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Warhammer Age of Sigmar: Soulbound Designed by Emmet Byrne and Dominic McDowall
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3
During the Age of Myth, the dead were even joined by THE DAWNBRINGER CRUSADES
the living. In defiance of death itself, the living travelled For all the generations of bloodshed and building, the
through shrouded realmgates with beating hearts and Cities of Sigmar are still little more than flickering,
raised their own kingdoms amidst the lands of the dead. isolated stars of hope amid the gnawing void of the night
This was a harmonious time, before Nagash, the Undying sky. But the building of his bastion cities was just the first
King, changed the realm irrevocably. step in the God-King Sigmar’s plans to reclaim the Mortal
Realms. From these footholds, the Dawnbringer Crusades
After centuries of strife and the murder of lesser gods, set out.
Shyish is almost completely under Nagash’s rule, its energy
pulling inwards to a vast maelstrom at the realm’s heart. The players in this adventure are part of the Dawnbringer
Where once were countless gods with vibrant afterlives, Crusades. These ambitious expeditions vary in scope
now only Nagash’s vision of undeath remains. and composition, with some numbering less than one
hundred souls, while others are thousands strong. They
Shyish under Nagash is a haunted realm of suspended march in great processions from the towering gates of
decay. The grey soil holds barely any nutrients, supporting Sigmar’s cities with hope in their hearts. The God-King’s
only the hardiest crops. The hunting of ghostly eels, grey decree states that any who join the Dawnbringer Crusades
fish, and skeletal beasts is the primary source of food. can stake a claim in the settlements that flourish, building
Haunted mists and howling winds hiss through bone- a legacy for future generations. As they depart, priests sing
coloured rock formations in the shapes of gaunt skulls aloud the name of every member, and those they leave
or grasping skeletal hands. These fell winds chill the skin behind fill the crusaders’ arms with gifts and flowers. It is
even through layers of thick furs. The mortals that live a joyous and defiant event: brave souls who carry the hope
in these grim landscapes are gaunt and sallow, as if the of a brighter dawn within their hearts.
realm drains the very colour from their skin, and clad in a
collection of muted greys with flashes of purple or bloody Accompanying these mortals are the metaliths, vast floating
crimson. landmasses harvested from the realms themselves. Pulled
by steam-driven cogwork machines, sweating beasts of
Those who fight to keep faith and hope alive in Shyish pit burden, or packs of devout followers of the God-King,
their wills against beings who would see death conquer all. these islands carry atop them prefabricated buildings and
In the Realm of Death, only those who embrace a defiant defences to establish a settlement wherever they need.
life, with blood in their veins and fire in their hearts, have Once the Crusade reaches their location, the metaliths
any chance at victory. are carefully sunk into the earth, and a settlement is born.
Geomatic energies are pulled from the earth to power
THE SOULBOUND Guardian Idols, fresh water irrigates corrupted soil, and
The player characters take on the roles of a Soulbound walls are raised to keep the wilds at bay.
Binding. The Soulbound are an ancient order from the
Age of Myth, reborn in a time of utmost need. They are Alas, the realms are not so easily reclaimed. According
heroes tasked by the gods themselves with defending the to the Order of Logisticians, only one in twelve new
Mortal Realms. The Soulbound are drawn from across the settlements survive their first few years. Unnatural
realms, from every Species and culture, to come together phenomena, predatory living spells, and the forces of
as a beacon of hope to unite the people of the realms. To be Death, Destruction and Chaos, all pose an existential
Soulbound is to have your essence entwined with others, threat. And the larger a settlement grows, the more
joining your souls together until death. This connection tempting a target it becomes.
allows the Soulbound to draw upon each other’s essence,
pushing themselves to tasks that a single mortal could not Despite this, the Dawnbringer Crusades still march. They
achieve. know the risks and face them every day, but those who
leave the relative safety of the free cities are some of the
Though they are chosen of the gods, the Soulbound have bravest — or most desperate — mortal souls the realms
their own goals and motivations — some far less altruistic have to offer.
than you might expect.
