Professional Documents
Culture Documents
Dragonfish Inn
The surprisingly large Dragonfish Inn, run by the
matronly Lacy Finnegan, caters mainly to riverboat crew.
She maintains a cool relationship with the Khadorans,
but is unwilling to take sides, since she feels she would
only end up losing no matter which side comes out the
victor. She would rather warn smugglers, spies or
saboteurs and send them on their way than betray them,
but if they insist on staying and make trouble she will
report them to the Kapitan.
When asked, Lacy Finnegan cannot recall ever
having seen di Fiscani (unsurprisingly, since it has been a
long time since he passed through the area. Ever since
the Cyrissist nexus at the bottom of Drek Lake has been
in the works, he has tried to keep a low profile by getting
off riverboats outside Riversedge).
In case of odd stats, assign vitality to odd-numbered branch. (-2 attack rolls) ▢ 4
Notable Equipment: Intellect ▢ ▢ ▢ ▢ 5
Medium Warcaster Armour (ARM +7, DEF -1, (-2 DEF; no upkeep) ▢ 6
Power Field 6)
Mechanikal Repeating Swordcannon Final Argument In case of odd stats, assign vitality to odd-numbered branch.
(Ranged: POW 10, RNG 10, RAT 6, 5 shots; Melee: Notable Equipment:
STR+POW 7, MAT 7; Accurate, Bond; Clockwork Armoured Greatcoat (ARM +5, DEF -1)
Accumulator) Repeating Rifle (POW 10, RNG 14, RAT 5, 5 shots)
Battle Staff (Reach, STR+POW 8, MAT 4; Critical
Knockout (13))
Nicolo Telloso
Ordic Arcane Mechanik / Arcanist and Cyrissist
Description: Bookish, bespectacled and nervous in Mateo di Fiscani
the face of actual danger, Nicolo Telloso is a good Llaelese Arcane Mechanik/Priest of Cyriss
example of the typical intellectual. Description: Di Fiscani is an unassuming young man
Notes: Nicolo runs the workshop and builds with his blond hair usually kept at shoulder length and
mechanika when Ladimir is not taking charge of any tied back in a ponytail. These days his body language is
works. He pretty much stumbled on the Cult while at full of tics and hesitations, both because of the way he is
university and is now working on becoming an ordained torn between his religious vocation and his patriotism,
member of the clergy. and because of the ceaseless haranguing he has been
Archetype: Hero Gifted (Will Weaver) (6 XP)
getting from the priests at the workshop.
Notes: Di Fiscani will never knowingly hurt his
Thane Arlessio Sinadora
former cult members. At most he will attack vectors and Ordic Aristocrat/Military Officer/Field Mechanik
servitors, or put his fellow Cyrissists in magnetic holds Description: Sinadora wears a black uniform jacket
until they surrender or Mateo has got away. When he has in the style of King Leto. His black beard and moustache
to choose between defending himself or his rescuers and are elaborately trimmed and waxed, and he wears his hair
the cult, he will likely be torn by indecision. shoulder length. Sinadora usually speaks and gestures
Archetype: Hero Gifted (Will Weaver) (27 XP)) flamboyantly, but this often only masks subtle barbs and
Feat Points per turn: none (1 max. through Enigma a condescending attitude, especially towards non-
Cypher) humans.
Notes: Sinadora is a mercenary at heart, and sees the
Physique 6 Agility 4 Intellect 5 occupation as a chance of expanding his fortunes both as
Speed 6 Prowess 4 Perception 5 a mercenary leader and arms producer. He has also
Strength 4 Poise 4 Arcane 4 become extremely curious about new technologies,
Willpower Defense seeing the future of warfare and spying in expertly and
(PHY+INT+Modifier) 11 (SPD+AGL+PER+Modifier) 15 unusually applied force. He has surrounded himself with
Initiative Armour
(SPD+PRW+PER+Modifier)
15 (PHY+Modifier)
6 a staff of unscrupulous but loyal engineers and inventors
and funds their research into new weapons.
Command Range
(INT+Command+Modifier) 5 Archetype: Veteran Intellectual (75 XP))
Hand Weapon (PRW) 4 + 1 + 0 = 5 Feat Points per turn: 1 per round (3 max.)
