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Rpg Rulebook for steampunk games

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OBER -RP6

UBER RP43

Written by Steve Metze

w

\,

\

Artwork: Mizael Oliveira (http://mwatsuki.deviantart.com)

,

Richard Aillen Taylor (www.aillentaylor.com) and Cameron PetriFront Cover: Mizael Oliveira

Back Cover: "The Day of the Flights" by Voitv (http://voitv.deviantart.com) Photography: Airship Nocturne (Timothy Boyte Gena Boyte, Jen Wang, and Joshua Bouton).,

Andromeda Ross by Rodney Barry Design (http://www.facebook.com/pages/Rodney-BarryDesign1228520638368) and Steve Metze.,

Airship Nocturne: Timothy Boyte Gena Boyte, Jen Wang, Joshua Bouton, Steve Liptak, Brian Elliott Magen Rigdon-Turner, Jesse Thaxton & Austin Turner (Airship Nocturne on Facebook), ,

Game Development I Playtesting: Paul Pecena Cedrick May, Patrick Barkman,,

Eric Atkisson

,

Justice Barkman, Caleb Barkman, Alwynne Metze, and many others.,

Special Thanks: Tiffany Metze, Deviant Art Tamara Dwyer, Denis Fitzpatrick

Copyright Scum Crew Pictures LLC DBA Uber Goober Games 2011All rights reserved.

i

ContentsIntroduction.3Core Rules.10 Character Creation.13

Concepts.13Races.16

Packages..20Skills.27 Feats.33Attributes.42 Flaws.44 Powers.46 Powers Cheat Sheets.53Power Lists.56

Character Creation Examples.72Game Mechanics.81

Damage Chart.82 Perception.92Advancement.92

Steampunk LARP.94 Steampunk Sourcebook.96Secret Societies.97

Sample Guilds.98 Sample Worlds.100

Steampunk Economics.101Sample Characters.103 Sample Creatures.112 Sample Cities.116 Sample Vessels.124 Sample Powers..133Modified Skills and Feats.146

Aether Spells.148 Eldritch Copper.154 Drama and Storytelling.156 Steampunk Resources.157

Introduction to SteampunkIn an open alley a man and a woman dug through the refuge of an inn, collecting used tea leaves, brushing them off. and carefully placing them into a clay pot for later consumption. They seemed oddly cheerful about their task at hand. Gossamer could hear them debate the benefits and shortcomings of each type of soggy leaf with almost scholarly detail. Off-pitch notes caught her attention next wheezing bursts in the upper-registers of music cutting across the Aether. Along with most of the occupants of the street she glanced up for the source, and settled on the gilded calliaphone airship approaching from the horizon. Its bright red and orange fins stood out in the distance. Silver whistles glistened on both sides. The only rival for the Circus of Lost Souls Walter Van Chunee's Zoological Menagerie existed as the Aether attraction of some distant city Gossamer didn't, , , ,

know.

All of Disparutia paused as the deafening whistles passed overhead, absolutely nullifying all other possible sounds. The team of green warty gremlins flew with almost mad speed, tugging the airship behind them with no regard for their own stamina. The driver steered them with a long beam dangling a cage filled with Copper dust that leaked a few particles every time he twisted his wrists. Orang-u-tans held by iron chains waved banners at the crowds below. Ursine sloths dangled lazily from iron sculpted trees. A collection of brilliant plumaged avian creatures of all sizes and shapes rested on a set of perches held betweentwo dispassionate megaloasurus beasts staring out at the void and occasionally tasting the air with massive

forked tongues...

A world of gears, steam, and airships - Defining SteampunkSteampunk is a venue for adventure no doubt about that, with science and technology unhindered by the laws of physics societal norms from any culture past, present or future, and only as much historical accuracy as fits the whims of the moment. It is simply put, a realm where anything is possible under the guise of skimming whatever we want from an idealized - or grossly imperfect - version of the 19 n Century., , ,

,

Steam"

2) The earth is actually a giant electromagnet in regards to metallic objects in space. Right now itattracts metal objects such as iron comets and reversing the earth s magnetic field will repel, >

Steam" in this case sets up the technology,

of the world thumb are

and to some respect, the historical con-

them.

text of that technology.

The two simple rules of 3),

1) If it is mechanical in any way it can run off steamor clockwork gears and,

Elementals exist in both nature and urban settings

2) Any scientific theory can be considered reality ifit sounds convincing enough in a drawing room

a) They can be fed off the energy of an urban setting in general or off the energy produced,

by new technology.

over a snifter of brandy. Some possible Steampunk scientific theories include1) The earth is hollow.

b) They may or may not be visible to the humaneye.

c)

They could represent the normal air earth, water and fire elements or far more corrupt, ,

ed versions of toxic waste,

a) This could mean it is filled with creaturesmutants,name it.

,

electricity, steam,

and iron.

lost

civilizations

,

dinosaurs,

you 4)

b) Or that by plugging volcanoes on one side ofthe planet while simultaneously causing those on the other side to erupt it is possible,

Automatons and robots are possible. a) In some cases, their mechanisms require

to push the earth out of its normal orbit hazards from space.

they be ten to forty feet tall lumbering masses of metal with the larger ones containing giant burning furnaces and people sittinginside operating them with levers and pulleys. In other cases they can be almost in,

,

perhaps taking it on a journey or avoiding

distinguishable from humans at first glance.

b) They can be used for sex impersonating people (particularly people of wealth or distinction like presidents or queens), manual work sports, fighting, war, scouting, as mes, , ,

a ship sealed enough that the oxygen inside,

won

t escape.,

Others consider space navi-

c)

gable in open deck ships with solar sails. In some cases the space between the planets is considered to be the Aether.

sengers

,

you name it.,

c) Anyone with a history of working on anything 8)mechanical could conceivably build oneor

at least alter one whenever needed. Theyare simple to understand to anyone who puts their mind to it.

5)

Cloning and weird bio-science is possible a) Cloning can be done from a sample of tissue or from reproductive material, usually only requiring a big vat of specially prepared,

chemicals and nutrients and some patience.

The space between all things is the Aether. a) In some interpretations this is the space between all worlds allowing travel out to the stars and explaining the medium ships have to go through to get there. b) In other cases the Aether is another dimension occupying the same space as our own. c) In yet another instance the Aether is the medium in which light travels thin enough that humans and planets would never notice, , , , ,

b) DNA between two different people or creatures can be combined in a similar fashion,

creating half-human half-beast hybrids.c) Normal creatures can be evolved or "deevolved. for example mutating a salamander or mixing its DNA with humans so it grows into something completely human in 9)"

but there, nonetheless. This could help explain either option above. Since light is unaffected by gravity (at least to the casualit,

"

"

observer on earth) anything or anyone in theAether must therefore also be immune to

,

appearance except for some webs between the fingers no hair, and a diet of flies. d) Copious amounts of electricity can be used,

gravitational forces. Time travel is possible. a) H.G. Wells demonstrated it best as a 4Was the other three.

di-

mension one can travel in almost as easily b) In other versions time travel is possible, but,

to resurrect the dead

,

at least in some form,

ala Frankenstein.

altering the past or returning from the future

6)

It is easy to modify people mechanically. are both impossible. a) This is particularly true with arms and eyes. 10) Anything can be made to fly or swim. Steam powered or potentially battery powa) It doesn t matter how big heavy, bulky, or, , ,

ered hands, jaws, legs hearts, etc, are all,

non-aerodynamic it is it can be made to,

easy fixes to help with birth defects and warwounds.

float in the sky or swim under the seas. b) Usually this is done with bags of lighter-thanair elements like hydrogen or helium or amix of the two.

b)

c)

In some cases the replacements are harmless substitutes. In other cases they improve the body part with added strength, agility or heightened senses. In some cases the replacements can have weaponry added ranging anywhere from a, , , ,

c)

It can also be done with helicopter-like contraptions classically of a Leonardo da Vinci type design.,

hidden derringer to a portable Gatling gun tosome energy-launching monstrosity.,

d) These vehicles can range from armored battleships loaded with cannons all the way

d) It is not uncommon for the replacement to

down to personal dirigibles with seats or steam-powered helicopter backpacks. have its own pre-programming possibly its 11) Babbage Engines can do anything.

own artificial intelligence which controls it orcontinually battles with the owner s possibly between them as well,

wishes.

7) There is air on all planets and moons, and a) The only obstacle to space travel is gettingthere. All planets are earth-like in tempera-

a) Sure most are big as a house and loud and smell like ozone but they can figure out anything and can even be Artificially Intelligent.,

I

b)

In some cases these can be smaller and,

housed in automatons or other machines to

ture and atmosphere. If this is not the case,, ,

even if just by copying the brain patterns of someone else.make them sentient,

then a simple remedy like planting plants adding water or throwing compostable gar- 12) Other theories bage on it will eventually convert it. a) An atomic or nuclear detonation would igb) Some consider space to be "without air nite the hydrogen in the planet s atmosphere and bum the planet to a crisp. although not necessarily a vacuum requiring* ' , ,

b)

Nanotechnology is possible based on in- Wild Wild West) or other countries, or in alternate credibly small machines or bio-engineered timelines or in completely different worlds altogether., , ,

creatures.

Regardless of where or when it takes place

there are still some common themes to keep within Fueling Steam Engines In real history steam engines originally ran,

the Steampunk aesthetic. 1) There are significant and radical differences between the classes, the genders and in some cases the races (whether or not we are talking, ,

off wood. Eventually they ran off coal, which created a significant pollution problem. In some Steampunk literature, machines (human sized automatons. for example) can run off coal dust consuming it as, ,

fuel.

