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Break RPG Core Rules v1

BREAK!! is a tabletop role-playing game set in the fantasy realm of Outer World, focusing on exploration and adventure. Players create characters through a six-step process, selecting their calling, species, homeland, traits, quirks, and finishing details. The game emphasizes player decision-making, tactical combat, and crafting, drawing inspiration from various media including video games and literature.

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strife47
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100% found this document useful (11 votes)
23K views473 pages

Break RPG Core Rules v1

BREAK!! is a tabletop role-playing game set in the fantasy realm of Outer World, focusing on exploration and adventure. Players create characters through a six-step process, selecting their calling, species, homeland, traits, quirks, and finishing details. The game emphasizes player decision-making, tactical combat, and crafting, drawing inspiration from various media including video games and literature.

Uploaded by

strife47
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RPG

CORE RULES 2+ Age


12+
MADRIÑAN · TA R TA G L I A

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CONTENTS

WELCOME 6 STEP 4 · TRAITS 130

STEP 5 · QUIRK 132


I CHARACTER CREATION Spirit Quirks 133
Physiology Quirks 136
Fate Quirks 139
CREATING A CHARACTER 10
Eldritch Quirks 142
Character Creation Procedure 11
Robotic Quirks 145

STEP 1 · CALLING 12
Factotum 16 STEP 6 · FINISHING DETAILS 148
Sneak 22
Champion 28 GEAR 150
Raider 34 Paying for Gear 151
Battle Princess 40 Carrying Gear 151
Murder Princess 50 Inventory Slots 151
Sage 58 Weapon Types 152
Heretic 68 Melee Weapon Types 152
Missile Weapon Types 158
STEP 2 · SPECIES 80 Custom Weapon Abilities 160
Armor Types 163
Human (Native) 84
Custom Armor Abilities 166
Human (Dimensional Stray) 86
Shield Types 169
Chib 88
Custom Shield Abilities 171
Tenebrate 90
Outfits 172
Rai-Neko 92
Wearable Accessories 173
Promethean 94
Wayfinding 174
Gruun 96
Illumination 175
Goblin 98
Specialist’s Kit 176
Dwarf 100
Books 176
Elf 102
Consumables 177
Bio-Mechanoid 104
Combustibles & Chemicals 178
Species Abilities 106
Miscellaneous 179
Curiosities, Artifacts, & Gadgets 180
STEP 3 · HOMELAND & HISTORY 108 Other World Items 182
Wistful Dark History Table 110 Companions 183
Twilight Meridian History Table 114 Followers 184
Blazing Garden History Table 118 Animal Companions 187
Buried Kingdom History Table 122 Pets 188
Other World History Table 126 Mounts 191

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Pack Beasts 193 Adventure Sites 232
Vehicles 196 PC Positions 233
Property 200 Movement Types 234
Services 201 Location Actions 235
Site Encounters 236

CHARACTER RANK 204


Mana, Allegiance, Gifts 204 NEGOTIATE 238
Advancing in Rank 205 Negotiate Procedure 239
Allegiance 206 Standard Negotiation 240
Gifts 206 Complex Negotiation 242

FIGHT 244
II PLAYING THE GAME Fight Procedure 245
Combat Values 246
Creating a Battlefield 248
GAME BASICS 210 Conducting a Fight 252
Playing the Game 211 Actions 254
General Play 212 Damage 259
Managing Game Time 213 Injury Table 260
Rolling Dice 214 Treatment of Injuries 262
Focused Rules 215 Sundering 263
Colossal Combat 264
CHECKS & CONTESTS 216
Aptitudes 217 PERILS 266
Check Procedure 218 Non-Combat Injuries 267
Contest Procedure 219 Ailments 268
Linked Contests 220
Special Success 221
DOWNTIME 272
Downtime Activities 273
JOURNEY 222 Social Bonds 279
Journey Procedure 223 Reputations 279
Adventure Maps 224
Navigating 226
Getting Lost 227 CRAFT 280
Map Encounters 228 Crafting Procedure 281
A Day’s Travel 229 Crafting Disciplines 282
Camp 229 Repairing & Customizing Gear 285
Hunting & Foraging 229 Crafting Imbued Gear 286
Rush 229 Using Materials 288
Using Additives 291
Crafting Mishaps 294
EXPLORE 230
Explore Procedure 231

