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Westward Basic

free sample rpg

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100% found this document useful (2 votes)
1K views

Westward Basic

free sample rpg

Uploaded by

maxwellchris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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
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TRANQUILE-LEVEL BACKERS
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OVERSEER-LEVEL BACKERS
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MARSHAL-LEVEL BACKERS
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Squirrely Chris, Brandx2001, Jacques DuRand, James W. Keller.
CARAVAN-LEVEL BACKERS
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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
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PROSPECTOR-LEVEL BACKERS
Christopher MZ Sauro, Angelo De Stephano, Steven Osswald, Marion F. Carpenter Jr., Kyle Payne, Todd Bergez, fm
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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.
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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,
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BANDIT-LEVEL BACKERS
Jonatan "Igor" Snderhousen, Dirty Johnny, Trentin C Bergeron, Atomixwah, Christopher Mennell (Te Secret
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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
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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
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thematic elements, dialogue, incidents, language, artwork,
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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
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License itself. No other terms or conditions may be applied
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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
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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.
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10. Copy of this License: You must include
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Open Game Content You Distribute.
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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
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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
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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
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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
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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
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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
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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
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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
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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).
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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.
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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.
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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
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TAG SKILLS
Any skill can become a Tag Skill. A Player designates
Tag Skills by marking the square in front of any
Skill. Tag Skills cost less to increase than other
Skills. Tag Skills may be granted by certain Player
Character Packages during Character creation, or
they may be purchased when improving a Character.
SKILL SPECIALIZATIONS
Any Skill can become a Specialization. A Player writes
in a Specialization at the bottom of the Skill list. Skill
Specializations cost less to increase than the parent
Skill as they only pertain to the Specialization when
improved or used. For instance, a Specialization on
Melee: Swords does not work with swinging Chairs,
only the base Melee Skill is available for swinging
chairs if a Specialization does not exist for it.
Combat 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.
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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.
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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
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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
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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
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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?
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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.
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How it works
Paige takes a second to think about her Characters actions. Okay, Kren will use the crowd to her
advantage. She is going to use her Sneak skill in order to close the distance between her and this group
of mysterious Bandits. Kren will also want to avoid detection from that nasty Steamech Pilot.
Kyle: A solid plan, Paige. Please make your Sneak Check. I ll be making
Search Checks for the maniacal Steamech Pilot and the Bandits.
Paige: If its okay, Im also unsheathing my knife as I approach the Bandits.
Kyle: 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.
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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.
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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
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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
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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.
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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.
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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!
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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
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CHAPTER 2: CHARACTERS
CHARACTERS
CHAPTER 2
MESSAGE INTERCEPT
TO: Source, Unknown Conspirators **
SUBJECT: @@_Liberation of
Capital City ** $IR$11
BODY, TEXT: To My Dearest Friends,
Our time to act draws to a close with each
passing moment. I fear we cannot wait any
longer, especially as the tyranny of Manciple
Primus grows. Te abuses of power and atrocities
we witnessed for the past decade only continue
to get worse each day. Now were on the run.
Westward is our home, our lineage, and our legacy!
I could not be more proud. We learned to work
together as an eective unit to settle our personal
dierences, and set em aside as we strive for the
greater good of Humanity. Now I ask each of you:
will you join me? I need you now more than ever.
Primuss forces continue to amass near the
Gates at the end of the Forbidden Road. Weve
been to hell and back, and our scout just went
missing, her last transmission to us suggested
Manciple Primus himself has arrived.
We will hold here until you arrive. We are hidden
near the pass to the east of where we all rst met with
the Feral Chieftain, that day. Do your best to stay
hidden as we already dodged a few of Primuss patrols.
Cera and Itara, I know this is where you excel, but
Mich, dear Mich, please do your best to suppress that
trigger nger of yours. Use my personal wagon. Keep
your Steamech hidden. Disguise yourselves as movers,
and Ill contact you over my encrypted channel.
Good luck everyone. See you soon. Jill
*****<<END ENCRYPTION*$>
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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.
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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.
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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.
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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.
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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.
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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
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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).
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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
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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
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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.
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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
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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
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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
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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
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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
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GRAPPLE
Being able to bring your opponent into a submissive
hold can always help prevent an undesired
action. Unlike brawling, the art of Grappling
may come in handy when the situation calls for
defeating an opponent without harming him.
STAMINA
Your endurance is essential. A high Stamina
Skill allows you to act longer and resist
certain poisons or diseases, including an
increased tolerance to ale and wine.
Sample Action 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
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LANGUAGES
Knowing more than one language can be useful
- especially on a large world like Westward.
Language barriers often hinder encounters
between people, but the well traveled often know
how to recognize mannerisms and dialects. 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
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MEDICINE
From applying medicinal herbs to performing
surgery, the knowledge of Medicine and
the Skill to use it properly can spell the
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
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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
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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
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Maxwell Traver (order #5060272)
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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.
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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.
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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
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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.
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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
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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
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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
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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
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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.
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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)
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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).
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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)
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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.
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FS
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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
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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
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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,
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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.
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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.
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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.
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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.
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EVANGELISTS
A special academy in the center of Capital City provides training to students
who wish to become Evangelists. Evangelists provide diplomatic support to the
prefects and forts, more importantly they help to provide the presence of Capital
City political support wherever needed. Evangelists can commit limited 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.
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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.
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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.
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OVERSEER
Overseers hold the position of running entire prefects. Most of Overseers acquire
the position through an election otherwise, assignment by the Council occurs,
where voting fails, though rare. Overseers hold an interesting position within a
prefect as they can 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.
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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.
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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.
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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.
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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.
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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.
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MOLE
Moles work as practical scouts for Feral tribes, but also in the traditional Earth
sense of the term used when referring to spies. A Feral Mole will embed into a
fort, prefect, or settlement, posing as a normal citizen. Moles feed information
back to their tribe, as well as ferry out supplies and make observations about
security. Moles also work in the badlands, often holing up underground in small
hides to keep watch nearby roads or positioned towards other tribes. Moles
work in teams to hunt for food and specialize in stealthily killing animals.
ROCKBITER
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.
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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
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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).

