Westward Basic
Westward Basic
Special Thanks To
Producers
Adrith & Joseph Bicchieri, Ray Biondi, Chip & Kate, Gary Ertle, Kairam Ahmed Hamdan, Lara
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OGL
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
and/or trademark owners who have contributed Open
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Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and
is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by
the Contributor, and means any work covered by this
License, including translations and derivative works under
copyright law, but specifically excludes Product Identity.
(e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses,
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visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open
Game Content; (f) "Trademark" means the logos, names,
mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You"
or "Your" means the licensee in terms of this agreement.
PRODUCT IDENTIFICATION:
Product Identity: The D6 System; the D6 trademark,
the D6 and related logos; and OpenD6 and any derivative
trademarks hold designation as Product Identity (PI) and
are properties of Purgatory Publishing Inc. Westward a
Steampunk Western Role Playing Game, and derivative
characters and character names: (Henjo Barrensk, Old
Ben, Vildayvin Devaron, Itara Klifinger, Manciple
Primus, Reginald Dekker the IV, Serafus Montgomery,
Jr., Rose Terrible Rose Sabot, Dr. Tagerrt I. Smyth,
Jill Strongarm, Captain Mich "Sureshot" Strummer,
Doctor Cera Xercies); the Cinema6 RPG Framework,
the c6 trademark, the c6 and related logos; d6 Unleashed
and any derivative trademarks; and all cover and interior
art and trade dress hold designation as Product Identity
(PI) and are properties of Wicked North Games L.L.C.,
with the exception of any of those designated as Product
Identify of Purgatory Publishing Inc. above. Use of this
PI is subject to the terms set forth in the D6 System/
OpenD6 System Trademark License (D6STL).
Open Game Content: All game mechanics and materials
not covered under Product Identity (PI) above.
Artwork
Production
Art Director
Alexander Gustafson www.illustratedpixels.com
Cover Art
Tyler Walpole tylerwalpole.com
Cover Design & Layout
Rich Woodall johnraygun.deviantart.com
Interior Design & Layout
Adam LeNaire
Interior Art
Gennifer Bone razielart.deviantart.com,
Rob Chope http://gameartnow.wix.com/gameartnow,
Calvin Chua wuniawu.wordpress.com,
Cory DeVore gplus.to/jabbadagrif77
David Fisher davidwfisher.daportfolio.com,
Alexander Gustafson www.illustratedpixels.com,
Khairul Hisham www.hishgraphics.com,
Elizabeth Porter http://snowbringer.carbonmade.com,
Michael Puncekar mpuncekar.blogspot.com,
Ryan Rhodes ryan-rhodes.deviantart.com,
Rich Woodall johnraygun.deviantart.com,
Mike Vilardi caesar120.deviantart.com.
Cartography
Herwin Wielink fantasy-maps.com,
Matt Jackson www.msjx.o
Producers
Adrith & Joseph Bicchieri, Ray Biondi, Chip &
Kate, Gary Ertle, Kairam Ahmed Hamdan, Lara
Keenan, Warren P Nelson, Victor J. Pisinski, Andrew
Rash, Jim Reader, Aaron Spiller, and ?Stan.
Concept
Travis A. Wooten, J. Elliot Streeter, Brett M. Pisinski
Publisher
Brett M. Pisinski
QA/QC Technical Lead
Raymond T. Biondi
Published by
Wicked North Games, LLC
PO Box 22002
Portsmouth, NH 03802
Writing
Editor
Nick Barone
Writing & Creative Consulting
J. Elliot Streeter
Brett M. Pisinski
Peter Schweighofer www.griffonpubstudio.com
Deborah Teramis Christian deborahteramischristian.com
Varon Cook
Wayne Humfleet
Casey Karner
Gabriel Streeter
Paige McKee
Cory DeVore
Raymond T. Biondi
Nikki O'Shea
Dedication
Westward is dedicated to our Kickstarter backers and the fans of Wicked North Games and D6 gaming. Westward
would not have been possible without your enthusiasm, patience, or support. Thank you for holding us to your
standards and expecting greatness from this project. It inspires us to know you want the best from us.
Foreword
Westward combines the classic and innovative on various levels. Although its setting incorporates elements from science
fiction and the American Old West, it falls into the up-and-coming steampunk genre. To bring it to publication Wicked
North Games has relied on old standards -- a hardcover, full-color rulebook filled with fantastic artworkyet marketed
and produced it through relatively new techniques in social networking and crowd funding. Westward uses the Cinema6
RPG Framework, a fresh version of a classic game engine, the D6 System, merged with and adapted to an original setting.
In Westward, Humanity leaves a desolate earth to seek a new future among the stars, only to settle
on a near-inhospitable planet with numerous challenges to survival; 343 years later, Characters
adventure in a challenging environment where Humanity has adapted into an Old West-style
society, aided by steampunk technology, to forge its uncertain future on an alien world.
Humanitys plight in Westward in some ways mirrors the troublesome history of the game system it uses, the D6 System
that grew to full prominence through West End Games version of the Star Wars Roleplaying Game. Over the years the
D6 System has endured bankruptcy, rebirth, decline, and subsequent release as an open game system. A solid fan base
loyally worked to maintain interest in the game engine. Some offered their visions of the D6 System for free online,
encouraging gamers to continue using it for their favorite settings. A few further adapted the rules for groundbreaking
settings, revitalizing the D6 System fan base with published product and supported game worldslike Westward.
Fans will always carry on with their favorite game engines and settings even if unsupported by official, new material
from the publisher (what some consider dead games). The internet offers them a venue for finding and contacting
each other, sharing information, and even gaming online. But when I see fans become publishers to perpetuate
their favorite game system with professional products for innovative settings, thats a great step forward. That spirit
enables a game engines survival and evolution into the next, improved iteration. Im hoping Wicked North Games
and Westwards success heralds a new era of D6 System gaming that engages existing fans, brings new gamers on
board, and inspires publishers to raise the D6 System banner in pioneering their own original game settings.
Table of Contents
Introduction . . . . . . . . . . . . . . 10
What is a Roleplaying Game? . . . . . . . . . . . . . . . . . 12
Westward Terminology . . . . . . . . . . . . . . . . . . . . . . 15
Chapter 1: Gameplay
Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Dice Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Option Rule: The Wild Die . . . . . . . . . . . . . . . . . . . 20
About Attributes & Skills . . . . . . . . . . . . . . . . . . . . . 21
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Damage & Healing . . . . . . . . . . . . . . . . . . . . . . . . . 30
Handling Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Cinema Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Chapter 2: Characters . . . . . 38
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Alternative Character Creation . . . . . . . . . . . . . . . . . 43
The Player Character Packages . . . . . . . . . . . . . . . . . 44
Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Optional Random Backgrounds . . . . . . . . . . . . . . . 46
Character Improvement . . . . . . . . . . . . . . . . . . . . . . 47
Starting with Veteran Characters . . . . . . . . . . . . . . . 47
Chapter 3:
Attributes & Skills . . . . . . . . 48
The Five Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Derived Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
About Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Skill Specializations . . . . . . . . . . . . . . . . . . . . . . . . . 51
Dexterity Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Strength Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Persona Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Intellect Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Aptitude Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Chapter 4:
CHARACTER Features . . . . . . . . 60
Understanding Features . . . . . . . . . . . . . . . . . . . . . 62
Creation Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Dramatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Party . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Chapter 5:
The Known World . . . . . . . . . . 76
The World of Westward . . . . . . . . . . . . . . . . . . . . . . 78
A Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
The Territories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Frontier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
The Badlands of Westward . . . . . . . . . . . . . . . . . . . . 100
Tall Tales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
The People of Westward . . . . . . . . . . . . . . . . . . . . . . 102
Notable Characters . . . . . . . . . . . . . . . . . . . . . . . . .113
Henjo Barrensk . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Old Ben . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Vildayvin Devaron (a.k.a. Vil) . . . . . . . . . . . . . 116
Itara Klifinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Manciple Primus . . . . . . . . . . . . . . . . . . . . . . . . . 119
Reginald "Redge" Dekker the IV . . . . . . . . . . . . . 121
Serafus Montgomery, Jr. . . . . . . . . . . . . . . . . . . . 123
Rose Terrible Rose Sabot . . . . . . . . . . . . . . . . . 124
Dr. Tagerrt I. Smyth . . . . . . . . . . . . . . . . . . . . . . 126
Jill Strongarm . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Captain Mich "Sureshot" Strummer . . . . . . . . . . . 130
Doctor "Doc" Cera Xercies . . . . . . . . . . . . . . . . . 132
Domestic Animals . . . . . . . . . . . . . . . . . . . . . . . . . . 134
The Wildlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
HCA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Little Doc, FMA-90
Field Medical Automaton . . . . . . . . . . . . . . . . . . . 233
Mk19 Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
QX90 Translator "The Imp" . . . . . . . . . . . . . . . . . 235
s6-Fabricator . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
Steamroller Automaton,
Mini-Steamech Detonation Unit . . . . . . . . . . . . . 236
Ground Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Chance-Estes Covered-Carriage . . . . . . . . . . . . . . 237
Hammond Cart . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Marigold Brygo Motor Coach . . . . . . . . . . . . . . . 238
Tram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
Tramline Scooter . . . . . . . . . . . . . . . . . . . . . . . . . 240
MilTrek J11 Armored Personnel Carrier and Scout Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
The Castleberry Courier . . . . . . . . . . . . . . . . . . . . 243
Centurion Windrider . . . . . . . . . . . . . . . . . . . . . . 245
Air Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Gunboat Class Airship . . . . . . . . . . . . . . . . . . . . . 246
Gundalow Class Airship . . . . . . . . . . . . . . . . . . . . 248
Infiltrator Class Airship . . . . . . . . . . . . . . . . . . . . 249
Raptor Class Airship . . . . . . . . . . . . . . . . . . . . . . . 250
Sloop-of-War Class Airship . . . . . . . . . . . . . . . . . . 251
Yacht Class Airship . . . . . . . . . . . . . . . . . . . . . . . . 253
Steamechs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
Chassis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Augments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 275
Barding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
Complete Mechs . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
Baba Yaga Class Heavy Steamech . . . . . . . . . . . . . 278
Deep Core Exploration Steamech . . . . . . . . . . . . . 279
Deep Core Mining Steamech . . . . . . . . . . . . . . . . 280
Guardian Piloted Armor Steamech . . . . . . . . . . . . 282
Siege Assault Steamech . . . . . . . . . . . . . . . . . . . . . 287
Trotter High Speed Steamech Stallion . . . . . . . . . 289
Chapter 7:
Adventure Design . . . . . . . . . . 290
Gamemastering Westward &
Adventure Development . . . . . . . . . . . . . . . . . . . . . . 292
The Iron Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
The Feral Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
The Incident At
Fort Southridge . . . . . . . . . . . 306
A Westward Adventure! . . . . . . . . . . . . . . . . . . . . . 308
Episode One: The North Bridge . . . . . . . . . . . . . . . 312
Episode Two: Springing the Bandit from Jail . . . . . 318
Episode Three: Are We There Yet?
The Bandits Secret Camp . . . . . . . . . . . . . . . . . . . . 323
Index . . . . . . . . . . . . . . . . . . . . . . . 328
Character Templates . . . . . . 330
Bandit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
Blaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
Capital City Guard . . . . . . . . . . . . . . . . . . . . . . . . . 333
Conscript . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
Doctor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
Duster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Evangelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Jagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Legionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339
Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Marshal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
Mech Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
Mole . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .343
Mover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Overseer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
Prospector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
Rockbiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Sharp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Silk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349
Smuggler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Techanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
Tranquile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
INTRODUCTION
Welcome traveler, to the world of
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AN EXAMPLE OF 10 MINUTES
OF YOUR TYPICAL GAME PLAY:
INTRODUCTION
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INTRODUCTION
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WESTWARD TERMINOLOGY
C6
D6
DR
GETTING STARTED
Events
GM
HP
Extra
PC
MATERIALS
To play Westward you will need at least a GM, two
to six players, everyones imagination, this book as
a guide, and some other basic materials: paper for
recording characters and taking notes, pencils, pens,
erasers, and finally, up to twelve six-sided dice (12 d6).
Round
RPG
Session
Setting
Stage
Story
See Chronicle.
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CHAPTER 1
GAMEPLAY
I've never understood men who beg and
pray to some invisible power when gamblin. Whether
it's a god, or whatever they would like to use as an
explanation for what they call 'luck', games such as
Six Shoot are simply about rollin dice. And dice
are all about odds. There is no amount of joy you
can bring to a poor mans life that will help in your
dice rollin. It's all about the chances. Now, in Six
Shoot, you bet on whether a person rolls a six at
least twice in six rolls. That means six dice, six sides,
and a very little chance of gettin what you need.
Although, I have found that there are ways to change
the odds in your favor, but it requires a little sleight of
hand, and some good ol charisma. Sometimes, you
just have to.... exchange the dice with some of your
own makin. There are some people, like myself, that
love tinkerin around, and creatin some dice that
will always land on what you like. Ive also created a
few items that make the table do the rollin for me.
It all depends on the opportunities that are given to
you. I think Ive gotten quite talented at findin those
opportunities, or, in some cases, makin them happen.
That means that when you play me, gamblin aint
no game of luck or chance, its a game of skill.
Although, I will let the occasional lady blow on
my dice. That is one thing for good luck I will do.
What man doesnt like a lady blowin on his dice?
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Preparation
The Basics
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Game Time
00 Games are broken up into Chronicles, which each
represent a long Story experienced by the Players.
00 Chronicles are broken up into Game Sessions times when the Game Master and Players gather
for a period to play the game. These can last
anywhere from an hour or two to many hours.
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Dice Rolling
Determining success
with the dice
Opposed Rolls
How it works
Situation
Small Advantage
Good Advantage
Strong Advantage
Target Number
Easy
Moderate
Difficult
Very Difficult
Heroic
Epic
6
13
21
31
46
60
Difficulty Ratings
00 Easy - Most Characters can accomplish this action
without significant difficulties, but can still fail.
00 Moderate - Most Characters must concentrate
and have some degree of natural talent or
training to accomplish this action successfully.
00 Difficult - Characters must concentrate, exert
some effort, and have appropriate training
to accomplish this action successfully.
00 Very Difficult - Characters must own a level
of expertise, concentrate, and exert significant
effort to accomplish this action successfully.
00 Heroic - Characters must expend significant
effort and concentration, have a modicum of
luck, and own significant experiential background
to accomplish this action successfully.
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Opposing Modifier
+1d
+2d
+3d
Resolving Ties
A tie generally requires a re-roll. The most common
opposed roll is an Initiative roll; if two or more parties
roll the same result during an Initiative Check, they
must each re-roll to determine their order in the
combat round. In combat, attack actions such as
Brawl, Grapple, Melee, Heavy, and Ranged as well as
the opposing defense actions such as Dodge, use an
opposed rolling rule where ties go to the Defender.
How it works
Whenever the Wild Die results in a six on the
first roll, the player rolls the Wild Die again, and
continues rerolling the Wild Die every time a six
occurs. Each six adds to the total sum of the roll.
When a reroll of the Wild Die does not result in a
six, the result is added to the total and the rerolling
stops. If rolling a one on the Wild Die after an
initial roll, add the 1 to the total sum of the roll.
When a Wild Die results in a one on the first
roll, the roll has complications. The player
must reroll the Wild Die and the following
limitations and penalties occur. If the GM
allows it, a Player may choose to spend a Cinema
Point to avoid rerolling for complications and
simply add the 1 to the total sum of the roll.
Rolling 1 on the Wild Die
1 on first roll, then 1
1 on first roll, then 2
1 on first roll, then 3
1 on first roll, then 4
1 on first roll, then 5
1 on first roll, then 6
Roll Fails
Count Only 2
Highest Dice
Count Only 3
Highest Dice
Count Only 4
Highest Dice
Count Only 5
Highest Dice
Count Only 6
Highest Dice
Absorbing Damage:
1 on first roll
Add Normally
Number of Dice
CCCCCC
1d or one die
CCCCCC
2d or two dice
CCCCCC
3d or three dice
CCCCCC
4d or four dice
CCCCCC
5d or five dice
CCCCCC
6d or six dice
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Tag Skills
Any skill can become a Tag Skill. A Player designates
Tag Skills by marking the square in front of any
Skill. Tag Skills cost less to increase than other
Skills. Tag Skills may be granted by certain Player
Character Packages during Character creation, or
they may be purchased when improving a Character.
Skill Specializations
Any Skill can become a Specialization. A Player writes
in a Specialization at the bottom of the Skill list. Skill
Specializations cost less to increase than the parent
Skill as they only pertain to the Specialization when
improved or used. For instance, a Specialization on
Melee: Swords does not work with swinging Chairs,
only the base Melee Skill is available for swinging
chairs if a Specialization does not exist for it.
Combat
Combat uses specific rules to provide order and
encourage action-packed and cinematic experiences.
This section outlines and describes the dice rolling and
many options available in Combat game play. The
Combat section includes examples that draw upon
cinematic scenes to help with visualization of the rules.
Combat is when at least one Character wants
to attack at least one other Character. Combat
runs under the basic premise of a Round, which
loosely represents about six seconds of time.
The majority of dice rolls made in
Combat are Opposed Rolls.
Spacing
Combat uses a square grid to maintain a sense of
scale and allow Players to apply tactics. Every space
on the grid is one square inch (1 in2). Each space
represents one square meter (1 m2) in Westward.
Initiative
Initiative is a tool for determining which Characters
act more quickly in a Combat Round. There are
two basic methods for determining Initiative. The
first method is using Group Initiative. The Player
with the highest Initiative stat rolls for the group of
Characters, and the GM uses the highest Initiative stat
of the Extras opposing the Characters. The second
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How it works
1. The Character with the highest Initiative
in each opposing group rolls and adds
the dice up like any other roll. The
highest number wins the Initiative.
2. The group whose side won Initiative declares
and takes actions first, with each individual
making the choice to use or hold their action.
3. The group whose side lost Initiative now
declares and takes their actions.
4. The individuals who chose to hold
their actions now take their turn.
Picking up where we left off a group of Players
now face combat with an enemy Steamech Pilot
who just smashed through the defense wall of
Southridge. The GM, Kyle, has just declared
that its time to roll initiative. Kyle determines
that since the Player Characters have just been
introduced, they are not grouped together and
they have to roll separate Initiatives. Paige checks
her character sheet and sees that Kren has an
Initiative of 4d. Maddox, played by Tyler, has
an Initiative of 3d. Paige rolls her 4d and gets a
total of 14, Tyler rolls 3d and his total equals 13.
Kyle is playing three roles in the combat: Richter
(the Game Master Character), the maniacal
Steamech Pilot, and a group of unseen bandits.
He rolls Initiative for each. Richter has a 4d
Initiative and Kyle rolls a total of 20. For the
Steamech Pilot, he rolls 3d and gets an 11. Kyle
secretly rolls for the unseen bandit group.
The first round Initiative has been determined,
Richter acts first on 20, Kren goes second
at 14, Maddox follows shortly after at 13
and the Steamech Pilot acts last at 11.
Initiative Leveraging
Using a winning Initiative against an opposing
Initiative in a successive round reduces rolling.
If a GM or group of Players wins an Initiative
roll, they may opt to leverage their last Initiative
roll and not roll in the new round, keeping their
last Initiative roll total. Only the winner of an
Initiative may leverage the roll to the next Round.
How it works
Assume the Players had been grouped together in the
previous example The GM, Kyle, asks the Players
to roll Group Initiative. Paige rolls for both her and
Tyler as Kren has the higher initiative, 4d opposed to
Maddoxs 3d. She rolls and gets a total of 18. Their
characters, Kren and Maddox, will be acting together.
Kyle rolls 4d for Richter and gets a 15. Kyle groups
together the maniacal Steamech Pilot and the
bandits. He rolls 3d for them, and gets a 7.
Initiative for the first round has be determined, Kren
and Maddox act first on 18, Richter follows second on
15, and the Steamech Pilots and bandits go last on 7.
At the start of the second round, Paige declares that
she and Tyler will be Leveraging their last initiative,
and will be using their previous total of 18 again
during the second round. The GM rolls a 14 for
Richter and a 9 for the Steamech Pilot and the bandits.
Leveraging their Initiative has paid off for Paige and
Tyler their Characters get to act first once again.
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Range
Taking Action
Effect
Short
Medium
Long
None
Target Dodge +5
Target Dodge +10
Fire Control
Fire Control represents an increased assist
to strike a Target successfully at range.
All ranged weapons come with a Fire Control
rating at each range - Short, Medium, and Long.
Automatic, reciprocal, and scatter firing ranged
attacks use more Fire Control at a Short range to
deal maximum damage. Some ranged weapons
and attacks work better at a distance, such as
those with a scope or targeting device attached.
Fire Control never exceeds three dice (3d).
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Attacking
There are many options in Combat when attacking.
The three Skills for non-ranged attacking are Brawl,
Grapple, and Melee. The two primary Skills for
attacking at range are Ranged and Throw.
In combat, if a Character attacks and another
dodges and their rolls tie, the Character who dodges
does so successfully. If a Character attacks and
another defends by parrying and their rolls tie,
the Character who parries does so successfully.
If two Characters grapple and one attempts an
aggressive move on the other and their rolls tie, the
Character who was resisting does so successfully.
The rule of thumb in Combat is,
The tie goes to the Defender.
Grappling
To start a Grapple, a Character rolls to
attack with Grapple. The Target may
Dodge or counter with Grapple.
00 If the Target uses Dodge successfully, the Character
and the Target do not enter into a Grapple.
00 If the Target counters with Grapple, the
Character and Target enter into a Grapple.
The winner of each Grapple contest
deals damage to the loser.
00 Grapple Damage ignores Armor.
00 Determine Grapple Damage by rolling Strength.
Multiple Actions
How it works
Paige is determined to end the existence of a Bandit
Lieutenant that has given her Character, Kren, a
very hard time. With her first action, Kren fires,
but the Bandit Lieutenant dodges the blast. So,
with her trusty shotgun still full of ammo, Paige
declares that Kren will take Multiple Actions to
continue pressing her attack. Krens Ranged die
pool total is 6d (Dexterity 4d + Ranged 2d). For
Krens second action, Paige subtracts a die and rolls
5d to fire at the Bandit Lieutenant with her shotgun
again. The Bandit Lieutenant also subtracts one
die from his pool and rolls to dodge. Paige beats
the GM's roll so Kren hits this time! Paige adds
up the Damage, and the devastating blast drops
the Bandit Lieutenant to the ground, dead.
Krens Initiative is 4d, so she could still
take up to two more actions. If the Bandit
Lieutenant had not died on the second attack,
Paige could have subtracted another die and
attacked again. Her third attack would have
had only 4d to use against her opponent.
Free Actions
Movement
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Effect
x1 Move
x2 Move (with successful
Athletics roll, DR Moderate)
x3 Move (with successful
Athletics roll, DR Difficult)
Swim
x Move
Swim
Swim
Climb
x Move
Climb
Climb
Sneak
Running
How it works
Tylers Character Maddox T. James is running
across jagged, hazardous terrain. To make
matters worse for Maddox, a band of bloodthirsty
mercenaries are pursuing him on mounts. After
dodging some Ranged attacks, the GM makes Tyler
roll an Athletics Check, DR Difficult because of the
terrain. Maddox has an Athletics total of 4d (3d
Dexterity + 1d Athletics) and his normal Move is
7. Tyler rolls his dice and gets a 15, missing the
DR Difficult. Tyler groans and chooses to spend a
Cinema Point, rolls a die and gets a 5! This brings
his total to 20, and Maddox moves 14 spaces away, in
a direction towards more cover to hide himself from
the mercenaries. In order for Maddox to continue
running for another Round, the GM tells Tyler that
he must succeed on Stamina Check, DR Moderate.
Sneaking
Characters proficient in Sneaking know how to use
the environment around them to their advantage,
and to conceal their movement from their opponents.
The DR of Sneaking depends on a few factors:
environment, lighting conditions, and actions taken.
At the start of an Initiative when a Character declares
that they are Sneaking, their opponents may roll a
Search Check to spot the Character that is Sneaking.
To counter a Sneak, a Search Check must be
made that beats the total of the Sneak Check.
A tie means the Sneak attempt fails.
Sneak Attacks
When Sneaking, on an attack roll to hit
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How it works
Continuing where we last left our heroes of
Southridge, Richter is acting first. The GM, Kyle,
decides that Richter will be making a Full Dodge
this Round, as Richters gut reaction tells him
that the Steamech Pilot is about to unload his
ammo containers. Kyle rolls for Richters Dodge.
Unbeknownst to the Players, Paige and Tyler,
the bandit operatives rolled a higher Initiative
than their Characters did. Kyle now rolls the
Bandits Sneak skill of 5d and gets a 20.
Kyle (to Paige & Tyler): Both of you, please make
Search Checks for me. Let me know your totals.
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GM Note
If a roll results in the Ghosting of a Players
Character, and the loser has Cinema Points
remaining, it is prudent to prompt a Player to
spend Cinema Points to save the Character.
Ghosting while Sneaking
After a successful Sneak Check, on an attack
roll to hit a Target, the following happens:
00 If the roll result is DR Very Difficult
or better, a Ghosting occurs.
Weapon Grapples
When Grappling with an opponent to gain
control over a weapon, the following happens:
00 The higher roll keeps the weapon.
00 If the highest roll wins by 12 or more, the
winner immediately Ghosts the loser. This
applies to both Melee and Ranged weapons.
Prone and Stunned Enemies
Targets who are prone, unconscious, or stunned are
unable to move and may not Dodge an attack.
Delivering Mercy
00 Any attack on a prone or stunned Target
automatically kills the target.
00 Attacks on prone and stunned Targets
do not reward Cinema Points.
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How it works
Paige takes a second to think about her Characters actions. Okay, Kren will use the crowd to her
advantage. She is going to use her Sneak skill in order to close the distance between her and this group
of mysterious Bandits. Kren will also want to avoid detection from that nasty Steamech Pilot.
Kyle: A solid plan, Paige. Please make your Sneak Check. I ll be making
Search Checks for the maniacal Steamech Pilot and the Bandits.
Paige: If its okay, Im also unsheathing my knife as I approach the Bandits.
Kyle: Thats fine that will be part of your action this round.
Paige checks her Character Sheet, Kren has a Dexterity of 4d and she has a Sneak skill of
1d her total die pool for the Sneak Check is 5d. Paige rolls well, totaling 22.
Paige: I d like to spend a Cinema Point.
Kyle arches an eyebrow, having a suspicion on where this is headed. Okay,
you may I have a feeling I know what youre up to.
Paige spends her Cinema Point, rolls her Wild Die, and rolls a 5. This brings her total up to 27.
Kyle makes Search Checks for the Mech Pilot and the Bandits. One of the Bandits
gets a 23, and none of the others are even close to Krens 27.
Kyle: Kren, you keep your head low as you unsheathe your knife, weave through the crowd fleeing
the scene, and easily catch up with the Bandits. None of them appear to have noticed you.
Paige: You mentioned there were a half-dozen Bandits sneaking their way into Southridge through the hole in the
wall that the Steamech smashed its way through. If the Bandits are single-file, my target is the last Bandit in line.
Kyle: Alright, please roll your Melee Check.
Paige checking her sheet, rolls 5d total for Melee. 4d Dexterity + 1d in her Melee skill and rolls a 24.
Paige: I ll spend a couple more Cinema Points if I have to. Kren is so close!
Kyle nods his approval. Paige rolls a 3 on her first Cinema Point, then rolls a 5 bringing
her total up to 32 - a Very Difficult DR! Paige marks off the two Cinema Points she spent
for Melee. Tyler finally catches on to whats happening and high-fives Paige.
Kyle takes a moment to think over the scene: You notice the Bandit Tech last in line is wearing some sort of mask
and has breathing tubes dangling from his back that are connected to some sort of technology. As you approach,
you reach out and grab onto the tubes and yank the Bandit off of his feet. Before he gets the chance to call for
help, the blade of your knife meets his neck. You extinguish his life quickly without the others noticing.
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How it works
Picking up where we left off in the previous
example, one of the Bandit Techs has spotted
Kren! Convinced that he can take her on
himself, the Bandit Tech draws his firearm,
as does Kren. Kren has won the Initiative.
Kyle, to Paige: The Bandit is armed with
some sort of customized revolver. He stands ten
meters away from you, ready its a standoff.
Paige: Kren is going fire her Terk
Revolver once at the Bandit, confident
that she can hit him at this range.
Kyle: Okay, roll your Ranged attack. Your DR
is Moderate, Target Number 15. The Bandit
will attempt to dodge and his second action
(during his Initiative) will be to return fire.
Paige rolls her 5d (4d Dexterity + 1d Ranged)
to fire at the Bandit, and gets a total of 20.
Kyle rolls for the Bandits attempt to Dodge. He needs
to beat Paiges 20 but falls short, rolling a total of 14.
Kyle: Nice shot! Your shot hits the Bandit just
above the heart. Being at a short range for your
revolver 10 meters your damage is 1d+48.
Paige rolls 1d and gets a 5, her total
damage to the Bandit Tech is 53.
Kyle looks over his Game Master Character data, his
Bandits have a 3d Vitality to Absorb damage and they
have 36 total hit points. Kyle rolls 3d and gets a 9. He
subtracts 9 from 53 and the difference gives 44 points
of damage. Krens shot has killed the Bandit Tech.
Kyle as the GM: Kren, your reflexes are sharper
then this Bandits. You drop your knife and draw
your Terk Revolver, and fire before the Bandit Tech
gets the chance. Your shot catches him; the impact
spins him around as he crumbles to the ground,
dead. Okay Tyler, its Maddoxs turn to act.
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Natural Healing
Characters healing naturally do so at a rate
of one Hit Point per hour spent while at rest.
Characters healing naturally under the aid of a
healer via First Aid or Medicine do so at a rate
of two Hit Points per hour while at rest.
Advanced Healing
Sometimes a Character may use a serum or healing
agent to heal another Character rapidly. This can
range from treating simple injuries to curing diseases
and otherwise incurable ailments. The basics of this
are simple, and run off the First Aid or Medicine
Skills. Typically, a Character can perform Advanced
Healing on another once per day - there is a limit
to how much Medicine and First Aid can do.
How it Works
First Aid DR is based on the following chart:
First Aid
Difficulty
Moderate
Moderate
Medicine
Difficulty
No roll
needed
Easy
Easy
Difficult
Moderate
Difficult
Moderate
Easy
Very
Difficult
Heroic
Difficult
Very Difficult
Result
+3 Hit Points,
Stop bleeding
+6 Hit Points
Cure Disease
1d+6 Hit
Points
Remove
Poisons
2d+6 Hit
Points
+4d Hit Points
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Scale
In the world of Westward, not everything is the same size and there is a need to account for the Damage
dealt and absorbed based on the size relationship between the weapon and the target. The following
Scale chart provides the information necessary to calculate these relationships. There are three basic
levels to the Scale system: Personal, Heavy, and Expansive. Personal scale is anything that can deal
lethal Damage to a Character. Heavy scale is anything that can deal crippling Damage to a vehicle,
mech, or large creature. Expansive scale is anything that can decimate a building or larger object.
How It Works
If the weapon dealing Damage and the target are of different Scales, use the following
chart. Apply the appropriate multiplier to either the Damage dealt or the Damage absorbed,
depending on whether the weapon is of larger or smaller Scale than the target.
Weapon Scale
Personal
Personal
Heavy
Heavy
Expansive
Expansive
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Targeted Scale
Damage Multiplier
Heavy
Expansive
Personal
Expansive
Personal
Heavy
none
none
x2
none
x3
x2
Absorb Multiplier
x2
x3
none
x2
none
none
Handling Vehicles
In most cases, vehicles present a unique situation
when combined with Combat. Most vehicles move
at high speeds and do not get tired. The following
rules help to provide a unique way to determine
quickly what happens when the action is fast.
All vehicles in Westward have stats associated with
them. The four stats are Mobility, Move, Acceleration,
and Deceleration. These four stats provide the Player
with the information needed to roll to control the
vehicle when in a Combat Round, or while under
pressure or time constraints; for example when a
Character has a bomb strapped to them and must
deliver a package by a certain time or it will explode.
Mobility provides the number of extra dice the
Player rolls when using a specific vehicle.
Move provides the base distance a vehicle
uses to go from point A to point B.
Acceleration is the number of spaces a
vehicle moves from standing still.
After starting to move, Acceleration multiplies
by the Move for distance. For instance, a truck
begins moving forward with Acceleration: 10. It
accelerates 10 spaces in the first Round from
standing still. With a Move 3, it moves 10 x 3
or 30 spaces in the second Round. In the third
Round, it moves 20 x 3 or 60 spaces, and so on.
Deceleration works in a similar, but
more abrupt, fashion. The intent with
deceleration is to stop as fast as possible.
Mobility
Penalty
Acceleration
Penalty
Paved road
Normal
Paved road
Wet
-3
-1
+3
Paved road
Icy
-4
-3
+4
Dirt road
Normal
-1
-1
+1
Dirt road
Wet
-4
-2
+4
Dirt road
Icy
-5
-4
+5
Off-road
Normal
-3
-3
+3
Off-road
Wet
-7
-4
+6
Off-road
Icy
-8
-5
+7
Terrain
Deceleration
Penalty
Differences between
Mechs and Vehicles
Vehicles and mechs each provide a unique means
of passage from one point to another. Vehicles,
by classification, do not have the same demands
that a mech does in mobility and in functionality.
Therefore, mechs have special rules to operate
and use them, outside of the normal game
mechanics that are associated with vehicles.
A Player uses a Characters Pilot Skill to maneuver
and operate a vehicle, and Vehicle Weapons Skill
to use weapons mounted to that vehicle, even when
these weapons may fall into other classifications.
This is because of the unique challenge required
in firing a mounted weapon accurately, when
compared to a handheld, ranged weapon.
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How It Works
Fire Arc
Direction
270 Forward
270 Rear
180 Right
180 Left
360
Mechs
Functionally, mechs work like Vehicles. The
difference is that mechs rely heavily upon PADS
technology for responsiveness, and the ability to
alter and augment the machines. Steamechs are
the pinnacle of modern technology on Westward,
as they require the most advanced systems to build,
operate, and maintain for any sustained period.
Steamechs primarily come in pieces, separated into
a Chassis, Arms, Legs, and Augments. Each of these
major components fills a Socket on a Steamech.
Sockets
All mechs have a number of Sockets, based on their
parts. Sockets are a standard created by the original
colonists for combining incompatible technology
together. Sockets are the physical limitation a
mech has to receive and replace components.
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How it works
Back to see what happens with Tylers Character,
Maddox, and the Game Master Character, Richter
Kyle (as the GM), turning to Tyler: Maddox,
now its your turn. Kren has slipped away and
is no longer within your sight. Its you and
Richter Richter draws his pistol and fires several
rounds at the Steamech as he runs for cover.
Tyler: Maddox has a Frag Grenade. If hes got a
clear shot, hes going to throw it at the Steamech.
Kyle: Alright. The Bandits you didnt spot are out
if its range and most of the people of Southridge
have cleared the area at this point, which leaves
the Steamech all by itself. Its smashed its way
completely through the wall, and is about to
take its first step into the Fort while arming its
massive front cannons. Youre 25 squares away
from the Steamech so its within throwing range.
Tyler, Please give me a Throw Check. The skill is
under Dexterity, so if you dont have any dice in
Throw, then please roll just your Dexterity.
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Cinema Points
As a Player plays through games, their Character
advances by earning Cinema Points to represent
experience, perseverance, and personal growth.
Cinema Points are the most important aspect of a
Characters development and survival. Players spend
Cinema Points during Game Sessions for instant
benefits, and between Sessions to improve any
statistical aspect of their Character. Cinema Points
provide the raw material for improving a Character.
Estimated Value
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Killed (Slain)
Outwitted (Deceived)
Converted (Persuasion)
Obviated (Tactics)
Captured
00 The Player rolls one die (1d6), and adds the result
to the current roll. This die is always a Wild Die.
Method of Defeat
x1
x2
x3
x2
x3
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CHAPTER 2
CHARACTERS
MESSAGE INTERCEPT
TO: Source, Unknown Conspirators **
SUBJECT: @@_Liberation of
Capital City ** $IR$11
BODY, TEXT: To My Dearest Friends,
Our time to act draws to a close with each
passing moment. I fear we cannot wait any
longer, especially as the tyranny of Manciple
Primus grows. The abuses of power and atrocities
we witnessed for the past decade only continue
to get worse each day. Now were on the run.
Westward is our home, our lineage, and our legacy!
I could not be more proud. We learned to work
together as an effective unit to settle our personal
differences, and set em aside as we strive for the
greater good of Humanity. Now I ask each of you:
will you join me? I need you now more than ever.
Primuss forces continue to amass near the
Gates at the end of the Forbidden Road. Weve
been to hell and back, and our scout just went
missing, her last transmission to us suggested
Manciple Primus himself has arrived.
We will hold here until you arrive. We are hidden
near the pass to the east of where we all first met with
the Feral Chieftain, that day. Do your best to stay
hidden as we already dodged a few of Primuss patrols.
Cera and Itara, I know this is where you excel, but
Mich, dear Mich, please do your best to suppress that
trigger finger of yours. Use my personal wagon. Keep
your Steamech hidden. Disguise yourselves as movers,
and Ill contact you over my encrypted channel.
Good luck everyone. See you soon. Jill
*****<<END ENCRYPTION*$>
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Character Creation
While people use different approaches to Character
creation, this is a guide on how we recommend
going about it. Each step in Character creation
is broken down into the various fields on the
Character sheet. The guide below is to help
you navigate these areas, explain their form
and function, and hopefully eliminate any
confusion or questions surrounding the fields.
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CHAPTER 2: CHARACTERS
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CHOOSING ATTRIBUTES
AND SKILLS
All Characters begin with one die (1d) for each of the
five Attributes: Dexterity, Strength, Persona, Intellect,
and Aptitude (these are already filled in on the
Character sheet). A Player gets ten more dice (10d)
to assign across the five Attributes. If you distribute
these dice evenly, every Attribute has three dice (3d).
Skills begin at zero dice, but remember that
when making a skill check, the skills parent
Attribute is added to the die roll. One die (1d) in
a skill represents time spent specifically training
or experiencing the use of that Skill beyond the
Characters Attribute score. A Player gets seven
dice (7d) to assign across all of the Skills. A good
strategy is to assign dice to the Skills that best align
with the Players vision for the Character. For
instance, a Character that is designed to talk a lot
will probably use lots of Persona and Intellect Skills.
For detail on the meaning of specific
Attributes and Skills, or how they work,
look at Chapter 3: Attributes and Skills.
SELECTING FEATURES
To assist in Character Development, Features
provide options for Creation Only and Veteran
Characters to spend Cinema Points on for detailed
Character Customization. Westward classifies
Features into several categories: Creation Only,
Conditional, General, Dramatic, and Party.
When a Feature permanently increases anything,
it never exceeds a bonus of six dice (+6d).
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GEARING UP
The first thing a Character needs in
order to gear up is money.
At the beginning of the Technology Chapter is
guidance on Determining Money. Once getting
money is out of the way, Characters can buy basic
personal effects, such as gadgets and weapons. You
can find Equipment, Animals, Weapons, Armor,
Vehicles, and Mechs all in the Technology Chapter.
A Player who selects a template might find that it
includes expensive technology like a large mech when
it is impossible to purchase that Mech otherwise. This
is intentional as templates use story-driven Character
backgrounds and include story elements like financial
debt, criminal records, and other complications.
We encourage Game Masters to allow players
to customize a Character to fit a particular
design, especially rather than risk stating, Well,
it costs too much, so you cant have it.
Notice that under Weapons, there is a left and right
weapon. This is mainly to provide for one-handed
weapons and to help a Game Master to distinguish the
dominant hand. The rules assume a Character will use
a dominant hand and eye cooperatively when firing
or using a weapon that requires more than one hand.
How it works
1. Enter in the Players Name, the Characters
Name, Description, Trade, Race, Dominant
Hand, Chronicle, Gender, Age, Height,
and Weight. Leave the Cinema Points,
Move, and Hit Points for later.
2. Distribute ten dice (10d) to the five (5)
Attributes, (Dexterity, Strength, Persona,
Intellect, and Aptitude), by filling in the
circles beside the Attributes, one circle
per die. An Attribute with three dice
(3d) is an Average Attribute score.
3. Calculate the Derived Stats including
Hit Points, Initiative, Move, and
Vitality. The equations are below,
and on the Character Sheet.
a. Starting Hit Points equals the number of
Strength Dice multiplied by three:
Starting Hit Points = Strength x 3
b. Starting Move equals Strength plus three:
Starting Move = Strength + 3
c. Starting Vitality equals Strength:
Starting Vitality = Strength
d. Starting Initiative equals Dexterity:
Starting Initiative = Dexterity
4. Distribute seven dice (7d) to
the Characters Skills.
a. Each Skill inherits the score of the parent
Attribute. Thus if Dexterity is at four
dice (4d), then all the Skills belonging
to Dexterity begin at four dice (4d), so
adding one die (1d) to Dodge increases
the Dodge Skill to five dice (5d). A
Character can have a maximum of twelve
dice (12d) in any one Skill six dice (6d)
inherited from the parent Attribute plus
six dice (6d) of training in the Skill.
GM Note
Anyone considering Player Packages should
understand that Player Character Packages are
separate from Conditional Features. Conditional
Features cost Cinema Points like all Features
at Character Creation; Player Character
Packages provide an incentive system for players
to role-play and encourage interaction.
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How it works
00 All Characters created with a Player Character Package get the Synergist Feature for free.
COLLABORATIVE PLAYER INCENTIVE
When a party has at least two Characters with a Player Character Package, those
Characters each get +1 Cinema Point at the end of every game Episode or Session.
INDIVIDUAL OPTIONAL INCENTIVES
00 When a Priest Character takes action without trying to interact socially first
(i.e. talk things out), the Character gains +1 Cinema Point.
00 When a Warrior Character takes no action at a time when the Character would
normally be provoked, the Character gains +1 Cinema Point.
00 When a Scholar Character takes action without thinking about it first (i.e. ask many
questions about the situation, plan tactics), the Character gains +1 Cinema Point.
Priest
Priest Characters have a tendency to look for ways to
talk things out, using deception and persuasion before
other methods to settle disputes. Priest Characters
are more sensitive to others, but also practiced at
concealing their own intentions. Priest Characters
often end up as counselors, clergy, diplomats, doctors,
or medics. Priest Characters are more level headed
than Warriors, and more emotional than Scholars.
At Character Creation (only one):
00 +1d to Aptitude or Persona
Select an Advantage (only one):
00 Raising Persona Skills always costs 2 Points
less than normal (minimum cost of 1)
00 Pick two (2) Tag Skills
00 +9 to Hit Point maximum
00 +2 to Move
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Warrior
Warrior Characters do a lot of acting without
forethought, using wit and natural consequences as
their primary way of dealing with others. Warrior
Characters are often blindly passionate, rarely
putting logic and thoughtfulness into their daily
actions. Warrior characters often turn to working
as lawyers, mercenaries, merchants, performers, or
soldiers. Warrior characters are more emotional
than Priests, and more personable than Scholars.
At Character Creation (only one):
00 +1d to Dexterity or Strength
Select an Advantage (only one):
00 Raising Dexterity Skills always costs 1 Point
less than normal (minimum cost of 1)
00 Pick one (1) Tag Skill
00 +12 to Hit Point maximum
00 +3 to Move
Scholar
Scholar Characters enjoy pondering all the
possibilities, and they try to present all the options for
logical discussion when posed with problems to solve.
Scholar Characters are normally overly logical and
analytical, having a difficult time employing ethics
or emotion in their thinking. Scholar Characters
often become explorers, politicians, scientists,
teachers, or researchers. Scholar Characters are more
logical than Priests, and calmer than Warriors.
At Character Creation (only one):
00 +1d to Aptitude or Intellect
Select an Advantage (only one):
00 Raising Intellect Skills always costs 3 Points
less than normal (minimum cost of 1)
00 Pick three (3) Tag Skills
00 +6 to Hit Point maximum
00 +1 to Move
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How it works
OPTION 1
Roll three dice (3d), add them up, and compare to the chart below.
