You are on page 1of 4

T He thi rd Age

10
hArm
11
scArs
or
-1 f ce
ghosT LinEs 10
Trauma
11
horror

-1
insight

9 3
badge name level 9 3

-1 roLe homeLanD -1 s
f in e sse t ee l
rook, spider, owl, anchor choose two gifts from your homeland, below
6 6
Skovlan Sevoros
force force ……Bold (+1 steel) ……Hard (+1 force)
steeL
When you employ force, roll+force and choose options. When you steel yourself against injury, duress, or
……Tough (-1 harm) ……Vicious (+1 harm)
On a 12+, three. On a 10 or 11, two. On a 7-9, one. supernatural horrors, choose an action below that
……Wild (+1 if trauma 9+) ……Cruel (+1 if harm 9+)
ŠŠ You inflict great harm. finesse ……Hardy (no scar effect) ……Cold (-1 trauma)
you hope you don’t do, and roll+steel. On a 10+,
ŠŠ You suffer little harm in return. you do none of them. On a 7-9, you do one you
Akoros Iruvia didn’t pick, GM chooses. On a miss, it’s the one you
ŠŠ You drive them back, seize something, or create
an opportunity.
insight ……Sharp (+1 insight) ……Nimble (+1 finesse) don’t want.
……Connected (+6 favors) ……Attuned (assist is +2) ŠŠ Freeze up, leave myself wide open.
finesse steeL ……Shrewd (+1 chit/line) ……Sly (free insight q) ŠŠ Panic, disengage, flee.
……Noble (+1 will) ……Swift (you’re faster) ŠŠ Collapse, let go, give up.
When you employ finesse, roll+finesse and choose
options. On a 12+, three. On a 10 or 11, two. On ŠŠ Rage, lose control, do unintended harm.
a 7-9, one. gear: Heavy gloves, encounter suit, ……Rook: Heavy lightning-hook. ŠŠ Suffer more trauma or harm.
ŠŠ You do it quickly. cloak, breather-mask, air-tank, goggles, ……Spider: Lightning-web thrower,
cable and clamps, lightning-hook, bandolier of spirit bottles (4). chits stash favors
ŠŠ You avoid trouble, compromise or cost.
magnetic boots, spirit-flares, lightning-
ŠŠ You do it impressively, stylishly or to greater effect. ……Owl: Spirit-goggles, spare
oil canister (4 uses), and choose one
lightning-oil canister (4 uses).
loadout, at right:
insight ……Anchor: Heavy encounter-suit
When you employ insight, roll+insight. On a 12+, Lightning-Oil:      (1-armor, electro-field).
hold three. On a 10 or 11, hold two. On a 7-9, hold
one. Spend your hold 1-for-1 during the scene to level 1: apprentice
……Clear 10 ghosts
lines worked roles ghosts silenced downTime
ask the GM questions from the list: ……Skovlan: Upper (iii) ……Rook  When you have downtime off work, choose one:
ŠŠ What’s really going on here? ……Work 3 lines ……Skovlan: Lower (ii) ……Spider  ŠŠ Hit the pub. Heal trauma (if above 6 o’clock,
ŠŠ What should I be on the lookout for? ……Work 2 roles ……Owl 
……Akoros: Duskwall (i) heal to 6. If 6 or below, heal all).
ŠŠ What’s the best way to _______? level 2: journeyman ……Anchor  ŠŠ Visit the physicker. Heal harm (if above 9, heal
……Akoros: Heights (ii)
ŠŠ What are they really feeling? What do they want? ……Clear 30 ghosts ghosts cleared to 9. If at 9, heal to 6. If 6 or below, heal all).
……Akoros: Bayside (i)
ŠŠ How could I get them to _______? ……Silence a ghost  ŠŠ Work a side job. Choose: bouncer, courier,
……Akoros: Pass (iii)
On a miss, you gain no hold, but may ask one right now. ……Work 6 lines  craft, crematorium, crime, distillery, docks,
……Work every role ……Iruvia: Islands (ii)  forge, leviathan-hunting, slaughterhouse,
……Iruvia: Cloudspire (ii)
assist level 3: master
……Iruvia: Lakewood (i)


