Break RPG Core Rules v1
Break RPG Core Rules v1
STEP 1 · CALLING 12
Factotum 16 STEP 6 · FINISHING DETAILS 148
Sneak 22
Champion 28 GEAR 150
Raider 34 Paying for Gear 151
Battle Princess 40 Carrying Gear 151
Murder Princess 50 Inventory Slots 151
Sage 58 Weapon Types 152
Heretic 68 Melee Weapon Types 152
Missile Weapon Types 158
STEP 2 · SPECIES 80 Custom Weapon Abilities 160
Armor Types 163
Human (Native) 84
Custom Armor Abilities 166
Human (Dimensional Stray) 86
Shield Types 169
Chib 88
Custom Shield Abilities 171
Tenebrate 90
Outfits 172
Rai-Neko 92
Wearable Accessories 173
Promethean 94
Wayfinding 174
Gruun 96
Illumination 175
Goblin 98
Specialist’s Kit 176
Dwarf 100
Books 176
Elf 102
Consumables 177
Bio-Mechanoid 104
Combustibles & Chemicals 178
Species Abilities 106
Miscellaneous 179
Curiosities, Artifacts, & Gadgets 180
STEP 3 · HOMELAND & HISTORY 108 Other World Items 182
Wistful Dark History Table 110 Companions 183
Twilight Meridian History Table 114 Followers 184
Blazing Garden History Table 118 Animal Companions 187
Buried Kingdom History Table 122 Pets 188
Other World History Table 126 Mounts 191
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Pack Beasts 193 Adventure Sites 232
Vehicles 196 PC Positions 233
Property 200 Movement Types 234
Services 201 Location Actions 235
Site Encounters 236
FIGHT 244
II PLAYING THE GAME Fight Procedure 245
Combat Values 246
Creating a Battlefield 248
GAME BASICS 210 Conducting a Fight 252
Playing the Game 211 Actions 254
General Play 212 Damage 259
Managing Game Time 213 Injury Table 260
Rolling Dice 214 Treatment of Injuries 262
Focused Rules 215 Sundering 263
Colossal Combat 264
CHECKS & CONTESTS 216
Aptitudes 217 PERILS 266
Check Procedure 218 Non-Combat Injuries 267
Contest Procedure 219 Ailments 268
Linked Contests 220
Special Success 221
DOWNTIME 272
Downtime Activities 273
JOURNEY 222 Social Bonds 279
Journey Procedure 223 Reputations 279
Adventure Maps 224
Navigating 226
Getting Lost 227 CRAFT 280
Map Encounters 228 Crafting Procedure 281
A Day’s Travel 229 Crafting Disciplines 282
Camp 229 Repairing & Customizing Gear 285
Hunting & Foraging 229 Crafting Imbued Gear 286
Rush 229 Using Materials 288
Using Additives 291
Crafting Mishaps 294
EXPLORE 230
Explore Procedure 231
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Lalka 392
III Master Villains 394
OUTER WORLD
Mundymutts 400
Skelemen 404
WELCOME TO OUTER WORLD 298 Shadow Beast 412
Octia Scroll 300 Tiny Unhelpful Cloud 416
Von Peebles Map 302 Undead Peddler 418
Wistful Dark 304 Unshaped, Bellzuub 420
Twilight Meridian 306 Urarani 426
Blazing Garden 308 Creating Adversaries 430
Buried Kingdom 310
Further Exploration 312
VI APPENDIX
ADVERSARIES 356
Using Adversaries 356
Asura, Lajja 360
Bizzer Swarm 364
Blaster Mage 366
Chompa 368
Chosen One 370
Demon, Blighted 372
Drones 376
Goop 382
Giga Gruun 384
Grim Wing 386
Killservants 388
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx
Outer World is broken. Most struggle to In this Role Playing Game (RPG) you bring
survive, huddling together in the ruins of a fantasy world to life and create the brave
the past. adventurers to explore it with.
Will you protect or abandon them? One player takes on the role of Game
Master (GM). They devise and present
Some pockets of civilization remain. Their challenges and situations to the players.
leaders seek to shape the future. For example, a town might be destroyed
if the source of the corrupted mana is not
Will you help or hinder them? found and stopped.
Forgotten knowledge and lost treasures The others assume the role of the Player
are rumored to have the power to change Characters (PCs). For example, these
the status quo. might be warriors, wizards or other
adventurous figures. They must use
Will you wield them wisely? their wits, and their characters’ abilities,
to overcome or circumvent the Game
Influential heroes and villains roam the Master’s challenges.
land, leaving a wake of irrevocable change
behind them. When the PCs, or other characters in the
game world, attempt something risky
1
Will you survive long enough to become they roll dice to determine whether they
one of them? succeed or fail. The likelihood of success
depends on the chosen course of action
9 and the character’s skill or competency.
In BREAK!! the players take on the role of If you are already familiar with RPGs and
adventurers, plucky souls that roam Outer related gaming jargon, here’s a quick
World in search of truth and treasure. system overview:
As an adventurer you will: BREAK!! only uses a d20.
Journey across shattered landscapes. Aptitudes (Ability Scores) are not rolled
randomly but set by your Calling (Class).
Explore the world’s ancient ruins and
wonders of the modern age. Experience Points are awarded for Rank
(Level) advancement.
Encounter and interact with Outer
World’s many unusual inhabitants. Roll under Aptitude Checks (Saving
Throws and Skill Checks).
Negotiate or fight with monstrous or
cunning adversaries. Point-crawl overland travel system.
20
15
13
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C H A R A C T E R C R E AT I O N
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CREATING A CHARACTER
Adventurers have a special affinity with mana which enables them to attain
magical or martial mastery that would normally require a lifetime of dedication.
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CREATING A
START STEP 5 CHARACTER
CALLING
Select your Quirk
STEP 1 SPECIES
Your Quirk is what makes you
HOMELAND
Select your Calling different from characters of a & HISTORY
similar Calling and Species. It is an
Your Calling determines the focus eccentricity that grants you a small
TRAITS
◆ STEP 6
STEP 2 Add finishing details
Select your Species Finally, give your character a name
and details about their appearance
Your Species determines your and personality.
physical appearance (e.g. size,
shape, coloration) but also ◆ Character description ( p148)
grants you extra biological or
psychological abilities.
END
◆ Species ( p80)
At each creation step you will be
presented with many choices. There
STEP 3 are two ways of making a decision:
to randomly decide with a die roll,
Select your Homeland & History or to simply choose the option you
like the sound of most.
The life you had before becoming
an adventurer provides you with I suggest rolling first, but choosing
when you get a result you don’t like.
specialist knowledge and a few
This way you’ll get a character you
useful starting items. wouldn’t have thought up on your
◆ Homelands & Histories ( p108) own, but will be sure to like.
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STEP 1 · CALLING
Your Calling is what you were born to do: a combination of your training and
instinct. Were you destined to be a disciple of the sword or a master of magic?
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CREATING A
FACTOTUM CHAMPION CHARACTER
GEAR
7 MIGHT +0 2 10 MIGHT +1 3 CHARACTER
9 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS RANK
8 GRIT 9 GRIT
Quick Start
9 INSIGHT 10 Average 7 INSIGHT 10 Average
Factotum
9 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
Sneak
Champion
Starting Abilities Starting Abilities
Raider
Second to None ( p17) Combat Momentum ( p29)
Battle
Factotum Pack ( p17) Favored Weapon ( p29) Princess
Sage
Heretic
SNEAK RAIDER
7 MIGHT +0 2 9 MIGHT +1 3
10 DEFT ATTACK HEARTS 9 DEFT ATTACK HEARTS
7 GRIT 9 GRIT
10 INSIGHT 10 Average 8 INSIGHT 10 Fast
8 AURA DEFENSE SPEED 7 AURA DEFENSE SPEED
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8 MIGHT +1 3 6 MIGHT +0 2
8 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS
9 GRIT 8 GRIT
7 INSIGHT 10 Average 10 INSIGHT 10 Average
10 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
18
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CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess
Murder
Princess
Sage
Heretic
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FACTOTUM
Some are born to be great, others have greatness thrust upon them. Factotums
are ordinary folk caught up in exceptional situations; their mundane approach
to extraordinary problems is more effective than others might expect.
CALLING OVERVIEW
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ABILITIES
CREATING A
STARTING ABILITIES DON’T MIND ME CHARACTER
You start with three Abilities. You have a distaste for direct combat and CALLING
While now leading a life of high adventure, During a Fight, your opponents TRAITS
you rely on the little skills that have always will not target you for Attack in any QUIRK
served you well in the past. Turn where you are not intending FINISHING
to perform an offensive Action, or DETAILS
You have an Edge whenever you doing something that will obviously GEAR
roll for a Check or Contest covered cause them harm or spoil their CHARACTER
You start with a giant backpack that You have a passion and flair for making
is worn instead of a Traveller’s Bag things. With the right materials and a little
or Backpack ( p173). time, you can create wonders.
The Pack provides 8 additional
Select a Crafting Discipline
Inventory Slots before you become
to specialise in: Forging,
Overburdened ( p270), and can
Gadgeteering, Tailoring, Artificing,
hold anything that doesn’t exceed
Alchemy or Cooking.
the available Slots, including a
‘rider’ ( p187). For specific rules on creating
items refer to Craft ( p280).
You can retrieve and use any item
stored in the pack in 1 Turn, rather You can use either your Insight or
than the usual 2. Deftness for your Crafting rolls.
If lost or destroyed, you can You can identify items related to
make a new Factotum Pack by your Craft with an Insight Check.
spending an evening modifying You can select this Ability more
a regular Backpack. than once, to gain a new Craft.
Your Pack functions like a normal
Backpack if used by anyone else.
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Words may not break their bones, but they Success: You created a usable Map. Quick Start
can still cut deep. Failure: You need 24 hours to reset Factotum
your instruments before trying again. Sneak
In a Fight, you can attempt to
unsettle an enemy by directing Champion
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When the proper tools aren’t at hand, you Your showmanship can draw a crowd.
can make do with the next best thing.
You may attempt to gain the full
You can attempt an Ability Check attention of anyone within earshot.
that requires a specific tool with an If uninterrupted, you can make the
improvised alternative. spectacle last for about 10 minutes.
For example, instead of requiring a
Physician’s Kit to perform Healer’s vs Requires a Contest
Hands, you might use a ripped
cloak as a substitute bandage. Your Aura vs. the observer’s Grit.
Any Checks performed with an GM Characters roll individually.
inferior substitute incur a Minor Your GM can choose to make a
Penalty (-2). single roll for groups or crowds.
Your GM decides whether a
proposed substitute is acceptable.
Is Immortal dandruff just as good as THE BETTER PART OF VALOR
Arcane Powder? Ask your GM.
Running away can’t grant you an extra life,
but it can preserve the one you’ve got.
MULTI-TASKER
Your Speed Rating increases by a
You make the most of your spare time with single level.
good scheduling and enthusiasm. If running for your life, you have
Supernatural Leaping ( p107).
You can perform two Activities
during Downtime, instead of one.
Exception! You cannot Multi-Task if TRICKY COMBATANT
you have chosen Healing an Injury.
You’re better at outsmarting your foe than
you are at going toe to toe.
PACK TACTICS
You receive a Minor Bonus (+2)
A few extra spikes here, when attempting a Combat Trick
a metal plate or two ( p256).
there, and your bulky
Factotum’s Pack is
now combat ready! FORTUNE’S FOOL
Cower behind it or
swing it at your foes. Why rely on skill when you can cheat fate
13 itself? Just be careful fate doesn’t catch
you trying to pull a fast one!
On your combat Turn, you can use
your Pack as either: You can request any roll be
4 A Mighty Weapon ( p153), or… re-rolled if the outcome would have
A Large Shield ( p169). some sort of effect on you.
Gear Allowance Restrictions don’t You can only use this Ability once
4 apply when using your Pack as a per game Session and you must
piece of Combat Gear. accept the new outcome… even if
it’s worse!
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You can use Standard, Concealed, Quick, and Lash Melee Weapons and all Missile
CREATING A
Weapons. You can wear Light Armor without penalty, and use Small Shields. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +0 2 7 9 8 9 9 3 - - 0
2nd +1 2 7 9 8 9 9 3 1 - 6
3rd +1 2 8 10 9 10 10 3 1 - 12
4th +2 3 8 10 9 10 10 3 2 - 24
5th +2 3 9 11 10 11 11 3 2 - 36
6th +3 4 9 11 10 11 11 3 2 1 48
7th +3 4 10 12 11 12 12 3 2 1 72
8th +4 4 10 12 11 12 12 3 2 2 96
9th +4 5 11 13 12 13 13 3 2 2 132
10th +5 5 11 13 12 13 13 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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SNEAK
The Sneak eschews the glory-seeking antics of other Callings in favor of getting
the job done... without being seen or hurt. Others may call them cowards or
cheats, but it’s hard to deny their wily efficiency.
CALLING OVERVIEW
Typical Sneaks: Cunning thieves, Aptitudes: Sneaks are skilled and clever,
mysterious ninja, raffish dandies, and and as such have high Insight and
incorrigible street urchins. Deftness. Avoiding conflict results in low
Might and Grit.
8 Abilities: Skills focus on stealth, agility,
perception and subterfuge. They are able Weapons and armour: Heavy armor and
to play an effective supporting role in large weapons are avoided by Sneaks as
combat and are good at avoiding injury. they are a detriment to their craft. Most
14 Sneaks favor Concealed Weapons.
Advancement: As Sneaks rise in Rank they
learn more tricks to confuse and sidestep Who’d like to be a Sneak? Players who
foes. Some learn to be just as slippery like to outwit and outmaneuver opponents
16 during Negotiation while others study the will enjoy this Calling.
malicious uses of Alchemy.
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ABILITIES
CREATING A
STARTING ABILITIES You can attempt to take an item CHARACTER
from an individual in the same CALLING
You start with three Abilities.
Battlefield Area as you after you SPECIES
perform a successful Attack, Attack
HOMELAND
LIGHT FOOTED Stunt, or Combat Trick on them. & HISTORY
Sage
ELECTIVE ABILITIES
Heretic
FURTIVE
You select a new Ability when you reach
You are so used to skulking around in the Rank 2, 4, 6, 8 and 10. An Ability can only
shadows that you conduct yourself with a be selected once unless otherwise noted.
habitual stealth.
STANDARD ABILITIES
You always gain the benefit of
Stealthy Movement ( p234) while Available for selection at Rank 2 or higher.
Exploring, even if your Team is
using a different Movement Type.
MANY MASKS
You have an Edge on Stealth
rolls while acting as a Scout on a You’re able to alter your voice and
Journey ( p228) or Exploring mannerisms to conceal your true identity.
( p233). Very handy when you’re cornered and
there is no obvious escape route.
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KAWARIMI TWITCHY
This technique allows you to nullify an You are wired for self-preservation and
attack via a misdirection. Your opponent have developed an almost supernatural
strikes, convinced their blow has reached sense of danger.
its target… only to discover they’ve hit a
log wearing your hat! You have an odd reaction that
warns you that you are about to
If you’ve been hit by an Attack, you do something dangerous without
can attempt to avoid taking any realizing it.
Damage with Kawarimi. Perhaps you sneeze before opening
a trapped door, or maybe your
? Requires a Deftness Check palms itch before you sip from a
Success: You manage to completely poisoned goblet.
dodge the blow by slipping out of
something you were wearing. For
example, a cloak, a hat, or even by SUDDEN STRIKES
tearing off a sleeve.
Thanks to some lessons from a choice
Normal Outfits used with this
tutor, the Ninja of the Seven Holy Isles or
Ability are only partially removed,
your sucker punching sibling, you have
becoming a Tattered Outfit (
become pretty good at catching others off
p172).
guard with your fists.
Already Tattered Outfits are
simply destroyed. Embarrassing! You are able to make Unarmed
Armor or Outfits of Magical Attacks as if wielding a Concealed
Materials are discarded but Weapon ( p152).
otherwise undamaged.
Failure: You take the Damage.
ABLE ALCHEMIST
This Ability will not work if you have Alchemy allows you to
nothing left to slip out of! create a number of
This Ability may only be used once useful concoctions
per Fight. that greatly benefit
practitioners
of chicanery or
skulduggery.
METICULOUS DUNGEONEER
You have become rather good at You gain the Crafting Discipline
gathering information with a mere glance, Alchemy ( p282).
5 even when you’re in the most dangerous
For specific rules on creating items
of places.
refer to Craft ( p280).
You’re able to perform the Inspect You can identify potions and
15 Location Action ( p235) without poisons related to your craft with
prompting a roll on the Adventure an Insight Check.
Site’s Encounter Table. You use Deftness for your
18 Crafting rolls.
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LEGERDEMAIN STOWING
Developing quick fingers Knowing one day you’ll get caught and
CREATING A
is something that patted down, you’ve found an intimate CHARACTER
happens naturally place to conceal a small object (in your CALLING
in your line of work, hair, mouth or... other place). This little
SPECIES
and you’re happy to trick guarantees that you will never be
HOMELAND
use them to fool stripped of that secret something. & HISTORY
or entertain.
TRAITS
You may hide a single item, no
QUIRK
larger than 1 Inventory Slot,
You have an Edge on all Deftness FINISHING
somewhere on your person... even
rolls that involve: DETAILS
if naked!
Removing or attaching an item to GEAR
The stowed item does not take up
someone’s person without them CHARACTER
one of your Inventory Slots RANK
noticing.
The stowed item cannot be found
Picking a lock or tampering with
via conventional search methods. Quick Start
a mechanical device. Factotum
It takes a Turn to retrieve a stowed
Performing card tricks, shell
item from its hiding place. Sneak
games and other forms of sleight Champion
of hand.
Raider
COMBAT OPPORTUNIST
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CAT’S EYES
? Requires a Deftness Check
Success: You redirect the attack Darkness is your ally in all things. You
towards your chosen target. are able to see, or at least sense, in
total darkness.
If the original Attack roll
exceeds your chosen target’s
Defense Rating, they suffer the You are immune to the Obscured
consequences. Battlefield Condition ( p251).
You are immune to the Blinded/
Deafened Ailment ( p268).
CHARMING GRIFTER
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You can use Standard, Quick, and Concealed Melee Weapons and all Missile Weapons.
CREATING A
You can wear Light Armor without hindrance. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +0 2 7 10 7 10 8 3 - - 0
2nd +1 2 7 10 7 10 8 3 1 - 6
3rd +1 2 8 11 8 11 9 3 1 - 12
4th +2 3 8 11 8 11 9 3 2 - 24
5th +2 3 9 12 9 12 10 3 2 - 36
6th +3 4 9 12 9 12 10 3 2 1 48
7th +3 4 10 13 10 13 11 3 2 1 72
8th +4 4 10 13 10 13 11 3 2 2 96
9th +4 5 11 14 11 14 12 3 2 2 132
10th +5 5 11 14 11 14 12 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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CHAMPION
CALLING OVERVIEW
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ABILITIES
CREATING A
STARTING ABILITIES INTO THE FRAY CHARACTER
You start with three Abilities. You are able to vary your fighting style to CALLING
You are a master of cutting a destructive Each Round during a Fight, you can TRAITS
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Murder
? Ending Berserk Mode requires an Princess
Aura Check Sage
Success: You regain control. Heretic
The bigger they are, the harder you hit.
Failure: You must wait until the end
You do an additional Heart of of the next Round before you can
Damage on a successful Attack make another attempt to exit
against Massive or Colossal Berserk Mode.
Creatures ( p264).
You get an Edge on any rolls
needed to move between, scale, SENTINEL
or remain on a Colossal Creature’s
Being the toughest among your
Strike Points.
companions means you’re happy to soak
up hits for them when you can.
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You gain an Edge on all Aura rolls You can take a single Action during
when attempting to inspire or an enemy’s Turn to perform a
Negotiate with a crowd. countermeasure to their
Any Companions have an Edge on intended Action.
Loyalty Checks ( p183). If your intervention renders the
foe’s declared Action impossible,
they are forced to choose a new
OVERBEARING ANTAGONIST course of action or lose their Turn.
Using this Ability means that you
Your mere presence is overwhelming. A cannot act on your next Turn.
shout, smirk, or simple glare can unsettle
even a worthy opponent.
BOUNDER
During a Fight, you can use your
Action to attempt to intimidate an Taking up a more advantageous position is
opponent up to 2 Battlefield much easier when you can jump
Areas away. really high.
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TRAITS
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
FINISHING
MELEE WEAPONS DETAILS
GEAR
CHARACTER
RANK
Quick Start
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Factotum
Sneak
MISSILE WEAPONS Champion
Raider
Battle
Princess
Murder
Princess
Thrown Drawn S. Mech.** L. Mech.
Sage
* Small Species restriction still applies (Chib, Goblin)
Heretic
** Large Species restriction still applies (Promethean, Gruun)
ADVANCEMENT TABLE
1st +1 3 10 8 9 7 8 3 - - 0
2nd +2 3 10 8 9 7 8 3 1 - 6
3rd +3 4 11 9 10 8 9 3 1 - 12
4th +4 4 11 9 10 8 9 3 2 - 24
5th +5 5 12 10 11 9 10 3 2 - 36
6th +6 5 12 10 11 9 10 3 2 1 48
7th +7 6 13 11 12 10 11 3 2 1 72
8th +8 6 13 11 12 10 11 3 2 2 96
9th +9 7 14 12 13 11 12 3 2 2 132
10th +10 7 14 12 13 11 12 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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RAIDER
CALLING OVERVIEW
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ABILITIES
CREATING A
STARTING ABILITIES SIDESTEP CHARACTER
CALLING
You start with three Abilities. Anyone trying to strike
you finds it trickier than SPECIES
GEAR
of Fast.
Once per Fight you can Sidestep CHARACTER
RANK
an Attack or Ability that would
normally have hit you.
HUNTER’S FOCUS Quick Start
You can Sidestep any Attack that
Factotum
The chaos and could be feasibly avoided with a
Sneak
clamor of battle last second manoeuver.
Champion
do not muddy ◆ For example, avoiding a sword
your predatory thrust with a nonchalant turn of Raider
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You can be quiet and unassuming when A sure-footed and decisive stride enables
you need to be, passing undetected by you to navigate a safe path over hazardous
your foes until it’s too late. ground, run up sheer surfaces, and speed
along narrow walls.
You gain an Edge when making
rolls to avoid detection by sight You can move through Isolated
or sound. ( p250) or Precarious ( p251)
You have an Edge on Stealth Battlefield Areas without penalty.
rolls while acting as a Scout on a This Ability can be used inventively
Journey ( p228) or Exploring to perform otherwise impossible
( p233). Attack Stunts, Attack Assists, and
Combat Tricks ( p255-256).
You must end your Turn on a stable
TRUSTED COMRADE surface, like the top of a wall or
ledge. If not you will fall and be
Most folk can’t be subject to Falling Injury ( p267).
trusted, and you prefer
the company of
animals. You embrace
RUSHING FIST STYLE
their code: protect the
pack, show no fear, You are a master of a swift and fluid martial
survive another day. In art, able to protect yourself and strike fatal
return you are accepted blows even without a weapon.
as one of their own.
You make Unarmed attacks as if
You can forge a special bond with wielding a Quick Weapon ( p153).
an Animal Companion that has
spent a week or more with you:
Your Trusted Comrades seem to RANGER
understand your words, and you
are able to sense what they are Nature is your friend. It reveals to you the
thinking or feeling. true path through dense bush and yields
nourishment from barren landscapes.
You and your Trusted Comrades
are able to sense each other’s
presence and, if separated, know You can act as a Guide when on a
which direction to go in order to Journey ( p226).
find one another. You get an Edge on your Hunting/
Foraging roll when Camping
Trusted Comrades will never ( p229).
18 abandon you, and never have to
make Loyalty Checks ( p183).
This Ability can extend to Tamed FAITH IN THE WIND
Monsters with your GM’s Approval.
12 Your mental clarity and steady hand make
an impossible long shot a reality.
Even if you don’t adhere to the two
Companions per PC restriction
17 ( p183), it’s advisable to limit the The Range of any Missile Weapon
amount of Trusted Comrades you use is extended by 1 Battlefield
to two. Area ( p158).
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CALLING
You gain the Crafting Discipline SPECIES
Forging ( p283).
HOMELAND
For specific rules on creating items & HISTORY
refer to Craft ( p280). TRAITS
GEAR
CHARACTER
ADVANCED ABILITIES RANK
Available for selection at Rank 6 or higher. When surrounded by lesser warriors you
Quick Start
enter Counter Fang stance. From this
meditative state you visualise the flow of Factotum
FLASH STEP the fight and then, when engaged by Sneak
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While your enemies struggle to focus Diligent training and discipline allow you
in chaotic conditions, you are able to to pacify your enemy with a flurry of blows.
filter out distraction to gain a precious
battlefield advantage. Once per Turn you can take a
follow-up Action after a successful
You cannot be Ambushed ( p252). Attack roll.
Even if the rest of your group is The follow-up Action must be an
caught off guard, you can Move Attack, Attack Stunt, Attack Assist,
and take your Action as normal. or Combat Trick ( p254-256).
You are immune to the Obscured Making this follow-up Action is
Battlefield Condition ( p251). physically demanding, and you lose
You are immune to the Blinded/ a Heart after performing
Deafened Ailment ( p268). the technique.
If you’ve run out of Hearts you will
roll on the Injury Table ( p260).
SPELL CUTTER
While imperceptible
SURE KILL STRIKE
to regular folk, your
eyes can distinguish To you, execution is an art form.
the tiny distortions
in the air created To attempt a Sure Kill Strike you
by coalescing mana. must first declare a target at the
A well placed swipe beginning of your Turn.
can sometimes disrupt a
spell’s formation. Next, you must make an Attack roll
against your chosen target.
If successful…
You can attempt to nullify a Magic
Ability that has targeted you, or an
ally in the same Battlefield Area. Make an Execution roll
If your initial Attack roll was over
vs Requires a Contest the Extra Damage threshold, then
Your Deftness vs. the Aptitude + 2 to the result ( p152).
related to the magical Ability’s use. Next, Divide the end result by 2
◆ If no Aptitude is specified, then use (rounding up).
the caster’s Aura. To succeed, the result must be
Success: The spell is shattered and higher than your target’s
does not affect its intended targets. remaining Hearts.
Success: Your target loses all their
5
Successful or not, you cannot act remaining Hearts and dies. If it’s a
during your next Turn. PC, they are forced to roll on the
Injury Table ( p260).
18 Failure: Your hit is resolved like a
standard Attack.
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You can use any weapon, as well as Small and Standard Shields. You can wear Light and
CREATING A
Medium Armor without hindrance. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +1 3 9 9 9 8 7 3 - - 0
2nd +2 3 9 9 9 8 7 3 1 - 6
3rd +3 4 10 10 10 9 8 3 1 - 12
4th +4 4 10 10 10 9 8 3 2 - 24
5th +5 5 11 11 11 10 9 3 2 - 36
6th +6 5 11 11 11 10 9 3 2 1 48
7th +7 6 12 12 12 11 10 3 2 1 72
8th +8 6 12 12 12 11 10 3 2 2 96
9th +9 7 13 13 13 12 11 3 2 2 132
10th +10 7 13 13 13 12 11 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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BATTLE PRINCESS
Battle Princesses combine Bright Magic and martial prowess to defend what
they hold most dear. Those under their ward will have hope in their hearts,
even in the darkest of times.
CALLING OVERVIEW
Typical Battle Princesses: Shining warrior Aptitudes: Their strong heart affords them
maidens, tyrants who weep for what must a high Aura. Might, Deftness and Grit are
be done, wandering champions of the well appointed, but following your heart
downtrodden, and pious crusaders. means your Insight is clouded.
6
Abilities: Skills cover conventional combat Weapons and armour: While the primary
techniques, with a focus on defending weapon of any Battle Princess will be their
allies, and the use of Bright Magic to smite Heart’s Blade, they have no restrictions on
11 Armor or Shield use.
enemies. Outside of combat, they serve
well as the lead during Negotiation and
Who’d like to be a Battle Princess?
other social endeavors.
Players who like to mix magic and
19 Advancement: As Battle Princesses rise combat, protect other characters, or enjoy
in Rank they may learn powerful magic, leadership and social roles.
improve their combat effectiveness, and
better defend their allies.
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ABILITIES
CREATING A
STARTING ABILITIES Using your Heart’s Blade CHARACTER
You start with three Abilities. You can call this weapon into CALLING
when you reach the required Rank. during combat, you can will it away Princess
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Your compassion can manifest itself as a You select a new Ability when you reach
protective force for your allies. This might Rank 2, 4, 6, 8 and 10. An Ability can only
take the form of an iridescent aura or a be selected once unless otherwise noted.
heart-shaped crystal shield.
STANDARD ABILITIES
Once per Fight you can bestow an
ally within your sight a force field Available for selection at Rank 2 or higher.
that can absorb 1 Heart of Damage,
after which it disappears.
GEMLIGHT M
You can perform this Ability in
addition to any other Actions A glowing crystal of your favorite color
permitted on your Turn. forms on the back of your hand.
Rank 1: You can Shield 1 person.
Rank 4: You can Shield 2 people. You can make your hand gem glow
at will. It provides light equivalent
Rank 8: You can Shield 3 people. to a Torch ( p175).
If you can protect more than one You can use the gem to transfer
person, you can allocate your a single Injury from a target to
Shields in one go, or as required. yourself with a gentle touch.
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You’re a passionate cook and you pour When you so desire, a brilliant flame
CREATING A
your heart and soul into the food flickers around your Heart’s Blade, making CHARACTER
you make. it all the more deadly. CALLING
SPECIES
You gain the Crafting Discipline Blazing Desire: Your Heart’s Blade
HOMELAND
Cooking ( p283). is ablaze and now does Flame & HISTORY
For specific rules on creating items Damage ( p259) instead of TRAITS
refer to Craft ( 280). Mundane Damage.
QUIRK
You use Aura for Crafting rolls. Yearning Embrace: After a FINISHING
successful Attack, the fire can be DETAILS
discharged to engulf your target GEAR
and cause an additional Heart of CHARACTER
COMPASSION CURE Damage. This exhausts the Ability. RANK
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BATTLE BONDS
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The wishes in your heart allow you to Your soul burns so brightly that your
CREATING A
soar… literally! Heart’s Blade transcends its material form CHARACTER
to become a shard of devastating light. CALLING
You sprout glowing wings, and
SPECIES
now you can fly at your normal You can activate this Ability at
HOMELAND
Speed Rating. will upon summoning your & HISTORY
Your wings remain until: Heart’s Blade.
TRAITS
You call for your Heart’s Blade. Slice of Light: Your Heart’s Blade QUIRK
is now a glowing shaft of light
You invoke the Glittering that does an extra Heart of Bright
FINISHING
DETAILS
Machine Ability. Damage ( p259) in addition to the GEAR
weapon’s Mundane Damage.
CHARACTER
B Gain 1 Bright Allegiance Point. Purifying Flare: After a successful RANK
You gain Supernatural Will ( p107). Session and lasts for the duration of Battle
the Fight. If Purifying Flare is used, Princess
the Ability is exhausted immediately. Murder
Princess
OPENED HEARTS M Sage
B Gain 1 Bright Allegiance Point.
Heretic
Powerful Bright Magic lies within you. It
can wash away all falsehoods and leave
nothing but the naked truth, including LEGEND IN YOUR OWN TIME
both honest wishes and dark secrets.
Whether it’s your heroic deeds or your
You can activate this Ability legendary tenderness, you have become
whenever you are speaking to a source of inspiration for public works of
another individual, or at the start of art and epic tavern tales. Your reputation
a Negotiation. precedes you… sometimes.
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18
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2. Companion Type: Decide if your whenever you fall asleep or are QUIRK
Companion is an Animal or a Toy; rendered unconscious. They FINISHING
this will determine their initial disappear forever if you die. DETAILS
Choose or roll your Toy’s Ability Your Soul Companion will complement
or contrast with your appearance and
5 personality. For example, they may be
1-5 Shielder: They can defend calm and unflappable, like you wish you
themselves and others. were, or faint-hearted so you always have
someone to be brave for.
1 Once per Fight, they can Parry one
Attack made against them, or any You can decide on the details later
as you develop your Princess’
allies in the same Battlefield Area personality during play.
as them, like a Shield ( p169).
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You are always able to use your Heart’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +1 3 8 8 9 7 10 3 - - 0
2nd +2 3 8 8 9 7 10 3 1 - 6
3rd +3 4 9 9 10 8 11 3 1 - 12
4th +3 4 9 9 10 8 11 3 2 - 24
5th +4 5 10 10 11 9 12 3 2 - 36
6th +4 5 10 10 11 9 12 3 2 1 48
7th +5 6 11 11 12 10 13 3 2 1 72
8th +5 6 11 11 12 10 13 3 2 2 96
9th +6 7 12 12 13 11 14 3 2 2 132
10th +7 7 12 12 13 11 14 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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MURDER PRINCESS
Dark avengers who wield both blade and spell to destroy what they hate the
most, Murder Princesses are uncompromising and merciless. Whether you’re
the target of their rage, or simply an obstacle in their way, expect no pity.
CALLING OVERVIEW
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ABILITIES
CREATING A
STARTING ABILITIES Using your Wrath’s Blade CHARACTER
You start with three Abilities. You can call this weapon into CALLING
existence through force of will. SPECIES
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Your frightful countenance shakes the Available for selection at Rank 2 or higher.
resolve of even the strongest foes.
COUTURIER
At the start of a Fight you can Glare
at a single enemy at the start of
your Turn.
Rank 1: The target of your Glare
loses a single Heart.
Rank 5: Your target must now also
participate in a Contest with you,
their Grit vs. your Aura.
Success: Your enemy is unnerved
and incurs a Snag on all Attack
rolls against you.
If this Ability reduces an adversary
to 0 Hearts, or lower, they flee from
the battle or surrender on the spot.
Clothes are a statement of intent, and you
$ A target may only be affected by are always dressed to kill.
one Glare per Fight.
You gain the Crafting Discipline
Tailoring ( p284).
TENACITY For specific rules on creating items
refer to Craft ( p280).
Your focus and drive is unequivocal. You
feed on the adrenaline rush of combat, You use Grit for Crafting rolls.
pushing your body and spirit beyond their
limits for any task deemed worthy enough.
FROST BLADE M
During a Fight, or other perilous
encounter, you can expend a single Your Wrath’s Blade does not always
Heart to re-roll any failed Attacks, burn with rage, sometimes it is
Stunts, or Might and Grit Checks chillingly dispassionate.
(and Contests).
The outcome of the second roll Frost Damage: Your Wrath’s Blade
must be accepted regardless of has iced over and now does Frost
whether the result is beneficial Damage ( p259).
or not. Freezing Blow: After a successful
If you are out of Hearts when Attack, the ice can be discharged
invoking this Ability, you must roll to freeze one of your opponent’s
14
on the Injury Table ( p260). limbs. The chosen limb is
Restrained ( p270) until your
opponent, or someone trying to
3 assist them, makes a successful
ELECTIVE ABILITIES Might Check to break free. This
exhausts the Ability.
You select a new Ability when you reach
Rank 2, 4, 6, 8 and 10. An Ability can only Frost Blade can only be used once
7
be selected once unless otherwise noted. per Fight.
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now deals Dark Damage ( p259) You are now subconsciously Raider
instead of Mundane Damage. connected to anyone you have a Battle
Princess
Social Bond ( p279) with and if
Murder
D Gain 1 Dark Allegiance Point. separated: Princess
You know which direction to go Sage
in order to find them. Heretic
BULWARK OF DISDAIN You can sense if any of them are
in mortal danger.
Your utter contempt for those that oppose
you is armor enough.
Defense Rating.
Your unabated fury manifests itself as large
This bonus is applied instead spikes or thorns that project from your
of, not in addition to, any bonus Wrath’s Blade, making its wounds even
related to the Armor you wear. more grievous. However, the toll on your
spirit is great.
When you wear Armor you can
choose whether to use the bonus
You can choose to inflict an extra
from Bulwark of Disdain or the one
Heart of Damage on a successful
provided by your Armor.