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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
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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.
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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
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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
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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
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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).
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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)
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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.
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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
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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.
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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
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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.
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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
Peck, Brawl 1d,
Damage: Strength +2
Claw Rake, Brawl 1d,
Damage: Strength +3


Hit Points: 24/24
Initiative: 2d
Move: 10
Vitality: 2d
Cinema Points: 1
Experience Value: 1
Dexterity: 2d
Strength: 6d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Rear Kick, Brawl 1d,
Damage: Strength+12
Trample, Brawl 1d,
Damage: Strength+16
Hit Points: 15/15
Initiative: 4d
Move: 7
Vitality: 2d
Cinema Points: 7
Experience Value: 1
Dexterity: 4d
Strength: 2d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Bite, Brawl 3d,
Damage: Strength +9
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Hit Points: 24/24
Initiative: 2d
Move: 10
Vitality: 2d
Cinema Points: 1
Experience Value: 1
Dexterity: 2d
Strength: 2d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Bite, Brawl 1d,
Damage: Strength +8
Ram, Brawl 2d,
Damage: Strength +12
Rear Kick, Brawl 1d,
Damage: Strength +14
Hit Points: 12/12
Initiative: 5d
Move: 2, Fly: 30
Vitality: 1d
Cinema Points: 5
Experience Value: 1

Dexterity: 5d
Strength: 1d
Persona: 1d (Animal)
Intellect: 2d (Animal),
Search: Investigate
(Vision Only) 6d
Aptitude: 0d (Animal)
ATTACKS
Peck, Brawl 3d,
Damage: Strength +5
Claw Rake, Brawl 3d,
Damage: Strength +8



Hit Points: 24/24
Initiative: 2d
Move: 8
Vitality: 2d
Cinema Points: 2
Experience Value: 1
Dexterity: 2d
Strength: 2d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)
ATTACKS
Bite, Brawl 1d,
Damage: Strength +8
Rear Kick, Brawl 1d,
Damage: Strength +16
Hit Points: 6/6
Initiative: 2d
Move: 4, Fly: 15
Vitality: 1d
Cinema Points: 1
Experience Value: 1
Dexterity: 2d
Strength: 1d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Peck, Brawl 1d,
Damage: Strength +3