stables, trade. Collect 2-stash or 1-favor.
For every move above (force, finesse, insight), ……Clear 60 ghosts You may choose additional options by spending chits,
……Sevoros: Highland (iii)  1-for-1. You may choose the same option twice.
you may also spend one of your choices on these: ……Silence 12 ghosts

ŠŠ You assist someone, they take +1 to their roll. ……Work all 12 lines ……Sevoros: Plains (ii) 
ŠŠ You interfere with someone, they take -2. ……Train a new bull ……Sevoros: Coast (iii)  Note: when you are instructed to roll, sum two
six-sided dice and apply the indicated modifier.
impose your wiLL
When you impose your will to get your way, roll.
ŠŠ If your steel is greater, take +1.
ŠŠ If your level is greater, take +1.
ŠŠ If you are a Noble of Akoros, take +1.
ŠŠ If you threaten bodily harm, and your force is
greater, take +1.
On a 12+, they are so overwhelmed they do what you
say without another thought. On a 10 or 11, they
choose: either do what you say, or take 2-trauma. On
a 7-9, it’s 1-trauma. If you threatened bodily harm,
they can force your hand and take the threatened
harm instead of trauma.

harm & Trauma


Harm severity, by no. of clock sections:
1. Punches, wrestling, indirect electricity, choking
deathland fog.
2. Vicious beating, lightning hook jolt,
manifestation attack by ghost.
character creation against the supernaTural 3. Deadly weapons, lightning hook surge, major
Choose a badge and name (below). Choose a When you lead the bulls against a ghost, the GM will ask you questions: manifestation attack from a ghost.
homeland and two gifts. Assign points to Force, ŠŠ Have you completed your apprenticeship? If so, take +1. 4. Electrocution, explosion, major fall/impact.
Finesse, Insight, and Steel so they total +2 (max 5. Fall from moving train, set on fire.
ŠŠ Have you completed your journeymanship? If so, take +1.
+3, min. -1). So you might choose [+1, 0, 0, +1], for
ŠŠ Are you a master line bull? If so, take +1. Trauma severity, by no. of clock sections:
example. Or [+2, 0, 0, 0]. Or [0, +3, -1, 0].
ŠŠ Do you have the support of another gang? If so, take +1. 1. See a teammate hurt, encounter a ghost, assault
names ŠŠ Did you hold an anchor lottery? If there’s no Anchor, take -1. a person.
Your badge has a name on it, chosen from the ŠŠ Do you have a bull in every other role: Rook, Spider, and Owl? If not, take -1. 2. See a friend hurt, teammate badly hurt, mild
registry of the Purified, as tradition demands: ŠŠ Do the other bulls swear to follow your orders without hesitation? If not, take -1. supernatural weirdness, approach a ghost, assault
a person with deadly force.
Brogan, Tyrconnell, Dunvil, Comber, Millar, Slane, ŠŠ Have you worked this line/area before? If not, take -1.
3. Direct contact with a ghost, friend badly hurt,
Strangford, Nevis, Dalmore, Edrad, Lomond, Clelland,
Then roll and choose options. On a 12+, all three. On a 10 or 11, two. On a 7-9, one. teammate killed, commit murder.
Arran, Scapa, Kinclaith, Coleburn, Penalten, Strathmill,
Haig, Morriston, Penderyn, Danf ield, Hellyers, ŠŠ You seize the initiative. 4. Psychic assault from ghost, friend killed.
Wasmund, Templeton, Michter, Bowman, Prichard, 5. Assault from major supernatural power.
ŠŠ You maintain an orderly disposition; the bulls are deployed where you want them and
McKeel, Wathen, Clermont, Rowan, Booker are ready for action. When you take harm to 12 o’clock, you die. When you
ŠŠ You seize a particular opportunity or advantage; bulls take +1 ongoing while exploiting take trauma to 12 o’clock, your mind shatters.
You also have a personal name:
that advantage. You can avoid an instance of harm or trauma by choosing
Caul, Adric, Amison, Andrel, Milos, Stev, Laudius,
to mark a Scar or Horror, respectively, instead. Scars
Phin, Wester, Bragon, Vond, Mardus, Brance, Canter, In addition, the bull who leads the team makes the opening move against the ghost(s): and horror are permanent. Fill them in clockwise.
Carro, Morlan, Timoth, Arvus, Clard, Kristov, Wonck, ŠŠ Anchor: secure the ghost’s attention and draw it into contact with you (steel).
Orlence, Astin, Boury, Hance, Kale, Lanvell, Larn
Lenia, Tesslyn, Veretta, Sethla, Vey, Polonia, Bry,
ŠŠ Spider: use a lightning-web (finesse) to tether the ghost to a spirit-bottle. leveLs
ŠŠ Rook: use a lightning hook (force) to tear the ghost loose from the train and/or You start at Level 0. When you level up, choose another
Talitha, Arden, Candra, Cavelle, Brena, Vauri, Emeline,
weaken it. gift from your homeland, or from a land in which you
Volette, Lynthia, Cyrene, Arcy, Quess, Roethe, Kamelin,
Lauria, Lizete, Corille, Daphnia, Carissa, Odrienne, ŠŠ Owl: Study the ghost and situation with your spirit-goggles (insight) to determine have worked any combination of 4 lines/jobs. When
Casslyn, Arilyn, Naria, Vestine the best gambit. you become a master, add +1 to a stat (max +3).
on the ghost lines events on the Line chits, stash, favors side Jobs
It is the year 891 of the Imperium that united the 1. The train has to stop. Need repairs, damaged When you work a line, you get paid in Chits: When you work a side job, roll 1d6.