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Lalka 392
III Master Villains 394
OUTER WORLD
Mundymutts 400
Skelemen 404
WELCOME TO OUTER WORLD 298 Shadow Beast 412
Octia Scroll 300 Tiny Unhelpful Cloud 416
Von Peebles Map 302 Undead Peddler 418
Wistful Dark 304 Unshaped, Bellzuub 420
Twilight Meridian 306 Urarani 426
Blazing Garden 308 Creating Adversaries 430
Buried Kingdom 310
Further Exploration 312
VI APPENDIX

IV GAME MASTER’S GUIDE


Character Sheet 442
Character Sheet (Filled) 444
BEING A GAME MASTER 316 Gear List 446
Running the Game 316 Game Basics Cheat Sheet 450
Creating an Adventure 318 Checks & Contests Cheat Sheet 450
Creating Game Master Characters 320 Journey Cheat Sheet 451
Creating a Settlement 328 Explore Cheat Sheet 452
Creating an Adventure Site 332 Negotiate Cheat Sheet 453
Creating Adventure Maps 344 Fight Cheat Sheet 454
Creating Encounters 348 Perils Cheat Sheet 456
Creating a Saga 352 Downtime Cheat Sheet 458
Craft Cheat Sheet 459
Index 460
V ADVERSARIES

ADVERSARIES 356
Using Adversaries 356
Asura, Lajja 360
Bizzer Swarm 364
Blaster Mage 366
Chompa 368
Chosen One 370
Demon, Blighted 372
Drones 376
Goop 382
Giga Gruun 384
Grim Wing 386
Killservants 388

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

PREPARE FOR ADVENTURE

BREAK!! is a tabletop role playing game of exploration and adventure set in


the fantasy realm of Outer World, a place of wonder and peril.

WHAT IS THE GAME ABOUT? WHAT’S A ROLE PLAYING GAME?

Outer World is broken. Most struggle to In this Role Playing Game (RPG) you bring
survive, huddling together in the ruins of a fantasy world to life and create the brave
the past. adventurers to explore it with.
Will you protect or abandon them? One player takes on the role of Game
Master (GM). They devise and present
Some pockets of civilization remain. Their challenges and situations to the players.
leaders seek to shape the future. For example, a town might be destroyed
if the source of the corrupted mana is not
Will you help or hinder them? found and stopped.

Forgotten knowledge and lost treasures The others assume the role of the Player
are rumored to have the power to change Characters (PCs). For example, these
the status quo. might be warriors, wizards or other
adventurous figures. They must use
Will you wield them wisely? their wits, and their characters’ abilities,
to overcome or circumvent the Game
Influential heroes and villains roam the Master’s challenges.
land, leaving a wake of irrevocable change
behind them. When the PCs, or other characters in the
game world, attempt something risky
1
Will you survive long enough to become they roll dice to determine whether they
one of them? succeed or fail. The likelihood of success
depends on the chosen course of action
9 and the character’s skill or competency.

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GAMEPLAY GAMING GROGNARD?

In BREAK!! the players take on the role of If you are already familiar with RPGs and
adventurers, plucky souls that roam Outer related gaming jargon, here’s a quick
World in search of truth and treasure. system overview:
As an adventurer you will:  BREAK!! only uses a d20.

 Journey across shattered landscapes.  Aptitudes (Ability Scores) are not rolled
randomly but set by your Calling (Class).
 Explore the world’s ancient ruins and
wonders of the modern age.  Experience Points are awarded for Rank
(Level) advancement.
 Encounter and interact with Outer
World’s many unusual inhabitants.  Roll under Aptitude Checks (Saving
Throws and Skill Checks).
 Negotiate or fight with monstrous or
cunning adversaries.  Point-crawl overland travel system.

