 2 Can be "shared" with other people: -1 Level per 1" radius
.
tion. A minor earthquake that does little more than impress the locals is an Alteration an earthquake that does damage to people or buildings nearby is an Attack.
,
Changing metals into gold would be a variation of the Feat Well Off. Each level of Environmental Alteration
,
either
increases
the
utility of the power or the area, one or the other. Radically different forms of Environmental Alteration (Changing the weather
and causing plants to grow or die for exam,
3
4
-1 Level
ple) should be purchased separately. The less useful the power the bigger the GM
,
or wither
come up through a street should be 1 or 2" radius per level. Light weather changes
,
walls. If you want to pass your hand through someone and solidify it in them that"s an Attack probably Armor Piercing or Special. If you want to be able to phase out of a pair of shackles that,s Body Alteration. Classically 1 level = 1 form with usually 1
, ,
might be good for 4 or even 10" per level. Rain or Sunshine and a cool breeze rarely affect climactic battles. Generally these
powers are good to exploit an enemy s weaknesses susceptibilities or dislikes, or
,
,
"
etc). Every level after that doubles the number of forms possible such as animals, ability to change into other people etc. Copy, ,
might reduce the effectiveness of their powers or even damage them while rain might
,
etc
hough the GM may rule that it requires touching the person or sampling their blood instead. Buying powers that only work in
do normal inherent damage but they can be used to change "descriptions to exploit susceptibilities or to create or destroy things
, "
these forms (tracking scent that only works in the form of a dog. flying that only works in the form of a bird) should be bought with a +1 die bonus because of the limitation (only works in specific form). If you ever want to have any other 'utility, bonuses (for example most people like dogs and therefore might feel favorable towards you and want to
, , ,
Attack (mental subdual) and says that Power is based on his Wisdom which is 6. His starting MDP has 10 dice (6+4). He>s bought it with two Options. The first is basic attack (-1 for attacking Intelligence instead of Constitution -1 for ignoring regular armor adopt you plus most animals can hide in 1 for being Invisible and +2 for being Dark-use, small spaces etc) those would come from which adds up to 10 -1 -1 -1+2 = 9 total) and one Body Alteration. Option which is the same but in a 2" Radius ExploEnvironmental Alteration - Changing the sion (10-3 = 7 total). This makes his final MDP 9.
, ,
-
making a brick wall transparent, He also has a Defense Barrier level 3 which is a -3 turning metal into wood these are all exam- protection v. Kinetic attacks he defines as a wall of
weather
, , ,
ples of Environmental Alterations. Making pure mental force. Stumbling into a group of thugs, thick fog would actually be an Anti-Sense Dr. Mentalist uses his first round to surround himself but a light rain would be an Environmental with the Barrier. That drops his MDP down to 8 dice Alteration. Having a bunch of vines entan- as long as it is up. He can t get that MDP die back
, >
gle a person would be a Barrier, but having as long as it is Invested but won't have to spend
,
have to concentrate on it. weapons. Other options include Senses from gogThe thugs attack with basic revolvers and Dr. Men- gles, or Alterations from large machines. Those talist>s shield easily deflects the bullets (subtracting machines could swap the brain patterns of two sub3 dice from each of their attacks before they roll). jects, or temporarily move the subject backwards or The next round Dr. Mentalist wants to take them all forwards along their evolutionary path. Movement out so he says he s using the "Explosion Option. abilities could include time machines, air ships He'd normally have a 7 dice attack, and still has 8 steam-powered propeller backpacks or gateways
"
"
"
so rolls all 7 dice and applies the which open into the Aether.
important an attack to leave to chance so he Science Subject Merged with Spider or other Pushes" his power adding +2 dice (now 9 total) creature (Powers based on Dexterity) - A charac,
and also making himself Stunned in the process. ter who probably started with the Science Subject He rolls a 6 6, 6, 4, 3, 3, 2, 2, and 1. The three six- Package. Protection v. Kinetic and Energy would be es total six successes which will leave the thugs high representing an extremely high level of acrocomatose for two days. The one 1 he rolled batics. Senses might include level 1 of the Sense means he takes a minor side effect of the Dark use. Clairvoyance warning the character of impending The GM describes this as a trickle of blood out of his sneak attacks (preventing any penalties from the ears eyes or nose, just for fun, and perhaps gives ambush). Movement would include both fast climbhim distracting headaches for the rest of the day. ing and swinging. The character might just rely on Had he rolled more "1"s than successes, then Dr. enhanced strength for fighting, but have a Barrier Mentalist would have Botched and might have tak- usable as an attack for trapping people in webs or en 9 dice of damage to himself or have terrible real- spinning quick shields of webs. istic delusions for the rest of the day etc. Now resting he would regain 1 MDP the round after he Being of Pure Energy (Powers based on Constiturned the Barrier off. Either way the next round the tution) - Perhaps a character from the Aether or some poor soul affected by some mad science exBarrier goes down because he is stunned.
, , " " , , , , , , ,
any character who can either turn into energy or is Powered Armor (Powers based on Intelligence) - energy in their natural state (including elementals).
A character with their powers in a suit of experi- Suggested powers include Protection v. Kinetic and mental technologically advanced" armor. In a Energy probably with True Armor as well to repreSteampunk setting these would most likely look like sent a non-corporeal body. Senses might include reinforced medieval plate armor with a diver s hel- penetrating senses like X-rays, and Attacks would met. The whole thing might be covered in Layton jar be various forms of energy. High levels of Movebatteries gears, lenses, and some sort of steam-fed ment (Flight) would also make sense possibly also power center. Suggested powers include various coupled with Dimensional Movement or unlimited Senses some Protection v. Kinetic, Energy and Teleportation to represent being able to fly faster possibly also some Special attacks like radiation or than the speed of light. Feats like Immunity to VacSonic attacks. The suit might also take True Armor uum and Immunity to Radiation might also work. v Kinetic or Energy (at least Fire) or both. The armor could have any type of Attacks with Options Mentalist Professor (Powers based on Intellilike explosive rounds armor piercing bullets or gence or Wisdom) - A character possibly with the beams etc., plus maybe Flight as Movement, even Sorcerer Package but with the "spells" more based if it took it limited so it was only good for slowing on Mental powers. Protection v. Kinetic might repredescents from zeppelins for example. It could also sent a telekinetic shield which may or may not also provide several versions of the Feat Immunity at the protect v. Energy. Protection v. Mental would be limited" bonus (because they don"t work when the very high. Attacks would be of the Crush Mind Mind Control and Telepathy versions, possibly with armor is off).
" , ,
>
"
another Kinetic attack that represents telekinetically Enhanced senses Grande Engineer (Powers based on Intelligence throwing objects at enemies. or Dexterity) - A character with their powers all might include a high level of Clairvoyance that rep-
invested in various gadgets. This will be one of the resents the ability to mentally scan the planet for a more common uses of powers in a Steampunk cam- specific mind. The telekinetic shield might also be paign. Most powers will be Attacks coming from represented by a Barrier.
Naturalist (Powers based on Wisdom) - True Powers or Feats. Anything else is based on actual worshippers of Nature. They look at all things rela- current market value. Most characters are also astive to how they would be naturally. They use plants sumed to have a full time job unless they specifically
but never damage them state otherwise. Without the Feat Well-Off taken at least once player characters start with average to bonus die to their Mighty Dice Pool when outdoors below average income (see Steampunk Economand subtract a die while in cities. Various types of ics).
and animals in their rituals
,
By now you have a concept and you ve illusionists, etc. They are wide and varied worked out the specifics of your characters abilities and use an almost infinite variety of trappings ritubut if you stop there, you,re missing the and powers als and techniques. A good guide for GMs is to real joy of role-playing games. Creating a concept award a bonus die to their Mighty Dice Pool when for a character in a Steampunk setting can be comthey expend expensive spell components and don't move while casting the spell and subtract a die plex, if for no other reason than it is a genre that is when they are forced to cast spells on the move or still being defined and often times defined differently without components available. Powers could in- by different authors and artists. Sit down with your Game Master and get a feel for the world they are clude almost anything.
cians
, , , , , , ,
Fae Craft (Powers based on Charisma) - Magic rian history? Will it be based on an alternate historilearned from or used by elves dwarves, faeries, etc. cal timeline? Does it take place in a fantastical A good guide for GMs is to award a bonus die to world (or worlds) with no link to history whatsotheir Mighty Dice Pool when outdoors and subtract ever? Then go back and revisit that character con, ,
You took the background package "Dandy here plus also possibly Healing (self or others) and but what does that really mean? Did the character grow up rich, stumble into wealth, acquire it by some special Senses.
sions or other Mental abilities would be a good start
,
unscrupulous method that still haunts their dreams at night or worse yet hunts them in the streets in
,
Start with something you know, then refollowing: shape it into the aesthetic for this Steampunk world. . Basic clothing . Some sort of modest furnished dwelling Want to be your favorite superhero, modern detective or villain, but re-imaged to an era with frock (rented unless the Feat for ownership is coats gaslight and steam-powered weapons? Pertaken) . A week s worth of food or the money to haps you"d prefer to explore the stark contrast be, , >
Packages, or living day to day scraping enough money together to characters only start out with the continue the fagade of wealth and social standing?
That,s it. Feats might provide a better place The possibilities for weird science are endless, as are those for the true Explorers of mysterious and to live or some equipment and Powers obviously
,
But don>t forget to look up. Steampunk fills (so, a Power representing "Experimental Gun" would the skies with zeppelins airships, and the possibiliinclude the actual experimental gun.) The Feat Well ties of the Aether. Consider life as an air pirate or Off provides a steady income and some starting an officer in the Royal Aerial Navy or simply a mercash and also allows the transportation, dwelling,
, ,
-
undiscovered worlds.
and clothing to be more high scale and more im- chant trying to make ends meet in the space bepressive. Otherwise, that s it. Usually exotic weap- tween the planets. Look into the vast works of the era for ideas ons and armor are bought with experience points
"
paign, focus on the wonders of science, and the intricacies of social graces. If it is more of a steamPUNK
campaign be as paranoid as that world deserves.
,
Focus on the darkness of the dystopian world and what you have to do to get ahead in it. Hopefully you ll get to experience a little of each. If you"re not quite certain how to approach the world of Steampunk that,s OK. Make a charac, , , ,
Decide on your character concept a Name: Hargate Morrisay b A dandy turned vigilante detective.
. .
Human
ter you like be it a hero, a rogue, a diplomat, a scientist or an orphan huddling in the shadows and fill
, ,
Spend Basic Points on any Packages (these are always purchased first) a Dandy (4 pts)
.
in the details after you"ve gotten a better idea for the world around you. Flaws Feats and Background Packages are probably the best places to look for your character s real history. Ask the Game Master for ideas to help round out your Flaws and Feats like Watched" and "Contacts." Start with something generic like, "My character is known for their ability to solve the most unusual crimes of the day so maybe Watched by Criminals makes sense?" and let the GM take it from there. Maybe in some future game, a tall dingy figure will step into the alleyway and the GM will slip you a note on how your recognize this person as Scumbag McVeigh, a criminal who swore
, " " , ,
b 3
.
Detective (4 pts)
d
e
9
h
to get even with you ten years ago when you got his
Level 2 in Forensics (the Detective package gave him Level 1 )(1 pt) Level 2 in Deduction (the Detective package gave him Level 1 )(1 pt) Level 1 in First Aid (1 pt) Level 1 in Pilot (Airships) (1 pt) Feat: Handy Servant (1 pt for Servant 1 pt for Handy 2pts total) Feat: Utility Belt (1 pt) Feat: Pilot,s License (1 pt) Feat: Recreational Air Sloop (2pts) Feat: Access to Secrets (Can see crimi, " " ,
ve always known that and you ve retroactively added to your character s background. And don t be
you
, '
nal records)(1pt)
J
4
.
-
afraid to help shape your world as well. If you come to the GM with a concept about air pirates and explorers of the Aether, and the GM hasn t even considered the space outside of their primary urban
,
b
c
Strength: 3 Dexterity: 4
Constitution: 3
sprawl now you ve given them flesh out that bit of the universe.
,
"
a starting point to
d
e
Intelligence: 5
Wisdom:
so
As a minimum
,
spends it here.
>
GM has at least a framework for a world you can dive into. You and the GM and the other players will
shape the world as you go and like good improvisational actors the more you know about your history,
, ,
.
to take it all the way to 4 since a half point won t count) Charisma: 4 (started at 2 Because of
Dandy package)
you.
Raises Wisdom to 4 (1 pt) Attack Power Level 2 ("Personal Weapons based on Dexterity)(3pts) Attack Power Level 1 ("Pugilist team at University" based on Strength)(2pts) Defensive Power Level 3 ("Pugilist dodg"
ing/blocking")(4pts)
e
.
9
h
Movement Power Level 1 ("Steamlaunched grappling hook")(2pts) Feat Alertness (1 pt) Flaw Secret Identity (-1 pt) Flaw Devoted to Killing Criminals (-1 pt) Flaw Watched by local law enforcement officials(-lpt)
Strength: 3 Dexterity: 4
Skills
Constitution: 3 Intelligence: 5
Wisdom: 4 Charisma: 4
Swim* 4 Climb' 4
Performing (Violin) 5
Feats
Contact (Local law enforcement) Utility Belt, Access to Secrets (Criminal records) Appropriate Clothing, Well Off (1) Literacy, Handy Servant (Knows First
. , ,
Aid and some minor engineering) Pilot"s License, Recreational Air Sloop Small Home/Base/Tower,
, ,
Alertness
"
and some newly invented explosives. These start at Power Level (2) + Dex (4). This gives
him a base of 6 attack dice. Since all of these
,
that gives all of the Options a +1 die raising the base attack to 7 dice good out to a range of 4 (2" per level, or 40"). He defines all of these as Lethal Energy attacks. Options include:
"
energy. This attack would roll 7 dice out to a range of 4 and 6 dice out to a range of 8. The GM rules that this weapon is too inaccurate to be good out past 8" distance. Self-Contained Explosive Option - Each of
" " ,
"Pugilist
dodging/blocking
"
(Protection) -
It would roll a 6
"
The GM
4
.
the average person won,t mind him carrying them around (they are quite decorative) but any
use in a city will always draw law enforcement once people figure out what they actually do. Musket Cannon Option - A blunderbuss shaped ifle-length weapon also with a variety
,
dodging ability for ranged attacks. Can only be used when he is aware of the incoming attack and provides -2 Kinetic Protection and -1 Energy Protection to all incoming attacks. "Grappling hook gun (Movement) - Allows him to move 4" (40,) straight up or down per round any time he is near a surface he could attach a grabbling hook to. The speed would normally be 1 but the GM rules it gets a 2x bonus for being limited to only up and down and
,
"
"
only when near something the character could shoot a grappling hook onto and a 2x bonus for being a gadget that could be taken away.
,
low it to fire bigger bolts of lethal energy. This Option is defined as draining 2 MDP dice every
time it fires
, ,
Flaws
representing a massive outpouring Cultural Gap (Still struggling to understand the lower of energy and effort. Because of that it gets +2 class) Tied (Curiosity), Tied (Nobility), Secret Identidice in the attack. This attack would roll 9 dice ty (masked vigilante) Devoted (to Killing Criminals),
, ,
out to a range of 4 and 8 dice out to a range of Watched (by the local law enforcement) 8 and 7 dice out to a range of 16 distance. The GM rules that this weapon is too inaccurate 6 Develop your character,s personality and to be good out past 16" distance. This weapon background
,
" "
"
Hargate spent his youth carousing at University and and should only be used in emergency situa- doing his best to appear far more wealthy than he
,
tions. The GM may even declare this version is actually was. After the death of his fiance to a street illegal and must be kept hidden at all times. thug wanting to steal the fake earrings Hargate Since this Option does 9 dice that makes the bought her for her birthday Hargate gave up his
, , ,
'
"Pugilist
team at University
"
fined as hand-to-hand boxing and wrestling These start at Power Level (1) + Str (3). This gives him a base of 4 attack dice. Since all of these Options are hand-to-hand only that gives all of the Options a +1 die raising the base at, ,
techniques he learned as an undergraduate. keeper with local law enforcement for most of his
life. Her father spent months teaching Hargate everything he d ever seen, heard or read about detec,
,
tive work. Now Hargate maintains his carefree appearance and attitude by day, but then puts on
heavy dark clothes and a black mask to search for lawbreakers at night. His dead fiance>s father still works at the city law enforcement headquarters and
, ,
not only tells him where to attain exciting experiJoint Hold - This version ignores regular worn mental weaponry but also gives him access to the armor using a person s own weight against latest criminal records and files during the night
shift.
enough evidence to know someone is out there trailThrow - This version moves the person 1" if the ing crooks and other nocturnal undesirables but attack does at least a Stunned" result. They have yet to identify who this unlicensed crime fighter may use Lightning Reflexes or Breakfall to keep might be. Hargate s manservant knows a little comfrom landing on their backs. This attack would bat medicine as well as the basics of mechanical engineering and tinkering - enough for repair work do 4 dice damage. In addition to the throw.
ignores physical armor.
, " , ,
b
c
Spend Basic Points on any Packages (these are always purchased first) a Aethermage (4 pts)
.
b feats
a
d
e
Level 2 in KN: Aether (the Aethermage package gave her Level 1)(1pt) Level 2 in Persuasion (the Aethermage package gave her Level 1 )(1 pt) Level 1 in Bureaucratcs (1 pt) Level 1 in Trading (1 pt)
Level 1 in Bribery (1 pt)
9
h i
.
j
I 4
.
k
.
1 in Interrogation (1 pt) 1 in Performing (Acting) (1 pt) Well Connected (2pts) Literacy (1 pt) Well Off (1pt)
b
c
Strength: 3 Dexterity: 3
Constitution: 3
d
e
Intelligence: 5
Wisdom: 3
Charisma: 5
Spend Bonus Points on skills, feats, flaws and/or powers (The GM has declared this a 10 Bonus Point Campaign)
a
.
Sense Power Level 2 ("Quest Engine") (3pts) Raise Aether Magic (from package) to Power Level 3 ("Advanced Anti Spiritcraft )(2pts) Movement Power Level 1 ("Aether Gate")(2pts) Alteration Power Level 1 ("Aether Form") (2pts) Attack Power Level 1 ("Aether Attack"
"
based on lntelligence)(2pts)
f
.
9
h
Reputation (1pt) Alternate Identity (1 pt) Secret Identity (-1 pt) Tied to ruling the Aether (-1 pt) Watched by Guilds (-1 pt) i
_
:
Celeste Marquis (Aethermage)
Strength: 3
Dexterity: 3
Skills
Intelligence: 5
Charisma: 5
Barrier against creatures and powers in the Aether. No range (+1) only works in the Aether
,
Climb" 4
(+1) and requires 2 Invested MDP dice (+1). It is variable (she decides how much Protection goes to Kinetic Mental, or Energy) (-1). Total modifier is +2 Levels to the original 3 or 5 total. It creates a 3 sphere around her (1" per level) and she could make it any combination of Kinetic Energy and Mental as long as it totals 5. It requires 2 MDP dice Invested, and she can use this as fast as a dodge. Aether Gate" (Movement) - She enters the Aether through a full-length mirror covered in dials pipes, and Eldritch Copper. (+1) She can take anyone within a 1" radius through it (-1). Aether Form" (Alteration) - "Mistwalker" Since this only works in the Aether, that gives +1
, , " , ,
"
"
Level which she defines as a second form of a small scary young girl with glowing green eyes.
,
Well Off (2) Literacy, Law License. Mental Aware- Tied (to Executives) Tied (rule the Aether), Secret ness. Reputation. Alternate Identity Well Connected Identity ("Mistwalker") Watched (Guilds), Watched (Aethermagi), Cultural Gap (Doesn,t do well outside Guilds High Society, Black Market, or the Aether) Powers (MDP 7 dice) 1 "Aether Attack (Attack) - Bends the energy of
, , , "
.
Power Level
,
(1) + Int (5) gives a base of 6 dice. Only work in the Aether gives all the Options +1 die raising the base attack to 7 dice. Subdual Energy. Electrical Discharge - Tiny sparks 7 dice out to 2" 6 dice out to a range of 4." Max range 4." Maelstrom - Swirling mass of Aether material does 6 dice in a cone 3" by 2".
, ,
personality and
Uses the target s vertises herself as a person who knows how to get Wisdom instead of Constitution and does 6 dice things done in the Aether. The actual work she out to 2 5 out to 4," and 4 out to 8". Max 8." maintains is up to her contact, "Mistwalker," who no
, , ,
"
Aether Window" (Sense) - Allows her to see one can seem to hire but her. Celeste s desire for and hear into the Aether up to 2 away. It re- the Aether is limitless, and her every move is a calquires an item (Window), which adds hearing. culated step towards her dream of one day ruling it. Quest Engine" (Sense) - An Aether Window She is so focused on her goals that she gets easily accessory this is a tiny crab-looking mechanical confused talking to people about unrelated things device covered in gems for eyes that only exists like shopping or the weather. in the Aether. It only works out of combat so its
"
> "
"
Dexterity: 4
Skills
Intelligence: 5
Charisma: 2
Spend Basic Points on any Packages (these Strength Skills (Skill Level +4)
are always purchased first) a Automaton (4 pts)
.
b 3
Laborer (1 pt)
c Dexterity Skills (Skill Level + 4) Academic (5 pts) Spend remaining Basic Points on skills & Dodge" 5
.
feats
a
.
Feat: Invulnerability (8pts) Feat: Night Vision (2pts) Strength: 4 Dexterity: 4 (started at 2 because of
Automaton package)
Constitution Skills (Skill Level + 5) Survival (Urban) 6 Intelligence Skills (Skill Level +5)
KN: Automatons 6
4.
d
e
so spends it here. Will use a Bonus Point to take it all the way to 5) Intelligence: 5
Wisdom: 2 Charisma: 2
Feats
Perception* 6
f
5
.
Spend Bonus Points on skills, feats, flaws Automaton (Immune to Mental eats Copper dust, and/or powers (The GM has declared this a doesn,t heal *" sinks in water) Extended Age, Special Equipment (Can change voice to mimic oth10 Bonus Point Campaign) a Raises Constitution to 5 (1pt) ers) Literacy, Doctorate (Psychology & Anthropolob Attack Power Level 2 ("Mechanized gy). Ambidexterity, Invulnerability (Immune to most fighting" based on Strength)(3pts) hazardous things) Night Vision, Gifted with Lanc Defensive Power Level 4 ("Metal Body") guages, Language (Babbage Engine Code), (6pts) d Enhanced Senses Level 1 ("Sixth Powers (MDP 8 dice) 1 "Mechanized Fighting (Attack) - Basic fistiSense")(2pts) e Feat: Ambidexterity (1 pt) cuffs. Power Level (2) + Str (4) so a base of 6 f Feat: Gifted with Languages (3pts) dice. No Options make it "Fixed" for another +1 Flaw: Vulnerability to Electricity (-1 pt) die. Hand-to-hand only gives it +1 die. The final g attack will do 8 dice Subdual Kinetic 8 MDP. h Flaw: Vulnerability to Magnetic Attacks 2 "Metal Body (-1pt) (Protection) - Body made of i Flaw: Susceptibility to Submersion in metal. This natural armor can be bypassed by water x2 (-2pts) putting weapons into his mouth, opening panels, Flaw: Unique Appearance (-1 pt) etc. It provides -2 Kinetic Protection and -2 Enj k Flaw: Known Identity (-1 pt) ergy Protection to all incoming attacks. 3 "Sixth Sense (Senses) - An unexpected side effect of his mechanical sensory organs is that
,
-
"
"
"
normally invisible.
a normal perception roll in a 2 radius. He has a 1 to his perception roll for each amount the radi-
us doubles (-1 at 4
" ,
-2 at 8
" ,
etc)
:
Flaws tions
,
Non Human, Vulnerability to Electricity (+2 dice) Vulnerability to Magnetic Attacks (+2 dice), Susceptibility to Submersion in water x2 (2 dice every round) Unique Appearance (looks like a robot in a tweed suit), Known Identity (most know of "Professor 257")
Problems
,
personality
One of the many experimental custom-made automaton servants for the very wealthy this
,
one in particular seemed more advanced than its kin from the start. Then one night as it took to shutting all the windows in a lightning storm a nearby bolt missed him but irrevocably al, , ,
own.
service, when his original owners died Jinkins 257 was granted freedom and immediately went to local University to learn about the world. He attained several advanced degrees
,
and then took to interviewing some of the great explorers of his time. Not satisfied with mere
second-hand knowledge he soon began put,
saved he continues to scour the planet for answers and the secrets of humanity.
Twister (Gadgeteer)
Strength: 2 Constitution: 2 Wisdom: 3
Name:
Twister
Intelligence: 6
Charisma: 2
2.
Spend Basic Points on any Packages a Goblin (3 pts) b ArcSmith (2 pts) c City Urchin (3 pts) Spend remaining Points on skills & feats a Level 3 in Inventor (the ArcSmith package gave him Level 1)(2pts) b Level 2 in Engineering (the ArcSmith package gave him Level 1 )(1 pt) c Level 2 in Picking Locks (the City Urchin package gave him Level 1 )(1 pt) d. Level 1 in KN: Chemistry (1 pt) e Feat: Well Off x2 (2pts) f Feat: Language (Fae Tongue) (1 pt) Feat: Lackeys (3pts) g h Feat: Small Home/Base/Tower (1 pt)
. . . . . . . . . .
