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Degenesis Atlas English

This unofficial guide provides an overview of new mechanics introduced for the Degenesis roleplaying game. It describes scales for interpreting and roleplaying the six character Backgrounds - Allies, Authority, Networks, Renown, Resources, and Secrets. For each Background, it provides between 1-6 descriptive categories to help understand what a character's level in that Background represents in terms of their situation and abilities within the game world. The guide aims to help players better integrate their characters into the setting of Degenesis based on their Background scores.

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WoulfRand
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0% found this document useful (0 votes)
942 views64 pages

Degenesis Atlas English

This unofficial guide provides an overview of new mechanics introduced for the Degenesis roleplaying game. It describes scales for interpreting and roleplaying the six character Backgrounds - Allies, Authority, Networks, Renown, Resources, and Secrets. For each Background, it provides between 1-6 descriptive categories to help understand what a character's level in that Background represents in terms of their situation and abilities within the game world. The guide aims to help players better integrate their characters into the setting of Degenesis based on their Background scores.

Uploaded by

WoulfRand
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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AT L A S

AN UN O FFICIAL G U I D E T O T H E D EG EN ES I S W OR L D
CREDITS I WASTED TIME BUILDING CASTLES IN
DEVEL O P P EM ENT C ONC E P T D E G E N E S I S A U T HO R S THE AIR, IF THERE’S PEACE TO BE FOUND,
Christian Günter & Marko Djurdjevic Christian Günter & Marko Djurdjevic I WON’T FIND IT
THERE.
PROD U C T I O N LOGOS & PICTOGRAM MY FEAR STILL SEES
Erwan Roudaut
Thomas Choyer aka "Forgosth"
Dennis Nußbaum
Marko Djurdjevic
WHEN MY E YE S
A R E C L O S E D
BUT THE BLAME’S ON ME
AUTH ORS-C O NT RI B U T O R S T R A N S L AT I O N T H I S I S T H E PAT H I C H O S E.
Erwan Roudaut Erwan Roudaut [ARCHITECTS]
Thomas Choyer aka "Forgosth" Thomas Choyer
Antoine "Kirdinn" Nobilet Spooky Boogy
Huron
Azraël PROOFREADING
Manhattan Erwan Roudaut
Martinus Simplex Thomas Choyer S PE CIA L T H A NK S TO
Haakon Danzig Spooky Boogy Marko Djurdjevic, Adrian Fekete, Seb Downie, Neville Lamarche, Forgosth, Gideon, Spooky Boogy, qptain nemo, Simon
Théotime Bourjeois Moskala, MrMstislav, KWilley, Yoann Cardot, Théotime Bourjeois, Antoine Kirdinn Nobilet, Fabien de Vienne, Haakon
Thomas Fouilland L AY O U T, T Y P O & D E S I G N Danzig, Marc Boualam, Sebastiano Olivo, Alexandra Tchakenko, Ali Bin Ame, Stefano Panza, Théotime Galmiche, Nicolas
Illara Soto Dennis Nußbaum Desbienbras, Thomas Fouilland, Christian Therond, Guillaume Manier, Yoann Angiolini, all those who participated and
Gideon Adrian Fekete will participate in the future.
Spooky Boogy Erwan Roudaut
KWilley
COVER DESIGN
Sebastiano Olivo

WHOSE CONTENT
D E G E N E S I S AT L A S
WH AT I S T H E AT L A S ? CHAPTER 01 NEW MECHANICS 04 - 09

The Atlas is a fanmade project initiated by Erwan Roudaut. their campaign or if their GM authorize their use.
The idea behind it is to gather as much fanmade content Each Atlas version will cancel and replace the previous CHAPTER 02 THE ALCOVE 10 - 31
from the Degenesis: Rebirth game as possible, and put version, whose date will be indicated at the start of the
them in a single book, whose production value, layout and book.
organisation are as close of the original content as possible. You can join the Degenesis community at this URL:
The project is approved by the dev and is based on https://www.facebook.com/groups/degenesis.fans/ CHAPTER 03 T H E C H A R A C T E R V A U LT 32 - 91
resources graciously given by SIXMOREVODKA, the studio You can join the Degenesis Discord at this URL:
behind the game. https://tinyurl.com/degenesis-discord
In this book are fanmade elements that are not canon You can purchase the game books and other crations at
with the universe and its last productions. We therefore this URL: https://shop.sixmorevodka.com/en/
advise the readers to check if those elements are usable in
CHAPTER 04 THE EXTENDED WORLD 92 - 109

CHAPTER 05 T H E C L A N I C W R AT H 110 - 125


Version published on 10th March 2019.

ATLAS 3
C H A P T E R

NEW
MECHANICS
ABOUT THE BACKGROUNDS
The six Backgrounds (Allies, Autority, Networks, Renown, Resources, Secrets) are used to put the character in the world
of Degenesis. Those values indicate in which sweep they are integrated and respected inside their Cult, or known outside
of it. But it sometimes is difficult to interpret them. Our goal here is to suggest a roleplay scale that will help you to better RESOURCES
understand those Backgrounds. Marko Djurdjevic himself enlightened us on this topic, and here is what he told us. 5. STREAMER: You were allowed to see the fractal spider-
1. JUST ENOUGH: A shelter, watery soup at night and web of clustered information recovered from the Stream.
enough cash to afford a last bullet. Others seem to always You see the world for what it truly is and where it came
have more. from. You tremble at Project Tannhauser and what the
2. DECENT: Enough money for a monthly quickie at the Needles want to achieve. You need to warn those who are
local Apocalyptic joint, a bit of cheap Burn every now and willing to understand.
then. You can afford some Ammo and your Cult helps out. 6. MODUS: You got access to the Archives of Cathedral
Still, others seem to always have more. City. Time is ticking. Shit is gonna blow up.
ALLIES 3. HIGHLIFE: You have more than others. Food, housing,
maybe enough money to hire a few goons to keep an eye It is important to note that Secrets are very much linked
1. COMRADE: One guy has your back. They lendsyou 6. CULT LEADER: Visionary who plots years ahead and ral- on your homestead. People in your village don't like you to Cults. For example, a Spitalian with Secrets 1 is going to
ammo and hides your Burn stash. You owe them one next lies their Cult behind a single word. The Cult's worldwide cause they think you act cocky. You have access to decent know about the Primer but not necessarily about Triglaw.
time. resources and manpower are at their disposal and they equipment from your Cult, but there is always something In the same way, a Hellvetic with Secrets 1 will be briefed on
2. PRODIGY: Someone higher up likes you and keeps you have more enemies in other Cults than anyone can count. missing. And the Trader that just passed through seems to the Marauders' transgression but ignore everything about
out of trouble. The Hippocrat who was supposed to ques- Within their own Cult, there are secret powers at work plot- have more than you. Not fair. the Primer, until a Spitalian tells him about it.
tion you, gets an order to leave you alone. ting their demise (Examples: Hamza, Kranzler, Amos, etc.). 4. HOARDER: You're overseeing the flow of cash in your
3. FRIENDS IN THE RIGHT PLACES: Some people in your region, people pay taxes to you, from which you hire more
Cult think you have what it takes. They want to see you people to protect the stuff you own. You hate the look ev- S E C R E T S - PA L E R S
succeed and nurture you beyond your Rank and Abilities. RENOWN eryone gives you about your hard earned money. There is
They will ask for a return of favour once you fought your barely anything that your Cult can't provide you with and 1. Knows about the sleeping gods him and their people are
way to the top. 1. KNOWN IN THE STREETS: The immediate surround- you can direct the Cults resources into the right hands. You born to protect. Knows that there are bunkers out there,
4. LOYALISTS: Other Cultists think highly of you, or that ings of their domain.. feel like you have enough, but you could have more. where they sleep until the right moment, to rise and deliver
you are worth protecting. They consider you a friend, or an 2. KNOWN LOCALLY: Their village, town. 5. BROKER: You watch the ebb and flow of money from their people. Knows about the Marauders. Has been condi-
idol. Some of them would risk their Rank and Authority to 3. KNOWN REGIONALLY: City, the Protectorate, the afar. Numbers lose their meaning, you are only interested tioned to their names: Argyre, Aspera, Triglaw, Gusev and
shift blame away from you. Southern Coast of Franka. in what the cash will do for you. You finance expeditions, others.
5. VETERANS: Others have been to hell and back with 4. KNOWN CULTURALLY: They are known as a major skirmishes, run vast trade networks and pay for an army of 2. Knows about the location of bunkers and buried RG tech.
you. They'd put their hand in the fire for you as they share player in their Culture (ExAmples: Neva, Iron Emissary, Lu- bodyguards. Everyone thinks you are too rich. You on the Knows how to activate a RG picture wall and deduce infor-
common beliefs. You can count on them taking punishment cio Bastardo, Carmino Ferro). other hand think there is never enough. mation from it. Knows that the Chroniclers are somehow in
for your failures. You'll deal with the consequences later. 5. KNOWN CROSSCULTURALLY: They are known outside 6. OLIGARCH: You command money. It does for you what cahoots with the Marauders.
6. FAMILY: Others bleed and die for you. They share a deep of their Culture (Exemples: Bosch, Kranzler, Baptist Amos). you want it to do. With the snap of your fingers you can 3. Knows about the use of memetic keywords by their
bond with you and would give their lives to protect you 6. KNOWN WORLDWIDE: Their name is a living legend. devalue a currency or inflate prices in your region. You own Demagogue, knows that suggestions can yield information
from danger. Your life means more to them, than their own. (Example: Argyre). the trade and everything your Cult can muster is at your or control the mind of others. Actively works to uncover
disposal. Your mere existence is attracting the hatred of any sleeping gods and wakes them. Knows the memes used by
Cult competing with you. Assassination however, is not an the Marauders to command their henchmen and disposes
AUTHORITY NETWORK option, as it would catapult the entire regional market into of them. Doesn't trust the Chroniclers one bit.
a financial disaster. 4. Knows the Sleeper Prophets Helios, Uriz, Trice, Enceph
1. DRILL INSTRUCTOR: Gets to yell at the new recruits and 1. LOCAL INFORMER: Gets their news from the barkeeper and Karakhan. Knows what the Free Spirit Agenda is about.
feels good about it. at the local joint. Localized Exalt on their maps and tries to crack the code
2. BIG FISH IN A SMALL POND: Commands and directs 2. NETWORKER: Gets their news from the Chronicler SECRETS to enter.
members of their Cult locally, in a village, town or outpost. Alcove in the next village and from Apocalyptics travelling 5. Knows about the existence of the Triscyclion, Jehammeds
Everybody thinks they are important, cause there is nobody their region. 1. CONSPIRACY THEORIST: You think you know every- Will, the Carbon, and what's under Baikonur. Knows Get-
else around. 3. EAVESDROPPER: Listens in to news from across the re- thing. The movers and shakers. The stuff that is really going rellian Memetics and how to use them. The Fragments are
3. HARBINGER: Represents their Cult in a region or city, gion, Scrappers and Jehammedans trust them equally. on behind closed doors. Who's in charge of the real thing. out to kill them.
Cult members wait for their command and advice. (Exem- 4. MESSENGER: Knows important information within You never fail to tell everyone about your findings, even 6. The Marauders consider them to be one of Getrell's
ple: Lucio Bastardo). their Culture within days, has several important sources those who are not interested. henchmen and do everything in their might to stop him
4. ARCHITECT: Navigates the progress of their Cult within sharing information regularly from different Cults. 2. ENLIGHTENED: You just realised you know nothing. Start from furthering the goals of Project Tannhauser.
their Culture, doesn't allow for objections and pushes for 5. SPIDER: Casts a vast net across several Cultures, receives over with the puzzle: Neva had a Psychonaut child? What?
the main objective. Followers despise their arrogance. a constant feed of information and news from several dif- 3. CONNECTING THE DOTS: Something rained down
5. POWERMONGER: Moves the objective of their Cult ferent parties, relays important messages to other Cults from the sky and did all of their. Psychonauts are actually
beyond the borders of their Culture. Wields massive themselves. Considered a valuable source or a target that called Homo Degenesis and they are born from doing too
authority in political, religious or economical questions. simply knows too much. much Burn. You are onto something.
Capable of severing bonds and relationships with other 6. MOTHER OF RAVENS: Nothing escapes your ears. 4. INDIANA JONES: Eshaton. The Bygones. Palaces made
Cults. At the same time they are a high value target for Knows the outcome of conflicts before they arise and from crystals and glass. The world wasn't always a place of
enemies of their Cult. knows the parties involved even if they are obfuscated. shit. Your imagination is running wild. You want to know more.

ATLAS 7
KILLE R WH ALE IMMUNO E F F ICIE NT
The Nautrageur is at ease in the water, even at a low tem- The character is descended from a line of epidemic survi-
perature. He gains +1D per Potential level when fighting in vors; their body resists foreign bodies very well. They ignore

POTENTIALS the water.

R AIN O F AR R O WS
the risk of contracting new diseases and infection. When re-
sisting any external substances (poison, cold, illness, spores)
they gain +1D per Potential level to their BOD+Toughness
PREREQUISITE: Born Marksman potential level 2, doesn’t roll.
work with firearms
The hunter has become a fighter. Where the common ar- P US H IT H AR DE R !
cher fires one arrow, he fires several. The hunter fires many PREREQUISTE: BOD+Toughness 6, Primal
arrows, the damage of the salvo increasing by +1 per arrow Muscles ache, the heart burns, tendons strain and flesh
fired, to a limit of the Potential level. tears. The character pushes their body far beyond what it
should be able to take to move that little bit faster and hit
PACI FI ST U N F O RT U N AT E C O M PA N I ON E MBR ACE O F TH E BLACK even harder.
The character will never try to hit back. They are no threat. PREREQUISITE: CHA+Arts 5 LADY At the beginning of each combat round, the character
Trying to hurt them will make the attacker feel guilty. If a When there is nothing solid to hold onto, people will grab PREREQUISITE: Clan Darmes may choose to spend up to the Potential Level in Flesh
Faith/Willpower (3) roll is failed by the attacker, the attack hold of whatever they can. The scrapper can make them- The Darmes are cold, their skin is freezing, and their mus- Wounds, each of which adds +1D to the first Action Roll of
makes them lose as many Ego points as the Potential level. selves accepted in any community because they entertain cles are as hard as stone. When they fight in melee, they the round, along with +1 damage to the first melee attack
and helps those around them. embrace their enemies until their bones crack. They gain of the round. The bonus can be combined with the bonus
ANCE ST RA L RA GE The character gets +1D in CHA+Arts and CHA+Conduct +1D in Brawl per Potential level. gained from spending Ego, but the maximum number of
The ancestors’ spirits are with those who make a barrier per potential level when used to create links in a poor com- points of either Ego or Flesh Wounds spent cannot exceed
of themselves between the tribe and its enemies. Warriors munity. CY BE R MAN the maximum Ego the character is able to spend in a turn.
have nothing to fear: they either repel their opponent or The character has been severely injured and healed by a
join their family. C O M P E N S AT I O N group of Palers, Chroniclers or Spitalians using experimen- DE ADE Y E
If the character defends their village or something sa- PREREQUISITE: Marvel tal artifacts (Tech V). The character had one of their body PREREQUISTE: AGI+Projectiles 8
cred for their tribe, they gain +1D in Force and Faith per They know their weapon and thanks to an instinctive anal- parts replaced by a bio-engineered artefact. The artefact is The character lets out a long breath, their hands are steady.
Potential level. ysis of shooting conditions, they can compensate their aim visible and can provoke curiosity, or envy: an under skin The world slows to a standstill as their target enters the
and rise the range of the marvel. The rang rises by 10m per light, a robotic arm, a circuit board on the temple, a black sights of the rifle. A breath of wind drifts across the hun-
S HAM A NI C T RA NC E level of Potential. eye, etc. This augmentation gives a bonus equal to the Po- dreds of metres between the character and their target, the
PREREQUISITE: Shaman tential level to a chosen attribute. muzzle shifts one centimetre to accommodate. The trigger
The Shaman rolls PSY+Faith. Characters can resist with a BORN MARKSMAN is pulled. The target drops to the ground. Headshot.
Mental defense roll. Difficulty is defined by the Shaman’s PREREQUISITE: Doesn’t work with firearms ALP H A WO LF When using a scoped weapon, if the character takes 10
Successes + Potential level. In case of failure, the Shaman is Trained since they were a child the hunter is able to aim PREREQUISITE: Authority 4 seconds/1 combat round to aim without being disturbed
considered as sacred and will be believed. with his bow or crossbow in the most difficult conditions, The character isn't used to being contested. When it is nec- they reduce the penalty of firing at long range by 2D per
in movement, with a reduced visibility or even when hurt. essary they are ready to use pressure to obtain what they Potential Level.
WOLL FI SH They gain +1D per Potential level to hit their target. want.
PREREQUISTE: Owning a ship ; AGI+Navigation 7D If the character succeeds in a PSY+Domination against P R IME MO V E R
A character is used to navigating with their own ship. They FEAR a target's mental defense, their next action against this tar- PREREQUISTE: INT+Science 8, Spitalian, Epigeneticist
know how it reacts, when to accelerate or when to brake. The warrior can take an action to frighten his opponents by get will be made with a bonus equal to the level of potential . The character has dedicated a significant amount of time
Each Potential level permits to reduce by 1 round the nec- making a PSY+Domination roll. Each enemy failing a men- to the study of the Primer in all its forms, until even their
essary time to accelerate or brake from 1 level of speed. It is tal defence roll against them will take a -2D on each roll for ART R E S E AR CH E R own thoughts have begun to twist and turn like the strange
impossible to pass below 1 round per level of speed. (Potential level) rounds. The Resistance is trying to rebuild their country, which re- fractal patterns they see under their microscope.
quires them to search their cultural past. The character is The character gains +1S per Potential Level when an-
WALL S H AVE EA RS RAGING BEAST used to searching for new treasures. alysing Primer related flora and fauna, along with +1D per
PREREQUISITE: INS+Perception 6 ; PSY+Cunning 6. PREREQUISTE: Primal For each Potential Level, the character adds 1 point to his Potential Level to attacking creatures spawned from it,
The character is used to listening to discussions while pre- Challenges revive the character’s primal instincts. They be- Network when they are looking for pieces of art. however they have a -1D penalty per Potential Level to IN-
tending to do something else. Very useful when trafficking come more excited when they are being resisted. S+Empathy and CHA+Conduct.
information. Each round of combat following the first, the character P LAS MA
Each Potential level gives 1D to listen to a conversation gains 1 in Force and Mobility, until it reaches the maximum PREREQUISITE: Plasma cutter, INT+Sciences 10 BR E AT H O F T H E O C EAN
while pretending to do somethng else. equal to the Potential level. The character is a technological genius. They have recre- Years of life aboard a ship have allowed the character to
ated a plasma cutter, but the size of a blade, coming out of be able to deal with whatever the ocean has to throw at
I S AAKI ’S FA I T H HE N C HM E N their right arm. They can establish themselves as a Clan’s them, from gentle swells to giant waves crashing down on
PREREQUISITE: Isaaki or higher ranks The character is deeply linked with the criminal environ- champion thanks to it. the decks. They have an innate knowledge of how to com-
The Isaaki’s sense of sacrifice honours him. When a fight ment: war leaders, clanners, apocalyptics, trafficking scrap- Armor explodes under the heat of the blade; before pensate for the sea’s movements even in the most extreme
starts, the Isaaki prays Jehammed to accompany him, and pers… Wherever they are, the character knows someone applying damage the target loses as many armor points as circumstances
guide his blade in his enemies’ hearts. that knows someone that owes him a favor. Once per sce- the Potential level. Lost armor points remain so until it is The character gains +1D per Potential Level to all move-
At the start of each turn, the Isaaki can roll PSY+Faith (Diffi- nario, the character can summon a number of henchmen repaired. ment and combat related abilities while at sea, however
culty 6) to gain one free Ego point for his initiative. The roll equal to the Potential level. they take a -1D penalty to BOD+Stamina for the duration,
difficulty is diminished for each Potential level. resisting the swells of the ocean is hard work.

ATLAS 9
C H A P T E R

THE ALCOVE
FOOD & DRINKS

Name Price Description Effects

FOOD & SERVICES Breakfast

Lunch
3-7

5-20
A bowl full of rolled oats or perhapsa tuber porridge, with
some pieces of beetroot, a mug of tea, or some water.
A bowl of stew, with some barely cooked piece of fat meat,
with a bit of bread and a pint of water.
Oat galette 4 A very simple galette (flat bread). Nourishing
Rats skewer 5 Grilled rats on a skewer. Toxic (2)
Dried meat 8-12 Dried meat from an unknown origin. Can be easily preserved. Long conservation
Cockroach stew 3 A bowl of bouillon, with some grilled cockroaches
Ash bread 2 Near the end of winter, when flour gets increasingly rare, it gets
EFFECTS mixed with ash, sawdust or tree bark. It tastes foul, but it fills the
stomach.
L O N G C O N S E R VAT I O N WARM Cockroach skewer 3 A dozen cockroaches on a skewer grilled over a brazier.
Well conserved, out of light and heat, this dish can be stored In Northern Pollen or in Britain, it’s best to venture outside Alley cat 15 Probably an old cat cooked with vegetables and a bit of alcohol
for a long time. Ideal for long trips. with a hot meal in the stomach. Gives a bonus to resisting The Justitian 10 A well cooked piece of meat from unknown origin, with some Region: The Protectorate
cold to the one who consumed it.. vegetables and placed between two slices of hard bread.
LUXURY The character has a BOD+Toughness bonus when staying Insects fricassée 7 A variety of insects browned in a cook pot, with an alcohol
If you are seen buying impressive food, you will attract in the cold outside. sauce and a piece of bread.
attention and impress the people around you. Gendo steak 30 A big piece of meat, relatively fresh. Luxury
TOXIC Braised lamprey 20 A lamprey cooked and flamed on a brazier. Maritime or fluvial area
NOURISHING Can start intestinal troubles, and stomach aches. Let’s hope Cockroach mash 4 A savory mix of mashed potatoes and cockroaches.
This dish is very nourishing, the character can skip a meal. it stops here. Mole skewer 15 Small mole roasted on a spit.
On a failed BOD+Stamina (2) roll, the character falls ill, Schrotterpfanne 8 Fried herbs with few pieces of fatty meat.
more or less severe depending on the consumed food. Jehammedan sandwich 12 Lukewarm pita bread in which a variety of vegetables are
mixed with goat cheese.
Pizza 4-12 Bread on which a mix of leftovers are spread.
Hungry Pizza 10-15 A pizza filled with vegetables, cheese and some meat.
Quellhunger 12 Hash browns with beaten eggs. Nourishing
Kashaia 5-10 Frugal oatmeal typical from Borca. Cooked from grilled kasha Nourishing, Warm
in a vegetal or animal milk.
Butt soup 2-8 It is constituted of leftovers from whatever the cook can put Warm (1), Toxic (2)
their hands on.
Orgiastic cake 5 Onions and herbs roughly shredded, then fried.
Gendo goulash 25 Small slices of Gendo cooked in a pot, with potatoes vegetables Nourishing, Warm (1)
and broth.
Goat cheese 15 Just cheese.
Korroke 7 Mashed potatoes with minced meat, enveloped in a fine paste
made with breadcrumb, then fried. Can be mixed with onions or
whatever else is available,, depending of the time of the year.
Nomis 5-10 Chopped cabbage with flour and eggs, in order to form a small
pastry which is then cooked on a hot steel plate. Anything
available can be added to the mix: meat, vegetables. Each cook
has its own recipe for the sauce the Nomi is coated with.
Sausage 6-10 Take an animal and remove the good parts. What’s left is used
to fill the intestine and then cooked. Then cook it in boiling
water.
Pie 5-40 A common dish made from just about anything, from meat to Variable
fruits to whatever the cook found available.
Honey pot 10-15 A small jar of honey (incl. a honeycomb and maybe some bees)
Cockroach sweet 3 Cooked cockroaches with a beetroot sugar coating.
Komodo 2/shot Rot-hut originally from New Crest, an island in the southeast of Warm (1), Toxic (2)
Hybrispania, distilled then conserved in snake cylinders by the
bartender of the “Nest” tavern, Boxer. If you can still taste
anything after one shot, you’ll feel that he put all of his love and
rage into the mix - and perhaps even some fuel.

ATLAS 13
an E-cube. When the pump is activated, the blade is heated HEADBREAKER
until it is red hot. The alloy used to make the blade must be A weapon of the Savagery clan, this short wooden mace is
exceptional, as the blade never deforms or loses its strength tipped with a heavy steel ball. Beasts use it every day as a
despite the heat. tool, mostly as a hammer, but the Headbreaker can be lethal
Once heated, the blows delivered by this blade are dev- in the right hands. With a precise blow of its heavy head, it

WEAPONS & ARMORS astating as they can set the target alight.
SPECIAL: When the Blazer is activated, the blade is heated.
After 30 seconds, the blade will glow red and gains the “Ig-
is easy to shatter bones.
SPECIAL: Each Beast spends enough time with its head-
breaker to perfectly handle it. A Beast with a headbreaker
nite” property. gains +1D to its attacks. On an aimed blow to the head,
The E-Cube in the hilt can power the blade for a total of the headbreaker gains the property Dazed (F/3). The head-
MELEE WEAPONS 5 minutes before it needs replaced. breaker can be thrown, and then takes the characteristics
of a sling.

B U R N I N G B AT FEROCIOUS’ AXE
When setting out into the ruins for weeks on end hoping A weapon of the Savagery clan that has been passed down
to bring back as many treasures as can be carried, it’s best the by Ferocious for generations. It is a large hardened
to travel light. The Burning Bat was invented by a Scrap- wooden axe, with the blade made of many glass pieces,
per forgotten to time as a way to combine several tools into sharpened stones and anything else that has the possibility
one, consisting of a hollow metallic bowl pierced with holes of cutting into an enemy. The wood is burned and covered
and mounted onto an insulating bat. The bowl is then filled in inscriptions of the exploits of the weapon. Strands of
with a flammable material and burned to provide light, hair are attached to the handle; each Ferocious who uses MELEE WEAPONS
heat, or defense against curious Gendos. The weapon is ex- the weapon adds part of his mane to it. (BOD+MELEE)
tremely customisable, from adding a crowbar to the hilt of SPECIAL: Damage on the naked skin is devastating. Against
the blade to nails poking out through the bowl, anything is an unprotected enemy, or after a successfully targeted blow Name Han. Dist. Dam. Qualities Enc. Tech Empl. Value Res. Cult
possible, and many Scrappers have their own small tweaks to hit an exposed part of the body, the weapon gains the
to the design. property: Fatal (2). Enslaver 2 3+F/3 Special 3 II 2 500
SPECIAL: The Burning Bat offers good protection to the Enslaver -2D 2 1+F/6 Special 3 II 2 500
fire burning inside. It is easy to transport, and starting a fire C U LT E R I N I F O L D I N G K N I F E (restraining)
with it is much simpler than using flint (INS+Survival +2D Offered to every young member of the Culterini clan as a Burning bat -1D 1 4+F/3 Special 2 III 4 400 Scrappers
when starting a fire). symbol of membership, the knife is composed of a dark and Blazer 1 6+F/3 Special 2 V 2 3000 Clanners
If an opponent has light armor (Rating 2 or less), it is possi- hard steel. The blade can be folded into the handle, increas- Wild's Mace -1D 1 6+F/2 Blunt (1T), Talisman(+1D) 2 I 1 400 2 Clanners
ble to inflict grave scorches (2T). Can be charged with any- ing its discretion and reducing its encumbrance. Trained Impact (2T)
thing flammable, from coal, peat or dung to Petro. users can flick it open in the blink of an eye, and put it to Bone claws 1 3+F/2 Smooth Running (3T) 1 I 1 100 Clanners
lethal use shortly after. Ferocious' axe -2D 2 6+F/2 Special, standard (Attacks + 1D), 3 I 0 1000 Uniq. Clanners
E N S L AV E R Blunt (2T)
A shaft ending in an open ring bristling with spikes. With BLUTBAD CHAINSWORD Headbreaker - 1 2+F/2 Blunt, Special 2 I 1 200 1 Clanners
an Enslaver, a warrior can grab a victim by their neck and When the Carbonari Company spread its wings, it needed (ranged) -1D 5/15 2+F/2 Blunt, Special 2 I 1 200 1 Clanners
control them much more easily; most people will prefer to find a weapon both deadly enough and able to strike fear Culterini folding +1D 1 2+F/3 Smooth Running (2T), III 1 400 Clanners:
obeying commands to having their neck sliced open. into their prey. Several spies among the Scrappers, some knife Camo (+2S) Culterini
SPECIAL: The user may choose between attacking with bribed Chroniclers or skilled armorers later and the terri- Blutbad +1D 1 7+F/3 Cutting (2T, +1D Damage), 3 IV 1 3000 3 Clanners:
the weapon as normal, or attempting to catch the victim by fying weapon is ready. Dangerous even in the hands of an chainsword Out of Control (5) Carbonari
the neck. If caught, the victim can try to escape from the re- old Grunt, the wounds the Blutbad makes are hard to heal
straint with BOD+Athletics opposing the user’s BOD+Force, even with the help of the Spitalians. The roar of a working
but will take 1D6 damage. chainsword may cause even the most savage Cockroach to
tremble in terror.
WILD’S MACE SPECIAL: In pre-Eshaton times, the chainsword was sup-
A weapon of the Savagery clan, a mace tipped with many posed to use advanced and compact batteries allowing it to
lethal spikes. The weapon is unbalanced, but can deal heavy run for hours without stopping. Now, with the fall of the
blows. Each warrior decorates their mace with many bat- old civilisations, the users must use the best of their abil-
tle trophies they have accumulated, and the knowledge of ities to make this mechanism work for even a few hours.
these trophies drives them forward into the most danger- To charge the blade for one hour, a successful INT+Artifact
ous of battles with no fear. Lore(2)>INT+Engineering(3) combo is required, with any
Triggers granting an additional half-hour.
BONE CLAWS
A weapon of the Savagery clan, three long sharpened BLAZER
bones are fixed to a leather gauntlet. This allows a Savage Passed from champion to champion through the genera-
to keep their hands free or swim and attack their enemies tions, the Blazer is sacred to Clanners. This weapon looks
without having to draw their weapons. This weapon uses like a long machete, with its blade laced with wires and a
BOD+Brawl. hollow handle holding a pumping lever and a slot to place

ATLAS 15
FIREARMS M O U N T E D G AT L I N G
This heavy machine gun was once used as anti-aerial weap-
PM9 SUBMACHINE GUN on. However, long before the Eshaton, these weapons be-
Originally designed to be used as a concealed weapon by came obsolete, replaced with advanced missile systems.
police forces, the PM9 has taken on a much more sinister As such, these weapons were sold to private bidders who
role in the world post-Eshaton. An innovative rotating bolt stored them away. A Scrapper named Perfekt found an old
allows the weapon to take up far less space than a standard stash and rebuilt them on an automated mount he con-
SMG and as such it can easily be hidden within the robes of structed himself.
a Shutter’s suit or strapped to the backpack of a Resistance SPECIAL: The machine gun has a telephoto lens built on it
trooper wading through the Frankan swamps. as a scope, and can be controlled by a remote computer or FIREARMS
SPECIAL: Designed to be easily concealed, the PM9 can be tablet. Before being used it must be installed and mounted, (AGI+PROJECTILES)
quickly folded into a compact form, almost impossible to and can’t be moved without being demounted.
spot without a trained eye. When folded, the weapon has Name Cal. Han. Dist. Dam. Ma g Qualities Enc. Tech Slots Value Res. Cult
Camo(3), and its small size gives it Enc. 1. However, in this
configuration it cannot be fired: it takes one Action to un- PROJECTILES Coaler Coal & Petro -2D 5/20 10 3 Fire Hazardous (2T), 4 IV 2 2000
fold the weapon and make it ready for use. Scatter
J AV E L I N Mounted Gatling - 100/300 13 40 Piercing (6), Salvoes (13) 10 V 2 300000
“ L I G H T N I N G ” - A N T I M AT E R I E L The main weapon of the Savagery clan, a simple fire hard- PM9 9mm -1D 10/40 9 20 Smooth Running (3T), 2 IV 1 4000
RIFLE ened wooden handle with a stone attached to the tip to im- Salvoes (3), Special
The Lightning rifle was already an old design when the Esh- prove penetration. Savages use javelins during their attacks Lightning AM Rifle 20mm -1D 200/800 17 3 Thunder Strike, Deployed 6 IV 3 15000
aton struck, but its construction was so rugged and elegant to cripple their enemies or to cover their own men. Piercing (7), ARMOR Piercing
that the weapon still found use in militaries all over the SPECIAL: If the Javelin is used in melee it then has the char-
world. Only a few specimens were able to survive the apoc- acteristics of a spear.
alypse, scattered across Europe and Africa deep in aban-
doned bunkers and supply depots, and the massive ammu-
nition used by the gun is similarly scarce. These rifles are GRENADES
renowned for their ability to put down even the toughest
of targets, punching through armored plates at incredible H O LY H A N D G R E N A D E
range whether those plates are the steel sides of a vehicle or For many centuries Holy Hand Grenades have proven their PROJECTILES
the plated armor of a Biokinetic. lethality in the Resistance’s battles. They are simple to pro- (AGI+PROJECTILES)
SPECIAL: The weapon is designed to be carried by two op- duce, and they are devastating against swarms of insects.
erators, and as such can easily be disassembled, with the On the other hand, they may easily ignite an untrained Name Cal. Han. Dist. Dam. Ma g Qualities Enc. Tech Slots Value Res. Cult
barrel able to be detached from the receiver through a sim- thrower and his comrades. Anabaptists’ Orgiastics some- Javelin -2D 5/20 2+F/2 1 2 I 1 40 - Clanners
ple process. Both parts of the rifle have Enc. 3 each when times use Holy Hand Grenades as they are small, light and
separated. In a desperate situation, the barrel can be used as they bring purifying fire onto Cult’s enemies in spectacular
a weapon, with the same Profile as a club (Katharsys, pg 157) fashion.
SPECIAL: The Holy Hand Grenade deals damage for sev- GRENADES
COALER eral rounds, each round decreasing by 1 point. If the victim (AGI+PROJECTILES)
This is a heavy weapon constructed from the shell of an old tries to douse the fire by water/sand/earth for 1 combat
leaf blower. The result is a powerful weapon. Under a long round, then grenade’s damage decreases by another 1 point. Name Cal. Han. Dist. Dam. Ma g Qualities Enc. Tech Slots Value Res. Cult
cylinder serving as a barrel is a tank containing burning Holy hand grenade -1D 10/40 6 1 Fire Hazardous, Explosive, 1 II - 60 - Anabaptists
coal. A mechanical system powered by a small steam en- Deviation, Talisman (+1D),
gine is placed on the back and allows the user to load a few Special
lumps of coal into the cannon and propel the incandescent
pieces at high speed towards the target.
SPECIAL: To work the tank must be filled with hot coal.
The coal requires about 10 minutes to fully heat up, making
it ineffective in the case of an ambush. Incandescent coals
can stay hot in the weapon for a few hours.

ATLAS 17
REINFORCED MEDIUM HORSE S P I TA L I A N S E A L E D H O R S E A R M O R
ARMOR “Chhhhh hrrrphhhhh” - Spitalian horse, wearing sealed
ARMORS The Isaaki Gideon fell in love with his horse Jether. They horse armor
CARBONARI’S HELMET are two parts of a holy bond and they trust each other in- EFFECT: +1 armor, sealed (3S), cannot be upgraded
WORKER’S PROTECTIONS Although the Carbonaris believe in no gods, they do have stinctively. Together they will lead a thousand Swords of COST: 500 CD or Spitalian - Resources 2
This protective gear is issued to workers conducting partic- some superstitions. For example, the mercenaries often Jehammed into the heaving ranks of the Anabaptists - and
ularly risky activities, mining, building, scrapping ruins etc. draw skulls and skeletons on their helmets, believing that surv ive. JUSTITIAN STEELMASTER
Metallic shells held on by leather bands protect the head they will appear as dead men to the Grim Reaper and thus EFFECT: +3 armor, +1 round acceleration, 2 slots. The ar- BARDING
and joints, leaving the rest of the body free to move. This ar- escape death during a fierce battle. mor has been reinforced by additional layers of different “Who do you think you are? The First Judge marching
mor is poorly adapted for combat, leaving many body parts SPECIAL: With a skeleton or a skull painted on helmet’s leathers. At this point, the additional protection comes at against the clanners? You and your horse most likely bring
completely vulnerable. surface, a Carbonari fears no death. A player wearing the a cost. With the added weight, the horse will often struggle only trouble for us poor folk, so get out!
helmet gets +1D to PSY+Faith/Willpower. to get moving. EFFECT: Massive (6), +4 armor, +1 round acceleration, +1
S A V A G E L E AT H E R COST: 1000-1100 CD round deceleration, 2 slots.
Armor of the Savagery clan, tanned human skin on which C A R A PA C E A R M O R Agile Maneuvers: AGI+Nav (5) otherwise only crude move-
feathers, furs and braids of plant growth are placed. It is all Before the Eshaton, carapace armour was often used by high H E AV Y H O R S E A R M O R ments.
firmly attached to the Savage, apart from the protection it ranking officers in armies. Made from plates of advanced “Now listen up you little squeakers, and listen well. Should Hits like a truck: 4 additional impact damage, when the
gives them it also allows them to swim without being clut- composites and alloys, it was heavy and hard to wear. How- you ever hear of, or even worse see, a rider with a horse rider charges someone successfully with his horse. This
tered, and when covered in mud the Savages’ silhouette is ever, it was known to be able to deflect fire from almost any wearing metal armor, get the hell out of there. You don’t damage is additional to the normal charge damage and only
completely broken. Ideal for ambushes. weapon known in the 21st century. Now, over 500 years af- want to be anywhere near such a storm on legs. Don’t be added to the damage the target receives.
SPECIAL : When covered in mud, the armor gains “Camo ter it was introduced and organised military production has idiots, and don’t throw away your pathetic little lives. Fight COST: 4000-5000 CD or Judge - Resources 5
(+2S)”. ceased forever, a set of carapace armour may only be worn them in the ruins. If you’re stupid enough to think that a
by those lucky enough to have scavenged it or inherited it rider with such heavy armor on his mount would be an
BONE ARMOR from their ancestors.t. easy target and worth fighting at all, you’ve learned nothing
Armor of the Savagery clan. On top of a layer of human SPECIAL: Fixing a warped set of carapace armour re- from me. Now get back to work!”
skin, several bones are firmly attached. There is little risk of quires raw materials, which cannot be easily found in the EFFECT: Massive (6), +4 armor, +1 round acceleration, +1
them coming loose while swimming, but a violent blow can post-apocalyptic world. In order to mend broken armor and round deceleration, 2 slots, maximum speed reduced to 2,
shatter the bones during a fight. achieve its full rating, a player must achieve at least 1 Trigger if higher.
SPECIAL: When the armor needs to get repaired because from an INT+Engineering(6) roll. Agile Maneuvers: AGI+Nav (5) otherwise only crude move-
of the “unstable” property, metal scraps are not used, but ments.
bones instead. The same amount is required. Heavy Impact: Getting hit by horse coated in metal hurts
even more. +2 dmg on successful charge attacks. This dam-
BELLOW'S ARMOR age is only inflicted on the target of the attack.
The armor of the Savagery clan, this outfit is a mix of furs, COST: 2500-3000 CD
flayed human faces, and antlers carved from the skulls
of animals. Everything is made to make the Bellow look
even more impressive and terrifying than they already are.
Thanks to this outfit, only a glance is necessary to under-
stand that the spirits of the dead Savages are carried with
the Bellow. ARMOR

Name ARMOR rating Qualities Enc. Tech Slots Value Res. Cult

HORSE ARMORS MEDIUM HORSE ARMOR Worker's protections 2 2 II 2 200 3


Medium horse armor is most commonly used by Jeham- Bone armor 4 Unstable (7) 4 I 2 700 3 Clanners (Savagery)
LIGHT HORSE ARMOR medan cavalry troops, a memory of the war with the Ana- Savage leather 1 Special 1 I 3 500 1 Clanners (Savagery)
This armor is most commonly used by tribes and light baptists, but in some rare cases it is also deployed by the Bellow's armor 2 Terrifying (4) 2 I 1 1000 4 Clanners (Savagery)
shock troops, often showing a symbol of power and au- more wealthy Judges. Carbonari's helmet 4 Massive (4), 3 III 2 500 2 Clanners (Carbonari)
thority on the front. However, it is also the cheapest armor EFFECT: +2 armor, 1 slot. The whole horse body is covered Talisman (+1D)
available, so many riders buy it to give their mount at least in leather, protecting the mount from all sides. The worked Carapace armor 5 Massive (5) 2 I 1 1000 4 Clanners (Savagery)
a little protection. leather strikes a balance between protecting the horse and Bulletproof (7) (+1D) 4 IV 1 6500 4
EFFECT: +1 armor, 1 slot. This light leather armor protects ensuring it maintains its speed.
the mount’s shoulders, chest and head. COST: 700-800 CD
COST: 300-500 CD

ATLAS 19
ENERGY WEAPONS

M O D I F I C AT I O N S THERMAL SCOPE
Allow the user to clearly see a warm target in the dark.
STOCK
A simple improved stock to better resist the recoil of the
EFFECT: +2S to detect a target at night, +2D to firing at gun firing.
night, Tech 4, 1 slot. EFFECT: +1D AGI+Projectiles, Tech 3, 1 slot.
COST: 11000 CD COST: 300 CD

MELEE WEAPONS SILENCER PURIFIER CELL


A simple silencer that reduces the velocity of the bullet in A device kept under the weapon’s barrel designed to be used
TEARING PETRO DISPENSER exchange for disguising the sound of the gun firing. as a single burst flame thrower. Useful in desperate situa-
Blades with serrated edges, these weapons cause the victim A metallic device filled with pressurised petro, with a flick of EFFECT: +2 difficulty to find the shooter, -1 weapon dam- tions.
to lose blood at an alarming rate. a switch it releases the burning oil onto the weapon. age, Tech 3. EFFECT: +2S to detect a target at night, +2D to firing at
EFFECT: Every wound makes the target bleed for one point EFFECT: Inflicts +4 damage for 1 turn as fire covers the COST: 400 CD night, Tech 4, 1 slot.
of damage each round. Bleeding damage stacks. Tech 2, 2 blade. 2 doses, Tech 4, 1 slot. COST: 900 CD
slots. COST: 1500 CD
COST: 800 CD

TOXIN DISPENSER
A metallic device filled with pressurised poison, with a flick MORE AMMO
of a switch it releases the poison onto the weapon.
EFFECT: Inflicts poison upon the enemy when activated. 3 DUM DUM BULLETS D R A G O N S B R E AT H ( 1 2 G A U G E
doses, Tech 4, 1 slot. Tearing bullets designed to scatter at contact. See the un- O N LY )
COST: 1000 CD stable trait for armor. Add 4 damage, gains “Ignite” property.
EFFECT: Hit armor reduced in rating by 1. EFFECT: +1D AGI+Projectiles, Tech 3, 1 slot.
COST: 2 * price of the standard munition of the wanted COST: 3 * price of the standard munition of the wanted
caliber caliber.

MISSILE WEAPONS ARMOR PIERCING BULLETS


Steel cored bullets designed to punch through all but the
CARBON FIBER FRAME heaviest of protection.
Replacing the original weapon’s frame with an advanced EFFECT: +2 ammo penetration and ignore the bullet proof
carbon fibre structure. trait on armor
EFFECT: -1 encumbrance +2 damage, Tech 4, 3 slots. COST: 3 * price of the standard munition of the wanted
COST: 700 CD caliber.