Attack, but lose 2 of your own.
If you drop below 0 Hearts when
using this Ability, you must roll on
the Injury Table ( p260) after each
successful Attack.
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When physical force fails, you resort Available for selection at Rank 6 or higher.
to psychological assault. By ridiculing
your opponent’s deeply held beliefs, or
SWORD STORM M
competence, you can send your foe into
an unbalancing rage.
? Requires a Contest
Your Grit vs. your opponent’s Aura. With a cry of defiance you can summon a
Success: Your comment unsettles blizzard of magical blades that tear
your opponent: through anyone nearby.
Their rage now provides them with
an Edge on all Attack rolls and On your Turn you can summon
Abilities aimed at you, but… clones of your Wrath’s Blade (or
ammunition if it’s a Missile Weapon)
This leaves them open to attack. to appear over the Battlefield,
All Attack rolls made against the that rain down upon anyone
enraged foe benefit from an Edge. surrounding you:
Their rage ends if you die, are no You make a single Attack roll.
longer visible, or when the current
Fight ends. The result of the roll is used as
an Attack roll against everyone in
This Ability may only be used on the same Battlefield Area as you.
one opponent per Fight, whether it
A hit does 2 Hearts of Damage.
is successful or not.
Characters who have a Social
Bond with you are exempt from
D Gain 1 Dark Allegiance Point.
the Attack.
After the Storm, the summoned
weapons disintegrate.
You can use Sword Storm once
8 every 24 hours without penalty.
◆ Using a Sword Storm in excess of
this means you have to roll on the
14 Injury Table ( p260) after use.
15
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Chasing down cowardly foes has done You can summon a Wrath’s Blade
CREATING A
wonders for your athletic prowess! composed of pure dark energy, capable of CHARACTER
wounding the soul. CALLING
Your Speed Rating increases by a SPECIES
single level. You can activate this Ability at
HOMELAND
will upon summoning your & HISTORY
Wrath’s Blade. TRAITS
ICONOCLAST Dark Strike: Your Wrath’s Blade is QUIRK
a cosmic void that now drains an FINISHING
You have a reputation for avenging the additional Heart of Dark Damage DETAILS
oppressed… even if you have only done ( p259) in addition to the weapon’s GEAR
so inadvertently. Downtrodden people Mundane Damage. CHARACTER
who know of your deeds will assist you in
Wrapped in Darkness: After a RANK
whatever humble way they can.
strike with the Wrath’s Blade, the
energy can be discharged to engulf Quick Start
You can attempt to enlist the help your target and cause an additional Factotum
of any poor, enslaved, or otherwise Heart of Dark Damage; which Sneak
disenfranchised local residents. dispels the Ability. Champion
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You are always able to use your Wrath’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +1 3 8 7 10 8 9 3 - - 0
2nd +2 3 8 7 10 8 9 3 1 - 6
3rd +3 4 9 8 11 9 10 3 1 - 12
4th +3 4 9 8 11 9 10 3 2 - 24
5th +4 5 10 9 12 10 11 3 2 - 36
6th +4 5 10 9 12 10 11 3 2 1 48
7th +5 6 11 10 13 11 12 3 2 1 72
8th +5 6 11 10 13 11 12 3 2 2 96
9th +6 7 12 11 14 12 13 3 2 2 132
10th +7 7 12 11 14 12 13 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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SAGE
Sages are the students of the intensive art of Wizardry, learning to manipulate
both ambient and residual mana to great effect. Their powers reflect their
approach to the study of magic: patient, practical, with a dash of whimsy.
CALLING OVERVIEW
Typical Sages: Wise hermits, eager Aptitudes: Hours of research and study
apprentices, mischievous old witches, and have granted the Sage a high Insight, but
court magicians. neglecting their physical development
means they suffer a low Might.
6 Abilities: Wizardry is a curious mix of
practical magic and malign hexes. Sages Weapons and armour: Sages can defend
are inquisitive sorts, skilled researchers, themselves in combat, but it’s not their
and often insufferable know-it-alls. There forte. They may use a limited range of
14 weapons and wear Light Armor without
is little knowledge that can be kept from
them for long. any issue.
Advancement: As Sages rise in Rank they Who’d like to be a Sage? This Calling
13 master increasingly potent magic and is perfect for players who like to employ
can start to dabble in the related fields of clever, light-hearted solutions
artificing and prophecy. to problems.
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ABILITIES
CREATING A
STARTING ABILITIES SAGE’S STAFF M
CHARACTER
CALLING
You start with three Abilities. Staves are an iconic part
of any Sage’s inventory. SPECIES
GEAR
Spell Push: With a dramatic gesture
CHARACTER
and a shout, you can use your staff RANK
to magically shove things about.
The Push can affect things up to Quick Start
15 ft away. Factotum
Knowledge is your passion. Your Grimoire, full power and can not be used Battle
Princess
a strange tome that’s always at hand, is with any delicacy.
Murder
filled to the brim with notes of your If the Push is used in a Check or Princess
discoveries and experiences. Contest, the spell’s Might is the
Sage
same as your Insight. This might
Heretic
Your Grand Grimoire is a large, include attempting to shove
personalized book that is always against a monster, or moving a
in your hands when needed, but heavy stone.
nowhere to be found when you If the Push is used as an Attack, it
have no use for it. is treated as an Unarmed strike,
Only you can write in the Grimoire, and can strike at a target up to 1
but it is quite capable of filling its Battlefield Area away.
own pages! It can magically sketch Magelight: Your Staff can glow with
pictures of things you stare at for a a radiance equivalent to a Torch
few minutes and record messages ( p175).
you speak into its pages.
This light can be turned on and
If you fail an Insight Check when off by lightly tapping the staff.
attempting to recall a piece of
The light remains in effect as
information, you may consult your
long as you are holding your staff
Grimoire for clues. Stuffed full of
and are conscious.
factual titbits, the tome will allow
the GM to reveal a hint to where Long, heavy staves can be used as
the elusive piece of information can a Standard Weapon. Shorter wands
be found. double as Concealed Weapons.
If you die, your Grimoire manifests While you may only have one Staff
permanently. The tomes of great at any time, creating a new one is
Sages are extremely valuable! as simple as carving your personal
sigil on to your chosen piece.
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One of the earliest tricks You select a new Ability when you reach
you learned was how to Rank 2, 4, 6, 8 and 10. An Ability can only
animate objects using be selected once unless otherwise noted.
the mana left behind
by another living
STANDARD ABILITIES
creature’s touch. With
this you can breathe Available for selection at Rank 2 or higher.
wondrous life into simple
tools and children’s toys.
EVERYDAY DIVINATION M
If a Check or Contest is required, Success: You can see and hear your
your Insight is used. chosen target and the immediate
area around them.
A Melee Weapon may be animated
for a single Attack. The strike uses The divination lasts for a
your Attack Bonus. few minutes.
A Shield can float and Parry a single If you share a Social Bond ( p279)
Attack on you, or a nearby ally, with the target, you may talk to
before falling to the ground. each other, although only you will
be able to hear their words.
A Missile Weapon can fire a single
16 shot, if ammunition is available. Failure: The view is clouded. A
second try at Divination cannot be
attempted for another 24 hours.
Successful or not, once an object
15 has been targeted by
Prestidigitonium the ambient mana An individual surface may only be
is disrupted and the Ability won’t used for Divination once every
work on it again unless… 24 hours.
7 ◆ The object is used again, although
it takes 24 hours for the required
mana to settle.
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HOCUS POX M
Drastic changes in mass are not
possible. You can transform into a
You can use
Species of a similar size to you. For
malicious mana
example, a human could imitate an
to infect your
Elf or Tenebrate, but not a tiny Chib
foes with a or bulky Promethean.
debilitating
disease. Your Mask lasts for an hour, unless:
Symptoms You are caught lying.
include purple You lose a Heart, suffer an Injury,
spots, mana or are affected by some other
vulnerability and harmful effect.
utter exhaustion.
You ‘will’ the Mask away.
After use, you must wait an hour
You can attempt to infect someone
before using the Mask again.
up to 15 ft, or 1 Battlefield Area,
away with Hocus Pox.
D Gain 1 Dark Allegiance Point.
vs Requires a Contest
Your Insight vs. your target’s Grit.
VERY USEFUL CLOUD M
Success: Your target contracts
Hocus Pox and they break out in You can coalesce the
purple spots. moisture in the air into
Victims have a Snag when making a small cloud. This
rolls to resist other Magical Abilities. odd little being floats
Victims are afflicted with the along next to you and
Putrefied Ailment ( p270). has some very useful
applications.
When a victim is reduced to
0 Hearts by this Ailment, they
collapse and are helplessly Your Cloud is oddly sturdy, despite
exhausted. This will pass with a its gaseous nature, and is about the
week’s worth of rest, but the purple size of a large cushion.
spots remain for another week. Summoning a Cloud requires:
Moisture in the air.
Once a chosen target has fallen foul During a Fight, it requires a
of this Ability, you cannot use it Turn’s worth of gesticulation.
again for another 24 hours. The Cloud has two key functions:
Carrier: The cloud can hold 6
D Gain 1 Dark Allegiance Point. Inventory Slots.
4 Messenger: The cloud can
deliver a message, of no more
MURKY MASK M than 40 words, to anyone you are
familiar with.
8 By coating yourself with malleable mana,
The Cloud’s basic capabilities:
you can mould your features into an
incredibly convincing disguise. Aptitudes: The Cloud’s
Aptitudes are the same as yours.
14 You can moderately alter your Combat Values: Hearts 2,
build, coloring, face and height, but Defense Rating 12, and Speed
cannot exactly mimic another. Rating Average.
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DEMYSTIFY M
You can target an opponent up to
15 ft, or 1 Battlefield Area, away.
Just as you can weave a
web of mana, so too During a Fight, Mana Crush requires
can you unravel it. the use of your Action to cast.
Deep knowledge of
mana manipulation vs Requires a Contest
allows you to undo Your Insight vs. your
others’ spells. The target’s Deftness.
performance of this
Success: The target is crushed
counter-magic is usually accompanied by
within a cocoon of mana, taking
a rude or condescending gesture toward
3 Hearts of Damage.
the opposing spell caster.
Failure: The Target avoids the brunt
You can attempt to end a single of the assault and only takes
persistent magical effect. This 1 Heart of Damage.
might be a curse, arcane barrier, or This spell is physically taxing to cast
the enchantments on an Artifact or and may only safely be used once
Imbued Item. per Fight. Attempting the spell in
In a Fight, Demystify requires the the same Fight, or within a few
use of your Action to cast. minutes of the last attempt, means
you must roll on the Injury Table
( p260) after the Contest.
vs Requires a Contest
Your Insight vs. the Aptitude
required to cast the opposing B Gain 1 Bright Allegiance Point.
Magical Ability.
◆ If no Aptitude is specified, then
use Aura. PRACTICAL FLIGHT M
Success: The spell is unravelled. Powerful Sages are able to defy gravity
Failure: You cannot dispel the to float and flutter about. While you look
effect, and cannot try to dispel the incredibly elegant, you’re not terribly fast.
effect again for 24 hours.
This Ability only causes Artifacts or You have two modes of flight at
Imbued items to lose their your disposal…
enchantment for 24 hours. Drift: A slow and graceful form of
levitation.
Speed Rating while flying is Slow.
MANA CRUSH M Lasts until you decide to stop it.
Sometimes even Thrust: A short, sharp surge of
the patience of speed. You may want to sit astride
16 your Staff for balance.
the wise can
be tested. Speed Rating while flying is Fast.
By clenching Thrust lasts for 3 Rounds during
7 your fist you a Fight, or approximately 30
can solidify seconds.
the mana
emanating from Using Thrust means you cannot
7 your target and use Flight again for 24 hours.
use it to crush like You cannot fly if Overburdened.
a vise.
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TRAITS
You can attempt to persuade local
QUIRK
mana to manipulate objects in your
FINISHING
immediate surroundings. DETAILS
GEAR
? Requires an Insight Check CHARACTER
RANK
Success: The local mana swirls and
twists to do your bidding. You can seize another’s shadow and, by
proxy, their physical agency. While you Quick Start
You can perform a simple task that
make menacing gestures, resembling Factotum
would normally require several
those of a puppeteer, your victim dances Sneak
creatures acting together to
to your desire.
accomplish. Champion
Raider
◆ For example: Smashing all the You can use this Ability on any
breakable pots in a shed at once, creature that casts a shadow and
Battle
Princess
alphabetizing a room full of books, is roughly 10 feet, or 1 Battlefield Murder
or stacking loose stones into a Area, away. Princess
makeshift set of stairs.
Sage
The area of effect should be no vs Requires a Contest Heretic
larger than a small house. Your Insight vs. your target’s Aura.
During a Fight, you can manipulate Success: You can control your
a single Battlefield Area to: target for the next 10 seconds, or
Add the Precarious ( p251) or their Turn during a Fight. For
Sheltered ( p251) Condition to a example, you can make them
Battlefield Area, providing there speak, shout, or even attack
are enough suitable objects themselves (which still requires an
scattered around. Attack roll!).
Remove an existing Condition You must repeat, and win, the
from a Battlefield Area, if you can Contest each Turn to retain control
agree with your GM on how this of your target.
Ability could do it. For example, You can only control one Puppet at
pushing away a choking mist. a time.
Successful or not, any objects Failure: The target breaks free of
moved or disrupted by this spell your mana strings and you cannot
have their ambient mana burnt target them with this Ability again
away and cannot be affected by for 24 hours.
this Ability or Prestidigitonium
( p60) for another 24 hours.
D Gain 1 Dark Allegiance Point.
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MOMENTARY FORTRESS M
Strength Attacks: The opposing
Aptitude for Melee Weapons, and
other brute force attacks, should be
the Attacker’s Might
Skill Attacks: The opposing
Aptitude for Missile Weapons, and
other attacks that utilise finesse,
should be the Attacker’s Deftness.
Success: The Attack is blocked, or
dissipated, by a wall of
impenetrable light.
If successful, the Fortress remains
intact and you benefit from its
protection in the next Turn.
You can create a protective pyramid, Failure: The panel of light shatters
sphere, or cube of light around you that is like glass, and the Fortress cannot
able to repel physical and magical attacks. be used again for 24 hours.
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You can use Concealed and Standard Melee Weapons, as well as Thrown and Small
CREATING A
Mechanical Missile Weapons. You can only wear Light Armor. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +0 2 6 8 8 10 8 3 - - 0
2nd +0 2 6 8 8 10 8 3 1 - 6
3rd +1 3 7 9 9 11 9 3 1 - 12
4th +1 3 7 9 9 11 9 3 2 - 24
5th +2 4 8 10 10 12 10 3 2 - 36
6th +2 4 8 10 10 12 10 3 2 1 48
7th +3 4 9 11 11 13 11 3 2 1 72
8th +3 4 9 11 11 13 11 3 2 2 96
9th +4 4 10 12 12 14 12 3 2 2 132
10th +4 5 10 12 12 14 12 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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HERETIC
A lifetime of dedication is not required for the Heretic, simply the temerity to
read from the Blasphemous Script. The Heretic calls forth entities they do not
fully understand to do their bidding, and risks their immortal wrath.
CALLING OVERVIEW
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ABILITIES
CREATING A
STARTING ABILITIES After a short period of observation, CHARACTER
or 1 Turn during a Fight, you can CALLING
You start with three Abilities.
attempt to detect what someone SPECIES
fears the most.
HOMELAND
FITFUL SLEEP & HISTORY
Names. Sometimes you understand the to. This genteel and unfailingly polite Champion
significance of these visions. figure is a great deal more forgiving than Raider
the other Sealed Names. Battle
Once per game Session you can Princess
ask your GM for clues on anything Speak his name calmly and Marlow, Murder
Princess
puzzling you about your adventure. a servant-like spirit, emerges from
For example, the location of the shadow to do your bidding. Sage
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Success: Kasnah floats into the air. on the question. He then lectures RANK
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Justiniaus, The Prince in Chains, is bound Delilah, Who Rules Absolutely, is the light.
CREATING A
to his throne with barbed shackles. A She floods the senses with hope to bring CHARACTER
wicked grin graces his torn face when he the peace of dominion to all who would CALLING
inflicts suffering upon others. receive her.
SPECIES
HOMELAND
Kneel and whisper his name and Call out her name and Delilah & HISTORY
Justiniaus will appear to ensnare shines forth, taking control of a
TRAITS
your enemies. mind that means you harm.
QUIRK
Summoning requires 1 Action. Summoning requires 1 Action.
FINISHING
DETAILS
Success: Barbed chains erupt Your Grit vs. your target’s Aura. CHARACTER
RANK
around your chosen target. Success: Delilah forms around your
You can target a foe up to 2 target like a halo.
Quick Start
Battlefield Areas away from you. You can target a foe up to 1 Factotum
All your target’s limbs are Battlefield Area away from you. Sneak
Restrained ( p270) as the chains You can control your target for the Champion
circle and constrict around them. next Turn. For example, you can Raider
The target can be freed if anyone make them speak, drop a powerful
Battle
spends a Turn to break the chains. item, or attack an ally. Princess
This requires a Might Check. The Delilah vanishes after your target Murder
target loses 1 Heart every time this performs the controlled action. Princess
The chains will vanish in an hour, GM) decides your next Turn, then Heretic
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Egomet, Who Never Came To Be, is Queen Amhika, Dweller in Our Hearts, is
CREATING A
the embodiment of lost potential. He pleasant and obliging. Her soothing voice CHARACTER
sees the other paths you could have and kind embrace will transport you to a CALLING
taken and allows you to follow them, place of safety.
SPECIES
albeit temporarily.
HOMELAND
With an earnest desire Queen & HISTORY
Speak your name backwards before Amhika will appear ready to TRAITS
sleeping and awake as your remove you from harms way.
QUIRK
Other Self. Summoning is instantaneous. FINISHING
Summoning requires 1 full Queen Amhika will envelop you, DETAILS
night’s sleep. and up to 5 allies, in her enormous GEAR
Your Other Self lets you become cape. You drift off into a peaceful CHARACTER
another Calling until you sleep sleep. When you awake you are RANK
again, or until you decide to revert in the place where you always felt
back to your true self. most safe. Quick Start
Factotum
After summoning Egomet, you may You should choose your safe
not call on him again until you’ve place before play and inform your Sneak
had the opportunity for Downtime GM. This could be your waterfall Champion
( p272). retreat, a relaxing meadow, or your Raider
childhood home. Battle
Princess
Creating your Other Self Once Amhika has deposited you
safely she cannot be summoned Murder
Your Other Self retains your Princess
again until you have spent one day
Species, Traits, and Quirks. Sage
actually relaxing.
Your Other Self can be a Calling of Heretic
your choice but is 2 Ranks lower
than your current Rank. B Gain 1 Bright Allegiance Point.
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SEALED NAMES
17
3
Messenger Kaila Wretched Jarah Count Paris
A Whisper Most Pleasant That Gasps Endlessly With Heart Most Cold
( p71) ( p72) ( p72)
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CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess
Murder
Altgrave Ultima Prince Justiniaus Princess
Whose Fist is Just The Prince in Chains Sage
( p72) ( p73)
Heretic
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SEALED NAMES
Umbra Draconis
The Silhouette Wyrm
( p74)
18
2
Egomet Queen Amhika
Who Never Came To Be Dweller in our Hearts
( p75) ( p75)
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You can use Thrown, Standard, and Lash weapons. You can only wear Light Armor
CREATING A
without hindrance. CHARACTER
CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS
Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess
Murder
Princess
ADVANCEMENT TABLE
1st +0 2 7 7 10 7 9 3 - - 0
2nd +0 2 7 7 10 7 9 3 1 - 6
3rd +1 3 8 8 11 8 10 3 1 - 12
4th +1 3 8 8 11 8 10 3 2 - 24
5th +2 4 9 9 12 9 11 3 2 - 36
6th +2 4 9 9 12 9 11 3 2 1 48
7th +3 4 10 10 13 10 12 3 2 1 72
8th +3 4 10 10 13 10 12 3 2 2 96
9th +4 4 11 11 14 11 13 3 2 2 132
10th +4 5 11 11 14 11 13 3 2 3 168
Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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STEP 2 · SPECIES
Each of Outer World’s sentient species has different mental, social and physical
qualities. Will you be a brawny Gruun or an ingenious Goblin?
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CREATING A
HUMAN (NATIVE) CHIB CHARACTER
CALLING
Your people were You’re diminutive,
once the undisputed charming, and SPECIES
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RAI-NEKO GRUUN
9 +1 Defense Rating
Innate Abilities
8 Base Inventory Slots
Cryptic Heritage ( p95)
Born of the Sun ( p95) Innate Abilities
8 +1 Bright Allegiance Point Under Dweller ( p99)
Gobbo Werks ( p99)
Quirk Table
1 Inheritor ( p132) Quirk Table
Old World ( p132)
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DWARF BIO-MECHANOID
Human
Quirk Table Personal Analytics ( p105) (Dimensional
Stray)
Old World ( p132) Quirk Table Chib
Bio-Mechanoid ( p132) Tenebrate
Rai-Neko
ELF
Promethean
You are one of the Gruun
ageless survivors of Goblin
the Dreaming, both
Dwarf
hated and adored in
Elf
equal measure by the
mortal folk. Bio-
Mechanoid
More ( p102) Species
Abilities
Species Size
Medium Species ( p106)
10 Base Inventory Slots
Innate Abilities
Ageless ( p103)
Immortal Ego ( p103)
Quirk Table
Old World ( p132)
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HUMAN (NATIVE)
Humanity is a species defined by their drive above all else. While they lack the
unique features and talents of other Outer Worlders, they have a natural affinity
with mana. This allows them to learn and develop more quickly than most.
SPECIES OVERVIEW
Physiology: While some folk think them Better a hard head than a hard heart.
dull due to their abundance, Humans are You’ll lament a missed opportunity
a varied bunch, coming in a wide range of longer than a risk that didn’t pay off.
5
shapes and colors.
If there isn’t a clear path, make one.
Demeanor: With their irrepressible spirit, No problem is so big it can’t be solved,
humans both invigorate and exhaust other or so small it can be ignored.
12 folk in equal measure. Their insatiable
Deeds, not thoughts, matter.
ambition has been both a benefit and
threat to the Outer World. History: Humanity has lived on the Outer
17 Outlook: Humans value courage and World since it was first created. They
initiative, though they can often be short- were snatched away from a utopia called
sighted. Beliefs include: Promise and taken to serve as pets, or
slaves, by various eldritch entities.
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They were the first of the non-magical Humans are defined by their dedication
folk to harness the power of mana and to their Calling and strong will. No one
produce the world’s first Sage. With this knows their art better than they do, and
CREATING A
new-found knowledge they cast off their they never give up! CHARACTER
bonds and overthrew their cruel masters,
and so began the 3rd Aeon. Typical Names: Humans’ first names often CALLING
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIzE MATURATIVE ABILITY 16.1/1
Human
(Native)
You stand neatly between the largest and Available for selection at Rank 6, or higher,
Human
smallest of Outer World folk. instead of an Advanced Calling Ability. (Dimensional
Stray)
You are a Medium Species ( p106).
UNYIELDING Chib
Tenebrate
Even the immortal and cosmically mighty Rai-Neko
INNATE ABILITY will buckle in the face of your resolve.
Promethean
Gruun
You start with one Ability. You are gifted with Supernatural
Goblin
Will ( p107).
Dwarf
PRODIGY Elf
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SPECIES OVERVIEW
Physiology: Dimensional Strays are Outlook: The rituals and beliefs of their
practically identical to the humans of previous home often don’t translate well
Outer World, though they often look lost to Outer World. They either try to make
12
or out of place. sense of it all, or simply complain a lot:
Demeanor: Like their native cousins, What now?
Strays are also extremely receptive to the Hey, this is just like that TV show…
3 mana of Outer World. However they are
Everything here is scary or cute, half the
not used to its giddying influence and
time they are both!
often appear erratic, flustered, amazed,
or otherwise overstimulated. They have Well that’s a stupid name.
18
equated the sensation to something they No! Just no!
call a ‘caffeine high’, but other folk aren’t
really sure what this means.
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History: Little is known about Other World Dimensional Strays are oddly versatile
( p313) but historical records suggest and irreverent, two qualities that serve an
that Dimensional Strays have always adventurer well.
CREATING A
visited Outer World. A few have risen to CHARACTER
unexpected prominence and, as a result, Typical Names: The names of these
these ‘other’ humans are widely accepted visitors don’t seem to conform to any CALLING
back home, or are simply curious about Honda Netsuki, Dora Madrigal. TRAITS
their new surroundings, the Stray is an QUIRK
able, if sometimes unwilling, adventurer. FINISHING
DETAILS
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIzE MATURATIVE ABILITY Human
(Native)
You’re not too big or too small, in fact Available for selection at Rank 6, or higher, Human
you’re just right. instead of an Advanced Calling Ability. (Dimensional
Stray)
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CHIB
Most chibs are so short they can’t even look a goblin in the eye without
standing on their tippy toes, but this doesn’t stop them from being intrepid
explorers. It just means they have to be a little more creative than most.
SPECIES OVERVIEW
Physiology: There are two undeniable Their small wisdom has taught them:
facts about Chibs. First, they are tiny.
Tiny steps get there more safely.
Secondly, they are adorable. Large heads,
doll-like bodies, and large glassy eyes Don’t yearn for things out of your reach
19 unless you have something to stand on.
make them extremely huggable.
The world starts wide and wonderful,
Demeanor: Chibs tend to act in an overtly
but ends dark and daunting.
sweet, if occasionally insincere, manner,
9 or an incredibly earnest one. Most are as Adoration is nice but results are better.
used to being bullied or ignored as they Only those that stand at your side are
are to being loved and adored, so naivety worthy of your time, even if you can
12 is surprisingly rare. only see up to their knees.
Outlook: Chibs are resourceful, looking
for opportunity even within friendly and
accepting societies.
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History: The Chibs’ origins are a bit of a Typical Names: Chib names are
mystery. The magical ritual that creates descriptive and adorable.
them offers some clues, but there is no
record of them prior to the start of the Examples: Wumble Eveready, Pipi CREATING A
CHARACTER
4th Aeon. They seem to have entered the Sweetnothing, Gosh Shantdie, Cotton
world quietly and unnoticed, which is how Fluffnstuff, Tara Tippytop CALLING
SPECIES
they often remain.
HOMELAND
Adventurers: Chibs are small, cute, and & HISTORY
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIzE MATURATIVE ABILITY 18.1/1
Human
(Native)
You are short in stature with doll-like Available for selection at Rank 6, or higher, Human
proportions, the tiniest of folk. instead of an Advanced Calling Ability. (Dimensional
Stray)
INNATE ABILITIES you wee ones, fortune often favors you. Promethean
Gruun
You start with one Ability. Your wondrous luck allows you to Goblin
add a Special Bonus (+6) to the Dwarf
result of one of your die rolls.
EASILY OVERLOOKED Elf
You can choose to add this bonus Bio-
Small and innocuous, you often after you roll, enabling you to turn Mechanoid
go unnoticed. failure into success. When this Species
happens, the previous outcome Abilities
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TENEBRATE
Their gaunt appearance and affinity for the night unsettle many folk. Whispers
still persist about their dark and noble bloodline, but it’s now apparent that
they are only as sinister, and desperate, as any other species of Outer World.
SPECIES OVERVIEW
Physiology: Tenebrates are slightly shorter Outlook: Loyalty, honesty, and charity
19 than humans, with a waifish frame. Their are the core of Tenebrate values. They
large dark eyes have faintly luminescent observe the following beliefs:
irises, and their ears possess a distinctive
Despair serves to strengthen hope.
serrated edge. With maturity, individuals
12 develop physical abnormalities such as Mercy is the most precious of
horns, spikes, or fangs. all virtues.
We lead others through the night.
Demeanor: In defiance of their shadowy
1 nature, Tenebrates are often forthright, Speak plainly; dressing your words only
earnest, and easy to trust. They have cloaks them in shadow.
a tendency to be a bit too serious and Be generous with kindness, but careful
occasionally a little gullible. with friendship.
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History: Rumored to be the descendants Typical Names: Tenebrate first names are
of the ‘Shadow Monarchs’ of Calian, the usually two syllables long and end in a
Tenebrates first emerged in the Wistful vowel/consonant pair (-ah, -us, -en).
CREATING A
Dark at the beginning of the 4th Aeon, CHARACTER
and from there spread to other regions. Family names come from admirable
qualities, something lovely or a CALLING
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
SPECIES SIzE MATURATIVE ABILITY 19.1/1
Human
You are slightly shorter and more slender Available for selection at Rank 6, or higher, (Native)
You are marked by darkness from birth. During a Fight, issuing a command Bio-
Mechanoid
requires the use of your Action.
You begin play with 1 Dark Species
Abilities
Allegiance Point ( p206) vs Requires a Contest
You also begin with one Dark Gift Your Aura versus the target’s Grit.
and must choose or roll on the Dark Success: Your command is obeyed.
Gifts Table ( p207).
Your command must be something
the target can easily perform in
the next minute, or 1 Turn during
SHADOW SIGHT a Fight. For example ‘Drop your
sword’, ‘Attack the person next to
The shadows hold no secrets from you.
you’, or ‘Kneel before me’.
You can see in the dark, and do not The target must obey to the best of
need to rely on a Torch ( p175). their ability, albeit reluctantly.
You are immune to the Obscured Once the command is obeyed, the
Battlefield Condition ( p251) if target regains self-control, unless
caused by darkness. re-targeted on the next Turn.
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RAI-NEKO
Rai-neko are not native to the Outer World. They crash-landed here long ago,
but are now accepted as one of its folk. These naturally curious, catlike people
are constantly searching for ways to expand their knowledge and influence.
SPECIES OVERVIEW
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History: The Rai-Neko hail from far Adventurers: The young are encouraged
beyond the sky. A strange vessel carrying to go on at least one expedition in their
them materialized out of nowhere and lifetime, for many it never ends.
CREATING A
crashed down on the Pride Coast CHARACTER
at the start of the 4th Aeon. The survivors Rai-Neko are observant adventurers. Their
who poured out quickly learned how to heightened senses allow them to spot CALLING
survive and settle in their strange opportunities that others don’t. SPECIES
HOMELAND
new environment. In addition, their affinity with technology & HISTORY
Many generations of Rai-Neko have often provides useful alternative solutions. TRAITS
passed since the crash, and there are Typical Names: Rai-Neko parents first QUIRK
none alive that remember their place of give their litter a theme and name it FINISHING
origin. Some desperately try to keep their appropriately, then append individual DETAILS
old ways and sciences alive, but for many second names related to that theme. GEAR
Outer World is now their home. CHARACTER
Examples: Yam Fritters, Ribbon Strand, RANK
Loki Mythus, Mitten Wear,
Excellent Penmanship.
Quick Start
Human
(Native)
Human
(Dimensional
ABILITIES Stray)
Chib
Species
You start with two abilities. Abilities
MATURATIVE ABILITY
OLDTECH PROFICIENCY Available for selection at Rank 6, or higher,
instead of an Advanced Calling Ability.
Unlike most folk living on the Outer World,
Rai-Neko are educated from a young age
in advanced technology. PANTHER CONDITIONING
You get a bonus Purview: You embrace your animal qualities through
Obsessing over gadgets, magitech, rigorous training and meditation. Your hair
and other curious technology. is wilder, your fur unkempt.
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PROMETHEAN
Referred to as ‘Chosen of the Sun’ due to their prominence in the Sol Alliance,
the Prometheans are billed as the perfect mortals. With their immense stature
and air of arrogant authority it’s easy to see why.
SPECIES OVERVIEW
17 Seek strength first and purpose second.
Physiology: Prometheans tower over the
other folk of Outer World. They are often Noble defeat is worth more than
supremely muscled. They prefer wide undeserving victory.
12 open spaces where they can stand tall and Greatness is worth little if it goes
their movement is uninhibited. unnoticed by others.
Demeanor: Fiercely competitive and You will learn more from worthy rivals
12 somewhat imperious. Prometheans are than you will from servile companions.
respected more often than they are loved. Throw your all into your trials; your
Outlook: Most Prometheans are reared to strength will return.
rule. Typical mantras include:
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History: Prometheans are relatively new Thanks to their impressive size and build,
to Outer World and their true origins are Prometheans of any Calling have strength
shrouded in mystery and unknown even to throw around and bounce back from
CREATING A
to themselves. The first Prometheans injuries that would cripple other species. CHARACTER
hatched at the start of the 4th Aeon, and
while they were originally all reared in the Typical Names: Promethean names often CALLING
Sol Alliance, it was not long before they evoke serpents and reptiles. They very SPECIES
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
SPECIES SIzE BORN OF THE SUN (Native)
Human
Tall and imposing, you tower over You take the title ‘Chosen of the Sun’ very (Dimensional
Stray)
most folk. seriously, embracing The Bright without
question or pause. Chib
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GRUUN
Without a home to call their own, and bereft of real direction, the Gruun have
scattered across the Outer World. They are often misjudged because of their
intimidating power and rowdy nature.
SPECIES OVERVIEW
Physiology: Despite their naturally though other folk find them unrefined,
8
hunched posture, there is no doubting rambunctious, or blunt.
the immensity of the Gruun. Designed for Outlook: The Gruun, unlike other species
back breaking labor, they were bestowed of Outer World, do not have a rich cultural
4 with a thick hide and robust frame. identity to draw on, so their wisdoms are a
Demeanor: In spite of their gruff work-in-progress:
appearance, Gruun are just as capable Be open, be free, be happy.
10 of cleverness as any other species of
Outer World. As relatively new members If you don’t show people the things
of society, they are curious and open, they can’t see, they will assume that
they can see all that there is.
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Live like tomorrow’s supper is Adventurers: ‘Everything is safer with a
not guaranteed. Gruun around’ goes the popular adage.
Be careful with things that are smaller They’re friendly, they’re tough, and they
CREATING A
than your hands. can handle their drink. CHARACTER
Some problems can only be solved with Gruun bring their might to any Calling CALLING
a good thump, so thump well. they choose, from hulking wizards to SPECIES
lumbering sneaks. HOMELAND
History: The Gruun are a result of the lost & HISTORY
art of flesh crafting, practiced during the Typical Names: Both given and family TRAITS
3rd Aeon. Once the engineered servitor names contain long vowel sounds.
QUIRK
species of the ruined empire of Calian, the
Gruun now wander free. Examples: Droop Theek, Naapo Chuul, FINISHING
Graag Ulook, Kaap Chaak, Leep Nuun. DETAILS
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
(Native)
SPECIES SIzE MATURATIVE ABILITY 22.1/1
Human
While you are not the tallest of the Outer Available for selection at Rank 6, or higher, (Dimensional
Stray)
World species, your girth makes you one instead of an Advanced Calling Ability.
Chib
of the most voluminous.
Tenebrate
CHAIN BREAKER
You are a Large Species ( p106). Rai-Neko
Species
You were created to endure physical Abilities
hardship and easily shrug off trauma that
would leave others broken.
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GOBLIN
Goblins are children of the old world, creations of the Unshaped. While their
inventive and reckless nature results in a fleeting individual existence, the
species is protected by its rapid rate of reproduction.
SPECIES OVERVIEW
Physiology: Goblins are small, spirited History: Goblins are an ancient species
creatures well suited to underground life. and have inhabited the Buried Kingdom
They are able to squeeze into tight spaces ever since the Elves granted them their
and see well in low-light conditions. freedom, on the condition they stay below
Goblins are asexual and reproduce via the surface. Now they dig ever downwards
sporadic spore ejection. in search of a promised land to call their
own.
Demeanor: Bold in nature and recklessly
inventive. While considered odd by most, Adventurers: The rare goblin who
their drive and enthusiasm is infectious. makes their home above ground is
often, unwisely, regarded as harmless or
4 Outlook: Many Goblins are religiously amusingly eccentric.
devoted to their kin. They believe:
Goblins make ideal dungeon scouts and
What is good for one gobbo is good for can cobble together makeshift machines
17 all gobbos. for unorthodox problem solving.