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Hit Points: 12/12
Initiative: 2d
Move: 7
Vitality: 2d
Cinema Points: 2
Experience Value: 1
Dexterity: 2d
Strength: 2d
Persona: 1d (Animal)
Intellect: 2d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Bite, Brawl 1d,
Damage: Strength +9


Hit Points: 6/6
Initiative: 4d
Move: 2
Vitality: 1d
Cinema Points: 1
Experience Value: 1
Dexterity: 4d
Strength: 1d
Persona: 1d (Animal)
Intellect: 2d (Animal)
Aptitude: 0d (Animal)


ATTACKS
Bite, Brawl 1d,
Damage: Strength +2
Hit Points: 24/24
Initiative: 3d
Move: 16
Vitality: 4d
Cinema Points: 5
Experience Value: 1
Dexterity: 3d
Strength: 4d
Persona: 1d (Animal)
Intellect: 1d (Animal)
Aptitude: 0d (Animal)

ATTACKS
Bite, Brawl 1d,
Damage: Strength +8
Rear Kick, Brawl 2d,
Damage: Strength +18
Trample, Brawl 1d,
Damage: Strength +20
Hit Points: 12/12
Initiative: 3d
Move: 4
Vitality: 2d
Cinema Points: 7
Experience Value: 1
Dexterity: 3d
Strength: 2d
Persona: 2d (Animal)
Intellect: 2d (Animal)
Aptitude: 1d (Animal)

ATTACKS
Bite, Brawl 1d, Damage:
Strength +10
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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
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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
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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
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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.
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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."
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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.
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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
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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
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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)
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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)
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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
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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
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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)
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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
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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
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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)
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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.
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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.
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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.
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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.
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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).
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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
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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.
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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
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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).
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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
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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
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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
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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
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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)
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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
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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
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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
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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.
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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.
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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CRITICAL FAILURE
After a downtime of one week or more, or after any kind of rough handling, the Little Doc will require
maintenance before activating (Engineering, DR Moderate). 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
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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
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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
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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
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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
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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
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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
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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.
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Racing Turtles in their J10 and J11 versions are quite common in hot combat zones, moving easily into and out
of front line 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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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
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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.
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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.
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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
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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
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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.
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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.
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COACHING, GUIDING,
AND STORYTELLING
Players often see their Game Masters as experts of
another world. It is highly recommended that anyone
GMing Westward read through the entire core book
to get a good idea of the world, the relationships
between the various groups on Westward, and how
all of them interact. While the people on Westward
are all Humans, there are a lot of variations in
beliefs, culture, language, and prejudice. Westward
is best presented in a fashion that 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!
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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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!
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READ ALOUD: Youve been traveling for weeks. Before leaving Yewanrey, you took the time to rest
up for the evening and stock up on supplies and information at the famous general store, Graysons
Torch & Tavern. Alexander Grayson himself was quite generous, although he didnt have everything
you requested in stock. It was apparent that he too was concerned about rumors of a recent bandit
attack on Fort Southridge. But since no one had been able to 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
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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.
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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
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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.
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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.
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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.
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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.
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JERRICK
Type: Captured Bandit
Species: Human (male)
Description: Jerrick stands just shy of 6 tall
and he has an average build since life in the
Bad Lands is harsh. He appears to be in his
mid-20s and is dressed in rugged clothing
designed for functionality. He has brown
eyes and thick brown hair. Since its been
several days since hes last shaved, he has
the beginning stages of a 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.
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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
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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!
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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.
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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.
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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.
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FURTHER CHRONICLES:
CONTINUING THE ADVENTURE!
Congratulations! While the Characters adventure
at Fort Southridge might be over for now, that
doesnt mean that their experience wont come back
to haunt them in the near future. Give the PCs a
chance to catch their breath and then thrust them
back into the next segment of your Chronicle.
Dr. Tagerrt I. Smyth is ever grateful that his
friend Itara has survived the surgical procedure
that has given her a second chance. 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!
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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
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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)

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