Swim" 3
Climb* 3
Set Trap 6 Disable Trap 6 Constitution Skills (Skill Level + 2) Survival (Urban) 3 Intelligence Skills (Skill Level +6)
KN: Black Market 7
KN: Arcane 7
KN: Theories 7
Strength: 2 (started at -1 because of Goblin package) Inventor 9 Dexterity: 5 (started at 3 because of Goblin package + ArcSmith package) Charisma Skills (Skill Level + 2)
Constitution: 2
d
e
Intelligence: 6
Wisdom: 3
Charisma: 2 (started at 0 because of Feats Goblin package) Special Equipment (Goggles identify power flows on Spend Bonus Points on skills, feats, flaws machines) Language (Fae), Infra Vision, Gadgeteer, Well Off x2. Lackeys (5 Handy Servants) Minions and/or powers (10 Bonus Point Campaign) a Level 1 in Set Trap (1 pt) (10 normal Henchmen), Small Home/Base/Tower (in b Level 1 in Disable Trap (1 pt) slums) Literacy, Doctorate (Mechanology) a Attack Power Level 2 ("Weapon Inventions and Traps" based on Dexterity) Powers (MDP 8 dice) 1 "Weapon Inventions and Traps (Attack) - A (3pts) b Defensive Power Level 2 ("Agility")(3pts) few of his inventions combining mechanical enc Feat: Minions (6 pts) gineering and chemical propellant. Power Level Feat: d Feat: Literacy (1 pt) (2) + Dex (5), for a base of 7 dice. All of these Feat: e Feat: Doctorate (1 pt) are based on items which can be taken away, so Flaw: d Flaw: Devoted (to protecting slums) (that gives all of the Options a +1 die, raising the base attack to 8 dice good out to a range of 1pt) Flaw: Devoted (Goblin rights activist) (4 (2" per level). He defines all of these as Lee thal Kinetic attacks. The Options he takes are 1pt) f Flaw: Dislike (Aristocracy) (-1 pt) Compressed Air Repeating Crossbow - A Flaw: Watched (Law Enforcement) (pistol crossbow with two ultra compressed minia9 ture air tanks and a clip of small darts. It ires in 1pts) Flaw: Watched (Scientists) (-1pts) a cone. 3 long and 2" wide, filling the entire area Flaw: Bad Reputation (Slum Lord) (with lethal darts. The cone gives it -1 die. so he 1pts) would roll 7 dice to everyone in the area.
.
"
"
"
devices
items he carries (like a cane or riding crop) and Transformation from happy-go-lucky fae who speup his sleeves and tucked in his hat etc there cialized in making cute automatonic animals for chil-
are many blades which can fire out without dren Twister ended up on the streets. He is selfwarning. He can only fire 3 per day before hav- made, and fascinated by science and tinkering. He ing to go back to his lab (+1 die) but these are has inadvertently become the champion of the small and narrow making them Armor Piercing Fallen." He uses the money from his inventions to (-1 die) 8 dice out to 4" (the max range) and employ many of the local goblins - including a reduce all Protection by half. neighborhood militia - and feeds money back to the Booby Traps - A mechanical kit that can be residents of the slums whenever possible. He can
, , " ,
.
used to set up booby traps on a moments notice. see in pitch blackness as well as in the day and can These traps take a full minute to set up (+1 die) recognize a person by their scent. and can be disarmed with a disarm trap roll (+1 die) but are also "invisible" (give -4 dice on a
, ,
Perception roll)(-1 die) and fill an entire 1" radius area (-1 die). He Invests 1 MDP into each trap
,
"
active
"
and waiting to be
triggered as long as the MDP die stays Invested. Anyone (and everyone) except himself entering the 1" radius area would trigger the trap and would take 8 dice worth of damage -1 for each
,
MDP die he had Invested. Note that the trap can only go off once and then the Invested MDP
,
die is freed up to return at the normal rate. He does not need to roll his "Set Traps" skill to set these that skill is for traps he is unfamiliar with
,
or improvised ones made without his kit. "Agility (Protection) - Defined as a combina"
ity to dodge attacks without effort. This gives him -1 Protection against all incoming Kinetic and Energy attacks he perceives.
Flaws
Bad Reputation (Copper Addict) Bad Reputation (Criminal), Bad Reputation (Slum Lord), Unique Appearance (Goblin), Short (reduced movement etc), Cultural Gap (Confused by life outside of gadgeteering) Tied (to inventing), Devoted (to protecting slums) Devoted (Goblin rights activist), Dislike (Aristocracy), Watched (Law Enforcement) Watched (Scientists)
, , ,
personality and
Twister adapted to his new life as a Goblin. He is still mostly a solitary individual who prefers tinkering more than dealing with people. Back in his fae days he took to ingesting Eldritch Copper as a way to
,
Game Mechanics
Time and Scale
Time - Time is measured both in combat and noncombat. In combat
,
"
Running in deep mud thick jungle, waist-deep etc may halve or more all movement.
, ,
While GMs may assign certain movement or action penalties for rain and other weather hazards
,
ment in inches is used to help should the players . decide to use graphs or miniatures. In a combat setting 1" = 10'. In a non-combat setting, movement is measured in hexes, with each hex representing 5
,
affect movement unless a part of the scenario. Smashing through a door or wall requires a
character s entire action after movement. character has movement
, >
If the
miles across.
because or Recoil or falling they may break through the object and keep going. If the character is attacking the wall or door etc and does more than twice what the object could take they
,
is primarily for ease of use. designed for people who quickly sketch out buildings or terrain on a sheet of
graph paper and use initials or coins or tokens to
pass through without slowing. If they are moving because of falling or Recoil apply the same dice of damage to the object as to the person. If
,
there are people who will want to play with painstakingly hand-painted miniatures and sculpted terrain and most Steam,
However
the damage to the object is enough to destroy it the character keeps moving until they hit an object they can"t pass through (like the ground).
,
Encumbrance punk miniatures come in 28mm size. A true miniatures enthusiast will probably be offended by the discrepancy in the scale. To get around this still Generally this should be ignored. However treat any mention of an inch as an increment of ten whenever a character pushes the realms of common
,
feet.
However
form of desktop terrain really 2 = 10, for 28mm min- should only come into play when attempting to carry iatures. As easy way to deal with this is to draw other people unusually large objects, etc. Characsquares on maps 2 square or just to remember 1 ter carrying their Maximum capacity have a -2 die is really 5, when measuring on a board. penalty to all actions and move at half normal.
, " " , ,
sense,
Terrain
Terrain
much
,
Strength
0 movement too
Easy Carry
15lbs
Max Carry
30lbs
shouldn't
affect
1
2 3 4 5 6
30lbs
60lbs 90lbs 120lbs 150lbs 180lbs
60lbs
120lbs 180lbs 240lbs 300lbs 360lbs
Climbing over a fence/carriage/similarly sized object doesn t require a Climbing roll and costs
1
"
of movement each.
The skill Climbing allows a person to travel up 1 for every three successes. This can be spread out over time taking however many rounds it
,
360lbs
720lbs
8
9 10
900lbs (Elephant)
1 ton 2.5 tons
1 ton
2 tons 5 tons
Swimming allows 2 of water movement per melee round +1 for each success with Swimming.
" ,
"
11
12
5 tons
10 tons
10 tons
20tons
(20 tons would be a full coal car of a freight train) For Strength above 12 (normally impossible) continue doubling the weight limits for each point.
,
Resolving Combat
Attacks go in order of highest Dexterity to lowest (in a tie roll once for the combat and keep that same order). The attacker rolls their attack dice (minus the Protection of the target), and checks suc,
Explanations of Damage
Stunned - This is the character either taking a
solid hit to their armor (imagine a scattergun hit to a cast iron breastplate or a sword hitting a steel helmet but not cutting through) or dodging an attack but somehow hurting themselves in
,
fied by whatever factors the GM declares. A rusted sword might have -1 die on the Dice Pool while an
,
the process (hitting a wall or landing awkwardly). The character is unable to do anything else this round or, if they have already gone this round, for the next full round. They remain standing
,
and aware
what others do. When using a held' action during an opponent s turn you must roll more successes
,
either case, they become fully active again at the end of whichever round they miss. So Hero X is fighting Villain Y. Round 1: Villain Y goes first
Damage Chart
Lethal
Damage
Attribute*
No Effect
Stunned
Dazed(For
whole cbt)
Wounded +
Incapacitated
Stunned
Killed
0 or less
1
2 Successes 3 Successes 4 Successes 5 Successes 5 Successes 5 Successes 6 Successes 6 Successes 7 Successes 7 Successes 8 Successes 8 Successes 9 Successes
3+Successes 4+Successes 5+Successes 6+Successes 6+Successes 6+Successes 7+Successes 7+Successes 8+Successes 8+Successes 9+Successes 9+Successes 10+Successes Comatose
2 Successes 3 Successes 4 Successes 4 Successes 4 Successes 5 Successes 5 Successes 6 Successes 6 Successes 7 Successes 7 Successes 8 Successes
2 Successes 3 Successes
3
4 5
6
7 8 9
5 Successes
5-6 Successes
10
11
6 Successes
6-7 Successes
12
Subdual
Dazed
Shocked
Damage
"
No Effect
Stunned
(Stunned
10 rrinutes)
Unconscious 1 hour
- The Attribute is almost always Constitution in regular combat and against most powers Non-Physical Mental powers tend to use Intelligence as the Attribute poisons could use Constitution or Strength, and
.
"
unholy or insanity inducing powers against the soul would use Wisdom.
"
(he has a higher Dexterity) but missed or spent the round speaking some great monolog while threatening some locals etc. Hero X goes se- .
""
Incapacitated. Otherwise...
which won t
"
happen until round 2. Round 2: Villain Y does Multiple Wounds - If a character is at one woundnothing but is still considered "Stunned" until ed state, and they take another wound of any sort
,
so Hero X gets the extra other than Stunned the result is the next level
, , ,
dice bonus for attacking a "stunned" target. A above their highest wound. So if a Wounded charHero Point may be used by a Stunned character acter takes a Wounded effect they would then be to allow them their full Dodge but nothing else. Incapacitated (one level higher than Wounded).
,
Dazed - As Stunned but until the combat ends. Shocked - As Stunned but a full 10 minutes.
, ,
Unconscious - The character is completely people backwards significantly. They can knock out helpless, and unaware for one hour. people off cliffs, through buildings, etc.
,
day. Continuing to beat on a person in this state Normal Campaign Recoil - In normal campaigns Certain powers with subdual attacks will result in an additional attacks normally don t do Recoil. day of unconsciousness per blow and at the can be purchased with the Does Recoil" option GMs option eventually will do lethal damage. In which means any time that attack does at least a the case of a very big attack hitting a normal Stunned" result, it knocks the target back person, the GM may rule that each level of suc- 1 (Maximum). Normally this involves explosions,
, < " , , , "
"
cess beyond what was needed to reach coma- very large guns or martial arts throws. In this intose does a success on the lethal damage chart. stance a spent Hero Point by the target could neSo a subdual attack that does 8 successes gate the recoil.
,
against a person with a Constitution of 2 would put them in a Coma for 1 day and have 3 suc- Epic Campaign Recoil (Optional) - In epic camcesses left over, which would also put them at paigns with characters like vampires or Mr. Hyde or Wounded. GMs may rule that through succes- giant octopi, recoil can be expanded at the GM s
"
sive beatings the character has reached a per- option. In such campaigns subdual attacks rolling sistent vegetative state and can only be revived at least 6 dice knock targets back quite a bit. Regardless of any other effects of the roll, if a Subdual through extreme healing, plot devices etc.
, ,
Wounded - The character is hurt enough they have a -2 dice penalty on every roll they make. If the character keeps fighting the wound will worsen to Incapacitated in a number of melee rounds equal to their Constitution. If they stop fighting the wound will worsen to Incapacitated in a number of hours equal to their Constitution. Anyone applying first aid with a Basic Success will stop the wound from getting worse. It will take 16 - Constitution (minimum of 4) days to
, ,
the target of the attack flies back 1" for every success rolled in a subdual attack. If the target flying back hits something they
,
"
can
number of dice = the total number of inches they weren t able to move. For example Mr. Hyde hits a thug, using all 9 dice of his unarmed attack and rolls 5 successes. The thug has a Constitution of 3 so not only is the thug unconscious for an hour he also
, , ,
he flies
,
and then takes another 4 dice subdual attack heal naturally. Another Wounded result confrom the wall. Had he lown back into a window he verts this to Incapacitated. Incapacitated - The character is barely able to would pass harmlessly through it had he flown back function. They can only move 1" per melee into a wall of spikes he would have taken 4 dice of
f
, ,
round, and they have a -3 dice penalty to every roll they make. If the character keeps fighting
,
melee rounds equal to their Constitution. If they stop fighting the wound will worsen to Killed in a number of minutes equal to their Constitution. Anyone applying first aid with a Strong Success bullets and punches to nerve clusters might do a lot will stop the wound from getting worse. It will of damage but no recoil.
, , ,
lethal damage, and had he flow into another character they would have both taken 4 dice of subdual damage. Characters can create attack Options with increased Recoil which does x2 Recoil for every -1 die modifier subtracted from the attack. GMs may also rule less Recoil than normal. For example wax
,
Reducing Recoil - Characters may "save" some of throwing possibility. So a character picks up a 60lb If the character has a of attacks against them. For every die they subtract strength of 2 they can"t throw it at all. A strength of any of their own attack dice and put into reducing 3 would be able to throw it 1" and a strength of 6 recoil they recoil 1" less. So, in the example above, could throw it 4 For very high strengths (7-12) use BEFORE the attack dice against him were rolled the the same calculation method, and then double it. So thug could declare he was using 2 of his attack dice someone with a strength of 12 could throw that same to try to resist getting knocked back (bracing himself 60lb object 20" (200>). or rolling with the punch). If after the attack, the thug was due to fly back 5" he would then only ly The benefits of throwing things are back 3". His next attack would be at -2 dice though . If the object has any sort of reasonable mass since he used 2 dice that round. the GM should always allow for at least a strength +1 die bonus for thrown objects plus
,
their attacks, much like parrying to reduce the recoil object (an empty chest).
, ,
"
Surprise
Whenever two parties discover each other
,
"
t aerodynamic etc.
,
.
prised. If one or both sides is fully aware of the other they wouldn"t roll for surprise. In conditions
,
making up for the inaccuracy of throwing a carriage with the sheer amount of
area
space it hits.
First
>
Throwing things allows strength-based characters to have ranged attacks where they wouldn t normally.
, "
one side subtracts one success from the opposing party s surprise roll. Always count the least favora- . ble Stealth roll if several people were moving as a group. So, if two thugs were sneaking up on a city
guard, and one thug rolled two successes and the
other rolled four
you would subtract only two from the city guard>s surprise roll. Had one thug been
,
For
every 1 the object travels down add a +1 die of damage up to a maximum of +6. So, as a result
, ,
"
tion from both sides make a Perception roll. Rolling a Basic Success means your party is not surprised. A Minor Success means a -1 to every Dice Pool of everyone in the party for one round. A Trivial Success means a -2 to every Dice Pool of everyone for
1 round. A botch indicates that they are so surprised
a villain has a
successes,
Throwing Things
While not common in a Steampunk genre
,
strength of 10. That villain wants to toss an large steam engine (weight 900lbs) at an enemy. He can throw it a total of 4". The enemy is only 2 away so he says he ll use the remaining 2" to throw it 1" up and then 1" down, so it arcs and lands on top of the enemy. It would do his normal strength damage +1 then +1 extra die because the engine went up in the air and fell on top of the foe (12 dice total). The max extra dice that can be added for gravity is +6 representing terminal velocity. So a villain with a strength of 7 wants to drop a large metal desk (300lbs worth) out the window of a zeppelin and onto a
"
"
some players (or creatures) may want to pick up heavy objects and toss them at or drop them on oth-
crowd in the street below. He has enough strength to push it but not throw it, so he doesn"t get the +1 die throw" bonus. But. thanks to
, "
gravity, this desk will do 7+6 = 13 dice of subdual damage to a 1 area when it hits the street
below. GMs should use common sense with
"
ers. The basic rule is that for normal strength (0 through 6) however many points of strength over the strength needed for the Easy Carry weight = 1 of
"
these types of attacks. Tossing a picnic basket . is unlikely to hurt regardless of the velocity. GMs may also rule that throwing particularly .
hard and pointy objects (like say a broken steel metal bar) might do lethal damage.
,
Add a number of dice equal to the Charisma of the leader if they are within a 5" radius If they never had a Leader or their Leader is
,
" ,
but possi,
Breaking Things
Breaking things is a matter of how many
successes you can do to an object. Most door sized
subtract -2 dice
. .
If a If a
"
side
"
violent attack
"
side
"
the other
"
door open but not off the hinges). Very thick wooden objects would also have -1 Protection while rein,
forced or thin metal objects might have -2 Protection and steel, brass or iron objects would have -3
,
"
Protection
"
significantly damages the object (knocking the door . off its hinges) and doing double the successes necessary shatters the object (splintering the door). It is
Easily Panicked" NPC subtract -2 dice Hero Points may modify morale rolls either to
up to the GM to determine if the damage creates a If the roll is fist-sized hole, or damages the whole object. Bigger <1 success = The group Breaks They flee the and more sturdy objects require more and more suc- combat at their fastest speed and won t look back. cesses. Some examples 1 success = The group is Frozen. Everyone dives for cover if they are under missile or power fire or . Regular exterior door requires 3 successes . Thin metal exterior door requires 3 successes hides behind the nearest door or wall. They stay
.
"
with -2 Protection.
that way and roll again every turn until they either
Break or Recover.
2 successes = The group spends the next turn retreating 5" (if they can move). 3 successes = The group is Suppressed everyone Morale dives for cover or Dodges and loses their next turn. 4+ successes = The group maintains morale and Criminals (and monsters) are a superstitious may act normally. If Frozen they now Recover.
, ,
the end of the round. Cowardly thugs will often flee. Getting injured will make them more likely to flee.
Player characters are immune to morale checks (they role play how they respond) but their sidekicks .
and servants are not.
"
Combat Modifiers
Some found" weapons can modify 1 to 2 dice depending on their quality.
,
-2 dice to succeed
"
this
not actually stand and fight to the death of every last . Not moving and spending the turn aiming or preone of them. paring a power: +3 dice to succeed. Each "side" of a battle will need to make . Melee without being able to see your target: -3
a morale roll dice to succeed
,
1
2 3
no parry possible.
see your target: -5 dice to succeed. and whenever they take more than one third . Attacking from behind or with surprise or attack(33%) casualties (killed or immobilized) ing a stunned opponent: +4 dice to succeed. Roll using a base of 4 dice
. In melee against multiple opponents: Each attacker after the first against the same target gets +1
Botches - Any roll with more Failures than successes should be considered a Botch. A Botch
. Shooting a missile at a slightly concealed or prone target: -1 Protection for the target . Shooting a missile at a mostly concealed target: 3 Protection for the target . Shooting a missile at an almost entirely concealed target: -6 Protection for the target . Shooting into a melee: Target considered mostly concealed (-3 Protection). If the shooter Botches the attack roll roll the full attack again against a nearby random or friendly target. . Using an Armor Piercing weapon: Reduces the Protection of target by half (round down)
-
. Attacking multiple targets requires splitting the Dice Pool among the targets.
Wounded: -2 on all Dice Pools Incapacitated: -3 on all Dice Pools May subtract any of their own attack dice them as Protection instead against melee
.
piece of equipment, possibly endangering a group of bystanders. A Botch can also be used to deschbe the success of an enemy. For example Captain Spaalding the Aetherial Explorer has years of combat and adventuring under his belt. The idea that he could draw a weapon on an enemy and it fly out of his hands defies what seems possible for this character. So instead the GM might rule that the enemy managed to shoot the weapon out of his hands instead
, , ,
ranged attacks coming from a single direction. . Melee Charge (i e moving >5 in the round): +1 die if the user gets at least 3 successes in running and another +1 die for every 2x faster than normal (5") that they can move (even if don"t move the full move). Cannot be used with Parry. If the target has
, ,
Dodging - As mentioned before a character may use their Dodge skill at any time before
,
"
com-
pletely surprised. For every two dice of Dodge used in an attack they may declare -1 Protec,
tion against any attack that they could reasonably dodge (it is hard to imagine dodging a tele-
a saved action and manages to attack the charger before the charger hits then the target will get the
,
same bonus against the attacker first and the attacker will only get to continue the attack if they aren t affected by the target's attack.
, '
pathic attack, for example). It is possible to do a partial Dodge and still attack. Every die used in a Dodge is one less die available for an Attack that round. So, for example, if a character normally has an Attack of 6 dice and a Dodge of
" "
or shatter harmlessly against the target. Generally a club adds +1 die to a subdual attack unless the club is spiked or has a sharp edge in which case it adds
, ,
they start with only 2 dice left for the Attack but would have -2 Protection. Partial dodges are particularly effective (for a single round) when combined with Pushing (see below) to get Attacks back up to normal strength. This is sometimes known as the "all out duck and shoot" maneuver,
clubs (broomsticks against a heavily armored being) will add no bonus. Most impromptu clubs are usual-
might fire a burst of wax bullets into a crowd of thugs especially if they have hostages, then switch to a scattergun for a lethal more powerful
,
attack
combat system is not that a character has to roll every attack but that differing factors allow
,
"
"
dice
them to manage the number of dice they have to roll and vary what those dice do. Essentially, their
,
>
cone
ity penalties).
This is a non lethal method of calling on reserves for an attack. This could represent firing more ammunition (and therefore requiring a longer period to reload or for capacitors to recharge) swinging harder (and tiring the person out faster) burning hotter (using up actual energy reserves faster), etc. In no case can a person expend more MDP than they actually have.
, ,
jumping down on someone to add gravity to the force of their fist kick, or blade might be worth
,
+1 or +2 dice
although the GM may rule that some damage also goes to the person flying through the air. Covering someone in pitch before hitting them with a fire attack (or anything
,
A person with 7 or less MDP cannot for example. take the option which adds +4 dice to the
,
chain around fists as boxing gloves, any of those might add bonuses of +1 to +4 dice. If the character uses the trick" repeatedly it should become a modification of their power and paid for with experience points. The first time used
" ,
a bonus.
+2
it usually can't be used with things that use This selves in combat with many enemies at once. external power supplies bullets, etc. The GM can run them with Mass Combat should only be used in dire emergency situaRules instead of having them all attack independenttions. It can be combined with Pushing with
, , ,
This game has tried wherever possible, to minimize die rolling. Right now, one roll does both +4 to hit" and "damage." Another variety of this would be when someone takes on a large crowd of enePushing and Taking personal damage Pushing this way involves using a person"s own mies. particularly low powered enemies (AKA Lackinternal energy reserves to pour more of them- eys). Be they street thugs native savages goblins automatons, a squad from an enemy army, or selves into a power. Since it damages the perMorlocks eventually characters may find themson
+3
, " "
"
by by by by
1 2 4 8
phenomenon where someone walks into a rain of arrows or gunfire with absolutely no fear of taking any damage. Mass Combat Rules work like this.
1
.
+6
+8 6
Determine the maximum damage an individual "lackey could do if they rolled 1 suc"
potential
"
.
damage
for
Mass
Combat
is
ation and the environment to affect powers with the intent that each special effect balances out.
,
pseudo science as they feel comfortable with. The GM may award dice for electrical attacks
against grounded people or people standing in water but take dice away on electrical attacks against people in the air or wrapped in rubber.
,
Make one single attack roll for the entire crowd adding the bonuses from #2 (above), and keeping the maximum to what is listed in #1 (above).
Fire powers might be more powerful where Example Mass Combat against players
, , ,
and based on less powerful at higher altitudes and in rain and ly has a 4 dice hand-cannon attack the target,s Constitution of 6 the worst they could completely useless underwater.
, "
Clever Ideas - Whenever possible the GM ever do with 1 success per die would be 4 successshould reward ideas that make sense. For ex- es, which would Stun" the target. Now let"s say 10 of these men-at-arms are ample someone climbing up to a building and firing pistols at a heroic character charging at them.
,
boring everyone and with little to no chance of doing any damage. Only a "Critical" success (5 or more successes with one of those rolls) from the lackeys would do any damage. The hero could charge with no armor no dodging, and no real fear of personal harm. Ho hum. Using the Mass Combat rules for the same combat the GM rolls 4 dice + 9 (1 for each man-atarms after the first) or 13 dice total one time with a maximum damage potential of Wounded" (one more than "Stunned") If the target had Protection or other
, , , "
the GM would roll 4 dice 10 by Air pirates who are slightly better trained or armed and have a 5 dice attack. The GM rules that as the ships approach the distance and partial cover
, , ,
of the deck gives both sides -2 Protection. Everyone has a Constitution of 2 so the Mercenaries can do a maximum of Wounded (1 more than Dazed) and the Pirates can do a maximum of Incapacitated. Each side has 10 Regulars"
, "
The Mercenaries roll a total of 11 dice (the original 4 -2 for Protection +9 for every person after the irst) and the Pirates roll 12.
, ,
defenses
Now suddenly Two pirates are Wounded and either a third one is dodging makes sense, as does moving to cover or killed or an Elite" (like the pirate First Mate or Capperhaps putting on some armor. AND, one roll re- tain) is Wounded. The Pirates roll three "5"s and
solves the entire volley.
three
Incapacitating three Mercenaries, and either killing three more or Incapacitating three of
, , ,
"6"s
the "Elites" on the Bella Rosa. or some combination of the two. The combat ends when one side has no
more
"
Regulars" to fight.
savages
lords.
but
some type of additional long-term injury as a result. Each side will have "Regulars" and possibly This is especially true if they were actually "killed" Elites" like sergeants or commanders etc. but used a hero point to reduce the result to Incapac"
Determine the maximum damage an individu- itated. While Incapacitated don't worry about the al "Regular of one side could do if they war wound ight away. After healing however, see rolled 1 success per die to an individual what the long-term effects of the injury were. These
, " ,
"
than this is the most a Mass Combat could do. Combat is "Stun."
2
.
effects cannot be cured with First Aid but Regeneration and high levels of Healing Others (and in some
,
The minimum potential damage for Mass cases Alteration) may remove them.