OPTION 2
A GM allows a Player to spend a Cinema Point for each attempt to roll on the Random
Backgrounds (up to three (3) times). Each time, roll three dice (3d), add them up, and
compare to the chart below. This is for Character Creation purposes only.
Roll
Background
Born into extreme poverty, you struggled with finding basic needs and
got good at saving for later. Multiply starting money by three (x3).
You survived your family, persevering into a stronger person. Gain +12 Hit Points.
10
Your early life was about saving everything. Multiply starting money by two (x2).
11
With the comfort of a stable family, you learned to get your way. Gain +2d to Persuasion.
12
Raised by siblings, you learned the art of avoidance. Gain +2d to Sneak.
13
Condemned and abused, you persisted despite the odds. Gain +2d to Streetwise.
14
Raised in the wilderness, you lived off the land. Gain +2d to Survival.
15
16
Instructed in secret, you learned the tools for survival. Gain +5 Cinema Points.
17
18
Your master gave you everything, the rest is up to you. Gain +2d to distribute to any
Attributes, +2d to distribute to any Skills, and multiply starting money by two (x2).
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Character Improvement
Character Development is the process of customizing
and improving the various Traits and Features.
There are standard costs to Character Development
for Traits, but Features vary widely. Features also
often have prerequisites that effect cost, including
possessing other Features, holding certain dice pools
in specific Traits, or having a specific Race or Trade.
How it works
Improving a Character Trait costs a number
of Cinema Points as outlined below.
Trait
Cost
Attribute (+1d)
Skill, Initiative, or
Vitality (+1d)
Tag Skill or Skill
Specialization (+1d)
Hit Points (+1)
Move (+1)
New Skill
New Tag Skill
New Skill Specialization
Current
Rating x 10
Current
Rating x 3
Current Rating
2
Current Rating
6
5
4
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CHAPTER 3
Klinfinger
Rogue, Professional Cat Burglar, Criminal
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Strength
This Attribute dictates Hit Points, Move, and
Vitality. Whenever a Character crashes through
a wall or squares off against his arch nemesis,
Strength becomes vital to his longevity. Strength is
the Parent Attribute for the Skills: Climb, Grapple,
Jump, Lift, Push-Pull, Stamina, and Swim.
Persona
This Attribute determines whether a Character is likeable,
how she is received by others, if she is easily trusted
(whether genuine or not), and whether she is an effective
leader. Persona is the Parent Attribute for the Skills:
Artisan, Command, Deception, Empathy, Gambling,
Intimidation, Languages, Persuasion, and Willpower.
Intellect
This Attribute measures the academic and mental
capacity of a Character. How well was he schooled?
Does he have a sharp wit that allows survival?
Intellect reflects how quickly a Characters mind
processes information during critical moments of
stress. Intellect is the Parent Attribute for the Skills:
Academics, Business, Culture, Law, Medicine,
Politics, Search, Streetwise, Survival, and Tactics.
Aptitude
This Attribute represents a knack in operating,
understanding, and performing mechanical or technical
tasks with technology and the surrounding world.
Typically, a high score in Aptitude reflects that a
Character comfortably and naturally understands what
others normally require training to understand. Aptitude
is the Parent Attribute for the Skills: Communication,
Demolitions, Engineering, First Aid, Navigation,
Operate, Piloting, Security, and Vehicle Weapons.
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Derived Stats
Skill Specializations
Derived Stats
About Skills
The list of Skills included with the basic
Character in c6 is comprehensive and covers
the breadth of Character actions available to
players. The development of more general Skills
in c6 is intentional. The following Skills cover
the majority of actions any Player may desire
taking with a Character while playing c6.
Dexterity Skills
00 Athletics Use to execute complex
physical maneuvers.
Specializations: Acrobatics, Balance, Finesse
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Strength Skills
Persona Skills
Intellect Skills
Aptitude Skills
Dexterity Skills
Melee
Initiative
This is how quickly you react, whether you are rolling
for yourself or for a group. It is sometimes vital to
go first in order to survive potential casualties.
Athletics
If you are diving through the air with grace, or
trying to pull off death-defying physical feats, then
you are using the Athletics Skill. Using Athletics
will help you get into and escape from situations
no ordinary person could conceive, execute
complex physical maneuvers, run at great speeds,
and add a little flavor when swinging a sword.
Sample Action
Sprint
Sprint over rocks
Sprint across rooftops
Difficulty Rating
Easy
Moderate
Difficult
Melee Dots
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
Pick Pocket
Stealing - agree with it or not, sometimes you
have to do it. The Pick Pocket Skill covers most
actions that involve any sleight of hand.
Brawl
Sample Action
Dodge
You dive for cover! When the action gets intense,
the Dodge Skill is critical to staying alive. Dodging
an attack will allow you to avoid harm.
Heavy Weapons
From the ballista, to the rocket launcher, to more
personal large weapons - all of them demand
fast hands and hard work to maneuver, aim, and
fire. Most Heavy Weapons are complex machines
that may need quick repairs; familiarity with a
Heavy Weapon can only help in this cause.
Difficulty Rating
Moderate
Difficult
Ranged
Whether you prefer the direct approach of a handgun,
or shooting your opponents from a distance with a
longbow, your method of choice uses the Ranged Skill.
Riding
The Riding Skill dictates your control when riding
mounts, whether they are flying, aquatic, or landbased creatures. No matter what the difficulty,
sometimes the creatures will have ideas of their own,
and that is when the best riders can maintain control.
Sneak
The art of stealth is essential to survival. The
Sneak Skill allows you to move without detection
or conceal an item so it remains hidden. This Skill
helps overall in avoiding detection by others.
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Throw
Jump
Sample Action
Throw a ball 30 meters
Throw a ball 30 meters
to another person
Throw a ball 60 meters
to another person
Difficulty Rating
Easy
Moderate
Difficult
Strength Skills
Sample Action
Difficulty Rating
Easy
Moderate
Difficult
Vitality
Lift
Climb
Sample Action
Sample Action
Climb a ladder under
medium winds
Climb a rope, while
carrying a backpack
Climb a rock wall, no harness
Difficulty Rating
Easy
Moderate
Difficult
Difficulty Rating
Easy
Moderate
Difficult
Push-Pull
This is the raw skill behind pushing or pulling
an object to get it moving. Understanding
the basics behind momentum and torque to
aid in this task allows you to push or pull a
normally stationary object to some advantage,
such as pushing open a door that is stuck.
Sample Action
Difficulty Rating
Easy
Moderate
Difficult
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Grapple
Being able to bring your opponent into a submissive
hold can always help prevent an undesired
action. Unlike brawling, the art of Grappling
may come in handy when the situation calls for
defeating an opponent without harming him.
Stamina
Your endurance is essential. A high Stamina
Skill allows you to act longer and resist
certain poisons or diseases, including an
increased tolerance to ale and wine.
Sample Action
Drink two beers without
issues in 15 minutes
Drink two glasses of wine
without issues in 15 minutes
Drink two shots of liquor
without issues in 15 minutes
Difficulty Rating
Easy
Moderate
Difficult
Artisan
An artistic flare or a well-trained eye can help
interpret ancient works of art and modern
ones. The Artisan Skill governs artistic
areas such as acting, dance, and music.
Command
Swim
Sample Action
Persona Skills
Difficulty Rating
Easy
Moderate
Difficult
Deception
The act of subterfuge or tricking those around you
is a skill desired by many. Information is power,
and those who make a living by deceiving others to
obtain it can often find employment as mercenaries
for factions with their own hidden agenda. Use
the Deception Skill when you wish to conceal your
motives, lie to others, impersonate someone, blend
into a crowd, or fast-talk your way out of a situation.
Empathy
The need to recognize the truth in others is
imperative, and any good interrogator will use it
to navigate around the Deceptions of others. Use
the Empathy Skill when you wish to reveal the true
intentions of others, recognize emotional reactions,
or just understand and identify small white lies.
Gambling
Betting a small fortune and winning requires
both using the Gambling Skill and a lot of luck.
Those who whisper that fortune favors the bold
may be onto something, and taking risks can be
rewarding or devastating. Whether your Gambling
is professional, for fun, or from addiction, roleplaying during the scenario is encouraged.
Intimidation
Sometimes in order to get your way you have to make
those around you feel uncomfortable. Intimidation
occurs when you wish to appear menacing to the
point where it breaks the will of your opponents.
CHAPTER 3: ATTRIBUTES & SKILLS
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Languages
Knowing more than one language can be useful
- especially on a large world like Westward.
Language barriers often hinder encounters
between people, but the well traveled often know
how to recognize mannerisms and dialects. The
Languages Skill determines the number of
languages you understand fluently. Everyone
starts with at least one native language.
Language Dots
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
Intellect Skills
Academics
A background rich in Academics will benefit
anyone. Did you attend school? How far did you
advance? Depending on the situation and the
resources and time at your disposal, the use of the
Academics Skill may act as a bonus to another Skill.
Academics Dots
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
Level of Education
Elementary School
Secondary School
College, Undergraduate
College, Graduate
College, Doctorate
Foremost Expert on Subject(s)
Persuasion
Business
Willpower
The ability to resist anothers will or to press yourself
to move on is a trait vital to survival. Under strenuous
conditions, the mind and physical body are at risk of
reaching a breaking point. The Willpower Skill is a
measure of your ability to resist that breaking point.
Use Willpower when trying to resist cons, Persuasion,
or Intimidation - or when using supernatural abilities.
Business Dots
Level of Experience
CCCCCC
Clerk
Traveling Merchant
Small Store Manager
Department or Regional Manager
Corporate Manager
Corporate Executive
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
Culture
What is the difference between our cultures? Those
with a high rating in the Culture Skill know what to
look for to find those differences. Culture indicates
your awareness and study of a cultures preference with
art, etiquette, history, literature, and religion. Culture
may also aid you in sensitive negotiations where you
would not want to offend your guest due to ignorance.
Law
Styles of law enforcement vary from place to place.
Using the Law Skill, you can determine if you have
a basic or detailed understanding of local laws,
which can help you avoid legal complications.
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Medicine
From applying medicinal herbs to performing
surgery, the knowledge of Medicine and
the Skill to use it properly can spell the
difference between life and death.
Politics
Politics gives you knowledge of local people
in office and key figures in more regionalized
Politics. The Politics Skill can influence your
dealings with local authority figures that are
giving you a hard time or let you know the proper
people to bribe when a situation gets sticky.
Search
Use the Search Skill to counter Pick Pocket, Sneak,
and Deception (when used for impersonating others).
More generally, use Search when trying to perceive
clues, identify details, spot danger, or observe changes.
Streetwise
Criminals come in all shapes, sizes, and species.
While their preferred methods vary, their upbringings
typically start on the street. Tricks of the trade
are learned here through the knowledge that flows
through the streets networks. The more attuned
you are to these networks, the more informed you
will be when the latest news gets out. Rumors
emerge from every corner, and the chances of you
hearing it first come from the Streetwise Skill.
Survival
Deep down in every beings core is the essence of
Survival. The Survival Skill determines your ability
to live in the harshest of terrains and in Westwards
many punishing environments. Survival is the ability
to change, adapt, and live off your surroundings.
Tactics
Gaining an edge over your opponent is a
skill practiced by many, but mastered by
few. Use the Tactics Skill against your
opponents to add a bonus to Initiative or other
Skills, as the GM deems appropriate.
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Aptitude Skills
Communications
The ability to Communicate effectively is essential
during hikes into the jungle or when venturing
into dangerous mountains plagued by ogres.
Long-range Communications often involve
smoke signals, hooded lanterns, or radios.
Demolitions
Knowing how to place explosives and time
detonations is a craft not easily mastered, but highly
sought after. Experts in the field of Demolitions
have little trouble finding employment. The
better you are in the Demolitions Skill, the more
complex the explosions you can pull off.
Engineering
A high rating in the Engineering Skill will
allow you to perform repairs and alterations to
any device or mechanism with lots of moving
parts from basic maintenance to major
overhauls. Having a team of engineers at your
disposal will help lower the overall difficulty.
First Aid
While Medicine covers the knowledge of drugs
and surgery techniques, the First Aid Skill
covers the intense concentration and the handeye coordination involved when carrying out the
task of stabilizing someone in an emergency.
Navigation
Figuring out how to get from Point A to Point B
is not a feat for the timid. The art of Navigation
gives you the necessary knowledge of charts and
understanding of magnetic north. Depending on
your Navigation Skill, you are able to predict the
distance and time of travel, the food supplies the
party will need, as well as have an understanding
of what lies along the destined route.
Operate
Sometimes you can just walk up and comfortably
Operate a device or complex machine without an
understanding of its innards. You use the Operate
Skill to easily identify and control a machine
without the worry of understanding every little
aspect of how it works - from a simple pulley system
used to raise and lower a drawbridge, to a complex
machine created for producing light without fire.
Piloting
Those gifted with a high Piloting skill are able to
control a ship or vehicle as if it were an extension
of their will. Pilots can easily find employment
everywhere and they often love their chosen trade for
the rush of speed or the freedom of traveling. Piloting
is the ability to drive just about anything that flies
or moves on the ground. Those who wish to dodge
enemy fire while Piloting a vehicle use their Piloting
Skill. If a ship or vehicle has a Maneuverability
rating, that value augments the Pilots roll.
Piloting Dots
CCCCCC
Automatic Cart
Light Steamech
Tram
Light Airship
Heavy Steamech
Heavy Airship
CCCCCC
CCCCCC
CCCCCC
CCCCCC
CCCCCC
Security
The Security of information, individuals, and
items is highly sought after everywhere. Security
patrols and sentries are found in seemingly every
corner and can be dangerous. Yet they apply
very different techniques in eliminating potential
threats. Those understanding how Security works
are able to slip by undetected and possess unique
talents. Use the Security Skill when you intend to
avoid sentry patrols or similar countermeasures.
Vehicle Weapons
Firing the guns on a ship or vehicle takes a lot
of coordination and training. Those proficient
in using Vehicle Weapons are able to fire a
vessels weapons accurately. A ships weapons
may contain a Fire Control rating which
augments your Vehicle Weapons Skill.
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CHAPTER 4
CHARACTER FEATURES
{Encryption Data Begin<<da9cf6f9ccab-4dee-a0ee-a0bdaba0f555}
{0902ea33-b44f-4224-baa4-9dce668fb2bc}
{6b9ba894-9ee2-4441-a8d5-7656adfa5458}
{Feed Subject: Henjo Barrensk
376fd104-60fb-4908-9c50-32d4a8e1a805}
{22:35. November 29th, 343} <Static, Shouting>
Listen up you pathetic, withering heap o Zephyr
Bugs! From now on, Im the best friend youve got
and Im going to keep you alive when the action
heats up. You gotta rely on that gut instinct of
yours and really listen to her! Each one of you has
been selected because of the unique set of talents
that you showed off during that last mission.
Youll move out at first sun tomorrow and ride
hard southwest from Hollis to intercept the
Tramline. Your goal is to disrupt this supply line.
The car that youre after is rumored to contain a
detachment of Capital City Guards so stay sharp,
and dont get stupid. These boys are Primuss elite
and this time there aint no reinforcements.
<Static, inaudible>
Davidson these boys look up to you, dont let
them down. Remember your place. The most
important piece of advice I can give you came
from my daddy, who was murdered by one of
Primuss goons You ride hard, you die tough,
keep your boots on, cause its bout to get rough.
Henjo Barrensk,
retired solider, Commander for
J. Strongarms Hotshots
CHAPTER 4: FEATURES
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Understanding Features
Conditional Features
Feature Types
Rules Categories
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Feature Effects
00 Many Feature Effects provide bonuses and
multipliers to existing rolls. Some require
that a successful Skill Check be made in order
to provide the bonus. Other Feature Effects
provide major Character or game play changes.
Examples
00 When a Feature provides a bonus such as
+6 Dodge, the Player would roll Dodge
and add +6 to the total rolled.
00 When a Feature provides a multiplier such as
Double Dodge, the Player would roll Dodge
and then multiply the total rolled by two.
00 When a Feature provides a bonus such
as +1 Cinema Points whenever Cinema
Points are awarded, the Character gets
a bonus +1 Cinema Point any time the
Character receives any Cinema Points.
00 When a Feature provides a bonus such as +6
Hit Points, the Player permanently raises a
Characters Hit Point maximum by six.
00 When an Activated Feature provides a
bonus such +2 Move, the Player temporarily
raises a Characters Move by spending a
Cinema Point. If the Feature is Permanent,
then the bonus is always on, and no
Cinema Point needs to be spent.
Limitations
Features that come in multiple versions,
such as Feature I and Feature II, represent
different cost levels of the same Feature.
00 A Character can only take any Feature
one time, therefore taking Feature I makes
it impossible to take Feature II.
Making Features
Making Features involves only a few simple guidelines.
Features provide a greater effect in a specific area than
the normal effect provided by simply spending Cinema
Points during game play. For more information on
Spending Cinema Points, see Chapter One: Gameplay.
Naming the Feature
Feature Names take time and effort, sometimes
as much as naming a Character. The
Feature Name should relate to or provide
some hint to the Description and Effect of
the Feature, and give it a unique spin.
PRICING THE FEATURE
Figuring out the Cost of a Feature takes practice
and time. After doing it for a while, it becomes
Pricing Considerations
How and when will a Player purchase the Feature?
00 Creation Only Features:
00 In General
Feature Effects
Our simple rule of thumb:
If a Feature does not provide at least
two dice worth of bonuses to a roll, it is
not worth making. Anonymous.
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Cost
Abate
Anonymous
A Way With
Words
Blandish
Blazing
Calibrate
Cloistered
Conundrum
Crack Shot
Doc
Gunner
Imperturbability
Maculated
Piloteer
Description
With a demeanor that calms others, it is always
easier to guide them toward a specific goal.
With the understanding of the
intricacies of security comes knowledge
of the vulnerabilities behind it.
There are many complexities in
understanding people; sometimes the
difference is with the inflections.
Flattery will sometimes lower defenses
just enough to let lies slip through.
The Character is a natural in the saddle,
born to ride a mount in harsh conditions.
The Character excels at pushing technology
to its limits for brief periods.
Through special conditioning, the Character
is adept at surviving in the badlands.
The Character, without training, can quickly
learn to use unfamiliar technology.
The Character has a deadly aim
with ranged weapons.
The Character underwent very extensive
training in the art of healing.
The Character possesses a natural instinct
for arming and firing heavy weapons.
The Character has a certain quality of
calm, which also calms others, making
stressful situations much less so.
The Character was born with an unnatural
ability to remain hidden in plain sight.
The Character was born to pilot machines
and move around the world, possessing
a unique freedom of movement when
at the controls of a vehicle.
Rage
Slick
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Effect
+9 Persuasion
+9 Security
+8 Languages
+8 Deception
+8 Riding
Roll Engineering, DR
Moderate: +12 to any rolls
with technology for 3 Rounds
+8 Survival: Badlands Only
+9 Operate
Double Ranged and Throw
Double First Aid and Medicine
+9 Heavy Weapons
Roll Willpower, DR Moderate:
the character and all allies
within five (5) squares gain
+6 to their next roll
Double Sneak
+18 Navigation, Piloting,
and Vehicle Weapons
While in a Rage: Double
Brawl, Melee, and Ranged;
Cannot Dodge. Remains
active for 1 Round.
Double Business
and Persuasion
Permanent
Feature
Cost
Description
The Character develops and learns quickly
due to subtle genetic abnormalities.
Accretion I
Accretion II
Badge
Camel
Fake Badge
Gizmo
Holmes
Inured
Quickdraw
Resilience
Sinistral
Vagary
Effect
+1 Cinema Point any time Character
receives Cinema Points.
+2 Cinema Points any time
Character receives Cinema Points.
The Character is an unassigned
Marshal, allowed to enforce justice
and law as needed across the
badlands - in the name, and with
the full weight, of the people.
This Character can last seven
(7) days without water before
suffering dehydration.
The Character can use the
badge to claim to be a Marshal,
as it suits them, carrying the
full weight of the people.
+7 Aptitude Skills
Academics replaces
Search (as desired).
+12 Hit Points; +9
Stamina and Vitality
Drawing a single weapon in a
Round takes no time; this action
can occur during Initiative.
Double Vitality
Anytime this Character uses
the left hand for a one-handed
action: +5 on the associated roll
Search replaces three (3) Skills (as
desired). The Player must select the
Skills when taking this Feature.
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Related
Trade
Marshal
Techanic
Mech
Operator
Berserker
Condition
Effects
Adhere to Marshals
Oath (See page 104).
Never lose your
heirloom tool.
Never lose
your Mech.
Taste Human
blood, once a day.
Blaster
Explode something
once a week.
Conscript
Follow all
lawful orders.
Doctor
Duster
Advocate
General
Evangelist
Just
Shillin
Gambler
If there is a game,
you will play.
The
Bleeding
Edge
Maker
Invent something
once a week.
Lawless
Mercenary
Burden
of Duty
Jekyll and
Hyde
Liberty
or Death
Everything
Mover
Must Go
Big
Brother Is
Watching
Overseer
You must do
anything to protect
your prefect.
By the
Heels
Jagger
You will go
anywhere to
find a mark.
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Conditional (Con't)
Feature
Related
Trade
Condition
Life
Unhinged
Prospector
Always follow
curiosity.
Fancy
Pants
Silk
One bath or
shower a day.
Ninja Sans
Tranquile
Effects
Assigned Tag Skills: Climb, Communications, Jump,
Navigation, Operate, Search, Stamina, Streetwise,
Survival, Swim, Throw.
Assigned Features: Camel, Cloistered.
Assigned Tag Skills: Artisan, Athletics, Command, Dodge,
Empathy, Ranged, Riding, Willpower.
Assigned Feature: Deliberate.
Pick any four Tag Skills.
Assigned Features: Duplicity, Glib.
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Westward FeaturesGeneral
Activated
Feature
Cost
Avaricious
Benchmark
Deliberate
16
Demagogue
12
Diaphanous
12
Egressor
25
Epistemologist
10
Esoterica
10
Evanescent
12
Extirpation
Etherean
15
Feckless
15
Glib
14
Hawser
10
Hefty
10
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Description
Placing a supernatural importance
on money sometimes gets you the
skills needed to get more.
The best pilots tend to be the crazy ones, those
who push their vehicles beyond their limits.
When the Character pauses to think before
acting, an unwavering focus follows.
The Character is well connected with criminal
organizations and the black market.
The Character is skilled in eluding
detection and unwanted attention.
Effect
+9 Business
+9 Piloting
Roll Willpower, DR Moderate:
+4d to the characters next roll
+18 Deception and Streetwise
+15 Deception,
Security, and Sneak
+13 Climb, Deception,
Dodge, Jump, Lift, PushThe Character is a master of escape and evasion.
Pull, Search, Security, Sneak,
Stamina, Swim, and Tactics
A student of science and technology, the
Character seeks enlightenment through
+13 Intellect Skills
knowledge and understanding.
The Character can obscure details with
+21 Pick Pocket
the slightest hand movements.
Capable of brief and impressive
+18 Athletics
displays of athleticism, the Character
succeeds where others may fail.
Through a deeply intimate moment
+9 Brawl or Melee (the
of anger, the Character can summon
Player must select one
a moment of grace in combat.
when taking the feature)
The Character is astute in politics and
+18 Communications,
dealing with the upper echelon of society.
Culture, Law, and Politics
The Character uses wit and social
engineering to leave a target off-balance
+21 Deception
and vulnerable to suggestion.
The Character received extensive
training from a Tranquile to learn to
+13 Deception and Persuasion
make others believe anything.
The Character climbs where others
might not, capable of climbing some
+9 Athletics and Climb
of the most dangerous verticals.
+9 Lift, Push-Pull, and
The Character can carry more than normal.
Stamina (when carrying
something heavy)
Activated (Con't)
Feature
Cost
Incise
10
Intrusion
10
Juggernaut
12
Longest
Moccasin
10
Nomad
Observer
Pitch
Quixotic
10
Radio
Somatic
12
Description
With a predilection for bladed
weapons, the Character prefers using
them to cut and slash opponents.
The Character is unusually talented
at infiltrating past established
security countermeasures.
The Character has an affinity for handling
and piloting a Mech as a weapon.
The Character can jump great
distances with ease.
The Character feels natural in water and can
swim despite never swimming beforehand.
The Character has a unique understanding
of the people across the badlands
and easily adapts to any of the social
and cultural customs of locals.
Through many hours spent watching
others, the Character has developed
a keen sense of empathy.
The Character can throw objects far
and fast, with exceptional accuracy.
The Character has a certain predilection
for making explosives from scratch.
The Character has a natural aptitude
for making communications
technology work as desired.
The Character is utterly comfortable
with stress, able to bind others
wounds with ease and finesse.
Effect
+9 Melee (only with
bladed weapons)
+13 Security
+13 Mech Mobility
and Targeting (Melee
or Ranged attacks)
+9 Jump
+12 Swim
+9 Culture
+9 Empathy
+9 Throw
+12 Demolitions
+9 Communications
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Cost
Amnesty
25
Conventions
25
Conviction
20
Creed
35
Description
The Character possesses a document
granting amnesty and transport to travel
freely to and from the Capital City.
The Character has the ability to speak
many languages and to sympathize
with folks from different places.
When the Character has enough passion
about something, convincing others is easy.
The Character has sworn loyalty to the
Dusters - the underground resistance
- and receives benefits in kind.
The Character possesses a Deputy badge,
assigned by all normal and legal procedures,
which is valid across the territories.
Deputized
15
Enclave
10
Grit
12
Horripilation
10
Kestrel
20
Lacuna
10
Long Haul
15
Lope
15
Majestic
15
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Effect
The document is reproducible
(if lost or stolen) and always
grants freedom of movement
across the Capital City border.
+13 Empathy and Languages
+13 Persuasion
+13 Intellect Skills and
Persona Skills
The Character is an unassigned
Deputy, allowed to enforce
justice and law as needed
across the badlands in the
name, and with the full
weight, of the people.
Please see the Enclave section on
page 223 for details on Enclaves.
Double Survival
+9 Search and Security:
Danger Sense Only
+13 Navigation
+6 Aptitude Skills
Roll Command, DR Difficult:
all allies within thirty (30)
squares get +21 to their next roll
Anytime the Character goes
first in a Round (wins the
Initiative), or rolls Athletics,
DR Moderate: Move is doubled
Double Artisan when
copying an object. It takes
one day per 25kg.
Permanent (Con't)
Feature
Minatory
Minutiae
Cost
Description
Effect
20
20
Double Search
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Westward FeaturesDramatic
Activated
Feature
Cost
Coerce I
18
Coerce II
19
Coerce III
20
Roughneck
13
Slow Drag
25
Transcendental
25
Vituperate
10
Description
The Character uses sheer
malice to intimidate.
The Character uses sheer
malice to intimidate.
The Character uses sheer
malice to intimidate.
At some point, the Character was in
the thick of battle for a prolonged
period and developed a strong
sense for surviving combat.
The Character, in that moment
of bliss called combat,
perceives time differently.
When concentrating, the Character
appears to have access to knowledge
outside of practical experience.
The Character attacks in a flurry of
swings that look like a blur, normally
involving shouting or growling.
Effect
+2 Brawl or Grapple replaces
Intimidation (as desired).
+4 Brawl or Grapple replaces
Intimidation (as desired).
+6 Brawl or Grapple replaces
Intimidation (as desired).
Only while in combat, roll Tactics,
DR Moderate (this does not consume
an action): +24 to the next roll
+13 Dexterity Skills
Permanent
Feature
Cost
Description
Through training and cunning,
the Character can feign subtle
movements in combat.
The Character reacts faster than most
everyone, often seeming supernatural.
Duplicity
15
Gambit
20
Ossify
15
Patchwork
50
15
Pugnacious
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Effect
Deception replaces Dodge (as desired).
+13 Initiative
+6 Hit Points. As the
description says, the character
never breaks a bone, ever.
+1 Hit Point Regeneration per
Day, including severed limbs,
etc. Cannot regenerate from
complete body destruction such as
incineration or similar destruction.
Brawl replaces Initiative (as desired).
Permanent (Con't)
Feature
Cost
Recondite
15
Refulgent
15
Sidereal
15
Sidestep
15
Spurs
15
Squad
40
Squirrelly
25
Stealth
15
Stygian
15
Tempt
50
Terminus
15
Description
The Character has learned to perceive
and understand the world around
them with enough acuity to foresee
and avoid attacks from others.
The Character can take on airs of
refinement and class in order to rob
people blind in games of chance.
The Characters knowledge and research
of the sky provides an ability to get
from one place to another with ease.
After years of athletic training, the
Characters agility and physical talents
make it easier to avoid blows in combat.
The Character has a special
bond with horses.
The Character was once a member
of a cohesive military squad whose
members were all prepared to
sacrifice their lives for one another.
One of them still watches over
the Character from a distance.
The Character is exceptionally
difficult to strike, emphasis
on exceptionally difficult.
A highly developed sense of selfawareness and a natural affinity
for hiding from view allows the
Character to avoid blows.
After years of conditioning, or
perhaps through some bizarre
mutation, the Character can see
perfectly in darkness or in light.
Through extensive training and
effective practice, the Character
uses words like weapons.
Sometimes a Character connects
deeply to the world of Westward
in unfathomable ways; such people
receive the label Terminus.
Effect
Search replaces Dodge (as desired).
Persuasion replaces
Gambling (as desired).
Academics replaces
Navigation (as desired).
Athletics replaces Dodge (as desired).
Empathy replaces Riding (as desired).
Once per round, in combat,
roll Streetwise, DR Difficult: a
targeted enemy is struck by a
bullet spray, damage 1d+51
Double Dodge. Always gets a
Dodge attempt on Sneak Attacks.
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Westward FeaturesParty
Activated
Feature
Cost
Description
Rejuvenate
20
Tutelary
10
Unity
10
Effect
The Character can Heal another
Character who possesses Synergist,
+1d Hit Points, once per day.
The Character can give up an Action during
Combat to allow another Character who
possesses Synergist to Dodge, penalty free.
The Character can freely communicate with
any other Character who possesses Synergist,
regardless of distance, for about 1 Round.
Permanent
Feature
Synergist
Cost
10
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Description
The Character possesses the innate
ability to cooperate with other
Characters at a fundamental level.
Effect
The Character can freely exchange
Cinema Points with any other Character
who also possesses this Feature.
CHAPTER 4: FEATURES
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CHAPTER 5
Old Ben
Maker, Techanic, Artificial Intelligence, Cyborg
CHAPTER 3: ATTRIBUTES & SKILLS
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Diurnal Cycle
Westward orbits its central star once every five
hundred (500) solar days; this accounts for a
significantly longer than year than Earth.
In the discussion below, the brief history of
Westward uses the standard Westward year of
five hundred (500), sixty (60) hour days.
To make it easy, a Human ages about three (3) and
half Earth years per solar year on Westward, or
has a birthday every one hundred forty seven (147)
days. The thirds of the year are referred to by season:
Winter, Summer, and Autumn, where Spring lasts
for less than two (2) weeks. Every season has twenty
one (21) weeks, the Earth Human understanding of a
seven (7) day week, Sunday through Saturday. Every
month is two (2) weeks long except the last, which is
three (3) weeks. The ten (10) months for each season
are Janus, Bruer, March, April, Wuyueh, June, Iyul,
August, October, and November, the longest month.
Climate
During the three seasons, the average surface
temperature in the badlands varies widely. Below
is a basic chart with observed average temperatures
from the past three centuries, collected in degrees
Celsius, and annual, average precipitation amounts.
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Mattheew Jackson (order #5468601)
Location
Wiwnter
Summer
Autumn
Precipitation
(Annual)
Aquarium
-25 to 12
10 to 36
-15 to 21
11.2cm
15.0cm
Brimstone
-10 to 20
15 to 47
1 to 24
Capital City
-8 to 22
13 to 39
-2 to 23
6.0cm
Caves
-32 to 7
5 to 30
-20 to 10
13.3cm
Chakoda
-3 to 22
20 to 40
0 to 26
8.2cm
Dunecreek
-12 to 8
13 to 42
18 to 25
7.1cm
Fort Amarell
-20 to 13
11 to 40
-16 to 18
6,8cm
Fort Darling
-56 to 9
0 to 40
-12 to 28
11.5cm
Fort
Gowchain
-29 to 2
-5 to 30
-13 to 10
22.1cm
Fort Spine
-12 to 13
0 to 26
-2 to 20
16.9cm
Hollis
-12 to 6
15 to 36
13 to 31
14.2cm
North Hollis
-26 to 2
-5 to 26
-16 to 10
17.8cm
Yewanrey
-3 to 20
8 to 51
4 to 33
4.6cm
Holidays
Most holidays on Westward function in a similar
fashion, as Human physiology is still adapted to
age in Earth years. Several holidays fall across the
three (3) season, ten (10) month structure, and are
generally practiced everywhere regardless of region.
Winter Season
Winter Solstice, Janus 1st
Globber Hunt, Hunting Festival, April 9th
Summer Season
Summer Solstice, Wuyueh 1st
Bloomers Day, Harvest Festival, Bruer 12th
Long March, Parade Festival, Iyul 13th
Expedition, Exploration Festival, November 14th
Autumn Season
Autumn Solstice, Bruer 1st
Unity, Feasting Celebration, October 3rd
All Seasons
Fortune Day, Fall of the Chrysalis, Bruer 5th
Frontier Day, August 7th
Kim Li Jeongs Birthday, Iyul 2nd
Octoberfest, Parade Festival, October 11th
Tribute Day, Remembering fallen
soldiers, Wuyueh 1st
Religious Worship
All Seasons
Chrislamadan, (observed), November 1st 14th
Breaking the Fast, Festival of the
Feast (observed), Janus 1st
Languages
Common Languages
Achrommit (Westward Official Language)
English (Primary Diplomatic Language)
Mandarin (Primary Trade Language)
Regional Languages
Blural (French-Spanish Dialect)
Idyrr (Arabic Dialect)
Europa (Germanic English Dialect)
Flutter (Gesture Language)
Feralese (Germanic Mandarin Dialect)
Hazzardic (Coptic Hindi Dialect)
Jargon (Achrommit Arabic Dialect)
Muise (French Spanish Dialect)
Odawan (Mandarin Korean Dialect)
Paradox (Acrhommit Technical Language)
Spurn (Gesture Language)
Symponic (Hindi English Dialect)
Tranquile (Gesture Language)
A Brief History
Before Westward
The ancestors traveled into the stars to find a new
home. Mutations and gene therapy motivated their
exodus from Earth, many generations ago. They
used an experimental engine to leave Earth, which
failed and destroyed itself in its single using. The
engine technology was not ready, and their ship,
the Chrysalis, drifted for a century before the
crew found Westward and headed towards it. It
took another several decades for the Chrysalis to
reach Westward after discovering its location. It
took several months to find a fresh water lake and
make the decision to land, but no details exist of
the events that lead the ship to crash. Regardless
of the journey, Westward is now our home.
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The Territories
The Territories covers Prefects that lie in a more reasonable response distance to the
Capital City such that a timely response of under two weeks for deploying Capital City
Guard and Conscript units in the event of an attack or other emergency.
Capital City
Population 650,072
The Capital City is place filled with people and
technology. The city is dwarfed by the Sanctuary,
the remnants of the original space craft which
landed on Westward long ago. It towers to about
two hundred floors, where all the rest of the Capital
City sits at one to ten stories. Despite the age and
condition of the spacecraft, it remains in the same
crashed position where the original founders of
Capital City arrived on Westward. It lies in the
North East corner of the Capital City in the deep
ravine it cut into the ground hundreds of years ago.
Capital City sits on the North edge of Lake Chrysalis,
named after the original colony ship, where the city
populace gets most of its water. The city shines
in the sunlight, sometimes blindingly, as much of
the city used pieces from the original colony ship
to build the outer walls of the city, including large
pieces of old solar panel structures. Trams are the
formal entrance and exit for the city, leading in and
out at the North, West, and South West entry points
along the wall. The tram lines exit from the city to
the various prefects lying nearby the Capital City.
The city is unofficially divided into eight areas, mainly
describing the state of the regions and less about the
intentions of anyone. The city has a large North West
industrial area, also called the Tram Line District
where most of the large companies hold factories
that work on research and manufacturing steam
technologies. A very dense residential area in North
East borders the wall and some of the ravine near the
fallen Chyrsalis spacecraft. This is area is called the
Spares, a place where most people not originally from
Capital City go to live when they establish residence.
Just South of the Spares is Old Promenade district,
an area where original Capital City residents call
home, and a great deal of commerce occurs. To the
South and East of the Old Promenade is the New
Promenade, an area designated for important figures,
as well as the district where most of the governing
council resides. At the very South end of Capital
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Chakoda
Population 21,319
Chakoda is the largest prefect outside of the Capital
City, also sitting closest to it. The accessibility of
Chakoda also means the Capital City guard presence
is always very high. The Chakoda Marshal holds
little legal power except over small ordnance and
legal enforcement. The prefect is large in area as it
is a major farming community with a great deal of
land used for crops. Chakoda accounts for nearly
all the food grown outside of the Capital City.
The center of Chakoda is a typical old west
downtown, with a single main road leading between
two rows of buildings, including the schoolhouse,
tramline station, prefect hall, a few stores, two public
houses, and the largest building in prefect, the Capital
City Guard outpost, also known as a Sanctuary.
The people in Chakoda enjoy ore protection
from the wastes than other prefects, but they
sacrifice a lot of personal freedom, including
being inside but sun down, a curfew that is
strictly enforced by the Capital City Guard.
Dunecreek
Population 1,362
Dunecreek sits at the basin of a small valley shaped
like a bowl. It gets hot and muggy, but also is
home to an underground well, providing the local
inhabitants with enough water to produce crops
and sustain life fairly far away from the Capital
City. They do not have a tramline running
into prefect, so the nearest Guard Sanctuary
lies in the nearby Prefecture of Aquarium.
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Yewanrey
Population 1,844
Yewanrey rests comfortably South West of Capital
City at the end of a tramline. It is one of the smaller
mining Prefectures, but also one of the most efficient.
Yewanrey employs a large Steamech work force,
and brags one of the highest production rates of the
mining Prefectures, despite the small population.
The small Prefect lies just east of patrolled territory,
so the population built a large defensible wall to
keep out Ferals and bandits. Most of the inhabitants
in Yewanrey live under the ground, within the
outer areas of the mines. The handful of people
who live outside the mine but within the walls, are
the mayor, the Marshal, and a handful of other
VIPs, who assist in dealing with undesirables.
Yewanrey has a long history with groups opposing
the Capital Guard and conscripts, allowing the
rebels and outcasts to stay deeper within the mines
where they are safe from the curious and spies. The
Yewanrey mines spider deep underground landing
them the nickname of Yewanrey Catacombs. That
along with the long history of Yewanrey providing
support for outcasts and rebels, the Prefect is
often subject to Capital City investigations.
Dunecreek Memorial
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Yewanrey
Caves
Population 10,388
Caves is the largest natural underground Prefect,
including a subterranean tram line station. Much of
Caves purpose is devoted to mining of the coveted
mineral Calcerite. A large underground river passes
through the depths of Caves, making it ideal for
sustaining its higher population. The populous in
Caves remains quite loyal to Capital City, known
for their strong political ties with the governing
council. Caves has a single facing entrance, a cave
mouth large enough for a tram to pass. Caves is the
most Easterly of the tram-connected Prefectures,
and as such houses a very large defense force.
The network of caverns that make up the Prefect of
Caves run deep into the surface of Westward, where
rumors depict the caves as spidering out across the
vast badlands. No one is certain of the validity of
these rumors, but few ever journey deep into the
network of caverns beneath Caves for fear of getting
lost to the depths. Caves often receives visits from
Capital City conscripts and merchants looking to
expand their markets beyond the walls of the city.
The backside of Caves appears as a hill with a tower
on the top. The tower is used as a watch location to
maintain safety from incoming bandits and Ferals.
North Hollis
Population 1,200
North Hollis is subject to frequent dust storms due
to a unique phenomenon of the Northern badlands.
North Hollis is a Prefect devoted to the mining of ores
for steel production. North Hollis also doubles as a
steel refining facility. While North Hollis has a small
population, steam works machines complete most
of the work between the mining and steel refinery.
The population of North Hollis operates, maintains,
and repairs the many machines that do the work.
North Hollis has a fully automated tramline
used for loading refined steel onto tram flat beds.
North Hollis has a smaller storefront used for
sales of metals to walk-ins. All though North
Hollis is located at a distance from the Capital
City, it sees few attacks from Ferals and Raiders,
likely because of the frequent dust storms.
Hollis
Population 4,736
Hollis is a model farming community, resting nicely
in the middle of the territories. It enjoys frequent
visits from conscripts and supply depots, as well as
many traveling merchants. An irrigation system from
a deep, underground well provides the Prefect with
a ready source of water. The populace lives under
a strict rationing system to insure the crops stay
properly watered. Over half of the harvested crops
get shipped to the Capital City as goods and sundry,
while the remaining portion feeds the local populace.
There is an underwhelming self-reliance on the hands
of people in Hollis, as the prefects folk tend to stray
from the technological marvels of Steamechs and
other machinery. There is a strict no enclave policy
in Hollis, where no permanent residents may possess
an enclave. It is likely that these fears stretch back
many years to a time when the prefect suffered from
issues with bandits who often used steam works
technology as a means to threaten the livelihood of the
people. Regardless of the motive, the local Marshal
strictly upholds this policy as law, and evicts anyone
staying more than a week who possesses an enclave.
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Aquarium
Population 13,223
Aquarium provides a massive quantity of water via
pipeline along the tram to the Capital City. Aquarium
centers around a massive pumping station that pulls
thousands of gallons of water an hour from the deep
well. There are many who object to this drawing
of water from the deep, but the arguments quickly
descends into political criticism. Aquarium provides
at least half of all the water that all the other territories
consume, and they do so with great efficiency.
At a distance, Aquarium looks like an ancient oceanic
oil refinery, surrounded by various buildings that
slowly twist and ascend the center pumping mast.
At closer inspection, the entire Prefect is actually
raised to the same level of the water pumping
platform, where the populace lives in relative
safety from the normal dangers of the badlands.
The Frontier
Brimstone
Population 55,093
Brimstone is a very large Prefect, working as the
largest tram station on the line, the largest farming
Prefecture in the territories. Brimstone also boasts
a very successful gambling district where folks
often visit. All that aside, many rumors surround
the long history of Brimstone as the longest
standing Prefect in the territories. Some historical
records say longer established than the Capital
City itself. These stories go unfounded, but it
certainly attracts many people into Brimstone.
Brimstone houses a center for some of the Tranquile,
providing a large number of personal and professional
needs for the conventional traveler. It is often
considered one of the most liberal Prefects in the
territories despite its geographical proximity to the
Capital City. It is an easy place to get lost, a refuge for
many who speak out against the governing council.
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Hollis
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Fort Amarell
Fort Amarell
Population 2,188
Fort Amarell provides a stronghold to those who
politically oppose the Capital City Council. It
has the potent and effective Amarell Militia, who
provide security and protection against Conscript
and Capital City Guard displacement, as well as
general policing under the legendary local Marshal,
Tycoria Banks. Despite its relative closeness to the
Capital City, the residents manage to live relatively
peaceful lives most days under the leadership of
their elected mayor, Serafus Montgomery, Jr.
Fort Amarell lies across the entire top of a plateau,
with large chain and rope drawn pulley systems that
drive several lifts to the basin far below. The plateau
where Amarell sits is near half a kilometer in elevation,
making it impossible to easily attack in large numbers.
The geographical location of Fort Amarell is likely
the main reason Capital City military forces do not
encroach upon Fort Amarell, despite the tramline
leading right up to the bottom of the plateau.
Fort Gowchain
Population 8,092
In far North Eastern edge of the colonies, Fort
Gowchain sits on a lonely hill that overlooks acres of
land in all directions. The Fort is half-above ground,
and half below. Most of the conscripts who work at
the Fort do so above ground, where large walls rise
around an inner courtyard. The Courtyard has a
single small building that acts as the entryway into the
lower commons area. Down in the dirt, the thousands
of inhabitants of Fort Gowchain live in relative peace.
Below ground, Fort Gowchain has a steady and
reliable deep well for water, a small meat smoking
structure that vents the smoke into the court yard
above, and services a few gates that lead out to the
lowlands around the Fort where people do farming.