Rifle (POI) 4 + 1 + 0 = 5 Physique 6 Agility 4 Intellect 6
Alchemy (INT) 5 + 1 + 0 = 6
Speed 7 Prowess 5 Perception 5
Climbing (AGL) 4 + 1 + 0 = 5
Craft (glassmaking) (INT) 5 + 1 + 0 = 6 Strength 5 Poise 4 Arcane -
Willpower Defense
Craft (gunsmithing) (INT) 5 + 1 + 0 = 6
(PHY+INT+Modifier)
12 (SPD+AGL+PER+Modifier)
16(15)
Craft (metalworking) (INT) 5 + 2 + 0 = 7
Initiative Armour
(SPD+PRW+PER+Modifier) 17
Lore (Cyriss) (INT) 5 + 1 + 0 = 6 (PHY+Modifier) 11
Lore (Llael) (INT) 5 + 1 + 0 = 6 Command Range
Lore (Mechanika) (INT) 5 + 1 + 0 = 6 (INT+Command+Modifier)
11
Mechanikal Engineer (INT) 5 + 2 + 0 = 7 Hand Weapon (PRW) 5 + 2 + 1 = 8
Negotiation (*) * + 1 + 0 = * Great Weapon (PRW) 5 + 1 + 1 = 7
Research (INT) 5 + 1 + 0 = 6 Pistol (POI) 4 + 2 + 1 = 7
Enigma Cypher Feat point for puzzle-solving Bribery * + 1 + 0 = *
Engrave Formulae Craft rune plates Command (*) * + 3 + 0 = *
Language (Ordic) Cryptography (INT) 6 + 1 + 0 = 7
Arcane Engineer Re-roll Mechanikal Engineering Deception (*) * + 1 + 0 = *
Bodge Field repairs on warjacks Detection (PER) 5 + 2 + 0 = 7
Genius Boosted INT rolls Etiquette (*) * + 2 + 0 = *
Fast Caster 1 extra quick action for spellcasting Gambling (PER) 5 + 1 + 0 = 6
Combat Caster Extra die for magic attacks, discard Law (INT) 6 + 1 + 0 = 7
lowest die in the roll Lore (Ord) (INT) 6 + 1 + 0 = 7
Cost RNG AOE POW UP OFF Mechanikal Engineer (INT) 6 + 2 + 0 = 8
Arcantrik Bolt 2 10 - 12 - Yes Medicine (INT) 6 + 2 + 0 = 8
Damaged steamjacks become stationary. Navigation (PER) 5 + 1 + 0 = 6
Electrical Blast 3 8 3 13 - Yes Negotiation (*) * + 1 + 0 = *
Electrical damage; Disruption. Oratory (*) * + 1 + 0 = *
Magnetic Hold 2 8 - - Yes Yes Riding (AGL) 4 + 1 + 0 = 5
-2 SPD and DEF; +2 movement to constructs charging target. Seduction (*) * + 1 + 0 = *
True Sight 2 Self - - Yes No
See in darkness, ignore concealment, Camouflage and Stealth.
Physique ▢ ▢ ▢ ▢ 1
(-2 STR) ▢ ▢ 2
Agility ▢ ▢ ▢ 3
(-2 attack rolls) ▢ 4
Intellect ▢ ▢ ▢ ▢ 5
(-2 DEF; no upkeep) ▢ 6
In case of odd stats, assign vitality to odd-numbered branch.
Good Breeding Re-roll Etiquette
Language (Llaelese) Also: Cygnaran, Ordic
Galvanizer
Convergence light vector
Privilege Legal immunities
Special Qualities: Circular Vision
Connections: Nobility
Battle Plan: Call to Action Knocked down allies stand SPD STR AGL MAT RAT DEF ARM
up or go prone 5 7 4 5* 5* 12 16
Natural Leader +2 command range 1 2 3 4 5 6
Team Leader Feat point gains may be
assigned to allies
Connections: Mercenaries
'Jack Marshal May drive steamjacks
Ace Commander 1 extra quick action for
drives
Battle Plan: Go to Ground Allies gain cover, immunity
to blast damage, and do not
H H H H
block LOS until they move M M I I M M
or are engaged
Ironhead May operate steam armour Attacks:
Drive: Assault 'Jack charges and fires at Bash (Melee, MAT 5)
melee range before making Metal Saw (Head, STR+POW 12, MAT 5; Critical
melee attacks Grievous Wounds)
Battle Commander 1 free battle plan per turn
Intellectual +1 to attack/damage rolls;
+1 to allies' attack/damage rolls
while in command range
Genius Boosted INT rolls Diffuser
Feat: Quick Thinking Attack or quick action at the Convergence light vector
start of another character's turn Special Qualities: Circular Vision
once per round SPD STR AGL MAT RAT DEF ARM
5 7 4 5* 5* 12 16
Physique ▢ ▢ ▢ ▢ 1
1 2 3 4 5 6
(-2 STR) ▢ ▢ 2
Agility ▢ ▢ ▢ 3
(-2 attack rolls) ▢ 4
Intellect ▢ ▢ ▢ ▢ 5
(-2 DEF; no upkeep) ▢ ▢ 6
H H H H
In case of odd stats, assign vitality to odd-numbered branch.