There have even been stories written about

in a colloquial sense of different ethnicities, or actual different species of creatures like tiger-people or aliens, or fairies). Most player characters will tend to be Egalitarians aboveabout'

"

race

,

,

experiments into Uranium (minus the unpleasant

such trivial distinctions.

side effect of radiation poisoning) being a cheap and 2) New advances in food production and medicine mean massive overcrowded cities. These cities easy source of heating water to run steam engines. In most cases Steampunk gadgets simply will almost always have at least one set of slums. ignore the massive fuel requirements unless it suits 3) Expect that prostitutes scientists, alcoholics and the narrative. If it seems fun to have people scooporphans will play a significant part in any caming logs or shovels full of coal into the massive furpaign setting. nace of a forty foot tall robot during a chase scene. 4) Likewise expect factories, mines, mills, secret then do so. If a person has a steam-powered helisocieties and guilds to play a significant part in, , ,

copter backpack we simply choose to ignore that,

any campaign setting.

they would have to have a ranging infemo and an 5) There may or may not be factions of people enormous amount of water on their back in order to (sometimes referred to as Luddites) who violentoperate it. ly oppose technological advances fearing they will lose their jobs to it. The Alternative - Eldritch Copper 6) Any technology you would see made of out plastic today would in a Steampunk setting be craftThe universe of this game proposes a mythied from hand-carved wood (Mahogany and cal element called Eldritch Copper a solution similar Rosewood are favorite choices) brass or iron. to the Uranium answer but unique so that each 7) The dress architecture, and manner of speech Game Master can modify it to their own campaign. It of a Steampunk campaign will be guided at least works best in a world where fossil fuels (oil and coal) in some respect by those from historical Victorian times. do not exist in massive quantities or at least if they, , , , , , ,

do

,

they haven,t been discovered locally., , ,

Eldritch Copper in its basic form, is copper Beyond that the differences can become very for whatever reason (spent time near the extreme. See the different Steampunk World earth s magnetic poles recently come from the elec- Views" presented later for three more overarching tromagnetic fluxes in the center of the earth fell from sets of guidelines.which has> , ,

the sky in a meteor shower, etc) stored up a large

I

amount of energy. When released as a bare minimum this energy creates significant sustained heat from a small contained source capable of powering,

PunkIn most cases" ,

smaller

,

presented later in this book go into more detail about things are generally oppressed or otherwise put

The different "Steampunk World Views" ing for individual freedoms in a world where such

more compact steam engines.

punk refers to people striv-

"

the possible specifics of Eldritch Copper.The Era

down. The campaign will define how oppressive the government and the society are. The players will decide how they personally "rebel" against whatever,

Mixed in with that Technology, are the sensi-

bilities and aesthetic of the 19 , ,

would still exist,

People would make cheaper workers than unsafe types both filthy and prone to fatal accidents, automatons and with less required maintenance. Enemies - Here there are as many eneand the upper class extravagant versions with their,

but separated into the "common" smog.

I

own team of servants. Individual transportation mies within the city as outside it. Conflicts between would be technologically based for the wealthy but two guilds could result in their executives drinking would still be based on beast of burden for the lower tea and watching their lackeys fight to the death to to middle classes. Body modification could be just decide the outcome of the 'negotiations., Automafor spite or for criminal activity, or self protection. tons could go crazy, or band together to overthrow Hidden weapons secret compartments, devices that the *organic menace., Luddites might make repeatconfound security measures spying tools, and just ed attempt to sabotage technology no matter what overt displays of strength might all be incorporated the effects on the general population. Simply bumpinto steam powered limbs or body replacements. ing the wrong member of the upper class could reScientific experiments on the poor might also be sult in a death warrant. The shadows would be filled common testing new medical theories or gadgets on with the unspeakable activities of organized crime the living for the promise of a few coins. and secret societies. The simplest of for hire jobs The Government - Here the government could be part of a larger plan filled with layers of deand particularly the aristocrats would primarily focus ception and unseen dangers as nobles, guilds seon what benefits them and keeps them in power. cret organizations and criminals constantly war Laws would be written to maintain the status quo against each other with commoners as their pawns. and to prevent any groups from rising above their current station in life. Celebrations might still be Fantasy Steampunk common but for things the upper classes cheer While putting "Fantasy" in front of Steamwhile the lower classes curse or actively protest. Secret Societies - They might rival the gov- punk may seem redundant, in this case it is used to ernments for power or be the only hope against real incorporate a specific element not common in most change in the government. While the core leader- Steampunk literature. Given the popularity of the ship might be fairly rational they might have hordes belief in fairies during the 19"' Century it isn,t a giant of minions to do their bidding, all to be discarded leap to add such creatures of the imagination into a when their tasks are done. Steampunk world., , , , , , , , , , , , , , , ,

it

The Techno,ogy - Keep the techno,ogy keep the b,ts ,eve,s ,,sted above, but add more swords, daggers, of incredible steam-powered inventions but dial pistol crossbows, repeating crossbows, and varia,

To convert to Fantasy Steampunk keep the, ,

overa,, ,ook and fee, of the characters

back the basic technology and architecture a few hundred years. Most creatures maintain the clothing and mannerisms of Victorian times. The People - Humans remain the dominant race in the cities. They improved food production based on large clunky machines they powered from the strange new Eldritch Copper mined and sold by the dwarfs. Elves cultivate Purple Bitter the only known cure for the madness caused by overexposure to the ore power source. In that way the three, ,

tions of armor. A breastplate carved with a family crest and lined with Eldritch Copper might stand up to bullet fire while also making a nice accessory to formal evening wear. Each race could have their own body modifications. Elves might favor tiny finger extensions for delicate gear work on automatonic curios while, ,

goblins might replace an eye with a microscopic vi-

sion monocles for their science experiments. Orks would be quick to trade limbs for weapons, while faewould be more likely to go with eyeballs that change

primary races are in balance.

Expand the Noble Folk beyond elves to also include fairies fae and pooka. Fae being a step halfway between elf and fairy averaging four feet tall with hollow bones and wings so they can manage a sort of unimpressive flight. Pooka being crosses between elves and animals each bearing the trait of its particular animal type (fox tail and ears feathers for hair and owl eyes, antlers, etc), which they can also shape shift into at will. In addition to cultivating Purple Bitter and most other drugs found in apothecaries across the globe Noble Folk also work Eldritch Copper into rare and beautiful automatonic works of art or devices of incredibly detailed craftsmanship. Fairies flit about as messengers spies, or sources of entertainment. Expand the Stone People beyond the dwarves to include giants. Dwarves go to the cities to maintain their Eldritch Copper trade. In this case the ore is powered by magical forces and all the Noble Folk have an instinctive attraction to sources of magic. Dwarves get no benefit from consuming Eldritch Copper and can force it to do little other than heat up but they are also immune to its sideeffects. Noble Folk and giants, however are not. If they spend too much time around it or consume too much they undergo the Horrid Transformation, Fairies transform into gremlins fae transform into goblins, pooka transform into feral animals, elves transform into orks and giants into trolls. This adds a new set of the "Fallen" into society, for the most part shunned by their own kind, Trolls are hunted for the amusement of the wealthy and gremlins are captured and forced to fight over bags of Copper dust for the wagers of screaming crowds. Goblins are usually recruited by thieves, , , , . , , , , , , , , , , ,

color or power boosters for their wings. The Government - The government, at least within the cities, would be mostly human. While there might be some representation from the other races the underlying theme for the aristocrats would be to maintain what is best for humans, which includes the balancing act between dwarven ore elvish medicines, fae craftsmanship, goblin experimental science and the ork mercenary pool. Secret Societies - In addition to the ones based on philosophies and ideologies, now add some for each of the races. Guilds - Guilds now have the option of specializing their workforce based on the strengths and weaknesses of several different races. The executives of any given guild will tend to be of the originating race with an occasional other working their, , , ' , ,

way up to power.

Fuel - The side effect of Eldritch Copper to the Noble Folk and giants makes the madness it causes in humans seem trivial in comparison. Consuming the ore in powdered form temporarily increases the mystical powers of the user, making it all the more tempting. Since Eldritch Copper in this instance is powered by latent magical forces absorbed in the metal, it can be used not only to power steam engines, but when crafted by the delicate hands of elves, fae, or goblins, can be shaped into something magical in its own right. Guns can be made to fire beams of arcane energy, goggles can be enchanted to see through walls and mirrors lined with Eldritch Copper can open windows or gates into the very Aether itself. Enemies - Along with fantastical people come fantastical creatures. Dragons demons, vam, ,

I

and spies but some take to science and make new pires, werewolves, ghosts, and zombies also beOrks reduced from come possible threats to fantasy Steampunk cities. near-immortal creatures of art and philosophy to Anything you might find in a fantasy RPG you could vulgar brutes become mercenaries, bodyguards, or find here, but now also possibly modified with some they enlist in random wars hoping a stray bullet sort of steam-powered prosthetic. beam or explosion will put them out of their misery., , , ,

names for themselves there.