Fort Spine
Population 0
Fort Spine was the shining gem of the South for
the first Century until attacked and subsequently
abandoned. Amidst many legends and rumors,
Fort Spine is a hideout for bandits or Ferals, Fort
Spine is a secret lab for Capital City Council, Fort
Spine is haunted by our long dead ancestors, no one
alive knows the truth. Furthermore, no one really
wants to go far enough South to find out the truth.
Occasionally, treasure hunters go looking to find
the old road to Fort Spine, few return alive, fewer
return sane. The draw of treasure is a large one,
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Fort Darling
Population 1,711
Fort Darling houses the largest barracks and
training facility for Conscripts outside of the
Capital City. Conscripts come to Fort Darling
for training and remote assignments, especially
for learning to work as scouts and rangers.
All of the Conscripts who work in Fort Darling
arrive by airship or caravan. Construction of Fort
Darling used a large portion of the Chrysalis. Fort
Darling is the most fortified of all the frontier
locations, including a functional energy weapon,
reconstructed from the Chrysalis weapon systems.
Occasionally, Ferals travel down from the mountains
and attack Fort Darling, quickly learning the
benefits of a hasty retreat. Fort Darling has three
active airships assigned to its location that regularly
do patrols on the surrounding badlands, as well as
provide escort to merchants to and from Aquarium.
For Darling was named after General Thor Darling,
who conducted early exploration on behalf of the
Capital City, and whom realized the necessity of
creating a distant northern fort as a display of power
against the Bandits, Ferals, and Scavs. Dusters avoid
Fort Darling due to the heavy Capital City military
presence. There is no overseer or marshal assigned
to Fort Darling, instead a Praetorian, one of the elite
Capital City Guards elected by Manciple Primus,
runs the day to day governance of Fort Darling.
Motis
Population 503
Motis is the worst kept secret ever invented on
Westward. Motis is a massive steamech that houses an
entire prefecture. Many prospectors who venture into
the Southern badlands return with personal accounts
of watching Motis cross the landscape effortlessly.
Many of the stories say that Motis walks across
the badlands like a giant insect, while others
say that it glides like a tree crab. Originally
designed as a giant, mobile, mining platform,
Motis moves around the badlands to bore into
the ground and pull valuable resources up to
the structure for fuel, trade, and survival.
Little else is known about the massive steamech and
its history, other than the populace is very protective
of their home and particularly distrusting of outsiders.
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Motis
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Abandoned Locations
Throughout the badlands lie many abandoned
prefectures, with names lost to time or intentionally
erased from records. Regardless of the reason the
prefects no longer exist, many uncharted prefects
and settlements lie abandoned or forgotten.
Those places where people still reside, probably prefer
to remain distant from the governance and laws of the
Capital City. They likely live and die by local laws
with communal justice systems that might appear
archaic to anyone on the outside. These places often
serve as neutral ground for the locals to socialize
with bandits, Ferals, and Scavs, especially in places
organized enough to repel Feral and Scav control.
Outsiders are seen as dangerous to the survival of
everyone, and often quickly run out of prefect, for
fear that they might encourage Capital City forces
to take notice. There is a sense of xenophobia that
developed between the places beyond the Frontier
and the Inner Territories. This idea pervaded the
daily lives of the people, remaining a stigma for
everyone, probably aggravated by stories of anyone
who encounters Capital City military forces.
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Tall Tales
Xanadu
In the very North of the badlands lies a mountain
range so vast that no one dares venturing into it,
but to guarantee death. Amidst these distant
mountains is a rumored citadel, carved into the
very face of the stone cliffs high above. The people
who live in this place long ago left the original
colony, in search of somewhere apart, where
they could live in peace under their own rule.
The story tells that they journeyed into the Northern
mountains, using the last of their superior technology,
created a city in the stone called Xanadu.
Many people who return from the distant mountains
carry stories describing lost city of Xanadu, where food
is plenty and the people want for nothing. Visitors are
never allowed to stay long, only long enough to return
with stories. A handful of artifacts exist of Xanadu,
though nothing exists to confirm its existence.
Archon
There are places where the tramlines break off from
the main lines, trailing off into the distance. Where
the tramlines lead is anyones guess, but some
prospectors and folk who return from wandering
the badlands talk about how the tramlines go into
tunnels or far into the distance beyond where they
could travel safely. One of the places, reachable
only by tram or airship is a place called Archon.
A place built far off so that no one would go
looking for it, nor happen upon it by accident.
Tenebrous
The past three centuries on Westward leave
people wondering about the thousands of people
seized by Capital City forces over time. A
tale exists of a deep pit dug in the badlands,
where people go when no longer wanted in the
world. This place, sometimes called the secret
prison, mainly goes by the name Tenebrous.
While little more than a rumor spread across
the badlands, people still fear mentioning
Tenebrous. Many people believe that by simply
uttering Tenebrous in the wrong company,
bad things can happen. No evidence supports
this rampant paranoia, but the Capital City
Council does nothing to dispel it, either.
Underscore
An ambitious and somewhat public project
surfaced several decades ago called Underscore.
The details were scant, but the project involved
the development of a super air ship. The super air
ship was to fly beyond the range of any existing
craft, taking a specially elected crew well into
the very farthest reaches of the badlands.
Some people believe they scrapped the project, while
others think it actually launched shortly after the
project was uncovered. Many think the motivation
was around the fabled promised land, though
some others believe they dreamt of establishing
oasis locations for deeper exploration. Regardless
of the rumors and tales that surround it, few if
anyone knows the true outcome of Underscore.
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Evangelists
A special academy in the center of Capital City provides training to students
who wish to become Evangelists. Evangelists provide diplomatic support to the
prefects and forts, more importantly they help to provide the presence of Capital
City political support wherever needed. Evangelists can commit limited financial
resources to help prefect citizens, as well as request Conscript and Capital City
Guard help to deal with complicated problems. Evangelist students receive
training in judicial arbitration, hostage negotiation, diplomacy, and mediation.
Evangelists can place judgment on criminals, including trying, sentencing, and
conviction. Evangelists also hold a great deal of political sway resolve property and
resource disputes, with a special emphasis on avoiding bloodshed where possible.
Silks
The noble-born citizens of the Capital City can directly link their lineage
to original Chrysalis bridge officers. Less than one thousand Capital
City residents directly claim this lineage. These people live in an elevated
status, as if nobility. Silks do little conventional work, as all of them live
on trusts inherited from family. For official work, a number of Silks sit on
the Capital City Council, while a handful of others work as Evangelists.
Most Silks receive exemplary educations, including specialized training
in the operation of the Chrysalis bridge systems. Silks look at one
another in disregard if one of them leaves the city, aside from Evangelist
duties. It is distasteful to go beyond the wall, and any Silk who does
so voluntarily finds the reason quickly. People dislike Silks within the
Capital City, while outside of it, people consider Silks criminals.
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Marshal
The drive of a Marshal is unique across the badlands. To receive
a badge requires a written nomination from a minimum of ten
people, an extensive background check by Council agents, and a
two-thirds majority confirmation vote by the Council. Becoming
a marshal is likely the most difficult position to acquire outside of
the Capital City. In most cases, a Marshal needs at least a long and
decorated military service and consistent performance in dealing
with Ferals and bandits. Marshals have special authority to try,
judge, convict, and exact punishment for crimes, anywhere across
the badlands. Marshals only answer to a single authority once
confirmed: the Marshal Collective. Once a group of Marshals
undergo confirmation and swearing in, the lot of them ship out to
the Marshal Collective. The Marshal Collective is a secure, remote
location where new Marshals get a badge, learn the Marshals Oath,
and get their first charge. Any Marshal who violates the Marshals
Oath is subject to criminal punishment by the Marshal Collective.
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Mech Operator
Through either contract, or long-term commission, Mech Operators end up
in employ of the Capital City Council. Most of this work involves doing
excavation mining, but sometimes the Council hires Mech Operators for
security patrols along heavily traveled roads to augment existing Conscript
patrol forces. Mech Operators tend to favor staying in the safety and security
of their steamech. Some Mech Operators install reclining seats for resting, or
septic systems to handle body waste. These examples of attachment between
Mech Operators and their steamechs tend to be rare. Mech Operators are
serious about their steamechs, often doing everything possible to keep them
performing at highest capacity. Traditional Mech Operators form strong bonds
with Techanics, always hoping to push their bits a little further, and make
their existence as an Operator last a little bit longer. Being a Mech Operator
required a license to operate, a steamech, and raw talent for piloting.
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Overseer
Overseers hold the position of running entire prefects. Most of Overseers acquire
the position through an election otherwise, assignment by the Council occurs,
where voting fails, though rare. Overseers hold an interesting position within a
prefect as they can affect new local laws, set temporary curfews, conduct health and
building code inspections, and distribute payments to locally employed Council
workers. Overseers do not; enforce laws or justice, with the exception of posting
closings on public houses or other buildings that do not meet health and building
codes. This position of an Overseer is difficult, as while they have a modicum of
authority and financial responsibility, their pay is meager by any standard, and
they often take blame outside of their control. The Capital City Council sees
Overseers as magistrates who should locally take control and enact Council law.
Tranquile
A long and spotted history follows the traditions of the Tranquile. The earliest
Tranquile afforded companionship and spying services for and between Council
members. Tranquile acted as the first agents for the Council. In time, corruption
of the Tranquile organization came from within, when certain members
bent on seeking power, began orchestrating the Tranquile to eliminate noncompliant Council members. After identifying and eventually eliminating
the corruption, a scar remained on the reputation of the Tranquile. This
caused the Tranquile organization to branch in multiple directions. Tranquile,
to date, do similar work for the Council as originally tasked, but now their
primary tasking involves assassinations and subterfuge. Tranquile trained
in restraint and subtlety, can become capable of persuading even the most
resistant target through words alone. Tranquile often train in torture, toxins,
and pain management, making them deadly opponents to underestimate.
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Blaster
Blasters possess a knack for demolitions and explosives, in some cases, an
obsession. Although dangerous, a Blasters demolition skills become pivotal
in mining work. Blasters also can clear out rocks from farmland, and make
short work of carving out new homes into large boulders. Some Blasters
specialize in home or structural carvings, especially farther out in the badlands.
A smaller number of Blasters simply enjoy blowing anything up. Some of
them are spectacular artists, and some of them are dangerous and malicious
criminals. Few people scrap with Blasters, as no one knows what one of them
will have in store for that person who sets them off. Blasters tend to live nearby
forts and prefects so they may acquire tools and ingredients more readily.
Maker
Unlike others across the badlands, Makers live life each day to create something
new amidst the dust and rock. Most Makers live in small farming communities or
on the edge of prefects, providing inventions, and repairs to people. Many Makers
develop clocks, lights, alarms, cooking systems, distilleries, air conditioning and
heating systems, and a slew of other useful devices to improve the quality of life
for others. Someone coined a phrase long ago that goes something like this, a
prefect without a Maker is a no prefect at all. This phrase tends to ring true the
farther away from Capital City anyone travels, as the need for invention and design
become particularly evident. Most Makers earn a modest living by invention
alone, a few sometimes team up with Techanics and open shops to design and build
completely original steamechs. These shops are far and few between, especially
since most of them are illegal. Steamech shops tend to need a license issued from a
local Overseer to be legal, and while an Overseer may not shut a shop down, they
may not grant a license, either. This makes the steamech business a difficult, but
sometimes worthwhile investment of time and energy for an ambitious Maker.
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Prospector
Prospectors learn skills to find water, fertile soil, certain minerals, and other
valuables in the desolation of the badlands. A Prospector originally founded all of
the many forts and abandoned outposts across the badlands. Prospectors look for
new places to survive, to expand Human civilization, and to create a legacy for their
descendants. Some Prospectors use specially designed technology to find new sites
for settlements, while others use traditional methods. No specific method seems to
work better than another, though a large number of Prospectors swear by surveying
a site and living there for as long as possible, before moving on. Prospectors
will often spend years searching for suitable sites for settling; many die in this
pursuit. Without the desire to explore and follow curiosity, Prospectors would stop
moving outward, looking to find the answers to the questions. In Prospectors,
we find the best and worst of Humanity; in Prospectors, we find our future.
Techanic
The traditions of Techanics stretch back to Earth, where those talented in
the mechanical and technical disciplines excelled in building, repairing, and
maintaining technology. Techanics maintain the traditions of their ancestors
with a pursuit improving their craft and developing new and innovative ways
to solve existing problems in complex technologies. Some Techanics call their
craft turning wrenches, lending credence to the idea of their ancestors who
worked on technology mainly consisting of mechanical systems. The technology
of Westward poses many complex problems, especially those posed by high
pressure steam and long term corrosion of materials. The most popular insulation
and building material used by Techanics across Westward is aluminum silicate,
providing resistance to high temperatures and corrosion. The difficulty for
most Techanics is either producing or acquiring any kind of silicate materials,
as the temperatures required to manufacture are very high. Techanics live
everywhere in Westward, providing their services wherever needed.
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Bandit
Bandits live along the frontier, posing as legitimate explorers or merchants to take
advantage of anyone who may venture too close. Bandits regularly use brute force
and violence to impose criminal sanctions on small communities outside prefects.
Bandits sometimes wander into prefects, looking to rob banks and stores, or cause
other problems for local law enforcement. Bandits fear Marshals and go out of
their way to avoid confrontation with them. Many people consider Bandits lower
than all Ferals, as Bandits prey on the weak and take advantage of ignorance.
Duster
Difficult to pick from a crowd, a Duster lives in and amongst the people across
the badlands. Dusters hail from a sense of duty to protect the innocent and help
anyone in need. They seek justice like Marshals, but they work outside the law.
Vilified as criminals against the Capital City Council, Dusters keep their identities
secret. Dusters work in compartmentalized splinter groups, so that no Duster or
group of Dusters possesses much information about others. A scant few Dusters
know their true numbers across the badlands to protect the safety of them all.
Jagger
Legitimate or otherwise, Jaggers travel across the badlands to recover lost, missing,
runaway, or otherwise desired people. Most Jaggers work on the dime of the
Capital City Council, as they pay the most for wanted fugitives or enemies of the
Council. Some Jaggers work exclusively for private entities, either to recover assets
or information, sometimes to recover people. Anyone dealing in the apprehension
of people possess a license to transport them, otherwise they are violation of
multiple laws for Human trafficking. Jaggers most commonly work to track
down people to take possession and return "stolen" property to their employers.
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Sharp
Sharps live in most prefects and pretty much anywhere gambling is legal. The
Capital City Council banned gambling in the city, but everywhere else gambling
is legal. Most Sharps follow the circuit of gambling tournaments that occur year
round on the badlands. Sharps get into trouble with the law when they cheat, or
hold unsanctioned gaming events. Many Sharps learn sleight of hand tricks, and
take up pickpocketing and petty theft in their off time. Professional gambling does
not pay well so many Sharps take up alternative careers to supplement their games.
Smuggler
A Smuggler is not unlike a Mover, but specializes in contraband and other illegal
goods. A number of Smugglers work as arms dealers or carry military-grade
equipment to neutral locations in the badlands. Smugglers also prey heavily on
outer prefects and on the frontier by moving illegal drugs. Many people believe
the drug problem is driven by members of the Council who want to use addictive
drugs as a way to control the populace. Regardless of the motives, Smugglers
play a vital role in the distribution and sales of everything that is illegal.
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Berserker
A Berserker is a Feral Soldier held in high esteem by tribe members due to
success in combat and acclaim bestowed for acts contributing to tribal victory.
Berserkers command great respect and can change the tide of a battle. The
presence of a Berserker changes the morale of tribal Legionnaires. Berserkers
also bring great political powers within and between tribes, often carrying
with them a reputation for settling disputes outside of all-out war. Many
Berserkers form special relationships with one another to maintain the
peace between tribes, curry favors, and take on positions as chieftains.
Legionnaire
Everyone indoctrinated into a tribe must try for a position as a Legionnaire or suffer
excruciating torture. Ferals believe that every member must learn or know how to
fight or die. This belief produces a violent, but very successful culture for survival in
the harsh and unforgiving badlands. Legionnaires play a vital role in Feral society,
as no gets tribal membership without at least a Legionnaire social status. Once
someone becomes a Legionnaire, a rite of passage occurs where the Legionnaire
travels into the badlands for three days with other recently indoctrinated soldiers.
Any who return to the tribe alive receive a tribal marking and attend a feast.
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Mole
Moles work as practical scouts for Feral tribes, but also in the traditional Earth
sense of the term used when referring to spies. A Feral Mole will embed into a
fort, prefect, or settlement, posing as a normal citizen. Moles feed information
back to their tribe, as well as ferry out supplies and make observations about
security. Moles also work in the badlands, often holing up underground in small
hides to keep watch nearby roads or positioned towards other tribes. Moles
work in teams to hunt for food and specialize in stealthily killing animals.
Rockbiter
The most feared Ferals are Rockbiters. Rockbiters possess an infection that causes
their mind to degrade and become both animalistic and cannibalistic. Not all
tribes agree that Rockbiters should be left alive. The Feral tribes go to war over
this matter regularly, as many chieftains believe that keeping Rockbiters alive
in a tribe are dangerous. When a tribe keeps Rockbiters alive, they live in cages
that descend into pits. They feed them dead slaves or those who refuse becoming
Legionnaires. These same tribes release Rockbiters into combat against Capital
City forces and other tribes, further spreading the disease. Rockbiters tend to
attack randomly in battle, often only biting targets. The name Rockbiter comes
from the fact that they literally will eat rocks at later stages in the disease, and up
until they die. The disease is terminal once contracted, and no known cure exists.
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Notable Characters
DESCRIPTION
Henjo stands tall, just over 2 meters, and he prefers wearing
paramilitary clothing. He carries large illegal weapons when
he can salvage, barter, beg, or steal them. He is always cleanly
shaven and is shy with women. He wears an eye patch over an
eye to help him with night vision and seeing in the darkness of
caves. He often smokes a cigar until it is a small burning stub
between his lips. Henjo is something of a large brutish man, in
his mid-forties, whose minor injuries forced him into an early
medical retirement. He has very short black hair and brown eyes
and often carries a sword or axe of some kind, just in case.
Henjo Barrensk
Hit Points: 68 / 68
Initiative: 3d
Move: 10
Vitality: 5d (+9)
Cinema Points: 12
Experience Value: 5
Dexterity: 3d Athletics 2d, brawl 3d,
dodge 3d, heavy weapons 4d, melee
3d, ranged 5d, riding 3d, throw 2d.
Features
Equipment
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Description
Old Ben is rarely ever seen outside of his Steamechs cockpit. But on
those occasions where either a bandit spy or a passerby has witnessed him
working on the Mech, they say he wears a tattered and worn tunic in
the color of the desert that surrounds him and always keeps his custom
shotgun on his back. He also has long thinning, grey hair and wears
a breath mask of some sort that is believed to filter out dust particles.
At night he is particularly eerie as both eyes flicker a dim red glow
unless he chooses to conceal it with a pair of welding goggles. Areas
of his synthetic flesh that have worn thin reveal his cybernetic limbs.
Old Ben
Hit Points: 36 / 36
Initiative: 3d
Move: 6
Vitality: 3d
Cinema Points: 5
Experience Value: 6
Dexterity: 3d Dodge 4d, heavy
weapons 5d, ranged 5d.
Strength: 3d Push-pull 2d, stamina 3d.
Persona: 2d Empathy 2d, intimidation
3d, persuasion 2d, willpower 2d.
Intellect: 2d Medicine 5d,
medicine: Natural Remedies
4d, search 3d, survival 3d.
Aptitude: 5d Communication 2d,
demolitions 2d, engineering 6d,
first aid 3d, operate 5d, piloting
6d, vehicle weapons 4d.
Old Ben is old, really old. Popular rumors tell a story that this hermit,
who roams the Badlands in search of parts for his ever-evolving
Steamech, was once a co-pilot on board the Chrysalis when it crash
landed on Westward. But that rumor is often dismissed as garbage.
What is known is that Old Bens talents at building and maintaining
Technology put him in a class all by himself. His Steamechs appearance
alone is enough to dissuade anyone from tangling with him and
there are reports of Outsiders who have witnessed both Ferals and
bandits alike running away from the sight of this strange Steamech.
In fact, Old Ben is a surviving program that remains fully functional.
The program searches for hosts, and it originated on board the
Chrysaliss main computer systems. For whatever its reasoning,
the A.I. chose Old Ben a little over 200 years ago as a priority host
based on his skills and abilities. His mortal body and mind are
long gone, synthetic flesh covers most of his body, and his limbs
have been replaced by cybernetic parts that can easily interact with
the computer on board the Steamech. The two forms - pilot and
vehicle - are symbiotic, a team who depend on each other for survival
as they carry out the programs primary function of searching for
ways to restore the Chrysalis back to a fully operational state.
Features
Calibrate, Cost: 7 (Creation-Only)
Description: The character excels at pushing technology to its
limits for brief periods. (On an Engineering check, DR Moderate,
Improve the technological performance of a device or vehicle
for 1d Rounds by +2d for any specific stat or component.)
Juggernaut, Cost: 12
Description: This character has an affinity with
handling and piloting a Mech as a weapon. (+13
Mobility (for Mech Melee), Mech Targeting.)
Equipment
Steamech, on-board computer for self-diagnostics,
(programs and sensors provide a +2d bonus on Search
checks.), Customized Automatic Shotgun (Range:
1-10/30/50, Damage: 12d/11d/10d, ammo: 30).
CHAPTER 5: THE KNOWN WORLD
114
Mattheew Jackson (order #5468601)
STATS
WEAPONS
Type: Mech
Mobility: 2d
Targeting: 3d
Twin Mega-Cannons
Scale: Heavy
Type: Single
(Fired by Pilot)
Damage 1d+45/42/39
Crew Required: 1
(S/M/L)
Range: 15/35/50
Crew Recommended: 1
Structure: 1d
Number of Passengers: 0
Cargo Capacity:
.75 Metric Tons
Cost: 4,000 Bits
(Estimated - If he
were to sell it)
Scale: Personal
Type: Single
(Fired by Pilot)
Damage: 1d+42/39/36
Acceleration: 1
(S/M/L)
Deceleration: 1
Armor: 2d
Range: 10/20/40
Scale: Personal
Type: Single
(Fired by Pilot)
Damage: Splash:
1d+99/96/93
(S/M/L)
Range: 100/200/300
CHAPTER 5: THE KNOWN WORLD
115
Mattheew Jackson (order #5468601)
Description
Vildayvin stands about 5' 8" tall, has a medium build, and is cleanshaven with sharp, angular features. He generally wears a black
duster over black clothing with a black cowboy hat and a pair of
goggles to protect him against the harsh elements of the Badlands.
Vildayvin Devaron
(a.k.a. Vil)
Hit Points: 36 / 36
Initiative: 5d
Move: 6
Vitality: 3d
Cinema Points: 10
Experience Value: 4
Dexterity: 5d Athletics 2d,
brawl 4d, dodge 4d, melee
3d, ranged 5d, riding 4d.
Strength: 3d Grapple 3d,
lift 2d, stamina 4d.
Persona: 2d Deception 4d,
empathy 3d, gambling 4d,
intimidation 3d, willpower 3d.
Intellect: 3d Law 5d, search 2d,
streetwise 2d, survival 3d.
Aptitude: 2d Communication
2d, first aid 2d, operate 2d.
Features
Badge, Cost: 6 (Creation-Only)
Description: The character possesses a Marshal badge,
assigned by all normal and legal procedures, valid across the
territories. The character is an unassigned Marshal, allowed
to enforce justice and law as needed across the badlands
in the name, and with the full weight, of the people.
EQUIPMENT
Hand Cannons 2 Custom-Made Revolvers, (S/M/L) Range:
15/35/60, Damage: 1+39/36/33, Fire Control: 0/0/0 Ammo:
8, Large Hunting Knife, Damage: Str+6/x2, Pair of Binders
& Key, Set of tailored clothing including: Black duster jacket,
Black Cowboy Hat, and Goggles, Set of Gambling Dice.
Money: 260 Bits
116
Mattheew Jackson (order #5468601)
Description
During one of her recent heists, young Itara made a mistake that
resulted in a steam injury that scarred her badly. She barely survived
the encounter, but pulled through and persevered. So now, Itara has
some prosthetics that assists her in daily living. These prosthetics
are some of the best possible. They have been blacklisted and ruled
highly illegal by certain upper echelons of the Capital City ruling
council. Itara has black and silver hair and her eyes are gray. Her
visible skin is unusually pale as she normally wear full body suits.
Her prosthetics are on her right arm and leg; they function as joint
and bionic amplifiers, employing a specialized series of advanced
gyroscopic and hydrodynamic compression devices. She rarely goes
without goggles, letting them drape around her neck when not
worn. Her tools of preference are a grapple gun and a revolver.
Itara Klifinger
Character Type: The Medic, thief,
female, quiet and shy dilettante (Rogue)
Hit Points: 38 / 38
Initiative: 6d
Move: 6
Vitality: 3d
Cinema Points: 17
Experience Value: 6
Dexterity: 5d Athletics 5d, Dodge 5d,
Melee 3d, Pick Pocket 6d, Sneak 6d.
117
Mattheew Jackson (order #5468601)
Features
Lissomic (Activated)
Description: Itara carries a unique mutant gene that she keeps secret. She can briefly attune her senses and
reflexes to inhuman speeds. (Double next action including Initiative, Move, and Dexterity and Strength Skills.)
EQUIPMENT
Reciprocal Gas Dynamic Eruption Pistol, Prototype, (S/M/L) Range: 8/40/76,
Damage: 100/80/40, Fire Control: 0/0/0, Ammo: 10 (Decay Rate of 1/week).
Ectomagnification Rupture Device, with Operate, DR Moderate, the device can disrupt up
to 200 kg of solid matter into an ethereal state for 4d minutes per power cell, allowing the solid
matter area to be traversed as if passing through water. If the device fails while anything is
passing through the modulated matter, molecular binding occurs and instantly merges the matter
together. Anything alive in the modulated matter in the event of a failure will die instantly.
EK Spectral Remote Device, with Security, DR Difficult, the device takes control of any
machine or device using the standard solenoid HRF422.13 console control (pretty much
all mechs, vehicles, and automated systems), for 1d minutes per power cell.
Bodysuit, lock pick set, repelling kit (rope, bag, crampons, rope eyes,
climbing axe, picks and stalls), gas mask, sleeping gas grenades.
Money: Approx. 2 Kilos
118
Mattheew Jackson (order #5468601)
Description
Manciple is tall attractive man who wears long black suits. He
has black hair and brown eyes, and normally keeps a mustache
and goatee well-trimmed, with the mustache ends curled
upwards. He often wears a top hat, in which he stores a small
gun of some kind, along with several other small arms on his
person. He also often wears a long black duster or dress coat,
and wears heavy boots that can double as steam jets. He never
goes anywhere without protection. He has a hypnotic smile and
charm, something that has obviously lead many people to trust
his judgment and governing style, however flawed. His skin is
very pale, and he always wears dark sunglasses or sun-goggles.
Manciple Primus
Hit Points: 52/52
Initiative: 3d
Move: 5
Vitality: 3d
Cinema Points: 33
Experience Value: 15
Dexterity: 3d Dodge 5d,
Heavy Weapons 3d, Melee 3d,
Ranged 6d, Riding 3d
Strength: 3d Swim 2d
Persona: 6d Command 6d, Deception
6d, Empathy 3d, Gambling 5d,
Intimidation 6d, Languages 6d,
Persuasion 3d, Willpower 5d
119
Mattheew Jackson (order #5468601)
Features
Blandish (Activated)
Description: Flattery will sometimes lower defenses just enough to let lies slip through.
Effect: +8 Deception
Deliberate (Activated)
Description: When the Character pauses to think before acting, an unwavering focus follows.
Effect: Roll Willpower, DR Moderate: +4d to the characters next roll
Etherean (Activated)
Description: The Character is astute in politics and dealing with the upper echelon of society.
Effect: +18 Communications, Culture, Law, and Politics.
Slick (Activated)
Description: For this Character, selling IS everything.
Effect: Double Business and Persuasion
Tempt (Permanent)
Description: Through extensive training and effective practice, the Character uses words like weapons.
Effect: Double Persona Skills
Equipment
Pigeon Mark 4 Sniper Rifle, (S/M/L) Range: 100/250/400, Damage: 1d+65/62/59, Fire Control:
0/1d/1d, Ammo: 4. Small, custom-made ornamented powered oscillation dagger, Damage: Str +42/x3.
Ridged Softwear Prototype Second Skin Armor Suit, Absorbs up to 100 Damage automatically, no
rolling required, it is skin tight and hidden beneath clothes, top hat and suit, fine shoes and a cane.
Money: Approx. 100 Kilos
120
Mattheew Jackson (order #5468601)
Description
Redge (as he prefers to be called) is a crazy eyed, tall Gentile,
whose white-collar criminal antics got him kicked out of Capital
Citys high society. He has red-orange hair and a traditional
cowboy goatee. His eyes are brown. He typically wears a long
duster, with a nice suit beneath, and a gun belt slinging two
scatterguns. He wears a long brim hat, and has a single ear
piercing. He loves to gamble and never goes anywhere without
Bits and cards. He has a slick exterior with a rough interior; hes
tough as nails, but comes off as kind and cool, especially under
pressure. His only real motivations in life are money, power,
women, and revenge. He often wears tall boots with shiny spurs
on the back that jingle as he walks. In most cases he is smiling,
devilishly, especially as hes smoking his favorite brand of cigars.
Reginald "Redge"
Dekker the IV
Hit Points: 30/30
Initiative: 4d
Move: 5
When meeting Redge for the first time, its obvious that he has
a busy mind. He always seems to be calculating the odds of
something, whether its a con hes orchestrating, or a personal
score to settle so that he may begin to hatch his latest get-richquick scheme. Born into the noble Dekker family of Capital
City, he found himself never content with his situation, Redge
conned and exploited his way over many of his peers to a point
where his personal arrogance allowed him to hatch a plot against
Maniciple Primus. However, Primuss agents caught wind of the
plot, and rather than execute Redge for his crimes, Primus chose
to exile him from Capital City forever. To this day, Redge will
not discuss those early days of his chaotic youth, as he prefers to
prioritize his present situation rather than dwell on past mistakes.
Vitality: 2d
Cinema Points: 14
Experience Value: 4
Dexterity: 4d Brawl 5d, Dodge
5d, Pick Pocket 4d, Riding
3d, Sneak 3d, Throw 5d
Strength: 2d
Persona: 5d Gambling 6d,
Languages 6d, Willpower 6d
Intellect: 5d Business 4d, Law 4d,
Search 4d, Streetwise 3d, Survival 2d
Aptitude: 3d First Aid 3d, Security 3d
121
Mattheew Jackson (order #5468601)
Features
Accretion I (Permanent)
Description: The Character develops and learns quickly due to subtle genetic abnormalities.
Effect: +1 Cinema Point any time Character receives Cinema Points.
Blandish (Activated)
Description: Flattery will sometimes lower defenses just enough to let lies slip through.
Effect: +8 Deception.
Just Shillin (Conditional)
Description: Gambler: If there is a game, you will play.
Effect: Assigned Tag Skills: Deception, Gambling, Languages, Persuasion, Pick Pocket.
Assigned Features: Blandish, Refulgent.
Refulgent (Permanent)
Description: The Character can take on airs of refinement and class in order to rob people
blind in games of chance.Effect: Persuasion replaces Gambling (as desired).
Equipment
Terk Revolver, (S/M/L) Range: 20/30/50, Damage: 1d+48/45/42, Fire Control: 0/0/0, Ammo: 6. Deck of cards,
Set of 12 Throwing Knives, Damage: Str +12/x2, fine suit, long brim hat, black leather boots, gold spurs.
Money: 8000 Bits
122
Mattheew Jackson (order #5468601)
Description
Serafus is a charismatic man in his late 30s. He stands just over
1.8 meters tall and has a medium build. Hes a clean-shaven, sharp
dresser who keeps up with the latest fashion trends. He walks with
a cane, dons a top hat, wears a monocle in his left eye, and carries
an aura of respect. A revolver stays in its holster, attached to his
belt at all times, but his weapon of choice is his sword cane.
FeatureS
Etherean (Activated)
Description: The Character is astute in politics and dealing with the
upper echelon of society.
Effect: +18 to Communications, Culture, Law, and Politics Checks.
EQUIPMENT
Revolver Medium Caliber, (S/M/L) Range: 20/35/50,
Damage: 1d+30/27/24, Ammo: 6, Sword Cane, Damage:
Str+12/x2, Politicians Garb, Monocle (auto-adjustment lenses
provide a +1d to Search Checks), a deck of playing cards.
Money: 300 bits.
CHAPTER 5: THE KNOWN WORLD
123
Mattheew Jackson (order #5468601)
Description
Rose stands just over 1.65 meters and she keeps herself in
excellent shape, as the raids that she and her gang perform are
often physically taxing and require daredevil maneuvers such
as leaping from a galloping steed onto a moving vehicle. She
has long, bright red hair, kept tied back, which is rumored
to have inspired her nickname, The Terrible Rose. When
performing raids, she and her gang dress up in costumes
complete with war paint in order to instill a sense of fear.
124
Mattheew Jackson (order #5468601)
Rose The Terrible Rose Sabot is a bandit who raids the caravans
which travel between the Badlands, the Capital City, and other
Prefectures. This includes daring raids on the Tramline between
North Hollis, Hollis, and Brimstone. Once she and her band of
merry woman catch wind of shipments from Capital City, witnesses
to the raids often report that nothing and no one remain safe. She's
a duster with an infamous reputation among the silk class of Capital
City. Rose and her followers do not agree with Capital City elitism
and laws, which prop up the authority of the upper class and make
life even more difficult for the downtrodden. Due to the beliefs that
Rose and her band stand up for, she remains one the most sought
after criminals for the Capital City jaggers and shes been steadily
rising on Maniciple Primus personal top five most wanted list.
It is not known whether she has ever set foot in Capital
City, but myths and legends about The Terrible
Rose" have formed among the silk class:
00 Her band of merry women are undead widows who steal young
children from their mothers and slay the unfaithful of both sexes.
00 Her former identity is that of a prosperous resident
and business leader of Capital City who had diabolical
plans to assassinate Maniciple Primus and to take over
the government for her own sinister purposes.
00 She's actually a maker who is working on an army
of mechs that will one day rise up in villainous
vengeance on all civilized people of Capital City.
00 Her band of "merry" women are actually Ferals who were
deported from Capital City. They are digging tunnels that
eventually will reach beneath Capital City, from which they will
assault the residents by emerging from sewers and basements.
00 She discovered an ancient cave on the frontiers of the
Badlands and has established an underground city
full of Ferals, who are breeding cannibalistic warriors
who hunger for the flesh of the civilized people.
After successful raids, Rose and her band take the riches from their victims and dispense them to the Settlers
of the Badlands who are unfairly subjugated by those who represent the corrupt values of Maniciple Primus
and his authority. Roses personal vendetta against Primus is a private matter. She has never discussed the
subject with her followers, but her goal is to see to it that Primus will one day answer for his crimes.
Features
Imperturbability (Activated)
Description: The character has a certain quality of calm,
which also calms others, making stressful situations much less so.
Effect: Roll Willpower: DR Moderate and the character and all allies
within five squares gain +6 to their next roll.
Equipment
Arc Rifle Prototype, (S/M/L) 20/25/30, Damage: 1d+240/200/180, Fire Control: 3d/2d/1d,
Ammo: 1 Trib (1 Shot per fully charged Trib). Revolver Small Caliber, (S/M/L) Range: 25/50/75,
Damage: 1d+18/15/12, Ammo: 6. Shotgun Single Barrel, (S/M/L) Range: 15/30/45, Damage:
1d+60/57/55, Ammo: 4. Machete, Damage: Str+3d/x2, personal steed, sets of Explorers outfits.
Money: 200 Bits
125
Mattheew Jackson (order #5468601)
Description
Dr. Tagerrt I. Smyth stands an average 1.73 meters and has a
slender build. He frequently dresses in all white. His hair used to
be naturally black at one point, but is graying with dark streaks
now that he is in his early 50s. He keeps it shoulder-length, crazy,
and unkempt. He does keep his beard neatly trimmed. When his
welding glasses are not on his face, they are dangling from his
neck. Dr. Smyth spends most of his waking hours tinkering away
at many technological wonders in a hidden laboratory somewhere
in the foothills east of Fort Spine. Converting an old mining
headquarters into his personal dream lab was not the hard part.
The major difficulty the Doctor had was keeping its location off
the radar, as he did not want to draw attention to his projects.
Features
Conundrum (Activated)
Description: The character, without training, can quickly learn to
use unfamiliar technology.
Effect: +9 to Operate Checks
Conventions (Activated)
Description: The Character has the ability to speak many languages
and to sympathize with folks from different places.
Effect: +13 to Languages and Empathy Checks
126
Mattheew Jackson (order #5468601)
Equipment
Custom Automatic Shotgun (S/M/L) Range: 5/15/35, Damage: 1d+60/57/55, Ammo: 30. An Exo-Steam Suit, a
private secured laboratory littered with all sorts of technological projects in various states of completion, Sets of lab
uniforms, White scientists coat, Pair of thick customized welding glasses (complete with Computer interface).
Money: 3,000 Bits (safely & securely stored)
Stats
Type: Mech
Number of Passengers: 0
Structure: 1d
Armor: 1d
Scale: Heavy
Crew Required: 1
Mobility: 1d
Acceleration: 2
Crew Recommended: 1
Deceleration: 1
127
Mattheew Jackson (order #5468601)
Description
Jill is a stunning woman who, despite her rough exterior and
long standing history as a black marketeer, is originally from the
Capital City. Jill typically wears a V-neck, vest, trousers, and boots
with spurs, with a single ammo bandolier (ammo sling) over a
shoulder. She sports two revolvers in the typical cowboy fashion,
along with a large scattergun (multi-barrel shotgun) on her back.
She also carries some kind of hatchet she uses for close quarters
combat, typically leaving it dangling by a sling from her waist.
Jill Strongarm
Hit Points: 41 / 41
Initiative: 5d
Move: 8
Vitality: 2d (+1d, Flak
Vest and Helmet)
Cinema Points: 27
Experience Value: 13
Dexterity: 4d Athletics 3d, Brawl
3d, Dodge 5d, Melee 2d, Ranged 6d,
Riding 3d, Sneak 4d, Throw 2d.
Strength: 3d Jump 2d, Lift 3d, Grapple
3d, Push-Pull 2d, Stamina 3d.
Persona: 5d Command 5d, Deception
2d, Empathy 4d, Gambling 4d,
Intimidation 3d, Languages 2d,
Persuasion 5d, Willpower 3d.
Intellect: 4d Culture 2d, Law 4d,
Search 3d, Streetwise 4d, Tactics 3d.
Aptitude: 6d Communication
2d, Demolition 2d, Engineering
5d, Operate 3d, Piloting 3d,
Vehicle Weapons 3d.
128
Mattheew Jackson (order #5468601)
She's a dirty blond and her hair hangs past her shoulders a little, where
she normally puts it into a ponytail to keep it back. She has bluish
eyes, whose beauty often takes others off guard while she shoots
them in the face. By trade she works as a techanic: fixing, working
in the grease, turning wrenches, calibrating Steamechs electrical
systems, etc. She has lots of dirt marks on her face, and plenty of
work-related scars, both from gunshot wounds and getting burned by
steam from the mechs. She is aware of her beauty and uses it to her
advantage. She stands around 1.70 meters and keeps herself in shape.
Orphaned by her parents because of restrictions on the number of
children a family may have, she was employed as a Tranquile through
her teen years. As she grew up she grew more aware of the gross injustices
outside the Capital City, and although she was steeled emotionally from
her time as a Tranquile, she felt she must do something to help those
living in the wastes. Jill started a quiet plot, working with some trusted
friends. In time her operation grew to a small team of people who
work quietly in the shadow of the Capital City. Their goal is simple: To
balance the tide of resources so that every Human, regardless of where
they live or where they come from, is given freedom and equal access
to those resources needed to live out their lives in peace and comfort.
Features
Accretion I (Permanent)
Description: The Character develops and learns quickly due to subtle
genetic abnormalities.
Effect: +1 Cinema Point any time Character receives Cinema Points.
Duplicity (Permanent)
Description: Through training and cunning, the
Character can feign subtle movements in combat.
Effect: Deception replaces Dodge (as desired).
Glib (Activated)
Description: The Character received extensive training from a Tranquile
to learn to make others believe anything.
Effect: +13 Deception and Persuasion.
Ninja Sans (Conditional)
Description: Tranquile, All debts must be paid.
Effect: Pick any four Tag Skills. Assigned Features: Duplicity,
Glib. (Tag Skills: Command, Deception, Engineering, Ranged).
Equipment
2 Revolvers Small Calibers (Range: 25/50/75, Damage: 6d/5d/4d, ammo: 6), Shotgun Double
Barreled (Range: 15/30/45, Damage Each Barrel: 10d/9d/8d, ammo: 2), 4 Frag Grenades, Standard
Axe (DR: Moderate, Damage: Str+36), Standard Field Rations (1 week), Standard Engineering Garb,
Tool Kit (+1d to Engineering), Data-Comm Deck (4 Data Cards: engineering references).
Armor: Flak Vest and Helmet (Vitality + 1d: Protects Torso and Head)
129
Mattheew Jackson (order #5468601)
Description
Mich is a native of the mining Prefect of Caves. Hes a short, thick
man standing barely 1.57 meters who will go a few weeks before
grooming himself. He overeats every chance he gets, and has
the gut to show for it. He prefers wearing coveralls and a single
gun belt. Rarely does he travel without piloting the Steamech he
operates. When standing on his own two feet, Mich takes the time
to smoke from a pipe while performing maintenance checks on his
Mech. He is often seen carrying several wrenches, and he wears
heavy black work gloves. He typically wears the same pair of wellworn work boots, and a leather cap with goggles that he keeps on
when operating the Steamech. He has brown, matted down hair.
130
Mattheew Jackson (order #5468601)
Features
Accretion I (Permanent)
Description: The Character develops and learns quickly due to subtle
genetic abnormalities.
Effect: +1 Cinema Point any time Character receives Cinema Points.
Benchmark (Activated)
Description: The best pilots tend to be the crazy ones, those who
push their vehicles beyond their limits.
Effect: +9 Piloting.
Juggernaut (Activated)
Description: The Character has an affinity for handling and piloting
a mech as a weapon.
Effect: +13 Mech Mobility and Targeting (Melee or Ranged attacks).
Piloteer (Activated)
Description: The Character was born to pilot machines and move
around the world, possessing a unique freedom of movement when at
the controls of a vehicle.
Effect: +18 Navigation, Piloting, and Vehicle Weapons.
Smooth Operator (Conditional)
Description: Mech Operator, Never lose your Mech.
Effect: Assigned Tag Skills: Operate, Piloting, Vehicle Weapons.
Assigned Features: Benchmark, Juggernaut, Piloteer.
Equipment
Automatic Shotgun (S/M/L) Range: 1-10/30/50, Damage: 1d+60/57/55, Ammo: 30. Revolver Large Caliber
(S/M/L) Range: 20/40/60, Damage: 1d+39/36/33, Ammo: 5. 5 Frag Grenades, Hunting Knife, Damage: Str+6.
Armor: Field Armor (+2d to Vitality: protects entire body) Data-Comm Deck wired
into Left Armplate. (Controls his Mech, and allows him Communication +1d)
Stats
WEAPONS
Type: Mech
Mobility: 6d
Scale: Heavy
Scale: Heavy
Structure: 6d
Type: Single
(Fired by Pilot)
Damage: 1d+72/69/66
Crew Required: 1
Armor: 6d
(S/M/L)
Range: 300/450/530
Crew Recommended: 1
Harpoon Cannon
Acceleration: 4
Scale: Heavy
Type: Single
(Fired by Pilot)
Damage: 1d+128/125/122
(S/M/L)
Range: 30/75/100
Number of Passengers: 0
Cargo Capacity:
.5 Metric Tons
Cost: 89 Kilos
Deceleration: 10
131
Mattheew Jackson (order #5468601)
Description
Cera is an eccentric and brilliant inventor whose strangeness got
her discredited for "wild" ideas. She is responsible for many bizarre
devices and inventions, notably the Defractalizer - a device that can
alter the way light and sound move, essentially cloaking a target.