Nothing lasts forever; that’s for the best.
Typical names: Goblins like to name
Everything seems bad if you think about themselves after sounds and sensations.
it for too long.
3
Music is noise and noise is music. Examples: Itchy, Taptap, Feva, Fud, Glug,
Tingul, Ploop, Klak.
Things are only as important as the fuss
you make over them.
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ABILITIES
CREATING A
SPECIES SIzE ? Requires an Aura Check CHARACTER
You are runtish, bent, and scrawny. Success: Imagination and will has CALLING
triumphed over physics. SPECIES
You are a Small Species ( p106). The exact time taken to construct HOMELAND
& HISTORY
your Werk is decided by your GM.
TRAITS
Your creation will work as intended
QUIRK
INNATE ABILITIES save for one critical flaw… it falls
apart as soon as you start paying FINISHING
DETAILS
You start with two Abilities. attention to anything else. Your
GEAR
neglect allows reality to
re-establish its uncaring hold. CHARACTER
UNDER DWELLER RANK
A Werk cannot be repaired.
You thrive in the dark, but struggle to If you later learn a ‘proper’ Crafting
cope with the sunlight. Discipline ( p282), you cannot Quick Start
Limited to mechanical devices that This Goblin does not count towards
move, propel or contain. the two Companions per PC
restriction ( p183).
Made from scraps scavenged from
the immediate surroundings.
If your PC dies, and the body has not
Assembled in under an hour
been completely obliterated, your
without need for specialist tools. GM might allow your spore to pop
Can produce fire, or even out of the corpse so you can continue
explosions, if a suitable fuel or to participate in the adventure.
combustible is available.
Ugly and noisy.
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DWARF
The dwarves have always toiled, always fought. Through every era and every
cataclysm, the stone folk have zealously upheld the Creator's final edict: ‘Keep
the place tidy.’ The Buried Kingdom is both home and duty.
SPECIES OVERVIEW
19
Physiology: Dwarves are squat with a Outlook: ‘Rock-hearted’ Dwarves have
bulky, durable frame. They are stone made cold, but fair-minded, philosophies:
flesh and, while now biological organisms,
You’re only worth what you can create,
16 they possess hard-wearing skin, chiselled
claim, or protect.
features and mossy hair.
Hard work avoids hard luck.
Demeanor: Warmth and camaraderie do
Don’t value things you can’t touch.
18 not come easy to the Dwarf. They are
often compared to the stone walls they Stick your neck out, lose your head.
build; you feel safer when one’s around, Tradition is the law, the legacy of
but they don’t do conversation. smarter folk.
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History: Dwarves are among the few Dwarves are best when put to work! They
species that have always existed on Outer won’t stop until the job is done, and they
World, formed to assist the Creator with are more than comfortable in the dark
CREATING A
the construction of Promise. They now ruins and caverns. CHARACTER
toil in Old Iron, a portion of the Buried
Kingdom gifted to them as reward for all Typical Names: Dwarves’ no-nonsense first CALLING
their hard work. names are kept to a single syllable. Family SPECIES
names celebrate precious metals, rocks, or HOMELAND
Adventurers: The average stonekin has facial hair. & HISTORY
GEAR
CHARACTER
RANK
ABILITIES
Quick Start
Human
SPECIES SIzE STURDY (Native)
Human
You stand neatly between the largest and A strong back makes you a strong worker. (Dimensional
Stray)
smallest of Outer World folk.
You gain 2 Base Inventory Slots. Chib
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ELF
Elves are the physical prison of primordial and unknowable beings known as
the Unshaped. They are now forced to walk the world they once treated as
their playground. Their unearthly grace is both admired and mistrusted.
13 SPECIES OVERVIEW
Physiology: Elves are tall, slender beings. Outlook: Elves are not natural parents,
They move with a fluidity and poise that is preferring to dump their offspring on
18 the doorsteps of other folk, rather than
mesmerizing yet unnatural.
involve themselves in the unrewarding and
Demeanor: Being ageless fosters extreme relentless business of child rearing.
personality traits. Whether they are
5 As a result, the original Elven wisdom
morose, flippant or simply eccentric, Elves
are not terribly invested in the present. was diluted over the aeons as newer
generations were influenced by the
attitudes of those who raised them.
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Be true to yourself, bend not to the will Adventurers: Elves periodically get
of others. wanderlust. When they tire of their current
If it is worth doing, do it splendidly. life, they seek out another.
CREATING A
CHARACTER
Reverence and scorn are currencies of Elves are able to exert an uncommon
equal measure. amount of control over their own reality CALLING
Drudgery is best handled by the dull. and this can often benefit those who travel SPECIES
with them. HOMELAND
Patience will wear down the most & HISTORY
steadfast opposition. Typical Names: Elves eschew naming TRAITS
conventions entirely, going with whatever
History: Elves were once beings known QUIRK
sounds good to them at the time. They
as the Unshaped. They bent reality to FINISHING
usually choose a new name every few
their whim and made toys of mortal man. DETAILS
hundred years or so.
Ripped from their endless dreams during GEAR
the 1st Cataclysm, they were forced to Examples: Stardust Silversword, FuSuYi, CHARACTER
take physical form. Now known as the Le’lan Da’zir, Elrodae, Robert. RANK
Human
(Dimensional
ABILITIES Stray)
Chib
Tenebrate
SPECIES SIzE You are immune to an Ailment
Rai-Neko
( 268) of your choice, with the
While taller than most humans, you are exception of Overburdened. Promethean
more delicately constructed. Gruun
Goblin
You are a Medium Species ( p106).
MATURATIVE ABILITY 25.1/1 Dwarf
Elf
Available for selection at Rank 6, or higher, Bio-
INNATE ABILITIES instead of an Advanced Calling Ability. Mechanoid
Species
You start with two Abilities. Abilities
TWILIGHT FLUX
You never age beyond your physical You can shift your Allegiance Points
prime, and are immune to effects ( p206) between Bright and Dark
that force aging. at will, which affects how creatures
and relics interact with you.
During a Fight, you need to use
IMMORTAL EGO your Action to use this Ability.
While your dreams can no longer affect Gifts ( p206) are awarded based on
the reality of others, your disillusions can your underlying Allegiance, accrued
prevent certain physical or psychological through Ability selection, not by
conditions from affecting you, simply any shifts of Allegiance.
because you don’t think they should.
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BIO-MECHANOID
SPECIES OVERVIEW
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ABILITIES
CREATING A
SPECIES SIzE MATURATIVE ABILITY CHARACTER
CALLING
You’re constructed to adhere to standard Available for selection at Rank 6, or higher,
humanoid dimensions. instead of an Advanced Calling Ability. SPECIES
HOMELAND
& HISTORY
You are a Medium Species ( p106). BIT STREAM TRAITS
QUIRK
You are able to communicate with other
INNATE ABILITIES machines. You emit quick, variable tones FINISHING
DETAILS
that are unintelligible to everyone save the
GEAR
You start with two Abilities. other machines in the area.
CHARACTER
RANK
You can talk to any Techno-Relic,
NOT OF FLESH AND BLOOD
Magitech Item, Other World
You have a synthetic body. You do not eat Device, or other simple machine Quick Start
or breathe and need maintenance rather within earshot. Human
than rest to heal. You can issue simple commands (Native)
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SPECIES ABILITIES
2 Battlefield Areas away and still PCs up to 1 Battlefield Area away, Human
take your Action. or hurl heavy objects as Thrown (Dimensional
Stray)
Weapons that do 2 Hearts of
Leaping allows you to reach Damage instead of the usual 1. Chib
elevated locations beyond normal
Tenebrate
reach. For example, jumping up
Rai-Neko
to strike an airborne foe or to gain
access to a distant ledge. Your GM SUPERNATURAL WILL Promethean
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All languages, except the Creator’s
LANGUAGES Script, have non-verbal forms that
employ gesture or movement.
Despite having a universally understood
CREATING A
common tongue, each geographic region CHARACTER
favors their own forms of communication. HOMELAND TABLE
CALLING
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Purviews
More ( p304)
Staying unseen and unheard.
Bending so you don’t break.
WISTFUL DARK HISTORY TABLE
Succeeding in desperate times.
Choose or roll your History
Starting Gear (Pick 2)
Outcasts
Master Weapon, forgotten sword
( p153).
1-2 Forsaken Wanderer ( p110)
Tattered Outfit, rags ( p172).
3-4 Blight Raider ( p110) Compass, cracked but functional
( p174).
5-6 Shadow Lands Nomad ( p111) Star Gem, hope in the dark ( p180).
7-8 Murk Dweller ( p111)
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STARLIGHT FARMER
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Purviews Purviews
Making and spotting a good deal. Creative Expression!
Working at a brisk pace. Making yourself seen and heard.
Keeping others satisfied. Appreciating the artistic or symbolic.
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OUTER WORLD SCRIPTS
KNIGHT ERRANT
Purviews
Demanding the proper respect.
Knowledge of political practice.
Stubborn, competitive pride.
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Commoners
SHADOW SEA PIRATE
9-10 Twilight Silk Tailor ( p115) Hailing from the strange
isle of Night Haven,
11-12 Medicine Peddler ( p115) you robbed the rich
merchants navigating
13-14 Shining Sea Fisherman ( p116) the Shadow Sea. A
series of misfortunes
15-16 Portian University Graduate has left you without a
( p116) ship or crew.
Elite
Purviews
17 Merchant Scion ( p116) Keeping your head above water.
8
Navigating the unfamiliar.
18 Holy Isle Samurai ( p116) Daring to be foolish.
10 19 Archive Researcher ( p117) Starting Gear (Pick 2)
Quick Weapon, cutlass ( p153).
20 Black Glove Cavalier ( p117)
Compass, ship’s memento ( p174).
10
Grenades x2, deck busters ( p178).
Rural Goods, rope 30 ft ( p179).
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Costume, colorful fop ( p172). Trade Goods x2 Units, twilight silk Blazing
Garden
Dungeoneer’s Kit, dragon tooth ( p179).
Buried
picks ( p176). Artisan’s Outfit, tailor’s apron ( p172). Kingdom
Adventuring Gear, climbing claws Urban Goods, silk measuring tape Other World
( p179). ( p179).
Purviews Purviews
Picking your way through a mess. Practical herbology.
Side-stepping catastrophe. Treating all kinds of wounds.
Tinkering and tooling about. Getting attention discreetly.
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OUTER WORLD SCRIPTS
ARCHIVE RESEARCHER
Purviews
All matters concerning the
Profound Darkness.
Knowing things you shouldn’t.
Deeply unsettling mannerisms.
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Commoners
MONSTER SLAYER
9-10 Beast Handler ( p119) The gigantic beasts of
your homeland leave
11-12 Village Runner ( p119) a wake of destruction
behind them. You’ve
13-14 Jubilant Performer ( p120) sworn to stop them.
When you’re ready,
15-16 City Scrivener ( p120)
you will return to honor
Elite your oath.
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VILLAGE RUNNER
THUNDA CLAN BARBARIAN
Smaller villages cannot
Named after the deadly afford the magical
desert they call home, communication
the Clan are a diverse systems of prosperous
group of nomads cities. They depend
who’ll accept anyone on runners like you to
who pulls their weight. relay messages.
They’ve been your
family up until now. Purviews
Pacing yourself to go the distance.
Purviews
Noticing the small things that may
Getting on with odd individuals. trip you up.
Enduring the harshest conditions. Remembering the important stuff.
Making yourself heard.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Thrown Missile Weapon, skipping
Master Weapon, your mother’s axe stone ( p158).
( p153). Backpack, courier’s pack ( p173).
Light Armor, breastplate ( p163). Basic Potion x2, sunberry mixture
Traveler’s Bag, animal skin sack ( p177).
( p173). Rural Goods, gourd canteen ( p179).
Oddity, old telescope ( p179).
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Purviews Purviews
Ballads both ancient and new. The lore of the Invincible Bright.
Keeping everyone smiling. Grandiose speaking and
Putting on a good show. mannerisms.
Recognizing and chastising the
Starting Gear (Pick 2) duplicitous and unrighteous.
Lash Weapon, ribbon blade ( p153).
Starting Gear (Pick 2)
Light Armor, leathers ( p163).
Light Armor, plated vestments
Appealing Outfit, dancer’s costume ( p163).
( p173).
Holy Icon, sol medallion ( p180).
Luxury Item, musical instrument
( p179). Follower: Custrel, acolyte attendant
( p186).
Vial of Bright Water x3 ( p290).
CITY SCRIVENER
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OUTER WORLD SCRIPTS
HINTERLAND NOBLE
STARTECH ADEPT
Purviews
Working with any technology.
Analysis and troubleshooting.
Providing a reason for anything.
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Elite Purviews
Things left over from aeons past.
17 Record Etcher ( p124)
Moving through cramped areas.
8
18 Comrade Agitator ( p124) Noticing traps and other dangers.
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Medium Armor, assault mail ( p163). Light Armor, infantry armor ( p163). Blazing
Garden
Tattered Outfit, old uniform ( p172). Authoritative Outfit, Old Iron or
Buried
Flame Grenades x2, tunnel clearers New Ore military uniform ( p173). Kingdom
Purviews Purviews
Making even the Performing back-breaking labor.
repugnant palatable. Knowing the right tool for the job.
Rationing what you need. Keeping everyone going no matter
Keeping quiet and unnoticed. how grim it gets.
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Purviews Purviews
Digging in and finishing your task. Keeping track of every little thing.
Metal-working tools and weaponry. Making good on a grudge.
Proper procedure and safety. A steady, steady hand.
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OUTER WORLD SCRIPTS
RESOLUTE OVERSEER
APPRENTICE THINKER
were recognized by
one of the Thinkers of
New Ore, who took
you in as a student.
You learned radical
new ideas, and ways to
make them sound useful.
Purviews
Making words sound profound.
Convoluted, but useful, planning.
Rude and incessant interruption.
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Purviews
Scrounging for what you need.
More ( p313) Enduring harsh conditions.
Communicating in code.
OTHER WORLD HISTORY TABLE
Starting Gear (Pick 2):
Choose or roll your History Tattered Outfit, no shoes and a
Outcasts ripped trench coat ( p172).
Backpack, trusty kit bag ( p173).
1-2 Transient ( p126) Treat x5, candy from a child ( p177).
Commoners Pet: Growl, brave mongrel ( p188).
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Purviews Purviews
Putting your back into it. Noticing something out of place.
Knowing your limits and Making others comfortable.
pacing yourself. Working with edible things.
Seeing through pretension.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Standard Weapon with Utility Ability,
Mighty Weapon with Utility Ability, iron frying pan ( p152+161).
sledgehammer ( p153+161). Traveler’s Bag, cute tote ( p173).
Light Armor, hard hat & protective Beginner’s Tome: Outer World
overalls ( p163). Legends, children’s book ( p176).
Traveler’s Bag, tool belt ( p173). Treats x10, perfect cookies ( p177).
Basic Potion x2, coffee flask ( p177).
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Purviews Purviews
Quick but rigorous investigation. Rushing at the very last minute.
Practical athletics. Dedication to learning.
Reading a situation. Expressing yourself loudly.
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CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Wistful Dark
Twilight
Meridian
Blazing
Garden
Buried
Kingdom
Other World
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STEP 4 · TRAITS
Your Traits describe your mental and physical strengths and weaknesses. Are
you strong but clumsy, or puny but perceptive?
18
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STEP 5 · QUIRK
Your Quirk is a unique or peculiar aspect of your character. Will you have a
robotic arm, be unusually resilient to magic, or have great fashion sense?
Your Quirk is a unique mental or physical Choose or roll your Quirk (Gruun, Chib, Human,
feature that alters your character in some Promethean, Rai-Neko, or Tenebrate)
way, usually providing you with a distinct
set of Advantages and Disadvantages. 1-7 Spirit Quirk ( p133)
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SPIRIT QUIRKS
CREATING A
SPIRIT QUIRK TABLE JUMPY CHARACTER
CALLING
Choose or roll Spirit Quirk You are jittery, skittish or
paranoid. This means SPECIES
Disadvantages Disadvantages
# Your suffer a -1 to your Defense # You suffer a Snag on Aura rolls
Rating. Your enthusiastic when trying to Negotiate or
commitment to causing harm impress someone.
leaves you vulnerable to attack.
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Advantages Advantages
" You can communicate simple, " Whenever entering a new room or
one sentence ideas or commands small area, you can opt to use this
without the need to speak. This Quirk to immediately discover a
is helpful when you need to keep single hidden thing, if it exists. For
silent or are interacting with example, a secret door or treasure.
someone who doesn’t speak
your language. Disadvantages
# Using this Quirk while exploring a
Disadvantages room with a trap, or other triggered
# You have a Snag when attempting event, means you set it off without
to lie to someone. You are betrayed a chance to avoid or stop it.
by your expressions and gestures.
ALWAYS PREPARED
BORING
You carry a plethora of
You are unremarkable. unusual items with you.
You’re difficult to notice While everyone you
and easy to forget, travel with is pleased
and while you may when you’ve got just
not be recognized the right tool to hand,
for your successes, at your vast collection can
least you avoid being sometimes spill out at
defined by your failures. exactly the wrong moment.
Advantages Advantages
" An Insight Check is required " Once per game Session, you may
when someone is trying to recall ‘have’ any single item you require.
if you were present at an event or The item must be worth less than
18
situation… unless you were the only 45 Coins and be no larger than a
one there! single Inventory Slot.
20 Disadvantages Disadvantages
# If you are placed at the scene, # Whenever you roll an unmodified
your actions will be attributed to 20 on a Deftness Check random
another, including any positive or assorted junk spills everywhere and
17 heroic deeds you performed. complicates the situation. Your GM
will decide exactly how!
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STYLISH Disadvantages
Your innate sense of style # If you are close enough to a
CREATING A
and panache means qualifying treasure horde, you must CHARACTER
you are always on make an Aura Check to resist the CALLING
the cutting edge of urge to find and plunder from it.
SPECIES
fashion. Whether your
HOMELAND
attire is practical or for & HISTORY
a special occasion, you SOUL LINK TRAITS
always dress to impress.
QUIRK
You are able to connect
Advantages your heart and FINISHING
DETAILS
mind with another.
" You gain an Edge on Aura rolls GEAR
However, when not
where your appearance is a factor.
linked to another, CHARACTER
RANK
Disadvantages your supernatural
empathy crowds your
# You always buy the best. You
mind with a cacophony of
must spend at least 50% more Spirit Quirks
ambient emotions.
on any clothing, armor, or other Physiology
Quirks
accessories… or lose your
Advantages
style advantage. Fate Quirks
" You may choose a single, willing Eldritch
If you want to wear something person to Link with. Quirks
you’ve been given, or found, you’ll You must be close enough to touch Robotic
Quirks
still need to spend the additional someone in order to establish a
money to get it adorned, gilded, or Link with them.
modified to suit your demanding
aesthetic requirements. Once Linked, you can share
thoughts and feelings with each
other no matter how much distance
comes between you.
MISER
You may terminate, or switch, who
The draw of material you are Linked to at any time.
wealth is almost
overwhelming for Disadvantages
you. Precious metals, # When not Linked to another, all
gems, works of art, Checks and Contest rolls suffer a
and even fine clothes; Minor Penalty (-2). Your receptive
you love it all. Find it, mind is distracted by the stream of
grab it, horde it. others’ thoughts.
Advantages
" You are supernaturally aware of
any concentration of valuables.
Temptations range from a stockpile
of gold to a walk-in closet filled
with exquisite garments.
The valuables must have a net worth
of 5 Gems and be within 300 feet
for you to detect their presence.
You are able to sense the direction
in which the valuables are located.
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PHYSIOLOGY QUIRKS
GIRTHSOME
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quick to blame you for ill deeds. of required Rations for each day Physiology
Quirks
Your demeanor will be dispelled if spent on a Journey ( p222).
Fate Quirks
others witness you perform good
Eldritch
deeds or others provide substantial Quirks
evidence of your true nature. WAIFISH
Robotic
Quirks
You are lean, scrawny,
or otherwise lacking
ANGELIC COUNTENANCE
in substance. While
A guileless smile and this has made you
soothing voice project extremely light on
an aura of heavenly your feet it has,
innocence. Your unfortunately, also
saintly air persists made you prone to injury.
even when you harbor
ill intent. Advantages
" Your Speed Rating is increased by a
single step.
Advantages
" You gain +1 to your Deftness.
" At first glance, benevolent
individuals will assume you are Disadvantages
trustworthy and pass you over for
# You suffer -1 to your Hearts Total.
blame. They are also willing to
accept your more believable lies.
Disadvantages
# Villainous types will assume you’re
out to get them. Maybe they
should get rid of you before you
cause any trouble for them.
The effect is negated if you are
witnessed acting contrary to your
angelic appearance.
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MAGITECH GRAFT
Disadvantages
Severe injury usually # You suffer -1 to your Hearts Total.
results in hardship for You have pneumatized bones.
survivors, but you # You suffer -1 to your Grit Aptitude.
have been fitted Carrying wings is tiresome.
with a Prosthetic
Replacement. Once If you receive an Injury that targets
commonplace in the your arms, you can choose to have
3rd Aeon, these magitech it affect your wings instead.
grafts are now extremely You can’t benefit from your wings if:
rare… lucky you! They are Injured or Restrained.
You are Overburdened.
Choose or roll your Robotic Quirk
You are wearing Heavy or
Superheavy Armor.
1-7 Utility Servo ( p145)
Replaces your left or right arm.
GRASPING TRESSES
8-15 Sproing Sprockets ( p145)
Replaces your lower legs. Your hair is extremely
long and writhes like a
16-20 Nox-Vision ( p147) living creature. Your
prehensile locks
Replaces your eyes. mostly cooperate
with you, but
Any Injuries to your graft will not occasionally exhibit
heal naturally and will require a will of their own.
Bio-Mechanoid Treatment .
Advantages
" Your hair may act as an additional
WINGED set of arms that can grab,
manipulate, and attack.
You have large, feathered
◆ During a Fight your hair can:
wings. While you
cannot soar, you can Hold on to things to create an
glide or get extra lift advantage. For example, holding
when you jump. Some a lamp in addition to your sword
think you may be and shield or clinging to a ledge
the spawn of a Deva, while you fire your bow.
others the target of a Be used to perform Actions and
wizard’s practical joke. Attacks instead of, not as well as,
20 your arms. Your hair can perform
Advantages any task your regular arms could.
" You gain Supernatural Leaping
Disadvantages
( p107).
16 # You have a Snag on any Deftness
" You can glide safely down to earth
rolls involving the use of your legs.
from great heights without risk.
" If falling, or knocked from the sky, You can cut your hair, but it grows
13 you can avoid an Impact Injury back within minutes, in a restless
with a successful Deftness Check to and irritable mood.
slow your descent.
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FATE QUIRKS
CREATING A
FATE QUIRK TABLE MAGE BREAKER CHARACTER
Advantages CHARACTER
RANK
9-10 Weary ( p140) " Any magical Ability directed at
you is nullified if you make an Aura
11-12 Destined ( p140) Check, or win an Aura Contest if Spirit Quirks
you’re targeted by a spellcaster. Physiology
13-14 Dread Orator ( p140) Quirks
Disadvantages Fate Quirks
15-16 Beast Tongue ( p141) # You might nullify all magic that Eldritch
targets you, even those intended to Quirks
17-18 Guardian ( p141) help you and your own spells! Robotic
Quirks
# Magical Artifacts you attempt to
19-20 Crowned ( p141) use might also be nullified.
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BEAST TONGUE
Disadvantages
You’ve been able to # You are incapable of abandoning
CREATING A
speak with animals your ward while they are alive. CHARACTER
since you were small. If your ward is in desperate danger CALLING
Though wild creatures then you must seek them out or SPECIES
tend to be a bit you will be so worried that you HOMELAND
simple minded, they will not be able to sleep and suffer & HISTORY
can be a useful source Fatigue ( p269). TRAITS
of information.
QUIRK
If this character dies, your Quirk
FINISHING
Advantages becomes inactive. DETAILS
" You can talk with one of the ◆ You may reactivate this Quirk by GEAR
following creature categories; bird, choosing another character with CHARACTER
mammal, reptile, insect, or aquatic. whom you have Social Bond RANK
Animals give simple responses and ( p279) with to become your ward.
do not understand complicated
Spirit Quirks
concepts or vocabulary.
CROWNED Physiology
Quirks
Disadvantages
# You cannot be unduly cruel to As a child you assisted Fate Quirks
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ELDRITCH QUIRKS
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Disadvantages Advantages
# You must consume twice as much " You can converse with burning flame.
CREATING A
food as normal to satisfy your own Fires are not smart, but are observant. CHARACTER
hunger and that of the infestation. " With a successful Aura Check you CALLING
◆ When Starving, the creatures are can prompt flames to perform simple SPECIES
visible beneath your skin which can favors. For example, they can reluctantly
HOMELAND
be unsettling to those that notice. dim or set fire to something within & HISTORY
reach, but they won’t do anything TRAITS
that risks them being extinguished.
QUIRK
PECULIAR TASTE
Disadvantages FINISHING
DETAILS
You have acquired, or # Water is less fond of you. You can
GEAR
were born with, an hold your breath underwater for
CHARACTER
unusual source of only a quarter, rather than the usual RANK
nourishment. While half, of your Grit Aptitude (rounded
you only need to down) before Suffocating ( p271).
consume a tiny portion # You suffer a Snag on all rolls Spirit Quirks
of ‘food’ to survive, when attempting to swim, sail, or Physiology
you’ll starve just the same otherwise traverse a body of water. Quirks
if you don’t eat. Fate Quirks
Eldritch
You must choose an alternative Quirks
FAIRY CAP
source of nourishment. This could Robotic
Quirks
be a specific type of object, such You have a wonderful little
as coins or buttons, or something hat, but can’t quite
organic but not normally eaten, like remember where you
hair or teeth. got it. Others think it
looks a bit strange,
Advantages but you like it just the
You only need to eat a single piece way it is. You never
of your peculiar food per day to want to take it off… ever!
sustain you.
Most of the time your Cap sticks
Disadvantages strangely to your head but
You are unable to stomach Rations occasionally, at your GM’s discretion,
and other regular food, but can you might need to make a Deftness
drink water, alcohol and potions Check to keep it in place.
with no ill effect. If the Cap is dislodged fate makes
sure you are able to reclaim it; but it
You suffer Starvation ( p271) if
may require a little time and effort.
deprived of your peculiar food.
Advantages
" You gain +1 to your Defense Rating
KIN TO FIRE when wearing your Cap. It makes
The spirits within the the world feel a bit safer.
flames speak to you in
Disadvantages
whispers that no one
else can hear. You # You lose an extra Heart when you
can talk back, though take Damage from an Attack or other
this makes the water ill effect when not wearing your Cap.
spirits grow jealous You feel weak and afraid without it.
and spiteful.
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SNEEzLES FERROUS
FIGMENT FOLLOWER
MASKED
Sometimes, when you
You can change your wake up, you are
physical appearance accompanied by
at will. Over the years your imaginary pet.
you’ve taken many Strangely, this pet
forms. If you ever had seems just as real to
a ‘true’ face, you’ve others as it does
long forgotten it. to you.
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ROBOTIC QUIRKS
CREATING A
ROBOTIC QUIRK TABLE UTILITY SERVO CHARACTER
Choose or roll your Robotic Quirk Your left arm has CALLING
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Disadvantages
BUSTER ARM
# You suffer a Snag on all Aura rolls
that involve verbal communication. One of your arms is
Your robotic syntax can be difficult equipped with a
to follow for native speakers. powerful, long range
energy weapon. It
draws its power from
BATTLE SCANNER your internal energy
reserves, so you need
With a quick glance to be careful how much
you can assess the you use it.
potential threat of any
opponent you engage Your right arm has an energy
with. However, cannon, it is fitted in such a way that
you’re wired for it does not inhibit your dexterity.
combat which makes Advantages
processing other things
suboptimal. " The cannon functions like a
Mechanical Missile Weapon
(Small), except:
Advantages:
It does Bright Damage.
" On a successful Insight Check
you can ask your GM for two of It does not require reloading.
the following data points about a
target: Attack Bonus, Hearts Total, Disadvantages
5 # You can fire the cannon once per
Defense Rating, Speed Rating,
combat Abilities, tactics, or if they Fight without penalty, but…
have any inherent weaknesses. If discharged again during the
11 During a Fight, you must use your same Fight, your suffer 1 Heart of
Action to perform a scan. Damage for every shot you take.
If you have 0 Hearts the weapon
Disadvantages: cannot be used, it just gives out a
9
# You incur a Snag on all Insight sad bleep.
Checks that are unrelated to
combat or assessing risk.
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Finishing details cover any information Your Calling, Species, History, and Quirk
you want to add to further bring your give you the core information about your
adventurer to life. character, but you’ll want to add some
finer details to bring them to life.
Step 6 Instructions
While descriptive information will not
1. Describe your PC, adding as much affect the rules of the game, it can affect
or as little as you desire. how you are perceived by, and how you
2. Describe your Adventure Team with interact with, the other inhabitants of
the other players (optional). Outer World.
3. All characters start with 1-20 Coins The things you describe are entirely up to
(roll a d20), a Functional Outfit, you. Consider the following:
and a Standard Weapon (of
your choice). Name (you’ll get called something!)
4. Use your coins to buy any Physical appearance (age, hair, eyes,
additional Gear you want to start skin, etc.)
the game with. Clothing & personal style
◆ Gear ( p150) Personality (optimistic, grumpy, etc.)
20 ◆ Likes & dislikes (cheap beer, boasting,
babies, etc.)
If you prefer, you can have the PCs
begin play with 10 Coins each rather
than rolling for an amount. Be as vague or as detailed as you
10
like with your description. If you’re
If you’re unsure where to put all the not sure, you can add the descriptive
information on your Character details during play, once you have a
Sheet, check out the filled-in better feel for your character.
3 example ( p444).
Writing a brief history for your PC
can be fun but don’t make it required
reading for your GM. Your Character’s
◆ real story is about to begin!
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Your group of PCs could be an informal Spend your Coin on equipment and
CREATING A
group of adventure-hungry individuals, supplies to supplement your starting Gear, CHARACTER
or a more organized troupe with a shared but remember to leave enough coins CALLING
purpose and strong identity. in your purse for a fine ale and a good
SPECIES
night’s rest.
Discuss and agree with the other HOMELAND
players what your adventure team is Gear ( p150) & HISTORY
DESCRIPTION
WEALTH
BASE ALLEGIANCE
DEFENSE RATING SPEED RATING 100 Stones = 1 Coins, 100 Coins = 1 Gem
Match or best this to harm me
BASE 10 Sets Areas I can move through verage STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES
1 ALLEGIANCE
Fangs
13 +2 Light Armor AVERAGE · 1 Area
POINTS DARK
XP
BRIGHT TWILIGHT
+1 Standard Shield FAST · 2 Areas
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
V. FAST · 2 Areas 7 12
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GEAR
Your skill and cunning aren’t the only things you can rely on when out on your
travels. The equipment you carry can often help you out of a tricky spot.
CURRENCY EXAMPLES
ABOUT GEAR
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CREATING A
CURRENCY COINS CHARACTER
Although trades and barter are still Unlike Stones, Coins are made CALLING
commonplace, the Outer World does have with precious metals and carry SPECIES
a standardized three-tier monetary system, their value wherever they go. HOMELAND
facilitating trade between rising nations Even coins from lost civilizations & HISTORY
and established empires. Every item has a are still accepted; Old Akenia’s Zenny can TRAITS
guide price but actual prices will vary with be exchanged with Shard’s Radiant Crown QUIRK
shop and region. without anyone complaining about FINISHING
exchange rates. A single Coin is worth DETAILS
Books
Consumables
INVENTORY SLOTS Filling your Inventory Slots Combustibles
& Chemicals
Each item you equip takes up a For calculating the number of Slots
set number of Inventory Slots. for objects not listed in this book Miscellaneous
You can only carry so many use the following guide: Curiosities,
Artifacts &
Slots so you’ll need to choose Keep it simple, most carried Gadgets
your loadout carefully. items should fill 1 Slot. Other World
Items
Heavy, or otherwise unwieldy,
Determining your Inventory Slots items fill 2 or 3 Slots. Companions
Medium Species have 10 Slots. Exceptionally small items can fill Vehicles
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WEAPON TYPES
Your weapon choice affects what you can Base Damage: All Weapon Types
do in combat. Will you choose a light deal 1 Heart of Damage, unless
weapon for darting attacks, or an immense otherwise noted.
weapon designed to obliterate? Extra Damage: A number that grants
Weapons are divided into: you an additional Heart of Damage if
exceeded by your Attack roll total.
Melee Weapons: Used for striking foes in
close combat ( p152). COMBAT GEAR ALLOWANCE
Missile Weapons: Used for targeting
Your Calling and Species limit the Weapon
opponents from a distance ( p158).
Types you can use without penalty.
Weapon Types: Melee and Missile
Weapons are further broken down into Using a restricted Weapon means…
groups that have similar performance You suffer a Snag on Attack rolls.
during a Fight. For example, a great
axe and a war hammer are both Mighty You are unable to perform Attack
Weapons. Each Weapon Type has: Stunts or Combat Tricks using
the Weapon.
Rules & Abilities: Additional rules and
Abilities for wielders of the weapon.
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roll totals of 22 and above. Battlefield Area with one Attack. Books
Consumables
1 Slot • 15 Coins Make a single Attack roll, and
Combustibles
apply the result to both enemies. & Chemicals
Extra Damage: +1 Heart for Attack Miscellaneous
MASTER
roll totals of 20 and above. Curiosities,
These finely crafted weapons Artifacts &
1 Slot • 30 Coins
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STANDARD WEAPONS
1. Squire’s Sword 1
Granted to the would-be Knights
of Shard, they bear the inscription
‘Wield me until you’ve
earned another.’
2. Tunnel Truncheon
Simple clubs carried by Old Iron 2
foremen, ideal for prodding idle
workers or smashing saboteurs.
4. Bandit Razor
Swords that are little more than a
scrap of sharp metal lashed to a 4
handle. Marauders make do.
CONCEALED WEAPONS
5. Chib Knife
Chibs receive a small, leaf shaped
blade upon reaching adulthood.
They bear one of the seven Chib 5
creation runes.
6. Jewelled Dagger
The Merchant Scions of the
Twilight Coast are fond of these
ornate daggers. When on display, 6
they’re a fine symbol of wealth.
13 7. Pride Claw
A row of hooked blades on a palm 7
strap. If you’re careful it can be
hidden in a cupped hand.
1 8. Beard Shanker
A thick, often rusty, needle.
Designed by New Ore
Commandos to slip between
5 Old Iron ring mail. 8
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CREATING A
CHARACTER
QUICK WEAPONS
CALLING
9 9. Crescent Edge SPECIES
Curved blades whirled by pirates HOMELAND
of the Twilight Meridian. A cloth & HISTORY
tethers them to their owner’s wrist.
TRAITS
Wayfinding
Illumination
Specialist’s
MASTER WEAPONS Kits
Books
13 13. Zenith War Mace
Consumables
Sun-headed maces that are as
large and ostentatious as the Sol Combustibles
& Chemicals
warriors who wield them.
Miscellaneous
14. Daicha Katana Curiosities,
Crafted on the Holy Isles, these Artifacts &
14 finely tuned blades make both Gadgets
swordsmith and wielder proud. Other World
Items
15. Star-Guard Sword
Companions
A dual-edged blade carried by true
Knights of Shard. Its pointed guard Vehicles
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MIGHTY WEAPONS
17. Pride Axe
These weapons commonly sport 17
animalistic motifs. It is customary
to roar loudly when swinging them.
10
18 19 20
17
11
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CREATING A
CHARACTER
ARC WEAPONS
21 22 23 24 CALLING
21. Gruun Long Crusher SPECIES
These threshing flails were turned
HOMELAND
against the Gruun’s oppressors in & HISTORY
their fight for freedom.
