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Maxwell Traver (order #5060272)
Maxwell Traver (order #5060272)
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. SILK-LEVEL BACKERS David Kaufman, Brett Bozeman, Walter F. Croft, Ray Biondi, Gary Ertle, Joe "Vildayvin" Dubois. GENTILE-LEVEL BACKERS Andrew Kelsoe, Alosia Sellers, John M. Trivilino, Julien A. Feraud, Mark Bisignano, A. Boorem, Peter *LifescanX* Poulsen, Scott Kehl, Angus Abranson, Morgan Hazel. TRANQUILE-LEVEL BACKERS J. Myllyluoma, Brett Easterbrook, Craig Maloney, Chris "RSRD" Parslow, Vincent Ecuyer. OVERSEER-LEVEL BACKERS Benjamin & Linda, Rob Eichner, Casey Houser, Benjamin Perrault, Stork, Tyler J Leben, Tomas J Egan, Sean Metzgar. MARSHAL-LEVEL BACKERS Barthlemy Alezandaru, Andrew 'Wolfy' McMullin, Kyle Miller, Paul Jackson, Squirrely Chris, Brandx2001, Jacques DuRand, James W. Keller. CARAVAN-LEVEL BACKERS Richard Brooks, Braden Dougherty, Alexander Allan. TECHANIC-LEVEL BACKERS Nicholas Kulesa, Chris Tomas, Gabriel Hernandez, Erik Ledyard, Phil Zaczek, Kyle Burckhard, Dead Parrot, Lode "Lead Storm" Schonkeren, Bradford T Cone, Olothmeryl, Richard Heales, Alex Parker, ASH LAW, Purple Duck Games, Chris Fazio, James Gunter. PROSPECTOR-LEVEL BACKERS Christopher MZ Sauro, Angelo De Stephano, Steven Osswald, Marion F. Carpenter Jr., Kyle Payne, Todd Bergez, fm graves, Wayne West, Aaron Potts, Paolo Fearnley, LIKYAM YUAM, "Mad Doc" MacKenzie, Brandon Baker, Michael Kowalski, JD Figura, Austin Stanley, Phil Doud of Alatha, Nat "woodelf" Barmore, Kevin Stoner, Rodney Tompson, Brian Kelsay @ripcrd, Pascal, Joseph & Adrith Bicchieri, Jonas Hansson, Marchus Stensrud, Terry T, Jason Carter, Elijah Ball, Stras Acimovic, Steve "Slipperboy" Donohue, Robert & Amanda Daley, Wayne Moulton Jr., Robert De Luna, Ryan AxeBeard, Renzo Crispieri T., Mark Maibroda, Erick E. Arnell, Phil Binkowski, Mischa D. Krilov, Brendan Mason, Alan Millard, El Haquistadore, Bernd Teichert, David 'Doc Blue' Wendt, Bryan "crazybear" Meadows, Jean- Baptiste Vlasso, Kalman Spigel, Sean "Tarrek the left hand gun" Connor, Aaron & Candace England, Aaro "Orthas" Vierti, Wajanai Snidvongs, Vladimir Dzundza, Rodney Hankemeier, Kyle MacKay, Edin Sumar, Todd Nation, James Swaer, Matt Widmann, Jan Egil "Jedidiah Curzon" Bjune, Yolgie, Mage, Michael D. Blanchard, Brent Wolke, Arthur Santos, Lorien, Rob Trimarco, Liam Perry, Rev. Jim Best, Kurt Zdanio, Sterling Hershey, Peter Schweighofer, sazliMN, Wayne Humeet, Shane Williamson, Big Nick, Joey Mullins, Dylan A. Rogers, Christopher "Ju Ju" Merrill, A. 'Greywoulf' Fink, Chris Snyder, Shannon Maclean, Jerey Palmer, Z. Daniel Esgate, Ted Ludemann. Rachel & Special Tanks To Maxwell Traver (order #5060272) Simon Waugh, MAD MAN DAN!, Ralph Mazza, johannes "sharnt" dongelmans, John Coates, Kenny Dieterich, Flavio Faz IV, Peter, Karen, Grace & Rose Harper, Peter Engebos, Tomas Krmke, Craig Johnston (ash_cxxi), Alan Orr, Kevin Mayz, Fabio Denis Romero, Jason Hayes, James John, Keith Preston, Anthony "Runeslinger" Boyd, Gilbert Isla. David Morgans, Eric W. Olson, Tequila Matt, Paul Vogt - Te Hopeless Gamer, Kevin Flynn, Matthew Edwards, Borja "Khaine" Salcines, Robert Farmer, Patrick Ciraco aka Te Ancient Gamer!, Pete Hurley, Marshal MDS Culpepper, Andrew Walker, John Pope, Dave Ellingwood, wyrmgear, RF Percy, Fastidious Monk, Simon Forster, Casey Karner, Ben Nesbitt, Calvin Chou, Flaggy, Matthew Broome, Tomas Seymour-Turner, Jason Corley, Joseph Boeke, michael hall, Morgan Dodge, Jordan Lennard, John A W Phillips, Robert "Rev. Bob" Hood, Joshua E. Tippetts, Jonathon Burgess, Simon Ward, Scott E Dicken, Gary Hoggatt, Ernesto "Montalve" Ramirez, Beth Felosi, Casidhe Nebulosa, Sir Lee DePiro, Emrys W. Hopkins, Rishi Agrawal, Anthony S. Vornheder, Todd Showalter, Joo G. Castro, Cool Hand Luke Reeves, Frank Laycock, James Littleeld, John D. Kennedy, Steven Vest, Brent Walters, David Cummings, Jeremy Whalen, Jordan Sanderson, Jason Nell, Glenn Mochon, Steven D Warble, Mike Browne, Jonathan McAnulty, John Shannon, Ruben Acua, Adrian Klein, John Morrow, Adam Everman, Aaron Wong, Stephen Joseph Ellis, Je Scifert, D. Lacheny, Brent Landry, Sarah Devier, To Keep Te Peace, James "da Mayor" McKendrew, Jordan Dennis, Volker Greimann, Michelle Elbert, Vitamancer, Torolf, Tim Knight, Tamsyn 'Destroyer of Worlds' Kennedy, Andy Barrett-Venn, Grant Lindsay, Tax, Mike "Lucci" Carlucci, C. Joshua Villines, Eric Coates, Josh Short, David Wolf, James Bell, Phill Winters, Je Sampson, Matthew McFarland, Justin Stoddard, John Lawren James, Taylor W. Dunn Esq., Daniel Taylor, Dennis D Rude, Manata, White Paws of Rhyton, Jordan "Webhead" Steelman, Adam Crossingham, Marc Williamson, Tim Czarnecki, Maurice Tousignant, Scott Neal, Zachary Aab, Royden Clark, Andrew Schubert, Jon Uzel, Christopher Hill, Ray Schmidt, minitrue, Derrick Keplinger, Chris L. Kimball, John Bellando, Jeremy Kostiew, JP Sauers, Matt Jackson, David Lacerte, Jon "Te Vicar" Stallard, Bruce McGeorge, Mitch A. Williams, Taylor "Te Snarky Avenger" Kent, Je Zitomer, Alex Hakobian, Stephanie Bryant, Ranger Dave Ross, Andrew J. Hayford, Ron Hay, Dave Bapst, Trever Bergh, MysticMoon, Timothy Smith & Sara Biondi, Chad "Doomedpaladin" Middleton, Brian Allred, Christopher Fairbanks, Gauthier Descamps, Matthew Wasiak, Joseph Meyer, Brian "Fitz" Fitzpatrick - GameKnightReviews.com, Witt Sullivan, John 'Butch2k' Barrack, Kyle "Fiddy" Pinches, Travis Bryant, Sir Ian Mothorpington III, Tomas "Athrun" Butler, Stefan Ernst, Morgan Weeks, David Dalton, Michael Ostrokol, Mike Bowie, Ryan "Gilligan" McRae, Chris Slazinski, Andrew J. Rash, Bangrim, Chris Brind, Joseph Cwik, Jocelyn Perreault, Nadia Cerezo, Jason Paul McCartan, Clive Oldeld, Mike Fraley. BANDIT-LEVEL BACKERS Jonatan "Igor" Snderhousen, Dirty Johnny, Trentin C Bergeron, Atomixwah, Christopher Mennell (Te Secret DM), Yeyoman, Nathan Russell, Joey MacArthur, Guillermo Llosa, Yifan Ng, JoeyR, Lostsatyr, Andrew Maizels, Derek M. Brown, Ignatius Montenegro, Sam, Ezequiel Calderara (Ironicnet), JT Scott, N Phillip Cole, Cast Iron Bittershanks - cook of the McDerp Clan, anonymous, Tony Love, Judd M. Goswick, Ron Krause, Patrice Hd, Leif Erik Furmyr, Paul May, Ryan Chaddick, Rolf Borei, Lauri Sankari, Stephen Esdale, Jason R Mosack, Reverance Pavane, M.A., Steve Lord, Matt Dowis, Benjamin Bangsberg, Tim"dabadger"walker, Colin Urbina, Carey Williams, Omer G. Joel, Michael Miguel-Sanchez, Michael G., Daniel Sacdpraseuth, Steven Lund, Ambrose "Pappa Doc" Hawk, Mircea Ungureanu, Henry Lonwind, Christopher Rowe, Brad Osborne, Sean West Money, psthmn, Scott Kemme, Phillip Bailey, David Jenks, Ralf Sandfuchs, Jeremiah Zerby, Tom "Te Monster" Hoee, Rick Harrelson, Stephan Szabo, Craig Bishell, Rhino, ArthurDent, Sergio Silvio Herrera Gea, Frank "Peach" Piechorowski, Joshua Ramsey, David E Mumaw, Wild Bill "Mashurface" Etherington, Curt Meyer, Lowell b stouder, James "Dregg" Carpio, Dana Bayer, Brian Lauer, Lester Ward, Guillaume Bernard, Greg Walters, Sterling Brucks, David Bowers, Jon Leitheusser, Chris Mays, zero executioner, El Barto, Robert Stehwien, Roderick Edwards, Winter Arcane, Billy D. Spelchan, Curtis Hay, Craig Perko, Maxim "Green_eyes" Nikolaev, David Panseri, Michael Zautner, Chris Michael Jahn, Trent Kennedy, Raymond A. Croteau, Chris Tompson, Mike Bentley, Andy "awmyhr" MyHR, David O'Bryon Davis II, Johnathan Tan, Adam Tyler Hutcheson, Malcolm Coull, Larry Moore, Sertok, Amanda Hawes, Adam Robichaud, Daniel Munson, David Nielsen, Alex, Benjamin Gerber, Rick Jones, Brian J Pettengill FERAL-LEVEL BACKERS Andrew "Quarex" Huntleigh, Sroek, Mats Tnnehag, Brenda Noiseux, Lloyd Rasmussen, Jim Ryan, Gove1080, jason marks. Maxwell Traver (order #5060272) OGL OPEN GAME LICENSE Version 1.0a Te 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. Denitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game 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 identied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specically 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, concepts, themes and graphic, photographic and other 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 eects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically 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. 2. Te License: Tis License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must ax such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Oer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sucient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. Te use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Te owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Maxwell Traver (order #5060272) 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aected. 13. Termination: Tis License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc. Cinema6 RPG Framework, Copyright 2011, 2012, 2013, Wicked North Games, L.L.C. Westward: A Steampunk Western Role Playing Game, Copyright 2013, Wicked North Games, L.L.C. Cinema6 RPG Framework, WNG, and Westward are trademarks and properties of Wicked North Games L.L.C. PRODUCT IDENTIFICATION: Product Identity: Te 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 Klinger, 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. Maxwell Traver (order #5060272) ARTWORK 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 davidwsher.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
WRITING EDITOR Nick Barone WRITING & CREATIVE CONSULTING J. Elliot Streeter Brett M. Pisinski Peter Schweighofer www.grionpubstudio.com Deborah Teramis Christian deborahteramischristian.com Varon Cook Wayne Humeet Casey Karner Gabriel Streeter Paige McKee Cory DeVore Raymond T. Biondi Nikki O'Shea
PRODUCTION 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 Registered 2013, Wicked North Games, All Rights Reserved. Westward: A Steampunk Western Roleplaying Game. ISBN 978-0-9837782-4-0 Library of Congress Control Number: 2013947090 Maxwell Traver (order #5060272) 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. Tank 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 ction 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 lled 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 oered 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 ocial, new material from the publisher (what some consider dead games). Te internet oers them a venue for nding 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. Tat 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. Pirii Scuwiicuoiii VIRGINIA, JUNE 2013 Peter Schweighofer is a writer, editor, and game developer with more than 20 years of experience in the publishing eld, including time working for many companies in the adventure gaming hobby. Hes perhaps best-known for his contributions to West End Games Star Wars Roleplaying Game line. He continues freelancing for the adventure gaming hobby and pursues his own game publishing projects under the auspices of Grion Publishing Studio. Maxwell Traver (order #5060272) INTRODUCTION . . . . . . . . . . . . . 10 What is a Roleplaying Game? . . . . . . . . . . . . . . . . .12 Westward Terminology . . . . . . . . . . . . . . . . . . . . . .15 Chapter 1: Gameplay Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Te Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Dice Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Option Rule: Te 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 Te 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 Te 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 Te World of Westward . . . . . . . . . . . . . . . . . . . . . .78 A Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79 Te Territories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Te Frontier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Te Badlands of Westward . . . . . . . . . . . . . . . . . . . .100 Tall Tales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101 Te People of Westward . . . . . . . . . . . . . . . . . . . . . .102 Notable Characters . . . . . . . . . . . . . . . . . . . . . . . . .113 Henjo Barrensk . . . . . . . . . . . . . . . . . . . . . . . . . . .113 Old Ben. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Vildayvin Devaron (a.k.a. Vil) . . . . . . . . . . . . . .116 Itara Klinger . . . . . . . . . . . . . . . . . . . . . . . . . . . .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 Te Wildlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138 CHAPTER 6: TECHNOLOGY . . . . 182 Bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .202 Weapon Accessories . . . . . . . . . . . . . . . . . . . . . . . . .217 Demolitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219 Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .223 Visual Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . .224 Auditory Enclaves . . . . . . . . . . . . . . . . . . . . . . . . .225 Com-Tech Enclaves . . . . . . . . . . . . . . . . . . . . . . . .226 Arm Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . .227 Arm Enclaves (Con't). . . . . . . . . . . . . . . . . . . . . . .228 Leg Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228 Leg Enclaves (Con't) . . . . . . . . . . . . . . . . . . . . . . .229 Vital Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . .229 Te Automatons . . . . . . . . . . . . . . . . . . . . . . . . . . .231 DS-Mk3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .231 Maxwell Traver (order #5060272) HCA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232 Little Doc, FMA-90 Field Medical Automaton . . . . . . . . . . . . . . . . . . .233 Mk19 Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234 QX90 Translator "Te 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 Ve- hicle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .241 Te Castleberry Courier . . . . . . . . . . . . . . . . . . . .243 Centurion Windrider . . . . . . . . . . . . . . . . . . . . . .245 Air Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 Gunboat Class Airship. . . . . . . . . . . . . . . . . . . . . .246 Gundalow Class Airship . . . . . . . . . . . . . . . . . . . .248 Inltrator 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 Te Iron Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . .295 Te Feral Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . .296 Te Horde Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . .297 Mine, All Mine! . . . . . . . . . . . . . . . . . . . . . . . . . . . .298 Our Mech is Missing! . . . . . . . . . . . . . . . . . . . . . . . .299 Te Redemption of Deputy Blackheart . . . . . . . . . .300 Professor Mortigans Experimental Menagerie. . . . . .302 Tere's A Snake in my Boot! . . . . . . . . . . . . . . . . . . .303 THE INCIDENT AT FORT SOUTHRIDGE . . . . . . . . . . 306 A Westward Adventure! . . . . . . . . . . . . . . . . . . . . . .308 Episode One: Te North Bridge . . . . . . . . . . . . . . . .312 Episode Two: Springing the Bandit from Jail . . . . . .318 Episode Tree: Are We Tere Yet? Te 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 BLANK CHARACTER, VEHICLE AND MECH SHEETS. . . . . . . . . . . 353 Maxwell Traver (order #5060272) 10 INTRODUCTION INTRODUCTION WELCOME TRAVELER, to the world of Westward! Over three centuries ago our ancestors were forced to make the decision to settle on our here home world, Westward. Tis is a record of the world, as we know it, in here and now. It was exactly three hundred forty three years ago when the settlers rst crash-landed on this planet. Tey, like the current Capital City folk, were all Gentiles. Since then folks have adapted to the environment, and have been spreadin out ever since. Were livin o the land and were gettin by as best we can. We put to use our bits, and our water when we can get it, makin the steam go as far she will, givin us an advantage over land and lizard. We are livin out as far as resources allow, but aint for folks turnin Feral, or mayhaps wed be out a bit more. Folks are too scared though. Goin into the wastes makes us Feral and come back killin and eatin one another. Troops also been sent out to outer forts and settlements, but folks still dyin out there. To make matters worse for all of us, them bandits have been organizin and attackin lots of caravans bringin supplies to the outer territories. Were risin up though, callin ordinary folk to arms, and takin up this here cause for survival. Here is our home, dirt and all, and were ready to die ghtin for it! For Westward! Cairaix Micu Suiisuor Sriuxxii STEAMECH PILOT, PHILOSOPHER Maxwell Traver (order #5060272) Maxwell Traver (order #5060272) 12 In your hands, you hold a key that opens up a doorway into another realm deep within your imagination. A Roleplaying Game (sometimes referred to as an RPG) is a storytelling game. Westward is best played with a group of two to six Players (typically friends), plus a Game Master, or GM for short. Te Players each create a single Player Character (PC) whose role they will act out through the course of the Chronicle. It helps to think of the PCs as the main Characters that are featured in the GMs Story they are the Storys band of protagonists. In each Chronicle, one person in the group must assume the role of the GM. If the GM wishes, she can make a Character that interacts with, and is part of, the group of PCs. Tis Character is a Game Master Character. (More on Game Master Characters in Chapter 5: Te Known World.) Please note that having a Game Master Character is optional, depending largely on the GMs storytelling style. Te GM acts as the referee and (in movie-making terms) the director. She provides the narration, describes the Setting, explains whats going on, and determines how the drama unfolds in response to the PC actions that help move the Story forward. It is up to the Players to decide how their Characters react to the situations provided by the GM. In this collaborative storytelling eort, the Game Master decides some outcomes, while a roll of the dice determines others. If a dice roll is called for, the Player takes his Characters Attribute dice and adds any appropriate Skill dice he may have. Tis dice pool is what the Player rolls to determine whether their Character succeeds or fails at the task. AN EXAMPLE OF 10 MINUTES OF YOUR TYPICAL GAME PLAY: After reading through the history, Paige browses through the Character Templates of Westward and decides that shell be playing a Human Jagger named Kren Sinner. Shes plotting to steal top- secret Technology back from a Bandit camp located in the Badlands. Tyler chooses to play a Human Local Marshall named Maddox T. James. Hes working for the Mayor of Southridge and he hired Kren for this job. As Kren makes her way over to the Mayors oce in Southridge, Kyle (the Game Master) opens up with the scenes narration. KYLE (Addressing Tyler): Okay Maddox, you have your orders from the Mayor - hes after some top-secret Technology that was recently stolen from Southridges vault during the Bandits last raid on the Fort. Te Bandits raid was more ruthless than usual; there were several casualties including two fatalities. What has left the Mayor and his team perplexed is that the raid seemed to be a diversion for a team of Bandit operatives to strike the bank, where most of the causalities took place. Te Bandits broke the lock on the bank vault and were able to steal the tech and make o. Kyle takes the time to draw a quick sketch of the scene and places Maddox close to the Mayors Oce. Richter, the Mayors right-hand man, stands close to Maddox and hands him the Mayors orders. Kren approaches the pair. TYLER (As Maddox): Welcome to Fort Southridge, Kren Sinner. Weve heard a lot of praises for your quick and ecient work. Long story short, INTRODUCTION Maxwell Traver (order #5060272) 13 we had some valuable items stolen from us by the Bandits. Te Mayor wants them back. PAIGE (As Kren; uncompromising): You know my rates. When do I leave? KYLE (As Richter, the Game Master Character): You mean, when do you both leave? Maddox, you arent getting out of this one that easily. Besides, you owe the Mayor after that last incident. Kyle describes Richters actions by mimicking him unfastening the safety strap on his custom revolvers holster as hes talking. Both Paige and Tyler exchange in-character, uneasy glances. KYLE (As the Game Master): Richter is making an Intimidation Check so that Maddox wont get any funny ideas, Tyler. You may roll your Willpower Check to resist. Kyle looks over his Game Master notes and nds Richters stats. He takes Richters Persona Attribute of 4d (four six-sided dice, or 4 d6) and his Intimidation Skill of 4d (four six-sided dice, or 4 d6) and adds them together to get a total of 8d (8 d6). Kyle makes sure one of his 8 dice is dierent from the rest; this d6 is his Wild Die (For more information on the Wild Die, see Chapter 1 - Game Play). Kyle rolls the 8d and adds the dice up. He comes up with a total sum of 23, which is a Dicult on the Diculty Rating (DR) chart. During this skill check the Wild Die came up with a 5, so he added it to the total as a normal d6. Tyler checks his Character Sheet. During character creation, he gave Maddox 2d in the Persona Attribute and 1d in the Willpower Skill. So Tyler rolls a total of 3 d6. Tyler selects two dice plus his Wild Die and rolls a total sum of 10, only getting a 2 on his Wild Die. Tyler groans. Paige has also placed 2d in Krens Persona Attribute but gave her 2d in the Willpower Skill. She rolls a total of 4 d6. She selects 3 dice plus her Wild Die and rolls a total sum of 12, but she comes up with a 1 on her Wild Die! Tis isnt good for Kren. KYLE (Addressing Paige): Ouch! Im sorry Kren, please reroll your Wild Die. Paige does so and comes up with a 2. Checking the table on page 21, she can only total her two highest dice from the pool. She drops the two lowest dice (the 1 from her rst Wild Die throw and a 3) and adds up the two highest (another 3 and a 5) for a total sum of 8 for her Willpower Check against Richters Intimidation. KYLE (Keeping in mind the results of his players rolls, he determines that Richter denitely has the upper hand in this situation): Te seriousness in Richters tone leaves absolutely no room for negotiation, Maddox. In fact, by beating your score by 13, he catches you o guard and you reexively take a couple steps away from Richter, towards Kren. You know for a fact that hes not afraid to use that revolver of his. Te man isnt known for sympathy. TYLER (While gulping): Maddox gulps, and falls into place not wanting to get shot today. KYLE (To Paige): You know from experience, that the rmness in this mans voice is not to be tested. Judging from Maddoxs reaction to Richter, you get the gut feeling that those who dare oppose Richter often end up bleeding from a couple of fresh, new holes dealt by that nasty looking custom revolver on his hip. PAIGE: Kren does her best to stand her ground against Richters authority, but more so in a respectful way versus showing signs of hostility. In fact, shes nodding in Maddoxs direction. (Now as Kren, sarcastically): And you expect me to work with that? TYLER (As Maddox): Oh, boy. KYLE: BOOM! Before either of you two or Richter can act, the southern defense wall of Southridge explodes in a huge reball! Any passersby or denizens of Southridge immediately scatter for cover. Its evident that the last attack is still fresh on their minds. As a section of the wall caves in on itself, it becomes obvious that theres something big smashing its way through what remains of the wall. A gigantic Steamech, some eight or nine feet tall, emerges from the debris. Its wicked-looking arm cannons begin to reload as a booming voice echoes from its loudspeaker. KYLE (As the Steamech Pilot; in a maniacal tone): Ha, ha, haaaa!!! Whos ready to die today!? KYLE (As the Game Master): Maddox and Kren, please roll for initiative. INTRODUCTION Maxwell Traver (order #5060272) 14 THE WESTWARD UNIVERSE BEHIND THE CAMERA As we unravel each unique Story set on Westward, it is important to understand the components of how to tell a cinematic Story. Each Story is broken apart into a Premise and Scenes, and each Scene has two major components, a Setting and Events. A Setting is the place and time of a Scene, and Events are what happen during a Scene. For describing a Scene in Westward, a Setting is still a place and time; the Events, however, are constantly changing as the GM and Players react to each other and shape the Story together. Te GM will set up the Scene, which triggers an Event. Te Characters react to the Event, the GM responds to the Characters actions, and in this way they create the overall Scene. Te Cinema6 (c6) core rules provide a unique method for handling and facilitating the role-playing of a dramatic Character intermingled with action and climactic Events. Each GM ultimately creates his or her own Story, or uses a published module which provides a Westward Story. Tis Story will shape each Episode, Scene, and game Session. A Storys theme can involve such elements as science ction, horror, adventure, fantasy, lm-noir and crime, westerns, war-torn epics, thrillers, or even romances. Everyone has a favorite lm or television genre, and it is through these many forms of storytelling that we nd inspiration and ways to expand our imaginations. As c6 grows and evolves, its purpose will never change: to simplify the experience of role-playing within the action and adventure of a movie while maintaining ow and storytelling as much as possible. To that end, the Cinema6 RPG Framework also encourages Players and GMs alike to develop their own oshoots that take advantage of genres, and to expand upon them in ways no one has ever seen. Tere are so many combinations of genres we have yet to experience, but many have worked well and bring with them a great deal of excitement and fun. Whether we choose to adopt an existing Story for the Azamar or Westward universes, or we choose to create our own, the Cinema6 RPG Framework provides the means to accomplish whatever Story a GM desires to tell. INTRODUCTION Maxwell Traver (order #5060272) 15 WHAT IS A STEAMPUNK WESTERN? Steampunk is largely considered a sub-genre of science ction that heavily features Victorian-era technology, inspired and redesigned by steam-power. Its one part attitude, two parts style, and one part functionality. Meanwhile, the Western aspect deals with the American Old West styles, themes, and imagery. Surviving the harsh environment is central to most Westerns, and with Westward, everyday survival is a huge part of your Story. Take these two genres and mix them together with a lack of resources, and your Characters chances of survival are scant, at best. GETTING STARTED Roleplaying games are a way to explore our imaginations together, where the Game Master (the GM) provides guidance to players, who individually take on characters in the imagined universe. In this case, Westward is the stage where the GM and players see these stories play out. To get going in Westward, it is good to have a basic understanding of the history of the people who live in the known world, their motivations and goals, and their stories. 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 nally, up to twelve six-sided dice (12 d6). EVERYTHING ELSE IS OPTIONAL An important aspect of understanding and playing Westward, and the rst rule this book will provide, is: if you do not like a rule, do not use it. Te rules provided in Westward are to serve as a guide so that a GM may create and run a game with a group of players and be on equal footing. When ignoring some rules, take into account that they are there because of extensive play testing to provide a balanced and loose storytelling structure for as many people as possible to enjoy. But this does not mean you should not change or remove the rules to t your playing styles. Have at it! C6 Te Cinema6 Role Playing Game Framework. Chronicle Te series of linked events made up by one or more Episodes of a game. Combat A moment when conict occurs directly or indirectly with the Player Characters. D6 A Six-Sided (6) Die. DR Diculty Rating; the named target range for the sum required of a specic roll of dice. Episode Refers to a single session of gaming. Events Te things experienced by the PCs during a Scene. GM Game Master; the person who narrates, orchestrates, and referees the story for a given group of gamers. HP Hit Point(s); points used to measure a Characters Health, Fitness, and Well Being. Extra A Game Master Character; a role assumed by the Game Master to interact with the Player Characters. PC Player Character; a Character role taken on by a Player other than the Game Master. Premise Te basic summary of a Chronicles Story. Props Equipment that the Player Characters own and carry in the game, such as clothes, money, sundries, vehicles, and weapons. Round Te basic unit of time during Combat. A Round is the equivalent of 6 seconds that Players use to decide their Characters actions at that given moment. RPG Role Playing Game. Scenario Te series of events that make up a Scene. Scene A time during an Episode taking place in a single, specic location (i.e. Nightclub). Session A time when and where Players get together to play a table top RPG, typically consisting of multiple Scenes that comprise pieces of the Story. Setting Te place and time of a given Scene. Stage Te location, scope, and timeline around a Combat Sequence. Story See Chronicle. INTRODUCTION Maxwell Traver (order #5060272) 16 CHAPTER 1: GAMEPLAY GAMEPLAY CHAPTER 1 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. Tere 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. Tat 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. Tere 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 ndin those opportunities, or, in some cases, makin them happen. Tat 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. Tat is one thing for good luck I will do. What man doesnt like a lady blowin on his dice? Ricixaio Rioci Dixxii rui IV PROFESSIONAL CON MAN, GAMBLER, RISK-TAKER Maxwell Traver (order #5060272) Maxwell Traver (order #5060272) 18 CHAPTER 1: GAMEPLAY Game Masters should prepare for games, even if its only a brief set of notes. Te most important thing to understand when Game Mastering in Westward is that the world is a place for the Players to explore, so a GMs greatest tool is knowledge and the ability to answer questions about the world. If an answer to a Players question does not exist, the GM is in a spot where they must provide an explanation that remains feasible, believable, and continues the tone of Westward. Te best thing to do when organizing for the game is to get a small notepad and pencil, and write down three to four goals. Make one or two of the goals long term, and the others shorter term, attainable goals. Long-term goals are the impetus behind the Story, and the primary motivation that drives the Characters. Short-term goals provide alternative options, and side quests that Characters use to improve and prepare for various other challenges. Having these ideas ready for the Players is perhaps the most important preparation you can make. Jot down a short list of random names to use for impromptu Characters you want to provide for interaction with the populace of Westward. Tese Characters will add imagination and dynamic ow to your game, and prepared Character names make it seem as if you are a well-prepared GM, regardless of whether you lled in more details ahead of time. Tis perception can make Players more amiable towards the GM, making it easier later to better guide the Players through a Story. One nal suggestion to remember when organizing for Westward is to keep in mind two things: it is only a game, and to make sure that everyone involved has fun! West End Games designed OpenD6 Gaming for cinematic gaming, and the D6 System saw the height of its popularity in the mid-1990s when they paired it with the Star Wars RPG license. OpenD6 is a versatile and lightweight game mechanic that lends well to any style of game play. It works best with cinematic and exciting games that demand fast-paced action and death-defying feats. Wicked North Games created the Cinema6 RPG Framework as an OpenD6 variant under the OpenD6 OGL in 2010. Te creation of Cinema6 followed the guidelines for continuing the robustness of the game mechanics, while simplifying the game play. Cinema6 is an ever-changing system that oers the experience of standard OpenD6 gaming with a variety of options that make it easy to understand and play. Read further to get an understanding about OpenD6 and Cinema6, and how Cinema6 works for the world of Westward. WHAT IS OPEND6 GAMING? 0 An Open d6 Role Playing Game has a Game Master and Players. 0 A Game Master (GM) is a person who referees and oversees the game play - including selecting and observing Game Rules, describing a Setting and environment, and role-playing Game Master Characters. 0 A Player is a person who has a Character to play. 0 Each Character has a number of Attributes and Skills. 0 Each Attribute and Skill has a value. 0 Attributes are a Characters innate abilities. 0 Skills are specic applications of the Attributes. 0 Skills inherit the value of an Attribute if they do not already have a value. Westward uses a variant of OpenD6 called the Cinema6 RPG Framework, (c6). Maxwell Traver (order #5060272) 19 CHAPTER 1: GAMEPLAY WHAT ARE THE DIFFERENCES BETWEEN CINEMA6 AND OPEND6? Under the Cinema6 RPG Framework 0 Te Cinema6 RPG Framework is an OpenD6 variant under the OpenD6 OGL. 0 A Character uses the Common Attribute Skill System. 0 Te Common Attribute Skill System is a set of Attributes and Skills that work with any genre of game play, from high-fantasy to science ction. 0 A Character uses a point pool called Cinema Points. 0 A Characters Attributes and Skills measure against at dice scores. 0 A Character possesses Features that provide small changes to the rules of the game and alter game play. Under the base OpenD6 Game Mechanics 0 Characters use slightly dierent sets of Attributes and Skills for dierent genres. 0 A Character uses more than one point pool, normally called Character Points and Fate Points. 0 A Characters Attributes and Skills measure against dice scores with pips, or increments. 0 A Character possesses Advantages, Disadvantages, and Special Abilities that provide small changes to the rules of the game and alter game play GAME TIME 0 Games are broken up into Chronicles, which each represent a long Story experienced by the Players. 0 Chronicles are broken up into Game Sessions - times when the Game Master and Players gather for a period to play the game. Tese can last anywhere from an hour or two to many hours. 0 A Game Session includes non- stressful and stressful situations. 0 In non-stressful situations, Game Time passes at the discretion of the Game Master. 0 In stressful situations, Game Time slows to handle how Characters react. Tese Game Time intervals are called Rounds. 0 A Round represents a 6 second period in Game Time. 0 An Action is the physical movement a Character takes in a Round. 0 Normally, a Character may take one Action in a Round. 0 If a Player wants a Character to take more than one Action in a Round, it is at the discretion of the Game Master. See Multiple Actions. Maxwell Traver (order #5060272) 20 CHAPTER 1: GAMEPLAY DETERMINING SUCCESS WITH THE DICE How it works 1. Te Game Rules or the Game Master set a diculty, equivalent to a number. 2. Roll a number of six-sided dice equal to a Characters Skill value. 3. Add the rolled dice values together for a total. 4. If the total rolled equals or exceeds the diculty, the roll succeeds. 5. If the total rolled is below the diculty, the roll fails. 6. A player does not roll when doing an eortless task, such as walking down the road. Diculty Rating Target Number Easy 6 Moderate 13 Dicult 21 Very Dicult 31 Heroic 46 Epic 60 DIFFICULTY RATINGS 0 Easy - Most Characters can accomplish this action without signicant diculties, but can still fail. 0 Moderate - Most Characters must concentrate and have some degree of natural talent or training to accomplish this action successfully. 0 Dicult - Characters must concentrate, exert some eort, and have appropriate training to accomplish this action successfully. 0 Very Dicult - Characters must own a level of expertise, concentrate, and exert signicant eort to accomplish this action successfully. 0 Heroic - Characters must expend signicant eort and concentration, have a modicum of luck, and own signicant experiential background to accomplish this action successfully. 0 Epic - Characters must experience lots of luck, exert signicant eort and concentration, and own complete mastery in an area to successfully accomplish this action. OPPOSED ROLLS When a Character takes action against another, both Players make Opposed Rolls. Te higher roll wins. A tie requires a re-roll. A GM may set Advantages for one of the Characters in the Opposed Roll given the context of the situation as needed. Situation Opposing Modier Small Advantage +1d Good Advantage +2d Strong Advantage +3d RESOLVING TIES A tie generally requires a re-roll. Te 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. An optional feature is using the Wild Die. Using a Wild Die provides the potential to reduce spending Cinema Points during game play by re-rolling. Using a Wild Die in game play dramatically changes the dice mechanic and game play experience. When choosing not to use the Wild Die, the GM should reward more Cinema Points during game play. Te concept of a Wild Die derives from the basic principles of a Wild Card in a card game. Every time a roll occurs, the player must select one die dierent from the others, dierentiating it by size, design, color, and or superstition, its up to the player. Tis die is your Wild Die. Maxwell Traver (order #5060272) 21 CHAPTER 1: GAMEPLAY How it works Whenever the Wild Die results in a six on the rst 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 rst roll, the roll has complications. Te 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 rst roll, then 1 Roll Fails 1 on rst roll, then 2 Count Only 2 Highest Dice 1 on rst roll, then 3 Count Only 3 Highest Dice 1 on rst roll, then 4 Count Only 4 Highest Dice 1 on rst roll, then 5 Count Only 5 Highest Dice 1 on rst roll, then 6 Count Only 6 Highest Dice Rolling 1 on the Wild Die on Special Rolls Sneak Attack: 1 on rst roll Te Sneak Attack attempt fails Absorbing Damage: 1 on rst roll Add Normally Attributes are the core elements of a Character, and the innate way a Character interacts. An Average Attribute is three dice (3d), a dice score below 3d is a Below Average Attribute, and a dice score above 3d is an Above Average Attribute. Characters begin the game with 1d in every Attribute and ten dice to distribute among the ve Attributes, which if distributed evenly creates an Average Character. Attributes have a minimum score of 1d and a maximum score of 6d. Skills provide a more unique and detailed way to better customize each Character than Attributes. An average roll during game play revolves around a Character succeeding with three to four dice (3d - 4d) in a given Skill. Skill dice scores are cumulative with their parent Attributes. A Character with 3d in Strength and 2d in Climb provides 5d to attempt a Climb. As such, Skills can have a value of zero dice, but as they inherit the innate ability of the parent Attribute, they have a minimum cumulative score of 1d and a maximum cumulative score of 12d. An Attribute roll should not occur without an attached Skill. For example, a Player has a Character with 3d in Strength, and wants that Character to Climb a wall, but has no dice score in the Climb Skill. Te GM instructs the Player to roll the 3d from Strength, since it is the parent Attribute; however, the attached Skill is Climb. Te Westward Character Sheet uses dots to represent dice. If you need help with interpreting the dots on the Character Sheet, please see the below chart. Dot Representation 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 ve dice CCCCCC 6d or six dice Maxwell Traver (order #5060272) 22 CHAPTER 1: GAMEPLAY 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 uses specic rules to provide order and encourage action-packed and cinematic experiences. Tis section outlines and describes the dice rolling and many options available in Combat game play. Te 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. Te 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. Tere are two basic methods for determining Initiative. Te rst method is using Group Initiative. Te 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. Te second method is to have each individual Character roll Initiative independently and then have the Characters act in the order of their Initiative rolls, highest to lowest. Te rst method tends to be faster, the second method tends to enhance strategic possibilities. How it works 1. Te Character with the highest Initiative in each opposing group rolls and adds the dice up like any other roll. Te highest number wins the Initiative. 2. Te group whose side won Initiative declares and takes actions rst, with each individual making the choice to use or hold their action. 3. Te group whose side lost Initiative now declares and takes their actions. 4. Te individuals who chose to hold their actions now take their turn. Picking up where we left o a group of Players now face combat with an enemy Steamech Pilot who just smashed through the defense wall of Southridge. Te 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. Te rst round Initiative has been determined, Richter acts rst on 20, Kren goes second at 14, Maddox follows shortly after at 13 and the Steamech Pilot acts last at 11. Maxwell Traver (order #5060272) 23 CHAPTER 1: GAMEPLAY 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 Te 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. Teir 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 rst round has be determined, Kren and Maddox act rst 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. Te GM rolls a 14 for Richter and a 9 for the Steamech Pilot and the bandits. Leveraging their Initiative has paid o for Paige and Tyler their Characters get to act rst once again. Maxwell Traver (order #5060272) 24 CHAPTER 1: GAMEPLAY RANGE Range is the distance between a Character and a Target. Te possible ranges to a Target fall into ve categories: Adjacent Target, Point Blank, Short, Medium, and Long. Adjacent Target and Point Blank is essentially the same thing, except that Adjacent Target is for non-ranged attacks, and Point Blank is for ranged attacks. Adjacent Target and Point Blank indicate a one space distance from a Target, or less. Attacking a Target at Range increases the diculty of successfully striking. All ranged weapons provide specic distances for corresponding Short, Medium, and Long range. Te following provides bonuses for targets at a distance. Distance Eect Short None Medium Target Dodge +5 Long Target Dodge +10 Maximum Efective Range No ranged weapon can attack beyond the Maximum Eective Range of the weapon and do signicant damage, let alone aim at a target. Unless a Maximum Eective Range is specied for a weapon, the default is double the Long Range indicated for the weapon. 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 ring 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). TAKING ACTION Combat normally involves physically attacking (brawling, grappling, hitting, or shooting), dodging and moving, sneaking, and taking cover. Sometimes Characters can use intimidation or other tactics to change the morale of enemies and overcome them without force, but this is more dicult. Attacking Tere are many options in Combat when attacking. Te three Skills for non-ranged attacking are Brawl, Grapple, and Melee. Te two primary Skills for attacking at range are Ranged and Trow. 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. Te rule of thumb in Combat is, Te tie goes to the Defender. Grappling To start a Grapple, a Character rolls to attack with Grapple. Te Target may Dodge or counter with Grapple. 0 If the Target uses Dodge successfully, the Character and the Target do not enter into a Grapple. 0 If the Target counters with Grapple, the Character and Target enter into a Grapple. Te winner of each Grapple contest deals damage to the loser. 0 Grapple Damage ignores Armor. 0 Determine Grapple Damage by rolling Strength. Multiple Actions Maxwell Traver (order #5060272) 25 CHAPTER 1: GAMEPLAY In a Round, Characters may take as many actions as they have dice in Initiative. Some of these actions may be taken during the Characters turn (attacking), and some may be taken during opponents turns (dodging). If a Character has an Initiative of 3d, no more than three actions may occur in a Round. If a critical failure roll occurs - a one on the Wild Die followed by another one on the reroll then no more actions may occur for that Character in the Round. For each action during a Round, a Player subtracts one die (-1d) for each of the previous actions taken. Te roll would be -1d for the second action, -2d for the third action, and so on. 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 rst action, Kren res, 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 re at the Bandit Lieutenant with her shotgun again. Te 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 A Free Action is an action during a Combat Round that takes little eort and takes no time. Free Actions include: 0 A glancing Search, DR Easy, provides a Character with a brief glimpse. 0 A base assessment of Tactics, DR Easy, provides a Character with situational awareness. 0 Dropping anything. 0 Sneaking without Moving (Hiding in place) is a Free Action. Combined Actions In some cases, Players will want to work together to accomplish something. Tese are combined actions. Combined actions are simple when dealing with static diculties. For each Character involved in attempting the action, the diculty drops by one DR. For example, a Character wants to climb a wall and the DR is Moderate, and another Players Character jumps in to help. Tis drops the diculty to DR Easy for both Characters. When dealing with Opposed rolls, Characters may combine actions to increase overall eectiveness, but this does not lower the DR. Instead, each Character receives a bonus to make it easier. For each Character involved in attempting the action, add the number of Characters attempting the action to all rolls. For example, four Characters are searching together for a thief who is sneaking away. Te thief has a Sneak roll totaling 27. Each player rolls to nd the thief. Since there are four Characters rolling, each roll receives an additional four (roll +4) to their roll. One of the Players manages to beat the thief s Sneak of 27, and the four Characters jump the thief before he escapes. Combined Actions do not work in situations where it is only possible for one Character to perform an action. An example of this is with piloting a vehicle. If the crew for a vehicle is one, then only one Character can ever pilot the vehicle at a given time. It is not possible for Combined Actions to apply to a case such as this. Ultimately, it comes down to what actions the GM determines can be attempted by multiple Characters. MOVEMENT Maxwell Traver (order #5060272) 26 CHAPTER 1: GAMEPLAY Understanding Character Move is important during Combat. Each Character has a Move stat. A Move of 6 indicates the Character can Move up to six spaces during a Combat Round without rolling or taking Multiple Actions. Climbing or Swimming halves the Characters Move. With a successful Sneak vs. Search opposed roll, a Character can make a normal Move without being noticed. Te following Movement table provides simple guidelines on calculating Movement. Movement Eect Normal x1 Move Run x2 Move (with successful Athletics roll, DR Moderate) Sprint x3 Move (with successful Athletics roll, DR Dicult) Swim x Move Swim x1 Move (with successful Swim roll, DR Moderate) Swim x2 Move (with successful Swim roll, DR Dicult) Climb x Move Climb x 1 Move (with successful Climb roll, DR Moderate) Climb x 2 Move (with successful Climb roll, DR Dicult) Sneak x1 Move (with successful opposed Sneak roll) Running Running multiplies the Character's Move by two (Move x2) with a successful Athletics, DR Moderate. Sprinting multiplies the characters Move by three (Move x3) with a successful Athletics, DR Dicult. With a successful Stamina, DR Moderate, a Character may choose to continue running into the next Round. 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 Dicult 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 Dicult. Tyler groans and chooses to spend a Cinema Point, rolls a die and gets a 5! Tis 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 procient in Sneaking know how to use the environment around them to their advantage, and to conceal their movement from their opponents. Te 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 Maxwell Traver (order #5060272) 27 CHAPTER 1: GAMEPLAY a Target, the following happens: 0 If the roll result is DR Moderate or Dicult, the attack deals Sneak Damage. 0 If the roll result is less than DR Moderate, the attack deals normal Damage. 0 If the Wild Die result is a 1, the sneak attack fails. 0 A Target cannot Dodge a Sneak Attack. Sneak Damage Sneak Damage is an additional amount of Damage based upon a weapons Sneak Multiplier. 0 Tis multiplier is in the weapon chart for each weapon: typically x2 or x3. 0 With Brawl, the Sneak Damage is x2. 0 With Grapple, the Sneak Damage is x2. 0 Sneak Damage only works with Ranged attacks at Point Blank range. How it works Continuing where we last left our heroes of Southridge, Richter is acting rst. Te 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. Paige rolls a Search Check of 4d for her Character, Kren. She gets a 6 on her Wild Die, rerolls it, and gets a 4. She adds that to her total. Paige: I got a 22. Tyler rolls 3d for his Search Check, grumbling about how he should have placed more dice into Search. Tyler: Great. I rolled an 8. Kyle thinks over the results for a moment. Kyle: Okay, Maddox, youre too busy being shocked by the sight of this huge Steamech smashing its way through the defense wall to notice anything else. Te denizens of Southridge are panicking and eeing all around you. Its pure pandemonium. Kren you, however, notice a group of a half- dozen bandits sneaking their way through the hole into Southridge. Tey are stealthily using the commotion to their advantage. Its obvious that these boys are professionals; neither Maddox nor Richter seems to notice them. What do you do? Maxwell Traver (order #5060272) 28 CHAPTER 1: GAMEPLAY OPTIONAL RULE: GHOSTING Ghosting is an action where one Character abruptly and immediately extinguishes the life of another. Indicative of the name, Ghosting happens quickly and quietly. During normal Combat If an attacker makes a non-ranged (Adjacent Target) attack, or a ranged (Point Blank) attack and wins by 18 or more, the winner immediately Ghosts the loser. 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: 0 If the roll result is DR Very Dicult or better, a Ghosting occurs. Weapon Grapples When Grappling with an opponent to gain control over a weapon, the following happens: 0 Te higher roll keeps the weapon. 0 If the highest roll wins by 12 or more, the winner immediately Ghosts the loser. Tis 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 0 Any attack on a prone or stunned Target automatically kills the target. 0 Attacks on prone and stunned Targets do not reward Cinema Points. Maxwell Traver (order #5060272) 29 CHAPTER 1: GAMEPLAY 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: Tats ne 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. Tis 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 eeing 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-le, 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 rst Cinema Point, then rolls a 5 bringing her total up to 32 - a Very Dicult DR! Paige marks o the two Cinema Points she spent for Melee. Tyler nally catches on to whats happening and high-ves 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 o 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. Maxwell Traver (order #5060272) 30 CHAPTER 1: GAMEPLAY Tere is always the threat of injury, pain, and the inevitability of death looming over a Character. Tese threats come in many forms and eventually your Character will take Damage as a result. Tere are a few ways to heal injuries. Healing is dependent primarily on the availability of medical treatment. Characters are fragile creatures and could always die quickly, even from a minor injury if left untreated. When taking Damage, a Character suers mental and physical pain and bodily harm, represented by the loss of Hit Points. Whenever taking Damage, a player rolls to Absorb Damage by rolling Vitality and any additional protection provided by Armor or specic Character Features. Damage through Combat typically occurs by a weapon. Falling Damage follows these basic rules: A fall of ve spaces deals a base Damage: 1d+5, increased by ve (+5) for each additional ve spaces fallen. Drowning or suocation Damage occurs after a failed Stamina roll, with the diculty determined by the amount of time under water or otherwise asphyxiated. Drowning or suocation deals a base Damage: 1d+24 per Round, (or roughly every six seconds). Base Fire Damage: 1d+14 the rst Round, and increases by +7 each following round until dead or extinguished (1d+21 in Round Two, 1d+28 in Round Tree, etc.). How it works Picking up where we left o 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 rearm, as does Kren. Kren has won the Initiative. Kyle, to Paige: Te Bandit is armed with some sort of customized revolver. He stands ten meters away from you, ready its a stando. Paige: Kren is going re her Terk Revolver once at the Bandit, condent that she can hit him at this range. Kyle: Okay, roll your Ranged attack. Your DR is Moderate, Target Number 15. Te Bandit will attempt to dodge and his second action (during his Initiative) will be to return re. Paige rolls her 5d (4d Dexterity + 1d Ranged) to re 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 dierence gives 44 points of damage. Krens shot has killed the Bandit Tech. Kyle as the GM: Kren, your reexes are sharper then this Bandits. You drop your knife and draw your Terk Revolver, and re 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. Maxwell Traver (order #5060272) 31 CHAPTER 1: GAMEPLAY 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. Tis can range from treating simple injuries to curing diseases and otherwise incurable ailments. Te basics of this are simple, and run o 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 Diculty Medicine Diculty Result Easy No roll needed +3 Hit Points, Stop bleeding Moderate Easy +6 Hit Points Moderate Easy Cure Disease Dicult Moderate 1d+6 Hit Points Dicult Moderate Remove Poisons Very Dicult Dicult 2d+6 Hit Points Heroic Very Dicult +4d Hit Points Maxwell Traver (order #5060272) 32 CHAPTER 1: GAMEPLAY 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. Te following Scale chart provides the information necessary to calculate these relationships. Tere 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 dierent 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 Targeted Scale Damage Multiplier Absorb Multiplier Personal Heavy none x2 Personal Expansive none x3 Heavy Personal x2 none Heavy Expansive none x2 Expansive Personal x3 none Expansive Heavy x2 none Maxwell Traver (order #5060272) 33 CHAPTER 1: GAMEPLAY In most cases, vehicles present a unique situation when combined with Combat. Most vehicles move at high speeds and do not get tired. Te 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. Te four stats are Mobility, Move, Acceleration, and Deceleration. Tese 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 specic 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 rst 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. Te intent with deceleration is to stop as fast as possible. Te time it takes to come to a stop suddenly is three combat Rounds, or eighteen seconds. Deceleration provides the distance the vehicle travels in one Round once the vehicle has slammed on the brakes. Heavier vehicles have more momentum, so they possess a greater Deceleration value. In some cases, terrain adds penalties to the Mobility, Acceleration, or Deceleration of a vehicle. Use the following for guidance on how to handle these complications with vehicles on open roads. 0 Tramlines do not suer from penalties as they ride on advanced railing systems that compensate for various weather conditions. Terrain Conditions Mobility Penalty Acceleration Penalty Deceleration 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 O-road Normal -3 -3 +3 O-road Wet -7 -4 +6 O-road Icy -8 -5 +7 DIFFERENCES BETWEEN MECHS AND VEHICLES Vehicles and mechs each provide a unique means of passage from one point to another. Vehicles, by classication, do not have the same demands that a mech does in mobility and in functionality. Terefore, 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 classications. Tis is because of the unique challenge required in ring a mounted weapon accurately, when compared to a handheld, ranged weapon. Maxwell Traver (order #5060272) 34 CHAPTER 1: GAMEPLAY VEHICLE AND MECH WEAPONS Mechs and Vehicles both deliver a variety of weapons that can use all of the three Scales: Personal, Heavy, and Expansive. All mechs take Damage at Heavy. Most vehicles take Damage at Heavy. Fire Arc Mounted weapons on mechs and Vehicles all come with a Fire Arc. Fire Arc is a simple description about the capable direction of a weapon. Te following Fire Arcs are examples of basic capabilities of mech and vehicle weapons. Fire Arc Direction Forward 270 Forward Rear 270 Rear Right 180 Right Left 180 Left Turret 360 MECHS Functionally, mechs work like Vehicles. Te dierence 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 lls 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. MECH AND VEHICLE DAMAGE Vehicles resist and suer Damage similar to Characters, however they do not heal and they typically retain problems after damage until repaired completely. When vehicles take Damage, aside from tracking Hit Points, some GMs may optionally want to track specic Damage eects. Tese Damage eects should occur along with the How It Works Steamech technology revolves around a technology called Powered Actuation Drive Servos, or PADS. Te PADS provide a seamless interaction between pilot and Mech, but they have limitations. Like all Vehicles, each mech has a Mobility stat, but mechs possess an additional stat called Targeting. When operating a Steamech, a Character uses the mechs Mobility and Targeting instead of the Characters Piloting and Vehicle Weapons Skills. Tis limitation of the PADS technology demands precise responsiveness, and limits the number of dice available to operate a Steamech. For game play, this boils down into two main concepts: 0 Use Mobility when a Steamech does a Melee attack, tries to Dodge, or changes movement or direction. 0 A Character cannot use more dice for a mechs Mobility than the Character has available in Piloting. 0 Use Targeting when a Steamech res a ranged weapon. 