ENERGY WEAPONS HORSE ARMOR

OVERCHARGED CELLS INTENSITY SELECTOR SPECIAL QUALITIES


By overcharging the energy cells the weapon fires more The weapon may fire less powerful shots of energy in order Every ARMOR can be modified and given new qualities
powerful shots at the cost of fewer available shots. to stun its target. Additionally, the buyer can expand the additional slots by 1. This can be done once per set of ARMOR.
EFFECT: +2 damage, halves available ammunition, Tech 5, Example of conversion: A Tazer (HP damage 8) switches to This costs 400 change, plus ¼ of the original cost of the armour.
2 slots. Ego damage and inflicts 6 points of Ego damage (8-2).
COST: 2500 CD EFFECT: Allows the user to switch the weapon from flesh-
wounds damage to Ego damage. Ego damage is at a -2 pen- Quality Slots Additional improvement Other effects
alty, Tech 5, 2 slots.
COST: 2000 CD Terrifying (2) 1 +1 slot for +1 difficulty If the rider is already wearing something with terrifying,
counts as +1 difficulty
Deep pocketed (-2 enc.) 2 - Only counts for gear on the horse. See backpack.
Sealed (+1S) 2 +1 slot for 1 success
Stealthy (2S) 2 +1 slot for 1 success
Bulletproof (+2 to 2 +1 slot for 1 armor Cannot be added to heavy armor
armor)

ATLAS 21
other ever after the effects end. SHNUSS

EQUIPMENT OVERDOSE: Aural hallucinations, vomiting and dizziness.


Dependance on the drug gives the addict a permanent fool-
ish look.
Judges can be seen with Shnuss in their mouth everywhere
in the Protectorate, chewing on it, or sliding it from one
side of the mouth to the other. A Shnuss looks like a small
brick of pitch black and dense clay. It’s made from pressed
SMASH non-compostable plant parts, probably fermented leather
This is it’s “civilized name”, it changes between clans: bits, and god knows what else. But it makes the boredom
DRUGS Culazo, Obrèd… The idea is to go and pick up the venom and fatigue go away, so it’s often given to Protectors before
gland, boil it then ingest it. It is usually used for passage their patrols and watches.
ADDICTION rites. You can't get addicted to it. At most you can love the SPECIAL: +1D to rolls against fatigue effects. Chewing and
If a GM deems it necessary, they can ask a player to roll against a drug addiction. The roll is a mental defense one, with a pain, but not the drug itself. spitting black saliva gives -1D to rolls when appearance is
given difficulty depending on the drug (D). SPECIAL: 3 Trauma damages. Uncontrollable madness important.
If a character succumbs to the drug's effects, they will need to regularly consume it, or to suffer a lack of it: coming along with the pain: BOD rolls ignore trauma ma- OVERDOSE: Overdose comes from “Shnussing” for more
The lack effects are cumulative on each spent period of time without drug consumption (P). The period and effect can be lus. Other effects can vary depending on the animal. than one hour. Leads to nausea, vomiting and thus loss of
modified by the drug itself but for all drugs, the effect is -2 Ego per period, an incapacity to regenerate Ego points without OVERDOSE: Death in a very painful way. energy for the rest of the day. Long time Shnussers experi-
drug consumption. On a drug consumption, the character gains back all Ego points lost due to the lack. ence teeth loss and bloody phlegm.
BLIND MIND
ANTI-ADDICTION Old gas tanks rot in the deep storage rooms of Paler bun-
A character can try to get themself off the drug. To do so they must succeed a BOD+Stamina (drug level x2) test. kers. The contained gas has been named “Blind Mind” by
If the character succeeds, they manage to overcome their will to take the drug, as well as the effect of shortage. the superstitious inhabitants. When inhaled, it removes all
If the character fails, their addiction is raised, and when in presence of the drug, they have trouble concentrating if they inhibitions, causes apathy and even euphoria during intoxi-
don't consume it. It results in a penalty (to the GM's discretion) to their action. cations. Some Palers use it as a recreational drug, as they be-
If the addict tries to withdraw, the malus evolves through time, until it reaches 0. lieve they grow “closer” to their brethren. Others, in a more
sinister application, use it to melt the mind of their target.
OVERDOSE There are rumors of a few Demagogues who even used it
When taking a drug, the character needs to roll a BOD+Toughness with the Potency as Difficulty. for years in their bunker’s air conditioning system, making
If they fail, the character is subjected to the effect of the overdose. their people more prone to manipulation.
SPECIAL: -2D to PSY+Deception, INT+Focus and Mental
defense from the exposure for 10 minutes. +1D to all CHA
rolls with everyone else also under the effect of the Blind
Mind at the same time.
OVERDOSE: Constant exposure does not cause overdose.
NELUMBO NUCIFERA If breathable air is too scarce in the dose: euphoria, or in the
Nelumbo Nucifera is a drug commonly used by the Anu- within. worst cases: asphyxia.
bians to enter a trance to both reminisce on the past and SPECIAL: For one minute: +1 armor due to muscle tension.
see hazy visions of the future. However, this substance ex- +1 Trigger on all attacks. TA S M A
tracted from the Lotus flowers from Cairo’s southlands is At the end of the minute: 3 Trauma damage, -3 Ego points. This beverage is used by African tribes to treat many kinds
very dangerous. The flower is claimed to calm headaches OVERDOSE: The user's blood becomes acidic, beyond the of sicknesses. It’s a very strong alcohol, mixed with spices
if chewed, but that is nothing compared to the effect of the indescribable pain if the user survives they will certainly and fermented plants. The sick must drink a jar in one gulp,
find brown powder coming from the crushed stem of the have massive internal lesions on both their organs and the he then experiences the “Tasma”, the fire: heavy sweats, fe-
plant. One inhalation instantly drops the user into a 15 min- nervous system. In mechanical terms, the character will see ver, countless vomitings. But after one day, he’s back on his
ute trance. In return, it is a powerful psychotropic, and the his total trauma points reduced by 1. feet and the sickness is gone.
aftereffects of its consumption are violent, forcing the user It was exported to Europe by Neolibyans and Scourgers,
to experience severe paranoia. KNOCKOUT the recipe was at some point sold, and people realized that
SPECIAL: After inhalation the Game Master could grant a One day, a bored scrapper decided to scratch off the paint- without consuming too much, Tasma can be a fun bever-
secret vision to the player. The player takes 2 Trauma dam- ings covering the dull concrete ruins, melt the residue and age, oftenly used in drinking contests.
age and loses 5 Ego points burn it in a small room. This technique is now strangely SPECIAL: For each shot, the drinker rolls as many dice as his
OVERDOSE: In the case of an overdose, the user risks common, despite the rarity of the paintings. Some lone- remaining Trauma points against difficulty 1 + the number
death. There are tales of some users who never escape the ly scrappers take some of it to spark their neurons when of Tasma shots he took during the last 12 hours. A success
trance, their perception of the world forever altered. they’re alone for too long in the ruins, while sometimes means he recovers 1 Ego Point, a failure means he overdos-
groups will get together and breathe it as one, for the bonds es.
FURY that this drug generates. OVERDOSE: Welcome to a day of nightmare. Vomiting,
Fury is a rare drug sold by the Apocalyptics, taking the form Scrappers sell the drug in secret, behind the backs of the fever and body temperature variation, delirium, heavy
of an opaque liquid which users inject directly into their Apocalytpics. There is a low demand for this drug, so de- sweats… 8 points of Damage are inflicted, but the victim
veins. Upon injection, the drug makes the user feel both spite how rare Knockout is the prices are low. can split them at his will between Flesh Wounds, Ego and
euphoric and extremely aggressive. Muscles tense, and the SPECIAL: Spasms for 10 minutes, then bliss for 4 hours. -1D Trauma. Strangely, the chaos created in the body makes life
subject becomes little more than a fighting beast. Despite for all aggressive actions, -1D to lying or convincing others. impossible for parasites and germs: they are suppressed.
efforts from the Apocalyptics chemists, Furie is extremely Taking Knockout in groups will generate a strange rapport Spores and viruses are not affected.
corrosive and will over time destroy the users veins from between the users, who have the feeling of knowing each

ATLAS 23
DRUGS DRUGS

Name Description Overdose Length Addiction Potency Price


Knockout 3 Trauma damage, -3 Ego Trauma points reduce by 1 Name Description Overdose Length Addiction Potency Price
Bliss, -1D on aggressive actions, Aural hallucinations, vomiting, 4 hours D: 3 P: 2 days 2 40 Jet Everything seems slowed down Drop of the number of images 10 min D: 4 P: 7 days 4 40
-1 to PSY+Deception dependance gives a foolish look PSY+Reaction +1D, BOD -1D perceived by the brain,
Nelumbo Nucifera GM gives a vision, 2 Trauma Death 15 min D: 2 P: 1 week 3 500 absences, clumsiness
damage, -5 Ego Overdrive Attacks roll have +1D, all other Intense drooling, bestiality, 1 min D: 2 P: 5 days 4 80
Alcohol +1 temporary Ego point, Noncoordonated actions, 4 hours D: 2 P: 3 days 1, rises by 1 4 rolls at -2D. PHY rolls during the overaggressivity, fight until
-1 PSY+Reaction, every 3 drinks troubled vision, memory loss every 3 drinks 1 min of the drug to avoid dying death or bleeding
Tobacco To be smoked, or spit tobacco Nauseas, headaches. 5 min D: 5 P: 3 hours 1 2 Fury +1 armor (contracted muscles), Acidifies the blood. Very painful 1 min D: 2 P: 5 days 5 200
Calm. INS+Empathy +1D while On the long term: cough, lack +1T for melee attack, 3 Trauma moment. If survival, sensitive
smoking of stamina: -1D CHA+Seduction damage, -3 Ego organs might be out of work
-1D BOD+Stamina Painkiller Used to cancel pain. No Trauma Lethargy 5 min D: 2 P: 10 days 3 100
Cannabis To be smoked or in spit tobacco Panick attacks, hallucinations, 2 hours D: 3 P: 4 days 2 15 malus, but no view on the number
Relaxes. INS+Perception, CHA+Art high heartbeat of health points remaining
+1D. PSY+Reaction, INT-1D Stym Spitalian pills. Keep you awake Fever, hallucinations, loss of 6 hours D: 3 P: 5 days 2 50
Opium Pretty rare: harvested by Spitalians. Confusion, breathing problems, 4 hours D: 4 P: 7 days 3 60 6 more hours. BOD+Stamina +1D consciousness
To be smoked. Euphoria and out hallucinations, spasms. It’s a bad INS -1D
of body experience. Every idea to go out like this. Brainstim Used by Preservists. Primal/Focus Headaches, perception too 1 hour D: 4 P: 7 days 3 200
interaction is at -1D. Every trouble, +1D, INS+Perception +1D, high, tremors, multiplied sen-
or even the stress disappear. If BOD+Athletics +1D. Enlarge the sations, including pain by touch
Ego points have been lost to field of vision. Every attack makes
mental attacks, they +1 Damage to the user
are gained back. Steroids & Artificially increases the musculary Sexual impotence, hair loss, 1 day D: 3 P: 5 days 2 rises by 1 90
Morphine Through injection (syringe). Dose An overdose can bring death. 4 hours D: 2 P: 7 days 2 rises by 1 60 Anabolic agents mass. BOD+Force +1D. hypertension, permanent after each
hard to evaluate ; usually every dose BOD+Stamina, CHA+Seduction, musculary pain dose per
used by spitalians. Erase 1 trauma AGI+Mobility: -1D. week
Lethargic state, close to coma. Thrill CHA+Seduction +1D, Depression 1 hour D: 3 P: 5 days 2 30
malus, PSY and BOD -1. Can be BOD+Stamina +1D, INT -1D,
used several times. A patient PSY+Reaction -1D
under morphine is easier to Last Fix Stay alive one more round, then The normal dose is an overdose Until A single fix is - 1500
operate. +1D per dose. Be careful -2 trauma per round until cardiac death deadly
about the overdose arrest.
Coca Removes fatigue, pain, and hunger. Cardiac arrest risk, poor 3 hours D: 3 P: 4 days 1 20 BOD +3D, PSY+Reaction +2,
The ideal daily drug. No malus breathing. per -4D in everything else
linked to the lack of sleep. No leave Shnuss +1D to rolls against fatigue Nausea, vomiting 1 hour D: 3 P: 1 day 1 3
malus linked to the lack of food, -1D to appearance related rolls
as long as the drug is in effects. Blind Mind -2D to PSY+Deception, Focus, Euphoria ; Botch or multiple 10 min No addiction 2 1000/
Cocaine Heightens aggressivity. No more Great cardiac arrest risk 2 hours D: 5 P: 5 days 4 40 Mental Defense ; +1D to CHA failures: Asphyxia tank
malus linked to tiredness during Paranoia. Anxiety. per with anyone also under the effects
the effect. CHA -1D but shot Tasma Per shot: Roll remaining Trauma 8 damage to split between Ego, 1 day D: 1 P: 60 days 1+number 10 per
PSY+Reaction +1D against potency ; success: +1 Ego Fleshwounds and Trauma; of shots shot
Pills To ingest: 1d6: the impacted Irreversible damage to vital 1d6 hours D: 1 P: 7 days 1d6 25 Failure: Overdose germs and parasites killed
characteristic. 1d6: 6: +1D in the organs. Cecity. Death. Globally, the Burn The best of them all. To be - - - - -
characteristic. 4-5: -1D. 2-3: -2D. taking to much pills means handful breathed. Variable effects.
1: falls on the floor convulsing and taking a huge risk: anything
drooling. -2 Trauma. Spitalians can can happen.
analyse them to indicate which
effect those pills are going to have.
Smash 3 Trauma damage. BOD rolls Death in a very painful way. 20 min No addiction 5 300
ignore Trauma malus. Effects can as
vary depending on the animal. poison
Psycho Raised aggressivity and adrenaline Cardiac arrest, madness, 10 min D: 3 P: 5 days 4 50
permanent muscle contraction. hemophilia
+1D in BOD, -1D to every attribute
Sedative Powder. Put somebody asleep. Vomitings, digestive system 4 hours D: 2 P: 2 days 2 30
Target needs to be calm poisoning

ATLAS 25
DOG G AT O R

BESTIARY Large dogs survived the Eshaton in the service of their mas-
ters, or went feral afterward. Most of them went extinct be-
cause of the threats of the Gendos, and their adaptability.
Alligators and crocodiles are constant threats where the riv-
ers are warm enough to support them. Although practically
unheard of in Europe, they can be found across Africa, and
Today, dogs are a rare species, and they are breeded by spe- they have become invasive species in warmer parts of Hy-
cialists, well taken care of, and cried when they die. brispania and Purgare.
Valued as pets and companions as well as for their util- INITIATIVE: 5D / 3 Ego Poinrs
BEASTS ity, dogs are used for a number of purposes, including their ATTACK: Bite 7D, Damage 2+1D, Range 1 m
highly refined senses, which can be used to scent out partic- DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D;
Animals of all sorts survived the cataclysm, many of them were better suited for the world that followed than humans were. ular substances or track prey or fugitives. Larger dogs may Ranged Combat Active (Sidestepping), Reaction 7D; Mental
Where humanity retreated, nature returned, and species that were once thought to be endangered flourished. even be used in combat. 4D
Likewise, as civilization crumbled, zoos and private collections freed their charges, and exotic animals may be found A dog typically costs between 2000 to 10000 Drafts, de- MOVEMENT: 6D
in various places. On occasion, they encountered the Primer and were changed, but these successors are rarer than their pending on its age, breeding potential, and training. Pups ARMOR: Scales, Armor 1
ancestors, who have found a new home in the ashes and concrete skeletons of the old world. may cost more. CONDITION: 10 (Trauma: 4)
Those creatures give you a certain number of Profiles for creatures to integrate to your adventures, and diversify your INITIATIVE: 4D / 6 Ego Points SKILLS: AGI+Stealth 8
encounters. You can boost or nerf those stats by including effects of the Primer on those animals as suggested in Katharsys. ATTACK: Bite 6D, Damage 3, Range 1 m POTENTIAL: Ambush
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; Gators often hunt their prey from stealth; they pose as a
Ranged Combat Active (Sidestepping), Reaction 5D; Mental piece of wood floating in a river or simply hide in the dirt
5D or mud before striking violently. When they attack prior to
MOVEMENT: 4D being discovered, they gain +2D.
ARMOR: Fur, Armor 1
BEAR fatten up for the slaughter. CONDITION: 8 (Trauma: 4) LY N X
Massive scavengers and carnivores, bears are among the INITIATIVE: 3D / 1 Ego Points SKILLS: INS+Perception 8 Lynx are big cats that are native to Europe. Although they
largest creatures in Europe, rivaled only by mammoths. Al- ATTACK: Kick 3D, Damage 2+1D, Range 1 m POTENTIAL: Bloodhound or Sentinel (choose one) typically small animals, including goats, they will occa-
though they tend not to hunt humans, they will eat what- DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D; Bloodhounds gain a +2 bonus to INS+Perception when they sionally hunt deer. They are rarely hostile toward humans,
ever they can get their hands on when hungry, and the cold Ranged Combat Active (Sidestepping), Reaction 3D; Mental can track their quarry by scent. Although Pheromancer although they may pose a threat if provoked. Unlike most
winters of the north drive them into proximity with human 2D trails and rivers may disrupt a bloodhound's abilities, if they other large predators, it is a strict carnivore.
settlements. MOVEMENT: 5D can pick up the scent on the other side of the disruption Lynx are solitary and territorial; they are typically si-
Bears are largely solitary, living alone, although mother ARMOR: Hide, Armor 1 they may regain the bonus. lent, but can make similar calls to domestic cats. They hunt
bears watch after their cubs with legendary vigil. Although CONDITION: 14 (Trauma: 7) Sentinels, on the other hand, will alert their owners when- alone, and are only slightly smaller than wolves. They seem
there are rare cases of bears being tamed, they are not do- POTENTIAL: Stampede 1 ever they detect a threat, and gain a +2D bonus to using to be innately aware of Sepsis, and avoid spore fields: this
mesticated and can be highly dangerous to handle. If a cow or bull is frenzied (PSY+Domination 4, Thunder their Bite attack when operating alongside a human ally. trait has been exploited by both Apocalyptics and Spitalians
INITIATIVE: 4D / 3 Ego Points Strike weapons, or violent attacks on the animals can cause in their hunts for spore fields.
ATTACK: Maul 6D, Damage 3+1D, Range 1 m frenzy), they gain a Trample attack, which behaves like a WOLF INITIATIVE: 7D / 2 Ego Points
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; Kick but gains +2S and +2 damage. It is not for nothing that the wolf has been a symbol of ATTACK: Bite 6D, Damage 4, Range 1 m
Ranged Combat Active (Sidestepping), Reaction 6D; Mental power since the dawn of man. Untamed, wolves represent DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D;
4D a primal, primordial force that remains undisturbed by the Ranged Combat Active (Sidestepping), Reaction 7D; Mental
MOVEMENT: 6D DEER developments of the world. Not as strong or as cunning as 4D
ARMOR: Thick Fur, Armor 2 Deer are not kept as livestock or pets, but they can still be Gendo, they have persevered through numbers and general MOVEMENT: 8D
CONDITION: 18 (Trauma: 9) found in the wilderness of Europe and Africa in a variety of resilience even as humanity and many other species were ARMOR: Fur, Armor 1
POTENTIAL: Behemoth 1 different breeds. Although they are herbivores and typically lost. CONDITION: 8 (Trauma: 4)
Bears are terrifying creatures. They are considered to have flee from any perceived confrontation, they can be danger- Wolves are pack hunters and scavengers. With close so- SKILLS: AGI+Stealth 6; INS+Perception 8
the Terrifying (2) quality when they attack, as only the fool- ous if cornered. cial structures, they rarely set out on their own. While they
ish fight them toe-to-toe, and bears can surprise the unwary INITIATIVE: 6D / 2 Ego Points pose little threat to an armed human they can be incredibly L E O PA R D
with their speed and ferocity. ATTACK: Kick 5D, Damage 1+1D, Range 1 m dangerous when hunting in groups. Leopards are opportunistic hunters native to Africa. They
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; INITIATIVE: 5D / 2 Ego Points are territorial, but male and female leopards may overlap
Ranged Combat Active (Sidestepping), Reaction 6D; Mental ATTACK: Bite 6D, Damage 1D, Range 1 m territory. They have a broad diet, eating both large animals
C AT T L E 3D DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; and even insects, although they avoid larger prey that could
Cattle are common livestock: used for meat, milk, and MOVEMENT: 7D Ranged Combat Active (Sidestepping), Reaction 7D; Mental cause them injury in a fight.
leather, they are expensive and highly valuable, but require ARMOR: Fur, Armor 1 4D Leopards are incredibly strong, and tend to hunt from
a significant amount of care to ensure that they have access CONDITION: 8 (Trauma: 4) MOVEMENT: 5D trees. They will also cache killed prey (or their own living
to grazing land and protection from predators and attack- SKILLS: INS+Perception 6 ARMOR: Fur, Armor 1 young) in trees to protect them from scavengers; they are
ers. POTENTIAL: Skittish CONDITION: 8 (Trauma: 4) known to stash carcasses that weigh more than they do.
Easily spooked, cattle flee from loud noises and preda- The animal is particularly wary around humans and pred- SKILLS: INS+Perception 8 INITIATIVE: 6D / 2 Ego Points
tors, and are often herded with dogs or by professionals on ators, and will flee rather than fight. It gains +2D to move- POTENTIAL: Pack hunter ATTACK: Bite 6D, Damage 3, Range 1 m
horseback. ment when attempting to flee, which it will do except if it is So long as at least two wolves are attacking a target, all ani- DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D;
Cattle cost between 500 and 2000 Drafts per head, and defending its young. mals attacking the target get +1D to all Active defenses and Ranged Combat Active (Sidestepping), Reaction 7D; Mental
require grazing land (typically 1 Resources per dozen Cattle) +1 to passive defense. 4D
in order to feed so that they can produce milk, calves, and MOVEMENT: 8D

WRITTEN BY FORGOSTH - ATLAS 27


ARMOR: Fur, Armor 1 laugh. They can burrow, although they typically rely on pre- without any remaining mechanisation, where they are used
CONDITION: 10 (Trauma: 5) existing dens. They are not territorial, and typically travel to plow fields, haul boats, or pull carts. These are the most D U S K C AT
SKILLS: AGI+Stealth 6; INS+Perception 8 alone or in pairs, although larger groups are possible. common type of horse. In the legends of the Clans, these creature came to the rem-
POTENTIAL: Night Prowler Most of the surviving hyenas are striped hyenas. They Draft horses are mostly characterised by their height, nants of Western Europe as the ferocious spirits of the cold.
Leopards gain +1S for AGI+Stealth (they have a rating of 6) have a monogamous lifestyle and males help raise cubs; between 1.6 and 1.8m at the shoulder, their weight, between In the Spitalian research documents there are notes that
against anyone suffering a darkness penalty due to their they are also smaller and less aggressive than wolves. 500 and 1000kg, and for their morphology. The draft horse this feline species migrated from the north east, driven by
natural aptitude for hiding in shadows and their stealthy INITIATIVE: 6D / 2 Ego Points is easily recognised by their thick hooves and their heavy glaciers and the ever growing Spore Wall. No matter where
MOVEMENT. ATTACK: Bite 6D, Damage 3, Range 1 m bones. these creatures came from they are known as deadly beasts.
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; Owning one of these animals requires significant in- Because of their grey fur and they preference to hunt as the
LION Ranged Combat Active (Sidestepping), Reaction 7D; Mental vestments in time and money, but it carries with it great sun sets and prey becomes reckless and weak, they have be-
Pushed north by the psychovores, lions are fearsome preda- 4D rewards. The horse requires shelter, food, and attention; come known as Duskcats.
tors with strong mythical associations. Despite their repua- MOVEMENT: 6D neglecting the horse is like forgetting to clean a sword after Duskcats are not as numerous as gendos, but this
tion as hunters, lions prefer to scavenge; lionesses hunt, ARMOR: Fur, Armor 1 a battle. However, if the animal is taken care of it will work doesn’t make them any less dangerous. In the Protectorate,
with male lions watching over cubs. Lions coordinate their CONDITION: 8 (Trauma: 4) tirelessly. there are many horrible stories told around the fireplace in
hunting, as they have poor stamina and tend to strike in SKILLS: INS+Perception 6 INITIATIVE: 5D / 7 Ego Points the dead of night in which a small pack of duskcats easily
short bursts and trade responsibilities. POTENTIAL: Haunting ATTACK: Hoof kick 6D, Damage 7+1D, Range 2m ; Tram- take down large, well supplied expeditions or the caravans
Lions are known to hunt humans, and they are also able Hyena do not possess the PSY+Domination skill, but their pling 5D, Damage 10+1D, Range 1m of the Providers’. They can be found in plains, open wood-
to hunt fairly large animals, though smaller, less defensible chilling laughter and howling can be frightening. They may DEFENSE: Passive 1, Melee Active (Horse rears), Mobili- land, the foothills of Borca, Pollen and the northern regions
prey like wildebeest over elephants and giraffes. make a 4D mental attack against others; this is often not an ty 6D, Distance Active (Dodge), 6D, Mental 5D (if its Ego of Balkhan. Duskcats prefer to avoid large cities, but can
INITIATIVE: 6D / 2 Ego Points intentional attack, but rather the result of communication. points fall to 0, on a 1 or a 2 on a single roll, the animal flees (and often do) attack small towns and villages, stealing away
ATTACK: Bite 6D, Damage 2+1D, Range 1 m or tries to stomp its enemy. ) in the night with those unable to defend themselves.
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; B U F FA L O MOVEMENT: 7D INITIATIVE: 8D / 4 Ego Points
Ranged Combat Active (Sidestepping), Reaction 6D; Mental Great herds of buffalo haunt the forest and moors of cen- ARMOR: Thick Fur, Armor 1 ATTACK: Bite 6D, Damage 4, Range 1 m
5D tral Briton, and have spread to the less populated plains CONDITION: 14 (Trauma: 12) DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D,
MOVEMENT: 7D of Franka, Borca and Pollen. Descending from the former POTENTIALS: Traction Ranged Combat Active (Sidestepping), Reaction 7D, Mental
ARMOR: Fur, Armor 1 great European Buffalo and other bovine creatures, they are With the correct equipment, the horse can pull objects 4D
CONDITION: 14 (Trauma: 7) massive and fierce animals grazing peacefully away from weighing up to several hundred kilograms. When the horse MOVEMENT: 8D
SKILLS: AGI+Stealth 5; INS+Perception 8 human communities. Their thick fur is usually black or pale has to pull an object, it rolls 10D. ARMOR: Thick Fur, Armor
POTENTIAL: Pounce grey, passing through brown as the seasons pass. They are Enduring CONDITION: 8 (Trauma: 4)
When a lion first attacks a target, it gains a +2D bonus to both hunted and considered sacred by many of the Clans This horse suffers less from fatigue than any other. During SKILLS: AGI+Stealth 6; INS+Perception 8
its attack and does an additional 2 damage. This bonus can roaming the wastes. long walks or exhausting activities, any penalties are re- POTENTIAL: Mimicry
only be gained once per combat; lions may retreat to save A herd is usually composed of between 10 and 100 ani- duced by 2. A Duskcat gets +1S to AGI+Stealth when it creeps through a
energy if targets do not fall easily. mals. They are nomadic and follow a precise trajectory that Without any penalties, the draft horse has 9D in dense thicket hunting its prey.
can only be changed by the presence and actions of humans PHY+Stamina.
SHEEP or by important changes in the terrain, such as fires, marsh- Heavy load GARGOYLE
Sheep are grazing livestock. They consume grass or rough- es or forests. These herds form matriarchal societies, with The horse bears its master’s burdens. When it is not carry- Gargoyles are the most terrifying example of how the Prim-
age, unlike goats, their cousins. They tend to be fairly doc- the elderly often leaving the heard for a few weeks before ing a person, the weight it can bear is 10, and any penalties er can corrupt the DNA of any living creature. These spawn
ile, and they are very vulnerable while feeding. They tend they die. linked to the weight are diminished by 2. are hated not only for their malicious nature, but also for
to cluster together while feeding. Sheep are raised for their INITIATIVE: 6D / 4 Ego Points the Spores of plague bearing insects that are carried in the
wool, but also for milk and meat. ATTACK: Charge 6D, Damage 8+1D, Range 3m ; Horn blast G O AT filthy fur of the flying beast. In this fashion, the Primer can
More docile than goats, sheep are not particularly inquisi- 3D, Damage 3+1D, Range 1m ; Kick 5D, Damage 6+1D, Range Goats are browsing livestock: rather than grazing, they spread its spore fields across more and more territories with
tive about their surroundings; if they wander it is because 1m browse, searching for leaves, shoots, or fruit rather than the help of its winged messengers of death.
of some external stimulus or the result of a predator driv- DEFENSE: Passive 3, Melee Active (Dodge), 1D; grass. They tend to be smaller than sheep, though this is Gargoyles prefer to live in the ruins of Bygone cities,
ing them from their feeding grounds. Sheep rams do grow Ranged Combat Active (Racing), Mobility 6D; Mental a generalization rather than a rule, and are raised for dairy nesting high above the ground so they can see prey ap-
horns, but they curl in on themselves and are used primarily 4D and meat. proach from a long distance. Before they attack, they un-
in fighting other sheep: sheep are typically docile around MOVEMENT: 5D Goats tend to be spry and adventurous for domesticat- leash a piercing screech to terrify their victims before flying
nonthreatening humans. ARMOR: Thick Fur, Armor 3 ed animals, and will chew on almost anything, although low over them, trying to make them disperse into easily
INITIATIVE: 3D / 1 Ego Points CONDITION: 26 (Trauma: 13) they typically only eat food. Unlike sheep, which tend to picked off individuals. When they gargoyle catches some-
ATTACK: Butt 5D, Damage 3 (5 for rams), Range 1 m SKILLS: INS+Perception 8 cluster, goats tend to be independent, and rams are known one in its sharp claws, it rises high into the air and drops
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D; POTENTIAL: Sixth Sense to attack humans in certain situations. it to the concrete blocks far below. After this, the gargoyle
Ranged Combat Active (Sidestepping), Reaction 4D; Mental A danger to the individual is a danger to the herd. Buffa- INITIATIVE: 5D / 2 Ego Points either devours the crippled creature or drags it screaming
4D lo can detect changes in smell or strange sounds from up ATTACK: Butt 6D, Damage 4 (6 for rams), Range 1 m into its lair, where the beast will share the prey with its own
MOVEMENT: 3D to 200m away. They have +2D to INS+Perception when it DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; spawn.
ARMOR: Wool, Armor 1 comes to detecting a threat. Ranged Combat Active (Sidestepping), Reaction 5D; Mental INITIATIVE: 9D / 8 Ego Points
CONDITION: 8 (Trauma: 4) 4D ATTACK: Bite 8D, Damage 3+1D, Range 1 m
DRAFT HORSE MOVEMENT: 4D DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D,
HYENA Tall and powerful, Draft Horses are chosen for their tough- ARMOR: - Ranged Combat Active (Sidestepping), Reaction 7D, Mental
Hyenas are scavengers and pack hunters native to Africa; ness, stamina, and their ability to pull heavy weight. These CONDITION: 6 (Trauma: 3) 4D
they are known for their iconic howling and chattering traits make them very useful to those living in a region SKILLS: INS+Perception 6 MOVEMENT: 10D

WRITTEN BY KWILLEY - ATLAS 29


ARMOR: Rough skin, Armor 2
CONDITION: 10 (Trauma: 6) MOCCUS
SKILLS: AGI+Stealth 6; INS+Perception 8 Known by primitive tribes all over Northern Europe as the
SPECIAL: The bite of a gargoyle will give its victim +2 points “Hell Boar”, a moccus is the result of a living creature be-
of spore infestation. coming tainted by the Primer. Their fur stinks of decay,
POTENTIAL: Echolocation clouds of flies surround the giant bodies of these jugger-
Being nearly blind, a gargoyle relies on its biological sonar nauts feeding on festering wounds, and the creature’s eyes
to successfully navigate in the jungles or concrete ruins. are filled with green and yellow pus. An alien virus post-
Every gargoyle has a +3S bonus when it has to pass an pones death for long decades, which makes the moccus
INS+Orienteering action when it is in a city or jungle. even more aggressive than when they were just common
boars. Very few moccus retain the ability to breed, so they
ORCANT numbers are replenished by infected outcasts from packs of
Orcants live in a pack of 5 to 8 individuals in the Northern common boats who flee into the bogs, mires and forests of
Atlantic, mostly staying close to the coasts of Briton and Northern Europe. United into packs, the animals are driv-
Britain. The Orcants mutated from Orcas, their fins evolv- en by their only impulse; protect the Spore field, this single
ing into paws to allow them to walk on land, keeping their command burning in their simple minds like a torch in the
prey close to their powerful jaws. darkness.
Their size is close to that of the orcas of old, howev- The size of a horse, even a single moccus can pose a
er there are noticeably fewer Orcants, perhaps because of great threat even to a well armed group. Its tactics are prim-
reduced fertility. They are extremely aggressive and attack itive, but crippling, the huge beast ramming headfirst into
boats - and the humans within - with unparalleled ferocity. the enemy, tearing flesh with its huge fangs and crushing
INITIATIVE: 6D / 4 Ego Points bones with its powerful hooves. Moccus packs are one of
ATTACK: Bite 6D, Damage 6+1D6, Range 6m; Dive (jump the reasons why Spitalian extermination squads suffer great
out of water and smashing of the prey) 3D, Damage,6+1D6, losses disposing of even small Spore fields.
range 10m; Claws 4D, Damage 10, Range 3m INITIATIVE: 5D / 2 Ego Points
DEFENSE: Passive 1, Melee Active (Ramming), Mobility 8D, ATTACK: Bite 5D, Damage 5, Range 1 m
Ranged Combat Active (Sidestepping), Reaction 7D, Mental DEFENSE: Passive 1, Melee Active (Ramming), Mobility 8D,
3D Ranged Combat Active (Sidestepping), Reaction 7D, Mental
MOVEMENT: 5D 3D
ARMOR: - MOVEMENT: 6D
CONDITION: 20 (Trauma: 12) ARMOR: Fur, Armor 1
SPECIAL: The bite of an orcant inflicts +2 points of spore CONDITION: 9 (Trauma: 6)
infestation on its victim. SPECIAL: The bite of a moccus inflicts +2 points of spore
POTENTIAL: Aetheric fauna infestation on its victim.
The creature can peer through the Aether to observe its POTENTIAL: Feel no pain
prey across great distances, and gets +1D per potential level The degraded nerve endings of the beast gives it +4S to any
to tracking its target. BOD+Stamina tests.
Pack sense
As long as the alpha lives, all pack members get +2S to men-
tal defense.

WRITTEN BY KWILLEY - ATLAS 31


C H A P T E R

THE CHARACTER
V A U LT
CASTEL HARDT CLOTHILDE "VELOURS" BOURREAU
Castel is a tall, gaunt man. His eyes are a pale blue, and his shaved head is home to Daughter of Soros, a member of the Frankan Resistance, and Lee, a Judge, she was
several scars. His Spitalian suit is always covered with furs and trinkets, which help raised in the heart of Justitian where several instructors oversaw her studies from a
obscure the true Cult he calls his own. He is always adapting to his environment, he young age. Her father, a Protector, was careful to teach his daughter respect for law and
was taken for a Clanner in Briton and to this day some think he’s a Hellvetic, miscon- order. Quickly spotted by the Spital, she quickly advanced to a valued and respected
ceptions he has no intention of rectifying. Famulancer. She served in Britain and discovered the Anabaptists’ Elysian Oils, despite
“There are 2 kinds Castel served with Clothilde Bourreau in Briton until she became an Epigeneticist having little effect the practice intrigued Clothilde. Here there was something noble
of people in this and travelled to the Spital. He didn’t follow, he had better things to do; his network was and sacred unlike anything she had encountered in the Spital, and perhaps something
world: my friends, far too useful to abandon. He was tasked with keeping the Spital informed of every- sensual too. Out of curiosity as much as fascination with the religious objects, she pro-
and those who just thing happening in Briton, at the level of the people rather than the ruling class. cured some and began to study it. However, the Spital was not interested, and her work
ask to become one.” For the last few months Castel has been assigned to Roppen where he is assisting was archived.
the Hellvetics with securing the tunnels. This situation serves his interests, he quietly At the age of 26, she was promoted to an Epigeneticist in Rennes before returning
gathers information, informing the Spital of the local happenings along with the sit- to the Spital. There she began research on the different types of spore, under direction
uation of the Alpine Fortress. He has grown to be close friends with Marius Brisut, a of Clinic Leader Ziegler. Several years passed until she was summoned by Ziegler him-
Hellvetic who has a tendency to get talkative after a few beers. Castel has taken a liking self. Her research was assigned to another Spitalian, and she was transferred to another
to this colossus, whose mind is as simple as the Spitalian’s is twisted. Supporting each team, the Gefroren Kreuz.
other, the pair grow in influence. Two brothers, more like two scoundrels. In addition to her research, Clothilde regularly visited her mother, Lee, in Justitian.
A few months ago, in exchange for bringing an Anabaptist to the Spital for help The war against the Clans occupied Lee's thoughts, and Clothilde slowly saw her mo-
with a concussion, Castel has been receiving rare Elysian oils. He sends these to Ziegler, ther’s body and soul wither away with wounds.
the Clinic Leader. The powerful man leads a team responsible for studying the effects Once her mother left for the Front, Clothilde launched herself into the study of
of the oil, and it is here that Castel again finds Clothilde. the oils. The samples were difficult to obtain, despite the help of a Famulancer she had
once served named Castel, originating from north Purgare. He told the Epigeneticist
that he had brought an Anabaptist companion to the Spital to treat a concussion, and
in exchange was given several doses of Acheron. Ziegler increased his pressure on the
R O L E P L AY group. They discovered strange effects, the oil was close to Burn but undetectable by
Castel is a kind man, with a natural affinity for working out who to talk to in order the Mollusks. He demanded that the Gefroren Kreuz study the effects of the oil on the
to get what he wants. He is loyal to the Spital, but that doesn’t mean he can’t enjoy body. It was clear no Anabaptist would lend themselves willingly to such a betrayal of
himself. their secrets, but Castel works wonders. EQUIPMENT
He easily matches the accent of the people he speaks with, adopting their ANALYSIS GLASSES
manners and customs, so much that he is easily mistaken for one of them. Don’t be This artifact is entrusted to only a few
mistaken, he has a cold intelligence, observing and noting every observation. He sorts R O L E P L AY members of the Spital. These tinted glas-
them into two categories. Useful to Castel, or useful to the Spital. Clothilde is a smart and respectful woman, but the psychological pressure from ses allow the wearer to analyse in detail
To render service to others is to create a debt owed to oneself, and Castel loves to Ziegler and the concern for her mother risking her life every day wears on her mind. the composition of observed materials.
help. Her ambition and drive to succeed push her to work with Castel, a man who slips The results are displayed directly on the
between definitions of good and evil, a partnership which could endanger her career. lenses, and can offer deep insights into
Her experience in Briton taught her to act quickly and well in a crisis, but in the their target. The glasses are charged by an
long run, she needs stability and calm. Under such conditions, her genius unfolds and E-Cube, and can operate for half an hour
she reveals herself as one of the brightest in the Spital. before needing recharged.
Some additional modules provided by
the Chroniclers allow the glasses to be
used for specific areas; Medical, Bota-
nical, Geological, Viral, Contaminant
PROFILE PROFILE Search. A Spore module is currently in
ARCHETYPE: Borca, The Defiler, Spitalian, Rank 3: Famulancer ARCHETYPE: Borca, The Healer, Spitalian, Rank 4: Epigeneticist development, but incomplete.
ATTRIBUTES: BOD 2, AGI 2, CHA 2, INT 3, PSY 3, INS 4 ATTRIBUTES: BOD 2, AGI 3, CHA 3, INT 6, PSY 4, INS 4 The Spitalians allowed to use these glas-
SKILLS: Athletics 3D, Melee 4D, Toughness 4D, Stamina 3D, Dexterity 3D, Conduct SKILLS: Athletics 3D, Melee 4D, Resistance 4D, Thoughness 3D, Dexterity 6D, ses have all been trained, and have the
4D, Expression 4D, Engineering 4D, Focus 4D, Medicine 6D, Science 6D, Willpower Conduct 4D, Expression 4D, Technology 4D, Focus , Medicine 8D, Science 8D, 6D necessary contacts within the Chronic-
6D, Empathy 7D, Perception 7D Willpower, Empathy 7D, Perception 7D lers to obtain desired modules.
BACKGROUNDS: Allies 4, Network 4 BACKGROUNDS: Allies 5, Network 2, Secrets 3 A new module can be obtained by contac-
POTENTIALS: Brainwave 2, Splayer 1 POTENTIALS: Brainwave 3 ting a Chronicler with a roll of CHA+Ne-
INITIATIVE: 3D / 8 Ego Points (Willpower) INITIATIVE: 3D / 8 Ego Points (Willpower) gotiation, with the Character’s Network
ATTACK: Splayer 3D, 2m, Damage 5, Cutting 2T, +1D Damage ATTACK: Splayer 3D, 2m, Damage 5, Cutting 2T, +1D Damage score added to the roll. The Difficulty
DEFENSE: Passive 1, Melee Active (Parry) Melee 4D, Ranged Combat Active (Dodge) DEFENSE: Passive 1, Melee Active (Parry) Melee 4D, Ranged Combat Active (Dodge) will depend on the relationship with the
Mobility 2D, Mental (Willpower) 6D Mobility 2D, Mental (Willpower) 6D Chronicler, availability of materials, and
MOVEMENT: 2m MOVEMENT: 2m other parameters chosen by the GM.
ARMOR: Spitalian suit, Armor 2 ARMOR: Spitalian Suit, Armor 2
CONDITION: Spore Infestation 0/12 8 Flesh Wounds, 5 Trauma CONDITION: Spore Infestation 0/12 8 Flesh Wounds, 5 Trauma
EQUIPMENT: The Manual, Leather apron, Notebook, Stolen Acheron vial, Hellvetic EQUIPMENT: Analysis Glasses (Botanical Module and Medical Module), Key to an
cloak apartment in Justitian, 2 EX aerosols, Sequencer

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET - ATLAS 35


DEKHART KRUEGER JOHAN KRELL
Dekhart is rather small and thin, his bald head weathered by the sun. His large chin and Despite the imposing mask of his sealed environment suit, Johan is a frail man. Pe-
flat nose make him easy to recognize when he is not wearing his gas mask. Generally rhaps when he first completed his training in the Spital and was sent to the far south
he can be found wearing his reinforced neoprene suit, his brows locked in a perpetual to investigate the Psychovores he was still strong enough to live up to the appearance
frown. His gestures are quick and nervous, and he often falls prey to violent anger. of his armor. However, after a decade and a half of endless study of the alien plant-life,
Since becoming a Famulancer, Dekhart has not grown popular: he often questions he has begun to wither. There are dark circles under his grey eyes from lack of sleep, his
“You again? You’re orders, and cannot be depended on in case of an attack. During a previous mission, he pale cheeks are gaunt, and whenever a stray tuft of hair sprouts from his near-bald head “Well, you see, if we
wasting my time! butted heads with a Chronicler that he, wrongly, suspected to be a Burner. He tried to it is ash grey. And yet, despite his withering body, his resolve has never been stronger. add 5 millilitres of
Are you in need force the local Scrappers to unclothe the Agent by threatening them with his fungicide He knows what he has to do, he has studied the many forms of the Primer for years and this enzyme to the
of a complete rifle. The other Famulancers barely managed to restrain him and thus avoid a diplo- he knows how to strike back at the alien virus. He will stop at nothing to deliver what sample, it’s growth
disinfection? No? matic incident. he thinks is a crippling blow to the Sepsis. rate decreases by
Then get the fuck He has since been suspended, and after the incident has only been assigned dan- His superiors, however, are less certain. They demanded more study, demanded 25%, meaning that
out of my sight!” gerous missions with allies of the Cult. He has spent many a month patrolling with the more tests, more research, more experiments. Eventually, after his 15th request to his if we synthesis this
Orgiastics, forcing Clanners to convert and dismantling Burn trade networks. commanding officer to carry out his plan was denied, he could take no more. Clearly and mass produce
His respect for the principles of hygiene is now only theoretical, since he has be- his superiors were small minded fools, unable to comprehend his genius and the per- it…”
come intimate with a large number of women. Indeed, he has become infatuated with fection of his plan. One night, while most of his research camp were gathering samples
an Ascetic woman whom he considers to be his lover. Famulancer Krueger is now well of the Psychovore for further study, Johan made his move. He stole six seed pods,
received in the community; he likes the Anabaptists since they are not fussy about his stored under a vacuum to inhibit their growth, placed them in a case biometrically
actions, and spare him the tasks he feels are beneath him. He is sometimes summoned locked with his blood, and left. Stealing a small vehicle, he had cut the fuel lines of the
by the Spital for occasional assignments, but his conversion to the beliefs of the Neog- others at the research station and destroyed their radio, giving him a head start as he
nosis is well under way. rode for Tripol and from there across the Mediterranean to his ultimate destination;
the infested swamps of Franka. However, his head start only buys him so much time,
R O L E P L AY and the Spitalians will stop at nothing to either recover the samples, or make sure he
Tough, suspicious and ill-tempered, Deckhart is not a pleasant chap. He does can no longer deliver them.
not like his current assignment, and pours out his wrath on his entourage. He is
overindulgent with Anabaptists, and suspicious with Clanners.
He has, however, his own weaknesses: his equipment is unclean and he would R O L E P L AY POTENTIALS
be under threat of suspension should the Cult learn of his less-than-perfect sense of Johan is a frail man, but he has a fire burning in his soul, driving him forward against PRIME MOVER
hygiene. He craves for the sensation of power and beautiful women. all odds to complete what he views as a righteous quest. However, he does know that Johan has been researching the Primer in
He always puts his personal interests first, and is a reliable ally to no one. he’ll need help to brave the treacherous swamps of Franka, along with the inevitable all its forms almost religiously for years
retribution coming his way when the Spitalians eventually get word of what it is he upon years, until even his own thoughts
has done. When negotiating, he is nervous and reluctant to reveal the purpose of his have begun to twist and turn like the
mission, but if persuaded into talking about his goals his voice is as strong as someone strange fractal patterns he sees under his
half his age. microscope.
Johan gains +1S per potential level when
analysing Primer related flora and fauna,
along with +1D per potential level to figh-
ting creatures spawned from it.
PROFILE PROFILE
ARCHETYPE: Borca, The Defiler, Spitalian, Rank 3: Famulancer ARCHETYPE: Pollen, The Righteous, Spitalian, Rank 4: Epigeneticist (Former)
ATTRIBUTES: BOD 4, AGI 3, CHA 2, INT 2, PSY 3, INS 2 ATTRIBUTES: BOD 2, AGI 3, CHA 3, INT 6, PSY 4, INS 3
SKILLS: Athleticism 6D, Force 7D, Melee 7D, Toughness 7D, Projectiles 5D, Stealth 4D, SKILLS: Athletics 5D, Brawl 4D, Force 5D, Melee 5D, Stamina 5D, Toughness 4D,
Medecine 6D, Cunning 6D, Domination 5D, Reaction 5D, Willpower 5D, Perception Navigation 4D, Dexterity 6D, Mobility 5D, Projectiles 6D, Stealth 5D, Expression 5D,
4D, Primal 4D Leadership 5D, Negotiation 5D, Artifact Lore 10D, Engineering 6D, Focus 8D, Legends
BACKGROUNDS: Renown 2, Network 2, Resources 1 8D, Medicine 8D, Science 11D, Cunning 5D, Deception 5D, Faith 8D, Reaction 7D,
POTENTIALS: The Last Farewell 2 Empathy 5D, Perception 7D, Survival 4D
INITIATIVE: 5D / 8 Ego Points (Willpower) BACKGROUNDS: Allies 2, Network 2 EQUIPMENT
ATTACK: Splayer 6D, Range 2m, Damage 7, Cutting 2T: +1D Damage ; Fungicide Rifle POTENTIALS: Brainwave 3, Danger Sense 1, Prime Mover 2 Johan is carrying a large case, with thick
SP 4016TH: 5D, Range 2/8m, Poisoned: 4C, -2D, duration one day INITIATIVE: 3D / 8 Ego Points (Faith) reinforcement and a sophisticated
DEFENSE: Passive 1, Melee Active (Parry) Melee 7D, Ranged Combat Active (Dodge) ATTACK: Mauser, 7D, Distance 10/40, Damage 9, Mag. 10, Smooth Running (2T) locking mechanism reserved only for
Mobility 6D, Mental (Willpower) 6D Sword, 5D, Distance 1, Damage 7 the most sensitive of materials transpor-
MOVEMENT: 6m DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D, Ranged Combat Active ted by the Spitalians. Inside, he has six
ARMOR: Reinforced Spitalian Suit, Armor 3 (Dive), Mobility 7D, Mental (Faith) 8D Psychovore seeds inside sealed vacuum
CONDITION: Spore Infestation 0/12, 12 Flesh Wounds, 6 Trauma MOVEMENT: 5m chambers. The alien plants are unharmed
EQUIPMENT: SP 4016TH, Broken Cross medallion hidden under his Spitalian suit, 3 ARMOR: Spitalian Uniform, Armor 2, Epigeneticist variant, Sealed +6S. Wears a by the lack of atmosphere, but it stops
stolen doses of EX which he uses as bargaining tools. concealing cloak over his suit, +1D to hiding his cult affiliation their rampant growth. Should the seal be
CONDITION: Spore Infestation 0/16, Flesh Wounds 8, Trauma 6 broken and the seeds given access to soil,
EQUIPMENT: Sealed armored case containing a spool of Psychovore seeds, requires the Psychovore will begin to spread once
biometric match to open, Vials of adrenaline (5). more.