shattered isles of the cataclysm under one rule—all track, loss of power, demands of an important stamped lead slugs you can redeem for food, housing, On a 1, there’s a complication. The GM will say
glory to his majesty the Immortal Emperor. passenger (a natural philosopher, noble), and sundries from the Imperial Rail Office. how you make an enemy, get put in a bad spot,
imperial orders, spirit-well spotted, weather. ŠŠ Line rating x Level = Chits earned. or are on the hook for a favor.
You work the ghost lines—the electro-railroad that
passes through the ink-dark deadlands between 2. The train can’t stop. Engineer incapacitated, You also get 1+Level hazard pay for being the On a 2, 3, or 4, you work the job and also hear a rumor
cities. Spirits of the dead—free to roam the throttle damaged, demands of an important Anchor, and +1 chit for each ghost cleared. about ghosts (see tables on following page).
world since the gates of death were broken in the passenger, imperial orders, impending weather.
You can spend chits during downtime to recover On a 5, you work the job and also choose: you
cataclysm—often get entangled in the powerful 3. Supernatural event. Time slows/speeds up,
from your harm and trauma, work a side job, etc. earn +2 stash, or get a solid lead on ghost work
electrical field generated by the trains. Line bulls landscape shifts, mass delusions/hysteria,
like you walk the length of the cars, magnetized amnesia, strange weather (fire rain, black wind). Your Stash is the loot you’ve hidden away for your (see tables on following page).
boots clanking and breather-mask hissing, to clear 4. Ghost. Does anyone recognize them? retirement. The bigger your stash, the better off you’ll On a 6, you work the job and also choose: you earn
the offending spirits with your lightning-hooks be. Your stash is like your score in the game. +2 stash, or +1 favor, or get offered a job doing
5. Ghosts, several. Whose name do they call?
before they do too much damage. ŠŠ Stash 0: Lost soul. You die alone in the gutter. ghost work by someone who can pay well (GM
6. Ghost, major. Not necessarily a human
Each city of the Imperium is encircled by crackling spirit. Worth 5-clears. ŠŠ Stash 1-10: Desperate beggar. You die on the will give you the details).
street, cold and forgotten. GM: When they work a side job, give their
lightning-towers to create an electrical shell that
spirits cannot penetrate. By law, all corpses are spectrology ŠŠ Stash 11-20: Poor soul. You die in a reeking employer a name, homeland, and distinguishing
feature. Keep track of these NPCs and use them
incinerated with lightning-oil (to destroy the spirit ŠŠ Soul. A living body with its own spirit. flophouse, awash in booze and misery.
to fill out the world around the PCs.
essence within) but wealthy citizens, heretics of ŠŠ Possessed. A living body w/ 2 or more spirits. ŠŠ Stash 21-30: Meager. You die in a tiny (but
the spirit cults, or the criminal element often warm) hovel that you can call your own.
arrange for a ghost to escape destruction at the
ŠŠ Hollow. A living body without a spirit.
ŠŠ Stash 31-40: Modest. You die in a simple
gear & OiL
ŠŠ Undead. A dead body with a spirit.
crematorium. So called “rogue spirits” are also dealt home or apartment, with some small comforts. Ghost-clearing gear runs on leviathan oil (aka
with by bulls like you. For a fee, of course. ŠŠ Ghost. A spirit without a body. “lightning-oil”). One use will power up an item.
ŠŠ Stash 41-50: Fine. You die in a well-appointed
The GM may charge further oil uses depending
When the frontier scouts of the Imperium (the ŠŠ Spirit-Well: A rift in reality where ghosts home or apartment, claiming a few luxuries.
on circumstances and the outcome of rolls.
Hounds) find a spirit-well in the deathlands, they and other supernatural beings congregate to
Favors can be earned by working a side job. You Specialty Gear:
sometimes call in an experienced gang of bulls to draw energy.
can spend favors on the following:
help clear it out. This is the most dangerous work— ŠŠ Electroplasm: The energetic residue ŠŠ Crimson Elixir. A small vial of reddish
ŠŠ 1 Favor: +2 ghosts cleared, different line fluid. Heals 1-harm instantly upon imbibing.
far from the relative safety of the electro-rail and that remains when a ghost is “silenced”
assignment, request specialty gear.
the possibility of a quick escape on the line. But the (destroyed). Handle with extreme caution. ŠŠ Violet Remedy. A small vial of purple fluid.
pay is substantial, and a bull that clears a spirit-well ŠŠ Witch: A person who is sensitive to spirits. ŠŠ 2 Favor: +1 line worked Heals 1-trauma instantly upon imbibing.
and survives might just scrape together enough of May be able to summon and communicate ŠŠ 3 Favor: +1 role worked, request custom gear. ŠŠ Lightning Cage. A set of portable rods,
a stash to retire in style someday. with ghosts, but most people don’t believe in ŠŠ 4 Favor: Get secret information, make a cables, and generator that can produce an
such powers. powerful contact, make a major request. electrical barrier that spirits cannot pass.
rumors / Leads side job, results 2-4. on a 5, for a solid lead, give them a name and details, too.