0 A Character cannot use more dice for a mechs Targeting than the Character has available in Vehicle Weapons. Maxwell Traver (order #5060272) 35 CHAPTER 1: GAMEPLAY lost Hit Points of a vehicle. Every time a vehicle takes Damage, use the following reference for guidance on prescribing more detail to the vehicle Damage. Please note, that the reference is providing eects for Damage on a per hit basis, and not based on the total Damage a vehicles suers. Optional Vehicle Damage Eects Damage Taken (Actual) Eect 6 or less Loss of Mobility/Targeting for one Combat Round 7 15 Loss of Mobility/Targeting for two Combat Rounds 16 20 Loss of Mobility/Targeting for 1d Combat Rounds 21 25 Loss of Mobility/ Targeting, Permanent 26 31 Disabled, if moving decelerates to a stop 32+ Destroyed 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 res 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. Te 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 rst 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 Trow Check. Te skill is under Dexterity, so if you dont have any dice in Trow, then please roll just your Dexterity. Tyler checks his Trow skill and sure enough, none of his starting dice were placed there, so he rolls his straight Dexterity to throw the Frag Grenade. His Dexterity total is 3d. Tyler, to Kyle: I d also like to spend a Cinema Point if things dont go as planned. Kyle: Works for me. Tyler rolls his 3d and rolls a 6 on his Wild Die! His total is currently at 12, so he rerolls his Wild Die and gets a 5. His total is now 17. Kyle: Still want to spend that Cinema Point? Tyler: Yes. Tyler rolls 1d, gets a 4, and adds it to his total, which is now 21. Tis makes the result of his throw a DR of Dicult. Im going to spend another point. Tyler rolls another 5, bringing his total up to 26. Kyle: Te maniacal Steamech Pilot will attempt to dodge your Frag Grenade using his Steamechs Mobility rating. Kyle rolls 3d for the Steamech and his total for the roll is 15. Kyle thinks for a second. Okay, Maddox, you remove the Frag Grenade from your belt, pop the pin and throw it as hard as you can. Te Grenade bounces of the Steamechs cockpit and lands at the Steamechs feet. Its a well-placed throw. Roll for damage. Tyler rolls for damage. Being point-blank, the Frag Grenade does 1d+72 points of damage. Tyler rolls a 3 so his total damage to the Steamech is 75. Now the Steamech, being Heavy Scale, receives a multiplier of x2 when resisting damage from weapons dealing Personal Scale damage. Te Steamech has 3d of Structure to resist and 2d of Armor so Kyle rolls 5dx2 which will be his resistance to the Frag Grenades blast. Kyle rolls a 25 and multiplies by x2, allowing the Steamech to absorb 50 points of the damage. Te Steamech has a total of 120 hit points, and takes 75-50=25 points of damage total from Maddoxs attack. Its now at 95 hit points and the Pilot isnt too happy. Kyle (as the Steamech pilot): So you like to play with re, eh? Well check THIS out! Kyle laughs maniacally at Paige and Tyler. Kyle (Now as the GM): Okay guys, new Initiative! Maxwell Traver (order #5060272) 36 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 benets, and between Sessions to improve any statistical aspect of their Character. Cinema Points provide the raw material for improving a Character. EARNING CINEMA POINTS During a Session, a GM may reward a Cinema Point to a Player for a successful and dramatic roll or for thinking outside the box, solving a puzzle, or other types of creative thinking. A GM may reward a Cinema Point to a Player for role playing extremely well during the Session. Whenever the Player Characters overcome an enemy, the GM rewards Cinema Points based upon the Experience Value of the defeated opponent. Te Experience Value of an opponent relates directly to the diculty of prevailing over that Character in Combat. After defeating an enemy, the GM rewards Cinema Points to all Characters in the party. Below is a chart that assists in assigning Cinema Points for defeated opponents based on the methods used for defeat. Method of Defeat Estimated Value Killed (Slain) x 1 Outwitted (Deceived) x 2 Converted (Persuasion) x 3 Obviated (Tactics) x 2 Captured x 3 At the end of every Session, the GM rewards Cinema Points to all Players for their progress in the story, for staying in Character, for teamwork, and generally for surviving. Te typical Cinema Point reward for a Session is from three to eight Cinema Points per Player; normally the number is a blanket amount unless one Player does something extraordinary during a Session. A GM may also create special rewards for completing a group of Sessions, a Season, or for completing a major quest or story premise. SPENDING CINEMA POINTS If a Player chooses to spend a Cinema Point during game play, one of two things happens: 0 Te Player rolls one die (1d6), and adds the result to the current roll. Tis die is always a Wild Die. 0 Te Player Activates a Feature. Te eect applied by a Feature always involves a bonus, multiplier, special eect, or rolling two or more extra dice (+2d6, at least one of the dice rolled is always a Wild Die). If a Player chooses to spend Cinema Points between Sessions, it is for Improving a Character. Improving a Character involves increasing Attributes and Skills, buying new Features, and modifying other stats. See the Characters Development Section for more information. CHAPTER 1: GAMEPLAY Maxwell Traver (order #5060272) 37 CHAPTER 1: GAMEPLAY Maxwell Traver (order #5060272) 38 CHAPTER 2: CHARACTERS CHARACTERS CHAPTER 2 MESSAGE INTERCEPT TO: Source, Unknown Conspirators ** SUBJECT: @@_Liberation of Capital City ** $IR$11 BODY, TEXT: To My Dearest Friends, Our time to act draws to a close with each passing moment. I fear we cannot wait any longer, especially as the tyranny of Manciple Primus grows. Te abuses of power and atrocities we witnessed for the past decade only continue to get worse each day. Now were on the run. Westward is our home, our lineage, and our legacy! I could not be more proud. We learned to work together as an eective unit to settle our personal dierences, and set em aside as we strive for the greater good of Humanity. Now I ask each of you: will you join me? I need you now more than ever. Primuss forces continue to amass near the Gates at the end of the Forbidden Road. Weve been to hell and back, and our scout just went missing, her last transmission to us suggested Manciple Primus himself has arrived. We will hold here until you arrive. We are hidden near the pass to the east of where we all rst met with the Feral Chieftain, that day. Do your best to stay hidden as we already dodged a few of Primuss patrols. Cera and Itara, I know this is where you excel, but Mich, dear Mich, please do your best to suppress that trigger nger of yours. Use my personal wagon. Keep your Steamech hidden. Disguise yourselves as movers, and Ill contact you over my encrypted channel. Good luck everyone. See you soon. Jill *****<<END ENCRYPTION*$> Maxwell Traver (order #5060272) Maxwell Traver (order #5060272) 40 CHAPTER 2: CHARACTERS In order to play Westward, the rst thing you need to do is write up your Player Character. Te Game Master will take care of everything else. Be sure to record any questions you have about the Chronicle and run them by the Game Master as you discuss your Characters concept. A Player has three options to create a Character in Westward. Te rst is when the Game Master has already created and prepared the Characters. Since that is done, each Player only has to select the Character that they like best, and ask the Game Masters permission about making tweaks to the stats that they see t. Te second option is the Player may choose a pre-generated template from the back of this book and allocate that Characters Skills. Te third and last option is for the Player to write up their PC from scratch using these rules, including any house rules the Game Master may have adopted into their Chronicle. Depending on the style of the Game Masters Chronicle, there are also two main types of Characters in Westward, beginning Characters, also called Tyros, and Veteran Characters. While people use dierent 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 elds on the Character sheet. Te guide below is to help you navigate these areas, explain their form and function, and hopefully eliminate any confusion or questions surrounding the elds. DEFINING THE CHARACTER Naming a Character is harder than it looks for most people. Sometimes we come up with catch-phrase names that we use consistently across dierent gaming universes. Other times Players spend a lot of time customizing the Character name to a specic game setting and incarnation they want to embody. Regardless of the reason, the name of a Character should be unique, dening, and most of all, yours. Te Player can take possession of the Character by entering their name. Who knows? Maybe you will be famous someday and your signature on this Character sheet might be worth something. A Characters trade is their job, career, or path in life. Some examples are: 0 Berserker - A Feral Soldier specializing in a hands-on approach with victims. 0 Blaster - A Settler with an inclination and fond interest in explosives. 0 Conscript - A Colonial Soldier with training in precision strikes and tactics. 0 Doctor - A Gentile who serves as a healer and expert of Human physiology. 0 Duster - A Scavenger by denition, this privateer represents a single-minded purpose: to overthrow the tyranny of the Capital City council. 0 Evangelist - Tis Gentile Diplomat seeks to gather loyalty and compliance from the people outside of the Capital City. 0 Jagger - A Scavenger, often hired behind closed doors to hunt down and apprehend or kill a target for an employer. 0 Maker - A Settler specializing in using available materials to invent things to make life better. 0 Marshal - A Colonial Peacemaker with authority to enforce law and peace. 0 Mover - A Settler who moves between prefects, working as a merchant across the badlands. 0 Mech Operator - A Colonial with a special skill set to operate and use a Mech under special license from local or Capital City authorities. 0 Overseer - A Colonial who is assigned to run a prefect or smaller settlement. 0 Prospector - A Settler who nds and explores new places, using a skill set in aboveground and underground exploration. 0 Silk - A Gentile Noble, born and raised in the highest quality of life in the Capital City, educated by the best and brightest, and trained in the Gentile arts of diplomacy and tact. Maxwell Traver (order #5060272) 41 CHAPTER 2: CHARACTERS 0 Techanic - A Settler that repairs technology, especially Enclaves and Steamechs. 0 Tranquile - A Colonial trained in a unique skill set including Human behavioral psychology, chemistry, diplomacy, linguistics, seduction, toxicology, and paranormal psychology. A Characters trade can be made-up or you can use one of the many trades contained in a Character sheet template at the back of the book. By any normal denition, Character races on Westward are narrow, though the people of Westward would consider race to fall into one of these categories: 0 Colonials - Te people who choose to live beyond the Capital City walls, but with enough education or money to aord visas for safe passage into Capital City. A Colonial spends most of life in the safety and connes of a prefect, fort, or one of the many places where people gather beyond the safety of the Capital City walls. 0 Gentiles - Te people who choose to live within the safety and elegance of the Capital City walls, knowing full well the dangers that lie beyond. Te safe choice is always the best choice, especially when it comes to long-term survival. 0 Misanthropes - Te people who, undetectable by any normal means, possess certain mutations that place them outside of the Human race. People everywhere kill them upon detection. 0 Settlers - Tese people travel between prefects, venturing into the badlands to help expand the Human presence. Settlers are still welcome in Human society, and depended upon for commerce, expansion, and trade. 0 Scavengers - Te Scavs, as they are often called, choose to live on the fringes of society. Tey live o the blood, sweat, and work of others; they choose to pillage and steal the hard-earned possessions of others. 0 Ferals - Te Ferals are exiled people, often criminals, who live well outside society. Tey live in uncivilized communities where only the strong survive. Te Chronicle is the name your Game Master provides for the story or adventure. If unknown, then make one up for yourself. We always do. Te Character gender, age, height, and weight, are small aspects of a Character to help a player better imagine and describe the Character. Tis leads us into the description. Te description does not need detail or length; it should be simple and represent the things that stand out about a Character. Te stu that other characters will notice rst about the Character is most important here. Te dominant hand is important because it aects game play and the cinematic ow during stressful situations involving the Characters. All Characters start with seven (7) Cinema Points. We will cover Move and Hit Points later, as they are derived stats. Maxwell Traver (order #5060272) 42 CHAPTER 2: CHARACTERS CHOOSING ATTRIBUTES AND SKILLS All Characters begin with one die (1d) for each of the ve Attributes: Dexterity, Strength, Persona, Intellect, and Aptitude (these are already lled in on the Character sheet). A Player gets ten more dice (10d) to assign across the ve 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 specically 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 specic 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 classies 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). GEARING UP Te rst 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 eects, such as gadgets and weapons. You can nd Equipment, Animals, Weapons, Armor, Vehicles, and Mechs all in the Technology Chapter. A Player who selects a template might nd that it includes expensive technology like a large mech when it is impossible to purchase that Mech otherwise. Tis is intentional as templates use story-driven Character backgrounds and include story elements like nancial debt, criminal records, and other complications. We encourage Game Masters to allow players to customize a Character to t 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. Tis is mainly to provide for one-handed weapons and to help a Game Master to distinguish the dominant hand. Te rules assume a Character will use a dominant hand and eye cooperatively when ring or using a weapon that requires more than one hand. Maxwell Traver (order #5060272) 43 CHAPTER 2: CHARACTERS 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 ve (5) Attributes, (Dexterity, Strength, Persona, Intellect, and Aptitude), by lling 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. Te 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. Tus 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 ve 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. 5. Save or spend the seven (7) starting Cinema Points by increasing Skills or purchasing Features. 6. Gear up by determining starting money and buying personal eects, gadgets, and weapons. USING PLAYER CHARACTER PACKAGES Player Character Packages specically address the dierent styles of game play that Players exhibit, and nd ways within the rules of Cinema6 to encourage a roleplaying experience outside of a players comfort zone. We created these packages so that Players can t into one of three categories: Warriors, Priests, and Scholars. Te Warrior is representative of players who play to dominate others or advance their Characters quickly and surpass others as a matter of personal pride. Priests are people who game for the social aspects, enjoying the interactions and social atmosphere of gaming with other people. A Scholar plays intellectually, trying to brainstorm alternative and creative ways a Character can interact with a gaming world. 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. Maxwell Traver (order #5060272) 44 How it works 0 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 0 When a Priest Character takes action without trying to interact socially rst (i.e. talk things out), the Character gains +1 Cinema Point. 0 When a Warrior Character takes no action at a time when the Character would normally be provoked, the Character gains +1 Cinema Point. 0 When a Scholar Character takes action without thinking about it rst (i.e. ask many questions about the situation, plan tactics), the Character gains +1 Cinema Point. 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): 0 +1d to Aptitude or Persona Select an Advantage (only one): 0 Raising Persona Skills always costs 2 Points less than normal (minimum cost of 1) 0 Pick two (2) Tag Skills 0 +9 to Hit Point maximum 0 +2 to Move CHAPTER 2: CHARACTERS PLAYER CHARACTER PACKAGE IMPROVEMENT As Priest, Scholar, and Warrior Characters advance, they have the opportunity to purchase all Synergist-related Features at half the normal cost in Cinema Points. Maxwell Traver (order #5060272) 45 CHAPTER 2: CHARACTERS 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): 0 +1d to Dexterity or Strength Select an Advantage (only one): 0 Raising Dexterity Skills always costs 1 Point less than normal (minimum cost of 1) 0 Pick one (1) Tag Skill 0 +12 to Hit Point maximum 0 +3 to Move 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 dicult 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): 0 +1d to Aptitude or Intellect Select an Advantage (only one): 0 Raising Intellect Skills always costs 3 Points less than normal (minimum cost of 1) 0 Pick three (3) Tag Skills 0 +6 to Hit Point maximum 0 +1 to Move Maxwell Traver (order #5060272) 46 CHAPTER 2: CHARACTERS An optional method of adding some avor to new Characters is by rolling for a random background. We produced a random background chart that really adds a bit more to a Character and gives them a little more uniqueness and personality. Take it or leave it, it is an excellent way to spice up any new Character! 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. Tis is for Character Creation purposes only. Roll Background 3 Born into extreme poverty, you struggled with nding basic needs and got good at saving for later. Multiply starting money by three (x3). 4 You worked as an apprentice to learn to surpass others. Gain +3 Cinema Points. 5 Raised in a modest household, you dreamt of adventure and trained yourself top shape. Gain +3 to Move. 6 Adopted by a wealthy tycoon, you received superior academics throughout childhood. Gain +2d to Academics. 7 You survived your family, persevering into a stronger person. Gain +12 Hit Points. 8 Criminals carved out your childhood. Gain +2d to Pickpocket. 9 A rival forced you to ght whenever possible. Gain +1d to Dodge. 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 o the land. Gain +2d to Survival. 15 Life in a monastery taught you to improve the self. Gain +1d to Brawl, Grapple, and Dodge. 16 Instructed in secret, you learned the tools for survival. Gain +5 Cinema Points. 17 Rigorous military training and focused academics gave you an edge. Gain +4d to distribute among any Skills. 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). Maxwell Traver (order #5060272) 47 CHAPTER 2: CHARACTERS Character Development is the process of customizing and improving the various Traits and Features. Tere are standard costs to Character Development for Traits, but Features vary widely. Features also often have prerequisites that eect cost, including possessing other Features, holding certain dice pools in specic Traits, or having a specic Race or Trade. How it works Improving a Character Trait costs a number of Cinema Points as outlined below. Trait Cost Attribute (+1d) Current Rating x 10 Skill, Initiative, or Vitality (+1d) Current Rating x 3 Tag Skill or Skill Specialization (+1d) Current Rating Hit Points (+1) 2 Move (+1) Current Rating New Skill 6 New Tag Skill 5 New Skill Specialization 4 Sometimes GMs create games specically for more experienced Characters, also called Veteran Characters. Veteran Characters use the basic Character Creation process; however, they also receive an extra number of Cinema Points based on how experienced the GM desires the Characters to be. Te following table provides guidance to distribute Cinema Points to Veteran Characters. Echelon Suggested Cinema Points Journeyman 30 Adept 50 Professional 90 Veteran 120 Prime 200 Maxwell Traver (order #5060272) 48 CHAPTER 3: ATTRIBUTES & SKILLS ATTRIBUTES & SKILLS CHAPTER 3 RECORDED IN BOCA ROSA ARBORETUM Securing connection Private tranSmiSSion SUBJECTS IDENTIFIED AS: Itara Klinger/F/No outstanding warrants Vil Devaron II/M/No Outstanding warrants/ Note: Relation of accredited Marshal. [FEMALE VOICE:] Hello sexy? Really? Tat's your pickup line!?! I'm many things, but sexy? It's like telling a buttery that you appreciate its thorax. Is it my blanched face? Te steam burns? Maybe you have a job for me and you're dancing around the issue. Only money talks, so upfront it and keep the butter talk in your mucus lled lungs. [MALE VOICE:] Okay Miss Sass! Look, I went to talk to the Tranquile that Redge referred me to. A gunslinger named Strongarm. She's got your sass mouth, too. Bet she was a terrible Tranquile. [Static, inaudible] [MALE VOICE CONTINUES:] Calm down. Redge's intel is always good. We sent a jagger to look into RJ. What he came up with was someone ordering a ton of water nymphs to be trapped alive and transported to Whetcreek Station. Anonymous payer. Now isnt that interesting? Bringing crates of those parasites so close to a city. Are you sure we aren't bugged. Tat guy keeps looking over here FROM THE OFFICES OF M.P. LEVEL 5 EYES ONLY. BLIND TO ALL OFFICERS. VOICE IDENTIFICATION: [Mechanical voice alteration detected.] Gentleman, Please prepare and release CRE 4028 (or as you like to call it, captured Rockbiter experiment 4928), in proximity to the villa of Vil Devaron II. Civilian causalities are expected and invited. Te more leads, the harder to nd the target amongst this senseless random act. Make sure 4928's tongue has not regenerated before releasing it. Remember the tragic incident at level 6 which had to be disbanded and then rendered into lovely solstice socks. I jest. I hope you enjoy the solstice socks. Te water ker crystals contained inside the organ meats will entertain and nourish your family for years to come. Happy Solstice! Iraia Kiixiixcii ROGUE, PROFESSIONAL CAT BURGLAR, CRIMINAL Maxwell Traver (order #5060272) 49 Maxwell Traver (order #5060272) 50 CHAPTER 3: ATTRIBUTES & SKILLS DEXTERITY Tis Attribute dictates base Initiative, which determines a Characters reaction speed in a combat sequence. Dexterity covers tasks involving hand-eye coordination, motor skills and situations that call for grace under pressure. It is the Parent Attribute for the Skills: Initiative, Athletics, Brawl, Dodge, Heavy Weapons, Melee, Pick Pocket, Ranged, Riding, Sneak, and Trow. STRENGTH Tis Attribute dictates Hit Points, Move, and Vitality. Whenever a Character crashes through a wall or squares o 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 Tis 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 eective leader. Persona is the Parent Attribute for the Skills: Artisan, Command, Deception, Empathy, Gambling, Intimidation, Languages, Persuasion, and Willpower. INTELLECT Tis 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 reects 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 Tis 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 reects 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. Maxwell Traver (order #5060272) 51 CHAPTER 3: ATTRIBUTES & SKILLS Te derived stats for Characters are Hit Points, Initiative, Move, and Vitality. Players should only calculate these four Character stats at Character Creation. After Character Creation Hit Points, Initiative, Move, and Vitality increase independent of any Attributes. Initiative and Vitality increase like Skills, Move increases like a Skill Specialization, and Hit Points increase by their own constant cost. DERIVED STATS 0 Hit Points Determines how much damage Characters may suer before dying. 0 Initiative Determines how quickly Characters react in combat. 0 Move Determines the number of spaces a Character can move in a Round. 0 Vitality Used to absorb and resist damage when hit. Te list of Skills included with the basic Character in c6 is comprehensive and covers the breadth of Character actions available to players. Te development of more general Skills in c6 is intentional. Te following Skills cover the majority of actions any Player may desire taking with a Character while playing c6. Many Skills have Skills Specializations representing a focused area. Below is quick list of Skills and possible Specializations. DEXTERITY SKILLS 0 Athletics Use to execute complex physical maneuvers. Specializations: Acrobatics, Balance, Finesse 0 Brawl Use to kick, punch, and utilize some martial arts. Specializations: Boxing, Martial Arts, Claws 0 Dodge Use to avoid attacks. Specializations: Feigning Missiles, Trown Weapons, Fencing 0 Heavy Weapons Use to operate ballistae, rocket launchers, trebuchets and other heavy weapons. Specializations: Ballista, Catapult, Rocket Launcher 0 Melee Use to swing or parry with a weapon. Specializations: Knife, Dagger, Improvised Weapon, Long Sword, Two-Handed Weapon 0 Pick Pocket Use to steal an item o of someones person. Specializations: Bump and Grab, Swipe and Run 0 Ranged Use to re bows, guns, or other personal ranged weapons. Specializations: Crossbow, Long Bow, Pistol, Rie, Short Bow, Sniping 0 Riding Use to ride on ying, aquatic, or land-based mounts. Specializations: Horse 0 Sneak Use to avoid detection by others. Specializations: Silence, Darkness, Holding Still 0 Trow Use to throw any object. Specializations: Dagger, Grenade, Improvised Weapon, Short Sword Maxwell Traver (order #5060272) STRENGTH SKILLS 0 Climb Use to scale a vertical surface. Specializations: Clihanging, Ice, Rock 0 Jump Use to jump horizontally and vertically. Specializations: Long Leaping, High Jumping 0 Lift Use to lift objects much heavier than is comfortable or normal. Specializations: Levers, Strapping 0 Push-Pull Use to push or pull an object and apply momentum and torque. Specializations: Improvised Wheels 0 Grapple Use to wrestle and subdue opponents. Specializations: Restraint, Martial Arts 0 Stamina Use to act longer, resist certain poisons or diseases, and increase tolerance to intoxicants. Specializations: Drinking, Hold Breath, Poison 0 Swim Use to swim through water. Specializations: Cold water, Deep Water, Diving, Strong Current PERSONA SKILLS 0 Artisan Use to interpret ancient and modern artwork, or create art including acting, dance and music Specializations: Acting, Dance, Drawing, Sculpting 0 Command Use to direct and inspire others through the tides of battle. Specializations: Inspire, Objective 0 Deception Use to coerce, lie, employ subterfuge, and trick others. Specializations: Forgery, Impersonation, Long Con 0 Empathy Use to identify the motives of others Specializations: Diplomacy, Mediation, Psychology 0 Gambling Use to play games of chance Specializations: Cards, Dice, Poker 0 Intimidation Use to appear menacing to others. Specializations: Frighten, Treaten 0 Languages Determines how well one learns other languages and the number of languages known Specializations: A Specic Language, Sign Language 0 Persuasion Use to charm or convince others to see a point of view. Specializations: Pressure, Seduce 0 Willpower Use to resist anothers will. Specializations: Resist Fear, Resist Manipulation Maxwell Traver (order #5060272) INTELLECT SKILLS 0 Academics Use to conduct research or recall specic knowledge. Specializations: Alchemy, Ancient History, Logic, Mathematics, History, Science 0 Business Use to bargain and conduct business. Specializations: Appraisal, Bargain, Bartering 0 Culture Use to understand other cultures. Specializations: A Specic Cultural Group 0 Law Use to understand local laws and customs. Specializations: A Local Region or City 0 Medicine Use to apply advanced medicinal practices. Specializations: Herbalism, Triage, Surgery 0 Politics Use to understand local politics. Specializations: Aristocracy, Autocracy, Democratics, Espionage 0 Search Use against Pick Pocket, against Sneak, and generally when trying to nd anything. Specializations: Investigate, Listen, Spy, Tracking 0 Streetwise Use to interact with criminals and navigate the underworld of crime. Specializations: Black Market, Networking 0 Survival Use to adapt and live in the wilderness. Specializations: Desert, Forest, Mountain, Tundra 0 Tactics Use to identify bonuses against enemies in combat or understand the enemy better. Specializations: Close Quarters, Dungeoneering, Military, Mounted, Vehicle APTITUDE SKILLS 0 Communications Use to communicate eectively at long range. Specializations: Hooded Lantern, Radio Procedures, Smoke Signals, Symbology 0 Demolitions Use to create, place, recognize, and detonate explosives. Specializations: Arrange, Defuse, Manufacture 0 Engineering Use to design, manufacture, and repair complex devices or mechanisms with lots of moving parts. Specializations: Fix, Improvised Repair, Schematics 0 First Aid Use to stabilize someones health in an emergency. Specializations: Bandaging, Stabilizing, Tourniquet, Triage 0 Navigation Use to understand charts and maps, identify location, and determine routes. Specializations: Cartography, Orienteering 0 Operate Use to operate a device or complex machine without an understanding of its innards. Specializations: Bull Dozer, Crane, Pulley Systems 0 Piloting Use to drive just about any vehicle (not mount) that ies, oats, or moves on the ground. Specializations: Air Ship, Boat, Car, Galleon, Motorcycle, Stagecoach, Wagon 0 Security Use to understand and apply security, and to avoid sentries or similar countermeasures. Specializations: Escapology, Evasion, Hacking, Lockpicking, Traps 0 Vehicle Weapons Use to re weapons from a ship or vehicle. Specializations: Missile System, Mounted Ballista, Mounted Gun Maxwell Traver (order #5060272) 54 INITIATIVE Tis is how quickly you react, whether you are rolling for yourself or for a group. It is sometimes vital to go rst in order to survive potential casualties. ATHLETICS If you are diving through the air with grace, or trying to pull o 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 avor when swinging a sword. Sample Action Diculty Rating Sprint Easy Sprint over rocks Moderate Sprint across rooftops Dicult BRAWL Te act of brawling covers a lot more than just punching; it involves blocking, kicking, and some martial arts. When in a combat situation and unarmed, it is time to put up your dukes and make sure you are the last one standing. 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 re. Most Heavy Weapons are complex machines that may need quick repairs; familiarity with a Heavy Weapon can only help in this cause. MELEE When you have run out of bullets and all you have on you is a trusty blade, or when you are creeping through the darkness only armed with a dagger, Melee is the Skill to use. Melee covers attacks and parrying, and a range of hand-wielded weapons: simple, improvised, and complex. Melee Dots Level of Training CCCCCC Saw some stu on TV CCCCCC Basic Training / Gym Trained CCCCCC Studio / Classroom Trained CCCCCC Dojo Trained CCCCCC Personal Teacher CCCCCC Mastery over a martial art PICK POCKET Stealing - agree with it or not, sometimes you have to do it. Te Pick Pocket Skill covers most actions that involve any sleight of hand. Sample Action Diculty Rating Pick pocket in a crowded train terminal Moderate Pick pocket along a trail in the park Dicult 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 Te Riding Skill dictates your control when riding mounts, whether they are ying, aquatic, or land- based creatures. No matter what the diculty, sometimes the creatures will have ideas of their own, and that is when the best riders can maintain control. SNEAK Te art of stealth is essential to survival. Te Sneak Skill allows you to move without detection or conceal an item so it remains hidden. Tis Skill helps overall in avoiding detection by others. CHAPTER 3: ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) 55 THROW Your ability to throw an object is governed by the Trow Skill. Clever throwing involves understanding how an object will bounce and where it will go afterwards, which is especially useful with explosives. Sample Action Diculty Rating Trow a ball 30 meters Easy Trow a ball 30 meters to another person Moderate Trow a ball 60 meters to another person Dicult VITALITY Te Vitality Skill is used to determine how much damage, punishment, and suering you can absorb before losing Hit Points. Vitality also determines how long you can stay conscious due to pain, torture, or similar eects. CLIMB Te Climb Skill is used when you scale a vertical surface that requires a bit of skill or while under stress. Sample Action Diculty Rating Climb a ladder under medium winds Easy Climb a rope, while carrying a backpack Moderate Climb a rock wall, no harness Dicult JUMP Tis Skill determines the distance you can clear in a jump horizontally, vertically, or in a combination of both. Whether you are jumping from vehicle to vehicle, rooftop to rooftop, or sprinting through some hazardous terrain, the Jump Skill will often determine the dierence between life, death, or serious bodily harm. Sample Action Diculty Rating Jump about 2 meters Easy Jump about 3 meters (with a run) Moderate Jump about 5 meters (with a sprint) Dicult LIFT While brute strength alone is a good thing to have, experience that guides you through lifting an object so that you will not hurt yourself is better. Te Lift Skill allows you to lift objects much heavier than is comfortable or normal. Sample Action Diculty Rating Dead lift 30 lbs. Easy Dead lift 60 lbs. Moderate Dead lift 100 lbs. Dicult PUSH-PULL Tis 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 Diculty Rating Push 100 lbs. Easy Push 150 lbs. Moderate Push 200 lbs. Dicult CHAPTER 3: ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) 56 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 Diculty Rating Drink two beers without issues in 15 minutes Easy Drink two glasses of wine without issues in 15 minutes Moderate Drink two shots of liquor without issues in 15 minutes Dicult SWIM If you are battling raging rapids or swimming a long distance, the Swim Skill determines how long you can survive before succumbing to fatigue or cramping. Sample Action Diculty Rating Swim with the current in the ocean Easy Swim against the current in a lake Moderate Swim against the current in the ocean Dicult ARTISAN An artistic are or a well-trained eye can help interpret ancient works of art and modern ones. Te Artisan Skill governs artistic areas such as acting, dance, and music. COMMAND Inspiring a legion of troops just before battle is no easy feat; those gifted with Command seem to pull o amazing inspirational speeches. Whether leading a platoon of rag-tag militiamen or a squadron of experienced mercenaries, those with the Command Skill can often inuence the tide of battle. DECEPTION Te 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 nd 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 Te 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. Tose 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, role- playing 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 Maxwell Traver (order #5060272) 57 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. Te Languages Skill determines the number of languages you understand uently. Everyone starts with at least one native language. Language Dots Number of Languages Known CCCCCC Native + 1 CCCCCC Native + 2 CCCCCC Native + 3 CCCCCC Native + 5 CCCCCC Native + 8 CCCCCC Native + 11 PERSUASION When you wish to charm someone or convince them to see a point of view, use the Persuasion Skill. WILLPOWER Te 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. Te 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. ACADEMICS A background rich in Academics will benet 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 Level of Education CCCCCC Elementary School CCCCCC Secondary School CCCCCC College, Undergraduate CCCCCC College, Graduate CCCCCC College, Doctorate CCCCCC Foremost Expert on Subject(s) BUSINESS Your understanding of the art of Business and the local economy is determined by the Business Skill. Using your Business shrewdness and being able to decipher good Business decisions from bad will depend on your familiarity with the particular eld. Business Dots Level of Experience CCCCCC Clerk CCCCCC Traveling Merchant CCCCCC Small Store Manager CCCCCC Department or Regional Manager CCCCCC Corporate Manager CCCCCC Corporate Executive CULTURE What is the dierence between our cultures? Tose with a high rating in the Culture Skill know what to look for to nd those dierences. 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 oend 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. CHAPTER 3: ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) 58 MEDICINE From applying medicinal herbs to performing surgery, the knowledge of Medicine and the Skill to use it properly can spell the dierence between life and death. POLITICS Politics gives you knowledge of local people in oce and key gures in more regionalized Politics. Te Politics Skill can inuence your dealings with local authority gures 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 ows through the streets networks. Te 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 rst come from the Streetwise Skill. SURVIVAL Deep down in every beings core is the essence of Survival. Te 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 o 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. COMMUNICATIONS Te ability to Communicate eectively 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 eld of Demolitions have little trouble nding employment. Te better you are in the Demolitions Skill, the more complex the explosions you can pull o. 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 diculty. FIRST AID While Medicine covers the knowledge of drugs and surgery techniques, the First Aid Skill covers the intense concentration and the hand- eye 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. Te 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. CHAPTER 3: ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) 59 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 re. PILOTING Tose 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 nd 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 ies or moves on the ground. Tose who wish to dodge enemy re 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 Vehicle Training Examples CCCCCC Automatic Cart CCCCCC Light Steamech CCCCCC Tram CCCCCC Light Airship CCCCCC Heavy Steamech CCCCCC Heavy Airship SECURITY Te 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 dierent techniques in eliminating potential threats. Tose 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. Tose procient in using Vehicle Weapons are able to re a vessels weapons accurately. A ships weapons may contain a Fire Control rating which augments your Vehicle Weapons Skill. CHAPTER 3: ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) 60 CHARACTER FEATURES CHAPTER 4 CHAPTER 4: FEATURES {ENCRYPTION DATA BEGIN<<da9cf6f9- ccab-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 o during that last mission. Youll move out at rst sun tomorrow and ride hard southwest from Hollis to intercept the Tramline. Your goal is to disrupt this supply line. Te car that youre after is rumored to contain a detachment of Capital City Guards so stay sharp, and dont get stupid. Tese 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. Te 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. Hix;o Baiiixsx, RETIRED SOLIDER, COMMANDER FOR J. STRONGARMS HOTSHOTS Maxwell Traver (order #5060272) 61 Maxwell Traver (order #5060272) 62 CHAPTER 4: FEATURES Features provide a way to make a Character more distinctive, and a way to do more with Cinema Points during game play. Every Feature has a Name, Cost, Description, and Eect. 0 Te Name provides a quick reference for the Feature. 0 Te Cost is how many Cinema Points it costs to buy the Feature. 0 Te Description provides a general description of the Features Eect. 0 Te Eect explains how the Feature changes or provides alternatives to game play. FEATURE TYPES Tere are ve major types of Features: Creation Only, Conditional, General, Dramatic, and Party Features. 0 Creation Only Features are only available during Character Creation, and may only be purchased with the initial seven (7) Cinema Points provided to each Character. 0 Conditional Features are always Creation Only, but with restrictions and benets. 0 General Features are available anytime. 0 Dramatic Features are often very expensive and provide dramatic changes to game play. 0 Party Features provide ways for Characters to interact, ways to share Cinema Points directly, and outlets to combine and coordinate actions. CONDITIONAL FEATURES Conditional Features are special packages and combinations of other Features that eectively go beyond the normal Creation Only Feature. Conditional Features provide conditions that a Character must always meet, or all the benets of the Conditional Feature go away. A GM determines whether a Players role-playing meets the conditions for maintaining the benets of a Conditional Feature. 0 Te only benets of Conditional Features that do not go away are Tag Skills. 0 All Conditional Features include the Feature, Accretion I. 0 Conditional Features cost seven (7) Cinema Points at character creation. RULES CATEGORIES 0 Every Feature falls under one of two Rules Categories: Activated or Permanent. 0 Activated Features require that a Character pay 1 Cinema Point to Activate the Eect during game play.
By default, Activated Features only aect the next roll.
An Activated Feature cannot Activate more than once per roll. 0 Permanent Features are always available and do not require a Character to pay any Cinema Points to use. FEATURE EFFECTS 0 Many Feature Eects provide bonuses and multipliers to existing rolls. Some require that a successful Skill Check be made in order to provide the bonus. Other Feature Eects provide major Character or game play changes. Maxwell Traver (order #5060272) 63 CHAPTER 4: FEATURES FS Examples 0 When a Feature provides a bonus such as +6 Dodge, the Player would roll Dodge and add +6 to the total rolled. 0 When a Feature provides a multiplier such as Double Dodge, the Player would roll Dodge and then multiply the total rolled by two. 0 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. 0 When a Feature provides a bonus such as +6 Hit Points, the Player permanently raises a Characters Hit Point maximum by six. 0 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 dierent cost levels of the same Feature. 0 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 eect in a specic area than the normal eect 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 eort, sometimes as much as naming a Character. Te Feature Name should relate to or provide some hint to the Description and Eect 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 second nature, and a GM may develop an idea of pricing them at a whim. Despite years spent in developing Features for Characters, even we as the creators of these games sometimes nd it dicult. Te best rule of thumb with the cost of Features is to look at this list. Pricing Considerations How and when will a Player purchase the Feature? 0 Creation Only Features:
Te Feature cannot cost more than 7 Cinema Points during Character Creation.
If a Player spends all 7 Cinema Points at Character Creation, they do not have any to spend at the beginning of game play. 0 In General
Look at all the Features and compare their Cost and Eects. 0 Does it have a Supernatural or Dramatic Eect?
You should consider bumping up the Cost a little and toss it under Dramatic Features. Tese cost a lot, but are really worth the value. 0 Party Features are the most dicult to build and price.
Take lots of time and put some thought into the accessibility of a Party Feature.
Party Features can also provide needed story telling components. 0 Do you want the Players to Activate the Feature or have it Permanent? 0 Activated Features cost a Cinema Point every time to use them, so they tend to cost less to purchase. 0 Permanent Features cost many Cinema Points to purchase, but nothing to use. Feature Eects 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. Maxwell Traver (order #5060272) 64 CHAPTER 4: FEATURES Activated Feature Cost Description Eect Abate 2 With a demeanor that calms others, it is always easier to guide them toward a specic goal. +9 Persuasion Anonymous 2 With the understanding of the intricacies of security comes knowledge of the vulnerabilities behind it. +9 Security A Way With Words 1 Tere are many complexities in understanding people; sometimes the dierence is with the inections. +8 Languages Blandish 1 Flattery will sometimes lower defenses just enough to let lies slip through. +8 Deception Blazing 1 Te Character is a natural in the saddle, born to ride a mount in harsh conditions. +8 Riding Calibrate 3 Te Character excels at pushing technology to its limits for brief periods. Roll Engineering, DR Moderate: +12 to any rolls with technology for 3 Rounds Cloistered 1 Trough special conditioning, the Character is adept at surviving in the badlands. +8 Survival: Badlands Only Conundrum 2 Te Character, without training, can quickly learn to use unfamiliar technology. +9 Operate Crack Shot 4 Te Character has a deadly aim with ranged weapons. Double Ranged and Trow Doc 4 Te Character underwent very extensive training in the art of healing. Double First Aid and Medicine Gunner 2 Te Character possesses a natural instinct for arming and ring heavy weapons. +9 Heavy Weapons Imperturbability 3 Te Character has a certain quality of calm, which also calms others, making stressful situations much less so. Roll Willpower, DR Moderate: the character and all allies within ve (5) squares gain +6 to their next roll Maculated 3 Te Character was born with an unnatural ability to remain hidden in plain sight. Double Sneak Piloteer 3 Te Character was born to pilot machines and move around the world, possessing a unique freedom of movement when at the controls of a vehicle. +18 Navigation, Piloting, and Vehicle Weapons Rage 2 Te Character can y into a blind rage to ght with unmatched ferocity. While in a Rage: Double Brawl, Melee, and Ranged; Cannot Dodge. Remains active for 1 Round. Slick 4 For this Character, selling IS everything. Double Business and Persuasion Maxwell Traver (order #5060272) 65 CHAPTER 4: FEATURES FS Permanent Feature Cost Description Eect Accretion I 5 Te Character develops and learns quickly due to subtle genetic abnormalities. +1 Cinema Point any time Character receives Cinema Points. Accretion II 6 +2 Cinema Points any time Character receives Cinema Points. Badge 5 Te Character possesses a Marshal badge, assigned by all normal and legal procedures, valid across the territories. Te 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. Camel 3 Te Character can go longer than normal without water. Tis Character can last seven (7) days without water before suering dehydration. Fake Badge 1 Te Character possesses a Marshal badge, acquired by inheritance, stolen, or otherwise outside the law, but a valid badge nonetheless. Te Character can use the badge to claim to be a Marshal, as it suits them, carrying the full weight of the people. Gizmo 3 Te Character can take anything apart and put it back together, blindfolded. +7 Aptitude Skills Holmes 3 Te Character is exceedingly good at putting together visual clues when seeking information. Academics replaces Search (as desired). Inured 3 Hardened by a tough childhood, the Character possesses an unnaturally high ability to resist pain and endure hard labor. +12 Hit Points; +9 Stamina and Vitality Quickdraw 4 Te Character can eortlessly draw a weapon. Drawing a single weapon in a Round takes no time; this action can occur during Initiative. Resilience 5 Te Character is abnormally tough. Double Vitality Sinistral 2 Te Character is not only left-handed, but also excels with using the o- hand in seemingly amazing ways. Anytime this Character uses the left hand for a one-handed action: +5 on the associated roll Vagary 5 Te Character sees the world dierently; interconnecting every detail causes conspiracies to emerge as if they were always plainly present. Search replaces three (3) Skills (as desired). Te Player must select the Skills when taking this Feature. Maxwell Traver (order #5060272) 66 Conditional Feature Related Trade Condition Eects I Am the Law Marshal Adhere to Marshals Oath (See page 104). Pick any three Tag Skills. Assigned Features: Badge, Quickdraw, Vagary. Wrench Turner Techanic Never lose your heirloom tool. Assigned Tag Skills: Business, Engineering, Lift, Operate. Assigned Feature: Calibrate. Smooth Operator Mech Operator Never lose your Mech. Assigned Tag Skills: Operate, Piloting, Vehicle Weapons. Assigned Features: Benchmark, Juggernaut, Piloteer. Flesh and Bone Berserker Taste Human blood, once a day. Assigned Tag Skills: Brawl, Grapple, Melee, Ranged. Assigned Features: Extirpation, Rage. Controlled Discharge Blaster Explode something once a week. Assigned Tag Skills: Communication, Demolitions, Engineering, Security. Assigned Feature: Quixotic. Burden of Duty Conscript Follow all lawful orders. Pick any three Tag Skills. Assigned Features: Crack Shot, Incise. Jekyll and Hyde Doctor Never take a life. Assigned Tag Skills: First Aid, Medicine, Search. Assigned Features: Doc, Epistemologist. Liberty or Death Duster Never leave anyone in misery. Assigned Tag Skills: Athletics, Search. Assigned Features: Quickdraw, Vagary. Advocate General Evangelist Always get the last word. Assigned Tag Skills: Command, Deception, Empathy, Intimidation, Languages, Persuasion. Assigned Features: A Way With Words, Abate. Just Shillin Gambler If there is a game, you will play. Assigned Tag Skills: Deception, Gambling, Languages, Persuasion, Pick Pocket. Assigned Features: Blandish, Refulgent. Te Bleeding Edge Maker Invent something once a week. Assigned Tag Skills: Academics, Artisan, Engineering, First Aid, Operate, Security. Assigned Feature: Majestic. Lawless Mercenary Always get paid for your work. Assigned Tag Skills: Brawl, Dodge, Law, Melee, Ranged, Search, Streetwise, Tactics. Assigned Features: Crack Shot, Fake Badge. Everything Must Go Mover Never skip a sale. Assigned Tag Skills: Business, Culture. Assigned Features: Avaricious, Slick. Big Brother Is Watching Overseer You must do anything to protect your prefect. Assigned Tag Skills: Command, Culture, Deception, Empathy, Intimidation, Languages, Law, Persuasion, Politics, Willpower. Assigned Feature: Long Haul. By the Heels Jagger You will go anywhere to nd a mark. Assigned Tag Skills: Academics, Brawl, Intimidation, Law, Melee, Ranged, Survival. Assigned Features: Demagogue, Holmes. CHAPTER 4: FEATURES Maxwell Traver (order #5060272) 67 Feature Related Trade Condition Eects Life Unhinged Prospector Always follow curiosity. Assigned Tag Skills: Climb, Communications, Jump, Navigation, Operate, Search, Stamina, Streetwise, Survival, Swim, Trow. Assigned Features: Camel, Cloistered. Fancy Pants Silk One bath or shower a day. Assigned Tag Skills: Artisan, Athletics, Command, Dodge, Empathy, Ranged, Riding, Willpower. Assigned Feature: Deliberate. Ninja Sans Tranquile All debts must be paid. Pick any four Tag Skills. Assigned Features: Duplicity, Glib. Conditional (Con't) CHAPTER 4: FEATURES FS Maxwell Traver (order #5060272) 68 Activated Feature Cost Description Eect Avaricious 8 Placing a supernatural importance on money sometimes gets you the skills needed to get more. +9 Business Benchmark 8 Te best pilots tend to be the crazy ones, those who push their vehicles beyond their limits. +9 Piloting Deliberate 16 When the Character pauses to think before acting, an unwavering focus follows. Roll Willpower, DR Moderate: +4d to the characters next roll Demagogue 12 Te Character is well connected with criminal organizations and the black market. +18 Deception and Streetwise Diaphanous 12 Te Character is skilled in eluding detection and unwanted attention. +15 Deception, Security, and Sneak Egressor 25 Te Character is a master of escape and evasion. +13 Climb, Deception, Dodge, Jump, Lift, Push- Pull, Search, Security, Sneak, Stamina, Swim, and Tactics Epistemologist 10 A student of science and technology, the Character seeks enlightenment through knowledge and understanding. +13 Intellect Skills Esoterica 10 Te Character can obscure details with the slightest hand movements. +21 Pick Pocket Evanescent 12 Capable of brief and impressive displays of athleticism, the Character succeeds where others may fail. +18 Athletics Extirpation 8 Trough a deeply intimate moment of anger, the Character can summon a moment of grace in combat. +9 Brawl or Melee (the Player must select one when taking the feature) Etherean 15 Te Character is astute in politics and dealing with the upper echelon of society. +18 Communications, Culture, Law, and Politics Feckless 15 Te Character uses wit and social engineering to leave a target o-balance and vulnerable to suggestion. +21 Deception Glib 14 Te Character received extensive training from a Tranquile to learn to make others believe anything. +13 Deception and Persuasion Hawser 10 Te Character climbs where others might not, capable of climbing some of the most dangerous verticals. +9 Athletics and Climb Hefty 10 Te Character can carry more than normal. +9 Lift, Push-Pull, and Stamina (when carrying something heavy) CHAPTER 4: FEATURES Maxwell Traver (order #5060272) 69 Feature Cost Description Eect Incise 10 With a predilection for bladed weapons, the Character prefers using them to cut and slash opponents. +9 Melee (only with bladed weapons) Intrusion 10 Te Character is unusually talented at inltrating past established security countermeasures. +13 Security Juggernaut 12 Te Character has an anity for handling and piloting a Mech as a weapon. +13 Mech Mobility and Targeting (Melee or Ranged attacks) Longest 8 Te Character can jump great distances with ease. +9 Jump Moccasin 10 Te Character feels natural in water and can swim despite never swimming beforehand. +12 Swim Nomad 8 Te Character has a unique understanding of the people across the badlands and easily adapts to any of the social and cultural customs of locals. +9 Culture Observer 8 Trough many hours spent watching others, the Character has developed a keen sense of empathy. +9 Empathy Pitch 8 Te Character can throw objects far and fast, with exceptional accuracy. +9 Trow Quixotic 10 Te Character has a certain predilection for making explosives from scratch. +12 Demolitions Radio 8 Te Character has a natural aptitude for making communications technology work as desired. +9 Communications Somatic 12 Te Character is utterly comfortable with stress, able to bind others wounds with ease and nesse. +13 First Aid and Medicine Activated (Con't) CHAPTER 4: FEATURES FS Maxwell Traver (order #5060272) 70 CHAPTER 4: FEATURES Permanent Feature Cost Description Eect Amnesty 25 Te Character possesses a document granting amnesty and transport to travel freely to and from the Capital City. Te document is reproducible (if lost or stolen) and always grants freedom of movement across the Capital City border. Conventions 25 Te Character has the ability to speak many languages and to sympathize with folks from dierent places. +13 Empathy and Languages Conviction 20 When the Character has enough passion about something, convincing others is easy. +13 Persuasion Creed 35 Te Character has sworn loyalty to the Dusters - the underground resistance - and receives benets in kind. +13 Intellect Skills and Persona Skills Deputized 15 Te Character possesses a Deputy badge, assigned by all normal and legal procedures, which is valid across the territories. Te 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. Enclave 10 Te Character possesses a Hydronic Prosthetic called an Enclave. Please see the Enclave section on page 223 for details on Enclaves. Grit 12 Te Character has a strong understanding of how to survive in the badlands, especially in nding food and water. Double Survival Horripilation 10 Trough a natural instinct for sensing danger, the Character can avoid ambushes and traps. +9 Search and Security: Danger Sense Only Kestrel 20 Born with a strong sense of direction, the Character can Navigate just about anywhere. +13 Navigation Lacuna 10 Despite extra parts left over, the Character can manage to get mechanical and technical things functioning with ease. +6 Aptitude Skills Long Haul 15 Te Character can inspire nearby allies to succeed. Roll Command, DR Dicult: all allies within thirty (30) squares get +21 to their next roll Lope 15 Te Character is prone to bursts of great speed. Anytime the Character goes rst in a Round (wins the Initiative), or rolls Athletics, DR Moderate: Move is doubled Majestic 15 Te Character can perfectly replicate any object by hand, given enough time and the right materials. Double Artisan when copying an object. It takes one day per 25kg. Maxwell Traver (order #5060272) 71 CHAPTER 4: FEATURES FS Feature Cost Description Eect Minatory 20 Te Character intimidates others through presence alone. Anyone interacting with the Character must roll Willpower, DR Dicult, or they become aggravated or submissive towards the Character. Minutiae 20 Trough extensive conditioning, the Character can piece together the smallest details and deduce exceptionally accurate conclusions about everything around them. Double Search Permanent (Con't) Maxwell Traver (order #5060272) 72 CHAPTER 4: FEATURES Activated Feature Cost Description Eect Coerce I 18 Te Character uses sheer malice to intimidate. +2 Brawl or Grapple replaces Intimidation (as desired). Coerce II 19 Te Character uses sheer malice to intimidate. +4 Brawl or Grapple replaces Intimidation (as desired). Coerce III 20 Te Character uses sheer malice to intimidate. +6 Brawl or Grapple replaces Intimidation (as desired). Roughneck 13 At some point, the Character was in the thick of battle for a prolonged period and developed a strong sense for surviving combat. Only while in combat, roll Tactics, DR Moderate (this does not consume an action): +24 to the next roll Slow Drag 25 Te Character, in that moment of bliss called combat, perceives time dierently. +13 Dexterity Skills Transcendental 25 When concentrating, the Character appears to have access to knowledge outside of practical experience. +13 Academics Skills Vituperate 10 Te Character attacks in a urry of swings that look like a blur, normally involving shouting or growling. Te Character may make 1d Brawl or Melee attacks in a Round. Only the rst attack may be a Sneak Attack. Permanent Feature Cost Description Eect Duplicity 15 Trough training and cunning, the Character can feign subtle movements in combat. Deception replaces Dodge (as desired). Gambit 20 Te Character reacts faster than most everyone, often seeming supernatural. +13 Initiative Ossify 15 No matter the force of the impact, the Character never, ever breaks bones. +6 Hit Points. As the description says, the character never breaks a bone, ever. Patchwork 50 Over time, the Character can heal nearly any wound, including damage to the nervous system. +1 Hit Point Regeneration per Day, including severed limbs, etc. Cannot regenerate from complete body destruction such as incineration or similar destruction. Pugnacious 15 Te Character channels years of pent up rage and aggression into ghting with marked eciency. Brawl replaces Initiative (as desired). Maxwell Traver (order #5060272) 73 CHAPTER 4: FEATURES FS Feature Cost Description Eect Recondite 15 Te Character has learned to perceive and understand the world around them with enough acuity to foresee and avoid attacks from others. Search replaces Dodge (as desired). Refulgent 15 Te Character can take on airs of renement and class in order to rob people blind in games of chance. Persuasion replaces Gambling (as desired). Sidereal 15 Te Characters knowledge and research of the sky provides an ability to get from one place to another with ease. Academics replaces Navigation (as desired). Sidestep 15 After years of athletic training, the Characters agility and physical talents make it easier to avoid blows in combat. Athletics replaces Dodge (as desired). Spurs 15 Te Character has a special bond with horses. Empathy replaces Riding (as desired). Squad 40 Te Character was once a member of a cohesive military squad whose members were all prepared to sacrice their lives for one another. One of them still watches over the Character from a distance. Once per round, in combat, roll Streetwise, DR Dicult: a targeted enemy is struck by a bullet spray, damage 1d+51 Squirrelly 25 Te Character is exceptionally dicult to strike, emphasis on exceptionally dicult. Double Dodge. Always gets a Dodge attempt on Sneak Attacks. Stealth 15 A highly developed sense of self- awareness and a natural anity for hiding from view allows the Character to avoid blows. Sneak replaces Dodge (as desired). Stygian 15 After years of conditioning, or perhaps through some bizarre mutation, the Character can see perfectly in darkness or in light. Te character can see regardless of the lighting, looking around in complete darkness gives tunnel vision. Tempt 50 Trough extensive training and eective practice, the Character uses words like weapons. Double Persona Skills Terminus 15 Sometimes a Character connects deeply to the world of Westward in unfathomable ways; such people receive the label Terminus. Te Character is never lost; always knows the time, temperature, and weather; and can see any hidden or concealed doors without eort. Permanent (Con't) Maxwell Traver (order #5060272) 74 CHAPTER 4: FEATURES Activated Feature Cost Description Eect Rejuvenate 20 Te Character can provide momentary health to another. Te Character can Heal another Character who possesses Synergist, +1d Hit Points, once per day. Tutelary 10 During combat, the Character can provide brief protection to another. Te Character can give up an Action during Combat to allow another Character who possesses Synergist to Dodge, penalty free. Unity 10 Te Character can freely communicate briey with other Characters. Te Character can freely communicate with any other Character who possesses Synergist, regardless of distance, for about 1 Round. Permanent Feature Cost Description Eect Synergist 10 Te Character possesses the innate ability to cooperate with other Characters at a fundamental level. Te Character can freely exchange Cinema Points with any other Character who also possesses this Feature. Maxwell Traver (order #5060272) 75 CHAPTER 4: FEATURES FS Maxwell Traver (order #5060272) 76 THE KNOWN WORLD CHAPTER 5 CHAPTER 3: ATTRIBUTES & SKILLS LOG 451EF894-DFAC-4838-80B0-945BD878FF7D/// "Maix ixcixi iaiiuii, iiicriicai s\srixs oiiiarioxai, soiai cuaicixc aiia\s iuii\ iuxcrioxai, uuxax ixiur iiquisrs xissiox coxrixuariox. TIMEFRAME: 100 EARTH YEARS PASS Suiranii iiaxir ioi uuxax occuiariox iouxo, iixirio iisouicis///Lixiiiuooo oi iixoixc iixi iiaxir niioii uuxax caico ixiiiis, xox-ixisrixr Locariox iouxo ioi iaxoixc, warii suiii\, xixixai ruiiar ixoicario. Ciasu ixxixixr, iocx oowx coxiuriis axo oara ioi ciasu iiociouiis. TIMEFRAME: 13 EARTH MINUTES, 26 EARTH SECONDS PASS Ciasu coxiiiri, suii ar aii sroi, uuxax iossis wiruix acciiranii iaiaxiriis/// Bicix assissixc oaxaci axo iiioiirizi xicissai\ iiiaiis. TIMEFRAME: UNDEFINED///DAMAGE TO CHRONO-CIRCUITS AND ATOMIC CLOCK Huxaxs uavi nicux oisassixni\ oi rui Cui\saiis/// Tui\ uavi oicioio ro sra\///Uxaxriciiario. Faiiuii oi oara nacxuis///Huxax ixriiiiiixci///Dicisiox xaoi ro iiavi suii///Suii is uoxi. Coxsriucriox oi xicuaxicai AI sroiaci oivici nicux///Tiaxsiii oi iiociaxxixc ro coxxixci uiox coxiiiriox. Eiioi caicuiarixc iiquiiio xixoi\///Acrivi scaxxixc ioi suiranii souici. Huxax oiscovii\///Eiioi///Tiaxsiii coxiiiri/// Ri-ixriaiizixc///Hosr oivicis iixxio wiru iow-iowii iocai xirwoix///Powii oiiivio iiox iuxcrioxai xuciiai iiacroi uuxax uosr scavixcio. Bira--,, iiruix ro iuxcrioxai awaiixiss. Pioxixir\ sixsois oiricr xovixixr ovii rui xixr iioci. Tuiiar: Noxixai, iionani\ Fiiai. Suouio wi ixcaci: Oxi\ ii xicissai\. Tui\ wiii uuxax oxci. Tui saxi uuxaxs ruar oiovi us ro wuar wi aii xow: Yis. Youi oicisiox ro xor ixcaci is coxiusixc. Tui\ aii uiii ri\ixc ro suivivi, ;usr as rui uuxaxs aii, ;usr as wi aii. Tui oicisioxs oi uuxaxs axo oi Fiiai aii iauir\. Tiui, nur ruosi oicisioxs aii ruiiis ro xaxi. Focus ox oui rasx, Oxica-1-Diira, axo wi wiii iiovi oui woiru acaix. Oio Bix MAKER, TECHANIC, ARTIFICIAL INTELLIGENCE, CYBORG Maxwell Traver (order #5060272) 77 Maxwell Traver (order #5060272) 78 CHAPTER 5: THE KNOWN WORLD Westward is a massive planet that dees the basic Human understanding of size and mass, as it possesses a very similar gravitational pull to Earth. Te planet is slightly larger than Jupiter, with a solar day of around sixty (60) hours. Westward has two stars; one that lies at the center of its solar system, a white dwarf, and another that orbits the central star, similar to Earths sun. Te two suns account for the longer days on Westward. Te region where Humanity lives on Westward is about 28,000 kilometers wide, West to East, and 34,000 kilometers long, North to South. Tis makes travel between prefects slow and cumbersome in the best times of the year. In most cases, people live near prefectures because most of them tap into underground rivers or have some kind of water source. DIURNAL CYCLE Westward orbits its central star once every ve hundred (500) solar days; this accounts for a signicantly longer than year than Earth. In the discussion below, the brief history of Westward uses the standard Westward year of ve 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. Te 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. Te 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. Location Wiwnter Summer Autumn Precipitation (Annual) Aquarium -25 to 12 10 to 36 -15 to 21 11.2cm Brimstone -10 to 20 15 to 47 1 to 24 15.0cm 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 Maxwell Traver (order #5060272) 79 RELIGIOUS WORSHIP All Seasons Chrislamadan, (observed), November 1st 14th Breaking the Fast, Festival of the Feast (observed), Janus 1st LANGUAGES Common Languages Achrommit (Westward Ocial 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) BEFORE WESTWARD Te ancestors traveled into the stars to nd a new home. Mutations and gene therapy motivated their exodus from Earth, many generations ago. Tey used an experimental engine to leave Earth, which failed and destroyed itself in its single using. Te 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 nd 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. YEAR ZERO (0) - FALL OF THE CHRYSALIS Tree hundred forty three years ago our ancestors crashed here in the mighty starship, Chrysalis. Tey found a new world after their long journey across the stars. Before landing on the new world, the ancestors did not know that the worlds lack of resources would keep them captive. In an attempt to use their advanced knowledge of science and technology to escape the worlds grasp on them, they succeeded only in launching very small satellites. Eventually the ancestors gave up, accepting the new life presented to them on this strange, new alien world. With them, they brought the knowledge and technology from another world, a world rich in raw materials and resources; Westward is not that world. YEAR FORTY (40) - THE MANDATI We live o what we can nd, competing for everything; food, water, shelter, power, and anything needed for survival. Water, our life essence and the primary source of our locomotion, is diminishing. When the ancestors realized this shortage, they started construction of the Capital City and the massive protective wall around it. Te ancestors installed an automated defense grid around the lake to protect the only major body of fresh water they knew. Te ancestors formed a provisional government called the Council. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 80 Te Council issued an edict called the Mandati, justifying all the exploration by the prospectors as an act of survival. Ten they immediately commissioned prospectors into the badlands to survey for water, metal, and other raw materials. Te prospectors found places where water ran underground and places for mining minerals. Eventually, many prospectors founded Prefects outside the Capital City. As more Prefects cropped up here and there, few survived the trials of time in the badlands. Te Council commissioned the Tram, a massive railway system designed for moving shipments to and from the Prefects. Tey also constructed a passenger tram to travel around the tram system. As the Council kept on bringing in the water and materials from the badlands, storing them, they said, for when it all runs out there were some outcries from the prefects about the handling of resources. To the day of writing this history, not a single shipment has traveled from the Capital City carrying goods to the Prefects. YEAR ONE HUNDRED FORTY (140) - THE NOVEMBER WAR Folks started revolting against the provisional government after a time. Cause the Prefects began refusing to send water and other goods to the Capital City, the Council took issue with the Prefects. Tis, of course, did not end well. Te Council reacted by sending units of conscripts and Capital City Guards to enact martial law on those that refused to provide the resources in the Mandati edict. A series of battles broke out between the colonials. Te folks living in the Prefects fought ercely against the Capital City military. Tis ended in mass bloodshed, leaving many Prefects exclusively under Council control. Tese battles took place over several years, but grouped together and remembered as one war. Historically speaking, the November War followed the small military battalion formed by the Council, called November Squad. As the group of soldiers mercenaries moved between Prefects, they encountered more and more resistance. Word of the violence spread ahead of them, until some of the more distant Prefects were able to organize a more formal militia, with the nal two battles of the November War leaving few alive on both sides. Tis was a great embarrassment for the Council, so they quickly and publicly changed their political standing following this incident. From then on, the Prefects received more freedom and self-governance, given the option to accept an assigned Overseer from the Council or elect their own. Most Prefects elected their own. Many of the Prefects moved to establish contracts with the Council to provide a percentage of their resources, as they determined those needed to sustain life in the badlands. Te Council begrudgingly accepted these contracts with the newly freed Prefects. Tose Prefects under Council rule simply handed over all their resources, except the very bare minimum. YEAR ONE HUNDRED FORTY FIVE (145) - THE FERALS Tis redistribution of power sought to make it easier for the Council to continue gathering resources, but now the Council was contending with the Prefects forming trade agreements between one another. Te main desire behind these new trade agreements was to work out plans to maintain a stable workforce closer to the frontier. Tis was amid the rst rumors of the Ferals, people who had wandered into the wastes and turned savage. While there are many known reasons for a person going crazy, from bugs to disease, no one had a good reckoning for process of becoming one of the Ferals. Tese were people seemed outside of reasoning. Te one exception was that they work together with tactical eectiveness. Teir primary goal was stealing children for recruitment and food for survival. Neither went without bloodshed, so the thefts turned to raids. Te Ferals killed or captured any person they found on a raid. Te folks taken prisoner by the Ferals were turned into new Ferals, eaten, or tortured, (and then eaten). Many Prefects reacted by vaulting their food stores daily, which many believe turned the Ferals to cannibalism. Tis was a turn for the worse. It was only the beginning of the ongoing struggle the Prefects experience, even today. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 81 YEAR ONE HUNDRED SIXTY FIVE (165) - THE DUNECREEK MASSACRE As two decades passed, the Prefects turned to hiring war veterans for protection. Tis seemed to work out well, giving combat experienced retirees a renewed purpose; all while getting protection in exchange. Tese were the rst Marshals. Many of the early Marshals were celebrated for their work, but in time went unpaid or saw fortune in bounty hunting. Tose who turned away from the Prefects, started the rst scav groups. Tese criminal organizations organized into small paramilitary bandits, performing regular raids on the Prefects and eventually making their way into the Capital City. When the rst raid occurred on a water repository in the Capital City, the escaping group of bandits ed North to Dunecreek. Te group of bandits took the entire Prefect hostage. Te Council reacted swiftly and did not negotiate, despite threats by the bandits to murder all hostages. Only a handful of Dunecreek citizens survived as the Capital City Guard stormed Dunecreek and killed every bandit. Te bandits allegedly murdered most of the Prefect citizens during the attack, but no evidence remains as the Council quarantined and relocated the remaining citizens. Dunecreek was under military governance for about a year after the event. Some years later, the Council created a new decree to commit to higher pay to any Marshal of a Prefect at the same rate as an Overseer. Tis decree provided a monetary incentive for Marshals to remain in their post and keep law and order, keeping many new Marshals from turning to mercenary work and joining Scav organizations. Despite the changes in pay, many Scavs remain around the badlands, still making periodic attacks on Prefects and forts, though none dare attack the Capital City ever again. To this day, the Marshals are feared and revered. Some of these Marshals, while operating within the "law" seem to exact justice on their own terms, especially at greater distances from the Capital City and the watchful eyes of the Council. Despite the rumors and myths of the Marshals, it is clear to all that they are integral to maintaining peace across the badlands. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 82 YEAR ONE HUNDRED NINETY THREE (193) - THE WAR OF SUBVERSION Te Tranquile were established from within the Council as a diplomatic core. While the Tranquile started as diplomats, the purpose was quickly changed to a government sanctioned prostitution ring. Te Tranquile were selected at random from the populace without regard for position, causing a great divide in the more well o families. Several members of the Council began using the Tranquile as assassins, brain washing and training them for use as political pawns to threaten or kill Overseers and Capital City ocials. It was not long before an internal power struggle occurred, and the control of the Tranquile shifted between dierent political groups. Tis caused factions to arise from the Tranquile, as the ocial organization changed hands among Council members. Tose Tranquile who were family of a Council member became targets, often written o as lost or damaged goods. While the Tranquile received complete diplomatic freedom and turn a prot, most of the money went back into these wealthy families with relations in the Council. Amid the chaos between the Council members, the Tranquile subverted the very ranks of the Council and many Prefect Overseers. Tis created strife across the badlands until a particular event, when a very inuential Tranquile named Cascadia, fell in love with the Marshal of Brimstone. Te story goes that Cascadia, charged with seducing and controlling the Marshal of Brimstone, took another path that forever changed the hearts and minds of the Tranquile. In Cascadias attempts, the Marshal remained stayed stoic, never wavering from his position and professional title. Eventually she tired of the work, and pursued him in another fashion: as a friend. Tey were known to dine together, or seen walking across the landscape around Brimstone together. After some months, she realized she had fallen in love with the Marshal. Afraid of the punishment of failure, she confessed her duty to the Marshal and asked for protective custody. Te Marshal conceded and took Cascadia into the Brimstone hold, where he locked her away. When word of her failure and confession reached the Council, a team of Jaggers, a nasty breed of part enforcer, part bounty hunter, dispatched to retrieve and return the Cascadia to the Council for punishment. Te Marshal refused them and they attacked the prefect. Now, it is important to note here that this particular Marshal was famous, not only for heroism in war, but also for his brutality in battle. Te tale goes that he eortlessly defeated the Jagger contingent, but understood his presence endangered Brimstone and its inhabitants, by remaining there with Cascadia. He took her and headed into the northern wastes, never to return. To this day, no one knows of their fate. When the story reached the ears of the other Council, it caused the whole of the Tranquile organization to further fracture. Some members attacked and murdered those in control, subverting their families, learning of the original treachery behind the Tranquile organization and its tainted history. Tis uprising within the Tranquile created a well-known divide, called the War of Subversion. As the news arrived at the Council, a powerful Tranquile made the decision to betray the rest, seeking absolute control of the Tranquile in a sinister agreement with a powerful and wealthy family. In doing so, this Tranquile was attacked and hunted by many in the Tranquile uprising. She supposedly ed into hiding, waiting for revenge and a chance to regain control of the Capital City. Te Tranquile continued to reorganize into two groups, the Tranquile of Chrysalis and the Tranquile of Brimstone. Tranquile remain in the highest of esteem and reputation, given freedom and passage where others receive none. YEAR TWO HUNDRED SIX (206) THE MODERNIZATION When the dust settled after the conict from within the Council, data emerged revealing that the highly coveted resource, water, was beginning to run out. Tis news caused the price of water to skyrocket and many Prefects began to panic. Te Council moved to make a new currency, Bits, small coins of a specially formulated steel alloy, to replace the printed polymer money. Bits, also valued by weight, became the fastest way to measure the value of a steamtech and other hydrolic technology. Soon, Bits were the comparative currency for everything, from water and food, to livestock and construction materials. A fair number CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 83 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 84 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 85 of merchants began long routes along caravan trails that run primarily along the rail lines to support the new currency expansion and line their pockets. Te traveling merchants established a reputation to hire mercenaries for protection of their merchandise. Te merchants also began serving as experienced guides, charging nominal fees to accompany them on trails. During this early part of the second century on Westward, steamtech advanced dramatically as many Capital City industrialists hired scientists and engineers to develop new ways to handle, store, and utilize water to its fullest. One of the innovations was the Mech or Steamech, a piloted suit of armor or vehicle, using highly specialized components to run on steam for dramatic increases in electricity and mobility. Te Capital City Guard, conscripted military, and many Prefects quickly adopted this emerging technology. In the distant South, an ambitious project called Motis, began under the funding of the wealthiest family in the Capital City. Te purpose of Motis was to build a massive Steamech that doubled as a prefecture. When the Motis project was complete, the entire family who funded the project, and many others, went to live on the massive walking prefect. To this day, Motis wanders around the Southern badlands as a beacon of true ingenuity and technological achievement. Te Steamtech research improved the eciency of the rail, providing for many other innovations for the people living across the badlands. YEAR TWO HUNDRED TWENTY EIGHT (228) THE EXPANSION Te Council signed into law the expansion of the Mandati, causing a mass of funds and research into technology and exploration. Under a new seed of investment, construction began for several outlying forts and Prefects at the farthest reaches of the badlands. From all the ways the Council attempted to expand, an underlying agenda existed to nd and gather as many resources as possible. A small group of researchers and scientists quietly started the Argonaut Group in an attempt to develop a means of traveling greater distances safely from the Capital City. Even though the Argonaut Group and several others fell under an umbrella of funding as military research, many researchers were slow to release their innovations and discoveries to the Council. Te Council received very little trust amidst rumors that came from the dark corners of the Capital City. Tese rumors alleged that special groups of Capital City Guard were organizing into a secret police agency to perform the less-than-desirable acts commanded by the Council. Te Council delegated the responsibility of running many of these military research projects to these new secret police, known as Praetorians. Te Praetorians, named after the historic guard of ancient Roman emperors, were an elite agency developed to oversee the security and safety of the Council. Te justication, ocially speaking, for the formation of the Praetorians was the upheaval experienced some decades before at the hands of the Tranquile organization. Due to the investigations by the Praetorians into the various military research groups, information trickled directly back to the Council, where they might control all the information and knowledge. Te members of the Argonaut Group devised a plan around a secret society of their own to quietly rebel beneath the steel st of the Council and their shadowy secret police. Te members of the Argonaut Group formed a small, but successful group, calling themselves Dusters. As the Dusters began ltering and disseminating technological knowledge to those outside the Capital City, they would leave out bits and pieces that would make the technology easily workable. Tis abstinence of information was an eort to make this distribution of knowledge, seem more like a leak from within the Praetorians, rather than those researchers and scientists involved in the various military projects. Te Argonaut Group remained for quite a long time. YEAR THREE HUNDRED (300) THE FALL OF THE ARGONAUT Te Argonaut Group, subverted by one of their own, Professor Isthmeer Primus, desperate to clear criminal charges led against him, quickly fell apart. Professor Primus started an industrial company called Primus Mechanized, some others followed suit, while others moved outside the Capital City to continue their research. Te remnants of the Dusters quietly continued in the shadow of the Council. Te Dusters eventually created a large and intricate network of trusted agents, organizing into splinter groups. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 86 When the Council realized the dissemination of their secrets was over, a new problem arose. Despite ignoring the Scavs and Ferals across the badlands for a century, they remained and grew stronger than ever. Te Scavs organized into massive criminal syndicates. Te Ferals formed several large tribal groups, recently uniting under the single banner of one leader, calling herself Bloodhawk. Under this united front, the Ferals orchestrated many attacks to the outermost forts and Prefects, decimating the populations and resources. Te Scavs moved in after these attacks, taking over the Prefects, making them into their new homes. With the population of Humanity stretched thin across the known world, the Council did not send a single conscript to help those in need. No investigation followed, and the Prefects and forts went abandoned. Te condition of many forts and Prefects remains unknown to this day. YEAR THREE HUNDRED THIRTY (330) RISE OF MANCIPLE PRIMUS In thirty years, the badlands remain an inhospitable place to live, let alone travel across. No more attempts at an expansion of the tramlines, nor to expand the current commerce base. Te Council seemed preoccupied by internal political squabbles and the impending change of Council members from an impending vote. In the past century, the Council ruled that only citizens of the Capital City possess the right to vote on Council members. Te vote was originally open to all citizens of the original ancestors who founded the Capital City, but now the vote remains only to those who can legally trace lineage to an ancestor. Fewer than two thousand people can vote, and the pool seems to shrink every year. Anyone venturing into the badlands was given leave to do so, however, no protection was aorded. Ten a Council member needed to visit Dunecreek to inspect the facilities and approve some funding for the Prefect. While on the visit, someone shot the Council member in the street over an argument on resources. Te backlash from the Capital City Guard was disproportionately strong; the guard dragged the people of Dunecreek into the street. Tere were many violations of rights, and in the end, no one ocially arrested. Te Council reacted ocially by sending regular brigades of conscripts to every Prefect still available for resources. Tis action forced a lot of tension on the Prefects, who felt the regular military presence was unneeded. Ten the election took place for the new Council. With the new members selected, a single member stepped forward, Councilor Primus, oering to provide his Steamechs to the Capital City Guard, Praetorians, and many other technologies at the disposal of Primus Mechanized. A brilliant politician, Councilor Primus, soon bargained his way into a new title: Chancellor. Te Council unanimously made Manciple Primus in charge of the entire military, including badland and Capital City security. Chancellor Primus swiftly disbanded the Council and seized nearly complete control of the entire political system. No one resisted, at rst. Ten, little by little, Manciple Primus began hunting down anyone he believed might possess connections to the Dusters, the only group he perceived capable of displacing his reign. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 87 YEAR THREE HUNDRED THIRTY (343) THE PRESENT Tirteen years since Chancellor Primus took power in the Capital City very little has truly changed. Te Praetorians act as death squads, hunting and slaying anyone with perceived ties to the Dusters. Te Capital City Guard and conscripts ride around the badlands, terrorizing the countryside with brute force, using martial law as an excuse to steal, murder, or worse. Te world of Westward has never needed change more than now. THE LAST THREE HUNDRED FORTY-THREE YEARS A bit over three centuries ago, the founders landed on Westward at Lake Chrysalis, a place reasoned to hold freshwater. Te next fty years were spent disassembling the colonial ship into pieces to make the Capital City. An autocratic government formed as the crew to ship disbanded and began to try living outside the walls of the Capital City. By the end of the rst century on Westward, the government conscripted two separate, but important military groups, the Capital City Guard and the Frontier Conscripts. One kept peace and order within the connes of the Capital City with the other charged with patrolling and protecting the people at the edges of civilization. Eventually they created the Marshal service, where individuals were assigned jurisdiction over specic regions and prefects. Te Capital City Council commissioned the tramlines by the end of the rst century, meant to help distribute and ease the work of outer territories and frontier forts, but instead were used for collecting resources and bringing them into the Capital City. As we entered into the beginning of the second Century on Westward, we realized that our resources were limited. Folks outside the city rioted locally, and many of the citizens in the Capital City were exiled from within for inciting rebellion. Te Capital City Guard was accused of torture and murder during the following Century, and not until the Capital City formed the "council" did the unrest end. Te primary leader of the previously ruling government stepped down and disappeared into history as a tyrant. Ten the new government started slowly and quietly, to change the way everything worked. To live in the Capital City you needed an identicard. Without a card, a person was not considered a residential citizen. If a person left the city for more than a month, the identicard data was erased, and the citizenship was forfeit unless the person was under government sanctioned work grants or military orders. Much of the third Century, many people migrated from prefects with tramlines. Tis made it more dicult for Capital City guard to arrive and collect resources. In some cases, smaller prefects declared themselves independent of the Capital City jurisdiction, but this never lasted long. Secession from the Council and their rule was never tolerated, and punishment was quick and harsh. Learning their lesson, the folks who lived away from the Capital City decided to quietly carry out their daily lives. Tis worked well in the grander scheme, until about ve years ago. Recently, the Capital City began stepping up patrols into the Frontier and outer territory prefects disconnected from tramlines. Te Council commissioned several air ships to make attacks on the Ferals and raiders beyond the Frontier. Tis aggravated these groups into attacking prefects, regardless of their aliation with the Capital City. As the next ve years passed, more and more attacks occurred. As the people of the outer territory and frontier became stuck in the middle, many innocent deaths occurred amidst violent, guerilla- style battles. When small militia groups formed in various Prefects, hell bent on defending the local populations, the Capital City, not fond of the idea of independent militias, ordered Capital City Guards to patrol and wander through prefects, under orders to shoot anyone bearing arms. Tese are dangerous times, only looking to get worse. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 88 CHAPTER 5: THE KNOWN WORLD CAPITAL CITY Population 650,072 Te Capital City is place lled with people and technology. Te 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 oors, 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. Te 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. Te tram lines exit from the city to the various prefects lying nearby the Capital City. Te city is unocially divided into eight areas, mainly describing the state of the regions and less about the intentions of anyone. Te 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. Tis 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 gures, as well as the district where most of the governing council resides. At the very South end of Capital Te 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. City is Lakeside District, mainly used for controlled access to the Chrysalis Lake water. Te South West portion of Capital City is the Trong District, an area where the Capital City Guard and military conscripts train to serve the council. Te area between the Tram Line and Trong Districts is Mid City, an area almost entirely devoted to commerce and shopping. Most people, whom live in the city, (or once they do), rarely leave. It is protected by a massive wall which includes automated turret systems and regular city patrols. Outside the city is an immediate landscape of rough, rocky wastes, where cacti, shrubs, and very rare small trees reside: the Badlands. Te tendency is for plant life to grow along the tram lines as they primarily use water as fuel and exhaust a water vapor sparingly, giving life to the surrounding areas. Small roads that lead around the wastes have more plant life, but ultimately the region is sparse and little grows in abundance of the Capital City for several kilometers. Te roads that lead in and out of the city lie on the West and East walls, and often the gates to these roads remain closed. While it is easy to get the Capital City Guard to open the gates to leave the city, it is very dicult to get them open the gates to enter. Maxwell Traver (order #5060272) 89 CHAPTER 3: THE KNOWN WORLD Maxwell Traver (order #5060272) 90 CHAPTER 5: THE KNOWN WORLD THE INNER TERRITORIES Te Inner Territories are not markedly dierent than any other part of the wastes outside of the Capital City with the exception of a larger number of Capital City Guards and a more prominent presence of the tramlines. Beyond that, most of the native wildlife is less dangerous, as the more larger Human populations resulted in more hunting. Apart from Tram lines and a greater military presence, the Inner Territories tend to have more plant growth due to greater closeness to Lake Chrysalis. CHAKODA Population 21,319 Chakoda is the largest prefect outside of the Capital City, also sitting closest to it. Te accessibility of Chakoda also means the Capital City guard presence is always very high. Te Chakoda Marshal holds little legal power except over small ordnance and legal enforcement. Te 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. Te 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. Te people in Chakoda enjoy ore protection from the wastes than other prefects, but they sacrice 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. Tey do not have a tramline running into prefect, so the nearest Guard Sanctuary lies in the nearby Prefecture of Aquarium. Dunecreek was founded by some surveyors who quietly discovered the underground river and tapped into it before the Capital City governing council could prevent it from happening. Te prefect is laid out in a grid, where small plots lie between roads where small specic crops are raised and separated from one another. Tey have local farm patrols to prevent wildlife from eating the crops. Dunecreek is the site of the Dunecreek Massacre, and a memorial stands in the center of the prefect, reminding everyone of that unfortunate event. Te out skirts of Dunecreek is marked by a dry moat, a high wooden fence, and tall mound built up behind it so patrols can stand along behind the top of the fence. Tis strange approach completely surrounds Dunecreek, which provides only for three direct roads into prefect. Te locals built this preventative structure for the purpose of keeping out wild animals who threatened early crops when the prefect was rst founded. 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 ecient. Yewanrey employs a large Steamech work force, and brags one of the highest production rates of the mining Prefectures, despite the small population. Te 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. Te 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. Te Yewanrey mines spider deep underground landing them the nickname of Yewanrey Catacombs. Tat along with the long history of Yewanrey providing support for outcasts and rebels, the Prefect is often subject to Capital City investigations. Maxwell Traver (order #5060272) 91 Dunecreek Memorial CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 92 Yewanrey CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 93 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. Te 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. Te 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. Te backside of Caves appears as a hill with a tower on the top. Te 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 rening facility. While North Hollis has a small population, steam works machines complete most of the work between the mining and steel renery. Te 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 rened steel onto tram at 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. Te 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. Tere 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. Tere 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 suered 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 94 CHAPTER 5: THE KNOWN WORLD 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. Tese 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. 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. Tere 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 eciency. At a distance, Aquarium looks like an ancient oceanic oil renery, 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. Beyond the edges of the territories is an outer region called the Frontier. It is where life is the most dicult, but a place called home, for those who struggle to live at the edge of civilization. Most of the Frontier is made up of military forts, sometimes containing small communities. Without a line where the Frontier begins or ends, some folks say a feeling of emptiness and solitude invades the daily lives of the inhabitants and travelers who journey to the outer badlands, and you just know it when you cross into the Frontier. A obvious lack of tramlines in the Frontier is a condition of life, and leads to frequent raids by ferals and raiders. Strangely, the worst thing about the Frontier is not the dangers posed by other people, but by the lack of resources to stay alive. Competition for food, water, and the things needed to maintain civilization is erce. On top of the competition between people, is the competition with the wild life. Every part of the badlands has dierent creatures, some of which are particularly deadly and invasive. Te people who choose life on the Frontier are typically those looking for fame, escape, or solitude. Regardless of the reason, people depend on one another, doubly so on the edge of civilization. Maxwell Traver (order #5060272) 95 Hollis CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 96 CHAPTER 5: THE KNOWN WORLD Fort Amarell Maxwell Traver (order #5060272) 97 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. Te 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. Te 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 AMARELL Population 2,188 Fort Amarell provides a stronghold to those who politically oppose the Capital City Council. It has the potent and eective 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. Te plateau where Amarell sits is near half a kilometer in elevation, making it impossible to easily attack in large numbers. Te 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 Amarell has a modest trade and barter relationship with several other prefects via airship, which also provide news and occasional protection from bandit raids. Fort Amarell provides an unmatched sense of security to Dusters and anyone in political disagreement with the Capital City Council. Fort Amarell boasts a defensive wall around the ridge of the plateau with medieval-looking turrets. Atop the defensive wall, patrols provide day and night security, as well as providing assistance for incoming airships to help them land. FORT SPINE Population 0 Fort Spine was the shining gem of the South for the rst 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 nd out the truth. Occasionally, treasure hunters go looking to nd the old road to Fort Spine, few return alive, fewer return sane. Te draw of treasure is a large one, CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 98 CHAPTER 5: THE KNOWN WORLD since a major legend revolving around Fort Spine is that it was an early, colonial mining facility for precious and heavy metals with its own underground river. Tis appeals to anyone looking to get away from the tyranny of the Capital City Council, as they would not dare to venture that far South. Once a year, an expedition leaves Yewanrey to nd Fort Spine. Barely anyone ever returns. 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 fortied 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 benets 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 Tor 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. Tere 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 eortlessly. 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. Maxwell Traver (order #5060272) 99 Motis CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 100 Te entire known and populated region of Westward spans an area of a small continent, though most it is either too dangerous or without enough resources to sustain life for any length of time. To the magnetic North of the region are impassable mountains that rise so high most believe they sit where little breathable air exists. Tey call these Northern mountains the Monument Mountains. Long ago, the early colonists attempted to cut into the side of some of the mountain range with explosives, resulting in the deaths of hundreds of people. No one tried again after that horrible disaster, though there is recent discussion of another attempt to harvest the snow and water from that sits on the peaks. Te surrounding Badlands of Westward is more desert as far as anyone has traveled. No one is entirely certain of where the nearest ocean lies, let alone the nearest forest or surface river. Ferals, Pirates, and Raiders are the only people known to live beyond the Frontier. ABANDONED LOCATIONS Troughout 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. Tose places where people still reside, probably prefer to remain distant from the governance and laws of the Capital City. Tey likely live and die by local laws with communal justice systems that might appear archaic to anyone on the outside. Tese 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. Tere is a sense of xenophobia that developed between the places beyond the Frontier and the Inner Territories. Tis 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. BEYOND THE BADLANDS For the past century, a handful of "Ferals" returned into the outer territories, telling tales of a promised land, discovered beyond the wastes. A place where they arrived and food and resources were abundant and plentiful, a place beyond the madness, the dust, and the hunger. To reinforce their claims, they held fresh fruits and vegetables. Teir stories sit as unconrmed allegations, when discussed within the Capital City. Among those people living in the outer territories and among the Frontier, these tales may be discounted as wives tales, but many travelers have wandered out into the wastes to never return. Perhaps they just die or get eaten, perhaps they discover the promised land where Humanity can start again. Regardless, no one knows the truth. Tere was once an ambitious (some would call insane) Capital City chancellor, who commissioned an envoy to travel as far as possible (safely) and return to the Capital City and report their ndings. As the envoy never returned, he was voted from his seat and charged with reckless endangerment of citizens and exiled to the wastes to wander until he died. Tere was once some discussion of slowly extending the tramlines further out, but a consensus came from the ruling council that the proposal was outlandish and a waste of resources. Regardless, the council seems to care only about the Capital City, and not for the residents and citizens living beyond the walls. Tis selsh indignation towards other people spurs rebellion, and even some folks from within the Capital City are stepping up to take a stand against the unjustness set upon other people. While life on Westward has never been so exciting, it is always best to stay low key and out of the line of re. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 101 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 clis high above. Te 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. Te 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 conrm its existence. ARCHON Tere are places where the tramlines break o from the main lines, trailing o 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 o so that no one would go looking for it, nor happen upon it by accident. Archon is a place by rumored reputation: run by the Capital City, where successful development of a starship to leave exists. To be used if Humans deplete the resources to continue living on Westward. No one knows if Archon exists, but the tramlines do travel o into distant places, leading past abandoned prefects and ruins, further into the badlands. Some Dusters claim to possess records from the fabled Argonaut Group, who apparently participated in the development of Archon, along with a slew of other research projects. Many Dusters believe that someday they can expose the corruption of the Capital City Council to the people; giving everyone the opportunity to leave the badlands, or better, leave Westward. TENEBROUS Te 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. Tis 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. Te details were scant, but the project involved the development of a super air ship. Te super air ship was to y 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 102 GENTILES Gentiles are the main inhabitants of Capital City and the surrounding region. Most Gentiles will not venture far from the city unless compelled by force. Gentiles tend to avoid the dangers outside the city, the uncivilized world, including the people. Te Capital City has a massive population; of that, slightly over two thirds are natives, while the remaining third are naturalized residents. To reside within the Capital City as a Gentile requires not only the standard Identicard, but also family genealogy documents. Most Gentiles enjoy a casual life, wanting for little and holding positions within the city. Many of these positions are Trades such as Capital City Guard, Doctors and Scientists, Evangelists, and Silks. CAPITAL CITY GUARDS Only Gentiles hold eligibility to become Capital City Guards, therefore their allegiance to the city and residents is unquestioned. Gentiles receive better equipment and augmentation training to improve the training they get while they share basic training with Conscripts. Capital City Guard live on a weekly stipend, and rotate in specialized shifts to do tours outside the Capital City walls to help maintain law and order. Tere are two elite groups of Capital City Guards. One group is the Praetorians, selected to provide personal protection to the Capital City Chancellor. Te other group is the November Squad, who work to patrol and scour the badlands, with a mission of eliminating any bandits and ferals they encounter. DOCTORS AND SCIENTISTS Tere is a medical and research school in the Capital City called Chrysalis College. Most of the college lies within the heart of the Chrysalis, where doctors and scientists learn their trades via the training facilities still operational with the heart of the crashed ship. Medical students work only on projected hologram patients until certied as doctors. Scientists and researchers must train in specic elds, relevant only to continuing survival on Westward. Trying to research technologies that do not pertain directly to the benet of the people of Westward, or the Capital City inhabitants places a demerit on a student. If a student receives too many demerits, the result is invalidating resident status and immediate extradition from the Capital City. Few students cross these lines. Once the students become doctors and scientists, they live out their remaining existences as they choose, moving about as they please, with the only expectation that they help people and solve problems as encountered. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 103 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 nancial 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 Te noble-born citizens of the Capital City can directly link their lineage to original Chrysalis bridge ocers. Less than one thousand Capital City residents directly claim this lineage. Tese 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 ocial 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 nds the reason quickly. People dislike Silks within the Capital City, while outside of it, people consider Silks criminals. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 104 COLONIALS Most Colonials live scattered throughout the inner territories and along the frontier. Colonials often work with the Capital City as diplomats, envoys, and representatives of the central governing council. Colonials often receive the title "middle management," where they fall into the uncomfortable and misunderstood position of providing authority and governance to people who do not respect the governing authority to begin with. To make their lives more dicult, the governing power aorded them is limited to those granted by the Council. Most of it involves keeping the peace and avoiding rebellions against the Council. Te majority of Colonials volunteer to work in Trades such as Conscripts, Marshals, Overseers, or Tranquiles. Te Council is the largest contract Trade employer of freelance Mech Operators, especially for mining, so many of them seek employment through this route. MARSHAL Te 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 conrmation vote by the Council. Becoming a marshal is likely the most dicult 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 conrmed: the Marshal Collective. Once a group of Marshals undergo conrmation and swearing in, the lot of them ship out to the Marshal Collective. Te Marshal Collective is a secure, remote location where new Marshals get a badge, learn the Marshals Oath, and get their rst charge. Any Marshal who violates the Marshals Oath is subject to criminal punishment by the Marshal Collective. Te Marshal Oath A Marshal keeps justice and peace. A Marshal defends the righteous and protects the innocent. A Marshal defends the honor of the people rather than oppressing them. A Marshal always seeks to improve. A Marshal seeks out evil, cruelty and injustice, and extinguishes it. I am a Marshal. I am the law. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 105 CONSCRIPT Most prefects provide the Conscripts to service via recruiting programs that center on folks who want to do some traveling, and folks who want to do some service to the Capital City. Recruiting stations include Capital City Guards and Evangelists who help convince Colonials to serve. Becoming a Conscript means a hard life. Anyone who volunteers for service goes to basic training at a remote outpost camp called Dogwood Camp, where life becomes the very meaning of survival in the badlands. Te soldiers who run the camp do so, on the ground, but return every evening to the relative luxury and safety of nearby anchored airships. A Conscript learns quickly to rely on the others in a unit, as the soldiers must or perish. Te camp location, while unadvertised, is subject to occasional feral and bandit attacks, the wandering, aggressive wild animal, and general unrest from troops who cannot handle the stress. Punishment for misconduct while in the camp is usually lashings or death. Once a Conscript escapes from training alive, the rest of service period, normally four years, takes them on journeys to distant forts or on patrols across the badlands. At the completion of service, a Conscript who does not continue immediately discharges as a veteran. Te suicide rate among Conscript veterans is extremely high, but no one knows why. MECH OPERATOR Trough 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. Tese 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 106 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 aect 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. Tis position of an Overseer is dicult, as while they have a modicum of authority and nancial responsibility, their pay is meager by any standard, and they often take blame outside of their control. Te 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. Te earliest Tranquile aorded companionship and spying services for and between Council members. Tranquile acted as the rst 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 non- compliant Council members. After identifying and eventually eliminating the corruption, a scar remained on the reputation of the Tranquile. Tis 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 107 EXPLORERS AND SETTLERS Explorers and Settlers, while essentially colonials, are the folks who tend to travel outside prefects, going out into the badlands and who settle new homes outside of protected areas. Tese people will often grow up in forts and prefects, but move away for personal dierences with local law or run-ins with Council authorities. While not blacklisted as criminals, such as likes of scavs and Ferals, Explorers and Settles still live in a constant state of struggle for survival. More people live and work outside the forts and prefects, than do the populations within them combined. Tis is a startling idea to the residents of the Capital City, who cannot fathom the idea of living in the dirt and rock and making a life on the edges of civilization. Explorers and Settlers make up more than half of the entire Human population on Westward. While many people view farming arguably as a Trade, those who farm and produce crops, cannot live on that income alone, and heartily rely on another source. By Trade, Explorers and Settlers tend to fall into very specic groups, including Blasters, Makers, Movers, Prospectors, and Techanics. 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 o. 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. Tis 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. Tese 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. Tis makes the steamech business a dicult, but sometimes worthwhile investment of time and energy for an ambitious Maker. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 108 MOVER Movers are the lifeblood of the badlands. Tey travel from one place to another, selling, trading, and buying goods. Tey move resources from prefect to fort to badland, and back again, distributing goods to thousands of people. Very successful Movers take on dicult routes that few others dare venture along, sometimes even going into scav and Feral territory to trade with the locals nearby them. Movers represent a long tradition of free commerce in the original colonists, many of whom will live their entire life out traveling the badlands, never going the same way, or visiting the same place twice. It is from Movers that tall tales reach the ears of others in public houses and anywhere people gather. Movers can often freely travel into scav and feral territory after building a reputation of barter and trade with them, bringing goods from the forts and prefects regularly makes them a valuable commodity beyond the frontier, even to savages. \ PROSPECTOR Prospectors learn skills to nd 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 nd new sites for settlements, while others use traditional methods. No specic 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 nd the answers to the questions. In Prospectors, we nd the best and worst of Humanity; in Prospectors, we nd our future. TECHANIC Te 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. Te technology of Westward poses many complex problems, especially those posed by high pressure steam and long term corrosion of materials. Te most popular insulation and building material used by Techanics across Westward is aluminum silicate, providing resistance to high temperatures and corrosion. Te diculty 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 109 SCAVS Scavs are those, who involuntarily or willingly, moved to the badlands to start a life centered on crime. In the farthest reaches of the badlands, the Scavs formed small prefects, often living in small cave networks or abandoned outposts. Tey are fairly well organized, and in the past dealt deadly blows to the civilized people of Westward. 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 Dicult 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. Tey seek justice like Marshals, but they work outside the law. Vilied 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 tracking. Jaggers most commonly work to track down people to take possession and return "stolen" property to their employers. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 110 CHAPTER 5: THE KNOWN WORLD SHARP Sharps live in most prefects and pretty much anywhere gambling is legal. Te 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 o 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. Maxwell Traver (order #5060272) 111 FERALS Ferals are a tribal people, who carry a number of diseases, subjecting them to a quarantine that prevents living among anyone or anywhere within the normal spectrum of civilization. Most Ferals were involuntarily deported into the badlands, where, if they survive, they join a part of a tribal family. Many Feral tribes live by raiding and attacking forts and prefects, though sometimes they nd more subversive methods. Feral society sees themselves in a constant state of war with the civilized people of Westward. Many Feral tribes adapted creative and eective survival techniques to live comfortably in the harsh badlands. Te tribes ght with one another often over territory and actively own and use slaves, mostly people taken from raided settlements. Tere are fteen major Feral tribes, but they all mainly function socially about the same way. One Feral tribe called the Followers of Onuron, use far more advanced tactics in combat against Capital City forces, boasting more than one victory in direct combat with them. acclaim 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. Te 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 suer excruciating torture. Ferals believe that every member must learn or know how to ght or die. Tis 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 112 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 Te 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. Te 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. Tey feed them dead slaves or those who refuse becoming Legionnaires. Tese 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. Te name Rockbiter comes from the fact that they literally will eat rocks at later stages in the disease, and up until they die. Te disease is terminal once contracted, and no known cure exists. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 113 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. Strength: 5d Grapple 4d, jump 2d, lift 3d, push-pull 3d, stamina 4d (+9). Persona: 2d Command 3d, gambling 3d, intimidation 3d, persuasion 2d, willpower 2d. Intellect: 2d Medicine 2d, search 2d, survival 3d, tactics 5d. Aptitude: 3d Communication 2d, rst aid 3d, operate 2d, vehicle weapons 2d. 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 is a retired soldier born into a military family. When he was in his early twenties, Henjos father Kyle Barrensk was brutally murdered by one of Manciple Primuss agents over an unpaid debt. A crime that remains unsolved to this day, but Henjo knows the truth. Henjo carries a lust for revenge against Manciple Primus deep within his heart. Not only has Henjo inherited his fathers debt, but also the bounty on his fathers head. His entire life is warfare and shortly after Henjos loss, Jill Strongarm approached him through his friend Itara with a proposal. He quickly accepted the task of training Jills Duster Agents in combat and tactics in exchange for exacting his vengeance. Te weaponry he keeps ready are always more than he needs as they hang loosely from many slings and tethers on his person. He has a love of big explosions and while he may appear brutish and tough, he does carry a big soft spot, especially for his best friend Itara Klinger. FEATURES Inured, Cost: 7 (Creation-Only) Description: Hardened by a tough childhood, this character possesses an unnaturally high ability to resist pain and endure hard labor. (+9 Vitality, Stamina) Coerce II, Cost: 4 Description: Tis character uses sheer intimidation of might on others. (+4 to Brawl or Grapple, replace Intimidation as desired) EQUIPMENT Te Right Hand Custom Heavy Automatic Gauss Revolver, (S/M/L) Range: 25/50/80, Damage: 1d+66/63/60, Fire Control: 2d/1d/0, Ammo: 9. .446EM Caliber rounds. Ridged Softwear Prototype Second Skin Armor Suit, Absorbs up to 100 Damage automatically, no rolling required, it is skin tight and hidden beneath clothes. Normally wears black and gray paramilitary uniform with beret, dusters coat, ammo sling, hip holster, and combat boots. Carries humidor with cigars, lighter, and various, random ordnance. Money: 350 Bits CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 114 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, rst aid 3d, operate 5d, piloting 6d, vehicle weapons 4d. 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 lter out dust particles. At night he is particularly eerie as both eyes icker a dim red glow unless he chooses to conceal it with a pair of welding goggles. Areas of his synthetic esh that have worn thin reveal his cybernetic limbs. 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. Te 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 esh 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. Te 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: Te 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 specic stat or component.) Juggernaut, Cost: 12 Description: Tis character has an anity 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 Maxwell Traver (order #5060272) 115 OLD BEN STEAMECH Standing at full height, just about 9 feet tall, Old Ben is a sight to behold. Made up of scavenged and salvaged parts, the composite Steamech roams the Badlands as a primary mode of transportation, which he keeps in working condition relying on the parts he nds, and through his natural talent and technical know-how. Te most visible features of this mech are its open-cockpit design, its two huge exhaust pipes and a pair of threatening mega cannons mounted just below the cockpit. Tose who are foolish enough to approach Old Ben are often reported on having second thoughts at the sight of its mega cannons. Type: Mech Length: 9 Feet [Tall] Weight: 1 Metric Ton Scale: Heavy Crew Required: 1 Crew Recommended: 1 Number of Passengers: 0 Cargo Capacity: .75 Metric Tons Cost: 4,000 Bits (Estimated - If he were to sell it) Mobility: 2d Targeting: 3d Hit Points: 24 /24 Armor Points: 12/12 Structure: 1d Armor: 2d Max Speed: 23.09 Kph Acceleration: 1 Deceleration: 1 Twin Mega-Cannons STATS WEAPONS Scale: Heavy Type: Single (Fired by Pilot) (S/M/L) Fire Control: 1d/1d/0 Damage 1d+45/42/39 Range: 15/35/50 Long Ranged Repeater Scale: Personal Type: Single (Fired by Pilot) (S/M/L) Fire Control: 3d/2d/1d Damage: 1d+42/39/36 Range: 10/20/40 Rear-Mounted Grenade Launcher Scale: Personal Type: Single (Fired by Pilot) (S/M/L) Fire Control: 0/0/0 Damage: Splash: 1d+99/96/93 Range: 100/200/300 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 116 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, rst aid 2d, operate 2d. DESCRIPTION Vildayvin stands about 5' 8" tall, has a medium build, and is clean- shaven 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. Not much is known, by common folk at least, about Vildayvin before he became a Marshal. His parents were simple Doctors who went out to settlements just beyond Fort Southridge and tried to provide medical services to those in need. Sometimes they would bring young Vil along if they were not headed anywhere really dangerous. But one fateful day, while traveling to a settlement, they saw what appeared to be a wounded man along the road in the distance. Naturally, his parents could not leave someone in such a state so they went to help, leaving Vildayvin back with the transport. Upon reaching him they were ambushed by a group of bandits who gunned them down in cold blood. Witnessing this, Vildayvin ed and hid until the bandits took everything they could and left. Upon returning and seeing both of his parents dead, Vildayvin placed their bodies on the wagon and continued to the settlement. Te Settlers helped him bury his parents, but shortly afterwards, he vanished. He was not heard from again until he had grown into a man, when he was conscripted and became a Marshal. Now his name is feared by many a Scav and Feral for the swift and unforgiving justice that he brings to the Badlands. Upholding a strong sense of honor and justice, Vildayvin believes there is one way to handle criminals: with a bullet. He packs a deadly pair of custom-made revolvers, which he refers to as his Hand Cannons. Every man has his vices though. Vildayvin is a fan of the cards and dice, especially those games involving chance. FEATURES Badge, Cost: 6 (Creation-Only) Description: Te character possesses a Marshal badge, assigned by all normal and legal procedures, valid across the territories. Te 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 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 117 Character Type: Te 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. Strength: 3d Climb 4d, Jump 4d, Swim 4d. Persona: 3d Deception 3d, Empathy 2d, Persuasion 2d. Intellect: 2d Law 2d, Search 5d, Streetwise 3d. Aptitude: 2d First Aid 3d, Operate 3d, Security 6d. 