M M I I M M
Notable Equipment: Attacks:
Armoured Greatcoat (+5 ARM, -1 DEF) Bash (Melee, MAT 5)
Mechanikal Rapier Wit's Bite (POW 3(4), MAT 9, Homing Ripspike Launcher (Head, POW 11, RNG
Accuracy, Grievous Wounds, Impact; Arcanodynamic 11, RAT 5, 8 shots; targets hit by a ripspike can be
Accumulator) charged or slammed by friendly vectors without a need
Mechanikal Repeating Pistol Shroudfall (POW for spending focus)
10(11), RNG 8, RAT 8, Accuracy, Blast (POW 5(6)),
Silencer; Arcanodynamic Accumulator)
Ironhead Armour Frigate (ARM+9, SPD -0, DEF -3,
STR+3, may run; +12 damage boxes; equipped with a
mechanikal sword (POW 4(5), MAT 9, Accuracy,
Impact, Mechanikal Seizure; Arcanodynamic
Accumulator) and a carbine (POW 10(11), RNG 10, RAT
5, 5 shots)
Cultist Razorbats
Human Cultists of Cyriss Flying Nightmares
Description and notes: The cultists wear cult robes Description and notes: Talon-winged and barb-
while they work in the laboratories, but don light armour tailed, razorbats attack in swarms that take on animals
when faced with enemies. They generally aren't much larger than individual bats. Razorbat colonies live
impressive fighters, and can either be considered in forests, and do not venture far from the treeline
alchemists or field mechaniks for rules purposes. (unfortunately, anybody travelling on the banks of Drek
Lake is fair game).
SPD STR MAT RAT DEF ARM
Special Qualities:
6 4 5 5 13(12) 5(10)
Anatomical Precision
Willpower Initiative Detection Sneak/Lie Circular Vision
9 14 5(4) 3/4 Distracting: Non-razorbat characters in melee
Vitality: 5 range of a razorbat swarm suffer -1 MAT.
Flight
Notable Equipment: Kill Shot: Once per activation, a razorbat swarm
Alchemist's Leathers (+5 ARM (+8 ARM against that has just destroyed an enemy can
blast damage, fire, cold, and corrosion), -1 DEF, includes immediately make one ranged attack.
a gas mask (-1 PER)) Swarm: Immune to free strikes, large base. Non-
Telecoping Staff (STR+POW 7, MAT 5 (collapsed); AOE and non-SP attacks roll one less die for
STR+POW 8, MAT 4, Reach, two-handed (extended)) damage.
Pistol (POW 10, RNG 8, RAT 5; 5 rounds of
ammunition) SPD STR MAT RAT DEF ARM
6 3 6 4 12 12
Willpower Initiative Detection Sneak
8 14 6 6
Vitality: 8
Villagers
Human Attacks:
Slashing Swarm (POW+STR 4, MAT 6, Thresher:
Description and notes: These stats can be used to One attack against every character in melee range)
represent both the villagers of Greenfort and any other Sonic Screech (POW 6, RNG SP6, RAT 4; Critical
villager the investigators might come to tussle with. Stun: Stationary for 1 round)
Crossbows and bows are just as prevalent as are rifles; in
fact, they are a little more common in the wilderness.
SPD STR MAT RAT DEF ARM
6 5 5 5 12 11
Willpower Initiative Detection Sneak/Lie
9 14 5 4/4
Vitality: 6
Notable Equipment:
Armoured Greatcoat (+5 ARM, -1 DEF)
Axe (STR+POW 8, MAT 5)
Rifle (POW 10, RNG 14, RAT 5; 10 rounds of
ammunition)
or
Crossbow (POW 12, RNG 10, RAT 5; 10 bolts)
or
Bow (POW 10, RNG 10, RAT 5; 10 arrows)
Duskwolves Vitality: 8
Pack-hunting predators Attacks:
Description and notes: With the males standing as Bite (STR+POW 10, MAT 6)
tall as a human and the females stealthy to a degree
bordering on the supernatural, the enormous duskwolves
are cunning and extremely dangerous predators. Male Duskwolf:
Most duskwolves in a pack are female.
SPD STR MAT RAT DEF ARM
Special Qualities:
7 7 7 2 15 14
Cull the Weak: +1 to attack and damage rolls
against injured characters. Willpower Initiative Detection Sneak
Flawless Tracker: Tracking skill 6; tracking rolls 9 16 7 5
against living characters gain an additional
die. Physique ▢ ▢ ▢ ▢ 1
Shadow Camouflage (female only): As a quick (-2 STR) ▢ ▢ 2
action, female duskwolves gain Stealth for one
round as long as they are not in brightly-lit Agility ▢ ▢ ▢ 3
areas. (-2 attack rolls) ▢ 4
Unnerving Howl (male only): Once per encounter, 5
the male duskwolf may howl, affecting all Intellect ▢ ▢
living characters within 10” with Terror [16]. (-2 DEF; no upkeep) ▢ 6
The howl does not affect other duskwolves. In case of odd stats, assign vitality to odd-numbered branch.
Female Duskwolf: Attacks:
SPD STR MAT RAT DEF ARM Bite (STR+POW 10, MAT 6, Critical Knockdown)
7 7 6 2 13 12
Willpower Initiative Detection Sneak
8 14 6 6