WRITTEN BY FORGOSTH WRITTEN BY SPOOKYBOOGY - ATLAS 37


VALENTINA NAJDA WOJNIEK
Valentina was born in 2576 just outside of Jaca close to the Pyrenees mountains. In the Nadja is a young woman of average height and weight, with few real distinguishing
early spring of 2589 she talked her brother Valerian, who was a mountain guide, into traits, both her figure and face typical of Pollen.. Her strict observance of Spitalian pro-
bringing her with him him on a routine crossing with some Spitalian clients.. During phylactic procedure does little to mitigate her unremarkable looks, constantly hidden
the expedition they were caught in a terrible storm which claimed the lives of Valerian beneath the usual attire of the Famulancers, rendering her totally anonymous. Until
and two of the famulancers. On the other side of the storm she was left with a choice, she speaks, it is impossible to appreciate the full depth of her personality. Quick-witted,
try to brave the mountain alone to get back home or stay safe and go with Maurine, an empathic, perceptive and well-read, her intellectual and emotional acuteness makes
“you've got to epigeneticist she later learned. Valentina and Maurine travelled together to Montpel- sure no one forgets her.
crack a few eggs to lier, on the road it became clear that Valentina would one day make a fine Spitallian if Nadja was raised in the Tuberculosis Quarantine Zone of the Appendix. While
make an omelette!” given the right training. Valentina was made to believe that she would get help coming her family slowly died of the disease, she was saved from the disease thanks to natural
home in time, but weeks turned to months and months turned to years. Over time immunity. This immunity allowed her to help the caretakers in their dealings with the
Valentina had all but forgotten her old clanner life and family. diseased.
In 2592 she was to be sent to the Spital by way of border post north, the north- When she reached adulthood the Doctors, after assessing her bravery and poten-
ern pass was however overrun by the swarm and she found herself fleeing westward, tial, asked her to become a Recruit. In spite of the rigour and the difficulty of such a
towards Janus port, a little village on the edge of Janus crater. Here she felt at home training, Nadja became a respected and insightful Spitalian. As a militant Famulancer,
amongst the clanners, educating anyone who would listen about the dangers of sep- she hopes to become a Surgeon or a Pharmacist.
sis and working as a doctor for the local population. This all changed when a party However, something beckons her, like a call from the world to spread the hope that
of scrappers came into town claiming there was a huge untouched pre-eschaton ship the Spital offers humanity. Thus, when an Anabaptist dignitary asked her to take part in
stranded in the Stukov desert. Valentina agreed to go with them in case they ran into the “Mission” she did not hesitate, and now she travels the long road to Purgare with a “As a child, I
M E M O R I E S O F D E AT H trouble as long as she had first dibs on any medical equipment they found. They quickly mysterious Ascetic and an obstinate Judge. All three of them have gone to convince the dreamt of a place
Valentina has lived two lives. while wal- realized they were not alone on the ship. They came face to face with the Vulture but Cults to unite, in spite of their cultural divides, under the banner of the Protectorate where mankind
king through the Stukov desert she tou- managed to escape back to Janus port with an RG sleeper named Murray. and its Humanist ideals. would find its way
ched a Desert clam, this pulled her into a Over the course of the next few months Murray and Valentina become good in the world of
new world. She lived out an entire life as friends. However Valentina needed to continue her education and finally got a chance the living. Where
an African man, it ended during a slave to travel back to Montpellier with a family of scrappers, by this time Murray had estab- R O L E P L AY disease would
rebellion, she looked down, all she saw lished herself among the clanners in Janus port and decided to stay. Once reunited with Najda is first and foremost pragmatic and sensitive. She firmly believes in her Cult and not be inevitable.
was the hilt of a sword in her gut. She Maurine Valentina continued her training and formally became an Epigeneticist, she will do whatever it takes to defend what she believes to be the last hope for the survival Where predatory
looks up again, there is a woman with her was stationed in Toulon to find out about the Wasp Man. of mankind. Aware of the sad truth of the world, she sees the Protectorate as a pro- violence would
back turned to her. Valentina tries to call tection from thet Sepsis and the dangerous impulses of the Clans. She, however, is an not overpower
for help but can’t find her voice. All of a R O L E P L AY idealist and a very kind person. She knows she has to be hard and uncompromising out the defence of the
sudden she opens her eyes, she’s in the Outwardly Valentina might look like a young woman, but the coldness in her eyes and of necessity, but she does enjoy doing so. Sometimes, the pain is so acute and the sad- weak. Where man
desert. Panic washes over her as her two the way she speaks makes it seem like she has already lived a lifetime. She is constantly ness so intrusive that her existence loses meaning. In these rare moments of weakness, would stop seeking
lives merge into one. torn between wanting to help the individual and needing to help the collective, but she finds herself tempted, but by what? Burn? Vengeful Rage? Cold, brutal detachment? shelter in the
ultimately she knows that sacrifices have to be made for the greater good, even if it Until now, she has always found a helping hand to pull her back from the edge, but who mindless comfort
does break her heart. Valentina is very friendly once you get to know her, but she can say what will happen tomorrow. of absent gods.
presents a very thick outer shell. Where science
would be the key
PROFILE PROFILE to resurrection…
ARCHETYPE: Hybrispania, The Healer, Spitalian, Rank 4: Epigeneticist ARCHETYPE: Pollen, The Healer, Spitalian, Rank 3: Famulancer This place is not
ATTRIBUTES: BOD 3, AGI 4, CHA 2, INT 4, PSY 3, INS 2 ATTRIBUTES: BOD 2, AGI 2, CHA 2, INT 3, PSY 3, INS 4 a dream.. Its name
SKILLS: Athletics 5D, Force 6D, Melee 5D, Stamina 5D, Toughness 6D, Dexterity SKILLS: Athleticism 3D, Melee 4D, STamina 4D, Toughness 3D, Dexterity 3D, is The Spital, and ,
5D, Mobility 7D, Projectiles 7D, Stealth 7D, Conduct 4D, Leadership 4D, Seduction Conduct 4D, Expression 4D, Engineering 4D, Focus 4D, Medecine 6D, Science 6D, in its name, I have
3D, Engineering 6D, Focus 7D, Legends 6D, Medicine 8D, Science 6D, Cunning 5D, Willpower 6D, Empathy 7D, Perception 7D come..”
EQUIPMENT Deception 4D, Reaction 6D, Willpower 6D, Empathy 4D, Perception 4D, Survival 4D BACKGROUNDS: Allies 2, Network 2
SCRAPWALKER .44 BACKGROUNDS: Allies 3, Authority 3, Network 3, Renown 4, Resources 5, Secrets 4 POTENTIALS: Brainwave 2
This master crafted revolver was gifted to SPECIAL: Speaks the African language perfectly, without a single hint of a foreign INITIATIVE: 3D / 8 Ego Points (Willpower)
Valentina by the lone wolf Old Ironbolt accent ATTACK: Splayer 3D, Range 2m, Damage 7, Cutting 2T: +1D Damage
while he was on his deathbed. His only POTENTIALS: Last Bastion 1, Moving Mountains 1 Fungicide Rifle 3D, Range 2/8m, Special Damage
wish was that she bring it with her into INITIATIVE: 6D / 10D while under the influence of stimulants, 14 Ego Points DEFENSE: Passive 1, Melee Active (Parry) Melee 4D, Ranged Combat Active (Dodge)
the Vultures realm and come back out (Willpower) Mobility 2D, Mental (Willpower) 6D
with stories to tell. ATTACK: Scrapwalker .44, 7D, 10/40m, Damage 10, Smooth running (2T); Knife, 6D, MOVEMENT: 3m
1m, Damage 4, Smooth Running (2T); Fungicide Rifle, 6D; Splayer, 4D, 2m, Damage 6 ARMOR: Spitalian Suit, Armor 2
DEFENSE: Passive 1, Melee 6D, Mobility 7D, Mental 6D CONDITION: Spore Infestation 0/12, Flesh Wounds 8, Traumas 5
MOVEMENT: 5m EQUIPMENT: The Manual, Leather Apron, Small Medkit, Notebook
ARMOR: Spitalian suit, Armor 4, Sealed (4), Respected (1D), Reinforced (2)
CONDITION: Spore infestation 12, Flesh Wounds 12, Trauma 6
EQUIPMENT: Sequencer, Cartridge Launcher, Water filter, Field kit, Surgical tools,
Ex-aerosol, Firedust, Stimulants(4), Painkillers(4)

WRITTEN BY NIKLAS EKSTRAND WRITTEN BY HAAKON DANZIG - ATLAS 39


THE BOMB AT O M I O TA
Atom dedicated his life to the under- Atom is growing old, wrinkles appearing on his face, but his short white hair and severe Iota’s forehead is a little too big, her eyes a bit too far apart; if not for her mask it would
standing of electricity and atom. He was gaze show no weakness. That being said, rare are the people who have seen the face of be obvious to all that she isn’t attractive. However, her face belongs to the Chroniclers,
able to create several power plants and Atom, because he keeps his suit on as much as possible. His mask is of extremely high a visage of hardened leather, lenses glowing with a blue light. She wears a grey cape,
factories for his enslaved clans, trans- quality, four lenses burning out from under his hood. His thick armor leaves no part with a hood. She doesn’t seem to be armed, except perhaps the amplifier on her torso.
forming south Borca into a very dan- of his skin uncovered, a thick network of cables sticking out from its surface. It is rein- It is impossible to guess her gender with her suit on.
gerous land, infested with industrially forced by lead, protecting Atom from radiation. She is still a young Chronicler, but to this day she has accomplished every test she
equipped savages, hostile to anyone not As far as he can remember, Atom always knew that the Chronicler’s cause was not has been put through by her cult with flying colours. Inside her is a burning passion
allied with the Chroniclers. only the fairest, but also the most essential to humanity. To him, those who do not see for learning more about Pre-Eshaton life. According to her, if humans are ever to get
But Atom has something else in his head. the important of his cause are closer to mere animals than humans. back to this level of technology, they must learn every detail of the existence of their
He wants to force the African people to He worked his way to the top, showing an exceptional understanding of the atom ancestors.
their knees. He wants to be the one who and electricity. He tried to share this knowledge to Clans. A wasted effort, their educa- The Cult eventually gave her the responsibility of a small alcove near Justitian, in a
cleanses the world from their filthy influ- tion wasn’t sufficient. They were barely good workers. small risk free village. Here, she recovers information and artefacts that are then sent
ence. Atom finally settled on an ideology where those who mastered technology were to the Central Cluster. She tries to memorise each relic that passes through, attempting
To achieve that, he is using his facilities more valuable than any others. Thus, the villages he then visited considered hima living to understand how it was used in the distant past. Slowly, she is building up models
and various artifacts to try to recreate god, always bringing him more artifacts. of Bygone cities, buildings and rooms. Her knowledge only grows, and is already very
the most powerful bombs humanity has At last, he realized that there was a force capable of destroying all of the Chroni- impressive.
known. If nothing stops him in his quest cler’s efforts: Africa. So he was sent by his cult to south Borca, to enslave the local clans.
to lay waste to the African continent, he There are three objectives in this move: first, hinder progression from Afrikan troops.
may produce the worst disaster since the Secondly, create a buffer zone between the Protectorate and Hellvetie. And last, form- R O L E P L AY
Eshaton. ing an army capable of supporting the Chroniclers against the influence of the Needle Iota doesn’t see a lot of people, and is very friendly whenever she gets the chance to
Towers. meet someone new. This attitude is likely to surprise strangers, because it’s in stark
opposition to the intimidating look of her suit and her voice, a fact which makes most
visitors quite uncomfortable. She is not used to other human beings, so she makes
POTENTIALS R O L E P L AY awkward, stunted attempts at conversation, following the guides on “interacting with
PLASMA A God amongst humans. Atom is maybe one of the only contemporary men that can clans” she read during her education in her Cult.
PREREQUISITE: Plasma Cutter, Science compete with a Marauder. He considers non-Chroniclers as wild animals, and Africans She is fond of pre-Eshaton details. Scrappers who sell their discoveries to her are
10 as insects, so he likely will not spare the time to speak to the PCs, instead giving them fond of her, finding her prices reasonable and fair. “It must be the
Atom is a technological genius. He rec- a piercing glare with the lenses of his mask while instructing one of his followers on If she is not met in her alcove, she may have been sent on a mission to use her common room.
reated a plasma cutter, but the size of a what to say through a headset. knowledge to explore ruins. Follow-me,
blade, emerging from his right arm. He All of his actions are either to obtain control of the central Cluster of Borca, or to here, it’s the
dominates the Clan’s Champions with it. destroy Africa. He has the potential to be a manipulative villain, or a dangerous ally if room… then the
Armor falls apart under the blows of the PCs are under the protection of the Chroniclers. office… and the
the cutter. Before applying the weapon’s safe. Classical
damage, the target loses as many points structure.”
of armor as the Potential level, until it is
repaired.

PROFILE PROFILE
ARCHETYPE: Borca, The Zealot, Chronicler, Rank 5: Paradigma ARCHETYPE: Borca, The Mentor, Chronicler, Rank 2: Agent
ATTRIBUTES: BOD 5, AGI 4, CHA 5, INT 6, PSY 6, INS 4 ATTRIBUTES: BOD 2, AGI 3, CHA 2, INT 4, PSY 3, INS 2
SKILLS: Strength 8D, Melee 10D, Toughness 10D, Crafting 9D, Dexterity 9D, Mobili- SKILLS: Athletics 3D, Toughness 4D, Crafting 4D, Dexterity 4D, Mobility 4D, Art 5D,
ty 9D, Conduct 10D, Expression 10D, Leadership 11D, Negotiation 10D, Expression 4D, Negotiation 5D, Artifacts Lore 8D, Engineering 7D, Focus 6D, Leg-
Artifact Lore 12D, Focus 12D, Engineering 12D, Legends 9D, Sciences 12D, Domina- ends 7D, Science 6D, Cunning 4D, Domination 5D, Reaction 4D, Willpower 4D, Em-
tion 12D, Deception 11D, Reaction 10, Willpower 12D, Perception 8D pathy 4D, Orientation 4D, Perception 4D
BACKGROUNDS: Authority 5, Secrets 5, Network 5, Resources 6, Allies 4, Renown 6 BACKGROUNDS: Allies 1, Network 1, Resources 1, Secrets 1
POTENTIALS: Fractal Memory 3, Upload 2, Download 2, Plasma 2 POTENTIALS: Fractal Memory 2
INITIATIVE: 10D / 24 Ego Points (Willpower) INITIATIVE: 4D / 12 Ego Points (Willpower)
ATTACK: Plasma Cutter, 10D, 1m, Damage 8 (Fatal), Terrifying (3) ATTACK: Vocoder, 7D (+2 Triggers) then 5D, Damage: 1+Triggers as Ego, 45° Area
DEFENSE: Passive 2 (Smoke Suit), Dodge 9D, Mental (Willpower) 12D DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Mental (Willpower) 4D
MOVEMENT: 5D MOVEMENT: 3m
ARMOR: Tech V Suit, Armor 4, Bulletproof 6 ARMOR: Cape and clothes, Armor 0
CONDITION: Spore Infestation 0/24, Flesh Wounds 20, Trauma 11 CONDITION: Spore Infestation 0/8, Flesh Wounds 8, Trauma 5
EQUIPMENT: Divine spirit totems offered by clans, Vocoder, Cascader, Streamer EQUIPMENT: Vocoder, Cape, Mask, Leather rolls on which are pyrographed plans of
glove, Draft printer, Neolybian rifles kept as trophies (He does not carry everything pre-Eshaton buildings.
with him.).

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 41


PHISHER TRANSCRIBE
Under his mask, he has blond hair and an emaciated face, brown eyes under nearly Transcribe is an old Chronicler, he is becoming bald, his face slowly growing wrinkled,
non-existent eyebrows, his cheeks are closely shaved. He is quite pale, but usually no- and bears a grey beard with a moustache and blue eyes. He is tall and quite thin, his
body sees his color skin: he wears a gas mask with red filters in front of his eyes all the back a little bit bent, but all of that is difficult to see when he wears his old black Chron-
time. His leather suit is reinforced at the shoulders, the plastron and the back of his icler suit covered in cables.
limbs, giving a more impressive look than he really his. The amplifier of his Vocoder is Transcribe was for many years an archivist at the Central Cluster. His task was to
well hidden on his torso, and his has a steel rod at his belt that he may use to intimidate write down every piece of knowledge from the Protectorate and the Chroniclers on
other people. paper: indeed, if the Stream was ever to fail again, the Chroniclers would lose priceless
He is a henchman in Central Cluster’s pay. Since the Chroniclers took him, he has information. The Cluster would never let a failure like the catastrophe at Cathedral
been completely indoctrinated by their education, and he is willing to sacrifice himself City happen again, and with the physical archives, the cult would always be able to have
for the Stream’s reborn. Far from being the best, however he showed an incredible te- some baseline to start again, not needing to restart from nothing..
nacity during his formation. He is still an excellent technician, but he is not as good as Obviously, this was a long and tedious task. Transcribe has, over the course of de-
other Chroniclers, so the Cult logically made a Shutter out of him. cades, copied, printed and translated files, then directed a team of Agents to help him.
Nowadays, he is on the roads, pretending to be an average traveller, he receives af- As he grew old, he realized that one type of file was particularly rare in the archives:
fectations let by other Chroniclers in hideouts near their alcoves, then he executes the historical records of the post-Eshaton era. Transcribe decided to give up his seat to one
orders without asking questions. Sabotage, murder, kidnapping, he has already done of his disciples, and set out on the roads to explore and record his own era for those
everything. who come next.
Ready to sacrifice himself for a mission’s success, he is nearly crazy: convinced he
will soon be dead, he tries to enjoy life between his missions and he costs a lot in Burn,
EX and Magpies each time he success in his crimes. According to the Cluster, it was R O L E P L AY
always worth it. This Chronicler is cold at first, and quite aloof when he talks to other people, except his
very direct way of asking for something he wants.. Despite first appearances, he easily
bonds with people who help him do his job, and will ask for news about them often.
R O L E P L AY He can become an interesting contact for the PCs, because of his impressive network
Undercover, he is just a traveller, a Scrapper maybe, who came here to spend his money of friends and acquaintances.
at the Apocalyptics place. He doesn’t seek trouble, and he seems to just try to have a He is very tough on people who hinder his work, and he will use his allies and his
good time. He may use the names “Barrelor”, “Booter” or “Chap”. contacts to make their life difficult.
He really enjoys Apocalyptics services, but he notes everything he sees. He knows Transcribe is a mix of a historian and a journalist, asking many questions and tak-
everything in town, learn by heart everything about his target, planifies every of his ing notes during conversations. He can even ask a PC to pose for a sketch, or their
moves with minimal risk… and struck the final blow. The water tank collapses, the man permission to use elements of the conversation for his historical archives.
is choked with a pillow, the judge’s child disappears.
When he is not undercover, he is a machine. No feelings come from this person. He
expects to die soon anyway, so he doesn’t become attached to other humans.

PROFILE PROFILE
ARCHETYPE: Franka, The Martyr, Chronicler, Rank 3: Shutter ARCHETYPE: Borca, The Seeker, Chronicler, Rank 3: Mediator
ATTRIBUTES: BOD 3, AGI 4, CHA 1, INT 2, PSY 4, INS 2 ATTRIBUTES: BOD 2, AGI 2, CHA 4, INT 4, PSY 2, INS 2
SKILLS: Athletics 5D, Force 5D, Melee 6D, Resistance 5D, Crafting 6D, Mobility 6D, SKILLS: Strength 3D, Melee 3D, Toughness 5D, Crafting 6D, Dexterity 4D, Mobility
Projectiles 6D, Stealth 6D, Negotiation 4D, Artifacts Lore 5D, Engineering 5D, Cun- 4D, Art, 6D, Conduct 6D, Expression 6D, Negotiation 7D, Artifact Lore 9D, Engineer-
ning 6D, Domination 8D, Faith 6D, Reaction 6D, Orientation 4D, Perception 4D, Pri- ing 8D, Focus 6D, Legends 6D, Medicine 6D, Science 7D, Cunning 4D, Deception 5D,
mal 4D Willpower 4D, Empathy 4D, Orientation 4D, Perception 4D, Survival 5D
BACKGROUNDS: Authority 2, Ressources 1, Secrets 1 BACKGROUNDS: Network 2, Secrets 2, Allies 2
POTENTIALS: Dead End 3 POTENTIALS: Fractal Memory 2
INITIATIVE: 6D / 8 Ego Points (Willpower) INITIATIVE: 2D / 12 Ego Points (Willpower)
ATTACK: Steel Rod, 7D, 1m, Damage 6, Blunt; Pistol, 6D, 10/40m, Damage 9, Maga- ATTACK: Vocoder, 8D then 2D, 10m, Damage 1+Triggers as Ego
zine 12; Vocoder, 5D then 8D, Damage: 1+Triggers as Ego, Area 45° DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Mental 4D
DEFENSE: Passive 1 (+ Dead End), Melee Active (Dodge) Mobility 6D, Mental 6D MOVEMENT: 2m
MOVEMENT: 5m ARMOR: Chronicler’s suit, Armor 2
ARMOR: Leather armor, Armor 3 CONDITION: Spore Infestation 0/8, Flesh Wounds 10, Trauma 4
CONDITION: Spore Infestation 2/12, Flesh Wounds 10, Trauma 7 EQUIPMENT: Typewriter with ink and paper, Notepad and pencil, Draft of a text
EQUIPMENT: Leather Armor, Vocoder, Gas Mask, Steel Rod, Pistol, 9mm rounds x about the region’s history.
16, Special equipment according to his mission.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 43


LOOPHOLE I T E R AT E
Every system has a weakness. Loophole’s job is to find it, and exploit it. Since she be- Initialising. Process is running and beginning to consume resources.
came a Shutter, she has learned to consider every group or building she infiltrates as 1st Iteration: Deep learning.
nothing more than a system to be hacked into, like a program. Her missions always 3rd Iteration: Full body motor functions.
begin with a long stretch of gathering intelligence, analysing the information, and find- 4th Iteration: First social interactions.
ing the most vulnerable parts of the system’s defense protocols. Her way of organizing 7th Iteration: Strange people talk to my brood. They say I’m not “abstract”, like the oth-
her missions has given her excellent results, the Chroniclers trusting her enough to ers. I’m a “Concrete Class”. I may have a future after all if I go with them.
promote her to the rank of Fuse. She now has the authority to lead a small group of 9th Iteration: Functional learning. Numbers are more easy to deal with than people.
Shutters to accomplish undercover operations. 11th Iteration: Programming is simple. Just a process passing through a sequence of
The team changes with every mission but the process is always the same: first, ob- loops. Don’t forget to write the breakpoint, or the loops go on forever.
serve the target. Understand the routines that set its rhythm. Then, the setup: Shutters 13th Iteration: Infected by Virus. Is this my breakpoint ? I feel like it.
take roles, equipment is hidden where it is needed. And finally, the operation, using a 17th Iteration: Surely a bug in my code, but I survived. I can’t contract this Virus twice:
set of techniques inspired by the Streamers of the Bygone era: the process enhances itself with each iteration of the loop.
- DDOS: Using a crowd to disturb, or even incapacitate, the system. Good Diver- 21st Iteration: First artificial neural network created.
sion. 23rd Iteration: It seems that I cannot have children. There is no such thing as infinite
- MITM: Impersonating another Cult’s important representative to intercept a tar- loops: a lack of resources stops them eventually. My code is no exception.
geted package, and modify its content. 27th Iteration: I applied my neural network to an artifact brought back to the cluster by
UNDERCOVER - Trojan: Impersonating one of the system operators. a kindred. It seems to work well. POTENTIALS
Loophole is equipped with all the equip- - Social Engineering: Manipulating a weak element to gain access to the target. 32nd Iteration: Without children, I can’t be part of the next loop. However, theoreti- FORK
ment needed to be totally credible as the - Rootkitting: Controlling the targeted system. Once it is complete, the system is cally: my loop will end when I exhaust the available resources. But if I’m never out of PREREQUISITE: INT+Focus 8, INT+S-
person she is impersonating. She carries laid bare to the Shutters, and their presence is deleted without a trace. resources, wouldn’t I be… Infinite ? Improving myself with each iteration for eternity. cience 8
almost nothing that shows her true alle- - BruteForce: Elements of the system are deleted. 34th Iteration: I begin to forget things. A new Virus. This one will slowly kill me. But The character tries to never expose him-
giance. When she is not accomplishing an important mission, Loophole is sent by her Cult for the moment it is no match for me: my machines are helping me remember what self directly. He has at his disposition a
Success on INS+Perception 5 is necessary to distant Alcoves: without the local Chroniclers knowing, she tests their security sys- my code cannot. set of devices that he controls to help him
to see that she wears a lot of makeup. tem and hands back a report to the Cluster. 36th Iteration: There is hope. Coding a Bygone machine with a neural network imitat- perform difficult tasks.
If someone discovers who she really is, ing me would, in theory, allow an equivalent of me to become infinite. I have to hurry, With the appropriate controller, the user
she will stop at nothing to eliminate my code is going from bad to worse. can control distant devices with INT+-
them. R O L E P L AY 39th Iteration: Now. Soon, I’ll be out of resources. The end of the loop... It can’t be! Not Science. He can spend his own Ego to en-
Everything depends on the actual role played by Loophole. She can perfectly imperson- yet! But each step forward is a fight against the Virus. I have finished the customized hance any action of a device he controls.
ate the stereotypes of other cults. neural network. I forced it to live artificially through my whole life. It truly is me. I Max 3 Ego points per action.
Under her cover identity, she’s very pragmatic and arrogant: she considers that she, watch it to remember who I am. I only need a decent host.
with her team, is creating the perfect hacking program. She tries to improve her tech-
niques with every mission, and eventually no building, group or Cult will be safe from
her. R O L E P L AY
POTENTIALS She will never lose sight of the actual objective. Everything must go as planned. Iterate is a lost soul hunting for eternal life. He will be afraid to do anything that can
BREACHER However, should a mission reach a significant obstacle, she will never admit defeat. She put an end to his life before his work is finished. He is searching for any device that can
PREREQUISITE: Fuse fixates on the last flaw detected in the target system, and when all else fails will attempt host his neural network program, so he can be “re-initialised”.
The Fuse planned the operation, they a final high risk operation. He also is suffering from an aggressive variant of Alzheimer's. His helmet and his robots
know each step by heart. Every precau- are essential for him to not be totally lost to the disease.
tion is in place at the discretion of the PROFILE Iterate is an expert in Domotics: he has a passion for devices that can interact with hu-
team, and once the operation is launched ARCHETYPE: Borca, The Creator, Chronicler, Rank 4: Fuse mans, and most of his assignments by the central cluster are either to find and analyze
nothing will stop it. ATTRIBUTES: BOD 3, AGI 4, CHA 3, INT 3, PSY 4, INS 2 new artifacts, or to install some devices to specific Alcoves.
Before the operation, the Fuse gets +1D SKILLS: Athletics 5D, Brawl 4D, Force 6D, Melee 5D, Stamina 4D, Toughness 6D,
per potential level to all actions to cover Crafting 5D, Dexterity 6D, Mobility 7D, Projectiles 8D, Stealth 6D, Expression 6D, PROFILE AR HEADSET
the team. Once it has begun, the Fuse Leadership 6D, Negotiation 5D, Seduction 6D, Artifact Lore 5D, Focus 7D, Legends ARCHETYPE: Borca, The Seeker, Chronicler, Rank 4: Streamer This mask allows the user to enhance the
gets +1D per potential level to all planned 5D, Science 6D, Cunning 9D, Deception 8D, Domination 7D, Reaction 8D, Willpower ATTRIBUTES: BOD 1, AGI 2, CHA 3, INT 6, PSY 2, INS 2 reality he his seeing. Iterate registers the
actions. 7D, Empathy 5D, Perception 6D SKILLS: Force 3D, Toughness 3D, Crafting 6D, Dexterity 4D, Mobility 4D, Arts 7D, faces and the masks of his close compan-
BACKGROUNDS: Allies 2, Authority 3, Network 3, Renown 2, Resources 4, Secrets 3 Negotiation 5D, Artifact Lore 11D, Engineering 11D, Focus 10D, Legends 9D, Science ions in the memory of the device, and
POTENTIALS: Upload 1, Download 1, Breacher 2 12D, Cunning 4D, Reaction 3D, Willpower 7D, Perception 4D the facial recognition system helps him
INITIATIVE: 8D / 14 Ego Points (Willpower) BACKGROUNDS: Authority 1, Network 4, Renown 2, Resources 4, Secrets 4 remember who they are.
ATTACK: Heavy Pistol, 8D, 10/40m, Damage 12, Thunder Strike, Camo: +2S POTENTIALS: Fractal Memory 3, Fork 1 The Headset also allows the user to re-
Knife, 6D, 1m, Damage 4, Smooth Running 2T INITIATIVE: 3D / 20 Ego Points (Willpower) ceive visual feed for other close sources:
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 7D, Mental (Willpower) 7D ATTACK: Doesn’t fight. Streamer Glove, 3D, 1m, Dazed (5) thereby Iterate can see through surveil-
MOVEMENT: 5m DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Mental (Willpower) 7D lance cameras or through the eyes of his
ARMOR: Shutter’s Suit, Armor 3, Camo: +2S MOVEMENT: 1m machines.
CONDITION: Spore Infestation 0/14, 12 Flesh Wounds, 7 Trauma ARMOR: Chronicler’s Suit, Armor 2 An aimed shot to the helmet will proba-
EQUIPMENT: Costume, Mask, Disguise kit, Poison capsule, Jammer: a device that CONDITION: Spore Infestation 0/14, Flesh Wounds 6, Trauma 3 bly save the wearer, but the headset will
disables any electrical network it is connected to, 2 Smoke Grenades, 2 Flash Bangs, EQUIPMENT: Chronicler’s suit with AR Headset and Discharge level 2, Streamer be broken. For Iterate, it would mean no
Freon Grenade: 2D Damage, ignores armor up to 4, Camo Heavy Pistol and 12 rounds. Glove, Set of surveillance cameras, Scouting robot dog: used to explore ruins. less than the end of his life.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 45


VAUBAN M I C H A E L F R AY D I S TA N T D E AT H
Vauban is the officer in charge of the Saint-Fall Outpost. His mood is unpredictable: af- The wastelands of Borca are not somewhere that could be called safe, but many set- Michael prefers to strike at a target from
ter fighting alongside the Anabaptist Host on the Northern Frankan Front he returned tlements spring up among the ruins of the old times, and these settlements are always as far as possible, to reduce the risk of the
a changed man. Returning from that hell with some of the Broken Cross’ most famous in need of protection. So it was that a lone Hellvetic passed through such a settlement sharp crack of his Trailblazer firing revea-
Orgiastics, he has become irritable and excessive. Now he spends many evenings in an on his path home to the Alpine fortress, having reached the end of a tour in Borca. A ling his position. He will regularly take
alcoholic haze, contemplating the Valley from the walkways of his command. caravan of violent Clanners was on the loose nearby, and the town was in dire need of up positions that give him a poor view of
Fifty men and women are under his command at the outpost, but his style of com- protection. The villagers had scraped together all the drafts they could spare, intending the target in exchange for a longer firing
mand is far from ordinary. The Northern Access to the Alpine Fortress can be reached to hire the first mercenary capable of pulling the trigger of a rifle, but found something distance. h
either by Basel or by Saint-Fall, it is therefore crucial that any suspicious person must much more lethal. Perched with his Trailblazer at the top of the town’s radio mast, Mi-
not be allowed to enter the alps. For this purpose, Vauban has secretly planted explo- chael was the sole defender of the town when the Clanner’s attacked. He fired 19 shots,
sives at strategic points all over the Valley, at any moment Vauban can close all access to the entirety of his remaining ammo supply. When he climbed down in the morning, as
the Alpine Fortress and isolate the stronghold from the rest of the world. the villagers dragged the bodies of the Clanner’s inside to give them some semblance of
Since the arrival of Lieutenant François and the launching of Operation ROC, Vau- a proper burial, they found 19 bodies each with a single bullet hole between their eyes.
ban is no longer certain of his control over the region. In parallel, an investigation into Upon his return to the Alpine fortress, Michael was promoted to the Special De-
his discipline and addiction issues has been initiated by the General Staff. The result of tachment, word of his deeds travelling ahead of him. In recognition of his talent for
this inquiry could have dire consequences on the Subaltern’s future. marksmanship, his Trailblazer was modified for ranged use, able to hit a target with-
He is desperate to show his superiors that he is capable of containing all the fac- in an inch at 100 metres, at the cost of the automatic firing mode. However, Michael
tions under his control. He has since established a brutal, uncompromising rule and rarely needs more than one shot per target, so this does little to diminish his lethality.
has made sure that tensions are rife between the Hellvetics and the Clans of La Corne. Since then, the sharpshooter has been sent on missions across Europe, eliminating the
targets that the upper ranked Hellvetics designate, crippling the leaders of dangerous
clans, and doing all of it without coming within eyesight. POTENTIAL
R O L E P L AY DEADEYE
Vauban is ravaged by his addiction to alcohol. He is more than competent as a com- PREREQUISITE: AGI+Projectiles 8D
mander, but he is either in a violent mood directing his men with lethal precision, R O L E P L AY Michael settles himself into the small sni-
when sober, or incompetent and harmless when drunk. His men dare not complain Michael is a tall, blonde man with a face chiseled from stone. His blue eyes are piercing, per perch he has been resting in for the
to his superiors about him, because despite his flaws, there is always the risk that his always flicking around as he analyses sight lines and evaluates potential sniping posi- last hour. His target’s path will make him
successor will be much worse. tions. In conversation he is curt, making his points quickly and with few words, but he vulnerable for approximately 10 seconds.
Vauban, however, is not a fool, and is still able to take the best decisions for what he is not rude. He will always put the interest of the Hellvetics first, and has done many Raising his Trailblazer, the Hellvetic lets
believes to be the good of the outpost. He is ineffectual, not incompetent. things in their service he isn’t proud of, but will also do his utmost to protect those he out a long breath, relaxing his muscles as
sees as less formidable than himself - so long as protecting them does not contradict he prepares to fire. 30 seconds later, he
his orders. fires. 200 metres away, a man falls to the
floor. Another order completed.
When using a scoped weapon, if the cha-
racter takes 30 seconds/2 combat rounds
to aim without being disturbed, they gain
+3D to hit.

PROFILE PROFILE
ARCHETYPE: Borca, The Abomination, Hellvetic, Rank 4: Subaltern ARCHETYPE: Balkhan, The Zealot, Hellvetic, Rank 4: Special Detachment
ATTRIBUTES: BOD 6, AGI 4, CHA 3, INT 3, PSY 2, INS 3 ATTRIBUTES: BOD 4, AGI 4, CHA 3, INT 3, PSY 2, INS 3 EQUIPMENT
SKILLS: Force 9D, Melee, 10D; Toughness 10D, Stamina 8D, Mobility 6D, Projectile SKILLS: Athletics 6D, Brawl 6D, Force 5D, Melee 6D, Stamina 7D, Toughness 6D, Michael’s Trailblazer is a well maintained
10D, Leadership 9D, Science 6D, Medecine 6D, Domination 8D,Reaction 8D, Will Dexterity 7D, Navigation 6D, Mobility 7D, Projectiles 11D, Stealth 6D, Leadership 4D, tool of long-ranged death. The base
power 5D, Primal 7D Negotiation 4D, Legends 4D, Medicine 5D, Cunning 5D, Deception 5D, Domination frame of the Trailblazer has been modi-
BACKGROUNDS: Allies 2, Authority 4, Renown 4, Ressources 3 6D, Reaction 8D, Willpower 6D, Orienteering 6D, Primal 7D, Survival 6D fied with a powerful scope, along with a
SPECIAL: Primal -2D if he has not consumed any alcohol in the last 4 hours. BACKGROUNDS: Allies 1, Authority 3, Network 1, Renown 3, Resources 4, Secrets 2 modified receiver and barrel to impart
POTENTIALS: Doctrine: Assault 3 POTENTIALS: Doctrine: Morale 2, Deadeye 2 more of a spin on the bullet as it’s fired,
INITIATIVE: 8D / 14 Ego Points (Willpower) INITIATIVE: 8D / 14 Ego (Willpower) allowing Michael to make even the most
ATTACK: Trailblazer, 10D, Range 30/120, Damage 11, Clip 35, Smooth-running (3T), ATTACK: Scoped Trailblazer, 12D, 60/240, Damage 11, Mag. 10. -2D within 15m improbable shots. However, this modi-
Salvoes (3) ; Combat Knife, 10D, Range 1m, Damage 5, Smooth-running (2T). DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D, Ranged Combat Active fied receiver can only be fired semi-auto-
DEFENSE: Passive 1, Melee Active (Parry) 10D ; Ranged Combat Active( Mobility) 6D (Dive), Mobility 7D, Mental (Willpower) 6D matic, and the weapon cannot be loaded
; Mental (Willpower) 5D MOVEMENT: 5m with shotgun shells.
MOVEMENT: 6m ARMOR: Spotter Harness, Armor 3, Camo (5C)
ARMOR: Heavy Duty Harness,Armor 7 (Massive 9), Fire Resistant (8), Heavyweight CONDITION: Spore Infestation 0/12, Flesh Wounds 0/12, Trauma 0/6
Module (BOD+Force 6D) EQUIPMENT: Pathfinder (Orienteering +4D), Small printout with details of latest
CONDITION: Spore Infestation 3/10, Flesh Wounds 20, Trauma 8 target, Notebook used to record target movements and weaknesses.
EQUIPMENT: Half-full bottle of Cognac ; Detonator for the explosives buried in the
Valley ; Broken Cross hidden under his Harness (Vincent of Bassham gave it to him).