The Aether (or Aethyr)The Aether is a mystical substance that exists between the particles of all things. It is very conductive to energy and matter but porous to them as,

oceans,

forests, cliffs, etc. This makes travelling

.

in the Aether a good way to bypass terrain. Hidden in plain sight - Accessing the Aether requires the wealth to purchase an Aether Win-

dow or Gate and the talent to operate one. If forno other reason

well. Entering the Aether is entering literally the Space Between All Things. Given an extra dimension within regular space particularly where energy,

.

flows more freely and gravity has little role citizens would rush to take advantage of it.,

that makes the Aether a good place to hide treasures, secrets, or even people. It is malleable - Many Aethermagi can manipulate the Aether in ways they could never do to,

normal matter in the real world.,

They could,

The first invention to take hold was the Window,

mold the fabric of the Aether into solid form per-

which takes the form of a frame of Eldritch,

Copper (or larger electrically charged iron) around a sheet of glass. It allows one to look into the Aetherinto the corresponding space on the other side.,

haps as a house castle, flying ship, etc. They can create giant scrolls covered with messages walls carved with ancient history and art woven,

,

After that came Quest Engines which are .,

little machines made from the Aether

where they

out of the very foundation of their surroundings. Electricity and Magic work better here - Or at least sometimes. There are gadgets (and,

merge with the surroundings and become effectively invisible. Trained Aethermagi can still see themrushing about and looking at one they give the im,

pression of a crab, with bent legs ending in sharp pointed spikes, and a series of five brass spring stalks rising from its back and ending in spherical .stones,

spells) which only exist in the Aether or for sure work better there than they would in the real world. In game terms every spell or item that only works in the Aether gets a bonus +1 die or, , ,

x2 effect (built in when the power is purchased). Gravity does very little here - A person standingstill in the Aether would remain where they were standing even if suspended in the air. Unlike,

eyes.

polished and painted to look like wet cat Looking even closer one can sometimes, ,

make out a thin silver cord back to the Window that

spawned them. They travel at the speed of thought,

out to great distances depending on their quality and

the proficiency of their owner and send back the sights and sounds they encounter. Through these a,

the fabric of the Aether provides plenty of friction to keep people from both floating off or sinking down. In a Fantasy Steampunk campaign, for example, the winged fae thrive in thespace,

Aether more than most other races because of

person can gaze into their Window and search the.

their ability to easily move in three dimensions.

Aether for miles in any direction. Quest Engines created a mobile audience, Disadvantages to travelling in the Aetherand once that happened Guilds and entertainers, "

Some weather in the Aether - While it neverrains in the Aether" ,

rushed to obtain Gates, which were like Windows

storms in the real world can,

but much bigger and more expensive and which allowed people and objects to actually cross over,

manifest themselves in the Aether. Far worse iswhen storms in the real world are mere shadows

into the Aether. After that the Aether became the central hub of information. One town crier could,

of much worse windstorms in the Aether. . The Aether isn t"

empty - Long before people,

stand in the same spot every day surrounded by,

learned about the Aether

there were creatures

I

untold numbers of invisible Quest Engines, while shouting out information for people miles and milesaway to hear. Aethermagi could leave messages, ,

written in the fabric of the space between all things Guilds could move cargo easily and the wealthy with too much free time had a new realm to explore . without leaving the comfort of their own homes.Advantages to travelling in the Aether

moving it in. Most of them are small and avoid people, but incredible creatures of myth and legend learned to travel the Aether long before Aether Windows. There are currently no knownnatives of the Aether,

but many who travel it.

No dirt or water means no food naturally grows in the Aether - Most explorers bring food withthem. However,

there are some creatures trav-

.

Extra real estate - By utilizing the Aether you essentially double the amount of things or peo,

elling in the Aether which could be hunted for food or could be hunting others. Farming with,

imported dirt is possible but very expensive.,

ple that can exist in the same space.. No terrain in the Aether - Mountains in the real world wouldn t"

.

No terrain in the Aether - With no starsmoon,

,

sun,

or terrain to guide them, it is not uncom-

exist in the Aether, nor would

mon for the unwary traveler to become completely lost in the Aether.

:GoalThe Short Version

Core RulesAs with most role-playing-games...

The purpose of this game is to provide a role ers) playing system which allows players to focus on the NPC = Non-Player Character (Character run by the action and the storytelling and not get bogged down GM)-

RPG = Role Playing Game GM = Game Master (Person running the game) PC = Player Character (Characters run by the play-

in rules.1

In order to do that

,

the game design was,

d6 = A six-sided die

based on these criteria:.

While focused on Steampunk it can work in anygenre

2d6 = Two six-side dice etc.,

2

.

Has a simple and easy to remember dice system

Dice System

34

.

Has a set of simple character creation rules with The basic concept when a character atmany options tempts anything is that Attribute + Skill = Number of Has very simple combat rules with many options which work well without miniatures but can also six-sided dice (d6) to roll also known as a Dice Pool. work well using miniatures, particularly in large So for example, a character with Lockpicking 2 and, , ,

.

combat situations.

a Dexterity of 3 would have 5 dice total to pick locks.When used to activate a power or attack this is spe,

The Slightly Longer Version1.

cifically called a Mighty Dice Pool because it can be,

While focused on Steampunk it can work in any boosted or drained depending on the circumstances.genrea.

Packages can be created for differentraces and backgrounds and technologylevels

b

.

Powers

,

skills, and abilities can work in

2

.

any setting. Has a simple and easy to remember dice systema.

On any die roll Rolling a 6 = 2 Successes Rolling a 5 = 1 Success Rolling a 2-4 = 0 Successes Rolling a 1 = 1 FailureResults

Everything is done with six-sided dicewith the same results i Rolling a._

.

5-6 = good_

More Failures than Successes = Botch 1 Success = Trivial Success 2 Successes = Minor Success 3 Successes = Basic Success

ii.iii.3.

Rolling a 2-4 = neutralRolling a 1 = bad

Has a set of simple character creation rules withmany optionsb.

4 Successes = Strong Success5 Successes = Total Success

Characters created on a point-basedsystem (i.e. not random),

6+ Successes = Exceptional SuccessMore Successes than dice = Critical Success

c

.

Lots of variations for characters

d

.

Many helpful example Packages but no,

ixed classes or races All characters are custom made individ,

If a GM says a minimum number of successes are required for something a player can still roll, ,

less successes than required and have an overall uals not cut-out archetypes. More free- failure. This is not the same as a Botch which repdom in character creation = more open resents a truly spectacular failure. For example a player may declare they want to leap from the back role-playing. Has very simple combat rules with many options of a automatonic horse and into an open car of ae.

I

f

,

which work well without miniatures,

,

but can also nearby moving train.

The GM declares this would, ,

work well using miniatures particularly in large require 5 successes. If the player rolls 4 successes combat situations. they might still get to the train but be dangling offf.

gh i.

.

Enemy lackeys go down quickly One roll determines "to hit" and damageLots of variations available in combat

the edge of the car instead of safely inside. If theyrolled 2 successes and 3 failuresBotch,

.

they would have a and either completely miss the train, hurt, ,

Minimal record keeping (no hit points)

themselves

hurt the automatonic horse, or worse.

combat against a single other opponent

,

or

Critical Success - If a player rolls more successes than the number of dice they rolled (for example rolling 4 dice and getting a 3 a 5, and two 6s would, ,

.

be 5 successes

,

which is more than 4 dice) then thatMuch like a Botch

is considered a Critical Success.,

piloting quickly or under difficult conditions. An Attribute + Skill total of 8 or higher can succeed at all unopposed difficult tasks with no roll achieving a Strong Success. This could include completely reprogram,

always fails a Critical Success should always do a little bit better than it would have normally. So a "kill"result in combat might be a headshot or something

ming a Babbage engine, getting the horse to

ride into combat against a group of armed enemies, or piloting quickly and under difficult conditions.

spectacularly visual to impress or terrify opponents. A Critical Success with a lockpicking roll might allowan otherwise impossible lock to be picked or a diffi,

.

An Attribute + Skill total of 10 of higher can succeed at all unopposed very difficulttasks with no roll with Total Success modi,

cult lock to be picked in half the time. GMs should always provide some sort of reward for Critical Successes. Having said that the reward should be pro,

fying or perhaps creating complete Babbageengines or getting a horse to charge a pla,

portional to the ability. Someone who rolls a 1 die attack and rolls a 6 should not get the same level of benefit as someone who rolls 8 dice and gets 9 successes.

toon of enemies forming a pike wall or driv,

ing a horseless carriage very quickly down treacherous roads with obstacles pedestri,

or unwary traffic. Near impossible tasks like reprogramming artificialans,,

MORE ROLE PLAYING, LESS DICE ROLLINGAutomatic Successes

intelligence into a Babbage engine getting a horse,

to ride though flames, or leaping a boat with an automatonic horse would always require a roll unless

Players shouldn"t have to roll dice for something Super Skilled (see below). easy for their character. The basic rule is this: Take the total Attribute + Super Skilled - With Attributes capable of reaching Skill total and divide it in half. Assume that they as high as 12 that means Attribute + Skill totals of can claim that many successes at any time when 18 dice are theoretically possible. Attribute + Skill not opposed by another person. So, someone totals of 12 or higher allow "impossible" tasks as if,

with a total Attribute + Skill total of 6 could claim

they were normal tasks but at -6 dice. So, a normal,,

3 successes (a complete success) at any time person couldn t even consider programming artificialwith that skill without needing to roll. More Examples intelligence into a Babbage engine or iding an aur

.

tomatonic horse up and along a small stone fence Anyone with a combined Attribute + Skill top. If they had an Attribute + Skill total of 14 in Drivtotal of 2 or higher can use that skill to per- ing (Automatonic Horses), then that character could form all unopposed basic tasks with no roll roll 8 dice to ide the horse up onto a stone fence likeand be considered to have a Trivial Success.

a normal person would ride a horse on a big street." ,

Examples include powering up a Babbage Automatic Successes described above apply to engine and knowing how to input data some- Impossible" tasks just like regular successes. So ingetting a well-trained the above example the character with 8 dice to ride horse to walk forward or piloting a vehicle in an automatonic horse on a stone fence would be normal conditions. able to automatically succeed with all unopposed An Attribute + Skill total of 4 or higher can difficult tasks (i.e. treat it as 4 automatic successes). succeed at all unopposed slightly harder So. they would be fine as long as the wall wasn"t wet than average tasks with no roll and have while someone was shooting at them etc., , , , ,

one else

provides

.