 Survive and endure Outer World’s many  Tactical, turn-based combat.


perils and challenges.  Roll over enemy’s Defense Rating (AC)
 Craft items, both magical to hit.
and mechanical.  Weapons do set, not random, damage.
 Create social bonds with the friends you  Hearts (Hit Points) reset every fight.
meet along the way.  Lasting injuries occur after your Hearts
 Attempt to rise through the adventuring are depleted, and need to be healed.
ranks to become a legend.  Scenario, not story based, adventures.
 Experience the wonder, humor, tragedy,  Random Encounters with Mood rolls
and triumph of adventuring. (Reaction).
 Success is determined by the player’s
INSPIRATION
situational decision making and
BREAK!! is a love letter to the worlds and calculated risk.
themes depicted in manga, anime, and
videogames. Thanks to all the creators that USING THIS BOOK
fuelled our imaginations and ambition.
GMs should read this book through
Influences include: prior to playing BREAK!! to familiarize
themselves with the entire game.
 Videogames: Godslayer/Crystalis,
SaGa, NieR, Mana Series, Final Fantasy Games run most smoothly if the GM
Series, Zelda Series. is able to easily recall the information
 Animations: Studio Ghibli, Berserk, included in the Playing the Game
Moribito, The Tower of Druaga: The ( p209) section. Other content is less likely
Aegis of Uruk/Sword of Uruk, Sword to be required during play and can be
Art Online, The Last Unicorn, Wizards, referenced before or during the game.
classic Disney. Cheat sheets ( p450) are included
 Literature: The Once and Future King, in the Appendices that condense all
The Swords Trilogy, The Earthsea Series. the frequently referenced rules and
 Other RPGs: Stormbringer 1st Edition, information into one place.
Maid, Teenagers from Outer Space, Old
School Hack. WWW.BREAKRPG.COM
 Blogosphere: The entire community
Join the BREAK!! community to access
of wonderfully talented and generous
new content and find other players at
designers, artists, and enthusiasts.
www.breakrpg.com

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

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15

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C H A R A C T E R C R E AT I O N

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CREATING A CHARACTER

Adventurers have a special affinity with mana which enables them to attain
magical or martial mastery that would normally require a lifetime of dedication.

CHOOSING A CHARACTER TO CREATE A PC YOU WILL NEED


15
There are six steps for creating a Player  About 15 minutes, or less!
Character (PC). Each step defines more  A BREAK!! Character Sheet ( p442), or
about your character and provides them another less awesome piece of paper.
7 with skills and abilities they’ll be able to
use in the game.  A pencil & eraser! You’ll need to record
and update information as you go.
Your character has a big impact on how  A twenty-sided die (d20), or any
10 you approach the game’s challenges. If random number generator set to a
you’re a wily witch you’ll use magic to range of 1–20.
sidestep an obstacle, but as a beastly
barbarian you’ll apply brute force.

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CHARACTER CREATION PROCEDURE

CREATING A
START STEP 5 CHARACTER

CALLING
Select your Quirk
STEP 1 SPECIES
 Your Quirk is what makes you
HOMELAND
Select your Calling different from characters of a & HISTORY
similar Calling and Species. It is an
 Your Calling determines the focus eccentricity that grants you a small
TRAITS

of your core abilities (e.g. magic, advantage, often accompanied by


QUIRK
combat, stealth) and therefore what a minor catch. FINISHING
DETAILS
in-game strategies will work best
for you. ◆ Quirks ( p132) GEAR

◆ Callings ( p12) CHARACTER


RANK

◆ STEP 6
STEP 2 Add finishing details
Select your Species  Finally, give your character a name
and details about their appearance
 Your Species determines your and personality.
physical appearance (e.g. size,
shape, coloration) but also ◆ Character description ( p148)
grants you extra biological or
psychological abilities.
END
◆ Species ( p80)
At each creation step you will be
presented with many choices. There
STEP 3 are two ways of making a decision:
to randomly decide with a die roll,
Select your Homeland & History or to simply choose the option you
like the sound of most.
 The life you had before becoming
an adventurer provides you with I suggest rolling first, but choosing
when you get a result you don’t like.
specialist knowledge and a few
This way you’ll get a character you
useful starting items. wouldn’t have thought up on your
◆ Homelands & Histories ( p108) own, but will be sure to like.

◆ While having characters of a similar


type is not a problem, your players
STEP 4 might want to communicate with
each other to avoid any
Select your Traits unwanted duplication.

 Traits enable you to personalize


your character’s natural abilities,
making them more or less strong,
agile, resilient, or perceptive.
◆ Traits ( p130)

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STEP 1 · CALLING

Your Calling is what you were born to do: a combination of your training and
instinct. Were you destined to be a disciple of the sword or a master of magic?