She typically wears an open lab coat, a hard hat that features a
series of flip-able monocles with various levels of magnification.
She carries around a very large tool bag that never leaves her sight.
From this tool bag, she pulls out the strangest devices. Beneath her
lab coat, she typically wears very conservative garb - custom made
business-class suit pants, similar to coveralls, but more flowing and
without all the utility pockets. Her hair is brown and red, curly,
regularly hanging at her shoulders or tied back. Shes often unaware
about the state of her looks and it reflects in her body language
and affects her physical posture. Petite best describes Cera as she
stands approximately 1.53 meters, and has a tomboyish demeanor.
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Cera was originally a resident of Capital City, and was once the
Chief of a group of prestigious researchers. The project was called
the Argonaut Group, an ambitious project that had hopes of
traveling far beyond the Wastes. When the Capital City government
discovered that the Argonaut Groups project had the potential
to deplete Lake Chrysalis total volume by half, all funding
and research was immediately stopped and the researchers were
"disbanded." This meant forced re-assignment elsewhere and the
threat of death for the uncooperative. Several of the researchers
disappeared, and then turned up dead in very gruesome ways.
This intimidation was intended to scare the others researchers
into keeping quiet; only those who spoke up in protest were
silenced. The Argonaut Group, to this day, remains a dream for
those researchers who saw the good in its enormous potential.
Features
Accretion I (Permanent)
Description: The Character develops and learns quickly due to subtle
genetic abnormalities.
Effect: +1 Cinema Point any time Character receives Cinema Points.
The Bleeding Edge (Conditional)
Description: Maker, Invent something once a week.
Effect: Assigned Tag Skills: Academics, Artisan, Engineering,
First Aid, Operate, Security. Assigned Feature: Majestic.
Majestic (Permanent)
Description: The Character can perfectly replicate any object by
hand, given enough time and the right materials.
Effect: Double Artisan when copying an
object. It takes one day per 25kg.
Equipment
Freeze Ray, custom prototype pistol, (S/M/L) Range: 20/30/35, Damage: None, Fire Control:
3d/3d/3d, Ammo: 200. This weapon forces a reaction to occur that causes all the molecules
of a target to form temporary hyperbonds. This process results in a freeze-like effect, making
a target fall over immediately as if frozen. The effect of the Freeze lasts 1d minutes.
Defractalization Suit, This device activates with a simple flip of a switch and while active grants
the benefit of +72 Sneak. The device has a power life of about 6 hours per power cell.
Gravitonic Field Generator, This device creates in excess of 3Gs of additional gravitational force
in a set direction. The area of effect is 3/10/15. Anything in the area weighs 3x more in the given
direction of the field. For a field to work correctly, the device must be placed on the surface that
will act as the floor for the generated field. Cera has 10 of these that she made herself.
Ridged Softwear Prototype Second Skin Armor Suit, Absorbs up to 100 Damage
automatically, no rolling required, it is skin tight and hidden beneath clothes, lab coat, tool kit
(assorted tools), powered spectacle, construction helmet, coveralls, and working shoes.
Money: 3000 Bits
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Domestic Animals
The colonists brought many animals from Earth that continue living on the new world. While they remained
much like the original species, many of them changed in small, simple ways to adapt to the environments and
conditions present on Westward.
All Domestic Animals share some Features.
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+18 Search.
Cat
Hit Points: 12/12
Dexterity: 6d
Attacks
Initiative: 6d
Strength: 1d
Move: 6
Persona: 1d (Animal)
Vitality: 1d
Intellect: 2d (Animal)
Cinema Points: 9
Aptitude: 0d (Animal)
Experience Value: 1
Chicken
Hit Points: 12/12
Dexterity: 5d
Attacks
Initiative: 5d
Strength: 1d
Persona: 1d (Animal)
Vitality: 1d
Intellect: 1d (Animal)
Aptitude: 0d (Animal)
Cinema Points: 3
Experience Value: 1
Cow
Hit Points: 24/24
Dexterity: 2d
Attacks
Initiative: 2d
Strength: 6d
Move: 10
Persona: 1d (Animal)
Vitality: 2d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
Dog
Hit Points: 15/15
Dexterity: 4d
Attacks
Initiative: 4d
Strength: 2d
Move: 7
Persona: 1d (Animal)
Vitality: 2d
Intellect: 1d (Animal)
Cinema Points: 7
Aptitude: 0d (Animal)
Experience Value: 1
CHAPTER 5: THE KNOWN WORLD
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Donkey
Hit Points: 24/24
Dexterity: 2d
Attacks
Initiative: 2d
Strength: 2d
Move: 8
Persona: 1d (Animal)
Vitality: 2d
Intellect: 1d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 1
Duck
Hit Points: 6/6
Dexterity: 2d
Attacks
Initiative: 2d
Strength: 1d
Move: 4, Fly: 15
Persona: 1d (Animal)
Vitality: 1d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
Goat
Hit Points: 24/24
Dexterity: 2d
Attacks
Initiative: 2d
Strength: 2d
Move: 10
Persona: 1d (Animal)
Vitality: 2d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
Hawk
Hit Points: 12/12
Dexterity: 5d
Attacks
Initiative: 5d
Strength: 1d
Move: 2, Fly: 30
Persona: 1d (Animal)
Vitality: 1d
Intellect: 2d (Animal),
Search: Investigate
(Vision Only) 6d
Cinema Points: 5
Experience Value: 1
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Aptitude: 0d (Animal)
Horse
Hit Points: 24/24
Dexterity: 3d
Attacks
Initiative: 3d
Strength: 4d
Move: 16
Persona: 1d (Animal)
Vitality: 4d
Intellect: 1d (Animal)
Cinema Points: 5
Aptitude: 0d (Animal)
Experience Value: 1
Monkey
Hit Points: 12/12
Dexterity: 3d
Attacks
Initiative: 3d
Strength: 2d
Move: 4
Persona: 2d (Animal)
Vitality: 2d
Intellect: 2d (Animal)
Cinema Points: 7
Aptitude: 1d (Animal)
Experience Value: 1
Pig
Hit Points: 12/12
Dexterity: 2d
Attacks
Initiative: 2d
Strength: 2d
Move: 7
Persona: 1d (Animal)
Vitality: 2d
Intellect: 2d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 1
Rat
Hit Points: 6/6
Dexterity: 4d
Attacks
Initiative: 4d
Strength: 1d
Move: 2
Persona: 1d (Animal)
Vitality: 1d
Intellect: 2d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
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The Wildlife
Blade Finch
Blade Finches can grow to around 30 cm in length
and weigh just over 85 g. A Blade Finch is a bird,
but unlike finches on Earth, it is larger in size
and considerably more aggressive. They typically
have strong, wide beaks, developed for slashing
into fruits and cutting into vegetation to get at
flowers. Blade Finches come in a wide variety of
colors, but they have strong gender dichromatism,
where females lack the bright markings of males.
Blade Finches live in the mountains and vast wastes
of the Badlands across Westward. They migrate from
mountains in the colder periods, and return as the
seasons change. Blade Finches mainly feed on fruits
and the nectar of flowers. They also devour many
of the native insects, often regurgitating the insects
for their young. Blade Finches fly in small flights
of 10 where only a few gather food while the rest
keep watch from a distance. If any Blade Finch feels
threatened, it will provide a rattling chirp to alert
the others. If the threat continues or if the feeders in
a group are attacked, all Blade Finches in the group
will swoop in and slash at the threat with their sharp
beaks until it moves away from the area or they are
all dead. The song of a Blade Finch is unique, and
they often communicate with one another in small
three to four chirp sentences. These birds live in
communities of 20-50 birds, building large hivelike nests. They compete with Cannon Wasps for
territory, so they are extremely aggressive towards
anything that ventures near their community nest.
They build nests in trees or large cacti, and never
less than 3 m above the ground. Blade Finches
depend on vegetation, so they stick to semi-temperate
climates where cacti or other vegetation grow.
STATS
Hit Points: 3
Dexterity: 4d
Initiative: 4d
Strength: 1d
Move: 2, Fly: 30
Persona: 1d (Animal)
Vitality: 0
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value:
0 (Individual), 1 (Flight
of Blade Finches)
ATTACKS
Claw Rake, Brawl 2d, Damage: Strength +8
Divebomb, Double Damage on a successful Flying
strike, Brawl 2d, Damage: Strength +6 (x2)
Peck, Brawl 1d, Damage: Strength +4
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Bloodvole
Bloodvoles grow to around 40 cm in length and
weigh around 5 kg. The life span of a Bloodvole is
unknown. Bloodvoles have a mostly furry body that
conceals their exposed exoskeleton. Their spinal
area sports a highly durable shell that expands to
their head. Besides being protective, this shell helps
Bloodvoles to be excellent burrowers. A Bloodvole is
a parasitic rodent. It uses specialized sensory organs
to identify and track other species, particularly
anything warm-blooded with a high red-blood cell
count, like people. Bloodvoles appear in yellow to tan
fur colors, with their exoskeleton appearing mostly
gray across the species. They have small feet with one
rear and three fore toes, which they use for digging,
clawing, and rending. Bloodvoles have tentacle-like
appendages above their eyes and on their chins that
act as sensory organs for heightened smelling to
find blood-rich prey. They also use infrared thermal
vision to find and seek heat. The bite of a Bloodvole is
excruciating, as it will attempt burrow into the body
of its victim after the initial bite. A Bloodvole does not
kill the prey when entering the body; it instinctually
moves slowly and carefully to the intestinal area of
a victim. A Bloodvole relies on the survival of its
prey (however painful for the victim) so that it may
live off its victim for a period of up to three years.
Bloodvoles live in just about any environment, but
prefer slightly cooler climates as it makes finding
prey easier. Bloodvoles live an almost entirely
solitary life, as they are asexual. A Bloodvole
will lay 3-5 already fertilized eggs inside a prey's
body, leaving the eggs and body behind to hatch.
When Bloodvoles hatch they immediately begin
devouring their host body, sometimes attacking
one another in the process. Bloodvoles cannot
survive without a host body for more than a
week, but can survive for years within one.
STATS
Hit Points: 6
Dexterity: 3d
Initiative: 3d
Strength: 1d
Move: 3, Burrow: 1
Persona: 0d (Animal)
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
ATTACKS
Bite, Brawl 3d, Damage: Strength +14
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Cactus Snogger
Cactus Snoggers are around 2 m tall, and weigh
around 60 kg. They are quadruped creatures that
move deliberately from cactus to cactus, drinking
some moisture from each plant. Cactus Snoggers
have a soft exoskeleton that helps keep in moisture
and protects them from the elements. A Cactus
Snogger has a green shell, with four to five loose
tentacle-like appendages it uses to shade itself. On
the front of the head are four yellow membranes that
allow the optically-blind creature to see through
sounds. Cactus Snoggers retract all body appendages
into their outer shell to sleep or when threatened.
Cactus Snoggers live in the driest places across the
Badlands in small herds. They often remain near
large groups of cacti. A Cactus Snogger is a passive
species that tends to avoid predators and people. The
exoskeleton of a Cactus Snogger is prized since it
contains a great deal of metal and minerals. While
these creatures are social, they never gather in very
large groups to avoid attracting too much attention.
Female Cactus Snoggers leave egg sacs in Cacti for
males to impregnate. The children are born alone and
it takes years to grow to full size. Cactus Snoggers
move around the more arid to semi-temperate regions
of the Badlands, always in search of cacti to drink.
STATS
Hit Points: 30
Dexterity: 1d
Initiative: 1d
Strength: 5d
Move: 4
Persona: 1d (Animal)
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
ATTACKS
Kick, Brawl 2d, Damage: Strength +12
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Cannon Wasp
Cannon Wasps grow to around 10 cm long and
weigh about 70 g. A Cannon Wasp is born into the
air with a single purpose assigned by the hive queen:
defend the queen or defend territory. A Cannon
Wasp Queen is an oversized, flightless insect that will
crawl up a cactus or other plant and build a hive sac.
The hive sac acts as both an egg sac and projectile
birthing system. The queen will lay eggs that gestate
for around a week. When the eggs are ready, the
Cannon Wasps just lay in waiting, inactive. If the
queen feels threatened or if another nearby queen
connected to her hive mind feels threatened, the queen
releases a torrent of Cannon Wasps until the eggs are
exhausted. Cannon Wasps eject from long cannonlike tubes projecting from the hive sac. When the
queen expends all the eggs, she begins laying more.
Cannon Wasps eject from the hive sac rear first with
their stinger pointed outwards. They slow to a stop in
mid-flight, get some bearing, and proceed to a target.
Cannon Wasps sport three sets of wings and they fly
with precision and speed. Two forelimbs have clamplike fingers that grasp a target to allow for repeated
stinger stabs. The rear four legs are sharp spines that
a Cannon Wasp uses to attack and dig into a target.
The body of a Cannon Wasp is gray, and their thorax
is an armored, round shell. If a Cannon Wasp feels
like it may die, they may detonate their thorax resulting in a small, but effective, fragmentation
burst. The head of a Cannon Wasp is more like that
of a bird, with a beak-like mouth that makes small
clicking noises to communicate with nearby allies.
As Cannon Wasps require vegetation, they live in
the semi-temperature regions of the Badlands.
STATS
Hit Points: 3
Dexterity: 3d
Initiative: 3d
Strength: 1d
Move: 1, Fly: 12
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
ATTACKS
Bite, Brawl 1d, Damage: Strength +2
Fragmentation Burst, (S/M/L) Area Effect:
5/10/12, Damage: 1d+48/45/42 (Suicide Attack)
Sting, Brawl 4d, Damage: Strength +9
FEATURES
Hivemind: If one Cannon Wasp has seen
something, they have all seen it.
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Concrete Mole
Concrete Moles grow to 1 m long and weigh around
50 kg. Concrete Moles are hairless, blind quadrupeds
that can burrow through dirt and stone. They move
through rock at about 1 km an hour, in search of
roots and sources of water. They have a soft body
with four large feet with claws designed for scooping
and shoving. A Concrete Moles head has a special
network of sensors that allows it to detect the material
it is moving against and switch between digging
through dirt and chewing through stone. They make
a loud rattling noise when chewing at stone. Concrete
Moles charge short distances on the surface when
threatened, chattering their teeth loudly as they go.
Concrete Moles live in small burrow colonies. The
adults leave by day to find food and water sources,
while the younger moles work on expanding the
colony living space. Their communal nature indicates
that they communicate by sound and smell, as they
do not blindly attack one another like they will
other creatures. Some Concrete Moles have very
small bent spines on their backs, but no one is sure
what purpose these spines serve. Concrete Moles
are voracious eaters and a colony can devour a large
tree in less than an hour. Concrete Moles live in dry,
rockier areas, making their burrows more secure.
STATS
Hit Points: 16
Dexterity: 2d
Initiative: 2d
Strength: 2d
Move: 4, Burrow: 4
Persona: 0d (Animal)
Vitality: 2d
Intellect: 0d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 1
ATTACKS
Bite, Brawl 2d, Damage: Strength +48
FEATURES
Macerate (Activated): Concrete Moles, given
enough time, can burrow through any material
at half their normal Burrow Move.
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Dagger Lizard
Dagger Lizards are about 30 cm in length and weigh
about 2 kg. Dagger Lizards will spend an entire
lifetime in a small area, moving only between the 4-5
cacti in their home territory. A Dagger Lizard uses a
hard blade-like head to dig into and burrow within a
cactus. A Dagger Lizard will keep the cactus free of
insects by releasing deadly neurotoxins that make the
host cactus poisonous for other creatures to consume.
Dagger Lizards are a naturally poisonous species that
secrete their neurotoxins to the surface of their skin.
A Dagger Lizard has nearly useless teeth that it uses
to chew the pulp of a cactus. A Dagger Lizard forms
a symbiotic relationship with a cactus, providing
protection from other creatures while only ingesting a
minimal amount of the sustenance a cactus provides.
Dagger Lizards use a convex lensed eye to see
in all directions at once. Their large, blade-like
skull works as both a tool for burrowing into a
cactus, as well as scooping and shaping a burrow
inside. The Dagger Lizards has no natural
predators and enjoys a stress free existence, rare
among creatures living in the Badlands. Their
neurotoxin is highly coveted since it can kill a
Human in under a minute with even the smallest
exposure. Dagger Lizards live in semi-temperate
climates, needing cactus vegetation to survive.
STATS
Hit Points: 6
Dexterity: 3d
Initiative: 3d
Strength: 2d
Move: 5
Persona: 1d (Animal)
Vitality: 2d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
ATTACKS
Bite, Brawl 1d, Damage: Strength +3
Horn Stab, Brawl 1d, Damage: Strength +8
Spit, The Dagger Lizard can spit its neurotoxin at
a target, Ranged 2d, Range: 3/6/10. While there is
no known cure and it is fast acting, it must come
in contact with exposed flesh to enter a targets
bloodstream. If the neurotoxin enters the bloodstream,
the target dies, convulsing painfully in 1d Rounds.
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Death Ogler
Death Oglers stand around 2.5 m tall, and weigh
near 100 kg. People believe that these rare creatures
are an alien species to Westward. Death Oglers
have brown or tan soft-shell exoskeletons, six legs,
and long eyestalks. The eyestalk of a Death Ogler
can emit a directed burst of phased plasma. Death
Oglers never appear to eat or drink. At their stomach
hangs a small tentacle, but its use is unknown. On
the back of a Death Ogler are six gill-like slots that
can release an airborne cloud of green-yellow gas.
The gas is actually a cloud of toxic spores that will
kill anyone who breathes it in under an hour.
Death Oglers are always alone. Avoid these
creatures at all costs, as few if any people have
confronted and defeated a Death Ogler. Little
more is known about Death Oglers, except that
there are deadly and aggressive creatures with
no obvious weaknesses. Death Oglers do not
seem to have a preferred living environment.
STATS
Hit Points: 60
Dexterity: 4d
Initiative: 4d
Strength: 5d
Move: 8
Persona: 1d (Animal)
Intellect: 5d (Animal)
Cinema Points: 15
Aptitude: 5d (Animal)
Experience Value: 8
Attacks
Disintegration Beam, Ranged 3d, Range 50/80/110,
Damage: 1d +108/105/102, Scale: Heavy
Spore Cloud, Spores from this cloud cause a
slow and painful death in 1d x 10 minutes if
they are inhaled. No known cure exists.
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Dirt Eater
Dirt Eaters grow to about 5 cm in length, weighing
nearly 12 g. They are small caterpillars that move
at a slow crawl. Dirt Eaters have a long needle for
a mouth that they use to dip into the dirt and
absorb nearby moisture from the ground. Dirt
Eaters come in brown and tan colorations, with ten
eyes on their head that are bright red in color.
When Dirt Eaters form into a community, they
start by producing a strange fluid that hardens.
They use this fluid to create a web matrix of
interconnecting little tunnels. When a Dirt Eater
community is complete, it looks like a tumble
weed. This tumbleweed-like structure is the Dirt
Eaters primary form of travel and living. The small,
round structure is around 40 cm in diameter, with
thousands of small spines protruding outward.
The spines provide reliable movement across the
Badlands, but little security as the structure is by
no means very solid. Dirt Eaters congregate in these
small communities with populations of 30-50. Dirt
Eaters rely on arid conditions and flat land, so their
communities normally reside in the flat lands, but
occasionally make it into rockier areas where they
are subject to becoming prey to other creatures.
STATS
Hit Points: 1
Dexterity: 1d
Initiative: 1d
Strength: 1d
Move: 1
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 0
Attacks
Bite, Brawl 1d, Damage: Strength +1
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Duaraptor
Duaraptors are large Badlands lizards that can
grow up to 3 m long, and weigh around 180 kg.
These creatures can run at high speeds, capable of
moving at rates near 50 kph for short durations.
Duaraptors move in packs of 10 or more,
functioning as hunting parties. They use advanced
hunting strategies and intricate communication
techniques. Duaraptors have a scale hide with a
yellow tint, a long specialized tongue that allows
them to taste smells, and hood and beard fins
that help them steer at high running speeds.
Duaraptors are territorial and fights between hunting
parties sometimes break out. After combat between
two Duaraptors, the victor does not eat the defeated,
but leaves it to bleed to death. These creatures are
intelligent enough to remember by sight and scent.
Duaraptors ferociously guard their small egg roosts
during their long mating seasons. Duaraptors hiss
with a distinctive low tone to alert others nearby of
intruders. Duaraptors actively avoid fire and Cannon
Wasp hives. Duaraptors tend to avoid people, but
will more likely attack when Humans encroach into
a hunting partys territory or when the travelers are
alone or in a small group. Duaraptors live in drier
climates, equally at home in rocky or flat terrain.
STATS
Hit Points: 36
Dexterity: 3d
Initiative: 3d
Strength: 3d
Move: 6, Sprint: 24
Persona: 1d (Animal)
Vitality: 3d
Intellect: 2d (Animal)
Cinema Points: 8
Aptitude: 1d (Animal)
Experience Value: 3
Attacks
Bite, Brawl 4d, Damage: Strength +24
Claw Rake, Brawl 4d, Damage: Strength +21
Features
Tracking (Activated): Search +18
when following a scent.
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Dumbening Rat
Dumbening Rats grow to 25 cm in length, and
weigh around 1 kg. Dumbening Rats are short and
wide rodents that use an electrostatic impulse to
immediately lower the brain functions of any other
creatures nearby. Dumbening Rats do not affect one
another with this electrostatic impulse. Dumbening
Rats have purple-gray fur, small tails with a split
tips, and odd crystal-like growths on their backs.
Any Human whom comes into proximity with
a Dumbening Rat may suffer the unfortunate
consequences of temporarily losing brain function.
The ability of Dumbening Rats to lower brain
function in other creatures allows them to swarm
and devour even the largest prey. They tend to travel
in groups of 30 or more, capable of incapacitating
an adult Human and eating them. While the
swarms travel as a large group, they often send
ahead 4-5 rats to act as scouts in order to avoid large
groups of enemies capable of defending themselves.
Dumbening Rats can only reuse their electrostatic
discharge ability after a period of time to build up
the charge. The effect of the electrostatic discharge
on a Human is similar to a person receiving a dose of
lithium, which essentially nullifies many lower brain
functions. Any Human subjected to the electrostatic
discharge effect of Dumbening Rats is essentially
incapacitated. It takes about two minutes for a swarm
of Dumbening Rats to eat a person. Dumbening
Rats are found living just about everywhere, but they
tend to prefer living underground in dark places.
STATS
Hit Points: 6
Dexterity: 1d
Initiative: 1d
Strength: 1d
Move: 1
Persona: 1d (Animal)
Vitality: 1d
Intellect: 1d (Animal)
Cinema Points: 2
Aptitude: 1d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 1d, Damage: Strength +5
Features
Synaptic Interdiction (Activated): Any creature
within 3m of a rat when it discharges a static pulse is
lethargic and considered incapacitated for 1d minutes.
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Entractor Crabspider
Entractor Crabspiders grow to near 1 m in width
and can weigh as much as 70 kg. These creatures are
quadrupeds that use their strong legs to vertically
ascend and descend the side of a tree. Due to
Entractor Crabspiders weight, they use balloon-like
glands that they fill with hot air to give themselves lift.
Entractor Crabspiders have lime green exoskeletons
they use to blend with foliage, grass, and leaves.
They have a large rear spine tail that they can dig
into wood in order to effortlessly attach for long
periods. They have a vertically positioned mouth
to clamp down on victims as they fall on them
from above (their slam attack). Through both their
weight and size, Entractor Crabspiders overcome
prey and pin them to the ground while they try to
rip them apart with their powerful arms. Entractor
Crabspiders have eyes positioned on their arms
for low-profile viewing, allowing them to expose
only a small part of their body to watch for prey.
Crabspiders live either alone or in small communities,
but they rarely get to share tree perches with others of
their kind. No records exist of the mating and birth
cycles of Entractor Crabspiders; however, they are
known to carry nearly fifty babies on their back for
brief periods until the babies become large enough to
devour the parent and begin trying to eat one another.
Entractor Crabspiders see anything that moves as
food. They are a highly aggressive species that pays
no attention to the number of prey or to the possible
success of attack. Entractor Crabspiders live in the
more temperate, small forested areas of the Badlands.
STATS
Hit Points: 8
Dexterity: 2d
Initiative: 2d
Strength: 1d
Move: 2
Persona: 0d (Animal)
Intellect: 0d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 2
Attacks
Bite, Brawl 1d, Damage: Strength +10
Claw, Brawl 1d, Damage: Strength +9
Slam, Throw 1d, Always double as Sneak
Damage, Damage: Strength +36
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Flabbergasser
Flabbergassers are about 25 cm tall and weigh around
1 kg. Flabbergassers dwell primarily underground, and
they are completely blind. They consume small bugs
and insects using a specialized mouth with worm-like
tongues. The skin of a Flabbergasser is gray, white,
and translucent. At the shoulder, back, and stomach
of a Flabbergasser are bioluminescent sacks that fill
with lighter than air gasses. A Flabbergasser fills
these sacks to gain lift and empties them to return
to the ground. The bioluminescence of the gas in a
Flabbergasser is due to the process their bodies use
in expanding and discharging the gas safely. The
color of the sacks varies from green, orange, blue,
red, yellow, and pink. Each Flabbergasser has a
distinct and unique color in their sacks from birth.
Green and blue glowing Flabbergassers contain an
explosive toxic gas, so it is best to avoid striking them.
All other Flabbergassers are essentially harmless
and have little or no defense. Flabbergassers have
small wing-like appendages that they mainly use
for steering and shifting as they float, but these
wings alone cannot give them enough lift to fly.
Flabbergassers live in massive colonies of thousands
underground. As Flabbergassers cannot excavate
tunnels or caverns on their own, they take up
residence in abandoned voids. Flabbergassers
commonly live near colder outdoor climates as
these possess fewer predators, but some colonies
do exist in warmer climates. Flabbergassers
communicate through audible slurping noises they
make to one another, and perhaps with flashes
of light in their sacks - though no one is sure if
this is just a natural behavior of the gas or actual
communication since they are blind. Flabbergassers
only live underground in dry environments.
STATS
Hit Points: 3
Dexterity: 1d
Initiative: 1d
Strength: 1d
Move: 1, Fly: 3
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Detonate, A Green or Blue Flabbergasser can spark
and self-detonate oneself, creating a violent explosion,
Area of Effect 1/3/5, Damage: 1d+85/82/79
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Flailhulk
Flailhulks grow up to 3 m in length and weigh nearly
426 kg. These large creatures move slowly across
the Badlands, patiently using their long straw-like
arms to find plants and roots. Flailhulks have large,
segmented, thick shells that compress and expand as
they move. They have large, round, bony tails that
they whip around to defend themselves from attackers.
Many creatures who attack Flailhulks underestimate
the creatures since they normally move slowly, but
they are capable of lightning quick speeds when
whipping their tails as well as when moving away from
danger. Flailhulks have no discernible eyes, nose, ears,
or mouth, so many people believe they sense ground
and air vibrations. The long arms of Flailhulks can
extend up to 6 m, or retract fully into the shell. At
the front end of a Flailhulk is a thick set of hairs that
it can use like hands. It uses these sensory organs to
find water sources and trap small insects for food.
Flailhulks live solitary lives. Flailhulks may have
lifespans reaching back over a Century or more,
so they rarely have need to mate or procreate.
When Flailhulks meet one another they seem to
communicate by extending and touching their arms
together quietly. Then they give one another wide
berth and move on. The shell of a Flailhulk is prized,
though the only shells actively gathered are poached
or removed from one of their remains. The tail of
a Flailhulk leaves a distinctive dragline trail across
the ground, so they are easy to track and avoid.
Flailhulks live in the hottest climates across the
Badlands, preferring flatter terrain over rocky regions.
STATS
Hit Points: 75
Dexterity: 3d
Initiative: 3d
Strength: 6d
Move: 2, Dash: 30
Persona: 0d (Animal)
Intellect: 0d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 3
Attacks
Flail Mace, Brawl 3d, Damage:
Strength + 99, Reach: 3
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Gasbag Zombie
Gasbag Zombies come in all shapes and sizes.
Gasbag Zombies are the result of people (or other
creatures) contracting an incurable fungal infection
from a fungus that inhabits some underground
locations in Westward. The Gasbag Zombie is
the result of the fungal infection reaching a state
where the fungus gains neural control of the host
body and attempts to move to a new underground
home. The Gasbag Zombie form does not need
food or water, but the fungal infestation does not
last long without some level of humidity. Due
to the dry conditions on Westward, this fungal
infection remains contained within tolerable
boundaries, but anyone showing signs of infection
is immediately subject to mandatory incineration.
Gasbag Zombies will wander for several months to
find a new home for the spores trapped inside the
host body. If more than a few months pass without
discovery of a new water source, a Gasbag Zombie
body explodes into a cloud of spores to travel on
the wind. The spores remain viable for only a few
hours to infect a new host or blow into a new
home location. Fire utterly destroys the fungus and
spores, and is the only known solution to remove
the fungus. Gasbag Zombies are normally solitary,
as it is unusual for more than one infected victim
to occur at a time. Destroying the brain or center
of neural function of a host is the best way to
incapacitate a Gasbag Zombie before burning it.
STATS
Hit Points: 6
Dexterity: 1d
Initiative: 1d
Strength: 1d
Move: 2
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Fungal Detonation, The fungus inside the host
can explode into a cloud of spores if the fungal
hive mind believes it is threatened. The cloud is
3m in diameter, and will infect exposed flesh or
when breathed. When inhaled, the spores infect a
host in under one day. Amputation or soft-tissue
removal are viable cures for spore-infected flesh.
Infectious Bite, Brawl 1d, Damage: Strength +2,
A successful attack always infects the wound
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Gorger
Gorgers grow to nearly 4 m in length and weigh
about 1 metric ton. A Gorger has two massive threetoed hooves that it uses to run for long distance with
sustained high speeds. It sports a short matted coat of
light to dark brown fur, as they tend to prefer colder
environments. Some Gorgers have leopard spotting or
stripes, to help blend with the rocky areas where they
live. A Gorger has no separate head from the body,
and two small one fingered arms. It has a retractable
hard shell eyelid that looks like many teeth. The
eyelid has a pale green and white striping, comprised
of more than twenty individual eyelid structures. A
Gorgers eye is a large concave lens enclosing a bizarre
network of exposed pink and red tentacles, which
detect movement and light. The mouth of a Gorger
is massive, with three rows of 20 cm long teeth sharp
teeth; its bite is normally lethal. A Gorger has a
series of yellow, mucus-like tentacles that hang below
its mouth and touch the ground in its sleep. These
appendages give a Gorger the ability to detect ground
vibrations of anything approaching it while sleeping.
Gorgers have a small furry tail they use for balancing
while running and sleeping (as they sleep standing).
A female Gorger will lay 3-6 eggs and leave them
behind, while a male will find them, fertilize them,
and stay with them until they hatch. Gorgers have
no sense of smell, but their small vibration-sensing
tentacles may work for hearing, too. Gorgers live
a solitary life, except for a short period when a
brood will follow their father around until they feel
safe enough to venture out alone. Gorgers are not
territorial and they will defend other nearby Gorgers
in danger. Gorgers avidly hunt Duaraptors and other
predators who may present a threat to them. Gorgers
do not hunt Humans like other predators, but will
attack them should a person venture to close. Gorgers
like living in the hilly basins near mountain ranges.
STATS
Hit Points: 120
Dexterity: 2d
Initiative: 2d
Strength: 6d
Persona: 0d (Animal)
Vitality: 3d (Heavy),
Armor: +12 (Heavy)
Intellect: 0d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 6
Attacks
Bite, Brawl 5d, Damage: Strength +90
Trample, Brawl 2d, Damage: Strength +36
Features
Prance (Activated): At half Move, a Gorger
makes very, very little sound, Sneak 4d.
Attentive (Activated): Gorgers, despite their
obviously large size, are plagued with anxiety
and paranoia. They keep constant watch
to keep themselves safe, Search 4d.
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Hoghound
Hoghounds are around 1 m tall and weigh about 65
kg. Hoghounds are deceptively lean creatures. They
are one of the few dominant, free-roaming predators
that will hunt and kill Humans. Hoghounds can run
at high speeds, but normally track a target and wait
until it rests. Hoghounds have a large snout the gives
them a keen sense of smell, and have long, jagged teeth
that do not fit in its mouth. Hoghounds are hairless
creatures, with leathery yellow-brown skin. The top
of the head, neck, and back of a Hoghound have long
gray quills that detach if touched. The gray quills
have microscopic hooks that make removing them
excruciating. Hoghounds are quadrupeds with long
legs ideal for running and sprinting. Hoghounds have
small black eyes and ears that look like small wings.
Hoghounds travel in packs of 10-20, communicating
through snorts and howls. When they are excited,
they make a snorting, chuckling sound. Hoghounds
are territorial, but they will combine packs to
combat other predator types. Hoghounds have a
terrifyingly painful bite, which will usually maim
or worse. They sometimes use their teeth as tusks
instead of biting. Hoghounds are uncommonly
social creatures, and sometimes multiple packs
will gather and interact without fighting.
Hoghound packs prefer warmer climates, but
will venture into tundra areas when hungry.
STATS
Hit Points: 36
Dexterity: 3d
Initiative: 3d
Strength: 3d
Move: 6, Sprint: 20
Persona: 0d (Animal)
Vitality: 3d
Intellect: 0d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 2
Attacks
Bite, Brawl 3d, Damage: Strength +42
Quill Throw, Throw 2d, Strength
+18/15/12, Range 5/8/12
Tusk Slash, Brawl 2d, Damage: Strength +51
Features
Maim (Activated): Doubles the Bite attack damage.
Eviscerate (Activated): Double the Tusk Slash damage.
Tracking (Activated): Search +18
when following a scent.
CHAPTER 3:
5: THE KNOWN WORLD
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Ice Fish
Ice Fish grow to massive size, but remain immobile
their entire adult lives. Ice Fish were first believed to
be some kind of plant, but they have more in common
with jellyfish from Earth than with any plant. Ice
Fish have a foot they stand on that extends deep
into the ground, providing constant warmth and a
source of food and water. As an Ice Fish grows, it
pushes an upper shell slowly through the icy or snowy
surface, where the Ice Fish develops tentacles. As an
Ice Fishs shell pushes further above the surface, the
tentacles grow larger and develop small mouths. It
keeps these tentacles retracted most of the time.
Some creatures, especially young creatures, will use
an Ice Fish to rest beneath. Ice Fish use a geothermal
warming system, so they generate some heat and
provide an attractive place to sleep. While a creature
sleeps beneath an Ice Fish, the Ice Fishs tentacles
slowly descend from the body structure above.
The tentacles quietly find exposed surfaces on the
sleeping creature, and insert a long straw-like needle
into it. These needles protrude from the mouths of
the tentacles. The Ice Fish injects an anesthetic and
then begins drawing fluids from the hapless victim.
As the needles finish drawing fluids, they inject
microscopic Ice Fish embryos, to use the victims body
as an Ice Fish host. If the host moves into a warmer
environment, the Ice Fish embryos will release a
toxin into the host body, making the body begin to
overheat. This compels the host to return to a colder
environment. Once the Ice Fish embryos complete
their gestation cycle of about a year, they release
a toxin that paralyzes the host. The incapacitated
host body allows the new Ice Fish time to move
deep into the ground. Normally, a host body bears
around five hundred new Ice Fish, killing the host.
The lifespan of an Ice Fish spans many decades, but
their survival rate is low. Ice Fish will spread out in
a small area so as they grow they have room for one
another. Ice Fish can only live in the coldest of areas.
STATS
Hit Points: 45
Initiative: 1d
Move: 0
Vitality: 3d (Heavy)
Cinema Points: 0
Experience Value: 1
Dexterity: 3d
(Immobile)
Strength: 3d
Persona: 1d (Animal)
Intellect: 2d (Animal)
Aptitude: 0d (Animal)
Attacks
Constrict, Grapple 6d, Damage: Strength +24
Features
Slip (Activated): The tentacles of an Ice Fish
make very little noise and are extremely difficult
for any creature to detect, Sneak 6d.
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Lasher
Lashers grow to nearly 1 m long and weigh about 2 kg.
Lashers are serpents that have candy cane striping of
brown and green, with a long, bright red, barbed tail.
Lashers have hundreds of small spines that allow them
to cling to flat surfaces and crawl along rock faces.
The tongue of a Lasher is bright yellow, can extend
nearly half a meter, and is poisonous to the touch. The
toxin released by a Lashers tongue is paralytic, and
will not kill prey. Instead, a Lasher will move to its
paralyzed prey and enter the victims mouth, where
it begins consuming the internal organs directly.
The long sharp barbed tail allows a Lasher to whip
around inside the body of its prey and cut its way out.
Lashers live alone except to mate. Mates lay and
fertilize 1-3 eggs, and then abandon them. Lashers
make no audible sounds to communicate, instead
using hormone release. Lashers are immune to one
anothers paralytic toxin. Male Lashers will fight
with one another if they cross paths, whereas female
Lashers ignore one another. The paralytic poison on
the tongue of a Lasher is a highly coveted poison.
Lashers prefer rocky or mountainous terrain with
STATS
warmer climates.
Experience Value: 1
Hit Points: 6
Dexterity: 2d
Initiative: 2d
Move: 4
Vitality: 1d
Cinema Points: 0
Strength: 1d
Persona: 0d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)
Attacks
Bite, Brawl 1d, Damage: Strength +3
Tail Whip, Brawl 2d, Damage: Strength +12
Features
Paralysis (Permanent): The toxin from a Lasher
lasts 1d minutes, more than enough time for the
Lasher to begin consuming the innards of the prey.
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Leaping Lottie
Leaping Lotties grow to 40 cm tall and weigh about
5 kg. A Leaping Lottie is a scaly reptile, with insectlike features. A Leaping Lottie has green scales, four
long legs, a tall vertical body, and, tucked underneath
the body, a head with a small mouth and three short
tusks. On the top of a Leaping Lottie is a brown, soft
bulbous growth. Leaping Lotties bury themselves
in the ground, leaving just their brown growth
protruding. When a creature steps on the brown
growth, the Leaping Lottie releases a massive burst of
gas. This gas propels the Leaping Lottie into the air
about 4-6 m high, allowing it time to extend its legs
and then land. The Leaping Lottie will then attack
the creature who stepped on it. A Leaping Lottie
has glowing red eyes that afford it vision in low light
conditions. The tusks of a Leaping Lottie work to
dig in and tear away at the flesh of other creatures.
A single Leaping Lottie may do little against a large
foe, but Leaping Lotties prefer living in large groups.
Leaping Lotties communicate by tapping their
bellies on the ground. Certain taps will cause
hundreds of Leaping Lotties to eject from the
ground and attack a difficult prey. Leaping
Lotties rely on soft ground, and so mainly live
in flat lands with little vegetation nearby.
STATS
Hit Points: 6
Dexterity: 4d
Initiative: 4d
Strength: 2d
Move: 4
Persona: 0d (Animal)
Vitality: 2d
Intellect: 0d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 1d, Damage: Strength + 3
Tusk Slash, Brawl 1d, Damage: Strength +6
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Longstride
Longstrides grow to 3 m tall and weigh around
185 kg. These large, flightless birds have massive
forearms and smaller rear legs, taking large sweeping
movements with their bodies to move fast. The
motion is similar to a person on crutches. The body
of a Longstride bears a set of two dark eyes, normally
red or brown in shade, with a long neck that leads
to beak. When moving more slowly, a Longstride
unfurls a long tail it uses to ward off attackers. A
Longstride has feathers along the back of its neck
and down its back, and then some more on the end
of its tail. The feathers vary widely in color, from
green-blue to orange-brown. The rest of a Longstride
is without feathers and is covered with spotted tan
and yellow, leathery skin. It uses two large knuckled
fingers on each foot to move across terrain.
Longstrides live in small families of 3-5. Longstrides
hunt for rodents and insects, and will also feed on
the carcasses of dead animals. Longstrides can go
long periods without water - up to several weeks.
A Longstride can move for hours at around 45
kph, outlasting the sustained pace of any other
creature. Longstrides prefer living in salt flats or
flat lands that are particularly arid. They avoid
Humans and most other creatures, automatically
assuming all other creatures are a threat.
STATS
Hit Points: 48
Dexterity: 5d
Initiative: 5d
Strength: 4d
Persona: 1d (Animal)
Vitality: 4d
Intellect: 1d (Animal)
Cinema Points: 3
Aptitude: 1d (Animal)
Experience Value: 2
Attacks
Kick, Brawl 3d, Damage: Strength +39
Peck, Brawl 1d, Damage: Strength +11
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Lugrunner
Lugrunners grow to 5 m in length and weigh nearly
1 metric ton. Lugrunners are herbivore cousins of the
Duaraptor. When Humans discovered Lugrunners,
they were almost extinct across the Badlands. Humans
have since helped breed them and have domesticated
the species into a riding animal. Lugrunners are
reliable creatures for riding as they need little food or
water. All Lugrunners have a soft, scaly, orange-brown
skin and bear no claws of any kind. The teeth in the
mouth of a Lugrunner are all square and flat, and the
pads of their feet are rough and perfect for difficult
terrain. Lugrunners are inherently social creatures, so
they do well in farms and other group conditions.
Lugrunners still exist in the wild, but in far fewer
numbers than their domestic cousins. Lugrunners
communicate through loud honking, snorting,
and chirping noises. Wild Lugrunners prefer rocky
terrain as they have an easier time navigating
on it than the predators that hunt them.
STATS
Hit Points: 36
Dexterity: 4d
Initiative: 2d
Strength: 5d
Move: 12
Persona: 1d (Animal)
Vitality: 3d
Intellect: 1d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 1d, Damage: Strength +8
Rear Kick, Brawl 2d, Damage: Strength +33
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Odipheroo
Odipheroo grow to 2 m in length and weigh about
22 kg. These large serpentine creatures are scaly and
colored yellow with green spots. Odipheroo are an
extremely aggressive species. They spring as high as
possible, open their mouth to latch onto prey, dig in
their two talon-like arms, and wrap their body around
their target until their tail can stab. Odipheroo are
natural swimmers, sometimes found in underground
rivers and streams. Odipheroo have gray, blue,
or black eyes. The fore teeth, talons, and tail of
Odipheroo have red markings. These red markings
can release a slow acting hallucinogen, making
their prey easier to attack a second or third time.
Odipheroo live alone, and no one has ever seen
more than one at a time. No account exists of how
Odipheroo reproduce, but most people assume
they lay eggs. Odipheroo make few sounds,
though they can hiss and make rasping sounds.
Odipheroo prefer dark, cold, wet places to live.
STATS
Hit Points: 8
Dexterity: 4d
Initiative: 4d
Strength: 2d
Move: 5, Spring: 12
Persona: 1d (Animal)
Vitality: 2d
Intellect: 0d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 2d, Damage: Strength +9
Latch, Brawl 1d, Damage: Strength +2
Tail Whip, Brawl 3d, Damage: Strength +8
Features
Spring (Activated): An Odipheroo can
launch a short distance with great accuracy,
doubles Brawl for initial Bite attack.
Hallucinogenic Toxin (Permanent): An
Odipheroos skin releases a hallucinogen that
causes prey to lose mental concentration. Any
target that touches an Odipheroo directly
is exposed to the toxin and automatically is
infected and loses 1d Initiative for 1d hours.
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Quasinaga
Quasinaga grow to 30 m in length, weighing just
under 1 metric ton. Quasinaga are considered rare
and wild creatures, sometimes incorrectly called
dragons. Quasinaga cannot breathe fire, nor do
they have any feet. Quasinaga spend most of their life
in the air, eating smaller flying creatures. Quasinaga
have bioluminescent skin that they can control to
glow any color. They do this as camouflage when
attacking other airborne creatures. Quasinaga use
their powerful wings for lift, and their compound
eyes for spotting prey. While tame Quasinaga
exist, they are few and far between. Quasinaga use
their massive boney tails to strike at prey on the
ground, repeatedly bashing them until dead.