WRITTEN BY ERWAN WRITTEN BY SPOOKYBOOGY - ATLAS 47


EDELGARD A B AT O S
Tall and standing straight, she has a rather round face, a short nose and heavy lips. Her Abatos is a muscular, 6’0”, man. He has long blonde hair, and blue eyes. He is in his thir-
brown hair is tied back, and her brown eyes are hidden behind tinted glasses. Her spot- ties, and his well defined face ends with a long slitted chin below a set of thin lips and
less leather coat barely hides rich clothes, a somewhat small judgment hammer and, nose. His otherwise attractive face is only damaged by a few light scars gained through
chained to her belt, a large, yellowish codex with loose pages bulging from its covers. years of conflict.
Eldegard is one of the scions of Justitian’s great dynasties of Advocates. From early Abatos is a loose cannon. Since he became a Judge, he always was more interested
childhood, she learned the Law by rote, and was taught to apply the Law mercilessly. in action. While he is a dangerous fighter, his vision of justice is not impartial, and he
She is destined to marry an Advocate from another great family, in order to perpetuate always renders sentences that fits his own personal interest or that allow him to start a
the dynasties. conflict.
She had a sheltered youth, protected from the violence of the outside world. This He was made a Black Judge before he could trigger a scandal, and thus waste his
made her first cases very difficult for her: the gaze of a condemned man is always hard vast martial skills. Since then, he has earned Rutgar’s respect, and he is thought to be
to bear. In order to progress and to continue applying the Law that is everything to her, one of the best while acting solo. He is given clear, simple missions, and he is ready to
she had no choice: she hardened her soul to face the crimes and to sentence the guilty. do anything to achieve them, kidnapping, blackmail, burglary, even escalating to phy-
“The Laws that With time, she has become haughty, impassive and incorruptible. The Codex that her sical methods.He has created a large network of contacts who are all afraid of him, and
you violate were family bequeathed her has grown fat with new rules, becoming more and more effi- whom he uses to further his ends.
written decades cient.
ago. No one is Now, Eldegard renders sentence after sentence, always with accuracy and justice,
above them. So but with little regard for the men she judges. Her friends and foes are dozens, particu- R O L E P L AY
now, you can larly amongst the members of her Cult: she has no qualms about reviewing trials that Reckless, self-centered, cow-boy. Abatos does not let anybody get in his way. He can be
either sharpen she deems to be misjudged, and to hand out advice on old Laws to whoever she deems found while on one of his missions. If so, he is probably undercover in a flock of Apoc-
your blade while to have used them poorly. alyptics or a gang of Scrappers, or making plans with his allies.
waiting for the Her intransigence has landed her in the good graces of the Chroniclers, who often If his mission puts him on the same side as the PCs, he could try to recruit them to
Executioners or give her missions, especially when they need a trusted person to lead an investigation. perform a kidnapping or any such high-risk activity.
come with me If he is against them, he will try to intimidate them, to force them to back down,
without a fuss. ” and could also pick on the PC’s allies to cut their support off.
R O L E P L AY In combat, he keeps his distance and shoots on the group first, before focusing fire
Haughty, austere, with a noble bearing. She will certainly be found while on a mission, on the most dangerous foe.
and will therefore be focused and suspicious.
She is a very talented investigator and an impartial judge. She is not, however,
much of a fighter. She will therefore avoid direct conflict if she is alone, and then come
back with other judges or mercenaries, and an arrest warrant.
She bears the future of the great families of Justitian on her shoulders, and she does POTENTIALS
not have the right to fail. ALPHA WOLF
PREREQUISITE: Autority 4
If the character succeeds a PSY+Domina-
tion roll against a target, his next action
against this target will have a bonus equal
PROFILE PROFILE to the potential level in dice.
ARCHETYPE: Borca, The Traditionalist, Judge Rank 3: Advocate ARCHETYPE: Borca, The Destructor, Judge, Rank 4: Black Judge
ATTRIBUTES: BOD 3, AGI 2, CHA 4, INT 2, PSY 3, INS 4 ATTRIBUTES: BOD 4, AGI 4, CHA 4, INT 3, PSY 5, INS 4
SKILLS: Force 5D, Melee 6D, Navigation 4D, Mobility 4D, Conduct 8D, Expression 6D, SKILLS: Athletics 7D, Brawl, 8D, Force 10D, Melee 9D, Stamina 7D, Toughness 10D,
Leadership 6D, Negotiation 6D, Focus 4D, Legends 6D, Cunning 5D, Deception 5D, Dexterity 6D, Navigation 7D, Mobility 7D, Projectiles 9D, Stealth 8D, Conduct 8D,
Domination 6D, Empathy 6D, Perception 6D Expression 8D, Leadership 10D, Negotiation 9D, Artifact Lore 7D, Legends 8D,
BACKGROUNDS: Authority 2, Renown 2, Resources 2 Science 6D, Cunning 11D, Deception 10D, Domination 11D, Reaction 9D, Willpower
POTENTIALSS: Lynch Law 1 9D, Empathy 8D, Orienteering 6D, Perception 6D, Primal 7D, Survival 8D
INITIATIVE: 3D / 8 Ego Points (Willpower) BACKGROUNDS: Allies 3, Authority 5, Network 5, Renown 2, Resources 2, Secrets 4
ATTACK: Judgment Hammer, Range 1m, 4D, Damage 6, Impact 3T, Blunt POTENTIALSS: Janus Face 3, Alpha Wolf 5
DEFENSE: Passive 1, Melee Active (Parry and Dodge) Melee 4D, Ranged Combat INITIATIVE: 9D / 14 Ego Points (Willpower)
Active (Dodge) 4D, Mental (Willpower) 6D ATTACK: Bowie Knife, 10D, Damage 6, Smooth Running (2T) ; SMG-8, 9D, Range
MOVEMENT: 3m 10/40m, 7 Damage, Smooth Running (1T), Salvoes (3)
ARMOR: Judge’s Hat and Coat, Armor 2 DEFENSE: Passive 1, Melee (Parry) 9D, Distance (Dodge) 8D, Mental (Willpower) 9D
CONDITION: Spore Infestation 0/10, Flesh Wounds 8, Trauma 6 MOVEMENT: 8D
EQUIPMENT: Judgment Hammer, High-quality Leather Coat, Heavily annotated ARMOR: Reinforced black leather coat, Armor 3
Codex, Love letters from enamored Advocates CONDITION: Spore Infestation 0/18, 20 Flesh Wounds, 9 Traumas,
EQUIPMENT: Black Leather Coat, Modified SMG - 8 with a 35 bullet clip, Bowie
Knife, TNT, Notebook with the names of the target’s entourage.

WRITTEN BY FORGOSTH WRITTEN BY AZRAËL - ATLAS 49


WIGMAR Z A R AT H U S T R A HORROS OF HYDRO
The Judge stands an average height, his face almost always concealed beneath a large The higher the heights of your greatness, the further you have to fall. No one knows Hydro is a small town on the outskirts
hat and black sunglasses, the kind typical of his Cult. Under his hat his hair is cut this to be true as much as Zarathustra. Once, he was an Executioner, dealing out jus- of the Protectorate, poorly defended and
short, shaved on the sides, and a light stubble covers his chin. His gaze is clear, piercing tice to those who dared threaten the lawful peace of the Protectorate. Hammer in one built on top of a large network of tunnels,
through his glasses, and he is never seen without his heavy leather coat, musket and hand, musket in the other, the towering figure in a dark duster struck fear into the from which the town draws its water.
Hammer. hearts of criminals across Borca. This also makes it an excellent way for
If not for Wigmar, dozens of thugs would still be on the streets. Those days were long ago, and since then Zarathustra has fallen a long way. Rele- Apocalyptics to smuggle Burn across the
The only thing he knows about his parents is that they were criminals. He was gated by the Judiciary to the outskirts of the Protectorate, stripped of the authority to border. The Judiciary ordered Zarathus-
abandoned at a young age to be raised by the Judges, and is a pure product of Justitian. administer real justice after the catastrophic failure of a mission he was forced to lead tra to lead an extermination squad into
However, unlike the other judges, he considers justice as more than just a means of ended with the deaths of tens of Judges under his command, and with him amongst a the tunnels, despite his protests. As the
punishment. Its purpose is to teach. band of survivors forced to limp back to Justitian. Since the failure of the mission and Judges descended into the Apocalyptics’
He’s heavily committed to his view, protecting the villages he passes through as his subsequent demotion, he has lived a life of shame and regret. Why didn’t he try home turf, they were ambushed from
well as he can. He can often be seen sitting with the villagers, educating them on the harder to stop the mission, why didn’t he stand up to those bastards in the High Court, the shadows, planned cave ins and deadly
laws of the Protectorate, or spending time with aimless children teaching them disci- why didn’t he stop his comrades from going into that tunnel, why, why, why… He’s traps cutting down almost the entire
pline. However, under the stoic facade he presents, he cares deeply for his countrymen. unlikely to find the answer at the bottom of the flask of distillate he keeps at his hip at squad. Zarathustra was among the few
He has removed every single death penalty from his Codex, preferring to administer all times, but that doesn’t stop him reaching into it to take a swig at regular intervals. survivors, and was swiftly punished for
physical or social punishments that allow the criminal to re-integrate into the bright Nowadays he can be found wandering the border of the Protectorate, dealing with his failure.
light of society. Everyone has the potential to be useful. petty squabbles. Sometimes, when that worn copper flask is running low and the distil-
Wigmar is celebrated wherever he goes, but other Judges view him as too soft. From late is burning his throat, he even wishes that he could go back to the way things were,
his point of view, society is more important than the word of the Codex, so sometimes proudly carrying the Judgement Hammer and Codex of his Cult. When the drunken
he lets an offence drift by unnoticed, for the greater good. thoughts recede, he knows that can never happen. They took his Codex, ripped the
pages he had written out and handed it back, a symbolic gesture but a powerful one.
He knew what it meant, his laws would never be accepted in the capital, and he would
R O L E P L AY never be allowed to regain his former glory.
Wigmar is tolerant, but firm. He always evaluates the people he meets, deciding if they
could pose a danger or not. If his conclusion is “Yes”, then he’ll keep an eye on them at
all times, if not he’ll be happy to offer help to whoever needs it. R O L E P L AY POTENTIALS
If he catches a minor offense, he’ll take note of the wrongdoer in his Codex and Zarathustra is man on the verge of being completely broken. His failures in the past and THUS SPOKE ZARATHUSTRA
will lecture the criminal about the laws that he has broken, but the punishment will the near exile from his own cult have laid him low, and even now he struggles with his PREREQUISITE: CHA+Leadership 8,
go no further, especially if Wigman is confident the culprit can learn from his mistake. minor duties in the Protectorate His flask is always at his side, and his breath always Previously had Renown 6
However, Wigmar hates nothing more than repeat offenders and is far more severe smells strongly of alcohol. Zarathustra has had great highs, but now
with them. Despite this severity, the Judge is no murderer, and will always try to find a However, deep in this old Judges soul, the spark of justice still flickers. It can be he can barely muster the willpower to
way of dealing with a problem that leads to the fewest deaths. hard to see; but once in a while, when a case worthy of the legendary Executioner of administer the justice he used to believe
old flares up, so too does he. One hand gripped tight around the shaft of his Hammer, in. However, somewhere deep in this old
“Alright, just the other clutching his desecrated Codex, Zarathustra the exiled, ashamed City Judge alcoholics heart still burns the fires of
because I like you, becomes Zarathustra the Executioner once more, at least for a little while. righteousness, and in situations of great
get out of my need it shines through.
sight. But if there When required to deliver a speech to
is a next time, I’m a rowdy mob, pass justice on a criminal,
warning you, you’ll PROFILE PROFILE lead a squad into battle or do anything
be leaving with ARCHETYPE: Borca, The Healer, Judge, Rang 2: City Judge ARCHETYPE: Borca, The Hermit, Judge, City Judge else that requires great feats of leadership,
a new tattoo on ATTRIBUTES: BOD 4, AGI 3, CHA 3, INT 2, PSY 3, INS 2 ATTRIBUTES: BOD 3, AGI 3D, CHA 4, INT 3, PSY 4, INS 4 the Character may spend 3 Ego Points to
your forehead” SKILLS: Athletics 6D, Force 6D, Melee 7D, Toughness 7D, Navigation 5D, Mobility SKILLS: Athletics 4D, Brawl 6D, Force 8D, Melee 8D, Stamina 6D, Toughness 6D, gain the Potential level in Successes on
5D, Projectiles 6D, Stealth 4D, Conduct 5D, Expression 5D, Leadership 5D, Legends Navigation 4D, Mobility 5D, Projectile 6D, Stealth 3D, Conduct 7D, Expression 7D, any CHA+Leadership roll.
4D, Domination 4D, Reaction 5D, Willpower 5D, Empathy 5D, Orienteering 4D, Leadership 8D, Negotiation 7D, Legends 4D, Cunning 6D, Domination 7D, Willpower
Perception 4D, Primal 4D 6D, Reaction 6D, Empathy 6D, Orienteering 6D, Perception 7D, Primal 6D, Survival
BACKGROUNDS: Allies 1, Authority 2, Network 2, Renown 2 6D, Taming 4D
POTENTIALSS: Stampede 1, Hammer Blow 1 BACKGROUNDS: Authority 1, Network 3, Renown 2, Secrets 1
INITIATIVE: 5D / 8 Ego Points (Primal) POTENTIALSS: Hammer Blow 2, Thus Spoke Zarathustra 2
ATTACK: Judgement Hammer, 5D, Distance 1, Damage 7, Impact (2T) INITIATIVE: 8D / 12 Ego Points (Willpower)
Musket, 6D, Distance 10/40m, Damage 8, Muzzle Loader ATTACK: Judgement Hammer 6D, Damage 10 (Blunt, Impact 1T), Range 1; Revolver
DEFENSE: Passive 1; Melee active (Dodge) Mobility 5D; Ranged combat active 6D, Damage 10, Range 10/40
(Dodge) Mobility 5D; Mental, Willpower 5D DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; Ranged Active(Take Cover),
MOVEMENT: 6m Reaction 6D, Mental (Willpower) 6D
ARMOR: Leather coat, Armor 2 MOVEMENT: m
CONDITION: Spore Infestation 0/10, Flesh Wounds 14, Trauma 7 ARMOR: Hat and Coat, Armor 2
EQUIPMENT: Leather coat, Musket and 5 bullets, Judgement Hammer, Bucket, Codex CONDITION: Spore Infestation 0/12, Flesh Wounds 12, Trauma 7
with death sentences stripped, and names of various offenders. EQUIPMENT: Codex with many pages ripped out, Judgement Hammer, Revolver, Hip
Flask filled with distillate.

WRITTEN BY FORGOSTH WRITTEN BY SPOOKYBOOGY - ATLAS 51


CODEX JULIUS REX
Julius uses his Codex as a journal in which Strong and muscular, this twenty-something Judge cuts a striking figure with his large
he keeps records of his experience and frame and his intense gaze. His hair is long, and brown. At first sight, he inspires fear,
encounters. He intends to summarize his with his square jaw and burn marks covering his face. He wears the Judge’s uniform,
field experience for the next generations but the left sleeve of his coat is sewn to the torso, and his hand is nowhere to be seen. A
of Judges, so that they do not commit the red kerchief is tied to his neck. On his belt lies a holster with a large-caliber gun, while
same mistakes. his Judgment Hammer is strapped on his back.
Julius grew up with his elder brother Tirius in one of Justitian’s richer families, join-
ing the Judges two years after his brother. While his sibling quickly climbed the ladder,
Julius was sent all around Borca to maintain peace with the Clans. The two brothers
seldom saw each other face to face, only maintaining contact through the Chronicler’s
Network.
With the Fall of Praha, the Clans rebelled. Julius was sent to the battlefront and
earned his rank as a Protector the hard way. One day, his platoon received a call for
help: Honnerburg Village had fallen to the insurgent Clans. Julius knew that his broth-
er had been sent to investigate there. The platoon immediately set forth. They found
Tirius’ severed head near the Village. Julius’s blood came to a boil, and he ordered a
direct assault. However, Honnerburg had been turned into a trap by the Clans, and the
village was destroyed in a massive explosion. Julius was one of the few survivors.
After the slaughter, the Clans accused Julius of being responsible for the explosion.
He became known as “The Honnerburg Butcher”, and was promoted to Executioner
on the battlefield. In order to gain allies outside of the Protectorate, he was sent to
Franka as an emissary. He was able to convince the local people that the Judges were
here to protect them, leading by example. His dedication cost him dearly: his face was
badly burned by a Spitalian trying to rid him of a deadly swarm, and his left arm had to
be amputated following a Drone attack in the Swamps. His face is now recognized, and
Frankan Clanners know that he will protect the m with his life.

POTENTIALS R O L E P L AY
HONNERBURG BUTCHER Julius will always try to find the most peaceful solution in a conflict, but he will never
PREREQUISITE: Executioner, death of a hesitate to fight in order to protect public order, the law, and the weak. He is a good
close one man, utterly without evil, but he does not always understand how his faith in the Law
Julius does not want to experience the and the Judge’s ideals can be the source of many woes.
loss of closed one ever again. He will snap
if one of his friends is about to die.
If one of his allies suffers Trauma
wounds, Julius terrifies his enemies. If
his opponent does not succeed a Mental
Defense(3+potential level) test, they suf- PROFILE
fer a -2D malus to all actions related to ARCHETYPE: Borca, The Destructor, Judge, Rank 4: Black Judge
fighting. ATTRIBUTES: BOD 4, AGI 4, CHA 4, INT 3, PSY 5, INS 4
SKILLS: Athletics 5D, Brawl 6D, Force 8D, Melee 7D, Stamina 6D, Toughness 8D,
Navigation 6D, Mobility 6D, Projectile 8D, Stealth 7D, Conduct 7D, Expression 7D,
Leadership 8D, Negotiation 6D, Legends 4D, Cunning 5D, Domination 6D, Faith 6D,
Reaction 6D, Empathy 6D, Orienteering 6D, Perception 6D, Primal 6D, Survival 6D,
Taming 6D
BACKGROUNDS: Allies 2, Authority 3, Network 1, Renown 2, Resources 1
POTENTIALS: Lynch Law 1, Honnerburg Butcher 1
INITIATIVE: 9D / 14 Ego Points (Willpower)
ATTACK: Judge’s Musket, 8D, Range 10/40m, Damage 8 ; Revolver, 8D, Range
10/40m, Damage 10 ; Judgment Hammer, 5D, Range 1m, Damage 9, Blunt, Impact (3T)
DEFENSE: Passive 1, Active Melee (Parry) 5D, Ranged Combat Active (Dodge) 6D,
Mental (Faith) 6D
MOVEMENT: 5m
ARMOR: Hat and Coat, Armor 2
CONDITION: Spore Infestation 0/12, Flesh Wounds 16, Traumas 7
EQUIPMENT: Judgment Hammer, Musket with 15 bullets, Revolver with 10 bullets,
Codex, Heavy leather coat

WRITTEN BY AZRAEL ATLAS 53


WRO-ARK RAAAK’TOR
Even if he is of average height, the furs he has wrapped all around his body and the Nearly 2m high, and more than 100kg, with his skin covered in ritual scars, Raaak’Tor
Gendo head he uses as a helmet make him an imposing figure. Below his helmet his is a perfect tribal Warrior. He has long and raven-black hair and sharp green eyes, but
own head is completely shaved, revealing the tribal tattoos that cover his head and both are hidden behind a mask carved from the skull of one of his enemies. The skin
upper body. At his belt, around his neck and on his spear he has tied various charms, on his back is damaged and mutilated, with some scale-like formations growing which
teeth of animals he has killed, wooden totems he has carved and chipped stones that seem to be the beginning of some kinda of mutation. He wears an armor made of gen-
have meaning to him. do fur, and a heavy cape made of mammoth hide which can also be used as a sleeping
The Ancestors are watching us. And they judge us. Each step we take, each choice bag. His left hand is covered by a gauntlet made of bones and a strange sword hangs
we make can either bring us closer to or farther from them. Wro-Ark was the disciple from his belt.
of the tribe’s Shaman for his entire life, learning to recognise the messages of the Elders Raaak’Tor hails from a small tribe who lived by exploiting the Fractal Forests in Pol-
in the flights of bird, and to know which plant to use when they must be spoken with. len. Life was more than difficult, and only the toughest children could survive. When
One night, while brother Moon looked down from on high, the old Shaman died. Wro- he was sixteen years old, he was sent with the other young in the region of the Pandora
Ark knew what he must do, following the tradition he stayed awake with the body to crater to complete the traditional rite of manhood. Raaak’Tor was the only one to come
learn why he was gone. At the end of the rite, he understood that his mentor had joined back alive, and so the only one to earn the right to choose a wife.
the spirit world and was happy for him. Following the traditions, Wro-Ark took on the Many years later, he was chosen by his tribe as champion of the Black God Cherno-
mantle of Shaman. bog. He served the giant loyally, and he even lost his wife during Praha’s battle.
But the new shaman has let himself fall asleep; he hasn’t seen the anger of the spir- Raaak’Tor, having nothing else to lose, dedicated the rest of his life to Chernobog. He
its. Winters are longer and colder, prey are now more scarce, fewer children reach the was then sent by the shamans to find the men with the tattooed hand, to bring back
end of their first year. When he finally saw the signs, he understood. The spirits of the their blood to Chernobog.
other shamans must have been imprisoned somewhere in the spirit world. He aban- Nowadays, he is travelling the world with this goal for only companion, tracking
doned his village, and now travels from tribe to tribe, teaching his brothers and sisters any traces left by his targets. He has already shown his capacities by killing several
the traditions of respect towards the ancestors. members of the Immortal’s Clan, and he kept one of their strange weapons, a falchion
that become red-hot when the handle is pressed: the Emberer.

POTENTIALS R O L E P L AY
SHAMAN’S TRANCE Wro-Ark is determined, zealous and uncivilized. He probably hardly knows how to R O L E P L AY POTENTIALS
PREREQUISITE: Shaman speak. Raaak’Tor doesn’t care for the subtleties of language (“giving a hand” sounds like an BLOOD RAGE
The Shaman dances, rolls on the ground, He believe the spirits are watching him, and will do nothing to insult them. He aggression to him). He speaks like a savage: “Me Raaak’Tor, You who ?” Nothing can bring the colossus down.
he is shaking, he is drooling: he wants his won’t break taboo and is non-violent, except when forced to defend himself. Spirituality is very important to him, and he will never miss an occasion to speak to For each attack inflicting damage to the
body to host the Spirits, so he can guide He likes sharing his traditions with strangers, and will quickly grow attached to the spirits, accomplish a ritual, or pray to “Czarny Bog”, the Black God in old Polish. character, he regains a number of Ego
his brothers and sisters. characters who listen to him talk about them. He is relatively mistrustful at first. He respects strength and spirituality above ev- Points equal to the Potential level
The shaman rolls PSY+Faith. Any sur- He knows the region well and may be a good guide, under the condition that his erything. He is willing to sacrifice his life for his mission.
rounding Faith characters can resist with faith is respected. It must feel like a constraint to the characters: ruins are cursed, fire- FEAR
a PSY+Faith roll, with the difficulty equal arms are demonic, if a disaster happens you have to bleed yourself to ask for forgiveness The warrior may take one action to scare
to the successes of the shaman’s roll + the from the ancestors. his enemies by rolling PSY+Domination.
Potential level. If they fail to resist, they Should he feel lost, he will ask the spirits for help by conducting a trance. Thus he Each enemy who fails to have at least
will believe the shaman and trust he is will allegedly be able to see the future and choose the correct path. Allegedly. as many successes as him by rolling his
truly contacting the spirits. mental defense gets -2D to all his actions
for a number of rounds equal to the
Potential level

PROFILE
PROFILE ARCHETYPE: Pollen, The Zealot, Clanners, rank 3: Tribal Warrior
ARCHETYPE: Balkhans, The Traveler, Clanner, Rank 3: Shaman ATTRIBUTES: BOD 5, AGI 3, CHA 1, INT 1, PSY 4, INS 5
ATTRIBUTES: BOD 4, AGI 3, CHA 3, INT 2, PSY 2, INS 4 SKILLS: Melee 8D, Brawl 6D, Strength 6D, Toughness 8D, Crafting 5D, Projectiles 5D,
SKILLS: Athleticism 5D, Force 6D, Melee 6D, Stamina 5D, Toughness 6D, Crafting 4D, Stealth 5D, Mobility 5D, Legends 3D, Domination 6D, Faith 8D, Perception 6D, Orien-
Mobility 5D, Projectiles 4D, Conduct 6D, Expression 5D, Leadership 5D, tation 6D, Primal 6D, Survival 6D
Negotiation 7D, Legends 8D, Domination 3D, Faith 6D, Reaction 4D, Empathy 7D, BACKGROUNDS: Renown 3, Authority 2
Orientation 6D, Primal 6D, Survival 6D POTENTIALS: Elephant Skin 1, Blood Rage 2, Fear 1
BACKGROUNDS: Allies 2, Renown 2, Secrets 3 INITIATIVE: 8D / 12 Ego Points (Faith)
POTENTIALS: Shaman’s Trance 2, Moving Mountains 2 ATTACK: Blazer, 8D, 1m, Damage 9, can activate the blade to inflict +2 Damage (10 /
INITIATIVE: 4D / 12 Ego Points (Faith) E-cube). Claws, 6D, 1m, Damage 6
ATTACK: Spear, 6D, 2m, Damage 6 DEFENSE: Passive 1, Melee Active (Parry) Melee 8D, Ranged Combat Active (Dodge )
DEFENSE: Passive 1, Melee Active (Parry) 6D, Ranged Combat Active (Dodge ) 5D, Mobility 5D, Mental (Faith) 8D
Mental (Faith) 6D MOVEMENT: 5m
MOVEMENT: 5m ARMOR: Gendos furs, Armor 2
ARMOR: Gendos furs, Armor 2 CONDITION: Spore Infestation 4/16, Flesh Wounds 16, Trauma 9
CONDITION: Spore Infestation 0/12, Flesh Wounds 12, Trauma 6 EQUIPMENT: Skull Helmet, furs, Emberer (see “weapons”), Claws-Gauntlet made of
EQUIPMENT: Spear, Gendos furs, Traps, Talismans. bone.

WRITTEN BY FORGOSTH WRITTEN BY MANHATTAN - ATLAS 55


THE DAUGHTER LILUYE VALERIAN
Liluye’s little baby doesn’t have an official Tough, Liluye has a dirty and wild face. Her brown hair forms a cluster around that Born in 2574 in the outskirts of the city of Jaca in the foothills of the great Pyrenees
name yet. However, Liluye loves her too face, held up by leather strap. Her armor is thick, made from the fur of Gendos she has mountains. Valerian grew up devoting his life to the sun, Helios, as his ancestors had
much to imagine that she’ll die, and so slain, and on her back a sash of thick fur holds her daughter, almost a year old. Liluye is before him. Every morning the family would honor Helios as he rose up high into sky.
has begun to call her “Thorda”, a femi- very careful to not hit her child with the spears she carries on her shoulders. Life was easy, Valerian would plough the fields with his father while his mother and
nine form of the word for thunder, to The elders say she was born during a week of rain worse than any they had since sister traded goods inside the city walls. A string of bad harvests forced the family to sell
remember her father Guntur. for generations. At two years old, when the village was sure she was strong enough to their farm for next to nothing, they became nomads. Valerian who was a tower of a man
Liluye is protective of her child, she survive, they gave her the name Liluye: “Born under the rain”. found work guarding rich merchants across the mountain passes into Franka. During
doesn’t even leave her in the village while Childhood was harsh, a constant struggle to survive for everyone in the village. one such expedition, in the early spring of 2589, Valerian had brought his younger sister
away on the hunt, instead wrapping her Sometimes Liluye’s friends or mentors wouldn’t make it through winter. Others of- Valentina along over the mountain pass while escorting a group of Spitalians. Valentina
up in a small sash on her back. The baby fended the spirits, and the Gendos were sent to devour them. Liluye had always vener- had talked him into allowing her to come as she would have to learn to become a guide
is quiet, and Liluye has become used to ated her ancestors, and they helped her overcome the challenges standing in her way. sooner or later anyway. He reluctantly allowed it. A decision he would come to regret.
the weight. “What doesn’t kill me makes me stronger.” At fifteen springs, she was running with the During the crossing the party was hit by a particularly bad storm. Instead of setting
If Liluye senses danger coming to the hunters, throwing spears to strike her prey which she brought back to the village on her up camp it was decided that they would try to reach more comfortable shelter in a cave
village or to her close friends, she won’t shoulders to the elders of the village. Now she was strong enough to give a child to the which was reasonably close by, however the higher up they went the harsher the wind “The most sublime
hesitate before sacrificing herself to pro- village. and razor sharp ice became. While trying to keep an eye on the path, the Spitalians act is to set
tect them. First, however, she will give Her first son didn’t last the first winter. Mad with sadness and rage, she needed a and his sister, Valerian lost track of all three, all of a sudden he heard a loud rumbling, another before
Thorda to someone she trusts and thinks new purpose in life. She was accepted among the warriors of the village, who all re- followed by the panic of knowing what was coming and not knowing where his sister you”
can offer the girl a proper education. One spected her fearless violence in battle. The village was all she had left, and she would was. All of a sudden he was hit by the avalanche it kept pummeling him until he fell William Blake
day she might grow up into a cultist her- sacrifice anything to protect it. unconscious. He woke up in total darkness, an enormous weight on top of him, every
self. One day, thunder echoed through the forest while the sky was blue. Her man didn’t struggled breath made him light headed. He was prepared for this, he slipped his oxy-
came back from the patrol. Their new child growing inside her was going to have to gen mask over his mouth and nose, gave a quick prayer to Helios asking not for his own
grow up without a father. But she swore in front of the ancestors, this child was going salvation, but only that his sister would live one more day in Helios everlasting light. POTENTIALS
to live. Liluye wouldn’t survive the loss of another child. That however did not mean he would accept his fate, he was prepared for this. He dug UNWAVERING FAITH
his way out from under the snow he called out for his sister and the Spitalians, but re- PREREQUISITE: INS+Perception D6 ;
ceived no answer. Battered and broken he searched, but to no avail. Next thing he knew PSY+Ruse D6.
POTENTIALS R O L E P L AY he was in a hut being fed warm soup, the scouts of the mountain clans had found him. As the blade races towards the oblivious
ANCESTRAL FURY Sad, hopeful and extremely protective of her child.. She will defend her village and They had not seen any track of Valentina and the Spitalians. They had surely perished man next to you, you feel a voice deep
PREREQUISITE: Protector her daughter at all cost. By default, she will be mistrustful toward strangers, but if the in the storm. within urging you to take the blow. You
Spirits of the Ancestors will help anyone players show that they are not enemies, she will willingly guide them through the lands say a quick prayer before you step out in
who defend the tribe. The warriors have of her tribe, just to satisfy her curiosity: you must enjoy every moment of life before front of the helpless man behind you.
nothing to fear: either they push back the you join the ancestors. R O L E P L AY The character can roll faith against an
attacker, or they join their old family. She believes in the nature’s spirits, and will never do anything that can anger her Valerian’s will to live has recently been re-ignited. He sees the good in people and will enemies melee attack (+1D per potential
If the character defends his village or dead ancestors. help strangers and friends alike. He believes his fate is sealed and what happens hap- level), if successful it is as if the target of
something sacred for his tribe, she gains Her daughter is her only weakness, if the players can do something to help the pens so it makes no difference if he puts his life on the line to help those in need. He the attack was the character. The cha-
+1D in Force and Faith by potential level. child she will be beholden to them and assist them in any way she can. If they can some- is a giant with a soft heart, but when needed he lets his primal instincts take over. He racter can choose to passively or actively
how capture the baby alive without killing her mother, Liluye will do anything they ask begins every morning with a sun salutation and will ask any onlookers if they wish to defend.
to get her daughter back. join in. The ritual is not only spiritual, it also builds a strong body.

PROFILE PROFILE EQUIPMENT


ARCHETYPE: Borca, The Protector, Clanner, Rank 3: Tribal Warrior ARCHETYPE: Hybrispania, The Martyr, Clanner, Hunter SWORD OF BENESATO
ATTRIBUTES: BOD 3, AGI 4, CHA 2, INT 1, PSY 2, INS 4 ATTRIBUTES: BOD 4, AGI 3, CHA 3, INT 3, PSY 3, INS 3 During the aftermath in Lucatore Ennio
SKILLS: Athleticism 5D, Brawl 7D, Force 7D, Melee 8D, Toughness 7D, Stamina 5D, SKILLS: Athletics 7D, Force 8D, Melee 8D, Stamina 6D, Toughness 8D, Mobility 5D, Benesato asks Valerian for a favor, in a
Mobility 5D, Projectiles 6D, Legends 4D, Faith 4D, Perception 6D, Primal 6D, Survival Projectiles 5D, Conduct 5D, Expression 4D, Leadership 6D, Legends 5D, Medicine 6D, quick ceremony in the family crypt with
8D Cunning 6D, Deception 5D, Faith 9D, Reaction 7D, Empathy 5D, Orienteering 6D, Ennio and four hooded men present,
BACKGROUNDS: Renown 3, Authority 1, Allies 1 Perception 6D, Primal 7D, Survival 6D Ennio adopts Valerian and hands him
POTENTIALS: Ancestral Fury 1 BACKGROUNDS: Allies 2, Authority 1, Network 4, Renown 4, Resources 5, Secrets 2 the sword, asking that he makes a name
INITIATIVE: 4D / 12 Ego Points (Faith) POTENTIALS: Elephant Skin 2, Unwavering Faith 1 for himself in the world and that one day
ATTACK: Atlatl, 10/30m, 5D, Damage 7 (3 spears) Spear, 2m, 8D, Damage 8 INITIATIVE: 7D / 14 Ego Points (Faith) when Ennio is gone returns to Lucatore
DEFENSE: Passive 1, Melee Active (Parry) Melee 8D, Ranged Combat Active (Dodge ) ATTACK: Sword of Benesato, 8D, 1m, Damage 12; RG pistol, 5D, 10/40m, Damage 9 ; with an army and drives out the invaders
Mobility 5D, Mental (Faith) 4D Shield, Defense +2D/+1, Attack -1D once and for all as the one and only heir
MOVEMENT: 5m DEFENSE: Passive 2, Melee Active (Parry with Shield) Melee 10D, Ranged Distance to clan Benesato.
ARMOR: Gendos fur armor, Armor 2 Active (Dodge) Mobility 5D, Mental (Faith) 9D
CONDITION: SporeInfestation 0/8, Flesh Wounds 14, Trauma 5 MOVEMENT: 7m
EQUIPMENT: Spears, ancestors pendants, Baby on her back ARMOR: Kevlar Armor, Armor 6 ; Elephant Skin 3
CONDITION: Spore Infestation 14, Flesh Wounds 16, Trauma 6
EQUIPMENT: Compass, Binoculars, Map of Briton, Charcoal absorber

WRITTEN BY FORGOSTH WRITTEN BY SKUMGUMMI - ATLAS 57


CARBINE REBEK
Tall and hunched over, the woman covers her face with a hood and gas mask. What Rebek is at first very intimidating, tall with broad shoulders and a bit stocky. He has
little skin she shows is covered with war paint and scars, but despite her rugged ap- short blond hair and piercing blue eyes, a savage face framed by a sharp jaw. His cloak
pearance her eyes glimmer like jewels. Small strands of blonde hair poke out from the is made from thick fur reinforced with iron wire throughout. This, along with the huge
hood of the large leather cape she wears, covering up tyre-reinforced clothes. Her well reinforced crusher he carries and the instrument he bears, a crude version of a violin
customised and modified weapon is currently in the form of a large precision rifle. with three strings crafted from scrap called a Rebec, make him recognizable to anyone.
Sold to the Apocalyptics when she was but a child, she was never able to meet her Rebek comes from cold Pollen, which has given him great strength from a hard life.
parents. She can still remember her first years with the Scrappers, when they sent her He is used to the cold, hunger, Gendos and even diseases. When he was a child being
into tunnels that were too narrow for adults; calling her “mouse” or “crawler”. Once, raised by the small band of scrappers he called family, they wandered the roads and
she eavesdropped on a conversation between her buyers, and then she understood that provided help to the other clans in exchange for information about the ruins littering
even if they bought her to help explore the ruins, they were waiting for something the land. They helped plant crops, build houses, and even keep the peace - by force if
more. She needed to “mature.” necessary. To entertain the other clans, Rebek built himself an instrument based on
Given the way she was already mistreated, she understood that her future was old models found in the ruins, and quickly learned how to play. This is where his name
looking grim. So she went as deep as she could in the narrow galleries, so deep that she originated.
couldn’t even hear the adults talking anymore. She stayed there for days, surviving with Over the years, the other Scrappers drifted away, some stayed in the villages they
techniques she had seen used by Scrappers. passed through, others never made it back from their expeditions into the deep ruins.
But this was all many years ago, she stays away from people as much as possible Rebek ended up on his own.
these days. She has picked up the nickname “Carbine” due to the massive rifle she built He decided to keep walking, finding new communities of Scrappers, in the hope
herself, travelling from ruin to ruin between her small network of hideouts in the re- that through helping them and providing them with his values he can bring prosperity
gion. She often leads attacks on child traffickers when she gets the chance, helping the to the land; he believes that there is no need to attack the Clans, no, he believes that
children escape with her safe houses. The Cartel and some of the other Flocks have put they should work together to build the new world. His words are being heard, and his
a hefty price on her head. name is growing throughout the wastes.

POTENTIAL R O L E P L AY
COMPENSATION Untrusting and sinister, she hates other Scrappers. She is a lonely woman, and is often R O L E P L AY POTENTIAL
PREREQUISITE: Marvel clumsy while talking. Rebek is a generous and breezy man. He appreciates playing music to entertain strang- UNFORTUNATE COMPANION
An instinctive analysis of shooting con- Carbine seeks the destruction of smugglers, and particularly that of child smug- ers. He helps the clanners he meets as much as possible, and always shares his belong- PREREQUISITE: CHA+Arts 5
ditions allows one to compensate the glers. If she comes across someone involved in that trade, buyer or seller, she will stop ings with whichever community he is travelling with. He considers the Scrapper com- When there is nothing solid to hold
aiming and to increase the range of the at nothing to kill them. Should she manage to save any children, she hosts them for a munity as a great family. onto, people will grab hold of whatever
Marvel. few days, long enough to teach them the basics of survival and then find them a home There are chances that he is new in the region and doesn’t know the local language they can. The Scrapper can make himself
The range increases by 10m per potential amongst people she knows. very well. He hates when people steal from scrappers or when people don’t share: in accepted in any community because he
level (already included in characteristics). Not completely in her right mind, she feels guilty for every child she fails to save. this situation, he doesn’t hesitate to make use of his crusher to administer justice. And entertains and helps those around him.
When she thinks she has identified a target, nothing can stop her. afterward, should he realize he made a mistake, he will drift away and move on to the The character gets +1D in CHA+Arts and
next community. CHA+Conduct per potential level when
used to create links in a poor community.

PROFILE PROFILE
ARCHETYPE: Franka, The Destroyer, Scrapper, Rank 3: Lone Wolf ARCHETYPE: Pollen, The Righteous, Scrapper Rank 3: Scavenger
ATTRIBUTES: BOD 2, AGI 4, CHA 1, INT 2, PSY 3, INS 5 ATTRIBUTES: BOD 4, AGI 3, CHA 3, INT 2, PSY 1, INS 3
SKILLS: Athletics 4D, Force 5D, Stamina 3D, Toughness 5D, Crafting 8D, Dexterity 5D, SKILLS: Athletics 7D, Brawl 6D, Force 8D, Melee 7D, Stamina 6D, Toughness 8D,
Mobility 6D, Projectiles 8D, Discretion 6D, Artifact Lore 6D, Engineering 4D, Legends Crafting 5D, Arts 6D, Legends 4D, Sciences 4D, Primal 5D, Survival 7D
4D, Cunning 6D, Reaction 5D, Willpower 5D, Orienteering 6D, Perception 6D, Primal BACKGROUNDS: Network 3, Allies 2, Authority 1
6D, Survival 6D POTENTIALS: Tough Dog 1, Unfortunate Companion 1
BACKGROUNDS: Network 2, Renown 4, Secrets 3 INITIATIVE: 3D / 10 Ego Points (Willpower)
POTENTIALS: Darwin 2, Compensation 2 ATTACK: Crusher 6D, 1m, Damage 10, Smooth Running 2T
INITIATIVE: 5D / 12 Ego Points (Willpower) DEFENSE: Passive 1, Melee Active (Parry) 6D, Ranged Combat Active (Dodge) 3D,
ATTACK: Marvel, 9D, 70/420m, Damage 11, 4 bullets per magazine Mental (Willpower) 4D
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 6D, Ranged Combat Active MOVEMENT: 3m
(Dodge) 6D, Mental(Willpower) 5D ARMOR: Reinforced pelts and Tough Dog, Armor 3
MOVEMENT: 6m CONDITION: Spore Infestation 0/6, Flesh Wounds 16, Trauma 5
ARMOR: Tire armor, Camo 2, Armor 3 EQUIPMENT: Enhanced crusher, Rebec in sheet metal, Metal scraps that can be used
CONDITION: Spore Infestation 0/10, Flesh Wounds 10, Trauma 5 to repair things, Jewels in clay and rusted metals offered by the various communities
EQUIPMENT: Precision Marvel, 11 5.56 bullets he helped.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 59


CLAIRE
Claire had a tough start to her life. Born the daughter of an Apocalyptic magpie and one
of her many clients, she was always unwanted, but her mother kept her at her own peril
instead of disposing of the accidental child. Claire quickly learned to be independent,
and was on her way to becoming an infamous Apocalyptic. However, throughout her
many encounters with the Hellvetic convoys she learned where she belonged; on the
road, close to their enormous machines.
During her teenage years, she grasped what independence she could by staying
with Scrappers. One cold winter night, a recruiter for the wild races knocked on her
door with an offer. A few days later and she had already shown herself to be one of
the most remarkable pilots in their clandestine tour of the Protectorate. If only it had
lasted.
While she was winning a race, a judge raid ended it in a bloodbath. The only survi-
vor of the massacre, she left everything, heading out onto the road to help anyone that
needed her help, and especially those willing to pay for a safe ride.
Time has dulled the resentment she felt towards the judges, now she spends her
days cruising the roads in her V8. She no longer rides alone, however, her German
Shepherd Prisca rides in the passenger seat of her car, a rare privilege.
Claire is acquiescent but she doesn’t underestimate the importance of Chroniclers
Drafts and bartering. During the ride, she speaks a lot, most of the time to fill the si-
lence and learn who she’s riding with.

POTENTIAL R O L E P L AY
ACE Claire’s motivations are to gather as many cars as possible, and open a shop. She can
PREREQUISITE: AGI+Navigation 4 be used to introduce new characters or simply help PCs with her car in a perilous sit-
The character is a master when it comes uation.
to fighting in a vehicle. They have no
malus linked to driving, on the contrary!
They gain +1S to their navigation and +1D
to the action for each Potential Level.

