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The Gorehound
AV:13 / Man:8 / Spd:4
Crew: 5-20
Cargo: 5
Sails, armour plates, bolt thrower, cargo hold
Bolt thrower: Extreme r, damage 5, 3 reloads, crossbow ammo – 2x cost
10 quarrels, 5 barbed quarrels
Skin-Eater (Wrecked)
AV:12 / Man:9 / Spd:4
Crew: 5-20
Cargo: 5
2x Ballista, sliding weights, cargo hold
Ballista: Extreme r, damage 5, 3 reloads, balistine ammo – 2x cost
10 stones, 1 firebomb
Red Reaper
AV:14 / Man:4 / Spd:2
Crew: 15-30
Cargo: 8
2x Cargo hold, officer’s quarters, trebuchet, 2x bolthrower
Trebuchet: stupendous r, damage 4, 4 reloads, sling ammo – 2x cost
20 stones, 10 shot, 2 firebombs
Bolt thrower: Extreme r, damage 5, 3 reloads, crossbow ammo – 2x cost
20 quarrels, 10 barbed quarrels
Weapon caches
Prison cache
Starting equipment
Clawed shellscale gauntlets – AV6 both arms, close melee – 1 slashing – unarmed attack
Heavy hide long jack – AV8 body and legs, en3
Chitin closed helm – AV10 head, en3
Fibrestone shell – AV10 body, arms and legs, En10
Boss’ chamber
Weighted heavy hide cloak – AV7 body and legs, en3. Reach melee attack, 1 smashing damage. Plush
lining -1 bonus on command checks.
9b
Map.
Narcotics
Bloodwine: a mix of blood, anticoagulants and combat stims. Lasts for 1 combat. -1 bonus to hit,
reroll test for additional action. Any turn you start with less than max HP lose 1HP.
Mage’s Dust: a paper package of spores released by burning. Whoever breaths the fumes falls into
an uninterruptable sleep for d3 hours. Spellcasting characters gain 1 word from the GM for each
hour they sleep, these words are lost the next time they rest.
Ghostwalker Stick: a stick of chewing resin. When consumed the imbiber becomes incorporeal. They
are invisible and can pass through solid objects. They may observe the physical world but may not
interact with it. When the imbiber chooses to end the effect, they reappear and gain d6 insanity
points. If they have been incorporeal for over an hour they must pass a W test in order to return.
Aalog leaf mix: a blend of powdered leaves which relax the mind and numb the body. The consumer
loses d3 insanity points and reduces their agility by the same amount. Each portion of food they
consume restores 1 agility point.
Red-Wrench: a chewing resin which drives the muscles into self-destructive activity. Lasts for 1
combat. Melee attacks do an additional point of damage. At the end of combat lose d6HP.
Purple Whispers: a flower syrup which opens the mind to the thoughts of others. Lasts d3 hours.
During this time the drinker has +1C and can hear someone’s thoughts by passing an I test. When
the effect ends the drinker gains d3+1 insanity points.
Cult pills: these tablets bring the faithful closer to their dark gods. Increase the takers insanity to 6.
Purge: a foul brown liquid which drives toxins from the body in an explosive manner. Any effects of
drugs, disease or poison end immediately, the drinker requires 3 portions of water to meet daily
requirements.
Encounters
The prison room
12 giant flies
HP: 1
CS: 5/ SS: 0/ I: 2/ C: 3/ A: 6/ W: 2
Bite: a large insect may bite as a close melee attack. This does 1 point of toxic damage. This attack
requires a reload action.
If dithering: get of fire coms up one of the side tunnels dealing 8 fire damage to anyone within.
The dragon
1 level 8 dragon
HP: 41 (37)
CS: 8/ SS: 7/ I: 7/ C: 6/ A: 6/ W: 9
Speak arcanis
Immune to Fire
Fly: a dragon may fly up to 20 metres as a normal move action.
Breathe fire: a dragon may breathe fire as a short ranged attack that does 8 points of fire damage
Bite: a dragon may bite as a reach melee attack which does three points of stabbing damage and 4
points of fire damage.
Claws and tail: a dragon may use its limbs as a reach melee attack which rolls to hit against everyone
within range. This attack does 6 points of slashing damage
Scaled hide: a dragon has an armour value of 14
Magic: 24 words. See, fly, rend, fire, pull. Oppose, heal, harm, protect, water. Swift, float, magnetic,
slow, smoke. Scales, bone, eye, harden, claw. Storm, lightning, wind, wing.
The dragon will only attack ships and will not move more than 100m from the gore peg.
HP: 12
CS:7/SS:6/I:6/C:6/A:6/W:6
abilities
Alien nature: there is a +2 penalty to cast spells on an unwilling human.
Rage: a berserker’s first hit against each opponent in a fight does an extra two points of damage.
Reckless charge: a berserker may charge 12 metres and gets a free fight action against all enemies
they finish within range of.
skills
Resistant to cold
Furious adrenalin: a berserker is resistant to magical damage and will also be resistant to ranged
attacks whilst unarmoured.
The gorehound
1 level 2 human warrior, 3 goons.
HP: 10
AV6 both legs, AV 8 body and arms, AV10 head. En2
(toecapped leather boots, heavy hide mantle, bone helmet)
CS:7/SS:6/I:6/C:6/A:6/W:6
abilities
Alien nature: there is a +2 penalty to cast spells on an unwilling human.
Lethal momentum: if a warrior kills an enemy in combat they may immediately take a free action.
Skilled fighter: a warrior will cause a critical success when rolling to hit with a melee attack with any
combination of 1’s and 2’s.
skills
Resistant to cold
HP 10
AV9 body, AV10 head (bone shirt, heavy hide coif)
CS:7/SS:6/I:6/C:6/A:5/W:6
abilities
Resolute: an eeload who acts last on a turn automatically passes their test for a third action.
Poison gland: an eeload may produce a dose of poison which does d6 toxic damage once per day.
Lethal momentum: if a warrior kills an enemy in combat they may immediately take a free action.
Skilled fighter: a warrior will cause a critical success when rolling to hit with a melee attack with any
combination of 1’s and 2’s.
Skills
Resistant to toxic damage