For each additional attacker after the first,
add +1 die to the attack roll
,
4 5
Make one single attack roll for the entire crowd adding the bonuses from #2 (above), and keeping the maximum to what is listed in #1 (above). For every "5" rolled, that success does the maximum damage to a "Regular. For every "6" rolled, that success does EITHER kills a "Regular or does the maximum damage
"
Severity Roll
1-2 = Minor Scar
2 = Vitals2
3-4 = Chest
3
3-4
= Major Scar
5 = Lingering Damage
5 = Arms/Hands',
6 = Permanent Damage
6 = Legs/Feet&
"
from #2 to an "Elite." 6
.
Generally Speaking Minor Scars are nothing If the GM decides any of the volley ire will target more than interesting character notes. They rarely player characters, use the previous Mass Com- affect game play except in certain social circles. Mabat rules to resolve that. jor Scars are difficult to conceal, and will be noticed f
any time that body part is exposed. Lingering Dam-
age and
,
Using the same untrained man-at-arms as Scars but have additional drawbacks as well.
dice hand-cannon attack
,
mercenaries on the Airship Bella Rose still with a 4 Scars may be removed with Level 2 Healing Others.
they are suddenly attacked
3 Healing Others.
,
All Permanent Damage may be removed with Level Armor is usually purchased by player char4 Healing Others including reattaching limbs, growacters as a Protection power or bought as a Feat. ing back lost eyes etc.
, ,
Armor provides Protection and subtracts dice from Head/Neck" - A Major Scar to the Head/Neck will incoming attacks. Protection purchased as a power affect Charisma rolls by -1 to -3 dice in many cases. is considered weightless and doesn>t interfere with Lingering Damage to the Head/Neck represents the character,s actions in any way (unless they things such as damaged hearing (-1 hearing percep- bought it at a discount for those restrictions). Protection purchased as a Feat is considered Heirloom/ tion) damaged eye socket (-1 sight perception), a and has restrictions listed below. disfiguring scar (-3 to Charisma rolls in many cas- Body Armor es) or a speech impediment (-3 to Charisma rolls in Body Armor - Worn body armor consists of any many cases). Permanent Damage to the Head/ type of armor bought as a Feat (or picked up and Neck represents things like a missing ear (-3 hearput on in a pinch). Assume it is a full body covering ing perception) missing eye (-2 sight perception including the head. 1 point of Armor would buy a plus -2 on all ranged attacks), being mute, or brain
, , , ,
sents internal scar tissue that affects some part of plate and -2 Protection against either Kinetic or Enthe reproductive system or digestive tract. Classi- ergy or one of each. 3 points would give a comcally this will either make it difficult for the character plete suit of iron or some lighter experimental metal and -3 Protection against either Kinetic or Energy or to reproduce or give them a -1 die to any rolls involving Constitution related to whichever area was some combination of the two (with a maximum of -3
, ,
damaged (for example, resisting tainted food or stealth, and the resisting various illnesses involving one of those type of armor affects movement
, , ,
Protection).
like.
areas).
sents either complete infertility or a -3 to any Con- prevent damage against drowning, and metal armor
,
Chest3 - Lingering Damage to the Chest represents an overall reduction in Constitution. Consider the characters Constitution to be 1 less than normal
Feat Armor Penalties - Armor provides a tremendous advantage in combat. However it is also enormously bulky loud, and heavy. As such, every
, ,
damage is repaired.
point of worn Feat armor subtracts one from all Stealth rolls and (if a helmet is involved) Perception rolls. So someone with 2 points of Heirloom Armor would have a -2 to all Stealth and Perception rolls
whenever they wore the armor.
will
"
0
Move 5
"
1 Move
2
Move 1
"
3
Move
Strength
-
1 toO
2 3
4
"
0 1 2
"
Move 5
"
Move
"
Move
Move
"
2 3
4
"
Move 5
"
Move
"
Move
"
Move
"
1/5 normal until this damage is repaired. Permanent Damage should be considered a 1/2 normal
movement until this damage is repaired. It could
Move 5
"
Move 5
"
Move
"
Move
3
4
"
Move 5
"
Move 5
"
Move 5
"
Move
"
Move 5
"
Move 5
"
Move
Move
"
"
it
The sk,,, "run" can st,,, be used to mod,fy the ma,,y Stun Hargate. Hargate spends a Hero Po,nt movement. The GM may ru,e that wear,ng armor of to ,ower Dr. Dev,ous' successes to 1 so the attack any sort makes swimming impossible or at the bare does no effect. Madam Mystery activates her menminimum extremely difficult and slow. In a non- talism medallion to make herself "unseen" by the
, ,
one hex (5 miles) a day per point of Constitution. will have -4 dice. For every point of worn armor (and shields carried in The four Mystery Lackeys unload their scatthe "ready" position) subtract 1 hex (5 miles) per terguns at Captain Spaalding. Normally the Lackday modified by strength just like melee movement. eys have 4 attack dice. With their -2 for being surprised this round, and their -2 because of his instincts" for avoiding danger, they would normally Sample Combat have no dice left to roll. However if the GM goes with a "Mass Combat roll. It>s a 3 dice roll (base 0 Hargate Morrisay uses his grappling hook dice +1 die per Lackey after the first) with a max gun to pull him to the top of a clock tower rumored damage possible of "Stunned." The roll comes up 2 to house criminals. Meanwhile Captain Spaalding successes which still doesn t stun the Captain. The has spotted this activity from his air ship hovering GM describes this as a panicked sloppy effort by the
, , " , " , , ,
nearby and pilots it over in hopes he can get a little Lackeys and the scattershots completely missing
,
excitement.
Both
men
through clock tower windows and into the midsts of The round has ended, and now the Bad Dr. Devious and his four Lackeys plus Madam Mys- Guys must make a morale roll. The Devious Lacktery and her four Lackeys ("the Bad Guys.") eys are all incapacitated and dying so they are al, ,
Let<s assume all the lackeys have Attributes ready out of the combat. The Mystery Lackeys start of 2 each. The Devious Lackeys carry hand canwith a base of 4 dice. They would normally add nons while the Mystery Lackeys carry scatterguns Madam Mystery's Charisma but since she's currentand wear -2 Kinetic Protection breastplates. ly invisible that counts as "out of visual range" and The best Bad Guy Perception is Madam they get -1 die instead. The GM rules that the exMystery's which is 4 dice. The Good Guys roll 6 plosion counts as a particularly visual or violent at" " , , , ,
tack giving the Mystery Lackeys another -2, taking cesses. so they are not surprised. The Bad Guys them down to 1 die. They roll no successes, and only get 1 success (Trivial Success) and so have -2 will spend their next action running full speed away to everything they do the first round. from the area and will keep running until they fall Round 1 down from exhaustion. If they can,t get out for some Hargate and Captain Spaalding both have reason they will fall to the ground begging for merDexterities of 4 and go first. Hargate tosses an Ex- cy. Dr. Devious and Madam Mystery must also plosive at the Devious Lackeys, while Captain make Morale rolls. They start with 4, and are conSpaalding spends his action simply demanding the sidered to have never had a leader so get no modifivillains surrender. Hargate rolls 6 dice and gets 4 er there. The -2 for the violent act still applies but radius successes applying it to everyone in a 1 both these characters get a +1 for having the which includes all Devious Lackeys. 4 successes v. Brave" Feat. Epic villains tend to have the "Very a Constitutions of 2 means the entire group is Inca- Brave" Feat or even Immunity to Morale. Since Depacitated, and can be written off for the combat. vious and Mystery have the same roll the GM rolls Captain Spaalding shouts "Lay down your the 3 dice and counts the effect against both reweapons! and strikes a dramatic pose. Normally maining Bad Guys. They get a remarkable 3 suc, ,
"
"
"
this would
have no effect
character. If he had Reputation Feat he'd gain a -1 ing for cover. Not a bad first round for the Good to their Morale roll at the end of this round. Had he Guys as all the Lackeys in the room are neutralized brought any of his Lackeys with him to the fight this and the Bad Guy leaders are dodging for cover. might qualify his team for the +1 morale boost. Round 2
, ,
cesses,
Dexterities of 3 and go next. Dr. Devious pulls out an electronic bolt gun and fires a 5 dice Subdual Energy attack at Hargate. Because of Hargate's dodging ability of -1 Protection v. Energy and the -2 Dr. Devious has for being surprised the GM only rolls 2 dice and gets 2 successes. That would nor, ,
Dr. Devious is dodging and uses 4 dice (his Dexterity plus 1) to give Hargate -2 dice to his attack. That takes Hargate"s attack from 7 dice down to 5 and he rolls 4 successes. That>s enough to Wound and
,
who drops to the ground holding 6 dice attack making it 9 total. Since it is an area the new hole in his side. Captain Spaalding rolls 7 attack it doesn,t matter that he can't see Madam (his normal perception) -4 (the penalty for her being Mystery if she is in the area. The GM rules that invisible) = 3 dice to spot Madam Mystery and gets there is no bonus against the two comatose men nor a Critical Success with 4 successes which the GM the incapacitated Lackeys. Seeing the explosives
, , , , , ,
rules is enough to target her with no penalty (dust tumble through the air Madam Mystery gives up her
,
from the ceiling outlines her form). Captain action to Dodge, leaping for cover in some sort of Spaalding decides the most gentlemanly way to cinematic slow motion explosion maneuver. She slow her down is with his hand cannon. He starts uses 4 dice again for -2 Protection v. the explosion. with 7 dice minus whatever she uses for dodging. Since no one else has any Protection against Lethal She uses 4 dice of Dodge for -2 Protection so Cap- Energy Hargate just rolls one 9 dice attack and aptain Spaalding rolls 5 dice. Remarkably he rolls no plies it to everyone else in the radius. He rolls 6
, , , ,
Since this is more failures successes which kills all the incapacitated Lackeys, s he has botched the roll. The GM kills Dr. Devious and kills Captain Spaalding. Caprules that as he turned to target her he accidentally tain Spaalding uses a Hero Point to lower it to Incabanged his arm against a nearby poll sending out a pacitated. Just for fun, the GM consults the War
"
"
Both Dr. Devious and Madam Mystery have will have a Major Scar across his torso. Hargate spent their actions dodging, and will not need to rolls again rolling only 7 dice against Madam Mysmake morale rolls this round. In addition Dr. Devi- tery. He gets 4 successes which Wounds and ous will be stunned all next round since he already stuns her as she rolls and tumbles across the floor.
, ,
The round
ends with the Mystery Lackeys sprinting out the his grappling hook to stop his fall and lower him into door and down the stairwell. the dark alleyways below while the top of the clock
tower burns in the night. Maybe he,ll use the rest of Hargate seeing Dr. Devious wounded and the evening to track down those four cowards who in pain decides to knock him out for interrogation ran away earlier. He has left five dead men includRound 3
, , ,
He would
normally get a 5 dice Kinetic Subdual attack with his tery to carry a comatose and incapacitated Captain
jab, but gets a +4 dice bonus because Dr. Devious Spaalding out of the flames for purposes as yet unis stunned. Hargate rolls 7 successes which known. To Hargate. his work here is done. To against Dr. Devious Constitution of 3 knocks him Madam Mystery her vengeance has just begun... into a Coma for 2 days baring appropriate medical
, " , , ,
on top of his Wound, which will need tending to as well. Captain Spaalding spends his round recovering from being stunned but will still be considcare,
,
Madam Mystery decides to take advantage of Captain Spaalding s situation and pulls out an electric bolt gun just like Dr. Devious gun, and aims it at Captain Spaalding. Normally she'd get a 5 dice attack, but adds +4 because Captain Spaalding is
' , >
Combat can quickly become lethal. As well it should be. This is primarily a game of above average people with big weapons. Most of the time if you get hit once you re out of the combat. The trick then is to really consider combat
"
stunned, AND because he is stunned he doesn,t get his normal -2 Protection for instincts." She rolls
, "
before it starts
a
.
9 dice and gets 6 Subdual successes, which puts Captain Spaalding into a coma for a full day as well.
Round 4
b
c
Hargate now finding himself alone with an and not overly concerned
, ,
Can you surprise your opponent? Where can you take cover? How many can you take out before they get a shot at you?
Would it be better to postpone this com-
bat until you are better prepared? Hero Points are like gold in combat. The ability
to downgrade an incoming attack can obviously
behind him. They still only affect a 1" radius but he is "pushing" his powers for extra damage. He re- 3
,
If you are outnumbered, consider saving some of those Attack dice to Dodge with instead.
it
Vision Type Human in daylight or lit building
Percept,on Ro,,s
Normal Perception
0-3 0-3 0-3 0-2 0-3
"
-2 die
"
"
"
"
"
(max rg)
"
>3 6
-
"
"
0-1
"
2-3
"
Perception Rolls
,
Spending Experience
Characters should not normally be allowed Many a scenario mystery, combat, ambush, and adventure will rely on what people notice and to spend experience points during a scenario. what they don t The table above is provided to give GMs some guidelines when trying to determine if a General Rule - Buying anything new or raising anycharacter notices something. While only Vision is thing the character already has costs double what it
,
.
listed here
the same sorts of guidelines could apply would cost for buying it during character creation.
normal senses. There is a "normal"
, ,
to all of the
range where a sense works with no penalty and any Attribute Rule - Normally when a person attempts time you double that range you have -2 dice to the to improve their Attributes it requires constant upPerception roll. Bigger louder, or more odiferous keep. They have to stay "in shape" or keep their
, , ,
targets give bonuses (or require fewer successes) mental disciplines honed and practiced. Essentially
while smaller
, "
"
more stealthy, and cleaner targets upgrading Attributes means constant work or they could potentially give penalties. slip back to their natural state. To represent that Environment should also always play a part. Attributes can be raised at the normal cost (instead Almost every sense gets worse in a thunderstorm of double the normal cost) but at the end of every scenario any raised attributes drop down to what for example.
, , , ,
Advancement
At the end of each normal game, each play,
again. As long as characters pay points at the end of each scenario the Attribute(s) stay raised.
,
Buying New Feats and Powers - Buying new er will get experience points that can be spent in- Feats and Powers costs the same as above but in crease Attributes, or buy more skills powers, or almost all cases the GM should build it into one or
,
Feats.
if a character wanted to upgrade from a steam powGMs are welcome to wait to award points after an ered carriage to a truly refined amazing quality air, ,
entire campaign or scenario rather than every gam- ship he can,t just go and buy one. He might need ing session. to raise some money get permission from the local
Playing a detailed scenario (Base) Solving a difficult puzzle/mystery Defeated a superior enemy or force Successfully completing a detailed campaign Exceptionally brave combat Exceptional role playing Player played particularly out of character
Adventure was filled with failures
1 +1 +1 +1 +1 +1 -1
-1
yards of Antioch
"
etc.
GMs may also award Feats as rewards for exceptional game playing. New Contacts (even if sometimes they are 1-use only) and Rank are both good examples.
,
mentioned before
Hazards
,
Falling - Generally speaking a character receives or 14 dice. In all cases this is subdual damage norone lethal success for every fallen (or 2 dice of mally but lethal damage if the target is well grounddamage for every /" fallen). So a character with a ed or standing in water etc. constitution of 3 who fell 20 feet (2 ) would take 4 successes on the lethal damage chart or the GM Radiation - Pseudo science radiation tends to fo, , , " ,
sized current might do 10 dice and an actual main power line or lightning bolt could do as much as 12
,
would roll 8 dice. In this case 4 successes would Wound and Stun the character. If a character is
,
they can roll their Breakfall to reduce the damage from the fall. Every two successes reduces the level of damage from a fall by one. Assuming only half of any round is devoted to movement characters would generally fall 40 (40 stories) in a 5 second period (1/2 of one round). However GMs
conscious
, ,
"
cus on short-term effects. It is conceivably possible in a Steampunk world that radioactive elements do
little more than burn someone physically touching
them. If the GM rules that radiation does some
,
should say that no matter how short the distance it some radiation-resistant material (like lead or gold)
,
uranium should be treated as a 4 dice lethal energy attack that ignores any Protection that isn t based on
' ,
takes at least one full round to hit the ground in or- every round automatically. A room flooded with rader to allow for dramatic aero rescues. Note that a
Drowning - Drowning tends to do no damage for a while, and then a lot of damage very rapidly. A character under water may make a Constitution roll and hold their breath 1 minute (6 full rounds) for each success. Every round after they can no longer hold their breath they take a level of lethal damage (starting at Wounded and Stunned). However, if a person is saved from drowning, they heal the drowning damage at a rate of one level per hour. Immuni, ,
fission reactor or pile of uranium going critical mass would do an 8 dice lethal energy attack. Armor that protects v. Energy would count, and the GM may count various types of lead shielding also as varying levels of impromptu Protection while a complete lead-lined suit might have Immunity to Radiation. GMs should consider some sort of long-term plotdevice effect based on exposure to radiation as well.
,
fun plot-device side effect. Powers might be temporarily more or less powerful or new powers might Burning -- If exposed to hot items or flames that form or old powers might work in a completely difaren t regular fire attacks characters will generally ferent way. Targets might mutate on the spot or still take damage. GMs may rule that armor or spe- over the course of a few days or somehow merge cial outfits protect v. burning or don t depending on with an insect or animal that was nearby at the time.
" , , , > , ,
might provide some protection while a thicker insulated suit soaked in water might provide even more. Poisons and Toxins - Most poisons will take the
,
Small fires (smaller than Campfires) will do a Wounded effect every round Campfire-sized fires would do an Incapacitated effect every round and larger than Campfire-sized fires would do a Kill result every round exposed. Immunity to Fire would negate this damage. GMs should rule that running through" fires does one to two levels less damage than just standing or falling into them. So running through a bonfire sized conflagration might do Incapacitating damage for a normal person, or even just Wounded or no damage if accompanied by a truly
, , " ,
Toxins
are more naturally occurring. Generally both do dice of lethal damage against the person's Constitution if it is a deadly poison, and against the person,s Strength if it is a weakening or paralyzing poison or toxin. They tend to spread damage out over a longer period of time than normal doing one step of the
,
Electricity - Electricity has a chance to be a fairly attacking the Strength and Lethal attacking Consticommon hazard in the Steampunk world. Generally tution.
speaking normal domestic current, or current creat,
Subdual
STEAMPUNK LARP
Let,s face it one of the great joys of the Steampunk genre is that it inspires some really cool outfits and gadgets. If you are going to go to all that trouble to make or buy some why not use them for more than a convention or ball once a year? This section tells how to take this world from a Role Playing Game to a Live Action Role Play game.
, ,
want to play the role of someone with supernatural physical abilities here,s your chance.
,
A game with no contact is safer for everyone and avoids any sort of unpleasant accidental
touches that players might not appreciate.
Converting these rules from a regular RPG to a LARP is fairly simple. Whenever you need to Role Playing Games (RPGs) revolve around perform any sort of action, take the number of dice creating a story with players as the characters and you have in that skill, feat or power, and divide it in Live Action Role Play (LARP) takes it a step further half rounding up, similar to the way Dodge works. into a realm where the players are even more im- This is your number of successes. If you are happy mersed into the narrative and the action. Simply with that number stop there. If you want to try to put, while most RPGs take place around a table, in a improve on it add a method of competing with the LARP players dress as their characters move GM (like Rock-Scissors-Paper). If you tie the GM around settings related to the story and speak and your number of successes stays the same. If the perform actions the way their characters would. GM beats you subtract two successes, and if you
, , , " " , , , , ,
these types of games revolve around a For example the GM declares that a giant group of people playing off what the others do and mechanical spider is bearing down on a pair of say all under the supervision of at least one Game Steampunk characters ("Bob" and "Tom") in the Master (GM). There are rules of course, to keep woods next to a campfire. The GM declares that the the game moving and help quickly resolve in-game giant mess of bolts and iron made plenty of noise so conflicts while avoiding out-of-game disputes. there was no chance either side was surprised and
theater
, , , , ,
No-Touch LARP
LARPs tend to vary most on the topic of
combat. In some LARPs
,
Tom
so they go first. Bob says he's firing his 6 dice eldritch hand
while Tom declares he s going to try to duck
'
cannon,
padded weapons are Bob would yell out "3 successes lethal energy" and used to resolve combat with players actually beating Tom would yell out "4 successes stealth." (No rollone another and in other LARPs, all combat is sim, ,
ing, fast action everyone can focus on role-playing ulated. This is a no-touch LARP for three very and the actual game) The GM would then say straightforward reasons. something like "The spider is covered in hard metal 1 You probably spent a lot of time and money on plates (normally -2 Protection, but half value in a that Steampunk costume and probably don t LARP or -1) so that makes your attack 2 successwant all the extra added gears and lace getting es lethal energy. Then after that they could choose knocked off nor do you want to have any of to toss rock-scissors-paper. Bob throws scissors your hand-modified goggles or other gadgets the GM throws paper. Bob gets +2 successes, so 4 getting smashed by a foam-padded rapier. lethal energy successes total. If the spider had a
,
"
.
'
"
"
You're playing a character and that character Constitution of 4 then Bob>s 4 lethal energy suc,
may be very different from you physically. Let cesses would Wound and Stun the creature. He yourself be whatever you want, without regard could choose to add a Hero point to the roll and Innecessarily to what you actually are. If you re capacitate the spider. He could have also Pushed big and strong and muscular it might be fun to his power again dividing the total dice by two for the
, , ,
,
play someone small who has to rely on their number of successes. In all cases he should point smooth voice or personality to survive. If you ve his costume pistol where the imaginary spider might never been a physically oriented person but
, ,
crushing gears. Since these are fictitious hazards they can be represented visually however the GM
wishes.
Players should do their best to have costumes ap- er enter a Hazard Zone without a GM there to tell
pre-designated way of identifying them, such as red Costumes really enhance any LARP game. tape or simply a "Hazard" sign. Players should nev-
propriate to the Steampunk world. If nothing else, a them what happens when they do or to referee the dress of any sort or a dress shirt with a vest and results if they try to bypass or negate it. slacks works in a pinch. The biggest restriction is
that any equipment a character carries should be Staying in Character represented in some way by the costume. If your During a LARP game everything you do or character carries a hand-cannon so should you, say should be in character unless you specifically
, ,
even if just a plastic gun painted brass and brown. have an OOC (Out of Character) need or question If you have something close that doesn,t quite match which you should preface by saying OOC Question/ the description (you have a pistol but the character Comment." The only other automatic OOC comcarries a rifle) either change the description or don t ments allowed are Hold" and "Game On." The worry about it. If nothing else, any equipment you phrase Hold" can be called by anyone usually relatcan t account for in your costume you should have ed to an unsafe act or some other issue. When an individual 3x5 card with a name and description Hold" is called everyone should immediately stop
, " > , " " " , "
Game Boundaries
problem is.
"
what the physical game boundaries are. For exam- all the time but that's part of the fun of a LARP. If ple, Anywhere outdoors inside the fenced area and someone with 4 successes with myths and legends anywhere inside except the kitchen. Players should was allowed to open an envelope which described a assume there is nothing of interest outside those statuette as something from an ancient group of
" , , "
and starts the game back up again. Before each game. GMs should make clear It is hard to remember to stay in character
areas relative to the game and leaving the game cannibalistic mystics they might want to keep that to boundaries puts them automatically out of game. themselves because they didn"t want to alarm the
, , " ,
group, or perhaps they wanted to confront the owner Inanimate Objects of the statuette in private. No one should ask What Inanimate objects within the Game Boundadid it say?" or "What was in the envelope?" Instead
ries call all be tweaked, opened, and examined
,
un-
less they have a "no play" tag on them. The appear- does it mean anything to you?" Likewise the charance of these tags is up to the GM. It can be a acter who examined the statuette should have a log,
" ,
fits in with the decor like a paper cutout of a brass skull or set of gears. GMs should add information" >
and to whom. Keeping information just to keep it doesn>t help the collaborative aspect notes or envelopes so they don t have to constantly of the game much but neither should someone repull characters aside to reveal secret information. A veal everything just to reveal everything. Similarly a box might have a tag which reads "requires 3 suc- character using Lock Picking to open a locked box An envelope might want to pull out a set of lock picks if they have cesses with Lock Picking to open. leaning against a statuette might say "This appears one, or make a show of mimicking their skills so othas a small but unique statuette from some unknown ers can clearly see how they opened the box and
, , , "
the information
land. It requires 4 successes with KN: Myths and know that character has Lock Picking. Legends to read what is inside the envelope."
Out Of Character Hazard Zones
Out of game hazards should be included in OOC by the GM before the game starts. Bathrooms the game boundaries, as in don>t go there for any are usually considered OOC and there may be a reason. This could include anything from areas you take a break from the game" room for costume rejust don"t want players going into to areas with a pairs, emergency phone calls, etc. Players may genuine hazard (unfriendly dog or sharp objects). keep OOC items on them (modern digital watches However some areas will be considered In cell phones prescriptions, wallets), but they should Game Hazard Zones like rooms filled with raw uraalways be hidden except in an OOC area. nium or spike filled pits or walls of giant bone, " , , , ,
Steampunk Sourcebook
Drifting over the city in his personal dirigible Investigator General Nykolas recalled the last time anyone called on him at such an ungodly hour was to alert him of goblin riots. A week from now, after all this evening's business was said and done. Nykolas would look back at those uprisings from his earlier years with a fond sense of simplicity in comparison to tonight s events. He found it ironic that the second such late night call a half decade after the first, would also come at the behest of a goblin albeit one who bore the title Master from the University of Innovations. Nykolas dealt with crimes involving Guild executives or the kin of potentates, but a summons from a professor and philanthropist of such reputation proved more than Nykolas could resist. He verified the target rooftop with a telescoped spyglass. Setting the controls to descend he tucked his cravat into his Copper breastplate, shifted his goggles from his face to his top hat, and waited to
,
'
touch down.