EQUIPMENT PROFILE
PRISCA ARCHETYPE: Borca, The Protector, Scrapper, Rank 3: Lone Wolf
Dog: German Sheperd ATTRIBUTES: BOD 3, AGI 3, CHA 2, INT 3, PSY 4, INS 3
Initiative: 7D / 7 Ego SKILLS: Athletics 5D, Force 5D, Stamina 8D, Toughness 6D, Brawl 4D, Melee 7D,
Attack: Bite 7D, 1m, Damage 3+1D (3m if Projectiles 10D, Crafting 9D, Dexterity 6D, Stealth 7D, Mobility 6D, Navigation 10D,
dash) Leadership 4D, Negotiation 5D, Seduction 6D, Artifact Lore 8D, Legends 7D, Medicine
Defense: Passive 1, Melee Active (Dodge) 5D, Engineering 9D, Cunning 7D, Faith 7D, Reaction 8D, Taming 8D, Empathy 6D,
Mobility 8D, Ranged Combat Active Orientation 10D, Perception 8D, Survival 7D, Primal 7D
(Dodge) Mobility 8D, Mental 7D BACKGROUNDS: Allies 1, Renown 4, Network 4, Ressources 2, Secrets 3
Movement: 8m POTENTIALS: Ace 2, Nitro 3
Armor: Fur, 2 armor INITIATIVE: 8D / 10 Ego Points (Faith)
Condition: 11 Fleshwounds, 7 Trauma ATTACK: Shotgun, 8D, 5/40m, Damage 10, Mag. 6, Smooth Running (2T)
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 6D, Ranged Combat Active
(Dodge) 6D, Mental (Faith) 7D
MOVEMENT: 6m
ARMOR: Reinforced leather armor, Armor 3
CONDITION: Spore Infestation 0/14, Flesh Wounds 12, Trauma 7
EQUIPMENT: A car (see Kom stats) and a dog

WRITTEN BY KERSTON ATLAS 61


DASSINE AL RADJA BEKAI EL HAMOUS
Dassine always holds her head high. Tall for a woman, she holds an air of authority and Bekai is a rather small man and appears to be in his thirties, although it’s hard to tell.
never lets her emotions escape from her tightly held jaw, framing a sanguine face. She His face is surrounded by a large light blue turban, which hides his neck, and frames
wears a large white turban and a robe made of white and yellow silk. A richly adorned his harsh gaze, with his naturally furrowed brows, his goatee and the long scar running
rifle is strapped on her back - it looks like a giant piece of jewelry, rather than a deadly down the right side of his face.
weapon. He is clothed with rich travel clothes: an off-white shirt, reinforced with leather
Dassine was always an ambitious one, and her mentors soon learned that she on the front and joints, and thick leather trousers. His rifle is well used, and features a
would go far. Although she came from a modest household, she worked hard to be the large-caliber barrel.
best student. She, however, often changed mentors. While she is a brilliant strategist, Bekai comes from a renowned Neolybian family, and could have had many oppor-
she also has no respect for anything, not even for the Ancestors or the Laws of the Bank tunities in Tripol. But his thrill seeking nature and his love for pre-Eshaton buildings
of Commerce. steered him away from this fate. Speculations on trade concessions and slave-buying
She is only interested in her own direct profit. Understanding that it would be tire him quickly, he is a man of action!
pointless to make her go the right way, the Neolybians constantly found her new in- With the help of his family, he was able to obtain enough money to launch a small
structors, hoping that the future, and presumably chaotic, reputation of their pupil expedition to yet unexplored places, in order to discover antique buildings. He then
would not smear them. This only gave Dassine a leeway to further escape from the sells maps of ancient production plants to the Bank of Commerce. This, in turn, bolster
Laws they were trying to impose on her. the value of the concession. However, Bekai dreams of replicating the incredible archi-
Nowadays, she has gained acceptance with the greatest Neolybians by providing tecture of pre-Eshaton buildings. From conception to piece by piece reconstruction in
them with unofficial services: she knows how to artificially manipulate the value of Africa, his reputation for taste and talent is soaring. Fighting Clanners protecting ruins,
the concessions before they are auctioned. In order to achieve this, she has formed a and garnering scars, -such as the one he sports on his face - is worth the trouble.
“This place is dedicated team of individuals ready to to absolutely anything to achieve her purpose,
valuable because of from planting false rumours of artifact deposits to organising Clanner uprisings. “And they consider
these fields? Fine. the ruin to be
Burn them.” R O L E P L AY taboo? Tell the
R O L E P L AY Enterprising and almost reckless, Bekaii wants to manage everything. He is conscious Scourger Pack to
Haughty, impassive, and very ambitious, all of her actions are undertaken to earn either of the risk he incurs, but will never back down. attack in order to
Dinars or influence. To her, the end always justifies the means. He is fascinated by Pre-Eshaton buildings and will try to find and exploit them. He create diversion.
Should she be found by someone before she sets out on a mission, she will see them often sells his services to other Neolybians: he is especially proficient in the dismantling I will go see what
as witnesses to her crimes and will have her men drive them out. If she is found on a of ancient production plants and the transportation of the parts, or in the replication she conceals… ”
mission, she will be more open to recruiting others onto her team - to be disposed of of the plans of an old building.
later. When in Europe, he will certainly be leading his own expedition. In Africa, or in
In order to be on her side, it is necessary to offer her something of value. If she sees larger cities, he is often used as an expert architect or designer, planning the construc-
more interest in helping the PCs over her employer, she will have no qualms about tion or renovation of a building.
betraying them.

PROFILE PROFILE
ARCHETYPE: Africa, The Heretic, Neolybian, Rank 3: Merchant ARCHETYPE: Africa, The Seeker, Neolybian, Rank 3: Merchant
ATTRIBUTES: BOD 2, AGI 2, CHA 3, INT 4, PSY 4, INS 2 ATTRIBUTES: BOD 2, AGI 3, CHA 4, INT 3, PSY 2, INS 3
SKILLS: Force 4D, Toughness 4D, Crafting 3D, Navigation 3D, Mobility 4D, Projectiles SKILLS: Athletics 4D, Force 4D, Toughness 4D, Navigation 4D, Mobility 5D, Projectiles
4D, Conduct 5D, Expression 5D, Leadership 5D, Negotiation 6D, Seduction 5D, 6D, Stealth 4D, Arts 7D, Conduct 6D, Expression 7D, Leadership 6D, Negotiation
Artifact Lore 6D, Focus 6D, Legends 6D, Science 6D, Cunning 7D, Deception 7D, 7D, Artifact Lore 6D, Legend 5D, Science 5D, Cunning 4D, Faith 6D, Reaction 4D,
Domination 7D, Reaction 6D, Willpower 6D, Empathy 5D, Orienteering 5D, Perception 5D, Primal 5D, Survival 5D
BACKGROUNDS: Allies 3, Authority 1, Renown 1, Network 3, Ressources 2, Secrets 1 BACKGROUNDS: Authority 1, Renown 2, Network 2, Resources 2
POTENTIALS: Wheel of Fortune 1, Lion’s Share 1 POTENTIALS: Wheel of Fortune 2, Nine Lives 1
INITIATIVE: 6D / 12 Ego Points (Willpower) INITIATIVE: 4D / 10 Ego Points (Faith)
ATTACK: Neolybian Rifle 5D, Range 30/120, Damage 6 ATTACK: Modified Neolybian Rifle 7D, Range 30/120, Damage 11
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Combat Ranged Active DEFENSE: Passive 1, Melee Active (Dodge) Mobility 5D, Ranged Combat Active
(Dodge) Mobility 4D, Mental (Faith) 6D (Dodge) Mobility 5D, Mental (Faith) 6D
MOVEMENT: 4m MOVEMENT: 5m
ARMOR: Robes, Armor 0 ARMOR: Rich reinforced clothes, Armor 2
CONDITION: Spore Infestation 0/12, 8 Flesh Wounds, 6 Traumas CONDITION: Spore Infestation 0/8, 8 Flesh Wounds, 4 Trauma
EQUIPMENT: Neolybian Rifle and 4 shells, Seal of the Lybian, Maps of the region EQUIPMENT: Modified Neolybian Rifle and 8 shells, Seal of the Lybian, Drawing
with indications related to the potential value of the concessions and mention of local material and sketches of Pre-Eshaton buildings
features (whether invented or not), that might make this value fluctuate.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 63


WAV E B R E A K E R AZIMA
Azima’s pride and joy, Wavebreaker has Born in a small town on the northern coast of Africa, Azima’s heart has always been at
been tuned and customised for speed sea. His name means “Set into motion” and his life has reflected that, leaving his vil-
and manoeuvrability. The ship sits low lage at an early age to become an apprentice Neolibyan and quickly rising through the
in the water, two large masts rising from ranks. His tutors noted an extreme talent for everything maritime, from navigation at
its deck, joined by a solitary smoke stack. sea to controlling a ship’s wheel. It was only a matter of time before he secured a loan
Most of the time Azima keeps the engines and purchased a small skiff, hiring a meagre crew and setting out on his first shipping
off, to save fuel, but when speed is of the run. His profit margins were tiny at first, but he travelled fast and in his many years at
essence; whether to outrun competitors the helm he has never once led his crew or cargo astray.
or corsairs, the engines can be activated Since then, Azima has been slowly increasing the capacity of both his coffers and
and Wavebreaker leaps to life, thick black his cargo hold. From that small skiff, he worked his way up in size, learning each class of
smoke rising from its engines as it surges vessel and their quirks, until he finally settled on the ship that he would make his home.
away from any pursuit. This speed comes While on a shipping run to Toulon, Azima found himself wandering along the docks
at the cost of bulk cargo capacity, but while his crew loaded their next shipment. It was then that his eyes landed on what
Azima has always marketed himself as would become his pride and joy; a beached vessel, the wood of its hull scarred but still
getting goods to their destination as fast strong, a small pack of children playing in its torn rigging. Inquiring at the dockmaster’s
as possible, and Wavebreaker is one of the office, he discovered it was a smuggling vessel run aground and abandoned, and shortly
fastest cargo ships in the Mediterranean. after the Neolibyan was able to negotiate a staggeringly low price for a vessel that was
still seaworthy - not that the dockmaster knew that.
Wavebreaker, Max. Speed 3, Acc. 1, Brake He spent the next year fixing the ship, replacing most of its interior, stripping out
2 Rounds, Armor 2, Body 35, Structure 15, most of its living space to replace it with a powerful engine to augment the massive
2 Cannon. When engine is active, Speed square sails rising above its deck, a new coat of deep black paint over its body, empha-
4, Acc. 2, Brake 4 Rounds. sised by the silver trim tracing its way along the ship. At the end of the year, when the
ship set sail once again with a new crew and a new captain, Azima stood proud at the
helm, wind rustling his braided hair and causing his ash-grey eyes to squint, but doing
little to dull the wide smile on his face. Wavebreaker has sailed the Mediterranean to
this day.

POTENTIALS R O L E P L AY
BREATH OF THE OCEAN Azima is a kind man, and will happily take passengers on one of his trading runs -for a
Azima has spent years of his life expe- reasonable price. However, he has little desire to get involved with the fickle politics of
riencing all the ocean has to throw at the land, preferring to keep himself free and on the move at the helm of Wavebreaker.
him, from gentle swells to giant waves He will do anything to defend his ship, and avoids missions that put him and his crew
crashing down on his ship. Through this at undue risk.
experience, he has learned to compensate
for the movements of the sea in even the
most extreme circumstances.
The character gains +1D per poten- PROFILE
tial level for all movement and combat ARCHETYPE: Africa, The Traveller, Neolibyan, Rank 4: Seafarer
related actions when on a vessel at sea. ATTRIBUTES: BOD 2, AGI 2, CHA 3, INT 4, PSY 3, INS 4
(E.g., Projectiles, Mobility, Athletics etc) SKILLS: Athletics 4D, Force 3D, Melee 3D, Stamina 3D, Toughness 4D, Dexterity
3D, Navigation 6D, Mobility 3D, Projectiles 5D, Expression 5D, Leadership 5D,
Negotiation 5D, Artifact Lore 6D, Legends 6D, Science 6D, Cunning 4D, Deception
5D, Domination 4D, Faith 5D, Reaction 5D, Empathy 6D, Orienteering 8D, Perception
7D, Primal 6D, Survival 6D, Taming 5D
BACKGROUNDS: Allies 1, Authority 3, Network 2, Renown 2, Resources 3, Secrets 2
POTENTIALS: Lion’s Share 1, Breath of the Ocean 2
INITIATIVE: 5D / 12 Ego Points (Faith)
ATTACK: Custom Rifle 6D, 30/120, Damage 8, Mag 2. 1 Adornment slot filled, +1D to
social interaction with Neolibyans
DEFENSE: Passive 1, Melee Active(Deflect) Mobility 3D, Ranged Combat Active(Dive)
Mobility 3D, Mental Defense (Faith) 6D
MOVEMENT: 5m
ARMOR: Leather Armor adorned with sea charms, Armor 3, +1D Mental Defense
CONDITION: Spore Infestation 2/10, Flesh Wounds 8, Trauma 5
EQUIPMENT: Astrolabe (+1D Orienteering), Folder containing the contracts of the
crew of The Wavebreaker, Ornate bracelet with a pattern of waves etched into its
surface.

WRITTEN BY SPOOKYBOOGY ATLAS 65


PA Z U Z U TA B U
Pazuzu has always been taller than anyone by a good head. Muscular, but not very Small yet incredibly muscular, Tabu is a young Afrikan of average charm and beauty.
handsome, he always wears his mask, and rarely wears his blue UAO helmet.. Along His body bears the marks and scars of many battles. He proudly sports two gendo
its upper surface is a thread holding his trophies, human teeth.. Two vertical lines are skulls as pauldrons. His scourger mask mimics a gaping lion’s maw that seems to be
scrawled in blood on his mask, crossing his eyes, with white painted lines continuing spitting fire. He also wears jungle fatigues, and mountain boots.
from them down his head and torso. His torso is covered in deep bite scars which he He is an honourable warrior who wants to avenge Africa, as he was taught when he
often shows off, except in dangerous situations where he covers them with a well worn became a Scourger. He also seeks his mother’s affection by accomplishing great deeds.
flak jacket. On his loincloth is his Scourge and his AK is never far. His most notorious flaw is his racism against the Crows, since he believes that all harm
“White women are always softer on the inside”, a Scourger in his village used to tell comes from them.
him as a child. Everybody knew Pazuzu would become one of them, considering his
height and strength. His mother died during his birth, leaving him a pupil of his village,
being raised by alcoholics, Scourgers willing to put up with him, and other Apocalyptic R O L E P L AY
travellers. It is easy to play Tabu. He is a very honourable warrior who can make allies out of white
Life’s pleasures have been paraded before him so long that it has left marks on his men, in spite of his prejudiced views.
mind. He is fascinated with pain, to become a Dufu he jumped into a pit full of croco- He is never gratuitously violent, even though he only believes in himself.
diles with only a penknife, only barely surviving and a hideous mark on his chest; the He knows that one day, his deeds will be the stuff of legends, and that any wrong-
first of his scars. His empathy has been dulled, during his training with the other Dufu doing may mark his reputation.
he was often beaten for his lack of considerations towards the ancestor, although this He never runs from a fight. Made of Afrikan iron, he wants to be a “perfect war-
hasn’t prevented him from becoming a fearsome and lethal warrior. rior”. He will retaliate with honour, and will only use his gun if his opponents also use
Today, Pazuzu is a renowned Hondo. Tortured twice for being caught in the arms firearms.
of a white prostitute, he knows pain, and it won’t stop him from doing it again. He uses Tabu is a young man. As such, he is easy to influence. He can however be stubborn
his Scourge with sadistic accuracy, and when he is sent on a mission, he won’t stop in matters of honour, or when the discussions revolves around Europe’s responsibility
before his enemies are completely broken. in Africa’s past plight. In such case, he will only stop talking if he has the last word.

R O L E P L AY
“Hey, both of you, Sadistic and psychopathic, Pazuzu is a living terror. He takes pleasure in causing pain to
tie him up! Trying others, and as such being a Scourger is perfect for him. He terrorises any stranger who
to liberate one of approaches him, and is always the first volunteer to torture the prisoners.
my prisoners, huh? He wields the Scourger with skill, and will always use it in battle over anything else.
I’ll break every Despite his addiction to power and the suffering of others, he wants to taste all that
single one of your life has to offer. He can, if correctly handled, be convince by the offer of women, drugs,
bones.” or even Burn. Resisting him is a very bad idea, a tough opponent only gets him more
excited.

Profile PROFILE
ARCHETYPE: Africa, The Abomination, Scourger, Rank 2: Hondo ARCHETYPE: Africa, The Conqueror, Scourger, Rank 2: Hondo
ATTRIBUTES: PHY 5, AGI 3, CHA 1, INT 1, PSY 4, INS 3 ATTRIBUTES: BOD 5, AGI 3, CHA 3, INT 2, PSY 3, INS 3
SKILLS: Athletics 7D, Brawl 7D,, Force 8D, Melee 8D, Stamina 7D, Toughness 8D, SKILLS: Athletics 8D, Brawl 8D, Force 9D, Melee 10D, Stamina 8D, Toughness 9D,
Mobility 5D, Projectiles 5D, Stealth 5D, Domination 6D, Reaction 8D, Willpower 5D, Crafting 4D, Mobility 6D, Projectiles 6D, Stealth 4D, Leadership 6D, Legends 4D,
Orientation 5D, Perception 5D, Primal 5D, Survival 5D medecine 3D, Cunning 4D, Reaction 7D, Willpower 5D, Orienteering 4D, Perception
BACKGROUNDS: Allies 2, Authority 3, Renown 2 5D, Primal 6D, Survival 5D, Taming 4D
SPECIAL: +1D to Social under PSY, -1D to social under CHA BACKGROUNDS: Allies 1, Renown 4
POTENTIALS: Lion’s Revenge 2, Wild Dog Run 1 SPECIAL: Hondo (outside of Africa: social interaction with PSY +1D, with CHA -1D)
INITIATIVE: 8D / 10 Ego Points (Willpower) POTENTIALS: Trial of the Hero 1, Hyena’s Laughter 1
ATTACK: Scourge, 5D, 3m, Damage 6, Dazed (8), Out of Control (3), Assault Rifle, 5D, INITIATIVE: 7D / 12 Ego Points (Willpower)
30/120m, Damage 11, Salvoes (3) ATTACK: Spear 9D, Damage 8 ; Scourge 7D, Damage 8 Ego ; Knife 10D, Damage 6 ;
DEFENSE: Passive 2 (Shield), Melee (Parry) 10D, Distance (Dodge) 5D, Mental Assault Rifle; 6D, Damage 11, Salvoes (3)
(Willpower) 6D DEFENSE: Passive 3 (Shield), Melee (Parry) 12D, Distance (Dodge) 6D, Mental
MOVEMENT: 5m (Willpower) 7D
ARMOR: Flak jacket, Armor 4 MOVEMENT: 8m
CONDITION: Spore Infestation 0/12, 16 Flesh Wounds, 9 Trauma ARMOR: Flak vest, Armor 4
EQUIPMENT: Flak jacket, Oval shield, Scourge, AK, 24 bullets. CONDITION: Spore Infestation 0/10, Flesh Wounds 18, Trauma 8
EQUIPMENT: Flak Vest, AK-47 with 20 bullet clip, Spear, Scourger Shield, (1D to
attack when used), Scourge (12 charges), Knife, Shoulder Bag with survival kit,
Scourger Mask (PSY+Willpower +2D)

WRITTEN BY FORGOSTH WRITTEN BY AZRAËL - ATLAS 67


ZWANDILEI
Zwandile is a typical Scourger: taller than average, muscular arms jutting out of his
Combat Vest, wearing military fatigues and boots. His impeccably maintained combat
uniform shows how disciplined he is. Ritual good-luck paintings are displayed on all his
equipment, from his helmet to his AK-47, as well as on his Kom’s chassis. These symbols
are also engraved on his skin.
Zwandile was the strongest boy in his Village. He could run for hours, climb on
trees and was always the last man standing in a fight. He was scouted and selected by
the Scourgers patrolling the Village. They chose to bring him along, drawing proud
looks from his parents.
The Warriors brought him, along with dozens of other athletic kids, to the forest.
After a collective prayer to the Ancestors, the Warriors told the kids: “A group of slaves
have escaped into the forest. Find them and bring them to the nearest village.” Then,
they left. The kids were lost, without weapons.
Zwandile and two other boys made it out of the forest almost a week later, each
holding a tied-up slave. All the other boys had died, but they were Dufus now.
The following days came as a disappointment: the other Dufus were as strong as
he was, and full-fledged Warriors often humiliated those who stood out. He learned
discipline and camaraderie the hard way, many of his friends died before his eyes, and
he tortured just as many white prisoners. He found solace in prayer, and the Ancestors
always answered back.
Zwandile is now a Damu. He solicits the Ancestors before each battle, in order to
know the best strategy for his Kom. He has lost count of his victories. Should a mem-
ber of his team act with dishonour, he will be chained behind Zwandile’s buggy and
dragged until the screaming stops. This is the will of the Ancestors.

“You will jump


from the Kom when R O L E P L AY
we will run right Devoted to the Spirits. A patient planner. Honour is more important that anything else
through their for him. He is an elite Kom Driver: all the Dufus in his team fear him, and the Hondos
ranks. They only respect him.
have swords, so you When in doubt, he always refer to the Spirits. They accompany him daily, and he
only need knives.” does not tolerate any insults levelled at them: fighting in a dishonourable way, swear-
ing, giving in to lust or to money before him leads him to come back with a band of
Dufus in order to punish the offender.
He is an expert tactician, able to bring his Kom’s platoon as close as possible to the
enemy so that his team can capture as many slaves as possible. The only way to earn his
respect is to behave in an honourable way.

PROFILE
ARCHETYPE: Africa, The Traditionalist,, Scourger, Rank 2: Damu
ATTRIBUTES: BOD 3, AGI 5, CHA 3, INT 1, PSY 3, INS 3
SKILLS: Athletics 5D, Brawl 5D, Force 6D, Melee 5D, Stamina 5D, Toughness 5D,
Mobility 7D, CRafting 6D, Navigation 7D, Mobility 7D, Projectiles 7D, Stealth 5D,
Leadership 5D, Engineering 3D, Focus 4D, Cunning 5D, Reaction 7D, Faith 5D,
Perception 5D
BACKGROUNDS: Allies 2, Authority 3, Renown 2
SPECIAL: +2D to initiative if his plan works
POTENTIALS: Hyena’s Laughter 1
INITIATIVE: 7D / 8 Ego Points (Faith)
ATTACK: Assault Rifle, 7D, Range 30/120 m, Damage 11, Salvoes (3)
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 7D, Mental (Faith) 5D
MOVEMENT: 7m
ARMOR: Flak Vest, Armor 4
CONDITION: Spore Infestation 0/10, Flesh Wounds 10, Trauma 6
EQUIPMENT: Kom, Flak Vest, AK-47 and 15 bullets clip.

WRITTEN BY FORGOSTH ATLAS 69


NÉHÉSI ONOURIS
Tall and very thin, Néhési enforces respect thanks to her presence. Her hair is attached Onouris is tall and has broad shoulders, his body rippling with muscles. He is bald, his
and braided. Her facial paints are esoteric, her cheeks deep-set and her light grey eyes ears pierced by several rings. His lips look hitched up, his chin bears a beard wrapped in
give her a mystic look. However she almost always wears an Anubian mask. Her body is golden jewellery. His eyes burn with an inquisitorial gaze His legs and chest are covered
covered by a red and brown cloak. She weak a lot of jewels and griigri, mainly earrings, by paintings and ritual tattoos, which he is fond of showing off; mostly going topless
necklaces and bracelets. and wearing a pagne His neck and limbs are circled with jewellery and piercings. Four
Nehesi never was a big talker. When the embalmer tested her, and she proved to be white circles encircle his navel, and a Khopesh is stuck in the piece of cloth serving as
an Anubian, nobody seemed to be surprised. She was born with the look of those who a belt.
can talk to the spirits. After the training, she understood her true gift. Onouris always preferred to work alone, he could have become a Scourger if he
She sees herself as the bridge between the ancestors and the living. She questions cared a little more about the group but the spirits thought differently and decreed his
the Psychovores, draws conclusions from her meditations, yet walks towards the town fate was to join the Anubians; he showed Anubis’ mark. When he grew up, he became
the ancestors showed her. taller, stronger, and every Anubian training him agreed, he should become part of the
She brings unity wherever she goes. Organizing weddings, funerals, even partic- Cult’s armed wing.
ipating in discussions with villages’ leaders. She never stays long, accomplishing her Each day, Onouris feels stronger than the day before. The spirits and the psychovo-
mission, then leaving in the direction of her next goal. Here, she saved a Scourger from res are with him. He is the Lion’s claw, head and soul. For now, he keeps gaining influ-
a certain death. There, she reconciled two clans in a conflict. She is the avatar of the ence by showing his deeds to everyone, waiting for the day that Africa recognises him
united spirit of Africa. as its champion. On that day, he will leave to Hybrispania, on a quest to cleanse those
lands from the horrors that have been dragging his people down for so long. Nothing
can equal his strength. Nothing can make him fail.
POTENTIALS R O L E P L AY
PACIFIST Nehei does not speak much, but listens carefully. She is kind to everyone, especially
The character will never try to hit back. Africans. R O L E P L AY
He is no threat. Trying to hurt him will She must be considered as a pacifist guardian angel, persuaded to have seen some- Narcissist, brave. He considers himself to be the apex of humanity.
make the attacker feel guilty. If a Faith/ one to protect in one of her visions. She will then serve them, and will try to help them Onouris still needs to prove himself. He will take on any challenge, even the most
Willpower (3) roll is failed by the attacker, resolve their conflicts. dangerous, in order to prove his skills.
the attack makes him lose as many Ego If she is crossed in Europe, she is surely here with someone whom she has seen in He tolerates whites, but considers them inferiors, and he will always try to show “I can’t lose. I’ve
points as the Potential level. premonition, and will advise them to overcome the tests without the blood flowing. If how superior he is. been chosen. If I
a wounded person comes to her, she will look after them as best as she can by teaching If met in Europe, he is probably accompanying other Afrikans, some of them assist- die, I will come
her morals. ing him, trying to accomplish a new heroic achievement. back.”
Pacifist, she seeks above all the unity of men. It is her task on Earth. If he was to fall in battle, he uses Mercy of Anubis and Sekhmet’s Slumber to come
back alive a few days later.

PROFILE PROFILE
ARCHETYPE: Africa, The Visionary, Anubian, Rank 3: Embalmer ARCHETYPE: Africa, The Chosen, Anubian, Rank 3: Sickle
ATTRIBUTES: PHY 2, AGI 2, CHA 5, INT 4, PSY 3, INS 3 ATTRIBUTES: PHY 4, AGI 3, CHA 3, INT 3, PSY 3, INS 1
SKILLS: Force 3D, Toughness 4D, Dexterity 4D, Mobility 3D, Conduct 7D, Expression SKILLS: Athletics 6D, Force 7D, Melee 8D, Stamina 5D, Toughness 7D, Dexterity 4D,
8D, Leadership 8D, Negotiation 7D, Focus 8D, Legends 7D, Cunning 6D, Deception Mobility 6D, Stealth 4, Conduct 5D, Expression 5D, Leadership 7D, Negotiation 5D,
4D, Domination 4D, Faith 7D, Reaction 5D, Empathy 8D, Orientation 5D Seduction 4D, Focus 6D, Legends 6D, Domination 5D, Faith 6D, Reaction 5D, Orienta-
BACKGROUNDS: Allies 3, Renown 2, Secrets 2 tion 3DD, Perception 4D, Survival 3D
POTENTIALS: Gaze of Fate 3, Pacifist 2 BACKGROUNDS: Allies 1, Authority 1, Network 2, Renown 2, Secrets 1
INITIATIVE: 5D / 16 Ego Points (Faith) SPECIAL:+3D to resist infections
ATTACK: Staff , 2D, 2m, Damage 1 POTENTIALS: Mercy of Anubis, 1, Selkmeth’s Slumber 1, Eye of Horus 1
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 3D, Mental (Faith) 7D INITIATIVE: 5D / 12 Ego Points (Faith)
MOVEMENT: 3m ATTACK: Khopesh, 8D, 1m, Damage 10, +2 damage against Aberrants
ARMOR: Clothes , Armor 0 DEFENSE: Passive 1, Melee Active (Parry) Melee 8D, Ranged Combat Active (Dodge)
CONDITION: Spore Infestation 0/14, Flesh Wounds 8, Trauma 5 Mobility 6D, Mental (Faith) 6D
EQUIPMENT: Anubian mask, Soul stones, Anubis Finger, Staff, Cloak and jewels. MOVEMENT: 6m
ARMOR: Pagne, Armor 0
CONDITION: Spore Infestation 0/12, Flesh Wounds 14, Trauma 7
EQUIPMENT: Khopesh, Anubis’ mask, Soul Stones, Jewels made of the weapons that
“killed him”: crushed bullets, pieces of blades, claws...

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 71


ESAÏE TA L I O N
Esaie is a tall woman with a long and curly mane of hair. She is well past thirty, and age Tall, with large shoulders and wry muscles, Talion looks like the typical Jehammedan
has already left its mark on her sweet and harmonious face. Her clear and intense gaze horseman. His crow-black hair is kept long, and he sports a short beard. His hollow
adds to her natural presence. The way she moves and her ample red clothes make her cheeks, blue eyes and furrowed brows give him a harsh look. He wears leather armor
look particularly friendly: no one could ever imagine that she could prove to be violent, and a scimitar hangs at his belt in a woolen scabbard.
especially at first glance she bears no weapon. Talion seems to have been educated in accordance with his given name. He has
Esaie could have chosen to take control of her life. From birth, others have made always retaliated, an eye for eye, and a tooth for a tooth, whatever the risks. He is a firm
choices for her: the way she conducts herself, who she takes as friends, and, later, who proponent of immediate justice.
she takes as her husband. Being so impulsive, he became the leader of the children’s gang from the Jehamme-
She was always told that she had to sacrifice all to her family. She devotes herself dan caravan he grew up in. Always the first to fight, the first to defend others, and the
daily to the wellbeing of her children, her husband and their friends. She cooks every first to experience carnal love with a young woman from the gang, Sisera. They lived
meal, arranges the tent in the best possible way each time the caravan comes to a halt. their forbidden passion secretly, neither of them being pious.
Should strangers ask for hospitality, she will welcome them as though they were her Talion has become a Sword of Jehammed. He fights to earn the right to marry Sise-
“Again, thank you own family. ra and to live with his love in the open. Even though he is not a believer, he fights for his
for the sheep. You But she knows how all this must end: her children are now adults, and she becomes long-suffering People, rather that for an Unseen God. He never questions his culture,
will always be older. Esaie does not want to see her children die. Therefore, she talks with strangers, and considers the Jehammedans the most human of all men. He brushes aside all that
welcome among and listens to the warriors planning their next move. She looks for a good target for her stands in the People’s way.
us. Even if I am no sacrifice. She has dedicated her entire life to offering the Jehammedans a better life, and
longer here.” her death will open the gates of Paradise for her.
R O L E P L AY
Talion is happy to live. He is filled with joy and has the temperament of a leader.
R O L E P L AY He is eager to learn more about the other Cults, but considers that the Jehammed-
Determined and helpful, Esaie profoundly loves her husband and her children ans are superior to all others.
Should the PCs come to visit the Jehammedans asking for help or hospitality, she He will counter blow for blow if he feels attacked, whether with words or with
will gladly lend a hand. She will find them a place to sleep, and will volunteer to look arms. Talion is impatient to prove his worth, and will seize any opportunity to do so.
after their stuff. Should the PCs discover his long-standing relationship with Sisera, they will be
Her help is not free however, and she will ask the PCs to help her with menial tasks. able to blackmail him (he will, however, immediately hate them and become an enemy)
Everything must be earned or try to earn the young couple’s trust: in this case, they will be welcomed and helped “Even if Jehammed is
If the PCs are aggressive towards the Community, she will sneak near them to take as much as possible. no longer here to
them out with her in the grave guide us, we won’t
In any case, she will closely listen to conversations: she is looking for a valid target let our traditions
to end her life honourably. fall into oblivion !”

PROFILE PROFILE
ARCHETYPE: Balkhans, The Martyr, Jehammedan, Rank 1: Hagari ARCHETYPE: Borca, The Conqueror,, Jehammedan Rank 2: Sword of Jehammed
ATTRIBUTES: BOD 2, AGI 3, CHA 3, INT 2, PSY 5, INS 1 ATTRIBUTES: BOD 4, AGI 4, CHA 3, INT 2, PSY 3, INS 2
SKILLS: Athletics 4D, Force 3D, Stamina 5D, Toughness 4D, Crafting 6D, Dexterity SKILLS: Athletics 6D, Brawl 6D, Force 7D, Melee 8D, Stamina 6D, Toughness 8D,
5D, Mobility 5D, Arts 6D, Conduct 5D, Expression 5D, Leadership 5D, Seduction 5D, Dexterity 6D, Navigation 7D, Mobility 6D, Arts 5D, Leadership 5D,
Focus 4D, Legends 4D, Faith 8D, Reaction 7D, Empathy 4D, Survival 4D, Taming 3D Seduction 6D, Legends 4D, Domination 5D, Faith 6D, Reaction 7D, Empathy 4D,
BACKGROUNDS: Allies 2, Network 1, Resources 1, Secrets 2 Orienteering 4D, Perception 4D, Primal 6D, Survival 3D, Taming 4D
POTENTIALS: Call of Jehammed 1 BACKGROUNDS: Allies 2, Network 2, Renown 2
INITIATIVE: 7D / 8 Ego Points (Faith) POTENTIALS: Ire of Jehammed 2
ATTACK: Explosive Belt, Damage 16, Thunder Strike, Explosive INITIATIVE: 6D / 12 Ego Points (Faith)
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 5D, Ranged Combat Active ATTACK: Scimitar 7D, 1m, Damage 9
(Dodge) Mobility 6D, Mental (Faith) 8D DEFENSE: Passive 1, Active Melee (Parry with shield) Melee 10D, Ranged Combat
MOVEMENT: 5m Active (Dodge) Mobility 6D, Mental (Faith) 6D
ARMOR: Woolen clothes, Armor 0 (may hide the explosive belt) MOVEMENT: 6m
CONDITION: Spore Infestation 0/16, 8 Flesh Wounds, 7 Trauma ARMOR: Jehammedan light armor, Armor 3
EQUIPMENT: Rations for the soldiers, Raw wool and leather, Explosive belt. CONDITION: Spore Infestation 0/12, Flesh Wounds 16, Trauma 7
EQUIPMENT: Scimitar, Plastic shield, War Horse, Necklace gifted from Sisera.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 73


PEARL IDILLE
The first thing that comes to anyone’s mind when seeing Pearl is her beauty. Feath- Idille has a very round face, bordered by long black hair on one side and shaved on the
ers entangled in her blond hair, her harmonious facial features reinforced by painting other. Feathers nest in her dark strands while her face is covered with tribal paintings.
lines, her hazel eyes and her pulpy lips always heavily made up, and have seduced many She wears a light outfit composed of a white leathered leotard, along with thick guards
a man. She is rather small, and very lightly clothed, often wearing more jewels than on her arms and legs. Strapped to her back is her weapon; a deadly double barreled rifle.
clothing. Idille is part of the Carrion Birds.
Pearl has always had the gift of being able to attract the kindness of others, no mat- Early on in her life, she was able to quickly prove her skills by planning subtle, se-
ter what situation she was in. Raised by Apocalyptics from the Carrion Birds, her child- ductive tricks to entice men. The flock decided to train her to become a Woodpecker.
hood has been easier than those of the other kids: her beauty was noticed by adults that She was sent with a mentor, to assist in the creation of new nests, and to manage
often fought to spend some time with her. With her angelic face, she always managed their resources.
to get rid of the most violent mentors. She then proved her worth in a small team, infiltrating remote villages to explore,
Non violent because she was always protected, she was taught the pleasures of the or in very prosperous nests to recover resources. However, throughout all of this she
flesh. Naturally, she became a Magpie. Pearl understood early on that she could control concealed her real task.
her partners through the emotions she provided them, and them dancing at the tip of To this day, Idille has worked to secure the roads for the Burn traffic. She judges the
her fingers. Unmatched in her skill at manipulation, she loves to stir up trouble with safest route, helped with her detailed map of the Protectorate, constantly adapting and
the information extorted from her clients. However she never exposes herself and no optimising the creation and reinforcement of nests for the success of her mission.
matter the situation, she will find a way to appear to be the victim.
“Come… Closer…
No.. Don’t pay R O L E P L AY
attention to R O L E P L AY Idille is methodical and hides her emotions as much as possible. She never reveals her
those bruises, Pearl is mesmerizing. She knows how to make herself alluring and she is used to being goal. After a first night with her, she is cunning and pragmatic. The Burn traffic is what
it’s nothing.. treated like a princess. She doesn’t like being ignored. is most important to her. She would rather die than entrust anybody with the Burn
The previous Her zest of life comes from the influence she manages to gain thanks to her lovers. routes. “Let’s take care of
client was.. No, If the group of PCs is a threat, she will try to create chaos in the group. If not, she will She can be met next to a nest she created or is observing, itemising stocks, and the judge. He is
I shouldn’t be try to gain their trust by appearing as a victim of one of the Flock’s targets. planning her next coup. alone. We must act
talking about Pearl is non violent and never engages herself. If she has to bribe someone, it will As a Woodpecker, she sells Burn, and traffics EX. If the PCs win her trust (which is quickly.”
that...” be through other Apocalyptics protecting her. no easy task), she will be inclined to negotiate information about Spitalian patrols in
The GM can make her roll Seduction to see if she manages to extort some informa- the area, among other things.
tion to the PC, or to prevent them from attacking her. If she is met outside of Borca, she would have been sent to investigate the disap-
pearance of Burn shipments.

PROFILE
ARCHETYPE: Borca, The Defiler, Apocalyptic, Rank 2: Magpie PROFILE
ATTRIBUTES: BOD 2, AGI 3, CHA 5, INT 2, PSY 4, INS 2 ARCHETYPE: Borca, The Creator, Apocalyptic, Rank 2: Woodpecker
SKILLS: Force 3D, Stamina 4D, Toughness 3D, Dexterity 6D, Mobility 4D, Stealth 5D, ATTRIBUTES: BOD 2, AGI 5, CHA 4, INT 3, PSY 4, INS 1
Arts 6D, Conduct 7D, Expression 7D, Negotiation 7D, Seduction 8D, Legends 4D, Cun- SKILLS: Athletics 4D, Force 4D, Toughness 5D, Dexterity 6D, Mobility 6D, Projectiles
ning 7D, Deception 7D, Domination 5D, Willpower 6D, Empathy 6D, Perception 4D, 7D, Stealth 7D, Arts 6D, Leadership 5D, Legends 5D Science 4D, Cunning 6D, Decep-
Primal 4D tion 8D, Domination 6D, Reaction 6D, Willpower 6D, Orientation 4D, Perception 4D
BACKGROUNDS: Allies 2, Network 2, Renown 3, Secrets 2 BACKGROUNDS: Allies 2, Network 3, Ressources 3, Secrets 3
POTENTIALS: Crow’s Nest 2 POTENTIALS: Mirror 1, Black Omen 1
INITIATIVE: 5D / 8 Ego Points (Willpower) INITIATIVE: 6D / 10 Ego Points (Willpower)
ATTACK: Non violent, Stiletto 3D, 1m, Damage 3, Smooth Running 2T ATTACK: Shotgun 7D, Range 5/20m, Damage 10, Double Barreled, Scatter
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Ranged Combat Active (Dodge) DEFENSE: Passive 1, Melee Active (Dodge) Mobility 6D, Ranged Combat Active (Dodge)
Mobility 4D, Mental (Willpower) 6D Mobility 6D, Mental (Willpower) 6D
MOVEMENT: 4m MOVEMENT: 6m
ARMOR: Brown leather bands, Armor 0 ARMOR: Leathered leotard, 2
CONDITION: Spore Infestation 1/12, Flesh Wounds 6, Trauma 6 CONDITION: Spore Infestation 0/12, 10 Flesh Wounds, 6 Trauma
EQUIPMENT: Stiletto, hairpin bend, jewellery. Burn. Her necklace is strange: the EQUIPMENT: Ring of keys, Double barreled shotgun, 15 round of Gauge .12, encoded
various stones and their links represent her clients and their relatives. She uses it to tracing paper (Science, 30 success, 1 roll/day) that can be used over an Apocalyptic map
memorize their weaknesses. To an untrained eye, its secrets are almost impossible to of the Protectorate to have the Burn roads become highlighted.
decipher. (INT+Sciences with at least 3 Triggers).

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 75


SID
His face is cut out with a billhook, his jaw is as solid as stone, but Sid’s facial features
remain those of a young boy. His hair is styled into a white mohawk, and tattoos cover
his face and body. With them he even makes an impression on Clanners.
Topless under his coat, he wears a battledress and rangers boots, and no weapons can
be seen on him.
Being raised by Apocalyptics forces one to learn about life, and this is even more
true when one is “adopted” by the Borcan Carrion Birds. Often beaten, always moved
from nest to nest to make sure he doesn’t attach to anyone, his childhood was never
easy.
Sid killed for the first time when he was 14, thanks to his violent education, it didn’t
even bother him. The other kid, a 12 year old Apocalyptic, was weak. He had been
taught to ignore any form of remorse and was rewarded for removing a little runt from
the Flock. He was given Burn, a Blade Bracelet and a magpie for the night.
Today, Sid is guarding the Flotsam. By night he makes sure nobody is causing trou-
ble, and in the morning he takes drugs and has sex with magpies. During the day he
sleeps. He has had to go through hell to get there and won’t let anybody disrupt his
piece of paradise.

R O L E P L AY
Aggressive, attentive, loyal. Sid can be met at the Flotsam, in Justitian where he is a
bouncer, He will be uncompromising and even violent if the PCs are troublemakers.
If he is approached he will guide the characters to someone that will be able to answer
their questions. He doesn’t drink nor do drugs during service.
He can also be sent by the Carrion Birds to protect another nest or a convoy.When
he is tasked with this, he lets his guard down and takes advantage of the mission to
drink and partake in the Apocalyptic’s extensive supply of drugs.
He can easily be approached with a cigarette for example. He often talks about the
people he has to watch over, his voice dripping with irony and sarcasm. He will never
betray the Carrion Birds.

“Nah, the goon


over there won’t
be a problem. Can
see it in hiS eyes.
Only for the show.
I’m more concerned
about the little
bastard over
there...”
PROFILE
ARCHETYPE: Borca, The Protector, Apocalyptic, Rank 2: Battle Crow
ATTRIBUTES: PHY 4, AGI 3, CHA 2, INT 1, PSY 4, INS 3
SKILLS: Athletics 6D, Brawl 7D, Force 7D, Melee 6D, Toughness 7D, Dexterity 5D,
Mobility 6D, Stealth 5D, Seduction 4D, Domination 6D, Reaction 6D, Faith 6D, Empa-
thy 5D, Orientation 4D, Perception 5D, Primal 6D, Survival 4D
BACKGROUNDS: Allies 2, Authority 2, Network 1, Renown 1, Secrets 1
POTENTIALS: All-in 2, 1000 Ways 2
INITIATIVE: 6D / 12 Ego Points (Faith)
ATTACK: Blade Bracelet, 9D, 1m, Damage 6, Smooth Running 2DC, Camo (4S)
DEFENSE: Passive 1, Melee Active (Parry) Melee 9D, Ranged Combat Active (Dodge)
Mobility 6D, Mental (Faith) 6D
MOVEMENT: 6m
ARMOR: Long reinforced coat, Armor 2
CONDITION: Spore Infestation 4/12, Flesh Wounds 14, Trauma 8
EQUIPMENT: Blade Bracelet

WRITTEN BY FORGOSTH ATLAS 77


KARLOCK VERANUS LEBREF SERGIUS
Karlock is a tall man with a solid build with his brown hair hanging untied behind his As tall as his Bidenhander, this giant man has to bend over to even entire most houses.
head. For many years he displayed a thick beard, but this was cut for his promotion to His long brown hair is held back by a simple leather band. Three four-pointed stars are
Furor.. His eyes are green and his look is kind and vivid. A man of few things, Karlock tattooed on his forehead, and a brass septum is in his nose. The rest of his face is savage:
is easily recognised by his gleaming armor and Attila, a well polished Bidenhander. He bushy eyebrows, broken nose, and a large chin. His thick ARMOR is made of almost
rides Manubrium, a stallion he liberated from a group of Jehameddans. anything he can scavenge from the wastes.
Karlock is the elder son of a Frankan family converted to the Neognosis soon after Sergius has always crushed his enemies. His childhood was as tough as a Purgan
its exile to Borca. He grew up in safety among Anabaptists, surrounded with numerous one can be, and he quickly rose to the top of the rest of the children with his bru-
brothers and sisters. Thus his faith took root, and he chose to bring this joy to the tal strength. Naturally, he became an Orgiastic. He is always among those sent to the
people of the land. Karlock took up arms to protect the weak and oppressed. Despise frontline of a conflict, as he always finds a way to cause trouble should be stay in a
his zeal in battle, Karlock still respects the ascetic ideal, which leads him to show a village for long. He cares little about the Anabaptist’s gnosis, simply defending the As-
moderate behavior and a great acceptance of other Cults (such as Chroniclers and cetics because he is ordered to. His pack is sent wherever conflict can arise.
Africans) who he sees as a partners in the struggle against the true enemies; corruption,
Apocalyptics and Jehammedan. His piety and his achievements, such as leading the
“This crusade liberation of a slave town, led him to become a Furor and to be in charge of the crusade R O L E P L AY
will bring a new towards Parasite, accepting any and all willing to join the cause Karlock has the firm Violent, reckless.
victory, cast intention to liberate his native lands and to build an Eden in Franka, with the help of Most of the time he is with his pack, of whom he is one of the best. His small company
darkness away and, any resources found in Parasite. is often recruited to protect caravans or as guards in a city when they are at ease or not
I believe it, start a required on a frontline.
new era , and new If he is sent on a dangerous mission, he will be friendly with the other warriors and
lands in Franka !!” R O L E P L AY will gladly share his deeds on the battlegrounds. But don’t be fooled, he will never be a
Brave and kind. Karlock is naive with chivalrous ideals, he sincerely believes that ever- friend with anyone that is not an Anabaptist.
ything can be solved by his good will or his sword. Karlock is a charismatic man who However, the longer he is away from a conflict, the more stressed he will become,
knows how to seduce a crowd. Through example he leads to prove to others that the itching for a fight, to the point of trying to start a fight by provoking anyone he sees -
first step to Eden starts with oneself. Karlock is stubborn and often ignores his fol- usually leaving them injured, but never fatally so.
lowers concerns to face action by himself, overcoming risks and his own condition. He is chaste but not very smart. He will always try to do what seems best for his
Extremely faithful, he manifests it through the love he has for his family and his com- pack.
panions, the friendship of a single African being enough to redeem the entire culture
for him. He will always fiercely face Apocalyptics.
“Hey, idiot ! You’ll
swallow your
teeth if you look
at me like that
again ! Got It?”