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THE BONEREAPERS Morghast Harbingers use their speed to range ahead of
The antagonists of this adventure are known as the Ossiarch Ossiarch armies or travel as emissaries bearing one clear
Bonereapers. In the wake of the great Necroquake, Nagash and terrifying message: Nagash’s will holds sway here.
set the next part of his grand plan into motion; with
the creaking of reformed bone and metal, the Ossiarch
Bonereapers march upon the Mortal Realms. Towering THE ADVENTURE
skeletal warriors forged from the hardest material and
most brutal combat doctrines, the Bonereapers are The following pages detail an introductory Soulbound
no mere army of marionette skeletons dancing to a adventure for up to four players and one GM. It should
necromantic tune. They are carefully constructed from the take roughly 2–3 hours for a group to complete, or
fragmented bones and souls of thousands of mortals, each longer if the group is inexperienced or takes its time with
one purpose-built with intelligence and a self-sufficiency roleplaying. The adventure entails the party learning about
no puppet could claim. They are truly Nagash’s children, and protecting an Order settlement called ‘Grimreach’
and his ultimate vision for the future of the Mortal Realms. from the predatations of the Ossiarch Bonereapers.
Most mortals interact with the Ossiarch Bonereapers The adventure introduces rules when they become relevant
through the dreaded bone-tithe. When the expanding and provides four ready-made characters (see page 13).
empire encounters a settlement, it offers them a choice: be This adventure uses slightly modified rules and characters,
crushed by ossified killing machines or supply a tithe of but gives a great introduction to Soulbound. For the full
bone. The tithe is always in proportion to the population. experience, be sure to check out the Soulbound core
A village need only present a few chests of osseous rulebook or the Soulbound Starter Set.
offerings at a Bone-tithe Nexus, but a city provides much
more. The tithe ensures a sustainable and efficient supply
of raw material. Those bones, and the souls reaped from
enemies, are used to create more Bonereapers, and the
endless cycle continues.
Mortek Guard
Built to fight alone with skill and power or to execute
complex unit tactics with unerring synchronicity, the
Mortek Guard are the unbeating heart of the Ossiarch
Bonereaper armies. Their dense bone construction is are
far more resilient than any mortal skeleton, their souls
carefully forged from warriors and champions, all to make
them far greater than the sum of their parts. Though they
possess complete loyalty to Nagash and by extension their
leaders, each Mortek Guard is capable of independent
thought and free to act under their own impulses should
their leaders fall.
Morghast
Winged guardians with bones dense enough to turn aside
blades, the Morghasts are perversions of the celestial
creatures who soar in the heights of Hysh. Morghasts serve
as emissaries to the living and honour guard to Nagash’s
commanders. These colossal weapons of war appear as the
very antithesis of hope. Few mortals could reject a demand
for the bone-tithe issued from such a horrific visage, in the
hissing of a chorus of dead souls.
5
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Part 1: Grimreach 4: Domiciles
Once you have brought your group together, discussed These prefabricated homes are where the majority of the
the setting and ensured that each player has chosen one Dawners in Grimreach live. There is always a healthy
of the characters on page 14, read aloud or paraphrase bustle of activity around the area, with the sights, sounds,
the following: and smells of those who are resting from the hard labour
of their frontier lives. The hammering of stone and
Welcome to Grimreach. This newly founded settlement is wood punctuates the sound of jovial conversation and
home to almost three hundred souls from the Dawnbringer laughter, as builders construct additional shelters for the
Crusade. Their ambitious goal is to create a new foothold settlement’s gradually growing population. The smell of
for the forces of Order in Shyish, the Realm of Death. The freshly cooked meals wafts through the air, and people
fledgling settlement lies in the heart of a barren valley, gather to share stories and songs as they busy their hands
ringed by a maw of jagged rocks and skeletal trees. Every with small acts of productivity, such as fletching arrows,
branch and outcrop seems to reach out towards the sharpening blades, or patching armour.
city walls, as if the land itself wants nothing more than
to drag it into the grey earth. Compared to its bleak 5: Arable Reclaim
surroundings, Grimreach is a glimmering beacon of hope This area of irrigated and purified earth is where the
and life — a flickering candle in the darkness. One that majority of the settlement’s food is grown. There are small
you are god-sworn to protect. patches of exotic fruits, herbs, and spices such as Aqshian
Fireleaf or Ghurish Sweetpeppers, but most of the crops
You can now show the party the map of Grimreach. are hardy plants that have been specifically chosen for
their ability to survive with little light and heat, as fitting
KEY FEATURES for a settlement in Shyish. Gloomrice from Ulgu makes up
Grimreach is broken into various Zones, each with key the bulk of the crops. It is a dark grain that grows rapidly,
features. You do not need to go into great detail on the but has the unique — and often frustrating — trait that
Zones at this point in the adventure, but you may want almost every plant claims a subtly different taste. This
to highlight some of the key parts of the settlement, or results in many ‘mystery meals’ where each bite could
answer player questions about unique buildings. bring a completely different flavour.