Have another sip of whisky." The first words Nykolas heard over the faint whir of his propellers came from the small green professor and were aimed at the lanky human pacing nearby. The goblin rose from his crushed velvet chair spun and bowed to Nykolas. Investigator General the honour is mine." 7 confess I was surprised to receive your summons Nykolas said, tapping his hat in reply to the bow. He pulled off his leather filter mask and took in his surroundings. The Maze had been slums before the goblins arrived and now Nykolas wondered how any of it remained standing at all. The narrow spaces between the buildings formed crevasses of darkness impervious to any sources of light while this rooftop bore no features aside from rubble three side chairs, and a tiny end table topped with a carafe of ginger
, " , ,
"
"
alcohol and three crystal glasses. You must understand the goblin in the smudged lab coat continued, "I would have waited until morning, but my colleague is quite agitated, and I thought it wouldn t do well to delay another moment."
" " , '
Enough rules. Welcome to a world of mad The Steampunk Fee! inspirational wonders and wild scientific theory wrapped in fog run by gears, and lit by gaslight. Here are a few concepts to help you getting Steam-powered iron spiders reap the fields providinto the feel of playing in a Steampunk world. ing more food than society has ever known before.
, , ,
the seams
With surplus rations the cities swell and stretch at a hyper-active anthropological experi, ,
ment piling the layers of social strata crawling climbing and standing on top of one another. In
, ,
While waiting for a villain to walk into your ambush or as you travel from one part of the sce,
nario to another
,
response
the seas
,
er in a firefight don>t be afraid to stop everything and sit down with a relaxing glass of whiskey. Comment on the smooth oak taste regardless of the impending doom you ve set out
, ,
ple to greatness or madness. Steam-driven vehicles and airships put exploration in the hands of
even the common dreamers
while telegraphs, Bab2 bage engines and automated presses merge voices
,
on your adventure.
.
Nearing the end of the day? Start talking about how much good a full night"s rest will do you.
Describe your bed and how many hours sleep is
past filth, destitution and depravity with neither sphere the wiser. The elite hold a status of an almost evolutionary step above the impoverished
,
most healthy.
3
.
mission tomorrow.
giving them no significance beyond interesting backgrounds to otherwise droll daily experiences. This is a place where the likes of Holmes and Moriarty or Mr. Hyde and Dorian Gray or vampires and crea, ,
Treat every word with an "or" in it as if it were Some unsavoury fellows might spelled our. sell you some strangely coloured tonic with an odd odour and flavour to it. Even if you don t write the words think of them that way. Can't sleep one night? Head down to the local
" "
"
And the best part of this world is that it has yet to be truly defined. That s your job.
,
'
brothel
smoke a cigar or two in their parlour and discuss your worries and problems with the
,
local madam
a buddy or contact of yours who is highly likely Some secret societies wield little power beto show up. Throw all gender norms for the time yond their own elite reputation and sense of selfperiod aside as to who might be playing what importance. These groups could have a small and role in a brothel. fixed membership (like say, 13) and whenever a
,
When designing your character consider mixing new member joins the entire group must draw cards
, ,
the Flaws Tied (to Spouse) and Devoted (to Lover). It was not uncommon for married people to have both spouses and lovers. In fact, in some cases many people (again of either gender) might have to introduce any perspective lovers to their spouse for approval. But in pub, ,
to see who must leave the group (Ace of Spades) in order to free up a space and who must be the one responsible for assassinating that unlucky member (Jack of Clubs). Other groups might possess actual super,
natural
lic functions 6
.
Consider taking the Feat "Servant just so you bination of all of those. A cabal of clairvoyants might
can toss the word al conversation. manservant
"
around in casu-
infiltrate and expose the rebel force. The fun of secret societies comes primarily 9 When a harried individual bangs on your door at from their secrecy. Any character in any group 3am with some information vital to solving or could be hiding who knows what agendas or better starting the adventure demand their calling card yet, two members of the same group could covertly before hearing them speak and then take some belong to sects violently opposed to one another. If time analyzing the intricacies of that calling card. you want secret societies to be the focus of your Likewise put some effort into designing yours. campaign characters could actually be members of 10. If you are upper class or lower class treat the several at once loyal to some. all. or none of them. other as a completely different species, because Secret societies thrive on keeping their in practical terms they are. If you are middle Ultimate Truths" hidden and teaching them to new
> ,
.
you had Filet Mignons Lili Saute" of Chicken and Lyonnaise Vegetable Marrow Farcie. Go to great lengths describing the little details of what you eat. every time. Take a moment to obsess over whether you,re wearing this year s fashions or if you need to upgrade your wardrobe even if you re dirt poor.
'
drugs to "de-evolve" them. A holy order might exist solely to guard some secret of great religious and historical significance. A rebel force might swear to infiltrate and take down a corrupt government while
,
"
class
members
usually as those
11. Bored? Head down to the local factory mill, or members prove their worth and loyalty. Simply findmine. There will always be trouble waiting ing and becoming a member of one of these organithere. Alternatively the wretched slums also zations could be a major storyline thread for many
, ,
work.
many games.
12. Don"t be afraid to design your character with an Here are some example secret societies you iron cranium, pincers in place of one of your could integrate into your world... hands a big magnifying gem in place of one of your eyes, or some ridiculous number of tattoos. The llluminati Combine these with formalwear. Or just underSome say founded in the 18th Century some say having origins as far back as to have pregarments. either way. 13. If you are a scientist and find yourself experi- civilization roots with celestial (or damned) beings. menting on human subjects come up with some Probably one of the most famous secret societies it logical and elaborate justification for your ac- is known only really for true behind-the-scenes polititions and feel no remorse for these unfortu- cal influence. Filled with intellectuals and nobility nates. It s all in the name of progress. with its members often times recruiting from and infiltrating into other similar organizations to keep
, , , , , "
Secret Societies
,
The duality of Victorian and likely Steam- leach off the reputation of the original group and punk lifestyle lends itself perfectly to a world where appear just as authentic to the unlearned individual. secret societies thrive. Perfect decorum by day It,s members claim they exist for social reform. Its
, ,
watch and power over them. It has so many layers and enemies that imitation groups calling themselves the llluminati have cropped up hoping to
it
enem,es assert that the upper ,nner c,rc,e ,s a group Name Your Own Secret Soc,ety
,f you want to make up your own secret soof four men and a woman who pract,ce the dark arts and use the members of their organizations to pre- cieties and who wouldn t a simple formula for a pare for the apocalypse. There are even those who name goes like this:
' , ,
"
it has become.
The
In actual history
this is an organization
,
formed in the 1800s at Yale University. In a Steampunk world, it, or something like it, could be formed at any university. One interpretation is that it is a training ground" for future elites who build critical contacts and political networks as part of their higher education. Some say that the members are well
"
faith,
association,
fraternity/sorority,
known
lodge mob, legion, league, colleagues, society, gang, cult, council, herd, guild, soldiers, shamans, persuasion, union, assembly, coalition, alliance, amalgamation unification, federation, covenant, band, college chapter, forum, circle, court, and felbut their meetings and purpose are kept se- lowship.
, , , ,
So using the formula above, some examcret. Others say that anyone claiming to be a member is almost certainly a fool and a liar. ples . The Soldiers of the Green Knight The Bohemian Club . The Unholy Alliance of the Obtuse Star A different sort of secret society this one . The Brotherhood of Yellow Poppies
,
illed with the artists and the lovers of the arts and
,
ses can join. If a member of the upper class does get in, it is only by masquerading as someone of
lesser status. While this sounds at first like an ineffectual social club it is one of the few to represent
,
Sample Guilds
Guilds differ from Secret Societies primarily the great unwashed masses. This secret society in their public existence and purposes. With the might be one of the larger more extensive, and swelling of the cities the Guilds grew exponentially more radical. It s members look upon this organiza- in power. While Kingdoms, Empires and Baronies tion as their ticket to reform as their only hope to still exist the Guilds constantly threaten the authoriescape their hellish lives, and to that end, many are ty of the real governments. fanatically dedicated. Here is a sampling of a few of the bigger more well, , " , , ,
The Luddites
known Guilds.
those people who actively fear and/or resist technological advances usually for fear they will take their jobs. The Luddites, on the other hand, are a secret activist group formed to subvert the spread of new
,
Mining Guilds a) Eldritch Mining - One of the largest Eldritch Copper mining companies, originally specializing in silver and small amounts of gold. Its primary Guild house and most of
its territories lie in the mountains where the
first vein of Eldritch Copper was discovered. They are most visible in coastal towns where they have branch offices dedicated to
distributing their ore around the known
darkness by someone claiming to be a faithful underling hours before. Different branches of The Luddites focus on different aspects of technology. Some are violently opposed to any biological experimentation others fear the implications of automa,
world.
ness both in dealings with customers and employees. All the guild bosses are related
to one another
,
tons
and still others are convinced Babbage engines will one day take over the world. Unlike both other groups The Luddites attract members from all
, ,
ly run business.
dritch Mining is the most powerful guild. b) Ama-Alspar Copper - Originally a gold
mining operation they are the second larg,
classes of society.
They are
,
more traditional in their operations hiring based on reputation and talent rather than
b) Tower Shield - This guild focuses more on personal protection and law enforcement within the cities. They pride themselves on anything defense related. Where an Honor Blades warrior might be fine with a duel to
the death
,
In bodyguard
employees slightly better than Eldritch Minc) ing treats theirs. Mountainside Developments - A guild
c)
however, they wouldn't hesitate to die to save whoever they are protecting. Unlike the mining guilds, the Mercenary
focusing on finding and selling new sources of Eldritch Copper. They are known for purchasing large plots of land everywhere they can grab them and then selling off mineral rights for the highest price they can manage. They are more popularly known for their tal,
Guilds do not inherently fight with one another, although they often find themselves on opposite sides of conflicts due
to the nature of their business. Even after
mining towns on very short notice. Their cheap and fast building methods are staples
across the mountains cities of the known
,
They
world. Unfortunately when the mines run 3) Apothecary Guilds a) Oak Scion - A guild focused on defending dry these temporary cities often become permanent homes for those too impoverthe ,olde, ways and the forests from rapidly ished to leave. expanding humanity. They make most of
.
d)
The most violent actions in modern history, the Great Mineral Rights Wars, were
a direct result of conflict between these
their money through selling potions and herbs aphrodisiacs, rare delicacies, and most importantly the herbal mixture known as Purple Bitter which is the only known
, , ,
counter to Copper Madness. They control the biggest forest areas of any of the apothecary guilds and grow their wares in tree,
unwary travelers and anyone unfortunate enough to live near a suspected source of Eldritch Copper.
2) Mercenary Guilds
top gardens. They are also known for their egregiously expensive cigars made from a special mix of Copper powder and tobacco. b) Darkleaf Union - The only rival to Oak Scion, although not nearly as efficient or powerful. They too defend the >olde, ways and the forests while profiting off potions herbs,
,
regulars start with ruffian tasks and basic skirmish work for nobility. They advance
based on success in combat
,
aphrodisiacs spices, and the herbal mixture known as Purple Bitter which is the only
, ,
usually
These
known counter to Copper Madness. While they control about half the amount of forest
as Oak Scion
,
particularly at the
lower levels. Reputation as a warrior is critical to every member of the guild. Regulars
start with hand-cannons
,
to the primary urban areas of the world. They also control vineyards and are known for their brandy and red wines.
Miscellaneous Guilds
sual skills and equipment (aero drops from zeppelins underwater suits, etc). The more
,
other important documents through specific easy-to-find central areas throughout the Aether. They employ an army of Criers to gather information and yell it out in the cen-
it
,mportant. .
cast journalists of the Steampunk world. b) Celestial Journeymen - One of the biggest
dealers in dirigibles and other lighter than
air craft and activities associated with them.
competition for anything bigger than personal aerocraft. Their work and research with
planets thick in clouds or fog, or large worlds covered in large flora and fauna.
Venus could be a jungle world
well
. known .
cial crafts makers who turn Eldritch Copper into fine magical and/or mechanical items for home and personal use. While there are many independent craft makers the ArcSmith Guild is very quick to prevent any smaller shop from selling anything of Eldritch Copper without paying their fair dues. They are even rumored to police the black markets for those who might be trying to
,
moons converted into massive colony ships wandering through the cosmos.
forms
All these worlds may also have their own life of course, which could be simply humans
,
with varying aesthetic tweaks or customs all the way to violent lizard people who carry cruel spears
and ide massive ostriches. r
GM. Some suggestions include... In a *rocket, launched from a giant cannon powered by gunpowder Eldritch Copper, or electro,
money lenders and coin makers. Another 1) monopoly they are obviously the most
magnets.
tion Copper Bank Notes for bigger transactions. Their Copper Notes are all fitted with
sentient wax seals that can set off alarms or set the Note on fire under certain circum-
e)
stances (like if they are taken through violence). This has significantly detoured counterfeiting theft, and burglary. 2) Circle of Spirits - A guild of sorcerers de,
c)
The rocket will have no actual engines or propulsion system, and therefore no changes in course or destination are possible.
"
voted to
Eldritch Copper in any form. A fairly reclusive cabal studying the Ancient Ways the
a) Travel
months
,
will
most
or
success of their research is the topic of much debate. Some say they are a group of hypnotists and tricksters others say they
,
lar ship.
b) Ships will most likely be open without rec) gard to oxygen or vacuum. Many ocean-type hazards would have their equivalent in space. Whirlpools might be represented by intermittent black holes (or There swirling vortexes if you prefer). might be storms in space gravity tidal
"
make pacts with otherworldly creatures, and yet still others say they have truly managed
Sample Worlds
Travel to other worlds
waves,
pirates.
When heading for other worlds in our solar system very little of what we know about them now matters. Gravity atmospheric composition, hours in a day temperature - throw all that stuff away. Not
, , ,
Uncharted islands, caves, volcanoes, mounShips could run along Aether currents Fae by propellers, or by the power of tain valleys, cities under the sea, cities loating in the thought. sky all could hold fringe societies or creatures wait4) By travelling through time. ing to be explored. Along with dinosaurs the truth a) In some theories there are infinite earths, behind mermaids, intelligent apes, missing links, or and travelling >sideways in time allows for giant species of normal animals might all exist in any number of permutations on the reality these secluded areas. of earth. Options include worlds where i) Alternate histories where different na- The Aether The Aether is a mystical substance that extions are in charge, or at war or have previously destroyed each other. ists between the particles of all things. As such, it is ii) Other creatures are the sentient top of very conductive to energy and matter but porous to the food chain and humans don>t exist them as well. Entering the Aether is entering literally
b)
lines
f
,
"
iii) Humans are either at war or subservient the space between all things.
,
to entirely other species. book is a list of scripts/spells/formulas useable speiv) Technology is radically different indud- cifically in the Aether.
ing worlds where automatons have tak-
en oven or are at least much more prevv) Somethinq "went terribly wronq and the
,
Steampunk Economics
...
" populace is either gone or still strug- ,loosely , based B'J'f a" example monetary system very on histoncal London plus the addition
II
powers steam en5) By radically changing size. f a new radioactive element that " a) Entire worlds can be found at the micro- 9,n,?- Tfe eC"y f th!J d ["J f( Cl"ap'
, ,
one shrunk and injected into a normal sized human body abu1 ,
-
10,000. They are very rare just as a &i" WU1t e today if ey were printed, be,
"
f nW
c) Likewise, the reverse is potentially true, saying that our universe is just a speck under someone else s fingernail, and if we grew
.
cnminals When dealing with mos large exchanges, such as buying a casUe or the like, the Emerald League uses signed enchanted scrolls to handie the transfer of funds internally. Since they are a bank monopoly it takes little effort to move large
, ,
Savaqe Lands
ding paleontologist decided to put the bones togeth- When Copper is drained of its energy, it turns green. er, that s the truth. If out of ignorance they mixed A 9'een empty Eldntch Copper coin still carries
_
fund= one entity to another. They write these enchanted scrolls with special seals secret insignia forgeries. Gold still carries a"d ht"r=es o prevent equivalent of $1000 per coin. "e'9
,
two skeletons together to form a creature with two e emnants of crude or "unrefined magic in it heads or they put a giant claw where a nose should approximately 1/100 mat of a fully magical one A go, create a dinosaur to match it. Excitement over C'n ad0 0' empty Eldntch Copper looks identical
, ,
for its distinctive green color. A Green is '"h $1 Pe ' com. Silver is the least valuable recampaign, setting off a fervor of expeditions to the
"' M,.h S"ver coins worth $10 each. Silver is wild, and creating a thriving economy off dinosaur f the only com ever cut, and then only into a half-silver
drugs, or even pets. Imagine an explorer bringing < 5' ' a 2""f,:1 *er ($
,
.
carving it open, setting tables in its torso, and hosting a celebration feast under the rib case. Equally Green to any of the noble
l L= thf a q"a,,fr: 5.' t fr J S handled through bartering. As a rule of t,"mf' " 'S considered rude to offer a Copper or
oik without asking permission first, as that is roughly like asking a recovenng alcoholic if it would be OK to pay them with bottles of
cinnamon beer or malt whiskey.
Expenses
Renting a four bedroom house in town with privies = 2 Green 4 Silver per
week
ael
87S59o
qfTldritcfi Copper
.
AEl
8/'S59o
9
Job
&tief 1'a.lHn
Upper Class
Lesser Nobility
Banker
(no meat, 1 person) = 3 Silver per week Week,s worth of food (with chicken no pork or beef, 1 person) = 4 Silver per
,
week
15 Copper
(S150.00Q/vear)
Week"s worth of food (with all types of meat 1 person) = 9 Silver per week
,
Respected Shopkeeper
Lower Class Well Paid Prostitute
185 Green
(S18.500/vear)
150 Green
To sum up someone making the normal salary (someone who had worked in the same shop for many years) could realistically afford the luxury
" ,
"
"
(S15,000/Year) 3 Green a week (4 Silver a night) Normal" Salary 117 Green (S11,700/Year)
2 Green and 2 Silver a week
and one child a diet of bread and vegetables with no meat except for holidays or other very special occasions. For things like clothing or alcospouse
,
hol
Street Sellers
78 Green
(S7,800/Year)
1 Green and 5 Silver a week Farmers & Labourers 286 Silver
either the child or the spouse would have to take up a hobby that made money like needlepoint or selling matches on the street.
, ,
(S2,86Q/Year)
5 1/2 Silver a week
Average Servant
The average labourer on the other hand, could only afford a two bedroom home if they were sharing it with at least one other family. Otherwise they would have to rent a room out of someone
, ,
else s house
"
afford that if they negotiated the price down for additional work for the owner.
Sample Characters
Captain Spaalding the Aethereal Explorer (Explorer) Strength: 4 Constitution: 5 Wisdom: 3
Dexterity: 4
Skills
he hears of an exciting new location. Each journey he recruits new science-minded folk. His only constant companion being Nyvanovich a creature he
,
Intelligence: 4
Charisma: 4
mands.
Swim* 5, Climb" 5
,
Dexterity Skills (Skill Level + 4) Dodge* 5 Pilot (Zeppelin) 5, Pilot (Steam powered Carriages) 5 Intelligence Skills (Skill Level +4) Perception* 7 Navigation 6, Aether Navigation 6 KN: Strategy 5, KN: Campaign Battles 5, KN: Military Officers 5 KN: Aether Geography 5,
, , ,
Feats
Well Off (2) Pilot"s License. Air Ship, Literacy, Language, Rank (Captain), Natural Leader, Animal Companion (Large simian-like Aether creature) Lackeys (8 normal and one Handy as his crew)
, ,
"Biocrafted
imental weapons built to replace his lost right arm. Power Ivl 2 based on Dex. Hand Beam: 7 Lethal Energy to 4" max rg 16
"
Luminous Rifle: 5 Lethal Energy out to 32" "Mechanical Arm Pummeling (Attack): Hitting with metal arm. Power Ivl 2 based on Str. Basic Punch - 7 Subdual Kinetic. HTH Only.
"
,
AP, HTH
Only
3
.
"
Flaws
Unique Appearance (Decorated old military uniform plus biocrafted arm), Tied (Adventuring), Public Identity Power Failure (Weapons won"t work in strong magnetic field or when wet)
,
Background
Captain Spaalding has a long and proud history covered in many historical journals and works of children"s fiction.
,
fought in everyone knows the stories of at least a few miraculous victories he managed against strong
odds. He wears a white military jacket covered in
,
medals of valor and distinction. With the wars long behind him he has instead turned to a life of glorious adventure. He owns a massive air ship and us-
Dexterity: 5
Skills
Intelligence: 5
Charisma: 4
what he seems (Sensing his Secret Identity) and that the man has a strong dislike of the criminal element (Sensing the Devoted to Killing Criminals).
Dexterity Skills (Skill Level + 5) Dodge 6 Picking Locks 6. Shadowing 6, Pilot (Personal Dirigible) 6 Intelligence Skills (Skill Level +5) Perception* 9 Deduction 8, Forensics 8, Interrogation 8 KN: Nobility 6, KN: Law 6, KN: City Geography 8 KN: Guilds 6, KN: KN: Biology 6
* , , , ,
Feats
Small Flat
"Modified Sidearms
(Attack) - Leftovers from Aerial Navy. Power M 1 based on Dex. Hand Cannon: 7 Lethal Kinetic to 2" max rg 8 Rapier: 8 Lethal Kinetic HTH only
" ,
"
"Uncanny
Powers of Perception
"
(Sense):
Ability to tell a person"s background (their Feats) Detect Feats: 2" Range "Uncanny Powers of Perception (Sense): Ability to tell a person's weakness (their Flaws) Detect Feats: 2" Range "Reinforced Breastplate (Protection): -1 Kinetic and Energy as long as he wears it.
" "
"Good Reflexes
"
Background
Investigator General Nykolas is an independent law enforcement official appointed by a council of Guild and Noble representatives. He focuses on cases that the Guilds and Nobility would like to see solved quietly. He is fair and impartial with the upper classes, but does not think at all of the lower class of society. One of Nykolas great abilities is his talent for reading people. His "sense" powers indicate his skill at noticing things others miss. For example after a few seconds of talking with Hargate Morrisey he might deduce a general feel for the man s finances (Well Off 1) that he is literate, that
"
"
he
takes
great
care
in
his
clothing
choices
(Appropriate Clothing), and that he has some link to local law enforcement (Contacts). He might also
She s spent
'
Intelligence: 4
return to that lifestyle. She works now as the Convenient" (exclusive but paid lover) of a mining Guild boss, but would drop that job the moment
"
Swim" 0, Climb' 2
Constitution Skills (Skill Level +2) Survival (Urban) 3 Intelligence Skills (Skill Level +4) Perception" 6 KN: Local City Geography 5, KN: High Society 5 KN: Herbs and Poisons 6 Charisma Skills (Skill Level +4)
, ,
Seduction 6
Feats
Dance 6, Streetwise 5
Night Vision Contact (Guild Boss), Language (Fae) Contact (Herbs) Contact (Merchant), Finesse
, ,
"
Power Ivl 1
"
based on Dex.
,
max rg 8
"
"Street
based on Str
HTH only Wings" (Movement): Power Ivl 2 allows 2 Flight/round "Glamours (Alteration): Illusions that all can see. Requires 2 Invested MDP dice. Dark Use (weakens her & makes her crave Copper Dust) unless already on Copper Dust. Power Ivl 2 4"
" ,
"
radius
5
.
4" range.
"
,
(Anti-Sense): Illusions that actually mask her and others. 2 invested MDP Dark
"Glamours
1 radi-
"
Flaws
Devotion (Wealth)
Short
,
Unique Appearance
(Wings),
Background
Like many Fae Gossamer was lured to the human cities with promises of wonder and wealth and to escape the apothecary Guild taking over her for, ,
est.
performing troupe until she got kicked out for using Copper Dust and casting Glamours during the middle of a show. She has craved returning to the Aether every since, and spends most of her time doing
any job that will help her save up enough money to
-<>-.Wisdom: 3
Madburner (Mercenary)
Strength: 4 Constitution: 4
Dexterity: 3
Skills
Intelligence: 4
Charisma: 3
Swim" 5, Climb" 5
Dexterity Skills (Skill Level + 3) Dodge* 4 Constitution Skills (Skill Level +4) Survival (Wasteland) 5 Intelligence Skills (Skill Level +4) Perception" 6 Smell Perception 7, Appraisal 5. KN: Tactics 5 KN: Military Campaigns 6, KN: Tales and Myths 6 KN: Elf Society and History 8 Charisma Skills (Skill Level +3)
, , ,
tory implies he once worked for some level of Noble Folk royalty or their academia. Whatever his past after an overdose of Copper Dust transformed him he sold his body for Cop per-powered weapons and signed up for the Mineral Rights Wars. Unfortunately for him he survived, and when his contract ran out he was forced to retire from military work. Easily the oldest ork anyone has ever seen his Copper accoutrements all show tell-tale traces of turquoise
, , , , ,
It is
only a matter of time before his enhancements start to fail and then eventually fall off. In the meantime,
he passes his time doing whatever mercenary work
he can get. He has a true soft spot for other veterans and has been known to spend large portions of
,
Persuasion 5 Feats
Infra Vision
Quick Draw, Called Shot II. Powers (MDP 9 dice) 1 "Bio Weapon (Attack) - He had his left arm
"
.
cut off and replaced with a powered gauntlet that feeds into a very large hand-cannon. It
whines and a gem on it glows red whenever he
powers it up. This alone intimidates many a would-be enemy. It cannot be removed. Power
Ivl 5
,
based on Dex.
" , ,
Bio Arm: 9 Lethal Energy to 16" max rg 32 "Military Brawling" (Attack) - HTH Fighting
Subdual or lethal. Power Ivl 2 based on Punch: 6 Subdual Kinetic HTH only
, ,
Str
HTH only
"Copper
Breastplate (Protection) - The skin over his ibcage has also be removed and re-
"
placed with Eldritch Copper enhanced plates. It provides a -3 Protection to all Energy and Kinetic attacks. 4
.