Minor Success. This might include modifying the data going into a Babbage engine Unskilled - If the character has no skill in an area, getting a horse to gallop, or piloting at nor- then they have their Attribute -1 in dice as a Dice Pool. So an ork attempting to pick a lock with no mal speeds in heavy rain. An Attribute + Skill total of 6 or higher can skill in lockpicking and a Dexterity of 3 would have 2 succeed in unopposed hard tasks with no (Dexterity -1) dice in its Dice Pool, and would most, , ,

.

roll for a Basic Success.

This would include

likely Botch before they succeeded since the ork

connecting several Babbage engines to talk would need to roll 3 successes (Basic success) on 2 to one another or some very minor Babbage dice to succeed if it were a standard lock and the ork programming, or getting a horse to ride into had basic low quality lockpicking tools. The GM,

r

it

cou,d ru,e that ro,,,ng 2 successes two turns ,n a rowwou,d a,so work out of sheer ,uck,

but take ,onger

T,me and Sca,eTime - Time is measured both in combat and noncombat. In combat time is measured in rounds,,

than a skilled lockpicker.

Combat,

where each round takes about 10 seconds.

Non-

combat time is up to the GM based on the current Combat rolls are opposed which means the story line. abilities and statistics of the other person matter. Players don't get to use the "half your dice count as Scale - Anything listed as having a range or moveautomatic successes,"

rule in combat.

Armor or oth-

ment in inches is used to help should the players,

er defenses of the target will subtract dice from the decide to use graphs or miniatures. In a combat attacker s Mighty Dice Pool before they roll. Suc- setting 1" = 10,. In a non-combat setting, movementcesses in combat are compared against the target is measured in hexes with each hex representing 5 and damage applied. For example a gentleman miles across. (See Game Mechanics for more depulls out a dagger and attempts to stab a younger tails on Scale particularly if you plan on using miniafellow who has just insulted his heritage. The tures in your game), , , ,

younger fellow is particularly agile, and this agility subtracts a die from all attacks he can perceive. The Movement gentleman rolls his Mighty Dice Pool at one die less than normal and looks up the number of successes In a combat setting the average nonhe got v. the younger fellow,s Constitution to see if armored character can move 5 (50") per melee he hit and if so how much damage he did. So considerations for defenses to hit toughness of the round before they attack. Characters with the Flaw called Short" can only move 4" (40') per melee target armor and damage done are all applied into a round. A character who wants to try sprinting further single simple roll. can make a Run" roll with each success granting 2 Combat allows for variations in the Mighty, , " , " " , , " , " " ,

Dice Pool based on situational circumstances clever,

extra movement distance."

In the case of someone"

and desperate measures. The combat section also covers combat against hordes of opponents to keep the dice-rolling from becoming tiresome andideas,

tedious.

There are no "hit points" in this game. All characters are either fully functional, stunned tosome degree wounded, incapacitated, or dead.,

with Enhanced Running, each success on a Run" roll will give 2 of extra movement times the level of Enhanced Running. So one success on a normal Run" roll would normally add +2". For someone with 3 levels of Enhanced Running one success would add +6 of running., " , "

In a non-combat setting the average char, ,

acter can move one hex a day per point of Constitution on foot in open terrain. So a character with a Hero points Constitution of 3 could move 3 hexes (15 miles) a day. Characters with the Flaw called "Short" can Player Characters are granted ONE Hero only move one hex per two points of Constitution. A point at the beginning of each game. This can be character may push their Constitution to move one spent or saved for the next game. A PC can never extra hex but will have -1 Constitution the entire have more than six Hero points saved up. Any Hero next day. GMs may alter distances allowed based points gained after that are lost until their total is be- on roads weather, terrain, etc. A character with a Constitution of "0" can barely walk and cannot travel low six again. A Hero point can be spent to guarantee 1 cross-country or sprint. A character with a Constitusuccess on any one roll including a "to hit" roll, or a tion of less than "0" is completely immobile."" , , , ,

I

damage roll or a skill roll, etc. More importantly, it could also be spent to reduce damage taken to themselves by one level (including and most usually lowering death to just incapacitated) or to subtract, , ,

For the most part that,s it.Three pages of rules. ideas down you ve game. The Later sections go specifics but if you know thisse basic" , ,

one success from someone opposing them. A Hero point may also be used to allow a character their fullDodge roll even when they are stunned.

Once you"ve got thegot the core of the into greater detail on much you should be

able to move on to making and character and then start playing.

Character CreationBasicsEach character starts out with points to create their character. They have 20 Basic Points to buy packages skills, and feats. Then a separate 20,

Possible Character Background1.

Types

by

Profession/

Law Enforcement - At the lower (10 BonusPoint) level this could represent someone who stands in towers or in booths around the city,

Attribute Points which can only be used to buy attributes. Then,

after that, they have a certain number of,

Bonus Points to buy anything they want including

watching for trouble. At the medium (20 point) range, it more likely refers to a corporal ser,

Powers. The number of Bonus Points allowed by the GM will determine the power-level of the campaign.

geant, or junior investigator. At the highest lev-

els it could mean the Investigator General of thecity (someone who reports directly to the Head

of Law Enforcement) or an independent alongthe lines of Sherlock Holmes.,

20 Basic points for Packages Skills, and Feats20 Attribute Points for attributes Bonus Points for Skillsacter.

Guilder - A member of one of the prominentguilds around town or in the country. It could'

,

Feats, and Powers =

range from something like the clay worker s guildto the Honorable Order of Watchmakers to a

10 points for an above average starting out char20 points for a fairly skilled adventurer. 30 points for a very high powered or exceptionallyskilled seasoned veteran.

guild of bodyguards or manservants or coalshovelers.,

s place in the guild may or may not have something to do with the guild s actual purpose. For example your character could be the personal assistant to the guild,

Your character

that Aethermaor Cryptomancer and more about the theoretical gi use in the Aether. 16. ArcSmith (Arcane Smith) or Enigmancer discovery of something new. Classical SteamThis is someone who builds powered or magical punk specialties include (but are not limited to) items from Eldritch Copper. The "tinkers" of the biological science (this includes genetics) phystimes, but specifically skilled in machines or othics. aerodynamics chemistry, and the brand new er mechanical items who are powered (usually field of forensic science. Inventing is their love and their life. through steam engines) by the heat of Eldritch Copper. They could create massive automaton- 23. Savage - In essence someone from some other uncivilized location who was transplanted ic wheat reapers or tiny singing mechanical birds to guns that fire bolts of raw energy into or discovered in wherever the campaign is stead of lead balls. Note that while guilds tend taking place. Native Americans South Americans and Africans would be classic Steampunk to control this sort of activity captains of industry have not been able to exploit the workers of this type savages in an area like Victorian London. trade because of their very unique skill sets. The term "savage incidentally does not in any 17. Sorcerer - Someone who believes in the truly way imply the person must actually be any less Olde ways of Magick" and not anything relying civilized than anyone else. It is a title bestowed on items or gadgets. Depending on the type of by the misperceptions of the general public., , < , , , , " " , , , , , , , , "

work with Babbage engines. The bulk of Crypto-

campaign and the World View a sorcerer could,

actually throw lightning from their fingertips,

,

or

have powers more in line with the curses and summoning in the Cthulthu mythos or simply know many occult secrets and tricks that do little

While some savages" act as scouts and guides in their native territory or as ambassadors of their people others simply look different from the, ,

more than impress or confuse the masses. Hyp-

majority of people nearby. It is up to the player to determine if as a savage a character embraces the culture of the city where they live now,

:

and wear clothing appropriate to that area or if,

number of possible sources

they maintain the look and mannerisms of theirhomeland.

you are a cross between a human and some other animal life,

form. This is different than the magical Pooka

,

24. Worker - Could include someone who worksthe docks

who have a mystical connection with animals.

or in construction, or who is a gardener or a miner or a cook or butler or any number people who work the common tasks found in any given city., " "

This is an actual biological bonding. Part of thePackage"

associated" ,

with this race

includes

25. Secret Society Member - Secret Societiescould conceivably be everywhere. But in order,

which could be anything from a desire to eat bugs to an irrational fear of fire. Science Subject - This could also be known asAnimal Mindset a"

mutate

" ,

which is someone who has been

to remain secret

,

their members must be able to

fundamentally changed by some sort of scienceexperiment. It could have been something that made the person permanently invisible or turned them into a man who becomes a hulking beast whenever he gets angry or created some, ,

blend in.