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REAP AND SOW 1
Xan is approached by a young Human farmer called According to the drills, the party should head to the
Wullum after his most recent sermon. The young man settlement’s front gate, where their abilities can be put
confesses that he has been suffering a terrible sense to good use in defending the settlement. As they rush
of oppressive foreboding that is preventing him from through the settlement, describe the Dawners’ heads
sleeping, and he wonders if Xan can help. Xan must make turned towards the floating metalith, faces tight with
a DN 4:1 Soul (Theology) Test to sooth Wullum’s frayed concern and murmured voices speculating at the problem.
nerves, recounting tales of Sigmar’s trials as he journeyed Fears of living spells or undead monsters spread through
through Shyish. the settlement like wildfire, and there is little the party can
do to stop the gossip.
Malgra is approached by a Duardin engineer called Uragga
while they are maintaining their aether-rig. She is fighting Doom
back panic and informs Malgra that the Nexus Syphon has The Mortal Realms are a living, breathing place filled with
stopped drawing energy for some reason, and if it is not individuals who are not unaffected by the joys and horrors
fixed immediately the Guardian Idols will power down, of their lives. The battle between hope and despair is an
leaving the settlement exposed. Malgra must make a DN everyday struggle, one that the Soulbound are directly
4:1 Mind (Crafting) Test to repair the Nexus Syphon, involved with. This pervasive dread is represented by
clearing a buildup of sinew-like weeds that have grown Doom. When Doom is low, folks are more content and
around the subsurface energy collectors. kinder to one another. When Doom is high, people grow
suspicious and violent.
Vel is training with a group of Freeguild Soldiers when she
is approached by a Human Freeguild medic called Sten. Doom can also directly affect the realms themselves and
He is in a hurry, with splattered blood on his uniform, and the monsters that inhabit them, making the lands more
informs Vel that there has been an accident at the main inhospitable and creatures more dangerous.
gate. The large sigmarite bar that seals the gate came loose
and fell atop a pair of workers, pinning them. Vel must Players can affect Doom through their actions (or
rush to the site and make a DN 4:1 Body (Might) Test to inaction). Heroic last stands and good deeds decrease
pry up the heavy bar and let Sten save the workers. Doom, while selfish and cruel acts increase Doom. Be sure
to track Doom throughout the adventure, and use it as a
guide to narrate the mood and reactions of the Dawners in
Part 2: The Bonereaper’sDemands Grimreach. Doom starts at 1, but increases to 4 when the
It is nearing nightfall when the ringing of a loud bell Bonereapers arrive.
from Highscryer Island intterupts your routines. Over a
month of drills and troubling incidents have trained you
to recognise the sound instantly. Something dangerous is
approaching the settlement…
9
THE BONE-TITHE Malgra can attempt to negotiate with the Morghasts
A scream rips out from nearby and rapid motion tears by making a DN 4:2 Mind (Guile) Test, using their
your gaze to the sky. Through the darkening day, you experience with the complex codes and contracts of the
spot a trio of huge, skeletal figures circling the settlement, Kharadron Overlords to convince the Morghasts that
borne on vast wings of bone, contrails of screaming the settlement needs more time. The Morghasts argue
ectoplasm in their wake. the specifics, but agree to give the settlement three days
before the tithe is due instead. The Bonereapers will not
As a longtime servant of the God-King, reforged over alter their demands, or accept any further concessions.
long decades of war, Vel has fought these creatures in a When the Morghasts have finished their negotiations, or
past life. They are Morghasts, emissaries and vanguards if anyone attempts to attack them, they shriek and take
of the Ossiarch Bonereapers — a terrible omen for the flight, their ectoplasmic trails burning bright in the night
settlement. The trio of Morghasts circle the settlement sky. They leave the settlement with a parting cry: ‘Harken
for a few moments, staying beyond the barrier of the now all mortals below! Your Undying King has spoken! The
Guardian Idols, before landing with a ground-shuddering tithe must be paid!’