Quasinaga are one of the few species that are known
to travel beyond the known lands of Westward;
typically flocks of hundreds of Quasinaga migrate
beyond the Northern Mountains, once every few
years. Quasinaga sleep very little. The people who
normally domesticate Quasinaga are air pirates, as
they have the easiest time boarding and subduing
the beasts. Despite the attempts to domesticate
Quasinaga, even tame versions can turn and
decide to consume their riders. Quasinaga are the
dominant air predators in the known world.
STATS
Hit Points: 91
Dexterity: 3d
Initiative: 3d
Strength: 5d
Move: Fly: 35
Persona: 1d (Animal)
Vitality: 5d (+12
Armor), Scale: Heavy
Intellect: 2d (Animal)
Cinema Points: 5
Aptitude: 0d (Animal)
Experience Value: 7
Attacks
Bite, Brawl 5d, Damage: Strength +60, Scale: Heavy
Slam, Brawl 2d, Damage: Strength +85
Features
Camouflage (Activated): A Quasinaga can glow
and change into any color or range of colors to
make itself difficult to see for prey, +48 Sneak.
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Quattroptryx
Quattroptryx grow to 1 m in length and weigh
about 35 kg. These large scavenger birds follow
Humans and many other animals, waiting for
mealtime. Quattroptryx will rarely attack another
creature, unless the prey seems dead or incapacitated.
Quattroptryx use a special set of four wings to hover
in one spot for prolonged periods. They typically have
large, long beaks used for ripping into and eating
prey. Quattroptryx have a wide color variation, but
most commonly are red-brown with white neck
feathers, or blue and orange with gray neck feathers.
Quattroptryx have some minor gender dichromatism.
Quattroptryx live alone, but gather together when
looking for food or simply to feed. Quattroptryx
communicate through short and long squawks, and
other more guttural noises. A Quattroptryx nest
typically carries 2-3 eggs. Both parents maintain
the eggs, often leaving the eggs alone during the
day to get food. Quattroptryx nests are built
along cliff faces, on top of a canopy of trees, and
along ridgelines. Quattroptryx tend to build nests
near other Quattroptryx for safety in numbers.
Quattroptryx prefer living in the vast arid Badlands,
as they can find more food to scavenge there.
STATS
Hit Points: 20
Dexterity: 3d
Initiative: 3d
Strength: 3d
Move: Fly: 16
Persona: 1d (Animal)
Vitality: 2d
Intellect: 2d (Animal)
Cinema Points: 1
Aptitude: 1d (Animal)
Experience Value: 2
Attacks
Claw Rake, Brawl 2d, Damage: Strength +18
Peck, Brawl 1d, Damage: Strength +10
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Rust Polyp
Rust Polyps are about 8 cm in diameter and weigh
about 500 g. A Rust Polyp has four small tentacles
with green thorn-like ends, and a mainly yellow
body. The veins of Rust Polyps are visible as orange,
red, and brown. They have large pustules around
their small round bodies. Rust Polyps emit a faint
yellow-orange glow. They live on or around metal
and mineral deposits and they secrete a yellow-brown
gel that causes metals to rapidly decay and rust. In
turn, the Rust Polyps consume the rust left behind.
Rust Polyps move by rolling on the ground, using
small fins to catch the wind and propel them.
Rust Polyps do not seem to live in any organized
groups, but they do gather on sources of food; they
are particularly prevalent in scrap metal yards. Rust
Polyps make no sound. They ignore most other
creatures, and most other creatures ignore them.
Humans tend to smash them with hammers or try
to burn them. Unfortunately, smashing a Rust Polyp
seems to attract more. Rust Polyps live everywhere
in the Badlands, and in recent years swarms of
them have devastated settlement metal stores.
STATS
Hit Points: 1
Dexterity: 1d
Initiative: 1d
Strength: 1d
Move: 1
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Features
Immune to all damage except Fire (Permanent):
Smashing or otherwise physically harming a
Rust Polyp causes them to begin an asexual
reproduction cycle, spreading germinated
eggs nearby. Eggs hatch in 1d hours.
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Sandshow Strider
Sandshow Striders grow to 4 m in length and can
weigh as much as 1 metric ton. These large creatures
have smooth dark green skin. A Sandshow Strider
is a quadruped with a bright yellow belly that seems
to have holes in it. A Sandshow Strider hunts by
sneaking up on its prey, rapidly charging at it, and
pinning it to the ground. Once its target is pinned
to the ground, the Sandshow Striders belly releases
digestive fluids that painfully digest the body
of the prey. When the prey stops struggling, the
Sandshow Strider gets off and eats its meal with its
wide mouth. The Sandshow Striders mouth acts
more like several integrated scoops, as the creature
pulls the body of its prey in whole to continue
digesting. Sandshow Striders are nocturnal and only
feed at night. They have impressive night vision.
Sandshow Striders live alone. If two Sandshow
Striders meet, they fight to the death. The one that
wins, eats and digests the other - this fertilizes the
still living Sandshow Strider. About a year later,
the Sandshow Strider has 3-4 children who are
born live, literally vomited from the Sandshow
Striders mouth. The young are left to fend for
themselves. The young Sandshow Striders fight
to the death, and eat one another, though they
are too young to become fertilized. The victor of
the children then wanders off into the Badlands.
Sandshow Striders prefer living in arid to temperate
climates, preferring flat lands over rockier areas.
STATS
Hit Points: 60
Dexterity: 4d
Initiative: 3d
Strength: 5d
Move: 10
Persona: 1d (Animal)
Vitality: 5d
Intellect: 0d (Animal)
Cinema Points: 3
Aptitude: 1d (Animal)
Experience Value: 5
Attacks
Bite, Brawl 2d, Damage: Strength +15
Pin, Grapple 5d, Damage: Strength +21
Features
Digest (Activated): A Sandshow Strider releases
quick acting digestive fluids through porous
organs in its lower abdomen. These fluids
deal Damage: 1d +42, once per Round.
Nightvision (Activated): A Sandshow Strider can see
very well at night, but not in complete darkness.
CHAPTER 5: THE KNOWN WORLD
163
Mattheew Jackson (order #5468601)
Scentsleuth
The Scentsleuth grows to about 1 m in length and
weighs in at 43 kg. The Scentsleuth has a thick
fur coat, colored black with long white stripes that
normally run the length of the body and its six
legs. This hexapod has a massive, complex olfactory
system for a nose. Beneath the fur, a Scentsleuths
skin is crimson red. A Scentsleuth has long sharp
teeth, bear-like claws, and lies very flat and low
to the ground. A Scentsleuth has small eyes that
allow it to see well in the dark, but in daylight the
Scentsleuth is all but blind. A Scentsleuth has two
small tentacles that hang from its chin that allow
it to sense vibrations. Scentsleuths crawl low to the
ground when they move, only standing on its rear
legs to attack prey. Scentsleuths will follow the scent
of food for hundreds or thousands of kilometers.
A Scentsleuth is territorial and when two meet, if of
the same gender, they will fight to death. If of different
genders, they may fight a little or decide to mate. A
female Scentsleuth will give birth to babies about 4
months later. A Scentsleuth feels very little pain and is
immune to most neurotoxins, paralytic poisons, and
diseases. The Scentsleuth is a ravenous creature and is
known to take on and defeat creatures many times its
size. The Scentsleuth has no favored climate, instead
enjoying the freedom to go anywhere without worry.
Few lone Humans attack Scentsleuths willingly.
STATS
Hit Points: 36
Dexterity: 5d
Initiative: 5d
Strength: 6d
Move: 5
Persona: 1d (Animal)
Vitality: 6d
Intellect: 2d (Animal)
Cinema Points: 2
Aptitude: 1d (Animal)
Experience Value: 4
Attacks
Bite, Brawl 4d, Damage: Strength +69
Claw, Brawl 5d, Damage: Strength +42
Features
Tracking (Activated): Search +18
when following a scent.
164
Mattheew Jackson (order #5468601)
Shieldhorse
Shieldhorses grow to 3 m in length and weigh as much
as 438 kg. These quadruped creatures share many
common traits with Earth horses, including hooves,
a tail, and body structure. The head of a Shieldhorse
has a large boney mane the animal uses to protect its
neck from predators. The Shieldhorse also has a furry
chin, like goats. A unique aspect of the Shieldhorse is
its forward facing eyes, which it uses for aggressively
navigating its native rocky terrain. Because of their
similarities to Earth horses, Shieldhorses were among
the first creatures native to Westward that Humans
domesticated. Shieldhorses have short fur that
can be brown, white, gray, black, or red-brown.
Shieldhorses still live in the wild in herds of
around 40-50. Shieldhorses feed on wild grasses
and bushes, living mainly in regions that support
significant vegetation. The domestic Shieldhorse
will eat standard horse feed, and works well
in semi-arid to temperate conditions.
STATS
Hit Points: 45
Dexterity: 3d
Initiative: 3d
Strength: 3d
Persona: 1d (Animal)
Vitality: 3d
Intellect: 1d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 1d, Damage: Strength +6
Head Bash, Brawl 1d, Damage: Strength +10
Rear Kick, Brawl 2d, Damage: Strength +16
165
Mattheew Jackson (order #5468601)
Sideslicer
Sideslicers grow to about 2.4 m long and weigh about
287 kg. A Sideslicer is a fur-covered predator which
gallops on four hooved legs. Its head is masked by
an exoskeleton structure which provides sharp outer
teeth, long blade-like tusks extending to the sides,
and forehead impact protection. The skeleton mask
of the Sideslicer provides translucent green covers
for its eyes. Sideslicers will rush and attack prey with
its tusks several times before slowly approaching
for more attacks involving biting and trampling.
Sideslicers live in small herds that stampede prey
and communicate with low-rumbles, growls,
and snorts. Sideslicers bear live young, with
mates usually chosen by status in the herd.
Sideslicers roam arid to temperate regions, and
sometimes venture in colder areas, too.
STATS
Hit Points: 43
Dexterity: 4d
Initiative: 3d
Strength: 3d
Move: 15
Persona: 1d (Animal)
Vitality: 3d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 2
Attacks
Bite, Brawl 1d, Damage: Strength +12
Trample, Brawl 2d, Damage: Strength +15
Tusk Slash, Brawl 2d, Damage: Strength +28
166
Mattheew Jackson (order #5468601)
Skreakjak
Skreakjaks grow to 2 m in length, weighing about
75 kg. A Skreakjak has pale white skin, with small
scales. A Skreakjak appears to have red stripes, but
these are really blood vessels that are close to the
surface and visible through translucent areas of the
Skreakjaks body. A Skreakjak has four yellow sacks
it can inflate and use to fuel a deafening screech it
emits. A Skreakjak tends to walk on its knuckles,
and use a long flat-tipped tail for balance while
climbing cliffs and rock faces. Skreakjaks have an
inner beak with teeth that is exposed when they pull
back their lips and mouth. They have odd boney
foreheads that they use for head butting their prey.
Skreakjaks live in large groups of 400-500, audible
at quite a distance. They use a chilling screech to
communicate at long and short distances. They
lay eggs into a community nest, which the entire
herd protects until the last egg hatches. Skreakjaks
prefer to live in mountainous areas, along the
base of mountain ranges, or in canyons.
STATS
Hit Points: 32
Dexterity: 3d
Initiative: 3d
Strength: 4d
Move: 8
Persona: 1d (Animal)
Vitality: 4d
Intellect: 1d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 3d, Damage: Strength +20
Head Bash, Brawl 2d, Damage: Strength +33
Features
Screech (Activated): Any Skreakjak within 2 km.
will come running to the source of the sound.
167
Mattheew Jackson (order #5468601)
Slurdge
Slurdges grow to 10 m in diameter and weigh many
metric tons. These massive creatures have a flexible
shell on their back for protection. A Slurdge has no
ears, eyes, or nose. It moves clumsily, by reaching out
and trying to grasp at anything to pull against with
one of its eight massive tentacles. A Slurdge is red
and white in color, with an entirely red belly where
several round mouths with teeth for doors chomp
at the air as it moves. Slurdges are among the larger
creatures in the Badlands, capable of decimating many
attackers at once. A Slurdge can harden the tips of its
tentacles into various shapes and positions, turning
them into deadly spears or hook like weapons.
Few people have seen a Slurdge. These creatures
are extraordinarily rare. They make chomping and
slurping noises with their mouths as they move,
and allegedly scream when injured. In all known
sightings, the Slurdges were crawling across arid
Badlands, but there have been so few sightings
that little is truly know about these creatures.
STATS
Hit Points: 100
Dexterity: 2d
Initiative: 1d
Strength: 6d
Move: 1
Persona: 1d (Animal)
Vitality: 4d (+25,
Armor), Scale: Heavy
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 1d (Animal)
Experience Value: 8
Attacks
Bite, Brawl 3d, Damage: Strength +24, Scale: Heavy
Constrict, Grapple 5d, Damage:
Strength +12, Scale: Heavy
Impale, Brawl 1d, Damage: Strength
+36, Scale: Heavy, Reach: 4
Pin, Grapple 3d, Damage: Strength +12, Scale: Heavy
168
Mattheew Jackson (order #5468601)
Snerg
Snergs grow to 1.6 m tall, and weigh about 63 kg.
Snergs are large amphibious creatures that reside
near freshwater. They have long rear legs and move
on land as hunched bipeds. Snergs have specialized
compound eyes for seeing well in and out of water.
They feed on anything coming near the waterline,
racing to grab and drown the prey. While Snergs
have flat teeth, they consume an omnivorous diet.
Snergs all have a smooth green-yellow skin with a
layer of fatty insulation that keeps them warm. Some
eyewitness accounts note that Snergs can grip and
use rudimentary weapons such as rocks and clubs.
Lone Snergs live along the shore. Research has
recently found that large communities of Snergs exist
in deeper water, where large numbers of eggs can be
communally protected. Little more is known about
Snergs as a whole. Occasionally, someone finds a
Snerg far from Lake Chrysalis in some underground
river or stream; this leads some to postulate that all
the freshwater across the Badlands is connected.
STATS
Hit Points: 36
Initiative: 4d
Move: 8, Swim: 18
Vitality: 3d
Persona: 2d (Animal)
Cinema Points: 4
Experience Value: 2
Intellect: 3d (Animal)
Aptitude: 1d (Animal)
Attacks
Bite, Brawl 2d, Damage: Strength +6
169
Mattheew Jackson (order #5468601)
Snowchitter
Snowchitters grow to about 40 cm and weigh about
1 kg. These insectoid serpents have white skin, and
antennae they use for both crawling and grabbing.
Snowchitters have no eyes or ears, but do have a good
size mouth with three rows of small jagged teeth.
Snowchitters use a maddening, chitter sound to find
prey through vibration reflection. Snowchitters move
quickly through snow, using an odd tail with many
small growths. The growths on the tail act as a grip
on snow and ice, allowing Snowchitters to quickly
propel themselves with ease in cold environments.
Snowchitters live in massive hives, where they
number in the thousands. Snowchitters will mass
on prey and start eating as quickly possible. Their
bites are extremely painful as they chew on a
creature, each trying to burrow into the preys
body. When the prey succumbs to the mass attack,
the Snowchitters continue to completely devour
every chewable part of the victim. Snowchitters
communicate through their deafening chitter-sound,
which becomes quicker when they detect prey.
STATS
Hit Points: 10
Dexterity: 2d
Initiative: 2d
Strength: 3d
Move: 5
Persona: 0d (Animal)
Vitality: 3d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 6d, Damage: Strength +36
Features
Chitter Madness (Permanent): The sound the
Snowchitters produce makes it difficult to concentrate,
most creatures run away or fall down covering
their ears. People tend to sing or shout loudly while
covering their ears, trying to get away from the
chitter sound. To resist covering ones ears and to
endure the maddening chitter sound, a creature
must succeed in Willpower, DR Difficult.
CHAPTER 5: THE KNOWN WORLD
170
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Snowglobber
Snowglobbers grow to over 20 m tall, weighing about
130 metric tons. These massive creatures are the
largest known in Westward. They move slowly with
six massive legs that lead to a large belly. From the
belly, Snowglobbers have a hanging tentacle structure
that allows them to pull in snow for drinking or most
creatures for eating whole. The body of a Snowglobber
is a massive fur covered dome with a large tail.
Snowglobbers will suck in large amounts of snow and
eject it from their tentacle at high speeds to defend
themselves. Snowglobber fur is always gray, whereas
the skin of varies from orange and brown to orange
and green. A Snowglobber has no eyes or ears; it uses
the tentacle organ to detect food and special sensory
organs in its feet to sense and locate vibrations.
Snowglobbers live alone. Their lifespan and
ability to reproduce is unknown. Snowglobbers
that meet seem to simply ignore each other and
show no forms of communication. Snowglobbers
only live in the coldest regions of Westward.
STATS
Hit Points: 128
Dexterity: 2d
Initiative: 2d
Strength: 6d
Move: 30
Persona: 1d (Animal)
Vitality: 6d,
Scale: Heavy
Intellect: 1d (Animal)
Aptitude: 1d (Animal)
Cinema Points: 3
Experience Value: 10
Attacks
Swallow Whole, Grapple 2d, Damage:
Strength +60, Scale: Heavy
Stomp, Brawl 1d, Damage: Strength +80, Scale: Heavy
Throw Ice Ball, Throw 2d, (S/M/L) Range: 10/20/25,
Damage: Strength +24/21/18, Scale: Heavy
171
Mattheew Jackson (order #5468601)
Soardid
Soardids grow to nearly 2.6 m in length, weighing
about 110 kg. They are high atmosphere flying
creatures that dive down to grasp and eat prey.
Soardids have blue-gray skin, with thick tufts of
fur. The mouth of a Soardid has lots of sharp teeth
enclosed in a beak. Soardids have goggle-like eyes that
allow them to continue seeing when moving at high
speeds. Their wings give them lift, using a yellow or
brown membrane in the place of feathers. The tail of a
Soardid helps in steering while in a dive. Soardids have
four long arms tipped with massive talons the size of a
spearhead, which they use to stab and impale victims.
Other the past several centuries, Humans have
become the favorite meal of Soardids. The creatures
prey on skydivers and hapless personnel who
do not pay attention while walking on airship
decks. Soardids travel in small flocks. The only
predator they worry about is the Quasinaga,
which can devour a Soardid whole. Soardids fly all
over Westward, but they often live near Human
Prefects and settlements waiting for new meals.
STATS
Hit Points: 21
Dexterity: 4d
Initiative: 4d
Strength: 3d
Move: 3, Fly:
20, Dive: 60
Persona: 1d (Animal)
Vitality: 3d
Aptitude: 0d (Animal)
Cinema Points: 2
Intellect: 1d (Animal)
Experience Value: 2
Attacks
Bite, Brawl 3d, Damage: Strength +16
Impale, Damage is for each Successful
Talon, Brawl 3d, Damage: Strength +24
172
Mattheew Jackson (order #5468601)
Sparkbeast
Sparkbeasts grow to 5 m in length and weigh around
2.5 metric tons. A Sparkbeast looks very much like
an Earth tortoise, but has two large webbed spines
along its back. A Sparkbeast has a hard, shell like
back, but it cannot retreat into the shell. Sparkbeasts
have bright yellow and green colorings, indicating
danger to other creatures. Their diet consists
primarily of two things cacti, and the mineral
Tribocyte. As a Sparkbeast eats Tribocyte, it builds
up electric charge. While some animals do try their
luck with Sparkbeasts, they quickly learn the error
of their ways. Sparkbeasts move patiently across the
Badlands looking for surface deposits of Tribocyte.
Sparkbeasts roam alone, but are very social when
they encounter one another. On the occasion that a
male and female Sparkbeast meet, they try to mate.
If the female bears eggs, the male will instinctually
find the females nest and remain until the new
Sparkbeasts hatch. Sparkbeasts communicate
with low purring sounds and clicking noises, as
well as by sending electrical discharges into the
air. A Sparkbeast can discharge massive bolts of
electricity up to 5 m away. Sparkbeasts wander
the hottest and most arid areas of the Badlands.
STATS
Hit Points: 72
Dexterity: 3d
Initiative: 3d
Strength: 4d
Move: 12
Persona: 1d (Animal)
Vitality: 4d
Intellect: 1d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 4
Attacks
Bite, Brawl 1d, Damage: Strength +13
Electrical Strike, Ranged 4d, Damage:
1d +102/99/96, Range: 1/3/5
173
Mattheew Jackson (order #5468601)
Spongeweed
Spongeweeds grow to 3 m in diameter, weighing
about 200 kg. These misnamed creatures are not
plants, but an odd creature that poses as a cactus. A
Spongeweed has green skin with hard yellow spines
and a single large stalk it uses as a tentacle. At the end
of the stalk are several sharp spines the Spongeweed
uses for gripping and manipulating prey. The hard
spines on the body base of a Spongeweed also act as
a deterrent for attackers. The Spongeweeds mouth is
in the middle of its underside. The Spongeweed has
multiple small sensory organs it uses for detecting
and sensing vibrations in the ground and in the air.
When a Spongeweeds tentacle snags some prey,
the Spongeweed has only a brief period where it
can stuff the prey beneath it and begin eating. Its
mouth has no teeth so it relies on its weight and
ability to suction the prey into its stomach to feed.
Spongeweed live in groups to appear as plants do,
but they use no known form of communication.
Their method of reproduction is also unknown, but
likely uses some kind of egg. Spongeweed live in
semi-temperate regions where actual cacti grow.
STATS
Hit Points: 50
Dexterity: 4d
Initiative: 3d
Strength: 5d
Move: 2
Persona: 0d (Animal)
Vitality: 5d
Intellect: 0d (Animal)
Cinema Points: 4
Aptitude: 0d (Animal)
Experience Value: 6
Attacks
Thorn Slap, Brawl 4d, Damage: Strength +33
Snatch, Grapple 2d, Damage: Strength +9
174
Mattheew Jackson (order #5468601)
Stonefury
Stonefuries grow to 4 m in length, and weigh about
338 kg. Stonefuries burrow through rock until they
come upon a Tribocyte deposit, which they promptly
consume. A Stoneyfury who consumes Tribocyte
excretes a corrosive acid to create a void in the rock
to its rear. This acidic void acts as repository where
the Stonefury deposits refined Tribocyte as Tribium.
A Stonefury keeps its head near the surface while its
body processes the Tribocyte, excreting a powerful
acid along with the refined Tribium. Eventually,
the Stonefury will exhaust the Tribocyte deposit
and abandon the acid and Tribium. No one is
quite sure what a Stonefury gets from this process.
Stonefuries can burrow straight through stone, metal,
and most other materials at impressive speeds.
Stonefuries rarely encounter one another, but
when they do, they fight to the death. There does
not seem to be a male or female distinction in
Stonefuries, nor has anyone ever found Stonefury
eggs. Stonefuries dislike all other creatures and
go out of their way to avoid them. If a Stonefury
is threatened, it will not back down; it will attack
with acid or molten stone, both of which it can eject
from its body. Stonefuries prefer to live in rock, so
they tend to stay close to large stone formations,
like mountains. A Stonefury makes only a hissing
sound, which is difficult to hear in a good wind.
STATS
Hit Points: 72
Dexterity: 5d
Initiative: 5d
Strength: 6d
Move: 1, Burrow: 5
Persona: 0d (Animal)
Vitality: 6d
Intellect: 0d (Animal)
Cinema Points: 10
Aptitude: 0d (Animal)
Experience Value: 8
Attacks
Bite, Brawl 1d, Damage: Strength +24
Spit Acid, Throw 3d, Damage: 1d
+72/69/66, Range: 10/18/30
Spit Molten Rock, Throw 3d, Damage:
1d +112/109/106, Range: 15/21/35
175
Mattheew Jackson (order #5468601)
Tumblequill
Tumblequills are around 0.6 m long at full size,
weighing around 32 kg. Tumblequills are hexapods,
distantly related to Scentsleuths. Tumblequills
have long, sharp quills that cover most of their
body with blue-gray, brown, red-brown, or black
colorations. Tumblequills live primarily by burrowing
beneath plants and chewing at the roots. While
Tumblequills can eat small bugs and insects, they
have a mainly vegetarian diet. Tumblequills have
sharp front teeth specifically shaped for rending at
bark and thicker plant flesh. When a Tumblequill
wants to move quickly, it jumps into a roll, using
its quills to keep up momentum. If threatened,
a Tumblequill can eject quills up to 10 m away
by making sudden whipping movements.
Tumblequills live in small family groups, with 3-4
generations of family living together in a burrow.
They bear live children that are always identical twins.
Tumblequills communicate through giggle-like sounds
and low rumbling noises. Tumblequills live in semitemperate regions for a wider selection of vegetation.
STATS
Hit Points: 64
Dexterity: 4d
Initiative: 4d
Strength: 4d
Move: 8, Roll: 20
Persona: 0d (Animal)
Vitality: 4d
Intellect: 1d (Animal)
Cinema Points: 6
Aptitude: 0d (Animal)
Experience Value: 3
Attacks
Bite, Brawl 1d, Damage: Strength +36
Claw, Brawl 2d, Damage: Strength +24
Quill Throw, Throw 2d, Damage:
Strength +21/18/15, Range: 3/6/10
176
Mattheew Jackson (order #5468601)
Tusker
Tuskers are around 3 m long and weigh about 464
kg. Tuskers are large mollusks that move along rocky
surfaces, scouring for food. Tuskers use two large
tusks to chip away at stone to find minerals and
metals. They have soft, squishy skin that is orangebrown and covered with small hairs and bumps. A
Tuskers eyes protrude slightly from its head giving
it the ability to move its eyes slightly like antennae.
Tusker eyes have a red-compound filter that provides
them with almost perfect 360-degree vision.
Tuskers move in groups of around 50, preferring
the shade found in canyons versus venturing into
the unavoidable sunlight on rock outcroppings.
Tuskers communicate through short, loud whooping
sounds. They seem to have a playful nature that takes
advantage of their ability to cling to the side of canyon
walls. Tuskers live in the rockier, more arid regions
of the Badlands, although they are also found in the
large canyons in the southwest of the known world.
Humans sometimes scavenge for Tusker excrement
as it contains accessible metals and minerals.
STATS
Hit Points: 75
Dexterity: 3d
Initiative: 3d
Strength: 3d
Move: 6
Persona: 0d (Animal)
Vitality: 3d
Intellect: 0d (Animal)
Cinema Points: 2
Aptitude: 0d (Animal)
Experience Value: 3
Attacks
Tusk Slash, Brawl 4d, Damage: Strength +69
Features
Immune to Ghosting and Sneak
Attacks (Permanent).
177
Mattheew Jackson (order #5468601)
Ursidon
Ursidons are sometimes as large as 4.6 m tall and
weigh as much as 2.5 metric tons. These massive
creatures come covered in white, brown, black, or
gray fur. Their fur is thick and straw-like, making it
a very effective protective barrier. Ursidons normally
move as quadrupeds, but can stand on their hind legs
when threatening prey. They have large mouths with
massive lower protruding tusks. Ursidons see with
a composite lens eye, giving them very good vision,
day or night, as well as excellent motion detection.
They have large claws on each foot, with four on
each forepaw and three on each rear. Ursidons stalk
anything that smells good to them, including people.
Ursidons behave like and look very similar to Earth
bears, but are larger and much more aggressive.
Ursidons gather to mate, eat, and hunt. When an
Ursidon sleeps, it does so alone. They particularly
like sleeping in natural caves. Ursidons make low,
rumbling growls that are audible over long distances.
They make these sounds when they hunt or when
they scent prey. The sound of multiple Ursidon calls
means that a group of Ursidons are hunting together.
Ursidon prefer cold weather climates, but come down
into warmer regions as temperatures drop in winter.
STATS
Hit Points: 50
Dexterity: 3d
Initiative: 3d
Strength: 5d
Move: 15
Persona: 1d (Animal)
Vitality: 5d
Intellect: 1d (Animal)
Cinema Points: 1
Aptitude: 0d (Animal)
Experience Value: 5
Attacks
Bite, Brawl 2d, Damage: Strength +72
Claw, Brawl 4d, Damage: Strength +42
178
Mattheew Jackson (order #5468601)
Water Nymph
Water Nymphs grow to 36 cm in length and weigh
about 1 kg. These large insects are agile and adept in
flight. A Water Nymph has large membrane wings,
a massive thorax, and an impressively sized body
which is blue and gray. The head of a Water Nymph
has four fixed eyestalks that allow it forward, side
to side, and rear vision while in flight. The six legs
of a Water Nymph end with small hooks it uses for
clinging to objects in high winds. Water Nymphs can
drink 4 liters of water in under a minute, which fills
their thorax. Once full of water, a Water Nymph will
laboriously fly away to bring the water to its hive.
Water Nymphs live in large hives of intricate small
tunnels that lead deep into the ground. They do
not communicate audibly, instead using pheromone
trails. Water Nymphs seem to have a hive mind social
structure, but no one has ever found a Water Nymph
queen. The common belief is that more than 5,000
Water Nymphs live in a hive. It is unknown what
happens to the water that the Water Nymphs collect
once it is brought to the hive. Water Nymphs live
mainly near low land and temperate regions where
water can be found on the surface on rare occasion.
STATS
Hit Points: 12
Dexterity: 5d
Initiative: 5d
Strength: 1d
Move: 3, Fly: 16
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 3
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Bite, Brawl 4d, Damage: Strength +12
Sting, Brawl 5d, Damage: Strength +16
179
Mattheew Jackson (order #5468601)
Wisp
Wisps are an electro-kinetic life form, without a
definite size or mass. While normally invisible, a
Wisp leaves a slight heat distortion in the wake of
their movement. They become visible when absorbing
the high energy radiation emitted by Tribocyte or
other power sources. They appear as white balls of
energy which emit a strange pulse that seems to
distort the air, as if pulling in and absorbing the
light from the air around them. When Wisps move
towards an energy source, they discharge and break
the electromagnetic bonds of nearby molecular
structures - causing the matter to disintegrate and
allowing the Wisp to absorb the freed energy. Wisps
move slowly through more dense materials.
Wisps congregate together, so where there is
one, there are others. Wisps cause the air around
them to vibrate, making an undulating, subsonic
bumping sound. Wisps do not appear to use any
detectable forms of communication, but when
one finds an energy source, any Wisps nearby
move toward it. Wisps are extremely difficult to
destroy or kill, and they can cause devastating
levels of damage. Wisps move incoherently around
Westward, without any preferred region or climate.
STATS
Hit Points: 99
Dexterity: 3d
Initiative: 6d
Strength: 0d
Persona: 0d (Animal)
Vitality: 6d
Aptitude: 0d (Animal)
Cinema Points: 1
Intellect: 3d (Animal)
Experience Value: 15
Attacks
Disintegrate, Brawl +3d, On Touch: Damage: 1d +50
Features
Kinetics (Permanent): Any Damage a Wisp
deals can be turned into Damage it can
Absorb, automatically healing any damage it
has sustained up to the Damage it dealt.
Resistance (Permanent): Wisps take 1/4 damage
from kinetic weapons. Energy weapons will stun
a Wisp without doing damage, instead the Wisp
is healed by an amount equal to the damage
dealt by the energy weapon. When stunned
the Wisp does not move for 1d rounds.
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Zephyr Bug
A Zephyr Bug starts out as an egg that looks like a
small leaf pod which travels and spins on the wind.
In its next stage of life, a Zephyr Bug emerges from
the egg as a larva which has a composite eye and slits
with hair-like appendages called water fingers. The
larva uses the water fingers for navigation and better
control on the wind. The last stage for a Zephyr Bug
is as an adult - also called a Zephyric. In this last
stage, A Zephyr Bug develops a single appendage that
looks and acts like a resting foot, but also doubles
as a stinger. If the stinger hits another creatures
soft tissue, it injects retroviral genetic material that
locally alters the DNA of the creatures tissue causing
pustules to grow. These pustules eventually release up
to 500 new eggs into the air. The gestation of the eggs
takes 45-75 hours. Zephyr Bugs come in all colors,
often blending in with the current environment.
Zephyr Bugs latch on to creatures with exposed
soft tissue, as fur and hair can prevent the retroviral
injection. Zephyr Bugs move with the wind, so the
ability to seal tight doors and windows is crucial when
dealing with Zephyr bug infestations. The mutation
caused by Zephyr Bugs can kill a creature if untreated
after eggs hatch, as it leaves underlying tissues exposed
to the elements like an open wound. Zephyr Bugs
are viewed as a completely parasitic life form and
are eliminated immediately when encountered.
STATS
Hit Points: 2
Dexterity: 2d
Initiative: 2d
Strength: 1d
Persona: 0d (Animal)
Vitality: 1d
Intellect: 0d (Animal)
Cinema Points: 0
Aptitude: 0d (Animal)
Experience Value: 1
Attacks
Stinger, Brawl 6d, Damage: Strength + 3
Features
Injection (Permanent): With each successful strike
a Zephyr Bug injects its retrovirus into the wound.
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CHAPTER 6
TECHNOLOGY
From: Cera Xercies, PhD
To: Town Mayor Winehouse
Proposal: To develop a new mining apparatus
that will enable us to dig faster, through
harder materials, using fewer resources.
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Bits
Power
Determining Money
The money a Character has at creation depends on
the region of Westward where the Character typically
resides. Even if the game begins in the outer Badlands,
the starting money of the Characters is based on
the location of their homes, as that is where the
Characters would have purchased their possessions.
Below is a basic table to determine how much
money your Character begins with.
Home Type
*Capital City
Inner Territories
The Frontier
Outer Badlands
Starting Money
2d x 1000
2d x 500
2d x 200
2d x 100
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Tribs
Tribs come in two primary forms, Fixed and Variable.
Fixed Tribs provide a reliable, consistent electrical
output and are the most common. Fixed Tribs work
with just about any powered device. Variable Tribs
can be altered to provide different electrical outputs
giving them a wider variety of functionality. Fixed
and Variable Tribs both charge naturally over time,
typically charging the capacitors contained within
to full in about one minute. When all the power
from a Trib is dispensed, the Trib can be manually
replaced while it charges with an already charged
Trib, or the Trib can simply sit and wait for another
full charge. The manual replacement of Tribs is
most common when they are used in combat. Many
people carry twelve to fifteen Tribs in order to
provide consistent power in stressful situations.
Equipment
Standard Equipment
Standard Equipment is divided into the following categories: Air Travel, Apparel, Beverage,
Construction, Container, Cooking, Demolitions, Equestrian, Experimental, Food, Furniture, Lab,
Leisure, Livestock, Miscellaneous, Power, and Survival. The items in each category are based on
the primary utility of the equipment, but many items cross between different categories.
Air travel
Name
Weight
Cost
Airship, Suit
Emergency Air Cushion Orb
Grapple Ladder
Grapple Ladder Launcher
Parachute, Large
Parachute, Mech
Parachute, Small
Zip Line Kit
3.8 kg
20.5 kg
22.5 kg
30 kg
10 kg
30.8 kg
4.1 kg
30.7 kg
300
1000
210
150
1200
3000
500
435
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Apparel
Name
Belt, Fancy
Belt, Ornate
Belt, Plain
Boot Spurs
Boots, Common
Boots, Fine
Bracelets, Gold
Bracelets, Silver
Breeches
Brooch, Gold
Brooch, Silver
Cap, Fancy
Cap, Plain
Cap, Silk
Cape, Chemise
Cape, Full
Cape, Half
Cloak, Fancy
Cloak, Ornate
Cloak, Plain
Coat, Common
Coat, Fine
Coveralls
Cuff Links, Brass
Cuff Links, Tribium
Dagger Sheath, Leather
Dagger Sheath, Metal
Dagger Sheath, Wood
Dress, Common
Dress, Fine
Duster, Common
Duster, Fine
Earrings, Gold
Earrings, Silver
Gentlemens Suit
Girdle, Broad
Girdle, Normal
Gloves, Archery
Gloves, Fur Lined
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Weight
Cost
negligible
negligible
negligible
1 kg
1.8 kg
1.5 kg
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
1.4 kg
1.2 kg
1 kg
2.0 kg
2.0 kg
1.9 kg
1.7 kg
1.5 kg
1.6 kg
negligible
negligible
1 kg
2.1 kg
1.2 kg
2.1 kg
2.0 kg
1.8 kg
1.4 kg
negligible
negligible
2.3 kg
negligible
negligible
negligible
negligible
25
50
10
46
121
265
200
70
15
160
130
40
15
100
60
45
35
100
300
40
86
308
72
15
52
36
113
45
20
33
53
64
180
100
99
70
100
70
100
Apparel (Con't)
Name
Gloves, Leather
Gloves, Linen
Gloves, Silk
Gloves, Winter
Gloves, Work
Gown, Silk
Hat, Fur
Hat, Linen
Hat, Straw
Hat, Top
Holster, Concealed
Holster, Pistol
Holster, Rifle
Holster, Scattergun
Hood, Fur
Hood, Leather
Hood, Linen
Hoods, Wool
Jewelry, Common
Jewelry, Fine
Ladies Dress
Locket
Loincloth
Money Belt
Pantaloons
Pendant
Purse, Leather
Purse, Linen
Ring
Robe, Fur
Robe, Linen
Robe, Silk
Sack, Linen
Sack, Silk
Sack, Velvet
Sack, Wool
Sandals
Sash, Linen
Sash, Silk
Weight
Cost
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
1 kg
2.2 kg
2.3 kg
1.2 kg
1.4 kg
1.2 kg
1 kg
negligible
negligible
2.1 kg
negligible
negligible
negligible
1.5 kg
negligible
negligible
negligible
negligible
2.1 kg
1.4 kg
1.1 kg
negligible
negligible
negligible
negligible
negligible
negligible
negligible
60
50
150
65
20
400
125
30
10
72
12
16
17
14
40
33
8
4
18
38
80
200
5
10
30
21
12
8
21
48
29
56
1
50
30
4
11
4
17
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Apparel (Con't)
Name
Sash, Wool
Scabbard, Leather
Scabbard, Metal
Shirt, Satin
Shoes, Common
Shoes, Fine
Stockings, Common
Stockings, Fine
Sun Umbrella
Trousers, Common
Trousers, Fine
Tunic, Common
Tunic, Fine
Vest, Fur Lined
Vest, Leather
Vest, Linen
Vest, Silk
Wig
Weight
Cost
negligible
2.2 kg
3 kg
negligible
1.3 kg
1.2 kg
negligible
negligible
1.1 kg
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
11
55
137
55
11
22
6
12
6
14
23
8
12
16
20
8
24
7
Weight
Cost
18.2 kg
negligible
18.2 kg
negligible
1.8 kg
1.5 kg
negligible
negligible
2 kg
1.5 kg
1.5 kg
negligible
1.3 kg
1.3 kg
1.5 kg
1.5 kg
1.5 kg
35
3
23
1
17
12
2
3
1
17
22
1
20
14
12
6
429
Beverage
Name
Ale, Barrel
Ale, Pint
Beer, Barrel
Beer, Pint
Brandy, Bottle
Cider, Bottle
Coffee, Pint
Honey Mead, Pint
Milk, Jug
Rum, Bottle
Saki, Bottle
Tea, Pint
Whiskey, Aged
Whiskey, Common
Wine, Aged
Wine, Common
Wine, Earth
Construction
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Construction
Name
Chisel
Goggles, Welding
Hammer
Helmet, Mining
Ladder
Monocle
Nails, bag of 100
Pickaxe
Shovel
Weight
1 kg
negligible
1.8 kg
1.3 kg
10.1 kg
negligible
1 kg
5 kg
2.1 kg
Cost
4
2
2
7
9
8
3
19
19
Container
Name
Barrel, Large
Barrel, Small
Bottle
Bucket
Cask
Crate
Hand Keg
Jar, Ceramic
Jar, Glass
Jug, Ceramic
Jug, Glass
Quarrel
Quiver
Rucksack
Wallet
Weight
4 kg
negligible
negligible
1.2 kg
negligible
2.6 kg
negligible
1 kg
negligible
1.4 kg
1.2 kg
2 kg
2 kg
negligible
negligible
Cost
5
3
1
1
5
4
3
2
2
3
3
12
12
12
8
Cooking
Name
Bowl
Cup
Drinking Glass
Kettle
Mug
Plate
Pot
Utensils
Weight
negligible
negligible
negligible
1 kg
negligible
negligible
1 kg
negligible
Cost
3
1
2
7
2
1
4
4
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Demolitions
Name
Weight
Cost
Gunpowder, Keg
Thermite Powder, Keg
Equestrian
Name
Bit and Bridle
Horse blanket
Horse feed, Sack
Horseshoes, Set of 4
Saddle
Saddlebags
15.6 kg
8.6 kg
20
43
Weight
1.2 kg
2.5 kg
3 kg
8.8 kg
3.3 kg
2 kg
Cost
13
6
4
21
43
10
Name
Weight
Cost
1.2 kg
2.5 kg
3 kg
8.8 kg
3.3 kg
2 kg
13
6
4
21
43
10
Weight
Cost
Equestrian
Food
Name
Assorted Fruit
Assorted Grains
Assorted Meats
Assorted Nuts
Assorted Vegetables
Bacon, 4 strips
Berries, 10 count
Bread, Fresh, 1 loaf
Bread, Stay Long, 1 loaf
Butter, small block
Cheese, Aged
Cheese, Common
Chicken, Whole
Chocolate, small block
Corn, 1 husked cob
Duck, Whole
Eggs, 6 count
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1kg
1kg
1kg
1kg
1kg
negligible
negligible
negligible
negligible
negligible
1 kg
1 kg
2.2 kg
negligible
negligible
2.3 kg
negligible
3
2
12
6
5
3
2
4
5
3
3
1
6
7
2
4
1
Food (Con't)
Name
Flour
Ice
Jerky, 6 strips
Lard
Oil, Cooking
Pepper
Pork, ground
Preserves, 1 jar
Ration, 1 meal
Rice
Salt
Sausage
Spices, assorted bag
Steak, 3 flanks
Weight
1 kg
1 kg
negligible
1 kg
1 kg
1 kg
1 kg
negligible
1 kg
1 kg
1 kg
1 kg
negligible
1 kg
Cost
1
4
3
2
4
1
6
2
5
3
1
3
2
7
Furniture
Name
Armchair
Bed, Double
Bed, Master
Bed, Single
Bench
Bookcase
Candle
Chair
Chandelier
Chest
Desk
Mattress, Double
Mattress, Master
Mattress, Single
Mirror, Large
Mirror, Vanity
Pillow
Rug
Sofa/Couch
Stool (Not Poop)
Table
Wardrobe
Weight
Cost
15.1 kg
22.5 kg
26.2 kg
20.4 kg
13.1 kg
12.2 kg
negligible
8.1 kg
13.8 kg
10.4 kg
25.6 kg
24.4 kg
32.9 kg
19.1 kg
18.5 kg
24.2 kg
1.3 kg
9.7 kg
26.4 kg
3.3 kg
30.4 kg
26.1 kg
20
90
100
80
22
15
6
8
41
20
13
30
35
25
27
18
7
10
75
7
26
30
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Lab
Name
Beaker
Burner
Decanter
Distiller
Funnel
Hourglass
Instruments, Lab
Instruments, Medical
Lens
Mortar & Pestle
Paper, 1 sheet
Prism
Tubing
Vial
Weight
Cost
negligible
negligible
negligible
61.3 kg
negligible
1.1 kg
negligible
negligible
negligible
2.1 kg
negligible
negligible
negligible
negligible
2
5
5
130
3
7
22
40
5
1
1
2
3
2
Weight
Cost
Leisure
Name
Cigar
Comb
Deck of Cards
Dice
Marbles, Bag of 100
Perfume
Pipe
Pocket watch, Hand wound
Pocket watch, Powered
Razor, Straight
Soap per 1kg
Tobacco
Toy
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negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
negligible
1 kg
negligible
negligible
6
3
1
1
3
28
19
27
66
1
7
12
3
Livestock
Name
Weight
Cost
Cat
Chicken
Cow
Dog
Donkey
Duck
Goat
Hawk
Horse
Monkey
Pig
Rat
3.2 kg
1.3 kg
433 kg
20 kg
345 kg
1.3 kg
245 kg
2.6 kg
560 kg
8 kg
380 kg
1.1 kg
39
22
389
39
422
20
357
96
708
86
255
5
Weight
Cost
Miscellaneous
Name
Bell
Chrislamic Ankh
3 kg
negligible
8
4
Power
Name
Weight
Cost
Microcore Mark I
SHORT Catalyst Reactor
Steamcore Mark II
Trib, Fixed
Trib, Variable
1 kg
5.3 kg
12 kg
1.25 kg
1.3 kg
1250
3300
5000
300
450
Weight
Cost
Survival
Name
Bandages
Bed Roll
Blanket
Chain, 5m
Climbing Piton
Cot
Crampons
Crutches
Firewood (Bundle)
negligible
1.1 kg
negligible
8.6 kg
1 kg
4 kg
negligible
2.3 kg
2.2 kg
1
3
3
19
15
12
6
2
3
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Survival (Con't)
Name
Flashlight
Flint & Steel
Grappling Hook
Hammock
Head Lantern
Lantern
Lighter
Mirror, Small
Net, Large
Net, Small
Non-permeable Water Flask
Padlock
Rope, Hemp, 50m
Rope, Silicoid, 50m
Rope, Silk, 50m
Safe, Large
Safe, Small
Signal Flare
Spyglass
Hiking Pack
Stretcher
Tent
Tourniquet
Walking Stick
Water Leech
Whetstone
Whistle, Alarm
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Weight
Cost
1 kg
negligible
2.5 kg
6 kg
negligible
1.8 kg
negligible
negligible
6.3 kg
4.5 kg
1.3 kg
negligible
50 kg
5 kg
24 kg
145 kg
45 kg
1 kg
2.1 kg
80kg
4.6 kg
18 kg
1.5 kg
2 kg
2 kg
negligible
negligible
8
1
5
3
15
34
2
2
13
9
20
2
30
150
80
500
200
5
31
70
21
90
11
7
150
1
1
Notable Equipment
While a complete list is impossible when discussing the many useful and unique pieces that a person can acquire
when venturing across the Badlands, the following pieces of equipment can improve ones chances of survival
or provide some good old fashion fun. While some notable equipment is practical, most is overpriced and not
in any way practical. Buyers take caution when spending hard earned Bits on bizarre devices and gadgets.