"Scout Monocle
"
(Senses):
ocle. This provides his normal Infra Vision out to a range of 32" before he takes any penalties to his Perception
Flaws
Bad Reputation (Fallen Elf) Unique Appearance (Old Ork), Vulnerability (Electricity), Cultural Gap,
,
Madburner keeps his history to himself but like was once a graceful and cultured elf. His almost limitless knowledge with elf society and his,
all orks
these nails
Constitution: 2 Intelligence: 3
Wisdom: 2 Charisma: 3
she can mimic any known writing utensil anyone has ever used.
, ,
She has also spent years studying different types of inks and papers used in official documents so she can copy them at will. The jeweler s magnifying lens above her eye is actually bolted through
,
Swim" 0, Climb* 3
,
Dexterity Skills (Skill Level + 3) Dodge* 4 Forge Document 8 Constitution Skills (Skill Level +2) Survival (Urban) 4 Intelligence Skills (Skill Level +3) Perception* 4 Appraisal 5, KN: Local Laws 5 KN: Black Market 6, KN: Local Currency 5, KN: Inks and Paper 7 KN: Monetary Guilds 5, KN:
, , ,
her eyebrow and can be lowered at any time to help her examine documents more closely.
,
She actually gets her nickname not through the color of the fingernails but because her fingers are often times stained with ink up to the second knuckle and she never makes any attempt to clean it off. She is very protective of her fingernails since they are her calling card and her only source of income. She leaves any possibility for fighting up to her aging bodyguard Elijah. She's been doing forgery
, , ,
for the final big score that will allow her to retire.
Feats
(Five total). Henchman, Special Equipment (eye lens and biocrafted nails). Ambidexterity (for writing)
Powers (MDP 0 dice) 1 "Detect Ink and Paper
.
(Senses): Dark Fingers can sniff ink on any parchment and determine all of its components. She can detect special additives designed to deter forgery and
,
"
paper. She can only do this to parchments or books she actually holds in her hands and has a total of +2 Perception to do it.
,
Flaws
Bad Reputation (Counterfeit Artist) Unique Appearance (Ink wells for fingernails) Money Problems, Watched (Monetary Guild) Lower Class, Cannot
, , ,
Background
Dark Fingers, notoriety has forced her not only to keep her real name a secret, but to spend most of her time underground (literally) in the Black Market
of the sewers. Guild
,
The fingernails on both hands have been removed (either through force or very poor biocraft work judging by the ragged scars on her fingers) / and replaced with long sharp blades of dark pol, ,
Through
Zeke Seabury Jr. (Aether Airship Pilot) Strength: 3 Constitution: 2 Wisdom: 2 Dexterity: 3 Intelligence: 2 Charisma: 3
Skills
ly won't even talk to a prospective employer until they can "catch" him somehow. In fact his love for
, "
Swim" 4, Climb* 5
Dexterity Skills (Skill Level + 3) Dodge, 4 Intelligence Skills (Skill Level +2) Perception" 4 KN: Piloting Operations 5, Aether Navigation 7 (drops down to 5 if he doesn't have Opium) KN: Aether Air Routes 6, KN: Aether Airships 6 KN: High Society 8, KN: Fine and Rare Alcohol 3 Pilot (Aether Airships) 8. Charisma Skills (Skill Level +3) Seduction 5 Bribery 4, Streetwise 5, Trad, , , , ,
sion with seeing how many lovers as he can seduce and keep at any one time. His opium use is mostly to help him navigate and he has worked out a steady supply so he doesn t have to worry about
, ,
that either.
ing 5 Persuasion 4
,
Feats
Pilot,s
License
Well
Off (1).
Well Connected
(Lovers),
Powers (MDP 6 dice)
1
.
Naturally Agile" (Protection) - Zeke has never been much of a fighter but he has learned over time how to avoid being hit. This ability provides a -1 Protection to all Energy and Kinet"
,
Cannons (Attack) - This power is only good on airships with ship-to-ship cannons on them. He has studied primarily the more
"Airship
"
modern energy throwing devices. Power Ivl 3 based on Dex. These types of weapons are
,
"
radius
range. They use 1 MDP each time they fire. Airship Cannon: 6 Lethal Energy out to 48"
Flaws
Devoted (to many many lovers), Tied (Opium), Tied (Adventure and Watched (jealous people)
, , "
Background
Zeke Seabury Jr. was born into moderate but had little patience for formal schooling or the life of the upper middle classes struggling to
wealth
,
blend in with the actual upper classes. He took up dirigible piloting as a hobby and after only a short
,
devoted his life to airships of the Aether. Since he's never really been poor and he has a steady allowance coming in from his family he rarely hires himself out for money. Instead, he is attracttime
, , ,
Constitution: 2 Intelligence: 3
Wisdom:
ty to rifle through their pouches and pockets for something he can filch. While most never notice
this
,
Charisma: 3
Swim" 0, Climb* 3
,
Dexterity Skills (Skill Level + 2) Dodge* 3 Stealth 3, Lock Picking 4, Disarm Traps 4 Shadowing 4, Intelligence Skills (Skill Level +3) Perception* 4 Appraisal 5, KN: Guild Laws
, ,
KN:
Mercenaries 6, KN:
Military Campaigns 6 KN: Local Illicit Activity 6 Charisma Skills (Skill Level +3) Bribery 5 Fast Talk 5, Streetwise 4, Trading
,
Diplomacy 5
Feats
"
hand cannon he keeps concealed in his vest pocket. Power Ivl 1, based on Dex. Pistol: 5 Lethal Energy to 2" max rg 8
"
Flaws
Problems
Background
Jack Croucher is a war profiteer, pure and simple. He grew up an orphan in the slums of city intersecting three warring factions of the Mineral Rights
Wars
,
up from total poverty was to work with the military forces involved instead of against them. Now he spends all his time on the fringes of war zones looking for ways to gather and sell military information. He is most happy when he manages to
sell the same information to both sides. For exam-
weapons depot will be attacked soon. Technically in this example he kept to his word on both sides of the bargain and got paid very well for it. To this end whenever he isn t selling information he's searching for it or trading for it. He
, ' . ,
He has absolutely no moral compass what-soHe s even been known to volunteer to help
'
Strength: 4 Dexterity: 4
Skills
Constitution: 4 Intelligence: 4
Wisdom: 3 Charisma: 3
Killing a Tower Shield elite works on both counts. At this stage they are moving towards fewer ranged
weapons and more hand-to-hand ones as that sort
,
Swim" 5. Climb* 6
,
with knives.
Dexterity Skills (Skill Level + 4) Dodge* 5 Shadowing 5, Lock Picking 6. Set Trap 5 Stealth 5 Intelligence Skills (Skill Level +4) Perception* 6 KN: Honor Blades Guild Law
. .
easily identifiable patch, pin or amulet identifying themselves, even on missions of subterfuge or assassination. An Apprentice Honor Blade Mercenary will be similar to an intermediate but at least
,
KN: Local Mercenaries 6, KN: Tactics 5. Track- Mercenaries should be individually designed masters of combat each with their own reputation and ing 5
. .
specialized method of fighting. Most elites carry only a single blade for self defense.
power. Reputation, Henchman (apprentice), Sneak Attack Quick Draw. Two Weapon Fighting
,
Hand Cannon:
"
" ,
silent 2 "Mercenary
.
(Attack) - Guild issue HTH weapon. Power Ivl 2 based on Str. Sword: 9 Lethal Kinetic HTH only
Weapon
, ,
"
"Defensive Maneuvers
"
(Protection) - Years
of practice with defensive moves instead of bulky armor provides a -2 Protection to all Energy and Kinetic attacks they are aware of.
Flaws
Bad Reputation (Merciless Killer for Hire) Unique Appearance (Always wear Guild symbol) Tied (Guild), Tied (Honor), Watched (Other mercenaries)
, ,
Background
Honor Blades mercenaries are all devoted to
their ability to win duels, skirmishes or military conflicts at all costs. They are content especially at
,
levels
Each in-
sidekick that follows them around in training. Apprentices only get promoted by defeating an intermediate in hand-to-hand (usually non-lethal) combat. Intermediates however, only advance to elite status by either some truly remarkable demonstration of martial prowess or by killing another elite.
, ,
Tower Shield Mercenary (Intermediate Level) Strength: 4 Constitution: 4 Wisdom: 4 Dexterity: 4 Intelligence: 4 Charisma: 2
Skills
Wisdom: 2 Charisma: 2
Dexterity Skills (Skill Level + 4) Dodge" 5 Disarm Trap 6, Breakfall 5 Wisdom Skills (Skill Level + 4)
,
Strength Skills (Skill Level +3) Run" 4. Swim* 0 Climb" 4, Brawling 2 Dexterity Skills (Skill Level + 2) Dodge" 3 Intelligence Skills (Skill Level +2)
,
KN: Philosophy 5
Streetwise 3
First Aid 5
KN: Tactics 5, KN: Biology 5, Search 5 Charisma Skills (Skill Level +2) Persuasion 4 High Society 3
, ,
Heirloom Armor (Heavy and Bulky. -1 Kinetic and Energy Protection -1 to Perception and Stealth rolls
,
Feats
when worn)
,
power, Reputation, Lightning Reflexes, Disarm, De- Powers (MDP 7 dice) 1 "Primary Sidearm fleet Missiles. Rage, Alertness (Attack) - A weapon issued for ranged attacks. Power Ivl 1 based on
"
.
Dex.
"
Hand Cannon:
max rg 8
"
"Blade
of Office
Hand Cannon:
max rg 8
"
based on Str.
,
"Strange Fighting Style HTH combat. Power M 2 Staff: 8 Subdual Kinetic Punch:
,
(Attack) - Training in
based on Str.
HTH only
HTH only HTH only Throw: 6 Subdual Kinetic. HTH only, Recoil
7 Subdual Kinetic
,
Tied (Guild)
"Armor
"
ent
Significantly less impressive than the Prothese are the bulk of the regulars employed for violence skirmishes, and guard duty. They have no special bravery and tend to
, , ,
Unique Appearance (Guild symbol) Tied (Guild), break easily in any combat without a strong leader beside them. Tied (Defense) Watched (Other mercenaries)
,
Background
Tower Shields are most known for the abili-
Generic Man-At-Arms
Strength: 2
Constitution: 2
Wisdom: 2
ties as guards and personal protectors. They treat Dexterity: 2 Intelligence: 2 Charisma: 2 all life as sacred and prefer subduing opponents wherever possible. They have even been known to Skills attempt to heal enemies once combat is resolved. Strength Skills (Skill Level +2) Run* 3 Swim* 0, Climb" 3 While they prefer to survive any violent encounter their priority of life beliefs always put whoever they Dexterity Skills (Skill Level + 2) are protecting ahead of them. When defense fails Dodge" 3 on very rare occasions one of them will turn to Intelligence Skills (Skill Level +2) vengeance. Their treatment of apprentices is harsh Perception* 3 KN: Local Area 3
, , , , , ,
but fair
and advancement comes through mastery of fighting style. Like Honor Blades the elites of this
, , ,
Feats
guild should be legendary masters of some form of Heirloom Armor (Heavy and Bulky. -1 Kinetic and combat leaning more towards something wise and Energy Protection, -1 to Perception and Stealth rolls) gentle than their Honor Blade rivals.
"
Sample Creatures
Giant Octopus (AKA the Kraken) Strength: 12 Constitution: 8 Dexterity: 3 Intelligence: 0
Skills
Power Ivl 1
based on Dex.
5 Lethal Kinetic to 2"
Hand Cannon:
Flaws
max rg 8
"
Wisdom: 0 Charisma: 0
Tied (Master)
Background
ies
,
Even less impressive than guild mercenarthese are generic conscripts forced to fight to Dexterity Skills (Skill Level + 2)
,
Wisdom: 2 Charisma: 2
Constitution Skills (Skill Level +8) Survival (Underwater) 9 Intelligence Skills (Skill Level +0) Perception* 4
Feats
,
Immunity (Breathe under water) Immunity (Extreme pressure), Ambidexterity, Heightened Sense (taste Strength Skills (Skill Level +2) through suckers) Very Brave, Truly Terrifying, Very Run* 3 Swim* 0, Climb" 3 Large (+4 to cancel range penalties of others). Truly Dexterity Skills (Skill Level + 2) Massive (ignore the first four Wounded results) Dodge* 3 Stealth 3, Pickpocketing OR Lock Picking OR Sleight of Hand 4 Shadowing 3 Powers (MDP 5 dice) Constitution Skills (Skill Level +2) "Grab (Barrier) - This is a Barrier made from a 1 Survival (Urban) 3 giant wall of tentacles. It requires invested Intelligence Skills (Skill Level +2) MDP, but can also only have one barrier per Perception* 3 KN: Local Area 3, Appraisal tentacle. It is a level 6 Barrier, each one good 3 KN: Black Market 3 for surrounding a 3" big sphere (like a ship). It Charisma Skills (Skill Level +2)
, , , , "
.
Streetwise 3
Feats
should be 2x the sizes listed. It is mostly kinetic Contact (Another Rogue or a person with the Black Market or a Fence)
, ,
associated
because most energy attacks don"t work underwater and octopi would naturally recoil (pull
,
Powers (MDP 5 dice) 1 "Brawling (Attack) - A sort of streetwise self defense. Power Ivl 1 based on Str.
"
.
away the barrier) against those types of attacks. Barrier: -6 Kinetic -1 Energy Barrier rg 6 "Crush (Attack) - The simple act of swiping a giant tentacle at someone, or, for bigger objects already Grabbed squeezing them. Power Ivl
" , " " " ,
based on Str.
10 Subdual Kinetic
,
Crush:
Devoted
Money
Problems,
Watched etc). Note that with this much subdual damage potential
,
(Guard), Raw
Background
This is a good template for the basic scum Flaws that patrol the shadows of the alleys at night looking Deaf Cannot leave water, Tied (Animal Instincts) for unwary gentlemen and ladies to prey upon. It can be used for three of the more common types of Background rogues with Sleight of Hand used either by shopliftYour classic Victorian era sea monster. The ers or grifters. Even more so than the average citiCrush" attack can be split up into several attacks for zen rogues of this type are quick to flee combat alrandom flailing with multiple tentacles. Armor can most as soon as it begins. be added for a giant mechanical octopus.
, ,
"
Gremlins
Strength: 0
Dexterity: 4
Skills
Constitution:
Wisdom:
Intelligence: 0
Charisma: 0
Intelligence: 1
Charisma: 1
Swim* 0, Climb" 1
,
Automaton
Pain Resistance,
Feats
Mildly Terrifying
Powers (MDP 7 dice)
1
.
Infra Vision
"Sense
Life
"
noses, and ears, these creatures always seem to be able to home in on living beings.
eyes
,
Power Ivl 1
based on Str.
"
When in 2
HTH Only (Drain Attack) - Gremlins feed off Eldritch Copper like locusts in a field
"Swarm
Bite:
3 Lethal Kinetic
Copper
"Bite/Claw
, "
"
and the result is a power drain on everything. Power Ivl 1 based on Con.
, ,
Mass Combat" system to represent endless Swarm: 5 Drain Special HTH Only, ignores walls of teeth and hands grabbing and snapping regular defenses. Only against Copper powered Can be used to drain ammunition MDP if even in some cases, if no longer attached to the devices. parent body. Power Ivl 1, based on Str. the ammunition contains any Copper. MDP dice lost Bite/Claw: 5 Lethal Kinetic HTH Only return only after device is repaired or replenished. "Infect (Transformation Attack) - While not 3 "Wings (Movement): Large bat wings. Power Ivl 4 allows 8 Flight/round all Rotters are infectious, many are. Does damage over time (1 level per minute/hour/day de- 3 "Small Size (Protection) - Their tiny size propending on the GM). As the transformation provides a total of -1 Energy and Kinetic Protection.
, , " "
.
"
"
gresses, the target grows pale, has trouble thinking and craves meat. If it can be healed
,
Flaws
(GM option), it can only be healed up until the target is incapacitated. At "Death the target dies" and then rises as a Rotter (and no longer a player character). Power Ivl 1 based on Con. Infection: 7 Lethal Special HTH Only, only if target is at least "Wounded" by Bite/Claw does damage over time, ignores regular defenses. Can
" , " , , ,
Very Short (2" move) Tied (Copper), Bad Reputation (Eat machines) Watched (Bounty hunters)
, ,
Background
Gremlins are discussed in more detail earli-
but as "Fallen" fairies, they bear almost no resemblance to their previous forms. There are also no special don"t get them wet" type rules. These creatures look like tiny flying lizard people
er in the book
, "
Flaws
Slow
with open crazed eyes. It is rare to see them in a swarm but when they do, the result is devastating,
,
Background
leaving a dark wasteland stripped of all technology in its wake. Since they are such a nuisance to progress and technology they are often hunted
" "
bodies charged with excessive electricity or people and captured by bounty hunters. In the back alleys
who have fallen to a foul underground gas that doesn"t quite kill them. Note that the "slow" Flaw is optional. There s nothing like fast moving rotters to spice up a campaign. The Infection" option makes a great plot device as well especially if there is a
"
of almost every major city, gremlin fights draw large gambling crowds. They range from simple folk to
formal indoor auditorium matches where several of
"
the creatures fight over a handful of Copper Dust. These are both legal and encouraged, as they keep
the gremlin population to a minimum.
Giant Automaton
Strength: 8 Constitution: 6 Wisdom: 1
Dexterity: 3
Skills
Intelligence: 1
Charisma: 0
Dexterity: 2
Skills
Intelligence: 1
Charisma: 1
Swim" 0, Climb* 2
,
Swim* 0, Climb* 9
Dexterity Skills (Skill Level + 3) Dodge" 4 Stealth 6, Pick Lock 5 Intelligence Skills (Skill Level +1) Perception* 2
Feats Immune to Morale
,
Dexterity Skills (Skill Level + 2) Dodge* 3 Intelligence Skills (Skill Level +1) Perception" 2 KN: Local Area 3
,
Feats
Immune to
,
Morale,
Automaton
Mildly Terrifying,
Night Vision Large (+2 to cancel range penalties of others) Massive (ignore first three Wounded results)
,
"Sting
dle.
"
(Attack) - A single spring loaded neePowers (MDP 10 dice) "Strength (Attack) - Using strength to attack. 1 Power Ivl 1 based on Str. (Movement) - Ability to climb on
, " ,
.
Power Ivl 1
"
based on Str.
"Climbing
Punch: 10 Subdual Kinetic HTH Only Throw rock: 9 Subdual Kinetic rg 2 max 16
,
"
"
(Protection) - Their tiny size provides a total of -1 Energy and Kinetic Protection.
"
"Small Size
8 Subdual Kinetic
rg
max 16
"No
" ,
affects 1 radius
"
"
Flaws
Kinetic Attacks
,
.
Flaws
,
Vulnerability x2 (Electricity) Susceptibility x2 (Water created by a mad gadgeteer. Once wound up and and strong magnetic field) Power Failure (When shown a picture of their target they are ruthless in wet and when Copper dust runs out) their quest to kill. They can pick locks and move
, , ,
bed or doorway and drop down on them. When attacking an unaware opponent they not only get the usual +4 bonus but an additional +1 for the Sneak Attack making an initial attack as high as
, , ,
Every since the first automaton was created intelligent creatures have been fascinated by them. They,ve built them to do manual labor they"ve built them to fight one another for sport they've built
, , ,
and they ve built them as weapons. nine dice. They are not particularly bright creations In almost all cases they begin as non-sentient creaand have been known to confuse similar looking tures, and somewhere along the line they pick up
, , ,
>
within these spiders is very simple and could be cal surge does something to their Babbage engine reprogrammed by anyone with the appropriate skill maybe the attention to detail of their maker gives them life, maybe they leam from those around them. and sent back to kill their original creators.
Some versions of these mechanical spiders Automatons of any sizes are always treated like infeare equipped with poison needles. There are also rior creatures. In many a Steampunk story they are larger versions of mechanical spiders as big as analogous to slaves. This version represents some,
dogs and even more massive beasts that stand tall- thing bigger than human size, possibly as large as a
,
er than most houses. The truly bigger monstrosities house, and capable of lifting a ton. run off steam rather than springs and some even In a fantasy setting, these same stats contain hollow chambers where an operator can could be used for a troll, dropping the Vulnerability keep the internal fires going and control the creature and Susceptibility and changing the Power Failure to whenever their hibernation" cycle is (daylight etc). through a complicated series of knobs and levers.
, " ,
Strength: 3 Dexterity: 4
Skills
Constitution: 2 Intelligence: 4
Strength: 3 Dexterity: 5
Skills
Constitution: 3 Intelligence: 1
Wisdom: 0 Charisma: 0
Swim" 4, Climb* 4
,
Dexterity Skills (Skill Level + 4) Dodge* 3 Pilot (Aether Airships) 5 Intelligence Skills (Skill Level +4) Perception* 5 Aether Navigation 6, KN: Aether Science 5 KN: Aether Geography 5, Repair Gadget 5 Babbage Engines 5, Charisma Skills (Skill Level +3) Disguise 4
, , , ,
Dexterity Skills (Skill Level + 5) Dodge* 6 Stealth 6 Constitution Skills (Skill Level +4) Survival (Jungle) 5 Intelligence Skills (Skill Level +1) Perception* 2 Smell Perception 8, Sight Perception 6 Tactics 2
, ,
Night Vision Mildly Terrifying, Additional Mass Cultural Innocence, Language (ignore the first Wounded result) Alertness, Very
, .
Swift Feet (+2" of running) Heightened Sense (Scent), Minions (they travel in packs), Brave
,
Powers (MDP 8 dice) 1 "Poison Spider Spit (Attack) - Their only nat- Powers (MDP 7 dice) "Teeth and Claws ural form of defense they can spit out tiny spider 1 (Attack) - Dagger like claws and teeth. Power Ivl 2 based on Str. like creatures that sting with deadly poison.
"
.
"
Power Ivl 1
based on Dex.
" " , , ,
HTH Only.
Poison Sting: 8 Lethal Kinetic rg 2 max rg 2 Can only do Stunned, Incapacitated or Dead results
'
other damage is ignored. Won t work against any- Tied (Animal Instincts) one with no exposed skin or with Immunity to Poisons. Spread Damage over time (2 rounds). Works Background
"Secondary
hand cannon.
Weapon
"
In
Power Ivl 1
"
based on Dex.
,
Hand Cannon:
max rg 8
"Illusionary
which alters their appearance to look like hu- most intelligent species to ever exist on the planet. mans. Both Mental Awareness and most dogs They are not only good at sneaking up on their prey will see through the illusion. but either through evolutionary instincts or actual cunning they are also able to use rudimentary tac, ,
tics as well. An example might be leaving one of Watched (Enemy Race) Unique Appearance their pack out in an open field while the others wait (Hairless skin, very big eyes). Cultural Gap in ambush for human hunters to go after it. This template could also be used for varying sizes of larger carnivore. Increase their strength Background These beings come from the Aether and (which will increase the Bite attack on a one for one study earthlings now that humans have figured out a basis) their mass, and their size, and change Mildly way to open Gates into their homeland. There are Terrifying to Truly Terrifying. Also their bigger coustwo tribes of these aliens one purple and the other ins tend to be solitary hunters so take away the feat green, and they are mortal enemies. The purple Minions as well. tribe wishes to help and study the creatures of earth while the green wishes to conquer them. Their disFlaws
, , , , , , ,
guises work well, although most Aethermagi see through them right away. Both tribes have an awk-
it
Samp,e C,t,es
,
While cities won>t be the only setting in a matter how long it has been there. Steampunk campaign they will arguably be the
,
based on prof,t,ng on a war or prey,ng on those who do. Everything has a temporary feel to it no
It may be built on the ruins of a once great metropolis or it may be
,
most common and offer the most opportunity for hastily erected from scrap metal rock, and wood. In adventure. There are many Victorian Era maps of either case it has a good chance of being a battlecities available on the internet. Take some of these field someday if it hasn"t already, and everyone livand shape them to your will. If you look up the actu- ing there knows it hopes they,ll have enough real history of the city you ll be able to see where the sources saved up to escape when that time comes.
, " ,
Certainly don"t try to map out every building. Pick a point of focus like a market or a university and put a few details around it. Label which quarters of town hold what and you can lesh out specific Public Houses (pubs) entertainment centers, and dangerous sectors of town as you go. Understand
,
At the end of each Fall season Guilds (or governments, or nobles) will put their troops up for Winter Quarters because no one fights again until
,
spring. In some cases, commanders may release the troops entirely so they don,t have to pay them.
with coin and nothing to do but spend it. Warzone how the city runs who runs it, and whatever indus- border towns easily double or triple in population tries bring in the bulk of the income. Create a few then, and if they get troops from both sides they act opposing factions particularly those most likely to as a neutral zone until the springtime call to arms. encounter the players and have an idea what sorts
, , , ,
of operations they run and how they work. As you Aether floating city go on in your campaign, link a random government Since gravity holds little sway in the Aether official the characters met in game #1 to a secret a city built there would not only be floating but society in game #3. Gradually weave the web of spherical, so buildings could grow out from the top who works for which organization. bottom
, ,
nobility, secret societies, criminal airships or using engines or propellers. Since there elements, and simply large groups of people bound is no dirt or water in the Aether, everything built together by a common cause should all have their there must be assembled from materials brought own motivations preferably that conflict with one from the real world. Variations of loating cities:
, ,
Guilds
another. Most importantly give your city, and each section within that city as much of a personality as
, , ,
individual characters. The slums aren't just filled they also contain families fiercely loyal to one another people who prey on others for the sheer thrill in the power of it children who believe that the rest of the city has abandoned them people
with criminals
, , ,
The same city as #1 above, but eons later. Created perhaps by a race or people long since
who struggle to show they world they can do the right thing no matter how bad things get, and people
so desperate to escape or to feed someone they love that they will take any risk. The slums might be illed with the impoverished and downtrodden but different levels of that society exist too a hierarchy
, ,
so big that the many inhabitants have enough population and space to war with
,
of the damned
factions. All this might be invisible at first to the players, and unknown to the GM, but eventually it will take its first breath as something truly alive.