1 2 3 4 5 6
Someone is making hollows Someone is selling a “cure” Someone is running a gang A Bull was hollowed for daring Someone saw hollows gather at Someone is offering a bounty
1
to provide cheap labor. for hollows. made up of hollows. to touch a royal during a job. the old relic in the square. on hollows brought in alive.
The Church of the Ecstasy of Someone is buying and An explorer claims to have a The “abandoned” northern There are secret doors in the There’s an ancient ghost in
2 the Flesh will buy inhabited selling inhabited spirit bottles map showing every spirit- rail line is used to ship spirit city that only witches/ghosts/ Blackvale tower that’s older
spirit bottles. at a bar under the docks. well in the deathlands. bottles... somewhere. undead/possessed can see. than the cataclysm.
The night market is run by A highly-placed Imperial Some wealthy citizens are Witches have powers because Someone is trying to organize Someone will pay Bulls to
3
undead. official is possessed. throwing “possession parties.” they have a demon bloodline. a union for line Bulls. smuggle goods on the lines.
A non-human spirit has been Someone is running a ghost- People live on an island off the An inventor has built a “spirit- There is a witch who can call There is a wealthy undead
4
seen around the docks. animal menagerie. coast, with no electro-barrier. locator” and needs testers. ghosts from your bloodline. who offers strange jobs.
Someone at the university Someone is refining A tattooist has been mixing Violet Remedy is made from A “ghost ship” has been The Emperor is responsible
5
will trade for electroplasm. electroplasm into a drug. her ink with electroplasm. electroplasm! spotted off the coast. for the broken gates of death.
There’s a spirit-well There’s a Hound that takes Several key Church officials A spirit cult meets in an Demons from myths are real, Spirit cultists are smuggling
6
somewhere inside the city. bribes to keep spirits hidden. are spirit cultists. ancient temple under the city. and are behind the spirit cults. ghosts in possessed people.