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. Tese prosthetics are some of the best possible. Tey 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 ampliers, 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 is an infamous cat burglar whose specialties include the theft of high-value art and top-secret technology. Her list of employers include major government ocials as well as criminal organizations; with a catalog of skills that span the spectrum, she has established contacts that run deep within both worlds over the years. Rarely is she ever between jobs, as she is a savvy business woman who knows what she wants. When the botched job landed her unconscious and facing serious injuries, one of her oldest friends, Henjo Barrensk, came to her rescue. It was through his eorts that contact was established with Dr. Taggert I. Smyth. Smyth was ultimately responsible for nursing Itara back to health and he performed the life-saving surgery which installed the prosthetics that allowed her to heal at a faster rate. Forever grateful for this second chance, Itara still owes her friends and she knows it. Which is why, after a lucrative heist, shell always pay Henjo and the Doctor a visit. Tis uncanny alliance has served all three friends rather well. However these activities havent gone entirely unnoticed. Recent reports of stolen technology have made it to the desk of Manciple Primus. Hes ordered some of his most trusted jaggers to look into the case. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 118 FEATURES Lissomic (Activated) Description: Itara carries a unique mutant gene that she keeps secret. She can briey attune her senses and reexes 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). Ectomagnication 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 Dicult, 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 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 119 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 Intellect: 4d Academics 5d, Business 6d, Politics 6d, Tactics 4d Aptitude: 5d Communications 3d, Demolitions 5d, Engineering 6d, First Aid 2d, Operate 6d, Piloting 5d, Security 5d, Vehicle Weapons 5d 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 awed. His skin is very pale, and he always wears dark sunglasses or sun-goggles. Manciple is a brilliant, power-hungry, and charismatic Capital City noble and recently elected Capital City Magistrate. He has pronounced many new laws, imposed embargos, and cut o much of the civilization outside the Capital City from its resources. He ordered anyone from outside the city (with the exception of ocial military transports that identify themselves via specic methods) to be gunned down on sight. Tere has been a ruling that bans civilians outside the Capital City from possessing rearms. Now people outside the Capital City must resort to the black market for technology and weapons. He enacted these changes due to his xenophobia, and because of reports that important Capital City resources will run out in about 10 years due to the cost of supporting the Prefects. Of course, he has ordered troops to continue collecting raw resources from mining operations in the Territories. He is the popular elected leader in the Capital City, and using this new political power and inuence, he was able to swiftly and forcefully impose change on the surrounding Prefects. Te Prefects at longer distances have been slower to see lifestyle changes, though the eects of cutting o the resources were felt fairly immediately. Being an expert marksman, Manciple is responsible for the invention of several weapon technologies and owns one of the largest manufacturing facilities inside Capital City. He moves around with a personal guard team, and goes nowhere without means of escape. He is a dangerous and cunning individual who seeks to enforce his will on all of Westward. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 120 FEATURES Blandish (Activated) Description: Flattery will sometimes lower defenses just enough to let lies slip through. Eect: +8 Deception Deliberate (Activated) Description: When the Character pauses to think before acting, an unwavering focus follows. Eect: Roll Willpower, DR Moderate: +4d to the characters next roll Etherean (Activated) Description: Te Character is astute in politics and dealing with the upper echelon of society. Eect: +18 Communications, Culture, Law, and Politics. Slick (Activated) Description: For this Character, selling IS everything. Eect: Double Business and Persuasion Tempt (Permanent) Description: Trough extensive training and eective practice, the Character uses words like weapons. Eect: Double Persona Skills EQUIPMENT Pigeon Mark 4 Sniper Rie, (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, ne shoes and a cane. Money: Approx. 100 Kilos CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 121 Hit Points: 30/30 Initiative: 4d Move: 5 Vitality: 2d Cinema Points: 14 Experience Value: 4 Dexterity: 4d Brawl 5d, Dodge 5d, Pick Pocket 4d, Riding 3d, Sneak 3d, Trow 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 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 o 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. When meeting Redge for the rst 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-rich- quick 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. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 122 FEATURES Accretion I (Permanent) Description: Te Character develops and learns quickly due to subtle genetic abnormalities. Eect: +1 Cinema Point any time Character receives Cinema Points. Blandish (Activated) Description: Flattery will sometimes lower defenses just enough to let lies slip through. Eect: +8 Deception. Just Shillin (Conditional) Description: Gambler: If there is a game, you will play. Eect: Assigned Tag Skills: Deception, Gambling, Languages, Persuasion, Pick Pocket. Assigned Features: Blandish, Refulgent. Refulgent (Permanent) Description: Te Character can take on airs of renement and class in order to rob people blind in games of chance.Eect: 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 Trowing Knives, Damage: Str +12/x2, ne suit, long brim hat, black leather boots, gold spurs. Money: 8000 Bits CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 123 Hit Points: 24 / 24 Initiative: 3d Move: 5 Vitality: 2d Cinema Points: 16 Experience Value: 4 Dexterity: 3d Brawl 2d, dodge 2d, melee 5d, melee: Sword Cane 6d, ranged 3d, riding 4d. Strength: 2d Push-Pull 2d, stamina 2d. Persona: 4d Command 5d, deception 2d, empathy 4d, gambling 5d, languages 2d, persuasion 5d, willpower 3d. Intellect: 4d Academics 3d, law 5d, law: Capital City 6d, politics 5d, streetwise 2d. Aptitude: 2d Communication 2d, engineering 2d, rst aid 3d, operate 2d, security 2d. 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. Serafus Montgomery is the mayor of Fort Amarell, a settlement that sits just west of Chakoda, near Capital City. Mayor Serafus was born into a family of elite politicians in the silk class of Capital City. It was here where he received his training as a young man, learning everything he could from his mentors about the political system while excelling in his studies. He showed talent and much promise. When he was in his late 20s, instead of remaining within the safety of the walls of Capital City, as most of the silk class folks tend to do, the Montgomery family took a vote and decided it was time to forge their own legacy. It was heavily debated among them, but they felt that they could help others outside the walls of Capital City, so it was decided that the family would pack up and leave. Tis news was not taken well by Manciple Primus. He viewed this decision to leave as an act of personal betrayal. On the night of their departure, Capital City Guards busted down the front door of the Montgomery estate and began shooting and arresting members of the family. Te rst among the fatalities was Serafuss father. Te remaining family members had barely enough time to escape their home with only the clothes on their back. Te events of that fatal night took place ten years ago. Now the Montgomery family has settled in Fort Amarell and Serafus acts as the Prefects mayor. While the lust for revenge against Manciple Primus is buried deep within his soul, his primary duty is to oversee the Forts safety and to make sure order remains intact. Te familys new estate within the Fort is very secure, as Serafus has to worry about the constant threat of jaggers from Capital City showing up to collect the reward on his head. Tats why, when approaching Fort Amarell, a sign posted just outside of the Forts walls warns travelers that, Jaggers Arent Welcome Here. FEATURES Etherean (Activated) Description: Te Character is astute in politics and dealing with the upper echelon of society. Eect: +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 Maxwell Traver (order #5060272) 124 Hit Points: 36 / 36 Initiative: 5d Move: 6 Vitality: 3d Cinema Points: 14 Experience Value: 3 Dexterity: 5d Athletics 3d, brawl 3d, dodge 4d, heavy weapons 3d, melee 3d, ranged 5d, ranged: Sniper Ries 6d, riding 3d, sneak 4d. Strength: 3d Grapple 2d, jump 2d, push-pull 3d, stamina 3d. Persona: 3d Command 5d, command: Band of Merry Ladies 6d, deception 3d, empathy 4d, gambling 4d, persuasion 2d, willpower 4d. Intellect: 2d Academics 3d, law 3d, politics 2d, search 3d, streetwise 4d, streetwise: Information 5d, tactics 3d. Aptitude: 2d Communication 2d, demolition 3d. 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, Te 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. Rose Te Terrible Rose Sabot is a bandit who raids the caravans which travel between the Badlands, the Capital City, and other Prefectures. Tis 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 dicult 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 ve most wanted list. It is not known whether she has ever set foot in Capital City, but myths and legends about Te Terrible Rose" have formed among the silk class: 0 Her band of merry women are undead widows who steal young children from their mothers and slay the unfaithful of both sexes. 0 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. 0 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. 0 Her band of "merry" women are actually Ferals who were deported from Capital City. Tey are digging tunnels that eventually will reach beneath Capital City, from which they will assault the residents by emerging from sewers and basements. 0 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 esh of the civilized people. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 125 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: Te character has a certain quality of calm, which also calms others, making stressful situations much less so. Eect: Roll Willpower: DR Moderate and the character and all allies within ve squares gain +6 to their next roll. EQUIPMENT Arc Rie 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 outts. Money: 200 Bits CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 126 Hit Points: 24 / 24 Initiative: 2d Move: 5 Vitality: 2d Cinema Points: 17 Experience Value: 4 Dexterity: 2d Dodge 2d, ranged 2d, riding 2d. Strength: 2d Lift 2d, stamina 3d. Persona: 3d Artisan 3d, deception 2d, empathy 4d, gambling 3d, intimidation 2d, languages 2d, persuasion 2d, willpower 4d. Intellect: 3d Academics 4d, law 2d, medicine 3d, search 3d, survival 2d. 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. Te major diculty the Doctor had was keeping its location o the radar, as he did not want to draw attention to his projects. Visitors are welcome, as long as they meet Dr. Smyths price of admission. He will gladly purchase, trade, repair or sell any technology he can get his hands on - the more bizarre, the better. Many of his gadgets end up in various settlements, and political viewpoints do not concern Dr. Smyth as long as payments are on time. Getting the correct coordinates to his secret laboratory involves knowing the right connections. Tis often takes being Streetwise- savvy and knowing who to talk to in Yewanrey, Fort Southridge, or some of the other remote settlements. After making an initial payment, coordinates are hand-delivered via a courier service. Tose seeking to get in touch with Dr. Smyth often have very special needs. Smyth has a nice secure set-up at his laboratory; being tracked down by jaggers of Capital City looking to make a quick bit is his only real fear. He does have quite the substantial bounty on his head. Rumors exist that his specially invented technology helped make the fabled, wandering city of Motis possible. His other hobby, when not creating technology, is maintaining his elaborate distillery. Te ne Doctor is constantly tinkering with it, looking for ways for it to distill more eciently as he perfects his special brand of whiskey. FEATURES Conundrum (Activated) Description: Te character, without training, can quickly learn to use unfamiliar technology. Eect: +9 to Operate Checks Conventions (Activated) Description: Te Character has the ability to speak many languages and to sympathize with folks from dierent places. Eect: +13 to Languages and Empathy Checks CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 127 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) SMYTHS EXO-STEAM MOBILE SUIT Te bipedal Exo-Steam Mobile Suit was built by the Doctor to help him when lifting heavy machinery, as he tends to perform most of his work alone. It features an open cockpit that contains the mechs operating controls and two large, customized robotic arms that can move and rotate in various degrees. Te mech also features magnetic clamping devices at its feet to better support the Doctor during more dicult maneuvers. Te Doctor keeps his Exo-Steam Suit in perfect condition. STATS Type: Mech Length: 8 Feet [Tall] Weight: 1 Metric Ton Scale: Heavy Crew Required: 1 Crew Recommended: 1 Number of Passengers: 0 Cargo Capacity: .5 Metric Tons Cost: 3,500 Bits (If he were to sell it) Mobility: 1d Hit Points: 12/12 Armor Points: 12/12 Structure: 1d Armor: 1d Max Speed: 32.19 Kph Acceleration: 2 Deceleration: 1 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 128 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, Trow 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. 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. 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 o guard while she shoots them in the face. By trade she works as a techanic: xing, 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. Teir 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: Te Character develops and learns quickly due to subtle genetic abnormalities. Eect: +1 Cinema Point any time Character receives Cinema Points. Duplicity (Permanent) Description: Trough training and cunning, the Character can feign subtle movements in combat. Eect: Deception replaces Dodge (as desired). Glib (Activated) Description: Te Character received extensive training from a Tranquile to learn to make others believe anything. Eect: +13 Deception and Persuasion. Ninja Sans (Conditional) Description: Tranquile, All debts must be paid. Eect: Pick any four Tag Skills. Assigned Features: Duplicity, Glib. (Tag Skills: Command, Deception, Engineering, Ranged). CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 129 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) CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 130 Hit Points: 36 / 36 Initiative: 3d Move: 6 Vitality: 3d (+2d, Field Armor) Cinema Points: 18 Experience Value: 4 Dexterity: 3d Brawl 3d, Dodge 4d, Heavy Weapons 5d, Melee 3d, Ranged 5d. Strength: 3d Climb 2d, Lift 4d, Grapple 3d, Push-Pull 4d, Stamina 4d. Persona: 2d Intimidation 3d, Willpower 2d. Intellect: 2d Search 3d, Survival 4d, Tactics 4d. Aptitude: 6d Communication 3d, Demolitions 3d, Engineering 4d, First Aid 2d, Navigation 3d, Operate 6d, Piloting 5d, Vehicle Weapons 5d. 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 well- worn work boots, and a leather cap with goggles that he keeps on when operating the Steamech. He has brown, matted down hair. Not caring for interpersonal connections, Mich has few friends and is an avid lover of philosophy. He reads well and writes a lot on those rare occasions when hes not working on his Steamech. Te person who Mich does call a close drinking acquaintance is Reginald "Redge" Dekker the IV, as past antics from the pair has often landed Mich in trouble. Michs talents were strongly recommended to Jill Strongarm when she needed a Captain on her team to help repair their Steamechs and ground vehicles. Tis recommendation took place during a game of Six Shoot in which Redge lost to Jill. Surprised and caught o guard by Jill, he included Michs contact information as part of his debt to her. FEATURES Accretion I (Permanent) Description: Te Character develops and learns quickly due to subtle genetic abnormalities. Eect: +1 Cinema Point any time Character receives Cinema Points. Benchmark (Activated) Description: Te best pilots tend to be the crazy ones, those who push their vehicles beyond their limits. Eect: +9 Piloting. Juggernaut (Activated) Description: Te Character has an anity for handling and piloting a mech as a weapon. Eect: +13 Mech Mobility and Targeting (Melee or Ranged attacks). Piloteer (Activated) Description: Te Character was born to pilot machines and move around the world, possessing a unique freedom of movement when at the controls of a vehicle. Eect: +18 Navigation, Piloting, and Vehicle Weapons. Smooth Operator (Conditional) Description: Mech Operator, Never lose your Mech. Eect: Assigned Tag Skills: Operate, Piloting, Vehicle Weapons. Assigned Features: Benchmark, Juggernaut, Piloteer. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 131 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) THE ARL CUSTOM WAR STEAMECH Description: Te Arl is a Steamech crafted by Mich Strummers very hands. Every plate, joint, mechanism, and electronic system is custom designed and built by Mich. It took Mich the better part of two decades to put together the Arl. Te Arl is a personal, single pilot mech capable of delivering unrivaled destruction for brief periods. Te mech uses some experimental technology for quick short power bursts, depending heavily on a ruggedized shell and heavy melee combatant system to fend o enemies while the systems recharge. Mich poured almost every Bit he had into the Arl, making it an original masterpiece found nowhere else in the badlands. For years, several companies placed bounties on Mich to get possession of his Mech. All the Jaggers who came looking for Mich got more than they bargained for Te Steamech is a sight to behold, completely customized from scavenged parts; it sports a large chain gun on the right, and a three-barreled harpoon cannon on the left. Te Steamech can reload the harpoon weapon eortlessly with a specialized pneumatic system surrounding the left arm. Te rear of the mech incorporates a small jump jet system, allowing it to take short ights (from ground to about 3 stories). It completely covers Mich, encapsulating every part of his body in armor plating of some sort or another. Te "eye" area of his Steamech is a large metal grating, where he can easily see out, but others cannot easily see in without getting very close to him. Type: Mech Length: 8 Feet [Tall] Weight: 2.3 Metric Tons Scale: Heavy Crew Required: 1 Crew Recommended: 1 Number of Passengers: 0 Cargo Capacity: .5 Metric Tons Cost: 89 Kilos Mobility: 6d Hit Points: 120/120 Armor Points: 90/90 Structure: 6d Armor: 6d Max Speed: 62.19 Kph, Jump Jets: 200 Kph Acceleration: 4 Deceleration: 10 eMAG Kinetic Gatling STATS WEAPONS Scale: Heavy Type: Single (Fired by Pilot) (S/M/L) Fire Control: 1d/1d/1d Damage: 1d+72/69/66 Range: 300/450/530 Harpoon Cannon Scale: Heavy Type: Single (Fired by Pilot) (S/M/L) Fire Control: 3d/3d/2d Damage: 1d+128/125/122 Range: 30/75/100 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 132 Hit Points: 34 / 34 Initiative: 3d Move: 5 Vitality: 2d (+1d: Torso) Cinema Points: 15 Experience Value: 6 Dexterity: 3d Brawl 2d, Dodge 2d, Melee 2d, Ranged 2d, Riding 3d. Strength: 2d Push-Pull 3d, Stamina 2d, Swim 2d. Persona: 3d Command 2d, Deception 2d, Empathy 3d, Languages 2d, Persuasion 2d, Willpower 3d. Intellect: 6d Academics 4d, Business 2d, Culture 2d, Law 3d, Search 5d, Survival 3d. Aptitude: 5d Communication 2d, Demolition 3d, Engineering 5d, First Aid 6d, Operate 4d, Piloting 3d, Security 3d. 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 ip-able monocles with various levels of magnication. 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 owing 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 reects in her body language and aects her physical posture. Petite best describes Cera as she stands approximately 1.53 meters, and has a tomboyish demeanor. Cera was originally a resident of Capital City, and was once the Chief of a group of prestigious researchers. Te 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." Tis 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. Tis intimidation was intended to scare the others researchers into keeping quiet; only those who spoke up in protest were silenced. Te Argonaut Group, to this day, remains a dream for those researchers who saw the good in its enormous potential. FEATURES Accretion I (Permanent) Description: Te Character develops and learns quickly due to subtle genetic abnormalities. Eect: +1 Cinema Point any time Character receives Cinema Points. Te Bleeding Edge (Conditional) Description: Maker, Invent something once a week. Eect: Assigned Tag Skills: Academics, Artisan, Engineering, First Aid, Operate, Security. Assigned Feature: Majestic. Majestic (Permanent) Description: Te Character can perfectly replicate any object by hand, given enough time and the right materials. Eect: Double Artisan when copying an object. It takes one day per 25kg. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 133 EQUIPMENT Freeze Ray, custom prototype pistol, (S/M/L) Range: 20/30/35, Damage: None, Fire Control: 3d/3d/3d, Ammo: 200. Tis weapon forces a reaction to occur that causes all the molecules of a target to form temporary hyperbonds. Tis process results in a freeze-like eect, making a target fall over immediately as if frozen. Te eect of the Freeze lasts 1d minutes. Defractalization Suit, Tis device activates with a simple ip of a switch and while active grants the benet of +72 Sneak. Te device has a power life of about 6 hours per power cell. Gravitonic Field Generator, Tis device creates in excess of 3Gs of additional gravitational force in a set direction. Te area of eect is 3/10/15. Anything in the area weighs 3x more in the given direction of the eld. For a eld to work correctly, the device must be placed on the surface that will act as the oor for the generated eld. 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 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 134 Te 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. SHARED DOMESTIC FEATURES BASE RECHARGE, PERMANENT When a Domestic Animal rests, it feels completely recharged. Every time the animal rests it recharges all Cinema Points to the score provided. ENHANCED AWARENESS, PERMANENT A Domestic Animal is more aware than a Person. +18 Search. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 135 Hit Points: 12/12 Initiative: 6d Move: 6 Vitality: 1d Cinema Points: 9 Experience Value: 1 Dexterity: 6d Strength: 1d Persona: 1d (Animal) Intellect: 2d (Animal) Aptitude: 0d (Animal) ATTACKS Claw, Brawl 2d, Damage: Strength +3 Bite, Brawl 1d, Damage: Strength +4 Hit Points: 12/12 Initiative: 5d Move: 7, Short ight: 10 (must land at the end of each move) Vitality: 1d Cinema Points: 3 Experience Value: 1 Dexterity: 5d Strength: 1d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal)
ATTACKS Bite, Brawl 1d, Damage: Strength +10 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 138 CHAPTER 5: THE KNOWN WORLD Blade Finches can grow to around 30 cm in length and weigh just over 85 g. A Blade Finch is a bird, but unlike nches on Earth, it is larger in size and considerably more aggressive. Tey typically have strong, wide beaks, developed for slashing into fruits and cutting into vegetation to get at owers. 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. Tey migrate from mountains in the colder periods, and return as the seasons change. Blade Finches mainly feed on fruits and the nectar of owers. Tey also devour many of the native insects, often regurgitating the insects for their young. Blade Finches y in small ights 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. Te song of a Blade Finch is unique, and they often communicate with one another in small three to four chirp sentences. Tese birds live in communities of 20-50 birds, building large hive- like nests. Tey compete with Cannon Wasps for territory, so they are extremely aggressive towards anything that ventures near their community nest. Tey 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. Hit Points: 3 Initiative: 4d Move: 2, Fly: 30 Vitality: 0 Cinema Points: 1 Experience Value: 0 (Individual), 1 (Flight of Blade Finches) Dexterity: 4d Strength: 1d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) STATS 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 Maxwell Traver (order #5060272) 139 STATS ATTACKS Bloodvoles grow to around 40 cm in length and weigh around 5 kg. Te life span of a Bloodvole is unknown. Bloodvoles have a mostly furry body that conceals their exposed exoskeleton. Teir 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. Tey 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 nd blood-rich prey. Tey also use infrared thermal vision to nd and seek heat. Te 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 o 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 nding 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. Hit Points: 6 Initiative: 3d Move: 3, Burrow: 1 Vitality: 1d (+8, Armor) Cinema Points: 1 Experience Value: 1 Dexterity: 3d Strength: 1d Persona: 0d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) Bite, Brawl 3d, Damage: Strength +14 CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 140 CHAPTER 5: THE KNOWN WORLD Cactus Snoggers are around 2 m tall, and weigh around 60 kg. Tey 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 ve 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. Tey often remain near large groups of cacti. A Cactus Snogger is a passive species that tends to avoid predators and people. Te 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. Te 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. Hit Points: 30 Initiative: 1d Move: 4 Vitality: 5d (+12, Armor) Cinema Points: 1 Experience Value: 1 Dexterity: 1d Strength: 5d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) STATS ATTACKS Kick, Brawl 2d, Damage: Strength +12 Maxwell Traver (order #5060272) 141 STATS ATTACKS FEATURES 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, ightless insect that will crawl up a cactus or other plant and build a hive sac. Te hive sac acts as both an egg sac and projectile birthing system. Te 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 cannon- like 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 rst with their stinger pointed outwards. Tey slow to a stop in mid-ight, get some bearing, and proceed to a target. Cannon Wasps sport three sets of wings and they y with precision and speed. Two forelimbs have clamp- like ngers that grasp a target to allow for repeated stinger stabs. Te rear four legs are sharp spines that a Cannon Wasp uses to attack and dig into a target. Te 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 eective, fragmentation burst. Te 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. Hit Points: 3 Initiative: 3d Move: 1, Fly: 12 Vitality: 1d Cinema Points: 1 Experience Value: 1 Dexterity: 3d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) Bite, Brawl 1d, Damage: Strength +2 Fragmentation Burst, (S/M/L) Area Eect: 5/10/12, Damage: 1d+48/45/42 (Suicide Attack) Sting, Brawl 4d, Damage: Strength +9 Hivemind: If one Cannon Wasp has seen something, they have all seen it. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 142 CHAPTER 5: THE KNOWN WORLD 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. Tey move through rock at about 1 km an hour, in search of roots and sources of water. Tey 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. Tey 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. Te adults leave by day to nd food and water sources, while the younger moles work on expanding the colony living space. Teir 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. Hit Points: 16 Initiative: 2d Move: 4, Burrow: 4 Vitality: 2d Cinema Points: 2 Experience Value: 1 Dexterity: 2d Strength: 2d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) Bite, Brawl 2d, Damage: Strength +48 Macerate (Activated): Concrete Moles, given enough time, can burrow through any material at half their normal Burrow Move. STATS ATTACKS FEATURES Maxwell Traver (order #5060272) 143 STATS ATTACKS 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. Teir large, blade-like skull works as both a tool for burrowing into a cactus, as well as scooping and shaping a burrow inside. Te Dagger Lizards has no natural predators and enjoys a stress free existence, rare among creatures living in the Badlands. Teir 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. Hit Points: 6 Initiative: 3d Move: 5 Vitality: 2d Cinema Points: 1 Experience Value: 1 Dexterity: 3d Strength: 2d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) Bite, Brawl 1d, Damage: Strength +3 Horn Stab, Brawl 1d, Damage: Strength +8 Spit, Te 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 esh to enter a targets bloodstream. If the neurotoxin enters the bloodstream, the target dies, convulsing painfully in 1d Rounds. CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 144 CHAPTER 5: THE KNOWN WORLD 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. Te 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. Te 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. Hit Points: 60 Initiative: 4d Move: 8 Vitality: 5d (+18, Armor) Cinema Points: 15 Experience Value: 8 Dexterity: 4d Strength: 5d Persona: 1d (Animal) Intellect: 5d (Animal) Aptitude: 5d (Animal) 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. STATS Maxwell Traver (order #5060272) 145 Dirt Eaters grow to about 5 cm in length, weighing nearly 12 g. Tey 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 uid that hardens. Tey use this uid to create a web matrix of interconnecting little tunnels. When a Dirt Eater community is complete, it looks like a tumble weed. Tis tumbleweed-like structure is the Dirt Eaters primary form of travel and living. Te small, round structure is around 40 cm in diameter, with thousands of small spines protruding outward. Te 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 at land, so their communities normally reside in the at lands, but occasionally make it into rockier areas where they are subject to becoming prey to other creatures. Hit Points: 1 Initiative: 1d Move: 1 Vitality: 1d Cinema Points: 0 Experience Value: 0 Dexterity: 1d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +1 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 146 CHAPTER 5: THE KNOWN WORLD Duaraptors are large Badlands lizards that can grow up to 3 m long, and weigh around 180 kg. Tese 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. Tey 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 ns that help them steer at high running speeds. Duaraptors are territorial and ghts 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. Tese 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 re 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 at terrain. Hit Points: 36 Initiative: 3d Move: 6, Sprint: 24 Vitality: 3d Cinema Points: 8 Experience Value: 3 Dexterity: 3d Strength: 3d Persona: 1d (Animal) Intellect: 2d (Animal) Aptitude: 1d (Animal) ATTACKS Bite, Brawl 4d, Damage: Strength +24 Claw Rake, Brawl 4d, Damage: Strength +21 FEATURES Tracking (Activated): Search +18 when following a scent. STATS Maxwell Traver (order #5060272) 147 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 aect 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 suer the unfortunate consequences of temporarily losing brain function. Te ability of Dumbening Rats to lower brain function in other creatures allows them to swarm and devour even the largest prey. Tey 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. Te eect of the electrostatic discharge on a Human is similar to a person receiving a dose of lithium, which essentially nullies many lower brain functions. Any Human subjected to the electrostatic discharge eect 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. Hit Points: 6 Initiative: 1d Move: 1 Vitality: 1d Cinema Points: 2 Experience Value: 1 Dexterity: 1d Strength: 1d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 1d (Animal) 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 148 CHAPTER 5: THE KNOWN WORLD Entractor Crabspiders grow to near 1 m in width and can weigh as much as 70 kg. Tese 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 ll with hot air to give themselves lift. Entractor Crabspiders have lime green exoskeletons they use to blend with foliage, grass, and leaves. Tey have a large rear spine tail that they can dig into wood in order to eortlessly attach for long periods. Tey have a vertically positioned mouth to clamp down on victims as they fall on them from above (their slam attack). Trough 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-prole 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 fty 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. Tey 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. Hit Points: 8 Initiative: 2d Move: 2 Vitality: 1d (+15, Armor) Cinema Points: 1 Experience Value: 2 Dexterity: 2d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +10 Claw, Brawl 1d, Damage: Strength +9 Slam, Trow 1d, Always double as Sneak Damage, Damage: Strength +36 STATS Maxwell Traver (order #5060272) 149 Flabbergassers are about 25 cm tall and weigh around 1 kg. Flabbergassers dwell primarily underground, and they are completely blind. Tey consume small bugs and insects using a specialized mouth with worm-like tongues. Te skin of a Flabbergasser is gray, white, and translucent. At the shoulder, back, and stomach of a Flabbergasser are bioluminescent sacks that ll with lighter than air gasses. A Flabbergasser lls these sacks to gain lift and empties them to return to the ground. Te bioluminescence of the gas in a Flabbergasser is due to the process their bodies use in expanding and discharging the gas safely. Te 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 oat, but these wings alone cannot give them enough lift to y. 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 ashes 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. Hit Points: 3 Initiative: 1d Move: 1, Fly: 3 Vitality: 1d Cinema Points: 0 Experience Value: 1 Dexterity: 1d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Detonate, A Green or Blue Flabbergasser can spark and self-detonate oneself, creating a violent explosion, Area of Eect 1/3/5, Damage: 1d+85/82/79 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 150 CHAPTER 5: THE KNOWN WORLD Flailhulks grow up to 3 m in length and weigh nearly 426 kg. Tese large creatures move slowly across the Badlands, patiently using their long straw-like arms to nd plants and roots. Flailhulks have large, segmented, thick shells that compress and expand as they move. Tey 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. Te 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 nd 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. Ten they give one another wide berth and move on. Te shell of a Flailhulk is prized, though the only shells actively gathered are poached or removed from one of their remains. Te 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 atter terrain over rocky regions. Hit Points: 75 Initiative: 3d Move: 2, Dash: 30 Vitality: 6d (+21, Armor) Cinema Points: 1 Experience Value: 3 Dexterity: 3d Strength: 6d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Flail Mace, Brawl 3d, Damage: Strength + 99, Reach: 3 STATS Maxwell Traver (order #5060272) 151 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. Te 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. Te 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 nd 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. Te 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. Hit Points: 6 Initiative: 1d Move: 2 Vitality: 1d Cinema Points: 0 Experience Value: 1 Dexterity: 1d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Fungal Detonation, Te fungus inside the host can explode into a cloud of spores if the fungal hive mind believes it is threatened. Te cloud is 3m in diameter, and will infect exposed esh 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 esh. Infectious Bite, Brawl 1d, Damage: Strength +2, A successful attack always infects the wound STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 152 CHAPTER 5: THE KNOWN WORLD CHAPTER 5: THE KNOWN WORLD Gorgers grow to nearly 4 m in length and weigh about 1 metric ton. A Gorger has two massive three- toed 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 ngered arms. It has a retractable hard shell eyelid that looks like many teeth. Te 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. Te 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. Tese 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 nd 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. Hit Points: 120 Initiative: 2d Move: 10, Charge: 40 Vitality: 3d (Heavy), Armor: +12 (Heavy) Cinema Points: 2 Experience Value: 6 Dexterity: 2d Strength: 6d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) 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. Tey keep constant watch to keep themselves safe, Search 4d. STATS Maxwell Traver (order #5060272) 153 CHAPTER 3: THE KNOWN WORLD Hoghounds are around 1 m tall and weigh about 65 kg. Hoghounds are deceptively lean creatures. Tey 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 t in its mouth. Hoghounds are hairless creatures, with leathery yellow-brown skin. Te top of the head, neck, and back of a Hoghound have long gray quills that detach if touched. Te 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. Tey sometimes use their teeth as tusks instead of biting. Hoghounds are uncommonly social creatures, and sometimes multiple packs will gather and interact without ghting. Hoghound packs prefer warmer climates, but will venture into tundra areas when hungry. Hit Points: 36 Initiative: 3d Move: 6, Sprint: 20 Vitality: 3d Cinema Points: 2 Experience Value: 2 Dexterity: 3d Strength: 3d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 3d, Damage: Strength +42 Quill Trow, Trow 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 154 Ice Fish grow to massive size, but remain immobile their entire adult lives. Ice Fish were rst believed to be some kind of plant, but they have more in common with jellysh 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. Te tentacles quietly nd exposed surfaces on the sleeping creature, and insert a long straw-like needle into it. Tese needles protrude from the mouths of the tentacles. Te Ice Fish injects an anesthetic and then begins drawing uids from the hapless victim. As the needles nish drawing uids, 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. Tis 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. Te incapacitated host body allows the new Ice Fish time to move deep into the ground. Normally, a host body bears around ve hundred new Ice Fish, killing the host. Te 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. 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): Te tentacles of an Ice Fish make very little noise and are extremely dicult for any creature to detect, Sneak 6d. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 155 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 at surfaces and crawl along rock faces. Te tongue of a Lasher is bright yellow, can extend nearly half a meter, and is poisonous to the touch. Te 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. Te 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 ght with one another if they cross paths, whereas female Lashers ignore one another. Te paralytic poison on the tongue of a Lasher is a highly coveted poison. Lashers prefer rocky or mountainous terrain with warmer climates. Hit Points: 6 Initiative: 2d Move: 4 Vitality: 1d Cinema Points: 0 Experience Value: 1 Dexterity: 2d 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): Te toxin from a Lasher lasts 1d minutes, more than enough time for the Lasher to begin consuming the innards of the prey. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 156 Leaping Lotties grow to 40 cm tall and weigh about 5 kg. A Leaping Lottie is a scaly reptile, with insect- like 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. Tis gas propels the Leaping Lottie into the air about 4-6 m high, allowing it time to extend its legs and then land. Te Leaping Lottie will then attack the creature who stepped on it. A Leaping Lottie has glowing red eyes that aord it vision in low light conditions. Te tusks of a Leaping Lottie work to dig in and tear away at the esh 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 dicult prey. Leaping Lotties rely on soft ground, and so mainly live in at lands with little vegetation nearby. Hit Points: 6 Initiative: 4d Move: 4 Vitality: 2d Cinema Points: 1 Experience Value: 1 Dexterity: 4d Strength: 2d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength + 3 Tusk Slash, Brawl 1d, Damage: Strength +6 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 157 Longstrides grow to 3 m tall and weigh around 185 kg. Tese large, ightless birds have massive forearms and smaller rear legs, taking large sweeping movements with their bodies to move fast. Te motion is similar to a person on crutches. Te 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 o 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. Te feathers vary widely in color, from green-blue to orange-brown. Te rest of a Longstride is without feathers and is covered with spotted tan and yellow, leathery skin. It uses two large knuckled ngers 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 ats or at lands that are particularly arid. Tey avoid Humans and most other creatures, automatically assuming all other creatures are a threat. Hit Points: 48 Initiative: 5d Move: 10, Run: 40 Vitality: 4d Cinema Points: 3 Experience Value: 2 Dexterity: 5d Strength: 4d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 1d (Animal) ATTACKS Kick, Brawl 3d, Damage: Strength +39 Peck, Brawl 1d, Damage: Strength +11 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 158 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. Te teeth in the mouth of a Lugrunner are all square and at, and the pads of their feet are rough and perfect for dicult 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. Hit Points: 36 Initiative: 2d Move: 12 Vitality: 3d Cinema Points: 0 Experience Value: 1 Dexterity: 4d Strength: 5d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +8 Rear Kick, Brawl 2d, Damage: Strength +33 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 159 Odipheroo grow to 2 m in length and weigh about 22 kg. Tese large serpentine creatures are scaly and colored yellow with green spots. Odipheroo are an extremely aggressive species. Tey 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. Te fore teeth, talons, and tail of Odipheroo have red markings. Tese 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. Hit Points: 8 Initiative: 4d Move: 5, Spring: 12 Vitality: 2d Cinema Points: 1 Experience Value: 1 Dexterity: 4d Strength: 2d Persona: 1d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 160 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 re, nor do they have any feet. Quasinaga spend most of their life in the air, eating smaller ying creatures. Quasinaga have bioluminescent skin that they can control to glow any color. Tey do this as camouage 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 ocks of hundreds of Quasinaga migrate beyond the Northern Mountains, once every few years. Quasinaga sleep very little. Te 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. Hit Points: 91 Initiative: 3d Move: Fly: 35 Vitality: 5d (+12 Armor), Scale: Heavy Cinema Points: 5 Experience Value: 7 Dexterity: 3d Strength: 5d Persona: 1d (Animal) Intellect: 2d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 5d, Damage: Strength +60, Scale: Heavy Slam, Brawl 2d, Damage: Strength +85 FEATURES Camouage (Activated): A Quasinaga can glow and change into any color or range of colors to make itself dicult to see for prey, +48 Sneak. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 161 Quattroptryx grow to 1 m in length and weigh about 35 kg. Tese 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. Tey 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 cli 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 nd more food to scavenge there. Hit Points: 20 Initiative: 3d Move: Fly: 16 Vitality: 2d Cinema Points: 1 Experience Value: 2 Dexterity: 3d Strength: 3d Persona: 1d (Animal) Intellect: 2d (Animal) Aptitude: 1d (Animal) ATTACKS Claw Rake, Brawl 2d, Damage: Strength +18 Peck, Brawl 1d, Damage: Strength +10 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 162 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. Te veins of Rust Polyps are visible as orange, red, and brown. Tey have large pustules around their small round bodies. Rust Polyps emit a faint yellow-orange glow. Tey 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 ns 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. Tey 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. Hit Points: 1 Initiative: 1d Move: 1 Vitality: 1d Cinema Points: 0 Experience Value: 1 Dexterity: 1d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 163 Sandshow Striders grow to 4 m in length and can weigh as much as 1 metric ton. Tese 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 uids that painfully digest the body of the prey. When the prey stops struggling, the Sandshow Strider gets o and eats its meal with its wide mouth. Te 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. Tey have impressive night vision. Sandshow Striders live alone. If two Sandshow Striders meet, they ght to the death. Te 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. Te young are left to fend for themselves. Te young Sandshow Striders ght to the death, and eat one another, though they are too young to become fertilized. Te victor of the children then wanders o into the Badlands. Sandshow Striders prefer living in arid to temperate climates, preferring at lands over rockier areas. Hit Points: 60 Initiative: 3d Move: 10 Vitality: 5d Cinema Points: 3 Experience Value: 5 Dexterity: 4d Strength: 5d Persona: 1d (Animal) Intellect: 0d (Animal) Aptitude: 1d (Animal) ATTACKS Bite, Brawl 2d, Damage: Strength +15 Pin, Grapple 5d, Damage: Strength +21 FEATURES Digest (Activated): A Sandshow Strider releases quick acting digestive uids through porous organs in its lower abdomen. Tese uids deal Damage: 1d +42, once per Round. Nightvision (Activated): A Sandshow Strider can see very well at night, but not in complete darkness. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 164 Te Scentsleuth grows to about 1 m in length and weighs in at 43 kg. Te Scentsleuth has a thick fur coat, colored black with long white stripes that normally run the length of the body and its six legs. Tis 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 at 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 ght to death. If of dierent genders, they may ght 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. Te Scentsleuth is a ravenous creature and is known to take on and defeat creatures many times its size. Te Scentsleuth has no favored climate, instead enjoying the freedom to go anywhere without worry. Few lone Humans attack Scentsleuths willingly. Hit Points: 36 Initiative: 5d Move: 5 Vitality: 6d Cinema Points: 2 Experience Value: 4 Dexterity: 5d Strength: 6d Persona: 1d (Animal) Intellect: 2d (Animal) Aptitude: 1d (Animal) ATTACKS Bite, Brawl 4d, Damage: Strength +69 Claw, Brawl 5d, Damage: Strength +42 FEATURES Tracking (Activated): Search +18 when following a scent. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 165 Shieldhorses grow to 3 m in length and weigh as much as 438 kg. Tese quadruped creatures share many common traits with Earth horses, including hooves, a tail, and body structure. Te head of a Shieldhorse has a large boney mane the animal uses to protect its neck from predators. Te 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 rst 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 signicant vegetation. Te domestic Shieldhorse will eat standard horse feed, and works well in semi-arid to temperate conditions. Hit Points: 45 Initiative: 3d Move: 25, Run: 30 Vitality: 3d Cinema Points: 0 Experience Value: 1 Dexterity: 3d Strength: 3d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +6 Head Bash, Brawl 1d, Damage: Strength +10 Rear Kick, Brawl 2d, Damage: Strength +16 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 166 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. Te 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. Hit Points: 43 Initiative: 3d Move: 15 Vitality: 3d Cinema Points: 1 Experience Value: 2 Dexterity: 4d Strength: 3d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +12 Trample, Brawl 2d, Damage: Strength +15 Tusk Slash, Brawl 2d, Damage: Strength +28 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 167 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 inate and use to fuel a deafening screech it emits. A Skreakjak tends to walk on its knuckles, and use a long at-tipped tail for balance while climbing clis and rock faces. Skreakjaks have an inner beak with teeth that is exposed when they pull back their lips and mouth. Tey 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. Tey use a chilling screech to communicate at long and short distances. Tey 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. Hit Points: 32 Initiative: 3d Move: 8 Vitality: 4d Cinema Points: 0 Experience Value: 1 Dexterity: 3d Strength: 4d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 168 Slurdges grow to 10 m in diameter and weigh many metric tons. Tese massive creatures have a exible 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. Tese creatures are extraordinarily rare. Tey 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. Hit Points: 100 Initiative: 1d Move: 1 Vitality: 4d (+25, Armor), Scale: Heavy Cinema Points: 1 Experience Value: 8 Dexterity: 2d Strength: 6d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 1d (Animal) 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 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 169 Snergs grow to 1.6 m tall, and weigh about 63 kg. Snergs are large amphibious creatures that reside near freshwater. Tey have long rear legs and move on land as hunched bipeds. Snergs have specialized compound eyes for seeing well in and out of water. Tey feed on anything coming near the waterline, racing to grab and drown the prey. While Snergs have at 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 nds 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. Hit Points: 36 Initiative: 4d Move: 8, Swim: 18 Vitality: 3d Cinema Points: 4 Experience Value: 2 Dexterity: 4d, Brawl 2d, Melee 3d Strength: 3d, Grapple 3d, Swim 6d Persona: 2d (Animal) Intellect: 3d (Animal) Aptitude: 1d (Animal) ATTACKS Bite, Brawl 2d, Damage: Strength +6 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 170 Snowchitters grow to about 40 cm and weigh about 1 kg. Tese 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 nd prey through vibration reection. Snowchitters move quickly through snow, using an odd tail with many small growths. Te 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. Teir 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. Hit Points: 10 Initiative: 2d Move: 5 Vitality: 3d Cinema Points: 0 Experience Value: 1 Dexterity: 2d Strength: 3d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 6d, Damage: Strength +36 FEATURES Chitter Madness (Permanent): Te sound the Snowchitters produce makes it dicult 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 Dicult. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 171 Snowglobbers grow to over 20 m tall, weighing about 130 metric tons. Tese massive creatures are the largest known in Westward. Tey 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. Te 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. Teir 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. Hit Points: 128 Initiative: 2d Move: 30 Vitality: 6d, Scale: Heavy Cinema Points: 3 Experience Value: 10 Dexterity: 2d Strength: 6d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 1d (Animal) ATTACKS Swallow Whole, Grapple 2d, Damage: Strength +60, Scale: Heavy Stomp, Brawl 1d, Damage: Strength +80, Scale: Heavy Trow Ice Ball, Trow 2d, (S/M/L) Range: 10/20/25, Damage: Strength +24/21/18, Scale: Heavy STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 172 Soardids grow to nearly 2.6 m in length, weighing about 110 kg. Tey are high atmosphere ying creatures that dive down to grasp and eat prey. Soardids have blue-gray skin, with thick tufts of fur. Te 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. Teir wings give them lift, using a yellow or brown membrane in the place of feathers. Te 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. Te creatures prey on skydivers and hapless personnel who do not pay attention while walking on airship decks. Soardids travel in small ocks. Te only predator they worry about is the Quasinaga, which can devour a Soardid whole. Soardids y all over Westward, but they often live near Human Prefects and settlements waiting for new meals. Hit Points: 21 Initiative: 4d Move: 3, Fly: 20, Dive: 60 Vitality: 3d Cinema Points: 2 Experience Value: 2 Dexterity: 4d Strength: 3d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 3d, Damage: Strength +16 Impale, Damage is for each Successful Talon, Brawl 3d, Damage: Strength +24 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 173 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. Teir 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 nd 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. Hit Points: 72 Initiative: 3d Move: 12 Vitality: 4d Cinema Points: 2 Experience Value: 4 Dexterity: 3d Strength: 4d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +13 Electrical Strike, Ranged 4d, Damage: 1d +102/99/96, Range: 1/3/5 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 174 Spongeweeds grow to 3 m in diameter, weighing about 200 kg. Tese 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. Te hard spines on the body base of a Spongeweed also act as a deterrent for attackers. Te Spongeweeds mouth is in the middle of its underside. Te 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 stu 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. Teir method of reproduction is also unknown, but likely uses some kind of egg. Spongeweed live in semi-temperate regions where actual cacti grow. Hit Points: 50 Initiative: 3d Move: 2 Vitality: 5d Cinema Points: 4 Experience Value: 6 Dexterity: 4d Strength: 5d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Torn Slap, Brawl 4d, Damage: Strength +33 Snatch, Grapple 2d, Damage: Strength +9 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 175 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. Tis acidic void acts as repository where the Stonefury deposits rened Tribocyte as Tribium. A Stonefury keeps its head near the surface while its body processes the Tribocyte, excreting a powerful acid along with the rened 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 ght to the death. Tere 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 dicult to hear in a good wind. Hit Points: 72 Initiative: 5d Move: 1, Burrow: 5 Vitality: 6d Cinema Points: 10 Experience Value: 8 Dexterity: 5d Strength: 6d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +24 Spit Acid, Trow 3d, Damage: 1d +72/69/66, Range: 10/18/30 Spit Molten Rock, Trow 3d, Damage: 1d +112/109/106, Range: 15/21/35 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 176 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 specically shaped for rending at bark and thicker plant esh. 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. Tey bear live children that are always identical twins. Tumblequills communicate through giggle-like sounds and low rumbling noises. Tumblequills live in semi- temperate regions for a wider selection of vegetation. Hit Points: 64 Initiative: 4d Move: 8, Roll: 20 Vitality: 4d Cinema Points: 6 Experience Value: 3 Dexterity: 4d Strength: 4d Persona: 0d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 1d, Damage: Strength +36 Claw, Brawl 2d, Damage: Strength +24 Quill Trow, Trow 2d, Damage: Strength +21/18/15, Range: 3/6/10 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 177 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 nd minerals and metals. Tey have soft, squishy skin that is orange- brown 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 lter 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. Tey 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. Hit Points: 75 Initiative: 3d Move: 6 Vitality: 3d Cinema Points: 2 Experience Value: 3 Dexterity: 3d Strength: 3d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Tusk Slash, Brawl 4d, Damage: Strength +69 FEATURES Immune to Ghosting and Sneak Attacks (Permanent). STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 178 Ursidons are sometimes as large as 4.6 m tall and weigh as much as 2.5 metric tons. Tese massive creatures come covered in white, brown, black, or gray fur. Teir fur is thick and straw-like, making it a very eective protective barrier. Ursidons normally move as quadrupeds, but can stand on their hind legs when threatening prey. Tey 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. Tey 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. Tey particularly like sleeping in natural caves. Ursidons make low, rumbling growls that are audible over long distances. Tey make these sounds when they hunt or when they scent prey. Te 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. Hit Points: 50 Initiative: 3d Move: 15 Vitality: 5d Cinema Points: 1 Experience Value: 5 Dexterity: 3d Strength: 5d Persona: 1d (Animal) Intellect: 1d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 2d, Damage: Strength +72 Claw, Brawl 4d, Damage: Strength +42 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 179 Water Nymphs grow to 36 cm in length and weigh about 1 kg. Tese large insects are agile and adept in ight. A Water Nymph has large membrane wings, a massive thorax, and an impressively sized body which is blue and gray. Te head of a Water Nymph has four xed eyestalks that allow it forward, side to side, and rear vision while in ight. Te 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 lls their thorax. Once full of water, a Water Nymph will laboriously y away to bring the water to its hive. Water Nymphs live in large hives of intricate small tunnels that lead deep into the ground. Tey 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. Te 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. Hit Points: 12 Initiative: 5d Move: 3, Fly: 16 Vitality: 1d Cinema Points: 3 Experience Value: 1 Dexterity: 5d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Bite, Brawl 4d, Damage: Strength +12 Sting, Brawl 5d, Damage: Strength +16 STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 180 Wisps are an electro-kinetic life form, without a denite size or mass. While normally invisible, a Wisp leaves a slight heat distortion in the wake of their movement. Tey become visible when absorbing the high energy radiation emitted by Tribocyte or other power sources. Tey 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 nds an energy source, any Wisps nearby move toward it. Wisps are extremely dicult to destroy or kill, and they can cause devastating levels of damage. Wisps move incoherently around Westward, without any preferred region or climate. Hit Points: 99 Initiative: 6d Move: 40, Trough solid objects: 5 Vitality: 6d Cinema Points: 1 Experience Value: 15 Dexterity: 3d Strength: 0d Persona: 0d (Animal) Intellect: 3d (Animal) Aptitude: 0d (Animal) 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. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 181 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 ngers. Te larva uses the water ngers for navigation and better control on the wind. Te 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. Tese pustules eventually release up to 500 new eggs into the air. Te 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. Te 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. Hit Points: 2 Initiative: 2d Move: 1, Fly: Windspeed Vitality: 1d Cinema Points: 0 Experience Value: 1 Dexterity: 2d Strength: 1d Persona: 0d (Animal) Intellect: 0d (Animal) Aptitude: 0d (Animal) ATTACKS Stinger, Brawl 6d, Damage: Strength + 3 FEATURES Injection (Permanent): With each successful strike a Zephyr Bug injects its retrovirus into the wound. STATS CHAPTER 5: THE KNOWN WORLD Maxwell Traver (order #5060272) 182 TECHNOLOGY CHAPTER 6 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. BENEFIT: Saving resources and opening up new options in the long run. COST: Initial investment will be high and require a variety of materials. Cost will vary dependent on source of said materials. List appended. DESCRIPTION: It is my intent to power the apparatus using the detritus of the town, and also of the animals, as fuel. Waste material from other equipment can also be used for this purpose. Other portions of the apparatus will be powered by the sun and wind, both of which are resources of abundance and cost us nothing. Preliminary technical specications and project designs of proposed apparatus appended.