PROFILE PROFILE
ARCHETYPE: Franka, The Chosen, Anabaptist, Rank 3: Furor ARCHETYPE: Purgare, The Destroyer, Anabaptist, Rank 2: Orgiastic
ATTRIBUTES: PHY 3, AGI 3, CHA 5, INT 1, PSY 3, INS 4 ATTRIBUTES: BOD 4, AGI 3, CHA 1, INT 1, PSY 4, INS 4
SKILLS: Athletics 5D, Brawl 5D, Force 6D, Melee 9D, Stamina 6D, Toughness 6D, Dex- SKILLS: Athletics 5D, Brawl 7D, Force 9D, Melee 8D, Stamina 6D, Toughness 7D, Mobi-
terity 4D, Mobility 6D, Stealth 4D, Expression 8D, Leadership 8D, Negotiations 6D, lity 6D, Domination 7D, Faith 8D, Reaction 6D, Perception 6D, Primal 6D
Legends 2D, Deception 4D, Faith 8D, Reaction 5D, Perception 6D, Primal 10D BACKGROUNDS: Allies 2, Authority 2, Renown 2
BACKGROUNDS: Allies 3, Authority 3, Network 2, Renown 5, Ressources 1 POTENTIALS: Fisherman’s Blood 1, Killing Joke 3
POTENTIALS: Fisherman’s Blood 1, Zealot 1 INITIATIVE: 6D / 12 Ego Points (Faith)
INITIATIVE: 5D / 20 Ego Points (Faith) ATTACK: Bidenhander, 6D, 2m, Damage 11, Blunt 2T, Special: Knife; Knife: 9D, 1 m, 5
ATTACK: Bidenhander, 7D, 2m, Damage 10, Impact 2T, Terrifying 2, Special: Knife ; Damages, Smooth Running 2T; Fists, 9D, 1m, Damage 3 (Ego), Smooth Running 2T
Knife, 10D, 1 m, Damage 4, Smooth Running 2T DEFENSE: Passive 1, Melee Active (Parry) Melee 9D, Ranged Combat Active (Dodge)
DEFENSE: Passive 1, Melee Active (Parry) Melee 7D, Ranged Combat Active (Dodge) Mobility 6D, Mental (Faith) 9D
Mobility 6D, Mental (Faith) 9D MOVEMENT: 6m
MOVEMENT: 6m ARMOR: Heavy armor, Armor 4
ARMOR: Relic armor from Cathedral City, Armor 5 CONDITION: Spore Infestation 0/16, Flesh Wounds 14, Trauma 8,
CONDITION: Spore Infestation 0/16, Flesh Wounds 18, Trauma 8 EQUIPMENT: Bidenhander, Seeds. Leather pocket with broken teeth.
EQUIPMENT: Bidenhander with gleaming coating, armor from Cathedral City, Seed
bag, Seed of a ruin blooming flower.

WRITTEN BY HURON WRITTEN BY FORGOSTH - ATLAS 79


NAOMI AKSEL, RED SMILE T H E I V O R Y C O M PA N Y
Naomi is an average sized young lady, but her appearance hides a tough body, toned Born in Franka, in 2569, he was part of an Anabaptist community close to Querybus. Aksel and his men gained this name in
beyond her age thanks to countless hours at work in the fields. The top of her forehead He grew up with them to the rhythm of the Ascetic life, their harvest, and the Ana- Toulon, after saving a pack of Scourgers
is covered by a leather band holding back her short blonde hair. Her forehead bears baptist lifestyle. He wasn’t swayed by the Frankan pride, and early on he became one from death itself. Hamza Abubakar III
three almond shaped tattoos. Her eyes are a piercing blue, and along with her high of the Touched and received his tattoo; a three dotted anchor. When he was ten, the rewarded him, and ever since, his compa-
cheekbones give her a haughty look, despite her having a weak chin. Her dress is almost mediterranean coast was still underdeveloped, Clans tried to survive as much as possi- ny has seen its name spread from town
always dirty, stained by her work in the fields. ble against drones and pheromancer attacks. He became the protégé of his Furor and to town. Rumor says that Aksel and his
She was born in an old Anabaptist family in Briton. Since she was a child, she soon became an Orgiastic. He set off with the rest of his pack to the Adriatics, taking men have been chosen, and that no De-
worked in the fields, participating in the effort to change the desolated region into a the fight to the Jehammedans, on a quest to prove his faith. miurge’s mob could stop them. However,
new Eden. During her teenage years she learned how to best work the fields, which led His pack bravely fought the Jehammedan’s cultists over the course of two years, some Anabaptists question this.
her to join the Ascetic farmers. Now that Briton is close to perfection, she has decided before taking the road to Pollen and Eastern Borca. In Pollen, he fought Biokinetics,
to travel to other Anabaptist colonies to share her knowledge in working the fields. She burned entire Spore Fields in the name of God, and watered Pollen’s soil with Apoca-
usually travels for a few months with other ascetics before leaving when she has noth- lyptic blood.
ing left to teach or learn His first emanations happened in a spore field, after a long battle fought side by
side with the Spitalians. His vision showed him blooded elysian rivers, a woman’s blood
staining the pure waters. When he woke up after this emanation, he gained his name,
R O L E P L AY Aksel Red Smile, because of blood on his face.
Determined and curious, wherever she goes, Naomi will help communities by teaching He founded a company, with fellow warriors from all over Europe: Purgan, Borcan,
them to share their food and explaining the basics of agriculture. For her, every field Pollenish, Frankan. Until he went back to the Rhone, and fought back to back with
“Be welcome ! I will that feeds men is a marvel. Scourgers in the Delta. Magnanimous, Hamza Abubakar III rewarded him by grant-
guide you through She will always favor the Anabaptists and is suspicious of Jehammetans and Chronic- ing him access to Toulon’s university for a year. In those CONDITIONs, Aksel learned
the village, the lers. She will always volunteer to guide players and happily talk with them about her writing and reading, as well as fundamental mathematics and sciences. His knowledge
others still have travels. She will try to help them as long as it does not go against the interests of the An- grew, and what he learned shook him to the core.
work to do. Yes, I abaptist community. She will even share some farming techniques with them, if they At this point in time, Aksel and his company might be on the roads of Europe,
did this irrigation agree to go help in the fields. fighting the Demiurge.
system by myself…
By the way, I am
Naomi.” R O L E P L AY EQUIPMENT
Aksel has a calm temper, he isn’t just a basic Orgiastic. He always thinks before answer- RELIC SWORD
ing. He is massive, and can easily intimidate others, commanding the respect of his In 2591, the Emanation Council granted
men. He is a born leader, the Ivory Company is always by his side, ready to answer all Aksel his Furor title. The ancient doors of
his orders. They are neither aggressive, nor stupid, but the wrong word at the wrong Cathedral City’s catacombs were opened
time could be enough to set them off. to him, and his eyes landed on his ances-
tors corrupted weapons. However, he
had no interest in those fire weapons.
In those boxes, he found a sword crafted
from technology lost to time; amazed by
both its stunning lightness, and its deadly
PROFILE PROFILE sharp edge, he took it with him.
ARCHETYPE: Franka, The Traveler, Anabaptist, Rank 2: Ascetic ARCHETYPE: Franka, The Chosen, Anabaptist, Rank 3: Furor
ATTRIBUTES: BOD 3, AGI 3, CHA 3, INT 1, PSY 2, INS 4 ATTRIBUTES: PHY 6, AGI 2, CHA 4, INT 3, PSY 4, INS 3
SKILLS: Athletics 4D, Force 4D, Stamina 6D, Toughness 4D, Crafting 7D, Dexterity 5D, SKILLS: Athletics 8D, Melee 10D, Force 10D, Brawl 7D, Resistance 10D, Dexterity 4D,
Mobility 6D, Conduct 5D, Seduction 4D, Legends 2D, Focus 5D, Faith 6D, Perception Navigation 5D, Mobility 7D, Leadership 8D, Conduct 8D, Expression 7D, Negotiation
6D, Survival 6D, Taming 6D 6D, Focus 5D, Legends 5D, Science 4D, Faith 10D, Reaction 8D, Orientation 4D, Percep-
BACKGROUNDS: Allies 2, Network 1, Renown 1 tion 6D, Survival 5D, Empathy 5D
POTENTIALS: Zealot 1 BACKGROUNDS: Allies 2, Authority 3, Renown 4 ; Network 1; Ressources 4; Secrets 2
INITIATIVE: 2D / 10 Ego Points (Faith) POTENTIALS: Fisherman’s Blood , Killing Blow 1
ATTACK : Fork, 4D, 2m, Damage 4 INITIATIVE: 8D/ 10 Ego Points (Faith)
DEFENSE: Passive 1 ; Melee Active (Dodge) Mobility 6D, Ranged Combat Active (Dod- ATTACK: Bidenhander, 9D, Range 2m, Damage 12, Impact (2T), Special ; Dagger , 11D,
ge) Mobility 6D, Mental (Faith) 7D Range 1, Damage 8, Hidden poison; Relic Sword , 10D, Range 1, Damage 10, Terrifying
MOVEMENT: 6m (3, when activated, the blade turns on itself)
ARMOR: Jute clothes, Armor 0 DEFENSE: Passive 1 ; Melee Active (Parry and counterattack) 10D, Ranged Combat
CONDITION: Spore Infestation 0/12, 8 Flesh Wounds, 5 Trauma Active (run towards his target) Mobility 6D ; Mental (Faith) 10D
EQUIPMENT: Fork, Seed bag, Cereal seeds. MOVEMENT: 5m
ARMOR: Chainmail , armor 4
CONDITION: Spore Infestations 3/16, Flesh Wounds 20, Trauma 10
EQUIPMENT: Gehon flask level 1, Backpack full of survival items, Ivory totem on a
string around his neck (a token of trust from the Scourgers, and a token of friendship
from the Africans of Toulon).

WRITTEN BY FORGOSTH WRITTEN BY ERWAN - ATLAS 81


T I TA N RHEÏA UNITY FOR THE
Titan is a living mountain. Even stooped and hunchbacked, he towers over most men Rhéïa stands tall, for a Paler, reaching almost 170cm. Her white hair is braided close to BUNKER
by a head height or more. His face is hideous, sparse white hair resting flat on his pale her head, ending in a bun, in an attempt to hide that it is in the process of falling out. Rhéïa often bought Burn from the Apoc-
head, a mouth locked into a sickening grin.. The black rags he tangles himself in trick She has dark rings under her blue eyes, her cheeks are hollow and gaunt, and her pale alyptics, the potent drug a much more
no one: he is heavily armed. skin is pockmarked with red patches. She wears a black uniform, and a black cloak. She powerful currency when negotiating
In the bunker Titan has always been a problem: he ate for two and never listened to traded her submachine gun for a rifle, finding it more useful during her travels. with Scrappers than mere scraps of paper.
the adults. He only learned how to walk properly when he was four. While growing up, Since she was a child, Rhéïa was chosen to walk under the sun. In her Pyrenean Recently, her Demagogue asked her to
there were two things that were certain: he would be taller than the bunker’s corridors, bunker, she was repeatedly exposed to a harsh UV lamp to ensure that when she grew bring back a large cargo of Unity.
and he would have an incredible strength. up she would be resistant to the surface’s harsh environment. Indeed, the new generation is more
His kin told him of the Phantom’s way. Titan, as he was already named, learned Years passed and she was gradually allowed to walk further and further away from and more willing to explore the outside
how to huddle to avoid being seen. He was told his kin were chosen, and everything the bunker. First, ten meters away from the door, then a hundred, until she couldn’t see world. Rhéïa has been tasked with creat-
outside the bunker belonged to them. the entrance anymore. She would regale the other children with stories of the outside, ing a device capable of flooding a room
Titan is now an icon amongst the Palers. He is sent whenever another community an endless ceiling, wooden pillars with leaves as far as one could see. She learned how in the bunker with Unity, thus creating
is in need, and he will bring them what they need in exchange for hospitality until his to take care of her bunker, by finding new sources of food and new pieces for the ma- unbreakable bonds between the Palers.
next mission. Using sabotage, intimidation and sheer force he has been able to reroute chines. They don’t know what they are getting
many weapon and food convoys. Whatever he brings back from missions is a trophy to For several years now Rhéïa has walked among the Pyrenees, hunting for scraps into.
him, and he makes sure that after every one of these missions, the Palers have a stron- with which to repair the shelter. Contrary to her blood brothers, she firmly believes
ger grip on the world. that it is possible to trade with people from the outside world, she doesn’t think that
warring with them is the only option.
Over the years she has formed regular habits. Food: South of Franka in exchange
POTENTIAL R O L E P L AY of useless scrap. Scraps: Aquitaine, it’s important to be faster than the Chroniclers, can
RAGING BEAST Titan is a monster; he barely talks and can intimidate even the most confident man. He be bought in exchange for Burn. Weapons: North of Hybrispania, where the tools of
PREREQUISITE: PRIMAL is closer to beast than man, occasionally walking on his arms, panting heavily.. In his war can be bought for food and water. And finally, Burn: heart of those two countries,
Challenges revive the character’s primal mind is only what he was taught; Palers above all. where the Apocalyptics ask for a safe passage through the Alps in exchange for Burn.
urges. As they are resisted they become None can deny that Titan is incredibly effective when put to a task, despite almost
more and more excited. completely lacking social ability. Should the PCs encounter him, Titan will try to con-
Each round following the first one, they vince them to hand over their belongings if they aren’t hidden. If they refuse, he will R O L E P L AY
gain +1 in Force and Mobility, until it mutter and leave, taking his brothers with him, and then attack the PCs when they are Rhéïa is sympathetic, and has the mind of a merchant. She smiles and laughs at almost SMUGGLING
reaches a threshold equal to the Potential at their most vulnerable. Nothing can resist him, and soon those items will take their anything, trying to mimic the affectations of the people from outside. She will do all The Paler made a lot of friends in the
level. rightful place as trophies for his brothers. she can to keep her community alive and to reactivate their modules. In order to do shelter by promising to bring her blood
However, if the PCs help the Palers, he will leave them in peace. He can even help if this, she has been forced to become a cunning merchant, negotiating, intimidating, or brothers what they needed. From her
his leaders explain him what he has to do: he will always ask to see them before making even seducing the sun walkers. travels, she brings back bullets, alcohol
a decision. However she is curious, and always ready to discover new machines and systems and other trinkets
that could improve her people’s life in the bunker. In exchange she asks her brothers to
The Palers remain her chosen people, but she knows they won’t be able to develop cover the smuggling roads of the Apoc-
alone. She is willing to find allies and friends for her group. alyptics crossing their territories. Rhéïa
has in this way managed to create a virtu-
ous circle of commercial partners enrich-
ing the shelter.
PROFILE
ARCHETYPE: Balkhans, The Conqueror, Paler, Rank 3: Cyclops PROFILE
ATTRIBUTES: BOD 5, AGI 4, CHA 1, INT 1, PSY 4, INS 3 ARCHETYPE: Hybrispania, The Healer, Paler, Rank 2: Solar
SKILLS: Athletics 8D, Brawl 7D, Force 9D, Melee 8D, Toughness 8D, Mobility 7D, Pro- ATTRIBUTES: BOD 2, AGI 4, CHA 4, INT 3, PSY 2, INS 2
jectiles 8D, Stealth 8D, Legends 4D, Cunning 6D, Deception 6D, Domination 8D, Faith SKILLS: Athletics 4D, Force 4D, Toughness 4D, Crafting 5D, Navigation 5D, Projectiles
8D, Reaction 8D, Orientation 5D, Perception 7D, Primal 6D 6D, Conduct 6D, Expression 6D, Leadership 6D, Negotiation 8D, Seduction 6D, Arti-
BACKGROUNDS: Allies 3, Renown 4, Resources 4, Secrets 2 fact Lore 5D, Technology 5D, Deception 5D, Faith 5D, Reaction 4D, Empathy 5D, Primal
SPECIAL: +2D in Perception when avoiding surprise attacks. -1D to attack and defense 5D
when under the sunlight. -2D malus in the dark instead of -4D. +2 Initiative in the BACKGROUNDS: Allie 3, Authority 2, Network 4, Resources 3, Secrets 1
shadows. POTENTIALS: Alias 2
POTENTIALS: Nightmare 2, Raging Beast 2 INITIATIVE: 4D / 10 Ego points (Faith)
INITIATIVE: 8D / 12 Ego Points (Faith) ATTACK: Rifle, 6D, 20/80m, Damage 10 (caliber .44, magazine of 5)
ATTACK: Silenced Assault Rifle, 8D, 30/120m, Damage 12, Salvoes (3) DEFENSE: Passive 1, Melee Active (Dodge) Mobility 4D, Ranged Combat Active (Dodge)
DEFENSE: Passive 1, Melee Active (Parry) Melee 8D, Ranged Combat Active (Dodge) Mobility 4D, Mental (Faith) 5D
Mobility 7D, Mental (Faith) 8D MOVEMENT: 4m
MOVEMENT: 8m ARMOR: Old RG guard uniform, Armor 2
ARMOR: Black leathered armor, Armor 3 CONDITION: Spore Infestation 2/10, 8 Flesh Wounds, 4 Trauma
CONDITION: Spore Infestation 0/16, Flesh Wounds 16, Trauma 9 EQUIPMENT: Rifle, 8 ammo, Sample of the last Burn cargo
EQUIPMENT: Sun Disk, Silenced Assault Rifle, 24 ammo, concussive grenade, Thro-
wing Pulsor, Sun Eye.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 83


T H E AVATA R KYMIR
The mentor who took care of Kymir’s He is an old, scarred and round-shouldered Paler, his head completely bald,, skin peel-
education is no less than his bunker’s ing after years of exposure to the harsh sun. His eyebrows are prominent, his nose
Demagogue. The Demagogue, dead to- hitched up, and his wide eyes form an ugly face covered by a pair of black glasses and a
day, willingly sacrificed Kymir’s life so poorly kept white beard.
he could accomplish his ancestral tasks. Kymir was raised alone, in ones of the deepest rooms in the bunker he was born in.
He saved a certain number of data slots He was chosen by the Avatar to become his hand on the surface, and as such was not
in the Sun Disk used by the traveller, and permitted contact with any other human beings. His education was to be given by the
now lets the artificial intelligence do the image walls of his bunker, so he grew up with almost no contact with his peers. His only
rest. Kymir is a pure fabrication of Get- company was that of his teacher, the holographic form of the Avatar. In this way, all his
rell’s memetics; all of his life has been education revolved around a single idea: his future task.
written for him. Once released outside, Kymir had only one purpose. He travelled from place to
If he was to learn this today, the Pal- place, never creating a link with other human beings, crafting items in ruins, and acti-
er would be devastated: his mentor and vating the beautiful walls of light.
only friend doesn’t exist. He could, for After a few years under the Sun, Kymir received a new mission: near his position
exemple, sell himself to the Chroniclers, was an image wall that had been activated for several generations. A clan had settled
driven by anger and desire for revenge. next to it. The Paler would need to observe the impact of the image wall on this tribe.
He took advantage of the clan’s hospitality to observe them, and after completing this
new mission, he was told to update the image wall with the content of his Sun Disk.
Kymir has been roaming Europe for well over a decade. Observing the various
tribes has become so routine that he no longer even waits for orders to update the
image walls he finds on his travels. He reactivated and trapped an uncountable number
of relics, both to manipulate clans and to prevent Chroniclers from accessing the data.
He is the guardian of an operation he barely understands the scope of.

MORE THAN ONE TRICK R O L E P L AY


UP HIS SLEEVE Despite his age, Kymir has never had a proper contact with another human being.
Kymir’s saddlebag is filled with high tech Talking makes him anxious, he only talks normally to his Sun Disk. When talking, he
tools. If one was to estimate its content, it nods as much as possible to communicate. His entire life has been sacrificed to the
would be worth untold thousands of the Palers’ plan, and he is now too old to question it. He blindly follows his relic’s orders.
Chronicler’s Drafts. Very observant, nothing remains hidden to him when he is disguised as a traveler.
He uses its contents not only to reacti-
vate and update image walls, but also to
trap their surroundings and impress the
tribes.
Indeed, a hologram, a mic and a speaker
or a simple picture are enough to gain a
tribe’s trust or fear to study them. The
Paler isn’t a good fighter so he tries his
best to avoid angering the subjects of his
studies.

PROFILE
ARCHETYPE: Balkhans, Hermit, Paler, Rank 2: Reviver
ATTRIBUTES: BOD 3, AGI 3, CHA 1, INT 5, PSY 3, INS 4
SKILLS: Force 5D, Stamina 5D, Toughness 5D, Crafting 7D, Dexterity 5D, Projectiles
4D, Stealth 5D, Conduct 3D, Artifact Lore 8D, Technology 9D, Focus 6D, Legends 6D,
Sciences 6D, Cunning 4D, Faith 6D, Empathy 6D, Perception 8D, Survival 5D
BACKGROUNDS: Network 4, Ressources 4, Secrets 4
POTENTIALS: Midnight Sun 1
INITIATIVE: 3D / Ego Points 12 (Faith)
ATTACK: Crossbow, 4D, 15/60m, Damage 10
DEFENSE: Passive 1, Melee Active (Dodge) Mobility 3D, Ranged Combat Active (Dod-
ge) Mobility 3D, Mental (Faith) 6D
MOVEMENT: 4m
ARMOR: Patched leather armor, Armor 3
CONDITION: Spore Infestation 0/12, Flesh Wounds 10, Traumas 6
EQUIPMENT: Crossbow and 5 bolts, Sun Disk, Electronic Tools

WRITTEN BY FORGOSTH ATLAS 85


AGENT BASH: Even if he is friendly to the PCs, he will try out in his city, always on a case and never forgiving any-

ONE LINERS to make them believe false accusations against Africans thing.

CITY JUDGE MAJOR: He loves to show wrongdoers that

CHARACTERS H E L LV E T I C S
SOLDIER HODLER: He was punished for disciplinary rea-
he is the strongest. Expect some provocations, and a good
beating if you’re caught doing something bad.

sons and only has one bullet in his mag. He is overly stressed CITY JUDGE MALTE: She is discreet, but sees a lot of things.
by this fact and tries to hide it behind extreme aggressivity, She is regularly paid to look away by criminals. If she spots
to dissuade the potential troublemakers. the PCs, she might do something to get money from them.

S P I TA L I A N S CHRONICLERS SOLDIER PROBST: She’s had a bad day and wants to take CITY JUDGE WERNER: She is an excellent shooter, with
FAMULANCER HÄRING: He keeps looking at the mollusk AGENT EXPLODE: He takes off his mask very quickly, out her anger on something - or someone. One misstep, her musket and its extended barrel. She shoots first, and
attached to his belt. If nobody looks spore-infested, he’ll heavily sweating. He speaks loudly and with large gestures, and here we go for hours of vigorous interrogation. asks questions later. She scans everyone and follows the
ask for information about nearest leperos and aberrants: he and wants to conclude any business with the PCs as quickly suspicious ones just to not miss a potential occasion to fire
needs to kill some to join the legendary preservists. as possible. SOLDIER STREITLASS: He’s planning his desertion and her rifle.
doesn’t want any trouble until then. He might ask the PCs if
FAMULANCER RAPHAEL: He keeps his mask on to hide AGENT UPDATER: He will make conversation with the they need some help. CITY JUDGE ROLAND: His daughter disappeared years
his black eye. He is an adept pugilist, and will do everything PCs, noting everything that they say. Then, he will diffuse ago, and now he just wants everybody to be safe. He will try
to begin a fight with a PC. his report through the Cluster. SOLDIER VERDI: He will try to taunt the PCs to their limits to capture the PCs for their own good if they intend brutal
so he can fight them and loot them, to buy some Burn. He’s actions elsewhere.
FAMULANCER NADEL: She just came back from an ex- AGENT INSERT: He is particularly bad at social interaction, spore-infested.
hausting campaign in Franka. She just wants some calm often stuttering and repeating whatever is said to him. He CITY JUDGE EMMERICH: He is overwhelmed by people
and may overlook some Burn users (but not Burn dealers). gets excited at the offer of books. SOLDIER JONELI: She is a bad shooter and doesn’t want coming to see him so he can judge minor affairs. He does
her hierarchy to know, so she will do everything for the this happily, He does this as quick as possible so he can help
FAMULANCER PELTIER: He sells EX under the coat to the AGENT CONFIGURE: She likes to get things working. She people she controls to stay calm: be overly polite, offer fees everyone in the city.
potential spore-infested he sees. If someone refuses, he will may interrupt the PCs just to ask if she can try to repair one easily, etc.
tell his colleagues that they are a Burner. of their items. CITY JUDGE THILUS: She is particularly athletic, exercis-
SOLDIER KÄNZIG: He wants to search each bag and each ing all the time. No thief can escape her sprint.
FAMULANCER MORGENTALER: He keeps his mask to AGENT ENABLE: He is very busy trying to make some arti- PC to find some illegal items: drugs, explosives… And will
hide his three-day beard. He is under the influence of too facts work. If the PCs are not interesting for him, by bring- report everything to his hierarchy. CITY JUDGE MOMBERT: She hates Spitalians, so she spits
many spitalian drugs, and will, if possible, abuse his power ing him some pieces of technology, he will do half of their a lot, she authorizes Burn, and will mock any famulancer
to do a ‘full inspection’ on a PC, preferably a female one. requests to get back to work. SOLDIER HAUSHEER: He killed some smugglers recently crossing her territory. Anybody harbouring the same hatred
and wants to illegally sell their weapons to travelers, to save of Spitalians will be her friend.
FAMULANCER FREY: She inspects the PCs carefully. If AGENT SHELL: She just answers questions by taking them some money.
they look injured or spore infested, she’ll list the Spitalians literally. She executes requests quickly when all the formal- CITY JUDGE HARALD: He is at the end of his life, moving
services available to them. If they look alright, she’ll lie, say ities are done. SOLDIER TEMPERLEY: Allied Spitalians charged her to ar- as little as possible. He doesn’t want trouble, and his judge-
they look sick and try to sell them some placebos. rest Burners; If she finds someone suspicious, she’ll ask for ments are very tender, just so he don’t suffer the looks of the
AGENT BOOLEAN: Everything is black or white for her; them to open their shirt so she can see their torso. families anymore.
FAMULANCER OLDENBERG: He gives inquisitorial looks If the PCs are registered as allies of the Cluster, she will do
to the characters. He wants to do a full inspection on one everything she can to help them, otherwise she will ignore SOLDIER BRETSHER: She wants to test Burn from each
of the PCs, and will even fake a vibration of his mollusk to them and just request artifacts to increase their reputation Culture and is willing to pay the PCs a fee if they can find
do so. with the Cluster her some. CLANNERS
KEPARR: He is gutting a fish as the PCs talk to him. He
FAMULANCER SCORZA: He just likes his fongicide rifle. AGENT SELECTOR: She will awkwardly try to seduce one SOLDIER MAROLF: Tired of separating Clanners fights on snorts regularly, and is a little boorish, but if the PCs are
He has a belt full of cartridges, and will use it at any op- of the PCs. She is bored of her everyday life and doesn’t re- the road, he will be happy to meet the PCs, and will have a kind enough he will offer them a meal.
portunity: insecticide if he see an insect, firedust to impress ally know how to love someone friendly talk with them.
troublemakers... AEGRUS: He is one of the strongest of his clan. He feels
AGENT UNLINK: He stays in the dark, and speaks with the somehow intimidated by the PCs, and is trying to discour-
FAMULANCER MOREL: Discipline above everything else. fewest words possible. He is in fact very shy. age them from attacking him and his clan by showing off
State your name, occupation and motive here for her re- his strength.
port. If the PCs are searching for someone, she might have AGENT HEADER: He is Burn addicted. He can do some- JUDGES
seen them. thing for the PCs in exchange for Burn, but he will cate- CITY JUDGE LANDO: He is unaware of any danger, if the MEDRA: She is training her chant and her rhythm on
gorize them as enemies of the Cluster if they try to tell the PCs try and tell him about it he will respond with a barrage drum-like instruments. If the PCs appreciate her music, she
FAMULANCER BARTELS: She is an excellent doctor. She Spitalians his secret. of insults, before immediately attempting to deal with the will thankfully give them advice on the surroundings.
can’t stand to see other people suffering, and will treat in- issue alone.
juries for free. If no one looks injured, she’ll just harshly tell AGENT OUTPUT: She knows a lot of what’s happening in ETROCO: She is trying to protect her clan. She will gauge
the PCs to be careful. the region, and can answer the PCs questions for the right CITY JUDGE VOLKUS: He has a perfect memory of faces, the characters, and ask them if they are trustworthy. If they
price. and can recognize a criminal very easily. He stomps terror convince her, she will help them.

ATLAS 87
JABORR: He is one of the hunters of his clan. He doesn’t JERRICAN: He sells Petro for a very low price. It is in fact SCOURGERS ANNEKE: He is an excellent healer. He uses plant decoc-
speak a lot, and is constantly sharpening his arrows. He cut with other substances. If the PCs earn his trust, he will TANDIE: Particularly imposing, he likes to show off his tions and oils to treat diseases and injuries. He is ashamed
knows the surroundings like his pocket, and will be an ex- then offer some pure jerrycans. muscles. Behind his mask, he is a white-knight; he will al- by the fact that his best mixtures are based on Bion.
cellent guide if paid in jewellery. ways defend the weak. INI-HERIT: She keeps her eyes closed nearly all the time.
BLACK TEETH: The old Scrapper is vulgar, and just wants When she opens them, it’s to look straight into the eyes of
VELGA: She believes in the power of the Spirits. She talks to get laid. He will scream if he feels threatened. FUZA: His AK his kept on his back: he wants to prove to his someone, and to tell something about his future.
enigmatically, and tries to understand if the PCs offended pack that he is the mightiest. He will mock people crossing
the ancestors or not. If they prove to be heretics, she will SMOKER: She loves everything that can get her high. Al- him, and fight them with the blade of his knife if somebody MAANI: She collects charms and trophy. A strangely shaped
spit at them. cohol, Spitalian drugs, or Burn. She is wondering how to answers the provocation. bone here, a totem of black wood there. She is searching for
pay her debt to her dealers, but she also knows how to find material to make new ones, and give them to her allies.
THAENN: He is afraid of the PCs. He will overreact at ev- them in town. ANDILE: He never forgets his village’s spirits. He will act
erything they say, but if he is reassured, he can become very with a lot of honour and respect towards his ancestors. If SUVAN: She is a very talented chemist, and likely has some
helpful. someone seems to be disrespectful, that might piss him off. cheap Marduk Oil with her. She is able to brew almost any-
N E O L I B YA N S thing for the PCs… if they have a good enough reputation
GROF: He his fundamentally against the Cults, and finds MAHMOUD SHAM: He is quite superstitious, and this DINGA: He just hates Europeans, even more than other with Africans.
their members untrustworthy. He will look at the PCs with morning during the prayers, Anubians told him he had to Scourgers do. He will never do anything to help them:
disdain and will try to give them false information. repent. So today, he is kind with everyone, and gives money they’re animals to him. NEKHTOU: She is a true standard bearer for her people: she
to every poor person he sees. advises and guides her brothers and sisters. Very respected,
SMIRAEK: He thinks his encounter with the PCs is excep- IMPISI: He is always with his hyena, Bloedbad. He considers she will always try to manipulate the PCs so they serve Af-
tional, and he wants to keep a souvenir of it. He will give RAFEEQ EL TRIPOL: He doesn’t have any time to lose with the beast as a gift from his ancestors, and even if he is him- rica’s interest.
them a rabbit's paw in exchange. the PCs. They have to convince him that their time with self quite peaceful, he will follow and assist the instincts of
him will get him something, otherwise he will ignore them Bloedbad. TEOS: This very charismatic Anubian asks strangers about
SHIFAH: She crafts the arrows, spears and other items for after a few minutes. their goals in life. He likes to talk about the different Cults
her clan. She tries to learn new techniques, and will gladly UYISE: He is suffering from homesickness. He is chewing esoterics, he wants everyone to feel enlightened after
help the PCs if they are able to provide them. SHUAID: He is a new hunter trying to prove his talent. He a lot of psychovore seeds to feel the warui again, he might talking with him.
will brag about his games, and is willing to pay to get infor- accept Burn. He is overly aggressive: he wants to be injured
mation on the location of an interesting prey. He will not to go back to Africa. SETHENES: He is always smiling, he likes to touch the front
like to be fooled at all. of the people he is speaking to. He claims to be able to see
SCRAPPERS XOLILE: He bears a lot of scars: ritual scarifications. He the ancestors line of someone this way, and to see if they are
DANGEROUS: He bears a shield crafted from a sign, read- IRFAAN AL KAZIM: He is nearly broke; he has to invest marks in his flesh the story of his battles. He will proudly proud of their descendant.
ing “Dangerous Dog”. He drools, sniffs and grunts like a quickly on something successful. He will ask the PCs about speak about them.
dog, but behind the crude exterior he is very helpful. what they are doing, and he will propose to sponsor them OMOROSE: He believes there are spirits in everything. He
for a share of the result. AZISA: His Neolybian just gave him 4 AK’s with full maga- is angry at the PCs because they didn’t respect a random
GRAVE: She is always scratching the ground with her feet. zines. He will shoot in the air at any occasion, just because spirit, and tries to explain to them that they have to sacrifice
Her partners usually die in the ruins, and she just wants the NISMA HAREES: She is a smuggler. If the PCs are obviously he likes to see people fleeing in panic. something to have the spirit’s forgiveness.
PCs to help her get a team again. searching for something, she will propose a sale a reason-
able price, but they’ll have to hold their tongue. MCEBO: Not so good in actual fights, but an excellent Kom
SQUIRREL: She has a very complete climbing set. She is pilot. He likes to talk about mechanics with Scrappers. He
busy cleaning it when she talks to the PCs. She may help FAREED EL FAREED VI: He speaks with large gestures might want to obtain some special parts for his buggy.
them for some alcohol. and a loud voice. He is overly friendly with everyone and JEHAMMEDANS
exaggerates everything. Even if he is a little bit annoying, he OGOGO: This Damu has binoculars around his neck. He CAINAN: He is a very hot-blooded Jehammedan, do not
WEASEL: He has an ugly face and a heavy digging material. knows a lot of people. is always gathering information: he listens to everyone, curse when he is around. He talks very quickly, and feels
He is short on money and will do everything the characters watches every corner. A very competent and incorruptible like he has to teach heretics the way of the faith by beating
ask for some coins… only to try to rob them later. NAZEEHA EL DOUD: She works calculating the localbank’s guard. them.
taxes, and is afraid that the PCs might be some henchmen
POMMEL: His heavy crusher is chrome, and the pommel is hired by her enemies. She stays cool and tries to discover JAEL: He says “by Jehammed” at the end of nearly all of
shaped to look like his face. He loves to show it off, or to be everything about them before helping them. his sentences. His faith is unshakeable. He will advise the
paid to use it. He may propose his services to the PCs. PCs to follow the way of the shepherd if they want to be
ADEL THANAA: She sees every European as a potential ANUBIANS successful in their mission.
CRAWLER: He is really dirty. He does the most undesir- slave, observing muscles, hair and signs of disease. She CHIGARU: He always wears his mask, and is very myste-
able tasks to make a living, such as crawling through the keeps her eyes half closed with disdain. rious, speaking is his calm voice with short, sharp “Yes” or SIMEON: He is a hardworking artisan, knowing the basics
sewers, and so thinks that the world somehow owes him “No” answers. In fact, he is trying to impress other cults of every discipline: forging, tannery, carpentry… He may
something. YAASIR REHMAN: This fat Neolibyan thinks his money with his manners. asks the characters if they need something tailored for
makes him untouchable. He insults and mocks everyone, them.
PUNCHER: She has big fists, wrapped in leather and steel and tries to kiss the women getting too close to him. NECHEROPHES: Bareback and particularly muscled, he
gauntlets. Even if she is helpful, she is really hot-blooded thinks the body must stay pure and fit. He will feel the spore MAACAH: She will help anyone in need. Everyone has
and her blows fly without warnings when she feels insulted. LAILA EL ADRABA: Her powerful family put her in her infected PCs, and will first try to help them, then curse the right to live well, and every bandit can have a second
current place. She has basically nothing to do: she is just a them if they refuse his medicine. chance. After helping the PCs, she will implore them to be-
princess looking for entertainment. come non-violent.

ATLAS 89
VASHTI: She bears a black eye. She defends the tribe when REQUIEM, BATTLE CROW: He is whistling as the PCs talk other ascetics. His severe tone can put anyone back in line.
the warriors are away, and won her “trophy” by fighting a to him. His arm bears six tattooed lines, one for each person
thief. She is not afraid of anything and takes everything at he killed. He seeks trouble, and if a PC answers, he will chal- ASCETIC MAGDALEN: She speaks in peasant slang, very
face value. lenge him to a fight, ending at first blood. quickly. She is uneducated and will do almost anything for
HIRAM: He is in charge of a large herd of sheep. He is con- the PCs if they are convincing enough.
stantly vigilant, and is searching for something for his herd: FAUN, MAGPIE: He regularly poses to show off his impres-
food, medicine,… He will try to pay back everyone who as- sive muscles. He will gladly help the PCs if their request is ASCETIC MATTHEW: He is very young, and is trying to
sists him. not particularly important, and has a habit of weaving sug- build up a muscular body through working in the fields day
gestive wordplay into each of his sentences. after day. He is extremely ambitious, but at the moment he’s
NIMROD: He walks with pride.. He will never kneel before just in charge of tattooing the foreheads of his brothers.
the fishermen, and will never do anything for them. He is a KRIME: He looks moonstruck. He wants to sell EX at the
true free man. If PCs have a good reputation with his cult, PCs at a really reasonable price, but his products are diluted.
he will assist them. He is actively looking for more EX.
PA L E R S
LAMECH: He is in charge of the tribe’s horses. He knows VENOM: He wants to sell Burn to the PCs, if they don’t VOLF: His look is piercing and intense and he speaks with
everything about them, and he will proudly advise the PCs look too “Spitalian”. He sells surprise Burn, it only costs 30 a dry tone. He sees everything, and is looking for someone
on their choices or on how to treat their mounts. drafts but you discover the drug’s type only as you breathe to do his dirty work.
it - and feel its effects.
JUDITH: She heals the warriors coming back from battle: SHILIAK: She doesn’t like the unclean sun walkers, spitting
she is used to bloody injuries. She orders the violent-look- at their feet and throwing curses at them. She will not obey
ing PCs to be careful on their way with her deep and calm any of their orders, but she can be persuaded to work with
voice. the PCs if she can be convinced that helping them will hurt
ANABAPTISTS other surface dwellers.
ORPAH: She teaches the children the basics of the life in the ORGIASTIC MATTHIAS: He is always reciting prayers. His
tribe. She might be a good guide for the PCs to discover a eyes are wet, and he seeks forgiveness for the crimes he has KADLEC: He is looking for bullets to bring back to his kin,
Jehammedan camp. She is a particularly patient pedagogue. committed. He is willing to do anything, and kill anyone in even willing to pay the PCs in exchange for their ammuni-
the name of the cross in pursuit of that goal tion.. He may even promise to repay them with a favour,
and he will keep his word.
ORGIASTIC GAIUS: He has gigantic arms, and is always
laughing. He is likely to challenge one of the PCs to an arm TOLIMAN: He hides every inch of his skin from the Sun
A P O C A LY P T I C S wrestling contest. as he hates it, even more than other Palers do. His eyes are
VICYS, BATTLE CROW: She bears a mocking smile on her blinded in the sunlight, so he must move very close to the
face, and speaks in a voice dripping with sarcasm. She may ORGIASTIC PERSIS: She wears a lot of jewelry and extrava- PCs to talk to them. He brags about his three sundisks.
try to make vicious jokes to the PCs gant clothing, all of which she plundered from her enemies.
She always indulges herself, and if a PC wears something ACRUX: He is looking for something or someone to refill
BEASTIE, BATTLE CROW: She has a high pitched voice, she wants, she will stop at nothing to get it. his E-cubes. He may trade his six empty E-cubes for just two
and speaks quickly. Her teeth are sharpened, and she has a fully charged ones.
look in her eyes that hints that all she really wants to see is ASCETIC ELIAS: An excellent blacksmith, he forges all
some blood flowing. kinds of items, including weapons. He can help the PCs, or MELUCTA: She is looking for some Burn, or any kind of
forge something for them, but they must accompany him in drug, just to endure the constant pain of the sunlight. A
CASSANDRE, MAGPIE: She is particularly scantily dressed, a prayer beforehand. close observation can see that spores spores are beginning
and suggestively dances as the PCs talk to her; a seductive to form in her mouth.
smile on her face. ASCETIC LOURDES: She is extremely pious, and thinks
that the body must be free of any toxins to reach its full ZDENEK: His head is constantly moving, like a rat’s. He is
BEATRICE, MAGPIE: She lists the services that she can pro- potential. She remains calm in stressful situations, but in afraid of the PCs, but if he spots them carrying an interest-
vide, along with their cost. Should a PC yield to her charms, the event of an incident will tend to blame any Burners in ing item he will attempt to steal it.
she will give them the lowest service, and make him pay for the party.
more every time. ZANAKH: Even if she is not really pretty by surface dwell-
ORGIASTIC DAMARIS: This woman lives life to its full- er-standards, she has an amazing voice. She will listen a PC
ASPECT: She is hunting for young parents in order to take est. She wants to have some ‘fun’ with one of the PCs, she for a long time if they have a beautiful voice: she find them
their children. She will listen closely to the PCs, and note will try to seduce them, and entice them into taking a hit of beautiful.
the interesting parts of their story. She can help them, Unity and have sex with her.
should they agree to help her find some vulnerable parents. VYKOPAL: He speaks only in whispers. Among his kin, he
ORGIASTIC PHOEBE: She is the one in command of the is responsible for checking the bloodline, attempting to
FRACTURE, BATTLE CROW: He is massive, and keeps a tactics of the pack, and has an uncanny eye to gauge the avoid inbreeding as much as possible.
heavy steel rod at his side at all times. He is calm, and de- danger of someone at a glance. She will only help the PCs if
mands that the PCs make their requests quickly and suc- they hav a good relationship with her cult. KHOMAM: She is searching for an efficient way of bring-
cinctly. ing food to her shelter, asking about traders and farmers,
ASCETIC CLEMENT: He plans the working days of the among other things.