TRAITS
22. Portian Sibat QUIRK
These barbed spears are used by FINISHING
sailors of the Twilight Meridian DETAILS
to fend off the swarms of odd GEAR
creatures that plague the seas.
CHARACTER
23. Sylvan Lance RANK
Weapon
24. Trinity Staff Types
These segmented staves are a
Armor Types
Shrine Keeper’s favorite.
Shield Types
Outfits
Wearable
Accessories
Wayfinding
Illumination
Specialist’s
Kits
Books
LASH WEAPONS Consumables
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MISSILE WEAPON EXAMPLES
CREATING A
CHARACTER
1
CALLING
THROWN WEAPONS SPECIES
2 HOMELAND
1. Shinobi Shuriken & HISTORY
Star shaped projectiles from The
TRAITS
Seven Holy Isles.
QUIRK
2. Bandit Knife FINISHING
Found tucked into the sleeves of DETAILS
petty criminals. GEAR
CHARACTER
RANK
3
Paying
Carrying
DRAWN WEAPONS
Weapon
Types
4 3. Chib Staffshot
A slingshot for mischievous types. Armor Types
Shield Types
4. Yeoman’s Bow
Outfits
Used by guards of Nightwall.
Wearable
Accessories
Wayfinding
Illumination
5 Specialist’s
Kits
Other World
Items
Companions
Vehicles
Property
7
MECHANICAL WEAPONS (L) Services
7. Goblin Belcher
With a distinct firing noise, this is a
loud and unrefined firearm.
8. Hunter’s Arbalest
Harpoons used for hunting the
massive beasts of No-Folk Land.
8
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It is possible to find, or
commission, weapons These weapons only benefit from
with enhancements Missile Weapon Abilities when
that improve combat making Missile attacks.
effectiveness or give These weapons only benefit from
them a dual purpose. Melee Weapon Abilities when
Customized weapons making Melee attacks.
are neither cheap The Extra Damage value used
nor common. is taken from the base weapon
appropriate to your chosen mode
All Weapon Types, apart from of attack.
Unarmed, can be customized.
Concealed and Thrown Weapons
A weapon cannot have more than can only be combined with each
3 Abilities in total, meaning those other, due to their small size.
that have an inherent Weapon
Combining two weapons that each
Ability can only have 2 additional
have an inherent Weapon Ability
Custom Abilities.
will take you to the 3 Ability limit.
Note that some Custom Abilities
Your GM may deem some
are restricted by Weapon Type.
combinations impossible. Common
sense should be the guide.
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While all weapons are inherently harmful, Reloading Mechanical Missile weapons in
CREATING A
these weapons are made to inflict the middle of combat is an onerous task. CHARACTER
maximum damage at the expense of the This technological advancement reduces CALLING
wielder’s safety. the need to do it quite so often.
SPECIES
HOMELAND
Available for Melee Weapons only. Only available for Large and Small & HISTORY
This weapon’s threshold to deal Mechanical Missile Weapons.
TRAITS
Extra Damage is lowered by 2. Rapid Fire weapons may be fired QUIRK
You take 1 Heart of Damage 3 times before they need to be FINISHING
whenever you get an unmodified 1 reloaded, which still takes 1 Action. DETAILS
or 2 on your Attack roll. GEAR
Coins = Weapon Price x10
CHARACTER
Coins = Weapon Price +10 RANK
SPECIAL AMMUNITION
UTILITY
Special Ammunition provides ranged Paying
This allows a weapon to also function as weapons with more tactical options. It Carrying
a simple tool. For example, a Fishing Rod enables you to create distractions, signal Weapon
Spear or a Shovel Sword. for help, or simply do more harm. Types
Armor Types
You can combine a weapon with a Available for Missile Weapons only. Shield Types
tool that falls under Adventuring Fireberry Shot: These do Flame Outfits
Gear, Common Rural Goods, Damage instead of Mundane Wearable
Common Urban Goods, or Oddities Damage. Your GM may also allow Accessories
& Luxury Items ( p179). other types of Special Damage Wayfinding
Your GM may deem some effect, such as bright light, when Books
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1. Rip Ring
Master + Dangerous
Once set in motion by an
expert hand, this serrated
blade’s spinning action can
rip through even the
toughest defenses.
2. Gobbo Grinder 1
Standard + Dangerous
+ Shoddy
A weapon, cobbled together in
a rush from battlefield scraps,
that only the foolish would
trust in battle.
3. Daicha Cane 2
Master + Disguised
These subtle weapons are
carried by outlaw ronin who
don’t want to attract
undue attention.
3
4. Spade Blade
Mighty + Utility
A favored weapon of the
Knights of the Open Road,
who clear away earth and rock
just as often as they
dispatch evildoers. 4
5. Promethean Discus
Thrown + Disguised
Often designed into an
elaborate belt buckle or breast
plate decal. Their curved flight
path is used to great effect,
with masters being able to get 5
the projectile to return to the
mitt after a strike.
6. Trinity Rifle
Large Mechanical Missile
+ Rapid Fire
6
A three-barrelled gun beloved
12 by beast hunters.
7. Gunblade
Small Mechanical Missile
+ Master Weapon
8
Nobles of Shard are particularly
fond of the Gunblade, a
recreation of the swords
carried by the Magi-Knights
5
of Akenia.
7
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ARMOR TYPES
TRAITS
Each Armor Type has:
Defense Bonus: +2 QUIRK
Defense Bonus: The amount the Armor Max. Speed: Very Fast FINISHING
improves your Defense Rating. DETAILS
Types you are able to use without penalty. freedom of movement. Weapon
Types
Armor Types
Wearing restricted Armor means… Defense Bonus: +4
Shield Types
The Armor’s Max. Speed is reduced Max. Speed: Fast Outfits
by one step.
Wearable
You suffer a Snag on Attack rolls. 3 Slots • 60 Coins Accessories
You suffer a Snag on all Might and Wayfinding
Deftness rolls. HEAVY Illumination
Specialist’s
Thick, durable armor that Kits
provides strong protection for Books
NAKED most of your body, at the
Consumables
expense of combat mobility.
If you are un-armored, either Combustibles
nude or wearing regular & Chemicals
clothes, you are considered Defense Bonus: +6 Miscellaneous
naked in combat. Max. Speed: Average Curiosities,
Artifacts &
Other World
Max. Speed: Very Fast Items
SUPERHEAVY Companions
N/A Slots • N/A Coins
A weighty protective shell that Vehicles
Defense Bonus: +8
Max. Speed: Slow
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ARMOR EXAMPLES
LIGHT ARMOR
1
1. Murk Warden
The protectors of the
mysterious woodlands 3
fashion effective armor
from carved wood
and vines.
2. Bandit Leathers
Assembled from the
scraps of superior work
won during raids. A 2
bandit’s trade requires
swift and stealthy
movement.
3. Sol Skirmisher
This sparkling armor
protects the essentials
but allows its owner to
showcase their
sinewy body.
4 MEDIUM ARMOR
4. Sky Pirate’s Garb
These often gaudy
uniforms adorn the
6 privateers that terrorise
the skies of the
Twilight Meridian.
5. Guard Armor
Armor that is durable in
riotous situations, but
12 also light enough to give
chase to troublemakers.
6. Junk Mail
The Junkers of Stahlfeld
3
hammer suits together
from materials gathered
in the salvage yard.
20
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CREATING A
CHARACTER
HEAVY ARMOR
8 CALLING
7. Trophy Mail SPECIES
Monster hunters will turn HOMELAND
their latest kill into armor, & HISTORY
9
especially if it has a tough
TRAITS
or colorful hide.
QUIRK
8. Yoroi Armor FINISHING
When war calls, the DETAILS
samurai of The Seven GEAR
Holy Isles don this
CHARACTER
battle armor. RANK
9. Holy Knight
Regalia
Paying
Resplendent armor gifted
to the deserving. Fitted Carrying
and decorated for each Weapon
individual knight. 11 Types
Armor Types
Shield Types
Outfits
Wearable
Accessories
Wayfinding
Illumination
Specialist’s
Kits
Books
10
SUPERHEAVY Consumables
ARMOR Combustibles
& Chemicals
10. Dreadnought
Miscellaneous
Plate
12 Curiosities,
The terrifying reputation
Artifacts &
of the Warlords of Gadgets
the Shadowed Lands
comes partly from their Other World
Items
impenetrable armor.
Companions
11. Hex Plate Vehicles
This marvel of dwarven
Property
engineering is impervious
to the makeshift Services
weaponry of the New
Ore’s infantry.
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You are exempt from any Checks Any creature attempting to grab,
or Contests your GM might require squeeze, swallow or otherwise
1 you to make attempting to stay smash against you takes 1 Heart of
afloat when wearing the armor. Damage while doing so.
Deliberately trying to submerge Your Unarmed attacks now strike
12 in the armor is problematic and like a Standard Weapon.
requires a Might Check.
Coins = Armor Price +75
Coins = Armor Price +50
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This armor has a built in storage space in a A system of levers, pistons, gears, and
CREATING A
chest or back cavity to protect valuable, or chains allow this armor to move under its CHARACTER
easily damaged, items. own power. Warriors pilot these oversized CALLING
suits rather than wear them.
SPECIES
The armor provides you with an
HOMELAND
additional 3 Inventory Slots. Only available for Heavy and & HISTORY
Any stowed items are protected Superheavy Armor.
TRAITS
from water, fire, and other Despite the usual size restriction, QUIRK
physical trauma. Small Species can use Heavy and FINISHING
If the armor is destroyed, whatever Superheavy Armor without penalty DETAILS
is stored inside will fall out. if fitted with Mechanical Motion. GEAR
It takes an hour to adjust the armor CHARACTER
Coins = Armor Price +15 to a pilot’s measurements. It will RANK
Armor Types
+1 to your Heart Total.
Shield Types
This armor comes with a closed The ability to use combat gear as
helmet that gives you an Aura of 12, if a Large Species. Outfits
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4
4. Chib Shell
Superheavy Armor
+ Mechanical Motion
Meant to give the tiny Chib a
leg up against larger foes.
5. Omni-Maneuver Gear
Light Armor + Integrated
(Grappling Hook)
The Colossus Slayers of
6 Aiden employ armor that
incorporates a grapple wire,
perfect for scaling walls or
17 enormous monsters.
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SHIELD TYPES
A mundane Shield used to Parry a You can Parry 1 Melee or Missile Carrying
Magical Ability or Attack, including Attack per Fight. This includes Weapon
Types
blows from Imbued or Magitech spells or any special attacks that
weapons, will shatter afterwards. require an Attack roll. Armor Types
You can only use 1 Shield at a time. Standard Shields require one hand Shield Types
You can only benefit from your to use, so they affect your ability to Outfits
You can still wield a restricted shield but Attack per Fight. This includes Other World
there are consequences. spells or any special attacks that Items
require an Attack roll. Companions
Using a restricted Shield means… Large Shields require one hand to Vehicles
You can Parry and gain the Shield’s use, so they affect your ability to Property
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SHIELD EXAMPLES
SMALL SHIELDS
1. Chib Buckler 1
These shields often have
endearing shapes, such
as stylized animal faces,
hearts, or flowers.
2. Galvani Targe 2
Disc shaped shields,
favored by duelists and
other dual wielders.
STANDARD SHIELDS
3. Wyrm Scale
The shields of the 3
Dragon Scions of
Taaga often bear their
bloodline’s heraldry. 4
4. Junker’s Bulwark
Some of the old world
signs recovered from
Stahlfeld are actually
pretty sturdy.
LARGE SHIELDS
5. Errant Guard
Decorated shields
carried by members of
knightly orders.
6. Shining Chimalli
These large round shields 5
bear the emblems of the
Dawn Orthodoxy.
17
14
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During a Fight, at the beginning of from behind the Shield and still Weapon
your Turn, you can choose to wield benefit from its Defense Bonus. Types
Miscellaneous
CUSTOM SHIELD EXAMPLES
Curiosities,
Artifacts &
Gadgets
1. Spiked Shield
Other World
Standard Shield + Assault Items
Raiders are an aggressive Companions
lot. A shield that just
Vehicles
blocks is a wasted
offensive opportunity. Property
Services
2. Dwarven Pavis
Large Shield + Barricade
Standard Old Iron army
1 issue, these shields are
thrust into the ground to
protect the infantry as
they reload their rifles.
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OUTFITS
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These clothes make you look cute, A regal, or imposing, uniform that marks
CREATING A
elegant, or sexy. you as someone of great standing. CHARACTER
CALLING
You gain a Minor Bonus (+2) on rolls You gain a Minor Bonus (+2) on rolls
SPECIES
to charm or convince someone. to intimidate or command others.
HOMELAND
You suffer a Minor Penalty (-2) on You suffer a Minor Penalty (-2) on & HISTORY
rolls to intimidate someone. rolls to charm or comfort someone. TRAITS
QUIRK
2 Slots (carried) • 20 Stones 2 Slots (carried) • 20 Stones
FINISHING
DETAILS
GEAR
WEARABLE ACCESSORIES CHARACTER
RANK
Armor and Outfits aren’t
BACKPACK
the only wearable items
an adventurer will find Large, rugged bags that provide you with
Paying
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WAYFINDING
18 Local Map
Kingdom Map
9
Region Map
World Map
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ILLUMINATION
Books
LANTERN Lantern with Starter Slime
Consumables
1 Slot • 20 Coins Combustibles
These hand-held devices burn oil and & Chemicals
other fuel for light. Common among the
Miscellaneous
peasantry of the Wistful Dark.
Curiosities,
Artifacts &
Lanterns burn for 4 hours on 1 Unit Gadgets
Companions
It takes an Action to light or
extinguish a Lantern. Vehicles
Property
1 Slot • 5 Coins Services
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SPECIALIST’S KIT
BOOKS
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CONSUMABLES
Like everyone,
adventurers enjoy a TREATS CREATING A
CHARACTER
hearty meal after Calorie-dense fruits and candies, helpful in CALLING
a long day’s work. negotiations with the ravenous. SPECIES
However, they are
HOMELAND
also partial to energy
Treats offered in Negotiations can & HISTORY
drinks and other
provide a Minor Bonus (+2). TRAITS
performance-boosting
food stuffs. 1 Treat provides 1 day’s nutrition. QUIRK
FINISHING
GEAR
from Starvation ( p271) when out
CHARACTER
on a Journey. BASIC POTION RANK
Some Consumables provide you
with additional perks. These elixirs provide a lift for those with
flagging spirits. Paying
Carrying
If imbibed during Combat, the
RATIONS potion restores 1 Heart.
Weapon
Types
These traveler’s provisions vary from 1 Potion provides 1 day’s nutrition. Armor Types
region to region. In the Blazing Garden Shield Types
they’ll include monster jerky but in the 1 Slot • 10 Coins
Outfits
Twilight Meridian it’ll be dried seaweeds.
Wearable
Accessories
BOOSTER CAKES
1 Ration provides 1 day’s nutrition. Wayfinding
Magical pastries that enhance one of your Illumination
1/10 Slot • 1 Stone Aptitudes for a limited time… but beware Specialist’s
the hangover. Kits
Baby Pudge Bun Bumbo Pellets Gobbo Pop Vitality Fizz Might Muffin
Ration Hardy Ration Treat Basic Potion Booster Cake
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Container of 1 Unit
1 Slot • 20 Coins
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MISCELLANEOUS
rope, 10 Units of lard, bricks (2 Slots). ◆ For example, you may purchase a Miscellaneous
bushel of Star Plums in the Wistful Curiosities,
1-2 Slots (varies with item) • 8 Stones Dark for 25 Coins, and sell it for 75 Artifacts &
Gadgets
Coins in the Blazing Garden.
Other World
COMMON URBAN GOODS Items
3 Slots (varies with item) • 25 Coins
Companions
Useful tools and items required by those
who live in more populated areas. Can be Vehicles
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This gadget allows you to perform crude Spell Engines are a kind of magical
CREATING A
manual manipulation from a safe distance. battery used to power large or powerful CHARACTER
The Grabber is composed of a telescoping Magitech devices. CALLING
pole with a mechanical gauntlet affixed to
SPECIES
one end and controls at the other. Spell Engines are constructed from
HOMELAND
Magical Materials ( p288). & HISTORY
The Grabber enables you to grasp, Charges: Spell Engines contain TRAITS
poke, or push an object up to 10 ft Charges that are expended when QUIRK
away, or 1 Battlefield Area. operating powerful Magitech
FINISHING
The shaft of the Grabber can be devices. The number of Charges DETAILS
extended and retracted rapidly, required will depend on the GEAR
allowing you to yoink an object. individual device.
CHARACTER
During a Fight, this requires Charging a Spell Engine: If you RANK
the use of your Action. have a Magical Ability, you can
Precise tasks requiring fine motor redirect the mana you normally use
Paying
skills are not possible. However, to create the effect to charge the
your GM may allow you to perform Spell Engine: Carrying
more difficult manoeuvres with a Put your hands on the Engine Weapon
Types
Deftness Check. and expend your Magical Ability.
Armor Types
2 Slots (when collapsed) • 45 Coins The expended Ability has no Shield Types
effect other than to charge the
Outfits
Spell Engine.
SCANNER Expending 1 Standard Magical
Wearable
Accessories
These technical wonders are salvaged and Ability creates 1 Charge. Wayfinding
repaired by collectors and researchers. Expending 1 Advanced Magical Illumination
They are small boxes featuring a crystal Ability creates 2 Charges. Specialist’s
display screen and are powered by The expended Ability cannot be Kits
ambient mana, allowing for continual use. used again for 24 hours. Books
Consumables
Small Spell Engines hold
When activated, this Techno-
1 Charge. Combustibles
Relic enables you to discern the & Chemicals
presence and general location of Large Spell Engines hold Miscellaneous
any living creatures and sources of 2 Charges.
Curiosities,
great energy (such as magic items, Artifacts &
powerful undead, or synthetic life) Small Spell Engine Gadgets
1 Slot • 1 Gem
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1 Slot • N/A
16
17
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COMPANIONS
You can have a maximum of 2 Some Companions may not have an Combustibles
& Chemicals
Companions at any time. identity when your GM introduces them,
simply being the local Scholar or the Miscellaneous
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FOLLOWERS
Creating a Follower
Start with the Follower’s listed
base Aptitudes, Combat Stats, and
Abilities, then:
Add a Trait: Choose or roll on
the Positive Trait Table ( p131).
Determine their Species:
Choose or roll on the Species
Table ( p80).
◆ Native Humans, because of their
Prodigy Ability, can choose a
Standard Elective Ability from
those listed in the Follower type.
◆ Other Species gain their Innate
Species Abilities.
Followers gained during character
creation count as Recruited.
11
18
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SCAMP SCHOLAR
Paying
Follower Abilities Follower Abilities
Carrying
Impish: All Scamps have the Young Specialist Subject: Scholars have a
Weapon
Quirk ( p139). Purview pertaining to a single area Types
Native Human? Choose an of knowledge. For example, the Armor Types
additional Standard Elective Ability history of ancient Akenia.
Shield Types
from either the Sneak ( 17) or They also have a Language ( p109) Outfits
Raider ( p35). related to this knowledge.
Wearable
Researcher: Scholars can perform Accessories
Gear
Research ( p276) on your behalf. Wayfinding
Tattered Outfit ( p172).
Native Human? Choose an Illumination
Standard Weapon with the Shoddy additional Standard Elective Ability Specialist’s
Ability ( p152 + 160). from either the Factotum ( p17) or Kits
You gain a Minor Bonus (+2) if you ( p176) or access to a Other World
Recruitment
You gain a Minor Bonus (+2) if
you have a Calling or Origin that
appeals to the Scholar.
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GUIDE CUSTREL
6 MIGHT +0 2 7 MIGHT +1 2
6 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS
7 GRIT 6 GRIT
6 INSIGHT 10 Average 6 INSIGHT 10 Average
6 AURA DEFENSE SPEED 6 AURA DEFENSE SPEED
Services Services
Guides will escort you to and from Custrels will fight alongside, or
6 a location within the Region they protect you, when exploring
are familiar with. dangerous places.
Recruitment Recruitment
18
You gain a Minor Bonus (+2) if You gain a Minor Bonus (+2) if
you have a Calling or Origin that you have a Calling or Origin that
appeals to the Guide. appeals to the Custrel.
11
5 Coins per day 8 Coins per day
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ANIMAL COMPANIONS
JOURNEYING WITH ANIMALS While animals can’t use your gear, they can Armor Types
certainly carry it. Shield Types
Travelling with Animals can be beneficial, Outfits
but they also have needs that must be Inventory Slots: An animal’s Wearable
taken into account when on a Journey. Inventory capacity is determined by Accessories
their size, and Slots are filled up in Wayfinding
Rest: When on a Journey, animals the same way as for a PC. Illumination
need to Camp ( p229), or risk ◆ Some Animals require a harness Specialist’s
Starvation and Fatigue like any and packs to carry Gear, some can Kits
other character. carry items in their mouths or claws. Books
Grazing: Some Animals can hunt, ◆ Retrieving an item from an animal’s Consumables
or forage, their own day’s Rations Harness takes 1 Action. Combustibles
when Camping ( p229) in a suitable & Chemicals
Riders: The number of Slots a rider,
environment. Miscellaneous
and all their personal Gear, takes
Riding Animals: Riding an animal up is simplified to a single number Curiosities,
Artifacts &
doubles the distance you can travel based on their Species Size: Gadgets
in one day when on a Journey
Small Species: 6 Slots. Other World
( p222). When Rushing, you avoid Items
the effects of Fatigue but the Medium Species: 8 Slots.
Companions
animal does not. Large Species: 10 Slots.
Vehicles
Characters with the Girthsome Property
Quirk take up an extra Slot.
Services
FIGHTING WITH ANIMALS An Overburdened rider will
Animals can provide assistance when you Overburden their Mount ( p270).
get into a Fight.
PETS
75 Coins
11
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Fighting
Nope.
20 Coins
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SKREE PURR
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MOUNTS
similarly tense situation, require the egg a day, equivalent to 1 Ration, Miscellaneous
rider to make a Deftness or Might providing the animal is not suffering Curiosities,
Check to avoid falling off and being from Starvation ( p271). Artifacts &
Gadgets
Toppled ( p271). Grazing: They require an
Other World
Grazing: They require an environment with lots of grass or Items
environment with plentiful flora or coarse flora to Graze. Companions
fungus to Graze. Inventory Slots Vehicles
200 Coins
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ROKKO-DO LARGzARD
9 MIGHT +2 4 10 MIGHT +3 5
9 DEFT ATTACK HEARTS 10 DEFT ATTACK HEARTS
9 GRIT 10 GRIT
5 INSIGHT 11 Fast 4 INSIGHT 15* Average
5 AURA DEFENSE SPEED 4 AURA DEFENSE SPEED
They will refuse to leave you Scutes: Their thick scales provide
behind if you fall in battle, either fortification, boosting their Defense
dragging your body to safety or Rating by +6* but making them less
standing over you to ward off nimble than other mounts.
attackers until help arrives. Blood Lust: Directing these violent
Fearlessly Loyal: Rokko-Dos creatures away from a Fight
automatically pass Loyalty Checks requires a successful Aura Check.
( p183).
Failure means they enter the fray,
often carrying you with them.
Inventory Slots
Inventory Slots
12 Slots with a harness.
16 Slots with a harness.
Fighting
15 Fighting
Beak and Talons strike as
Standard Weapons. Bite strikes as a Mighty Weapon.
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PACK BEASTS
400 Coins
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Growl
Pet
( p188)
12
11
19
Shaggy Bumpo
Pack Beast
( p193)
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CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
QUIRK
FINISHING
DETAILS
GEAR
CHARACTER
RANK
Armor Types
Shield Types
Outfits
Wearable
Accessories
Wayfinding
Illumination
Specialist’s
Kits
Books
Largzard
Mount Consumables
( p192) Combustibles
& Chemicals
Miscellaneous
Curiosities,
Artifacts &
Gadgets
Other World
Items
Companions
Vehicles
Property
Services
Grubbish
Pack Beast
( p193)
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VEHICLES
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197
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6 Gems
CLOUD BREAKER
8 These small sky ships are used by
the wealthy for island hopping in the
Galvanus Archipelago. The vessel’s hull is
constructed from Sky Steel or Floatstone,
20
which keeps the craft perpetually aloft
as well as magically resistant to wear and
tear. Cloud Breakers come with exquisitely
4 decorated anchors which bear the mark of
their constructor’s yard. For locomotion,
sky sailors harness the winds in the same
way as their marine cousins.
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VEHICLE SIzE COMPARISON
CREATING A
CHARACTER
CALLING
SPECIES
HOMELAND
& HISTORY
TRAITS
Coracle Velocipede Cart Breeze Rider QUIRK
Taagan Tub Paw Post Pushbike Traveler’s Wagon Wind Wing
( p197) ( p197) ( p197) FINISHING
( p197)
DETAILS
GEAR
CHARACTER
RANK
Paying
Carrying
Weapon
Types
Skimmer
Gleysian Sky Platform Armor Types
( p198) Shield Types
Outfits
Wearable
Accessories
Wayfinding
Illumination
Miscellaneous
Curiosities,
Artifacts &
Gadgets
Other World
Items
Companions
Vehicles
Walker
Property
Gobbo Ambulator
( p198) Services
Felucca
Galvanus Trader
( p198)
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PROPERTY
19
12
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SERVICES
Hearty Meal: A big breakfast You’ve been wounded and your priority on Wearable
Accessories
served alongside a fine beverage entering town is to find the local physician
starts your day well. Gain an (or mechanic!) to patch you up.
Wayfinding
5 Coins
WORKSHOP RENTAL
Prosthetic Graft
Crafters need an appropriate space 5 Gems
to practice their art. Fortunately, the
required Workshops can be rented from
trade organizations, universities, local
governments, or willing individuals.
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If you want a bespoke weapon or potion While there are many local runners,
created, or need your favorite suit of armor they aren’t much help when it comes to
patched up, then commission a Crafter. sending messages or items to another
continent. Fortunately, the Paw Post
Fixing Standard Gear: Costs ½ provides adventurers with a reliable postal
the list price of the chosen item service. Paw Post Stations appear in many
(rounded up). surprisingly remote places.
Commissioning Customized Gear:
Costs 50% more than the calculated Paw Post Stations will deliver
list price (rounded up). messages and items to any other
Paw Post Station, via their network
Crafting Imbued Gear: Refer to of relay teams.
the costs of Crafting Imbued Gear
( p286), then add an extra 50% Deliveries are guaranteed to arrive
(rounded up). within 2 months.
◆ Note that not all Crafters are able Deliveries are insured. In the event
to work with, or have access to, of loss/damage a full refund
the Magic Materials and Additives is offered.
required to make Imbued Gear.
Membership
Varies (See above) Allows 1 free delivery a month.
Further services must be paid
for normally.
RECREATIONAL ATTRACTIONS
Deliver Message (any distance)
Opera houses, underground spas, and
locations that focus on personal enjoyment 1 Coin
are a rare treat in Outer World.
Deliver Item in same Region
There are two kinds of Recreational 50 Coins per item (3 Slot Max.)
Attraction, each with a perk:
Relaxing: Allows you to perform Deliver Item to another Region
both the Socializing and Heal 1 Gem per item (3 Slot Max.)
an Injury Downtime Activities
simultaneously. Membership Card
Entertaining: Gives you an Edge 5 Gems a year
on your Socializing rolls
during Downtime.
12
17
18
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INTERCONTINENTAL TRAVEL
Wayfinding
Sky Ship (Food & passage)
Illumination
16 Coins per seat
Specialist’s
Kits
Other considerations Books
Trailblazing = Cost x2 Consumables
Working = Cost ÷2 Combustibles
& Chemicals
Miscellaneous
Curiosities,
Artifacts &
Gadgets
Other World
Items
Companions
Vehicles
Property
Services
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CHARACTER RANK
You start out hopeful and determined, motivated by a sense of adventure, but
you’ll need to learn on the job if you want to survive longer than a week.
Rank: Represents your power in the game Mana: The PCs readily absorb mana, the
world. You start at Rank 1 and can rise to magical energy that flows throughout
Rank 10. The higher your Rank, the more the Outer World. This allows them to
powerful you become, and the more you rapidly develop skills and powers that take
will be respected and revered by those ordinary folk a lifetime to master.
you encounter. Some of the satisfaction
of playing BREAK!! comes from rising Allegiance: When you choose Magic
through the Ranks to become a legend. Abilities that draw on Bright or Dark
sources of mana you will start to form an
Experience Points (XP): To rise in Rank Allegiance ( p206), and the world and its
you must earn Experience points. Your GM inhabitants start to look at you differently.
awards these to you for playing the game
and achieving specific goals or overcoming Gifts: Deepening your Allegiance with the
difficult challenges. Bright or Dark will eventually result in a Gift:
a physical alteration that results from heavy
interaction with such powerful forces.
14
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ADVANCING IN RANK
CREATING A
RANK ACHIEVEMENT XP CHARACTER
CALLING
Rank sets your Base Aptitudes, Combat How Achievement XP is awarded can vary
Stats, and the number and type of Abilities from game to game, it all depends on the SPECIES
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ALLEGIANCE
Those who dabble with magic may end up A Gift does not provide a PC with any
with an Allegiance to either The Invincible benefits, but those they encounter
Bright or The Profound Dark. Having an should be suitably reverential.
Allegiance will change the way some Bio-Mechanoid Gifts are mechanical
magic and creatures interact with you. variants. For example, Bone Spikes
might become Protruding Bolts.
◆ Gaining Allegiance Points
You start with 0 Allegiance Points. BRIGHT GIFTS TABLE
When you gain a Magical Ability
Choose or roll your Bright Gift
you may also gain a Dark D or
Bright B Allegiance Point.
◆ Record the number and type 1-2
of points you accrue on your Luminescent Tattoos
Character Sheet. Faintly glowing lines have
Creatures, items, and effects can appeared across your body,
also cause you to temporarily, or forming patterns.
permanently, gain Allegiance Points.
3-4
◆ Determining your Allegiance
Dark Aligned: Your Dark Allegiance Serpent Eyes
Points exceed your Bright by 2 Your eyes never shut, you
or more. don’t blink, you even stare
in your sleep.
Bright Aligned: Your Bright
Allegiance Points exceed your Dark
by 2 or more. 5-6
Twilight Allegiance: Neither type Halo
of Allegiance Point exceeds the An arc of softly glowing
other by 2 or more. light crowns your head, but
Unaligned: You have 1 or less can be covered by a hood.
Allegiance Points.
7-8
13-14 7-8
Scaled Joints Fangs CREATING A
Patches of glistening Some of your teeth have CHARACTER
scales have replaced the sharpened and have grown CALLING
skin around your joints. more prominent. SPECIES
HOMELAND
& HISTORY
15-16 9-10
TRAITS
Prismatic Hair Melodious Voice QUIRK
Your hair has become Your voice can now make FINISHING
extremely long and even harsh words DETAILS
shimmers different colors. sound soothing. GEAR
CHARACTER
RANK
17-18 11-12
Elongation Winter’s Embrace
Your fingers, limbs, face, Your body has become cool
Advancing
and torso are lengthened to the touch, and the air in Rank
just enough to be noticed. around you is chilled. Allegiance
19-20 13-14
Third Eye Gem Bone Spikes
A jewel of your favorite Small, bony protrusions
color has emerged in the have broken through your
center of your forehead. skin in small patches.
15-16
DARK GIFTS TABLE Bestial Mane
Choose or roll your Dark Gift Your hair has become
long, thick and
magnificently unruly.
1-2
Horns 17-18
Horns, or antlers, protrude
from your temples Raptor’s Talons
or forehead. The nails on your hands and
feet have hardened into
sharp curved points.
3-4
Opaque Eyes 19-20
Your eyes have clouded
over and become a single Shadow Mark
flat color. A symbolic inky scar
appears on your cheek
or forehead.
5-6
Devil’s Tail
You’ve grown a small,
non-useful tail that whips
back and forth.
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13
17
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P L AY I N G T H E G A M E
II
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GAME BASICS
Once you’ve created Player Characters and your Game Master has created an
Adventure, you’re ready to start playing the game.
Players & Player Characters (PCs): Pencils & paper: You’ll need to track
Each Player needs to create a Player changeable information during play.
Character (PC). You will track your PC’s health,
As a player you choose what your PC inventory, and any other notes they
says and does in the game world. feel are helpful.
You need at least 1 player, though the Your GM will track the status of
game is designed to work best with a the GMCs and any other useful
small group of 2-4. information they decide is helpful to
running the game.
A Game Master (GM): This is a special
type of player that is part referee and Knowledge of the rules: Your GM
part storyteller. should be familiar with the Rules, but as
a player you are encouraged to help out
Your GM will describe how the game
and make an effort to know how your
world reacts to your PC’s actions and
PC’s Abilities and Gear work.
arbitrates the rules.
If a dispute occurs over the rules your
They also control all the Game
GM’s decision is final.
Master Characters (GMCs) the PCs
encounter on their travels. You’ll also need your Imagination!
4 Get invested in the adventures of
There is only one GM.
your PCs and drag the other players
An Adventure: This is the quest or in with you!
18 mission that your PCs participate in. The cheat sheets in the appendix are
Your GM can create their own a quick way to refresh your memory
adventure or use a ready made one. when you forget a rule ( p450).
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convenient for the players. A Session This is a good time for you to
FIGHT
can finish on a natural break or on a clarify anything you are PERILS
cliffhanger. If required, the game can be confused or concerned about! DOWNTIME
resumed on a subsequent Session. CRAFT
An Adventure: This is a period of Play: The players and the GM engage
play where the PCs embark on,and in General Play ( p212) and use the
conclude, a quest, mission, or mystery. appropriate Focused Rules ( p215) Playing
COMPONENTS OF PLAY
+ + +
PC PC PC
20
Dice Rules
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GENERAL PLAY
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Part of the GM’s job is to describe the Turns: This is a series of Actions taken GAME
passage of time. Keeping track of time in quick succession by a group with BASICS
during general play is done informally, shared intentions. CHECKS &
when exact timings aren’t critical. For The effects of these Actions are CONTESTS
example, your GM might say “an hour applied one after the other and JOURNEY
passes” or, “a few days go by” before happen before any opposing group ExPLORE
going on to describe your next meaningful can respond. NEGOTIATE
experience or encounter.
The players will agree the order of, FIGHT
and execute, their PC’s Actions on PERILS
THE DIFFERENCE A DAY MAKES one Turn. Your GM will coordinate, DOWNTIME
and execute, any opposing group’s CRAFT
After the Sun Machine was sundered, the Actions on another.
sky ceased to be a useful guide to the time
The group that takes their Turn first
of day. However, the passing of 24 hours in
is the one that triggered the time- Playing
Outer World is still recognized as a day. the Game
critical situation. If there is any doubt,
General
Acknowledging the start of a new day your GM can have the characters with Play
is important. Your GM will announce highest Deftness from each side enter
Managing
the passing of each day as it depletes a Contest to determine who should Time
resources, such as Rations, and go first.
Rolling Dice
recharges certain expended Abilities.
Rounds: Once each group has taken Focused
The advent of a new day is Rules
their Turn, a Round has been completed
particularly important when you’re
and, if required, a new one begins.
out on a Journey ( p222).
Groups follow the established Turn
Adventures can be time sensitive. Your order on subsequent Rounds.
adventure may have a series of events
or encounters that are triggered with
the passage of time. In this case, the ROUNDS, TURNS, ACTIONS
GM will need to keep track of the days
a little more closely. ROUND PLAYER’S
TURN
TIME-CRITICAL SITUATIONS
PC 1 ACTION
When what’s happening moment to
moment is important, for example during
PC 2 ACTION
a Fight ( p244), your GM will split the
game time into small chunks to work out
the sequence of events: PC 3 ACTION
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ROLLING DICE
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FOCUSED RULES
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When out on an adventure, you’ll constantly push your PC to their limits, often
pitting them against the rival characters and creatures you meet.