Warzone Border Town
one another safely within their own walls. A ship like this could be of any shape, ranging from a massive galleon, to a huge zeppelin to a spinning cylinder to a Dyson Sphere with a small glowing sun (or furnace) in the middle. Maybe the ship helps and looks after its passengers, and maybe it used to and now they are all
on their own. Whether its inhabitants even
sup-
plies need a ship point, smugglers need a place to rest and soldiers need somewhere for R&R. This creates sprawls of city most if not all of it slums,
,
know of a world outside their vessel is optional. Entire campaigns could take place within this
ship never seeing the
, "
"
with the constant desolation of war just past its limits. Fires glow in the distance smoking trails from burning airships ill the sky and explosions echo
, ,
A city built entirely from items found in the Aether and bound together by giant chains. Maybe
made from the body parts of colossal statues from some primordial culture. In such a case
,
Something in the air: It could be as simple as a airship tower or two all the way up to a regular
,
city blocks might rest on the huge marble heads of kings latched to torsos of massive stone
,
horses. Granite arms might rise up as towers with chunks of rock tethered like trailing islands. way station for Aether travellers.
,
presence of airships patrolling or simply hovering overhead. These could be warships pleasure ships gambling ships, cruise ships, scientific ships, personal ships, and for the extremely wealthy, these could actually be loating domi, ,
It if moved in a
ciles so they can avoid contact with the unwashed masses down in the streets below.
regular circuit it could be a massive trade hub whenever it reached a new real world metropolis. It 6. might act as asylum or neutral territory or the only
,
would be expensive commodities as would even the most rudimentary building materials. It might also
tures
focal point for Secret Societies like Bohemians. At least one Black Market: Preferably someplace dark, like the docks, or in the sewers.
be a target for Aether pirates massive lying creaor raiders from a savage sentient alien race.
,
will
Some source of public entertainment: There be theatres of course, along with lower
, ,
The staple of many a Steampunk setting. The proximity to water can easily be a major iver (the Thames, Hudson, Seine or Mississippi) or a sound (like the Puget Sound). Urban components: r
1
.
class arenas and pugilist ings but take some time to develop something truly bizarre and unu-
or some link to the Aether. Take a zoological exhibit a circus, a dancing troupe, a per, , ,
In the Victorian
over half the population of England lived in cities. They were quickly choked full of more people that could fit comfortably or safely. 9. Slums: There should be at least one place so
destitute that it has its own tragic personality.
somehow
or both.
Some center of government: Mostly this is a place for people to gather for protests and iots,
and will otherwise rarely be seen except when
one is called there. Generally best if you make your major city the capital either of the area, or
the entire country/empire.
Shanty Town should do. 10. Some technologically advanced or unusual Upper Class Row or Circle: At least one place form of public transportation: Could be subin town should represent "Old Money or "New ways, railcars in the air steam powered carriagMoney and stick out as opulent compared to es, trolleys regular dirigible routes, or submaine travel but in all cases it should differ radithe rest of the city. Usually this section will be
"
, , " , ,
walled off
during hours of darkness. It,s even better if it somehow shows utter contempt for the lower
classes slums
, ,
versions
unsanitary common class versions. like having the wall ight next to the 11. An oversized sewer system: Preferably with or having been built on what used to be large tunnels that go to many a secret location r
,
across town.
work
,
12.
Other options
a
.
A Sanitarium
the hours in misery. This also happens to be one of the main sources of income for the city.
People working the docks are a given but there
,
b
c
.
d
e
.
should also be either a mill, a mine a quarry, a row of factories a refinery, or some combination of all those. These can have local nicknames
, ,
g
h i
.
Wrecks or Ruins
too
In all cases
many people work there, conditions are horrible and the pay is pathetic.
Something Haunted Someplace dangerous, like a swamp, toxic lake, old battlefield, or abandoned
mine.
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very center holds the main offices of stock traders lawyers and white collar business. If your campaign has a parliament or house of representatives it History The dark black lines represent city walls would exist here. The further towards the Right Arm (most built centuries ago), with the circles represent- you go, the more seedy Central Ankmir becomes. ing towers. The original city all fit within the walls of
, ,
The hazardous and less reputable factories wharfs, and slums (Little Maze) all reside in in the upper right comer was the original slums. this section. The slums were originally the goblin With the coming of New Wealth the Duke ordered slums (or in an all human campaign, slums with the slums sealed off and then put to the torch while deformed or diminutive people) until the "nicer" zeppelins overhead held parties to watch. The best slums were walled off and torched and all its resiarchitects and social planners descended on the dents migrated here. This section also contains the ashes to rebuild Olde Ankmir" for the rising upper Asylum of the Lost as well as the Honor Blades middle classes. The Real Money of Ankmir live out- guild hall. The one claim to fame of the Right Arm is
kept invaders at bay and protected trade ships has
markets
"
Geography The city within the original walls is known as Central Ankmir. "Olde" Ankmir sits just past the Duke's palace prison, and militia institute. The bottom right part of the city across the bridges is known as the Right Arm (because the city looks vaguely like a crab from the ocean and the air) and across the water on the opposite side is the Left Arm. The white lines represent only the major streets of the city. Each block between them is riddled with smaller alleyways and side streets. The faint curved lines represent the primary Omnibus routes that function like overhead subways for the bulk of the city.
, ,
eteers - not to be confused with personages of science and research. If you want to have something modified or altered, or if you are interested in mechanisms of the mad
,
markets. The Right Arm is home to the Eldritch Mining export company. Their sea vessels fill the harbor day and night taking out refined ore and bringing in supplies and other goods. The Eldritch Mining export company also runs the Gasworks which pro, ,
that produces a lammable gas when dropped into water thus keeping the gaslights of the city burning.
,
Ankmir
Home to the Darkleaf Union Apothecary guild, the Celestial Journeymen Airship yards, the
guild warehouses, and most importantly, Innova-
ing wealth for the first time. Everything is egregiously overpriced, and many of the inhabitants struggle to pay the rent while attempting to pass as far more well off than they are. The gates to this area are locked during hours of darkness and is one of the most patrolled parts of the city second only to the Duke"s grounds and gardens. Since bodyguards often make good status symbols the main Tower Shield mercenary guild sits just outside the wall.
, , ,
tions University.
entists
,
Any
sort of weird science created in the city happens here along with a number of biological experiments bordering on atrocities in the name of medicine.
,
Ironically across the Sound sits the main hall for the
,
Central Ankmir
,
Circle of Sprits a guild of so-called sorcerers and thaumaturgists who reject science for mystic arts. The edges of the Left Arm still maintain active com, , " ,
The true heart of the city this section holds merce however, with very active docks at the sea the ministry offices and the Alderman University of edge and most of the city s incoming agricultural Law along with the Ankmir Mint, the Duchess Cir- goods and livestock markets on the inland edge. cus (The Circus of Lost Souls) all of the city s Omnibus lines and stations many of the primary markets, The Sovereign Quarters several of the best theatres and the Royal Docks. The Duke/Duchess and other nobility of the
"
>
The areas near the Omnibus stations the docks contain most of the cities factories while the area in the
,
city reside here although they almost never leave their walls except by air.
,
Marrow J'eUts
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Outer Market
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Sample Vessels
Some conventions about vessels:
,
Treat "Stunned" results as a loss of initiative for the next round plus an inability to volley
,
First
fire
,
forget everything you know about physics and treat ships that sail on or swim under the seas fly in the
,
fire.
"
tions normally.
air
Wounded" means the ship has taken serious ips to sails or is missing chunks of hull.
Wounds will get worse just like with a per,
son,
to flames.
"
Treat this the same as you would for a character as far as damage charts go. Damage effects will vary a little (see below) Dexterity: This represents the agility and handling of a ship relative to other ships. It determines which ships move first and fire first. In no
case will a ship ever be more maneuverable than a person.
or part of the hull or steering mechanism is gone. Everything done with the ship is at a 4 and movement is reduced to 1 per round. If the ship itself cannot burn then something inside it like gunpowder, kegs of alcohol or extra sails, is probably on fire.
"
-
Strength:
Unless brought to all stop the ship will get worse and eventually die."
, " "
in the
Death" translates to a ship that would sink ocean fall from the air, or simply
, ,
maximum of 12.
4.
5
.
Ships Intelligence Wisdom, and Charisma: don't have these, so don"t worry about them.
,
shatter or lose the ability to move in the Aether. If fire was involved the ship is entirely
Mass: Ships will have additional mass to represent extra damage they can absorb.
Cloth as Armor:
attacks.
neers.
1 Protection.
Wood as Armor: Ships made out of wood will have -2 Protection against Kinetic attacks and 1 Protection against Energy attacks. Metal or Stone as Armor: Ships lined with metal (or rock in some cases) will have -3 Protection against Kinetic and Energy attacks. Cannons: Most ships will have several cannons paid for independently, which can therefore be ired as a volley using the Mass Combat rules. A good rule of thumb for cannons is that they should all use MDP dice (to represent re-
range modifier (at -2 dice). 10. ,Boat" as a Feat: The 2 point "boat" feat buys
something smaller than anything listed here.
11. "Ship" as a Feat: The 4 point "Ship/Yacht/ Submersible" Feat buys something in the
schooner or sloop size category.
12. Feel free to make up your own Flaws and Feats for ships as well as Powers. Rotting decks Watched by the Kraken, Reputation Bad Reputation Money Problems, Slow, and the like are all Flaws that would work with a ship.
, , ,
13. Damage:
Generic Corsair
Sloop, or Schooner
Constitution: 6 Dexterity: 4
"
.
Strength: 12
Skills
more of them
more powerful attack. They are also better at longer ranges because the gunners are professional cannoneers. Power Ivl 2 based on Con. Cannon x4: 10 Lethal Kinetic out to 32" max
, ,
rg 64 always uses 1 MDP. 3 "Wooden Hull (Protection) - Provides a -2 Protection to Kinetic attacks and -1 to Energy
,
"
"
attacks.
(Attack) - This represents a rela- Background tively small cannon. Power Ivl 1 based on Con. This is the smallest class of warships. In Cannon x4: 8 Lethal Kinetic out to 16" max rg some cases it could be armored. 16 tons of cargo minimum crew of 10 and could support a maximum 64". always uses 1 MDP. 3 "Wooden Hull (Protection) - Provides a -2 of 160 people. It would normally have as many as Protection to Kinetic attacks and -1 to Energy sixteen cannons to a side.
.
"Cannon
"
"
attacks.
Flaws
Dexterity: 2
but also the fastest of Dexterity Skills (Skill Level + 2) the ship classes, and therefore the one most comDodge* 3 (Evasive Maneuvers) monly used by pirates. They are only capable of about 10 tons of cargo and much of that will be Feats illed with lifeboats and basic supplies. It has a min- Massive (ignores the first three Wounded results) imum crew of six and could support a maximum of 100 people. It would normally have as many as Powers (MDP 10 dice) 1 "Float or Fly (Movement) - 10" per round. eight small cannons to a side.
, , " .
purchased
the 2
"Cannon Con.
"
"
Cannon x4:
,
which means after each volley, the MDP rg 64 always uses 1 MDP. would be significantly depleted, and extra time 3 "Wooden Hull (Protection) - Provides a -2 would pass for them toe reload before they could Protection to Kinetic attacks and -1 to Energy attacks. ire at full strength again.
"
.
Background
Constitution: 7
Dexterity: 3
Bigger than the Frigate but not as well armed, it is none-the-less capable of protecting itself against most raiders. 24 tons of cargo minimum crew of 12 and could support a maximum of 160
, ,
Constitution: 6
Dexterity: 5
Additional Mass (ignores the first Wounded result) Immune to Fire (Jade)
Powers (MDP 11 dice) 1 "Float or Fly (Movement) - 8" per round. Powers (MDP 9 dice) "Cannon (Attack) - More and bigger cannons 1 2 "Fly (Movement) - 16" of movement per round
"
.
"
"
Each
"
Cannon" rep.
in the Aether.
"Cannon
"
based on Con.
,
based on Con.
11 Lethal Kinetic out to 32" max rg
, ,
Cannon x4:
64", always uses 1 MDP. AP. 3 "Armored Hull (Protection) - Provides a -3 Protection to Kinetic attacks and Energy attacks.
"
.
"
Flaws
Background
Bad Reputation (Pirate Ship) Unique Appearance 20 tons of cargo minimum crew of 12, and could support up to 200 people. It would normally Background A schooner made entirely of jade it is worhave as many as twenty cannons to a side. thy for neither sea nor air but excels on the AeGeneric Galleon ther currents. Legend says that Captain Thomas Strength: 14 Constitution: 10 Dexterity: 1 Bonny commissioned this ship after his wife was killed by stray cannon fire. Left with an infant Skills daughter, he became history's most feared Aether Dexterity Skills (Skill Level + 1) pirate. He claimed to be a privateer hired by Tower Dodge" 2 (Evasive Maneuvers) Shield to ensure vessels paid their ,Aether tax., In reality he attacked bearing a red flag with a single
, , , , ,
Feats
Truly Massive (ignores the first four Wounded re- only one survivor in a pool of blood. Merchants paid sults) Tower Shield for protection and the guild paid Thomas to not attack the protected ships. Soon Thomas was incredibly wealthy and bored. By then Powers (MDP 12 dice) 1 "Float or Fly (Movement) - 6" per round. his daughter Mary Bonny was a young girl who had 2 "Cannon (Attack) - Literally bristling with can- grown accustomed to the sounds of battle and the nons Power Ivl 2 based on Con. tales of victory. She encouraged her father to seek
, "
.
"
Cannon x4:
,
The Damned
Sabre went out seeking legendary creatures and - Provides a -2 other captains to fight. As the story goes, two decProtection to Kinetic attacks and -1 to Energy ades ago he and his ship were destroyed in a terriattacks.
Background
ble Aether storm. Historians question this tale as much like any battle he d ever won there was one survivor left on his ship and she was found
, , , ,
These truly behemoth ships are very slow and don t care. Instead they focus on the maximum number of cannons possible on a ship. 32 tons of cargo minimum crew of 16, and could support a maximum of 250 people. It would normally have as many as twenty-four cannons to a side.
' ,
wrapped in the red flag with the black dot. Mary was taken back to a Sanitarium and eventually died from an infection. Strangely enough in the twenty years
,
that have passed, no one can conclusively say what happened to the remains of the ship the captain, or his daughter...
,
including
.
,
(Movement) - 10" per round. Sphere Catapult (Attack) - A steam powered catapult that ires an exploding flaming projectile. Power Ivl 1 based on Con. Catapult: 10 Lethal Energy out to 16" max rg 64" always uses 1 MDP. explosion (1 radius) does
1
.
"Fly
"
"Frangible
"
range from a steam catapult system. Highly effective against aggressor airships with hydrogen lift systems and semi-rigid hull frames. Another close range defensive weapon
used primarily on the top launching
"
deck where the hanger for the long range recon aircraft is the Dragon s
'
damage over time (1 level per round) damage can be "extinguished cannot be used closer than 4".
,
"
"Dragon s Breath
"
thing up to 3/8" steel plate. Dragon's Breath: 8 Lethal Energy out to 16" max rg 32 always uses 2 MDPs, AP. 1893 - Airship Nocturne launched. First mission "Self Sealing Airbags (Protection) - Pro4 and shakedown run to the Columbia Exposition in vides -2 Protection to Kinetic & Energy attacks. Chicago.
" ,
"
Background
1891 - U.S. Airship Heavy Transport Goliath purchased and underwent two years of refitting and
modifications. These modifications include:
1893 to present -Ongoing missions of artifact retrieval around the globe for the Smithsonian Institution when circumstances and location would coincide with other Nocturne missions.
1895 - Rudolf Diesel Patents Diesel Engine in GerThe addition of (14) 10 man emergency escape many plus successful test of the new engine design. baskets with parachutes from cargo hold sections modified to be emergency drop bays. 1896 - St Louis Tornado Rescue operations. Then
These were based on the Garnerin Parachute on November 30th
,
design which was successfully tested. The ship was converted from a Hydrogen gas bag Ito a Helium gas bag lift system. This included the use of multi-ply bags with a reinforced outer skin and two inner skins containing a self-sealing rubber compound to assist with cies. The decision and ability to switch from the
carcass of unknown origins and vast size washed ashore at St. Augustine Florida. 1896 to 1897 - Survey of the Great Wall of China 1897 to 1898 - Bronx Zoo Opens and the Nocturne
small tears and puncture sealing in emergen- is contracted to assist with acquiring certain species. highly dangerous Hydrogen to Helium was due 1899 - While on a combined mission for the Smithin part to the major underground reserves that sonian in South Africa the Nocturne observed the
,
were discovered in the Texas Panhandle Kansas and other areas. These would not be ex,
ploited commercially until many years later but 1899 to 1900 - Conducting a preliminary re-survey
due to the nature of the scientific and exploration consortium funding the Nocturne project the
needed expertise resources and materials were
,
of the Panama Canal route for the American take over from France. 1900 - Galveston
Hangar
Elevator to
Hangar
Briefing Room (starboard)
Laboratory (port)
Workshop
Winched Platform
Water Tanks
Passenger Quarters
/Observation / Room
Rear Gun
Turret
Cargo Storage
Forward Gun Turret
United States Navy Airship Reconnaissance The crew is composed an eclectic mix of 120+ sci- Corps - Detached Service. Sirius is the commander entists civilian mission specialists, ex-military air- of the Airship Nocturne though there is a public figship crew-members engineers and adventurers of urehead named Captain Frederick Noone. In reality varied special talents. Here are some of the more this figurehead captain is "No One" but it has been notable. useful at times in certain political situations so the
, ,
charade continues.
Captain: Captain Frederick Noone. refer all Born in New Orleans Louisiana of an old, questions to the XO please. Executive Officer (XO): Sirius Louvel established Vieux Carre family he is familiar with moving in high society as well less savory areas. (Commander, Royal Marines) He followed the long standing family trend of serving Zeppelin Pilot: Mr. Ben Thair
,
Navigator 2nd: Commander Sirius Louvel Wireless Operator: Marie Fox. resident Femme
Fatale.
Chief Sgt - Gunnery Officer: Roland Gunn Defensive Fire Control Officer: Bradley Abrams Scouts & Landing Party: Shaun Tallahasse
He has a good sense of humor and a quick wit though with strangers he tends to be aloof or reticent. He can have a stern almost forbidding
,
Adventurer: Ella Sonnett (Past stage ac- aboard the Nocturne. He has very little tolerance for tress & entertainer) sycophants and those that treat others with disreArtiste, Craftsman, and Inquisitary: Joshua spect.
F Edward
.
dent while overseas. It was not uncommon to see Cook: Hyacinth Mc Fluff Diplomat: J,espere Brun him in the company of various ladies for companionDiplomatic Attache': Silas Guildersleeve ship though recently he has been frequently seen Engineer/Boiler Ops/Sweep & Grease Monkey:
"
"
Experiments: Doctor Clu (Not a medical doctor) Femme Fatale: The Lovely Sparrow
"
talents whose opposite nature compliments him practices her music, dancing or making jewelry quite well. which she gives away.
He is of medium build
hair
, ,
very blue eyes and a light complexion that re- danger and adventure. A true dare devil who seeks
flects his French/Spanish Creole heritage instead of out new challenges with little thought of the consethe darker brown hair and slightly olive skin from his quences is something goes wrong. She has no
mother s Cherokee bloodline.
,
several years with the British Royal Navy Air Assault us Louvel both on and off the Nocturne. It is not Flotilla as part of the officer exchange program. He uncommon for them to work together on missions. is a Navigator and Cartographer of great skill and
balances these with his command duties though
,
Mina Mori
Natural Historian and Dancer. She,s the more often he leaves the Navigational duties to Hadaly. He speaks English French, German and daughter of a Chinese noblewoman named Ming some Russian. He is an expert swordsman with Zhao and an American adventurer/engineer-turnedsabre and cutlass and practices where possible to politician Jefferson Kingsley. She was born in Taikeep the full use of his right arm which was injured wan but has lived in several countries. She s not a in a boarding action several years prior to his taking fan of high society or politics and wants to make a command of the Airship Nocturne. He is also very name for herself so she hides her name and past adept with several projectile weapons though he from most everybody. She finds the laboratory to prefers to use them only as a last resort. Though be too confining preferring to study flora and fauna not visibly displayed he carries a .41 cal Colt pocket around the world. Belly dancing is her night job her pistol and a Russian Kinjadal" in specially made first public performance being at the World,s Fair. holster and scabbard made into his overcoat. Mina sometimes disguises herself as her "twin"
, , , "
brother
He was decorated for bravery in action only gaming circles or gentlemen scientist societies.
against the Bengali Pirate Brotherhood and is highly
she is from
Strasbourg France and is of Norman - Saxon ancestry. She is in her late 20 s tall and has pale
, >
,
skin
Her moods
are as changeable as the breeze. She is very open and thoughtful but has a fiery temper at times. It is also very easy to hurt her feelings which will make her withdraw quickly into herself. She has an air of
innocence and seductiveness about her.
hates the cold.
She also
Joshua F. Edward
She is the resident Nocturne Gemologist nickname the Inquisitary" (not Inquisitor because and precious metal expert. She also doubles as in he,s not Catholic) because his curiosity always interpreter and speaks English French, German, leads him into the middle of a mystery. He enjoys Russian Greek and Turkish. She was classically drawing and making new gadgets. He fell in love
, ,
tant (he helps make her costumes and transports to help with her talents in mysticism. As the Inventor
her around because she has a paralyzing fear of copied the brain patterns of the other man s wife into the automaton the Aethermage had an agenda of operating any moving craft on her own).
,
Served in the Army of Scotland 1888-1893 (2nd Sgt.). Joined the crew of the Airship Nocturne 1893 (Master Gunnery Sgt.). Also ship<s Master Carpenter. He is an expert marksman with small arms heavy guns, munitions, and explosives. He
, ,
netic-electric current fed through an Aether-filled chamber the Aethermage slowly transferred her own spirit into the automaton as well. The experiment left one woman dead, the Aethermage missing and Hadaly a combination of three distinct personalities. In the chaos that followed the completion of the procedure the ship transporting her was lost
, , ,
fencing broadsword combat, and aerial combat tactics. Sgt Gunn is one of the few military personnel assigned to the Nocturne. The Nocturne is a peaceful
,
at see
short circuited
ous occasions where Sgt. Gunn s combat training has proven useful in defending the ship. Although the Nocturne was officially listed as observing the Boer War Hostilities of 1899 Sgt. Gunn was responsible for successfully defending the ship against en,
by the crew of a science minded vessel, and then stolen by the Celestial Rogues. She is very knowledgeable with technical matters as well as mystical
,
ones,
emy attacks.
though she calls it feeling the ship., She does not like to fight devoted to the point of fault, and overtly trusting if nothing reveals itself upfront. She liked collecting old things and she takes great pleasure
* "
furniture maker
,
Adolph McHugme, in Edinburgh for 12 years. When asked about his secondary job as ship s carpenter, Roland replies, I am a hella better carpenter than mechanic! I know
' " ,
woks look purty! Given druthers I would rather build a thing of beauty than destroy things. But bring on a with the Nocturne studying various cultures gatherguy lookin fer a fight and I will put him in 'is grave!" ing their secrets details on their ways of life, and any valuable knowledge to share with the rest of the
, , ' ,
Traveling Anthropologist and seeker of knowledge. After his military career as a poisonologist Trantius Rune began traveling the world
and free exchange of ideas between all peoples. Sometimes this idea is openly accepted and embut at other times Trantius is forced to use his poisons training and trusty sidearm to help liberate" the closely held secrets he hopes to share. While on a stop in London he was smitten by the
braced
" ,
adventure seems to be as limitless as her age. She enjoys life, people and most of all the ship. She ranges from a wide-eyed almost innocent persona
, ,
actress Ella Sonnet and decided that he must share his secrets and life with her. Ella Sonnet
to a far older, far wiser seeming aspect that dearly wants for the world to pay for
,
She claims to come from another world where she was commissioned to be built for the
Groomed as a governess but yearned for more and took to the stage as an actress. During one show a traveler and scientist by the name of Trantius Rune (crew of the Airship Nocturne) took a shine to her and wooed her away from the
,
stage.
pleasure of a lonely man. She was created a thing Airship Nocturne and ifs crew took her in as a fellow of perfect form and beauty easily mistaken for a real member and use her talents as a diplomat and inforwoman except for her simple mind and lack of a mation gatherer. soul. An equally lonely Aethermage from this world
, ,
Sample Airship Combat Sample Steampunk Powers The Damned Sabre is out searching the Aether for easy prey and spots a generic merchant This sample list of powers give examples of ship off in the distance (The Compass Rose). Eager for a fight Captain Bonny orders his crew to raise abilities and items that characters (and NPCs) can
, ,
quickly purchase.
The Captain of the Rose figures out very quickly that she cannot outrun the Sabre, so orders Note that some powers are listed in more the ship to turn and fire on her pursuer. At 64" (640 than one place. For example the White Noise Genfeet) apart both ships turn hard to port and fire on erator is listed under Anti-sense and Protection. one another with the Sabre firing the first volley. Anyone can purchase either of these versions or
, , , ,
At that range the jade ship would normally pay the 5 points and combine them into a single
,
roll 8 dice four times (down from 9 due to range). function which would require 3 MDP dice invested The hard wooden hull of the Rose gives another -2 in it to keep it running. Whenever it was turned on, it taking the total down to 7. The max damage possi- would give everyone a -4 to their Perception rolls to ble is "Incapacitated." With volley fire the max is use Clairvoyance and Mental Scanning and would Death and adds +3 dice to the total bringing it up give everyone in the same radius a -4 Protection to 10. The result is 5 successes which Stuns" the against Telepathy attacks. Rose and lowers the MDP of the Sabre by 4 (now at 5). While the Rose could still shoot, it couldn,t VolLikewise, several powers could be built into ley fire this round so it holds its fire. the same device as long as the points were paid. A Both convinced they can win they charge character could have a set of goggles that combined one another. They move a total of 26 closer (10" Polarizing Lens Goggles and Darksight Goggles at for the Rose 16" for the Sabre) and end up 38" the same time, representing the ability to see in total apart. Since the Sabre is unable to use volley fire darkness, yet also not be affected by bright blinding because of the Stun and has an MDP of 5, Captain lights. The total cost would be 4 points.