thud outside the front gate. The lead Morghast cries out in
a hissing rattle: ‘We have come to demand the tithe! Send
your speakers to treat!’ Part 3: Defiant Defences
With the Bonereapers’ departure, the people of Grimreach
After this, they wait until a member of the party either gather around the main gate in one mass of murmured,
leaves the gates to talk with them, or communicates with concerned mortals. All eyes turn to the party for answers.
them from atop the walls. They stand twice as tall as a The people demand to know what the Bonereapers want.
grown human, their bodies composed of a durable shell of If the party lies or withholds the truth, dark rumours
shaped bone and armour plating. Inside this ossified cage, spread and fear grips the settlement, increasing Doom by
a roiling mass of ectoplasmic skulls writhe and shudder, 1. If anybody in the party suggests fleeing the settlement,
giving off a baleful glow in the dimming light. or that paying the bone-tithe is a valid option they are met
with cries of outrage, and Doom increases by 1.
Why are you here?: ‘We have come to claim the bone-tithe.
All mortals who live in our domain must pay. You are no Xan can make a DN 4:2 Soul (Determination) Test to
exception.’ calm the Dawners with a display of defiance or hope. If he
succeeds, the crowd is calmed and will listen to the party
What is the bone-tithe?: ‘You give us the bones of your without interruption. If he fails, any plans the party put
people, and we shall reshape them, they will become us. forward will be interrupted by the odd cry of discontent as
More in death than they were in life. Greater. The perfect some storm away to make their own plans.
future for Shyish made manifest.’
Vel can make a DN 4:2 Mind (Intuition) Test to gauge
What are your demands?: ‘One in ten must pay the tithe the mood of the crowd. If she succeeds, she is certain that,
in whole. Stripped of flesh, their bones undamaged and beneath the layer of fear, the Dawners are still defiant and
presented to us. This payment we expect every harvest will not lie down as cattle or flee their homes. If she fails,
season henceforth. We will return to collect the first tithe she finds herself momentarily unable to relate to mortal
two nightfalls hence.’ fears.
And what if we refuse?: ‘Refuse, and we will reap ten Darach can make a DN 4:2 Body (Weapon Skill) Test to
harvests as one. Every bone will be claimed, every life quickly assess the settlement’s defences. If successful, he
ended. You will cease, and we will grow. This is the way of is confident that the settlement can defend itself from the
the Ossiarch Bonereapers, this is the will of Shyish. As the Bonereapers. If he expresses as such to the crowd, Doom
Undying King commands it.’ decreases by 1. If he fails this test, he is less certain of their
chances.
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DOWN TO BUSINESS Part 4: The Night of
The party have only two days to prepare the settlement
to defend itself from the Bonereapers (three if Malgra Shattered Bone
convinced them to delay their tithe). This will take place Once the party has made their preparations, the night
largely in vignette or montage form, and should be an of the bone-tithe comes. Read aloud or paraphrase the
opportunity for some fun interactions before the big battle. following:
There are a number of ways the party can prepare. Each
party member can attempt one type of preparation per day. Just as the light of Hysh, the Realm of Light, falls dim,
the bell atop Highscryer Island rings once more, and you
Train Militia can see three trails of light arcing towards the settlement.
You spend your time with Wullum, the farmer, training and The Bonereapers have come to claim their tithe. But as
preparing some of the settlers to fight. Make a DN 4:1 Body you take to the walls and stare out across the deathly
(Weapon Skill) Test. If the Test is successful, the settlers landscape, you see more than just the three Morghasts.
manage to learn and improve. The first time you pass this Beneath their glowing heralds, an army of skeletal
test, you gain an 8-member Militia Swarm (see page 13). warriors march on Grimreach.
Once per turn, any character that shares a Zone with a
Militia Swarm can issue them a command as a free action, The Bonereapers somehow caught wind of Grimreach’s
such as moving into another zone, attacking an enemy, or refusal to pay the tithe, and have come in force to claim
falling back. Each additional test grants you an additional their due. Dawners who cannot fight rush through the
Swarm of 8 Militia members. Unfortunately, putting the settlement, barricading themselves within the Temple of
Militia in harm’s way like this has its drawbacks. For every Sigmar or up in Highscryer Island. They will be safe from
Swarm of Militia that is defeated, Doom increases by 1. the fighting, unless Grimreach’s defenders fall. The call to
arms goes up, and the heroes gather at the main gate as the
Build Defences Night of Shattered Bone begins.