No matter how powerful they are or

how heinous their group"s activities or how bene-

ficial they are, they must always blend in or riskdiscovery or worse. You should take any one other Background Package as your cover. In any given campaign it is perfectly acceptable to, " " ,

sort of artificial vampire who is sensitive to sunlight and requires blood to survive.Automaton - There are several instances in

have two player characters from rival secret societies,

or from the same one and not know eachSee the Sourcebook section on Secret

other.

Steampunk literature where automatonic people designed as servants or copies of important, ,

Societies for ideas of possible purposes andcharters.

people, or messengers, eventually develop sentience and take on a life of their own.allows it,

If the GM

26. Prostitute - Professional prostitution was a fairly involved and complicated affair particularly in the brothels where they were as much for social meetings as they were for the location s stated purpose. Gentlemen (or ladies) might be found,,

there is no reason why players cannot

choose to be one of these as their character.

Alien - Since all the planets in a Steampunkuniverse have atmospheres they too could all, in theory support life of their own. In some cases this could be humans with different accents, languages or cultures. In others they could also have green skin or antennae. In still others, , , , ,

there talking and discussing philosophy or science between sessions with the ladies (or men),

for example. 27. Member of Society - Many a good Steampunktale starts with someone with no obvious ties to

people from other planets might be lizard creatures who ide around on the backs of armoredostriches.

adventuring what-so-ever. Perhaps they are just a well educated person in the right place at the ight time perhaps they live on the streets, or have inherited great wealth. In all cases, something about them will prove special in the long,

Subterranean or "De-Evolved" strains - Another common theme is where either humans

r

devolve back to more bestial versions of them-

run...

or simply never evolved out of it. These types of creatures are usually discovered underselves,

ground or on distant islands.Possible Character Races

Aethereal Species - While life most likelycouldn t

It is perfectly acceptable for a Steampunk campaign to contain only humans. If everyone in thecampaign agrees to that simply skip this section.,

easily evolve in a place without water or soil or direct sunlight, certainly many species have learned to live in or travel through the Ae-

"

Otherwise read on.,

For the modern colloquial definition of *race,

,,

ther. The forms and shapes of these creatures are as endless as the imagination. For example. they could include creatures made entirely ofmist who could inhabit special suits to give themhuman form.

players can simply describe their characters as having unusual mannerisms or dress, or skin tones, or

other ethnic distinctions. For something actually closer to biologically different species here are,

some possible suggestions.1.

Fantasy Creatures - Particularly if playing with the Fantasy Steampunk World View there should be many such options for players. Here,

are some of the recommended ones.

r

The ones,

Human Animal Hybrid - Either the result ofsome strange genetic experiment or some fluke of evolution or a mutation brought on by any, ,

marked (PC) are available as player characters while the ones marked (NPC) will usually only beencountered as non-player-characters.

Note

that there are no "half-breed" races. While some

science experiment could easily bypass this re-

normally different species either cannot with one another or if they do will produce infertile offspring. Humans (PC) - Humans form approximately one third of the land-dwelling intelligent creastriction,

to transform into a gremlin. The average life-span of a fairy is only about 25 years. ii. Fae (PC) - Fae are halfway betweenelves and fairiesabout 4, ,

interbreed

,

standing, on average,

tall and weighing less than a similarly sized human child. They are alsowinged and have mostly hollow bones, which combined with their height makes,

tures

,

usually occupying coasts and plains in-

stead of mountains or forests.,

They have no

them physically very weak.credibly agile,

They are inboth on the

special powers standing, or abilities within the world other than that they tend to be more skilled

however,

and adaptable to the ways of civilization since they invented the great cities and crops of the,

ground and with ranged weapons. Fae have a natural attraction to Eldritch Copper, but for the most part they also havethe wisdom to use it in relative modera-

lands.

Noble Folk - Note that the term "noble folk" refers to all those creatures related to elves and

tion. They make excellent ArcSmiths but tend to focus on creating rare and won,

fairies. This should not be confused with just Nobles" or "Nobility which denotes actual royalty or aristocratic status. All noble folk are creatures of the air. Many (Fairies Fae, and some Pooka) can fly and they have long loved the tops of trees and other places where they could take their ightful place above other creatures., All noble folk have night vision an addiction to magic and a vulnerability to cold iron. Cold iron" " , , , 1

drous specialty items rather than attempt-

ing to mass produce anything. This is because of their love of quality mixed with their fear of their own addictions to magic. While Fae can fly their size combined with,

their small wings means that the average

Fae can only travel in the air significantlyslower than the average human could run. Faster flying Fae exist but usually only,

r

,

,

is iron that has been beaten into a shape usual,

ly the shape of a weapon but never touched the flame of a forge. The mere touch of cold iron will,

with magical assistance or years of practice. Fae live about twice the length of time as the average human and after pu,

not harm them

,

but will make them uncomforta,

ble. Cold iron weapons on the other hand, domuch more damage to them than regular weapons accompanied by haunting pain.,

berty they externally appear to age at a greatly reduced rate.

iii. Elves (PC) - Elves tend to run in twoclasses. folk,

For eons elves, like other noble,

i

.

Fairies (NPC) - Small winged creaturesapproximately 5"

,

lived in treetops. They never cut into,

or 6" tall

,

they are theFocused,

the trees

but used a special, now mostly

least civilized of the noble folk.

mostly on short-term pleasures they are

forgotten druidic method of singing to the trees which caused them to grow intowhatever shape the elves needed - a room or a stairway for example. In the ancient times they would sing to a tree to get it to grow them a special branch that, ,

too foreign in mentality and temperamentto integrate into normal society (or be

player characters). They think all animalsare their pets and all humans only exist to,

be teased and tricked

,

and will come out in

would fall off and become a

"

bonded" bow.

droves to do so when a human wanders

These bows were kept alive and strungwith the hairs of the ancient elves, and

into their territory. They have occasionallyrallied for the defense of their lands and,

could only be used by the one who called

rare prodigies have been able to craft items of beauty or power but for the most,

part they are creatures driven by their

emotions and flights of fancy. They preferdark and cool forests,

it up from the tree. The bulk of the elves not only lived their entire lives in forests but used only what the forest could give them. They wore treated bark as armor, ,

and bright sunlight

carried bonded" bows, and relied on hard-

"

hurts their eyes. They have very little ability to resist the temptations of Eldritch Copper other than fear of being smacked by whomever is holding it. The normal fairy would have to eat a full coin of Copper (or sleep on one as a bed for a year)

ened sap or animal bones for any handheld weapons. With the advent of Eldritch Copper and lighter-than-air vehicles a significant number of elves have recently,

taken to the sky in massive winged dirigi-

bles.

Many of the more wealthy elves

i

have strung their dirigibles together form,

7

.

ing floating cities of myth and legend. These cities rarely change locations,

Deer - usually manifest with antlers (if male) or a deer tail.Tend to like to run.

and

some are more popularly open to outside 10. Dwarves (PC) - Dwarves are most at home nearvisitors than others. Elves live to be three,

rock and in caves

,

as is their nature. While they,

to four hundred years old but despite popular myth are not actually immortal.,

can see in total darkness

they prefer massive

halls cut into mountain tops that look out over the

iv. Pooka (PC) - Pookas are the noble folk who pledged themselves to forest creatures millennia ago. As such each carries,

worlds below. Unlike the noble folk though, dwarves have no desire to be'

above,

,

things, and

part of a forest spirit in itself, and can change shape at any time into that forest creature. Each Pooka also has some part of their body that resembles part of their forest spirit. Long bunny ears antlers, a fluffy tail raccoon eyes, feathers for hair,, ,

tend to fear heights. Ironically they do not fear depths so, looking down from a treetop would be terrifying but looking down into an endless pit, ,

would simply be another cave hazard to avoid. Beings of rock they are physically tougher than most other creatures and equally strong despite their smaller size and not particularly adept at, , ,

and bird eyes would all be good examples.

Along with the physical aspect of the animal spirit that inhabits them Pooka take,

the social graces. The average dwarf reaches 4" in height but is probably twice the mass of a human of similar age and gender. While dwarves,

on a personality trait of their animal form. Pooka live almost as long as Elves but are,

are immune to both the temptation and the side effects of Eldritch Copper they also, as a rule,,

also far more tied to the forests than their elder cousins. A Pooka would sacrifice

don,t have the patience for magic. There are afew dwarf ArcSmiths,

but it is very rare to see a

themselves if it helped save a patch of wildlife filled forest. If exposed to too much Eldritch Copper Pooka permanently trans,

dwarf sorcerer or Aethermage. Dwarves have mostly taken to Guild work and every aspect of the mining business. The average dwarf lifespanis approximately three hundred years., ,

form into wild beasts

,

usually exceptionally

powerful and intelligent coyotes or wolves, 11. Giants (NPC) - Giants are stronger more massive versions of Dwarves but also slower of with no memory of what they were before. The most common Pooka forms include mind and body. Their average height is twelve 1 feet tall and there are rumors of older races of Fox - usually manifest with a fox tail or nose. They tend to prefer Great Giants" who are significantly bigger. Gi.

,

"

tricks and winning through acts2.

ants are not stupid but do not do well with quick,

of cunning rather the brute force. Raccoon - usually manifest with raccoon eyes or ears. They tendtowards kleptomaniac tendencies although nothing severe,

decisions.,

They think everything through,

,

very

3

.

enough to count as a flaw. Owl - usually manifest with owl eyes or feathers for hair. Theytend to be quiet solitary people

slowly and make decisions very deliberately. Once a giant,s mind is made up very little will alter it. When called to combat, they expect a single, massive battle which they will fight in to the very finish and then they expect to be done, ,

who4.

are

insightful

and

ob-

fighting for months or years. Their reasoning is that they would only be called to fight the worst part of the enemy army, and if they defeated them the war must be over. They can go days,

servant.