, , , , " " , , " , , ,
"
reloads.
This gives his ship another -3 Protection Now the Rose Volley fires back. She starts -2 for the range -3 for the Sabre s
, , , ,
Senses
hard jade hull and -3 for the evasive maneuvers, or also be some contraption that sniffs the air or has 2 dice total. The max it could do would be "No Ef- gauges that read something nearby. Usually sensfect" normally or Stunned" with volley fire. She es can t be pushed don't use MDP. Things biocraftgets +3 dice for the volley, and rolls 5 dice total, ed over one or both eyes are considered permanent"
>
getting 3 successes (and losing 4 MDP). This ly attached and wouldn't get the "item" bonus. Stuns" the Sabre indicating a mass of fire close
" ,
They charge again ending 12 apart. The Sabre fires unable to volley fire, but willing to go to single shots with an MDP up to 6. They have no penalty for range, but still -2 against the wooden
, ,
"
Push" +2 MDP for +2 dice in the attack ("Fire at ) The Sabre rolls 6 dice and gets 6 successes, which would normally Wound" the Rose, except that the Rose ignores the first three Wounds. The Rose fires back with a 6 dice volley (after -3 for armor and +3 for Volley) getting a lucky 6 successes. This would normally Incapacitate the Sabre but the captain spends a hero point and declares some fantaswill!
" " , , ,
tic maneuver
"
Wound
" ,
Aether Scan Goggles - Goggles only used by reveals only strange shadows at best. In practical guards within the Aether. These were designed to terms it shows a characters Flaws and Feats, but in detect people using Aether Cloak and while they obscure visual means open to interpretation. For work well in detecting invisible targets they provide example someone with a Tied to Money might apa hazy image at best. Any targets detected should pear to be trailing a long chain of gold or silver. be considered "mostly concealed" against missile Someone Watched by Criminals might appear to attacks. Clever Aethermages have been able to have glowing pairs of eyes staring at them from evethwart these goggles by using Aether Cloak and ry shadow of every alleyway. Someone with the moving within crowds of other visible, people or Easily Panicked Flaw might have a terrified tiny vercreatures. sion of themselves hiding behind them while someone with the Feat Natural Leader might appear giant Primary Effect: (Sense) +3 Perception v. Aether and glowing.
, , , , , ,
. Limitations Applied to whole Power . Item that can be taken away and not . easily replaced (+1 normal bonus)
Cost 2
Only works against creatures and items in the Aether (+1 normal bonus)
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (+1 normal bonus) . Only useable by the innocent overly imaginative or insane (+2 normal bo, ,
nus) Polarizing Lens Goggles - Fairly common protection against bright blinding lights like those from
burning phosphorous.
Cost 2
Only to cancel out Bright Light Anti Sense Attacks (+2 normal bonus)
Biocraft Goggles - Used by doctors and other Darksight Goggles - One of many standard Steam medical personnel. It allows detection of specific Punk goggles sold on the street.
ailments
,
Cost 2
Cost 2
"
scent just like a living beast. It is still based on the users Perception rolls representing their ability to Wondrous Aurascopic Goggles - Rumors say instruct and operate the device.
,
Item that can be taken away and not Mechanical Hound - A small mechanical spring or easily replaced (+1 normal bonus) steam powered bloodhound capable of following a
it allows small Primary Effect: children and other people with unfettered imagina- Perception). tions to look at other people and see them for how . Level 1 they really are. For skeptics and non-believers it
,
Cost 2
Quest Engines are the web browsers of the SteamLimitations Applied to whole Power . Item that can be taken away and not punk world. This is a tiny flying mechanical device covered in gems for eyes that only exists in the Aeeasily replaced (+1 normal bonus)
ther (and made from the fabric of the Aether). It will Temporal Gauge - It looks like an ornate watch. accept the commands of its owner to go look for
but its big hand will point to any nearby temporal something and transmit images back to the user anomalies while its small hand will point to a number through an Aether Window. The cheapest version is indicating the relative strength or proximity to said good out to 10 miles. Each level above that would disturbance (12 being the highest). This same type double the range. An easy way to look at this is as device could be used to detect spiritual anomalies a form of clairsentience that only works in the Aether or things like abnormal activity in the Aether (as through a small device moving at the speed of thought. It doesn,t allow the user to see everything sensed from the Real World).
,
in the radius at once. They still have to order their Primary Effect: (Sense) Detect Temporal Disturb- eyes and "ears" to travel to a specific point within range. Note that while the Quest Engine itself has ances (with +1 Perception).
,
Level 1
Cost 2
just as well.
pear as small mirrors, ist sized to dinner plate sized rimmed in Eldritch Copper, pipes, wires, and dials. This only allows viewing into the immediate area (i.e. what is on the other side of the Aether in your exact location). Every Aethermage and Cryp,
Cost 2
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (+1 sense)
Primary Effect: (Sense) See and hear into the Aether with a 10 mile radius. . Level 1
Cost 2
easily replaced (+1 Sense) Only useable in non-combat situation (non-combat range starts at base 5 miles)(+1 Sense) Requires a working Aether Screen or to be in the Aether (2x range)
Cloaked Quest Engine - Not long after the creation of Quest Engines, someone decided they didn t like the idea of anyone being able to see what they were watching and listening to. The result was a Quest Engine invisible even to Mental Awareness albeit at half the range of a normal Quest Engine.
"
Unreliable (+1 Sense option) Options Normal Sight (Smoke) Infra vision (heated smoke) Tracking scent (pepper cloud)
White Noise Generator This insidious device
Primary Effect: (Sense) See and hear into the Ae- generates a vibratory field with wavelengths similar ther with a 5 mile radius. to those found in human thoughts. The result is a . Level 1 befuddling of Clairvoyance and Mental Scanning in
. Cost 2
a nearby radius.
Can be shared with others who can see
Primary Effect: (Anti Sense) -4 Perception against Clairvoyance and Mental Scanning.
Level 2
Mental .
.
Cost 3
Limitations Applied to whole Power . . Item that can be taken away and not
"
miles)(+1 Sense) Requires a working Aether Screen or to be in the Aether (2x range)
Anti-Senses
keep
with a modicum of powder which when burns blinds everyone nearby. Note the Polarizing Lens Goggles as a defense against this Anti Sense.
, " "
dust which allows a person to vibrate so quickly that Primary Effect: (Anti Sense) -4 Sight and they are invisible to the naked eye.
Cost 3
Cost 2
Limitations Applied to whole Power . Item that can be taken away and not .
easily replaced (+1) Vials of Living Smoke - A small bottle filled with chemicals that explode in a cloud of gas when broken. Different mixtures work against different senses. .
Limitations Applied to whole Power . Item that can be taken away and not
easily replaced (-2 Perception) Requires 1 Invested MDP to on (+1 Sense Option)
" "
keep
Defenses
White Noise Generator This insidious device
Cost 3
. .
generates a vibratory field with wavelengths similar to those found in human thoughts. The result is a befuddling of Telepathy in a nearby radius. (Defense) -3 Protection against
Primary Effect: Limitations Applied to whole Power . Item that can be taken away and not Mental .
. easily replaced (+1 Sense Option) Requires 1 Invested MDP to keep . on (+1 Sense Option) .
" "
Level 1
Cost 2
"
. .
on (-1 Protection) Item that can be taken away and not . easily replaced (-1 Protection) Only against Telepathy (-2 Protection)
Cost 2
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (+1 Level Healing on
Others)
Professor
Haffer
"
Ectoplasmic Containment Generator - This large temporarily protects the wearer from the worse ef- box creates a 1" (10>) radius sphere of crackling enfects of all known forms of hazardous energy. It can ergy which is impenetrable to beings of the spirit or be easily peeled off if the character is immobilized or netherworlds. It can be used either to keep these unconscious. types of beings out or trap them inside. This could also be used to represent circles of power used by those who dabble in the arts of thaumaturgy. Note Primary Effect: (Defense) True Armor v. Energy
smelling goo that when rubbed on skin and clothing
, " "
Level 1
Cost 2
Bonuses Applied to whole Power . Can be used by one other person at the
same time (-1 Level) Limitations Applied to whole Power
Primary Effect: (Defense) Barrier to Special (-3 Protection against spiritual power or beings)
. Level 1
Cost 2
Personal Healing Elixir - The "Item" here is not the . actual elixir itself but the special box of chemicals .
,
and pipes and burners needed to brew it. Each elixir is "bound" to the "fluidic imprint" of the user by a lock of their hair or a drop of their blood and as
,
Requires 1 Invested MDP to keep on Limitations Applied to whole Power . Item that can be taken away and not
"
"
such
'
already stored their blood (or hair) in the device and simply cranks it up for the elixir to pop out on command. Each use lasts until the current wounds have
healed. While it is a Level 1 power, it acts effectively as Level 2 healing (Minor Regeneration). Primary Effect: (Defense) Minor Regeneration
. Level 1
Cost 2
cally designed to allow people to see through illuDr. Thompson,s Infinitely Small Healing Hands sions and Fairy tricks. This is actually a box filled with what appears at first
to be common silver dust. However each particle is Primary Effect: actually a tiny automaton which after entering a liv- Mental ing host seeks out and repairs damage. A small . Level 1 pinch is usually enough to heal even the most stub- . Cost 2
, , ,
keeps 1 MDP invested in the patient. Knowing . where to put the dust is important and thus this power still requires the usual healing roll.
,
born wounds.
Limitations Applied to whole Power . Item that can be taken away and not
easily replaced (-1 Protection) Only against illusionary mental attacks or mental control (-2 Protection)
137
Attacks
Attack Powers are assumed to have the
Compressed Air Gun - A device unique primarily in its mode of launching projectiles entirely with highly compressed steam. The result is a virtually
silent weapon.
minimum range allowed (2 per level) at full power. It is up to the GM to decide (when the power is purchased) if the power can be extended beyond that range at a penalty of -1 die per 2x range. The GM might rule that if it is a pistol (and more easily concealable) it is only good out to 4 (with -1 die to attack) if it is a carbine then good out to 8" (at -2), and a rifle version might be good out to 16 (at -3).
" , "
"
Experimental Gun - A strange looking weapon covered in tiny extra pipes, wires, lenses and per, ,
. Invisible to hearing (-1) haps additional barrels. Each barrel holds a different type of round allowing the user to quickly switch The Colonel,s Surprise - An extraordinary looking between different new types of projectiles gun with an even more exceptional series of magniPrimary Effect: (Attack) Lethal or Subdual Kinetic. fying sights and a bullet launched at very high speeds through the benefit of a very strong electro. Bonuses Applied to whole Power magnet. The aerodynamics of these bullets are . Can do Lethal or Subdual (-1) .
,
legendary as are their accuracy at long ranges. Limitations Applied to whole Power . Item that can be taken away and not Primary Effect: (Attack) Lethal Kinetic. easily replaced (+1) . Limitations Applied to whole Power Options . Item that can be taken away and not . Regular Bullets
. .
.
Wax Bullets
. Dice: Level + Dexterity + 0 . Damage Type: Subdual Sleep Darts . Dice: Level + Dexterity + 0 . Damage Type: Subdual
. Bonuses
easily replaced (+1) . Fixed (+1) . Always uses 1 MDP die (+1) Options . Long Distance Shot . Dice: Level + Dexterity +1
. Bonuses
Use
Strength as de-
tution (-1)
. Limitations
usual (+1)
Thermal Emitter - This weapon is capable of redirecting raw radioactive heat energy and focusing it
into a super-heated beam. When the energy output is spread out the damage is less immediate, and it
,
tends to weaken its targets and foul equipment rather than burn holes through them. It overheats
easily but only needs its power source replaced every two years.
,
.Fixed"
(+1)
Options
. Bolt
.
.
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (+1)
Limitations
or Subdual (+1) Multi Barrel Repeater Rifle - A large weapon with several rotating barrels designed to hold off large crowds or for use on a battlefield. It sprays out a massive cone of smaller than average bolts in rapid
,
. .
.
Dice: Level + Dexterity + 0 Damage Type: Lethal Dice: Level + Dexterity + 0 Damage Type: MDP Drain
Bonuses
Wide Beam
. .
.
succession.
regardless of how many bolts are shot this weapon always uses 2 MDP dice each time it fires. Primary Effect: (Attack) Lethal Kinetic.
. Limitations Applied to whole Power . Item that can be taken away and not
.
"
.
.
Limitations
(+2)
Options
. Burst of Fire
.
.
.
.
"
Limitations
Lightning Gun - A carbine-sized barrel connected an arm deliberately cut off and replaced with a bito a group of Layton jars linked in series on a back- ocrafted powered weapon limb. It does not get the pack. It fires a short electrical burst as a narrow bolt. item" bonus because it is attached to the owner.
"
In this case
the user cannot control if the attack While retractable blades are popular options here is
, ,
does lethal or subdual damage. If the person is in- an example of a low-powered eldritch biocannon.
sulated in any way (wearing rubber soled shoes for
example) it does subdual damage. If the person is Primary Effect: (Attack) Lethal Kinetic or Subdual. grounded in any way (barefoot on the grass, stand- . Bonuses Applied to whole Power ing in water) it does lethal damage. Naturally metal. Can do Lethal or Subdual (-1) lic armor does not normally protect against it in any . Options
way. . Retractable Blades
. .
.
Only (+1)
Metal Hand Punch
139
:
.
. .
.
Savage' Fighting Style - Some type of isticuffs learned in a faraway "less civilized" land. In this
,
'
Only (+1)
Mechanically assisted punch
MDP by 1 die for each level of damage (1 for Stunned, 2 for Wounded, etc). GMs may rule that it
only drains
"
. .
.
natural
"
Only (+1) age the target s aim or ability enough that it reduces Always uses 2 MDP their MDP pool as normal even if they are using all dice (+2) gadgets.
<
or items (someone with a suit of powered armor for example). GMs could also argue that this nerve strike hits arms or parts of the head etc which dam,
Concealed Weapons - A series of weapons hid- Primary Effect: (Attack) Lethal Subdual or Drain. den around the home (in this example the Billiards . Bonuses Applied to whole Power room.) These each have the Bonus Appears as . Can do Subdual or Drain (-1) normal item to account for the surprise factor. . Options GMs may allow similar weapons in every room of . Crushing punch the house (concealed in statuettes furniture, cloth. Dice: Level + Strength + 0 ing etc) as long as none of them get used more . Damage Type: Subdual than the number of times listed. They do NOT have
, " " , ,
a limitation
"
"
Limitations . Hand-to-Hand
the cost of the power includes the ability to pull concealed weapons from nearly any logical device nearby that the character could have modified. To account for this GMs should allow thorough search
,
Only (+1)
. Nerve Strike
. .
.
cealed.
Only (+1) . No Real Damage (+2) Body Bending (throwing your opponent) . Dice: Level + Strength -1 . Damage Type: Subdual
.
.
Bonuses
Options . Cue stick with hidden shotgun barrel . Dice: Level + Dexterity + 2
. Limitations
.
.
Limitations
.
.
.
.
Only (+1) Biological Education . Dice: Level + Strength -1 . Damage Type: Subdual
. Bonuses
Hand-To-Hand
.
. .
Limitations
Only (+1)
Belt of Chemical Marvels - This is a bandolier
Radius (-1)
Limitations
covered in tiny bottles of experimental concoctions. They have limited range in that they must be thrown by the user although the GM could allow longer maximum ranges if other launching methods
, ,
were available.
The
.
.
notoriously unreliable.
,
Radius (-1)
the thrower.
. .
.
Limitations Applied to whole Power . Item that can be taken away and not
Radius (-1) Electron Mixture (Electricity) . Dice: Level + Dexterity - 2 . Damage Type: Subdual
. Bonuses
.
"
.
.
living beings will always be suspicious of creatures created from steel or strange electrical devices. This weapon was created specifically as a defense against any sort of Automaton uprising. It
,
does Lethal damage but only to those targets with electronic components built into their systems
,
and the final damage also by 1. Primary Effect: (Attack) Special Lethal Energy.
. Limitations Applied to whole Power . Item that can be taken away and not
.
"
.
.
Ignores regular
Limitations
. .
nents (+2) Exotic Poison Dipped Dart - Nerve toxins from far
away lands can be used as very interesting weapons back in civilized country. This, being a small dart still has to penetrate the skin, so it treats armor and other protections n the usual way. It should
" " ,
Can t
This is an extremely powerful toxin and it should be very difficult to obtain, as well as probably illegal.
,
Can be stopped by a
completely sealed system or by immunity to toxins (+1)
Options . Dart dipped in exotic frog toxin . Dice: Level + Dexterity + 5 . Damage Type: Drain Strength
.
Spitting Snake Venom - Poisons are another type of attack with many ways that they can be done. This one for example, is called "spitting" even though it has no range. This is to justify it ignoring Bonuses armor (seeping through eye holes in helmets etc). . Heals at slower Note that the damage is gradual. If it did Incapacirate (-1) tated damage for example, it would spread that . Uses Strength as a defense instead of Consti- damage out over three rounds. Round 1 = Stunned Round 2 = Wounded and Stunned again Round 3= tution (-1) Incapacitated. GMs may adjust this to spread the Limitations damage out over even more time particularly if
, , , , ,
Can
'
targets (+1) Primary Effect: (Attack) Lethal Special. Can be stopped by a . Limitations Applied to whole Power completely sealed sys. Fixed" (+1) tem or by immunity to . Options toxins (+1) . Spitting Venom
"
(+2) Hallucinogenic Dart - A variant of the Exotic Poison dipped dart this one doesn't paralyze its vic,
.
.
.
.
Ignores Protection from Non-Sealed armor (-1) No Range (+1) Spreads damage over
time, 1 level per round
Limitations
. .
(+1)
Beastly Battle Drug - Developed during the Miner-
Options . Dart dipped in exotic frog toxin . MDP: Requires 1 Invested MDP per target to keep the
power going
al Rights Wars, when this opium-based drug is given to another person it causes them to fly into a battle rage. They will fight anyone nearby to the
,
death.
. .
.
Uses Intelligence as a
defense instead of
Fixed" (+1)
Options
. Mind Control
Constitution (-1)
. Limitations
MDP:
Requires
Invested
.
-
Options
. Mind Control
Uses Wisdom as a de
tution (-1)
. .
.
(+2)
Must be ingested by
. .
.
.
.
.
Ignores regular
armor (-1)
3 x T Cone (-1)
Uses Wisdom as a de"
tution (-1)
. Limitations
(+2)
Shrinking Drug - A drug that shrinks a person
down to less than a foot tall. shrink an inch or two at most. This is a TransforA result of Wounded
give them a -1 Charisma and -1 on physical actions. A result of Incapacitated would reduce them to half
normal size and mass. A result of Death would reduce them to 6" tall more or less.
,
Primary Effect:
tack.
Item that can be taken away and not easily replaced (+1)
"
Fixed" (+1)
Options
. Transformation
.
Marvelous/Mysterious Brainwashing Device - A
.
.
.
Ignores regular
armor (-1)
Limitations
years to create another one if the original was destroyed. Note the possible use of the Fidelity Goggles as a Defense against this.
"
. .
(+2)
Must be ingested by
Newly Discovered Mentalism Powers - Either as a then no matter how many people entered a 4" radius result of an experiment some strange advancement around him at most he could only attack 10 of them.
, ,
Likewise
,
this person"s mind is capable of things no normal mor- ed the maximum number of attacks would drop. This tal is capable of. These are considered "New" to justi- is a Dark-Use power to represent the popular possibilfy the fact that they are relatively weak Options and all ity of a scenario ending in No! My creations have burn a lot of MDP. In all cases with Dark Use, the GM turned against me!" It is up to the GM to determine would have to define what the side effects were. With the statistics of the creatures and how easily they Telepathy it might be a subdual attack back on the could be destroyed, but usually they should rank
" ,
character as they uncovered something horrible or got around the same level as Henchmen.
With the two attacks
,
The user of
lost in some horrible moment from the target's past. this power still counts this as half of their action (their
the damage might bounce back attack) even though technically other creatures are
, ,
instead of harming the target or hit the Psychic just doing the attacks for them because the user of the power is still giving commands. This version has no as hard as the target. range and represents a circle of creatures around the Primary Effect: (Attack) Other Mental attack. power user. It could be purchased with range, allowing the "horde" or whatever it is to move away from . Bonuses Applied to whole Power . Can do Lethal Subdual or Special (-2 the power user, although the radius would still apply and the GM would probably require that the horde" . Ignores regular armor (-1) physically run or walk the distance of the range. This . Invisible (-1) . Uses Intelligence as a defense instead of is also a good representation for an attack by a giant
, , , "
Constitution (-1)
. Limitations Applied to whole Power
octopus - be it organic robotic, or some combination of the two - with each creature representing one
, "
"
tentacle. This power is currently written to work off . Dark-Use Power (+2) Intelligence, being more effective the more brilliant the Options inventor. Another option is to make the power based . Telepathy off Charisma if the "horde" is a group of hypnotized . MDP: Requires 1 Invested MDP locals for example.
, ,
.
.
damage (+2)
. Mind Smash
Options
. Circle of Creatures Attack
.
.
. . .
.
.
. Mind Smash
. .
.
Radius (-4)
Limitations
. .
and when the power is activated that item leaps up to Miniature Aether Portal - Recent technology has fight for or defend its master. Normally an attack with advanced enough to allow small and portable Aether a 4 radius would affect everyone in the radius. In this portals that can be earned around on a belt, in a bag, case it can affect one target for each "item" fighting. in a pocket etc. The primary use of these things is to
,
allow someone to store something in the Aether and Steam Burst Powered Hoverpack - A highly efficarry it around with them both unseen and relatively cient set of compressed steam emitters which allow
weightless.
The drawback is that whatever is hid- the wearing to fly at a relatively slow but steady will be quite visible in the Aether, pace for a short period of time before needing to be and anyone there will not only have the chance to refueled. While designed for mountain rescue and take it but they can follow it as well. The "Dark- personal home use, some mercenaries have used Use" of this power should be that whenever a botch these as a method to drop down out of airships into
den in the Aether
, ,
or
battlefields below.
s hand as they reach for whatever they left Primary Effect: (Movement) 4" Flight there. Here,s an example of a hand held weapon . Level 1
son
Cost 2
This is
illegal.
Limitations Applied to whole Power . Item that can be taken away and not
pouch or coat pocket with a rune encrusted metallic lip around the opening.
"
on
(x2
easily replaced (+1) . Dark-Use (+2) Options . Stiletto Dagger . Dice: Level + Dexterity + 2
. Bonuses
.
.
Limitations
.
.
Compressed Air Launched Grappling Hook Allows for individuals to climb and descend walls
with ease.
Aether Gate - A doorway which for a moment only, allows others to step into the Aether. It is very large and bulky usually the size and general appearance
, ,
of a full length mirror covered in knobs and dials. The precise calculations needed to operate it are
known only by the inventor (or other people with the
Cost 2
Aether Gate Power). The components to build a Limitations Applied to whole Power . Item that can be taken away and not gate are very, very expensive, consisting mostly of pure Eldritch Copper. The device only works for an easily replaced (x2 speed) instant. . Only allows up and down movement
,
Primary Effect:
ment . Level 1
Cost 2
Level 1
Cost 2
difficult to Replace (+1 Level) . Spinning Fin Anklets - A simple but effective pair of matching spiral fins looped around each ankle. A very powerful spring and gear system then spins them for a limited amount of time, launching the person through water at a very high rate of speed. Note
that this does not help a person breathe in water or
float.
keep
Cost 2
Gas Mask - A crude rubber mask with any number of filters removing hazardous materials from the air. Limitations Applied to whole Power . Item that can be taken away and not The filters almost always will need to be replaced
(x2
ins
Airborne diseases.
. .
.
easily replaced (-1 point bonus) Reinforced Diving Suit - Possibly with a tube back up to the surface but more likely with its own self,
shape. This effectively gives a person the ability to entirely alter their appearance including skin tone and possibly gender but not hair or height or significant mass. The salve is very tricky to use and each form taken must be practiced repeatedly to master. These forms are set when the power is purchased.
, , ,
Primary Effect:
treme Pressure
, ,
smoke, toxins, diseases, heat and radiation cold, and can breathe underwater.
. . Base Cost 8 Final Cost 5
Primary Effect:
. Level 1
. easily replaced (+1 Form) . Requires 1 Invested MDP to keep on (+1 Form) Mechanical Glove - This marvel of cogs and gears is a very complex gauntlet that fits over an existing Magnetic Field Generator - The result of a simple hand. One of its many features is that when held experiment this supercharges the ions in a relatively over a lock it extends special picks which feel large area thereby creating a magnetic field. The around on their own and release the appropriate only known effect this has had is to occasionally in- tumblers until it opens. terfere with certain gadgets and automatons.
" " , , ,
Limitations Applied to whole Power . Item that can be taken away and not
easily replaced (-1 point bonus) Reduces movement and Perception rolls by half each (-2 point bonus)
. Limitations Applied to whole Power . Item that can be taken away and not . easily replaced (-1 point bonus) .
Base Cost 3
Final Cost 1
Limitations Applied to whole Power . Item that can be taken away and not
Magnifying Loupes - For the discerning gadgeteer jeweler, and pawn shop owner, these flip down magnifying lenses slip down easily in front of the eyes for easy examination of smaller objects.
,
easily replaced (-1 point bonus) Requires a Babbage Engine skill success to operate (-1 point bonus)
Miniscule Agony - Similar in design to Dr. Thompson s Infinitely Small Healing Hands these crea, ,
pain centers. Limitations Applied to whole Power . Item that can be taken away and not Primary Effect: (Interrogation) +2 Interrogation easily replaced (-1 point bonus) . Base Cost 2
Only applies to very small item held . right up in front of the eye (-1 point bo- .
nus)
Final Cost 1
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (-1 point bonus)
ning speed.