ATLAS 91
C H A P T E R

EXTENDED
WORLD
T R E ASON

After a long walk by the lake’s edge, the last remains of Reaper’s Blow they tell how their clan threw newborn Only a superior being could do this. bounty for every dead worker.”
human life finally disappeared. The rain is reverberating babies from the walls of Praha Republica. Tales about their “Which one of you is the one called Jörmungand ?” The twins didn’t hide their surprise. This offer was
against the steeled door closing the access to the listening morbid exploits never cease to appear, and their bloodlust François spoke those words with conviction. He could not more than interesting. It could give the Rheans the
outpost which will hold the rendez-vous. Freezing, it start worrying the western side of the Blow. fail this first impression. independence they wished to take from the Corroder. It
infiltrated beyond the harness of the two men losing The door grates. The outpost is flooded with the “I.” could give them freedom. Without a word, Hel pocketed
patience in the half-light. Only the wind breaks this slapping of the rain which starts resonating against walls The synthetic voice of the giant echoed in the room, the money inside her cloak. Her glowing eye fixed on
deathly silence, blowing across the valley. that one day were the ears of this region. as would the Vocoder of one of those damn Chroniclers. François, she seemed to be judging him.
The Grenadier takes a look through the loophole, A giant closes the door, leaning to pass it. His A disconcerting silence fell on the room before the officer “As soon as our men have crossed the mountains, we
observing the rainy shield that blocks his vision. A weary shoulders are covered with a long coat stuffed with refocused himself. will set the lake on fire.”
sigh leaving his throat, he turns to the man waiting in fur. From his back, two rifles cross stick out, their size “You know what we want.” “This will be the biggest fire your stone fortress has
front of the door. Lieutenant François is still. His hardened competing with even the Trailblazer. His most disturbing A toothy grin and Hel reached deep into the ever seen.”
eyes are planted on the door from which he hopes to see aspect is his half human face. A metal mask intertwines entanglement of tissues she wore below her own coat. She Both sides of the room smile. It seems that they
the two people supposed to meet them today. He barely with his flesh on what should have been his mouth, and all then threw the thing on the floor between them. A bloody have an agreement. Blood will be shed in the valley. Men
looks at his bastard, searching for a sign of life in the the way to its left ear. Mixed with the fearsome gaze fixing hand. Frozen because of the Borcan cold, a black tattoo will die. Hel and Jörmungand quickly left the outpost,
wilderness. them, the Hellvetics felt like they were the mice, and he was still distinguishable in the middle of the hand. Lex returning under the flooding rain. The only evidence
The clock is ticking. In a few minutes the two men was the gendo. Mercatoria. of their presence was Jormungand’s inhuman laughter,
will leave. Waiting longer for those two savages was not an In front of him, even if she was way smaller, Hel “You know what we want.” echoing through the valley.
option. It could put François and Worobel in more trouble concentrated all the attention of the soldiers who Again the air grew heavy. Without a look to his “Do you think they are aware of anything sir ?”
if there was to be a rumor about their presence here today. summoned her. One of her eyes was fixed on them, while superior, the Grenadier left the room and came back with “Not for one moment. Shower the savage with money
An entire operation could fall in disgrace, and its leader the second was static. Red and artificial, it seemed to be a leather pouch he handed to the clanners. There were and it’ll cover his eyes forever.”
too. Finally, two shapes broke through the curtain of rain. analyzing the entire scene without even moving. The enough Chronicler Drafts inside to live a peaceful life Silence.
“Here they are sir.” bionic eye was encrusted into her face, the technology anywhere in Europe. “Vauban will be glad to slaughter them.”
Hel and Jörmungand. The Rheans Twins. Across the seemingly far above what most clans could even imagine. “The same thing once the aircraft is down. Plus a

WRITTEN BY ERWAN WRITTEN BY ERWAN - ATLAS 95


FACT S H E ET: LA CORNE
CITY: La Corne, Ville Tech III

O UTP O S T PROVINCE: Southern Borca, Territorial Region II


S AIN T- GAL L
Located on the ruins of a former water treatment plant, this INHABITANTS : 4000 inhabitants, approximately
alpine military outpost oversees the former Swiss’ canton. 7000 including satellite villages
Organized as a classic military camp, a sickbay, a mess, a
command center and an armory can be found behind POPULATION STRUCTURE: Cornus /dominant,
the fortified walls. The outpost joins the Lake Onstance Roggia/present, Scrappers/dominant, Hellvetics/
through a long path that comes down the mountain to the present
shore. From there you can reach The Horn, and cross the
lake to the construction site. LEADER: Mariza Roggia, Master of La Corne’s
Anybody willing to hike the Alps and cross the moun- ferry; Roggia Clan
tain range has to go through the Outpost and pay its fees
to the Hellvetics stationed there. Behind it, the roads are FEATURES: Ferry to the Construction Site
patrolled, maintained and the local Clans are subdued by
Hellvetica. The fee is high, but worth it. TRADE/GOODS: Fishery, cereals, local booze,
The local guards are a Hellvetic company under the scrap, aggregates, heavy metal
command of Subaltern Vauban, a known alcoholic, but very
effective officer. On a daily basis, their activity mainly is to CITY GUARD: One Hellvetic Unit (6).
take care of the crossing toll, and maintain a peaceful at-
mosphere in the close area, but recently sightings of hostile WEAPONS : Rudimentary weapons, scythes,

BORCA
Clans in the North have made the commanding officers hammers, daggers, firearm crates destined to the
worried about the status quo. Iron Brothers in Toulon.
It is this worry, along with the growing number of ci-
vilians in the region, which keeps setting Vauban on edge. COMMUNICATION: Hellvetic radio connected
The area could not be effectively defended with his current to Saint-Gall Outpost. Scrappers radio network
company, especially if the numbers keep growing. To pre- connecting the ferry to the assembly platform and
pare for this, he has had explosive charges preemptively the construction site.

L A K E O N S TA N C E buried along the Green Path. If anybody was to attack the


Outpost through its only access, hell would fall on them. ARTIFACT TRADE: Very developed following the
arrival of Chronicler Dell and his agents. All kind

VA L L E Y TH E GR E E N PAT H
If you want to reach the Horn, the shortest road is through
of discoveries from the surrounding mountains
and ruins.

the Green Path. The meandering road trails through the


At the frontier between Hellvetica and the Borcan Clan’s territories belongs one of the rare European lakes still supplied by cliff leading to the Outpost. It is patrolled day and night
glacier. The Lake Onstance has been preserved from the Reaper’s Blow despite its proximity to that hellscape. This allowed by Hellvetic soldiers, which Genies maintain it to ensure
the canton’s inhabitants to somehow continue their lives, even after the Eshaton. Years passed, knowledge was lost, and the it remains and easy path for travellers and merchants
Lake Constance became the Lake Onstance, where a very vibrant fishing culture had developed. All this life is protected and coming from Basel or Northern Borca alike. With all this
watched by the vigilant eye of the Hellvetics located in Outpost Saint-Gall. protection, the Green Path remains one of the calmest and
To the West, the road to Basel follows the main river of the region, kept safe by resting in the shadow of the Alpine safest Alpine roads, especially given its geographic location.
Fortress. To the northernmost part of the region, Clanners’ lands attract attention from the Subalterns of Territorial Region
II. To the east, fractured mountains block the access to the Reapers’ Blow and protect the valley from its unbearable heat.
When facing the south, the long arm of the Hellvetic weaponry stand ready to defend their lands. LA CO R NE
There, far from the Protectorate, the only law is that of the community, and excesses that could be punished in Justitian This community of roughly four thousand citizens is lo-
have little to no consequence here. It’s not rare to see a Grenadier consuming Burn in one of La Corne’s bars, or to observe cated on the southwestern bank of Lake Onstance. It’s
thieves get away with their takings. mainly composed of fishermen, with their small fishing
On the opposite shore of the Lake, the mood is more focused on productivity. The construction of the first 26th century boats constantly moving around the lake to collect their
aircraft is about to take place, and Scrappers from the Mercatoria are working day and night to achieve this towering feat. catches, as well as farmers exploiting the rich Alpine soil.
The assembly platform, sitting in the center of the lake, is the beating heart of the region, and an tensions are riding high. A fish market is located in La Corne’s harbour, where
This massive construction effort is not pleasing to the Alpine Fortress, which looks poorly on this competition. everybody gathers to purchase fresh food at the 9am auc-
tion, and at the 7pm auction. Then most fishermen go to
the inn to quench their thirst.

WRITTEN BY ERWAN WRITTEN BY ERWAN - ATLAS 97


TH E P LATF O R M
Located in the middle of the Lake, this half kilometer large
metallic platform is anchored into the soil of the body of
water, and stands proudly in the center of the Lake. The
platform never sleeps, always bustling with welding lights
and piercing sounds, spotlights dancing across both the
THE MERCATORIA platform and the surrounding waters. It is the Lake’s focal
point.
In the ruins of Borca and Franka, Scrapper arrived at the base of the Hellvetics’ Today the giant construction site is On top of this platform is the airship, slinged to metallic
communities are constantly forming and mountains. A few months after their swarmed by several hundred Scrappers.. rail, waiting to be filled with lifting gas. Under it, a blur of
breaking apart.. The luckiest ones survive
for years and start organizing themselves
arrival, strange activity began on the far
side of the lake. Lights started sparkling
An airship is in construction. However,
to the Hellvetics this machine is viewed
activity, Scrappers checking power generators, monitoring
the airship’s status and finalizing the parts assembly as well
ON TRINQUE
as gangs. An example of such a gang at night, then suddenly the coastline was as a threat to their monopoly on the as the finishing touches on the cockpit. À NOS BALAFRES
À NOS CROCHETS
is Bosch’s Cartel, firmly entrenched in lit up. A certain Engie had discovered crossing of the Reaper’s Blow. It might be In the southwestern corner of the platform is the
Justitian.. But a dozen winters ago a small images of a flying engine in the museums time to act. operating tower, overhanging above the activity. Here, all
band calling themselves the Mercatoria of a Bygone city. of this operation’s brains gather to conduct its final stages.
Among them, Scrappers and Chroniclers alike, from all TOUS LES SOIRS
parts of Europe.
N O I R C ’ E S T

The city is protected and patrolled by a group of Hell- T HE C O N S T R U C T I O N S I T E


TH E O LD AIR P O RT
Close to the construction site is the former Friedrichshafen
airport. Scrappers mostly used the ruined aeroplanes to
N O I R
vetics, keeping track of the fluctuating numbers of arriving Located on the northern part of the lake, this site has scavenge the first primary materials. The zone is now ONT-ILS DIT,Y A DONC
VRAIMENT PLUS
newcomers, but mainly ensuring there is no risk of a Clan- been extremely active for the past years. It burst out of the a metallic cemetery they transformed into a labyrinth.
ner insurrection. ground while Scrappers started working on the aircraft. Everything that is not of immediate use is thrown into this

D’ESPOIR
Since then, the construction site has extended along the hell.
banks, and is mainly located close to the lake where barges
TH E FERRYB OAT gather components and transport them on the platform.
ICAR IUS R E S E AR CH CE NTE R
The former ferryboat has been rehabilitated with a flat
based boat continuously sailing back and forth between the
There always is a lot of activity on the construction
site. Dozens of machines built by the Mechanists of the Buried in the Alps buttress, this ancient research center is LES VAINQUEURS
L’ÉCRIVENT
two banks of the Lake. Powered by Petro, it does the cross- Protectorate are located here and used to build the giant kept hidden. Used to observe the sun belt, it encloses the
ing in about 40 minutes, saving the travellers a 14 hour long airship. The worth of these tools is incalculable and that’s apex of what was technologically possible before the Esh-
journey. It thus has become the main way to cross the lake why soldiers of the Mercatoria are constantly protecting it. aton. Only a few reports even mention it, and until now it
and the region. Destruction or theft of one of those machines could delay has never been on the radar of any Cult.
This ferryboat is held by a ferryman family, the Roggio, the completion of the airship by several weeks. Given the The Static Stream bubble sleeping under here is a gold LES VAINCUS RACONTENT
L’HISTOIRE
who own both staging post and control the crossing. As quantity of resources that the Chroniclers have invested in mine of information to whoever would put its hand on it.
much mechanics as traders, they are the uncontested lead- the project, this would be unacceptable. Outside of the region, some rumors are going around about
ers of La Corne and its surroundings. a Paler who might have found a way to gain the access codes
for a bunker in the area which could bypass the security
T HE WA R E HO U S E S measures set in place by the UEO. A race against time has
LAKE ONSTA NC E Five warehouses lie alongside the construction site and begun, all to stop the bunker dweller from achieving his [ BOOBA]
This natural beauty is hidden in Hellvetica’s mountains. It’s alongside the lake. They are all filled with basic materials goals.
one of the rare bodies of water that hasn’t been massively recovered from ruins from the region, and from the Lost
altered by the Eshaton. 63 kilometers long and 14 wide, it is Path. All except warehouses Delta and Echo, which are set
one of the last frontiers between Hellvetica and the Reaper’s aside for a specific purpose. BR E GE NZ
Blow. For centuries, many Clans have come around the lake Warehouse Delta is used to store all the necessary gas to Three years ago, the entire male population of Bregenz
to enjoy its rich fauna. fill the airship. Inside the warehouse, there are several huge went into the mountains to bring back some coal. From
Everyday, dozens of fishing boats leave La Corne’s hermetic silos containing Hydrogen gas. If those silos were those 80 men, not a single one climbed back alive from the
harbour to navigate its waters. Unfortunately, since the to be hit by a bullet or to catch fire, they would devastate the mine. Since then, women live apart from the rest of the
Mercatoria’s arrival, and the installation of its platform at entirety of the northern part of the Lake. world with their children. All relationships with the outside
the middle of the lake, the fishermen’s work has become Warehouse Echo however is used for a totally different world are forbidden, and they don’t appreciate the inter-
much more difficult. Many are the Clanners hoping for the purpose. Inside it are weapons stored before transiting to ference attempts coming from the Alpine Fortress or from
Mercatoria to finish their project soon, so they can vacate Toulon. It is a gigantic armory where firearms, explosives passing caravans. Here are some of the fiercest women in
the place as soon as possible. and shields are all lined up together. Much of the weaponry Borca.
The Lake also serves as a water reservoir for the Rhine used in Operation Mirage is stored here, made available to
going to Basel, providing water to thousands of people in the Iron Brothers.
the area.

WRITTEN BY ERWAN WRITTEN BY ERWAN - ATLAS 99


François is clever enough to use Clanners to turn things JUSTITIAN'S EYE
L AK E O N F I R E around. He will also be able to promise countless Drafts In order to ensure that the operation of the Chroniclers is
and wonders to mercenaries, as long as they are useful to going well, the Senate has sent one of their Hammers to the
him. There is no guarantee, however, that he will secure his site. But their involvement in this construction has a greater
Lying close to both the Reaper’s Blow and Hellvetica, this area was spared from the share of the market. Nevertheless, the Alpine Fortress will purpose. Should the project be successful, the Judges would
worst of the Eshaton’s effects as it was protected by a towering mountain range. The never allow the dirigible to take off without making sure it be able to extend the Protectorate across the Reaper's Blow,
local population flourished, under the guidance of the Alpine Fortress. Half of the lake also receives some benefit. If that can’t be secured, Kayser and thus bring law and justice beyond their borders.
is under Hellvetic control, the other independent. will ensure it ends with fire and flames. On their end, the Chroniclers see this opportunity as a
A few years ago, a group of scrap dealers settled near the lake to exploit the area in GRENADIER WOROBEL - Protection Officer of Lieu- way to calm down the Scrappers by giving them a purpose.
hopes of finding something to fuel their manufacturing dreams. It was while searching tenant François. Worobel's position with François is not a If they hope for the best, they also know that reaching East-
the archives of the local museum that Engie, one of the Scrap-dealers, came across an coincidence of nature. The two men are linked. Worobel is ern Borca isn't an easy task, and establishing themselves far
old computer which he was able to power up and dig through. François’ bastard son, even though he never confessed to from Justitian remains an unbeatable challenge .
Among the images still viewable was that of a strange machine capable of flying. anyone. The grenadier is a man taking pleasure in the least
The photos were old, in monochrome. The Scrappers came together to understand the acceptable tasks. Executioner, hired muscle, brute, he likes PROTECTOR BANCQUART - Tired of seeing the coward-
photos they had in front of them. Quickly, they began to put together a collossal effort to see the weakest suffer. Behind his affable air (as much as ice spreading in Justitian, Bancquart accepted the Senate's
to find more information on this flying machine: plans, videos, writings, calculations, a soldier trained to kill), he hides some of the darkest vices proposal to cross the barrier to try to install the law in a new
all that was needed to allow them to recreate such a monster. of humanity. part of Europe. Accompanied by 5 Judges, he comes to pro-
It was the Chroniclers who allowed them to go forward with this, bringing forth from tect Dell and start spreading Protectorate laws where they
their archives the plans of an old airship, the Hindenburg. VAUBAN - Captain Vauban is the commander of the Avant do not exist. Bancquart is a humble man, but who dreams of
The work begins with the construction of a floating assembly shed, able to accom- Poste St. Gallen. In charge of the protection of the valley, he seeing the law apply to all lands of man. To hear him speak,
modate the creation of the zeppelin. For several months they managed to hide the has under his command the 50 men who are assigned to the the inhabitants of the Protectorate are both the luckiest,
nature of the project, and it is only in recent weeks that is has become impossible to base. His concerns are numerous. Because of the proximity and the least aware of their luck. Justitian is a jewel of mo-
disguise the towering cylinder being build on the lake. to the breach, as well as the relative proximity to the terri- rality, but the boundaries of the Protectorate begin to bend
tories of the Clans to the north, it is his sole responsibility under its reach.
to protect access to the Alpine Fortress.
O P E R AT I O N R O C JUDGE BRETLE - Dressed in her big coat, her opaque glass-
How dare those filthy Scrappers build that engine right under their eyes? Reports to the T H E M E R C AT O R I A es and her big hat covering the majority of her face, she is
Alpine fortress have finally allowed the High Officers of the Hellvetics to understand Operated by their leader Engie, the Mercatoria has a very one of the few Judges to have been appointed to cross the
the nature of the project taking place on Lake Onstance. It doesn’t take long for them ambitious objective for the foreseeable future. They intend Rift. This woman in her thirties is a bit trigger happy. She
to realize the risk it puts on their monopoly. For a while, they try to assess the exact to create the first zeppelin line between both sides of the often clashes with Bancquart over her excessive violence.
threat it causes to their power. Reaper's Blow. To do so, they have asked the help of the
A few months later, an interception mission is launched to prevent the airship from cluster, who have long been anxious to travel back and forth DELL – A Chronicler with great physical knowledge. He
taking off. Lieutenant François, a specialist of black ops, is tasked to protect the mo- between the two zones. Nowadays, the Mercatoriat gathers helped the Mercatoria secure the lifting gas and assisted in
nopoly at all cost. Under no circumstances should the dirt diggers finish their construc- nearly 200 people on their project. They trade throughout their buoyancy and aerodynamic calculations, giving the
tion. the region to recover the equipment and artefacts needed Scrappers some confidence that their project will actually
On the side, officials from the Alpine Fortress contact the Mercatoria and offer to for their projects. fly. He also serves as a relay point with the Cluster. He has
include an Hellvetic escort to the airship, but also to each relay that would be built on On the side, they are also helping the Toulon Scrappers been ordered to give his full assistance to the Mercatoria.
both sides of the Blow. But the Mercatoria refuses the offer. They have made a deal with to gather weapons for their insurrection. Day after day, Dell feels comfortable in the middle of Scrappers. They are
the Central Cluster, and they intend to respect it. those stocks are rediriected in small quantities to Toulon. thankful for the help he brings and his knowledge is wel-
Pissed off, François decides to contact a former clan from Chernobog’s horde. They come. His presence reassures the men of the Mercatoria of
could attack the Mercatoria and put them on their knees. This would allow the Hellvet- ENGIE – The Scrapper who found the first photos of the the future success of this construction.
ics to take advantage of it and save the day, in exchange for a real discussion concerning airship, and the lead designer of the project. He is not the
the fate of the airship. most brilliant of the scrap-dealers, but he is curious and CHERNOBOG'S LEGACY
daring. It is also his curiosity that led him to search fur- Far from the valley, to the East, across the Blow, a clan has
INFILTRATOR CLAUDIUS SHAFEN – Two years ago he infiltrated the construction ther than the first photos of the airship. He contacted the participated to the sack of Praha. The Rheans used to be
site as Kayser, a Scrapper in charge of transporting prime materials between the ware- Chroniclers and made a pact with them to give them quick part of the hordes of Chernobog, until their God kept walk-
houses. After a few months of work, he finally understood the situation. He reports access to Eastern Europe. Covered with Drafts it will be able ing without looking back. Hel and Jörmungand decided to
H I G H I N T H E M O U TA I N S back to his superior, Lieutenant François, and continues spying on their enemies. But to continue the growth of the Mercatoria and may even be split with the murderous Marauder. They wanted to find
If the characters realize that the Claudius is under close watch. The Chronicler Dell knows an Hellvetic has been re- encroaching on the Cartel’s territory. a new life. That is when a man in white reached for them
Hellvetics, and in particular François, are porting to Outpost Saint-Gall, and a group of thugs from the Mercatoria are looking and proposed them to be payed for an assault. An easy tar-
responsible for the operation, they might for him. As Kayser the Scrapper he is laconic, an exception being made when he drinks NIAN – Construction manager on the assembly platform get. Weapons would be provided to them, and a lot of drafts
have heard about Helena of Timmelsjoch, where he lets everything go and become joyful and cheerful. He pretends to have come - Mechanist from Justitian to lead the bulk of the project. would be distributed if the big metal machine was brought
an oathbreaker located in the Alps, a few from the North of Osman and to have fled the region because of Chernobog’s hordes He is known to have made significant changes to Tech Cen- to flames. An easy task for the Twins. Little do they know
days of walking from here. Contacting in the wild steppes. tral, mainly on power generators. All that matters to him is that the Hellvetics intend on turning against them once the
her might be difficult, but with the help of that the airship is well built and that the project succeeds. assault is launched.
Dell, it can be done. However, the Alpine LIEUTENANT FRANÇOIS – He is in charge of Operation ROC. Lieutenant François is During the many months he led the shipyard Nian had to
Fortress would probably intercept it in used to spec ops. Before coming to Saint-Gall, he was in charge of Operation Blizzard, deal only with bad weather. However, recently there has HEL AND JÖRMUNGAND - The Twins are known as the
one of their Listening Station. What could whose goal was to chase all hostile Clans out of the Frankan and Borcan parts of the been a lack of both resources and manpower, with some Slayers of Praha. Their hope in Western Borca is to gather money
be the consequences ? Alps. Today he is in charge of the special unit responsible for securing the airship line. men being injured during the construction of the airship. and settle away from death, even if it costs them a last fight.

WRITTEN BY ERWAN WRITTEN BY ERWAN - ATLAS 101


WITH THE
COMING OF DAWN,
THE FRACTAL MISTS
RISE FROM THE SLATE-LIKE
WATER
MISSEL’S GHOSTLY
SILHOUETTE RISES ON THE

HORIZON
THE BEAST
WAS BORN THERE
AND THERE IS
WHERE THE BEAST SHALL DIE.
FRANKA
[T HE BOOK OF MORIBUN D,
BOOK 9 VERS E 12]

TH E U PPE R CI TY
The cohort of torches meanders in the wet moor. Black peat is exposed to the ruins of a brilliant civilization. The silhouettes The Upper City is for Anabaptists only. The broken cross T H E T O MB MO UNTAIN
of the Resistants barely stand out in the shadows. If one of them falls, another one immediately takes his place. That's what is an ever-present symbol : carved in wood, raised statues Deep within the bowels of the abbey, a crypt hewn in the
scares them: they are dedicated to their cause, more than to their own lives. of stone and iron, even scribbled in chalk. A statue made very rock shelters a faceless creature with membranous
The troop finally arrives at the War Memorial. The almost obliterated features of the heroes look down on the scene of gold – that had apparently fallen from the sky and bro- fin-wings : the Euzhvil. Drawn to its piercing whistles both
with morgue. The rain begins to fall. A dispatch rider in the blue redinguote is responsible for smearing the soil pitch ken through the roof and floor of a house – was melted and bats and birds nesting on Missel fly to the crypt to suckle
around the camp. The flames will keep the insects away and disturb their senses. shaped again in the shape of the anabaptist seal, and hoisted its fetid humours, thus spreading the Claw disease which
A deformed being emerges in the light, its unhealthy alabaster skin bears the mark of the Palers. He places at the foot of to a place of honour on the abbey's summit. Perched thus, transforms men into cannibalistic creatures, longing to
the Monument a golden globe engraved with a text and surmounted by a crown. An antique piece, priceless. The diplomat the statue casts its shadow over the whole of the Missel Bay. reach their master beneath the city.
smoothes his long black mustaches before filing a sheet of exchange letters.

TH E ABBE Y TH E LO W E R CITY
The abbey makes up almost the entirety of the Upper City.

MISSEL Chapels, refectories, prayer chambers, training rooms,


cloisters and spartan sleeping quarters all house the
anabaptist faith. Monastic rules rhythm the ascetics' daily
Veritable maze of ancient buildings and wooden shanty
houses clinging to the battlements, the Lower City houses
routine, and are also obeyed by the orgiastics who make use a buzzing mess of whorehouses, colourful taverns and
of the Lower City to give free reign to their urges. barges. Goods from all over Franka and Briton can be found
All the isles around Briton played a key rôle in the westerly peninsula's liberation. Insects get chased away naturally by One time each year and during every eclipse the Upper side-by-side with rare commodities from Borca, Purgare
winds, crushed by the swelling tides or devoured by birds. The resistance stocks supplies, ammunition and Marduk oil here, City is opened to the denizens of the Lower City and the and Hybrispania.
a mere few cables' lengths from the coast. surrounding villages, that they might worship God together.
Under Pheromancer rule, resistance fighters around Rennes and Saint-Amlo know of the tales of the Mont Saint-
Michel's ancient lost city that they call Missel - an unreachable city that could sometimes be spotted through the mists. T H E S CR AP MAR KE T
Quicksand would swallow the travelers and mounts who escaped being eaten by the things that swam in the sands. One TH E O R NIT H O P O RT Scrappers' stalls throng the main road. Chroniclers, mem-
day, however, a resistance fighter wounded a tornillo and, smeared with its blood, hung on to a plank of jetsam. When With the help of scrappers and apocalyptics a band of bers of the resistance or spitalians purchase and sell all
he awoke it was to find himself beneath Missel's walls. Salt-encrusted ruins of abbeys, churches and houses, long since members of the resistance cobbled together a fleet of eight manner of goods in a bartering frenzy whenever a new
smothered by moss, lurked in the thick, all-encompassing shroud of mist. Yet the fortified walls remained defiant, the empty flying machines out of metals and polymers washed up on delivery is made. Goods arriving from Franka and Borca
houses begged to be filled once more. The resistance quickly understood that the sand predators shunned tornillo gut oil. the beaches. These ornithopters do not fly, as such – more are considerably more infrequent of late, but the scrappers
Barges were assembled in a village called Dolor, perched on a rocky outcropping a few kilometers away. The resistance took precisely, they are wide leathery membranes giving their discovered a titanic hulk of a ship frozen in an iceberg off
possession of Missel and turned it into the nerve centre of the Briton Marches. wearer the ability to glide for up to thirty kilometres… just the coast and not a day goes past without them bringing
During the last of the battles with the pheromancers the fortified position was instrumental in securing a border with so long as the winds favour them. A wooden structure was back some form of relic from their salvage operations on it.
the rest of Franka. At low tide the isle is surrounded by quicksand teeming with tornillos and scalefish, rendering all access built to allow brave travellers to launch themselves from
impossible other than by air. At high tide the fortress can only be reached by barges smeared with tornillo pheromones. Missel and glide all the way to a similar tower of wood built
Insects never reach the island. in Dolor. T H E CH R O NIC CH APTER'S
When the anabaptists arrived, Emissary Euclides saw Missel as a holy place and set his troops up in the city ; the seven Now only five of these machines are still in service ; a LO WE R CRY P TS
renovated hectares were dedicated to the Lord's glory. Polders were reclaimed along the shore, tended to by the ascetics and select few resistance members have permits for their use, af- Since the cease-fire between chroniclers and anabaptists
the brito-norman people - made up of refugees from all over Franka. The Northern passage arrived via the Couesnon and fording them a rapid means of communicating with Dolor. was called, a small community of bar-codes has set to living
the Missel coast, its flow then redirected towards either Saint-Brieuc and Brest or Dolor and Rennes. The anabaptists do not approve of this unnatural form of in the crypts that previously served as Missel's gaol. In a few
Since the Passage's collapse, however, Missel is isolated and depends entirely on Emissary Celsius of Rennes' whims. travel, but the obvious strategic advantages have stayed Eu- short months, a Streamer, Ogma, has become quite close to
clides' hand and allowed the airborne route to stay open. Euclides. Machines and a static Stream have therefore been

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET ATLAS 105
-
M I S S E L B AY
allowed to be set up in the crypts ; they are only starting to tutes, bandits and some creatures that managed to escape
garner influence in Missel, although their advice is already from the Scrap markets make it their home. To top it all off,
highly prized in Dolor. They have already begun issuing a partially devoured body was found in the woods recently,
chronicler’s draft. hinting at the fact that at least one gendo prowls there too. MIS S E L S ANDS geometric shapes hypnotize sailors – these are what are
Whispered rumours make mention of a sculpted totem Missel Bay's sands have turned a greyish blue hue. Saturated known as fractal mists.
to the glory of the Demiurge, hidden in a boulder at the foot with water and spores from many craters, brought on the
CH AEZ U SB EK , A RM O U R E R of which unnatural orgies are said to be held, but the ana- winds and scattered haphazardly about, they interact in un-
Chaez Usbek is a skilled armourer. Each of his weapons is baptists have yet to locate this totem, if it exists at all. predictable ways. For example, tornillos and scalefish rise T O MBE LAINE
unique - Chaez sculpts wood, fashions metal, welds elec- from the sandbanks' depths while killer whales and walruses Tombelaine is a small islet in Missel Bay, poking timidly out
tronics and works powders and batteries as well as any great have started evolving more rapidly. Great slithering crea- from the quicksand. The Scrappers use it as a hiding place
artist. He barters for weapons that he dismantles, fixes, im- P I K E R S ' Q U AY tures reminiscent of necrovore tapeworms feed on corpses for supplies. Some wooden shacks and a nameless tavern
proves upon and fuses salvage and arms, or purchases them The oiled and anointed barges are kept tethered to Piker's at the bottom of pits of quicksand and infest living bodies, can be found there, and some barges hook by the small isle
from the barges to ensure he gets the best quality parts. Quay : a long pontoon under the constant vigil and protec- turning them into monsters. When a fish gets infected the when travelling from Missel to the mainland and back.
Possessing one of Chaez's weapons is not only a sure tion of a phalanx of orgiasts armed with both lances and impact is negligible – when a human host is found, how-
sign of quality and efficiency, but also one of style, a distinc- harpoons to fend off tornillo s and scalefish. Each one of ever, monstrous transformations occur, changing the body
tive cosmetic uniqueness when it comes to the age-old art these guards carries about their person a phial of tornillo into a vector for contamination like the Euzhvil. H IGH TIDE AND
of dealing in death. oil with which they regularly spray the barges, and its bit- Few sandbanks can be traversed on foot, the vast major- BR E AKWATE R S
ter smell inevitably clings to these anabaptist pikers. Their ity of the area being too liquid to take an adult's weight. It The tide changes in a single wave and takes less than an
leader, a hulking anabaptist from Purgare, goes by the name takes but a minute to sink completely, less if one struggles. hour to cover the whole of Missel Bay. It can catch up with,
TH E DRA GON PA L A C E of Titian. Tornillos, scalefish and marsh krakens are common in the and drown, a horse at full gallop. The wave itself can mea-
Madam Dragonne rules over her establishment with an Bay and the rivermouth, swimming as fast in the sand as sure anywhere between one and seven metres depending
iron fist. Men, women, curvaceous or androgynous... All are they do in water at high tide. on tidal coefficients. Kwhales sometimes use the wave's
available for those who have the required coin. The cellar LE NON-PONTON The spores contained in the sand are also the cause of impressive height to attack unwary barges. Wooden break-
is a vast chamber decorated with mirrors and reserved for At the edge of the Quokelunde Woods, where the rock is mirages when they mix with fog or sea mists – distances waters lie dotted around the bay to keep the wave's strength
the orgiasts – who enjoy the employees' services for lower exposed in the shadow of Missel, a pontoon of driftwood become blurry, islands and reefs seem to reappear leagues manageable, to drive off tornillos and kwhales and to pro-
prices than ordinary customers. Some of the prostitutes are and barrel is concealed. Nearby, an old hovel houses a camp from their actual position... From time to time, complex tect the fort.
travelers who, in exchange for temporary employment, turn bed and an oil lantern.
over a significant portion of their earnings to the Madam. N ightly, the Sobekh, a dawn boat docked. Doloreens,
Apocalyptics, Leopards bargain with the underworld of
Anabaptist Island. Some well-placed bribes allow the tran-
TH E RA M PA RT S quility of transactions under the watchful eye of a shaved
The Orgiastics control the ramparts, and they have also head Anubienne called Nile.
built a wooden palisade around the rest of the rock. Several Nile transports merchants and goods: weapons, food,
QUICKSAND FAUNA AND FLORA
building projects are currently underway, reinforcing the rare foods and sometimes slaves. His ship is also used for
palisade with brick and mortar and additional breakwaters. the extraction of bulky corpses and this is the reason why
The Wilted Garrison to the south houses the new recruits, the few local Anabaptist powers close their eyes. An eye is
their superiors residing in the Abbey or the Tower of the painted on the hull of the flat-bottomed tub. Heavy metal
Loop. plates cover the floor and can be redrawn to form a wall and
Five years back Emissary Euclides bought – at great protect against enemy fire. The Sobekh bears the marks of
expense – several heavy artillery batteries from the Neo- several clashes with the Nautrageurs: scratches of grapins, Tornillos are eight-eyed rays spanning and small mammals swallow these eggs, isles in the surrounding waters. Some
libyans. Three rail-mounted rocket launcher batteries have bullet impacts and skulls of Nautrageurs roped around the two to three metres and sporting a tail they burst in their stomachs releasing venture as close as Tombelaine. Of late,
been set up on the north and eastern ramparts. Many be- hull. covered in electric spikes. A circular hundreds of tiny larva which quickly several walrus corpses have washed up on
lieve this to be a strategic error against the pheromancers, When the Sobekh does not wet at Missel, he throws mouth situated under their body latches devour their host. Well-fed, the larvae Missel's breakwaters, their bodies bearing
but the more enlightened souls of the city know that Eu- his mooring in Saint-Amlo, the Apocalytic city where she onto prey to suck its insides out after leave the dead animal's body and burrow bite marks indicative of exceptionally
clides is wary of more than just the denizens of Suffering embarks his passengers. Nile plays a dangerous game, she is liquefying them with its venom. When into quicksand until they mature. large predators.
– his spies have informed him that Vulture is unfavourable Anubis' eye sent to the Ponant, she swims in troubled wa- the moon is full, tornillos swim on Ash barnacles are geese that nest Kwhales are mutated killer whales
to Missel's success. ters like a crocodile. In the meantime, she accumulates in- the water or sand's surface and launch along the coast. Wings spanning three whose fins have evolved into limbs
formation and secrets from everyone in the nose and beard themselves towards the sky, sometimes metres, they fish in the sea and perch allowing them to clamber on shore or
of the powerful. flying for distances of dozens of metres. along the coast, where they often fall grip their prey and keep them within
LE BOI S DE QU OK EL U N D E On these occasions they occasionally prey to scalefish eggs or kwhale teeth. jaw's reach. A family of six kwhales has
In the Abbey's shadow to the north of the isle a clump of attack barges or Piker's Quay. Their meat is particularly tasty and their been spotted in the waters surrounding
trees has managed to take root on the rocks. A wood of con- Scalefish are blind fish covered in plumage adorns both resistance and Missel Bay, but it is likely the scalefish
stant cold, reachable by the wood palisade that prolongs the thick scales, growing to two metres in scrapper garb. have prevented them from coming closer
ramparts, yet few honest men or women ever set foot there, length. They lay their eggs on beaches, in Missel's walruses are a peaceful to land – for the time being.
for it is a vile, wretched place. Only a few peniless prosti- nests fashioned from algae. When birds colony of black walruses sleeping on

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET ATLAS 107
-
THERE’S A LOVER IN THE STORY
T HE C O U E S N O N
THERE’S A
LULLABY
The river, stretching for a hundred kilometres, serves as
the resistance's primary travel route and the main way FOR SUFFERING
out north from Missel. Its water fills Missel Bay and from
its mouth barges leave for Missel, Tombelaine and seafar-
AND A
PARADOX TO BLAME
FACT S H EE T: M I SSEL ing expeditions. Once, two other rivers – the Sée and the BUT IT’S WRITTEN IN THE SCRIPTURES
Sélune – flowed into the bay ; their beds have moved with AND IT’S NOT SOME IDLE CLAIM
CITY: Missel, City Tech III time however, and now they are major affluents of the YOU WANT IT DARKER
WE KILL THE FLAME
Couesnon.
PROVINCE: Franka West, Briton
YOU WANT IT
INHABITANTS: 3250 souls, Anabaptist census

POPULATION STRUCTURE: Anabaptists/


DOLOR DARKER
dominant, Doloréens/presents, others/scattered [ LÉ O N AR D C O H E N ]
Formerly known as Mount-Dol, Dolor is a small village
LEADER: Euclide, Emissary perched on a sixty metre high mount, overlooking a stretch
of salt pans. It used to be a pocket of resistance and is now
FEATURES: Fortified island presided over by a Council of six resistance members and rivermouth. Above the bar hangs a painting of old Marcolo The city is reportedly presided over by a synod made
an anabaptist appointed by Missel. Though the anabaptist in his ornithopter, flying above the old ziggurat that faces up of a neolibyan, an anubian, a paler, a clanner and an
TRADE/GOODS: Salt, sheep (wool and meat), presence may be appreciated, Dolor's inhabitants have Dolor. Sweet, strong cider can be had at the Brazen and, for apocalyptik. Anabaptists and jehammetans are burned alive
an instinctive distrust of all forms of dominance, even a few letters of exchange, the eldest daughter's room can be on the battlements.
CITY GUARD: An Orgiastic guard(200) benevolent ones. So far, no major conflicts have arisen yours for the night.
but each and every decision needs to be carefully weighed
COMMUNICATION: Radio, Static Stream bubble in case opinions between Dolor and Missel happen to not P O NT O UR S O N
align. Both parties, however, take great pains to ensure the Partly submerged by the Sélune's waters, a mangrove has
ARTIFACT TRADE: Commercial node between status quo is maintained. One of the resistance councillors overrun the ruined bridge. The Couesnon becomes a
Briton and Franka, Scrappers and Chroniclers
meet there. Permanent activity.
is a hero whom everyone admires : Arzhela Arbraz. She is
the single most influent member of the Dolor community.
Dolor's sigil is a cross standing in a circle. The
FA R A W AY swampy quagmire favoured as an ambush spot by bandits
and cutthroats who levy a tribute from passing barges. Dolor
has requested that Missel restore order to PontOurson, but
anabaptists view this as an omen : that Dolor will, at some so far, without success.
future point, be welcomed into Missel's caring bosom.
Negociations are currently underway between Dolor and
Missel around the creation of a market directly at the LE S MAR AIS S ALANT S F O UGÈ R E S
mouth of the river Couesnon. Dolor's inhabitants ply the salt pans – a hard trade but the Fougères was a resistance village entrenched in a thousand-
whole community pitches in and the ensuing salt is sent to year-old fort. Officier Carosse, under orders from the
Franka and Borca. Vulture, seized the city and turned it into a surveillance
T HE O R N I T HO P O RT An ancient, burned-down ziggurat is slowly sinking outpost for Briton. Fougères is the Vulture's southernmost
Missel's ornithoport's sister tower houses flying machines, into the marshlands halfway between Dolor and the sea outpost.
one of which is by custom always ready for use in Dolor. The – previously standing tall at a height of fifty meters, it was
tower base is also the dolorian militia's barracks – a handful destroyed by the ornithopters.
of distrustful but devoted members of the resistance. R O ULLIÈ R E P LATF O RM
Koala, Dolor's smith, works her craft in order to keep the A drilling platform floats between the isles of Jersey and
militia armed and the town's infrastructures in good repair, TH E E MANCIPATE D Guernsey – both it and the isles had been privatised by the
but the vast majority of her time is spent on the upkeep This pheromancer city is partially sinking, year after year, Recombination Group. Now the Palers have started coming
and tinkering necessary for the flying machines to stay in a frozen mangrove swamp crawling with centipedes, out of their vaults and submarines – one of them has even
operational. She freely admits to not fully understanding leeches and spiders. A fierce battle pitting resistance against gone to Saint-Amlo. Some seamen whisper tales of a man,
how they work, but « just intuitively knows how to patch pheromancers poisoned the waters so much that to attempt lashed alive to a pillar, weathering wind and surging tides
'em up ». to cross the swamp today would be suicide. Fortunately the for months, his screams and howls unabated even despite
Be aware that the flight from Dolor to Missel is quite Sée no longer flows through there, sparing the Couesnon being underwater for hours. Is it possible the Palers may
complicated and requires a very good knowledge of wind the Emancipated's venom. have had the audacity to have punished a Sleeper
flow and currents.

S AINT- AMLO GAH AR D MO NAS TE RY


T HE B R A Z E N I N N The ancient pirate city has become nothing more than In the immense Haute-Sève forest lies an anabaptist
This establishment has for the past three generations been a savage, chaotic festival of anarchy and lawlessness. monastery, mining iron far from prying eyes. Forges and
run by the Heurtebise family, who boast a proud resistance Slavery, murder, unnatural orgies and pseudo-scientific pickaxes ring all day and all night in between the living
tradition. Today, the six Heurtebise brothers and their experiments are commonplace, and the city harbours all wood pillars ; Gahard Monastery is a dependancy of Missel
two sisters work in the inn and rent out barges at the manner of deserters, traitors, inhumans and madmen. and supplies Rennes with arms and materials.

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET ATLAS 109
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C H A P T E R

THE CLANIC
W R AT H
RANKS AND HIERARCHY - NAUTRAGER

T E C H L E V E L II
NAUTRAGEURS
2 TRITON 3 BANSHEE 4 DUTCHMAN
1 RAGER 5 WENDIGHOST
2 PILLARD 3 MONSTER 4 CANNIBAL

The water is almost black under the firmament. The cold, giant icebergs drift, threatening. The spirit is lost in
the labyrinth of ice and waves. The environment mesmerises the few who manage to cross it, braving the cold,
the predators, the swell of the waves… and the ghosts. We never find those who disappear. In the cold seas north
of Brittany, one hears long melancholy whistles, strange sounds that fascinate as much as they repel. The few

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sailors in the area say that those who hear the tears will see their blood flow. In this only, they are not wrong.. A 1 - RAGER
clan haunts the stilled waves, making a living through fishing, looting, hunting, and picking clean the shipwrecks PREREQUISITE: Born Nautrager or freed slave a state of fear.