Hawk - usually manifest with hawk eyes or feathers for hair.Usually observant but focused,

without eating or sleeping and once they eat a complete meal (usually several large animals),

,

they also tend to hibernate for several days at atime. While they like mountains and crags they,

5

.

6

.

on stalking from a distance. prefer the open outdoor mountain tops to caves and tunnels. Giants can live four or five hundred Rabbit - usually manifest with long bunny ears. Tend to be years on average, but hibernate for longer and skittish and overly focused on longer periods of time as they grow older. reproduction-type activities. 12. Gremlins (NPC) AKA "Fallen Fairies" - Gremlins like the fairies they used to be, are focused Squirrel - usually manifest with a bushy tail. Tend to be fond of on short-term goals usually centered around climbing and gathering food. gathering more magic to consume. Unfortunate, ,

ly this tends to take the form of technology pow,

ered by Eldritch Copper. They are slightly more massive than fairies and green-skinned. Theyretain their night vision and their wings become,

lifespan from when they were elves. No matter the age of an ork before they transformed few,

live more than a decade or two more.,

Because

of this sudden mortality many orks become either suicidal in battle

more bat-like with the transformation. They travel solitarily or in swarms in both cases constant,

or become complete cowards (although they usually conceal this)., ,

ly searching for Eldritch Copper. Unlike fairies

,

they have sharp teeth that allow them to gnaw

into magical items and bite off pieces of the element that powers them. They are considered a nuisance at best and a plague more often than,

not

,

and are usually killed on sight.

Pooka and

15. Trolls (NPC) AKA "Fallen Giants" - Trolls, mercifully are very rare. Giants are not attracted to Eldritch Copper the way the noble folk are and tend to avoid the throngs of the civilized world and the magical devices that go with it. Trolls are most commonly formed from giants,

fairies tend to pity them and avoid them rather than harming them. They are the plague of inventors,

scientists, and pilots everywhere.,

13. Goblins (PC) AKA "Fallen Fae" - Goblins retain the same height as when they were a fae but their wings shrivel and fall off and they gain a dark green skin color and an uncanny sense of smell. Their night vision also improves allowing, ,

who have been overworked by the dwarves to carry mine, or transport the magical element. Because of this it is standard policy, but not always practice to forbid giants from working in, , ,

the Guild mines or to at least limit their work hours. Trolls retain their original size but their wits slow even more and their skin hardens to almost that of rock. In fact, when trolls hiber, , ,

them to see in total darkness.cases,

Goblins

,

in many,

nate

,

they become actual rock until they wake up,

have proven that they are capable of mentally recovering after the transformation and many seek to prove themselves as useful members of society. While many retain their abilities as ArcSmiths few keep the finesse and grace 16. they used on their craft as a Fae. Their ma,

again. Some rumors say their hibernation cycles are based on daylight and nightfall with nightfallbeing the most commonly associated with the

form and daylight the 'hibernation" form. Merfolk (NPC) - Very little is known of the mer,

active

'

folk

,

other than that they live in great cities be, ,

chines tend to be larger and more practical than

the trinkets and toys of their former selves. Goblins have a reputation as thieves and other crimi-

primarily because after the initial transformation most goblins are cast out from their Fae families and have nowhere else to turn. As part of a self-fulfilling prophesy many criminals andnals, ,

neath the seas. They have gills on their necks webbed fingers and toes no hair, and a general fish-like appearance to their faces and heads. Merfolk require special water-filled masks towalk around on land. With the invention of El,

dritch Copper powered submersibles there have been more and more reports of undersea cities

criminal organizations seek out newly-turned and the potential to trade with them. goblins to recruit, and some criminal organiza- 17. Nymphs (NPC) - Nymphs are freshwater creations have even been rumored to kidnap Fae tures that are believed to actually be made en-

and deliberately overexpose them to Copper until they turn. Goblins tend to lose many of their social subtleties during the transformation,

tirely of water.

Their motivations and abilities

are mostly unknown. As yet there have been no

reports of any nymph cities on lake beds or within the great rivers although more than one expe,

but their wit and their memories do not fade.

14. Orks (PC) AKA "Fallen Elves" - Much like goblins, orks struggle to continue life after the transformation. Almost all orks go through a period of nearly berserk rage after the change, and retain a sense of physical brutality as part of their new lifestyle. Their wit dims somewhat,

dition has set out to find them if they exist.

replaced by increased muscle mass dark gray,

skin

,

a better sense of smell (although not as,

acute as a goblin) and the ability to see in totaldarkness. Because of all this orks tend towards, ,

careers in mercenary work and are often recruited for it. In fact most people question an ork doing anything other than mercenary work.,

Most tragic for the orks is the reduction in

aAlertnessAnimal Mindset

Possible Steampunk Packages

Racial Packages (1 Maximum)Animal Hybrid Package +1 Any Attribute + l Perception Heightened Sense (Any)Power Level 2 (Movement Animal),

Automaton Package1 1 1

Automaton Feat

2 I 1 1 1 I -I -1 -1 4

31 1 -1 -1 -1 5

+1 KN: (Own Animal Type) Unique AppearanceBonus Total

+ 1 Any Attribute Extended Age + 1 KN: (Own automaton type) + 1 KN: Any Special Equipment Cultural GapNon-Human Bonus Total

Scientific Subject Package +2 Any Attribute(s) Power Level 1 (Any)Choose one or two

22 2 or 4

De-Evolved Human Package +2 Strength+1 Constitution

2 1 2 or 4

Choose one or two

+2 Perception (All) +4 Perception (1 sense)+2 Acrobatics

+2 Perception (All) +4 Perception (1 sense)Swift Feet

Large Heightened Sense and +2 Perception (SameSense)

Power Level 1 (Any) Unique AppearanceBonus Total

-

1 1

-

Night Vision +2 Dodge Lightning Reflexes x2 Cultural Gap 1 Intelligence Unique Appearance-

-

1 1 1 1

-

-

4 or 6

Bonus Total

-

1 or 3

Dwarf PackageInfra Vision

31 1 1 1 1 1 1

Extended Age + 1 Trading+ 1 Constitution

Pooka Package N ight Vision Extended Age Power Level 1 (Body Alteration, animal)+ 1 Stealth

2 I 2 1 2-

+1 KN: Caves + 1 KN: Gems/Metal

+2 PerceptionDevotion (Nature)

1

+ 1 KN: Dwarf Lang Immunity to Copper-I Charisma

+ 1 KN: DwarfGuifdsUnique AppearanceShort Bonus Total

Magic Addiction Vulnerability (Iron) Unique AppearanceBonus Total

-1 -1 -1 -1 3

-I -1 -I _| 8

Animal orm must be either fox. raccoon owl, rabbit, f,

hawk, squirrel or deer.

20

iNon-Human Bonus Total

Possible steampunk PackagesRacial Packages

(1 Maximum)Alien Package + 1 Any Attribute+ 1 KN: Own Culture1 1 1 2 1-

Creature of the Aether Package Power Level 1 (Mental or Magic)+ 1 KN: The Aether

2 1 1 2 -1-

+ 1 KN: Any Science 1 Immunity Special Equipment Unique Appearancc

1 1 1

+ 1 Attribute (Any) Willpower x2 Unique Appearance Bad ReputationBonus Total

1 1

-

-

-

3

3

Elf Package Night Vision Extended Age Power Level 1 (A Ranged Weapon) + 1 KN (Any) + 1 KN (Any Lang)+2 Charisma

Fae Package2 1 2 1 1

Night Vision+ 1 Charisma

2 1 2 1 I

+2 Dexterity + 1 Perception+ 1 KN: Arcane

Power Level 2 (Movement, flying, wings)1 -1 1

3

+ 1 Dexterity 1 Strength-

Gadget ecr-2 Strength Magic Addiction Vulnerability (Iron) Unique AppearanceShort Bonus Total

2-2 -1 -I-

+ 1 Stealth

+2 Perception Magic Addiction Vulnerability (Iron) Unique AppearanceBonus Total

-1-

I 1 1

1 1 1

-

-

-

-

5

8

Ork Package

Goblin Package31-

1

Infra Vision

Infra Vision

3I I 1 2 2 -2-

+ 1 Brawling-

1 Charisma

1 I 1 1 1

+ 1 Dexterity + 1 Perception+ 1 KN: Arcane

+1 Dexterity + 1 Strength + 1 Perception + 1 Smell Perception -1 Intelligence Addict Reputation Unique AppearanccBonus Total

Gadgctccr +2 Smell Perception -2 Strength-

.1 .1 .1 -I 3

1 Charisma

I I

Addict Reputation Unique AppearanceShort Bonus Total

-

-I -1 .| 3

:

Possible Steampunk Packages

Background Packages (2 Maximum)Law Enforcement + 1 KN: Local Area 1 2 1 1 1-

Detective+ 1 Forcnsics 1 1 1 1 1 1 -1 -1 4

Power Level 1 (Any Weapon)+ 1 KN: Local Law

+1 Interrogation+1 Streetwise + 1 Deduction

+ 1 Vehicle

+ 1 InterrogationWatched (Criers)Bonus Total

1

-1 4

Literacy Contact (Any) Tied (Curiosity)Bonus Total

Army Foot Soldier Power Level 1 (Weapon Set)+1 Constitution

Military Officer 2 1 1 1 -1 -1 Rank I 1 1 1 1-

Natural Leader

+1 KN: Tactics

+1 KN: Campaign Battles Cultural GapBonus Total

+ 1 KN: Strategy + 1 KN: Campaign Battles+ 1 KN: Other OfficersBonus Total

1

3

4

Mercenary Power Level 1 (Weapon Set)+1 KN: Tactics

Pilot

+2 Piloting (Any) + 1 KN: Piloting Ops+ 1 KN: Air Routes + 1 KN: Aircraft Pilot,s Liccnsc

21 1 1 1-

+ 1 Appraisal+ 1 KN: Local Armies

Bad ReputationBonus Total

Tied (Flight)Bonus Total

1 1

-

4

Savage+ 1 Constitution + 1 Fast Talk

Crier 1 1 1 1 1 1-

Power Level 1 (Native Weapon) + 1 Survival (Any 1)+ 1 KN: Local Area + 1 KN: Tribes

+ 1 Streetwise + 1 KN: Local Area + 1 KN: Politics

Cultural GapDislikes (Urban)Bonus Total

Literacy Contact (Any) Tied (Curiosity) Bad ReputationBonus Total

I

1 1

-

-

1

3

Possible steampunk Packages

Background Packages (2 Maximum)Street Knight Power Level 1 (Any Weapon) + 1 KN: Theology Philosophy + 1 Riding or VehicleDevotion (Faith or Code of honor)Bonus

Rogue2 1 1 I -1

+1 Stealth

+2 Thief Skill (Any) + 1 Appraisal+ 1 Streetwise +1 KN: Black Market

-1

Money ProblemsBonus Total

Total

3

Drifter

+ 1 KN: Local Area

1 1 1 1 1-

City Urchin +1 Thief Skill (Any)+1 Survival (Urban)+1 Fast Talk

+ 1 Survival (Forest)+ 1 Constitution

+ 1 Tracking+ 1 Stealth

+ 1 Streetwise + 1 KN: Black Market

Dislikes (Urban)Bonus Total

1

Bad ReputationBonus Total

-1 3

Prostitute + 1 Charisma

Miner

+ 1 KN: Local Mines

1 1 1 1 I -1 -1

+1 KN: High Society+ 1 Seduction

+ 1 Survival (Caves)

+ 1 Mining+ 1 Constitution+ 1 w/Pick or Hammer

+ 1 Performing (Any 1) Contact (Any 1)Devotion (Wealth)Bonus Total

Money ProblemsBonus Total

3

Laborer +2 KN: Trade/Craft 2

Sailor

+ 1 Survival (Urban) Money ProblemsBonus Total

I -1-1 1

+ 1 Swimming + 1 KN: Ship Ops+ 1 KN: Sea Tactics

1 11

+ 1 Climbing (rigging) Bad ReputationBonus Total

1 -1-1 2

Guild Member

Merchant

+1 Any trade+1 KN: Guild Law

1I

+ 1 Appraisal + 1 Trading+ 1 KN: Local Market

1 11

+1 Bribery Well-Off (1)Contacts (Guild) Tied (Guild)Bonus

1 1I -1-1

Well-Off (1)Dislikes (Rural)Bonus Total

1-1-1 2

Total

3

23

:

Possible Steampunk Packages

Background Packages (2 Maximum)Secret Society Member + 1 KN: Rival Group + 1 KN: History of this Sccrct Socicty + 1 InterrogationAccess to Secrcts + 1 Streetwise Well ConnectedScientist

+2 Any Science + 1 Any Engineering+1 Inventor

+ 1 KN: Scientists + 1 KN: Latest Scicntific Theories

Watched (Rival) Devotion (Cause)Bonus Total

Literacy Cultural GapTied (Science)Bonus Total

ArcSmith

Panacea (Doctor)

+ 1 Dexterity+ 1 Inventor + 1 KN: Latest Scientific Theories

+1 IntelligenceFirst Aid

+1 KN: Healing Herbs+1 KN: Bio craft

+ 1 Any Engineering Special Equipment Cultural Gap Tied (Making Gadgets)Bonus Total

LiteracyDoctorate

Tied (Medicine)Bonus Total

Political Activist/Radical

Explorer 11 1 Well Oft" \2 or Well Connected

+ 1 Orator),+1 Persuasion + 1 KN: Political Field

+ 1 KN: Bureaucracy Contacts (Any 2) Watched (Criers)Bonus Total

1 2 -1-1 4

+ 1 Navigation Language (Any) + 1 KN: Geography+ 1 Constitution

Tied ( Adventuring)Bonus Total

Old Money+1 KN + 1 KN +1 KN

Politics

Dandy Appropriate Clothing+ 1 Charisma

Intrigue High Society +2 KN Take +1 in 2 Art or History types + 1 Hobby (Any)

+ 1 KN: High Socicty+ 1 KN: Alcohol

Well-Off (1)Tied (Nobility) Cultural GapBonus Total

+ 1 Performing (Any 1) Well-Off (1) Tied (Nobility) Cultural GapBonus Total

Possible steampunk Packages

Background Packages (2 Maximum)AethermagePower Level 1 (Aether Window)2 2 I 1-

Power Level 1 (Aether Magic)+ 1 KN: AetherMental Awareness

Religious Figure Power Level 1 (Holy) or Well Connected + 1 Oratory +2 KN: Theology LiteracyDevotion (Faith)Bonus Total

2 1 2 1-I-1 4

Watched (Aether)Bonus Total

1

-

1

4

Academic

Naturalist

+2 KN: Any Language (Any) LiteracyDoctorate

Power Level 1 (Nature Magic)+1 KN: Local Area+1 KN: Animals

+ 1 KN: University Cultural GapBonus Total

+1 Survival (Forest) Dislikes (Urban) Devotion (Nature)Bonus Total

Sorcerer

Engineer2 2 1 1-

Power Level 1 (Any Magic) Power Level 1 (Different Magic) Literacy + 1 KN: Occult (History)

+2 Any Engineering+ 1 Inventor + 1 KN: Mechanics + 1 KN: MathematicsBonus Total

2 1 1 1 -1 4

Tied (Mentor or Secret Society)Bonus Total

1 1

-

4

Cryptomancer +2 Babbagc Engines+ 1 KN: Scientists + 1 KN: Mathematics+ 1 Deduction

Entertainer 2 1 I 1 1-

+1 Charisma

1 1 1 1 1 -1 -1 3

+1 Performing (Any 1)+1 Fast Talk

+1 KN: Entertainment

Literacy

+ 1 KN Talcs & MythsTied (Attention)Bonus Total

1

Tied (Science)Bonus Total

1

-

1

4

Guild Executive

Personage of Business1 I 1 1 1 1-

+ 1 Oratory+ 1 Persuasion + 1 Deduction+ 1 KN: Trade Law-

+ 1 Persuasion

1 I 1 1 1 1 -1 -1 4

+ 1 Trading+ 1 KN: Economics

Law Liccnse

Well-OfF(l)Tied (Guild Execs)

+ 1 KN: Bureaucracy Contact (Any) Well-Off (1)Dislikes (Rural)Bonus Total

1

Cultural GapBonus Total

.1 .1 3

Step 2: Spend Basic Points on

is 1

,

and the maximum for a human attribute would, ,

PackagesPackages are groupings of skills or abilitiesthat a character can buy and get a discount on points

spent in exchange for a more rounded character concept. GMs may make up new Packages if they want to add to those listed here. Each newly created terity and 8 for Charisma. Remember that no matter, , , , " ,

be 6. In a Fantasy genre an elf package might have a -1 Strength as part of the package +2 Charisma and a +1 Dexterity. The elf would start out with a 0 Strength a 1 Constitution, Wisdom, and Intelligence, and a 2 Dexterity and a 3 Charisma. The normal maximums for the elf would then be 5 for Strength. 6 for Constitution Wisdom, and Intelligence, 7 for Dex,

Package should include at least one disadvantage a what the Packages or points spent the maximum for bonus" discount of "-1" point and a minimum cost of any attribute in the game is twelve. Keep in mind that these are background 1 and a maximum cost of 8 points total. The maxi' ,

mum number of Packages a character can buy is Packages. They are there to help you decide just one racial Package (if any are allowed by the GM) that your character s background. You could sayand up to two background Packages. Packages your character went to university to learn philosophy can only be bought during character creation, and then felt compelled to sign up for the Amazing

and should always be the first thing bought be- North War as a Combat Dirigible pilot (Academic Package plus the Pilot Package). Someone who fore attributes and other skills.started a homeless orphan in the streets who turned Attribute Adjustments

their life around might take City Urchin and Law Enforcement. Characters are allowed to take the same,

To keep things simple any bonuses or penalties related to Packages are always plus or minusONE point in the Package per attribute pointtweaked. Normally lowering an Attribute 1 point

would get back /a a point to spend on other things. Note that attribute bonuses or penalties from Packages also affect the maximum an attribute can be. The normal starting value for a human attribute your parents...

background Package twice if they want to be The Expert In The Field. After you,ve purchased Packages you ll still have points left over to round out other parts of your character s history - You could choose the Feat Well Off to represent that trust fund or levels in the skill Tracking because of all those autumn mornings spent hunting on the family grounds with'

,

,

,

Step 3: Spend Any RemainingBasic Points on Skills & FeatsSkills

Wisdom.suasion,

Most social skills (Bribery Oration, Per,

Intimidation, Interrogation, Performing) are

based on Charisma.Common Skills

raise

skills

Everyone is born or at least raised with a Characters start out with 20 points to buy or feats, and Packages. After packages baseline level of skills. Each character may assume, , , "

are purchased the costs for skills are:

they have each common skill for free, at skill level1,

(before Packages and other ways to increase

Raise from 0 to 1 = 1 pt Raise from 1 to 2 = 1 pt Raise from 2 to 3 = 1 pt Raise from 3 to 4 = 2 pts Raise from 4 to 5 = 2 pts Raise from 5 to 6 = 3 pts Skill Ivl 1 - Basic training only.sometimes enough to get lucky.

them).