The Lexiconation Device - A specialized version of a Babbage engine this one allows a person to speak into one end and have their voice come out the other in another language. It bases this ability
, ,
Limitations Applied to whole Power guages. . Item that can be taken away and not easily replaced (-1 point bonus) Primary Effect: (Gifted with languages)
. Base Cost 3
Final Cost 1 .
on a web work of incredibly small chains which can only hold the codes for a certain number of lan-
creatures kept alive with a special chemically en- . hanced protein liquid. When metal wires are insert-
other ends attached correctly to the user or a vibrating audio device then their memories can provide
,
Limitations Applied to whole Power . Item that can be taken away and not
useful insights. Primary Effect: (Knowledge) +3 with one specific Knowledge Skill
. . Base Cost 3 Final Cost 1
Requires each side speak into a tube at with a short delay, and then
,
outside of boots or special spring-based bracers Item that can be taken away and not that fit over the legs. easily replaced (-1 point bonus) Item must remain in a controlled labora-
tory or similar environment (-1 point bo- Primary Effect: round nus)
.
Base Cost 2
Final Cost 1
marvels are capable of incredible leaps of logic. Primary Effect: (Deduction) +3 Deduction
Limitations Applied to whole Power . Item that can be taken away and not easily replaced (-1 point bonus)
Proximity Detector - A tiny mechanical bird that chirps whenever anyone approaches too quickly.
Primary Effect: (Sense Danger) +4 Perception
(Cryptomancer Scripts)
This is a list of specialized items and abilities which only work in the Aether
,
.
In this system
Item that can be taken away and not a hacker and Cryptomancers similar in many ways easily replaced (-1 point bonus) to programmers. Depending on your campaign, these powers may represent complex scientific algoIn all cases
.
Pickled Adrenal Gland - A dried adrenal gland "fms or ancient arcane incantations.
Aether W.ndow and Quest Engine (see Senses undf n"ma, Powers) should always be taken before any omer of the spells/scripts/algorithms listed here.
,
feet of either indiscriminately attacking anything that Bth f (f=f 3'f ,,5"d th "'ma1 P"f &"
,
moves, or passing out from exhaustion, or both. In Ca"S an* semi-wealthy dandy can learn how to use
users have even died of heart attacks.
a Quest Engine and an Aether Wmdow The pow,
to the Aether.
AETHER SENSES
.
.
Final Cost 1
Bonuses Applied to whole Power
. 1
"
Item that can be taken away and not the invisible cord that connects them
Similar in
some ways to tracking scent, but more limited. While it only has an 8 range as long as part of the
"
,'
the user. Reqardless of weather or not the user has , _I..__i__ a biocrafted eye, this only works for a sinqle speciali.. , -_,._ . . ly modified __ weapon with __. a cable leadinq into the / r 3
.
sort has been directly linked (usually through a set f t"Ctt an"ff Q"f=" Engme trough Mental C"id h" " th' ' d"fC" thf !lnf: of wires) to the nervous system or ocular senses of After detectinq the link, they could move down it at
a'f "f'
n._,,_
,__..
___
_,_
.. , , . .. the speed of thouqht until the found the source. ~ This is a very important power in the Aether, as it is . \ . the only way to allow distant two way communica. tion. Quest Engines can only hear and see so you
,
......
.
.
Base Cost 2
_ .
ina oos
.
cate. Sendinq a Quest Enqine to someone is in a s/ way like making a call, except in reverse. You can
, ,
nft
ides to communi-
hear and see bu{ no{ taj|c_ v hen they send their Quest Engjne back now they see and hear you
(Sense) See link between Quest and linked to nervous system (-1 point Engine and Aether Window, 8 range.
"
Cost 2
Limitations Applied to whole Power . Only works in the Aether (x2 range) . Requires detecting Quest Engine before you can look for link (x2 range)
1
c
Aether Anti Senses Aether Defenses
Aether Cloak - The most popular defense in the Anti Spiritcraft - The Aether is home to many Aether is the ability to hide visually from other Aether strange and sometimes frightening wonders and travelers and Quest Engines. creatures. This is a quick and easy glamour that most Aethermagi leam before attempting to enter Primary Effect: (Anti Sense) -4 Sight Perception. this new realm. Each one is learned for a specific . Level 1 Barrier (Kinetic Energy, Mental, or Special) chosen . Cost 2 when the Power is purchased. These Barriers only
,
Primary Effect: (Defense) 1" Radius Barrier with -3 Protection (chosen when the power is purchased)
. Level 1
Cost 2
. .
"
"
Cost 2
. .
1
"
Radius (-1 Level) Limitations Applied to whole Power . Only works in the Aether (+1 Level)
.
a
IV . \
\
it
ergy attacks whenever the spe,, ,s cast thereby g,v- s,ve,y w,th subdua, (and therefore ,ega, ) attacks. ,ng them more f,ex,b,,,ty w,th a s,ng,e a,be,t s,,ght,y Note that wh,,e def,ned ,n th,s examp,e as Energy ,t more difficult spell (extra MDP use). could just as easily be a Kinetic attack taking part of
" , , , ,
"
Cost 2
.
.
"
"
on
Anti Aether Spell - Some Aethermagi have focused on cancelling out the powers of attacks and deadly defenses within the Aether. This ability essentially drains Invested MDP out of things like mystical (or scientifically created) Barriers and Traps of
the Aether. It could also be used to cancel other
x 2" Cone (-1) Ego Biting bolt of energy . Dice: Level + Intelligence + 0
. Bonuses
. Uses Wisdom as a de-
tution (-1) Crush Spirit - While difficult to find naturally there are several types of extremely lethal Aether attacks out there as well. They are easy to learn particular, ,
Fixed" (+1)
Options
. Cancel other Aether Construct
pletely unsafe. Must like the Aether Attack example was Energy but could have been Kinetic the re,
.
.
Primary Effect: (Attack) Lethal Kinetic. . Limitations Applied to whole Power . Ignores Regular . Only works in the Aether (+1) Armor (-1) . Dark Use (+2) Limitations . Options . Only works against ob. Flying daggers jects or spells of the . Dice: Level + Intelligence + 3 Aether (+1) . Exploding glass sphere . No Range (+1) . Dice: Level + Intelligence + 2 . Does no real damage . Bonuses (+2) . 1 Radius (-1)
"
magic (or energy or psychic waves, etc) flows in the Aether there are almost limitless variations for destructive spells/equations within it. Here is an exam, , ,
.
.
ple batch of offensive spells. These can take the form of lightning strikes explosions, translucent . Bonuses floating weapons swarms of creatures made out of . Armor Piercing (-1) light etc. although the form must be chosen when the Power is taken by the character. Skilled Aethermagi and Cryptomancers will have attacks Master Attacks - These attacks are known to very
, ,
. x8 normal range (-2) Horrid Swarm of biting creatures . Dice: Level + Intelligence + 2
unique enough to be their calling card. Most spells few and the secrets behind them heavily guarded. passed around involving Aether combat deal exclu- These attacks are similar to the others but are unaf, ,
fected by range. In effect an Aethermage can attack anything their Quest Engine can find from any distance at the speed of thought.
, , ,
Aether Movement Ride the Aether Currents - Most people in the Aether have as much mobility as someone would in
environments. A crude form of is possible, as is "walking" using the . Infinite range (-3) power of the mind. Fae and Fairies can fly there Limitations Applied to whole Power normally. For those without wings after a great deal . Only works in the Aether (+1) of practice they can learn to mentally propel them. Only at targets seen through a Quest selves with relative ease. This version represents a Engine (+1) level of skill just learned and therefore relatively Options tiring. It is linked to an Aether Form which has . Wretched Flying Abomination wings fins, billowing capes, etc.
"
weightless
swimming
"
.
.
Rain of darts
.
.
Cost 2
Radius (-1)
Protective Ward - Access to the Aether is relatively new to the general populace and Aethermagi are
,
constantly struggling for the perfect spell or ability that will give them an advantage. A Protective Ward
is a simple way to trap a domicile or hiding place to deter would be thieves. It always requires Invested
dice
,
. . .
Only works in the Aether (x2 speed) Uses 1 MDP per round (x2 speed) Only useable in another form (x2 speed)
Aether Alteration
and when the trap is set off, the caster of the Protective Ward instantly knows because an Invest- Aether Craft - One of the more basic abilities ed die is freed up (i.e. they suddenly get a little learned by Aethermagi is the ability to alter the Aemore powerful). However if the Invested die in the ther in order to either leave messages, create interward is drained then the die isn"t freed up, and the esting works of art or otherwise affect minor coscaster won t know their traps are being disarmed. metic change. Since it is shaping the nothingness of
, , , , '
culating how much damage this ward does. An Ae- fog or tissue. thermage with an Intelligence of five would normally have an attack with 11 dice and an 11 dice MDP. Primary Effect: (Alteration) 1" Environmental Alter,
the Aether
However
when they cast this ability, they Invest a minimum of two dice reducing the attack to nine
, ,
ation . Level 1
dice.
Cost 2
etc.
"
.
.
Options
. Electrified Portal
ings that take place within the Aether it is not surprising that some travelers choose to alter their ap,
pearance before they enter. In a way, this allows the skilled Aethermage an "Avatar" shape for the Can only be used to Aether. While radical forms are possible (demons create a trap over a flaming skeletons human-sized dragons, etc) this portal or other structural
, ,
opening (+1)
abilities. Copying the image of another person or creature exactly would require a successful Disguise
roll. Any forms available must be defined when the power is purchased. The Movement ability Ride the
Aether Currents is often linked to Aether Forms with
wings etc.
,
She goes to her massive Aether Gate and after more knob twisting and sparks of energy leaps through into the Aether. She immediately uses Aether Form to shift her appearance into Mistwalker a
, ,
Level 1
Cost 2
eyes. This requires she Invest 1 MDP die into it reducing her total down to six MDP dice. Not being
,
the hiding or sneaking kind she never learned Aether Cloak. If she had she d use it now to make
>
herself invisible. Instead she rents a personal dirigible from a nearby vendor in the Aether market and
heads off to the vault.
set of documents from a nearby baron, and she has to face her and lifts a nasty looking carbine, but heard he keeps them in a special vault in the Ae- does not fire. She smiles politely as he orders her
ther.
to stop and when he gets angry, she surrounds herself with Advanced Anti-Spiritcraft gambling that the
, ,
quarters, she powers up her Window to look into the gun fires regular bullets, and putting all -5 Protec-
and then summons a Quest Engine. The tion into Kinetic. This requires another 2 MDP dice Copper rimmed screen crackles with silver blue en- be Invested in the barrier bringing her total down to Seeing a globe of energy go up ergy and she slips her fingers into the holes that will four MDP dice. around her the troll-like creature opens fire, but with help her control the Quest Engine. She now has the 5 dice, the Barrier easily deflects all the bullets. ability to see or hear anything in the Aether within a 20 mile radius, but since she must use the Quest Now within 2" of the guard she counters with her Engine as her eyes and ears she must send it Soul Biter attack attacking against his Wisdom. where she wants to observe. A 20 mile sphere is Feeling that four dice aren"t going to be enough she way too much space for her to blindly search so Pushes her ability +2 MDP which will lower her she sends her Quest Engine to the location of MDP pool down to two dice after the power is cast. Thomas an Aethermage she knows who lives in the The guard would still get any Energy Protection he
, , , ,
-
her Quest Engine zips to him at the he has none. Celeste rolls six dice and gets four successes which against the creatures Wisdom of speed of thought.
She waits a few seconds until Thomas
two
,
spots her Quest Engine using Mental Awareness. He immediately creates his own Quest Engine and
,
She lowers her Anti-Spiritcraft Barrier, which frees up 2 MDP. although she doesn"t get those two Quest Engine is sitting in front of Celeste>s open dice back right away. She will regain 1 MDP die per Window so he can see and hear here as well. They round she rests up to a maximum of six (one is still haggle a bit over information and eventually Thom- Invested in her Mistwalker form). She examines the guard who shifts into a as gives her the location of the baron s vault. normal human now that he is unconscious. She Celeste moves her fingers along tiny dials makes a note that he had been using Aether Form and pressure points in her Window, and her small
casts Eldritch Track Back. A second later and his
, , , , , ,
as well
The vault is
,
that information later. She turns to examine the vault. She doesn"t
so Celeste
has a -2 to her Perception to detect it. even knowing where it should be. She rolls four dice instead of
her normal six
,
have the specialized Knowledge "Aether Defenses but the GM rules she can combine a simple Perception Roll using Mental Awareness and combine that with her KN: Aether skill. She gets a basic success
, , ,
"
background giving her the approximate shape and with her Perception roll and a minor success with
away that there is a large troll-like beast standing nize that the vault is sealed and protected with some nearby although she has no way to tell if this is a sort of Aether energy but little else.
,
She also notes right her Aether knowledge roll. This is enough to recog-
those dice. As long as she held those dice and didn t use any MDP the other Aethermage would be
' ,
Protective Ward trap on the door (although this ver- none the wiser. Celeste could only hold those MDP
sion does Lethal damage instead of Subdual and dice until she needed to Invest an MDP die or deonly requires Investing one MDP die). The Protec- cided to lose MDP dice through pushing. Drained tive Ward was cast by an Aethermage who had a or otherwise borrowed MDP dice are always used nine dice lethal attack. Not wanting it to be easily up first. drained or disarmed that Aethermage Invested four Assuming Celeste survives and recovers MDP dice into the door giving it four uses before before reinforcements show up she could now try needing to be reinforced. Since each Invested die again needing only to drain the last Invested MDP reduced the MDP of the Aethermage by one die die to completely deactivate the Ward. She would four layers of the trap would only then need to either break through the Barrier with do a five dice lethal attack. The Aethermage de- brute force or simply drain the one MDP die in it in fined the trap as triggered whenever a living crea- order to gain access to the vault.
, , , , , ,
ture touches it
"
For this example let"s pretend that Celeste has just learned an Anti Aether Spell with a ten dice Special Drain it in. She rolls ten dice and gets
,
four successes.
The GM rules
That Aethermage had an Intelligence of four, so the four successes gets an overall result of
Wounded." This drains two of the Invested MDP dice from the
"
Defense
remaining.
hand
,
carefully dissolving the invisible tendrils of energy swirling around the doorway peeling
,
but
thal attack.
original
Aethermage
will now
who
know
the Ward
have
temporarily
absorbed
:
Options for Eldritch Copper
For most of the masses
,
Check to see how many levels of Copper Madness are left after the Copper Madness Resistance roll.
Eldritch Copper is
,
. .
No Doses left over = No effect Doses left over = For each dose left
over,
a common as electricity and gasoline today with similar applications being equally hazardous.
,
The use of Eldritch Copper in normal doses (riding on the rail carriage to work, viewing an Aether Portal at night) will not normally affect the bulk of the populace. The problem comes when one is exposed to Copper excessively or whenever it is consumed in food or drink in significant amounts.
,
.
.
-1 Intelligence
-1 Wisdom
So if a character took five doses of Copper and then rolled three successes on
For NPCs
ers and ArcSmiths spend their lives trying to resist the hazards of their jobs. It is perfectly acceptable by the way for characters to have special spells or abilities that only work while on Eldritch Copper (a +1 Limitation for humans +2 for Noble Folk)
, " " ,
their Resistance roll, they would suffer a 2 to their MDP -2 to their Intelligence and -2 to their Wisdom for 2 days.
-
Benefits of Eldritch Copper to the players Eldritch Copper dust costs around 1 Gold and can be sprinkled into food or drink.
,
Piece/dose
Consuming one full dose of Eldritch Copper . Increases MDP by 2 for up to an hour . Increases the rate of healing by 2x normal for one day. Consuming five full doses of Eldritch Copper . Increases MDP by 4 for up to an hour . Increases the rate of healing by 3x normal for one day.
. .
Intelligence (or worse) they suffer True Copper Madness. GMs may have the effect occur instantly or at some critical
, ,
stressful moment.
tips of their fingers turn green and they fly into a fit on uncontrolled rage. They attack whoever is nearest to them
,
includ-
Drawbacks of Eldritch Copper to the players The powered items that characters bought
as powers during character creation are considered high quality low hazard" items. Players may use
" ,
ing friends and loved ones, using their most powerful attack.
This will last until their MDP
those all they wish without fear of Copper Madness. When Eldritch Copper dust is consumed for any
reason,
reaches zero (exhaustion) or they are knocked unconscious. Being stunned will only slow
them for an instant.
ter has otherwise been "overexposed" to Eldritch Copper it requires a Copper Madness roll.
Rolling for Copper Madness
The character (or the GM if the GM wants the results to be a secret) rolls a Copper Madness
which uses a number of dice equal to the character s Wisdom + Constitution
Resistance" roll
, ,
+ levels in the Skill Resist Copper Madness + Levels of the Feat Willpower. Each success on the Copper Madness Resistance roll cancels one dose" of Eldritch Copper taken in the last 24 hours.
"
(as above), they may a Hero point to prevent the transformation. The use of Purple Bitter will also prevent the transformation if taken quickly (within the first hour). In both cases if the process is
,
stopped after it has begun it results in the character remaining in a coma for a day afterwards. If a character cannot stop the Horrid Transformation they change forms. The Transformation is a terrible and painful process which lasts approximately 12 hours. For Player Characters consider them in a Coma that entire time period. After the Transformation is complete, use the guidelines listed .
, , ,
barely recognizing friends and family, and only capable of speaking and hearing rudimentary speech. The roll again the next morning
state
, ,
and any successes mean a "better day back to normal. At the end of the 12>h night that dawn
,
"
place.
Elf Transforming into an Ork Replace Night Vision with Infra Vision
Remove Extended Age
friend or even a reincarnation (i.e. any of the animal types are possible). They would be cre,
Raise Strength by 2
Raise Brawling by 1
Fae Transforming into a Goblin Replace Night Vision with Infra Vision Lower Charisma by 2
Lower Dexterity by 1
Remove Flying (Wings) Raise Perception for Smell only by 2 Remove Magic Addiction Remove Vulnerability (Iron)
Add Addict Reputation
Pooka Transformations
Purple Bitter is the universal cure for Copper However because of the high demand, it is almost worth its weight in Copper. Every dose of Purple Bitter costs between a gold and a Copper depending on the location time of year, and the level of desperation of the person in need. Consuming these leaves (which are like
Madness.
, , , ,
feral near rapid wolf or coyote and go running into the woods. For players this would represent the complete loss of the character. If they don t have
, '
cels one dose of Copper Dust. It will for example, move a character up one level on the Copper Madness scale. So someone suffering a -2 to their MDP. a -2 to the Intelligence and a -2 to their Wisdom for 2 days would be moved to a -1 to their MDP Intelligence, and Wisdom for one day. Consuming Purple Bitter also immediately cancels any extra healing or MDP that the Copper granted. GMs should work to make the use of Purple Bitter and Eldritch Copper interesting story plot points. For example, a character whose powers only work while on Copper dust will be constantly
, , , , ,
GMs may
with Pookas (only) because of their ties to Nature if only the right herbs/magic item/location/ beneficent higher power can be located and
, , ,
used correctly. In this case the Transformation lasts 12 days gradually converting the player suffer a similar dilemma.
,
the extra MDP for a critical battle, may try to hold on as their fingers turn green before taking the antidote. How bad is it? How long can they go before a potentially horrible side effect? A character who needs the Copper to help heal a near-fatal wound might
Note that in no case will
over time, and giving them a chance to find a Purple Bitter reverse the Horrid Transformation. It cure before it is too late. Every day that passes can only stop it from occurring. Once the Transforat dawn the Pooka must roll a number of dice
mation is over
,
:
Drama and Storytelling
Steampunk is less about destroying villains ling and sadistic way the antagonist needs the peoand collecting treasure than it is about mood and ple. The antagonist cares for them in some way, or
,
character.
an roots
,
has the potential just as much for light hearted ad- need. The antagonist might pay the wages of the venture as it has for deep dives into the psyche of a masses; very very low wages but more than they would make as beggars. The antagonist might trade dark and harshly split world. Above all Steampunk is a place of contrasts technology for favors or give social or economic aid and duality. The brilliant works of science might glit- in small portions just often enough to ensure every. ,
ter in the daylight but while no proper lady or gentle- one remains in their debt. We could be talking about men will discuss them superstitions and hints of a mad scientist a large woman with two mechanical horror madness, sexual perversion, and disease arms a retired colonel from the Mineral Rights Wars, lurk in the alleys and follow in the shadows. royalty the distant relative to royalty, or just the local
, , , , , ,
As a GM. your setting must reflect this to thug. Power v. Powerlessness should play a major whatever degree you feel most comfortable with. part in the story. Characters may choose to repress their anxieties or When structuring your scenarios, give them
, ,
but however they deal with them, layers the players can peel back over time rather than just a simple focused goal. they should exist and feel real. Another great element of Steampunk is the For example a very very simple plot outline constant change and potential for change. New in- might start like this with each point being an entire ventions promise untold wonders the spike in urban scenario or campaign gradually revealing more as living has reshaped cultural and economic norms the players advance.
, , , , , , , ,
confront them
and the gathering of so many so close to the seats of government gives promise to radical political reforms. It is the details of these concepts plus the
,
after they arrive the pub they retire to gets attacked by some strange or horrible minions with no obvious purpose.
2
.
immerse the players into the Steampunk genre. For example don't just describe the duch,
ters meet with her over diner. They she wears a finely crafted spring loaded automatonic jaw operating device doing all the work of chewing for her while she talks because she just can"t be bothered for
,
How the players react impresses someone for some reason and they are offered a job. They may or may not learn that the Thug who hired
,
After the job for the Thug we learn the Thug works for the Big Bad who, as a reward, gives
, ,
during the conversation either someone rushes to wipe it up for her or all her normal servants politely
,
After that job they might leam that the Big Bad works for the Bigger Bad who is using the Thug
, ,
of your world don*t think of them as simple villains or helpful pawns. Make them complex antagonists and
,
own agenda.
One of the Big Bads, or the Thug turns out to be related to one of the players or a member of the
, ,
The primary antagonist in a Steampunk story is often someone already in charge. They might
run the mines
, ,
same secret society or linked to their background, or possibly someone who has been a
,
refinery the city, a neighborhood, or some forbidden walled-off sanctuary that no one speaks about. Regardless, because they are in charge, people need him or her. And in a way usually an overly control,
member of the party all along (like a trusted Contact or a new minion). Finally the real motivation behind the Bigger
,
Bad is revealed
through all those plot points. Vary your moments of frenzied unpleasant combat with intense or trivial
meetings with a scientist occultist, assistant to the
,
significance later on particularly if they really reveal something about the plot or some critical piece of
, '
someone
s personality.
And then there is pacing. The overall plot of your larger story should reveal itself very slowly, but
every game should have enough subplots and action points so the players don t get bored. Think of it like
1
character development, and some form of resolution but over the course of a campaign much like a series, the season finale is
, ,
touched upon, and finally revealed. The beginning of each new campaign can take the charhinted at
,
Steampunk Resources
The best way obviously, to really delve into the Steampunk Realm is by exposure to the Steampunk visions of others. There are many, many sources
,
Steampunk Books
. . . . . . . . Steampunk (Collection of short stories edited by Ann and Jeff Vandermeer) Steampunk d (Collection of short stories edited by Jean Rabe and Martin H. Greenberg) Extraordinary Engines (Collection of short stories edited by Nick Gevers) The Steampunk Bible by Jeff Vandermeer with
'
Howl's Moving Castle The Castle in the Sky: Laputa The League of Extraordinary Gentlemen
Sherlock Holmes
S J. Chambers
.
Boneshaker by Cherie Priest The Difference Engine by William Gibson and Bruce Sterling Leviathan by Scott Westerfeld The Girl Genius series by Phil and Kaja Foglio
STEAMPUNK
Name
_
Margie MQfrisay
_
Character Concept
vigilante PefecftVe
Hero Points J
Strength
3
_ _
constitution _3_
Intelligence 5
Wisdom
Dandy
Detective
Dexterity
Skill
Name
Charisma 4
Misc Total Levels Dice
4 4
Base Attribute
str STR DEX INT STR DEX
INT
Climb
Run Dodge
1 1 1 1
1 1 1 1 1 1 1 1 1 1 1
5 6
4
Perception Swim
5 3
4
Pilot (Air)
KN: High Soc
KN: Alcohol First Aid Forensics Deduction
5
6 6 6 7 7 5
5
5 5 5 5 4 4
5 5
Violin
Powers (MDP:
"
)
,
Flaws
Cultural Gap (Struggles to understand lower class). Tied (Curiosity), Tied (Nobility), Secret Identity (masked vigilante) Devoted (to Killing
, _
Pugilist'' (Lvl 1 Subdual Kinetic attack, Str, HTH) Punch (5), Dodging/Blocking" (-2 Kinetic -1 Energy Protection)
,
"
Lethal Attack
Stunned
Whole
combat
Successes
3
Dazed Whole
combat
4
Shocked lO MlN
5
UNCON 1 HOUR
6+
COMA 1 + DAYS
Subdual
Attack
Stunned
'
License,
UBKK KPCi
STEAMPUNK
Name Hero Points
_
Character Concept
Strength
_
Constitution_
Wisdom_
Dexterity
Skill
Intelligence
Base
Charisma
Misc Total
Name
Climb Run Dodge
Attribute
str
str dex INT
Level
Levels
1
Levels
Levels
Levels
Dice
Perception
Powers (MDP:
Flaws
Feats
Lethal Attack Dazed Whole
COMBAT
Stunned
Wounded + Stunned
Incap
Killed
Subdual Attack
Shocked IOMin
UNCON 1 HOUR
Coma
1 + DAYS
y*
'
FV
159
.-m