Scale: Personal
DR Heroic
Weight: negligible
DR Moderate
Hit Points: 6
When Adventuring
1. The Arcdial will disable any positronic brain caught in the blast radius for 3+1d Rounds, which is usually
ample time to detain or deactivate a rogue automaton, or to get clear of any nanite swarms in the vicinity.
2. As a shielding device, the Arcdial requires 3 Rounds to fully charge, and produces 3 Rounds of EMP
shielding in a 20 meter radius. A reduced charge time will negate the devices shielding capabilities.
3. Arcdials receive their primary power from piezoelectric energy (mechanical stress applied to
a quartz crystal), which explains why you often see Sheriffs winding their Arcdials. One hour
of winding will produce enough energy for a single burst. This energy serves only as a primer,
which is then stored for up to 12 hours before another hour of winding is required.
4. A surprising side-benefit of the Arcdial is that it temporarily stuns Wisps in its area of effect for 1d Rounds.
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Stats
Type: Survival
Scale: Personal
DR Moderate
Weight: 6.3 kg
DR Moderate
Hit Points: 6
Critical Failure
Should a Dreadnaught Signal Flare launch attempt utterly fail, everyone should run. There is normally a
brief whistling noise that lasts for about fifteen seconds prior to catastrophic failure. At the point of hearing
the whistle, everyone should run away from the flare and let it discharge naturally over time. The explosion
of a failed Dreadnaught Signal Flare has an area of effect of 30 m diameter, with a Damage: 1d+100.
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Scale: Personal
DR Moderate
Weight: up to 71 kg
Hit Points: 6
Critical Failure
The Fitchman Standard Backpack wears over time. If the owner of the backpack fails to give the backpack
regular maintenance and repair (Engineering, DR Moderate), once a week, then the backpack falls into
disarray. The backpack becomes completely unusably should an attempt to repair it critically fail.
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Mnemonic Syphon,
by the Duster Confederacy
The Mnemonic Syphon is new world technology of Westward
invention. No one rightly knows who built the first one, or how
many there are. Primus Mechanized has yet to get their hands
on a working prototype, and the only one reported to exist is
kept in a secret location known only to the Dusters. Most of the
stories surrounding the device came from a man named Zeke
Haster, a backwater gunrunner with a knack for getting himself
pinched. Word has it that Zeke also had a knack for keeping
well-informed, and he liked to make a quick Bit selling secrets
to anyone who was willing to pay. The only trouble with Zeke
was that you never knew how much of what he was telling you
was the truth, and how much was just straight out hogwash. So
one day the Dusters decided to bring Zeke in for a little friendly
conversationonly they werent planning to just take his word
for it this time. Apparently they had discovered a way to bleed
him dry and find out what he really knew, once and for all.
By Zekes account, the device looks an awful lot like an old-fashioned electric chair, with a series of tubes
and circuits extending from the headpiece and connecting to a monitor nearby. The victimor volunteer, it
could go either wayis strapped into the chair, and then a high powered burst of energy is fired directly
into the hippocampus to amplify sharp wave production. The exact nature of this energy burst is the secret
component that makes the whole device work. The end result, as Zeke described it, is a series of grainy black
and white images displayed on a view screen in front of subject, as their entire life story is literally flashed
before their eyes. The image quality is similar to that of an old black-and-white silent film, but with the
action all jumbled up, such that the person operating the device has to constantly adjust the energy beam
to achieve the desired output. About an hour into the ordeal Zeke blacked out, and when he came to he
was in a halfway house in Dunecreek with no clue who he was or how he had gotten there. After a few
months of confusion and bouts of short term memory loss, his memories began to return, along with those
of the mysterious device. Of course Zeke was back to his old self again in no time and started blabbing
around about a new technology known only to him and the Dusters. He hasnt been heard from since.
Stats
Type: Experimental
Scale: Personal
Weight: 93.2 kg
Hit Points: 25
Structure: 1d
When Adventuring
1. The Mnemonic Syphon serves two purposes: to assist in memory retrieval, and to temporarily
erase all or part of a persons memory. Both results are achieved by the same energy burst, and
the memory loss portion is often a nasty side-effect of the device. Of course for those suffering
from amnesia or some other kind of memory block, it could be the only solution.
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Cost: 50 Bits
Scale: Personal
Weight: 1.3 kg
Scale: Personal
Very Difficult
Hit Points: 3
When Adventuring
1. Prospector Goggles are limited to a depth of 18 of soil cover or 6 of stone when
taking a reading. Any depth greater than this will make pinpointing the exact
location of the deposit impossible (if a reading is picked up at all).
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Then, no one paid her any attention. She could detect the hand of Primus behind her frustrations: no one would meet
with her, and engineers scoffed. No one would even test the Water Leech. The name itself became nothing but a joke.
Giving up in despair, she accepted a survey job that took her far from the mockery in Capital City. In a distant frontier
township, she got drunk in a bar and happened to bet a fellow explorer that she could turn his beer into water.
Her prototype Leech was up to the task, quickly removing the alcohol and proteins and
reducing the man's drink to crystal-clear water. The fellow was astounded and so were
his friends, all officers and combat engineers with the local military force.
In no time Euphrenia had her first orders from fellow frontiersmen who had all too often gone thirsty
in the desert themselves. One thing led to another, and Filbard's Fine Filtration was born. Their main
product was and is the Water Leech, which is much in demand by smart overland travelers.
The Water Leech is not universally known Filbard's company still pays the price of hostility from
Primus Mechanized. But where it is available, those in the know buy them and give them as gifts. A Water
Leech produces up to 3 liters per device per person a day not enough to supply a town's water system,
but certainly enough to keep an individual alive in the most dire of wilderness circumstances.
The Leech features a sturdy metal housing to safeguard against breakage and damage. The flexible tubes of the intrusor
and drain pipes are the most fragile part of the assembly; internal filters are protected by the housing itself. When new,
a Water Leech comes packed in a padded hard-leather traveling case that contains some replacement parts and filters.
Stats
Type: Survival
Scale: Personal
Very Difficult
Weight: 2 kg
DR Difficult
Hit Points: 4
When Adventuring
1. Leeches are not rare but they are uncommon and only spottily available, so finding one
can be quite a challenge all by itself. The quest for this device can be a mini-game in its
own right. Owning one will aid survival rolls as noted above and may at GM's discretion
remove the need to make certain Survival Checks in taxing environments.
2. Characters who have a Water Leech should gain a small bonus for wilderness Survival
rolls in general or a larger bonus for water-related Survival rolls in particular. The bonuses
can be shared with the group if the PC is sharing the benefits of having a Leech.
3. Having a Water Leech can make the party a target for thieves. This is not just another piece of camping gear
it is highly valued because it makes almost any location survivable even under the most primitive conditions.
It is of great value in frontier- and wilderness-centric adventures. Scavs especially covet a goody like this;
people have been killed for much less.
Critical Failure
Every time the water leech is used, if the attempt to operate it results in a critical failure, the water leech
is completely broken until repaired. If a failure occurs, rough handling or a previous combat accident has
knocked an internal filter loose from its mountings. This means that what the device filters will not be
purified. This might be visible if the clean water coming out is as dirty as what went in. However, if
the water leech is being used to eliminate bacteria or other disease-causing contaminants, then the water
may look clean but still be dangerous. It's up to the GM to complicate lives here as much as desired.
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Weapons
Standard Melee Weapons
Pretty much any object that a person can pick up and swing works as a melee weapon. This list includes items
commonly used for melee combat. Melee weapons are always held in one or two hands to swing, stab, jab, or
otherwise strike at a target. As soon as a weapon leaves the hand, it is a missile and is considered a thrown weapon.
Weapon
Axe, Firewood
Barstool (Not poop on a bar)
Brass Knuckles
Bottle, Broken
Chain, 1m length
Club
Cutlass
Dagger, Long
Hatchet
Hammer, Small
Javelin
Knife, Kitchen
Knife, Survival
Pick Axe
Pool Stick
Sabre
Sack of Rice
Shovel
Sledgehammer
Sword, Conscript
Whip
Wrench, Mech Repair
Wrench, Standard
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Range
Damage
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Reach: 2
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Reach: 2
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Adjacent Target
Reach: 2
Adjacent Target
Adjacent Target
Str +36/x2
Str +16/x2
Str +12/x2
Str +9/x2
Str +6/x1
Str +32/x2
Str +32/x2
Str +24/x2
Str +33/x2
Str +20/x2
Str +50/x2
Str +12/x2
Str +22/x2
Str +40/x2
Str +6/x1
Str +42/x2
Str +4/x2
Str +10/x2
Str +60/x2
Str +48/x2
Str +12/x1
Str +42/x2
Str +21/x2
Cost
16
7
50
Cost of a drink
6
15
63
38
25
3
40
1
20
44
7
57
8
8
32
78
2
65
16
Stats
Damage: Str +61/
x3, Adjacent Target
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Weapon
Composite Bow
Crossbow
Long Bow
Short Bow
Terk Revolver
Zip Gun Pistol
Primus P19 Semi Pistol
Primus PS30 AutoPistol
Turbocam Burst SMG
Pigeon Mark 4
Sniper Rifle
Tumbler Assault Rifle
Blender Scattergun
Nailbanger Scattergun
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1
1
1
1
6
1
9
9
19
Range
S/M/L
70/130/350
25/60/100
50/100/300
30/70/150
20/30/50
5/10/25
20/35/60
10/25/40
25/40/50
Damage
S/M/L
1d+42/39/36
1d+39/36/33
1d+36/33/30
1d+30/27/24
1d+48/45/42
1d+27/24/21
1d+42/39/36
1d+60/57/54
1d+45/42/39
Fire Control
S/M/L
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
1d/0/0
2d/1d/0
488
110
85
70
505
40
720
1133
1003
100/250/400
1d+65/62/59
0/1d/1d
4205
25
1
8
40/100/150
3/12/25
10/20/40
1d+83/73/63
1d+100/90/80
1d+85/80/75
0/0/1d
2d/1d/0
1d/0/0
873
359
527
Ammo
Cost
Bows
Range: 15/50/100
Damage: 1d+24/21/18
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Pistols
Range: 5/10/20
Damage: 2d+90/80/70
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Pistols (CON'T)
Stats
The Widowmaker Mark III has seen a lot of action over the past
seven years. It packs a mean punch and its easily concealable, so
those practiced in the art of subtlety can deliver a fatal blow to
unsuspecting opponents. The Mark III is common in the Known
Territories, so acquiring one is fairly easy; out in the Badlands its more
common to come across the Mark II or a well-maintained Mark I
since the maintenance requirement for these pistols is relatively low.
Ammo: 1
Range: 20/30/45
Damage: 1d+70/67/55
AUTOPistols
Stats
Ammo: 30
Range: 5/12/20
Damage: 1d+40/37/34
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AUTOPISTOLS (CON'T)
Stats
Ammo: 4
Range: 35/70/80
Damage: 1d+120/100/90
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Rifles
Range: 250/500/800
Damage: 1d+145/132/100
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RIFLES (CON'T)
Stats
Ammo: 1 Trib (1 Shot per
fully charged Trib)
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Damage: 1d+240/200/180
Range: 20/25/30
Cost: 10 Kilos
SCATTERGUNS
Range: 10/20/35
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SCATTERGUNS (CON't)
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Range: 9/18/30
Ammo: 10
Damage: 1d+95/90/70
Range: 6/15/24
Fire Control: 0
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Ammo
1
1
1
1
1
1
1
1
Range
S/M/L
Thrown
Thrown
Thrown
Thrown
Thrown
Thrown
Thrown
Thrown
Damage
S/M/L
Str +9/7/5
Str
Area: 1d+80
Str+8/5/2
Area: 1d+5 (60 stun)
Area: 1d+180
Str +18/15/12
Str +18/15/12
Fire Control
S/M/L
1d/0/0
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
0/0/0
Cost
2
1
157
0
113
263
1
1
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Ammo
1
1
1
Range
S/M/L
300/500/1000
1000/2300/6500
100/500/900
Damage
S/M/L
Area: 1d+120
Area: 1d+150
Area: 1d+90
Fire Control
S/M/L
0/0/0
0/0/0
1d/1d/0
Rate of Fire
1
1
1
Cost
4400
12000
2236
Range: 40/100/400
Damage: 1d+160/140/110
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Weapon Accessories
Scopes
Few, if any, scopes are identical in design and make, instead relying on custom
work. Ether Archweld briefly produced an overpriced line of scopes, but they
did not sell well. Scopes run for high prices, especially when still operational.
The optics contained in scopes provide a diverse array of functions, including
starting fires and distant observation of approaching people and creatures.
Stats
Cost: The typical price of a scope,
if found in a store, starts around
500 Bits and goes up from there.
Suppressor
Suppressors are remarkable devices that muffle some of the sound of the
explosion from a gun barrel. Suppressors use twist threading on the ends of
barrels to secure into place, otherwise the suppressors fly apart from stress
and work only once or twice. Suppressors can also muffle light as well as
sound, providing improved stealth when used. All throughout the Prefectures
and the Capital City, suppressors are illegal and immediately lead to arrest
and imprisonment they are viewed as the instruments of assassins.
Stats
Cost: The running price of
a Suppressor on the black
market begins at 1000 Bits.
Range: 3/7/20
Damage: 1d+29/26/23 and a
basic stabbing reliability:
Damage: Str +21/x2.
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Demolitions
Explosive
Blast Area
Scale
Damage
S/M/L
Cost
Anti-Personnel Mine
Anti-Vehicle Mine
C4 (Plastic Explosive), 1kg
Dynamite, TNT, 1 stick
Monkey Barrel Mine
1/5/20
3/10/25
2/3/10
4/7/30
12/20/25
Personal
Heavy
Expansive
Expansive
Heavy
1d+80/75/70
1d+146/140/120
1d+90/85/80
1d+80/75/70
1d+100/65/36
336
488
840
155
205
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Armor
PERSONAL
Scale: Personal
Absorb: 1d
Weight: 3.4 kg
Scale: Personal
Absorb: 3d
Weight: 19.2 kg
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Scale: Personal
Absorb: 3d
Weight: 2.5 kg
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Scale: Personal
Absorb: 5d
Cost: Priceless
Scale: Personal
FIELD
Cost: 10 Kilos
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Scale: Heavy
Absorb: 5d
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Enclaves
Enclave is the name given to a hydronic prosthetic
limb or body extension produced by talented
techanics. In many cases, an Enclave manufacturer
does not have the ability to properly attach
the prosthetic, instead leaving that to a small,
but highly talented, field of Doctors who excel
in Enclave surgeries. Enclaves come in many
shapes and sizes, and most do little more than
replace lost limbs. On rare occasions, Enclaves
enter into the realm of bionics and Steamechs,
with weapons that deal complete devastation to
enemies, or arms that can lift thousands of kilos,
but these feats of engineering are rare and exotic.
Manifest Destiny
Life on Westward is harsh and unmercifully short
for those who cannot adapt. A Human who is not
at peak performance holds little hope of survival
on an alien world in which clouds of noxious dust
rise up from the windswept plains and hungry
predators stalk the coachways in search of wounded
prey. On the frontier, only the strong survive.
The Westward Anti-dehumanization Act prohibits
the splicing or manipulation of Human genetic code
on pain of death. Many rightly saw this decree as
a forerunner to Human extirpation on Westward.
Treatments that could have optimized the Human
biology for Westward existence were forsaken in favor
of a decidedly less utilitarian approach, The Westward
Manifest Destiny. The Manifests declaration
was simple: those Humans who were destined to
rule would survive, while those were too weak or
genetically impure would be culled from the fold.
Understanding Enclaves
An Enclave is a steamtech device joined to
living flesh and integrated as a part of the users
biological functions. Broadly speaking, Enclaves
can be divided into six categories: visual,
auditory, com-tech, arm, leg, and vitals.
With the advent of regenerative genetics, cybernetic
engineering fell by the wayside. There was little
reason to construct a mechanical limb when the
real thing could be regrown. Enclaves, therefore,
represent the rediscovery of a forgotten technology,
the lost link between flesh and machine.
The Exonerators
The Manifest made no secret of what lay in store for
those born halt, blind, or lame, or those who had
suffered a debilitating injury. Survival of the fittest
takes no prisoners; theirs would be a swift death on
the altar of genetic purity. Thus the hopelessness
of Human frailty gave rise to the Exonerators,
men and women capable of reshaping the Human
condition without the aid of genetic engineering.
The Exonerators fused flesh to circuitry and sinew
to steel in a way that mankind had not witnessed
in centuries. Some hailed them as saviors, others
branded them as heretics, stumbling blocks in
the path to ultimate evolutionary potential.
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Visual Enclaves
A Character with a Visual Enclave has had one or both eyes
replaced with a bionic implant. The core of the Visual Enclave
is an Ocular Neural Catalyzer that encodes light as digital
information and then converts it into chemical stimuli that can
be interpreted by the brain. The end result is the gift of sight,
as well as a permanent +3 bonus to visual Search checks.
Damage Results
The Exo is rendered blind until a Repair, DR Difficult
is made to stabilize the Ocular Neural Catalyzer. Until
the OCN is fully repaired using replacement parts, the
Exo will no longer be able to activate Upgrade features,
and will suffer a -2 penalty to visual Search checks.
Upgrades
A number of upgrades have been developed to expand the Ocular Neural Catalyzers functionality.
Topo Display
The Topo Display unit utilizes an augmented reality projection to provide real-time topographic feedback. When
traveling throughout the Capital lands, the Topo provides a +6 bonus to overland Navigation. In unexplored territory,
or when traveling below ground, the bonus is reduced to +1. The Topos limited memory allows for temporary mapping,
and will typically provide a +6 Navigation bonus when backtracking through previously explored terrain.
Damage Results
The Topo display ceases to function until a Repair, DR Difficult is made using replacement parts.
Infrared Spectroscope
By utilizing the Infrared Spectroscope as an activated ability (spend 1 Cinema Point), the Exo can see in the
dark. The Spectroscope grants a +21 bonus to visual Search checks when activated in total darkness. The
presence of a terrestrial light source brighter than a campfire will reduce the Spectroscopes functionality
by half. If the Spectroscope is activated in full daylight, the Character will be blinded for 1d6 Rounds.
Damage Results
The Infrared Spectroscope ceases to function until a Repair, DR Difficult is made using replacement parts.
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Auditory Enclaves
A Character with an Auditory Enclave has had their sense of
hearing enhanced by means of an implant device that serves as
a link between the ear and the brain. The core of the Auditory
Enclave is an Auditory Brainstem Implant that interprets sound
as digital information and then transmits it as an electrical signal
directly to the brainstem. The Auditory Brainstem Implant grants
the ability to hear, as well as a +3 Search (hearing) bonus.
Damage Results
The Exo is rendered deaf until a Repair, DR Very Difficult
is made to stabilize the Auditory Brainstem Implant. Until
the ABI is fully repaired using replacement parts, the Exo
will no longer be able to activate Upgrade features, and
will suffer a -2 penalty to Search (hearing) checks.
Upgrades
A number of upgrades have been developed to expand the Auditory Brainstem Implants functionality.
Lingual Translator
The Lingual Translator is a component upgrade that provides real-time translation for a number of Earth and
alien languages. The language to be translated must be a documented language included in the translators
programming. The device grants a +6 bonus to Language when interpreting the common tongue of a known race.
Damage Results
The Lingual Translator ceases to function until a Repair, DR Difficult is made using replacement parts.
Signal Receiver
The signal receiver upgrade greatly enhances the Auditory Brainstem Implants range and reception
capabilities. The Receiver has the ability to receive and decode radio transmissions, and provides a
+21 bonus to Search (hearing) when used as an activated ability (spend 1 Cinema Point). Any radio
transmissions in the vicinity will be detected as sound, but the Exo will not be able to differentiate
between multiple transmissions. Any sound louder than elevated Human speech that occurs in the
immediate vicinity when the Receiver is activated will result in temporary deafness for 1d6 Rounds.
Damage Results
The Signal Receiver ceases to function until a Repair, DR Difficult is made using replacement parts.
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Com-Tech Enclaves
A Character with the Com-Tech Enclave has had their voice
box replaced by a digital modulator. The core component of
the Com-Tech Enclave is a Digital Voice Synthesizer which
is linked to the Exos brain in order to produce speech. The
Synthesizers voice modulation is not fixed, and with practice
can be used to reproduce a number of sounds and speech
patterns, granting a +3 bonus to Deception when disguising
ones voice or emulating the voice of a known individual.
Damage Results
The Exo is rendered mute until a Repair, DR Difficult is
made to stabilize the Digital Voice Synthesizer. Until the
DVS is fully repaired using replacement parts, the Exo will
no longer be able to activate Upgrade features, and will
suffer a -2 penalty to Communication (Speech) checks.
Upgrades
A number of upgrades have been developed to expand the Digital Voice Synthesizers functionality.
Radio Communicator
At will, the Exo can transmit his or her voice as a radio signal that can be detected by signal receivers.
Damage Results
The Radio Communicator will cease to function until a Repair, DR Difficult is made using replacement parts.
Sonic Amplifier
The Sonic Amplifier can be used as an activated ability (spend 1 Cinema Point) to convert the Exos
voice into a powerful sonic weapon that can be used to temporarily incapacitate an enemy. By emitting
a high-frequency shout the Exo can rupture the targets eardrums, resulting in extreme pain, nausea
and loss of coordination. Unless substantial hearing protection is used (or in cases when the target
doesnt have eardrums), the target is stunned for 1d6 Rounds, and suffers a temporary -6 penalty to
any Skill or Attribute that requires concentration or fine motor skills for the next 1d6+6 Rounds.
Damage Results
The Sonic Amplifier will cease to function until a Repair, DR Difficult is made using replacement parts.
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Arm Enclaves
A Character with an Arm Enclave has had one or both arms
replaced with a bionic prosthesis. The exact nature of this prosthesis
can vary depending on the needs of the individual. The core
component of the Arm Enclave is the Nerve Conduction Node,
which serves as a link between the prosthetic device and the
Exos nervous system, allowing the Enclave to be controlled by
thought. Each limb requires its own Nerve Conduction Node.
Prosthetics
The Nerv e Conduction Node can be outfitted with a number of different prosthetic devices.
Bionic Arm
The most common Arm Enclave prosthetic is the Bionic Arm. The device utilizes a combination of hydraulics
and steamtech to grant the Exo a +4 bonus to Push-Pull and Lift attempts for a single limb, or a +8 bonus
if both arms are bionic. By using the Bionic Arm as an activated ability (Spend 1 Cinema Point), the Exo
can attempt to push the device to its limit, granting an additional +4 bonus per arm. Most bionic arms
are outfitted with some type of end effecter, with the Bionic Hand being the most popular choice.
Damage Results
The Bionic Arm continues to function as an ordinary arm, but imposes a -3 penalty to all Skills and
Attributes that require the use of the damaged arm until a Repair, DR Moderate can be made.
Bionic Hand
The Bionic Hand is meant to replicate a humanoid hand, granting enhanced dexterity and fine
motor control. As long as the Exo has at least one rank in Climb, Grapple, Pickpocket, Artisan,
or Operate, the Bionic Hand grants an additional +3 bonus to the related skill check.
Damage Results
The Bionic Hand continues to function as an ordinary hand, but imposes a -3 Penalty to all Skills and
Attributes that call upon Dexterity or fine motor control until a Repair, DR Moderate can be made.
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Grappling Shot
The Grappling shot is a forearm prosthetic capable of launching a grappling hook attached to 15m
of ultra-light high-tensile rope. The Grappling Shot is used as an activated ability (spend 1 Cinema
Point) to grant a +21 Climbing bonus, and allows the Exo to scale up to 15m in a single Round.
Damage Results
The Grappling shot is disabled until a Repair, DR Moderate can be made using replacement parts.
Leg Enclaves
A Character with a Leg Enclave has had one or both legs replaced
with a bionic prosthesis. The exact nature of this prosthesis can vary
depending on the needs of the individual. As with the Arm Enclave,
the core component of the Leg Enclave is the Nerve Conduction
Node, which serves as a link between the prosthetic device and
the Exos nervous system, allowing the Enclave to be controlled by
thought. Each limb requires its own Nerve Conduction Node.
Bionic Leg
The Bionic Leg is a hydraulic steamtech prosthesis that that
grants a +4 bonus to Athletics (running) and Jump skill per
bionic leg (a horse with four bionic legs would receive a +16
bonus). By using the Bionic Leg as an activated ability (spend
1 Cinema Point), the Exo can attempt to push the device
to its limit, granting an additional +4 bonus per leg.
Damage Result
A damaged Bionic Leg still functions as a normal leg, but at a -3
penalty to any Skill or Attribute check that requires the use of
the damaged leg until a Repair, DR Moderate can be made.
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Vital Enclaves
Thumper
The Thumper is a steamtech heart prosthetic that serves the same
purpose as its biological counterpart. Unlike an ordinary Human heart,
the Thumper never tires, granting the Exo a +3 bonus to Athletics
(Endurance) checks. Poisons that would ordinarily kill the victim
by paralyzing the heart do not affect an Exo with a Thumper.
Damage Results
The Exo will die in 2d6+3 Rounds unless the Thumper is stabilized by a Repair,
DR Very Difficult attempt. The stabilized device continues to function with a -2
penalty to Athletics until a full repair can be made using replacement parts.
Iron Lung
The so-called Iron Lung is a prosthetic chest piece that serves the same purpose
as its biological counterpart. The Iron Lungs have been further adapted to increase
origination and allow the Exo to survive in a number of atmospheres that would
prove fatal to an ordinary Human, granting a +6 resistance bonus to airborne toxins.
Damage Results
The Exo will die in 2d6+3 Rounds unless the Iron Lung is stabilized by a Repair,
DR Very Difficult attempt. The stabilized device continues to function with a -2
penalty to Athletics until a full repair can be made using replacement parts.
Aqua Lung
The Aqua Lung is an upgrade module that can be attached
to the Iron Lung, allowing the Exo to breathe underwater for
up to 12 hours when used as an activated ability.
Damage Results
The Aqua Lung will cease to function until a Repair, DR
Very Difficult is made using replacement parts.
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Enclave
Function
Type
Repair
Difficulty
Bonus
Damage Result
Ocular Neural
Catalyzer
Core Unit
Visual
Difficult
+3 Search (sight)
Blindness / -2
Search (sight)
921
Topo Display
Upgrade
Visual
Difficult
+6 Navigation
disabled
1335
Infrared
Spectroscope
Upgrade
Visual
Difficult
disabled
1390
Deadeye Specs
Upgrade
Visual
Difficult
disabled
2830
Auditory
Brainstem
Implant
Core Unit
Auditory
Very
Difficult
+3 Search (hearing)
Deaf / -2 Search
(hearing)
906
Lingual
Translator
Upgrade
Auditory
Difficult
+6 Languages
disabled
4405
Signal Receiver
Upgrade
Auditory
Difficult
disabled
1156
Digital Voice
Synthesizer
Core Unit
Com-Tech
Difficult
+3 Deception
Mute/ -2 Comm.
(Speech)
880
Radio
Communicator
Upgrade
Com-Tech
Difficult
Transmit Radio
Signal at-will
disabled
2014
Sonic Amplifier
Upgrade
Com-Tech
Difficult
disabled
3366
Nerve
Conduction
Node
Arm/ Leg
Enclave
N/A (Very
Difficult
to Install)
Allows Prosthetic
Enhancement
N/A
998
Bionic Arm
Upgrade
Arm
Moderate
+4 Push-Pull, Lift,
or +8 Push-Pull,
Lift (Activated)
-3 penalty to skill
Checks using
damaged arm
3208
-3 penalty to Skill
Checks utilizing
Dexterity or fine
motor skills.
2880
Cost
Bionic Hand
Upgrade
Arm
Moderate
+3 Climb, Grapple,
Pickpocket, Artisan,
Operate (with at
least 1 skill rank)
EM Gauntlet
Upgrade
Arm
Moderate
+6 Climb (metal
surface), attract metal
object on grapple
disabled
5444
Grappling Shot
Upgrade
Arm
Moderate
disabled
9221
Bionic Leg
Upgrade
Leg
Moderate
+4 Athletics (Running),
or +8 Athletics
(Activated)
-3 penalty to skill
Checks using
damaged leg
2400
Repulsor Boost
Upgrade
Leg
Moderate
disabled
6579
Thumper
Core Unit
Vital
(Heart)
Very
Difficult
+3 Athletics
(Endurance), immune
to cardiac poisons
Death 2d6+3
Rounds/ -2 Athletics
770
Iron Lung
Core Unit
Vital
(Lungs)
Very
Difficult
+6 Resistance,
airborne toxins.
Death 2d6+3
Rounds/ -2 Athletics
849
Aqua Lung
Upgrade
Vital
(Lungs)
Very
Difficult
Water breathing, 12
hours (activated)
disabled
3455
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The Automatons
Before Humans came to Westward, they relied heavily on advanced automatons to do many of the simple tasks in day
to day living. While most of the people of Westward consider these automatons a luxury, few would refuse possession
of one. Most of the automatons on Westward are crude when compared with those that traveled with the original
colonists, but their reliability and companionship affords some peace of mind, however odd it may seem.
DS-Mk3
The Drone Sentry Mark 3, or DS-Mk3, is, perhaps, the most
advanced automaton available for purchase. The DS-Mk3 uses
advanced and expensive heuristic control modules including
IFF/H to perform a number of sentry duties. The mode
settings for a DS-Mk3 are Sleep, Guard, Patrol, Infiltrate, and
Destroy. The DS-Mk3 works best in small cohesive units of
3 to 5 drones. The DS-Mk3 comes only in a small bipedal
form, about the size of a Human child. This small form factor
makes the DS-Mk3 ideal for most combat situations.
The DS-Mk3 uses two small shoulder mounted weapons to fire
rubber bullets at targets. The agility of a DS-Mk3 is unparalleled as
it navigates over terrain or engages in combat. A DS-Mk3 uses nonlethal combat tactics to subdue enemies, including rendering enemy
weapons and enemy combatants tactically ineffective. If captured, a
DS-Mk3 will automatically self-destruct a Thermite ignition core to
avoid compromising valuable tactical data to enemy commanders.
Critical Failure
When activating a dormant DS-Mk3 very little ever goes wrong.
Typically the biggest issues with DS-Mk3 models are faulty
power cores, which can, on occasion, explode. This is avoided by
regularly checking their Trib power cores, and verifying primary
circuitry leads are not corroded (Engineering, DR Moderate).
Should performing maintenance on the power core critically
fail, the DS-Mk3 critically fails. This completely fries the entire
automaton and destroys all internal circuitry, rendering it inert.
Stats
Cost: 2035
Vitality: 2d
Scale: Personal
Cinema Points: 0
Persona: 2d
Weight: 68.4 kg
Experience Value: 1
Hit Points: 16
Aptitude: 2d
Initiative: 3d
Move: 6
Attacks
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HCA
The Hydraulic Communications Array, or HCA, is a very
mobile radio automaton that provides long and short distance
communications with just about anyone. The automaton is bipedal,
and it uses a simple master-follower control system similar to
that used in a Mk19 Mule, but smaller and newer. The HCA can
also act as a walking speaker, able to broadcast sound at up to
300 decibels from built-in speakers. This loud sound capability is
available for both long and short range high capacity broadcasting.
The HCA has some rudimentary sensor systems that work well
as an alarm system or proximity system for early alert of preprogrammed events. The HCA is often employed by conscript
troops that need a long range communications device that
can stay on the move with them. An HCA requires minimal
maintenance and power supply, as it operates on a two Trib power
supply. An HCA can communicate over vast distances, able to
communicate with radio frequencies from 3 MHz to 300 Ghz.
Critical Failure
A faulty HCA is quickly evident the volume control regulators
go out and the device speakers lock onto a fixed volume, typically
very loud. The cause of the HCA having issues is normally weather
related, but it often happens at random moments during sustained
operation. A GM can decide to induce a critical failure in an
HCA at any given time. A trained technician can repair the HCA,
but deactivating the unit is highly recommended to avoid going
deaf (Engineering, DR Difficult). If the attempt to deactivate the
HCA critically fails, then upon completing the repair the HCA
releases a high power, continuous tone for one minute. This
indicates the system has reset and it is audible up to 13 km away.
Stats
Cost: 3809
Move: 8
Strength: 2d
Scale: Personal
Vitality: 2d
Persona: 2d
Weight: 113.5 kg
Cinema Points: 0
Intellect: 2d
Hit Points: 30
Experience Value: 1
Aptitude: 1d
Initiative: 2d
Dexterity: 2d
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When Adventuring
1. A fully functional Little Doc can perform First Aid at a Skill of 6d. There are limits to what the
Little Doc can do; they cant, for example, administer medicines, anesthesia, or antidotes, and are
limited mainly to surgical procedures (removing shrapnel, closing wounds, etc.). Still, their data
banks are fully equipped to give instruction on a wide range of medical treatments. Any Character
attempting to treat or diagnose an illness with the aid of a Little Doc gains +2d in First Aid.
2. Little Docs are the prize possession of most frontier towns, and it is extremely rare to find one
entrusted to the care of a single individual. Claiming a Little Doc as private property is sure to
draw a great deal of unwanted attention. It wouldnt be uncommon for a group of Settlers to seek
out the services of such a device if it were found to be passing through their territory, and should
the owner of the device seek to leave the vicinity, townsfolk will likely band together and try to
bargain for permanent ownership of the Little Doc (before attempting to take it by force).
3. Transporting a Little Doc over rough terrain can prove detrimental to its sensitive calibration. Every
day of travel raises the possibility of a calibration fault. If such a fault occurs, the Little Doc will
undergo a recalibration process the next time it is activated, which takes between 2-12 hours.
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Critical Failure
After a downtime of one week or more, or after any kind of rough handling, the Little Doc will require
maintenance before activating (Engineering, DR Moderate). The Little Doc will automatically fail if the
maintenance fails. Little Docs are notoriously sensitive, and are programmed to enter a lockdown mode
at the first sign of data corruption. Reprogramming a Little Doc is extremely difficult without the proper
access codes, and any attempt to do so may result in further data corruption. There are access codes and
backup files that can be used to reprogram or reboot a Little Doc, although these are currently kept under
lock and key by Primus Mechanized, which harbors no intention of making them available to the public.
Stats
Cost: 4380
Move: 8
Strength: 3d
Scale: Personal
Vitality: 3d
Persona: 3d
Weight: 18 kg
Cinema Points: 0
Hit Points: 12
Experience Value: 1
Initiative: 4d
Dexterity: 4d
Mk19 Mule
The Mk 19 Mule is a four-legged automaton that uses a control system to follow a designated master
(only one master at a time). As the name describes, it is essentially a heavy hauler. The Mk 19 Mule
includes a winch and pulley system to help load heavy payloads onto its back. It moves slowly, but
surely. If an Mk19 Mule loses track of or cannot follow the current master, it goes into a default
shutdown mode and can only be unlocked by the master (unless it goes through a factory reset).
An Mk19 Mule has proven capabilities to cross just about every terrain in the Badlands, with the single
exception of vertical faces. Despite the Mk19s slow speed, its hauling capability and reliability are
unsurpassed for its price. The best thing about an Mk19 Mule is that it runs on a single Trib.
Critical Failure
Another great thing about the Mk19 Mule is the ruggedized system it uses to constantly run. In
the event of significant system damage (losing all Hit Points), check Engineering, DR Moderate,
to use the fuse system controls to reset the proper integrated circuits. This requires very little
time and effort. If the attempt to repair the Mk19 Mule fails, it just means the technician did
not find the correct fuse control no harm done, but the Mk19 Mule remains inoperable.
Stats
Cost: 2680
Move: 6
Strength: 5d
Scale: Personal
Vitality: 5d
Persona: 1d
Weight: 322.0 kg
Cinema Points: 0
Intellect: 2d
Hit Points: 40
Experience Value: 1
Aptitude: 2d
Initiative: 3d
Dexterity: 3d
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Critical Failure
Stats
Move: 3, Fly 20
Strength: 1d
Scale: Personal
Vitality: 1d
Weight: 2.1 kg
Cinema Points: 0
Intellect: 3d
Hit Points: 12
Experience Value: 0
Initiative: 5d
Dexterity: 5d
s6-Fabricator
The s6-Fabricator is a huge automaton. It uses a number of
scan, camera, and detection systems to exactly replicate another
inanimate object, up to about the size of a person. The s6Fabricator is often used in the manufacturing of parts for
mechs, as well as for weapons and other useful tools. The s6Fabricator is considered illegal outside of the Capital City, due its
capability to reproduce even complex devices such as bombs.
Critical Failure
Stats
Cost: 30 Kilos
Move: 0 (Stationary)
Strength: 6d
Scale: Heavy
Vitality: 6d
Cinema Points: 0
Intellect: 0d
Hit Points: 50
Experience Value: 0
Initiative: 6d
Dexterity: 6d
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Steamroller Automaton,
Mini-Steamech Detonation Unit
The Steamroller Miniature-Steamech is really a guidance directed
automaton that uses degree heuristic targeting and radio signals to
quickly and tactically navigate an area to find a destination. Once at
its destination, the Steamroller explodes with massive force, capable
of collapsing multiple structures and crippling nearby vehicles.
Before letting the Steamroller loose, the owner can aim the small
Steamech Automaton at a target to designate the detonation point.
This small automaton has six legs that move with ferocious
intent as it crawls across a battlefield like a small crab. The
Steamroller is about 30cm in diameter, an optimal size to avoid
detection, but large enough to still deliver a large demolitions
package. It uses minimal optical guidance to avoid terrain
objects and make decisions to temporarily avoid detection.
Critical Failure
When aiming the Steamroller to designate a target, roll Demolitions,
DR Moderate. A failed roll causes the Steamroller to critically fail,
resulting in detonation in 1d Rounds. If this happens the operator
is alerted by the Steamrollers blinking beacon, and should run away
quickly. When the Steamroller detonates, it deals full Damage.
Stats
Cost: 2800 Bits
Move: 10
Strength: 1d
Scale: Personal
Vitality: 12
Persona: 0d
Weight: 3.4 Kg
Cinema Points: 0
Hit Points: 12
Experience Value: 0
Aptitude: 0d
Initiative: 6d
Dexterity: 6d
Attacks
Detonate, Scale: Expansive Burst Radius: 50 Damage: 1d+100
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Ground Vehicles
Chance-Estes Covered-Carriage
The Chance-Estes Covered-Carriage is the best-selling commercial vehicle produced by Ether
Archweld. The vehicle has a long history that dates back to the days when the wagon was primarily
used for hauling the materials to build the Tramlines. The Chance-Estes Covered Carriage originally
used a six wheel strut system that eventually was improved to the current four wheel design. The
wheels use a mass-produced silicate material that offers a smoother ride for longer trips.
A Chance-Estes Covered Carriage provides unique forward handling with front wheel mechanisms that use
follow-on-hitch-to-horse control and assisted braking systems to relieve tension on the drawing animals.
The carriage provides an even distribution of load to all animals on the hitch, and features the animal
saving Chance-Estes Momenta-Drive, which compresses and releases stored tension and momentum to
make long trips easier. The covering of the carriage is weatherized for dust devils and sandstorms, and
boasts several dye color options with sun-rugged stains for the breathable canvas. The front and back of
the Chance-Estes Covered Carriage uses tie-down canvas curtains and peg-in-hole versatile buffers.
With all the options available, the Chance-Estes Covered-Carriage is the most affordable, reliable,
and convenient method of transportation for moving cargo around between Prefects!
Stats
Cost: 5 Kilos
Crew Recommended: 2
Structure: 1d
Number of Passengers: 0 to 6
Armor: 0
Length: 4m
Mobility: 1d
Acceleration: 2
Scale: Personal
Hit Points: 12
Deceleration: 12
Crew Required: 1
Armor Points: 0
Hammond Cart
Hammond Carts are the go-to vehicle for short distance commercial, industrial, and utility hauling.
Hammond Carts use gas dynamic shock absorption for heavier loads and static accelerometers for balance
distribution across opposing wheels. Hammond Carts come with high walls, tie down keys, and eight
complimentary nano-cellulose straps. Rigid hitch rings provide durability and longevity for years of heavy
pulling and wear resistance. The front of the Hammond Cart has three seats for comfortable riding, and
a removable back gate that doubles as a long ramp. The utility and ruggedness of the Hammond Carts
goes back to the first century when Greg Hammond first manufactured the standard, simple design.
Stats
Cost: 6 Kilos
Crew Recommended: 1
Structure: 2d
Number of Passengers: 0 to 6
Armor: 0
Length: 3m
Mobility: 1d
Acceleration: 4
Scale: Personal
Hit Points: 24
Deceleration: 10
Crew Required: 1
Armor Points: 0
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Crew Recommended: 1
Structure: 1d
Number of Passengers: 1
Armor: 1d
Length: 5m
Move: 50
Mobility: 2d
Acceleration: 6
Scale: Personal
Hit Points: 12
Deceleration: 30
Crew Required: 1
Armor Points: 12
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Tram
A fully operational Tramline was envisioned and prioritized by Primus Mechanized early on in Manciple Primus
political career. The existing archaic Tramline had fallen into disarray through neglect and corruption over
the course of many years. This downward spiral continued until Primus Mechanized stepped in, eliminated
the existing staff, and seized control of its operation. In order to win over the population of Capital City,
Manciple Primus announced that one of his first orders of business would be to give the Tramline a major
overhaul starting over from scratch. It took almost ten years, but the Tramline was upgraded to a cleaner
and more efficient system. After prioritizing Capital City, the Tramline renovations were expanded to the
outside settlements beyond the walls. This move ensured Manciple Primus more control, and ultimately more
power as the population began to change its views and depend on Primus as strong and efficient leader.
Capital Citys Tramline, through its 50 years of existence and to this day, remains the primary source
of transportation for many citizens. It connects all the major destinations for those traveling within
Capital City. Going rates are fair for those with valid identicards, and even cheaper for those of the Noble
class. Those without identicards have to pay a more expensive fare in order to ride the Tramline.
Grand Primus Station is the central hub of activity within Capital City for those arriving
and departing the city. A detachment of Capital City Guards remains on active duty at
all times to ensure passengers experience a safe journey. Those without valid identicards
or proper proof of identification are immediately detained for questioning.