You spend your time with Uragga, the Ironweld Engineer,
reinforcing an area to repel attackers. This might include COMBAT IN SOULBOUND
building palisades or barriers, reinforcing doorways or Soulbound contains rules for fast and frenetic combat with
creating strategic choke points. Make a DN 4:1 Body heroes standing against seemingly insurmountable odds.
(Crafting) Test. If the Test is successful, mark which This system has been streamlined for this adventure to give
Zone has been reinforced. When fighting in this Zone, you the feel for this style of combat while still providing an
the Difficulty of Tests made to attack you, your allies, and experience that can fit on these few short pages.
walls increases by 1.
Your Turn
Set Traps Players and enemies act in the following order: Malgra,
You spend your time with Kali, the scout, attempting to set Darach, Vel, The Bonereapers, Xan. On your turn, you can
traps for the Bonereapers. This might involve digging spiked Move, take an Action, and spend your Mettle.
pitfalls, setting improvised explosives, or even riling up the
Grave Steeds in the stables at just the right moment. Make Move
a DN 4:1 Body (Stealth) Test. If the Test is successful, mark Soulbound uses an abstracted movement system, rather
which Zone has been trapped. Whenever you are adjacent than specific measurements. Grimreach is broken up
to this Zone, you can use an Action to trigger the trap. All into a number of Zones. A character can use their Move
creatures within the Zone immediately suffer 5 Damage. to move anywhere within their current Zone, or into an
This damage is doubled against Swarms. adjacent Zone.
11
second Action during their turn. You start with a number SIEGE OF GRIMREACH
of Mettle listed in your character sheet, and recover 1 Throughout the Night of Shattered Bone, Grimreach is
point at the start of each turn. Powerful enemies, such as attacked by three waves of Ossiarch Bonereapers. These
the Morghasts (see page 13) in this adventure, also have waves are composed of Mortek Guards, with each one led
Mettle. by one of the terrifying Morghasts.
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REAP AND SOW 1
Wave 3: The Final Hour GRIMREACH MILITIA
The third and final wave begins with one Swarm of 10 Attributes: Body (2d6), Mind (1d6), Soul (2d6)
Mortek Guards each attacking the walls in Zones 1, 10, Skills: Survival (2d6), Weapon Skill (3d6)
and 4. If they breach the settlement, they move towards Mettle: 0, Toughness: 1, Armour: 0
the temple. Meanwhile, the final Morghast lands in Area Attacks (Spears): Melee Attack, DN 5:1, 1d6, 1 + Success
9 and directly assaults the party. Once during this wave, Damage. The Militia adds +1d6 to their dice pool for each
a member of the party can use an Action to rally the creature in the Swarm.
surviving Militia as the light of Hysh begins to dawn on Swarm: The Grimreach Militia are a Swarm.
the settlement. Any surviving Militia can immediately
make a free movement and an Attack with DN 2:1.
Part 5: Ominous Dawn
If the party survive the Night of Shattered Bone and defeat
Stat-Blocks the Bonereapers, they have succeeded in saving Grimreach.
The following section contains statistics for the Mortek At this point, let the heroes breathe and celebrate. As the
Guard and Morghasts. Soulbound combines groups of sun rises, settlers surround the party, cheering their names
lesser enemies into Swarms to streamline combat. Swarms and singing about their deeds.
have the following rules:
Move on to a few hours later, when the clean-up operation
A A Swarm’s Toughness is equal to the number of has begun. The folk of the settlement prepare funeral
creatures in the Swarm. Each point of Damage a pyres and begin rebuilding the walls. Have one of the
Swarm receives kills a member of the Swarm. party members stumble upon the half-broken skull of one
of the Morghasts. A glimmering light fills one of its eye
A A Swarm adds +1d6 to its Attack dice pool per point sockets and it speaks through its shattered jaw: ‘We are but
of current Toughness (the number of creatures in the the vanguard… The tithe will be claimed…’
Swarm).
The light dies and the skull becomes inert. The message is
A A Swarm counts as one creature for the purposes clear. The party has saved Grimreach for now, but this is
of Attacks, Talents, Armour, and Damage (Armour far from the end…
reduction is only applied once).
13
XAN BEMYR VEL ARTURIOUS
‘Fly before the holy Light of Sigmar! Fall to the Hammer ‘I prefer direct approaches to subterfuge, but I am willing
of the God-King!’ to listen.’