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APTITUDES
CHECK PROCEDURE
START STEP 3
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CONTEST PROCEDURE
Ability or rule you are using, or if Bonus wins. If both sides have Special
Success
unspecified your GM will choose the same Bonus then…
the Aptitude most appropriate to A contestant with the largest
the situation for each contestant. Penalty loses. If both sides have
Choosing Aptitudes ( p217) the same Penalty then…
Resolve the Checks using the The contestant with the highest
Check Procedure ( p218). natural roll wins. If both sides roll
the same then…
In a Contest…
Stalemate! The contest does not
A Bonus might add or subtract
have a decisive outcome and the
from the rolled result, depending
Contest runs into another Round.
on what provides the most
favorable result. Your GM may decide that the
Contest cannot be extended and
You do not have to use the full
the status quo is maintained.
amount offered by the Bonus if
it will nudge you into failure, just
enough to secure success.
END
A Penalty might add or subtract
from the rolled result, depending If you have more than one PC
on what provides the least wanting to get involved in a Contest,
favorable result. think about how many could
realistically participate. For example,
In a time critical-situation, if not
limited space may prevent more
specified, your GM will decide if than 2 people clinging on to, and
the Contest requires the use of the wrestling over, the Marquis’ Scepter.
contestant’s Action.
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LINKED CONTESTS
10
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SPECIAL SUCCESS
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JOURNEY
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JOURNEY PROCEDURE
GAME
START You got Lost!? See how badly… BASICS
If you are Lost you’ll need to roll CHECKS &
STEP 1 on the Lost Table to see where you CONTESTS
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ADVENTURE MAPS
14
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EXAMPLE JOURNEYS
JOURNEY
ExPLORE
NEGOTIATE
1 2 3 4 FIGHT
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NAVIGATING
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GETTING LOST
Starting
point
Planned
destination
Actual
destination
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MAP ENCOUNTERS
16
14
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A DAY’S TRAVEL
JOURNEY
As your Camp Activity, you can ExPLORE
After one day’s travel
attempt to Forage or Hunt for food. NEGOTIATE
You must choose whether you’ll
FIGHT
Camp ( p229) for the night or Rush
? Requires a Hunting/Foraging roll PERILS
( p229) towards your destination.
You must consume a Ration to Foraging requires an Insight Check. DOWNTIME
CRAFT
avoid the onset of Starvation and Hunting requires a Deftness Check.
sleep to avoid the onset of Fatigue. The area around Camp will only
◆ Starvation ( p271) support one attempt at Hunting Journey
◆ Fatigue ( p269) and one attempt at Foraging. Procedure
Adventure
If more than one person Hunts/ Maps
Forages, the PC with the highest Navigating
CAMP required Aptitude rolls and receives Getting Lost
a Minor Bonus (+2) on their roll.
Map
You stop to catch your breath in the wilds. Success: You’ve been able to Encounters
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EXPLORE
When you arrive at a perilous place, you’ll want to tread carefully, as there are
many hazards and surprises waiting for the impetuous.
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EXPLORE PROCEDURE
CHECKS &
Discover what’s at the Location CONTESTS
STEP 1
Your GM describes the Location, JOURNEY
including any visible Access Points
Decide where to enter the Site ExPLORE
to adjacent Locations.
Your GM describes the area NEGOTIATE
Your GM will alert you to any visible
surrounding the Adventure Site FIGHT
Guardian Encounters located at
as you approach, including any PERILS
the Location.
obvious entrances. Your GM may DOWNTIME
even present you with a Map. ◆ Guardian Encounters ( p236)
CRAFT
Choose an Access Point to enter ◆
the Adventure Site. ◆
STEP 5 Explore
◆ Adventure Sites ( p232) Procedure
◆ Choose your Location Actions Adventure
Sites
◆ Once any immediate challenges PC Positions
STEP 2
and Encounters have been dealt Movement
with, you must decide whether Types
Set up your exploration team
to Inspect your current Location, Location
Allocate your PC Positions: Linger in it for while, or Move to a
Actions
Site
Vanguard, Observer, Rearguard, different Location. Encounters
or Scout.
◆ Location Actions ( p235)
◆ PC Positions ( p233)
If you Inspect or Linger, your GM
Choose a Movement Type: will check to see if you have a
Cautious, Stealthy or Hasty. Wandering Encounter.
◆ Movement Types ( p234) ◆ Wandering Encounters ( p236)
◆ If you are not choosing an Access
◆ Point to leave the Adventure Site,
STEP 3 return to Step 2.
Move to a Location
Choose your next Location and END
Access Point.
If you’re using Stealthy Movement, The Explore Procedure works best
when the Adventure Team stays
make the required Insight and
together. While the Team can split
Deftness Checks. up, it will mean that players will
◆ Stealthy Movement ( p234) have to wait as you switch
◆ between groups.
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ADVENTURE SITES
8
Nest
4 Cap
9
7
6 Town Hall Clock Tower
Windmill 3
14 Bailey
Grain Store 5 2
7 1
Duskward Gate
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PC POSITIONS
GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
REARGUARD OBSERVER VANGUARD SCOUT
Explore
Where you stand in the group comes with
If you are attacked from the front, Procedure
risk and responsibility.
but have a Vanguard in position, Adventure
Sites
you cannot be targeted by the
When moving through an enemy for 1 Turn if you only
PC Positions
Adventure Site, you must choose perform a Tactical Action ( 257). Movement
Types
your PC’s Position: Vanguard, A Rearguard protects you in a Location
Observer, Rearguard, or Scout. similar fashion from behind. Actions
Your PC Position determines what Site
Encounters
threats or information your Insight
Check reveals while using Stealthy
REARGUARD
Movement ( p234).
You defend the rear, making sure you’re
Remember to assign your not being stalked.
Companions ( p183) a PC
Position too!
If a trap or blast is set off behind
you, you can choose to shield
the PCs in front of you from its
VANGUARD effects… but forfeit any Checks to
You peer into the unknown, and can shield avoid the effects yourself.
those behind you from harm. If PCs in front of you are attacked,
you cannot be targeted by the
If a trap or blast is set off in front of enemy for 1 Turn if you only
you, you can choose to shield the perform a Tactical Action ( 257).
PCs behind you from its effects…
but forfeit any Checks to avoid the
effects yourself. SCOUT
If the PCs behind you are attacked,
You move ahead of the pack and provide
you cannot be targeted by the
advance notice of any potential threats.
enemy for 1 Turn if you only
perform a Tactical Action ( 257).
You arrive at a Location first and
can use a different Movement Type
to the rest of the other PCs.
OBSERVER
If you get into trouble it will take 1
You study your surroundings, looking for Turn before the other PCs can get
small details easily missed by others. there to assist.
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MOVEMENT TYPES
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SITE ENCOUNTERS
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EXAMPLE GUARDIAN ENCOUNTERS
GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
Sentient hologram
CRAFT
This digital spirit hasn’t spoken
to anyone in aeons. Lonely,
bored, and very chatty.
Explore
Procedure
Adventure
Sites
PC Positions
Movement
Types
Location
Actions
Site
Encounters
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NEGOTIATE
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NEGOTIATE PROCEDURE
STEP 5 GAME
START BASICS
CHECKS &
Enter the Negotiating Contest CONTESTS
STEP 1
Each team makes a Negotiation roll JOURNEY
involved into opposing teams. and your chosen Tactic determines FIGHT
the Aptitudes each team uses.
Each team assigns a Primary PERILS
STEP 4
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STANDARD NEGOTIATION
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The more you know about your
INFLUENCING FACTORS
opponent, the more likely you’ll be
able to come up with something you
A judge will be swayed can exploit. If you have time, do a GAME
by hard evidence, the little digging before you Negotiate. BASICS
greedy by the offer CHECKS &
of coin, and the Of course, you can suggest other CONTESTS
Influencing Factors to your GM and
desperate by the JOURNEY
use them if they agree.
promise of help. Use ExPLORE
what you can to swing NEGOTIATE
a debate in your favor. PUSH YOUR POINT
FIGHT
If you believe there are Influencing So you’ve lost the Negotiation, don’t give PERILS
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COMPLEX NEGOTIATION
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GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
Negotiate
Procedure
Standard
Negotiation
Complex
Negotiation
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FIGHT
While many conflicts can be resolved with cunning and diplomacy, you won’t
always be able to avoid violence.
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FIGHT PROCEDURE
GAME
START STEP 4 BASICS
CHECKS &
Taking Turns CONTESTS
STEP 1
The first team agrees which order JOURNEY
Determine who started the Fight. Each member then makes their NEGOTIATE
They will take their Turn first. Move and performs their Action in FIGHT
the agreed order. PERILS
◆ Fight Start ( 252)
◆ Make a Move ( p253) DOWNTIME
Was the Fight started with an Performing an Action ( p253) CRAFT
Ambush? Determine whether it
was successful and whether the Your GM will resolve and describe
unsuspecting side misses a Turn. the outcome of each combatant’s
Fight
Actions as they are made. Procedure
◆ Ambush ( p252)
The opposing team, or teams, then Combat
Values
◆ take their Turn in a similar way.
Battlefields
STEP 2 Area
Conditions
Create the Battlefield STEP 5 Conducting
a Fight
Your GM describes where the fight End a Fight Actions
is taking place, breaking it down
into Battlefield Areas you can The fight is over if a team has been Damage
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COMBAT VALUES
Calling Calling
Champion, Rank 1 Champion, Rank 1
Base value +1 Base value 3
+ +
Ability Quirk
Favored Weapon, Girthsome +1
Master +1
+
Weapon Type SPEED RATING
Master +1
3
Default
Base value Average
DEFENSE RATING +3 4
1 +
ATTACK HEARTS
Species Armor
Chib, Small Species Medium Armor
Base value 11 15 Slow Maximum Fast
19 + DEFENSE SPEED +
Armor Quirk
Medium Armor +4 Girthsome -1 Rating
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JOURNEY
Calculating your Defense Rating
Calculating your Speed Rating ExPLORE
Your base Defense Rating depends
There are four Speed Ratings: Slow, NEGOTIATE
on your Species Size and is
Average, Fast and Very Fast.
modified by the defensive gear you FIGHT
You start with a base Speed Rating are using and, on occasions, your PERILS
of Average, comparable to the Speed Rating. DOWNTIME
average human’s ability.
◆ Species Size ( p106) CRAFT
Watch out for Abilities and other Armor ( p163)
factors that can adjust your Speed Shields ( p169)
Rating, for example the Raider’s Speed Rating ( p247)
Fight
Procedure
Like the Wind Ability.
Combat
Watch out for other factors that Values
Using Speed Rating in a Fight
might modify your Defense Rating, Battlefields
Your Speed Rating determines how for example the Champion’s Into Area
many Battlefield Areas you can the Fray Ability. Conditions
move through on your Turn Conducting
( p253). When to use your Defense Rating a Fight
Actions
During a Fight, when you are aware Defense Rating is referred to
Damage
of an inbound Attack and are whenever you are targeted by a
Injury Table
free to take evasive action, a high physical or magical Attack. An
Speed Rating provides you with a adversary’s Attack roll must match Treatment
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CREATING A BATTLEFIELD
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Custom Areas should make things
Adding new Areas during a Fight more interesting, not tedious!
Your GM can add, or remove, Don’t get hung up on exact GAME
Areas as the fight necessitates. distances when creating your Areas. BASICS
For example, a Sage being thrown Keep it simple, fast and fun.
CHECKS &
through a tavern window into the CONTESTS
Only create the Areas you need, not
street would add a new Battlefield all the potential Areas the fight could JOURNEY
Area, whereas a rock slide in a spread into. Add only when required. ExPLORE
cavern siege might seal off a
While not necessary, a place to NEGOTIATE
previously accessible Area.
draw out the Battlefield can help FIGHT
everyone keep track of where PERILS
everything is!
DOWNTIME
CRAFT
WEAPON RANGES
Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
CURRENT AREA 1 AREA AWAY 2 AREAS AWAY
Actions
Melee Weapons Lash (Melee) Drawn Damage
Thrown Large Mechanical Missile Injury Table
Small Mechanical Missile
Treatment
Sundering
BASIC AREAS Colossal
Combat
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OBSCURED SHELTERED
JOURNEY
When in a Sheltered Area…
When in an Obscured Area… ExPLORE
Any Attacks directed at you from
You suffer a Snag on rolls that NEGOTIATE
outside the Sheltered Area suffer
require precision, perception or
a Snag. FIGHT
aiming, including Attack rolls! PERILS
Your GM may also impose DOWNTIME
additional effects depending on
SUFFOCATING CRAFT
the nature of the obscuration. For
example, deafening noise would Areas troubled by hazards that
also inhibit verbal communication. impair breathing, such as thick Fight
Procedure
smoke, are Suffocating.
Combat
Values
PRECARIOUS Battlefields
When in a Suffocating Area…
Area
Areas that are difficult to You are subject to the effects of Conditions
balance on, like a surface Suffocation ( p271). Conducting
covered in ice or slippery liquid, a Fight
are Precarious. Actions
If you don’t see a Condition that
Damage
meets your needs, rename and
When moving to a Precarious Area… re-flavor one, or use these examples Injury Table
You must make a Deftness Check or as guidelines to make up your own. Treatment
be Toppled ( p271) and your Turn Sundering
is ended. Colossal
If the Precarious Area is elevated, Combat
‘NOXIOUS’
‘NOXIOUS’BOG
BOG
GRASS BANK 1 SUFFOCATING + HARMFUL GRASS BANK 2
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CONDUCTING A FIGHT
Your Move allows you to change the When you’re positioned correctly, it’s
GAME
Battlefield Area you are located in, to time to act. BASICS
escape harm or gain a tactical advantage. CHECKS &
You can perform one Action during CONTESTS
If your Speed Rating is Average you your team’s Turn ( p254). JOURNEY
can Move to an adjacent Battlefield The result of your Action is resolved ExPLORE
Area. immediately, this might impact on NEGOTIATE
If your Speed Rating is Fast or Very others’ choices. For example, if you FIGHT
Fast, you can Move through up to slay a foe that was also targeted by PERILS
two connected Battlefield Areas. an ally acting after you they may
DOWNTIME
If your Speed Rating is Slow, you now want to redirect their Attack to
CRAFT
must use the Extra Move Action another opponent.
( p257) to change Areas.
Some Abilities, such as Supernatural Fight
SLOW
+0 AREAS
AVERAGE
+1 AREA
+2 AREAS
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ACTIONS
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Use your Action to help an ally make an Spend time to get into a better tactical
GAME
otherwise impossible Attack. For example, position or use an Ability during a Fight. BASICS
holding a beast’s mouth open so an ally CHECKS &
can throw a bomb into it. CONTESTS
USE AN ABILITY
JOURNEY
1. Define your Tactical Assist Use a Calling or Species Ability. ExPLORE
Choose a target and state the NEGOTIATE
intention of your Combat Trick. Using an Ability during a Fight FIGHT
◆ For example, “I’m hurling Charla requires the use of your Action, PERILS
up in the air so she can reach the unless otherwise stated in the
DOWNTIME
Colossus’ Strike Point.” Ability’s description.
CRAFT
will require a Check or Contest to Don’t stop to act, keep on moving. Combat
Values
pull it off ( p216).
Battlefields
Forfeit your Action to make an
◆ For example, “If you make a Might
additional Move on the Battlefield. Area
Check... you can get Charla high Conditions
enough to make an Attack roll.” If your Speed Rating is Slow, you Conducting
need to use the Extra Move Action a Fight
to move to a new Battlefield Area. Actions
Your team can chain a series of Damage
Tactical Assists together to create an
Injury Table
attack opportunity but, like all chains,
if one link fails the whole thing fails. Treatment
Sundering
Colossal
ACTIONS Combat
TACTICAL COMBAT
... +2
ASSISTS CUSTOM
+2
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REACT FLEE
Second-guess your enemy and disrupt If a Fight is not going your way, get out
their combat plan. before all is lost.
1. Predict an adversary’s Action and A Fight will end if one side decides
declare your reaction to it. to Flee, as a group, on their Turn.
On your Turn declare you are going Your GM may decide the team that
to React by proposing a response takes flight must win a Deftness
to an anticipated event. Contest to get away cleanly, with
◆ For example, “I will crouch in the failure allowing the opposing team
corner and when someone enters, I to take one final Turn.
will trip them up.”
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DAMAGE
Your health is tracked in two ways, with When your GMCs are low on Hearts,
GAME
Hearts and Injuries. provide the players with an BASICS
appropriate description. For
example, ‘You can see in their eyes CHECKS &
CONTESTS
HEARTS that they are losing confidence’ or
‘They start to wheeze and stagger’. JOURNEY
Hearts measure temporary damage and ExPLORE
are depleted during a Fight. NEGOTIATE
INJURIES
FIGHT
Losing Hearts Injuries are lingering ailments sustained PERILS
You start every Fight with your after losing all your Hearts in a Fight or DOWNTIME
full Hearts Total, regardless of any from other significant sources of harm. CRAFT
losses incurred in previous battles.
Hearts are depleted in a Fight after Determine your Injury
being struck by a successful Attack. Roll on the Injury Table ( p260). Fight
Procedure
The number of Hearts lost from an For the first Injury sustained in a Combat
Attack (Damage) depends on the Fight use the results for Values
Weapon Type or Ability used in Light Injury. Battlefields
the Attack.
For your second Injury use the Area
◆ Weapon Types ( p152) Conditions
results for Severe Injury.
Conducting
For your third, and subsequent a Fight
Losing all your Hearts
Injuries, use the results for Actions
When an Attack reduces your Critical Injury. Damage
Hearts to 0, or below, you must
Injuries remain until you receive Injury Table
roll on the Injury Table ( p260) and
proper Treatment ( p262). Treatment
suffer the consequences.
Sundering
If you are reduced to 0 Hearts in Non-Fight Injuries Colossal
combat from a source other than Injuries can also be gained by Combat
a weapon attack, for example a suffering a Peril, like falling or
Harmful Battlefield Condition, burning ( p267).
you will be directed to roll on an
alternative Injury Table. Injuries caused by Area Conditions
are applied at the end of your Turn.
If your Injury permits, you can Fight
on with less than 0 Hearts but must
now roll on the Injury Table every
time you’re hit. DAMAGE TYPES
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INJURY TABLE
Roll your Injury 1st Injury roll (light) 2nd Injury roll (severe) 3rd+ Injury roll (critical)
19-20 Out cold You fall to the ground and can no longer
participate in the Fight. You will regain
6 14-15 You are knocked
consciousness once the Fight is over and
senseless and out for
11-12 suffer no lasting damage.
t e re t f t e fi t
An enemy can slay you immediately if they
are unhindered and use their Turn to do so.
19
If you receive First Aid you will be revived
but cannot use any Combat Actions for the
remainder of the Fight.
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CHECKS &
Severed Roll to see which limb is severed (1-5 right arm, CONTESTS
6-10 left arm, 11-15 right leg, 16-20 left leg) JOURNEY
18 A limb is sliced off,
crushed, or otherwise You’ll need Magical Treatment or a Prosthetic ExPLORE
15-16 detached. Replacement to regain the limb’s function. NEGOTIATE
Until replaced, consider a severed arm as the FIGHT
Broken Arm Injury, and a severed leg as the PERILS
(R) 1-5 6-10 (L) Broken Leg Injury, except you obviously
DOWNTIME
cannot use your severed limb at all.
CRAFT
(R) 11-15 16-20 (L) Re-roll if the limb has already been severed
and not been replaced. If you have no limbs
left, you’ve been decapitated and are dead.
Fight
Procedure
Mortal wound You have received a fatal blow and will die, Colossal
no Treatment can save you. Combat
20 You’ve been impaled,
beaten, or lacerated You may take one last Action on your next
18 in such a way that Turn before expiring. Make it count!
death is imminent.
Your body is recoverable, so perhaps there is
a chance at some unnatural resurrection...
Bio-Mechanoid? You lie not dead, but
f ine u a e ne c ance at ein
rebooted but the Advanced Treatment will
suffer a Snag. Failing this, maybe your core
could be transferred to an alternative shell.
Messy affair You are dead. The fatal blow leaves little that
is recognisable.
You’ve been splattered,
disintegrated, or Bio-mechanoid? Make a Grit Check.
20 otherwise scrubbed Failure results in an explosion doing 2 Hearts
from existence. of Damage to anyone in the same Area as you.
If you succeed, you fall to pieces on the spot.
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TREATMENT OF INJURIES
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SUNDERING
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COLOSSAL COMBAT
Head 5
18 Lava gland (core point) 5xx
Torso 5xx
7
Tusk 5
8 Tail 5xx
Legs 5
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GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
Actions
Damage
Injury Table
Treatment
Sundering
Colossal
Combat
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PERILS
You’ll face many dangers and hardships when out on adventure, from
collapsing buildings and explosive traps to sleep deprivation and starvation.
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NON-COMBAT INJURIES
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AILMENTS
BALLOONED
CHIBBED
Your body swells to
Certain spells, poisons,
inconvenient proportions.
and curses can cause
This embarrassing ailment
you to shrink in size.
is most often caused by
Unaccustomed to your
spiteful hexes or other
new proportions, you will
malicious magic.
find it tricky to function.
When Ballooned…
When Chibbed…
Your Speed Rating is Slow.
Medium Species become Small.
You suffer a Snag on Might, You suffer all the physical penalties
Deftness, and Grit rolls. of being Small without any of
You suffer a Snag on Attack rolls. the benefits:
Attack rolls that target you benefit -1 Penalty to your Might aptitude.
from an Edge. Reduced to 8 Inventory Slots.
You are buoyant and easy to roll Your Combat Gear Allowance is
about, you float in most liquids. determined by your new size.
18 Armor or other snug clothing may Large Species become Medium.
rip or fall off, requiring repairs. You lose all the physical benefits of
You cannot fit through doorways or being Large:
19 into small spaces. -1 Penalty to your Might aptitude.
To remove the Ailment you must be Reduced to 10 Inventory Slots.
drained or deflated. Gross!
Your Combat Gear Allowance is
3 Rigid or intangible creatures are determined by your new size.
immune to being Ballooned.
Small Species are immune to
being Chibbed.
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When Dispirited…
You are aware and able to address
others in a soulless whisper, but
you are unable to find the will to
move, defend yourself, or take any
other actions.
You can be moved by force or
attacked but will not resist.
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PUTREFIED
OVERBURDENED
You start to decay or rot
Carrying an excessive and begin to produce
load not only slows you a fetid odor. A painful
down, it also makes your death awaits, or worse,
movements strained or transformation into a
awkward. Your back horrifying mess.
won’t thank you either.
When Putrefied…
When Overburdened… You lose 1 Heart per Turn.
Your Speed Rating is reduced by a You must make a Grit Check when
single level. you are reduced to 0 Hearts.
You suffer a Snag on all Might and ◆ Success means putrefaction
Deftness Checks. stops, leaving you weakened but
otherwise unharmed.
◆ Failure means death or a disturbing
PETRIFIED fate specified by the cause of the
11 putrefaction, or by your GM.
A fantastical power roots
you to the spot and
slowly immobilizes you.
7 Maybe you’re frozen stiff RESTRAINED
or perhaps your flesh is
You are tied up, shackled, or
turned to stone.
otherwise prevented from
13 using your limbs. Perhaps
Being Petrified… you’re bound by a length
Petrification takes 3 Rounds to of rope or maybe gripped
completely paralyze you: by a muscular tentacle.
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explorer you are more will not return unless the threat
likely than most to find has been removed. If trapped, or
yourself short of food. unable to run, they will curl up in a
fetal position or stand trembling,
When Starved… paralyzed with fear, unable to move
or act.
For each day of missed food
you suffer a -1 Penalty to your
maximum Heart Total.
TOPPLED
Once the accrued Penalty reduces
you to 0 Hearts, you will perish. A mighty blow or a sneaky
The Ailment is removed, and your trip has left you lying
Hearts Total restored, when you flat on your back like an
consume 1 day’s nutrition. upturned beetle. Get up
quickly or you’ll be an
easy target.
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DOWNTIME
While adventuring keeps you busy, occasionally you’ll find yourself with time
on your hands. This is the time to relax, recover, plan, and prepare.
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DOWNTIME ACTIVITIES
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Failure: After much careful poking You can use the allocated money
and prodding, the item remains a to ‘purchase’ any items you require
frustrating enigma. You can now: at any point in the game, providing
you have the funds and the
Continue your research in a required empty Inventory Slots.
11 subsequent session of Downtime.
This subsequent attempt will Once ‘purchased’, write the item
benefit from an Edge, or… into the blank Inventory Slot.
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SOCIAL BONDS
REPUTATIONS
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CRAFT
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CRAFTING PROCEDURE
CHECKS &
? Make your Crafting roll CONTESTS
STEP 1
◆ The Crafting roll is a Check. The JOURNEY
Check you are able to Craft the item Aptitude used is determined by the ExPLORE
Ability that grants you the
Your Rank and Crafting Discipline Crafting Discipline.
NEGOTIATE
make Advanced Items and work attempt to make Basic Items Crafting
Disciplines
with Magic Materials and Additives without the required tools, but this
Repairs
in order to make Imbued Items. will require a Crafting roll.
Imbuing
◆ Crafting Imbued Gear ( p286) Success: Your item is ready for use.
Materials
Any materials or costs incurred in
Additives
the crafting process are expended.
Mishaps
STEP 2 Failure: You experience a Crafting
Mishap! See what went wrong on
Check you have the required tools the Crafting Mishap Table.
and materials ◆ Crafting Mishaps ( p294)
Specialist Kits & Workshops: You
must have access to the stated
workspace or tools required by the END
Crafting Discipline. These can be
purchased or rented. If you want to Craft an item, or
Materials & Additives: You must Custom Ability, that is not listed in
provide the right amount of this book then propose your design
to your GM for consideration.
Materials and Additives to Craft
your chosen item. These can be Any proposed invention should be
harvested or purchased. appropriate to the Crafting
Discipline being used.
◆ Using Materials ( p288)
◆ Using Additives ( p291) Complicated or Imbued items
should be classified as Advanced
Customization & Repair: Fixing or Items, and require the crafter to be
modifying an existing item requires Rank 5 or higher.
less materials, tools, and time.
For Imbued items you’ll also need
◆ Repairing & Customizing Gear ( p285) to decide what Magic Materials
or Additives will be required to
construct the item.
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CRAFTING DISCIPLINES
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COOKING FORGING
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GADGETEERING TAILORING
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Fixing, or altering, an
GAME
existing item is quicker Extensive Repairs BASICS
and cheaper than Objects that are Sundered, or CHECKS &
making a new one. unusable, can be repaired in a day. CONTESTS
Besides, you would
Extensive Repairs require access JOURNEY
never part with your
to the same facilities needed to ExPLORE
lucky shield.
create the item from scratch. For NEGOTIATE
Repairs: Necessary when example, repairing shattered FIGHT
an item has been damaged or armor would require access to PERILS
Sundered ( p263). an appropriate Workshop.
DOWNTIME
Extensive Repairs cost a quarter of
Customizations: Made when you want to CRAFT
the item’s listed price or, if you are
add a Custom Ability to an existing item.
repairing a bespoke item, would
For example, adding the Spiked Ability to
only require half the materials Craft
your Heavy Armor.
needed to create it from scratch. Procedure
Crafting
Disciplines
You can only Repair, or Customize, ? Requires a Crafting roll Repairs
items appropriate to your
Success: The item’s Hearts are Imbuing
Crafting Discipline.
restored and it is fully functional. Materials
Repairs and Customizations can
Failure: Crafting Mishap ( p294). Additives
only be carried out on Forged
Mishaps
Items, Gadgets, Outfits, and
Permanent Artifacts.
CUSTOMIzATION
The level of repair an item requires Gear can be customized in one day.
depends on how badly damaged it is. Adding a Custom Ability to an
existing bit of gear requires access
Light Repairs to the same facilities needed to
create the item from scratch. For
Objects that have lost some, but
example, adding the Assault Ability
not all, of their Hearts can be
to a shield would require access to
repaired in a couple of hours.
an appropriate Workshop.
Light Repairs require the use of
Adding a Custom Ability costs half
an appropriate Specialist Kit.
of the customization’s listed price
For example, a torn outfit would
or, if the customization is bespoke,
require the Tailoring Discipline and
you would need a Slot’s worth of an
a Mender’s Kit.
appropriate Material.
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The Outer World has many You can use the example Magic
strange substances Materials and Additives listed in this
that, in the hands of a book to create Imbued Gear, but ask
master craftsman, can your GM if any exist to fulfil any
specific ideas you have.
infuse objects made
with Magic Materials You might decide your player needs
with wondrous and to spend a Downtime Session
useful properties. researching substances or seeking
the advice of a Sage when inquiring
about the existence of unlisted
1. Identify your item’s Imbued Materials or Additives. Perhaps a
Gear Type wise hermit can guide them to the
The item you are creating will fit whereabouts of the Wyrm with the
into an Imbued Gear Type. fireproof scales, or a week in the
library at Aeon alerts them to the
◆ Imbued Gear Types ( p286) existence of a metal that is
translucent when stationary.
2. Choose a Suitable Material to
craft your base item from
IMBUED GEAR TYPES
The item you are imbuing must
be constructed from one of the The type of item you’re crafting
Suitable (Magic) Materials listed in determines which Magic Materials you
its Imbued Gear Type. make the base item from, and what
Temporary Artifacts ( p287) do not Imbuable Abilities an Additive can bestow
need to follow this rule as they can upon your item.
be made from Mundane Materials.
◆ Magic Materials ( p288) IMBUED WEAPONS
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CHECKS &
Suitable Materials: Magical Metals, Suitable Materials: Arcane Powder, CONTESTS
or other sturdy Magical Materials. Bright Water, Shadough, or other JOURNEY
Suitable Materials: Twilight Silk, Each Additive has one or more properties Craft
Pixie Blossom Leather, or other it can imbue into an item. Your Imbued Procedure
flexible Magic Material. Gear Type will determine which ones you Crafting
Any jewellery or trinket made of Magic Defense: Will protect you from
Materials can be imbued. physical harm, or provide resistance
to Magical Abilities.
Suitable Materials: Any solid
Empowering: Will enhance your
Magical Material.
natural capabilities or provide you
Imbuable Abilities Empowering with ones you do not have.
or Eldritch.
Eldritch: Will cast a spell or similar
magical effect.
Glamor: Will affect or alter your
TEMPORARY ARTIFACTS
physical appearance.
Any jewellery or trinket made of Mundane
Materials can be imbued. They only have
to be strong enough to hold one charge.
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USING MATERIALS
5
You can vary the price of Materials
based on the location of the PCs. For
example, the scarcity of wood in a
desert would inflate the price, but in
10 a forested area it would be reduced.
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GAME
ASH BRONzE FLOAT STONE BASICS
A red-tinted metal that flickers with an When Float Stone is loosened from its CHECKS &
CONTESTS
internal flame and emits a dull warmth. bedrock it rises into the sky. Used in
JOURNEY
Excavated from solidified magma created sky ship construction and impossible
by mana volcanoes. architecture. Some claim to have seen ExPLORE
Ash Bronze
SUN GOLD
Sky Steel
A shining metal bearing the power of the
Invincible Bright, even in shadow it emits
a dim glow. Extracted primarily from the
ground beneath Star Shards and areas
close to the inert Sun Machine.
Sun Gold
150 Coins per Slot
Fey Wood
If you’re feeling generous you could
allow skilled crafters to create
alloys, but combining them might
Warp Root
require an entire Crafting session.
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Arcane Powder
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USING ADDITIVES
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A strange fluid collected from forgotten It is believed that when you resist
ruins and sleepy hamlets, this chemical temptation, the rejected desire sinks
manifestation induces lethargy and into the ground and coalesces into this
listlessness in whatever it touches. impossibly sweet substance.
19
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A blood-red clay found in sites where A small dollop of this highly reflective,
GAME
flesh-warped creatures perished. It allows gelatinous goo will boost your creation’s BASICS
control of the physical and mental states potency. Believed to be the remnants of CHECKS &
of oneself or others. the Wondersmith’s organic construction CONTESTS
machines, these droplets are occasionally JOURNEY
Empowering: Imbued items allow uncovered in excavation sites deep in the ExPLORE
you to temporarily physically warp Buried Kingdom.
NEGOTIATE
your body for a single action,
FIGHT
allowing you to perform an act Attack: Imbued Weapons do an
PERILS
of Supernatural Might or extra Heart of damage.
Supernatural Leaping. Defense: Imbued items provide
DOWNTIME
CRAFT
◆ This Ability can be used safely once you with a +2 to your
per day. Exceeding this safety limit Defense Rating.
requires you to roll on the Injury Empowering: Imbued items Craft
Table ( p260). provide you with +2 to your Procedure
target’s Grit, the target’s physical ways to use these Additives. Discuss Additives
form is terribly distorted. with your GM to see if they think Mishaps
your proposed application is possible.
◆ The afflicted incur a Major Penalty
(-4) on all rolls for an hour, after
which their body returns to normal. EXAMPLE IMBUED OBJECT
Fleshless individuals, like Bio-
mechanoids or Undead, are Soul Scorcher
unaffected by Morph Mud.
Base Item
50 Coins per Unit Mighty Weapon
Material
TRAPPED SONG Ash Bronze (2 Slots)
Additives
These tiny pearlescent orbs are the
crystallized voices of the merpeople Element Gem (2 Units),
Flame Damage
who dwell beneath the Shadowed Sea.
The alluring tones sealed inside can be Wonder Drop (2 Units),
harnessed to provide you additional + 1 Damage
charisma. While usually in the possession
of the fearsome Sea Witches, some are
caught in the nets of fortuitous seafarers.
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CRAFTING MISHAPS
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You swear you followed the recipe but... Willful mana manifested in your creation...
GAME
BASICS
Roll your Side Effect Roll your Curse
CHECKS &
CONTESTS
1-5 Unpalatable 1-5 Jealous
JOURNEY
Your consumable is anything but. Your creation demands exclusivity. ExPLORE
NEGOTIATE
Consuming this requires a If you use this cursed item and then FIGHT
successful Grit Check. Failure use another item of the same type PERILS
means you gag and spit it out, (weapon, ring, etc.), the cursed
DOWNTIME
rendering it worthless. item discharges a harmful pulse.
CRAFT
Roll on the Injury Table ( p260).
You are bloated for an hour. Using this cursed item takes a Imbuing
You need to make a Grit Check Heart from you whenever you Materials
to perform any strenuous physical activate or benefit from its magic. Additives
activity. For example, sprinting, The item will not activate if you Mishaps
climbing, or making a Melee have no Hearts remaining.
Attack. Failure means you swell up
and are afflicted with the Ballooned
Ailment ( p268) for 2 Turns. 11-15 Mana Imbalance
Your creation crackles with unstable
11-15 Poisonous energy, which attracts harmful magic.
Your consumable tastes great... at first. Carrying this cursed item means
you incur a Snag whenever you roll
Consuming this item inflicts you to resist or avoid a Magic Ability.
with the Wounded Injury ( p260).
You will need Treatment ( p262).
16-20 Intelligent
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12
15
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O U T E R W O R L D
III
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17
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OVERVIEW MAP
It’s the 4th Aeon of Outer World and the Like the planet’s history, Outer World’s
WELCOME
planet is recovering from a war that buried geography is also contentious. Several TO OUTER
empires and ravaged the earth. magical catastrophes and events have WORLD
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OCTIA SCROLL
NIHILITY 1ST AEON: THE DREAMING 2ND AEON: THE REIGN OF THE DIVINE
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3RD AEON: THE AGE OF THE THREE EMPIRES 4TH AEON: THE SUNDERED WORLD NOW WELCOME
TO OUTER
WORLD
The Octia
Scroll
Von Peeble’s
Map
Wistful
Dark
Twilight
Meridian
Blazing
Garden
Buried
Kingdom
Sol, the Sun Machine,
is shattered by Further
Exploration
Umbra Draconis
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There are predictions for the
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx
O U T E R
WISTFUL DARK p304
TWILIGHT MERIDIAN p306
BLAZING GARDEN p308
UNCHARTED p312
Crystalia
p305
Seven
Holy Isles
p307
Murk
p305
Shard
p305 Night
Haven
p307
Shadowed
Lands SH AD O WED S H I N I N G
p305 SEA S EA
Sunken
Isles
The Eaten p307
Isle
p305
Aiden
p305
Stahlfeld
W Y R MB LO O D p307
Hollow
WAVES Queen’s
Kingdom
p305
12
Approx. Intercontinental Travel times
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W O R L D WELCOME
TO OUTER
WORLD
Von Peeble’s
Map
Wistful
Dark
Twilight
Meridian
Taaga Blazing
Garden
p309
Galvanus Buried
Archipelago Kingdom
p307 Further
BR IGHTFOAM
Exploration
O C EAN
Thunda
Sands
p309
WY R M B LO O D
WAV E S
Sol Alliance
p309
No-Folk
Land
p309
Pride
Coast
p309
DAY TWILIGHT
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WISTFUL DARK
The furthest continent from the Sun Machine, a dark and melancholy realm
filled with an equal measure of fear and hope.