Stats
Cost: 145 Kilos
Crew Recommended: 2
Armor Points: 48
Number of Passengers:
110 (per car)
Structure: 5d
Cargo Capacity: 6
Metric Tons (per car)
Mobility: 0
Hit Points: 60
Armor: 4d
Move: 120
Acceleration: 2
Deceleration: 60
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Tramline Scooter
The Tramline Scooter originated as one of the first ground vehicles invented once the rail lines started
being built 250+ years ago. Tracks for the Tramline at first were disorganized and being built everywhere
material was available. Most of the major construction took place within the walls of Capital City,
although some of the other nearby settlements soon began constructing their own tracks. The Tramline
Scooter was often used to transport building material, food, water, and goods for the workers involved in
the manual construction. A hook at the end of the Scooter was commonly used to connect to additional
transport carts when needed, however this extra weight would slow down the Scooter significantly.
Stats
Cost: 800 Bits
Crew Recommended: 1
Structure: 1d
Number of Passengers: 0
Armor: 0
Length: 1 Meter
Cargo Capacity: 0
Move: 15
Mobility: 0
Acceleration: 10
Scale: Personal
Hit Points: 12
Deceleration: 10
Crew Required: 1
Armor Points: 0
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Racing Turtles in their J10 and J11 versions are quite common in hot combat zones, moving easily into and out
of front line fire zones with their cargoes of soldiers. The roof-mounted steam-powered machine gun gives the
vehicle a sharp bite among hostiles (though outside of combat areas the gun is often dismounted to make more
room for two more passengers inside the vehicle.) Racing Turtles are also used for wounded evac, resupply, even
courier runs all of the tasks that require swift mobility and good armor protection when bullets are flying.
The stripped-down scout versions of the J11 either field-stripped, or the J11-S production model may be
encountered in ones or twos virtually anywhere in the Badlands, where their all-terrain mobility and hardiness
makes them the high-end vehicle of choice. They are used not only by official military but by local Marshals,
defense-minded Settlers, and Scavs looking to spy out their next target. Even explorers and prospectors
have been known to use a Racing Turtle as their preferred transportation between town and their remote
digs. Both Turtles and Racing Turtles are often encountered as guard vehicles with merchant caravans.
A habit has grown up among MilTrek vehicle owners of naming their Turtles, almost always giving
them a female name. Military units may paint this name and a woman's face on the side of their
J11s, while civilians refer to her fondly in their conversations. This familiarity with the ungainly
looking APC is a testament to the popularity of Ether Archweld's novel vehicle design.
Stats
Cost: 15 Kilos
Type: Ground Vehicle, All-Terrain
Length: 6m
Weight: 12 metric tons
Scale: Heavy
Crew Required: 1
Crew Recommended: 1
Number of Passengers: 6 (8 if
machine gun is not mounted).
Hit Points: 24
Structure: 2d
Weapons
Roof-Mounted Machine Gun
This 25mm steam-powered machine gun (similar design to Guardian Primus gun)
has a 360-degree attack radius. The steam and ammo-feed mechanisms are very bulky
inside the vehicle; if removed they free up room for 2 more passengers.
Viper LR (low-recoil) Autocannon
Scale: Personal
Fire Control: 0
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Today the Castleberry Courier is a common sight on any city street. At first wildly popular among
the message-runner class of employees, it soon became the cheap, maneuverable and speedy
delivery vehicle of courier companies and official messenger services. From there it spread to
businesses making home deliveries, like florists and grocers. It became popular with individuals
who liked the idea of cycling, but didn't want to sweat to do it. Even ladies took to the Castleberry,
because its tricycle stability allowed them to ride with decorum through busy city streets.
The Castleberry Courier changed the face of city transportation. The final accolade came when the Capital City
postal service bought hundreds of them to supply mail carriers. This motorized velocipede can now be found in
most townships and even in country lanes, where the rider may be going from home to market and back again.
While Jon Castleberry left the law firm and became rich manufacturing Couriers, a robust secondary market
has grown up supplying accessories to this most popular velocipede. Common additions include dual panniers
for carrying burdens; a little trailer which can be hauled behind for loads too cumbersome for a basket; a parasol
stand to provide sun-shade; and a handlebar-mounted canopy to protect against inclement weather or dust storms.
New designs are emerging now that alter the basic form of the velocipede the front wheel is starting
to become smaller and some manufacturers are experimenting with gear drive systems but the
Castleberry Courier remains the foremost motorized personal transport available today. Some Marshals
even make their rounds mounted on a Courier, and it is a sight that no one stares at anymore.
Stats
Cost: 1433 Bits
Crew Recommended: 1
Structure: 1d
Type: Bicycle
Number of Passengers:
1 (in trailer)
Armor: 0
Acceleration: 4
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Mobility: 2d
Hit Points: 12
Armor Points: 0
Move: 30
Deceleration: 20
Centurion Windrider
The Centurion Windrider uses a combination of specialized steamjet compression systems, a single Trib
power unit, and stored wind power to move from one place to another. The steering offered on the
Centurion Windrider is similar to a Tramline scooter, but without rails it is easier to make mistakes and
crash. The wind sails can be deployed to store kinetic source power that can later provide an equivalent
power distribution to the steamjet manifold for discharge release, thus spinning the motor and lead tires.
A Centurion Windrider comes with a fast pull brake and three gears: forward, powered assist forward, and
reverse (powered assist only). This is a choice vehicle for anyone traveling in lowland valleys or anywhere in the
Badlands where the wind makes up a better part of the days weather. It is a favorite vehicle among young adults
in the Prefects since its a semi-affordable option that gets people where they want to go a lot faster that walking.
Stats
Cost: 1300 Bits
Cargo Capacity: 64 Kg
Armor: 0
Number of Passengers: 0
Move: 40
Length: 1.3 m
Mobility: 2d
Acceleration: 5
Weight: 140 Kg
Hit Points: 12
Deceleration: 40
Scale: Personal
Armor Points: 0
Crew: 1
Structure: 2d
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Air Vehicles
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Stats
Cost: 65 Kilos
Number of Passengers: 0
Armor: 2d
Move: 100
Length: 20m
Mobility: 3d
Acceleration: 25
Hit Points: 30
Deceleration: 100
Scale: Heavy
Armor Points: 30
Structure: 2d
Weapons
Forward Ramming Blade
Scale: Heavy
Long): 50/70/90
Range: Reach: 5
Scale: Heavy
Damage: 1d+150
Type: Single
Damage (Short/Medium/
Long): 1d+200/190/180
Fire Control: 0
Forward Cannon
Range (Short/Medium/
Range (Short/Medium/
Long): 75/125/200
Damage (Short/Medium/
Long): 1d+42/39/36
Type: Single
Fire Control: 2d/2d/0
Range (Short/Medium/
Long): 100/150/250
Damage (Short/Medium/
Long): 1d+54/51/48
Rate of Fire: Full Auto, FireLinked twin barrels
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Structure: 5d
Number of Passengers: 24
Armor: 0
Length: 30m
Move: 60
Mobility: 1d
Acceleration: 10
Hit Points: 50
Deceleration: 60
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Armor Points: 0
Structure: 2d
Number of Passengers: 4
Armor: 1d
Move: 80
Mobility: 4d
Acceleration: 20
Hit Points: 30
Deceleration: 60
Length: 16m
Weight: 3 Metric Tons
Scale: Heavy
Armor Points: 15
Weapons
2 Twin Fire, Alternating Fire Turrets
Fire Arc: Turret Locations:
2 Belly (Forward and Aft)
Scale: Personal
Type: Single
Damage (Short/Medium/
Long): 1d+54/51/48
Rate of Fire: Full Auto,
Fire-Linked twin barrels
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Crew: 1 or 2 Pilots
Structure: 5d
Number of Passengers: 60
Armor: 4d
Move: 150
Mobility: 3d
Acceleration: 30
Hit Points: 60
Deceleration: 150
Length: 30m
Weight: 3.2 Metric Tons
Scale: Heavy
Armor Points: 48
Weapons
Air Scoop Spike
Scale: Heavy
Damage: 1d+70
Range: Reach: 8
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Number of Passengers: 40
Structure: 6d
Armor: 4d
Length: 69m
Weight: 21 Metric Tons
Scale: Heavy
Crew: 1 to 4 Pilots, 13 Gunners
Mobility: 5d
Hit Points: 100
Move: 180
Acceleration: 60
Deceleration: 90
Armor Points: 50
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Weapons
Forward Ramming Blade
Scale: Heavy
Damage: 1d+180
Range: Reach: 20
Forward Cannon
Fire Arc: Forward
Fire Control: 0
Scale: Heavy
Range (Short/Medium/
Long): 100/150/300
Type: Single
Damage (Short/Medium/
Long): 1d+200/190/180
Rate of Fire: Single
Range (Short/Medium/
Long): 2000/5000/12000
Damage (Short/Medium/
Long): 1d+120/115/100
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Type: Single
Fire Control: 2d/2d/0
Range (Short/Medium/
Long): 100/150/250
Damage (Short/Medium/
Long): 1d+54/51/48
Rate of Fire: Full Auto,
Fire-Linked twin barrels
Crew: 1 or 2 Pilots
Structure: 5d
Number of Passengers: 80
Armor: 1d
Move: 12
Mobility: 1d
Acceleration: 2
Hit Points: 60
Deceleration: 12
Length: 60m
Weight: 10 Metric Tons
Scale: Heavy
Armor Points: 10
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Steamechs
When purchasing a Steamech, the first and primary
choice is deciding on whether to purchase a fully built
Steamech or to buy parts to custom build it. Complete
Steamechs often have specialized systems that can
outperform custom Steamechs in a specific function,
but offer no customization or options compatible
with the Sockets integration standards developed by
Ether Archweld and adopted by all manufacturers.
Custom Steamechs
Steamech Stats
The Description and Name of a Steamech should
reflect its components and intended purpose.
The Type of a Steamech customized from scratch
usually involves some sort of registered model
name. Once a combination of Steamech parts enters
the registry in the Capital City, that combination
is forever given the originally entered Type.
The Cost of a Steamech is pretty straightforward,
but most people forget to have the money up front.
With few exceptions, Steamechs function
in the Scale category of Heavy.
The Cargo Capacity of a Steamech is
usually measured in kilograms (kg), as
Steamech rarely have much cargo room.
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Steamech Parts
Most of the Steamech stats derive from the mechanical components used to create the machine. The parts of a
Steamech are the Chassis (the body of the Mech), the Arms, the Legs, and augmentation systems, or Augments.
The Chassis and Arms primarily determine the Socket capacity of most Steamechs. There is a single Leg
component that offers standard Sockets, but many manufacturers expect to accommodate this need in the future.
Chassis
The Steamech Chassis provides a baseline for Cargo Capacity, Hit Points, Structure, Length, Weight, Crew,
and Passengers. Some Steamech Chassis offer a Shoulder Socket extension for extending inline Socket systems.
Q-Standard
Featuring an enclosed pilot compartment, this single pilot
Chassis provides basic biped functionality. It includes a
gyro-stabilization system, standard top shell hood, and an
integrated safety exhaust valve for superheated steam release.
This simple, reliable, and tested design is one of the older
Chassis models; it has lasted since the advent of Steamechs.
Stats
Cost: 8 Kilos
Length: 3.5m
Sockets: 2 Shoulder
Cargo Capacity: 8 kg
Crew: 1
Hit Points: 30
Passengers: 0
Structure: 2d
B-Standard
The B-Standard Chassis was an early attempt to develop
mechanized mounts, so it provides no pilot cover, but it is one
of the easiest and most comfortable horizontal Chassis available.
It provides a number of convenience standards, including
isometric handlebar controls, a baffled steam release, steam
recirculation controls, and a comfort saddle and stirrups.
Stats
Cost: 8 Kilos
Length: 2.6m
Sockets: 2 Shoulder
Cargo Capacity: 0
Crew: 1
Hit Points: 25
Passengers: 0
Structure: 2d
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Mule 3
The Mule 3 is an integrated horizontal Steamech Chassis that
features foot pedal and contemporary handlebar controls, multidirectional gyro systems, and integrated steam recirculation and
release dual control systems that maximize power output when
needed. Many techanics refer to the Mule 3 as the Slogger for
the Chassis ability to easily maneuver and pull heavy loads.
Stats
Cost: 9 Kilos
Length: 3.1m
Sockets: 2 Shoulder
Cargo Capacity: 15 kg
Crew: 1
Hit Points: 30
Passengers: 0
Structure: 2d
Spur Z
Originally created for deputies of the Marshal service; the
Spur Z Chassis boasts a large number of standard features,
including an extensible power supply, baffled high capacity
steam release and recirculation system, open top pilot hood,
Chassis strut absorption system, and a staged Chassis hermetic
seals for anyone who wants to purchase the hermetic pilot
hood. The Spur Z offers two model configurations beyond
the Base model, the Hermetic and Premium Models.
Stats
Cost: 12 Kilos
Length: 2.3m
Sockets: 2 Shoulder
Cargo Capacity: 40 kg
Crew: 1
Hit Points: 50
Passengers: 0
Structure: 3d
Options
Hermetic
Cost: Additional 3 Kilos
Notes: This provides a complete hermetically sealed pilot
compartment, which provides environmental protection and an
oxygen enrichment system that provides 6 hours of breathable
air. This option does not consume a Chassis Socket.
Premium
Cost: Additional 4 Kilos
Notes: This optional feature provides integrated ballistic reflexive
armor plating, which provides 20 additional Hit Points, and an
Armor rating of 3d. This option does not consume a Chassis Socket.
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CV-Loader
The CV Loader Chassis uses hydrodynamic compression systems
to burst power to all Sockets, providing the ability to lift and
maneuver extremely heavy loads, making this the preferred Chassis
for doing heavy construction and cargo work. The CV Loader
Chassis provides an open pilot compartment with a five point
harness to keep pilots safe in case of Steamech gyro failure.
Stats
Cost: 10 Kilos
Length: 3.2m
Cargo Capacity: 10 kg
Hit Points: 40
Crew: 1
Structure: 3d
Passengers: 0
Tango 5
The Tango 5 is an extremely large Steamech Chassis, offering a
cockpit with space for a primary, co-pilot, and third passenger. The
Tango 5 Chassis is a popular choice among explorers, prospectors,
merchants, and miners, as it provides a lot of extra space for gear,
people, food, and other equipment. The Tango 5 provides a
stovepipe steam release that uses a concealed baffle manifold with
a heavy duty recirculation system. The cockpit comes standard
with atmospheric conditioning to maintain regular temperatures,
and a polyglass-enclosed, 270 forward viewport for all inside. The
cockpit does not provide a Hermetic seal and so it does not come
with any kind of standard air recirculation or filtering system.
Stats
Cost: 18 Kilos
Length: 5.4m
Sockets: 2 Shoulder
Hit Points: 75
Passengers: 1
Structure: 5d
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Valant II
The Valant 2 is a Chassis designed from the ground up for
combat. It provides a sleek, slim-line body form factor that is also
tall, making the open cockpit a difficult melee target. The body
framing for the Valant 2 is specially designed for minimizing
impact damage and for deflecting kinetic force. The lower pelvic
system features eight force absorption systems to absorb impacts
for long periods. The Valant 2 provides an automatic single to
dual switch over on the steam release exhaust system for high
power demands, making it optimal for situations that demand fast
responses. The PADS system that powers all Servo-interconnected
Sockets was originally created for a Valant 2 Chassis, specifically for
the need to make a combat-optimized open frame Chassis. While
the Valant 2 only provides minimal space for a single pilot, it is
easily one of the most sought after Chassis on the open market.
Stats
Cost: 17 Kilos
Length: 4.6m
Sockets: 3 Shoulder
Cargo Capacity: 85 kg
Crew: 1
Hit Points: 55
Passengers: 0
Structure: 5d
Archon SVA
The Archon SVA provides a Hermetic sealed cockpit, high pressure
resistance, water-sealed integrated systems, a four-pipe steam
manifold, and underwater maneuvering systems. The Archon
SVA offers pilot heating and cooling systems, a water filter to
provide drinking water, and other pilot conveniences. The most
unique aspect of the Archon SVA Chassis is the neural piloting
interface, a non-intrusive dermal connector that integrates the
Pilots mind into the operational control system, dramatically
increasing the Chassis response time. The back of the Archon
SVA Chassis also provides a unique ballast system that allows
the Chassis some ability to lift and move out of the water.
Stats
Cost: 28 Kilos
Length: 3.8m
Sockets: 2 Shoulder
Cargo Capacity: 65 kg
Crew: 1
Hit Points: 70
Passengers: 0
Structure: 5d
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Trinity-R99
The Trinity-R99 is a Steamech Chassis that provides 100% pilot
containment inside a self-contained standard Hermetic sealed cockpit
pod. The Trinity-R99 has no windows or viewports; it uses complex
unidirectional visibility paneling that allows the pilot to see out,
and no one to see in. The technology behind this paneling utilizes a
new steamtech developed from research into Tribium matter states,
including a new matter state that scientists call the Ethereal state.
The Trinity R-99 includes two atmospheric reconditioning
systems that store breathable air, and gather more as it becomes
available. The steam release system is a streamlined flat baffle
release and recirculation system that uses steam heat turbine
systems for super high efficiency and for making the exhaust
system capable of releasing powerful bursts. These many features
make the Trinity-R99 a favorite Chassis of those who take to
Airships as the Chassis is not only perfect for high altitude,
but also fundamentally lightweight in design and form.
Stats
Cost: 25 Kilos
Sockets: 1 Shoulder
Crew: 1
Passengers: 0
Hit Points: 65
Structure: 5d
Length: 4.2m
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Legs
The Legs provide a baseline for Move, Acceleration, and Deceleration, and occasionally provide
Sockets. The price given is for a pair of Legs; Steamech Legs are always sold in pairs.
Drummer B
The Drummer B Leg comes in as a standard, stable form factor base for just about
any Steamech. This Steamech Leg does not require a gyroscopic stabilization
system to maintain direction or balance, but it is remarkably slow. It provides
more than enough space and power amplification for a Socket extension
system. The hinge mechanism in the Drummer B is sturdy and reliable, and
it provides a heavy set knee shock system that absorbs mistaken steps.
Stats
Cost: 4 Kilos
Acceleration: 4
Deceleration: 8
Move: 8
Lady Slipper 57
The Lady Slipper 57 was an early Steamech design that persisted through
several decades of modular changes, including an ankle shock absorption
system; wide base toe for easy lifting and tilt forward running; quick
axle knee joints; and a featherweight frame making it ideal for long
endurance Steamechs. The Lady Slipper 57 uses a lot of power and does
not offer any accessories, but makes up for it in reliability and agility.
Stats
Cost: 8 Kilos
Acceleration: 4
Sockets: 0
Deceleration: 15
Move: 15
Vagrant X
Modeled after Human legs, the Vagrant X is aesthetically awkward, but
gives decent speed and stability. The joint system is top-heavy under the
main servo weight, so lots of extra power goes into balance and speed. To
help sell the Vagrant X, the manufacturer started including standard
Steamech spurs to offset the strangeness of its awkward aesthetics.
Stats
Cost: 6 Kilos
Acceleration: 6
Sockets: 0
Deceleration: 20
Move: 20
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Derby Go
The Derby Go is a short length leg with collapsible wheel mechanisms, offering
a high speed trade off. Derby Go leg systems have specialized maneuverability
for moving the legs and feet in a classic roller skate style motion to gain speed.
Additionally, the Derby Go legs provide leg steam valve recirculation exhaust
systems to displace some of the stress placed on the Chassis by attaching these
high speed, high endurance legs. The wheels perform surprisingly well across most
terrain, but the braking system is difficult to handle and requires some practice.
Stats
Cost: 9 Kilos
Acceleration: 10
Sockets: 0
Deceleration: 35
Move: 35
Lockarm 1
The Lockarm 1 is a surprisingly agile design that combines steam jet
propellant mechanisms, shocks, gears, and struts to move in an awkward
looking stride. This leg has multiple gear lock capable joints that provide
diverse functionality during movement. The fascinating form and function
of the Lockarm 1 does not have extra power or space for Socket extension,
but it is an excellent lightweight alternative to many more expensive legs.
Stats
Cost: 11 Kilos
Acceleration: 8
Sockets: 0
Deceleration: 24
Move: 24
Acceleration: 6
Deceleration: 30
Move: 30
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Tread Step 2
Originally created under a military contract, the Tread Step 2 uses
military grade ventilation, air flow head reduction, steam recirculation
and release systems, integrated tread foot, multiple shock absorption
footing, and integrated knee lighting with protective caging. The system
also uses an electrical amplification unit that provides Socket extension
and power. This leg system meets the military Steamech standard
requiring low and high speed, locking, and integrated joint systems.
Stats
Cost: 18 Kilos
Acceleration: 10
Deceleration: 50
Move: 50
Acceleration: 12
Sockets: 0
Deceleration: 36
Move: 36
Sprint IG
A Spring IG leg is a boost capable Steamech leg that presents a
featherweight manifold around steamjet exhaust foot systems, three-toe
forward-lean sprinting systems, and a highly complex shock absorption
hip joint system. The Sprint IG is favored by many who want to
travel by Steamech between the Capital City and the Prefects.
Stats
Cost: 23 Kilos
Acceleration: 15
Sockets: 0
Deceleration: 45
Move: 45
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Quequeg-7A
The Quequeg-7A was created by a military think tank that wanted to develop a
heavy duty leg that was reliable, tough, efficient, and long lasting. Their design
has a heavy plate system, three coil steam recirculation return system, hooded
foot manifold, and three part shock absorption system. The heavy plate leg
system uses surprisingly little power, making it ideal for a Socket extension.
Stats
Cost: 25 Kilos
Acceleration: 5
Deceleration: 30
Move: 35
Stiggian-9z
The Stiggian-9z is the fastest, most reliable, and most expensive Steamech
leg module system on the market. It uses a slide shock absorption rear knee
system that integrates steamjet resistance for heavy loads or higher running
speeds. An agile form upper leg and swerve joint thigh system provides a
hooded hip swerve joint. The toe systems on the foot independently handle
difficult terrain by using sensor technologies to detect terrain and adjust
the foot shape for maximum grip. The Stiggian-9z uses an experimental
thermoelectric system that converts friction and steam heat into electricity,
and integrates it with a Tribium layered refining process, generating a great
deal of power for the Socket extension that it somehow manages to provide.
Stats
Cost: 27 Kilos
Acceleration: 10
Deceleration: 45
Move: 65
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Arms
Steamech Arms provide a baseline for Mobility and Targeting, and are the main Socket extension provider
for customized Steamechs. Steamech Arms typically contain the Mobility and Targeting solenoid
processors for the Steamechs.
Note
Steamech Arms are sold in pairs. Under the Sockets standardizations, the Right Arm provides the Mobility processor
and the Left Arm provides the Targeting processor. Please keep this in mind when mixing and matching arm units.
Articulator 5
The Articulator 5 Arm was an early design that stayed in use because
it was cheaper to maintain as parts stay readily available. The
Articulator 5 features standard joint architecture, with a three-finger
hand that is surprisingly rugged. The framing for the Articulator
5 uses an aluminum-silicate core material to avoid overheating
with plenty of rigidity for the stresses of regular operation.
Stats
Cost: 3 Kilos
Mobility: 2d
Targeting: 1d
Utensilist 2b-90
With the simple premise of using Human-sized utensils with
precision, the Utensilist 2b-90 provides highly precise controls
in both strength and manipulation. The Utensilist 2b-90 is one
of the more Human-like Steamech arms available, with standard
joint architecture, a thumb with three fingers on the hand,
and a coiling palm for better grip and control. The Utensilist
2b-90 grants a high degree of control, but suffers from a high
frequency of maintenance issues over extended periods.
Stats
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Cost: 5 Kilos
Mobility: 2d
Targeting: 2d
Stackpack A3
A popular arm among miners, scientists, and factory workers
is the Stackpack A3. It comes with a 2 joint shoulder and
elbow, and a high powered clamp hand unit. Many standard
cargo containers use the Stackpack A3s hand configuration
as the grip for their container handles due to the Stackpack
A3s popularity. This unit provides a great deal of peak
strength and maintains room for a Socket extension.
Stats
Cost: 5 Kilos
Mobility: 3d
Targeting: 1d
Loader 90
The Loader 90 uses an oversized hand and arm configuration
to lift heavy loads and manipulate smaller objects. While not
extremely precise, it does handle pretty well given the overall
size of the hand joints. This thickened arm structure is used
frequently in warehouses and factories for moving and lifting
large awkward objects or pieces of larger equipment. Loader 90
arms have additional power requirements making them more
expensive to maintain and operate for extended periods.
Stats
Cost: 7 Kilos
Targeting: 2d
Mobility: 3d
Archweld Mark 3
This highly specialized arm is most often used in conjunction
with other arms since the sole purpose of the Archweld Mark
3 is to incorporate a powered arch welding torch unit into the
hand of the arm. This arm is sold as a solitary left arm unit.
Stats
Cost: 4 Kilos (Left
Arm Unit Only)
Sockets: 1 Arm Socket per Arm
Mobility: 0
Targeting: 3d (for
Arch welder only)
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Shiva 7
The Shiva 7 arm was an experimental arm that went into full
production due its immediate popularity in scientific and
medical circles. The Shiva 7 is a small form factor arm with
telescoping lengths. It includes a top arm and bottom arm that
share a single arm Socket unit. The arm provides some of the
largest movement ranges possible as it uses a ball swerve unit
typically reserved for large stress joints in leg units. Add in a
spinning hand that can retract and extend its fingers, and its
clear why the Shiva 7 is great for exploration and research.
Stats
Cost: 16 Kilos
Targeting: 2d
Sockets: 0
Mobility: 4d
Spearhead 4G5
An attempt to create a more combat-oriented Steamech arm based
on the Utensilist 2b-90 led to the development of the Spearhead
4G5 arm. The Spearhead 4G5 introduced a small telescoping
pneumatic system that gives it the ability to punch at short
distances. There was also some ornamental plating added to
the Spearhead 4G5 arm to make owners feel more secure.
Stats
Cost: 12 Kilos
Targeting: 2d
Mobility: 2d
Terminus r2
The Terminus r2 takes a great number of technological enhancements
from earlier clamp hand arms to create an arm which uses a lighter
weight material base without sacrificing power or control. It features
swerve joints, retractable clamp fingers, and 360 clamp spin. The
rugged design and control of the Terminus r2 makes it ideal for
extended operations where maintenance becomes impossible.
Stats
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Cost: 10 Kilos
Mobility: 3d
Targeting: 2d
Nelson 30zZ
The Nelson 30zZ uses extended joint filaments that mimic
Human muscle fibers, giving this Steamech arm increased
flexibility, control, and physical capacity for sustained operation.
It also provides a thermoelectric core unit that helps reduce
the toll on the main Chassis energy source, making this ideal
for smaller and larger units. The elbows of the Nelson 30zZ
include small steam-jet release ports that provide some control
when using jump jets or when falling from an airship.
Stats
Cost: 20 Kilos
Targeting: 3d
Mobility: 4d
Proxy 2
The Proxy 2 uses collapsible joints that bend all the way
to nearly reverse angles, making it great for stretching and
reaching. Each joint features an ionic dust repulsion plate
that actually pushes away most dirt and moisture from the
arm joints. The two finger clamp-style hand provides the
capability to apply magnetism to its palm and fingers, as well as
employ a heating element for cold environment movement.
Stats
Cost: 18 Kilos
Mobility: 3d
Targeting: 3d
Fidget-X
The Fidget-X is the longest custom Steamech arm available on
market, giving it an extensive reach. It features hermetically sealed
joints, an encapsulated thermoelectric power system to capture
heat energy, and fully precise finger, wrist, elbow, and shoulder
joints that provide complete freedom of movement. The Fidget-X
stands out most when you look at the subtlety of the solenoid
processors it uses, since they use integrated processing technology
and individual response prediction to help make control easier and
considerably more precise. The Fidget-X has a three finger and one
thumb hand that rarely has difficulty with gripping anything.
Stats
Cost: 25 Kilos
Mobility: 5d
Targeting: 4d
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Sprite Hand 12
The Sprite Hand 12 uses a small telescoping fore and rear arm
unit to control expansion and retraction. It uses Enclaveintegration technology in its design that provides for full
hand integration, with multiple neural interfaced controls,
plus highly precise wrist, elbow, and shoulder movement.
These very advanced, and expensive, Steamech arms provide
hermetically sealed joints and fingers, including a piezoelectric
and thermoelectric stabilization system for capturing motion,
heat, and other free energy that might otherwise be wasted.
Stats
Cost: 28 Kilos
Mobility: 5d
Targeting: 4d
Augments
Augments provide extensibility and extra functionality to a Steamech. Each Augment
consumes a number of Sockets based on their power requirements.
Auto Clamps
Auto Clamps can keep a Steamech secure and safe and in
place. They are capable of clamping directly into stone, dirt,
plant life, etc. The Steamech is as secure at that point as the
object the Auto Clamps close upon. The Auto Clamps squeeze
in a slamming motion with pressures up to 50,000 kPa.
Stats
Cost: 4 Kilos
Socket Cost: 1
Balance Compensators
Balance Compensators make it easier to Move faster.
Any Steamech with a specialized Balance Compensator
installed immediately yields better movement results.
Stats
Cost: 2 Kilos
Socket Cost: 1
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Beacon System
The Beacon System integrates with one of eight satellites
still in geostationary orbit around Westward. This provides
an emergency beacon location and time to anyone listening
to the channel. This device must be manually engaged and
does not work with any automatic systems by default.
Stats
Cost: 2 Kilos
Socket Cost: 1
Glide Wings
Glide Wings give a Steamech a way to gently land when falling
from a height, making the Steamech slow enough to land without
impact damage. Glide Wings come with a small amount of steamjet
thrust, so they can help maneuver around obstacles while gliding.
Stats
Cost: 6 Kilos
Socket Cost: 1
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Hermetic Chassis
The Hermetic Chassis is a sealing system that provides an
airtight atmosphere for any open cockpit Chassis. The
manufacturers can mold and meet any Chassis specification.
Stats
Cost: 8 Kilos
Socket Cost: 0
Lantern
The Lantern illuminates a large area around a Steamech.
Stats
Cost: 500 Bits
Socket Cost: 0
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Magnetic Shield
The Magnetic Shield creates a powerful field around the
Steamech (aligned to avoid inhibiting the Steamechs
normal movement). This field makes it considerably
more difficult to hit the Steamech with projectiles.
Stats
Cost: 12 Kilos
Socket Cost: 2
Jump Jets
The Jump Jets release a powerful thrust giving the
Steamech a quick burst of upward acceleration.
Stats
Cost: 12 Kilos
Socket Cost: 1
Radio Suite
The Radio Suite provides line of sight communications (to the
horizons) with anyone on the same frequency or range of frequencies.
Stats
Cost: 1 Kilo
Socket Cost: 1
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Spectral Visualizer
The Spectrum Visualizer gives a Steamech pilot the
ability to see greater distances and see across greater
visual spectrums than a Human is capable.
Stats
Cost: 5 Kilos
Socket Cost: 1
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Melee Weapons
All Steamech Melee Weapons use Scale: Heavy and can only be mounted on Arm or Leg Sockets.
Drill
The Drill uses three powerful steamjet recirculation systems to
quickly spin and drive the drill head. This weapon can quickly
bore through most metals and rock with ease, making it perfect
for mining and other utility purposes aside from destruction.
Stats
Cost: 5 Kilos
Damage: 1d+80/x2
Socket Cost: 1
Jackhammer
The Jackhammer uses a pressure sensitive pneumatic release
to devastate any surface it impacts. The Jackhammer
brings repeated pinpoint sized impacts with over a
hundred thousand kilopascals of pressure per strike. This
weapon requires a brief charge period before reuse.
Stats
Cost: 6 Kilos
Socket Cost: 1
Lance
The Lance uses a conduction switch to release a powerful jolt to
anything it touches, unleashing enough current to instantly vaporize
a person. The electrical discharge from the Lance can fry target
components and disable key systems permanently or temporarily.
Stats
Cost: 10 Kilos
Damage: 1d+150/x2
Socket Cost: 1
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Mace
The Mace uses a pulley and chain to swing and pull targets
into reach for dealing further damage. The Mace can
deal powerful blows, but it takes lots of practice to use a
Mace effectively. This weapon is known for puncturing
Hermetic seals and instantly crippling other Steamechs.
Stats
Cost: 5 Kilos
Socket Cost: 1
Damage: 1d+75/x3
Ravager
The Ravager tears through metal and stone, and it shreds
armor. This over-sized chainsaw uses a highly effective
thermoelectric power system that captures the blade friction
heat, and changes it back into electricity for the motor. The
motor initially requires a brief boost from the Steamech power
systems, but quickly charges up to ravage anything in its path.
Stats
Cost: 12 Kilos
Socket Cost: 1
Damage: 1d+125
Sledge
The Sledge is more akin to a mousetrap with an anvil built into
it than a standard sledgehammer. A Sledge essentially uses a
pressure conduction switch (detecting current or pressure) to
trigger the Sledge to release on to a target. The damage dealt
by the sledge is blunt and flattening. Some Steamech Pilots use
the Sledge to tear down walls of buildings looking for targets.
Stats
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Cost: 15 Kilos
Damage: 1d+100/x3
Socket Cost: 1
Ranged Weapons
Beam Cannon
The Beam Cannon discharges a wave of visible plasma energy that
can ignite most metals and minerals through sustained contact.
The beam emitted takes on a blue-green tint and ignites the air
around it briefly when fired. Sustained fire can cause a breach
in the beam manifold and force the weapon to shut down.
Stats
Cost: Arm Mount: 15 Kilos,
Shoulder Mount: 23 Kilos
Scale: Heavy
Socket Cost: 1
Fire Control: 2d/0/0
Range: 400/800/1500
Damage (S/M/L): 1d+90/87/85
Note: Firing more than
3 consecutive Rounds
breaks the Beam Cannon.
2 consecutive Rounds will
ignite metal and rock.
Gatling
The Gatling fires with such speed and ferocity that its bullets can
blind other Steamech pilots despite a lack of significant damage
to the Steamech. The sheer number of projectiles fired from a
Gatling is immense, but this weapon is primarily used by Steamechs
as crowd control for people and not on other Steamechs.
Stats
Cost: Arm Mount: 10 Kilos,
Shoulder Mount: 12 Kilos
Scale: Personal
Socket Cost: 1
Gauss Cannon
The Gauss Cannon uses a technology inherited from the
original colonists of Westward, a system called a railgun. It
was not until recently that this older technology was again
realized through the use of charging systems and Trib power
cell technology. A Gauss Cannon delivers a single powerful shot
with such immense force that it can travel beyond the horizon.
A single round fired from a Gauss Cannon is typically fatal.
Stats
Cost: Arm Mount: 30 Kilos,
Shoulder Mount: 35 Kilos
Scale: Heavy
Socket Cost: 2
Fire Control: 3d/2d/1d
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Harpoon
The Harpoon is an early advent weapon that still proves effective
today. This weapon fires a single massive spear with great force
using a combined steamjet and explosive discharge system. The
spear is attached to a long metal fiber cord that the Steamech Pilot
can use to retrieve the spear simply by yanking on the cord.
Stats
Cost: Arm Mount: 4 Kilos,
Shoulder Mount: 7 Kilos
Scale: Heavy
Socket Cost: 1
Barding
All Barding is at Heavy Scale. Barding sells on a Per Plate basis, so the Stats provided are per
Plate. Each Plate stacks both Armor Points and Armor if purchasing more than one Plate.
Iron Plating
Iron Plating is the simplest of Plate types. It is composed of
an iron core surrounded by two silicon iron coats. These three
elements allow Iron Plating to provide effective protection.
Stats
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Cost: 1 Kilo
Armor Points: 30
Socket Cost: 1
Armor: 2d
Armor Points: 40
Socket Cost: 1
Armor: 3d
Flexteel Plating
Flexteel Plating used a polymer layering system that makes
the Plating even more effective at absorbing impacts. It bends
to essentially ensnare the kinetic force of an attack, making
it seem as if the force of the damage was barely felt.
Stats
Cost: 4 Kilos
Armor Points: 50
Socket Cost: 1
Armor: 3d
Noctria Plating
Noctria Plating uses microstructures to divert kinetic force,
spreading impacts around the entire Plating. Noctria
materials are extremely expensive, but very effective in
both absorbing and resisting sustained punishment.
Stats
Cost: 8 Kilos
Armor Points: 60
Socket Cost: 1
Armor: 5d
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Complete Mechs
Baba Yaga Class Heavy Steamech
This Steamech is an early product of the Manifest
Destiny era, developed by the earliest techanics.
While this Steamech is more of a platform on legs,
it uses a large Multi-Trib power core to provide long
lasting energy for basic operations. At a distance, it
looks like a small platform on two massive awkward
stilts. At closer examination, the Steamech is standing
on two armored legs. These legs have a multitude
of complex actuators and servos, so the Steamech is
unlikely to fall when parked on difficult terrain.
The Baba Yaga Class Steamech has a unique
vector-autopilot mode that allows the mech to
travel in a single direction until given an alternate
route. This was an early and popular Steamech
utilized by prospectors and explorers, allowing
them to point in a direction and go about
their daily lives while the Steamech traveled to
the horizon. Due to the large size and power
requirements of this Steamech, and because few
remain intact, these machines are highly coveted.
The Baba Yaga, at full standing height, is about two and half stories tall. The main riding platform
and Steamech controls are about five meters up when on flat ground. The primary pilot climbs down
into a cockpit that provides forward and rear porthole viewing. The passengers on the Baba Yaga may
strap into the platform on the top, accommodating three passengers that may act as gunners.
A popular urban legend describes an abandoned junk yard lost somewhere in the Badlands, littered
with hundreds of inoperative Baba Yaga Steamechs. The legend talks about how a powerful Council
member intentionally scrapped all the Baba Yaga Steamechs for fear that they could provide the populace
a way to conventionally leave the known territories, beyond the reach of the Council. Another legend
speaks of a small group of Settlers taking a caravan of Baba Yaga Steamechs into the horizon. The
caravan came upon a place called Half Rock Geyser, where water sprang forth from the ground, and
where the caravan left from to find a legendary valley, Xanadu, an oasis paradise. Of course, none
of these legends are proven, but they do add to the allure, and the selling price, of a Baba Yaga.
Stats
Cost: 45 Kilos
Armor: 3d
Mobility: 1d
Move: 12
Height: 4m
Targeting: 1d
Acceleration: 4
Hit Points: 40
Deceleration: 12
Crew: 1
Armor Points: 40
Passengers: 0
Structure: 3d
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Range (Short/Medium/
Long): 200/300/350
Damage (Short/Medium/
Long): 1d+70/67/64
Armor: 1d
Mobility: 5d
Move: 15
Height: 3.2m
Targeting: 1d
Acceleration: 5
Hit Points: 30
Deceleration: 15
Crew: 1
Armor Points: 10
Passengers: 0
Structure: 3d
Notes: Add +6d Search to Pilots Search when using the sensor system. The Steamech is safely submersible
to 50m for up to 30 minutes. The Steamechs lighting system provides light up to a 50m radius, (50 space
distance in all directions). The hermetic Chassis provides breathable air even in toxic gas environments
with atmospheric filtering and complex valves, as well as air recirculation for up to 6 hours.
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Stats
Cost: 35 Kilos
Armor: 3d
Mobility: 3d
Move: 20
Height: 4m
Targeting: 3d
Acceleration: 5
Hit Points: 50
Deceleration: 20
Crew: 1
Armor Points: 40
Passengers: 0
Structure: 4d
Notes: The forward headlights of the Deep Core Mining Steamech provide light forward in path 10m
wide to a distance of 100m. The Deep Core Mining Steamech can lift three times (3x) its weight
when shifted into low gear. The hermetic Chassis provides breathable air even for up to 2 hours.
Primary Drill
The large powerful drill is mainly a mining removal device and less a weapon, but it does
feature a carbide steel weave giving it the ability to penetrate most materials effortlessly.
Stats
Scale: Heavy
Damage: 1d+100/x2
Arm Grappler
The Arm Grappler is a large clamp-like hand, especially designed for lifting and gripping rocks.
Stats
Scale: Heavy
Damage: 1d+69/x2
Note: The pilot can lock the grappler arm in place with
magnets. Only destroying the grapple releases it.
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Armor: 3d
Mobility: 1d
Move: 12
Height: 4m
Targeting: 1d
Acceleration: 4
Hit Points: 40
Deceleration: 12
Crew: 1
Armor Points: 40
Passengers: 0
Structure: 3d
Version B: Assault.
The success of the Guardian Steamech in point defense led to demand for its use in assault situations. What
better way to storm a fort wall or destroy a Scav encampment than having a Guardian bring the hurt to the
enemy? But assault units required much more mobility than point defense models, as well as more comprehensive
armor. Early models of the PA/B were even slower than the PA/A due to the weight of armor they carried. Their
cumbersome movement nullified much of their combat advantage in brute force.
After breakthroughs in armor plating and improvements in motive systems, Primus Mechanized was able
to introduce the PA/B, Model 4. This front-line assault unit is bulky, strong, moderately mobile and well
armored. It carries the same armaments as the point defense units but is a more mobile and better protected
platform from which to deploy them. Regular Guard units often have a PA/B among their mechanized forces,
while elite Guards who operate as shock troops are often assigned a squad or more of these front-line machines
of destruction. They are typically deployed in the vanguard of a quick attack meant to break enemy lines or
penetrate defenses and defensive structures.
Stats
Cost: 50 Kilos
Armor: 4d
Mobility: 2d
Move: 15
Height: 5m
Targeting: 3d
Acceleration: 5
Hit Points: 50
Deceleration: 15
Crew: 1
Armor Points: 50
Passengers: 0
Structure: 4d
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Hit Points: 50
Armor Points: 60
Structure: 4d
Armor: 5d
Move: 20
Acceleration: 5
Deceleration: 20
Scale: Personal
Range (Short/Medium/
Long): 50/130/230
Damage (Short/Medium/
Long): 1d+80/76/72
Ammo
Version A/B: 50,000 round canisters. Version C: Two 100,000 round canisters. Twice this ammo
load out can be mounted on the PA/C for a penalty of -1D to movement rate. This is a common
practice when the PA/C will be used for an extended battle in an entrenched position.
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Damage (Short/Medium/
Long): 1d+160/150/140
Critical Failure
The loading mechanism jams and cannot fire again until repaired.
Repair
Heavy Weapons, DR Difficult, to clear the jam
Payload: Version A, B: 50 rockets stocked.
Version C: 70 per shoulder mount (140 total)
Note: a Guardian operator firing a rocket launcher too close to his position
will take self-inflicted damage if he is within the blast radius.
Ammo
The Range presented is for propellant-powered Primus Mechanized rounds; cut range by 50% if the launcher
is jury-rigged for home-grown ammo and uses steam-catapult-launched explosive projectiles. The standard
rocket round used is a high explosive akin to a grenade round, but larger. It is rumored that Primus Mechanized
has equipped some shock troop units with specialized warheads to penetrate Steamechs and structures. If
they exist they are extremely difficult for civilians to get hold of. Their exact performance properties will
need to be determined on a case-by-case basis. Persons unable to acquire proper rocket propellant rounds
usually adapt the launcher to a stream-catapult propulsion mode. Projectiles that are steam launched have
the normal range, and will do half as much damage if they are not a regular rocket launcher warhead.
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Armor: 6d
Mobility: 4d
Move: 50
Height: 3.5m
Targeting: 6d
Acceleration: 10
Hit Points: 80
Deceleration: 50
Crew: 1
Armor Points: 80
Passengers: 0
Structure: 6d
Notes: The hermetic Chassis provides breathable air for up to 2 hours before needing a reinfusion of outside air.
Assault Handcannon
This massive gun is especially designed so that no Human may ever fire it and so that only the hand of
a Steamech can do so. The Assault Handcannon uses a barrel-fed canister to load ammunition into the
chamber for firing. The ignition system uses five steamjets, two Tribs, a gauss acceleration system, and a
dial-in capability that determines whether the round explodes on impact or airbursts in mid-flight.