Xan Bemyr is a Warpriest of the Devoted of Sigmar. He Vel Arturious is a Knight-Questor of the Stormcast
was born and bred in Aqshy, the Realm of Fire, and fire is Eternals. She embodies Sigmar’s beliefs completely, and is
in his very soul. Xan is quick to anger and shows no mercy determined to stand against those who would see a return
to those who would stand against Sigmar. But his fiery to the Age of Chaos. Vel is a champion of the Celestial
emotions also blaze brightly when he is among friends, Realm, charged with a holy duty by the God-King himself.
and he is willing to do anything in the name of his divine For now, that includes the Soulbound and Grimreach.
liege.
Attributes: Body (4d6), Mind (2d6), Soul (3d6)
Attributes: Body (2d6), Mind (1d6), Soul (4d6) Skills: Athletics (5d6), Determination (4d6), Fortitude
Skills: Determination (5d6), Devotion (5d6), Medicine (5d6), Intuition (4d6), Might (5d6), Weapon Skill (5d6)
(2d6), Reflexes (3d6), Theology (5d6), Weapon Skill (3d6) Mettle: 2
Mettle: 2 Toughness: 9
Toughness: 8 Wounds: 5
Wounds: 4 Armour: 3
Armour: 1
Attacks (Questor Warblade): Melee Attack, DN 3:1, 5d6,
Attacks (Warhammer): Melee Attack, DN 4:1, 3d6, 1 + 1 + Success Damage.
Success Damage.
Bulwark: You are a stalwart defender, able to hold off
Light of Sigmar: You draw upon the holy searing light of hordes of enemies at once. If no allies are in your Zone, all
Sigmar to burn your foes. Roll 5d6. Enemies in your Zone attacks against you require DN 6:1 to hit.
suffer 1 Damage for every result of 5 or more. When you
use this Miracle, you can choose to spend your Mettle to
have this damage ignore Armour.
Healing Spirit: The power of Sigmar washes over you and
your allies, healing their wounds. Roll 5d6. Allies in your
Zone recover 1 Toughness for every result of 5 or more.
When you use this Miracle, you can choose to spend your
Mettle. Add 4 to the amount of Toughness recovered.
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REAP AND SOW 1
Malgra Dainsson is an Endrinrigger of the Kharadron Darach is a Kurnoth Hunter, grown to serve as a defender
Overlords. Once responsible for the mighty endrins that of the Sylvaneth. He was chosen by Alarielle to become
hold their people’s skyships aloft, they are now a member Soulbound and learn more about the people of Aqshy.
of the Soulbound with a sacred duty to stand against He loves animals, and it sometimes seems that he does
Chaos and Death. They are most happy when their skills better socialising with them than other people. However,
can be of use, either in combat, repairing equipment, or his wide, bright green eyes are always open and he misses
divining the lost secrets of the Mortal Realms. little.
Attributes: Body (3d6), Mind (3d6), Soul (1d6) Attributes: Body (3d6), Mind (4d6), Soul (1d6)
Skills: Athletics (4d6), Ballistic Skill (5d6), Crafting (4d6), Skills: Ballistic Skill (4d6), Beast Handling (2d6),
Dexterity (4d6), Guile (4d6), Reflexes (4d6) Might (4d6), Nature (5d6), Stealth (5d6), Survival (5d6),
Mettle: 1 Weapon Skill (4d6)
Toughness: 7 Mettle: 1
Wounds: 6 Toughness: 8
Armour: 2 Wounds: 4
Armour: 2
Attacks (Aethermatic Saw): Melee Attack, DN 4:1, 3d6, 1
+ Success Damage. Each 6 you roll permanently reduces Attacks (Greatsword): Melee Attack, DN 4:1, 4d6, 2 +
the target’s Armour by 1. Success Damage.
Attacks (Rapid-fire Rivet Gun): Ranged Attack, DN 3:1, Attacks (Greatbow): Ranged Attack, DN 4:1, 4d6, 2 +
5d6, 1 + Success Damage, Medium Range. Success Damage, Medium Range.
Portable Endrin: Your Aether-rig comes equipped with a
portable endrin that grants you flight. You can move over Hail of Doom: You rain down a hail of projectiles on
any terrain that might block your path, and only flying enemies around you. Choose your Zone or an adjacent
creatures or creatures with ranged attacks can attack you. Zone. Roll 4D6. Enemies in the Zone suffer 1 Damage,
plus 1 Damage for every result of 4 or more. Swarms suffer
double Damage from this attack.
15