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Typical Adventures
CRYSTALIA
Reveal ancient conspiracies.
An isolated land of gossamer and glass.
No one who has ventured there has Pacify, or negotiate with, mischievous WELCOME
TO OUTER
returned. Some theorize it might be so fey and sentient flora. WORLD
beautiful that no one ever wants to leave. Retrieve rare and valuable plant species.
Typical Adventures The Octia
Scroll
THE EATEN ISLE
Explore elegant crystalline geography. Von Peeble’s
Map
Encounter truly bizarre beings. This once divine place is devoid of rational
Discover one of a kind treasures. life after a botched ritual. The isle’s Wistful
Dark
epicenter now sinks into a magical abyss.
Twilight
Typical Adventures Meridian
SHARD
Blazing
Raid the monasteries of the banished Garden
Shard Cities formed around the largest Divine Rulers. Buried
glowing fragments of the broken Sun
Machine, the light and warmth from which Battle unholy beasts. Kingdom
Further
attract the desperate. Shard Patricians Reclaim celestial relics. Exploration
control the cities, but the socio-economic
influence of the Guilds and the Church of
the Sacred Chain make ruling a delicate AIDEN
balancing act.
This military confederacy repels the
Typical Adventures Hollow Queen’s monstrous army from an
ancient fortified wall that divides the dark
Defend established trade routes. continent. The Red Blades, the nation’s
Explore strange ruins at the edges of elite troops, perform daring raids deep
the Star Shards’ light. into enemy territory.
Get embroiled in political ambition Typical Adventures
and corruption.
Defending the wall during a siege.
Slaying titanic creatures.
SHADOWED LANDS
Hunting down monsters that stalk the
There is no law or order in this haunting sewers or breach the wall.
landscape of fungal forests and tundra.
Nomads contend with the constant
threat of the restless dead and desperate HOLLOW QUEEN’S KINGDOM
raiders. The rag-tag Knights of the Lantern
The citizens of Calian were warped into
attempt to protect those most in need.
twisted demons and wretches, and their
Typical Adventures glorious queen reduced to a miserable
and spiteful creature. She commits
Escort nomad caravans. her ‘children’ to a relentless attack on
Battle with the cursed and corrupted. civilisation. Only Aiden stops the advance.
Contend with toxic environments. Her Beloved disguise themselves among
the influential and the powerful, seeking to
weaken the resolve of opposing states.
MURK
Typical Adventures
Murk, home of the fey, is said to contain Scavenging a city long lost to
portals that connect all the world’s great monstrous hordes.
forests together. The Formless Council of
Unshaped meet here, devising ways to Rescuing soldiers of Aiden.
return the world to the era of Dreaming. Seeking the counsel of Dark Magi.
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TWILIGHT MERIDIAN
On the cusp of dusk and dawn, the Twilight Meridian has no dominant land
mass but is instead a series of diverse and interrelated islands.
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A glorious land of art, ingenuity and Known as the land of the Eternal Dawn,
WELCOME
perpetual strife. While recently united and considered the most beautiful place TO OUTER
under the banner of the Shogun, the in all of Outer World, Galvanus is a series WORLD
inhabitants still quarrel among each other of prosperous islands that function as
constantly. In Meikyuu, The City of Paths, a global trading hub. Natural beauty is
The Octia
there are whispers of a Shinobi rebellion. marred by the ugly truths of mercantile Scroll
warfare and piracy. The region’s wealthiest
Typical Adventures reside in Portia the Prosperous and their
Von Peeble’s
Map
Undermine a local lord. luxurious palaces are said to contain riches Wistful
from far flung places. Dark
Battle powerful dokabei sorcerers.
Twilight
Flush out (or assist) Shinobi rebels. Typical Adventures Meridian
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BLAzING GARDEN
Bathed in the glory of the Sun Machine, the Blazing Garden is a bold and
bombastic place full of larger-than-life characters and creatures.
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Named after the broken Sun Machine The final resting place of the Dawn Dragon
WELCOME
that hangs above, the alliance is unified is a splendid land of lush greenery and TO OUTER
by the uncompromising vision and might clear waters. The region provides an WORLD
of Emperor Regulus, the First Hero. The abundance of natural resources for the
region is famed for its sparkling capital local allied clans, which gives them the
The Octia
Aeon, the mightiest city, and its legion of trading leverage to rival even the Scroll
ferocious young warriors. Galvanus Archipelago.
Von Peeble’s
Map
Typical Adventures Typical Adventures
Wistful
Negotiate with imperial agents. Act as escorts for a member of the Dark
PRIDE COAST
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BURIED KINGDOM
Below the crust of the earth, an endless battle rages in the burrows and
caverns of the Underland.
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The industrious nation of Old Iron might The land of Lost Crystal is filled with
WELCOME
well be the first nation of Outer World. strange architecture and odd creatures TO OUTER
It was established aeons ago by the you will find nowhere else. It is the home WORLD
Dwarves after the Creator’s departure. Its of the eccentric Unterkin, who are the
population grew larger and more diverse supposed architects of Promise. The few
The Octia
when refugees were driven from the who have visited them often comment on Scroll
surface after the 3rd Cataclysm, with these how they manage to be both friendly and
Von Peeble’s
newcomers being quickly indoctrinated exceedingly unhelpful at the same time. Map
into the ways of this ancient kingdom.
Typical Adventures Wistful
Dark
Typical Adventures
Seek the assistance of an eccentric Twilight
Protect a train from New Ore Guerillas. artisan or master crafter. Meridian
Blazing
Destroy a menacing stone-beast. Defeat ‘nowhere’ creatures. Garden
Out a corrupt foreman. Search the immense crystal tomb of a Buried
fallen Unterkin. Kingdom
Further
NEW ORE Exploration
MACHINE LABYRINTH
Established by Goblins seeking a new
home after the end of the 1st Aeon, New This maze of twisted steel and circuitry
Ore is a free-wheeling society just a notch draws in junkers and adventurers like
above benevolent anarchy. New Ore has moths to flame. The Machine Labyrinth’s
always taken in the lost and unwanted, roving battle drones and shifting
and its population was varied even before architecture keep its secrets safe.
the Underland exodus that occurred at the
end of the last age. Typical Adventures
THE TUNNELS
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FURTHER EXPLORATION
Whilst you would need many lifetimes to explore every inch of Outer World,
there are also other realms beyond its horizons.
Nearly all of the inhabited parts of the The Heaven Seal is perhaps the single
Outer World are at least aware of each greatest magical achievement of any age:
other. There are no frontiers, but there are Seven Seals layered into a cosmic mandala
many geographical oddities; land warped that prevents the banished Divine Rulers
by the Unshaped, ruins of past kingdoms from re-entering the Outer World. The
obscured by arcane pollution, and ancient Seal is occasionally visible in the sky
structures buried beneath the surface. thanks to the waxing and waning of mana,
and is emblematic of mankind’s hope,
An attentive traveler will hear tales and determination, and hubris.
rumors of such places, some may even
stumble upon them by chance. No one knows what exists behind the
Seal. Have the Divine Rulers perished
Typical Adventures there? Or do they bide their time, waiting
Rescue a missing person from an for the Seal’s enchantments to fail so they
Unshaped noble’s hidden dreamworld. may wreak their revenge on Outer World?
Explore a city that has been sealed Typical Adventures
away by powerful magic for an aeon.
Seek the wisdom of an ancient deity
Scour a floating island that wasn’t there that calls from beyond the Seal.
just months ago.
Venture beyond the Heaven Seal to find
a crystal flower said to cure all disease.
10
Stop a zealot attempting to destroy the
seal via a powerful ritual.
18
20
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WELCOME
TO OUTER
WORLD
The Octia
Scroll
Von Peeble’s
Map
Wistful
Dark
Twilight
Meridian
Blazing
Garden
This alternative dimension, confusingly While most of the Unshaped were forced Buried
Kingdom
referred to as ‘Other World’, is considered into physical form at the end of the 1st
arcane and mysterious to the natives of Aeon, there were many who escaped by Further
Exploration
Outer World. A few claim to hail from this slithering between small folds in reality.
strange realm and seek a way back, but There they found untouched realms
most folk can’t understand why as, by all brimming with primordial potential, and in
accounts, it seems like a dreary place. these places they continued to dream up
new worlds and strange creatures.
If somehow you manage to find yourself
here you’ll need to cover up those pointy Each Elsewhere was created by the
ears or you’ll get funny looks, you might dreams of an Unshaped and can be
even attract the attention of covert accessed through odd but seemingly
government organisations that track and innocuous gates. For example: paintings,
monitor the appearance of any trans- large cracks in the floor, or puddles of
dimensional trespassers. vintage alcohol. Elsewheres can differ
widely in scale and scope, ranging from
Typical Adventures the confines of a single mansion to an
Find a magical beast that’s been taken infinite void.
to the Other World and is now Typical Adventures
wreaking havoc.
Explore a strange dungeon, an Learn a ritual song from dancers for a
abandoned shopping mall which is now festival that never ends.
home to some unsavory creatures. Rescue a scholar who’s lost in the halls
Assist the heroes of the Other World of a library dimension.
in defeating a villain utilizing relics and Seek out an Unshaped warrior who
magic from the Outer World. remembers the weakness of a great and
terrible monster.
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11
17
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G A M E M A S T E R ’ S G U I D E
IV
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As a Game Master, you’ll enjoy a different kind of fun to the other players. You
won’t get to go on adventures, you get to create them!
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IV
the result of any required Checks or the dice fall where they may. Creating an
Adventure
Contests more dramatic… and they Expect the unexpected: While you Site
can’t say you didn’t warn them! might know where the PCs are heading Creating an
Adventure
Prompt your players to act: At the for the next Session, don’t have Map
very least, end your descriptions with preconceived ideas of how events will
Creating
‘What do you do?’ If they are still play out. Let yourself be surprised, this Encounters
unsure… subtly present some options is the fun of being a GM. Creating a
with additional description or narration. Saga
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CREATING AN ADVENTURE
As Game Master, you’ll need to provide the PCs with a quest that involves a
collection of interesting locations and memorable characters.
ADDITIONAL CONSIDERATIONS
Notable inhabitants of
BEING A GM
Outer World that help or ADVENTURE TYPE
hinder the PCs on their
Choose or roll an Adventure type
adventure. These include Running
quest-givers, allies, rivals, the Game
and villains. 1-5 Looming threat Creating an
Adventure
Creating Game Master Characters ( p320) Some external force threatens a Creating a
Settlement. Without intervention the GMC
place is doomed! Creating a
SETTLEMENTS Settlement
For example: Soldiers or bandits
Creating an
Places for PCs to shop, rest, pillage and plunder, or an ancient Adventure
and plan. A Settlement beast poisons the local wildlife. Site
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GMC TYPES
320
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Typical Quest Givers: Wealthy nobles, Typical Rivals: Mistrusting officials, Creating a
Settlement
house-bound witches, ambitious bakers, competitive adventure teams, jealous
Creating an
and desperate peasants. love-interests, and scorned allies. Adventure
Site
Creating a Quest Giver Creating a Rival
Creating an
Adventure
Quest Givers have a problem they can’t Rivals will have a goal or desire that Map
solve on their own. Either they lack time is aligned with the PCs, but have Creating
and ability or can’t be seen to intervene an opposing approach. They will Encounters
directly. undermine, question, or ridicule the Creating a
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6 MIGHT +0 1
6 DEFT ATTACK HEARTS
15 6 GRIT
6 INSIGHT 10 Average
6 AURA DEFENSE SPEED
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EXAMPLE GAME MASTER CHARACTERS
Villiany: This cruel noble and his wife Quest Giving: This budget-restricted
were cut down by ‘traitors’ who academic ends up having to do most
opposed their warmongering; he is of her own field work, but will try to
now looking for a way to bring his recruit the PCs with an impassioned
beloved back from beyond the grave. plea and promises of treasure.
He can be found mooching about his Stationed in Homble ( p330), she is
forgotten mansion with a small band investigating the site of a historic
of loyal Skelemen ( p404). battle involving powerful machines.
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If you can’t be
happy... be drunk.
Buuuurrp!!
Service: Currently lives and works in Rivalry: This rogue always seems to
the Grimy Guts pub, providing Basic be after the same treasure as the
and Advanced Cooking services. PCs. Typically he, and his theatrical
adventuring companions, will let
She specializes in potent potions and
them do the hard work, then swipe
dangerously strong liquor.
the prize at the last moment.
Her casual mixology results in a
regular supply of unpredicatable Role Playing Notes: Uses theatrical
elixirs that she sells on the cheap. speech and gesture, and always has
to have the last word.
Role Playing Notes: Chaotic, hyper,
While ruthlessly opportunistic, he’ll
5 with a frightfully short attention span.
never take advantage of the
mistreated or downtrodden.
Gear: Her ‘Experimental’ potions
may include Additives unknown to
9 Traits: Acrobatic (+1 Deft), Pain
the PCs or suffer from a Side Effect
averse (-1 Grit), Eloquent (+1 Aura).
( p295).
Abilities: Sneak Starting Abilities.
13
Gear: Thrown Weapons (Knives x6),
Appealing Outfit.
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et fi t ac t e
shadows. Together we keep
t e a e f e ali e
Ally: Will support and assist PCs who Daily Routine: Most folk take shifts
seek to improve the safety and living assisting Merona in the Pop Plant, a
conditions of the Shadow Land folk. brave few harvest the glowing
flowers found in Blackmoor Woods.
As a senior member of the ill-funded
The town is also home to more
Knights of Lantern, she will offer
conventional foragers
what little resources the order
and farmers.
possesses in the name of a worthy
cause. She will also lend her mace
Role Playing Notes: Homble’s
when required.
people are generally happy and
Role Playing Notes: Booming voice, willing to share, but are not naive.
unwaveringly positive, gives They find Large Species fascinating
everyone the benefit of the doubt. and are likely to stare, stalk, and
pester them.
Abilities: Champion Starting Abilities
(Favored Weapon: Mighty), Abillities: Most Homblelites know
and Valiant. the places with the most delicious
tubers and mushrooms, making them
Gear: Heavy Armor, Combination
excellent Guides for the area.
Weapon, Mighty/Utility (Torch).
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2 Pedantic
1-2 The world is a cruel place, so I
shall be crueller.
3 Excitable
3-4 We’re all out for ourselves in
the end, I’m just honest. 4 Stubborn
17 Tactile
18 Clumsy
19
19 Flatulent
20 Fidgety
5
14
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CREATING A SETTLEMENT
SETTLEMENT FUNCTION
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Choose services that fit your Settlement’s Add a few details to differentiate your
BEING A GM
location, size, and function. Settlement from neighbouring locations.
Room & Board ( p201) You could consider:
Running
Workshop Rental ( p201) General description: Describe the the Game
create menus or price lists, give them or host spectator sports? Creating a
Saga
characterful names, and create GMCs Language: Greetings, sayings, and
( p320) to run them. slang terms. Do the people offer each
other supportive platitudes, like ‘Go
Location matters. A cultural hub
well friend’, or are they expected to
might have a curiosity shop and a
town on the edge of a monster zone show reverence to their leaders, such as
might have a specialist armory. ‘All hail the duke!’
Landmarks: Add a striking natural,
fantastical, or architectural feature. This
GOVERNANCE
feature will dominate the Settlement
Decide how your Settlement is run. A and give it unique character. For
small hamlet might look to a trusted example, does it hang off a cliff face or
member of the community to make the is partially buried below ground?
big decisions, whereas larger Settlements Name: Give your town a distinct or
may have officials who determine and descriptive name for easy recall.
maintain the local laws.
Keep in mind the Region the
Forms of governance include: Settlement is in, as it might
influence the local flavor.
Anarchy: No enforced order. It could
be either peaceful and harmonious or
chaotic and dangerous.
SETTLEMENT MAPS
Commune: A council of elders, or
similar forum, discusses and votes on A Settlement map is not always required
issues openly. as you can just describe and narrate
Democracy: Elected officials represent traversing the streets to the players.
the best interests of their citizens… However, a simple sketch pointing out key
Most of the time. districts, where the local services are, and
other important features will provide your
Autocracy: All decisions are made by a players with a better sense of place.
self-appointed, or ordained, individual.
A map would be required if the
Most towns will have a group of Settlement comes under attack, or is
‘enforcers’ depending on Settlement subject to hostile occupation, as you
size, it could be anything from local then might treat the Settlement as a
tough guys to a well run constabulary. Battlefield or Adventure Site.
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EXAMPLE SETTLEMENT
Settlement
Homble, Wistful Dark
Sheriff’s Office
Residence & Jail
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Adventure sites are remote places of interest for the brave and curious. While
often dangerous, they always have something worth discovering within.
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History: Has the site been recently echoing through the corridors Creating an
purpose and history. For example, a fill the air or do blossoms emit a Creating an
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3. Join the Locations together to Some Access Points might only allow
create Access Points ( p232). Small Species to squeeze through.
4. Mark the Access Points that will Some Access Points may be initially
serve as the entrance and exits to hidden from the PCs and may only be
your Adventure Site. noticed if they Inspect the Location. For
example, vegetation obscuring a tunnel
entrance or a rug over a trapdoor.
You don’t have to be an artist or
create an accurate plan, your map Entrance and exits: Consider making
can simply be a set of nodes joined access to the Adventure Site a
together with lines. challenge. For example, is there a moat
Of course, you can create Sites with
or ravine to cross or are the visible
as many Locations as you want, but entrances heavily guarded?
players can explore smaller Sites in Add more than one entrance to present
one or two sessions and they are players with tactical choices. For
at less risk of becoming repetitive.
example, will they prefer to sneak in the
Consider making several related
Adventure Sites rather than a single back door or bluff their way in through
large one if you have a big idea! the main gate?
Also think about what useful
information the PCs could discern from
MAP LAYOUT
the Adventure Site prior to entering.
When designing your map consider: For example, can they see any lights
on inside or get a sense of the size and
General layout: When mapping out layout of the Site?
your Locations, think about how the
Mark on your map additional
site was created. For example, natural information that might affect
caverns would have an organic layout the players’ navigational
as they were created by a geological decisions. For example, ‘At the
process, whereas a constructed site T-junction do you descend the
would have a more deliberate layout. stairs towards the source of
the foul smell, or move through
Location function: Create Locations that the crumbling archway towards
6 are congruent with your Site’s current, the thunderous snoring?’
or original, function. For example, a fort
would include an armory, barracks, and
13 a gate house, whereas a palace might
include a grand hall, multiple bedrooms,
and extensive gardens.
Also, think about how the inhabitants
18 are currently using the space. For
example, where do they eat, sleep, etc?
Perhaps there is a Location dedicated
to a specific task or ritual.
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EXAMPLE ADVENTURE SITE MAP
Adventure Site
Titan Grave, Wistful Dark BEING A GM
Running
the Game
5 Skull Creating an
Interactive Adventure
Creating a
GMC
Claw 4 Creating a
Trap Settlement
Creating an
Adventure
Site
p338 Creating an
Adventure
Map
Creating
Encounters
Creating a
3 Heart Saga
Guardians
Chompa Bones 2
p382
1 Entrance
Challenges include:
LOCATION REWARDS
Guardian Encounters: Is there a
sleeping guard or sentry drone at Location rewards include:
the Location? If there is a Guardian
Encounter ( p236), consider adding Information: Is there anything to learn
elements to the Location that will make from the Location? For example, a
the interaction more interesting. For mural might depict a monster’s weak
example, adding pillars might create spot or the remains of a previous
a Sheltered Battlefield Area during a adventurer might yield a useful map.
Fight, or a gravel floor could provide a Treasure: What valuable items can
Minor Penalty for Stealthy Movement. be retrieved from the Location? For
Traps: Is there a tripwire or pressure- example, a chest full of coins or an
sensitive flagstone that sounds the ancient Imbued Weapon.
alarm or sets off an eviscerating booby
trap? Traps are set to alert Adventure DESCRIBING A LOCATION
Site inhabitants of unwanted intruders
or to protect their valuables. For each Location think about:
Failing to detect and bypass a trap First impressions: What are the first
should create a complication for the things the PCs will notice on entering?
PCs. For example, tripping an alarm Special senses: What additional details
9 will limit the amount of time they have are revealed to PCs that can see in the
in the Location before guards turn up, dark, sense magic, or possess another
or passing a hex line might inflict them extraordinary sense or knowledge?
with an inconvenient Ailment ( p268).
11 Inspection: What is revealed on
Set traps in logical places so Inspection or detected with an Insight
players will blame themselves for Check during Stealthy Movement?
a lack of caution. Make traps with
deadly consequences immediately Battlefield: What potential Battlefield
1 Areas and Conditions will apply if a
evident to the PCs, so the focus
of the challenge is on figuring out Fight breaks out?
a way to bypass or disarm it. Access points: What entrances and
exits lead to and from the Location?
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EXAMPLE LOCATIONS
Guardian Encounter
The Shackled Deity BEING A GM
First impressions: A huge motionless Inspection: The hood has “Let none
figure levitates in front of a large pass” emblazoned on it in
door. Its head is covered with an Bright Speech.
oversized metal hood.
A thin, but noticeable, circle
The stone floor surrounding the surrounds the figure. PCs with
figure is shattered and covered in magical knowledge might know the
dried blood splatters. god cannot leave the circle.
Special senses: Those sensitive to Battlefield: Due to its uneven
mana will detect a powerful Bright surface, the area inside the
energy emanating from the figure’s containment circle is Precarious
metallic hood. ( p251).
This may be a Sage familiar Access points: The door is the
with Bright Magic or a PC primary entrance to the
equipped with a Scanner
Red Mountain Sanctum.
( p181), you decide
who notices it! If the players figure out a way
to scale the perimeter wall, or
Attention: The figure is a minor deity find another way to gain access
which has been magically bound to to the Sanctum, let them. Don’t
the location. force a battle to happen!
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EXAMPLE LOCATIONS
Trap
Claw of the Titan
Moderate Challenge, Titan’s Grave, Wistful Dark
First impressions: A giant boney arm Inspection: Vein-like tubes, filled with
acts as a makeshift bridge between a faint luminous liquid, seem to
the lower area of the Titan’s Grave slowly throb.
Adventure Site ( p335) and the huge
exposed skull situated at the top of a Battlefield: Difficult footing makes
steep mound. the arm Precarious ( p251).
Special senses: Bright or Dark The claw is high up, so being shoved
Aligned characters will feel an off would result in Falling/Impact
unpleasant tingle when travelling Damage ( p267).
along the arm. There is a disruption Access points: The skull can be
in the flow of mana. entered by hopping off the end of a
Attention: If a Magical Ability is talon and into a softly glowing
activated while on the hand, or if an eye socket.
individual with 3 or more Allegiance You can decide PCs need to
1 Points passes over it, the claw will make a Deftness Check to hop
snap shut. across to the skull if you want
to increase the sense of
Everyone in its grasp must make a danger and tension.
19 Deftness Check or suffer a Severe
Moving down the forearm will bring
Injury. The claw resets to an open
you back to the base of the mound.
position after 1 Turn.
3
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Interactive Element
Shaft 2 BEING A GM
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EXAMPLE LOCATIONS
Environmental Hazard
Warped Meadow
Moderate Challenge, Barkmoor Woods, Wistful Dark
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Flavor
Hall of Truths BEING A GM
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9 Haunted Machine
RESIDENT VILLAIN
10 Toxic Wasteland Choose or roll a Villain (and adjective)
Adjective Villain
11 Infinite Library
1-2 Cunning Noble
12 Immortal Faculty
3-4 Lonely Monster
13 Lifeless Prison
5-6 Misunderstood Asura
14 Floating Laboratory
7-8 Incompetent Undead
15 Spiritual Hotel
9-10 Charming Beast
16 Cursed Observatory
11-12 Ambitious Warrior
7 17 Buried Factory
13-14 Bored Spirit
18 Enchanted Vault
8 15-16 Wicked Witch
19 Sentient Grave
17-18 Deranged Synthetic
20 Alien Elsewhere
19
19-20 Intellectual Godling
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11-12 Homely and quaint 11-12 Secret paths or short cuts Creating an
Adventure
Map
13-14 Filthy and foul smelling 13-14 Changing water levels Creating
Encounters
Creating a
15-16 Dark but comforting 15-16 Long distance communicators Saga
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Your Adventure Map shows the position of, and distances between, your
various Adventure Sites, Settlements, and other notable locations.
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Barkmoor Wood
Encounter Zone
p350 Titan Grave
6
Adventure Site
Escape Pod 7
1 day p335
p335
Mini Site
Warped Meadow 4
Mini Site 2 days
p340 1 day
p340
Clearing 3
Mini Site 5 Boo’s Hut
1 day Single Residence
1 day
Homble 2
p330
Village
1 day
p330
1 Cloudhaven
Approx. 1 day’s travel Sky Port
Path (on foot)
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CREATING ENCOUNTERS
E ENCOUNTER TYPES
COMBAT ENCOUNTERS
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Battlefield: Trees, pillars, pits, ravines. ATMOSPHERIC ENCOUNTERS
Think about how the location or terrain
might offer unique combat challenges Shimmering mana-moths that momentarily
BEING A GM
or opportunities. Consider creating a settle on the Sage’s staff, tiny Maintenance
Battlefield that skews in favor of the Drones that whir and beep whilst carrying
Adversaries, after all it’s their home turf. out their programmed duties, or other Running
Consequences: The outcome of a Fight Encounters that create atmosphere but the Game
may have wider consequences than present no risk or reward to the PCs. They Creating an
immediately obvious. Think about what can also be used to foreshadow more Adventure
other talkative beings that might be minor resolve a dispute between two squabbling Creating
Encounters
Quest Givers ( p321) or require the PCs to wizards may backfire and result in a
Creating a
Negotiate ( p238). When creating a Social violent conclusion. Saga
Encounter consider:
Situation: Create a situation that MOOD TABLES
presents a choice or dilemma to your
Intelligent Encounters will react
players. Is the farmer searching the
appropriately to the situation at hand.
woods for his missing child? Are the
For example, responsible town guards
PCs interested in buying the stolen will question suspicious looking PCs
magic items the rogue is offering? rather than lead with an attack. Use an
Consequences: Think about what the Adversary’s Mood Table, or the generic
PCs might lose or gain from one below, when you are unsure of how an
the interaction: Encounter should react to the PCs.
If the situation is handled badly, Choose or roll a Mood
how will this impact the PCs?
Examples include: denial of
service, losing out on useful info, 1-5 Friendly
or the creation of a negative local
Reputation ( p279). 6-14 Indifferent
If the situation is handled well,
how might this reward the PCs? 15-20 Hostile
For example: Learning useful
knowledge or rumors, discounts
Adding an element of chance to an
on service, or gaining a new Encounter prevents programming
Ally ( p321). your players to attack everything
they meet.
Remember to reward heroic
behavior and good deeds with
positive consequences. For OTHER ENCOUNTER TABLES
example, helping a farmer in need
may get the PCs free Room & Board Adventure Sites and Maps are not the only
when they arrive at his hometown. times you can create Encounter Tables.
You could create a Table for moving about
a busy metropolis or to reflect a significant
game world event, such as an invading
army’s occupation or the aftermath of a
magical catastrophe.
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EXAMPLE ENCOUNTERS
Map Encounters
Barkmoor Woods
Choose or roll a Map Encounter
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5-6 An alarm
1-2 Distressed Outcast
7-8 Mistaken identity
3-4 Confused Innocent
9-10 A fire trap (Burn Injury)
5-6 Wise Beast
CREATING A SAGA
A Saga is a string of Adventures following Set your next Saga in the aftermath
the same PCs through their rise in Rank. of the previous one. The exploits of
When developing your Saga, consider: the old PCs have passed into lore;
maybe a few are still around and have
Saga structure: The Adventures in need of spirited young Adventurers.
your Saga can be completely unrelated
to each other, or they could be linked
together with a uniting theme or a set SAGA SUGGESTIONS
of reoccurring characters. You can also
switch it up depending on your group’s THE SAGA IS ABOUT…
current focus and interests.
Choose or roll a central conceit
Start small: Start with one simple
Adventure. Maybe just a Settlement
troubled by a ne’er-do-well that resides 1-2 An ancient treasure: Follow the
in a nearby Adventure Site. clues spread across Outer World to
locate, or unlock, a powerful treasure.
Add a big bad: The machinations of
a super powerful Villain ( p320) can
provide a persistent source of tension 3-4 A conflict between kingdoms:
for your Saga. This big bad could be a Escalating hostilities between powerful
well-known figure or a secretive puppet nations threaten all living things.
master. Include a cast of unsavory
henchmen for the PCs to run into 5-6 A wicked plot: A shadow spreads
before they confront your big bad. across the land with the growing
Add a patron: A wealthy or powerful ambition of its instigator.
Quest Giver ( p321) who employs the
PCs to procure relics or run dangerous 7-8 A strange visitor: The visitor pits
errands will be able to provide a steady the most powerful Adventurers
stream of Adventure Hooks ( p332). in Outer World against one another.
Scale up: As the PCs rise in Rank,
increase the challenge and stakes of 9-10 A lost city: A metropolis from a
your Adventure. Low Rank PCs will be previous aeon surfaces, causing ripples
solving local problems, but as they rise in the surrounding regions.
in power they should be dragged into
regional and global conflicts. 11-12 A cursed land: The hex can
Progress organically: Don’t plan too only be broken by a relic, or individual,
far ahead, let your Saga unfold based in a faraway land.
on the exploits of the PCs. Think about
how the key GMCs will react to current 13-14 Ancient machinery: A device
events and how this might alter the reactivates, causing magical pollution
course of the Saga. and opportunities throughout the land.
4
Turning points: During your Saga add
pivotal moments that, as a result of the 15-16 A massive labyrinth: A
PCs’ actions or the passing of time, sprawling complex develops under a
alter the game world irrevocably. A large city seemingly overnight.
1
kingdom falls, a ritual is completed, a
curse is lifted. 17-18 A dark secret: In the wrong
The end: Your final Adventure should hands this forbidden knowledge will
17 provide closure. Have a final showdown bring about the end of the 4th Aeon.
with the big bad, set the climax in a
fitting location, and discuss how the 19-20 A mythic creature: The hunt
PCs will spend their retirement. for a legendary creature causes chaos.
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15-16 A comforting figure: Who will 3-4 A grifter: Who keeps trying to
always provide the deserving a hot con the wrong person.
meal and a warm bed.
5-6 Soldiers: Who have a job to do.
17-18 An old adventurer: Who’s
seen and done it all before. 7-8 An undying entity: Who is
currently content to just observe.
19-20 A fairy: Duty bound to act
as destiny’s guide. 9-10 A sentient artifact: Somehow
linked to the quest at hand.
WHO IS CAUSING TROUBLE…
11-12 A capricious spellcaster: Who
Choose or roll a few Villains is too curious for their own good.
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20
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A D V E R S A R I E S
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ADVERSARIES
From ancient war machines to supernatural beings, there are a myriad of
unusual opponents willing to confront the PCs on their adventures.
6 USING ADVERSARIES
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MEGA BOSS Rare and extremely Celestial Order: Individual beings Master
Villains
powerful opponents with Abilities that attached to the former celestial order:
Mundymutts
make them a match for a group of PCs Devas, Asura, Small Gods, and
by themselves. Divine Rulers. Skelemen
Shadow
COLOSSUS Beasts so large that fighting Folk: Beings that live in recognisable Beast
them requires the use of the Colossal communities and interact with PCs just Tiny
Combat rules ( p264). A Colossus is like regular Folk. Unhelpful
Cloud
also a match for a group of PCs. Monster: Unique creatures that don’t
Undead
have a place in any other category. Peddler
Use Rank & Menace Type as a guide
when creating Encounters for your Includes entities like the stubborn dead Unshaped,
Adventure Sites and Maps, but and the Unshaped. Bellzuub
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PLAYABLE
ABILITIES
Some Adversaries can be easily converted
Adversaries possess and utilize Abilities into a playable Species. On selected
just like PCs. Each Ability is marked with Adversaries, suggestions are made on how
7 its Ability Level ( p433), either Basic B , this can be achieved.
Advanced A , or Legendary L .
Magical Abilities are marked with M , COLOSSUS MAP
4 and any contributions to the Adversary’s
Allegiance Point total are noted. Colossal Adversaries will include a map
of the creature, to use when engaging in
Colossal Combat ( p264). Also listed will
YIELD be any special considerations for moving
10
In addition to their Combat Gear, a slain between the various Strike Points and the
Adversary can possess other useful items effects of destroying or disabling them.
dependant on their role and status.
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EXTREME SPECIES SIZE COMPARISON
ADVERSARIES
Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Colossal
Giga Gruun
( p435)
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries
Tiny
( p434)
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Soul enslaver. Lajja is an Asura tasked with instilling fear and obedience in
mortals. Asura were once a servitor species of the Divine Rulers, and Lajja is one
of a handful that still persist in Outer World. She roams the surface performing
her duties, transforming those she encounters into servile wretches.
c rnful lt
Range: 2 Areas
Damage: 2 (Dark)
nf rtunate ul retc e
era e
20 Wretches provide Attack Assists or can be absorbed to recover 2
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Habitat: With the collapse of the Indicators: Unsettling moans, twisted
celestial order, Lajja has no natural corpses, an oppressive feeling of
place in Outer World. Her presence is guilt or shame.
ADVERSARIES
an unwanted intrusion. She appears
Role Playing Notes: She will
where necessary to snuff out the
sometimes address mortals tenderly,
arrogance and self-determination
other times she’ll resort to relentless Using
of man. Adversaries
bullying. She’ll expose a PC’s
Asura, Lajja
Communication: Dark Tongue. If embarrassing truths and use
necessary she will reluctantly use Low disguised insults as compliments. Bizzer
Swarm
Speech to talk to mortals.
Customization: Create new Asura by Blaster Mage
Tactics: Lajja is cruel and will: changing the Ailment associated with Chompa
their Degrading Presence or by Chosen one
Allow foes to succumb to her altering how they interact and use Demon,
Degrading Presence. their Wretches. For example, healing Blighted
Soften stubborn opponents with them or bestowing them with Drones
her Scornful Bolt. temporary powers. Goop
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SCORNFUL BOLT A M
Wretches do everything they can to
Lajja prefers to watch enemies buckle remain within 1 Area of Lajja.
ADVERSARIES
under her Degrading Presence. However, Wretches can perform an Attack
she’ll blast stubborn or irritating foes. Assist on someone that Lajja wishes
to target with Scornful Bolt. This is Using
Lajja can fire her bolt at targets up the only time they will be willing to Adversaries
to 2 Battlefield Areas away. move away from Lajja. Asura, Lajja
Bolts do 2 Hearts of Dark Damage. Lajja can destroy and absorb a Bizzer
Swarm
Wretch to regain 2 lost Hearts.
Blaster Mage
D Adds 1 Dark Allegiance Point. Lajja can use Wretches for Attack
Chompa
Assists or Recovery in addition to
Chosen one
her other permitted Actions.
Demon,
SHAMEFUL INVIGORATION B Blighted
D Adds 2 Dark Allegiance Points. Drones
While Lajja generally delights in the
Goop
humiliation of others, she finds a strange
Giga Gruun
joy in having the tables turned on her.