HAND WRITTEN NOTE ON TOP OF PROPOSAL FROM MAYOR WINEHOUSE: "Go ahead, Cera... And next time, just ask. A written out in detail proposal is not necessary every time." Maxwell Traver (order #5060272) 183 Maxwell Traver (order #5060272) 184 CHAPTER 6: TECHNOLOGY Te primary Currency in and out of the Capital City is Bits. Bits are small metal coins, prized as metal is such a scarce resource. Most Bits are made of iron, copper, aluminum, and a few other trace metals. Bits are the general currency for most exchange, though farther away from the Capital City a good deal of bartering occurs. Te value given to something for sale is normally equal to how many Bits go into making the object. For items like food and water, there are standard rates that exist based on availability in the area. Te rarer the material or the more skill it takes to manufacture something, the more expensive it is to purchase. When a purchase is more expensive, most people refer to 1,000 Bits to as Kilos. DETERMINING MONEY Te 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 Starting Money *Capital City 2d x 1000 Inner Territories 2d x 500 Te Frontier 2d x 200 Outer Badlands 2d x 100 *A Character cannot begin as a Capital City resident unless purchasing the Feature "Citizen" to go along with it. Residence in the Capital City is limited and removed at any time at the discretion of the Capital City Guard. For the rst twenty years, the ancestors who colonized Westward continued using traditional power sources, mostly involving fusion reaction devices. When the earliest prospectors returned with deposits of a new mineral, several studies discovered that it produced a stable electrical charge. While some complex minerals discovered in the past had similar eects, this one had unique potential. Te mineral was named Tribium, for its particular triboelectrical properties. Te scientists found that by rening the mineral, they could control and vary the electrical production of the Tribium. An early Colonial scientist, Doctor Kim Li Jeong, developed compact Tribium-based power cells he called Tribs. By rening Tribium into Tribium 174, or Tribocite, the Doctor found that when surrounding the rened material in an ozone rich canister and exposing it to a brief burst of alpha particles, it produced a continuous electrical current. A Trib power cell produces a variance of .01 m Watts to around 800 M Watts, with a steady 5 Amp current. Further exploration of the Trib power cells enabled scientists to excite the Tribium into producing variations in amperage, further increasing their voltage potentials. Tis led to using Trib power cells for the production of steam power, mainly for high-acceleration propulsion. Steam-based technology, or steamtech, quickly took o with the development of the Steamcore Mark II. Te device used recycled, hyper- compressed steam with circulators to continually align the water molecules. Te Steamcore Mark II produced ecient steam power for centuries. Te last century brought the introduction of the Steamcore Mark II and Microcore Mark I, each fastened with a Static Hydrogenation Oxygen Reduction Transference Trib Catalytic Reactor, (SHORT Catalytic Reactor). Te SHORT Reactor provided the capability to draw water directly from air into the Trib power cell. Tese mobile devices provide nearly perpetual power, however they do take time to recharge after intense use. Maxwell Traver (order #5060272) 185 CHAPTER 6: TECHNOLOGY 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 dierent 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. Te manual replacement of Tribs is most common when they are used in combat. Many people carry twelve to fteen Tribs in order to provide consistent power in stressful situations. 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. Te items in each category are based on the primary utility of the equipment, but many items cross between dierent categories. Air travel Name Weight Cost Airship, Suit 3.8 kg 300 Emergency Air Cushion Orb 20.5 kg 1000 Grapple Ladder 22.5 kg 210 Grapple Ladder Launcher 30 kg 150 Parachute, Large 10 kg 1200 Parachute, Mech 30.8 kg 3000 Parachute, Small 4.1 kg 500 Zip Line Kit 30.7 kg 435 Maxwell Traver (order #5060272) 186 Apparel Name Weight Cost Belt, Fancy negligible 25 Belt, Ornate negligible 50 Belt, Plain negligible 10 Boot Spurs 1 kg 46 Boots, Common 1.8 kg 121 Boots, Fine 1.5 kg 265 Bracelets, Gold negligible 200 Bracelets, Silver negligible 70 Breeches negligible 15 Brooch, Gold negligible 160 Brooch, Silver negligible 130 Cap, Fancy negligible 40 Cap, Plain negligible 15 Cap, Silk negligible 100 Cape, Chemise 1.4 kg 60 Cape, Full 1.2 kg 45 Cape, Half 1 kg 35 Cloak, Fancy 2.0 kg 100 Cloak, Ornate 2.0 kg 300 Cloak, Plain 1.9 kg 40 Coat, Common 1.7 kg 86 Coat, Fine 1.5 kg 308 Coveralls 1.6 kg 72 Cu Links, Brass negligible 15 Cu Links, Tribium negligible 52 Dagger Sheath, Leather 1 kg 36 Dagger Sheath, Metal 2.1 kg 113 Dagger Sheath, Wood 1.2 kg 45 Dress, Common 2.1 kg 20 Dress, Fine 2.0 kg 33 Duster, Common 1.8 kg 53 Duster, Fine 1.4 kg 64 Earrings, Gold negligible 180 Earrings, Silver negligible 100 Gentlemens Suit 2.3 kg 99 Girdle, Broad negligible 70 Girdle, Normal negligible 100 Gloves, Archery negligible 70 Gloves, Fur Lined negligible 100 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 187 Name Weight Cost Gloves, Leather negligible 60 Gloves, Linen negligible 50 Gloves, Silk negligible 150 Gloves, Winter negligible 65 Gloves, Work negligible 20 Gown, Silk negligible 400 Hat, Fur negligible 125 Hat, Linen negligible 30 Hat, Straw negligible 10 Hat, Top negligible 72 Holster, Concealed negligible 12 Holster, Pistol 1 kg 16 Holster, Rie 2.2 kg 17 Holster, Scattergun 2.3 kg 14 Hood, Fur 1.2 kg 40 Hood, Leather 1.4 kg 33 Hood, Linen 1.2 kg 8 Hoods, Wool 1 kg 4 Jewelry, Common negligible 18 Jewelry, Fine negligible 38 Ladies Dress 2.1 kg 80 Locket negligible 200 Loincloth negligible 5 Money Belt negligible 10 Pantaloons 1.5 kg 30 Pendant negligible 21 Purse, Leather negligible 12 Purse, Linen negligible 8 Ring negligible 21 Robe, Fur 2.1 kg 48 Robe, Linen 1.4 kg 29 Robe, Silk 1.1 kg 56 Sack, Linen negligible 1 Sack, Silk negligible 50 Sack, Velvet negligible 30 Sack, Wool negligible 4 Sandals negligible 11 Sash, Linen negligible 4 Sash, Silk negligible 17 Apparel (Con't) CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 188 Name Weight Cost Sash, Wool negligible 11 Scabbard, Leather 2.2 kg 55 Scabbard, Metal 3 kg 137 Shirt, Satin negligible 55 Shoes, Common 1.3 kg 11 Shoes, Fine 1.2 kg 22 Stockings, Common negligible 6 Stockings, Fine negligible 12 Sun Umbrella 1.1 kg 6 Trousers, Common negligible 14 Trousers, Fine negligible 23 Tunic, Common negligible 8 Tunic, Fine negligible 12 Vest, Fur Lined negligible 16 Vest, Leather negligible 20 Vest, Linen negligible 8 Vest, Silk negligible 24 Wig negligible 7 Beverage Name Weight Cost Ale, Barrel 18.2 kg 35 Ale, Pint negligible 3 Beer, Barrel 18.2 kg 23 Beer, Pint negligible 1 Brandy, Bottle 1.8 kg 17 Cider, Bottle 1.5 kg 12 Coee, Pint negligible 2 Honey Mead, Pint negligible 3 Milk, Jug 2 kg 1 Rum, Bottle 1.5 kg 17 Saki, Bottle 1.5 kg 22 Tea, Pint negligible 1 Whiskey, Aged 1.3 kg 20 Whiskey, Common 1.3 kg 14 Wine, Aged 1.5 kg 12 Wine, Common 1.5 kg 6 Wine, Earth 1.5 kg 429 Construction Apparel (Con't) CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 189 CHAPTER 6: TECHNOLOGY Construction Name Weight Cost Chisel 1 kg 4 Goggles, Welding negligible 2 Hammer 1.8 kg 2 Helmet, Mining 1.3 kg 7 Ladder 10.1 kg 9 Monocle negligible 8 Nails, bag of 100 1 kg 3 Pickaxe 5 kg 19 Shovel 2.1 kg 19 Container Name Weight Cost Barrel, Large 4 kg 5 Barrel, Small negligible 3 Bottle negligible 1 Bucket 1.2 kg 1 Cask negligible 5 Crate 2.6 kg 4 Hand Keg negligible 3 Jar, Ceramic 1 kg 2 Jar, Glass negligible 2 Jug, Ceramic 1.4 kg 3 Jug, Glass 1.2 kg 3 Quarrel 2 kg 12 Quiver 2 kg 12 Rucksack negligible 12 Wallet negligible 8 Cooking Name Weight Cost Bowl negligible 3 Cup negligible 1 Drinking Glass negligible 2 Kettle 1 kg 7 Mug negligible 2 Plate negligible 1 Pot 1 kg 4 Utensils negligible 4 Maxwell Traver (order #5060272) 190 Demolitions Name Weight Cost Gunpowder, Keg 15.6 kg 20 Termite Powder, Keg 8.6 kg 43 Equestrian Name Weight Cost Bit and Bridle 1.2 kg 13 Horse blanket 2.5 kg 6 Horse feed, Sack 3 kg 4 Horseshoes, Set of 4 8.8 kg 21 Saddle 3.3 kg 43 Saddlebags 2 kg 10 Equestrian Name Weight Cost Bit and Bridle 1.2 kg 13 Horse blanket 2.5 kg 6 Horse feed, Sack 3 kg 4 Horseshoes, Set of 4 8.8 kg 21 Saddle 3.3 kg 43 Saddlebags 2 kg 10 Food Name Weight Cost Assorted Fruit 1kg 3 Assorted Grains 1kg 2 Assorted Meats 1kg 12 Assorted Nuts 1kg 6 Assorted Vegetables 1kg 5 Bacon, 4 strips negligible 3 Berries, 10 count negligible 2 Bread, Fresh, 1 loaf negligible 4 Bread, Stay Long, 1 loaf negligible 5 Butter, small block negligible 3 Cheese, Aged 1 kg 3 Cheese, Common 1 kg 1 Chicken, Whole 2.2 kg 6 Chocolate, small block negligible 7 Corn, 1 husked cob negligible 2 Duck, Whole 2.3 kg 4 Eggs, 6 count negligible 1 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 191 Name Weight Cost Flour 1 kg 1 Ice 1 kg 4 Jerky, 6 strips negligible 3 Lard 1 kg 2 Oil, Cooking 1 kg 4 Pepper 1 kg 1 Pork, ground 1 kg 6 Preserves, 1 jar negligible 2 Ration, 1 meal 1 kg 5 Rice 1 kg 3 Salt 1 kg 1 Sausage 1 kg 3 Spices, assorted bag negligible 2 Steak, 3 anks 1 kg 7 Furniture Name Weight Cost Armchair 15.1 kg 20 Bed, Double 22.5 kg 90 Bed, Master 26.2 kg 100 Bed, Single 20.4 kg 80 Bench 13.1 kg 22 Bookcase 12.2 kg 15 Candle negligible 6 Chair 8.1 kg 8 Chandelier 13.8 kg 41 Chest 10.4 kg 20 Desk 25.6 kg 13 Mattress, Double 24.4 kg 30 Mattress, Master 32.9 kg 35 Mattress, Single 19.1 kg 25 Mirror, Large 18.5 kg 27 Mirror, Vanity 24.2 kg 18 Pillow 1.3 kg 7 Rug 9.7 kg 10 Sofa/Couch 26.4 kg 75 Stool (Not Poop) 3.3 kg 7 Table 30.4 kg 26 Wardrobe 26.1 kg 30 Food (Con't) CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 192 Lab Name Weight Cost Beaker negligible 2 Burner negligible 5 Decanter negligible 5 Distiller 61.3 kg 130 Funnel negligible 3 Hourglass 1.1 kg 7 Instruments, Lab negligible 22 Instruments, Medical negligible 40 Lens negligible 5 Mortar & Pestle 2.1 kg 1 Paper, 1 sheet negligible 1 Prism negligible 2 Tubing negligible 3 Vial negligible 2 Leisure Name Weight Cost Cigar negligible 6 Comb negligible 3 Deck of Cards negligible 1 Dice negligible 1 Marbles, Bag of 100 negligible 3 Perfume negligible 28 Pipe negligible 19 Pocket watch, Hand wound negligible 27 Pocket watch, Powered negligible 66 Razor, Straight negligible 1 Soap per 1kg 1 kg 7 Tobacco negligible 12 Toy negligible 3 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 193 Livestock Name Weight Cost Cat 3.2 kg 39 Chicken 1.3 kg 22 Cow 433 kg 389 Dog 20 kg 39 Donkey 345 kg 422 Duck 1.3 kg 20 Goat 245 kg 357 Hawk 2.6 kg 96 Horse 560 kg 708 Monkey 8 kg 86 Pig 380 kg 255 Rat 1.1 kg 5 Miscellaneous Name Weight Cost Bell 3 kg 8 Chrislamic Ankh negligible 4 Power Name Weight Cost Microcore Mark I 1 kg 1250 SHORT Catalyst Reactor 5.3 kg 3300 Steamcore Mark II 12 kg 5000 Trib, Fixed 1.25 kg 300 Trib, Variable 1.3 kg 450 Survival Name Weight Cost Bandages negligible 1 Bed Roll 1.1 kg 3 Blanket negligible 3 Chain, 5m 8.6 kg 19 Climbing Piton 1 kg 15 Cot 4 kg 12 Crampons negligible 6 Crutches 2.3 kg 2 Firewood (Bundle) 2.2 kg 3 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 194 Name Weight Cost Flashlight 1 kg 8 Flint & Steel negligible 1 Grappling Hook 2.5 kg 5 Hammock 6 kg 3 Head Lantern negligible 15 Lantern 1.8 kg 34 Lighter negligible 2 Mirror, Small negligible 2 Net, Large 6.3 kg 13 Net, Small 4.5 kg 9 Non-permeable Water Flask 1.3 kg 20 Padlock negligible 2 Rope, Hemp, 50m 50 kg 30 Rope, Silicoid, 50m 5 kg 150 Rope, Silk, 50m 24 kg 80 Safe, Large 145 kg 500 Safe, Small 45 kg 200 Signal Flare 1 kg 5 Spyglass 2.1 kg 31 Hiking Pack 80kg 70 Stretcher 4.6 kg 21 Tent 18 kg 90 Tourniquet 1.5 kg 11 Walking Stick 2 kg 7 Water Leech 2 kg 150 Whetstone negligible 1 Whistle, Alarm negligible 1 Survival (Con't) CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 195 CHAPTER 6: TECHNOLOGY 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. Te Arcdial looks a lot like a pocket watch, except its actually a weapon used to temporarily disable automatons, nanites, or any other device with a positronic brain. Most sheris keep an arcdial handy for dealing with rogue automatons or for personal protection during a nanite swarm. Te device is a circular disk that opens to reveal a single button, surrounded by an illuminated dial. When this button is engaged, the Arcdials central actuator will begin to generate a charge, as denoted by the dial and an accompanying hum from the device. When the dial is fully illuminated, a second button at the top of the device is depressed to emit a short range electro-magnetic pulse that will temporarily disable any positronic brain within 6 meters. Te arc eld generated will continue for a short time until the charge runs out. Other kinds of machinery mechs, cybernetics, and other devices that do not contain a positronic brain remain unaected. STATS Type: Experimental, Survival Scale: Personal Weight: negligible Cost: 4300 Bits Operating Skill: Operate, DR Moderate Repair Skill: Engineering, DR Heroic Hit Points: 6 WHEN ADVENTURING 1. Te 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 Sheris winding their Arcdials. One hour of winding will produce enough energy for a single burst. Tis 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-benet of the Arcdial is that it temporarily stuns Wisps in its area of eect for 1d Rounds. Maxwell Traver (order #5060272) 196 Te Dreadnaught Signal Flare is the best way to get attention anywhere in the Badlands. Te Dreadnaught Signal Flare boasts a multistage launching mechanism that res twelve consecutive, high altitude ares that burn until they hit the ground. Each individual are uses a dierent color, increasing the eectiveness that onlookers will take notice and respond. Te Dreadnaught Signal Flare is visible from beyond the horizon at around a distance of seventy kilometers in every direction on at lands, longer distances if launched from high ground. Dreadnaught Signal Flares typically attract everyone that can see it, so travelers should remain wary of bandits and Ferals when using the ares in distant corners of the Badlands. It highly recommended that a Dreadnaught Signal Flare is ignited at least 100 meters from open ames and encampment areas where belongings can ignite accidentally. STATS Type: Survival Scale: Personal Weight: 6.3 kg Cost: 1115 Bits Operating Skill: Demolitions, DR Moderate Repair Skill: Demolitions, DR Moderate Hit Points: 6 CRITICAL FAILURE Should a Dreadnaught Signal Flare launch attempt utterly fail, everyone should run. Tere is normally a brief whistling noise that lasts for about fteen seconds prior to catastrophic failure. At the point of hearing the whistle, everyone should run away from the are and let it discharge naturally over time. Te explosion of a failed Dreadnaught Signal Flare has an area of eect of 30 m diameter, with a Damage: 1d+100. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 197 Te Fitchman is a reliable, multi-compartment backpack that holds up to 70kg without tearing or strain. It uses a Kevlar weave and has aluminum silicate bindings, zippers, and straps to provide long life. Te Fitchman is the backpack standard for anyone looking to travel across the Badlands. Te original introduction of the Fitchman backpack was about two hundred years ago. Te story goes that Margot Fitchman, a miner and early prospector, sought an eective and reliable way to move mined ore up vertical shafts. She developed a Fitchman sack that was load bearing up to 200kg, and worked great for pulley systems in narrow mine shafts. Margot was able to recreate the sack reliably, and started selling them to various mining companies. Ten she met eager investors who wanted to expand her business, and they developed the Fitchman Standard Backpack. Te design maximized load distribution and carrying capacity, and also provided a product that could sustain long-term wear and tear. Margot also developed several higher quality backpacks, but they never sold very well as folks either could not aord them, or could not justify the expense. STATS Type: Container Scale: Personal Weight: up to 71 kg Cost: 500 Bits Operating Skill: None Repair Skill: Engineering, DR Moderate Hit Points: 6 CRITICAL FAILURE Te 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. Te backpack becomes completely unusably should an attempt to repair it critically fail. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 198 Te Mnemonic Syphon is new world technology of Westward invention. No one rightly knows who built the rst 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. Te 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 nd 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. Te victimor volunteer, it could go either wayis strapped into the chair, and then a high powered burst of energy is red directly into the hippocampus to amplify sharp wave production. Te exact nature of this energy burst is the secret component that makes the whole device work. Te 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 ashed before their eyes. Te image quality is similar to that of an old black-and-white silent lm, 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 Cost: 13,280 Bits (Parts and Labor) Operating Skill: Operate, DR Very Dicult Repair Skill: Engineering, DR Very Dicult Hit Points: 25 Structure: 1d WHEN ADVENTURING 1. Te 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-eect of the device. Of course for those suering from amnesia or some other kind of memory block, it could be the only solution. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 199 Te Non-permeable Water Flask: it is as practical as the name implies. Te ask fastens to most standard water faucets, including the mouths of water leeches and standard spigots. Te Non- permeable Water Flask does not allow contaminants, dust, water, or any other substance through the lining of the ask. Each ask comes with an adjustable strap, fastener clip, and double-locking, pressurized seal. Te seal twists open and a person can drink from it comfortably and quickly. STATS Type: Survival Gear Scale: Personal Weight: 1.3 kg Cost: 50 Bits Operating Skill: None, Just drink from it Repair Skill: Engineering, DR Dicult Hit Points: 3 Prospector Goggles are a multifunctional lens array that serves as an all-in-one compass, range nder, and metal detector. Feedback is displayed directly through the viewnder, which is usually axed to the prospectors head by way of a leather strap, or may be mounted to a helmet of some kind. Te viewnder provides a topographical display of the surrounding terrain, similar to a three-dimensional relief map. Precious metal deposits appear as multi-colored blips that indicate the type of precious metal in the prospectors direct line of sight. Goggles can usually be found in abundance around mining colonies, and may be discovered for sale in other parts, too. Mostly, they are considered an antiquated technology too bulky for the adventuring type and too outmoded for those who prefer the more versatile implant models. Nevertheless, they remain popular with the non-franchised prospectors who are out to score a quick Bit without breaking the bank, and maybe even strike it rich while theyre at it. STATS Type: Survival Scale: Personal Weight: 186 g Cost: 1830 Bits Operating Skill: Search, DR Moderate Repair Skill: Engineering, Very Dicult 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). CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 200 Te Water Leech: not a charming name, but it is a crucial piece of gear for persons who take wilderness survival seriously. First, the Water Leech is a hand- portable water lter, producing clean drinkable water from virtually any input. Second, it is a water extractor, using the principles of osmosis and reverse osmosis, as well as ne ltration, to draw clean water out of plants, trees, and even sources like damp sand. Water is a rare resource in this land, and it is urgently needed by Humans to survive. Euphrenia Filbard knew this better than most; once she was a cartographer mapping the frontier, but when her canteen was lost in a fall, she nearly died of thirst in the Badlands. She was doubly frustrated during her ordeal because she spotted cacti that could have given her water, but she had no way to extract it from them. Tis close brush with death became an obsession for her. When she returned to civilization, she tinkered with portable ltration systems that could provide water in the wilderness. She continued to experiment in between surveying expeditions. After years of work she came up with a hand-held device that could leech water out of unlikely places. Te Water Leech has an intrusor end that the user sticks into the stalk, root, or trunk of a plant, or into a normal water source. Ten a combination of membrane lters and a hand pump draws liquids gently but persistently up through the body of the Leech, which in size and shape is similar to that of a spyglass. A gray water pipe expels the dirty liquid that portion containing particulates, bacteria, and other things that could not pass through the lters. On the other side of the lters, clean water is drained out through a tube into a waiting container. If the water source is too brackish, an extra osmotic lter is used in the tube-body of the leech, and the salt is removed from the water. Filbard knew this last feature would be most valued by people who traveled the frontier, for sweet water is rare there, and brackish, undrinkable water is far more easily found. Euphrenia knew she had a good thing when Primus Mechanized got wind of her invention and oered to buy it for a rich sum. She refused, deciding to take it to market herself. And then CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 201 Ten, no one paid her any attention. She could detect the hand of Primus behind her frustrations: no one would meet with her, and engineers scoed. No one would even test the Water Leech. Te 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. Te fellow was astounded and so were his friends, all ocers and combat engineers with the local military force. In no time Euphrenia had her rst 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. Teir main product was and is the Water Leech, which is much in demand by smart overland travelers. Te 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. Te Leech features a sturdy metal housing to safeguard against breakage and damage. Te exible tubes of the intrusor and drain pipes are the most fragile part of the assembly; internal lters 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 lters. STATS Type: Survival Scale: Personal Weight: 2 kg Cost: 4336 Bits Operating Skill: Operate, DR Dicult Repair Skill: Engineering, Very Dicult Hit Points: 4 WHEN ADVENTURING 1. Leeches are not rare but they are uncommon and only spottily available, so nding one can be quite a challenge all by itself. Te 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. Te bonuses can be shared with the group if the PC is sharing the benets of having a Leech. 3. Having a Water Leech can make the party a target for thieves. Tis 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 lter loose from its mountings. Tis means that what the device lters will not be puried. Tis 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. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 202 STANDARD MELEE WEAPONS Pretty much any object that a person can pick up and swing works as a melee weapon. Tis 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 Range Damage Cost Axe, Firewood Adjacent Target Str +36/x2 16 Barstool (Not poop on a bar) Adjacent Target Str +16/x2 7 Brass Knuckles Adjacent Target Str +12/x2 50 Bottle, Broken Adjacent Target Str +9/x2 Cost of a drink Chain, 1m length Reach: 2 Str +6/x1 6 Club Adjacent Target Str +32/x2 15 Cutlass Adjacent Target Str +32/x2 63 Dagger, Long Adjacent Target Str +24/x2 38 Hatchet Adjacent Target Str +33/x2 25 Hammer, Small Adjacent Target Str +20/x2 3 Javelin Reach: 2 Str +50/x2 40 Knife, Kitchen Adjacent Target Str +12/x2 1 Knife, Survival Adjacent Target Str +22/x2 20 Pick Axe Adjacent Target Str +40/x2 44 Pool Stick Adjacent Target Str +6/x1 7 Sabre Adjacent Target Str +42/x2 57 Sack of Rice Adjacent Target Str +4/x2 8 Shovel Adjacent Target Str +10/x2 8 Sledgehammer Adjacent Target Str +60/x2 32 Sword, Conscript Adjacent Target Str +48/x2 78 Whip Reach: 2 Str +12/x1 2 Wrench, Mech Repair Adjacent Target Str +42/x2 65 Wrench, Standard Adjacent Target Str +21/x2 16 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 203 NOTABLE MELEE WEAPONS Few melee weapons become worthy of notable mention. Typically these weapons are consistently lethal and eective in melee combat. Te design of a Decavitizer Boarding Axe is ingenious. Te weapon provides a one handed operation to activate a remarkably quiet, whirling circular saw blade. Tis same action activates a pulsation system that excites the metal alloy axe blade into regular vibrations. Te weapon is capable of cutting through virtually any armor and deals damage with succinct eciency. Te main down side is that any mistake with this weapon can be lethal. Te design of the Decavitizer is seen across the Badlands, often in the hands of bandits and Ferals. Tis is a favorite weapon for boarding airships as it makes it easy to move through a ships thick bulkheads, doors, and hatches. Several famous bandits brandish a boarding axe based on the Decavitizer Boarding Axe design, but only one has an original prototype the famed Flying Ferocious Fiona, who claims to have relieved it from a Primus caravan lled with conscripts and Capital City guard destined for Capital City. While the stories vary, Fionas infamy makes the possession of a Decavitizer Boarding Axe a criminal act within any civilized Prefecture. STATS Damage: Str +61/ x3, Adjacent Target Cost: 2224 Bits, 1155 Bits to manufacture from scratch Notes: Requires 1 Trib per hour of activation Te Plunger is a classic throwback weapon still used today by prospectors and explorers, as well as Prefect deputies, commercial security patrols, and bandits. Te concept and design of a Plunger is simple. Its a long, reliable pole, normally 2m in length, with an attached pressure-sensitive head that detonates a directional explosive charge on impact. Te Plunger provides reliability to even the odds against heavily armored opponents, as well as provide a quick means of escape in desperate situations. Te weapon requires only that a person stab and make contact with a target, releasing a directional and localized explosive head to burst forward away from the wielder. Tere is also a twisting mechanism that can manually detonate the explosive head in the case of weapon compromise. STATS Damage: Str +140/x1, Reach: 2 Cost: 430 Bits Limitations: Tis weapon is only eective ONE TIME, after that it is a imsy, berglass pole with a frayed head, (normally split and destroyed from the explosion). CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 204 Tis weapon is a standard issue sword delivered on contract to Capital City Guards once they are initiated. Te Saw Blade is a sword that uses a projective spinning, barbed chain body, much like a chainsaw, to spin around the width of the blade. Tese swords are highly coveted and dangerous, as they remain lethal whether on or o. When the blade slows to a stop, the sharp links of the chain form back into a linked blade face, making it still highly eective sword. While active, the Saw Blade cuts through most any material, especially armor. Te Saw Blade is a primary motivation to avoid direct combat with any Capital City Guard. STATS Damage: Power O: Str +86/x3, Power On: Str +99/x3 Cost: 3676 Bits Notes: Requires 1 Trib per hour of activation STANDARD RANGED WEAPONS Ranged weapons include any weapons that launch ammunition at an intended target. Most ranged weapons involve explosive gun powder as an accelerant, while some rare weapons harness the power of magnetism. Primitive ranged weapons are usually based on the archaic, but reliable, bow. All ranged weapons provide the comfort of distance and time between the wielder and the intended target, giving ample opportunity for dealing plenty of mayhem and death. Firing a ranged weapon is often seen as an art form, since the weapons behave inconsistently even in highly practiced hands. It is well advised that above all else, practice is the most reliable way to learn the nuances of any ranged weapon. Weapon Ammo Range S/M/L Damage S/M/L Fire Control S/M/L Cost Composite Bow 1 70/130/350 1d+42/39/36 0/0/0 488 Crossbow 1 25/60/100 1d+39/36/33 0/0/0 110 Long Bow 1 50/100/300 1d+36/33/30 0/0/0 85 Short Bow 1 30/70/150 1d+30/27/24 0/0/0 70 Terk Revolver 6 20/30/50 1d+48/45/42 0/0/0 505 Zip Gun Pistol 1 5/10/25 1d+27/24/21 0/0/0 40 Primus P19 Semi Pistol 9 20/35/60 1d+42/39/36 0/0/0 720 Primus PS30 AutoPistol 9 10/25/40 1d+60/57/54 1d/0/0 1133 Turbocam Burst SMG 19 25/40/50 1d+45/42/39 2d/1d/0 1003 Pigeon Mark 4 Sniper Rie 4 100/250/400 1d+65/62/59 0/1d/1d 4205 Tumbler Assault Rie 25 40/100/150 1d+83/73/63 0/0/1d 873 Blender Scattergun 1 3/12/25 1d+100/90/80 2d/1d/0 359 Nailbanger Scattergun 8 10/20/40 1d+85/80/75 1d/0/0 527 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 205 NOTABLE RANGED WEAPONS Te following weapons have a unique back story, eccentric creators, or were made popular by infamous lawmen or criminals. BOWS While the Watson Tek Company may be long gone, its most successful creation the Moriarty Auto Bow is still in circulation, and is still highly praised by those who prefer arrows to bullets. In a testament to the team who constructed the Auto Bow, an Auto Bow shooting competition is organized by enthusiasts once a year just outside of Hollis. For those who manage to pick up an Auto Bow in their travels, this competition is a rite of passage. Out of respect for the event, an unwritten truce holds between competitors even the ercest personal grudges have been set aside during the weeklong competition. One of the most infamous people to wield an Auto Bow is the reigning champion, Jeremiah Watson, Jr. son of Roger Watson the III, a direct descendant of Watson Teks original founder. Jeremiah is one of the brave (or crazy) members of the Gentile class who have openly cast aside their identicard out of preference for the wild life outside the walls of Capital City. Hes often reported to joke that Civilization has no need of a true Watson. An Auto Bow itself is dierent from owner to owner, customized to the owners personal taste and style, the Auto Bow packs a magazine of 10 arrows and a ip up targeting viewer to help while aiming. Some have gone a step further and have replaced their viewnders with computerized ones, which help increase their accuracy. Traditionalists tend to frown upon the practice, preferring to rely upon their own steady hand. STATS Ammo: 10 Fire Control: 2d/1d/0 Range: 15/50/100 Damage: 1d+24/21/18 Cost: 369 Bits CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 206 CHAPTER 6: TECHNOLOGY PISTOLS Conceived almost fteen years ago, the Delimbinator was Watson Teks last ditch-eort to remain aoat released just before the companys inevitable collapse due to faulty business ethics. Developed by Roger Watson the III, the Delimbinator was designed to be one of the most powerful revolvers of its day. On paper, if everything went according to plan, it seemed like a good idea the Delimbinator had the potential to revive a failing company that had just sunk an enormous amount of its capital into the stagnant Auto Bow. However it was the cost of resources needed to produce the revolver that ultimately sealed Watson Teks fate. Watson Tek managed to manufacture almost 1,000 Delimbinators before they were forced to close their doors for good. What Watson Tek left behind was then absorbed by Primus Mechanized, who also acquired the rights to manufacture both the Delimbinator and the Auto Bow. Tere are Delimbinator Revolvers still out on the open market today; the price tends to vary depending on the condition of the gun. Standard ammunition can be used, or modied bullets can be customized if the price is right. Te Delimbinator is just a little bit larger than your average adult male palm making it easy to conceal. When red at point- blank range, its damage is devastating to the potential target. STATS Ammo: 3 Fire Control: 0/0/0 Range: 5/10/20 Damage: 2d+90/80/70 Cost: 1839 Bits Maxwell Traver (order #5060272) 207 CHAPTER 6: TECHNOLOGY AUTOPISTOLS PISTOLS (CON'T) Aordability and accessibility were kept in mind during the production of the Widowmaker line. Tis everyman rearm is a 10mm single- shot, short barrel, scoped, rear-loaded pistol. Te approach taken during its design phase was keep it simple, yet eective. Not only was the Primus Mechanized scientic team successful, they also added a touch of ruthlessness aimed to please their boss, Manciple Primus. After an impressive demonstration of the Widowmakers repower, Primus immediately secured nancing for the Mark III project. Te 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. Te 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. STATS Ammo: 1 Fire Control: 0/1d/2d Range: 20/30/45 Damage: 1d+70/67/55 Cost: 975 Bits Tis triple-barrel, canister-fed, steam ejection, crank-powered Auto-Revolver was an early invention envisioned by the mind of Ether Arcweld in response to the increasing frequency of Feral attacks during his many misadventures. As a young prospector, his work required him to travel out into the hostile Badlands in search of new sources of water and other precious resources. After a couple of close calls, he returned to the safety of a nearby settlement and got to work. It took him the better part of a year to develop the rst working prototype of his Spindler Auto-Revolver as he nicknamed it. An investor took note of this unique weapon during one of Ether Arcwelds public demonstrations and the pair formed a business deal, allowing the manufacture of the Spindler. Since then, Spindlers are a common weapon out in the Badlands often favored by bandits, movers, prospectors, and smugglers. In a pinch, its triple barrels can pack a devastating punch at a close range. Te Auto-Revolver is also versatile and can be easily modied in the right hands. STATS Ammo: 30 Fire Control: 3d/2d/1d Range: 5/12/20 Damage: 1d+40/37/34 Cost: 2222 Bits Maxwell Traver (order #5060272) 208 Te X71 Gauss Auto Pistol was an in-house project designed by Kulesa-Werho Ltd to inict maximum damage during close-quarter reghts. Tey successfully revolutionized its ammunition and also perfected the guns extended barrel. While it took many eld tests, their primary objective was achieved, allowing the X71s bottom-heavy ammunition to rotate as it left the chamber. Without a doubt, this design inicts devastating damage to the targets it strikes. Due to a longer production run, the X71 is considered more successful than its predecessor the 6mm Electrical Kinetic Weapon. One of the only early aws reported to its manufacturer was that the barrel tended to overheat quickly during intense gun battles. To correct this, Kulesa-Werho added two coolant chambers in an eort to help cool down the guns barrel. While the gun still has a quirky, unpredictable nature, regularly scheduled maintenance and cleaning reduces the risk of malfunction. STATS Ammo: 4 Fire Control: 0/0/0 Range: 35/70/80 Damage: 1d+120/100/90 Cost: 7372 Bits AUTOPISTOLS (CON'T) CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 209 RIFLES Te Chrysalis Gauss E.K.W. enjoyed a limited production run at Kulesa-Werho Ltd. due to its technology being top-secret and linked to the crashed Chrysalis of Capital City. Rumor has it that scouting agents for Kulesa-Werho paid an unscheduled visit to Chrysalis College and recruited young, energetic Scientists to be part of their exclusive team. Once the plans and necessary materials for the rie were obtained from the College, the Research & Development team was established and immediately got to work. Te project took ve years to build a successful prototype due to the ries complexity and diculties incorporating the experimental technology linked to the Chrysalis. Once the tests of the rie proved successful, Kulesa-Werho began manufacturing it at their main headquarters and started developing plans for a compacted version the X71 Gauss Pistol that put a unique spin on more traditional ammunition. Rumors also whisper that at the time, Kulesa-Werho was in direct competition with Primus Mechanized. Agents from both camps clashed bitterly in order to obtain the brightest young minds Chrysalis College had to oer. Less than 50 of these Chrysalis Ries exist and obtaining one requires being connected to the right people. Ammo: 1 Fire Control: 0/0/3d Range: 250/500/800 Damage: 1d+145/132/100 Cost: 9613 Bits STATS CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 210 CHAPTER 6: TECHNOLOGY RIFLES (CON'T) DIRECTED ENERGY WEAPON Te Arc Rie is something of a scientic wonder. Initially envisioned by Manciple Primus himself, it was developed as a secret project by Primus Mechanized. However, during its design, one of the sta scientists had a change of heart when she realized the true capability of the project she had volunteered for. She quickly copied the plans to the Arc Rie and ed the safety of Capital City for the Underground. After a daring escape, she met up with a team of rebel operative and informed them that Primus Mechanized was developing a new generation of devastating weapons. Trough spies, informants, and their connections the operatives caught wind of a shipment of Arc Ries headed from Capital City to an unknown destination. Tey suited up and set out on a mission to intercept the Arc Ries so that they wouldnt fall into the wrong hands. It was outside the walls of Capital City, somewhere just beyond the borders of Brimstone, when the rebels struck the train. To their dismay, their eorts had been for nothing within the cargo hold of the train they found the calling card of the Terrible Rose, and the shipment of Arc Ries was gone Sightings of Arc Ries have been reported on more than one occasion since then often from the middle of a battle where the weapon changed the tide once the opposing side witnessed its destructive power. Once fully powered up, the Arc Rie unleashes a violent burst of lightening that vaporizes its intended (or unintended) targets instantly. STATS Ammo: 1 Trib (1 Shot per fully charged Trib) Fire Control: 3d/2d/1d Range: 20/25/30 Damage: 1d+240/200/180 Cost: 10 Kilos Maxwell Traver (order #5060272) 211 CHAPTER 6: TECHNOLOGY SCATTERGUNS Te Hellhound, as its wildly known throughout the Badlands, is a favored weapon of terror among bandits, Ferals, and train robbers. It is rumored that the Terrible Rose and her gang of outlaws possess a pair of Hellhounds that are often used during their daring raids. Te Hellhound is an impressive feat of engineering packed full of devastation. Te weapon even has a curse attached to its history. Its inventor was instantly killed when the original prototype malfunctioned during its rst eld test. An assistant stepped in and took over the project, determined to complete her mentors work. After a few more years of obsessive tinkering, she suered bankruptcy. Ten an investor stepped in. Te investor was forced to hire a new team of engineers when the assistant became deathly ill and unable to work. Rumor has it that she was poisoned when a competitor tried to steal the blueprints for the weapon. After work on the Hellhound was nally completed ve years later, sales were slow, and the investor never recovered the fortune that he spent on the project. Te scattergun was named Te Hellhound due to its impressive repower backed by the explosive, burning devastation it causes with thermite. It can be reloaded fairly rapidly. Its customized ammunition interacts with the thermite just before ring, delivering maximum damage. Its design is trustworthy and built with stability in mind; the shotguns only fault is that it needs constant maintenance after heavy usage. It is generally understood that the guns caretaker must have some understanding of demolitions, as the chamber that houses the thermite requires a pair of skilled hands and extra-special attention to detail. STATS Ammo: 6, 2x3 Fire Control: 3d/2d/1d Range: 10/20/35 Damage: 1d+99/96/93, Hellhound Rounds burn Termite for 2d Rounds: 1d+60 per Round Cost: 9666 Bits Maxwell Traver (order #5060272) 212 SCATTERGUNS (CON'T) Explorers and prospectors have been on the frontier of the Known Territories for ages, putting themselves into dangerous circumstances and frequently coming back to towns with unhappy tales to tell. Prospectors in particular are often victims of claim-jumpers, lone Ferals, and entire Scav clans marauding through their claim in the wilderness. While Ferals seem like a natural threat because they are native to the Badlands, explorers have always resented the claim-jumpers most of all. Tey take advantage of someone else's hard labor to make illicit gains. So when famous prospector Ether Archweld developed the Tunker, a blunderbuss-like scattershot gun, prospectors were quick to buy them up and add them to their personal arsenal. Named for the thunk sound they make when they discharge, this gun takes no skill to use. It is unlikely to kill a claim-jumper outright, but very likely to wound or maim him just desserts, as far as most prospectors are concerned. Tunkers quickly proved useful in chasing o claim thieves and trespassers. Tey were also surprisingly handy when ghting Ferals: a single trigger squeeze peppered a broad area, and the widely dealt damage prevented gangs of Ferals from overwhelming lone prospectors. Unlike a real blunderbuss, the Tunker holds a magazine of scattershot, making it possible to re many times without stopping to reload. However, the gun's real value turned out to be its unique design. It res by means of compressed air held at high pressure in a reinforced chamber in the stock. Tis forced-air charge can be used to hurl other things besides loose pellets in a pinch, just about anything stued down the muzzle can be red by the gun. Noting its popularity, Ether Archweld continued development of this weapon, and has developed several variants that are extremely useful for their specialized applications. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 213 SCATTERSHOT, STANDARD ADAPTER Weight: 4 kg, Cost: 1003 Bits Repair Rating: Easy for Scattershot model; Moderate for other models. If the problem lies with the air compression mechanism or housing, repair for that specic part of the Tunker is Very Dicult. Repair Skill: Engineering STATS Type: Single Ammo: 10 Fire Control: 0/0/0 Range: 9/18/30 Damage: 1d+95/90/70 Area of Eect: Pellets spread out in an arc when shot. Each blast covers a 3m diameter area at medium range. NET CASTER ADAPTER With this adaptation the gun res a net with weights on each end casting the entangling weave out to ensnare individuals or clusters of up to ve people. Marshals quickly adopted this non-lethal weapon to use for crowd control and capturing people they want alive. STATS Ammo: 1 Fire Control: 0 Fire Control: 2d/3d/1d Range: 6/15/24 Damage: If it hits, net entangles target for 1d6 Rounds. Area of Eect: Net ensnares across a 3m radius. GRAPPLE GUN ADAPTER Tis version of the Tunker is loaded with a hook-and-line load. Tis is used primarily in dirigible- based airship warfare, either to cross from one ship to another, or to bind two airships together while the crews ght. A similar use has been developed for the grapple gun in fort assaults: the lead line is tied to a rope ladder, which is then used to scale fortied walls and emplacements. STATS Ammo: 1 Fire Control: 0/0/2d Range: 9/18/30 Damage: Gun casts a grappling hook and line. If it hits, it is secure until someone releases it from its attachment point. Rate of Fire: Single. 30 seconds required to reload with new line. Drift: Te gun includes a muzzle adapter to improve accuracy when ring a line. Up to medium range, drift is not an issue. At long range, the GM should randomly determine if the hit has actually drifted to some point within 5 meters of the intended target. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 214 Ammo: 1 Fire Control: 0/0/0 Range: 40/50/100 Damage: Gun launches a gas canister. Upon detonation, a cloud of mustard gas is released that lls a 10m wide area, and will drift downwind. Tis poison gas blisters the lungs, causing lasting, deep-seated damage. A full dose in the eyes may blind, and general exposure will blister the skin. Gas remains toxic for 6 + 1d6 minutes. Exposed individuals roll Vitality, DR Moderate. Success means dmg. Failure means they lose their Hit Points immediately, and an additional 1d6 points on top of that. Rate of Fire: Single. 30 seconds required to reload with new canister. Area of Eect: 10m-diameter area. Drift: Tis is not an accurate weapon when ring a canister; it is intended for generalized harm to the enemy. Even on a result of hit, the GM should randomly determine direction and distance of drift within 10 meters of target point at medium and longer ranges. GRENADE LAUNCHER ADAPTER Tis is designed to cast a slow-fuse grenade up to 50 meters. Sometimes the device fails and the launch falls short, and occasionally the grenade jams in the barrel. Tis weapon is sold on a limited as-is basis to some townships and Marshals who have agreed to eld-test the weapon. STATS Ammo: 1 Fire Control: 0/0/0 Range: 40/50/80 Damage: Gun launches a grenade. Does 1d+150 damage on detonation. Rate of Fire: Single. 30 seconds required to reload each new grenade. Area of Eect: Within a 5m blast radius the target takes full damage; damage is cut by out to 10m. Drift: Tis is not an accurate weapon when ring a grenade, but is intended for distraction and suppressive re in the general direction of the enemy. Even on a result of hit, the GM should randomly determine direction and distance of drift within 10 meters of target point at medium and longer ranges. GAS LAUNCHER ADAPTER Te nal enhancement is more rumor than fact: it is said that Ether Archweld is developing gas canisters that will re up to 100 meters distance. Tey are rumored to contain mustard gas, but the gas is not yet perfected, and the launching mechanism still has the same faults as the grenade launch modication. A gas Tunker might be stolen from a testing facility, but otherwise these prototypes are not in general use anywhere at all. STATS CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 215 STANDARD THROWN WEAPONS Range is the same for all thrown weapons: 5/20/30. Some thrown weapons strike a single target; others have an area of eect of 5m, such as grenades. Weapon Ammo Range S/M/L Damage S/M/L Fire Control S/M/L Cost Dart 1 Trown Str +9/7/5 1d/0/0 2 Dodgeball 1 Trown Str 0/0/0 1 Frag Grenade 1 Trown Area: 1d+80 0/0/0 157 Rock (Fist sized) 1 Trown Str+8/5/2 0/0/0 0 Stun Grenade 1 Trown Area: 1d+5 (60 stun) 0/0/0 113 Termite Grenade 1 Trown Area: 1d+180 0/0/0 263 Trowing Knife 1 Trown Str +18/15/12 0/0/0 1 Wrench 1 Trown Str +18/15/12 0/0/0 1 NOTABLE THROWN WEAPONS Dark Grenades are a weapon originally improvised out of necessity by helpless techanics. Te original Dark Grenades involved a grease-like material that coated everything nearby in a blinding, black, slippery mess. Modern Dark Grenades use a specially formulated chemical, reliable hair trigger ignition system, and the ability to control explosive direction. Te chemical is not unlike it greasy predecessor; however, the newly formulated chemical is not greasy at all, instead delivering darkness via a black powdery particulate cloud that completely coats everything in black. Te powder is so ne that it jams weapons, but still provides slippery madness with a frictional coecient of 0.03-0.05 when interacting directly with itself. Te eectiveness of a Dark Grenade is maddening to anyone it is used against. On top of these improvements, the powder also completely blinds any eyes it enters for several hours, but dissipates normally afterwards, absorbed naturally into the body. STATS Damage: Area of Eect: 10m, Blindness for 1d hours, all weapons inside the burst area ineective until cleaned. Cost: 561 Bits CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 216 CHAPTER 6: TECHNOLOGY STANDARD HEAVY WEAPONS Heavy weapons come into play when the desire is to damage or destroy a Steamech, Airship, or any other vehicle. Heavy weapons require dierent attack approaches, greater ring exposure, and more time to aim and re than a typical ranged weapon. While heavy weapons and many demolitions share destructive eects, heavy weapons are red and detonate at a distance while demolitions detonate on location. Heavy weapons always deal Heavy damage, making them utterly devastating to people. Weapon Ammo Range S/M/L Damage S/M/L Fire Control S/M/L Rate of Fire Cost Beetle 3 RPG 1 300/500/1000 Area: 1d+120 0/0/0 1 4400 HOG Cannon 1 1000/2300/6500 Area: 1d+150 0/0/0 1 12000 Javelin Mortar 1 100/500/900 Area: 1d+90 1d/1d/0 1 2236 NOTABLE HEAVY WEAPONS Te Devastator Powered Ballista is a massive mechanized, steamtech crossbow capable of delivering a surprisingly accurate bolt of steel impressive distances. Many of the Capital City walls and towers use the Devastator Powered Ballista as a primary line of defense and oense. Tere are also a handful of Trams and airships which have these large weapons mounted onto xed turrets. Tis weapon is so large that it requires a few people to properly aim, load, and re the weapon in a timely manner. Tis weapon can destroy most Steamechs and vehicles in a single strike, making it a highly eective deterrent to anyone who dares assault the Capital City or anywhere else protected by one of these large weapons. STATS Ammo: 1 Fire Control: 0/0/0 Range: 40/100/400 Damage: 1d+160/140/110 Note: Requires a Crew of 3 to Operate Cost: 7780 Bits Maxwell Traver (order #5060272) 217 CHAPTER 6: TECHNOLOGY SCOPES Few, if any, scopes are identical in design and make, instead relying on custom work. Ether Archweld briey produced an overpriced line of scopes, but they did not sell well. Scopes run for high prices, especially when still operational. Te optics contained in scopes provide a diverse array of functions, including starting res and distant observation of approaching people and creatures. STATS Cost: Te typical price of a scope, if found in a store, starts around 500 Bits and goes up from there. Benet: Scopes provide +1d to +2d of Fire Control, normally at a given range category, Short, Medium, or Long. If a Scope provide benets in multiple range categories, chances are good that it will run several Kilos. SUPPRESSOR Suppressors are remarkable devices that mue 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 y apart from stress and work only once or twice. Suppressors can also mue 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: Te running price of a Suppressor on the black market begins at 1000 Bits. Benet: Suppressors begin by providing simple benets to Sneak, such as +3 or +6. Very advanced, well-engineered Suppressors provide unique benets, such as does not break Sneak when red. BAYONET, PNEUMATIC EJECTABLE While a number of pneumatic devices have seen service on weapons over the years, the Bayonet is likely the most common. It is essentially a longer-than- standard blade that rests in a cradle below the barrel of a rie. Te pneumatic ejectability of the modern Bayonet gives it the ability to launch forward from its cradle as a projectile with ample force and speed to severely injure a target. STATS Cost: Tese are issued to conscripts at a rate of 25 Bits per rie. Benets: Provides an additional barrier of preventative oense with the Pneumatic Ejection Port Blade: Range: 3/7/20 Damage: 1d+29/26/23 and a basic stabbing reliability: Damage: Str +21/x2. Maxwell Traver (order #5060272) 218 CHAPTER 6: TECHNOLOGY Explosive Blast Area Scale Damage S/M/L Cost Anti-Personnel Mine 1/5/20 Personal 1d+80/75/70 336 Anti-Vehicle Mine 3/10/25 Heavy 1d+146/140/120 488 C4 (Plastic Explosive), 1kg 2/3/10 Expansive 1d+90/85/80 840 Dynamite, TNT, 1 stick 4/7/30 Expansive 1d+80/75/70 155 Monkey Barrel Mine 12/20/25 Heavy 1d+100/65/36 205 Easily one of the most devious and destructive explosive devices in the world, the Blasted Dirty Packaloomer was originally the X-34D Anti-Personnel Weapon. Te deceptively small explosive uses a micro-warhead encasing that uses a destabilized Tribium trigger mechanism. Te resulting explosion from this bomb was considerably larger than expected by the manufacturers. Te weapon was quickly packaged and sold as an excellent way to lay down a mineeld or establish a secure perimeter. To this day, many regions throughout the Badlands lie seeded with thousands of these devices acting as mines. Te renaming of the bombs came from re-branding them as an excellent way to subdue a prisoner. Te devices now include a hanging loop that is large enough for a Human head to t through. Te device comes with a remote activator that can be triggered by any or all of the multiple sensors included in the device suite including sonic, optic, motion, pressure, seismic, and thermal proximity sensors, as well as a standard countdown timer. Many a soul has awakened with the Blasted Dirty Packaloomer around their neck only to realize they had but moments to live since waking alone can activate the devices trigger sensor array. While the manufacturer sells them with the expectation that the bombs will be used for legal purposes, the name has led to more nefarious associations with the bomb. STATS Blast Area: 5/20/45 Scale: Expansive Damage: 1d+100/97/94 Note: Once activated, any sensor or trigger can be deactivated remotely within 12 seconds, after that the fail safe kicks in and they cannot be turned o. Cost: 768 Bits Maxwell Traver (order #5060272) 219 CHAPTER 6: TECHNOLOGY Tere is not much to a Tuckermann Bullet Resistant Vest, but it has a long history of saving lives. Te vest ts semi- comfortably over or under most outerwear, and provides several sewn-in large steel plates. Te vest itself provides moderate protection against melee attacks and bladed weapons, as it uses a complex weave that becomes more rigid with pressure. Posters of some ctitious Marshal posing with a Tuckermann Vest are found throughout the Badlands, espousing the ner qualities of the product. Its a worthwhile investment for anyone that cannot aord anything else, especially where its cost is relatively low compared to the alternatives. STATS Armor Points: 16 Absorb: 1d Weight: 3.4 kg Scale: Personal Repair Skill: Engineer, DR Moderate Cost: 221 Bits Te defense contract to produce the protective wear for conscripts was last won by Ether Archweld. Tis armor provides a highly rigid, uncomfortable, but protective layer of armor that can save the life of a hapless recruit. While the jacket and helmet combo is readily available to the public, the price keeps it far outside the average consumers budget. Despite the discomfort found in wearing the Standard Flak Jacket and Helmet, it undoubtedly has saved hundreds if not thousands of lives. Te armor comes in a tan, ecked design that blends naturally with most of the general landscape across the Badlands. Te helmet weighs around 6 kg and the jacket weighs nearly 13 kg, so walking long distances in them is not suggested. STATS Armor Points: 40 Absorb: 3d Weight: 19.2 kg Scale: Personal Repair Skill: Engineer, DR Moderate Cost: 2325 Bits PERSONAL Maxwell Traver (order #5060272) 220 CHAPTER 6: TECHNOLOGY Te armor issued for use within the Marshal services is the Malcolm Duster Mailed-Coat. Tis armor appears and feels like a standard duster coat; however the armor within the lining of the coat provides an unusual level of protection. Te coats design intricacies are secretly guarded, but involve multiple layers of poly-lament alloys in a loose weave. Te armor contained in the duster coat can stop bullets and blades alike. Te unfortunate downsides to the Malcolm Duster Mailed- Coat are the cost and the manufacture time. It takes just over two years to produce a single coat, so the Marshals go to great lengths to protect their armor, often taking to sleeping in it. Te coats are available for commercial backorder, but the waiting list is short for such a high priced item. STATS Armor Points: 45 Absorb: 3d Weight: 2.5 kg Scale: Personal Repair Skill: Engineer, DR Very Dicult Cost: 6274 Bits Few if any of these suits of armor still exist in the world. Tese were the standard security uniforms issued to members of the security team on the Chrysalis. Tese magnicent feats of technology use reactive nanotechnology to provide amazing levels of protection to the wearer. For anyone who nds and wears a composite suit, the armor adjusts to their body size and shape, tting perfectly over and under any clothing. Primus Mechanized and Ether Archweld have tried for decades to replicate the technology without success, instead creating eective but incomparable armors. A Composite Reactive Suit is believed to sit in the home vault of a rather wealthy railroad tycoon, one of a few techanics whose business mind set him up for life after the Trams were put into place. STATS Armor Points: 80, Self-Healing: (+1d Armor Points per hour) Absorb: 5d Scale: Personal Repair Skill: Engineer, DR Epic Cost: Priceless Maxwell Traver (order #5060272) 221 CHAPTER 6: TECHNOLOGY Tis armor is skin tight and hides perfectly beneath clothes, but unfortunately is rare, expensive, and not self-healing. Once damaged signicantly, repairing the armor is impossible. Te armor looks like a gray body suit and has cell-like patterns, likely to mimic the design of the composite armor from the Chrysalis, but that is where the similarities end. Te suit uses a think barrier of metal-silicoid gel that perfectly distributes kinetic force across a brief distance. STATS Armor: 50 Absorb: Absorbs up to 50 Damage automatically, no rolling required. Scale: Personal Repair Skill: Engineer, DR Epic (required 1 Variable Trib) Cost: 10 Kilos Using a number of remarkable breakthroughs discovered while researching the electrical output of Tribium, scientists were able to develop Hardlight technologies. Foremost among these devices is the Instant Rigid Barrier. Tis device indenitely provides a door-sized barrier of Hardlight from a small control box and projector system, all powered by a single Trib. Using Ether Archwelds patented Ether-State tech, the device creates a Hardlight barrier that appears as a pale yellow eld about 15 cm from the projection device. Inventive travelers used the Instant Rigid Barrier as a table, while others used them against harsh weather. Tis device (and the barrier it produces) is a miracle of modern invention. Some makers and techanics theorize that a more stable, larger power source could produce a virtually unbreakable Hardlight barrier, or a larger eld of projection. STATS Armor Points: 100, Per Trib Absorb: 6d, Per Trib Scale: Heavy Repair Skill: Engineer, DR Very Dicult Cost: 5427 Bits FIELD Maxwell Traver (order #5060272) 222 Te Berniers Quick Expanding-Quick Hardening Gel Foam Shelter is sold in small portable compressed gas bottles. Te bottles contain enough gel foam to create a small shelter big enough for two people, following the directions on the bottle. Te gel foam expands and hardens into place in just under six seconds, making it a viable solution for many situations. Te strength of the expanded gel foam is impressive and can carry a great deal of weight and take a great of deal of punishment before it collapses. Te Bernier family claims the recipe for the gel foam contained in their bottles is a long, secret- held formula created by their ancestors on the Chrysalis, but this claim is not corroborated. Te gel foam is cheap to make, so a bottle of Bernier QEQH Gel Foam is cheap compared to many simple defensive options available for traveling across the Badlands. Stats Armor Points: 60 Absorb: 5d Scale: Heavy Repair Skill: None Cost: 306 Bits CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 223 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, eld 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. Te 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, Te Westward Manifest Destiny. Te 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. THE EXONERATORS Te Manifest made no secret of what lay in store for those born halt, blind, or lame, or those who had suered a debilitating injury. Survival of the ttest takes no prisoners; theirs would be a swift death on the altar of genetic purity. Tus 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. Te Exonerators fused esh 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. To date the Exonerators have broken no law, though many denounce their work as an abomination. New fears have replaced the old, and prejudices run deep against those who possess Enclavesthe fruits of the Exonerators labor. In place of frail Human limbs of esh and bone, the Enclaves grant prosthetics of iron and steel that never grow tired or weak from old age. In a land where once there was only death, the Enclaves grant life, and for this they are feared. Tose who have been granted an Enclave are known as Exos. Te designation has paved the way for new laws to address the mounting fears. It is only a matter of time before the Anti-dehumanization Act is amended to include a ban on Enclaves. Te recent discovery of Human bodies implanted with positronic brains has set the stage for an all-out war against the Exonerators. Others point to nanites as the true culprits, but the distinction hardly makes a dierence in the minds of those xated on fears of a mechanized Humanity hell bent on superseding the Manifests laws. UNDERSTANDING ENCLAVES An Enclave is a steamtech device joined to living esh 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. Tere 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 esh and machine. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 224 A Character with a Visual Enclave has had one or both eyes replaced with a bionic implant. Te 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. Te end result is the gift of sight, as well as a permanent +3 bonus to visual Search checks. DAMAGE RESULTS Te Exo is rendered blind until a Repair, DR Dicult 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 suer a -2 penalty to visual Search checks. UPGRADES A number of upgrades have been developed to expand the Ocular Neural Catalyzers functionality. TOPO DISPLAY Te 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. Te Topos limited memory allows for temporary mapping, and will typically provide a +6 Navigation bonus when backtracking through previously explored terrain. DAMAGE RESULTS Te Topo display ceases to function until a Repair, DR Dicult 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. Te Spectroscope grants a +21 bonus to visual Search checks when activated in total darkness. Te presence of a terrestrial light source brighter than a campre 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 Te Infrared Spectroscope ceases to function until a Repair, DR Dicult is made using replacement parts. DEADEYE SPECS (TARGETING ARRAY) No invention has done more to advance the cause of Exoneration (or to spread its infamy) than the invention of the Deadeye targeting array. Te device implements a two phase targeting and tactical system that locks on to perceived threats, and then provides a crosshair calibrated to the Exos gun. By using the Deadeye Specs as an activated ability (spend 1 Cinema Point) the Exo gains a +12 bonus to Ranged attacks. DAMAGE RESULTS Te Deadeye Specs cease to function until a Repair, DR Dicult is made using replacement parts. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 225 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. Te 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. Te Auditory Brainstem Implant grants the ability to hear, as well as a +3 Search (hearing) bonus. DAMAGE RESULTS Te Exo is rendered deaf until a Repair, DR Very Dicult 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 suer a -2 penalty to Search (hearing) checks. UPGRADES A number of upgrades have been developed to expand the Auditory Brainstem Implants functionality. LINGUAL TRANSLATOR Te Lingual Translator is a component upgrade that provides real-time translation for a number of Earth and alien languages. Te language to be translated must be a documented language included in the translators programming. Te device grants a +6 bonus to Language when interpreting the common tongue of a known race. DAMAGE RESULTS Te Lingual Translator ceases to function until a Repair, DR Dicult is made using replacement parts. SIGNAL RECEIVER Te signal receiver upgrade greatly enhances the Auditory Brainstem Implants range and reception capabilities. Te 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 dierentiate 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 Te Signal Receiver ceases to function until a Repair, DR Dicult is made using replacement parts. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 226 CHAPTER 6: TECHNOLOGY A Character with the Com-Tech Enclave has had their voice box replaced by a digital modulator. Te core component of the Com-Tech Enclave is a Digital Voice Synthesizer which is linked to the Exos brain in order to produce speech. Te Synthesizers voice modulation is not xed, 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 Te Exo is rendered mute until a Repair, DR Dicult 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 suer 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 Te Radio Communicator will cease to function until a Repair, DR Dicult is made using replacement parts. SONIC AMPLIFIER Te Sonic Amplier 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 suers a temporary -6 penalty to any Skill or Attribute that requires concentration or ne motor skills for the next 1d6+6 Rounds. DAMAGE RESULTS Te Sonic Amplier will cease to function until a Repair, DR Dicult is made using replacement parts. Maxwell Traver (order #5060272) 227 CHAPTER 6: TECHNOLOGY A Character with an Arm Enclave has had one or both arms replaced with a bionic prosthesis. Te exact nature of this prosthesis can vary depending on the needs of the individual. Te 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 Te Nerv e Conduction Node can be outtted with a number of dierent prosthetic devices. BIONIC ARM Te most common Arm Enclave prosthetic is the Bionic Arm. Te 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 outtted with some type of end eecter, with the Bionic Hand being the most popular choice. DAMAGE RESULTS Te 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 Te Bionic Hand is meant to replicate a humanoid hand, granting enhanced dexterity and ne 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 Te Bionic Hand continues to function as an ordinary hand, but imposes a -3 Penalty to all Skills and Attributes that call upon Dexterity or ne motor control until a Repair, DR Moderate can be made. Maxwell Traver (order #5060272) 228 A Character with a Leg Enclave has had one or both legs replaced with a bionic prosthesis. Te 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 Te 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. EM GAUNTLET Te Electromagnetic Gauntlet, or EM Gauntlet, is a circular device attached to the end eecter of a prosthetic limb, or the palm of a Bionic Hand, that allows the Exo to scale metal surfaces. A single EM Gauntlet grants a +6 bonus to Climb attempts when scaling a metallic surface (multiple EM Gauntlets grant an additional +6 bonus). A successful grapple attempt using EM Gauntlets indicates that the Exo was able to attract and latch hold of a nearby metallic object the size of a standard rie or smaller, up to 3m away. DAMAGE RESULTS Te EM Gauntlet ceases to function until a Repair, DR Moderate can be made using replacement parts. GRAPPLING SHOT Te Grappling shot is a forearm prosthetic capable of launching a grappling hook attached to 15m of ultra-light high-tensile rope. Te 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 Te Grappling shot is disabled until a Repair, DR Moderate can be made using replacement parts. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 229 REPULSOR BOOST Te Repulsor Boost is a prosthetic enhancement attached to the legs and the bottom of the Exos feet. When the Repulsor Boost is used as an activated ability, a powerful burst of Repulsor energy is red from the device, providing vertical lift and granting a +21 bonus to Jump skill checks. Anyone caught in the Repulsor blast (within melee range of the Exo) must make a successful Athletics check or be knocked prone by the blast. DAMAGE RESULT Te Repulsor boost is disabled until a Repair, DR Moderate can be made using replacement parts. CHAPTER 6: TECHNOLOGY THUMPER Te Tumper is a steamtech heart prosthetic that serves the same purpose as its biological counterpart. Unlike an ordinary Human heart, the Tumper 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 aect an Exo with a Tumper. DAMAGE RESULTS Te Exo will die in 2d6+3 Rounds unless the Tumper is stabilized by a Repair, DR Very Dicult attempt. Te stabilized device continues to function with a -2 penalty to Athletics until a full repair can be made using replacement parts. IRON LUNG Te so-called Iron Lung is a prosthetic chest piece that serves the same purpose as its biological counterpart. Te 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 Te Exo will die in 2d6+3 Rounds unless the Iron Lung is stabilized by a Repair, DR Very Dicult attempt. Te stabilized device continues to function with a -2 penalty to Athletics until a full repair can be made using replacement parts. AQUA LUNG Te 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 Te Aqua Lung will cease to function until a Repair, DR Very Dicult is made using replacement parts. Maxwell Traver (order #5060272) 230 CHAPTER 6: TECHNOLOGY Enclave Function Type Repair Diculty Bonus Damage Result Cost Ocular Neural Catalyzer Core Unit Visual Dicult +3 Search (sight) Blindness / -2 Search (sight) 921 Topo Display Upgrade Visual Dicult +6 Navigation disabled 1335 Infrared Spectroscope Upgrade Visual Dicult +21 Search, night vision (Activated) disabled 1390 Deadeye Specs Upgrade Visual Dicult +12 Ranged (Activated) disabled 2830 Auditory Brainstem Implant Core Unit Auditory Very Dicult +3 Search (hearing) Deaf / -2 Search (hearing) 906 Lingual Translator Upgrade Auditory Dicult +6 Languages disabled 4405 Signal Receiver Upgrade Auditory Dicult +21 Search (hearing), receive radio signals (Activated) disabled 1156 Digital Voice Synthesizer Core Unit Com-Tech Dicult +3 Deception Mute/ -2 Comm. (Speech) 880 Radio Communicator Upgrade Com-Tech Dicult Transmit Radio Signal at-will disabled 2014 Sonic Amplier Upgrade Com-Tech Dicult Stunned 1d6 Rounds, -6 penalty to Skill Checks for 1d6+6 Rounds disabled 3366 Nerve Conduction Node Core Unit (Left Arm, Right Arm, Left Leg, Right Leg) Arm/ Leg Enclave N/A (Very Dicult 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 Bionic Hand Upgrade Arm Moderate +3 Climb, Grapple, Pickpocket, Artisan, Operate (with at least 1 skill rank) -3 penalty to Skill Checks utilizing Dexterity or ne motor skills. 