BRITON
littering the treacherous seas. Beware. EFFECT: The Rager lives in the freighter or the whaler. He EQUIPMENT: Flute or ocarina made of Killer Whale or
is a cook, a fisherman, a mechanic and rarely joins looting. Orquant bones.
He is a useful member of the community and has + 1D in
Crafting. 4 - DUTCHMAN
EQUIPMENT: Wood and bone harpoon PREREQUISITE: Banshee/Pillard, CHA+Leadership 6,
C O A S TAL CLAN LINKED TO THE PSY+Domination 8
From the tip of Armorique to Missel, the jagged and tormented shores have always AETHER 2 - PILLARD EFFET: Nautragers ship captains are called Duthcmen.
sheltered communities which, in order to survive, have resorted to targeting passing Each ghost is connected to others PRÉREQUIS: BOD+Stamina 4, BOD+Melee 6, INS+Survival Whether they were Banshee or Pillard, their lives were a
ships. The Nautragers are unique in that they choose to use the Aether, living on the in the Aether and their music 6 mix of myths, incredible stories and bloody feats of arms.
sea rather than cling to the coast. Some communities are home to large icebergs, but resonates tens of kilometers from EFFET: The Pillard is a hunter, a fisherman and a killer. He It is said that the greatest Dutchmen are able to make their
most of them are spread over ancient patchwork boats: cargo ships and whalers that this plane, haunting the dreams of lives for stalking and the smell of blood spilling from his ship disappear in the mist or to fly their ship. This state of
they use to hunt smaller boats, harpoon them, tow them, de-bone them and feed on the inhabitants of the British coasts. enemies He gains +2D in Survival when he hunts his prey - legend allows them to temporarily increase the level of any
them. Nautragers and Ghosts wear whatever that prey might be. Potential by one, once per day.
sealskin furs, ominous masks in EQUIPMENT: Ship axe EQUIPMENT: Boarding Pike
which only two slits show eyes,
P IR ATE S AN D R AZ Z IAS tense leather shields, and harpoons 2 - TRITON 4 - CANNIBAL
Most of the Nautragers are only looters who pursue whales, Orcant and walruses of wood and bone. PRÉREQUIS: BOD+Athletics 6, INS+Survival 6, PREREQUISITE: BOD+Stamina 8, PSY+Domination 8,
when they can not bring down a leopard ship or fishing fleet. All, however, are remar- AGI+Mobility 4 AGI+Mobility 8
kable sailors who have stories to tell about what is happening in the Atlantic. POTENTIALS EFFET: The Triton has a very specific task: it plunges into EFFET: Cannibals are a caste apart from the Nautragers.
The giant cargo ships and other whalers are transformed into floating cities and KILLER WHALE the ocean to harpoon prey, whether beast or ship, and al- They usually live in a hold or an isolated part of the ship
each pursuit is transformed into a popular celebration. The prisoners are rare, some The Nautrager is comfortable in the lows towing to cargo ships or whalers. They must be able to and are released only during an assault. They become the
are hired as slaves who may one day be freed and swell the ranks of the Nautragers. water, even at very low temperatu- board the boats or face dangerous creatures; when doing so, spearhead of a bloody brawl. They are plentifully stuffed
res. He gets + 1D per potential level they gain + 1D in PSY+Domination and +1D in AGI+Stelath. with plankton from the filtered primer and sprinkled with
when fighting underwater. EQUIPMENT: Harpoon carved from bone and rope seaweed. They ignore pain and injury and only collapse
A E TH E R GH OS TS once at the gates of death.
A minority of the Nautragers make the choice to become one with the seas, consum- SKILLS 3 - MONSTER EQUIPMENT: Clawed Gauntlet or Cestus made of bone.
ing a potent mixture of jellyfish, plankton and Primer. Characters from the clan replace PREREQUISITE: Pillard, BOD+Stamina 6, PSY+Domination
This consumption plunges them into a trance that brings them closer each day their "Clanners" skill bonus with: 4, BOD+Melee 8 5 - WENDIGHOST
to a Leperos. When they can no longer live with others, they leave to live alone on an (AGI) Mobility EFFET: Monsters consume large quantities of raw flesh, PREREQUISITE: Banshee/Cannibal, Secrets 6, High Spore
iceberg or a desolate island. (BOD) Melee especially the liver of the Orcants. These carry parasitic al- Infestation (barely a Leperos)
In their trances, the Ghosts communicate with the Aether and use small flutes (BOD) Brawl gae that have psychoactive effects, however over time will EFFET: The Wendighost is on the verge of losing their hu-
made of bone to enhance their meditation. This is how they attract the most boun- (PSY) Domination cause deformities as they develop in the body of their host. manity. They lives on the outskirts of the community and
tiful prey of the Nautragers; travellers aboard passing ships. Ghosts are revered by (AGI) Stealth Monsters are only at the psychoactive stage: consumption seeks the loneliness of the high seas with which he thinks
Nautragers as shamans. makes them violent while inhibiting the sensations of pain. they can communicate via the Aether. The parasites in-
EQUIPMENT: Frozen Orcant liver, Killer whale teeth grill gested in the Orquant livers deform their face by creating
coral patches under the skin, making them appear to have
3 - BANSHEE asymmetric horns. The resulting permanent pain only adds
PREREQUISITE: Triton, PSY+Domination 6, INT+ Legends to the madness and need for drugs. The Wendighost is one
8, CHA+Leadership 4 with the ocean, they get + 4D when they act in connection
EFFET: The Banshee see themselves as hosts to the spirits of with their element
the sea. They use bone flutes to carry the spirit song and fas- EQUIPMENT: -
cinate their prey. They alternate periods of life in the com-
munity of Nautragers with periods of isolation on drifting
icebergs or on desolate islands. They wear sacred garments
crafted from bone, skin and horns. They consume jellyfish
from the Bait to achieve psychedelic hunting trances; in this
state they recieve +2D in Domination. Their appearance
and behavior is terrifying and their prey may be frozen in

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET - ATLAS 113
HIERARCHY & RANKS - DOLORÉENS

DOLORÉENS
2 3 4

T E C H L E V E L III
SPUD TALON BEAK
1 KID

2 FEATHER 3 WING OF DOL. 4 ORNITHO. 5 SYNODIAN

May Missel’s innocent be forever remembered, lost in the patina of time and forever denied a future. 4 TAIL

Mons sancti Masseli in periculo mari


The Book of Moribund, Book 5 Verse 57

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1 - KID AGI+Crafting 7, Renown 3
PREREQUISITE: None EFFET: An influential character in the community, he keeps

BRITON
EFFECT: Children or young people of Dolor, they under- a watchful eye on the local business. A wise accountant, a
take an apprenticeship with a craftsman, a sage who knows skilled merchant, and an affable drinking companion, he
the Little Gods or a salt marsh operator. They get + 1D to gets +2 in Secrets.
INT+Legends. EQUIPMENT: Noteworthy Dolorean beret
D O L O R , BOR N AN D R AIS E D AERIAL SUPERIORITY EQUIPMENT: Sling, pendant with the coat of arms of Do-
Formerly Mont-Dol, Dolor is a small village perched on a cliff of about sixty meters Doloreans have a fleet of a handful lor. 4 - TA I L
overlooking salt marshes. A former pocket of resistance in Briton, it is today led by of ornithopters ranging from PREREQUISITE: Authority 5, CHA+Negotiation 8,
a Council made up of 6 Resistance fighters and an Anabaptist. The Anabaptist pres- articulated wings for the more 2 - SPUD CHA+Conduct 8
ence is appreciated, but the inhabitants of Dolor instinctively mistrust any form of complex to simple gliders of metal, PREREQUISITE: BOD+Stamina 4, AGI+Mobility 6, Have a EFFECT: Diplomat of Dolor, he represents the interests of
domination, even benevolent. For now, there is no clash, but each decision requires fabric and salvage material. Beak Mentor the community outside the town. He sometimes lodges
some caution should the opinions of Missel and Dolor diverge. However, everyone is These machines were the key to EFFET: Page devoted to the maintenance of an ornithopter permanently with allies or goes on a spy mission, requiring
interested in maintaining the status quo. local liberation. and that of its pilot, the Talon. The Spud spends his days great versatility. Once a day, the Tail can increase any of his
The sigil of Dolor is a cross planted on a circle. The Anabaptists see it as a sign of observing the machines, stealing and building muscles to skills by +1D.
Dolor's future integration into the Neognostic fold. prepare himself to fly on his own. The Spud gains +2D in EQUIPMENT: Carved salt crystal, a Dolor symbol of trust.
Negotiations are underway between Missel and Dolor for the creation of a market POTENTIALS AGI+Mobility.
directly on the mouth of Couesnon. CHILDREN OF THE SKY EQUIPMENT: Dolorean wrench. 4 - ORNITHOPTIST
PREREQUISITE: Dolor, Born and PREREQUISITE: Beak/Wing, AGI+Crafting 8
Raised 3 - TA L O N EFFECT: Former Beak or old Wing. He is an excellent
L ITTL E GOD S OF DOLOR Dolor's children are fascinated by PREREQUISITE: PHY+Corps à corps 8, AGI+Mobilité 6, craftsman, a master in the art of repairing, perfecting and
While the Dolorean clan has equipped its small village with cannons, oil lamps and ornithopters and spend their time PHY+Lutte 7, Renommée 3 modifying the ornithopters. Some would almost be able
steam engines, a form of animism still strongly grips the elders who leave offerings to hoping to fly them one day. To pre- EFFET: Pilote d’ornithoptère, la Serre fait des voyages entres to create one from scratch if the equipment was provided.
the Little Gods of Dolor, horrifying the Anabaptists. The youngest are torn between pare for it, they observe the birds Missel et Dolor. Il transporte plis et colis mais surtout ob- They are admired in the community but remain discreet.
these ancient traditions and the impressive faith of the Ascetics that the city welcomes. then throw themselves from cliffs serve, et guette les MOVEMENTs de troupes menaçantes, They can work on all kinds of complex machines.
into lakes to learn to move in the air. qu’il s’agisse de clanistes belliqueux, d’apocalyptiques ou de EQUIPMENT: Toolbox
When airborne, the Dolorean is like troupes phéromanciennes.
A F T E R TH E COMBAT a fish in water and adds +1D per Po- EQUIPMENT: Ornithoptère 5 - SYNODIAN
The population of Dolor has many heroes or descendants of Resistance fighters who tential level to any action taken. PREREQUISITE: Tail/Beak sent to Missel, CHA+Conduct 9,
fought against Pheromancers. The stories are repeated tirelessly, becoming true leg- 4 - BEAK Authority 6
ends in which the Anabaptist God and Dolor's Little Gods mingle. B ut for many, nos- PREREQUISITE: Authority 5, Allies 5, AGI+Mobility 8 EFFECT: The Synodian sits to the Council of Dolor and
talgia remains. They dream of returning to the fight, joining the Resistance in Franka SKILLS EFFET: The Beak has authority over the Talon. He is an out- decides on the future of the Community.
or rising against the Anabaptists whose influence is beginning to grow a bit too much. Characters from the clan replace standing ornithopter pilot capable of landing and taking off EQUIPMENT: -
their "Clanners" skill bonus with: from locations other than the Flight Towers. He can go far
(INT) Artifact Lore and spend whole days without touching the ground. He has
(AGI) Mobility +3D in AGI + Mobility when flying.
(AGI) Navigation EQUIPMENT: Dolor symbol tattooed on the face or chest.
(INS) Orientation
(INS) Survival 2 - F E AT H E R
PREREQUISITE: INT+Legends 3, Allies 2
EFFECT: As a productive member of the Dolorean society,
the Feather is perfectly integrated into their community
and knows both how to make themselves useful and who
to ask for help. The Feather automatically gains +2 Network
when they move in an environment that they know well.
EQUIPMENT: Badge of Dolor

3 - WING OF DOLOR
PREREQUISITE: CHA+Negotiation 7, INT+Legends 8,

WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET - ATLAS 115
TECH I
S AVA G E RY
Hunger. Ravenous, aching hunger. He couldn’t get it out of his head. It only became more intense as the prey

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moved closer and closer to the trap. He looked one last time at the positions of his brothers, the other Savages

FRANKANS BOG
waiting covered in mud and hidden behind leaves and roots so as to not alert their prey. They were like the fingers
of his two hands, completely naked and with a glowing symbol painted on their torso, an absent look in their eyes.
Even if their prey were too skinny to feed the herd for more than a full moon, the Fauve was satisfied, for beyond
the weak males there was a female. If they could catch her alive, she would carry the future Larvae of the Herd.
Suddenly, one of the prey makes a swift movement. One of the Savages had poorly covered himself, and now
he and his brothers had been detected. The Fauve shouted hoarsely, the signal. The Savages fell from the trees,
jumped from the mud and rushed into melee with the prey, who had barely any time to prepare themselves. The
massacre begins.

C ANNI B AL S P R E D AT O R S
The Savagery are a primal clan native to the inner swamps of Franka, their Lair located Savages are much closer to animals
inside a ruin near Parasite. The clan has had to evolve and adapt over the centuries to than humans. They barely have the
survive to this brutal and unforgiving environment, the members of the clan spending ability to speak, and then they do it
most of their lives completely covered in water and mud to protect against the Sepsis is in short, guttural sentences. They
laden insects of the swamp. At birth, the Brames - their equivalent of Shamans - maim always fix strangers in their eyes,
the child's nasal organ to diminish their chances of being lost to the Pheromancers. never looking away, waiting for the
However, the biggest difference between the Savages and other humans is their stranger to show a weakness.
food. The clan will feed on insects, or lichen, but their primary source of sustenance is
the Drones of the Pheromancers. They are trapped, hunted, then cut up and brought POTENTIALS
back to the Lair where their meat is prepared for consumption. ENRAGED
The Savages throw themselves
headlong into battle, the maximum
BREED number of Ego points that can be
The Savagery have few women, the clan considers men to be more useful and any of spent each round increases by one
the useless girls are culled at birth. To compensate the lack of females, the Savages per potential level. Max 3
track down female Drones, capture them and bring them back alive to the Lair. They
are inspected by the Manticore; if they are weak they will be eaten with the others, if SKILLS
they are strong they will be maimed and carry the Savages Larvae until their deaths. So- Characters in the clan replace their
metimes, strange children are born in the litter. Psychonauts. When the Savages realise "Clanners" skill bonus with:
the nature of such a child, they abandon it to their gods in the swamps. Later, drones (BOD) Force
will come and take the baby to join the ranks of the Pheromancers. (BOD) Toughness
(AGI) Stealth
(PSY) Cunning
GODS (INS) Survival
The Herd considers their ancestors to be Gods. They are commorated during a bloody
feast led by the Ardeurs, who know their life by heart. They also know that they became
Savages thanks to their work. Whatever happens to Mother Earth, the clan will persist.
“Absorb and Adapt”, the old motto of the clan, is still taught to the Larvae. Only the
Manticore knows the true meaning of these ancient words.

WRITTEN BY FORGOSTH - ATLAS 117


R A N K S A N D H I E R A R C H Y - S AVA G E RY

2 SAVAGE 3 FAUVE 4 FEROCE

S AVA G E RY
5 MANTICORE

1 LARVE 2 BEAST 3 BRAME 4 ARDEUR


2

2 HEN 3 SHE-WOLF

//
RANKS
1 - L A R VA E PREREQUISITE: BOD+Force 5, AGI+crafting 5 realise that more males than females are being born, and EQUIPMENT: -
PREREQUISITE: Born in the Lair EFFECT: The Beasts protect the Lair, fortifying it against quietly whisper among themselves.
EFFECT: The face is scarred and the nose is maimed. +3D to insects. They are used to work amid the swarms, their EQUIPMENT: Insect traps, Lichen scraper 5 - MANTICORE
resist pheromones, but the child will never have a sense of thick skin gives them +1 armor and +1D to tests to resist the PREREQUISITE: Death of the previous Manticore,
smell. All Larvae are mixed and raised together, there is no swarms. They can travel to find and transform ruins into 3 - SHE-WOLF INT+Artifacts 8, PSY+Faith/Willpower 11, Secrets 5
concept of parents. Savages don’t even have names, anyway. secondary Lairs. It is their responsibility to separate squab- PREREQUISITE: Hen, INT+Science 7, CHA+Leadership 7 EFFECT: It is alone, beneath the Lair. Before the Eshaton, an
A Larvae spends its days by helping the adults of the Lair, bling Savages, or kill weak children. EFFECT: The Louves lead the Hens, they verify that the emergency plan was put in place by the Pasteur Institute to
cooking, repairing and caring for slaves. If the Larvae costs EQUIPMENT: Headbreaker tribe has enough food to pass through summer and can assure the survival of humanity. Bend the rules of evolution
more food than it is worth, it is killed and fed to the slaves. order the Savages to go on emergency hunts for food if it so that humans may persist. Work on resurrecting previous
EQUIPMENT: - 3 - BRAME is required. She knows which mixture to give to the slaves species of human was progressing, and so the self willed
PREREQUISITE:PSY+Faith/Willpower, INT+Medicine 6 to improve their chances of giving birth to multiple Larvae, devolution of mankind behan. A sarcophagus of nanites
2 - S AVA G E EFFECT: The Brame is a spiritual guide to a group of around and bring cursed children to the swamp. Thanks to them, and a series of chip inhibiting certain homones would be
PREREQUISITE: Male, Descent to the Manticore Ritual, twenty Savages. It is they who main the newborns, to en- swarm attacks can suddenly cease for weeks at a time. +1D able to alter the genome of the human race over many
BOD+Melee 6, AGI+Stealth 6 sure the tribe stays strong. They heal flesh wounds, leaving to negotiating with others. centuries. The Manticore is the one responsible for the
EFFECT: As a Larvae, it descended into the Manticore’s Pit, deep wounds to be healed by the Manticore. Should one EQUIPMENT: Various medicinal herbs. project, a caveman with the power of a god, he can modify
laid down on the bed, and suffered the ritual. When it re- of the Savages under his responsibility disappear, it is their the next generation with 500 years of data recorded in the
turned, it was a Savage, part of the warrior caste of the tribe. task to retrieve the body and bring back at least the head to 4 - FEROCE chips. The return to the animal state has started. When it is
During the winter, when the insects are calm, it roams the the Manticore so the dead can rejoin the ancestors. If the PREREQUISITE: Vanquished an exceptional enemy, the reached, the goal is simple. Reconquer Earth, wipe it clean
clan’s territory to hunt down drones. It has been taught the Savage was a respected warrior, the Brame may organise a previous Feroce has to leave his place. BOD+Force 10, of the Primer, then start evolution anew.
ways of the tribe and has +1D in combat against drones. ceremony to eat the body. Authority 4, Renown 4, “Enraged” potential 3 EQUIPMENT: -
During summer, when the swarms are at their strongest, it EQUIPMENT: Brame’s outfit, Totem-Helmet (Savages EFFECT: The war chief of the Savagery, he knows the face
stays in the Lair and breeds with the slaves. around him gain +1D mental defense) and feelings of every warrior in the tribe. He is a formidible
EQUIPMENT: Cuir de sauvage, Griffes d’os, Javelot fighter, and appears to have what seems like centuries of
2 - HEN combat experience. Passive Defence +2
3 - FA U V E PREREQUISITE: Female, CHA+Expression 5, INS+Taming 5, EQUIPMENT: Feroce’s Axe, War cor
PREREQUISITE: BOD+Toughness 9, INS+perception 8 INS+Survival 5
EFFECT: The Fauve leads a group of Savages, and is so in EFFECT: Girls who do not become Beasts are considered 4 -ARDEUR
tune with them that he can almost sense their feelings in weak, but the Hens are essential to the running of the tribe. PREREQUISITE: CHA+Expression 10, INS+Survival 8,
his head. They plan ambushes on the drone’s passageways, They take care of breeding plans between Savages and INT+Legends 8, Authority 4
and can be charged by an Ardeer to travel out of the ter- slaves, childbirths, lichen cultures, well being of the fires, EFFECT: Ardeurs are the Alphas of the Herd. They make
ritory and find new females to Absorb. The Fauve’s are all cooking the flesh of drones and raising Larvae are all just political decisions, and are almost the only members who
covered in black scars, the medicine of the Manticore has some of the tasks given to them. have the ability to speak. They understand that Savagery
left its mark.. Important males may be allowed to breed with a Hen, is much more than just a Clan, and they must preserve
EQUIPMENT: Bone armor, Fauve’s Club she gains +1 Allies and +1 Authority for the duration of her the tribe at all costs. They give up some decisions to the
2 - BEAST pregnancy and up to 1 month after. Hen’s have begun to Manticore, and the male/female balance decides.

WRITTEN BY FORGOSTH WRITTEN BY FORGOSTH - ATLAS 119


C U LT E R I N I

T E C H L E V E L III
“Hey, you! What the hell you think you’re doing? You think you can just come in here and strut your shit like one would be enough to definitively discard the last impulses of the Benesato. However, DUST SETTLES
of those Anabaptist fuckers? Well, we smashed those pricks, you hear? Look, we’re not bad guys, y’see, just simple he must now cope with the taint of the population surrounding the Casa Culterini. Originally from Mount Vargas, the
people who don’t like having shit in our boots. And then you come in here, you start shit, do your little dance, it’s The mass of hardened workers will not leave the area, and the old Wolf will have to Culterini clan specializes in the
starting to piss me off! So I don’t know where you come from, if you’re with that Storksi out there or the Voivodules show his white paws. With the Anabaptists gone and the Benesato weaker than ever, extraction, refining, recycling and
or the Jaworski, but I’m gonna tell you something now. You’re gonna apologise to my friend Remko, you’re gonna the Culterini know this is their moment. Their technological knowledge is growing forging of black iron originating

//
pay your tab, and you’re gonna fuck off an’ never come back, unless you want to have those teeth knocked out!” and a large part of their resources, previously used for export, will now allow them to from the northern Alps of Purgare.
reinforce their bastion. Almost two centuries old, the clan

PURGARE
has invaded the popular district of
Lucatore and has distinguished itself
C U LTE R I NI S I N L U C ATOR E by its adaptability, its involvement
With the weakened state of the Benesato, the Anabaptist debacle and the disappea- in social peace and the regulation of
IN TR OD U CTION FUNERAL RIT ES rance of Custus, the Clan must now show its strength if it wants the respect of the organized crime.
This Purgan Clan was created to allow new players to dis- No one has ever found the grave of a Culterini, and for good Lombardi. In this matter, it can count on the discreet support of the Vargas Palers and Since the fall of Praha, many
cover the game thanks to the microcosm provided by IN reason. This Clan has a long tradition of cremation. In the their powerful technology. young people venture forth to join
THY BLOOD. The main goal of this Clan is to offer the months that followed the passing of Baptist Altair, the old The industrialisation of Lucatore begins with the painful rebirth of the village, Cults or contact other Clans. Should
Lucatore region a second wind after the devastation that Patriarch Agostino also died of old age. The whole family much to the distaste of the Jehammedans. However, Gala Lombardi has no choice but a massive uprising occur in the area,
awaits it. helped him pass, each sharpening their knives in turn. With to cautiously allow this path, the alternative runs the risk of irreversibly sinking the the Culterini would aim to play both
The Culterini Clan has long been part of the popular reverence, the older children shaved his body, the younger region into chaos and ruin. sides, so they always come out on
class of the region. It is therefore possible to create rumours ones washed his skin. Then, his wife skinned him, trusting The White Wolf’s daughter has met with Baldessar Culterini, and as she expected top.
as well as plot hooks related to them, and their role will only the Clan’s tanner to preserve the old man’s leather, allowing there is little room to make headway. Vespaccio enjoys his influence and a strong army,
grow in the region after the fall of the Anabaptists. his tattoos to be remembered. Finally, the body was bled and his resources can offer Lucatore the renewal the people desire, but their heart will
before being transported to the blast furnace, where it was always lean towards those who offer them work and protection. POTENTIALS
finally cremated. WELCOME
TH E MAN BE H IND TH E MYT H Such are the mortuary traditions of these men from the PREREQUISITE: BOD+Melee 3
The Palers of Mount Vargas haunt the old sites of the re- belly of the mountain, who are fed by iron. C U LTE R I NI S I N E U R OPE He’s pissed off. Lectured by a Judge
gion. They are the ancestral guardians, venerating both the By surveying the network of vaulted cellars beneath "We stick to the plan" was the watchword when the news of the tragedy spread. Many or hit in the gut by a hefty Apoca-
darkness and those who hide within it: ancient sleeping their Lucatore estate, and somehow penetrating into the of the Capos have been tempted to return to the family home, along with the family lyptic arm, he allows the enemy to
gods. depths of their stronghold, a pilgrim might admire the urns members in the ranks of the Hellvetics, Apocalyptics or Judges. Agostino swept all this gain the upper hand, and in turn
One of these many crypts lies in a valley at the foot of lining the walls. If he dared to raise the lid, he would find concern aside in his final speech, “Everything will be fine!” he said, an enigmatic smile gain confidence. He looks sheepish,
Mount Vargas, less than two hours walk from the Culteri- them to be filled with the blood of the heroes of the Clan. on his face. this Clanner who was just yelling
ni mines. Normally reclusive and more inclined to plunder Somehow, even after decades or even centuries, the blood Since the patriarch’s funeral, reports have been flooding into Lucatore. Thus Bal- and pushing his chest out, he’s loo-
the surface than interact with it, the Palers of Vargas are remains liquid, deeply crimson, and if the pilgrim looked dessar was able to take measure of the extent of the Clan, and personally respond to the king down. It’s hard to see before it
strangely peaceful towards the descendants of the legend- long enough he might see ripples spontaneously appear on officers of the Frankan Resistance, Corredores, Spitalians and even agents in Corpse hits. The steel flicks from a sleeve,
ary Benvenuto Culterini. the surface. “How many exploits engraved forever in the and Briton. The situation is dire, it must be said. Trice refuses any co-operation with the blade has spoken. Conversation
Legend has it that during the pacification of the region tanned leather” he might think, observing the hero’s tattoos the Clan and there is no news of the Borcan teams around Exalt. The new patriarch has over.
by the Hellvetics, the soldiers brutally suppressing the Clans displayed with their urn which display their great achie- a lot of work to do, and many headaches lie in wait for him. The Clanner adds +1D per Potential
allowed the Benesato to extend their influence in exchange vements, family members, and that simple 900 that used to level to INS+Reaction and BOD+-
for maintaining order along the trade route to Sector III. be on the back of their hand, whose importance he cannot Melee when trying to hit someone
The Benesato soldiers sent to hunt fugitives down the even hope to grasp. with a surprise attack.
Vargas valley were discovered slaughtered weeks later, the
bodies carved with ancient letters reading “Benvenuto Cul-
terini”, “Welcome to the Knife” in the pre-Eshaton Purgan A T ENDED A LLIA NC E SKILLS
language. Nature has taken control of the alleys of the Elysian Characters from the clan replace
Someone had claimed these lands, someone deter- gardens. No Anabaptist has received a decent buriel in their "Clanners" skill bonus with:
mined and elusive. The Benesato tried to avenge their dead weeks, the last stragglers finish rotting in the heart of the
and eliminate this bloodthirsty Clan from the mountain, Lombardi marshes. The cloud of Dust Riders retreats and (AGI) Crafting
but they could never pin down their prey. Months later, an the White Wolf of Bergamo lifts his head, he now extends (CHA) Negotiation
individual declaring themselves the perpetrator proposed a his imperious shadow the northeast by providing an escort (PSY) Cunning
truce in exchange for a significant contribution of resources for the departing caravans. Thus the route of Eden sees (BOD) Melee
to Lucatore. The Benesato followed their orders. more and more Lombardi and Jehammedan cavalry and (CHA) Leadership
This was the birth of the Culterini Clan, led by a mys- the valley of Lucatore receives a favour both appreciated (BOD) Force
terious man and made up of the survivors of the fugitives. and dreaded. The Culterini and Lombardi find themselves
These once indomitable and barbarous brutes now seem working hand in hard.
forever changed, faithful until death to their new patriarch. Once, Vespaccio believe that the influence of Gala

WRITTEN BY MAROON WRITTEN BY MAROON - ATLAS 121


R A N K S A N D H I E R A R C H Y - C U LT E R I N I

2 COMRADE 3 DESOLDER 4 ACE

R A N K S / C U LT E R I N I
1 BLOODHOUND 5 PATRIARCH
2 VAGRANT 3 EMISSARY 4 CAPO

him to the valley beyond the mine, at the foot of the distrib-
1 - BLOODHOUND utor. There will be revealed the secret of the origins of the
PREREQUISITE: Be from one of the three families that clan: his alliance with Kortyr, the Demagogue of the Palers.
make up the clan: Culterini, LaDuca or Valente. The problem of the incorrect cascades is not insoluble but
EFFECT: The young hound grows up around Lucatore. He for that, we will have to welcome the Sleepers one after the
acquaints himself with the inhabitants, their customs, and other in the armored crypt under the district of the clans.
learns every corner. In the evening, he reports on his day, There, they will be able to read the messages left by act as middle men for weapons and explosives trading. 5 - PAT R I A R C H
what he saw and heard. Tomorrow, he will perhaps hide a their predecessors and complete them for those who will Instinctively, the Culterini knows how to make a good PREREQUISITE: Being a male, PSY+Cunning 10;
stolen object to prove his worth. succeed them. impressive. With a certain dress and assured voice, they CHA+Leadership 10; Authority 6.
The Bloodhound gains +1D in CHA+Conduct and IN- Obviously, the Ace is responsible for coordinating this know how to arouse the lease suspicion and can manage to After the death of Agostino in 2595, his eldest son was
S+Perception as long as he trails in and around town. even if he is incapable of translating these endless pages of strike up a conversation with even the most feral Clanners. elected by a huge majority and the has the support of many
EQUIPMENT: At the age of eight, he received his Culterini code. He adds +1D to CHA+Conduct, INS+Empathy and PSY+- Capos. It is now necessary to wait until Baldessar passes
folding knife. He must wait 12 years to have the same tattoo At this stage he was deemed worthy to receive the leg- Deception when interacting with strangers. away for a new Patriarch to take his place.
as his elders, a complex and extremely precise pattern in- acy of the born God of Vargas. During a family ceremony EQUIPMENT: Travel book, handgun and 15 ammunition, EFFECT: The Patriarch rules from Lucatore and maintains
herited from the origins of the clan. (and after some medical examinations at the Distributor), vehicle or mount. The Emissary also sees his tattoo regular relations with the Vargas Palers and the community
the Ace receives a blood transfusion supposed to fortify it. decorated with special motifs from some notebooks of Cults (mainly Hellvetics and the Apocalyptics, important
2 - COMRADE The blood of the Father taken from one of the funeral urns hidden in the safes. forces in the region since the Anabaptist debacle).
PREREQUISITE: INT+Tech 5 or AGI+Crafting 5; is injected into him: from then on, he gains + 1D to resist He must henceforth assume his charge and pursue the
CHA+Leadership 5; Renown 2 diseases and sporulation. In addition, he naturally heals 4 - CAPO projects of his predecessor. Where is the counter at Noret?
EFFECT: The Comrade has joined the forces of Lucatore. He faster: 1 extra Flesh Wound per day and 1 extra Trauma per PREREQUISITE: PSY + Domination 8; AGI+Crafting or Why does not he have reports from Laibach? Will he finally
was able to become familiar with the welding work or ex- week. INT+Engineering 8; Authority 3; Allies 3; Attracted the send an Emissary to Tripol? And where did that bloody
traction of saltpetre in order to create explosives. Be that as EQUIPMENT: Weapon issued from the distributor (subma- attention of the Vargas Demagogue. record go? Jehammedans? Damn it!
it may, he works hard at the mine, the forge or the foundry. chine gun or assault rifle) and 10 ammunition per month, EFFET: Tired of wandering, this Culterini decided to set The new Patriarch did not immediately notice the
Along with the other workers from the four corners of the garments reinforced with thin steel plates, access key to the his ass down somwhere and serve the interests of the clan. shadows lurking in his path but at the first incident, his
valley, he became hardened and earned their respect. The chests While he was gathering a good team around him, he was intuition was confirmed. Wherever he goes, he is escorted
Comrade gets +2D in CHA+Leadership when surrounded recalled to Lucatore where the Patriarch guided him to the by two pale ghosts.
by colleagues and Clan members, as well as +1 in Network. 2 - VA G A B O N D valley beyond the mine. Initiated to the secrets of Dispens- Escorted or spied? This question sprouted in his like a
In addition, local merchants give him a 10% discount and PREREQUISITE: INS+Survival 6, PSY+Faith/Willpower 4; ers, he has, like the Ace, taken knowledge of the origins of bad dream taking root, but this simple though disturbs him,
passing merchants concede a modest 5%. Network 2 the clan: the alliance with Kortyr, the Demagogue of the especially since he doesn’t dare talk to anyone else about it.
EQUIPMENT: The Comrade has access to the clan's EFFET: The Vagrant is now sent to travel the region, along Palers. The problem of waterfalls is not insoluble but for EQUIPMENT: Patriarch's knife, bequeathed since
facilities, the equivalent of a Tech IV workshop. the Eden road. His path will sooner or later lead him to the that, it will be necessary to locate the Sleepers one after the Benvenuto. In a secret room, a pre-Eshaton computer
heart of Sector III and from there to lucrative opportunities. other and lead them to the armored crypt under the district containing some partial Stream backups. Could this
3 - DESOLDER He knows that his clan exports their work, and it’s up to of the clans. machine translate the pages and pages of codes, the
PREREQUISITE: CHA+Leadership 6; PSY+Domination 6; him to take orders and convey the goods. When this hap- This is the magnitude of the task facing Capo. Not con- endless zeros and ones left by the Sleepers?
PHY+Melee 6; Allies 3 pens, he never leaves alone. Workers are happy to abandon tent to hold a counter for the clan in a distant country, he
EFFECT: The time for friendliness has passed. For a society their tedious work to protect the Vagrant and his cargo. must proceed to search for Sleepers, gauge them before ap-
to work, the limits must be clear and enforced. The Desol- The Vagrant develops a set of contacts, his Network in- proaching them. The Capo offers them access to a library of
der makes sure than anyone who crosses the Culterini begs creases by 1 and he adds +2D to CHA+Negotiation. information left by the previous cascades. The price, noth-
for a second chance as they lie bleeding on the ground. The EQUIPMENT: Handcart, samples (one blade - choose a ing more than trust and recognition later. For confidence,
message is clear; the friends of the Clan have comfort and melee weapon, kitchen equipment, 5m steel cable) a glance at the tattoo is usually enough for the Sleeper to
protection, the others will wish they had the same. realise they are dealing with no joke.
The Desolder adds +2D to attacks in the first two 3 - EMISSAIRE Like the Ace, the Capo was considered worthy to re-
rounds of combat if he caught the target by surprise. He PREREQUISITE: CHA+Conduct 6, PSY+Cunning 6; ceive the inheritance of the God born of Vargas. During a
also adds +2D to PSY+Domination to intimidate someone PHY+Melee 6, AGI+Navigation 4; Ressources 3 family ceremony (and after some medical examinations at
who has insulted the Clan. EFFET: His travels allowed the Culterini to grasp their the Dispenser), he received a blood transfusion that was
EQUIPMENT: Handgun and 15 ammunition, Resources loneliness and understand the balance of geopolitics. As a supposed to strengthen him. The blood of the Father taken
count as 3 higher when acquiring explosives.. Clanner, he’ll contact with the Pneumancers, risk his life to from one of the funeral urns was injected into him: from
contact the Garganti, perhaps even end up sacrifice by the then on, he gains + 1D to resist diseases and sporulation. In
4 - ACE Cockroaches. However, if he braves these fearsome chal- addition, he heals naturally faster: 1 extra Flesh Wound per
PREREQUISITE: PSY+Domination 8; AGI+Crafting ou lenges it is with the goal of building a network. The time day and 1 extra Trauma per week.
INT+Engineering 8; Authority 5; Drawn the attention of the is coming for the Clans to rise, and the Culterini want to EQUIPMENT: Weapon issued from the Dispenser
Vargas Demagogue know where and when. (submachine gun or assault rifle) and 10 ammunition per
EFFECT: Faithful to memes implanted several generations The Emissaries are given cargo adapted to the needs month, clothing reinforced with thin steel plates, a base
ago, this Culterini has established himself as a worthy de- of the Clans with which they negotiate. These are usually of operation that can accommodate Vagrants, Emissaries
scendant of Benvenuto. It is time that the Patriarch leads manufactured by the Culterini, but occasionally they can and Desolders.

WRITTEN BY MAROON WRITTEN BY MAROON - ATLAS 123


RANKS AND HIERARCHY - FIANNA

FIANNA
2 3 4

II
N //// TTEECCHH LLEEVVEELL III
SÉAL DRUÍ RÍGFÉNNID
1 CÚ

2 TÚAKIRN 3 FÉNNID

“The Pictons should have showed up by now. Those bastards cannot even show up to be ambushed on time.” 4 CÚAR X DÉMANN
The cool air was becoming tense with anger as the early morning fog dissipated. Finn walked from his hid-
ing spot in the underbrush. To his left up, the path, a trio of men leading a donkey drawn wagon move through the
waist high fog. One of the men man straining his eyes, peers through the fog thinking he saw a figure. He waves 1 - CÚ na, those who excel in combat make up the Golden-Band of
and shouts “Ho there! Do ya happen to be local? My friends and I got lost in this pea soup fog and were hoping to PREREQUISITE: - the group. A Fénnid is a brother and guardian of the clan,
run into someone who could point us to Isca. Do ya know where that is?” EFFECT: The young men and women of Gaelik, Britain and they may choose their own weapons from the armory and
“Ní dhéanaim” said Finn smiling. the Hebrides who are cut off from their inheritance or sim- are given the first pick of any loot taken from a raid or skir-

OIN
ply have a case of wanderlust may turn to the Fianna. When mish.. (Their resources rise to 3)

G A E L I K & B R I TA
they join, they are given the name Cú, dog. Cú are given the EQUIPMENT: A golden torc, A tech III weapon with 1 mod
worst tasks, and many consider them tantamount to slaves,
but they are still Fianna. 4 - RÍGFÉNNID
I N TR O D U CTION PRECISION EQUIPMENT: Brioga (Checkered pants). PREREQUISITE: INT+Legends 8, CHA+Leadership 8,
The Fianna are a small band of warrior clanners based in Ulster, Northern Gaelik. The Fianna harbor an animosity Authority 4, Allies 3, Must have defeated the previous
During their winters the group splits up, going to the countryside and making them- for the mainlanders of Britain. The 2 - SÉAL Rígfénnid in honorable combat.
selves at home in the houses of their neighbors. Most of the people of Gaelik welcome chaos in what was once the British PREREQUISITE: A mark of a Druí (Heterochromia, A EFFECT: The Rígfénnid is the king of the Fianna, in the
them into their homes. These neighbors receive their guests warmly sharing with Isles allows them to continue their particular birthmark, White hair, etc.) INT+Legends 5, Int+ most literal sense. This position is only entrusted to one
them food and shelter, ensuring the friendship between the Fianna and pseudo-will- migratory pillaging, but it also Medicine 5, Secrets 2 worthy of leading the clan. A challenger must defeat the
ing hosts. Warriors in return, will bring gifts of amber, steel or other ‘acquired’ goods prevents them from growing large EFFECT: If a Cú is immediately seen as having the traits of previous Rígfénnid in single combat to assume their posi-
to placate their Hibernian kin. enough to maintain a permanent a Drúi they are given over to the Drúi to be taught in mystic tion and take command of the Fianna. There are tales of
Once the winter months have passed the Fianna regroup at the Ulster stone settlement on the Peninsula of ways. The Séal is taught local herbology and Fianna healing a Rígfénnid standing down peacefully to a proper heir and
and convene with their Druí. While the warriors have been waiting out the winter, Gaelik. sorcery. Séals are given the task of treating the wounded serving as a Fénnid, but these are rare. A Rígfénnid’s duty
the Druí have been making contacts, trade deals or mercenary work for the Fianna. and acting as an aide to a Drúi in their rituals. is to ensure the safety of those serving under him and se-
Among their expeditions, the Druí have been collecting a new litter of Cú to bolster POTENTIALS EQUIPMENT: Ritual tattoos (+1 MD), Foliage Cloak, Heal- curing supplies either through mercenary work or raids on
the ranks of the raiding parties or to find more Séals to do their bidding. Once the KISS OF LÚ ing herbs and Bandages (5 Doses of each) neighbouring clans. It is quite often the latter.
Fianna have come together, Túakirn and Fénnid warriors are pooled together and PREREQUISITE: Faith EQUIPMENT: Unlimited access to the Fianna armoury,
dictated by their leaders as where to go . The warrior god and primogeni- 3 - DRUÍ and a permanent Warband of 2x Authority Túakirn, or a
After a summer of fighting, stealing, extortion, The Fianna return to Ulster. tor of the Fianna lives through his PREREQUISITE: INT+Medicine 8, INT+Legends 8, 1x Fénnid.
Feasting and biding their time until the leaves fall from the trees, restarting the cycle.. war-servants. He guides them th- CHA+Negotiation 6, secrets 4
rough the forest to their prey. The EFFECT: The Druí are the spiritual guides of the Fianna, 4 - CÚAR
Fianna clanner gains +1D per Po- similar to the wise men of other clans. The Druí are experi- PREREQUISITE: BOD+Melee 10, BOD+Toughness 8,
R E C E N T IN FOR MATION tential level for attack rolls on an enced in healing, law and diplomacy. The Druí are entrust- PSY+Reaction 7, Renown 5,
The Fianna are proud warriors preferring to fight in up close and personal, steel against unsuspecting target. ed with the secrets of the Fianna, and are tasked with seek- EFFECT: The Cuár are the champions of the Fianna, only
steel. They would prefer larger open conflicts against adversaries to prove their pro- ing out employers, possible new recruits, and viable targets. the best of the clan are picked to join the ranks of the Cuár.
wess but a recent set of losses have forced the Fianna to change their tactics. requiring COMPETENCES The primary job of the Druí is to control the Démann and The Druí themselves judge the character and martial prow-
some time to return to fighting strength. Recently Rígfénnid Sive has ordained the BONUS give advice to the Rígfénnid. ess of the Fénnid, and should they be deemed worthy of
Fianna to split into smaller raiding parties. Stealing from their neighbors in Britain, For Fianna, the following skills are EQUIPMENT: Antler Headdress, an Acolyte Séal to do the rank they are given one of the ancient weapons passed
burning villages, capturing women and children. To the Pictons, they are a mere nui- considered preferred at character their bidding, access to the Tara vault. down through the clan. Their social interaction with both
sance, but the decentralized nature of their new way of combat creation (MAX +1):: Gaelik clanners and other Fianna rise by +2D, as the sight
prevents a decisive defeat to the Fianna, preserving the clan. (BOD) Stamina 2 - TÚAKIRN of such mighty warriors will inspire all who witness them.
(INT) Legends PREREQUISITE: BOD+Stamina 6, BOD+Toughness 6, EQUIPMENT: The Gae Bulgia
(PSY) Deception INT+Legends 5, Renown 1
(BOD) Melee EFFECT: If a Cú has lasted a year in service to the Fianna, X - DÉMANN
(PSY) Cunning surviving the quasi-daily torment forced upon them by the PREREQUISITE: PSY+Faith/Willpower 9, BOD+ Toughness
rest of the clan, they are allowed to become a member of 9, Secrets 4
the Túa. Túakirn make up the majority of the Fianna. They EFFETC: A Démann is a Fénnid who failed all the tests to
serve as hunters, foragers, and shepherds, although in times become a Cuár and are instead given copious amounts of
of need they may be called together to form a levy in de- fungus-laden spirits, destroying their mind and turning the
fense of the clan. unfortunate Fénnid into a drooling madman. Démann are
EQUIPMENT: Ecusson de Dolor à coudre often hidden away by the Druí to be used as berserkers on
the field of battle. All interactions using INT or CHA are
3 - FÉNNID at -4D, however a Démann can ignore trauma penalties up
PREREQUISITE: BOD+Melee 7 or AGI-Projectiles 7, to -4D as their sense of pain has been burned away by the
INT+Focus/INS+Primal 6, Renown 3, Allies 2 madness.
EFFECT: Fénnid are the professional warriors of the Fian- EQUIPMENT: -

WRITTEN BY MAX RYAN WRITTEN BY MAX RYAN - ATLAS 125

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