YIELD Grim Wing
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Mana-sucking menaces. Bizzers are small flying insects that feed off magic.
While not dangerous on their own, they have a tendency to travel in huge
groups, capable of hindering the spells of even the most experienced casters.
+2 2
COMBAT VALUES
Buzzing Mass
ATTACK HEARTS Can only be hit with large
surface area weapons
12 ¹ Fast 2 and tools or effects that
DEFENSE SPEED target an entire Area
7
APTITUDES / TRAITS
MIGHT
8 DEFT. (P)
10 GRIT (P)*
8 INSIGHT (P)
6 AURA*
TYPE Monster
ADVERSARY INFO
Engulf
Insectoid
Target cannot use magic
SIZE Medium when engulfed
Swarm
This effect lasts 1 Turn
ALLEGIANCE Unaligned after escaping the swarm
Habitat: Bizzer Swarms make their However, soldiers and bandits have
nests in mana-rich environments, for been known to weaponize them for
example wizarding structures or use against arcane foes. Buzz Bombs,
magical biomes. They are infamous glass jars filled with Bizzers, are very
for causing injuries, and even a few popular among raiders in particular.
fatalities, at Shard’s University and its
Indicators: Rusty imbued items, a
rival school in the Galvanus Peninsula,
single Bizzer moving along a wall,
by showing up during an important
that horrible buzzing noise.
magical demonstration or eating the
15
flight spell of a commuting professor. Role Playing Notes: Buzz, buzz buzz.
Buzz buzz!
Communication: Bizzers have no
means of communicating to other Customization: Certain Swarms may
20 creatures, unless you count their inflict an Ailment ( p268) in addition
incessant buzzing. to hindering magic use when they use
their Engulf Ability.
Tactics: Bizzers are instinctual
3 creatures and don’t formulate
combat strategies.
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Hearts, the swarm has been killed If the PCs are able to capture the swarm Shadow
or reduced to a harmless volume. relatively unharmed, 2 Buzz Bombs can be Beast
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+2 3
COMBAT VALUES
ATTACK HEARTS
12 ¹ Average
DEFENSE SPEED Magic Shot
¹ Light Armor (+2) Aura vs. Deft. Contest
Range: 1 Area
Damage: 1 (Bright)
8
APTITUDES / TRAITS
MIGHT
11 DEFT. (P)*
Big Magic Shot
9 GRIT (P)
Aura vs. Deft. Contest
6 INSIGHT* Range: 2 Areas
11 AURA (P)* Damage: 2 (Bright)
* Nimble (+2 Deftness)
Impusive (-2 Insight) Mana Burst
Impressive (+2 Aura)
*
Aura vs. Deft. Contest
Anyone in the same Area
TYPE Folk 2 (Bright)
ADVERSARY INFO
Extraordinary
SIZE Medium
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Mage cannot use any Magical rapidly back out of confrontation. Unshaped,
Bellzuub
Abilities on their next Turn.
Urarani
6-14 Preoccupied
Creating
B Adds 1 Bright Allegiance Point. There is a duel between rival Blaster Adversaries
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Mighty Munch
Tusk (Mighty Weapon)
Might Contest or
be Restrained
Win Might Contest to escape
Gnaw
Damage: 1
Spit
Damage: 1
plus beToppled
Habitat: Any place that has enough Indicators: Big bites taken out of the
flora and fauna to satiate their landscape, deep and wide footprints,
monstrous appetites. the sound of open-mouthed chewing
3 and flatulence.
Gear: Sometimes interesting things
can be found in their dung. Role Playing Notes: They are only
interested in filling their bellies,
Communication: Belches and snorts. and won’t be motivated by anger
7
or retribution.
Tactics: In combat they are motivated
by hunger and will: Customization: Chompas are
occasionally caught and used as
15 Attempt to swallow the closest, or
Packbeasts or even Mounts by
juiciest, prey first.
creatures who favor strength and
Spit rocks, or other parts of the ferocity over speed.
environment, at escaping food.
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ABILITIES YIELD
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The hero of another story. Occasionally, youths are given great powers and a
quest by the whims of fate. Legends describe how these enterprising figures
fulfill their destinies, but in reality many fail and their exploits go unchronicled.
Red Edge
+1 Flame Damage
Favored by Fate Standard Weapon (Flame Brass)
Re-roll once per Session
for a more favorable result Cleary Shield
Parry Magic Attacks
Standard Shield (Sun Gold)
Courageous Determination
When reduced to 0 a Spring Heel Boots
Grit Check will restore 1
Supernatural Leaping
Mighty Mitten
Supernatural Might
Red Edge: This empowered sword back into action with 1 Heart restored. Chompa
is crafted from Flame Brass. It is Chosen one
a Master Weapon that does an This Ability cannot save them from Demon,
additional Heart of Flame Damage inescapable death, like being Blighted
upon a successful Attack. crushed by a stone block. Drones
woven from the legendary Wisdom The PC’s mission seems to align with the
Undead
Peddler
Bumpo’s wool. Chosen One’s and they volunteer their Unshaped,
◆ Attacks that deal Flame or Frost services and tag along, even if unwanted. Bellzuub
Damage do one less Heart Urarani
than usual. Creating
Temperamental Adversaries
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Those taken by darkness. Demons were ordinary folk who’ve been warped
by contact with Shadow Blight, a potent strain of Dark Mana. They remember
little of their old lives and exist only with a compulsion to spread the Blight.
Consumed by Darkness Shadow Blight Host
Unarmed Attacks strike as Standard Weapons If enemy reduced to 0 0
Sunlight does 1 per Turn then Grit Check or
Can see in total darkness contract Shadow Blight
Signs of the Beast Winter’s Shackles Caustic Spittle Mocking Beauty Revolting Excess
Unarmed Attack Cold to touch, Acid spit, strikes Make Grit Check Thick blubber,
strikes as Mighty does +1 as Thrown to Attack, miss a +2 Defense
Weapon Damage (Frost) Weapon Turn on failure
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Indicators: The cry of obscenities in
Dark Tongue, the shuffling of the If a Demon’s Attack reduces you to
misshapen, a trail of violent revelry. 0 Hearts you must check to see if
you contract Shadow Blight ADVERSARIES
Role Playing Notes: Their primary ( p374).
impulse is to spread the Blight, acting If you are immune to the Blight, you
like cruel children who find joy in the roll on the Injury Table as normal.
Using
Adversaries
misery of others.
Once an enemy has been infected, Asura, Lajja
Customization: Invent alternative the Demon will immediately switch Bizzer
Malignant Gifts. For example, add its attention to the uninfected. Swarm
While it is sometimes possible to Each Blighted has 1 Malignant Gift Grim Wing
Killservants
recognize who a demon once was, that Choose or roll a Gift
person is gone, erased by the Blight. Lalka
Master
1-4 Signs of the Beast Villains
Numb to Pain: +2 Defense Rating.
The Demon has large, exaggerated Mundymutts
Natural Weapons: Demons have natural weapons. Unarmed Attacks Skelemen
sharpened teeth and nails. Their strike as a Mighty Weapon. Shadow
Unarmed Attacks strike as Beast
Standard Weapons.
5-8 Mocking Beauty Tiny
Unhelpful
Shadow Sight: Demons can see in
The Demon possesses a haunting Cloud
total darkness without hindrance.
innocence. A Grit Check is required Undead
Susceptible to Sunlight: Sunlight to harm or hinder them. Failing the
Peddler
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RESKIN
17
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Success: The infection has stalled, slowed and even reversed. Lalka
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DRONES
7 MIGHT
APTITUDES / TRAITS
10 DEFT. (P)*
8 GRIT (P)
9 INSIGHT (P)*
5 AURA*
* fficient Deftne
* reci e n i t
* ule ura
TYPE Monster
ADDITONAL INFO
Mechanical
SIZE Medium
ALLEGIANCE Unaligned
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ABILITIES YIELD
ADVERSARIES
SYNTHETIC B SYNTHETIC LIMBS
tissue which are ingested, inhaled, A replaced limb grants you +2 Blaster Mage
Drones are powered by an engine Unarmed Attacks with the limb Chosen one
MAD MACHINE B
PURETECH SALVAGE
Killservants
Lalka
As a result of overexposure to mana, the Opening up a Drone reveals a bounty of Master
Drone now has thoughts and feelings it standardized widgets and gizmos. Villains
wasn’t designed to process. Mundymutts
6-14 Dutiful
LABOR FRAME B
The Drone demands explanation for the
The Maintenance Drone’s body is PCs’ presence, and will attack if their
engineered for industrial work. response is unsatisfactory.
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[target locked] Lacking the magical mastery of their rivals, the Gleysian
Technocracy developed military technology to level the playing field.
Arcane Afterburner
Supernatural Leaping Advanced Sensor Suite
Can detect organic,
synthetic, or magical
All Range Attack System targets within 100 feet
(Extra Attack) Can see in darkness &
Range: 2 Areas through physical barriers
Damage: 2 (Bright)
Mad Machine
In rampage mode…
Morphic Armament
Minor Bonus (+2) on
Bulwark Mode Might rolls
Large Shield +1 Damage
Crusher Mode -2 Defense Rating
Mighty/Master Requires Insight
Combination Weapon Check to exit mode
Wire Mode
Lash/Arc Synthetic
Combination Weapon
Immune to ailments
t at affect t e e
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Indicators: Corpses slain with MAD MACHINE B
ruthless precision, the squeal of
Arcane Afterburners, a cold voice As a result of overexposure to mana, the
ADVERSARIES
announcing ‘Targets identified.’ Drone now has thoughts and feelings it
wasn’t designed to process.
Role Playing Notes: War Drones are
emotionally unstable. Most have Using
declared war on organics, but a rare The Drone can enter at will into an Adversaries
few attempt to defy their erratic, rampaging state that: Asura, Lajja
programming and find purpose and Grants a Minor Bonus (+2) to Bizzer
Swarm
meaning off the battlefield. Might rolls.
Blaster Mage
Customization: Special units may Provides +1 Heart of Damage to Chompa
have different sorts of Combination physical Attacks.
Chosen one
Weapons included with their Morphic
Causes a -2 to their Defense Demon,
Armament Ability. Blighted
Rating, due to reckless flailing.
Drones
Attempting to exit this state
Goop
ABILITIES requires the Drone to make a
Giga Gruun
successful Insight Check.
Grim Wing
IMPOSING FIGURE B
Killservants
The War Drone is a Large Species War Drones take up advantageous Villains
+6 Defense Rating
+1 Hearts Total
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Concentrated mana can be expelled If still intact, the Morphic Arm and its
towards ranged targets. module can be removed by someone with
Basic Gadgeteering.
Mana Blast: In addition to its other
permitted Actions, the War Drone With a successful Crafting roll,
can direct an Attack that does the module can be configured to
2 Hearts of Bright Damage towards take the form of one of two Melee
a target up to 2 Battlefield Weapon Types, or a single Melee
Areas away. Weapon and a Standard Shield.
At the beginning of each Turn
the wielder can choose to shift
MORPHIC ARMAMENT A between forms.
One of the War Drone’s arms has a built-in When not in use, the Morphic Arm
weapon with multiple configurations. retracts into a small cylinder, taking
up only 1 Inventory Slot.
At the start of a Turn the War Drone 1 Slot • 210 Coins
can configure its weapon arm into
one of 3 modes:
MOOD TABLE
Bulwark Mode: Serves as a
Large Shield. Choose or roll a Mood
Crusher Mode: Strikes as a
Master/Mighty Combo Weapon. 1-5 Self-diagnosis
Wire Mode: Strikes as a Lash/Ark
The War Drone is attempting to stay in a
Combo Weapon.
non-violent mode. It will speak to anyone
The weapon is treated as Magical who approaches, eager to learn from the
Material (Gleysian Alloy). experience of others.
6-14 No directive
YIELD
The War Drone is wandering without
purpose. While it doesn’t see the party as
GLEYSIAN ALLOY a threat, it will not hesitate to attack if it
detects a sudden or hostile move.
3 Slots worth of this ‘Magic’ Material
( p288) can be recovered from a downed
War Drone. The specular metal is easy to 15-20 Target locked
work with when heated but super-hard
The War Drone has concluded the PCs are
when cooled.
hostiles, and has subsequently targeted
2 them for termination.
Inherent Ability
While there is no lasting effect,
Crafters using the alloy gain a RESKIN
14 Major Bonus (+4) to any rolls made
The War Drone can be reskinned as a
during any crafting process.
powerful golem or magitech knight.
1 Slot • 125 Coins
1
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MORPHIC ARMAMENT
ADVERSARIES
Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Bulwark Mode Crusher Mode Wire Mode
Large Shield Master/Mighty Weapon Lash/Ark Weapon Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries
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Corrosive Contact
Deftness Check or
Goop attaches to do 1
Serious Burn per Turn
Inexorable Sludge
Can travel across
walls and ceilings
Habitat: Most common in the Wistful When in groups they swarm a single
Dark, Stahlfeld, and No-Folks Land target hoping to bring them down
due to the prevalence of derelict with a combined effort.
ancient facilities in these regions.
13 Indicators: Walls and floors bleached
Gear: Occasionally they’ll contain the clean, a strong chemical odor,
polished metal belongings of their partially dissolved corpses.
most recent meal.
2 Roleplaying Notes:Goops aren’t
Communication: Odd chemical complicated, they live to dissolve.
burbles that are indecipherable to
non-goops. Customization:Goops charged with
20 unusual mana might have alternate
Tactics: Goops are slow and resort to methods of attack, such as freezing
ambush tactics, dropping from or shocking foes. Others might be
ceilings or hiding in cracks. able to move quickly.
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They cannot hold or use objects. The one exception to this is glass, Chompa
which they cannot corrode.
They are able to squeeze under Chosen one
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Berserking brute. Larger and meaner than the common Gruun, Giga Gruun
are living siege weaponry from the 3rd Aeon. Without masters, their brutal yet
childlike nature is a danger to anyone they come across.
Habitat: Giga Gruun distrust the dark Grab and Restrain opponents in
19 so they remain outdoors in the their enormous hands, or toss them
sunny hemisphere. out of the Battlefield.
Communication: Giga Gruun only In spite of all their anger, Giga Gruun
understand Low Speech and will are fond of tiny creatures and will:
7
get angry when spoken to in Not harm Small PCs or creatures,
another tongue. unless they are attacking them.
Tactics: Giga Gruun are not smart, Attempt to claim any surviving tiny
15
but know they are strong, and will: folk as their pets.
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Role Playing Notes: Violent and YIELD
emotionally stunted, Giga Gruun are
like malicious children. While not
ADVERSARIES
entirely unreasonable, they will get BERSERKER HIDE
aggressive if things get too
complicated for them. 3 Slots of hide can be removed with the
Using
proper Ability. This resilient material can Adversaries
Customization: Some Giga Gruun be used as a Magic Fabric ( p290) for Asura, Lajja
carry massive weapons that do +1 Crafting Outfits as well as Light or
Heart of Damage compared to their Medium Armor.
Bizzer
Swarm
man-sized equivalents.
Blaster Mage
1 Slot • 150 Coins
Chompa
ABILITIES Chosen one
FURY GLAND
Demon,
Blighted
GIGA BODY B This bio-sorcerous organ can be milked to
Drones
produce 2 Units of rage hormone for use
The Giga Gruun are 15 feet tall, and as a Crafting Additive ( p291). Goop
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Sun Blotter
Focused Attack: Mighty Weapon, Jaws/Talons
Sweep Attack: Arc Weapon, Wings/Tail
Wins all Might Contests unless against Mana Blast
Supernatural Might (Extra Attack)
Beam
Bio-Sorcerous Body Range: 2 Areas
Can see in blinding light Damage: 3 (Bright)
& total darkness Target must make
Regenerates 1 per Turn Might Check or be Toppled
Spray
Range: 1 Area
Damage: 1 (Bright)
Affects everyone in the Area
Skybound Destroyer
Swoop Attack
Damage: 3
Can target anyone
in the Areas it
moves through
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The Grim Wing is resilient to pain Attack: Imbued Melee Weapons Lalka
and regains 1 lost Heart every Turn. are given the ability to release Master
Villains
The Grim Wing’s eyes can see in arcs of mana that strike as Thrown
Mundymutts
blinding light and total darkness. Weapons and inflict Bright Damage.
Skelemen
◆ Imbued Missile Weapons no longer
Shadow
require ammunition, and fire bolts Beast
SKYBOUND DESTROYER B that inflict Bright Damage. Tiny
Unhelpful
Grim Wings soar on huge leathery wings. 2 Slots • 150 Coins Cloud
Undead
Peddler
When flying the Grim Wing is Fast. MOOD TABLE Unshaped,
Bellzuub
Swoop Attack: Instead of using its
Choose or roll a Mood Urarani
other physical Attacks, the Grim
Wing can make a claw Attack Creating
Adversaries
that does 3 Hearts of Damage to 1-5 Sated
anyone standing in a Battlefield
A Grim Wing flies overhead. It will be back
Area it flies through.
when it has finished digesting its last meal.
6-14 Peckish
MANA BLAST L
The Grim Wing tests the PCs, to see if
Burning eyes can fire concentrated mana. they are an easy meal.
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KILLSERVANTS
Service with a sword. Servants are commonly employed by nobles, the rich,
or the terminally busy. The unpredictable and dangerous nature of the Outer
World has seen the emergence of the Killservant, employees whose duties are
both domestic and martial.
They’ll mop the floor with you. Murder Maids will eliminate anyone who
threatens to disrupt the domestic bliss they maintain.
Immaculate Uniform
10
APTITUDES / TRAITS
TYPE Folk
ADVERSARY INFO
Extraordinary
SIZE Medium
Habitat: Killservants are employed Use Back and Forth without a Fuss
wherever there are folk rich enough to avoid being cornered.
10
to train and hire them. Fight relentlessly, but not with
Gear: They wear their Immaculate suicidal loyalty. After all, who will
Uniform and carry a discrete Chosen clean up the mess if they are killed?
16 Weapon. For example, an Arc
Indicators: An extremely neat
Weapon disguised as a Broom.
and tidy area, soft humming and
Communication: Low Speech and rhythmic footsteps.
6 their employer’s preferred language.
Role Playing Notes: Pleasant and
Tactics: Once an individual has been polite when on duty, but individuals
targeted they will: can be shy, bubbly or brusque.
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Customization: Individual Maids will BACK & FORTH WITHOUT A FUSS
carry different Chosen Weapons.
Murder Maids zip from place to place with
When working in groups, Maids ADVERSARIES
little effort.
will also choose accent colors to
differentiate their uniforms.
Murder Maids have Supernatural Using
Experienced Murder Maids may know Leaping ( p107). Adversaries
Magical Murder Princess Elective Asura, Lajja
Abilities ( p52). Bizzer
Swarm
YIELD Blaster Mage
ABILITIES
As well as their Immaculate Uniform and Chompa
A Murder Maid’s Chosen Weapon the Murder Maid’s master, or at least they
is always Disguised ( p160). look like someone who has. They won’t
listen to reason unless defeated.
Surviving enemies, like dirt and grime, are The Murder Maid can be used to represent
considered intolerable filth. a zealous soldier or crusader.
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One heck of a steward. Murder Maids are trained to tidy up messy situations
whereas Battle Butlers prevent them from occurring in the first place. Calm and
unflappable, they are always present when their master requires.
COMBAT VALUES
+4/+5 1 4 nruf e n t n
ATTACK HEARTS Can use Action to stop any
Attack in the same Area as them
17 2 Fast 3 Requires Grit vs Might Contest
DEFENSE SPEED Minor Bonus (+2) on
Checks & Contests to do with
¹ Tidy Battle Stance (+1)
keeping things on track
² Tidy Battle Stance (+2)
Immaculate Uniform (+2)
Speed Bonus (+2)
Quick Weapon (+1) Immaculate Uniform
³ Expeditious Manner (+1 level)
Authorititive utfit
+2 Defense
8
APTITUDES / TRAITS
MIGHT*
10 DEFT. (P)
11 GRIT (P)*
11 INSIGHT (P)* Tidy Battle Stance
9 AURA Chosen Weapon
* A bit thin (-1 Might) Quick, Uitility (Timepiece)
* Stoic (+1 Grit) +2 Defense
* Observant (+1 Insight)
+1 Attack
TYPE Folk
ADVERSARY INFO
Extraordinary
SIZE Medium
ALLEGIANCE Unaligned
Habitat: Found in the service of If isolated, they will withdraw unless
Outer World’s most wealthy, such as they are acting as a decoy.
the Patricians of Shard or the Samurai
of the Seven Holy Isles. Indicators: Noticeably well ordered
areas, the sound of patient footsteps,
Gear: They wear their Immaculate a body of someone slain by clean,
Uniform and carry a notable Chosen precise cuts.
Weapon. For example, a duelling
20 Role Playing Notes: Polite to a fault.
sabre that has a timepiece built in.
They put duty before emotion and
Communication: Low Speech and are respectful no matter what
their employer’s preferred language. their intent.
19
Tactics: Butlers work best when they Customization: Experienced Battle
are part of a team and will: Butlers might know Battle Princess
Elective Abilities ( p42).
18 Attempt to thwart the most
challenging opponent while their
compatriots pick off the rest.
390
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ABILITIES
Battle Butlers have a Minor Bonus
(+2) on Checks and Contests
IMMACULATE UNIFORM B connected to keeping things ADVERSARIES
on track.
Battle Butlers wear tailored outfits that
Using
offer additional levels of protection. Adversaries
vs Requires a Contest
The Butler’s Grit vs. the
attacker’s Might.
Success: The attacker falters and
cannot act on their Turn.
391
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+0 1
COMBAT VALUES
Elemental Vex
ATTACK HEARTS Move an item (Max. 2 Slots)
13 1 Average
Provide Attack Assist
DEFENSE SPEED Aura vs. Might Contest to
Topple or disarm
¹ Mischievous Miniscule, Tiny (+3)
Arcane Beleaguerment
6
APTITUDES / TRAITS
SIZE Tiny
Habitat: Lalka are never too far from Use Attack Assists to help their
their Lalka Jar, the pot or container in masters and employ Arcane
which they were created. A jar may Beleaguerment at key moments.
be positioned to protect a specific
location or carried around by their Indicators: Overturned pots and
master. If freed, Lalka gravitate to furniture, poorly timed pranks and
locations related to their type. Breeze other signs of childish mischief.
Lalka settle in windy valleys and Role Playing Notes: Lalka have
15 caves, while Mud Lalka enjoy swamps simple thoughts. They are belligerent
and river banks. and difficult with everyone except
Communication: Lalka are able to their master or fellow Lalka. Lalka are
speak and understand Low Speech. happy to hurl insults at you but can’t
17 sustain any meaningful dialog.
They tend to have squeaky voices.
Tactics: Self-preservation is not a Customization: More powerful Lalka
factor when confronting foes, they: can reform after using Arcane
2 Beleaguerment or have additional
Use Elemental Vex for hit and run hexes like Mortifying Bloat ( p61) or
attacks to weaken or distract foes. Hocus Pox ( p62).
392
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ABILITIES
Mud Lalka
Requires a Contest
ADVERSARIES
MISCHIEVOUS MINUSCULE B Lalka’s Deftness vs. your Might.
Lalka fit in the palm of your hand. Success: The Lalka splatters itself
over your leg and hardens. You are Using
Adversaries
Petrified ( p270) for 1 Turn.
Lalka are Tiny ( p434) Asura, Lajja
Bizzer
Up to 3 Lalka can attempt this Swarm
Ability together, each Lalka adds Blaster Mage
ELEMENTAL VEX B
+2 to their Contest roll and Chompa
Lalkas have a smidgen of elemental power. prolongs the effect by 1 Turn.
Chosen one
Demon,
Breeze Lalka D Adds 1 Dark Allegiance Point. Blighted
Drones
Can summon a powerful breeze to:
Goop
Push over, or move, an object no
YIELD Giga Gruun
larger than 2 Inventory Slots.
Grim Wing
Distract or annoy you, providing
Killservants
an Attack Assist ( p256) to an ally. LALKA JAR
Lalka
Attempt to blow something out of
your hand or Topple you ( p271). Whoever last held this mundane looking Master
Villains
jar controls the Lalka that was created in it.
◆ Requires a Contest Mundymutts
If a Jar is smashed the Lalka is set free.
Lalka’s Aura vs. your Might. Skelemen
1 Slot • 50 (with Lalka)
Mud Lalka Shadow
Beast
Can sling grime pulled from their Tiny
bodies as if a Thrown Weapon. MOOD TABLE Unhelpful
Cloud
Choose or roll a Mood Undead
B Adds 1 Bright Allegiance Point. Peddler
Unshaped,
1-5 Preoccupied Bellzuub
Urarani
The Lalka is annoying a commoner and will
ARCANE BELEAGUERMENT B M
ignore the PCs unless they interfere. Creating
Adversaries
When all else fails, Lalka will sacrifice
themselves to temporarily delay their foe. 6-14 Protective
They can even coordinate their efforts with
their fellow Lalka. The Lalka have been ordered to guard a
specific spot or item. They only harass the
Lalka can hurl themselves at you in PCs if they start poking around.
a self-destructive attempt to slow
you down. 15-20 Annoying
Whether the attempt is successful The Lalka have been sent to harm and
or not, the Lalka is destroyed. hinder the PCs by an old, or unknown, foe.
Breeze Lalka
Requires a Contest RESKIN
Lalka’s Deftness vs. your Grit.
Success: The Lalka forces its way Create Lalka related to different elements
into an orifice and evaporates. You by re-theming their Abilities.
are Ballooned ( p268) for 1 Turn.
393
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MASTER VILLAINS
Strength is the only truth. A warrior’s strength is guided by many things: the
pursuit of justice, the rush of meeting a worthy challenge, or the camaraderie
formed in battle. When those joys fade, all that remains is dark necessity.
T (P)*
foe misses their
12 D T
Melee Attack
14 T (P)*
10 T* ar i t
13 (P) Supernatural Might
*D inatin i t
* rre re i le rit atient De tr er
* arr i i ne n i t Supernatural Leaping
T Folk e er urren er
ADVERSARY INFO
Extraordinary If reduced to 0
SIZE Medium Grit Check to
restore 4
Unaligned
394
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Role Playing Notes: The Oppressor WALL OF BLADES L
is grim, bitter, or weary. They avoid
pointless chit-chat, but will explain Wild, uncertain, or amateurish attacks
ADVERSARIES
their motivations to other warriors. against the Oppressor invite their wrath.
Customization: Changing the
Oppressor’s combat Gear is a good The Oppressor may immediately Using
samurai would have a Sky Steel against anyone who fails a Melee Asura, Lajja
395
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Archsage with a joyless heart. When whimsy and mirth are discarded in cold
pursuit of eldritch knowledge and power, a wizard’s soul will degrade.
Congruent Consciousness
e n all n i t r ll
Extra cti n er Turn f r
a ical ilitie nl
Barrier
Magician’s Apparatus Mu t e e tr e ef re
e a ue can e it
Wizard Sight Defense atin
Can ‘see’ in the dark eart T tal
10 MIGHT* TYPE l
+8 7 Extraordinary
13 DEFT. (P)
ATTACK T
10 T* SIZE Medium
12 1 Average 16 INSIGHT (P)*
ALLEGIANCE T ili t Aligned
DEFENSE SPEED 15 (P)* 4 Bright
¹ Light Armor (+2) * Gnarled (-2 Might) 4 Dark
Withered (-2 Grit)
Brilliant (+3 Insight)
15 Overwhelming (+2 Aura)
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Hurl foes off high places using
Spell Force: With the use of an
Spell Force.
Action the Pedagogue is able to
Use Burden on annoyingly quick or manipulate, push, or lift objects up ADVERSARIES
mobile opponents. to 15ft away.
Engage in a bit of small talk with The force can be as delicate or
Using
a group of would-be meddlers so strong as an adult human hand. Adversaries
they can use their Infinite Reference
If used in a Check or Contest, the Asura, Lajja
on each of them.
bearer’s Insight is used, instead Bizzer
397
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BARRIER A M BLAST A M
Mana is constantly flowing within and The Pedagogue is able to agitate large
around the Pedagogue. It is a simple clusters of mana to create a powerful
matter for them to turn it into a flexible, explosion. This spell is a favorite way to
flowing defensive field. clear away rabble.
398
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399
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MUNDYMUTTS
Ruff neck miscreant. Outcasts banished from their pack for heinous crimes.
The exile extends to their offspring, resulting in the formation of bandit packs.
+0 1
COMBAT VALUES
ATTACK HEARTS
Doggone Good Sense
14 1 Fast 2 Edge on Insight Checks
DEFENSE SPEED & Contests using
hearing or smell
¹ Light Armor (+2)
Speed Bonus (+2) Can smell magic
² Stray’s Step (+1 level)
6
APTITUDES / TRAITS
MIGHT
7 DEFT. (P)*
6 GRIT (P)
7 INSIGHT (P)*
5 AURA*
TYPE Folk
ADVERSARY INFO
Animal-kin
SIZE Medium
ALLEGIANCE Unaligned
Habitat: These strays have spread Use ranged attacks when they are
from the Pride Coast, their ancestral low in number.
homeland, in search of coin. Will only engage in melee if they
8 are confident of the win.
Gear: Light Armor, a Standard
Weapon, and some Thrown Weapons.
Indicators: Gnawed sticks, the sound
Communication: Low Speech and of growling and howling, corpses
19 with throwing knives in their backs.
another language related to their
home region. They refuse to learn
Role Playing Notes: Packs consist of
Hoshi-Ban, the tongue of cats.
varied personalities. Universally
20 pragmatic and ruthless, most have a
Tactics: Mange are cowardly
combatants and will: strong sense of loyalty to the pack
and feel they are in it together,
Use ambush techniques. surviving in a cruel world.
400
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Customization: Senior Mange YIELD
Bandits might know Raider ( p35) or
Sneak ( p23) Elective Abilities. Mange Bandits have 1d20 of ill-gotten
ADVERSARIES
gains. They’ll also have a ‘Cool Thing’:
ABILITIES a piece of Magical Material ( p288) or a
Curiosity ( p180). This is usually buried Using
in a secret location and used as leverage Adversaries
DOGGONE GOOD SENSE B when pleading with the PCs. Asura, Lajja
Bizzer
Mundymutts hear and smell better than Swarm
any other species in the Outer World. MOOD TABLE Blaster Mage
401
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Woofing wayfarer. Proudhounds once belonged to tightly knit clans, but have
dispersed. A few remain in their ancestral homeland trying to eke out a new
life, or struggling to preserve the old one. Many have taken to wandering. The
Proudhounds seek fame and fortune to immortalize their lost clans.
COMBAT VALUES
+4/+5 1 4
ATTACK HEARTS Packsword
Mighty/Master
16 2
Average Combination Weapon
DEFENSE SPEED
402
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ABILITIES YIELD
smell ‘off’ and make them uneasy. The Proudhound is travelling on the same Giga Gruun
This could explain their infamous path as the PCs and loudly singing an old Grim Wing
dislike of the Rai-Neko. drinking song.
Killservants
Lalka
6-14 Suspicious Master
Villains
CANINE POUNCE A
The Proudhound is in pursuit of someone
Mundymutts
accused of a loathsome crime. They will
Proudhounds can bound into battle. Skelemen
challenge the PCs if they act suspiciously.
Shadow
Proudhounds have Supernatural Beast
403
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SKELEMEN
Magic infused remains. Mana flows through all of Outer World’s living beings,
and some claim it ‘gets in your bones’. The unsleep is a curse for those with
ruthless ambition, those afflicted rise in an endless pursuit of power and riches.
+0
COMBAT VALUES
1
ATTACK HEARTS Pull Yourself Together
Reassembles 3 Turns after
10/11 1 Average
being reduced to 0 iii
DEFENSE SPEED
Undead
SIZE Medium
404
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Role Playing Notes: Prone to YIELD
insulting or dramatic gestures.
Amused by their own brilliance.
ADVERSARIES
CLACKING CRANIUM
Customization: Increase the threat
by equipping them with better A Skeleman’s skull remains animated even
weapons or armor. Skelemen could when the rest of its body is crushed.
Using
Adversaries
also be made from the bones of While it will try to be dangerous, gnashing Asura, Lajja
Large or Small Species ( p106). its teeth pointlessly, it is a harmless
Bizzer
novelty item. Swarm
Suffocation, and aging. The Skelemen are busy distributing the Grim Wing
eyes and tongues of recent victims, one of
Immune to toxins that target living Killservants
whom may still be bound and alive! They
tissue which are ingested, inhaled, Lalka
ignore the PCs, unless provoked
or injected. Master
or annoyed. Villains
Can only be animated when within Mundymutts
1 mile of a living creature (Bio-
Mechanoids do not count) or a 6-14 Embarrassed Skelemen
Shadow
Skelemonarch ( p408). When out The Skelemen are in the midst of setting Beast
of range they are aware but inert. up a trap or ambush. Awkward. Tiny
Unhelpful
Cloud
D Adds 1 Dark Allegiance Point. 15-20 Hateful Undead
Peddler
The Skelemen are aware of the PCs’ Unshaped,
approach, and haven’t had a chance to Bellzuub
PULL YOURSELF TOGETHER B
mix it up with the living for quite a while. Urarani
405
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Bossy bones. A Skeleman that has claimed the eyes and tongue of the living
gains enhanced vision, the power of speech, and poisonous ambition.
+3/+4 1
COMBAT VALUES
3
ATTACK HEARTS Pull Yourself Together
Reassembles 3 Turns after
14 2 Average
being reduced to 0
DEFENSE SPEED
Undead
SIZE Medium
406
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If more than one Skelemaster inhabits
Skelemasters are instantly aware of
the same Adventure Site, they will
anything a Skeleman or Clacking
try to undermine or usurp the other
Cranium within 1 mile of them sees ADVERSARIES
whilst dealing with the PCs.
or hears.
Customization: Arm with different The ability is limited to a 1 mile
weapons, or heavier armor, at the radius from the Skelemaster
Using
Adversaries
lamented expense of style. Toughen
Asura, Lajja
them up with a Champion or Raider’s
Elective Ability. D Adds 1 Dark Allegiance Point. Bizzer
Swarm
Blaster Mage
ABILITIES Chompa
YIELD
Chosen one
Demon,
LIVING DEAD B
YACKING CRANIUM Blighted
Drones
Skelemasters are not subject to the
A Skelemaster’s skull remains animated
afflictions that plague the living. Goop
even when the rest of its body is crushed. Giga Gruun
Its eyes swivel wildly in their sockets and it
Immune to Fatigue, Starvation, Grim Wing
spits insults at its keeper.
Suffocation, and aging. Killservants
Autarch of the fleshless. When an ancient ritual seals a powerful soul within
the body of a Skelemaster, the result is an ageless tyrant.
Skelemancy
Bone Brambles
Curse of the Skull attlefiel Area
If in the same Area win ec e late
Aura vs. Grit Contest or be
utrefie an l e er Turn
If re uce t
ec e ele an
17 Habitat: Usually found in one of two Tactics: Despite their great power,
places: in their ghastly stronghold, or Skelemonarchs avoid direct
behind a skeletal horde. confrontation, obscuring themselves
5 behind a loyal horde. The living are
Gear: Each Skelemonarch has it own granted audience only to be
individual style, but most are partial subjected to the Curse of the Skull.
to ceremonial regalia.
Indicators: A garrison of highly
11 Communication: They are able to organized Skelemasters and
speak Low Speech, Dark Tongue and Skelemen, the sound of crackling
any other languages they knew when energy, husks of discarded flesh...
they were alive.