2880 EM Gauntlet Upgrade Arm Moderate +6 Climb (metal surface), attract metal object on grapple disabled 5444 Grappling Shot Upgrade Arm Moderate +21 Climb, climb 15m in one Round (Activated) 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 +21 Jump (Activated Ability), knock-prone disabled 6579 Tumper Core Unit Vital (Heart) Very Dicult +3 Athletics (Endurance), immune to cardiac poisons Death 2d6+3 Rounds/ -2 Athletics 770 Iron Lung Core Unit Vital (Lungs) Very Dicult +6 Resistance, airborne toxins. Death 2d6+3 Rounds/ -2 Athletics 849 Aqua Lung Upgrade Vital (Lungs) Very Dicult Water breathing, 12 hours (activated) disabled 3455 Maxwell Traver (order #5060272) 231 CHAPTER 6: TECHNOLOGY 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 aords some peace of mind, however odd it may seem. Te Drone Sentry Mark 3, or DS-Mk3, is, perhaps, the most advanced automaton available for purchase. Te DS-Mk3 uses advanced and expensive heuristic control modules including IFF/H to perform a number of sentry duties. Te mode settings for a DS-Mk3 are Sleep, Guard, Patrol, Inltrate, and Destroy. Te DS-Mk3 works best in small cohesive units of 3 to 5 drones. Te DS-Mk3 comes only in a small bipedal form, about the size of a Human child. Tis small form factor makes the DS-Mk3 ideal for most combat situations. Te DS-Mk3 uses two small shoulder mounted weapons to re rubber bullets at targets. Te agility of a DS-Mk3 is unparalleled as it navigates over terrain or engages in combat. A DS-Mk3 uses non- lethal combat tactics to subdue enemies, including rendering enemy weapons and enemy combatants tactically ineective. If captured, a DS-Mk3 will automatically self-destruct a Termite 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. Tis 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. Tis completely fries the entire automaton and destroys all internal circuitry, rendering it inert. STATS Cost: 2035 Scale: Personal Weight: 68.4 kg Hit Points: 16 Initiative: 3d Move: 6 Vitality: 2d Cinema Points: 0 Experience Value: 1 Dexterity: 3d Brawl 2d, Dodge 2d, Ranged 2d, Sneak 2d, Trow 2d. Strength: 2d Grapple 4d. Persona: 2d Intellect: 3d Tactics 6d. Aptitude: 2d ATTACKS 2x Shoulder Mount Guns, Range: 20/40/50, Damage: 1d+50/47/44 (Stun), Ammo: 50 Maxwell Traver (order #5060272) 232 CHAPTER 6: TECHNOLOGY Te Hydraulic Communications Array, or HCA, is a very mobile radio automaton that provides long and short distance communications with just about anyone. Te automaton is bipedal, and it uses a simple master-follower control system similar to that used in a Mk19 Mule, but smaller and newer. Te HCA can also act as a walking speaker, able to broadcast sound at up to 300 decibels from built-in speakers. Tis loud sound capability is available for both long and short range high capacity broadcasting. Te HCA has some rudimentary sensor systems that work well as an alarm system or proximity system for early alert of pre- programmed events. Te 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 xed volume, typically very loud. Te 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 Dicult). 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. Tis indicates the system has reset and it is audible up to 13 km away. STATS Cost: 3809 Scale: Personal Weight: 113.5 kg Hit Points: 30 Initiative: 2d Move: 8 Vitality: 2d Cinema Points: 0 Experience Value: 1 Dexterity: 2d Strength: 2d Persona: 2d Intellect: 2d Aptitude: 1d Maxwell Traver (order #5060272) 233 CHAPTER 6: TECHNOLOGY No device has done more to save lives on the frontier than the FMA-90 Field Medical Automaton, lovingly dubbed the Little Doc by the grateful recipients of its care. Te technology behind the Little Doc is quite old, and very little has been done to upgrade its programming; this is partly because of the FMAs marvelous eciency, and partly because of the diculty in bypassing its heavily encrypted memory bank, which is programmed to cease all functions and enter a lockdown mode at the rst hint of tampering. Te shortage of Little Docs and the enormous diculty involved in rewriting code for complex medical procedures has kept the majority of Little Doc models virtually unchanged since the rst Settlers crash-landed on Westward. Te Little Doc uses an array of end-eecters, endoscopes, and manipulators to perform complex, minimally invasive procedures based on its assessment of the patient. In order to function, the device must be placed horizontally alongside the portion of the patients body where a diagnosis or procedure is called for. Te FMA- 90 will then begin a non-invasive preliminary scan, report its ndings along with a suggested course of action, and await permission to proceed with treatment, which can be granted via data pad or voice command. Te Little Doc was developed primarily as a medical aid in combat zones, and most models are limited to diagnosis, surgical incision, extraction, and suturing. It can also provide assistance and step-by-step instructions for a number of other procedures which are beyond the scope of its end-eecter functions. Blood and other uids can be sampled for the presence of pathogens, although those of alien-origin will present a distinct challenge that may be beyond the ken of the Little Docs mostly pre-Westward programming. WHEN ADVENTURING 1. A fully functional Little Doc can perform First Aid at a Skill of 6d. Tere 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 nd 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. Maxwell Traver (order #5060272) 234 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). Te Little Doc will automatically fail if the maintenance fails. Little Docs are notoriously sensitive, and are programmed to enter a lockdown mode at the rst sign of data corruption. Reprogramming a Little Doc is extremely dicult without the proper access codes, and any attempt to do so may result in further data corruption. Tere are access codes and backup les 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 Scale: Personal Weight: 18 kg Hit Points: 12 Initiative: 4d Move: 8 Vitality: 3d Cinema Points: 0 Experience Value: 1 Dexterity: 4d Strength: 3d Persona: 3d Intellect: 4d Medicine 3d. Aptitude: 4d First Aid 6d. Te 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. Te 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. Te 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 signicant system damage (losing all Hit Points), check Engineering, DR Moderate, to use the fuse system controls to reset the proper integrated circuits. Tis requires very little time and eort. If the attempt to repair the Mk19 Mule fails, it just means the technician did not nd the correct fuse control no harm done, but the Mk19 Mule remains inoperable. STATS Cost: 2680 Scale: Personal Weight: 322.0 kg Hit Points: 40 Initiative: 3d Move: 6 Vitality: 5d Cinema Points: 0 Experience Value: 1 Dexterity: 3d Strength: 5d Persona: 1d Intellect: 2d Aptitude: 2d CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 235 Te QX90 Translator is a small automaton that usually rests on the shoulder or in a pocket of its master. It can provide quick and simple translation of multiple languages, and it includes a small ear piece for distant radio communication with the QX90. Te QX90 can reshape into a small ball to be thrown or placed in a location in order to eavesdrop a "bug", if you will. Te QX90 can y short distances (up to 20 miles with a full Trib powercell), which is the reason it holds the nickname, "Te Imp". CRITICAL FAILURE QX90 Translators do not normally incur system failure. QX90s only fail when they go through an upgrade or maintenance process (Engineering, DR Dicult) and the attempt critically fails. If the maintenance or repair fails, the QX90 Translator requires a manufacturer reset at a repair facility in the Capital City. STATS Cost: 5602 Bits Scale: Personal Weight: 2.1 kg Hit Points: 12 Initiative: 5d Move: 3, Fly 20 Vitality: 1d Cinema Points: 0 Experience Value: 0 Dexterity: 5d Strength: 1d Persona: 3d Languages 6d. Intellect: 3d Aptitude: 3d Communications 4d. Te 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. Te s6- Fabricator is often used in the manufacturing of parts for mechs, as well as for weapons and other useful tools. Te s6- Fabricator is considered illegal outside of the Capital City, due its capability to reproduce even complex devices such as bombs. CRITICAL FAILURE S6-Fabricators automatically enter into a fault mode and fail after prolonged operations of six days. When an s6-Fabricator fails, repair is normally very extensive, requiring a check of Engineering, DR Heroic, once per week for 1d weeks to complete. If any repair attempt fails, the s6-Fabricator takes another extra week to x. STATS Cost: 30 Kilos Scale: Heavy Weight: 17 Metric Tons Hit Points: 50 Initiative: 6d Move: 0 (Stationary) Vitality: 6d Cinema Points: 0 Experience Value: 0 Dexterity: 6d Strength: 6d Persona: 0d Artisan 6d. Intellect: 0d Aptitude: 0d Engineering 6d. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 236 CHAPTER 6: TECHNOLOGY Te 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 nd 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. Tis small automaton has six legs that move with ferocious intent as it crawls across a battleeld like a small crab. Te 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 Scale: Personal Weight: 3.4 Kg Hit Points: 12 Initiative: 6d Move: 10 Vitality: 12 Cinema Points: 0 Experience Value: 0 Dexterity: 6d Strength: 1d Persona: 0d Intellect: 0d Tactics 6d. Aptitude: 0d ATTACKS Detonate, Scale: Expansive Burst Radius: 50 Damage: 1d+100 Maxwell Traver (order #5060272) 237 CHAPTER 6: TECHNOLOGY Te Chance-Estes Covered-Carriage is the best-selling commercial vehicle produced by Ether Archweld. Te 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. Te Chance-Estes Covered Carriage originally used a six wheel strut system that eventually was improved to the current four wheel design. Te wheels use a mass-produced silicate material that oers 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. Te 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. Te 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. Te front and back of the Chance-Estes Covered Carriage uses tie-down canvas curtains and peg-in-hole versatile buers. With all the options available, the Chance-Estes Covered-Carriage is the most aordable, reliable, and convenient method of transportation for moving cargo around between Prefects! STATS Cost: 5 Kilos Type: Ground Vehicle, Covered Length: 4m Weight: .5 Metric Tons Scale: Personal Crew Required: 1 Crew Recommended: 2 Number of Passengers: 0 to 6 Cargo Capacity: .5 Metric Tons Mobility: 1d Hit Points: 12 Armor Points: 0 Structure: 1d Armor: 0 Move: 36, drawn by six animals Acceleration: 2 Deceleration: 12 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. Te front of the Hammond Cart has three seats for comfortable riding, and a removable back gate that doubles as a long ramp. Te utility and ruggedness of the Hammond Carts goes back to the rst century when Greg Hammond rst manufactured the standard, simple design. STATS Cost: 6 Kilos Type: Ground Vehicle, Uncovered Length: 3m Weight: .3 Metric Tons Scale: Personal Crew Required: 1 Crew Recommended: 1 Number of Passengers: 0 to 6 Cargo Capacity: 2 Metric Tons Mobility: 1d Hit Points: 24 Armor Points: 0 Structure: 2d Armor: 0 Move: 36, drawn by four animals Acceleration: 4 Deceleration: 10 Maxwell Traver (order #5060272) 238 CHAPTER 6: TECHNOLOGY Te Marigold Brygo Motor Coach is a steam driven coach that includes powered assists and gears for controlled braking and descent. A safety bumper helps the coach move into place neatly without running into walls when backing up. Te Marigold Brygo Stage Coach is a vehicle created for shorter distance journeys, mainly those on well-dened routes between Prefects and those within the Capital City. Te coach is not well ruggedized for o-roading and the manufacturers advise staying on maintained paths. Te coach provides a sun wall, small horn for warning pedestrians, turn signal lanterns, and reliable silicate wheels. Te primary motor provides a surprising amount of power, but the ride at top speed is less than smooth. STATS Cost: 10 Kilos Type: Ground Vehicle, Covered Length: 5m Weight: 1 Metric Ton Scale: Personal Crew Required: 1 Crew Recommended: 1 Number of Passengers: 1 Cargo Capacity: .2 Metric Tons Mobility: 2d Hit Points: 12 Armor Points: 12 Structure: 1d Armor: 1d Move: 50 Acceleration: 6 Deceleration: 30 Maxwell Traver (order #5060272) 239 CHAPTER 6: TECHNOLOGY A fully operational Tramline was envisioned and prioritized by Primus Mechanized early on in Manciple Primus political career. Te existing archaic Tramline had fallen into disarray through neglect and corruption over the course of many years. Tis downward spiral continued until Primus Mechanized stepped in, eliminated the existing sta, and seized control of its operation. In order to win over the population of Capital City, Manciple Primus announced that one of his rst 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 ecient system. After prioritizing Capital City, the Tramline renovations were expanded to the outside settlements beyond the walls. Tis 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 ecient 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. Tose 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. Tose without valid identicards or proper proof of identication are immediately detained for questioning. STATS Cost: 145 Kilos Type: Ground Vehicle, Covered Length: 10 Meters (per car) Weight: 10 Metric Tons Scale: Heavy Crew Required: 2 Crew Recommended: 2 Number of Passengers: 110 (per car) Cargo Capacity: 6 Metric Tons (per car) Mobility: 0 Hit Points: 60 Armor Points: 48 Structure: 5d Armor: 4d Move: 120 Acceleration: 2 Deceleration: 60 Maxwell Traver (order #5060272) 240 CHAPTER 6: TECHNOLOGY Te Tramline Scooter originated as one of the rst ground vehicles invented once the rail lines started being built 250+ years ago. Tracks for the Tramline at rst 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. Te 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 signicantly. STATS Cost: 800 Bits Type: Ground Vehicle, Uncovered Length: 1 Meter Weight: .1 Metric Tons Scale: Personal Crew Required: 1 Crew Recommended: 1 Number of Passengers: 0 Cargo Capacity: 0 Mobility: 0 Hit Points: 12 Armor Points: 0 Structure: 1d Armor: 0 Move: 15 Acceleration: 10 Deceleration: 10 Maxwell Traver (order #5060272) 241 CHAPTER 6: TECHNOLOGY MilTrek is the military vehicle manufacturing arm of Ether Archweld. While Primus Mechanized dominated military contracts with juggernauts like the Guardian Steamech, Ether Archweld struggled to nd a way to compete with their rivals. Tey hit upon a simple solution that made their fortune in a dierent arm of military supply: they started to armor ground vehicles, allowing them to deliver an armed squad directly into a hot spot. Mechanical engineer Harlan Janovich was responsible for the concept and core designs; his name lives on in the J designation of this line of armored personnel carriers. Te J1 through J5 series of the MilTrek APC was derisively called the Turtle by those who used it. Armor plating was added to a steam vehicle chassis and hung from an oval, reinforced superstructure so the resulting armor prole indeed resembled a turtle's shell. Te practical advantage to this design was that its oblique angles helped to deect projectile re from the vehicle. Te disadvantage was that the weight of the armor made for a slow-moving object that functioned best only on roads and fairly level terrain. With the J6 model a breakthrough occurred. Primus Mechanized had just introduced the lighter, more mobile PA/B series of piloted armor, and a little timely industrial espionage allowed Ether Archweld to liberate the secret of casting lighter metal alloy parts. Tey lost no time in lightening the armor on the MilTrek vehicles. With the J10 series, the wheel, axle, and steering systems were completely overhauled, installing independent suspension and separately articulated wheel hubs. Te bone-jarring ride that the J-series was infamous for, with their solid-cast wheels, became more tolerable with the improved suspension. Te J10 was now capable of climbing over rocks and modest obstacles with its 4-foot tall, exibly-mounted wheels. [Tink monster truck type roll-over-you suspension design.] Tis new, improved APC lost some of its turtle-like prole, but its relative speed and agility made it a big hit with soldiers. With the introduction of the greater fuel capacity in the longer-ranging J11 model, MilTrek fans have dubbed the vehicle the racing turtle. Tis name is even more apt for some remote units that have stripped much of the armor from their J11s and turned them into fast, mobile scouting vehicles for short and long-range recon missions. Ether Archweld nally bowed to the demand, and are now producing the J11-S, an intentionally armor-light scout vehicle for recon and light escort duties. Maxwell Traver (order #5060272) 242 Racing Turtles in their J10 and J11 versions are quite common in hot combat zones, moving easily into and out of front line re zones with their cargoes of soldiers. Te 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 ying. Te stripped-down scout versions of the J11 either eld-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. Tey are used not only by ocial 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. Tis 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). Cargo Capacity: .5 metric tons in addition to crew/ passenger complement with mounted gun. 1 metric ton if there is no gun on board. Mobility: 3d (J11), 4d (J11-S or stripped scouting models) Hit Points: 24 Armor Points: 24 (J11), 18 (J11-S) Structure: 2d Armor: 4d (J11), 3d (J11-S or stripped scouting models) Move: 48 on improved roads; 40 on level terrain Acceleration: 20 Deceleration: 60 WEAPONS ROOF-MOUNTED MACHINE GUN Tis 25mm steam-powered machine gun (similar design to Guardian Primus gun) has a 360-degree attack radius. Te 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 Type: Single: 1 gunner required. Rate of re 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 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 243 In the busy streets of Capital City, messenger boys and runners carry notes and packets from business place to business place. In a world without telephones, it is the practical way to keep communications going throughout the day. While the postal service delivers the mail, ordinary delivery is not quick enough for the pressing needs of business. Into this urbanscape of scurrying feet came Jon Castleberry, a former messenger boy grown into oce manager at a law rm where delivery deadlines were pressing. Castleberry was also an avid cyclist, risking neck-breaking falls and daring the bone-jarring joy of riding a velocipede to and from work. In this model of tall bicycle, the rider's legs supply direct motive force to the front wheel, so there is a limit to how fast one can pedal, depending on leg strength and pavement quality. Even so, it is generally faster than moving on foot. One day Castleberry's runner missed a court ling deadline because foot trac was so dense in the business district, and this got the cyclist to thinking about a solution to messengering problems. A few months later he was ready to put his solution to the test. He traveled to work perched atop his lofty velocipede but this time he traveled swiftly and surely through the hauler and Steamech lled streets. Te ride was smoother than before, and no longer did unevenness in the pavement threaten to tip him out of control. For Castleberry had done what no one else had thought to do: in his carriage-house workshop he had turned the rear end of his bicycle into the double-wheeled axle of a tricycle, and then added a steam motor to the device. Te result was a motor-driven velocipede, complete with rear-wheel platform to hold both motor and fuel, and a basket mounted behind the seat to contain packages, letters, and deliveries. Castleberry rode his contraption to work with lunch in the basket, but when he gave it to the oce runner to deliver court papers and summonses, this lowly oce manager made history. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 244 Today the Castleberry Courier is a common sight on any city street. At rst wildly popular among the message-runner class of employees, it soon became the cheap, maneuverable and speedy delivery vehicle of courier companies and ocial messenger services. From there it spread to businesses making home deliveries, like orists 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. Te Castleberry Courier changed the face of city transportation. Te nal accolade came when the Capital City postal service bought hundreds of them to supply mail carriers. Tis 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 rm 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 Type: Bicycle Front Wheel: 1.5m diameter Rear Wheel: 0.5m diameter Length: 2.1m Weight: 27.2 kg (15.9 kg bicycle plus 11.3 kg fully-fueled motor) Scale: Personal Crew Required: 1 Crew Recommended: 1 Number of Passengers: 1 (in trailer) Cargo Capacity: to 11.3 kg with basket; to 90.7 kg with trailer accessory Mobility: 2d Hit Points: 12 Armor Points: 0 Structure: 1d Armor: 0 Move: 30 Acceleration: 4 Deceleration: 20 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 245 Te 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. Te steering oered on the Centurion Windrider is similar to a Tramline scooter, but without rails it is easier to make mistakes and crash. Te 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). Tis 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-aordable option that gets people where they want to go a lot faster that walking. STATS Cost: 1300 Bits Type: Ground Vehicle, uncovered Length: 1.3 m Weight: 140 Kg Scale: Personal Crew: 1 Cargo Capacity: 64 Kg Number of Passengers: 0 Mobility: 2d Hit Points: 12 Armor Points: 0 Structure: 2d Armor: 0 Move: 40 Acceleration: 5 Deceleration: 40 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 246 Te Gunboat Class Airship is a medium size airship developed specically for the purpose of damaging and destroying other vehicles. Te Gunboat Class Airship uses a number of inatable bladder systems within the hull of the ship that it increases and decreases to lift from the ground. Main propulsion involves three large propeller systems, with a large double wing wind rudder. Te front of the Gunboat is intentionally heavy with a large carbon silicate blade used for piercing hulls. Just above the massive blade is huge single shot cannon that delivers short range projectiles used to destroy other vehicles. To the sides of the piloting cockpit are two forward batteries for ring short range air burst mortars that send fragmentation into other aircraft. Te middle of the body has two back and belly ball turrets, with one more on the very bottom aft of the airship. A great deal of the weight of the Gunboat Class Airship is the ammunition manifest it carries to arm so many weapons. Most Gunboat Class Airships provide supporting re while more conventional airships move into position to board the targets. Gunboat Class Airships move with great speed after they expend their ammunition, capable of ramming into other vehicles with harrowing eciency. A last resort of many Gunboat pilots is to ram a target and then re the main cannon, a particularly dangerous maneuver if the pilot cannot dislodge the ramming blade of the Gunboat from the targeted airship quickly. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 247 STATS Cost: 65 Kilos Type: Airship, Covered Gunboat Length: 20m Weight: 5 Metric Tons Scale: Heavy Crew: 2 pilots, 5 gunners Number of Passengers: 0 Cargo Capacity: 1 Metric Tons Mobility: 3d Hit Points: 30 Armor Points: 30 Structure: 2d Armor: 2d Move: 100 Acceleration: 25 Deceleration: 100 WEAPONS FORWARD RAMMING BLADE Scale: Heavy Range: Reach: 5 Damage: 1d+150 Notes: Piloting to Hit Forward Cannon Fire Arc: Forward Scale: Heavy Type: Single Fire Control: 0 Range (Short/Medium/ Long): 50/70/90 Damage (Short/Medium/ Long): 1d+200/190/180 Rate of Fire: Single 2 SPITFIRE CANNONS, TRIPLE BARREL Fire Arc: Forward Scale: Heavy Type: Single Fire Control: 0 Range (Short/Medium/ Long): 75/125/200 Damage (Short/Medium/ Long): 1d+42/39/36 Rate of Fire: Triple Fire-Link Mass Single Fire, Airburst Mortars (Blast Radius of 10) 5 TWIN FIRE, ALTERNATING FIRE TURRETS Fire Arc: Turret Locations: 2 Belly (Port and Starboard), 2 Spine (Port and Starboard), 1 Aft Scale: Personal 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 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 248 Te Gundalow Class Airship uses a classic boat design integrating a large bladder, anchor system, mechanized rudder controls, wind sails, and massive at bottom tow to move large loads across great distances. Te Gundalow is the preferred method of the military for resupplying distant forward operating locations where no Tramline comes near enough for safe delivery. A Gundalow Class Airship can carry a small patrol unit to protect the manifest commissioned to the airship crew. Crews prefer this arrangement over transporting civilian passengers because conscripts can provide protection against bandits and air pirates. Te Gundalow Class Airship does not include any standard weapon systems; its sole purpose is moving materiel from one place to another as a large air freighter. STATS Cost: 40 Kilos Type: Airship, Uncovered Dirigible Freighter Length: 30m Weight: 4 Metric Tons Scale: Heavy Crew: 3 Pilots, 5 Deckhands Number of Passengers: 24 Cargo Capacity: 6 Metric Tons Mobility: 1d Hit Points: 50 Armor Points: 0 Structure: 5d Armor: 0 Move: 60 Acceleration: 10 Deceleration: 60 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 249 Te Inltrator Class Airship uses a small prole, hard shell, dirigible inatable bladder system to quickly rise and fall, with a powerful single propeller system to navigate the skies. Te small airship is remarkably agile, but packs quite the suite of capabilities. Te Inltrator uses two underbelly ball turrets for protection from ground re and it can quickly rise to extraordinary heights. Te top deck of an Inltrator Class Airship is a simple viewing platform that provides access to an internal safe housing body. Te internal structure of the main body is made with featherweight materials, providing a small piloting cockpit for two with two portholes for each pilot, and a modest living compartment with bedding for six. Te truly impressive design element of the Inltrator is that it runs using a massive array of Tribs, with multiple individual power supplies for dierent systems so failure in one system is completely isolated for everything else. Tis is easily one of the most agile and lightweight airships ever made, but its price is often too steep for those looking to purchase one. STATS Cost: 50 Kilos Type: Airship, Covered Small Dirigible Length: 16m Weight: 3 Metric Tons Scale: Heavy Crew: 1 or 2 Pilots, 2 Gunners Number of Passengers: 4 Cargo Capacity: 300 Kg Mobility: 4d Hit Points: 30 Armor Points: 15 Structure: 2d Armor: 1d Move: 80 Acceleration: 20 Deceleration: 60 WEAPONS 2 TWIN FIRE, ALTERNATING FIRE TURRETS Fire Arc: Turret Locations: 2 Belly (Forward and Aft) Scale: Personal 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 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 250 CHAPTER 6: TECHNOLOGY Designed originally for high speed passenger travel, Raptor Class Airships soon fell into the hands of bandits and air pirates. Favored for its sheer speed, the Raptor uses a heavy load design to compensate for propulsion, so without a fty to sixty passenger load, the ship jets along in the wind. Originally designed to look like an air Tram, the front piloting area of a Raptor has a at base and the capability to actually land on a Tramline rail. Te inner body uses several redundant inatable bladder systems to create lift and fall, making it an easy craft get o the ground. Being originally intended for passengers, the Raptor includes no weapons systems, only an aerodynamic air scoop that looks much like a giant blade. When bandits and air pirates pilot a Raptor, the large air scoop is their preferred method of attacking and boarding other ships. Raptor Class Airships use two large deployable side wind sails, three smaller deployable tail wind sails, an array of rear-facing, steam release exhaust systems, and a single cone with three independently turning propellers. Tese three propellers can turn at varying speeds and direction, making it possible to use them to steer and shape the wind behind the Raptor. Te propeller system uses such an innovative design that, when broken, the Raptor is practically useless without a master engineer to repair it.
STATS Cost: 80 Kilos Type: Airship, Covered High-Speed Dirigible Length: 30m Weight: 3.2 Metric Tons Scale: Heavy Crew: 1 or 2 Pilots Number of Passengers: 60 Cargo Capacity: 3 Metric Tons Mobility: 3d Hit Points: 60 Armor Points: 48 Structure: 5d Armor: 4d Move: 150 Acceleration: 30 Deceleration: 150 WEAPONS AIR SCOOP SPIKE Scale: Heavy Range: Reach: 8 Damage: 1d+70 Notes: Piloting to Hit Maxwell Traver (order #5060272) 251 CHAPTER 6: TECHNOLOGY Te Sloop-of-War Class Airship is the only ocially commissioned military airship. Te design of a Sloop-of-War inherits multiple technologies from other airships: deployable wind sails, cone propeller systems, forward cannon and ramming spike, multiple ball turrets, and internal inatable bladder systems with redundancy. Tere are only eight Sloop-of-War airships ocially in existence, providing unmatched air superiority for the Capital City and surrounding regions. Each Sloop-of- War boasts rst in class Deck Cannon Turrets, capable of delivering re beyond the horizon, and a steamjet thrust manifold to provide sustained periods of reusable steam driven turbine thrust. A Sloop-of-War provides such unmatched military air power that bandits and air pirates avidly avoid these ships, even if the Sloop-of-War is escorting valuable cargo ships. Most Sloop-of-War airships host a small conscript or Capital City Guard unit on top of the normal crew, in case air ship boarding is necessitated. A Sloop-of-War crew is typically handpicked and serves for a period of not less than ve years. STATS Cost: 100 Kilos Type: Airship, Covered Warship Length: 69m Weight: 21 Metric Tons Scale: Heavy Crew: 1 to 4 Pilots, 13 Gunners Number of Passengers: 40 Cargo Capacity: 12 Metric Tons, Has a Cargo Bay Hold for 2 Steamechs Mobility: 5d Hit Points: 100 Armor Points: 50 Structure: 6d Armor: 4d Move: 180 Acceleration: 60 Deceleration: 90 Maxwell Traver (order #5060272) 252 WEAPONS FORWARD RAMMING BLADE Scale: Heavy Range: Reach: 20 Damage: 1d+180 Notes: Piloting to Hit FORWARD CANNON Fire Arc: Forward Scale: Heavy Type: Single Fire Control: 0 Range (Short/Medium/ Long): 100/150/300 Damage (Short/Medium/ Long): 1d+200/190/180 Rate of Fire: Single 3 TRIPLE FIRE, DECK CANNON TURRETS Fire Arc: Top, Turret Scale: Expansive Type: Single Fire Control: 1d/0/0 Range (Short/Medium/ Long): 2000/5000/12000 Damage (Short/Medium/ Long): 1d+120/115/100 Rate of Fire: Triple Shot or Alternating Single Shot Note: Cannot re more than one Deck Cannon at once or the airship will capsize (can crash). 6 TWIN FIRE, ALTERNATING FIRE TURRETS Fire Arc: Turret Locations: 4 Belly (2 Forward and 2 Aft), 2 Top (Port and Starboard) Scale: Personal 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 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 253 Te Yacht Class Airship was designed for the singular purpose of providing a luxurious high ying journey above Lake Chyrsalis. Te Yacht uses a semi-rigid, massive, inatable three-bladder system to rise and descend above, and onto, the lake. A Yacht also uses integrated propeller systems to propel the craft at a gentle pace either in the water or in the sky. Te inside of the Yacht body has no windows except for the pilot cockpits, providing a completely private dining and leisure experience. Tere are forward lanterns that can illuminate to great distances, and top deck access for specic stages in the Yachts tour. Te Yacht Class Airship has no standard weapons systems, but it does provide a baed controlled descent system should any one of the three semi-rigid inatable bladder systems fail. In this case, the Yacht can disconnect safely at a height of 200m and dive into water to oat and sail quietly to safety and repair. No accidents have yet occurred. STATS Cost: 140 Kilos Type: Airship, Uncovered Heavy Dirigible Length: 60m Weight: 10 Metric Tons Scale: Heavy Crew: 1 or 2 Pilots Number of Passengers: 80 Cargo Capacity: 10 Metric Tons Mobility: 1d Hit Points: 60 Armor Points: 10 Structure: 5d Armor: 1d Move: 12 Acceleration: 2 Deceleration: 12 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 254 When purchasing a Steamech, the rst 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 specic function, but oer no customization or options compatible with the Sockets integration standards developed by Ether Archweld and adopted by all manufacturers. Te Sockets integration system oers limited capabilities to augment and modify a Steamech to meet the power requirements of external systems attached to the primary Chassis, Arms, and Legs. Sockets also provide automatic compatibility based on Ferguson and Wiley electrical specications created to accommodate the growing use of Tribs. CUSTOM STEAMECHS When creating any Steamech from scratch, it is important to understand every aspect of it. Every Steamech has basic stats, including Description, Name, Type, Cost, Scale, Cargo Capacity, Hit Points, Armor, Structure, Mobility, Targeting, Length, Weight, Crew, Passengers, Move, Acceleration, and Deceleration. STEAMECH STATS Te Description and Name of a Steamech should reect its components and intended purpose. Te 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. Te 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. Te Cargo Capacity of a Steamech is usually measured in kilograms (kg), as Steamech rarely have much cargo room. Te Hit Points of Steamechs usually depend on the Chassis and Barding (Armor) attached to it. Armor and Structure combine to describe the ruggedness of a Steamech and how it absorbs initial Damage. Players should roll Armor and Structure whenever a Steamech is struck, before taking Damage to the Steamech Hit Points. Mobility is the capacity of a Steamech to attack in direct contact combat, such as Brawl or Melee. Mobility is also the stat that determines the Dodge of the Steamech. Targeting is the ability to re Ranged weapons from a Steamech and how well the controls provide precision to hit a target. Te Length of a Steamech is an important distinction as not all Steamechs are bipedal. Tis is main reason for not using the term Height in the Capital City registry of Mechs. Te Weight of most Steamechs comes in over 1 Metric Ton, and varies wildly based on components. Very few Steamech Chassis can accommodate a Crew of more than one, and even fewer carry Passengers. Te Move of a Steamech is the basic distance it moves in a Combat Round. Acceleration is the increment distance the Steamech moves in short bursts, especially as it gains momentum to full movement speed, such as when charging. Deceleration is the increment distance the Steamech takes to come to a complete stop from full speed (charge), sprint, or run. Few if any Steamechs attach more than two to three weapon systems based on the demanding power requirements of these integrated systems. Most Steamech weapons are highly destructive as their purpose is to destroy other Steamechs. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 255 STEAMECH PARTS Most of the Steamech stats derive from the mechanical components used to create the machine. Te parts of a Steamech are the Chassis (the body of the Mech), the Arms, the Legs, and augmentation systems, or Augments. Te Chassis and Arms primarily determine the Socket capacity of most Steamechs. Tere is a single Leg component that oers standard Sockets, but many manufacturers expect to accommodate this need in the future. Te Steamech Chassis provides a baseline for Cargo Capacity, Hit Points, Structure, Length, Weight, Crew, and Passengers. Some Steamech Chassis oer 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. Tis simple, reliable, and tested design is one of the older Chassis models; it has lasted since the advent of Steamechs. STATS Cost: 8 Kilos Sockets: 2 Shoulder Cargo Capacity: 8 kg Hit Points: 30 Structure: 2d Length: 3.5m Weight: 1 Metric Ton Crew: 1 Passengers: 0 B-STANDARD Te 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 baed steam release, steam recirculation controls, and a comfort saddle and stirrups. STATS Cost: 8 Kilos Sockets: 2 Shoulder Cargo Capacity: 0 Hit Points: 25 Structure: 2d Length: 2.6m Weight: 1.3 Metric Tons Crew: 1 Passengers: 0 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 256 CHAPTER 6: TECHNOLOGY MULE 3 Te Mule 3 is an integrated horizontal Steamech Chassis that features foot pedal and contemporary handlebar controls, multi- directional 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 Sockets: 2 Shoulder Cargo Capacity: 15 kg Hit Points: 30 Structure: 2d Length: 3.1m Weight: 1.1 Metric Tons Crew: 1 Passengers: 0 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, baed 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. Te Spur Z oers two model congurations beyond the Base model, the Hermetic and Premium Models. STATS Cost: 12 Kilos Sockets: 2 Shoulder Cargo Capacity: 40 kg Hit Points: 50 Structure: 3d Length: 2.3m Weight: 1.7 Metric Tons Crew: 1 Passengers: 0 OPTIONS HERMETIC Cost: Additional 3 Kilos Notes: Tis provides a complete hermetically sealed pilot compartment, which provides environmental protection and an oxygen enrichment system that provides 6 hours of breathable air. Tis option does not consume a Chassis Socket. PREMIUM Cost: Additional 4 Kilos Notes: Tis optional feature provides integrated ballistic reexive armor plating, which provides 20 additional Hit Points, and an Armor rating of 3d. Tis option does not consume a Chassis Socket. Maxwell Traver (order #5060272) 257 CHAPTER 6: TECHNOLOGY CV-LOADER Te 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. Te CV Loader Chassis provides an open pilot compartment with a ve point harness to keep pilots safe in case of Steamech gyro failure. STATS Cost: 10 Kilos Cargo Capacity: 10 kg Hit Points: 40 Structure: 3d Length: 3.2m Weight: 2.3 Metric Tons Crew: 1 Passengers: 0 TANGO 5 Te Tango 5 is an extremely large Steamech Chassis, oering a cockpit with space for a primary, co-pilot, and third passenger. Te 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. Te Tango 5 provides a stovepipe steam release that uses a concealed bae manifold with a heavy duty recirculation system. Te cockpit comes standard with atmospheric conditioning to maintain regular temperatures, and a polyglass-enclosed, 270 forward viewport for all inside. Te cockpit does not provide a Hermetic seal and so it does not come with any kind of standard air recirculation or ltering system. STATS Cost: 18 Kilos Sockets: 2 Shoulder Cargo Capacity: 200 kg Hit Points: 75 Structure: 5d Length: 5.4m Weight: 4.3 Metric Tons Crew: 1, or 2 can coordinate Passengers: 1 Maxwell Traver (order #5060272) 258 VALANT II Te 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 dicult melee target. Te body framing for the Valant 2 is specially designed for minimizing impact damage and for deecting kinetic force. Te lower pelvic system features eight force absorption systems to absorb impacts for long periods. Te 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. Te PADS system that powers all Servo-interconnected Sockets was originally created for a Valant 2 Chassis, specically 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 Sockets: 3 Shoulder Cargo Capacity: 85 kg Hit Points: 55 Structure: 5d Length: 4.6m Weight: 3.8 Metric Tons Crew: 1 Passengers: 0 ARCHON SVA Te Archon SVA provides a Hermetic sealed cockpit, high pressure resistance, water-sealed integrated systems, a four-pipe steam manifold, and underwater maneuvering systems. Te Archon SVA oers pilot heating and cooling systems, a water lter to provide drinking water, and other pilot conveniences. Te 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. Te 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 Sockets: 2 Shoulder Cargo Capacity: 65 kg Hit Points: 70 Structure: 5d Length: 3.8m Weight: 3.4 Metric Tons Crew: 1 Passengers: 0 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 259 TRINITY-R99 Te Trinity-R99 is a Steamech Chassis that provides 100% pilot containment inside a self-contained standard Hermetic sealed cockpit pod. Te 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. Te 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. Te Trinity R-99 includes two atmospheric reconditioning systems that store breathable air, and gather more as it becomes available. Te steam release system is a streamlined at bae release and recirculation system that uses steam heat turbine systems for super high eciency and for making the exhaust system capable of releasing powerful bursts. Tese 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 Cargo Capacity: 200 kg Hit Points: 65 Structure: 5d Length: 4.2m Weight: 2.3 Metric Tons Crew: 1 Passengers: 0 Notes: Standard Hermetic Pilot Cockpit, 12 hours breathable air, +1d Mobility and +3 Move in Air Drop or when falling CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 260 Te Legs provide a baseline for Move, Acceleration, and Deceleration, and occasionally provide Sockets. Te price given is for a pair of Legs; Steamech Legs are always sold in pairs. DRUMMER B Te Drummer B Leg comes in as a standard, stable form factor base for just about any Steamech. Tis 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 amplication for a Socket extension system. Te 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 Sockets: 1 Leg Socket per Leg Move: 8 Acceleration: 4 Deceleration: 8 LADY SLIPPER 57 Te 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. Te Lady Slipper 57 uses a lot of power and does not oer any accessories, but makes up for it in reliability and agility. STATS Cost: 8 Kilos Sockets: 0 Move: 15 Acceleration: 4 Deceleration: 15 VAGRANT X Modeled after Human legs, the Vagrant X is aesthetically awkward, but gives decent speed and stability. Te 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 oset the strangeness of its awkward aesthetics. STATS Cost: 6 Kilos Sockets: 0 Move: 20 Acceleration: 6 Deceleration: 20 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 261 DERBY GO Te Derby Go is a short length leg with collapsible wheel mechanisms, oering a high speed trade o. 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. Te wheels perform surprisingly well across most terrain, but the braking system is dicult to handle and requires some practice. STATS Cost: 9 Kilos Sockets: 0 Move: 35 Acceleration: 10 Deceleration: 35 LOCKARM 1 Te Lockarm 1 is a surprisingly agile design that combines steam jet propellant mechanisms, shocks, gears, and struts to move in an awkward looking stride. Tis leg has multiple gear lock capable joints that provide diverse functionality during movement. Te 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 Sockets: 0 Move: 24 Acceleration: 8 Deceleration: 24 PROUD FOOT FBF Likely the most advanced mimicry of a Humans foot, the Proud Foot FBF Steamech leg system uses articulated toes; tensile strength shock absorption; swerve gear ankle, knee, and hip joints; and low power reduction thermoelectric laments that actually generate power from the friction and steam heat recirculation system. Te power gain of the Proud Foot FBF is more than enough to support a reliable Socket extension manifold that lies within the legs housing. STATS Cost: 16 Kilos Sockets: 1 Leg Socket per Leg Move: 30 Acceleration: 6 Deceleration: 30 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 262 CHAPTER 6: TECHNOLOGY TREAD STEP 2 Originally created under a military contract, the Tread Step 2 uses military grade ventilation, air ow head reduction, steam recirculation and release systems, integrated tread foot, multiple shock absorption footing, and integrated knee lighting with protective caging. Te system also uses an electrical amplication unit that provides Socket extension and power. Tis leg system meets the military Steamech standard requiring low and high speed, locking, and integrated joint systems. STATS Cost: 18 Kilos Sockets: 1 Leg Socket per Leg Move: 50 Acceleration: 10 Deceleration: 50 TRIPLE DOME MARK 1 Te Triple Dome Mark 1 was originally designed to mimic the leg of an animal, with hoof-like feet and large capacity joints that distribute shock and weight between two middle systems. Te Triple Dome Mark 1 is a highly stable leg system, as each joint comes with an integrated gyrostabilizer unit, making it nearly impossible for a Steamech with this leg system to trip or fall from dicult terrain. STATS Cost: 18 Kilos Sockets: 0 Move: 36 Acceleration: 12 Deceleration: 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. Te Sprint IG is favored by many who want to travel by Steamech between the Capital City and the Prefects. STATS Cost: 23 Kilos Sockets: 0 Move: 45 Acceleration: 15 Deceleration: 45 Maxwell Traver (order #5060272) 263 CHAPTER 6: TECHNOLOGY QUEQUEG-7A Te Quequeg-7A was created by a military think tank that wanted to develop a heavy duty leg that was reliable, tough, ecient, and long lasting. Teir design has a heavy plate system, three coil steam recirculation return system, hooded foot manifold, and three part shock absorption system. Te heavy plate leg system uses surprisingly little power, making it ideal for a Socket extension. STATS Cost: 25 Kilos Sockets: 1 Leg Socket per Leg Move: 35 Acceleration: 5 Deceleration: 30 STIGGIAN-9Z Te 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. Te toe systems on the foot independently handle dicult terrain by using sensor technologies to detect terrain and adjust the foot shape for maximum grip. Te Stiggian-9z uses an experimental thermoelectric system that converts friction and steam heat into electricity, and integrates it with a Tribium layered rening process, generating a great deal of power for the Socket extension that it somehow manages to provide. STATS Cost: 27 Kilos Sockets: 1 Leg Socket per Leg Move: 65 Acceleration: 10 Deceleration: 45 Maxwell Traver (order #5060272) 264 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 Te Articulator 5 Arm was an early design that stayed in use because it was cheaper to maintain as parts stay readily available. Te Articulator 5 features standard joint architecture, with a three-nger hand that is surprisingly rugged. Te 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 Sockets: 1 Arm Socket per Arm 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. Te Utensilist 2b-90 is one of the more Human-like Steamech arms available, with standard joint architecture, a thumb with three ngers on the hand, and a coiling palm for better grip and control. Te Utensilist 2b-90 grants a high degree of control, but suers from a high frequency of maintenance issues over extended periods. STATS Cost: 5 Kilos Sockets: 1 Arm Socket per Arm Mobility: 2d Targeting: 2d CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 265 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 conguration as the grip for their container handles due to the Stackpack A3s popularity. Tis unit provides a great deal of peak strength and maintains room for a Socket extension. STATS Cost: 5 Kilos Sockets: 1 Arm Socket per Arm Mobility: 3d Targeting: 1d LOADER 90 Te Loader 90 uses an oversized hand and arm conguration 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. Tis 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 Sockets: 1 Arm Socket per Arm Mobility: 3d Targeting: 2d Note: Each arm requires an independently installed Trib. ARCHWELD MARK 3 Tis 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. Tis 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) Note: Te arch welding torch provides the following stats: Scale: Heavy, Range: 2/5/9, Damage: 1d+70/67/65. Fuel lasts for 1 hour before needing replacement. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 266 CHAPTER 6: TECHNOLOGY SHIVA 7 Te Shiva 7 arm was an experimental arm that went into full production due its immediate popularity in scientic and medical circles. Te 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. Te 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 ngers, and its clear why the Shiva 7 is great for exploration and research. STATS Cost: 16 Kilos Sockets: 0 Mobility: 4d Targeting: 2d Note: Extra action per Round in Combat for each Shiva 7 arm. 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. Te Spearhead 4G5 introduced a small telescoping pneumatic system that gives it the ability to punch at short distances. Tere was also some ornamental plating added to the Spearhead 4G5 arm to make owners feel more secure. STATS Cost: 12 Kilos Sockets: 1 Arm Socket per Arm Mobility: 2d Targeting: 2d Note: +1d when Brawling TERMINUS R2 Te 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 sacricing power or control. It features swerve joints, retractable clamp ngers, and 360 clamp spin. Te rugged design and control of the Terminus r2 makes it ideal for extended operations where maintenance becomes impossible. STATS Cost: 10 Kilos Sockets: 1 Arm Socket per Arm Mobility: 3d Targeting: 2d Maxwell Traver (order #5060272) 267 CHAPTER 6: TECHNOLOGY NELSON 30ZZ Te Nelson 30zZ uses extended joint laments that mimic Human muscle bers, giving this Steamech arm increased exibility, 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. Te 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 Sockets: 1 Arm Socket per Arm Mobility: 4d Targeting: 3d Note: Mobility +1d when falling or using jump jets. PROXY 2 Te 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. Te two nger clamp-style hand provides the capability to apply magnetism to its palm and ngers, as well as employ a heating element for cold environment movement. STATS Cost: 18 Kilos Sockets: 1 Arm Socket per Arm Mobility: 3d Targeting: 3d FIDGET-X Te 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 nger, wrist, elbow, and shoulder joints that provide complete freedom of movement. Te 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. Te Fidget-X has a three nger and one thumb hand that rarely has diculty with gripping anything. STATS Cost: 25 Kilos Sockets: 1 Arm Socket per Arm Mobility: 5d Targeting: 4d Maxwell Traver (order #5060272) 268 SPRITE HAND 12 Te Sprite Hand 12 uses a small telescoping fore and rear arm unit to control expansion and retraction. It uses Enclave- integration technology in its design that provides for full hand integration, with multiple neural interfaced controls, plus highly precise wrist, elbow, and shoulder movement. Tese very advanced, and expensive, Steamech arms provide hermetically sealed joints and ngers, including a piezoelectric and thermoelectric stabilization system for capturing motion, heat, and other free energy that might otherwise be wasted. STATS Cost: 28 Kilos Sockets: 1 Arm Socket per Arm Mobility: 5d Targeting: 4d 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. Tey are capable of clamping directly into stone, dirt, plant life, etc. Te Steamech is as secure at that point as the object the Auto Clamps close upon. Te Auto Clamps squeeze in a slamming motion with pressures up to 50,000 kPa. STATS Cost: 4 Kilos Socket Cost: 1 Notes: If used to clamp on another Steamech or Vehicle the damage dealt is instantaneous, Mobility to Hit, Scale: Heavy, Damage: 1d+200. 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 Notes: Te Balance Compensator doubles the Steamechs Acceleration. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 269 BEACON SYSTEM Te Beacon System integrates with one of eight satellites still in geostationary orbit around Westward. Tis provides an emergency beacon location and time to anyone listening to the channel. Tis device must be manually engaged and does not work with any automatic systems by default. STATS Cost: 2 Kilos Socket Cost: 1 Notes: Tis will alert anyone listening to the Emergency Beacon Broadcast alerts to the Steamechs location. EMERGENCY EXTINGUISHER MODULE Te Emergency Extinguisher Module is a Class A/B/C Extinguisher that provides a Steamech pilot with peace of mind. Tis is a power based extinguisher unit that can cause electrical and component corrosion, necessitating immediate attention and repair after discharge. Move to about 2m away and aim at the source of the ame. STATS Cost: 500 Bits Socket Cost: 0 Notes: Te Extinguisher can discharge an extinguishing agent, PKP (Potassium Bicarbonate Powder), for approximately ten minutes worth of discharge. 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 Notes: Piloting to Glide, +1d when using the Steamjets to turn. Te Glide Wing steamjets can only assist for three Rounds before requiring recharge. Te Wings slow descent to a Move of 8. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 270 GYRO STABILIZATION SYSTEM Te Gyro Stabilization System provides improved Mobility for Steamechs by feeding accelerometer and turbulence data to the Mobility processor and core Chassis unit systems. STATS Cost: 4 Kilos Socket Cost: 1 Notes: Te Gyro Stabilization System adds +1d Mobility to a Steamech. HERMETIC CHASSIS Te Hermetic Chassis is a sealing system that provides an airtight atmosphere for any open cockpit Chassis. Te manufacturers can mold and meet any Chassis specication. STATS Cost: 8 Kilos Socket Cost: 0 Notes: Te Hermetic Chassis provide 6 hours of safe breathable air inside the Chassis as long as it is not breached. HEURISTIC TRACKING MODULE Te Heuristic Tracking Module gives the Steamech pilot predictive algorithmic information about distant targets, making it easier to control and re ranged weapons. STATS Cost: 4 Kilos Socket Cost: 1 Notes: Te Heuristic Tracking Module adds +1d Targeting to a Steamech. LANTERN Te Lantern illuminates a large area around a Steamech. STATS Cost: 500 Bits Socket Cost: 0 Notes: Te lantern lights an area up with a 20m Radius (20 spaces in all directions). CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 271 LOW GEAR LIFTER Te Low Gear Lifter eectively adds to the lifting capacity of a Steamech, allowing it to pick up and move extremely heavy objects. STATS Cost: 2 Kilos Socket Cost: 1 Notes: Te Low Gear Lifter Doubles the lifting Capacity of a Steamech, up to a maximum of the Steamechs own weight. MAGNETIC SHIELD Te Magnetic Shield creates a powerful eld around the Steamech (aligned to avoid inhibiting the Steamechs normal movement). Tis eld makes it considerably more dicult to hit the Steamech with projectiles. STATS Cost: 12 Kilos Socket Cost: 2 Notes: Te Magnetic Shield permanently adds +3d Mobility for the purpose of Dodging with a Steamech, allowing the Steamech to exceed the standard 6d Mobility maximum. While the Magnetic Shield remains active, the Steamech cannot re any ranged weapons. JUMP JETS Te Jump Jets release a powerful thrust giving the Steamech a quick burst of upward acceleration. STATS Cost: 12 Kilos Socket Cost: 1 Notes: Te Jump Jets provide vertical upwards movement equal to the Double the Move of the Steamech. RADIO SUITE Te 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 Notes: Tis requires a Communications, DR Moderate, to operate successfully. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 272 SENSOR ARRAY PACKAGE Te Sensor Array Package incorporates a number of neural interfaces and integrates them into the Steamechs operational controls. It also helps the pilot to eciently and eectively control the Steamech. STATS Cost: 8 Kilos Socket Cost: 2 Notes: Te Sensor Array Package eliminates the requirement for a Characters Piloting Skill to match or exceed Mobility to use the full capacity of Mobility, as well as the requirement for a Characters Vehicle Weapons Skill to match or exceed the Targeting to use the full capacity of Targeting. Tis means that if a Character has a Piloting Skill of 3d but the Steamech has a Mobility of 4d, the Character can use the full 4d of the Steamech instead of the limitation placed on them by the Piloting Skill. For more information on these limitations, go to the Gameplay Chapter under Handling Vehicles. SPECTRAL VISUALIZER Te 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 Notes: Te Spectrum Visualizer gives a Steamech Pilot +5d Search when inside the Steamech. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 273 All Steamech Melee Weapons use Scale: Heavy and can only be mounted on Arm or Leg Sockets. DRILL Te Drill uses three powerful steamjet recirculation systems to quickly spin and drive the drill head. Tis 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 Socket Cost: 1 Damage: 1d+80/x2 JACKHAMMER Te Jackhammer uses a pressure sensitive pneumatic release to devastate any surface it impacts. Te Jackhammer brings repeated pinpoint sized impacts with over a hundred thousand kilopascals of pressure per strike. Tis weapon requires a brief charge period before reuse. STATS Cost: 6 Kilos Socket Cost: 1 Damage: 1d+85/x2 (Must recharge 1 Round before reusing to strike a target) LANCE Te Lance uses a conduction switch to release a powerful jolt to anything it touches, unleashing enough current to instantly vaporize a person. Te electrical discharge from the Lance can fry target components and disable key systems permanently or temporarily. STATS Cost: 10 Kilos Socket Cost: 1 Damage: 1d+150/x2 Note: All Damage from the Lance bypasses Armor. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 274 CHAPTER 6: TECHNOLOGY MACE Te Mace uses a pulley and chain to swing and pull targets into reach for dealing further damage. Te Mace can deal powerful blows, but it takes lots of practice to use a Mace eectively. Tis weapon is known for puncturing Hermetic seals and instantly crippling other Steamechs. STATS Cost: 5 Kilos Socket Cost: 1 Damage: 1d+75/x3 Note: A failed attack roll with the Mace means the Pilots own Steamech immediately takes the Damage. After a successful strike, if the decision is made to use the Mace for pulling an opponent closer, the attacker cannot Dodge while the Mace is in contact with the target. RAVAGER Te Ravager tears through metal and stone, and it shreds armor. Tis over-sized chainsaw uses a highly eective thermoelectric power system that captures the blade friction heat, and changes it back into electricity for the motor. Te 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 Note: Requires 1 Round to charge up to damaging speeds. Prevents Sneaking. SLEDGE Te 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. Te damage dealt by the sledge is blunt and attening. Some Steamech Pilots use the Sledge to tear down walls of buildings looking for targets. STATS Cost: 15 Kilos Socket Cost: 1 Damage: 1d+100/x3 Note: Requires 1 Round to reset the hammer. Maxwell Traver (order #5060272) 275 CHAPTER 6: TECHNOLOGY BEAM CANNON Te Beam Cannon discharges a wave of visible plasma energy that can ignite most metals and minerals through sustained contact. Te beam emitted takes on a blue-green tint and ignites the air around it briey when red. Sustained re 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 Te Gatling res with such speed and ferocity that its bullets can blind other Steamech pilots despite a lack of signicant damage to the Steamech. Te sheer number of projectiles red 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 Fire Control: 3d/2d/0 Range (S/M/L): 80/150/200 Damage (S/M/L): 1d+51/48/45 GAUSS CANNON Te 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 red 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 Range (S/M/L): 500/1000/8000 Damage (S/M/L): 1d+150/140/125 Note: Reloading the Gauss Cannon takes 2 Rounds. Maxwell Traver (order #5060272) 276 HARPOON Te Harpoon is an early advent weapon that still proves eective today. Tis weapon res a single massive spear with great force using a combined steamjet and explosive discharge system. Te spear is attached to a long metal ber 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 Fire Control: 1d/0/0 Range (S/M/L): 10/30/50 Damage (S/M/L): 1d+49/46/43 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. Tese three elements allow Iron Plating to provide eective protection. STATS Cost: 1 Kilo Socket Cost: 1 Armor Points: 30 Armor: 2d CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 277 COMPOSITE REACTIVE PLATING Composite Reactive Plating uses a kinetic displacement design to help alleviate as much damage as physically possible within the connes of standard steel core plates. Te design of Composite Reactive Plating is highly trusted and reliable. STATS Cost: 2 Kilos Socket Cost: 1 Armor Points: 40 Armor: 3d FLEXTEEL PLATING Flexteel Plating used a polymer layering system that makes the Plating even more eective 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 Socket Cost: 1 Armor Points: 50 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 eective in both absorbing and resisting sustained punishment. STATS Cost: 8 Kilos Socket Cost: 1 Armor Points: 60 Armor: 5d CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 278 Tis 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. Tese legs have a multitude of complex actuators and servos, so the Steamech is unlikely to fall when parked on dicult terrain. Te 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. Tis 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. Te Baba Yaga, at full standing height, is about two and half stories tall. Te main riding platform and Steamech controls are about ve meters up when on at ground. Te primary pilot climbs down into a cockpit that provides forward and rear porthole viewing. Te 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. Te 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. Te caravan came upon a place called Half Rock Geyser, where water sprang forth from the ground, and where the caravan left from to nd 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 Type: Piloted Armor Steamech Height: 4m Weight: 2 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 600 kg Mobility: 1d Targeting: 1d Hit Points: 40 Armor Points: 40 Structure: 3d Armor: 3d Move: 12 Acceleration: 4 Deceleration: 12 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 279 3 HEAVY GUN TURRET IMPLACEMENTS Tese gun turrets use light repeating ries that are slightly heavier than standard. Each gun is outtted with a canister-fed high delivery chain system, making ring and reloading a cinch. Te ries use standard iron sights and can disable other Steamechs in moments due to the oversized, specialized cannon rounds. STATS Fire Arc: Platform turrets, 270 Arcs Scale: Heavy Type: Heavy weapon Fire Control: 2d/1d/0 Range (Short/Medium/ Long): 200/300/350 Damage (Short/Medium/ Long): 1d+70/67/64 Te Deep Core Exploration Steamech features a sealed hermetic Chassis with an extended atmospheric conditioner and recirculation system that provides plenty of breathable air. Te arms and legs of the Deep Core Exploration Steamech come in a thin form factor for high precision control. Te Chassis of the Deep Core Exploration Steamech is a single large, very expensive glass shell, probably one of the single most expensive Steamech parts on the market. Te sensor package integrated into the Deep Core Exploration Steamech is one of the best, with a full suite of analysis systems that can do deep penetrating radar as well as molecular and atomic analysis. Te Deep Core Exploration Steamech can replace the atmosphere inside the hermetic Chassis when available, checking the outside air at intervals to intake any safe atmosphere. Te Deep Core Exploration Steamech can safely submerge in water to depths of 50m and it comes with a portable omnidirectional illumination system. STATS Cost: 47 Kilos Type: Piloted Armor Steamech Height: 3.2m Weight: 2.9 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 200 Kg Mobility: 5d Targeting: 1d Hit Points: 30 Armor Points: 10 Structure: 3d Armor: 1d Move: 15 Acceleration: 5 Deceleration: 15 Notes: Add +6d Search to Pilots Search when using the sensor system. Te Steamech is safely submersible to 50m for up to 30 minutes. Te Steamechs lighting system provides light up to a 50m radius, (50 space distance in all directions). Te hermetic Chassis provides breathable air even in toxic gas environments with atmospheric ltering and complex valves, as well as air recirculation for up to 6 hours. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 280 Te Deep Core Mining Steamech often journeys into unexplored areas of caverns or newly opened mine shafts to test for safety and clear debris that might hinder work. Te Deep Core Mining Steamech comes equipped with a powerful drill and locking hinge grapple hand both handy in the removal of rocks and other debris. Te cockpit of the Deep Core Mining Steamech is a completely sealed hermetic Chassis with powerful forward lighting systems, a turret-viewing helm, and limited atmospheric conditioner and recirculation systems. A Deep Core Mining Steamech can withstand impact damage from a collapse. Te rear of the Deep Core Mining Steamech oers the option to attach a winch hook for lowering the mech into vertical depths or, when safety is a concern, for pulling the mech out of a collapsed tunnel. Te body form of the Deep Core Mining Steamech is specially designed to do heavy lifting in the case of a collapse, making it capable of getting out from under boulders and rocks. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 281 STATS Cost: 35 Kilos Type: Piloted Armor Steamech Height: 4m Weight: 4.3 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 200 Kg Mobility: 3d Targeting: 3d Hit Points: 50 Armor Points: 40 Structure: 4d Armor: 3d Move: 20 Acceleration: 5 Deceleration: 20 Notes: Te forward headlights of the Deep Core Mining Steamech provide light forward in path 10m wide to a distance of 100m. Te Deep Core Mining Steamech can lift three times (3x) its weight when shifted into low gear. Te hermetic Chassis provides breathable air even for up to 2 hours. Scale: Heavy Damage: 1d+100/x2 Note: Takes 1 Round to spin to damaging speed ARM GRAPPLER Te Arm Grappler is a large clamp-like hand, especially designed for lifting and gripping rocks. STATS Scale: Heavy Damage: 1d+69/x2 PRIMARY DRILL Te 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 eortlessly. STATS Note: Te pilot can lock the grappler arm in place with magnets. Only destroying the grapple releases it. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 282 Advances in steamtech in the early 200's made it possible for piloted armor to become practical on the battleeld. It was not long before Primus Mechanized was involved with research and development, working closely with the Capital City Guard to create Steamech armor that met their stringent requirements. Inevitably, the strictly defensive purposes of armor were expanded by adding weapons systems to the mechs. Today, the popular Guardian Steamech model is the peak of renement and power in this line of military mobile weaponry. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 283 Cost: 40 Kilos Type: Piloted Armor Steamech Height: 4m Weight: 2 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 500 kg Mobility: 1d Targeting: 1d Hit Points: 40 Armor Points: 40 Structure: 3d Armor: 3d Move: 12 Acceleration: 4 Deceleration: 12 VERSION A: POINT DEFENSE. Te rst iteration of Guardian Piloted Armor was a ponderous exoskeleton that a Guardsman could climb inside to operate. It was not highly mobile and did not oer completely reliable armor for the operator, but it was strong and capable of mounting large armaments. Te Piloted Armor, version A (or PA/A) became popular for point defense functions. Typical weaponry consisted of a large line-of-sight rocket launcher, powered by expensive propulsive charges also supplied by Primus Mechanized, and a machine-gun style arm mount to lay down anti-personnel re. In typical point defense situations, the PA/A could remain fairly stationary while dishing out powerful damage to defend a given location. Te second iteration of this Steamech had some improvements to mobility and armor, and it was the rst Piloted Armor unit deployed to outlying forts and military bases. Te PA/A-2 remains popular among armed forces that cannot aord more rened models. Te PA/A-2s in service today are generally decommissioned Capital Guard units that have been sold to friendly or allied forces in outlying areas. Tey are easier to repair than the more sophisticated models of Guardian armor. Propulsive rocket warheads are often beyond the means of outlying townships, though, and in such locations where a Guardian PA/A is found, the rocket launcher has usually been modied to a shorter-range steam-powered projectile launcher. STATS VERSION B: ASSAULT. Te 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. Teir cumbersome movement nullied 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. Tis 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. Tey 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 Type: Piloted Armor Steamech Height: 5m Weight: 3 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 550 kg Mobility: 2d Targeting: 3d Hit Points: 50 Armor Points: 50 Structure: 4d Armor: 4d Move: 15 Acceleration: 5 Deceleration: 15 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 284 Maxwell Traver (order #5060272) 285 VERSION C: CONTINUOUS USE (LONG-RANGE). With the success of the PA/B, it was clear that these Steamechs could give a critical edge if they could operate with Guard units over wide stretches of terrain and over longer periods of time. Hence the development of the much more durable PA/C, Model 7, designed for long range and continuous use continuous compared to the single-battle capacity of earlier models, that is. Te PA/C (or Pac, as soldiers call it) includes water recycling tech and bathroom hookups for the operator who nds him or herself compelled to go 8, 12, or more hours during a drawn-out campaign. Te PA/C includes improved mobility, lighter yet sturdier armor, and a total of four weapon mounts so the unit can be customized for anti-personnel or hard-target attacks, or a mix of both. Tis Guardian model also has unique self-lubricating joints and mechanical parts. It needs less repair and maintenance during daily use, but then must have a more thorough overhaul after every 100 hours of operation to restore all systems to optimal function. Refueling during extended operations is provided by the PA/C's tender crew, which refuels, reloads, and services the unit as needed while it is active in the eld. Te Guardian Pac model is presently the standard military assault mech armor used by shock troops of the Capital City Guard. Te Pac is the crme de la crme of man-mobile military destruction devices. Very few exist outside of the control of Capital City military, but sometimes one may be claimed if a Guard unit is defeated, or assembled from parts bought on the black market in Capital City. STATS Cost: 65 Kilos Type: Piloted Armor Steamech Height: 6.5m Weight: 4 Metric Tons Crew: 1 plus recommended tender crew of 3 to maintain and refuel over extended operations (12+ hours). Passengers: 0 Cargo Capacity: 800 kg Mobility: 3d Targeting: 4d Hit Points: 50 Armor Points: 60 Structure: 4d Armor: 5d Move: 20 Acceleration: 5 Deceleration: 20 Fire Arc: Arm Turret, Version A/B: 1, C: 2 (One per Arm) Scale: Personal Type: Ranged weapon, Mounted Fire Control: Version A: 2d/0/0, B: 2d/0/0, C: 3d/2d/0 Range (Short/Medium/ Long): 50/130/230 Damage (Short/Medium/ Long): 1d+80/76/72 Rate of Fire: Full Auto, Canister Fed, If more than ve rounds are red in ve minutes, it will Critically Fail. 