Stats
Fire Arc: Handheld
Scale: Expansive
Type: Heavy weapon
Fire Control: 3d/2d/1d
Range (Short/Medium/
Long): 90/200/250
Damage (Short/Medium/
Long): 1d+100/97/94
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Armor: 2d
Mobility: 5d
Move: 100
Height: 2.4m
Targeting: 3d
Acceleration: 20
Hit Points: 40
Deceleration: 100
Crew: 1
Armor Points: 20
Passengers: 0
Structure: 3d
Notes: At full speed the Trotter gains +4d Jump. Automatic detection of obstacles and floor drop
off engages in time to stop or change course safely, making the mech easy to pilot and drive. A
Trotter can operate for sustained periods of six months before requiring any kind of maintenance
or repair. Repair or maintenance of the Trotter requires Engineering, DR Very Difficult.
Range (Short/Medium/
Long): 40/100/160
Damage (Short/Medium/
Long): 1d+55/52/49
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CHAPTER 7
ADVENTURE DESIGN
Control, politics, power, and money:
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Coaching, Guiding,
and Storytelling
Players often see their Game Masters as experts of
another world. It is highly recommended that anyone
GMing Westward read through the entire core book
to get a good idea of the world, the relationships
between the various groups on Westward, and how
all of them interact. While the people on Westward
are all Humans, there are a lot of variations in
beliefs, culture, language, and prejudice. Westward
is best presented in a fashion that exemplifies the
local customs and laws of a particular Prefect. Each
group of people in Westward lives in something of a
bubble, isolated for long periods from one another,
often developing strange laws, and xenophobic
behaviors based on rumors and legend. Guiding
Players along in a world where much of the population
is distrusting and paranoid provides a good deal of
storytelling opportunities. At the same time, there
are glimmers of hope in local populations - people
who have maintained their sanity. They are the most
likely candidates for Character interactions that do
not result in uncomfortable altercations and combat.
Every Prefect in Westward should hold a Magistrate
or Mayor, a Marshal and deputies, and some other
supporting administrative officials and town council
members. These Characters are likely those with
the most influence and power in any given place,
and they typically present the best pool of people a
GM can use to interact with the Player Characters.
As well, the Mayors and Marshals of towns are
often likely to hire on the Player Characters for
missions and actually offer money in return.
For Players looking to cause trouble, the Badlands lay
riddled with bandits and Ferals. Most of the bandit
gangs and Feral tribes follow some kind of leader,
though the stability of the bandits and Ferals is more
questionable. It is more likely that any bandit or Feral
will outright attack anyone they come across who is
not one of them. Sometimes there is a mutual respect
between bandit gangs and Feral tribes, but crossing
over borders is a quick way to get shot or eaten.
Regardless of where the Characters venture, the
GM should prepare for the worst and hope for the
best. The best way to do this is come prepared
with knowledge about Westward, and writing or
selecting a handful of Adventure Hooks to use just
in case things go in an unexpected direction.
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Adventure Hooks
Unlike The Incident At Fort Southridge, the
following Adventure Hooks are not complete, fully
fleshed out adventures, but adventure outlines meant
to inspire you, the GM in the event you are stuck.
These Adventure Hooks can be used to help kick start
a Westward campaign on the fly, or can be designed
to fit anywhere into your existing Chronicle.
Its up to you to jot down a few more notes after
youve selected which Adventure Hook you want to
run. Decide on an appropriate starting location. Write
up a few Game Master Characters, which you can
either do from scratch or use the Character Templates
in the back of the book. Assign equipment to these
Game Master Characters and youre ready to go.
These Adventure Hooks were meant to give you a feel
of how the attitude of a typical Westward Story
feels. Westward stories, at their core, are often a race
against time with the environment a constant threat
to the PCs survival. At the same time, it sure doesnt
help having a few enemies who would love to see the
PCs dispatched so they can continue on with their
wicked schemes, uninterrupted. Keep in mind that
inspiration can come at any time, and dont be afraid
to make any changes or adjustments to the following
ideas to suit your needs. After all, it is your Chronicle!
Background
A dying explorer crawls back to Fort Gowchain
bringing news that a massive rockslide has uncovered
some immense, possibly ancient iron construct in
the distant mountains. A strange piece of metal
and hastily drawn map in his possession seem
to confirm his story. The Characters undertake
an expedition to verify the report, explore the
artifact, and cash in on a possible rich source of
metal despite shadowy and ruthless competition.
Adventure
Episode One: The Characters begin organizing
an expedition to verify the dead explorers claim,
possibly with the aid of official government
representatives or a wealthy entrepreneur with the
means to purchase gear, supplies, and conveyance.
While making arrangements, the Characters
fend off an ambush by agents working on behalf
of competitors intent on stealing the map and
sabotaging the expedition. Possible competitors
working from the shadows might include a band of
Capital City Guard, opportunistic Scavs, or a special
detachment of Praetorians carrying out Manciple
Primus covert directives regarding the iron ruins.
Episode Two: The Characters face numerous
challenges on the journey following the
map to a location marked on the edge
of the Monument Mountains:
00 Fierce Badlands creatures tear through
camp in the middle of the night.
00 The map leads the Characters through
a treacherous region of crumbling soil
and deteriorating rock formations that
threaten to bury the expedition.
00 Competitors prepare an ambush
that could cost vital supplies.
00 Hirelings or other support personnel conspire
to abandon the expedition after enduring
numerous difficulties, poor treatment, or
despair of heading off into the unknown.
00 Climbing the foothills proves its own
challenge with extremely difficult terrain,
hidden creatures, and harsh weather, all in
the shadow of a distant, dark rock formation
that may or may not be the iron ruins.
Game Masters can further enhance or
propel the action with additional chance
encounters appropriate to the terrain.
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Background
The authorities in Caves hire the Characters to
travel by foot or beast along the Tram line to
Hollis, checking the rails for damage or sabotage
in advance of a Capital City effort to transport
conscript forces into the area to deal with a growing
menace: a large, ambitious Feral tribe reportedly
allied with a well-organized band of Scavs whose
plans can only spell trouble for the Prefect.
Adventure
Episode One: While patrolling the Tram line out
from Caves, the Characters come upon a small
group of Ferals using portable camouflagedusty
tarpaulins giving the appearance of rocksto
undertake some sinister activity on the rails ahead.
While the Characters can use the rugged terrain to
their advantage to sneak up on the Feral saboteurs, it
also allows their adversaries to hide additional forces
nearby, making for a tough fight along the rails. After
the skirmish they discover one dying, yet defiant Feral
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Background
Myletha Othos, an alluring yet discreet envoy
from Capital City, arrives in Yewanrey. She hires
the Characters to help her track down a hidden
Scav outpost and escort her there to negotiate a
temporary amnesty in exchange for the return of
two prominent scientists who were captured while
fleeing from political persecution. Although shes
well-funded -- and thus offers prime incentives and
the means to supply the Characters adequately -Myletha insists on secrecy as they make preparations
and depart for the trip across the Badlands.
Adventure
Episode One: After making hasty preparations
the Characters set off with Myletha to track
down the Scav outpost. The envoy seems to
know exactly where to go, as if shes come this
way before. A chance encounter with one of the
more deadly species of Badlands wildlife proves
Myletha can hold her own in a fight. As they
near low, craggy foothills rife with steep-walled
valleys they come upon a band of conscripts
attacking a Scav patrol. Although Myletha
and the Characters join the fight to aid the
Scavs, none survive the skirmish. After carefully
examining the looted gear, she realizes theyre
close to the hidden outpostand that someones
sent conscripts to hunt down the Scavs, too.
Episode Two: After hiking up a rocky valley with
a narrow entrance and no outlet the Characters
reach the Scav outpost - a conglomeration of
solidly constructed stone blockhouses connected
by improvised walls, surrounding makeshift
tents and shelters. One structure serves as the
gatehouse, but the portal remains sealed and no
sentries respond to the Characters shouts for
admittance. After finding a way inside (climbing
the walls, slipping through a high window, or
unlocking and opening the gate), they discover
the settlement was hastily abandonedthough
one crazed survivor hidden in a deep cave
claims he locked the gate after the yellow mist
mesmerized everyone into leaving. A quick search
reveals two desiccated, deformed corpses in the
courtyard, a fine yellow dust covering a 10-foot
radius around each. Myletha heads directly for
one particular blockhouse beneath which they
discover a subterranean laboratory, including
a sealed vault containing five large, cylindrical
canisters the envoy claims are powerful
incendiary bombs capable of massive destruction.
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Background
The adventure begins with the Characters returning
from some outing in the Badlands. They come
upon the body of a dead prospector with a hunk of
gold clenched in one hand, and a map in the other.
Inspecting the body they find that hes been murdered.
The map is to the location of his mine, in which he
has apparently struck gold. Looking for the mine,
the Characters will fight off potential claim jumpers
and something that has lived in the earth since
before man came to Westward. Will they fight
off the dangers and claim the mine for themselves,
or suffer the same fate as the prospector?
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Adventure
Episode One - Hes dead Jim, but hes rich.
Returning from an outing in the Badlands,
the Characters discover what looks like an old
prospectors body. Hes lying face down clutching
a chunk of gold in one hand and a map to his
mine in the other. Inspecting the body they find
he has what look like puncture wounds in his
chest, possibly from a Feral spear or bullet holes.
The chunk of gold is sizeable and must have come
from a very rich vein in his mine. If they can
claim the mine they might get rich quick. But
who killed the prospector, and why didnt his
killer take the loot? Examining the map they see
the mine is fairly close, so perhaps the prospector
escaped his attackers but only made it this far.
Episode Two - Claim Jumpers Arriving at the mine
the Players discover the old prospectors campsite being
overturned by a group of Feral scouts. It looks like
theyve just arrived and havent gone inside the mine
yet. If confronted they attack the Characters; theyre
hungry. Use as many Ferals as you need to give them
a challenge that isnt overwhelming, but is tough.
After the Ferals are defeated the Characters will
find that none of them have any chunks of gold
on them but they must have killed the old man.
Background
The Capital City Guard was expecting a delivery of
newly created Warpath mech at Fort Custer. The
shipment was supposed to be secret, but word
got out and a Scav gang waylaid the transports,
killed the guards and crew, and stole the mech.
Fort Custer currently has most of it guard
contingent deployed hunting down malcontents
in the Badlands and cant spare a crew to retrieve
the stolen mech. Hearing of their prowess, Captain
Georg - the commander of Fort Custer - contacts
the Characters offering them a handsome reward
and supplies for the return of their stolen property.
Captain Georg of course has no plans to make good
on his part of the deal. Once the mech is returned,
trumped up charges are ready to be leveled on the
Characters. The party must decide to either accept
the deal, or retrieve the mech for themselves.
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Adventure
Episode One: A detachment of Capital City Guard
confronts the PCs while they are replenishing
their supplies in a nearby Prefect. The soldiers are
stern and question the PCs about their identities
to ensure they have the right party. Once they
get the answers they want, they request them to
accompany them back to Fort Custer to meet
with their Commander, Captain Georg.
The soldiers will make every attempt to coerce the
PCs to come with them - even offering money
or fresh steeds. They are not willing to take
no for an answer. If the PCs resist they will be
arrested, and brought to Fort Custer by force.
Episode Two: Captain Georg is a tall man, with
long blonde hair and a huge handlebar mustache.
His demeanor is stern and he expects people to
follow his orders. He has heard of the partys
reputation and sees them as the perfect group
to try and retrieve his stolen Warpath mech.
He explains to the party that Fort Custer is currently
short on Guardsmen since most are on patrols in the
Badlands. He admits to hearing of their adventures,
even naming one or two to get their attention, and
offers them a sizeable sum of money and supplies
to retrieve the mech. If the PCs insist, he will even
offer them some upfront money and supplies.
The captain provides the group with the Scav gangs
last position and a map. He informs them that he
believes the gang is led by the no good bandit Wil
The Scalper Anderson. These bandits are known
to take their victims scalps and not leave survivors.
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Background
Deputy Billy H. Blackheart finds himself a wanted
manon the wrong side of the law after he is linked
to a recent atrocity. The Characters, whether jaggers
or people simply looking for work, are hired by
Blackhearts wife, who is concerned about her husbands
well-being and wants the Characters to please, please,
please bring him back to her safely before he is either
captured or killed by the band of cutthroat jaggers
who have picked up his trail. She knows within her
heart that her husband is innocent and (of course) she
doesnt have a lot of Bits to pay the Characters
Adventure
Episode One: During some downtime and a chance
meeting with Mrs. Blackheart at a local Saloon, the
Characters are roped into helping her track down her
husband who is on the run from a band of determined
bounty-hunting jaggers (Or one ruthless jagger, depending
on the Game Master Character you write up. This jagger
may be an enemy of one of your PCs, or an arch nemesis
of your group of Characters). Give your PCs time to
purchase any gear they may need. Mrs. Blackheart has
a note in her possession that her husband left for her the
night before he took off. The note doesnt necessarily
detail the crime itself, just that he has to right some
wrongs that have tarnished his reputation as a deputy.
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Background
An enterprising scientist hires the heroes to collect
living specimens of several dangerous creatures from
the Badlands and return them intact to his heavily
defended estate on the edge of Capital City, where
he intends to house them in a menagerie to make
money as a bizarre attraction for sight-seers and
use them in experiments to find useful applications
for their biological matter. Aside from a generous
signing bonus, the Characters receive specially
developed experimental weapons designed to subdue
monstrous targets without harming them, plus the
use of a custom-built Tram to transport them along
the lines to areas inhabited by target creatures and
haul captured specimens back to Mortigans estate.
Adventure
Episode One: Upon signing on as Professor
Mortigans enterprising creature-tamers, the
Characters embark on their first hunt, a simple
search for a moderately dangerous animal close to
Capital City. This is an exercise intended to give
them a chance to test the experimental, non-lethal
weaponry necessary to capturing live specimens,
including rifles loaded with tranquilizer serum,
net cannons, electro-passive field generators, and
mechs with padded grappling appendages.
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Background
After an outing into the Badlands one of the
Characters finds that they had a hitchhiker in their
boot, a very poisonous breed of snake native to
the Badlands. The snake, a Badlands widowmaker,
bites the Character but doesnt deliver its full
dose of venom, causing the venom to slow.
Checking with the local docs they discover that
the only known anti-venom can be produced by
acquiring another snake, alive. They hear rumors
that a Feral snake cult can handle the creatures
without being bitten. The Characters will need
to head back out to the Badlands in search of the
snake cult, and either persuade or convince them
otherwise to bring a snake back to save the Character.
Adventure
Episode One: I got bit!: The Characters have just
returned from an expedition to the Badlands. Along
the way one of the Characters (randomly chosen or
a volunteer) or perhaps an important Game Master
Character has picked up an unwanted guest in their
boot. The Badlands widowmaker bites the Characters
but dies before it can deliver its full dose of venom.
The Character is weakened, but it will be a few
days before she feels the full effect of the poison.
Checking with a Doctor, or using their own
skills, the PCs find that the only way to produce
an anti-venom that will counter the poison is
to gather fresh venom from a live snake.
Episode Two, The crazy old hermit: Heading back
out into the Badlands, the Characters look everywhere
for another snake, but to no avail. What they do find
is a crazy old hermit hiding out in the hills. The old
man has lost his mind, but is not really a threat.
If questioned about the snake, hes a bit dodgy about
the subject, hinting that he knows something that
could help them. He asks for a lot of stuff. The
Characters can either give him what he wants or force
him, but eventually he spills the beans. (Quite literally,
he spills his beans, sending him into some ranting
about how clumsy they are.) What he tells them,
after he calms down, is that a group of Ferals have
formed up a snake cult a ways from here. He knows
where they are and can even pinpoint it on a map.
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THE INCIDENT AT
FORT SOUTHRIDGE
Somewhere between Yewanrey and
Fort Southridge, two brothers from Fort
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A Westward Adventure!
The Incident at Fort Southridge can be run as a
one shot adventure, incorporated into an existing
campaign, or used as a starting point that will launch
itself into a full-fledged campaign spanning several
Chronicles. If you plan on working this adventure
into your existing campaign it will require a few
tweaks; the Characters can start anywhere within
the Known Territories of Westward and travel
to Fort Southridge. This traveling portion could
span several adventures in itself, and you could
design a series of connected encounters that will
foreshadow, and ultimately impact this adventure.
For example, you could build a sense of mystery
for your Characters while they are staying
at a settlement like Yewanrey. No one in the
settlement has heard anything from Southridge
and officials are debating about sending volunteers
to Southridge. Suddenly, a mortally wounded
straggler stumbles into town, murmurs something
into the ear of one of the PCs, and then dies.
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Fort Southridge
Fort Southridge boasts a population of approximately
1,250 and lies within the southernmost territory
of the Known Territories. It is the final Fort that
separates the Known Territories from the Badlands
of Westward. When traveling by rail, the mining
settlement of Yewanrey is the last civilized stop
for travelers heading to Fort Southridge. When
departing Yewanrey, the journey by horseback to
the abandoned Fort Spine takes one week. However,
due to the fear of superstition surrounding the
abandoned Fort Spine, most travelers prefer to
avoid it altogether and head directly to Fort
Southridge, which typically takes three, to three
and a half weeks on horseback at a steady pace.
Examples of Traveling Times in Westward
Walking on foot
1,000 miles
2 weeks
Traveling
by horse
1,000 miles
1 week
Wagon, animal
drawn
1,000 miles
1 month
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READ ALOUD: Youve been traveling for weeks. Before leaving Yewanrey, you took the time to rest
up for the evening and stock up on supplies and information at the famous general store, Graysons
Torch & Tavern. Alexander Grayson himself was quite generous, although he didnt have everything
you requested in stock. It was apparent that he too was concerned about rumors of a recent bandit
attack on Fort Southridge. But since no one had been able to confirm whether or not the attack
took place, it remained just a rumor. You purchased your supplies at a decent price, and set off.
Its now late-morning, well into your third week of traveling since leaving the township of Yewanrey. Over the
horizon, a thick column of black smoke rises your first sign that yes, trouble has taken place at Southridge.
As you approach the North Bridge of Fort Southridge, its hard not to be impressed. The North Wall
stands 10 meters tall and is dominated by massive twin cannon on both sides of the main gate. The
main gate itself is covered in a series of complex, interlocking gears. On each side of the bridge entrance
stands a guard, fully decorated and armed with firearm and spear. They notice your approach and move
in unison to block the entrance as a solitary figure carrying a wicked looking rifle over his shoulder
emerges from a small post on the bridge and approaches you cautiously. A third guard sticks by his side.
Features
Equipment
STATS
Hit Points: 48/48
Initiative: 3d
Vitality: 4d (Custom
Body Armor: +2d)
Move: 7
Cinema Points: 3
Experience Value: 3
Dexterity: 3d
Brawl 2d, Dodge
3d, Ranged 4d.
Background
Strength: 4d
Grapple 2d, Lift
2d, Stamina 3d.
Persona: 3d
Command
2d, Deception
1d, Gambling
3d, Intimidation
2d, Willpower 2d.
Intellect: 2d Search
3d, Streetwise 2d.
Aptitude: 3d
Engineering 1d, First
aid 1d, Security 2d.
THE INCIDENT AT FORT SOUTHRIDGE
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Equipment
Medium Caliber Pistols (Range: 10/30/60,
Damage: 1d+36/33/30, Ammo Clip Capacity:
6), Spear (Thrown Range: 2/3/5, Damage:
1d+15/12/9), Composite Armor, Southridge
Security Badge, Communication
Device (mounted inside helmets).
Summary
In this Episode, the Players are introduced to Fort
Southridge. Its their first impression of the Fort,
which is facing hard times in the form of a previously
unknown group of bandits that appear to be well
organized. Visitors are not welcome at Fort Southridge
at this moment, so the Players will be greeted at
the main gate with suspicion, and some hostility,
since they are not expected. The Players will have
to do some fast-talking to get past Captain Zav.
Fort Southridge is the southernmost Fort in all of
Westwards known territories. It is the final remaining
pocket of civilization established between the
unforgiving Badlands and the Human settlements. As
THE INCIDENT AT FORT SOUTHRIDGE
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Features
Strength: 3d Grapple
3d, Stamina 3d.
Persona: 4d
Command 4d,
Deception 3d,
Gambling 4d,
Intimidation 5d,
Willpower 4d.
Intellect: 2d Search
6d, Streetwise 3d.
Aptitude: 2d
Security 4d.
Equipment
2 Medium Caliber Revolvers (Range: 10/35/70,
Damage: 1d+39/36/33, Ammo Capacity: 8),
Marshal Badge, 200 Bits, custom glasses case.
Background
Originally from North Hollis, Richter was brought
up in a strict, disciplinary household. His father
was a miner, and his mother took care of him
and his five younger siblings. When he was old
enough, an Uncle took him for a trip to Capital
City where Richter experienced a chance encounter
with a future employer, and he realized his calling
to become the most feared jagger to walk the
land. As an adult, he had an extensive career and
many successful hunts as a jagger, but a near-fatal
wound forced him into an early retirement. After
healing up, he packed up his belongings and headed
south landing a job as head of security due to his
experience as a jagger. Richter has spent the last ten
years working his way up to the position he now
holds as the second in command at Fort Southridge.
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Strength: 3d
Grapple 1d.
Persona: 2d
Gambling 3d,
Willpower 1d.
Intellect: 2d
Search 2d.
Aptitude: 3d
Security 2d.
Equipment
Medium Caliber Pistols (Range: 10/30/60,
Damage: 1d+36/33/30, Ammo Clip Capacity:
6), Deck of Cards, Gambling Dice, 400 Bits.
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Jerrick
Type: Captured Bandit
Species: Human (male)
Description: Jerrick stands just shy of 6 tall
and he has an average build since life in the
Bad Lands is harsh. He appears to be in his
mid-20s and is dressed in rugged clothing
designed for functionality. He has brown
eyes and thick brown hair. Since its been
several days since hes last shaved, he has
the beginning stages of a scruffy beard.
STATS
Hit Points: 48 / 48
Initiative: 3d
Vitality: 4d
(Armor: None)
Move: 7
Cinema Points: 4
Strength: 4d
Grapple 1d.
Persona: 3d
Deception 1d,
Gambling 3d,
Willpower 1d.
Experience Value: 2
Intellect: 2d Search
2d, Survival 2d.
Dexterity: 3d Dodge
2d, Melee 1d, Ranged
2d, Riding 1d.
Aptitude: 3d
Operate 1d,
Security 1d.
Equipment:
Medium Caliber Pistols (Range: 10/30/60,
Damage: 1d+36/33/30, Ammo Clip Capacity:
6), Deck of Cards, Gambling Dice, 400 Bits.
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Mattheew Jackson (order #5468601)
complement with
mounted gun. 1
metric ton if there is
no gun on board.
Cost: 15 Kilos
Mobility: J11: 3d.
J11-S or any stripped
scouting model: 4d
Hit Points: 24
Armor Points: 24
(J11), 18 (J11-S)
Structure: 2d
Armor: 4d (J11), 3d
(J11-S or stripped
scouting models)
Max Speed: 48 kph
on improved roads; 40
kph on level terrain
Acceleration: 30
Deceleration: 25
WEAPONS:
One 25mm roof-mounted, steam-powered
machine gun (similar design to Guardian
Primus gun); 360-degree attack radius. The
steam and ammo-feed mechanisms are
very bulky inside the vehicle; if removed
they free up room for 2 more passengers.
Name: Viper LR (low-recoil) Autocannon
Scale: Personal
Type: Single: 1 gunner required. Rate of fire can
be maintained longer if a second crewman inside
the vehicle replaces ammo canisters as needed.
Fire Arc: Turret
Fire Control: 0
Range (S/M/L): 50/100/125
Damage (S/M/L): 1d+36/33/30
Rate of Fire: Full Auto, Canister Fed
THE INCIDENT AT FORT SOUTHRIDGE
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Dylan Z
Type: Leader/Veteran jagger
Species: Human (male)
Description: Dylan has sharp features and a
pale complexion. He dresses in all black clothes
and wears a black wide-brimmed hat tied with
a blood red-bandana. His left eye was surgically
removed due to a childhood accident, and in
its place he has an artificial attachment that
covers most of the left side of his head. He
uses his appearance to intimidate those he
considers lesser beings into submission.
STATS
Hit Points: 48 / 48
Initiative: 4d
Type: Jagger
Move: 7
Cinema Points: 3
Experience Value: 4
Dexterity: 4d brawl
2d, dodge 3d, ranged
4d, riding 2d.
STATS
Features
Hit Points: 36 / 36
Initiative: 4d
Vitality: 3d
(Armor: None)
Move: 6
Cinema Points: 2
Experience Value: 2
Dexterity: 4d
Dodge 2d, Ranged
2d, Riding 1d.
Strength: 3d
Grapple 1d.
Persona: 3d
Deception 1d,
Gambling 3d,
Willpower 1d.
Intellect: 2d Search
2d, Survival 2d.
Aptitude: 3d Operate
1d, Security 1d.
Equipment
Medium Caliber Pistols (Range: 10/30/60,
Damage: 1d+36/33/30, Ammo Clip Capacity: 6),
Single-Barrel Rifle (Range: 5/20/35, Damage:
1d+48/45/42, Ammo Clip Capacity: 12), 6
ammo clips, hand restraints, 75 Bits each.
THE INCIDENT AT FORT SOUTHRIDGE
324
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Strength: 4d
grapple 1d.
Persona: 3d deception
1d, gambling 3d,
willpower 1d.
Intellect: 2d search
2d, survival 2d.
Aptitude: 2d operate
2d, security 1d.
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Further Chronicles:
Continuing the Adventure!
Congratulations! While the Characters adventure
at Fort Southridge might be over for now, that
doesnt mean that their experience wont come back
to haunt them in the near future. Give the PCs a
chance to catch their breath and then thrust them
back into the next segment of your Chronicle.
Dr. Tagerrt I. Smyth is ever grateful that his
friend Itara has survived the surgical procedure
that has given her a second chance. The Doctor or
even Itara could have something lined up for the
Characters that pays well. Perhaps Itara, during the
heist that went awry, found some way to hide the
items she had stolen. Shes the only one who knows
of their location, but since she is still in recovery,
she could send the PCs out to retrieve the loot.
A good GM understands that every one of the PCs
actions and decisions has the potential to lead into
the Story arc of the next Chronicle. Unfinished
business always has a habit of showing up when
the Players least expect it. When the adventure
is wrapped up for the evening and everyone has
gone home, take a few minutes to jot down some
notes while theyre still fresh in your mind, and
let them simmer. Inspiration for the next Story
could strike at any moment. Be creative, take risks
outside of your comfort zone, and continue pushing
your boundaries as a storyteller. Good luck!
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Index
A
Adventure
The Incident at Fort
Southridge 306
Adventure Design 290
Mine, All Mine! 298
Our Mech is Missing!
299
Professor Mortigans Experimental Menagerie 302
The Feral Arsenal 296
The Horde Trap 297
The Iron Ruins 295
The Redemption of
Deputy Blackheart
300
There's A Snake in my
Boot! 303
Armor
Field 221
Personal 219
Attributes 50
Automatons
DS-Mk3 231
HCA 232
Little Doc, FMA-90
Field Medical Automaton 233
Mk19 Mule 234
QX90 Translator "The
Imp" 235
s6-Fabricator 235
Steamroller 236
B
Badlands 100
Beyond the Badlands
100
Bits 184
C
Capital City 88, 89
Character Creation 40
Using Player Character
Packages 44
INDEX
328
Mattheew Jackson (order #5468601)
Character Improvement
47
Cinema Points 36
Earning 36
Spending 36
Climate 78
Colonials 104
Conscript 105
Marshal 104
Mech Operator 105
Overseer 106
Tranquile 106
Combat 22
Attacking 24
Combined Actions 25
Fire Control 24
Free Actions 25
Ghosting 28
Grappling 24
Initiative 22
Initiative Leveraging 23
Movement 26
Multiple Actions 25
Range 24
Maximum Effective
Range 24
Running 26
Sneak Attacks 27
Sneak Damage 27
Sneaking 26
Spacing 22
Taking Action 24
D
Damage & Healing 30
Advanced Healing 31
Natural healing 31
Demolitions 218
Derived Stats 51
Difficulty Ratings 20
Diurnal Cycle 78
Domestic Animals 134
Cat 135
Chicken 135
Cow 135
Dog 135
Donkey 136
Duck 136
Goat 136
Hawk 136
Horse 137
Monkey 137
Pig 137
Rat 137
G
Game Time 19
Gentiles 102
Capital City Guards 102
Doctors and Scientists
102
Evangelists 103
Silks 103
Getting Started 15
Enclaves 223
Arm 227
Auditory 225
Com-Tech 226
Leg 229
Visual 224
Vital 229
Equipment 185
Notable 195
Standard 185
Explorers and Settlers
107
Blaster 107
Maker 107
Mover 108
Prospector 108
Techanic 108
History 79
Holidays 78
F
Features 60
Conditional 62
Feature Types 62
Ferals 111
Berserker 111
Legionnaire 111
Mole 112
Rockbiter 112
Frontier 94
Fort Amarell 97
Fort Darling 98
Fort Gowchain 97
Fort Spine 97
Motis 98
I
Inner Territories 90
Aquarium 94
Brimstone 94
Caves 93
Chakoda 90
Dunecreek 90
Hollis 93
North Hollis 93
Yewanrey 90
L
Languages 79
M
Map
Capital City 89
The Known World 77
Materials 15
Money. SeeBits
N
Notable Characters 113
Capt. Mich Strummer
130
Dr. Cera Xercies 132
Dr. Tagerrt I. Smyth 126
Henjo Barrensk 113
Itara Klifinger 117
Jill Strongarm 128
O
Opposed Rolls 20
R
Random Backgrounds
46
Religious Worship 79
S
Scale 32
Scavs 109
Bandit 109
Duster 109
Jagger 109
Sharp 110
Smuggler 110
Skills 51
Academics 57
Artisan 56
Athletics 54
Brawl 54
Business 57
Climb 55
Command 56
Communications 58
Culture 57
Deception 56
Demolitions 58
Dodge 54
Empathy 56
Engineering 58
First Aid 58
Gambling 56
Grapple 56
Heavy Weapons 54
Initiative 54
Intimidation 56
Jump 55
Languages 57
Law 57
Lift 55
Medicine 58
Melee 54
Navigation 58
Operate 59
Persuasion 57
Pick Pocket 54
Piloting 59
Politics 58
Push-Pull 55
Ranged 54
Riding 54
Search 58
Security 59
Sneak 54
Specializations 51
Stamina 56
Streetwise 58
Survival 58
Swim 56
Tactics 58
Throw 55
Vehicle Weapons 59
Vitality 55
Willpower 57
Steamech Parts 255
Arms 264
Augments 268
Barding 276
Chassis 255
Legs 260
Melee Weapons 273
Ranged Weapons 275
Steamechs 254
Complete Mechs 278
T
Tables
Archon 101
Character Improvement
47
Climate 78
Difficulty Rating 20
Earning Cinema Points
36
Fire Arc 34
Healing 31
Movement 26
Opposed Rolls 20
Random Backgrounds
46
Range 24
Scale 32
Starting Money 184
Vehicle Damage 35
Vehicle Movement 33
Veteran Characters 47
Wild Die 21
Tall Tales 101
Tenebrous 101
Underscore 101
Xanadu 101
Terminology 15
Territories 88
Tribs 185
V
Vehicles
Air 246
Ground 237
Handling 33
Veteran Characters 47
W
Weapons
Accessories 217
Notable Heavy 216
Notable Melee 203
Notable Ranged 205
Notable Thrown 215
Standard Heavy 216
Standard Melee 202
Standard Ranged 204
Standard Thrown 215
What is a Steampunk
Western? 15
Wild Die 20
Wildlife
Blade Finch 138
Bloodvole 139
Cactus Snogger 140
Cannon Wasp 141
Concrete Mole 142
INDEX
329
Mattheew Jackson (order #5468601)
Bandit
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 7
Hit Points 48
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
2 sets of stolen Traveler's Outfits
Bedroll
420 Bits
GADGETS
Background
Personality
Objectives
Hiking Pack
2 Water Skins (2 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Terk Revolver
20/30/50
Hunting Knife
1d+48/45/42
Str+22/x2
/
/
/
/
/
/
/
/
Ammo
330
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Berserker
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 8
Hit Points 60
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
370 Bits
Personality
GADGETS
Objectives
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Auto Bow
15/50/100
1d+24/22/18
Revolver - Med. Cal. 20/35/50 1d+30/27/24
Axe
Str+36/x2
/
/
/
/
/
/
/
/
Ammo
10
6
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
331
Blaster
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Straight Razor
Bedroll
510 Bits
Background
Personality
Objectives
GADGETS
Flint & Steel
Thermite Powder Keg
Gunpowder Keg
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
6
12
332
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 7
Hit Points 48
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
1,200 Bits
Personality
Objectives
GADGETS
Capital City Guard Armor (+2d to Vitality)
Communication Device
Emergency Medical Kit
1 Water Skin (1 day Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Auto Shotgun
10/30/50
1d+60/57/55
Revolver - Large. Cal. 20/40/60 1d+39/36/33
Sword - Conscript Str+48/x2
/
/
/
/
/
/
/
/
Ammo
30
5
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
333
Conscript
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 7
Hit Points 48
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
550 Bits
Background
Personality
GADGETS
Conscript Armor (Head and Chest, 1d to Vitality)
Communication Device
3 Water Skins (3 days supply)
Objectives
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
334
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Doctor
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Glasses (2 Pairs)
720 Bits
Personality
GADGETS
Objectives
Communication Device
Emergency Medical Kit
2 Water Skins (2 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
335
Duster
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
700 Bits
Background
Personality
Objectives
Goggles
5 Water Skins (5 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Terk Revolver
20/30/50
Hunting Knife
1d+48/45/42
Str+22/x2
/
/
/
/
/
/
/
/
Ammo
336
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
GADGETS
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Evangelist
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
Gentile Class Wardrobe
1.5 Kilos (1,500 Bits)
Personality
GADGETS
Objectives
Communication Device
Identicard
2 Water Skins (2 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
5/10/25
1d+27/24/21
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
337
Jagger
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
975 Bits
Background
Personality
Objectives
GADGETS
Communication Device
Customized Saddle Bag
Goggles (or Sunglasses)
Handcuffs (6 pair)
5 Water Skins (5 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Terk Revolver
20/30/50
Hatchet
Hunting Knife
1d+48/45/42
Str+33/x2
Str+22/x2
/
/
/
/
/
/
/
/
Ammo
2
6
338
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Legionnaire
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 8
Hit Points 60
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
490 Bits
Personality
Objectives
GADGETS
Composite Armor (Head & Torso, +1d to Vitality)
Gasmask
Saddle Bags
3 Water Skins (3 days Supply)
Typical Quote
WEAPONS
Weapon
15/30/45 1d+60/57/55
Broadsword Str+52/x2
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Ammo
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
339
Maker
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
750 Bits
Background
Personality
GADGETS
Objectives
Communication Device
Glasses (with light attachment)
Kit of Misc. Tools (Some you invented)
2 Water Skins (2 days Supply)
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Typical Quote
WEAPONS
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
340
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Marshal
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
Marshal's Badge
Marshal's Handbook
855 Bits
Personality
Objectives
GADGETS
Customized Saddle Bags
Handcuffs (4 pairs)
Saddle Bags
4 Water Skins (4 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
15/30/45 1d+60/57/55
evolver - Large Cal. 20/40/60 1d+39/36/33
R
Survival Knife
Str+22/x2
Shot Gun - Sngl. Barrel
/
/
/
/
/
/
/
/
Ammo
4
5
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
341
Mech Operator
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
PERSONAL EFFECTS
700 Bits
FEATURES
Personality
Objectives
GADGETS
Steamech (Pending GM's Approval)
Large Steamech Tool Kit
Welding Goggles
4 Water Skins (4 days Supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
342
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Mole
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Several Outfits (Gentile Class Disguises)
855 Bits
Personality
Objectives
GADGETS
Communication Device
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
343
Mover
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
600 Bits
Background
Personality
Objectives
GADGETS
Customized Saddle Bag
king Pack
Welding Goggles
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
4
5
344
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Overseer
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
400 Bits
Personality
Objectives
GADGETS
Communication Device
Handcuffs (2 pairs)
Goggles
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
1d+48/45/42
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
345
Prospector
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
500 Bits
Background
Personality
Objectives
GADGETS
Emergency First Aid Kit
Prospector Goggles
Saddle Bag
7 Water Skins (1 week supply)
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Typical Quote
WEAPONS
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
346
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Rockbiter
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 7
Hit Points 48
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
325 Bits
Background
Personality
GADGETS
Objectives
Typical Quote
Grrrraaaaaaaahhhhhhhhhhh!!!!
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Broadsword
Str+52/x2
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
347
Sharp
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Deck of Cards
Horse (Mount of personal choice at GM's discretion)
Several Sets of Tailored Clothing
990 Bits
Background
Personality
Objectives
GADGETS
Communication Device
Game Kit (Contains several games of chance)
Saddle Bag
3 Water Skins (3 days supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
348
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Silk
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Large Wardrobe
2 Kilos (2,000 Bits)
Personality
GADGETS
Objectives
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Widowmaker Mk III
20/30/45 1d+70/67/55
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
349
Smuggler
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Horse (Mount of personal choice at GM's discretion)
600 Bits
Background
Personality
GADGETS
Objectives
Communication Device
Customized Saddle Bag
Hiking Pack
4 Water Skins (4 days supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Terk Revolver
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
20/30/50
1d+48/45/42
Hunting Knife
Str+22/x2
/
/
/
/
/
/
/
/
Ammo
6
2
350
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
Techanic
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 5
Hit Points 24
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
Background
FEATURES
PERSONAL EFFECTS
Deck of Cards
Pocket Watch (Hand Wound)
375 Bits
Personality
GADGETS
Objectives
Microcore Mk1
Welding Goggles
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
/
/
/
/
/
/
/
/
Ammo
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
351
Tranquile
Name______________________________
Player______________________________
Race_______________________________
Chronicle___________________________
Gender_____________________________
Age ______ Height______ Weight ______
Description_________________________
__________________________________
__________________________________
Dominant Hand_____________________
Cinema Points_______________________
Move 6
Hit Points 36
Dexterity..........................
Initiative...........................
Athletics.......................
Brawl............................
Dodge..........................
Heavy Weapons...........
Melee...........................
Pick Pocket..................
Ranged.........................
Riding..........................
Sneak...........................
Throw..........................
FEATURES
PERSONAL EFFECTS
Several Custom Outfits (Tailored for functionality)
1 Kilo (1,000 Bits)
Background
Personality
Objectives
GADGETS
Communication Device
Customized Saddle Bag
Hiking Pack
4 Water Skins (4 days supply)
Typical Quote
WEAPONS
Left:_______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
Weapon
Right:______________________________
Ammo:_____________________________
Range (S/M/L):______________________
Damage (S/M/L):____________________
Fire Control (S/M/L):
/
/
1d+27/24/21
Str+22/x2
/
/
/
/
/
/
/
/
Ammo
352
Strength...........................
Vitality.............................
Climb..........................
Grapple........................
Jump............................
Lift..............................
Push-Pull.....................
Stamina.......................
Swim...........................
Persona............................
Artisan.........................
Command....................
Deception....................
Empathy......................
Gambling.....................
Intimidation.................
Languages....................
Persuasion....................
Willpower....................
Intellect............................
Academics....................
Business.......................
Culture........................
Law..............................
Medicine......................
Politics.........................
Search..........................
Streetwise.....................
Survival........................
Tactics..........................
Aptitude...........................
Communication...........
Demolitions.................
Engineering..................
First Aid.......................
Navigation...................
Operate........................
Piloting........................
Security........................
Vehicle Weapons..........
______________...........
______________...........
______________...........
CHARACTER
Name _____________________________
Player_____________________________
Trade _____________________________
Race _____________________________
Chronicle__________________________
Gender ___________________________
Age _____ Height _____ Weight _____
Description ________________________
__________________________________
__________________________________
Dominant Hand ____________________
Cinema Points ______________________
Move _____________________________
Hit Points _________________________
FEATURES
Dexterity ....................
Initiative ........................
Athletics ......................
Brawl ..........................
Dodge .........................
Heavy Weapons ..........
Melee ..........................
Pick Pocket .................
Ranged .......................
Riding .........................
Sneak ..........................
Throw .........................
Strength .....................
Vitality ...........................
Climb .........................
Grapple ......................
Jump ...........................
Lift ..............................
Push-Pull ....................
Stamina ......................
Swim ..........................
Persona.......................
Artisan ........................
Command ..................
Deception ...................
Empathy .....................
Gambling....................
Intimidation................
Languages...................
Persuasion ...................
Willpower ...................
PERSONAL EFFECTS
Intellect ......................
GADGETS
WEAPONS
Left: _____________________________
Ammo: ___________________________
Range (S/M/L): ____________________
Damage (S/M/L):___________________
Fire Control (S/M/L):
/
/
Weapon
Range (S/M/L)
Right: ____________________________
Ammo: ___________________________
Range (S/M/L): ____________________
Damage (S/M/L):___________________
Fire Control (S/M/L):
/
/
Damage (S/M/L)
/
/
/
/
Ammo
/
/
/
/
Quick Creation: 10d Attributes, 7d Skills, Hit Points = 12x Str, Move = Str +3, Initiative = Dex, Vitality = Str, 7 Cinema Points
2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character sheet for personal use only.
Mattheew Jackson (order #5468601)
Academics ..................
Business ......................
Culture .......................
Law .............................
Medicine.....................
Politics.........................
Search .........................
Streetwise....................
Survival.......................
Tactics ........................
Aptitude .....................
Communication .........
Demolitions ................
Engineering ................
First Aid ......................
Navigation ..................
Operate ......................
Piloting .......................
Security.......................
Vehicle Weapons ........
______________.............
______________.............
______________.............
WEAPONS
VEHICLE
Description ______________________________________________________________
Name ___________________________________________________________________
Type ___________________________________________________________________
Cost ______________________________
Length ____________________________
Scale _____________________________
Weight ____________________________
Cargo Capacity _____________________
Crew _____________________________
Hit Points _________________________
Passengers _________________________
Armor:
Move _____________________________
Structure:
Acceleration _______________________
Mobility:
Deceleration _______________________
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
FIRE CONTROL
Short
Medium
Long
RANGE
Medium
Long
Short
_________________________________
DAMAGE
Short
Medium
Long
_______________________________
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
FIRE CONTROL
Short
Medium
Long
RANGE
Short
Medium
Long
_________________________________
DAMAGE
Long
Short
Medium
_______________________________
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
FIRE CONTROL
Short
Medium
Long
RANGE
Medium
Long
Short
_________________________________
DAMAGE
Short
Medium
Long
_______________________________
For Scale Personal: Points = 12 x (Armor + Structure), For Scale Heavy: Points = 24 x (Armor + Structure)
2012-2013, Wicked North Games, LLC. Permission is given to reproduce this record sheet for personal use only.
Mattheew Jackson (order #5468601)
WEAPONS
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
MECH
Description ______________________________________________________________
Name ___________________________________________________________________
Type ___________________________________________________________________
Cost ______________________________
Length ____________________________
Scale _____________________________
Weight ____________________________
Crew _____________________________
Cargo Capacity _____________________
Hit Points _________________________
Passengers _________________________
Armor:
Move _____________________________
Structure:
Acceleration _______________________
Mobility:
Deceleration _______________________
Targeting:
AUGMENTS
SHOULDER SOCKETS
FIRE CONTROL
Short
Medium
RANGE
Medium
Long
Short
_________________________________
DAMAGE
Short
Medium
Long
_______________________________
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
SHOULDER SOCKETS
FIRE CONTROL
Short
Medium
ARM SOCKETS
ARM SOCKETS
Long
Long
RANGE
Short
Medium
Long
_________________________________
DAMAGE
Long
Short
Medium
_______________________________
LEG SOCKETS
LEG SOCKETS
Name ____________________________
Type ____________________________
Scale ____________________________
Fire Arc _________ Rate of Fire ______
FIRE CONTROL
Short
Medium
FREE SLOTS
Long
RANGE
Medium
Long
Short
_________________________________
DAMAGE
Short
Medium
Long
_______________________________
Quick Creation: Select Chassis, Arms, and Legs. Determine Move, Acceleration, Deceleration, Armor, Structure, Mobility and Targeting. Hit Points = 24 x (Armor + Structure)
2012-2013, Wicked North Games, LLC. Permission is given to reproduce this record sheet for personal use only.
Mattheew Jackson (order #5468601)