Degenesis Atlas English
Degenesis Atlas English
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
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
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
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
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
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.
ATLAS 21
other ever after the effects end. SHNUSS
ATLAS 23
DRUGS DRUGS
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
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
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.).
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.
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).
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
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.
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.
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
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.
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.
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)
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.
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...
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.
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).
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.
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.
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
ONE LINERS to make them believe false accusations against Africans thing.
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
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.
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.
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.
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.
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
WRITTEN BY ANTOINE KIRDINN NOBILET WRITTEN BY ANTOINE KIRDINN NOBILET ATLAS 109
-
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
//
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
May Missel’s innocent be forever remembered, lost in the patina of time and forever denied a future. 4 TAIL
//
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
//
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.
S AVA G E RY
5 MANTICORE
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.
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
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.
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: -