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. Tis is a common practice when the PA/C will be used for an extended battle in an entrenched position. ARM MOUNT GATLING PHALANX CANNON PRIMUS GUN Tis is a Gatling-gun style machine gun invented by Prof. Isthmeer Primus, with external gears to rotate and actuate the multi-barrel assembly. Ammo is fed into the mechanism through an armored conduit from back- or outer-shoulder-mounted ammo canisters. STATS Maxwell Traver (order #5060272) 286 SHOULDER MOUNT ROCKET LAUNCHER Tis Rocket Launcher is a line-of-sight propelled warhead launcher. STATS Fire Arc: Shoulder Forward, Version A/B: 1, C: 2 (One per Shoulder) Scale: Heavy Type: Heavy weapon Fire Control: Version A: 1d/0/0, B: 2d/1d/0, C: 3d/2d/1d Range (Short/Medium/ Long): 50/130/230 Damage (Short/Medium/ Long): 1d+160/150/140 Rate of Fire: 1 Rocket per 5 Rounds. If more than ve rounds are red in ve minutes, it will Critically Fail. CRITICAL FAILURE Te loading mechanism jams and cannot re again until repaired. REPAIR Heavy Weapons, DR Dicult, to clear the jam PAYLOAD: VERSION A, B: 50 ROCKETS STOCKED. VERSION C: 70 PER SHOULDER MOUNT (140 TOTAL) Note: a Guardian operator ring a rocket launcher too close to his position will take self-inicted damage if he is within the blast radius. AMMO Te 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. Te 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 dicult for civilians to get hold of. Teir 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. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 287 Te Siege Assault Steamech was developed to replace the Guardian, but suered from extremely high cost and budgeting issues during production. Tis line of Steamechs was discontinued, but some of them remain available on the open market. Te Siege Assault Steamech design attempted to combine heavy armor with tactical infantry combat tactics. In this purpose, the Siege Assault Steamech succeeds. Te highly coveted Siege Assault Steamech presents a considerable security risk to Capital City defenses and has therefore been banned. A Siege Assault Steamech has a completely hermetic body form and cockpit Chassis, armor on every joint and functional component, free form hands, atmospheric recirculation, a turret head, and heavy tread feet for normal and high speed movement. Te Siege Assault Steamech comes with a massive gun that only a Steamech can grip and re. Te weapon shoots oversized projectiles that were designed for destroying large structures upon impact. If a pilot gets their hands on a Siege Assault Steamech, it is likely they will not let go. STATS Cost: 100 Kilos Type: Piloted Armor Steamech Height: 3.5m Weight: 4.8 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 300 Kg Mobility: 4d Targeting: 6d Hit Points: 80 Armor Points: 80 Structure: 6d Armor: 6d Move: 50 Acceleration: 10 Deceleration: 50 Notes: Te hermetic Chassis provides breathable air for up to 2 hours before needing a reinfusion of outside air. ASSAULT HANDCANNON Tis massive gun is especially designed so that no Human may ever re it and so that only the hand of a Steamech can do so. Te Assault Handcannon uses a barrel-fed canister to load ammunition into the chamber for ring. Te ignition system uses ve steamjets, two Tribs, a gauss acceleration system, and a dial-in capability that determines whether the round explodes on impact or airbursts in mid-ight. 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 Note: Te ammunition for the Assault Handcannon is so specialized that nding more can take months or years. An Assault Handcannon only holds twelve rounds in the canister feeding system. CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 288 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 289 Te Trotter High Speed Steamech Stallion uses a unique high capacity power system for sustained movement across vast distances. Te Trotter has an open air Chassis cockpit where the pilot sits and drives this mechanical wonder. Te Trotter High Speed Steamech Stallion has four primary steamjet release exhaust systems all integrated with recirculation systems to capture and reuse as much heat energy as possible within the system. Te precise gears and components of the Trotter make it very dicult to repair. Te leg systems for the Trotter High Speed Steamech Stallion mimic those of a traditional horse. Te nose of the Trotter features an obstacle avoidance sensor which can automatically steer the mech to avoid large obstacles or stop the mech when encountering a drop o in the ground, such as the edge of a canyon. Te Trotter can leap great distances while in full gallop, and features a small, but eective forward turret to fend o attackers who assault the mech. Te cockpit features a windshield for high speed visibility, a rear view mirror for backing up, a standard vehicle steering system so piloting the mech is simple. STATS Cost: 33 Kilos Type: Piloted Armor Steamech Height: 2.4m Weight: 2.9 Metric Tons Crew: 1 Passengers: 0 Cargo Capacity: 100 Kg Mobility: 5d Targeting: 3d Hit Points: 40 Armor Points: 20 Structure: 3d Armor: 2d Move: 100 Acceleration: 20 Deceleration: 100 Notes: At full speed the Trotter gains +4d Jump. Automatic detection of obstacles and oor drop o 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 Dicult. FORWARD BELLY TURRET Te Forward Belly Turret of the Trotter is a retractable, with capability to quickly decimate attackers. Te re-linked cannons trade o shots to keep each barrel cool to the touch and displace every shot with a kinetic steamjet release system. STATS Fire Arc: Forward Turret, 270 Forward Scale: Heavy Type: Heavy weapon Fire Control: 1d/0/0 Range (Short/Medium/ Long): 40/100/160 Damage (Short/Medium/ Long): 1d+55/52/49 CHAPTER 6: TECHNOLOGY Maxwell Traver (order #5060272) 290 CHAPTER 7: ADVENTURE DESIGN ADVENTURE DESIGN CHAPTER 7 CONTROL, POLITICS, POWER, AND MONEY: it is all a game of balance to me. With the exception of a select few, most peoples innermost desire is to be told what to do. Structure equals discipline. Without the fundamentals of order, society collapses into an Anarchist state. After all, there is no prot in Chaos. I realize this may seem bleak, but this is the extreme nature of the world of Westward. I rather it be a product of me, instead of the contrary. I spent a considerable amount of time observing that people go to incredible lengths to preserve their so-called idealistic freedom. Such is the case of one J. Strongarm and her band of loyal Duster rebels. She built this unit of Freedom Fighters from the ground up, leading them to persevere against me. I observed their every move the past ve years, and while I must admit to admiring their dedication, it is now time to remove this thorn from my side. I received word last night from my agents that small Duster cells are currently on the move, combining for some ulterior purpose. I believe these to be under the command of J. Strongarm. Tey shall experience the full force of justice and answer for their crimes. I leave shortly on board my airship, Executor, that is currently in preparation for my arrival. After all, some jobs you just got to do yourself. AN ENTRY FROM THE PERSONAL JOURNAL OF MANCIPLE PRIMUS. NOVEMBER 32, 343 Maxwell Traver (order #5060272) 291 Maxwell Traver (order #5060272) 292 CHAPTER 7: ADVENTURE DESIGN When creating an adventure in Westward, it is important to keep the theme of the setting, (Steampunk Western), in mind. Human culture in Westward revolves around a sense of urgency, the balancing act between morality and dicult decisions, and a sense of individual and community potential. Te planet of Westward is massive, yet Humanity inhabits only a sliver of it. Te dangers posed to the ongoing survival of Humans are evident each day in the harshness of the Badlands to the mistrust of the government and their ocials. Compounding the problem further is the fact that the people surviving outside the Capital City must deal with horrible decisions that aect countless others. Sacrice and suering play regular roles in the daily lives of the common citizens of Westward. All the while, there is an unspoken sense of golden opportunity. Most people quietly perform their duties in their daily lives, but they all wait for that moment when something dierent might change the course of their lives. As the world around the common citizen changes, they watch for signs of opportunity to improve even the smallest aspects of their lives. It is around these components of storytelling that a Westward Story should nd its most fundamental basis. Creating and developing a consistently fun and enduring adventure for Westward should include at least one of these overarching Story components. Taking an adventure in Westward, and crafting it into a Story that covers multiple game Episodes or Sessions, may hinge on incorporating the sense of urgency, a conict in morality, or attainable goal that leads to the improvement of the Characters. Westward is an expansive world with a lot of potential for Players who want to explore every corner, as well as those who wish to simply go along for the ride. A GM might nd it best to provide a basic storyline, and see where the Players take their journey. Te most important position a GM lls is giving guidance on the journey the Players take, sometimes providing substance to the Characters by giving them motives, backgrounds, and more history tying them to the world of Westward. In developing an adventure, a GM should at least include a Scene with talking, a Scene with some combat (perhaps a conventional shootout or a down and dirty bar brawl), and a problem to solve. Every good adventure involves all the elements of a good television episode: Characters, a problem, drama and complications around the problem, and ways to resolve the problem in the short term and longer term. Maxwell Traver (order #5060272) 293 CHAPTER 7: ADVENTURE DESIGN BREAKING DOWN YOUR STORY IDEA INTO EPISODES So youve taken on the role of the Game Master, and you have got a great Story idea for your Westward Chronicle? Great! Now what? Its best to take the core of your Story and to break it down into episodic terms. More than likely, the idea for your Story came from an object, a conversation, a person, current events in the news, or a great show (or movie) you watched on television the other night. Take your Story idea and break it down into further details. Here are some questions to ask yourself while youre writing: 0 Who is the main Story about? Is it about a Character thats been wronged in some way? If so, by whom? What were their motives and why did they single out your PCs, their friends, or family? 0 Where does the Story take place? Location will aect the Chronicle a great deal in Westward. Why is your group of Characters traveling to this particular location in the rst place? Did they catch wind of potential work? Does someone have a family member whos in trouble? Do they owe someone a favor? As you continue to brainstorm, youll nd that you have a lot of questions popping into your mind as you begin to esh out the details. Tis may change some aspects of your original Story that initially inspired you in the rst place, and thats OK. Its all part of the creative process! 0 Why is this Story taking place? What do your PCs want? Information? A person? Money? Maybe a valuable piece of equipment was stolen from a friend and now their Characters have to help? Is the Story triggered by the actions of one of your Game Master Characters who has their own sinister motivations? Do natural elements of the environment trigger some Episodes? Tis can be something as simple as a big, nasty critter wandering in from the Badlands to an established Fort to knock down the walls because its hungry, or maybe a weather related disaster such as an earthquake or a vicious sandstorm to shake things up. EPISODES FLESHING OUT YOUR STORY IDEA As you continue breaking down your Storys main idea youll realize that you will be writing down obstacles for the Characters to overcome. Whether its sneaking past the city guards, or confronting the bully whos hogging the seat at the bar which theyre supposed to sit at to make a connection with a contact. Tese obstacles will be translated into game terms in the form of Skill Checks, when your Players roll against you, the GM, in order to determine the outcome of a situation. Each Story idea should be broken down into Episodes, each with a new obstacle or some sort of critical challenge for the Characters to face. Its helpful to make a list of the skills that the PCs will have to use to overcome these challenges. Tis method of Adventure Design will help you outline your initial Story idea as you continue to develop the plot, and subplots around it. It will also help you decide where to place the necessary Skill Checks, where to develop stats for equipment, vehicles, Game Master Characters, etc. and help out the overall ow and pace of your adventure. Please reference the Adventure Hooks below for examples of how Episodes build upon each other until you reach the conclusion of your Story. Your average Westward Session should contain anywhere from four to ve Scenes that contain various methods of problem solving. Keep in mind that your Players will catch you o guard and wander o the map. When this happens, dont panic keep your cool, and dont be afraid to call a time out in the event your Players really throw you a loop. If this is your rst time running Westward, it will help you collect your wits; and you never know, you may even come up with something better than you had originally planned. As a courtesy to your Players, be sure to keep these timeouts to a minimum or else they might begin to grow distracted, bored, or impatient. Maxwell Traver (order #5060272) 294 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 exemplies 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. Tey 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 ocials and town council members. Tese Characters are likely those with the most inuence 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 oer 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. Te 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. ADVENTURE HOOKS Unlike Te Incident At Fort Southridge, the following Adventure Hooks are not complete, fully eshed out adventures, but adventure outlines meant to inspire you, the GM in the event you are stuck. Tese Adventure Hooks can be used to help kick start a Westward campaign on the y, or can be designed to t 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. Tese 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! CHAPTER 7: ADVENTURE DESIGN Maxwell Traver (order #5060272) 295 BY PETER SCHWEIGHOFER I saw it myself, the old explorer wheezed, leaning against the rock and clutching a parchment to his chest. Te rockslide tore half the mountainside o, and there it was, this enormous black-iron conglomeration of blocks and pipes, looming out of the rock like some legendary fortress. Do you want water? Sanders asked, oering his canteen. Do you need medical attention? Te old man pushed him away. Fools! Its metal! Tons and tons, ripe for the taking. I drew it on my journeymap so I could nd it again. He slumped over, dead. Te arm clutched to his chest relaxed, letting fall the crumpled parchment with smeared map markingsand clank! an odd piece of metal, a rod fused with a spiked gear or medallion. What is it? Its metal, a kind and shape Ive never seen before, Kellerton said. And Ill bet that map can lead us to more. Lots more, if the old codger wasnt just seeing things. 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 conrm his story. Te 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: Te Characters begin organizing an expedition to verify the dead explorers claim, possibly with the aid of ocial government representatives or a wealthy entrepreneur with the means to purchase gear, supplies, and conveyance. While making arrangements, the Characters fend o 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: Te Characters face numerous challenges on the journey following the map to a location marked on the edge of the Monument Mountains: 0 Fierce Badlands creatures tear through camp in the middle of the night. 0 Te map leads the Characters through a treacherous region of crumbling soil and deteriorating rock formations that threaten to bury the expedition. 0 Competitors prepare an ambush that could cost vital supplies. 0 Hirelings or other support personnel conspire to abandon the expedition after enduring numerous diculties, poor treatment, or despair of heading o into the unknown. 0 Climbing the foothills proves its own challenge with extremely dicult 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. CHAPTER 7: ADVENTURE DESIGN Maxwell Traver (order #5060272) 296 CHAPTER 7: ADVENTURE DESIGN Episode Tree: Te Characters begin their on-site reconnaissance upon nally reaching the iron ruins. Tey might indulge in detailed survey exercises, measuring, sampling, and recording their observations. Tey could simply start destructively tearing at the massive iron walls to quickly recover as much metal as possible. Tese activities eventually reveal an entrance (possibly a maintenance hatch) to the interior, which reveals the inner workings of a massive machine and more easily gathered metal components. Episode Four: During their delvings into the iron ruins the Characters trigger a component that suddenly brings the entire mechanism alive. Te construct starts steadily rumbling, various parts start moving with a slow but steady rhythm, and the entire ruin begins inexorably descending into the earth! Dodging ambushes from the opposition -- which followed them inside -- the Characters must escape before the entire iron ruins digs itself deep into the ground, pulling the surrounding mountainside on top of itself. What do you think theyre doing down there? Sanders asked, peering through his eld glasses from atop his mount. Te Tram line stretched far o toward the horizon, with several gures huddled near the rails at one distant point. Messing with the rails, Kellerton grunted. Ferals do that? Sanders asked credulously. Well theyre not trying to repair it, and I sure dont think theyre waiting to catch the next Tram out to Caves, Kellerton said. He pulled his weapon from the saddle holster. Saddle up! Time to earn our keep. BACKGROUND Te 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 eort 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 camouagedusty 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 ght along the rails. After the skirmish they discover one dying, yet deant Feral BY PETER SCHWEIGHOFER who snarls at them that the Ferals and a nearby Scav group are planning on taking revenge against the inhabitants of Caves not only through their powerful alliance but also by employing a devastating weapon. Episode Two: As the Characters nish their interrogation and investigation, a pair of Scavs watching from a nearby promontory take several shots at them before galloping away toward the hills, presumably to report the incident to their compatriots hiding deeper in the Badlands. Te chase leads through a shallow ravine in which a band of Ferals waits in carefully prepared camouaged pits and blinds ready to ambush the Characters, enabling the Scav scouts to ee. Episode Tree: Following clues gleaned from the Feral sabotage group, any Ferals captured in the ravine ambush, and success in tracking the eeing scouts, the Characters discover a wide valley containing a Feral encampment and a hastily erected makeshift fortication for the Scavs. A throng of both factionsoften bickering and ghting works at various tasks in the nal stages of constructing an enormous weapon: a massive cannon mounted on a tracked platform hauled by draft animals, possibly capable of taking out the Tram from a signicant distance, elevating its re arc to shoot at airships, and even possessing the power to threaten Caves itself. As the Characters covertly reconnoiter the encampment, steal necessary supplies, and plan an attack, the group sets out with the weapon (complete with several groups nishing work on dierent parts) toward the Tram track between Hollis and Caves. Maxwell Traver (order #5060272) 297 CHAPTER 7: ADVENTURE DESIGN Episode Four: Te Characters struggle to keep up with the mobile Feral-Scav force without revealing themselves, all while seeking opportunities to either slow the groups progress or openly attack and destroy the weapon. If they dont act swiftly and decisively, the cannon could soon come within range of the large Tram transporting a sizeable force of conscripts, along with ordnance and supplies the Ferals and Scavs could use to further establish their military control over the region. I dont like this, Kellerton said, surveying the abandoned Scav outpost from outside the fortied gate. Everythings locked up, but nobodys here, not even a sentry. Hellooo! Sanders scratched his head despite the Prefect envoy glaring disapprovingly at him. Myletha Othos had kept her nger on her shotguns trigger since they spotted the settlement and hiked up to the closed portal. Sanders peered around and pointed back down the ravine. Tere they are, he said. Tat crowd coming up the road behind us, where the valley narrows. Whyd they all be out of the compound in one big group? Kellerton asked. And why are they moving like that, all shambly like. Ten Myletha nally spoke, her sultry voice dripping with grim condence. Stop gawking and gure out some way inside that gate or things are going to get ugly real fast. 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 eeing from political persecution. Although shes well-funded -- and thus oers 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. BY PETER SCHWEIGHOFER ADVENTURE Episode One: After making hasty preparations the Characters set o with Myletha to track down the Scav outpost. Te 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 ght. 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 ght 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 nding 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 ne 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 ve large, cylindrical canisters the envoy claims are powerful incendiary bombs capable of massive destruction. Maxwell Traver (order #5060272) 298 BY WAYNE HUMFLEET Wow! Tis things got to be worth at least 1,000 Bits! exclaimed Durgan while holding the chunk of gold up to gleam in the afternoon suns. Richter B. Rivence bent down and checked the body for a pulse. Hes been dead for days, Richter stated. He looked up at their hired guide, Jill Strongarm, who knew the outskirts of the settlement very well. Hes also got this map, do you recognize these mines? He handed her the map. Yes, replied Jill. Teyre north by northeast from here, about four hours o of our- Unable to contain his excitement, Durgan interrupted Jill We gonna be RICH!! BACKGROUND Te adventure begins with the Characters returning from some outing in the Badlands. Tey 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 nd that hes been murdered. Te map is to the location of his mine, in which he has apparently struck gold. Looking for the mine, the Characters will ght o potential claim jumpers and something that has lived in the earth since before man came to Westward. Will they ght o the dangers and claim the mine for themselves, or suer the same fate as the prospector? CHAPTER 7: ADVENTURE DESIGN Episode Tree: As they conclude their investigations the Characters sentries spot a mass of people slowly surging through the narrow entrance to the valley and shambling toward the fortied outpost. Te former residents of the settlement have by unlucky circumstances been infected and transformed into half-dead gasbagger zombies (see Chapter 5: Te Known World). Te creatures seem intent on ransacking the outpost and capturing any living beings to haul back to the mother mold colony hidden within a shallow cave just outside the valley entrance. Te Characters must use all means available, including the outposts already-meager supply of ordnance, to ght o the horde, remaining careful not to breathe any of the infectious spores from exploding zombie kills. Episode Four: At Mylethas insistence the Characters track the gasbagger zombies back to the home mold colony, where, after ghting o several of the more powerful transformed Scav zombies, they deploy one of the ve experimental incendiary weapons to destroy it. Episode Five: Leaving the abandoned outpost behind, the Characters begin the long, treacherous trek back to Yewanrey carrying the four remaining incendiary weapons. Tey dont get very far, however, before a conscript patrol intercepts them seeking to conscate the bombs and bring them back to Capital City against Mylethas will. 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 nd he has what look like puncture wounds in his chest, possibly from a Feral spear or bullet holes. Te 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 nd that none of them have any chunks of gold on them but they must have killed the old man. Maxwell Traver (order #5060272) 299 CHAPTER 7: ADVENTURE DESIGN Episode Tree -How deep does this mine go? Examining the mine, the Characters nd its twisting tunnels seem to go on forever in a crazy maze-like pattern. Te mine is shored up and lanterns hung here grant some dim light in the tunnels. As they explore the mine they occasionally hear scuing noises, but when they look, nothing is to be found. At the mines deepest point they nd where the prospector struck gold. Its beautiful! Beyond, the shaft opens into what looks like a dark natural cave where he must have broken through the wall. At that point the lights start going out as the lantern closest too them breaks and the sounds of clicking and scuing are heard all around them. If the PCs have their own light, they see the gleaming eyes of something large and ant-like, with long sharp horns upon its head, as it moves out of sight. Nothing like this has ever been seen on Westward. At this point have the PCs get attacked by one or two of the ant-like creatures. Te battle should be tough, sending the message to the Players this might not be such a good idea. When they defeat the creatures the sounds of more can be heard in the mineshafts. It sounds like they are hunting the Characters down. It should be apparent that this isnt such a good idea and getting out of the tunnels might be prudent despite the fortune at their ngertips. A retreat from the mines should have a couple of more battles just to keep them going. Episode Four - What a waste! After escaping the tunnels the Characters can either ee, wait for the creatures to come out to get them, or nd a way to seal the mine forever. Doing a quick search of the campsite they nd some leftover explosives meant for mining. Tey could use these to blow the entrance to the mine shut. Either that, or going back in they will nd an almost endless supply of the creatures waiting for them, as apparently these creatures do not like daylight. A suggestion to Game Masters: You win some and you lose some, but at least they have the one chunk of gold to buy them dinner after they stumble back home... BY WAYNE HUMFLEET What the? Deputy Dirk Longwood was perplexed as the Trams car door slid open to reveal its contents, a half-dozen dead Capital City Guards and the crate containing the top-secret Warpath prototype mech was empty. Rage gripped him tightly. Dirks second in command, Jake Scalphunter Romero reexively took a couple steps back and exclaimed, Looks like one of our mechs is missing! Fuming, Dirk turned to his personally handpicked team of guards and roared, I want the mech, and whoevers responsible for this atrocity brought before me NOW! Everybody instantly whipped into action. BACKGROUND Te Capital City Guard was expecting a delivery of newly created Warpath mech at Fort Custer. Te 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 oering 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. Te party must decide to either accept the deal, or retrieve the mech for themselves. Maxwell Traver (order #5060272) 300 BY BRETT M. PISINSKI CHAPTER 7: ADVENTURE DESIGN ADVENTURE Episode One: A detachment of Capital City Guard confronts the PCs while they are replenishing their supplies in a nearby Prefect. Te 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. Te soldiers will make every attempt to coerce the PCs to come with them - even oering money or fresh steeds. Tey 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 oers them a sizeable sum of money and supplies to retrieve the mech. If the PCs insist, he will even oer them some upfront money and supplies. Te 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 Te Scalper Anderson. Tese bandits are known to take their victims scalps and not leave survivors. Episode Tree, Ambush! As the party searches for the gang, they are discovered rst by a group of the Scavs looking for a quick score. Tere should be enough gang members to make this a tough but not impossible ght for the party. After the ghting is over, if they check out the defeated gang, they discover one still alive. Tey can try and convince him to give up the gangs location. Te bandits will is shot, and he will crack fairly quickly with some gentle persuasion. Episode Four, Te Scalper on the Warpath: Using information gained from the dying gang member, they discover the gangs hideout. Tere are only a couple of members left holding down the fort with Will the Scalper, who is giving his newly acquired mech a shakedown on the other side of camp. If the party attacks the gang members, Will hears and comes storming in with the Warpath, guns-a-blazing. Te party will have to defeat him and the mech before they can bring it back to the Fort. Tere is a wagon and some steeds available to transport the mech if its no longer mobile. Episode Five, Betrayal: If the Characters bring the Warpath back to Fort Custer they will discover that Captain Georg had no intention of paying them. He shouts for some men to arrest the party, accusing them of being the bandits that store the Warpath in the rst place. His intention is to trump up charges and execute them as soon as possible. Its time to ght for freedom or plot escape. Well, shoot! exclaimed Cy, as he was examining the tracks of a Shield Horse that were a about a day old. Hes on the move again, headed southwest this time. You sure hes not trying to trick us again? asked Klide, who was dgety and tired of traveling without any action. Klide checked his shotguns ammunition for the third time. Hey, patiencewell get im before them jaggers do. Hes worth a lot to our client after all. I still dont like this job Cy, it feels- -You say that about EVERY job! What would you like Klide? interrupted Cy, rather annoyed. BANG! Te sound of distant gunre echoed o in the hills, somewhere towards the southwest. Maxwell Traver (order #5060272) 301 CHAPTER 7: ADVENTURE DESIGN BACKGROUND Deputy Billy H. Blackheart nds himself a wanted manon the wrong side of the law after he is linked to a recent atrocity. Te 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. Tis 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 o. Te note doesnt necessarily detail the crime itself, just that he has to right some wrongs that have tarnished his reputation as a deputy. Episode Two, Te Pursuit: Its evident that Blackheart is good at evading trackers. His trail zigzags a lot and if the Characters question locals, they saw him leave town in the middle of the nightin a hurry. Te Characters eventually catch wind that Blackheart is riding southwest of their current location and that he has approximately one days start on them. 0 Possible Complications: Someone associated with the team of jaggers is keeping a close eye on Mrs. Blackheart, and now they are tracking the movement of the Characters and may attempt to stop them. (Heres a good chance to tip your PCs o on who theyre up against.) Episode Tree: Now on the trail of Deputy Blackheart, the Characters leave town and are headed in Blackhearts direction. Trackers in the group may make Search Checks that will locate his path and determine that he is riding a Shield Horse. Higher successes may also determine how fresh the tracks are and may spot the tracks that the jaggers left behind. Te Characters may set up camp for the night, or they may travel through the night to help close the distance between them and Blackheart. 0 Possible Complications: Any number of creatures of the Badlands may decide to pay the Characters camp a visit during the night, or they may pick up on the fact that theyre being followed if they havent gured that out yet in Episode Two. Episode Four, Its a Shootout! In the foothills of the Badlands, the jaggers are involved in a deadly shootout with Deputy Blackheart. Tere are four hills, and lots of terrain that the Characters can use for cover. Te Characters nd themselves up against the jagger or the team of jaggers working against the Characters. Deputy Blackheart has taken refuge behind a large boulder and is running out of ammo. He has managed to hold his ground for the last hour. 0 Possible Complications: Te noise has attracted the attention of a group of Ferals, and the Feral Scouts are on their way to investigate the commotion. Or if the Characters have failed to spot the person who was tracking them earlier, or they let them go they could show up at the last second to come to the aid of the jaggers and help turn the tide of the shootout. 0 Possible Ending 1 Te Characters defeat the jaggers, rescue Deputy Blackheart, and bring him back into town reuniting him with his wife. Whether Deputy Blackheart is innocent or guilty of his crimes is up to you. 0 Possible Ending 2 Te jaggers win the ght and turn Deputy Blackheart over to their client and earn their pay. Deputy Blackheart no doubt suers, and it looks as if hes about to spend the rest of his natural life rotting behind bars. But is he really innocent of his crimes, as his wife believes? From here the Characters can simply move onto the next town, or if the deputy is innocent, they may decide to take justice into their own hands and attempt a jailbreak. 0 Possible Ending 3 After learning about the substantial bounty on Deputy Blackhearts head, the Characters defeat the jaggers in combat and turn over Deputy Blackheart to the local authorities to collect the bounty for themselves. Of course, whether hes innocent or not theyll eventually have to explain their actions to his wife. Game Master Tip: regardless of the outcome, Deputy Billy H. Blackheart has the potential to become a powerful Game Master Character if this adventure spawns into a Chronicle. And depending on the actions of your PCs, this will aect whether or not they get to call Deputy Blackheart a friend, or a foe. Maxwell Traver (order #5060272) 302 BY PETER SCHWEIGHOFER CHAPTER 7: ADVENTURE DESIGN Why does the Professor want a live spiny-whip spongeweed? Sanders asked. Looks pretty dangerous, even just sitting out there all by its lonesome. Who cares? Kellerton replied. Te old bats paying us handsomely and supplying us with everything we need. He looked at the electro-passive eld generator theyd hauled along on the rugged wagon. Im just hoping that contraption worksId hate to shoot up another specimen that refuses to come along quietly. 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 nd 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 rst hunt, a simple search for a moderately dangerous animal close to Capital City. Tis is an exercise intended to give them a chance to test the experimental, non-lethal weaponry necessary to capturing live specimens, including ries loaded with tranquilizer serum, net cannons, electro-passive eld generators, and mechs with padded grappling appendages. Episode Two: Te Characters embark on several expeditions to retrieve larger and more dangerous creatures from farther aeld in the Badlands. In a series of deadly encounters the Characters must safely capture animals drawn from the Westward bestiary, facing their deadly attacks with weapons designed to subdue. As their successes grow, their expeditions and the growing menagerie garner the attention of the press and prominent politicians seeking to capitalize on the Characters for their own gains. Episode Tree: A Capital City ocial critical of Professor Mortigans eorts receives permission to accompany a hunt as an observer. During a capture attempt vital weaponry fails and puts him in immediate danger. Te Characters must choose between sacricing the ocial and killing the beast to save him, bringing their loyalty to Professor Mortigan into question. Episode Four: While transferring a captive beast to secure menagerie facilities at Mortigans estate the Characters encounter saboteurs whove released a dangerous creature that rampages through the facility. Tey must subdue or kill the specimen before it damages the laboratories or harms Mortigan or other personnel (or, worse yet, prominent guests from Capital City). As they chase the creature deeper into subterranean levels of the estate, they stumble upon a secret laboratory testing chemical compounds derived from the specimens. Tese chemicals are intended to subjugate citizens unreceptive to Manciple Primus political ambitions, and they are being tested on captive, Human subjects -- the dregs of Capital City society or criminals from fringe groups in the Badlands. Episode Five: Te Characters must choose either siding with Mortigan (and Primus) to hunt down and eliminate the saboteur group using advanced weaponry and newly developed chemicals or betraying Mortigan and allying with the saboteurs to destroy the menagerie from within, free the creatures to rampage through the labs, liberate the test subjects, and end the research into an oppressive new eld of science. Maxwell Traver (order #5060272) 303 CHAPTER 7: ADVENTURE DESIGN BY WAYNE HUMFLEET OW! exclaimed Itara Kilnger, followed by a stream of curses. Are you okay? asked Klide, still waking up from his much needed nap. Suddenly, Itara braced herself to avoid falling over. I wasputting on my bootswhen somethingbit me she managed before slumping to the ground. Itara! Klide sprang from his sleeping bag. Gimme some help Cy! Cy, however, was still snoring away, dead to the world. Rushing over to Itara, Klide cringed as he stepped on something squishy. And there it was, slithering on the ground as it convulsed one more time before it died. Klide instantly recognized the snake, a widowmaker. Oh boy, he managed, out of breath. Ive gotta bad feeling about this. BACKGROUND After an outing into the Badlands one of the Characters nds that they had a hitchhiker in their boot, a very poisonous breed of snake native to the Badlands. Te 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. Tey hear rumors that a Feral snake cult can handle the creatures without being bitten. Te 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. A suggestion to Game Masters: Tis is a great Scenario to play on one of your Players who is consistently absent at the time your gaming group gets together. When he or she returns to the game, you can begin the next Session by saying, After last weeks eventful encounter ADVENTURE Episode One: I got bit!: Te 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. Te Badlands widowmaker bites the Characters but dies before it can deliver its full dose of venom. Te Character is weakened, but it will be a few days before she feels the full eect of the poison. Checking with a Doctor, or using their own skills, the PCs nd 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, Te crazy old hermit: Heading back out into the Badlands, the Characters look everywhere for another snake, but to no avail. What they do nd is a crazy old hermit hiding out in the hills. Te 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 stu. Te 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. Maxwell Traver (order #5060272) 304 CHAPTER 7: ADVENTURE DESIGN Episode Tree, Snakes, thank god its snakes: Te Characters follow the old mans information and nd the snake cult. Te cult is teaming with Ferals but it is evident that they can handle the snakes without being bitten. Te trick will be convincing them to help the party, but if the Characters kill the Ferals, they will have to gure out a way of trapping a live snake by themselves. A possible solution presents itself though in the form of the Capital City Guard. Te guard is a smaller contingent that has been tracking Ferals in the Badlands. Te Characters can choose to aid the Ferals by saving them from the Guards attack. Episode Four, Salvation: Te Characters nd that the Ferals have already produced some anti-venom. If the Characters have helped them, the Ferals are happy to give them the antidote; otherwise, they can nd it in the wreckage of their camp. If the Capital City Guard was defeated, a lone survivor might have made it out and spread word about what happened, putting a bounty on the Characters heads, or they could collect a bounty on any Feral scalps that they bring in. Maxwell Traver (order #5060272) 305 CHAPTER 7: ADVENTURE DESIGN Maxwell Traver (order #5060272) 306 THE INCIDENT AT FORT SOUTHRIDGE THE INCIDENT AT FORT SOUTHRIDGE SOMEWHERE BETWEEN YEWANREY AND FORT SOUTHRIDGE, two brothers from Fort Amarell were riding at a decent pace, hours away from their destination, along a lonely, unsavory road. So whats the name of this Fort again? asked Klide. South-? -Ridge, for the one-hundredth time! interjected Cy. Not sure what went down, the details are scarce. Apparently no one at Yewanrey has heard anything from them for a few days. So ol Serafus Montgomery, Jr. sends us out on his errand and wants us to investigate, concerned about some relative? Yknow, I was just starting to like Fort Amarell. Until you spent that evening trying to pick up his sister. Jeez, dont you ever think with your head Klide? Hey, Cy, that wasnt exactly my fault this ti- BANG! From nowhere, a bullet suddenly struck Klides shieldhorses thick-ridged hide. Te shieldhorse reared up as Klide fought for control. Reacting instantly, Cy drew his pistol, searching for the would-be assailant. And there he, or she, was. Cy caught a glimpse of an obfuscated gure, dressed in black, reloading a rearm and ducking behind a boulder perched atop a nearby hill. Acting quickly, Cy returned a quick burst of cover re so Klide could get his mount under control. Te brothers then whipped into action. For them, it was just another day Maxwell Traver (order #5060272) 307 Maxwell Traver (order #5060272) 308 THE INCIDENT AT FORT SOUTHRIDGE Te 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-edged 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. Tis 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 ocials 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. GAME MASTER INFORMATION: INTRODUCTION TO FORT SOUTHRIDGE PREPARING TO PLAY If you are the Game Master, and this is your rst time running, one of the rst things you should do is sit down and read this adventure thoroughly. After youre done, plan on arranging a meet up with your Players to discuss with them what types of Characters they would like to play. You can have them either select their Character from the Character Templates in the back of this book, or they can create their own Characters from scratch. If you plan on participating as a Player in this adventure, STOP READING NOW! Unless you want to spoil any future surprisesYou have been warned. After each Player has written up their Character, selected their equipment (based on your approval and depending on what you think was available), and created a basic background, take the time for a small introduction discussion. How do the PCs know each other? Have they worked together before? Are they related at all? Sometimes this information will help you brainstorm further ideas that you can use in future adventures. For example, what better way to motivate an adventure than to have a messenger arrive at a Characters doorstep with the urgent news that one of the Characters siblings has been kidnapped by a nemesis from the Characters past! Now that the PCs details have been eshed out, your adventure is at a great starting point. Take some time to jot down any last minute adjustments to your notes you may tie things together here in unexpected places, sometimes even better than you had originally planned! Make sure you have the necessary materials plenty of six-sided dice, scratch paper, pencils and maps. Maps make great visual tools to help your Players immerse themselves in the world of Westward. Look over the map of Fort Southridge. What important locations have you highlighted? Remember to be open-minded, and expect to improvise; Players will always be Players and they will wander o the map at some point during your adventure. ADVENTURE BACKGROUND Te Characters have been traveling to Fort Southridge for the past four weeks. Teyve been down on their luck, but recently they were oered a job that has the potential to be lucrative. Trough their networking in the mining town of Yewanrey, they established a connection with the eccentric Dr. Tagerrt I. Smyth, who needs their help and is willing to pay handsomely. His close friend, Itara Klinger, is in need of a rare technology in order to recover from a recent wound. Te Doctor has stabilized her, but time is running out for poor Itara. Te Dilemma: Te piece of technology that Dr. Smyth needs was en route from Fort Southridge to Yewanrey when a group of bandits intercepted the shipment. Te bandits killed the couriers and made o with the invaluable technology, but not before a distress signal was red o. Receiving the distress signal, a team of Fort Southridge guards led by Captain Zavasar sprang into action. Te guards caught up with the bandits and a gunght erupted. Te bandits got away, but one of them was wounded and captured by the guards of Fort Southridge. Dr. Smyth has oered a reward of 5,000 Bits for the safe return of his technology, so the Characters packed their bags and headed south. Te adventure begins as the Characters approach the North Bridge of Fort Southridge and are confronted by Captain Maxwell Traver (order #5060272) 309 THE INCIDENT AT FORT SOUTHRIDGE Zavasar and his team of Guards. Te Fort has suered a recent attack by the bandits; they attempted to rescue their captured compatriot, but failed. Te Fort is on high alert, so the Characters must explain why theyre here and talk their way past Zavasar. Unannounced guests are being treated as highly suspicious. Once inside the Fort, the Characters must somehow arrange a meeting with the captured bandit, locate the bandit camp, and retrieve the stolen technology that will ensure Itaras survival. Game Master Tip: Te stats for the Technology have been left out intentionally. If you nd yourself wondering what the Technology itself is, let your imagination go wild! Is it an experimental piece of medical equipment? Or perhaps its medicines and cybernetic replacements for Itara, whose very survival now depends on the Characters. FORT SOUTHRIDGE Fort Southridge boasts a population of approximately 1,250 and lies within the southernmost territory of the Known Territories. It is the nal 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 Maxwell Traver (order #5060272) 310 Maxwell Traver (order #5060272) 311 THE TOWN OF FORT SOUTHRIDGE IMPORTANT LOCATIONS 01. THE NORTH BRIDGE Tis heavily guarded strategic location is the only apparent access point into Fort Southridge. A guard post at the bridge is always manned by three guards, plus a Captain. Te twin turrets require a team of gunners, and a hidden sniper is also kept on the North Wall. Te main gate at the North Bridge is a sight to behold. Its covered with exposed and internal gears, and it behaves just like a clockwork system. As the gate opens, the gears begin to spin rapidly while letting o steam. Its one complex feat of engineering, complete with a Welcome to Fort Southridge logo on it. Its controlled by a release mechanism on top of the North Wall. Once travelers are granted passage across the bridge, the on-duty Captain must signal the two gunners on the wall in order for the gate to open. 02. MAYOR/OVERSEER TEREXX A. KLYNES ESTATE An impenetrable electried fence guards one of the most distinctive buildings in Southridge the fortress of an estate belonging to Mayor Terexx A. Klyne. Klynes wife, two children, and sta also live and hide out here as Klyne administers his duties to Fort Southridge. 03. THE BANK OF SOUTHRIDGE Tis is where the townspeople go to store their Bits, apply for loans, and perform other nancial transactions. Te Bank is one of the more recognized institutions in this region of Westwards known territories. Te banks owner, a powerful woman by the name of Kleo Ramses, claims one of the two properties just outside of Mayor Klynes Estate. Townsfolk often whisper that she has more inuence in Southridge than the Mayor. 04. METAL WORKS INC. Metal Works Inc. is the company that employs roughly 83% of Southridges population of working civilians. Tree shifts keep the factorys smokestacks churning at all times as they pump out industrial goods. Machinery Southridges main export. 05. BOULDER TAVERN & INN. Owned by Gareth Bale, the incredibly successful Boulder Tavern & Inn is literally built into the side of a huge boulder. Its odd architecture shines like a beacon to thirsty outsiders who need a place to stay while in Southridge. Both Gareth and his wife Gwyneth are friendly and hospitable; they aim to provide the best service possible. Game Master Tip: Te boulder contains an entrance to a series of underground catacombs which are rumored to lead to two locations: the Bad Lands and the tunnels of Yewanrey. Fugitives from Capital City use this networked system to their advantage. Te only individuals other than Gareth who know of its existence are Terexx and Richter and maybe a few bandits. Without a proper hired guide, it is very easy to get lost within these catacombs. 06. THE GENERAL STORE In this cigar-smoke lled store, travelers can purchase supplies, buy weapons, or barter for information with Rusty Owens, the stores owner. Rust is a kind, well-traveled, elderly man who always seems to have a story to tell about lessons learned. 07. DAVINS BAR Cheap booze, a limited menu, and gambling galore make Davins Bar a popular hangout amongst Southridges less-than-reputable citizens. Davin Bale is Gareths younger brother and the two have been at odds throughout much of their lives. Although both of their businesses succeed in their own way, Davin constantly pokes fun at his brothers establishment, and calls it a tourist trap. 08. CITY HALL Tis is Fort Southridges main Government building. Two guards are stationed at the City Halls main entrance at all times; only those with security passes are allowed in. Tese guards are personally chosen by Klines second-in-command, Jonathan B. Richter, and they are completely loyal. Mayor Klyne spends a majority of time here, either working from his oce or entertaining dignitaries from other settlements when they choose to visit. Te City Jail is located here, in the basement. It serves to detain any would-be troublemakers, rebels, or captured bandits from the Badlands. Richter has a small oce down in the City Jail, as he sees to it that the security remains tight. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 312 STARTING THE ADVENTURE On the day the Characters approach, the Captain of the North Bridge is a man by the name of Zavasar. He answers to only two people in Southridge: Richter and Mayor Klyne. Tese three men represent the law in Fort Southridge, which is currently under a state of martial law because of the most recent bandit attack. When everyone is ready, make sure the Players are gathered around. Envision the Scene and start describing the Forts North Bridge, with its large, menacing pair of twin guns pointed in the Characters direction. More than likely, this will grab their attention. Now, begin your adventure! THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 313 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 conrm whether or not the attack took place, it remained just a rumor. You purchased your supplies at a decent price, and set o. 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 rst sign that yes, trouble has taken place at Southridge. As you approach the North Bridge of Fort Southridge, its hard not to be impressed. Te North Wall stands 10 meters tall and is dominated by massive twin cannon on both sides of the main gate. Te 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 rearm and spear. Tey notice your approach and move in unison to block the entrance as a solitary gure carrying a wicked looking rie over his shoulder emerges from a small post on the bridge and approaches you cautiously. A third guard sticks by his side. GAME MASTER CHARACTER DATA CAPTAIN ZAVASAR DEAMON (A.K.A. ZAV BY THE LOCALS) Type: Captain of the Guard, 3rd in command. Species: Human, male ex-Duster Description: Zav is in his mid-40s. He stands almost 2 m tall, weighs in at a muscular 100 kg, and is in phenomenal shape. His typical dress includes worn blue jeans, a desert brown tunic with yellow trim, a wide brimmed hat, and a pair of dark glasses. He has a dark tan complexion as he spends a majority of his time outdoors. He is clean-shaven and has red hair that he keeps cut short at all times. 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. 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. FEATURES Crack Shot (Zav has a deadly aim with ranged weapons. Double Ranged and Trow.) EQUIPMENT Custom Single-Barrel Rie (Range: 10/30/50, Damage: 1d+48/45/42, Ammo Clip Capacity: 12), 6 Ammo Clips, Custom Revolver (Range: 25/40/65, Damage: 1d+36/33/30, Ammo Capacity: 8), 24 Revolver Bullets, Hunting Knife (Trown Range: 2/3/4, Damage: Strength +6/3/0), 45 Bits, Communication Device (allows Zav to communicate with Richter and Klyne), Bracelet on his right arm (a good luck charm). BACKGROUND Zav is a native of Fort Southridge. He is very familiar with the families of the Fort and he is the one who can relate best to the general population out of the three lawmen. Zav never married, and doesnt have any children of his own. He grew up with the Bale brothers and his best friend is Davin Bale. When hes not on duty, Zav spends most of his free time at Davins Bar engaged in his favorite games of chance. He takes great pride in his job and never allows his vices to interfere with his work. STATS THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 314 STATS AVERAGE NORTH BRIDGE GUARD (BASE STATS) Type: Fort Southridge City Guards Species: Human (male or female) Description: Te average North Bridge city guard is easily distinguished by their Composite Armor, and the fact that they carry spears. Tis is meant to intimidate and discourage those who may hold any malicious intent towards Fort Southridge and its citizens. Hit Points: 36 / 36 Initiative: 3d Vitality: 3d (Composite Armor: +1d) Move: 6 Cinema Points: 2 Experience Value: 1 Dexterity: 3d Dodge 2d, Melee 1d, Ranged 1d. Strength: 3d Grapple 1d. Persona: 2d Willpower 1d. Intellect: 2d Search 1d. Aptitude: 3d Security 1d. EQUIPMENT Medium Caliber Pistols (Range: 10/30/60, Damage: 1d+36/33/30, Ammo Clip Capacity: 6), Spear (Trown 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 rst 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. Te 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 nal remaining pocket of civilization established between the unforgiving Badlands and the Human settlements. As a result of its isolation from the other towns, marauding parties of bandits often target the Fort, so Southridge has dealt with its fair share of conict. However, in the last few months these bandits appear to be organizing, and somehow have gotten their hands on better technology. Make sure your Players see the map of Fort Southridge. If they have any questions about the locations within the Fort, encourage them to ask. GETTING PAST THE GUARDS Te Players must act quickly as Captain Zav approaches them. One guard stays with Zav, and the other two guards move back to their positions on either side of the bridge. All three guards have their spears drawn, and Captain Zav removes his rie from his back and keeps it armed and ready. During this encounter the Players may either make Persuasion or Deception Checks, depending on their intentions and level of honesty. Teir DR is Moderate and Zav may use his Willpower (5d Total Persona + Willpower) and roll it to resist the Players as he attempts to gure out whats going on here. Act the part of Captain Zav and encourage your Players to role-play the results out rather than just rolling the dice to see who the winners are. Feel free to apply a bonus or penalty to the Skill checks depending on the results of the role-playing. Keep in mind that the Fort is on high alert due to the recent bandit attack tensions are heightened, and everyone is treated as a suspect. Te PCs may even come up with a cover story you havent fully anticipated. For example, they are here as hired jaggers to hunt down the bandits who are troubling the Fort. As you role-play, give the PCs openings to ask questions about the recent bandit attack on the Fort. If they do, Captain Zav will begin to brag about the captured bandit since it was an impressive shot from his rie that wounded the bandit during the gunght. If the PCs manage to get on his good side (through attery, etc), hell even mention that his shift is ending in a half hour and hes headed to Davins Bar for a few rounds of ale. Game Master Tip: Captain Zav is more concerned about protecting the people of Fort Southridge than starting a gunght with the PCs on his watch. Hell ask questions like, How long do you plan on staying here? Or even more bluntly, Whats your business here, strangers? If the PCs are from Capital City and tell him so, that may change his tone to Oh, youre from Capital City? Tat last batch Primus sent us were a bunch of real winners. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 315 ONCE INSIDE THE FORT However the PCs get past the North Gate, once inside the Fort the signs of a recent bandit attack are obvious. Sections of the South Wall protecting the Fort are undergoing repairs by a construction crew of volunteers. If the PCs succeed in making a Moderate Streetwise check, theyll immediately recognize Jonathan B. Richter leading the men. Richter will spot the Characters right away, and recognize the fact that theyre strangers to him. Hell keep a close eye on them, suspecting trouble wont be too far behind their arrival. Game Master Tip: It should become apparent to the PCs that their rst objective priority is to somehow talk to the captured bandit. After all, he knows the location of the bandits camp and probably what his buddies plan to do with the stolen technology. When rst exploring Southridge the PCs may overhear the locals nervously chattering about the recent attack and the captured bandit being held in the City Jail. RICHTER Type: Captain of the Guards, 2nd in command. Species: Human, male ex-jagger Description: Richter appears to be in his early 50s due to his graying facial hair. His hair has some length, and is barely holding onto a few dark streaks that are fading. Hes a fanatically sharp dresser, preferring his signature gray suits and is always wearing a pair of glasses, as he is unable to see clearly without them. Richter displays his Marshals Badge with pride, maintains a lean gure, stands 1.8 m tall and weighs in at 90 kg. FEATURES Badge (Richter possesses an unassigned Marshals Badge, allowing him to enforce justice and law as needed across the Badlands in the name, and with the full weight, of the people.) 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 ve 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. Hit Points: 36 / 36 Initiative: 4d Vitality: 3d (+3d, Custom Body Armor: Protects Torso) Move: 6 Cinema Points: 3 Experience Value: 4 Dexterity: 4d Brawl 3d, Dodge 4d, Ranged 6d. 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. STATS THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 316 01. RICHTERS SUSPICIONS Jonathan B. Richter is instantly skeptical of the PCs and their intentions here in Fort Southridge. Hes a quiet, calculating man backed by an intimidating personality and he only answers to the Forts Mayor. His infamous icy stare-down alone is enough to end most gunghts before they even start. Hell be rm with the PCs if they approach him. 02. THE CITY HALL If the PCs head to the City Hall, Richters personal handpicked guards block the front door. Without the proper security passes, absolutely no one is let in. Tese guards cannot be bribed in any way, as retribution from Richter is often exile from Southridge. 03. THE CARD GAME VS. CAPTAIN ZAV If the PCs check out Davins Bar, theyll nd that Captain Zav is there engaged in his favorite game of chance as he nurses a large mug of cold ale. Te round is ending as Zav wins 250 Bits from the other two gamblers sitting at the table. Davin Bale is behind the bar, washing dishes, and the smell of cooking meat drifts from the kitchen into the bar. Ales go for around 5 Bits while a stier drink can cost anywhere from 8 to 10 Bits. READ ALOUD: Tough its early-afternoon, there are about a dozen patrons here in Davins Bar. Te smell of cooking meat hits you before the cigar smoke has the chance to inltrate your nostrils. Captain Zav looks as if he just won a decent pot of Bits in a game of dice. Te two gentlemen at the table with him gather their belongings. Grumbling, they nish the last of their drinks and walk past you, giving you uneasy looks. In fact, the rest of the patrons are doing the same including the man behind the bar. Hes washing and preparing dishes for this evenings dinner rush. Davin places some clean mugs on the bar and asks, Welcome to Davins Bar travelers! Yes, Im Davin now what can I get for you? Te patrons who were silent a moment ago go back to their conversations. Zav gestures for you to pull up chairs and join him for a round. Davin will serve the Characters whatever they order. Captain Zav is playing one of his favorite Dice Games a game of chance called Six Shoot. He also has a deck of cards with him. Te Characters may have games of their own that they prefer; Zav is up for almost any game, including those he hasnt played before. Game Master Tip: Whatever the outcome of this match between the PCs and Zav, it is an excellent chance for roleplaying. Encourage the PCs to ask about the captured bandit since Captain Zav played a signicant role in the bandits capture. Also keep in mind that there are other patrons in the bar who may know something or they might be acting as informants for Richter, since Richter himself would never set foot in an establishment such as this. If the PCs ask Zav directly for help acquiring a security pass to get into the Town Hall, hell decline and say he is unable to legally produce those passes since they can only be issued by Richter and the Mayor he doesnt have the authority to do it himself. With a stern look, hell tell the PCs that hell pretend that they never asked him about the security passes. Give the PCs some more time to mingle, and then Captain Zav will excuse himself as he has business to attend to at his quarters. Hell pay Davin for his tab and exit the bar. When its the PCs turn to leave Davins Bar, the two goons who lost to Zav immediately confront them right outside the bar. 04. GAMBLING VS. THE GOONS During this encounter the two goons have their rearms drawn and pointed at the PCs. Come with us, now, they will demand. Te two goons will take the PCs to a nearby back alleyway. Te alleyway is deserted and the two goons now confront the PCs. Keep in mind that these two are gambling addicts. One of the goons ashes security passes to City Hall to the Characters; they happen to have as many passes as there are PCs participating in your Chronicle. Te PCs may use either their Deception or Persuasion skills to try to obtain the passes from the goons. But the goons demand 500 Bits for each security pass. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 317 Make sure that the amount of money that the goons demand is unreasonable, so that your PCs have no chance at aording the passes even if one of the PCs is loaded with Bits. Gambling At this point in the conversation, one of the PCs is likely to suggest a game. If not, when its clear the PCs cant aord the asking price, one of the goons will oer to gamble for the passes. If the PCs win, theyll receive the passes; but if they lose, the goons will get all of the PCs Bits. Te goons are greedy, if they see something that they want on one of the PCs, theyll demand that the object(s) also be added to the pot. Te terms are agreed over a handshake. Game Master Tip: Make this encounter suspenseful, as it should be challenging and it will build tension. If the Characters start to lose badly give them a ghting chance to succeed and win the security passes from these two goons. Te goons are also sore losers after the gambling is nished. Whether or not they attempt to assault the Characters afterwards is up to you. Keep in mind the goons havent been having a lot of luck today! GOON CHARACTER DATA (BASE STATS) Type: Gamblers/Mists Species: Human (male or female) Description: Tey are dressed well, and have the appearance of average citizens of Fort Southridge. Hit Points: 36 / 36 Initiative: 3d Vitality: 3d Move: 6 Cinema Points: 2 Experience Value: 1 Dexterity: 3d Dodge 1d, Melee 1d, Ranged 1d. Strength: 3d Grapple 1d. Persona: 2d Gambling 3d, Willpower 1d. Intellect: 2d Search 2d. Aptitude: 3d Security 2d. STATS EQUIPMENT Medium Caliber Pistols (Range: 10/30/60, Damage: 1d+36/33/30, Ammo Clip Capacity: 6), Deck of Cards, Gambling Dice, 400 Bits. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 318 SUMMARY Tis Episode nds the Characters inside Fort Southridges City Hall. Teyll want to talk to the captured bandit, as he may be their only link to discovering the bandits secret camp. Te bandit will bargain even plead with the Characters hoping that theyll break him out of the jail so that he may be their guide to the camp. He knows of a secret passageway out of Fort Southridge that is only known to a few individuals, and you can bet that one of them is Jonathan B. Richter! SO, WHERE IS THIS BANDIT LOCKED UP IN CITY HALL? Gaining access to the Forts jail cells requires getting past Richters personal guards. Now that the Characters possess the security badges acquired in the previous Episode, they will be granted access to the City Hall. Prepare for your PCs to come up with a plan that you havent anticipated be exible and most importantly, give their plan a chance to work. Te bandit, who has made a full recovery from the wounds he sustained during the ambush, is located in a cell deep within the basement of Location #8 Te City Hall. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 319 01. RICHTERS GUARDS As the GM, you have the chance to add some comic relief to this encounter if you wish, but keep in mind that guards arent always stupid imbeciles! If the Characters approach with the security passes in hand, the guards may have the following reaction: Huh. Tese passes check out, but we werent expecting any visitors today. Should we clear this with Mr. Richter rst? Make your PCs sweat a little bit, and as always, encourage them to role-play. 02. ONCE INSIDE CITY HALL Te next step for the PCs is to locate the bandits cell. City Hall is a huge place and to make matters worse, Richter calls it home. Luckily, he is currently helping oversee the reconstruction repairs to the South Wall. Te Front Desk Receptionist should be a helpful Game Master Character. Shes friendly to visitors of Fort Southridge and is always happy to help out. She is familiar with the location, and is willing to help the PCs navigate City Hall if they ask. However, her job only grants her limited security clearance and she does not have direct access to the Jail Cells. If the Characters inquire about the bandit, it may cause her some concern, and she may choose to alert the guards depending on how the PCs treat her. However this encounter turns out, the PCs should eventually learn the location of the City Jail and their next priority should be talking to the captured bandit. 03. CITY HALLS JAIL CELLS In the main reception hall of City Hall, there are three sets of stairs. Two sets go up, while one set heads down. Te PCs need to take the staircase down in order to get to the Jail Cells. If the PCs time it just right, theyll avoid the receptionists detection when she becomes engaged in conversation with a coworker. Currently, there are no guards in the reception hall, so the PCs will have to make Sneak Checks, DR Easy, in order to avoid notice.