The Common Skills for a Steampunk genre Dodge, Speak Native Tongue, Perception, Swimming and Running. Note that Common Skills do NOT include Driving Riding, Piloting or Literacy. The historical literacy rate in Victorian London ranged from 50%-66% which is low enough notare Climb, , , ,

A familiarity but,

to call it automatic. Combat Skills

Skill Ivl 2 - Trained. Day 1 on any job. Little realexperience, but all the right skill sets.

Combat skills do NOT make a character bet-

ter in combat. The ability for a person to do dam-

Skill Ivl 3 - Skilled. Someone with training and a age or hurt another person is calculated entirely little experience. Relatively able to do the job relia- through Powers. Combat skills represent the abilityto do other things with a combat-like maneuver usually uncontested such as shooting a rope just before Skill Ivl 4 - Very Skilled. Significant training and the hangman pulls open the trap door cutting the experience. Almost always gets the basic job done letter "Z" into someone,s shirt without cutting them bly., , , , ,

and can branch out into sub-fields.

or performing some amazing martial arts maneuverwhich would intimidate the locals and give a bonusto interact with them.

Skill Ivl 5 - Expert. Unusual and specialized train-

ing and experience. Almost always any type of job done including sub-fields.,

The exception to this is Brawling which al,

lows a reduced attack when all other abilitiesers,

,

pow-

or weapons have been taken away or rendered

Skill Ivl 6 - Master. Complete guru of this skill. An- useless. yone with skill Ivl 2 or higher in the field would have heard of you. Can perform virtually any task in this Buying Limited Skillsskill no matter how difficult. In some cases limited Skills such, ,

characters will have a need for

Assigning Attributes to SkillsAll skills must be associated with an Attrib,

as Lock Picking that only works,

when a mechanized glove is activated or Navigation

ute. When rolling for the success of that skill you roll a number of dice equal to the skill level plus the lowing guidelinesAttribute level.

that only works with the help of a specially charged compass. When buying Skills like this, use the fol-

In general brute force skills (Brawling, Unarmed Combat. Sword Fighting) use Strength as an attribute. Aiming skills (Guns Crossbows, Knife Throwing) use Dexterity. Knowledge skills (knowing ABOUT something like history or famous people or how things work without having any skill in perform, , , ,

1

.

If the Skill is fairly limited (only when wearing aspecial gauntlet only works at night), then take a,

bonus of spending -1 point cost for that Skill with a minimum of 1 for the ENTIRE limited por,

tion of the Skill.a.

For example to create a limited Skill of,

ing an act related to it) are usually based on Intelli-

two levels of Lock Picking which thecharacter

gence. Some social skills (Giving Counsel) and some knowledge skills (Philosophy) are based on

t normally have but they are able to use whenever they,

doesn

"

:2.

place a special gear-covered puzzle box near a lock and press a certain button,

speed is 1 per round, with an extra 1" for eachsuccess rolled. 6.

"

then that would normally cost 2 points.After the bonus it would drop to 1 point.,

Running - Ability to sprint short distances. Every success equals an additional 2 the character"

If they lose the box they cannot use Lock Picking. If the Skill is very limited (only works once a,

may move beyond the norm in a single combatmove. Can also be rolled for footraces. A botch

usually represents a leg injury or a painful fall.

week,

,

requires a complicated two-hour prepara.

tion) then take a -2 point cost bonus for each Dexterity Based Skills Skill where that applies, again with a minimum 1 Various Missile Weapons - Missile attack with

cost of 1 for the ENTIRE limited portion of theSkill.

some sort of weapon. The specific weapon taken must be specified like musket, scattergun,,

thrown dagger crossbow, etc. The skill with the,

Sample SkillsThere is no official skill list,

weapon is only used to do special abilities for thebut any skill aweapon,

like shoot a sword on the floor so it> ,

player and GM can think of is acceptable, provided the GM assigns an attribute to go with that skill. Theones provided here are only the basics and can,

slides just out of someone s reach before they can grab it or shoot a flaming arrow to cut ahangman's noose etc. Actually damage is determined by the Power the character is using as,

freely be expanded upon or altered.

Trade skills2.

(gemcutting, cooking, engineering, mortuary meth-

a weapon.

ods) should be based on whatever attribute the GM and player feel is most appropriate. Skills marked with an asterisk (like Pick Pockets) should be rolled secretly by the GM whenever they are used and the GM may or may not reveal the result ight away.,

Disable Trap - Ability to disarm a trap without it

going off. A failure indicates either simply beingunable to do it and realizing it or setting the trap,

off harmlessly. A botch usually represents having the trap go off on the person disarming it orsomeone nearby.3.

r

Strength Based Skills 1 Brawling - Chaotic.

mad fist-to-cuffs and dirty fighting. Can be used when all other attacks and weapons are taken away. Total skill with Brawling-1 can be used as a subdual attack. So a character with a Strength of 2 and a Brawling of 1 would have 2 subdual dice in a Brawling attack. This is the only combat skill which actually,

Set Trap - Ability to set a trap. The complexity of the trap usually relies on the materials used to make it and their quality. A failure indicates either simply being unable to do it and realizing it,

or setting the trap off prematurely and harmlessly. A botch usually represents having the trap go off usually harming the person arming it or,

someone nearby. These are the traps normallyassociated with spikes or mechanical arms or

allows an attack. 2.

Unarmed Combat - Trained barehanded combat,

shooting darts etc.Demolition. 4.

For explosive traps

,

see

although, like melee weapons, just to per-

form special abilities (see below).3.

Pick Lock - Ability to open a lock without a key.

Various Melee Weapons - Hand-to-hand with

some sort of weapon. The specific weapon taken must be specified like long sword, rapier, police baton etc. The skill with the weapon is only used to do special abilities for the weapon like to, , ,

Attempting this without lock picks of some sort (for a mechanical lock) will result in a penalty or require 5 or more successes. A failure indicatessimply being unable to do it and realizing it. A botch usually represents breaking a lock pick in the lock or jamming the lock up so bad it cannot,

cut a letter into someone the skin,

'

s shirt without breaking

or spin a sword around fast enough to,

be unlocked.well as unlock. 5.

This skill can be used to lock as

etc. Actual damage is determined by the Power the character is using asa weapon.4.

intimidate the locals

I

Climb - Ability to ascend ropes walls, moun,

Pick Pocket* - Ability to take something from someone (or optionally, from a shelf, chest, or other container) without anyone noticing. A fail,

tains

,

etc. A failure usually only indicates being,

stuck and unable to go any higher while a botch

can represent a painful or potentially fatal fall.5.

ure indicates simply being unable to do it and realizing it. A botch usually represents overtly being noticed or being noticed and not knowing,

Swimming - Ability to swim long distances slowly or short distances quickly. Basic swimming

it. This skill can be used to place items as well as remove them. This skill can be used for shoplifting as well.

6

.

Stealth* - Ability to move quietly and without 14. Aether Shadowing* - Ability to follow someone in the Aether with a Quest Engine without them being seen or to hide and not be found. Penalknowing. Since Quest Engines are normally ties and bonuses should obviously be applied invisible this only applies when the subject has based on clothing and equipment lighting and surroundings etc. A failure indicates usually Mental Awareness and a chance to actually see the device. A failure indicates being obviously being seen or heard. A botch usually represents noticed or losing track of the person. A botch either being seen or heard and having no idea may indicate following the wrong person or beor tripping over something and making so much, , , , , ,

noise that you ve attracted more attention than ing noticed and having no idea. you would have normally. Wearing normal me- 15. Sleight of Hand* - Also known as legerdemain.

'

tallic armor gives a -1 die to -3 die penalty (see7.

Armor). Dodge - Avoiding damage.

The ability to hide things, do simple parlor tricks. or palm or switch items. A failure indicates being obviously noticed. A botch may indicate thinking you"ve done one thing while actually doing another (putting the pea under the wrongcup,

A player may de-

clare a universal -1 Protection for one round for

every 2 dice of Dodge that they use that round. No roll is for Dodge is actually made. Dodges must be declared before an attack against them,

for example), or being noticed and having

no idea.

is made. A person Dodging can move but every 16. Art Ability - Ability to create something artistic and therefore of value. Each type of art must be die they use to Dodge will be one less die they

can use to Attack. So if a person declared 2 dice of Dodge used then they would have -1,

chosen separately.

Could include sculpture

,

painting, songwriting, story writing, etc, or could

Protection and -2 dice to attack.8.

be combined with some basic craft like goldsmithing or woodcarving or engineering to pro-

Play Instrument - Ability to manipulate a musi-

cal instrument to play a song. A failure usuallyindicates playing something in an uninspiring

duce something