freeLance patrons side job, result 6 city events


1 2 3 4 5 6 1 2 3 4 5 6
Drug
1 Collector Banker Refugee Hound Noble 1 Plague Festival Raids Revolution Accident Disaster
Dealer
Natural Underworld Political Supernatural Crime
2 Explorer Tradesman Sailor Mercenary 2 Refugees Prohibition Construction
Philosopher Boss Trouble Weather Spree

3 Detective Official Scholar Spy Courier Diplomat 3 Demolition Election Scandal Martial Law Conscription Exodus

Ship Witch
4 Guard Merchant Judge Shopkeeper Soldier 4 Shortage Excess Discovery Paranoia Assassination
Captain Hunt

5 Clerk Journalist Smuggler Revolutionary Clergy Demon 5 Parade Celebrity Holiday Riots Lockdown Hysteria

Pimp or Prison Spirit Cult


6 Assassin Thief Witch Artist Doctor 6 Charity Strike Diplomacy Siege
Madame Break Gatherings

ghost QuaLities npc features credits version 1.5 | january 2013 | onesevendesign.com/ghost_lines.pdf
Add +1 to roll for each decade of ghost existence. 1. Patient, kind, forgiving, gentle. Writing & Design: John Harper. Inspired by: Apocalypse World by V. Baker;
1. Jealous, desperate, violent, hysterical, skittish, fleeting. 2. Wild, uncouth, savage, rough. Art: Bob Basset (gas masks), James Paick (train). Dishonored by Arkane Studios; Ghostbusters by
2. Curious, conniving, deceptive, clever, probing, knowledgeable. 3. Suspicious, calculating, sly. Playtesters: Allison Arth, Suzanne Asprea, D. Aykroyd, H. Ramis, I. Reitman; Final Fantasy:
3. Prophetic, insightful, true, revelatory, guiding, instructive. 4. Honorable, direct, dependable. Keith Anderson, Jonathan Walton, Mike The Spirits Within by A. Reinert & J. Vintar;
4. Reactive, territorial, dominant, insistent, bold, demanding. 5. Weird, spooky, secretive. Standish, Judd Karlman, Jim DelRosso, Planarch Codex by J. Walton; MicroTraveller by
5. Angry, unpredictable, aggressive, wild, savage, vengeful. 6. Loyal, stalwart, headstrong, Charlotte Williams. C. Bennett.
6. Mad, chaotic, vengeful, bizarre, destructive, insane. uncompromising. License: Creative Commons attribution non-commercial share-alike. (cc by-nc-sa)

You might also like