READ ALOUD: You begin your decent down a narrow spiral staircase it is only wide enough for one person at a time. Te temperature gets a little cooler as you descend, and you nally make it to the bottom of the staircase. A small oce room greets you, complete with a pair of desks and chairs. On the wall is a prisoner roster which seems to have a single entry. Tere is a locked door in front of you that appears to lead into the Jail Cells.
Game Master Tip: Oddly enough, there are no guards stationed here. Give the impression that a guard will be returning shortly. Either a Be Right Back note is left on one of the desks, or give some hints that something urgent came up, calling the on-duty guard away. Have your PCs make a Search Check, DR Moderate. A success will turn up a key ring that contains four keys. Te PCs can use this key ring to gain access to the Jail Cells. Once inside, they will nd a dozen dimly lit cells six on each side. Te bars are constructed of sturdy iron. At the end of the hall is one toilet, and each cell contains one cot for the prisoners. Te bandit is locked in the cell immediately to the Characters left as they enter. He is lying down on his cot, asleep. Hell stir, then spring to life as he sees the Characters. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 320 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 scruy beard. Hit Points: 48 / 48 Initiative: 3d Vitality: 4d (Armor: None) Move: 7 Cinema Points: 4 Experience Value: 2 Dexterity: 3d Dodge 2d, Melee 1d, Ranged 2d, Riding 1d. Strength: 4d 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), Deck of Cards, Gambling Dice, 400 Bits. STATS Jerrick is desperate to get out of his cell. Once he knows what the Characters want, hell attempt to strike a bargain with them spring him out of the cell, and hell show the PCs the secret way to the bandit camp. Hes somewhat delirious due to his isolation and the treatment hes received from Richter, but hes (mostly) intact. He wont divulge much useful information about the stolen technology other than the fact that his group of bandits did indeed steal it. If the PCs agree to his terms over a handshake through the bars, they can easily break him out. On the other hand, getting him out of City Hall will be a challenge. 04. JAILBREAK! Primary Objective: Te PCs must now make it to the catacomb entrance located at the Boulder Tavern & Inn (Location #5 Boulder Tavern & Inn). Tere are several ways the PCs can smuggle Jerrick out of City Hall. In the oce, they will notice that there are two sets of guard uniforms which will t two of the PCs. Tis will allow them to dress up as Southridge Guards and smuggle Jerrick and the other PCs out disguised as prisoners, but this may arouse suspicions. Te PCs may come up with their own plan, or try and blast their way out of City Hall. 0 If they are successful in Sneaking around during this encounter, they will avoid detection and the guards will not raise the Forts alarm. 0 If they are unsuccessful in Sneaking, give the Characters the opportunity to trade shots with the guards as some of your Players may want to relieve the tension thats been building for the last several encounters. Use the Average North Bridge Guard (base stats) for the City Guards they may encounter during the Jailbreak. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 321 THE CHASE THROUGH THE CATACOMBS! Once at Boulders Tavern & Inn, Jerrick will take over. He only demands that he be released from his bonds in the event that the PCs have tied his hands in any way. Most who know about the secret passage know of the entrance to the catacombs through the basement of the Tavern. However, Jerrick knows of an entrance outside the Tavern among the boulders. Getting to the entrance requires a Climb Check, DR Easy, while the guards of Southridge are beginning to assemble and search for the PCs. Trough the wailing of the Forts sirens, Jerrick and the PCs make their escape. When the last PC starts to go down through the opening between two boulders, a spotlight will shine on the PC and a loudspeaker will call, YOU! STOP OR WELL OPEN FIRE! Bullets ricochet o the rocks above as the PC dives into the secret bandit entrance to the catacombs. In this rst room the bandits have stashed three modied vehicles Racing Turtles all used for quick transportation when running smuggled items, contraband, weapons or technology. (For the full description of the Racing Turtle, see Chapter 6: Technology) RACING TURTLE - MILTREK J11 APC/SCOUT VEHICLE Type: Ground Vehicle, All-Terrain Length: 6m Width: 2.8m at widest mid-section point Height: 2.8m tall Weight: 12 metric tons Scale: Heavy Crew Required: 1 Crew Recommended: 1 Number of Passengers: 6 dismounts (8 if machine gun is not mounted). Cargo Capacity: .5 metric tons in addition to crew/passenger 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. Te 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 re 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 STATS THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 322 Jerrick will want to hop into the copilot seat next to whichever PC is elected the pilot. Navigating the catacombs at high-speeds, based on Jerricks directions, should be considered DR Moderate at times, Dicult and Very Dicult at other times especially as the chase heats up. Two teams of Southridge Guards follow the PCs down into the Catacombs and under Richters orders they man the other two Racing Turtles to pursue the PCs and recapture their escaped prisoner. Te chase ends when either the PCs destroy the other two Racing Turtles or they escape the Catacombs and make it back to the surface based on Jerricks directions. Game Master Tip: Make this encounter a really memorable challenge and do not be afraid to design a few encounters of your own to use during the chase. For example: Te PCs must suddenly jump an underground chasm during the chase as the makeshift bridge is destroyed by the guards, or the classic fuel tank gets hit by enemy re, and they now have 1d6 Rounds left before their vehicle explodes in a huge reball. Its up to your creativity! THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 323 SUMMARY Te Characters rocket out of the Catacombs into the twilight dessert. At this point, if your chase isnt over, it may continue deeper into the Bad Lands. If both of the pursing vehicles have been destroyed, the Characters Racing Turtle will sputter, cough, then proceed to lose power and die (assuming it wasnt already destroyed in a previous Round by a lucky hit from the guards). Jerrick will dust himself o and hop out of the Racing Turtle. Cmon people! Not too much further now! He will urge the PCs. If the PCs take time to search the Racing Turtle, theyll nd 1 medical kit and 2 canteens of water. Te bandit camp is approximately two miles to the east of their present location. Teyll have to trek there on foot. Before they reach the camp they must pass through a rocky valley where they will run into a team of jaggers that Richter has hired to track and intercept the PCs before they make it to the camp. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 324 THE JAGGERS GAMBIT: THE SHOOTOUT IN THE HILLS Te valley in front of the bandit camp looks like a perfect place for a trap the bandits designed it that way. Te jaggers moved in to take advantage of the lands strategic points after disposing of the two bandit lookouts that are ordinarily stationed here. When the PCs and Jerrick reach the valley, Jerrick is excited to nally be home. Hell wave his hat around excitedly, signaling to those he thinks are his friends, and call to the Characters, Alright everyone not much longer now, all we have to do is walk through that Suddenly shots ring out, aimed at the PCs! Te jagger party consists of as many jaggers as there are PCs, plus Dylan Z, the seasoned pro who is leading the jaggers under Richters orders. Tey are all perched behind cover armed with pistols and long-ranged ries. AVERAGE JAGGER (BASE STATS) Type: Jagger Species: Human (male or female) Description: Menacing jaggers, equipped with traveling gear and enough repower to take on almost anything. Tey are experienced and out to earn their Bits by any means necessary. 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 Rie (Range: 5/20/35, Damage: 1d+48/45/42, Ammo Clip Capacity: 12), 6 ammo clips, hand restraints, 75 Bits each. STATS STATS 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 articial attachment that covers most of the left side of his head. He uses his appearance to intimidate those he considers lesser beings into submission. Hit Points: 48 / 48 Initiative: 4d Vitality: 4d (+1d, Flak Jacket: Protects Torso) Move: 7 Cinema Points: 3 Experience Value: 4 Dexterity: 4d brawl 2d, dodge 3d, ranged 4d, riding 2d. Strength: 4d grapple 1d. Persona: 3d deception 1d, gambling 3d, willpower 1d. Intellect: 2d search 2d, survival 2d. Aptitude: 2d operate 2d, security 1d. FEATURES Rage (When activated, Dylan Z Doubles Brawl, Melee, and Ranged, but cannot Dodge. Remains active for 1 Round.) EQUIPMENT Medium Caliber Pistols (Range: 10/30/60, Damage: 1d+36/33/30, Ammo Clip Capacity: 6), Double-Barrel Rie (Range: 5/15/30, Damage: 1d+66/63/60, Ammo Clip Capacity: 12), 6 ammo clips, Flak Jacket under Trenchcoat that protects the Torso, hand restraints, a pack of smokes, articial eye (+1d to Search long distances, can see in the dark without penalty), 250 Bits. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 325 Te Characters are pinned and must scramble for cover! Te jaggers objectives are to capture the PCs dead or alive. Te jaggers were hired by Richter to prevent the PCs from getting anywhere near the bandit camp. Absolutely no one steals a prisoner from Richter on his watch. Tere are a number of possible outcomes for this encounter versus the jaggers. Ultimately, the PCs should prevail over the jaggers. In the event that Dylan Z is wounded or worse, you should make sure the PCs never nd his body so that he may resurface in future encounters. Dylan Z has the potential to become a powerful antagonist to the Players. Game Master Tip: After the adventure wraps up, its a good idea to take Dylan Zs base stats, award him Cinema Points for surviving this encounter, and use the Cinema Points to raise skills or purchase Features. After this Scene, the PCs will follow the valley until they reach the bandit camp on the other side less than a mile from the shootout. Tey may encounter bandit scouts on the way who were sent to investigate the commotion caused by the shootout. THE BANDIT KING Te Bandit King is overjoyed by the safe return of his son Jerrick. He knows Jonathan B. Richter is not only cunning, but also extremely vindictive. He also knows from experience how dangerous of a man Dylan Z is. Without any reservation, he orders the bandits to quickly pack up their camp. In return for their deeds to his family and his Tribe, he rewards the Characters with a decorated Warskulll they must display this Skull as they travel so that no other bandits will attack them as they rush the technology back to their dying friend. Hell send a well-armed scouting team with the PCs to help x up the Racing Turtle so they can exit quickly with the technology that he gladly returns to the PCs. Game Master Tip: Jerrick doesnt have to be the Game Master Character outlined in this book, if you have any better ideas that will suit your Chronicle, change and tweak the Character as you see t. Jerrick could be an existing Game Master Character that youve already used. He could be in his early teens, captured during his rst right of passage as he led the raid, you could also change his gender and she could be a strong and independent woman. Te sky is the limit for this son or daughter of the Bandit King. THE INCIDENT AT FORT SOUTHRIDGE: CONCLUSION Te Characters, using the repaired and functional Racing Turtle, return to Dr. Tagerrt I. Smyths secret lab with the technology in hand. Dr. Smyth is relieved that the PCs are not only safe, but also have been successful. Hell give the Characters their reward and a chance to rest up while he immediately begins to operate on Itara. If one of your PCs is a Doctor, he may assist in the surgery as Dr. Smyth works on Itaras prosthetics. Te surgery will take 8 to 10 hours depending on how well they roll. Assume DR of Dicult to Very Dicult. Depending on their roleplaying, creativity, and teamwork, award the Players between 8 to 11 Cinema Points each for their eorts. As they rest at Dr. Tagerrt I. Smyths laboratory, give them time to repair equipment and spend their Cinema Points on raising Skills or purchasing new Features. Game Master Tip: Te Characters have gained unlikely allies through Jerrickthe Bandit King and his Tribe of Bandit Warriors. Tey also have gained a powerful enemy at the end of this adventure Dylan Zwho has a personal vendetta against the PCs. He will continue to hunt the Characters so that they may be returned to Fort Southridge to answer to their crimes. When Dylan Z resurfaces, time it to your advantage in order to make life really dicult for your PCs. THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 326 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. Te 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. Unnished 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! THE INCIDENT AT FORT SOUTHRIDGE Maxwell Traver (order #5060272) 327 Maxwell Traver (order #5060272) 328 A Adventure Te Incident at Fort Southridge 306 Adventure Design 290 Mine, All Mine! 298 Our Mech is Missing! 299 Professor Mortigans Ex- perimental Menag- erie 302 Te Feral Arsenal 296 Te Horde Trap 297 Te Iron Ruins 295 Te Redemption of Deputy Blackheart 300 Tere'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 Au- tomaton 233 Mk19 Mule 234 QX90 Translator "Te 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 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 Eective 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 Diculty 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 E 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 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 G Game Time 19 Gentiles 102 Capital City Guards 102 Doctors and Scientists 102 Evangelists 103 Silks 103 Getting Started 15 H History 79 Holidays 78 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 Te Known World 77 Materials 15 Money. See Bits N Notable Characters 113 Capt. Mich Strummer 130 Dr. Cera Xercies 132 Dr. Tagerrt I. Smyth 126 Henjo Barrensk 113 Itara Klinger 117 Jill Strongarm 128 INDEX Maxwell Traver (order #5060272) 329 Manciple Primus 119 Old Ben 114 Reginald Dekker 121 Rose Sabot 124 Serafus Montgomery, Jr 123 Vildayvin Devaron 116 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 Trow 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 Diculty 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 Trown 215 Standard Heavy 216 Standard Melee 202 Standard Ranged 204 Standard Trown 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 Dagger Lizard 143 Death Ogler 144 Dirt Eater 145 Duaraptor 146 Dumbening Rat 147 Entractor Crabspider 148 Flabbergasser 149 Flailhulk 150 Gasbag Zombie 151 Gorger 152 Hoghound 153 Ice Fish 154 Lasher 155 Leaping Lottie 156 Longstride 157 Lugrunner 158 Odipheroo 159 Quasinaga 160 Quattroptryx 161 Rust Polyp 162 Sandshow Strider 163 Scentsleuth 164 Shieldhorse 165 Sideslicer 166 Skreakjak 167 Slurdge 168 Snerg 169 Snowchitter 170 Snowglobber 171 Soardid 172 Sparkbeast 173 Spongeweed 174 Stonefury 175 Tumblequill 176 Tusker 177 Ursidon 178 Water Nymph 179 Wisp 180 Zephyr Bug 181 INDEX Maxwell Traver (order #5060272) 330 BACKGROUND You joined up with a gang of bandits and you operate on the very edge of the frontier. Living this life is tough, but youre hooked on the rush of preying on those weaker than you to score the next big payday. Your group has begun to earn some notoriety as youve had a string of successful hunts. Your leader was busy plotting the next big attack when your scouts caught wind that the Marshals were onto you. Your gang has since dispersed and is searching for a new place to call home. Currently you are disguised as a freelance trader, awaiting the orders from your leader where the next camps location will be. PERSONALITY You ride with a wicked bunch of outlaws its kill or be killed. You hone your predatory instincts when sizing up a situation. If youve got your mind made up about wanting something, you take it by force. OBJECTIVES To get rich o of others. TYPICAL QUOTE We strike here, so we can intercept this shipment of Steamechs. Youve got ve minutes to get ready, then saddle up! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 7 Hit Points 48 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Terk Revolver 20/30/50 1d+48/45/42 6 Hunting Knife Str+22/x2 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Hiking Pack 2 Water Skins (2 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 2 sets of stolen Traveler's Outts Bedroll 420 Bits FEATURES Maxwell Traver (order #5060272) 331 BACKGROUND While growing up and enduring the trials of the Badlands among the Feral tribes, you learned early that ghting is everything; it is the only way that you could truly get your way and achieve respect. Tings were never handed down you had to take it from someone else. Your charisma as a leader began to blossom during this time as you successfully settled a few critical inter-tribal disputes. You continued to rise through the ranks, and after surviving several battles against the conscripts and other invaders, your people call you a berserker. PERSONALITY You are a proud warrior. Your presence among other Ferals commands fear, and you use that to your advantage. It takes you a while to open up to people on a personal level, but those within your tribe who earn your respect tend to keep it for life. OBJECTIVES Dominance. If someone even thinks to question your authority, you will put him or her to shame. TYPICAL QUOTE I once took on an entire squadron of conscripts, and by the time I was done Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 8 Hit Points 60 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Auto Bow 15/50/100 1d+24/22/18 Axe Str+36/x2 10 6 Revolver - Med. Cal. 20/35/50 1d+30/27/24 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Customized Saddle Bag Hemp Rope 25m 4 Water Skins (4 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 370 Bits FEATURES Maxwell Traver (order #5060272) 332 BACKGROUND It was a powerful rush like no other. At a young age, you were instantly hooked the moment you blew something up for the rst time. Now blowing things up is not only a passion, its also an art form to you. As an expert in the eld of demolition you are paid handsomely for your work. Youre almost always able to nd work through your connections as your skills are in high demand, no matter where you may travel throughout the Known Territories. After all, a job is just another job. It really doesnt matter who or what gets in the way. PERSONALITY Your friends call you crazy. You think of yourself as chosen, gifted or even a genius. Youre always looking for strategic weaknesses in any given situation, so that you can deliver the maximum amount of damage when the going gets tough. OBJECTIVES If youre going to go out, you will go out with a bang. And it will be glorious! TYPICAL QUOTE Alright. Just gimmie me ve more seconds. Hold them o and well light this sucker up! Yeeeehaw!!! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Revolver - Small Cal. 20/50/75 1d+18/15/12 6 12 Machete Str+3d/x2 Dynamite Blast Area: 4/7/30 1d+80/75/70 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Flint & Steel Termite Powder Keg Gunpowder Keg PERSONAL EFFECTS Straight Razor Bedroll 510 Bits FEATURES Maxwell Traver (order #5060272) 333 BACKGROUND Your family has been a member of the Gentile class for generations, you are proud to call Capital City your home, and it is now in need of your protection. You answered that call when you swore your allegiance to the Capital City Guards after you endured their strict training program. While you may not belong to the elite November Squadron or the Praetorians yet, your duty will take you outside the Capital City walls when nearby uprisings start and order needs to be restored to the surrounding areas in the Known Territories. PERSONALITY You joined the ranks of the Capital City Guards to make a dierence, and to help provide protection to your friends, family and members of the Gentile class. You are a man of your word and you take great pride in your patriotism. OBJECTIVES To protect Capital City and its government from outside, or inside, threats at all costs. TYPICAL QUOTE My duty is to defend Capital City from those who threaten it! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 7 Hit Points 48 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Auto Shotgun 10/30/50 1d+60/57/55 Sword - Conscript Str+48/x2 30 5 Revolver - Large. Cal. 20/40/60 1d+39/36/33 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Capital City Guard Armor (+2d to Vitality) Communication Device Emergency Medical Kit 1 Water Skin (1 day Supply) PERSONAL EFFECTS 1,200 Bits FEATURES Maxwell Traver (order #5060272) 334 BACKGROUND You were recruited and accepted into the Capital City Guards training program to become a conscript; this bestowed limited privileges to your familys name. It earned your family an upgraded identicard and elevated your family status to a waiting list for the Gentile class. Meanwhile, you were immediately shipped out for basic training. Tat was the easy part. You survived, endured, and persevered the rigorous training program at Dogwood Camp and cleaned out Feral and bandit infestations in the area. Now the call of duty often deploys you to the surrounding areas most aected by the enemies of Manciple Primuss government. PERSONALITY You experienced hell at Dogwood Camp and lived. You have no problem following orders from your superiors and acting as part of a unit. Te strict training you received only toughened your ghting spirit. OBJECTIVES To serve your government loyally, obey without question, and protect your family and friends from the underground rebel threat. TYPICAL QUOTE Yes maam, those doors are reinforced and sealed shut. Tose Reb bastards dont have a chance breaking in here. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 7 Hit Points 48 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Revolver - Large Cal. 20/40/60 1d+39/36/33 5 Survival Knife Str+22/x2 Sword - Conscript Str+48/x2 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Conscript Armor (Head and Chest, 1d to Vitality) Communication Device 3 Water Skins (3 days supply) PERSONAL EFFECTS 550 Bits FEATURES Maxwell Traver (order #5060272) 335 BACKGROUND Most Gentiles stay within the secure walls of Capital City; your assignments often take you out into more remote settlements within the Known Territories, despite the risks. Youre a gifted healer, blessed with a great talent of caring for others. You were fascinated by science at an early age, and you gured out quickly that you were meant to help those in need. Whether you graduated with a degree from Chrysalis College in Capital City, or are an independent, your reputation as a healer has earned you a handful of regular patients and your name is spreading throughout the Settlements. PERSONALITY You know how to stay focused when faced with the stresses of a challenge. Honesty and your winning smile are everything, especially when precious few seconds between life and death count. OBJECTIVES To heal the population, one individual at a time, before something takes you out. TYPICAL QUOTE Now just hold still and it wont hurt, I promise you. Here. Bite down on this. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 6 Typical Knife Str+ 12/x2 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Emergency Medical Kit 2 Water Skins (2 days Supply) PERSONAL EFFECTS Glasses (2 Pairs) 720 Bits FEATURES Revolver - Small Cal. 20/50/75 1d+18/15/12 Maxwell Traver (order #5060272) 336 BACKGROUND You once led a ruthless gang of bandits, but now youre driven by a sense of purpose that is your own. You witnessed a lot of injustice that ultimately caused you to take the law into your own hands. Tis experience caused you to go into hiding for a period of time and you were forced to conceal your identity. Now youve emerged from hiding to roam the Badlands you call your home. Most Dusters wander into town driven by their personal vendettas, and when they leave its often in haste - leaving behind a cloud of dust. PERSONALITY To regular folks youre nothing more than a cold-blooded killer. A jagger without honor. In all honesty you dont care. Youre going to settle that score and nothings getting in your way. OBJECTIVES To get even - by any means necessary, and to get this bounty o your head. TYPICAL QUOTE Negotiate? My friend, youre the one staring down the barrel of my gun. Im going to give you a choice Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Terk Revolver 20/30/50 1d+48/45/42 6 Hunting Knife Str+22/x2 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Goggles 5 Water Skins (5 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 700 Bits FEATURES Maxwell Traver (order #5060272) 337 BACKGROUND You were born into the elite families of the Gentile class and early on, you discovered that you had a talent for being able to talk your way into almost anything. Tis gift, and a strong recommendation, earned you a spot in the Evangelists academy in Capital Citys training program when you were of age. Tis natural charisma has since aided you well as a diplomat from Capital City, as you work on behalf of Manciple Primuss government. Youre a hard worker, and its your job to negotiate truces and to help resolve situations that might otherwise end in violent bloodshed. PERSONALITY You possess above-average charisma, and you are outgoing in social situations. Strangers tend to trust your speeches about pledging loyalty (and taxes) to the government. On a personal level, you have diculty understanding those who openly oppose your government. OBJECTIVES To settle disputes peacefully when situations and potential conicts arise within the Known Territories. TYPICAL QUOTE Ladies and gentlemen, please trust me, and hear me out! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Zip Gun Pistol 5/10/25 1d+27/24/21 1 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Identicard 2 Water Skins (2 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) Gentile Class Wardrobe 1.5 Kilos (1,500 Bits) FEATURES Maxwell Traver (order #5060272) 338 BACKGROUND You either work for an independent contractor o the main grid, or youre on the payroll of the governing Council of Capital City. It may not be glamorous work, but its your job to track down those who are wanted. Whatever their reasons are, it does not concern you as long as you get paid. Te Badlands are your home and you know them well, as it is where you grew up. From time to time youve also been known to take a job that involves gathering information or recovering stolen items when business is slow. PERSONALITY You work well with others when you have to, as you recognize the benets of teamwork. Youre tough, smart, and streetwise. While you can come o as harsh, eventually you might surprise others and crack a smile. OBJECTIVES To make money o of those you track down and eventually retire in one piece. TYPICAL QUOTE Teyre riding north-east, theyve got a day start on us, and theyre headed for the rails. Cmon and saddlup! We aint got much time. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Shot Gun - Dbl. Barrel 15/30/45 1d+82/79/76 (Dbl. Shot) 2 Hatchet Str+33/x2 Hunting Knife Str+22/x2 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Customized Saddle Bag Goggles (or Sunglasses) Handcus (6 pair) 5 Water Skins (5 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 975 Bits FEATURES Terk Revolver 20/30/50 1d+48/45/42 6 Maxwell Traver (order #5060272) 339 BACKGROUND After being left for dead in the Badlands, you were picked up by a wandering tribe of Ferals. Whatever their reasoning, they didnt kill you outright but forced you into initiation instead. You survived the rst trial, and now the elders of the Feral tribe have accepted you as a Legionnaire. Your next task as an initiate is to survive the Badlands with other Legionnaires for three full days so you may receive your tribal markings. Te bloodlust of revenge against those whove wronged you is becoming your obsession. PERSONALITY Youre a survivor and a warrior at heart, which youre just starting to discover because of this trial. OBJECTIVES To get even with those who once left you for dead, and to prosper in this new life as a Feral warrior. TYPICAL QUOTE Glory to our tribe! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 8 Hit Points 60 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Shot Gun - Sngl. Barrel 15/30/45 1d+60/57/55 Broadsword Str+52/x2 4 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Composite Armor (Head & Torso, +1d to Vitality) Gasmask Saddle Bags 3 Water Skins (3 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 490 Bits FEATURES Maxwell Traver (order #5060272) 340 BACKGROUND You make things. Growing up in the Badlands on your own was tough enough. Tat was until somebody recognized your talents with crafting technology, so they took you under their wing and became your mentor. With their guidance and training, you began pouring yourself into your skills and tinkering with just about any technology you could get your hands on. Several of your modications to existing machinery or inventions have helped improve the quality of life for those around you. And now you strive for the thrill of bigger projects. Legal Technology is ne, but illegal Technology pays better. PERSONALITY You seem eccentric, awkward, or crazy. Youre proud of your accomplishments, you are a hard worker, and you are happy when you get paid for your work. OBJECTIVES To improve the functionality of your environment. It doesnt have to be broken; it can always run more eciently. When you get paid for your work you consider it an added bonus. TYPICAL QUOTE Hmm. Heres your problem! Tis circuit board isnt talking to the main program, which is causing your outdated emitter to freeze up Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Glasses (with light attachment) Kit of Misc. Tools (Some you invented) 2 Water Skins (2 days Supply) PERSONAL EFFECTS 750 Bits FEATURES 6 Revolver - Small Cal. 20/50/75 1d+18/15/12 Maxwell Traver (order #5060272) 341 BACKGROUND You were handed the Marshals badge by another Marshal (perhaps a family member) and took the Oath after being sworn in by the Capital City Council. By following through on your actions and completing your trial assignments, you got to hang onto your badge. Since then youve dug up a copy of the Marshals Handbook and youve made its code your own as you travel throughout the Known Territories. When you encounter a crisis, you often work with the local ocials in an attempt to restore order. PERSONALITY You carry the Marshals badge and you know the extent of its code like the back of your hand. You are a wanderer at heart. You are dedicated to your fellow Marshals and are dead serious about upholding the law. OBJECTIVES Criminals. Bandits. Ferals. You cant stand the thought of them in your territory, and its your job to clean them out when they spring up. TYPICAL QUOTE You best wipe that smirk o your face son, I am the law! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / Shot Gun - Sngl. Barrel 15/30/45 1d+60/57/55 4 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Customized Saddle Bags Handcus (4 pairs) Saddle Bags 4 Water Skins (4 days Supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) Marshal's Badge Marshal's Handbook 855 Bits FEATURES Revolver - Large Cal. 20/40/60 1d+39/36/33 Survival Knife Str+22/x2 5 Maxwell Traver (order #5060272) 342 BACKGROUND You were born into a family of famous mech operators a fourth generation operator. Piloting mechs and the complexity of their technology came natural to you. You built your rst mech when you were 12 years of age, and after spending your young adulthood around mechs, you are now on your rst assignment away from the comforts of home. Since leaving the safety net of your family, youve made some new friends and youve been involved in a couple minor skirmishes with your mech, but now you nd yourself just itching to prove yourself in that one big battle. PERSONALITY You have a bond with your mech. While you are condent, youre more comfortable with mechs then you are with people who arent your immediate family or friends. OBJECTIVES To prove yourself, live up to your familys name, and to be the best mech operator in the Known Territories. TYPICAL QUOTE Lock and load people! Lets not forget what these bastard bandits did to Fort Southridge! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Steamech (Pending GM's Approval) Large Steamech Tool Kit Welding Goggles 4 Water Skins (4 days Supply) PERSONAL EFFECTS 700 Bits FEATURES Revolver - Large Cal. 20/40/60 1d+39/36/33 5 Maxwell Traver (order #5060272) 343 BACKGROUND Your life is the deepest subversion, a life of lies interwoven with truths. You live among the civilized people of Capital City as one of their own. You move from place to place as if you belong with them. Te truth of your identity is almost as confusing as the lies you live beneath. You live under a false identity as a civilized person, but you come from the Feral tribes. You were born in the Badlands and know the family and savagery of it all. Your life is twisted into loyalty for your people, and forming new bonds with others. PERSONALITY You have several unique personalities and are able to blend into almost any situation. You are a complex enigma and extremely cool under pressure. OBJECTIVES To report all government activities to your superiors, and to be the agent who discovers the critical piece of information that will ultimately lead to this corrupt societys collapse. TYPICAL QUOTE You best wipe that smirk o your face son, I am the law! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device PERSONAL EFFECTS Several Outts (Gentile Class Disguises) 855 Bits FEATURES 6 Revolver - Small Cal. 20/50/75 1d+18/15/12 Typical Knife Str+ 12/x2 Maxwell Traver (order #5060272) 344 BACKGROUND You were born into the trade and during your young adulthood you spent most of your time moving from place to place learning the tradition. If an economy of the Badlands exists, you are its lifeblood, and it exists because of the eorts of you and other dedicated movers like you. As you traveled, you began to master the art of haggling over goods, and you learned the arts of storytelling and gathering information. You know never to follow the same route twice, and you even trade with the bandit and Feral populations of the Badlands in exchange for safe passage. PERSONALITY You have a tough time sitting still; being on the move is in your blood. It is your purpose to trade goods, and if youre stuck in one place for an extended time you tend to grow bored easily. OBJECTIVES To make a living while seeing as much of the world as you can the Badlands, Known Territories, and beyond.. TYPICAL QUOTE My friend, that is not the proper way to Yewanrey! Youll get yourself lost, or killed. I can get you there for the right price Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Customized Saddle Bag king Pack Welding Goggles PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 600 Bits FEATURES Revolver - Large Cal. 20/40/60 1d+39/36/33 5 Shot Gun - Sngl. Barrel 15/30/45 1d+60/57/55 4 Survival Knife Str+22/x2 Maxwell Traver (order #5060272) 345 BACKGROUND Depending on the circumstances, you were either elected, or, if your post is further away from Capital City, you fell into this job. You represent the voices of your people, and youve now had about a years worth of experience as an overseer. Youve grown to learn that no matter what the issue there are two dierent sides mad at you at all times: the citys Council members, and the citizens themselves. Odds are youre now looking for a way out of this thankless, dead-end job that lands you a lot of the blame, and hardly any of the credit. PERSONALITY Youre considered cynical or extremely blunt, because thats what you have to be. Your job demands a lot from you, and this has impacted your outlook on Humanity. People are always ghting about something! OBJECTIVES Your primary goal is upholding the law and to act as the Prefect, representing the people within your territory. Dispensing justice is up to the Council members, local Marshals, or the jaggers they hire. TYPICAL QUOTE Listen carefully. Youre either stupid, or you have a pair of steel balls to show your face here again after what you pulled Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Handcus (2 pairs) Goggles PERSONAL EFFECTS 400 Bits FEATURES 6 2 Terk Revolvers 20/30/50 1d+48/45/42 Maxwell Traver (order #5060272) 346 BACKGROUND Ever since you were young, you knew you were destined to leave the comfort zone of your home, explore the unknown territories, help discover new sources of water, and establish new townships. One day a prospector visited your familys home seeking shelter for the evening and her tales of adventure instantly captivated you. Soon after that encounter, you packed your things and left, seeking adventure and prosperity of your own. Te most famous prospectors tend to be born and raised on single-family ranches located deep within the Badlands. Tey know their land very well. PERSONALITY You are eccentric because its how you survive in your trade. Going o the map is very much a part of your nature so youre constantly pushing yourself to improve your abilities. OBJECTIVES To prosper and to help expand the Known Territories by surveying land that can support the next big settlement which will make a name for you as a prospector. TYPICAL QUOTE Finding new places to settle is essential to the survival of our species! We live on an unforgiving planet, never forget that. You make one mistake and you will die. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Emergency First Aid Kit Prospector Goggles Saddle Bag 7 Water Skins (1 week supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 500 Bits FEATURES "Te Tunker" (One attachment of your choice, at the GMs discretion) Shot Gun - Sngl. Barrel 15/30/45 1d+60/57/55 4 Pick Axe Str+40/x2 Maxwell Traver (order #5060272) 347 BACKGROUND You keep one foot in deaths door, the other barely in the real world. Your life is riveted with pain and suering within your mind as you struggle with the horrors you see yourself commit each day. As if you watch from outside your body, you see the ravaging of other people. Te one thing you have in common with this savage persona inside you is the taste for esh. You crave the very avor of it, letting the warm, blood-covered meat slide down your throat, lling you with an unmatched happiness. Your people fear and respect you. You are a Rockbiter. PERSONALITY A primal instinct of death, destruction, and violence lls your mind at all times. You constantly crave nourishment as this lust for hunger is rarely satised. You know everyone fears you. OBJECTIVES To spread destruction and misery before something takes you out for good. TYPICAL QUOTE Grrrraaaaaaaahhhhhhhhhhh!!!! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 7 Hit Points 48 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Composite Armor (Full Suit, +2d to Vitality) 2 Water Skins (2 days supply) PERSONAL EFFECTS 325 Bits FEATURES Broadsword Str+52/x2 Maxwell Traver (order #5060272) 348 BACKGROUND With a knack for games, you move to gambling like a water nymph to water. You drink of the thrill, the excitement, the loss, and the winning. You bathe in winningit makes you feel that youre unstoppable. Reality is far from the truth. You have lost a lot of games, and you owe people money all over the place. Your life is treacherous and lled with peril. In the wrong place, you might quickly discover your debts paid with your blood instead of Bits. Life is only a game, so you might as well play. PERSONALITY Youre constantly calculating the odds. Most of the time, you know when to fold but you often have a hard time backing down when faced with a challenge. OBJECTIVES To win it big. After all, isnt that the point of life? TYPICAL QUOTE Tats not how much I would have wagered with that hand. Okay, lets switch it up this round. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Game Kit (Contains several games of chance) Saddle Bag 3 Water Skins (3 days supply) PERSONAL EFFECTS Deck of Cards Horse (Mount of personal choice at GM's discretion) Several Sets of Tailored Clothing 990 Bits FEATURES "Te Tunker" (One attachment of your choice, at the GMs discretion) Revolver - Med. Cal. 20/35/50 1d+30/27/24 6 Pick Axe Str+40/x2 Maxwell Traver (order #5060272) 349 BACKGROUND Born into a life of luxury, you experienced an easier life than many others behind the safety of Capital Citys protective walls. From the beginning you were taught etiquette, nobility, and where you sat in societys social hierarchy of the extreme upper class. You attended classes at Chrysalis College and graduated at the top of your class. You know your familys history welland how you are a direct descendant of those bridge ocers who crash-landed on this planet over three centuries ago. Its now it is up to you and your family to help run Capital Citys daily agenda. PERSONALITY Youre proud of your heritage, and to others (especially outsiders) this can come o as arrogance. You desire to be the one in charge, giving the orders instead of taking them. You have many expectations from those that you travel with. Tis tends to make you dicult. OBJECTIVES To further your own ambitious agenda and to remind others who you are so they do not forget. TYPICAL QUOTE Bits are of no object to me, I want that mess that you created cleaned up. Do you understand me? Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Ground Vehicle (Your choice at the GM's discretion) Spyglass Small Safe for Valuables PERSONAL EFFECTS Large Wardrobe 2 Kilos (2,000 Bits) FEATURES Widowmaker Mk III 20/30/45 1d+70/67/55 1 Maxwell Traver (order #5060272) 350 BACKGROUND People rely on you to deliver what they need. Smuggling is not about breaking the law, it is about the courage you nd to move goods across blockades and trade embargos. You are the reason people can live anywhere in the Badlands. People look to smugglers for their survival. You are integral to the very fabric of bureaucracy and economics across the vast wastes. A part of you is chasing something, but sometimes you think you are running away. You are not really sure what it is you seek, but the life you chose is one of survival. Most of the time you do good, however sometimes you do not. PERSONALITY A rogue at heart, you know your place in the eyes of society. You use your charm to land the best jobs although sometimes this doesnt necessarily work in your favor. Its tough being perfect. OBJECTIVES To make a name for yourself and become a legendary gure. You receive great satisfaction when you get paid handsomely for your hard work. TYPICAL QUOTE Sure, I can get those friends of yours out of Hollis on time but its gonna cost you. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Customized Saddle Bag Hiking Pack 4 Water Skins (4 days supply) PERSONAL EFFECTS Horse (Mount of personal choice at GM's discretion) 600 Bits FEATURES Terk Revolver 20/30/50 1d+48/45/42 6 Terk Revolver 20/30/50 1d+48/45/42 6 Shot Gun - Dbl. Barrel 15/30/45 1d+82/79/76 (Dbl. Shot) 2 Hunting Knife Str+22/x2 Maxwell Traver (order #5060272) 351 BACKGROUND You grew up on the outskirts of the Known Territories, within a tight community of one of the smaller settlements, and life has been routine for you. You have always been encouraged to explore your abilities by your parents, who also are techanics, and by the time you were a teenager you could build, x, or enhance just about anything under the twin suns. Other techanics helped you nd steady work, and your skills are always in demand. Trough your latest jobs and experience, youve met some new friends and the urge to explore has taken a hold of you. PERSONALITY You grow bored of mundane tasks. Whether its repairing broken down equipment, searching for new sources of raw silicate materials, or constructing a brand new building you want a challenge. OBJECTIVES Adventure! You have an inner desire to face a real challenge, so that you can prove yourself. Your dream is to invent the next biggest thing and youre always working on something. TYPICAL QUOTE Prepare yourselves for amazement and shortly youll be asking yourself, how did I live without this?! Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 5 Hit Points 24 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Microcore Mk1 Welding Goggles PERSONAL EFFECTS Deck of Cards Pocket Watch (Hand Wound) 375 Bits FEATURES 6 Revolver - Small Cal. 20/50/75 1d+18/15/12 Maxwell Traver (order #5060272) BACKGROUND You never knew your biological parents the Tranquile handpicked you at birth but you believe your parents were good people. It does not matter anymore; your life only goes forward, not back. Te Tranquile teach an ancient way of life called Kaizen. Your childhood training prepared you for every contingency. As an adult, you work as an assassin, diplomat, jagger, mole, seducer, soldier, and spy. While your life is never dull, at times you question the motives of your orders. You wonder if you work for the Tranquile of Chrysalis or the Tranquile of Brimstone. Perhaps someday you will nd out the Truth. PERSONALITY You project an aura of compassion which is part of your act. You are well rehearsed in concealing your emotions, and once you gure someone out, you pull on their strings to get what you want. OBJECTIVES YWhile you can work with most people, youre really out to further your own ambitions and to complete your assignments. Your primary desire is to directly inuence the next big historical event. TYPICAL QUOTE We are here to do our part, and to keep the agenda moving forward. Here are your orders from the council. You are instructed to tell absolutely no one about this. Dexterity ......................... Initiative .......................... Athletics ...................... Brawl ........................... Dodge ......................... Heavy Weapons .......... Melee .......................... Pick Pocket ................. Ranged ........................ Riding ......................... Sneak .......................... Trow ......................... 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 ......... ______________ .......... ______________ .......... ______________ .......... ATTRIBUTES & SKILLS Name _____________________________ Player _____________________________ Race ______________________________ Chronicle __________________________ Gender ____________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move 6 Hit Points 36 Weapon Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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): Quick Template Creation: 7d Skills, 7 Cinema Points 2012 2013, Wicked North Games, LLC. Permission is given to reproduce this character template for personal use only. GADGETS Communication Device Customized Saddle Bag Hiking Pack 4 Water Skins (4 days supply) PERSONAL EFFECTS Several Custom Outts (Tailored for functionality) 1 Kilo (1,000 Bits) FEATURES Cmbt. Knives (Concealed) Str+22/x2 Zip Gun Pistol 5/10/25 1d+27/24/21 1 352 Maxwell Traver (order #5060272) 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. Name _____________________________ Player _____________________________ Trade _____________________________ Race _____________________________ Chronicle __________________________ Gender ___________________________ Age _____ Height _____ Weight _____ Description ________________________ __________________________________ __________________________________ Dominant Hand ____________________ Cinema Points ______________________ Move _____________________________ Hit Points _________________________ CHARACTER FEATURES PERSONAL EFFECTS GADGETS 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 Range (S/M/L) Damage (S/M/L) Fire Control (S/M/L) Ammo / / / / / / / / 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 ................... Intellect ...................... Academics .................. Business ...................... Culture ....................... Law ............................. Medicine ..................... Politics......................... Search ......................... Streetwise.................... Survival ....................... Tactics ........................ Aptitude ..................... Communication ......... Demolitions ................ Engineering ................ First Aid ...................... Navigation .................. Operate ...................... Piloting ....................... Security ....................... Vehicle Weapons ........ ______________............. ______________............. ______________............. ATTRIBUTES & SKILLS Maxwell Traver (order #5060272) Cost ______________________________ Scale _____________________________ Cargo Capacity _____________________ Hit Points _________________________ Length ____________________________ Weight ____________________________ Crew _____________________________ Passengers _________________________ Move _____________________________ Acceleration _______________________ Deceleration _______________________ Description ______________________________________________________________ Name ___________________________________________________________________ Type ___________________________________________________________________ VEHICLE Structure: Mobility: Armor: WEAPONS 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. Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Maxwell Traver (order #5060272) Cost ______________________________ Scale _____________________________ Cargo Capacity _____________________ Hit Points _________________________ Length ____________________________ Weight ____________________________ Crew _____________________________ Passengers _________________________ Move _____________________________ Acceleration _______________________ Deceleration _______________________ Description ______________________________________________________________ Name ___________________________________________________________________ Type ___________________________________________________________________ MECH AUGMENTS Structure: Mobility: Targeting: Armor: 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. SHOULDER SOCKETS ARM SOCKETS LEG SOCKETS FREE SLOTS SHOULDER SOCKETS LEG SOCKETS ARM SOCKETS WEAPONS Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Cost ______________________________ Scale _____________________________ Cargo Capacity _____________________ Hit Points _________________________ Length ____________________________ Weight ____________________________ Crew _____________________________ Passengers _________________________ Move _____________________________ Acceleration _______________________ Deceleration _______________________ Description ______________________________________________________________ Name ___________________________________________________________________ Type ___________________________________________________________________ VEHICLE Structure: Mobility: Armor: WEAPONS 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. Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Name ____________________________ Type ____________________________ Scale ____________________________ Fire Arc _________ Rate of Fire ______ FIRE CONTROL Short Medium Long
RANGE Short Medium Long _________________________________ DAMAGE Short Medium Long _______________________________ Maxwell Traver (order #5060272) Maxwell Traver (order #5060272)