408
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Role Playing Notes: Skelemonarchs HOLLOW EYED SERVANTS A M
are not just heartless, they are
actively cruel. They taunt opposition Skelemonarchs issue their despicable
ADVERSARIES
in hopes of rash retaliation, and commands at the speed of thought.
adorn skeletons under their
command with mementos of their Skelemonarchs are instantly Using
past lives so they can point them out aware of anything a Skelemaster, Adversaries
to loved ones seeking revenge. Skeleman, or Clacking Cranium Asura, Lajja
tissue which are ingested, inhaled, Can Parry once per Round as a
Mundymutts
409
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410
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EVIL-UTION
Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries
411
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The wrath of the departed. Shadow Beasts are born of tragedy. When a large
number of individuals die during a violent or gruesome event, it can poison the
ambient mana. This corrupted mana can coalesce and congeal into a terrible,
destructive mass that lashes out at everything that moves.
Tragic Behemoth
Focused Attack: i t ea n t ite
Sweep Attack: rc ea n ec i
in all i t nte t unle a ain t u ernatural i ht
Forsaken Shadow
unli t in ict Terrifie il ent n t e ea t
Dar Da a e eal
ri t Da a e in ict
Surging Darkness
an acce late
attlefiel rea
Caustic Miasma
T e attlefiel rea t e
ea t ccu ie i ar ful
17
COMBAT STATS APTITUDES / TRAITS ADVERSARY INFO
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Habitat: Shadow Beasts are only Indicators: Corpses and scenery that
found in the Wistful Dark due to the have been melted away, dark mist,
region’s high levels of dark mana. terrible cries and moans, an ADVERSARIES
Reports from the Hollow Queen’s acrid smell.
Kingdom suggest they clash with the
region’s other curious creatures. Role Playing Notes: Shadow Beasts
Using
are the personification of suffering Adversaries
Communication: It cannot and rage, they are not interested in Asura, Lajja
meaningfully communicate. The discourse and will attack anything
temporary faces that emerge on its that moves. The howling faces that
Bizzer
Swarm
body only wail in remembrance, and move along their surface are Blaster Mage
the creature itself thinks only individually comprehensible, even if Chompa
of destruction. they only beg or cry. Maybe the PCs
Chosen one
Tactics: The Beasts are instinctual recognize one of the faces?
Demon,
rather than strategic and will: Customization: Replace their Caustic Blighted
Rely on their Caustic Miasma to Miasma with an Ability that is related Drones
clear out weaker foes, saving to the originating event. For Goop
their direct attacks for their more example, innocents gunned down by Giga Gruun
413
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414
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acting quickly. It can later be rolled out sightings of this hypothetical ‘Radiant Undead
Peddler
and left to dry. The processed miasma can Beast’ to substantiate this claim.
Unshaped,
be used as a Magical Fabric ( p290) for Bellzuub
Crafting Outfits as well as Light Armor. Urarani
415
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+1
COMBAT VALUES
2
ATTACK HEARTS
Made of Sterner Puff
121 Average Snatch and drop items
DEFENSE SPEED (3 Slot max.)
Might Check to resist
¹ Made of Sterner Puff (+2)
snatch attempt
7
APTITUDES / TRAITS
MIGHT
8 DEFT. (P) Personal Rainy Day
9 GRIT (P)* Snag on rolls
if targeted
7 INSIGHT
8 AURA (P)
Manifestation progenitor
SIZE Small
Habitat: The Cloud will always be Indicators: The smell of rain, tiny but
found near its progenitor creature. angry mumbling, fallen creatures with
oddly wet hair.
Communication: The Tiny Unhelpful
Cloud can speak and understand Role Playing Notes: Tiny Unhelpful
Low Speech and has a small but Clouds are terrible conversationalists.
angry voice. They usually speak only to heckle,
taunt, and mock anyone they come in
Tactics: The Cloud acts in ways that contact with… even their host!
will help its progenitor defeat their
enemies by: Customization: Some Tiny
20
Unhelpful Clouds may cause Ailments
Swiping, and carrying off, ( p268) or even blast targets with
strategically valuable items. harmful electricity.
10 Focusing their Personal Rainy Day
Ability on any foes that seem to be
a true threat to their progenitor.
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417
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Buy somethin’, will ya? Cursed merchants who, having perished with an
outrageous unpaid debt, now wander dangerous places looking for business.
+2
COMBAT VALUES
3
ATTACK HEARTS
10 Average
DEFENSE SPEED
Living Dead
Immune to ailments
t at affect t e e
7
APTITUDES / TRAITS
MIGHT
9 DEFT. (P)
8 GRIT*
Corpse Commodities
11 INSIGHT (P)*
12 Slots of useful
9 AURA (P)
items for sale
* Skin n’ bone (-1 Grit)
Shrewd (+2 Insight) Bomb, will self-destruct
rather than get robbed
TYPE Folk
ADVERSARY INFO
Undead
SIZE Medium
418
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ABILITIES YIELD
419
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INSECTOID FORMS
16-20
Crushing Giant
1-5 +2 Insectoid Aspects
cu e ttac
Oppressing Swarm Mighty Weapon, Legs
+2 Insectoid Aspects ee ttac
Can only be targeted with Arc Weapon, Legs
Area Attacks (or Mighty Wins all Might Contests
Weapons) unless against
Immune to Status Ailments Supernatural Might
Fast, +2 Defense Rating Massive Species
+2 Might
-2 Defense
+2 Hearts Total
11-15
6-10 Bladed Hunter
+ 3 Insectoid Aspects
Unseen Crawler
Strikes as Dual Wielding
+2 Insectoid Aspects
Quick/Master
Edge on remaining hidden Combination Weapons
Climb walls or
Tiny Species Uses second arm as
+3 Defense Standard Shield,
+1 Defense & Parry
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Habitat: Bellzuub is the crawling Will do everything in his power
sensation under your skin, the cloud to stack the odds in his favor, and
of pests that accompany decay, the retreat if faced with real danger.
ADVERSARIES
ominous rattle that haunts the dark Uses his Puppets to infiltrate mortal
and desolate. He can manifest settlements, taking over officials
anywhere in Outer World. or community members to act as Using
Adversaries
Communication: Bellzuub spies, guards, and assassins.
Asura, Lajja
understands all of Outer World’s Indicators: Agitated insects, a horrid
languages, though he’s not fluent chittering, the putrid smell of decay. Bizzer
Swarm
when speaking. His phrasing is
awkward and alien. Role Playing Notes: Like all Blaster Mage
Chittering Puppetry
If killed by Bellzuub, the corpse can be
reanimated as a Puppet
Puppets retain knowledge, Combat
Values, and Abilities
Maximum of 9 Ranks worth of Puppets
421
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Or one of the chitinous legs can If untreated, Ailments last for Asura, Lajja
The Crushing Giant is Massive Grants special movement enabling Grim Wing
423
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Those seeking to deal with Bellzuub with Bellzuub can animate the recently slain by
any sort of finality must perform a ritual infesting them with insects, enabling him
to force him into a permanent state. The to make pawns of pauper and prince alike.
Verminous Incantation has been passed
among arcane scholars for centuries. Bellzuub can make a Puppet of
Hermit spell casters, town elders, anyone he has killed.
and large libraries could provide this Bellzuub can control multiple
information to curious adventurers. Puppets, but the combined Ranks
of the animated individuals must
Ritual not exceed 9. For example, a pair
1. First create and present an of Puppets who are Rank 4 and
Enhanted Lure to summon Rank 5, nine Puppets who are all
Bellzuub, he will typically Rank 1, or a single Puppet of
investigate within 1-3 days. Rank 9. Rank 0 characters count as
2. Once Bellzuub manifests, utter Rank 1 for calculation purposes.
the incantation to lock him into his Bellzuub can release an individual
current physical Form. The bind will from his control at any time to take
last for a period of 24 hours. over a new corpse. The abandoned
3. Finally, if you slay Bellzuub and host collapses in a lifeless heap.
burn his body whilst he is locked in Individuals under Bellzuub’s control
physical Form, he will remain dead. retain all abilities and knowledge
◆ Reality reacts to an Unshaped’s but have no will of their own.
death with a series of unusual Puppets mimic the living effectively,
events. In Bellzuub’s case, plagues although those close to a host
of confused insects torment nearby might notice that they are ‘out of
Settlements for several weeks. sorts’.
Bellzuub is aware of everything his
Enchanted Lures Puppets experience.
A Lure must be something that an Wounding a Puppet, or exposing
insect would be naturally drawn them to fire, will reveal the bugs
to, but made with Magic Materials hiding inside their body.
or Additives by someone with an
If a Puppet is reduced to 0 Hearts,
Advanced Crafting Discipline.
they are destroyed and the swarm
The nature of the Lure will also will evacuate the host, only to
dictate the Form Bellzuub chooses wither and die shortly afterwards.
to manifest in. For example: a
Colossal Creatures, artificial beings,
mixture of honey and Mistake
and creatures that lack a solid body
Sugar might conjure a swarm
are immune to this Ability,
of ant-like creatures, a Stargem
16 lantern might attract a giant moth-
like manifestation, and the bloom D Adds 1 Dark Allegiance Point.
of a magical flower might summon
an unusual buzzing insect.
1
12
Feel free to add your own method of
forcing Bellzuub into a fixed Form,
or decide on specific ingredients
required to create the Lure.
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The network will keep Bellzuub entities can be created by altering his Demon,
Blighted
informed of any local events, Forms, Aspects, and Abilities to reflect
or important discussions, that other types of small creature such as birds, Drones
the PCs have done, or discuss create a variety of monstrous bugs. Killservants
doing, if he makes a successful Lalka
Insight Check. If privy to this Master
knowledge he will be prepared. Villains
Mundymutts
Skelemen
B Adds 1 Bright Allegiance Point.
Shadow
Beast
Tiny
YIELD Unhelpful
Cloud
Undead
Peddler
THE VERMIN’S HEART
Unshaped,
Bellzuub
If Bellzuub is permanently slain, someone
Urarani
with the proper Ability can remove his
Vermin’s Heart, a gnarled stone that is Creating
Adversaries
always wet and warm, and use it as a
Crafting Additive ( p291).
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The forgotten crystal beast. A killing machine from the 1st Aeon made of
unbreakable glass. Most of its kind have been destroyed or withered away in a
reality they find suffocating, but a few have found a way to remain.
COMBAT VALUES TRAITS / APTITUDES ADVERSARY INFO
Mountain of Glass
Sweep Attack
an e rea
Deft ec r e e traine
i t ec re uire
t rea free f e
Repulse Attack
rit ec r
fall an eT le
Living Nightmare
Dark Da a e in ict
ri t Da a e in ict
19
18
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CREATURE MAP
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Urarani’s crystalline surface feeds off, and If you remove Urarani’s magical nature,
ADVERSARIES
constantly vents, inky Dark Mana. the colossus could be reskinned as an
enormous, metallic war machine. Add a
Attacks doing Dark Damage are small crew to man the contraption. Using
reduced by 1 Heart. Adversaries
Asura, Lajja
Attacks doing Bright Damage are
boosted by 1 Heart. Bizzer
Swarm
+6 Defense Rating. Blaster Mage
Chompa
D Adds 1 Dark Allegiance Point. Chosen one
Demon,
Blighted
YIELD Drones
Goop
Urarani’s massive body unravels and Giga Gruun
vanishes if destroyed. The memories of
Grim Wing
the encounter will become immediately
Killservants
hazy. Key details will remain consistent,
Lalka
but everyone will recall a slightly different
impression of the events and creature. Master
Villains
Mundymutts
MOOD TABLE Skelemen
Shadow
Choose or roll a Mood Beast
Tiny
1-5 Melancholic trance Unhelpful
Cloud
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CREATING ADVERSARIES
Fantastical biomes can be home to unique or rare species. Creating your own
creatures will reinforce the world’s strange and undiscovered nature, and
promote the PCs’ use of caution.
ADVERSARY CONCEPT
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An Attack Bonus equal to their COMBAT VALUES
Rank, rather than the value from
the progression table or… All Adversaries start with a Defense
ADVERSARIES
An Edge on all rolls related to a Rating of 10 and a Speed Rating
particular Aptitude. of Average.
Colossi range from Rank 5 to Rank 15: Use the Adversary Rank Table ( p432) Using
Adversaries
to determine your Adversary’s starting
They have the Colossal Ability (
Attack Bonus and Hearts Total. Asura, Lajja
p435) which comes with one Sweep
Bizzer
and one Repulse Attack. Swarm
YIELD
Have a Creature Map ( p435).. Blaster Mage
guided by your concept. A bandit treasures that can be harvested. Chosen one
scout would be a Mook, but his Demon,
commander may be a Boss. Gear: An Adversary will be equipped in Blighted
a way that is appropriate to its Menace Drones
and concept. Goop
RANK
Mooks will have cheap or mundane Giga Gruun
The exact Rank you select determines your items. Grim Wing
Adversary’s overall strength and potency. Bosses will have expensive items Killservants
Choose a Rank suggested by your like Heavy Armor, Custom Gear, or Lalka
Adversary’s Menace. Magic Consumables.
Master
Most living things are Rank 0-2. Megabosses may have Imbued Villains
Gear or powerful relics. Mundymutts
Local heroes and villains are Rank 3-4.
Materials & Additives: If an Adversary’s Skelemen
Rank 5 and above is far beyond
Ability is connected to their physiology, Shadow
the reach of most mortals. These Beast
they might yield Materials ( p288) or
Adversaries will have local, regional, or Tiny
Additives ( p291) that can be harvested Unhelpful
even global Reputations ( p279).
from their body. Cloud
Entities of Rank 11 and higher are truly Undead
For example, a heavily scaled monster
legendary: powerful immortals, divine Peddler
might yield a Magical Fabric or an
beings from beyond the Heaven Seal, Unshaped,
Adversary that can spit a fireball might Bellzuub
or landscape destroying Colossi.
yield Additives that enable Imbued Urarani
If you’re worried about creating an Weapons to do Flame Damage. Creating
under, or over, powered monster Adversaries
run a few quick test Fights with your Don’t give your Adversaries any
players’ PCs to see how it turns out. overpowered items you wouldn’t
want your PCs to get their hands on!
ADVERSARY TABLE
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Skill: The potential to act as a Guide, Dealing Special Damage.
know a Crafting Discipline, or possess Inflicting a hindering or
any similar knowledge-based Ability. non-lethal Ailment. ADVERSARIES
Magical: Invisibility, levitation, or other
unusual cosmic powers. A Advanced Abilities: At Rank 5 and
above Adversaries have Abilities that Using
provide major powers. Advanced Ability Adversaries
MAGIC ABILITIES
examples include: Asura, Lajja
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If an Ability is particularly potent or useful, Adversaries are not limited to the Species
you can apply a limitation to stop it Sizes used for PCs.
dominating an Encounter.
No Limits: If the Ability only provides a TINY SPECIES
minor perk, one that could be replicated
by a of piece gear worth less than 25 Faeries, micro-drones, funguys, and other
coins, it does not require a limitation. Adversaries that are less than 1 foot tall.
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-2 Defense Rating, easy to hit but ◆ Remember, falls from height can
extremely tough to penetrate. incur an Impact Injury.
435
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Mange Bandit
( p400)
Mange Hexer Pit Mange
Increase Rank by 1 Increase Rank by 1
Make Small Species ( p106) Make Large Species ( p106)
Add Sage’s Mortifying Bloat Add Champion’s Brute Ability
Ability ( p61) ( p30)
Remove Doggone
Good Sense Ability.
Reskin Fearsome Growl
to Fearsome Croak.
NEW Create New Ability
Tongue Tachi. Ballistic
tongue strikes as if a
Lash Weapon.
Proudhound Croak Ronin
( p402)
14
Remove Blubbery
Skin Ability.
NEW Create New Ability
6 Hunter’s Haste. This
grants Supernatural
Leaping and upgrades
Speed Rating to Fast.
10
Chompa Snarl
( p368)
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EXAMPLE ADVERSARY CREATION
Eruptle
ADVERSARIES
Mobile volcano
Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
STARTING CONCEPT CREATING ABILITIES
Shadow
A tough Adversary for a Thunda Sands Map Mini Mountain is an Ability that makes the Beast
Encounter is needed to make any Journeys Eruptle Massive ( p434). Tiny
across the Adventure Map a risky undertaking Unhelpful
for PCs. Reskin Chompa’s Blubbery Hide ( p369) Cloud
to Obsidian Shell. This makes Eruptle Slow, Undead
To take advange of the region’s desert on the surface, and grants +4 to its base Peddler
environment the Adversary will be a fabled Defense Rating and +1 to its Hearts Total. Unshaped,
Bellzuub
beast that surfaces sporadically to deliver a Reskin Blaster Mage’s Magic Big Shot
Urarani
fier ar ent n it re ( p367) to Lava Breath. There is no
Allegiance Point gained from the Ability, Creating
Adversaries
as it is non-magical, and it does Flame
DETERMINING BASE VALUES
instead of Bright Damage.
The Adversary is a Rank 7 Mega Boss. The Reskin Belzuub’s Insectoid Aspect:
Adversary Table ( p432) sets the intitial Burrowing Mandibles ( p423) to Sand
Combat Values, Aptitudes, and Abilities. Tunneller. Same Ability except Speed
Combat Values Rating under the surface will be Fast.
Attack Bonus +5, Hearts 5, Defense Rating NEW Create New Ability Sand Shifter. When
10, Speed Rating Average. under the sand the Eruptle can create a
Aptitudes ripple across the surface. Everyone in a
Chosen Primary Aptitudes (11) are Might, attlefiel rea t e ru tle a e
Grit, and Aura. Secondary Aptitudes (10) are through must make a Deftness Check or
Deftness and Insight. be Toppled. This Ability can be used in
addition to the monster‘s allowed Action.
Traits
The Eruptle will be Extremely Rugged (+2 Reskin Murder Princess’ Sword Storm
Grit) but Cumbersome (-1 Deftness) ( p54) to Pyroclastic Blast. There is no
Allegiance Point gained from the Ability,
Abilities as it is non-magical, and its range is
A Rank 7 Mega Boss can have between 3-6 e ten e t attlefiel rea t al n
Abilities and use Advanced Abilities. does Flame Damage, instead of Mundane.
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17-18 Uses Dark Magic Abilities 5-6 Enamored with, or terrified of, Blaster Mage
439
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A P P E N D I X
VI
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IDENTITY APTITUDES
ADVENTURER
MIGHT BASE
Smash, crush, lift
TRAIT -2 -1 0 +1 +2
BONUSES/PENALTIES
DEFTNESS
BASE
Dodge, sneak, leap
TRAIT -2 -1 0 +1 +2
NAME
BONUSES/PENALTIES
CALLING RANK
SPECIES SIZE
GRIT
Cling, persist, press on BASE
HOMELAND
TRAIT -2 -1 0 +1 +2
LANGUAGES
BONUSES/PENALTIES
HISTORY
PURVIEWS INSIGHT
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
TRAIT -2 -1 0 +1 +2
BONUSES/PENALTIES
DESCRIPTION
AURA
Persuade, inspire, terrify BASE
TRAIT -2 -1 0 +1 +2
BONUSES/PENALTIES
COMBAT VALUES
This adventurer belongs to...
INJURIES
BASE
DEFENSE RATING BASE SPEED RATING
Match or best this to harm me Sets Areas I can move through
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES
AVERAGE · 1 Area
FAST · 2 Areas
V. FAST · 2 Areas
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QUIRK GEAR
WORN OUTFIT
WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK UNALIGNED GIFTS
ALLEGIANCE
POINTS DARK
XP
BRIGHT TWILIGHT
ALLEGIANCE CURRENT XP XP FOR NEXT RANK
POINTS BRIGHT
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IDENTITY APTITUDES
ADVENTURER
MIGHT BASE 8
Smash, crush, lift
TRAIT -2 -1 0 +1 +2
8
BONUSES/PENALTIES
DEFTNESS
Dodge, sneak, leap
BASE 8
TRAIT -2 -1 0 +1 +2
NAME 8
Mariah Doeheart BONUSES/PENALTIES
CALLING RANK
Battle Princess 2
SPECIES SIZE
GRIT Courageous
Tenebrate Medium Cling, persist, press on BASE 9
HOMELAND
TRAIT -2 -1 0 +1 +2
Wistful Dark
LANGUAGES 10
High Akenian
BONUSES/PENALTIES
HISTORY
Starlight Farmer
INSIGHT Single-minded
7
PURVIEWS
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
• Sorting the good soil from the bad TRAIT -2 -1 0 +1 +2
DESCRIPTION
COMBAT VALUES
This adventurer belongs to...
ow 20 +2 INJURIES
BASE
DEFENSE RATING SPEED RATING
Match or best this to harm me
BASE 10 Sets Areas I can move through verage
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES
Functional
• S E E p
Shied person from eart once per fight
• E E right Point p
Gain an Influencing Factor for Negotiation
WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
1 ALLEGIANCE
POINTS DARK Fangs
XP
BRIGHT TWILIGHT
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
7 12
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GEAR LIST
Stones Coins Gems Inventory Slots
Ammo (x5) /
1 2 1
Ammo (x3) /
1 10 1
Ammo (x3) /
1 10 1
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ARMOR p163
Gear Allowance Defense Bonus
CHARACTER
Species: All +2 2 30 SHEET
Light Armor
Callings: All GEAR LIST
GAME
Medium Armor Species: All +4 3 60 BASICS
Callings: Champion, Raider, Battle CHECKS &
Princess, Murder Princess CONTESTS
JOURNEY
Heavy Armor Species: Medium, Large +6 4 130
ExPLORE
Callings: Champion, Battle
Princess, Murder Princess, NEGOTIATE
FIGHT
Superheavy Armor Species: Medium, Large +8 5 600 PERILS
Callings: Champion, Battle
DOWNTIME
Princess, Murder Princess
CRAFT
INDEx
SHIELDS p169
Gear Allowance Defense Bonus
Artisan’s Outfit
Outfit Only 2* 8
Heat 2* 8
Cold 2* 12
* When carried not worn
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Local Map /
1 10 5 Oil/Fuel, 10 Units 1 10
Kingdom Map /
1 10 2 Solvent 1 20
Compass 1 20
MISCELLANEOUS p179
* Depends on item
SPECIALIST’S KIT p176
New Kit* 2 50
CURIOSITIES ETC. p180
Replenishing a Kit N/A 25 Star Gem /
1 10 3
* Physician’s, Dungeoneer’s,
Shadow Stone /
1 10 5
Alchemist’s, Mender’s, Gadgeteer’s
Holy Icon 1 75
BOOKS p176
Long Grabber 2 45
Beginner’s Tome, Ins.12 1 6
Scanner 1 1
Journeyman’s Tome, Ins.14 1 12
Spell Engine
Master’s Tome, Ins.16 2 18
Small 1 2
Forgotten Lore, Ins.18 2 24
Large 2 4
Translation Journal 1 20
CONSUMABLES p177
OTHER WORLD ITEMS p182
/
1 10 1 Other World Sidearm 1 N/A
Rations
/
1 10 3 Other World Pocket Device 1 N/A
Hardy Rations
Treat /
1 10 3
Basic Potion 1 10
Booster Cake /
1 10 15
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8* CHECKS &
Custrel Restock Supplies x10 30 CONTESTS
* Per day JOURNEY
Shoddy 10 PERILS
Buzzer 75 DOWNTIME
Functional 20 CRAFT
Pudge Grub 20
INDEx
Luxurious 10
Fuzzcoil 100
Workshop Rental
Skree 100
Basic Workshop 3
Purr 75
Hi-end Workshop 20
MOUNTS p191
Recreational Attractions 5
PACK BEASTS p193
Coracle 2* 80 1
Deliver Item to other Region
Velocipede 3* 45
Membership 5
Cart N/A 1
Intercontinental Travel
Breeze Rider 2* 3
Sea 8
Skimmer N/A 8
Air 16
Felucca N/A 6
Walker N/A 6
GAME BASICS
1. GM provides information Bonuses: You can only apply 1 Bonus per roll
Present a situation that needs response • Major Bonus (+4)
• Minor Bonus (+2)
Provide information players can use
Appeal to senses when describing Penalties: You can only apply 1 Penalty per roll
• Major Penalty (-4)
Suggest actions if players falter
• Minor Penalty (-2)
2. Players describe their PC’s actions A Bonus is added when trying to roll a high
Describe action and intent number but subtracted when trying to
roll low
GM will assess feasibility and...
A Penalty is subtracted when trying to roll a
Decide if rule or roll is required and... high number but added when trying to
Clarify and warn of risk/consequences roll low.
In the case of a Contest, you don’t need to
3. Resolve consequences of PC actions use the full bonus, just what’s needed to win
Bonus & Penalties cancel each other out
4. Repeat
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JOURNEY
CHARACTER
JOURNEY PROCEDURE p223 LOST p227 SHEET
GEAR LIST
1. Choose destination and Route
1-12 A few missteps GAME
2. Work out route Travel ½ distance in a day BASICS
451
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EXPLORE
1. Choose PC Positions
Cautious All Location details revealed (no
2. Choose Movement Type Insight Checks needed) but...
3. Move to new Location Guardian Encounters alerted!
4. Deal with Guardian Encounters
Hasty Outpace pursuing threats or other
5. Perform Location Actions time-based threats but...
6. If Move to new Location, repeat Forfeit Insight Checks to detect
threats and...
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NEGOTIATE
CHARACTER
NEGOTIATE PROCEDURE p239 PUSH YOUR POINT p241 SHEET
GEAR LIST
1. Choose Primary Negotiators If you lose the initial Negotiation, you have one GAME
chance to Push Your Point, but you... BASICS
2. Choose Objective
CHECKS &
3. Select Tactic & Influencing Factors Must use different Tactic to first negotiation CONTESTS
Bribes
453
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FIGHT
4. Team 1 Turn (Move/Act & resolve) Flee Enemies get free attack
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Weapon + Ability Damage Extra Dam. i. 1st Injury ii. 2nd Injury iii. 3rd Injury CHARACTER
SHEET
Melee i. 1-5 Shocked/Stalled GEAR LIST
Unarmed 1 N/A ii. 1-3 Miss a Turn
GAME
Snag against armor iii. 1-2 BASICS
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Grenade
OBJECT HEARTS p263
Thrown Range: 1 Area
Hearts Size
All in Area make a Deft Check or lose 1 Heart
1 Small hand-held and are Toppled
4 Large hand-held
Bomb
6 Chib-sized
1 Action to Set
8 Human-sized Everyone up to 1 Area away is Toppled and
must make a Deft Check or lose 8 Hearts
12 Cart-sized
Structures lose 8 Hearts
MISCELLANEOUS INFO
Dual wielding
Shield parry
PERILS
You cannot fit in small spaces or through object (Defense Rating depends on Material) NEGOTIATE
regular sized doors FIGHT
Putrefied PERILS
Blinded/Deafened
Lose 1 Heart per Turn DOWNTIME
Snag on all rolls involving removed sense Make a Grit Check at 0 Hearts CRAFT
Failure: Effect defined by cause INDEx
Chibbed of putrefaction
Success: Putrefaction process ends
Small Species are immune
Medium > Small: -1 Might, 8 Inventory Slots Restrained
Large > Medium: -1 Might, 10 Inventory Slots
GM decides what actions you can perform
Note that Combat Gear Allowance changes! with Restrained limb(s)
GM decides if a Might or Deft. Check
Disoriented to escape from restraints
Insight Check before every Check, Contest,
or Attack. Starved
If you Fail the Insight Check but succeed For each day without food suffer -1 to your
on your next roll the GM will impose an Hearts Total
undesirable outcome or effect
If you reach 0 Hearts you die!
Requires an assistant to use an Action and
make Insight Check to remove Ailment Remove Ailment by consuming 1 day’s worth
of nutrition
Dispirited
Suffocated
Can’t Move or use Action (unless forced)
You can hold breath for ½ your Grit Aptitude
No Speed Bonus on Defense Rating in Turns (values are rounded down)
Requires an Action from an assistant in the After this you fall unconscious and die on the
same Area and you must make an Aura Check next Turn if you are not rescued
to remove Ailment
Terrified
Fatigued
PCs suffer a Snag on Checks and Attacks
For each day without sleep you suffer a -1 when interacting with the source of terror
Penalty to Checks, Contests, and Attacks
Companions/GMCs move away or are
If Penalty exceeds half your Rank you will paralyzed with fear
collapse for 24 hours
24 hours sleep needed to remove Ailment Toppled
DOWNTIME
Your Aura vs. Follower/GMC Grit (or vice versa) SOCIAL BONDS p279
Can’t recruit Follower/GMC of same or higher
Rank than you Form a Social Bond with a PC/GMC by
Socializing together during Downtime
Minor Bonus (+2) if a Social Bond or weakness
is exploited Minor Bonus (+2) for rolls if a Social Bond
provides you with extra motivation
Major Bonus (+4) if both apply!
Aura Check
Minor Bonus (+2) on rolls where
Success: You gain a Minor Bonus (+2) when
Reputation helps
using your Reputation
Fail: You are ignored or create the Minor Penalty (-2) on rolls where
wrong impression Reputation hinders
Edge when spreading existing Reputation to
new area
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CRAFT
CHARACTER
CRAFTING PROCEDURE p281 CRAFTING IMBUED GEAR p286 SHEET
GEAR LIST
1. Choose item to Craft
1. Identify Imbued Gear Type GAME
2. Check tools & materials BASICS
2. Choose Suitable Material
3. Make Crafting roll CHECKS &
3. Choose Additives CONTESTS
JOURNEY
4. Make Crafting roll
CRAFTING DISCIPLINES p282 ExPLORE
NEGOTIATE
IMBUED GEAR TYPES & ABILITIES p286
FIGHT
Alchemy Substances & chemicals
PERILS
Artificing Trinkets & jewelry Imbued Weapons
DOWNTIME
Suitable Materials: Magic Metals
Cooking Consumables CRAFT
Imbuable Abilities: Attack INDEx
Forging Weapons & armor
Imbued Armor
Gadget. Mechanical devices
Suitable Materials: Magic Metals
Tailoring Clothes & accessories Imbuable Abilities: Defense, Eldritch
459
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INDEX
Always bet on the Little One (Species Ability) Battle Bonds (Calling Ability) p44
p89 Battle Dance (Calling Ability) p44
Always Prepared (Quirk) p134 Battle Princess (Calling) p40
Ambush (Fight) p252 Battle Ready (Mount) p187
Angelic Countenance (Quirk) p137 Battle Scanner (Quirk) p146
Anti-Hazard (Custom Armor Ability) p166 Battlefield Domination (Adversary Ability)
Appealing Outfit (Gear) p173 p395
Arcane Artificing (Calling Ability) p61 Big Magic Shot (Adversary Ability) p367
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Bioskin (Quirk) p147
C
Bit Stream (Species Ability) p105
Bizzer Swarm (Adversary) p364 Calling p12 CHARACTER
SHEET
Black Glove Cavalier (History) p117 Calling Table p12
GEAR LIST
Blackout Goggles (Gear) p173 Camp (Journey) p229
GAME
Blade of Darkness (Calling Ability) p55 Canine Pounce (Adversary Ability) p403 BASICS
Blight Raider (History) p110 Caustic Miasma (Adversary Ability) p414 NEGOTIATE
Blistering Pace (Calling Ability) p37 Caustic Truth (Calling Ability) p54 PERILS
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Elsewheres (Region) p313 Frost Damage p259
Emissary of Sol (History) p120 Functional Outfit (Gear) p172
Engulf (Adversary Ability) p365 Furious Rampage (Adversary Ability) p385 CHARACTER
SHEET
Ennui Sludge (Additive) p292 Furtive (Calling Ability) p23
GEAR LIST
Everyday Divination (Calling Ability) p60 Fuzzcoil (Companion) p189
GAME
Expeditious Manner (Adversary Ability) p391 BASICS
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Hollow Queen’s Kingdom (Location) p305 Insectoid Aspects (Adversary Ability) p423
Honored Laborer (History) p123 Into the Fray (Calling Ability) p29
Howls of the Lost (Adversary Ability) p414 Isolated (Battlefield Condition) p250
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K M
Kawarimi (Calling Ability) p24 Macabre Aura (Adversary Ability) p409 CHARACTER
Killservants (Adversary) p388 Machine Labyrinth (Location) p311 SHEET
GEAR LIST
Kin to Fire (Quirk) p143 Mad Machine (Adversary Ability) p377, 379
GAME
Kingdom Map (Gear) p174 Made of Sterner Puff (Adversary Ability) p417 BASICS
Kinless Vagrant (History) p118 Mage Breaker (Quirk) p139 CHECKS &
CONTESTS
Knight Errant (History) p113 Magia University Graduate (History) p112
JOURNEY
Magic Shot (Adversary Ability) p367 ExPLORE
Magician Apparatus (Adversary Ability) p397 NEGOTIATE
L
Magitech Graft (Quirk) p138 FIGHT
Labor Frame (Adversary Ability) p377 Magnificent (Custom Armor Ability) p167 PERILS
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Personal Rainy Day (Adversary Ability) p417 Rapid Fire (Custom Weapon Ability) p161
Petrified (Ailment) p270 Rations (Gear) p177
Physician’s Kit (Gear) p176 React (Action) p258 CHARACTER
SHEET
Pilose Bumpo Fleece (Material) p290 Rebreather (Gear) p173
GEAR LIST
Piloting Vehicles p196 Record Etcher (History) p124
GAME
Pixie Blossom Leather (Material) p290 Recreational Attractions (Service) p202 BASICS
Prestidigitonium (Calling Ability) p60 Repairing & Customizing Gear (Downtime) PERILS
p285 DOWNTIME
Prince Justinius (Calling Ability) p73
Reputation p279 CRAFT
Pride Coast (Location) p309
Reputation Management (Downtime) p275 INDEx
Prism Feather (Additive) p292
Research Your Next Adventure (Downtime)
Prodigy (Species Ability) p85
p276
Promethean (Species) p94
Resolute Overseer (History) p125
Prominent Accessory p327
Restrained (Ailment) p270
Prosthetic Replacements p262
Results of a Day’s Travel (Journey) p229
Proudhound Sellsword (Adversary) p402
Retail/Service (History) p127
Pudge Grub (Companion) p189
Roaring Spirit (Calling Ability) p32
Pull Yourself Together (Adversary Ability)
Rokko-Do (Companion) p192
p276
Room & Board (Service) p201
Puretech Salvage (Material) p377
Rounds p252
Purr (Companion) p190
Ruin Scavenger (History) p122
Purviews p108
Rush (Journey) p229
Putrefied (Ailment) p270
Rushing Fist Style (Calling Ability) p36
Q
S
Queen Amhika (Calling Ability) p75
Sage (Calling) p58
Quick Melee Weapon (Gear) p153
Sage’s Staff (Calling Ability) p59
Quirks p132
Scamp (Companion) p185
Scanner (Gear) p181
R Scholar (Companion) p185
Scornful Bolt (Adversary Ability) p363
Radiant Blade (Calling Ability) p45
Second To None (Calling Ability) p17
Rai-Neko (Species) p92
Secret Compartment (Custom Weapon Ability)
Raider (Calling) p34 p161
Rank p205 Seer Kasnah (Calling Ability) p71
Rank, Adversaries p431 Self Assembly (Adversary Ability) p407, 409
Rank, Character p204 Sentinel (Calling Ability) p31
Ranger (Calling Ability) p36 Servant Pazuu (Calling Ability) p74
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Sun Gold (Material) p289 Trailblazing (Journey) p226
Sundering Items p263 Training Your Companions (Downtime) p277
Sunken Isles (Location) p307 Traits p130 CHARACTER
SHEET
Superheavy Armor (Gear) p163 Transient (History) p126
GEAR LIST
Supernatural Leaping p107 Translation Journal (Gear) p176
GAME
Supernatural Might p107 Translator Module (Quirk) p146 BASICS
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CHARACTER
SHEET
GEAR LIST
GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
INDEx
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Writing + Rules Editing + Design + Art
Reynaldo Madriñan Carlo Tartaglia
Naldobean Games Grey Wizard Press
Additional Editing
Lee Williams
Special Thanks
Annah, Billy (Rey’s emotional support)
Fay, Lola, Luca, Fifi, Eva (Carlo’s cheerleaders)
Alice, Britney, Brooke, R.C., ‘That One’ (Legendary playtesters)
Project backers (You made this book possible)
Beta feedback providers (You made this book better)
[Link]