ABOUT YOUR CALLING CALLING TABLE

Calling determines your… Choose or roll your Calling

Aptitudes: Scores that describe your 1-3 Factotum ( p13)


physical and mental capabilities ( p217).
Combat Values: Information that describes 4-6 Sneak ( p13)
how well you can fight ( p246).
7-9 Champion ( p13)
Calling Abilities: Skills or powers unique
to your specific Calling. Note, Magic
10-12 Raider ( p13)
Abilities are marked with M .
Character Advancement: The way your 13-14 Battle Princess ( p14)
Aptitudes and Combat Values develop as
you rise in Rank. 15-16 Murder Princess ( p14)
Combat Gear Allowance: The weapons
and armor you can use without penalty. 17-18 Sage ( p14)

Step 1 instructions 19-20 Heretic ( p14)


1. Choose or roll on the Calling Table.
5 While your Calling determines which
2. Use the Quick Start Info to fill tactical options will work best for
in your Character Sheet. More you, your most useful asset during
detailed information is provided in play is your wits!
20 the Calling’s entry.
Note, all Callings are gender-neutral
3. Starting Abilities marked with and you can change their names to
require you to take additional steps suit your preference. A Champion
described in the Ability’s entry. could be a Knight and a Battle
17 Princess can be a Prince.

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CALLING QUICK START INFO

CREATING A
FACTOTUM CHAMPION CHARACTER

You elevate everyday You are a valiant CALLING

skills to an almost fighter who favors SPECIES

magical level. Your force and direct action. HOMELAND


& HISTORY
motto: be prepared, Why pick a locked
focus on the details, door when it can be TRAITS
don’t be a hero. kicked off its hinges? QUIRK
FINISHING
More ( p16) More ( p28) DETAILS

GEAR
7 MIGHT +0 2 10 MIGHT +1 3 CHARACTER
9 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS RANK

8 GRIT 9 GRIT
Quick Start
9 INSIGHT 10 Average 7 INSIGHT 10 Average
Factotum
9 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED
Sneak
Champion
Starting Abilities Starting Abilities
Raider
 Second to None ( p17)  Combat Momentum ( p29)
Battle
 Factotum Pack ( p17)  Favored Weapon ( p29) Princess

 Don’t Mind Me ( p17)  Into the Fray ( p29) Murder


Princess

Sage
Heretic
SNEAK RAIDER

You’re a rogue who You find victory


uses acrobatics and through speed and
dirty tricks to succeed. precision. Even the
Not everyone mightiest foes fear
approves, but that’s your fluid and precise
their problem. combat prowess.
More ( p22) More ( p34)

7 MIGHT +0 2 9 MIGHT +1 3
10 DEFT ATTACK HEARTS 9 DEFT ATTACK HEARTS
7 GRIT 9 GRIT
10 INSIGHT 10 Average 8 INSIGHT 10 Fast
8 AURA DEFENSE SPEED 7 AURA DEFENSE SPEED

Starting Abilities Starting Abilities


 Light Footed ( p23)  Like the Wind ( p35)
 Furtive ( p23)  Hunter’s Focus ( p35)
 Sticky Fingers ( p23)  Sidestep ( p35)

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BATTLE PRINCESS SAGE

You are a wielder of You are a learned


Bright Magic and a researcher and
stalwart defender of practitioner of
the things you hold Wizardry. Mana is
dear. You inspire and yours to command,
motivate all those and with it you weave
around you. wonder and whimsy.
More ( p40) More ( p58)

8 MIGHT +1 3 6 MIGHT +0 2
8 DEFT ATTACK HEARTS 8 DEFT ATTACK HEARTS
9 GRIT 8 GRIT
7 INSIGHT 10 Average 10 INSIGHT 10 Average
10 AURA DEFENSE SPEED 8 AURA DEFENSE SPEED

Starting Abilities Starting Abilities


 Heart’s Blade ( p41)  Grand Grimoire ( p59)
 Shield of Love ( p42)  Sage’s Staff ( p59)
 Soul Companion ( p42)  Prestidigitonium ( p60)

MURDER PRINCESS HERETIC

You focus your Dark You read from


Magic to obliterate the Blasphemous
the source of your Script to call forth
hatred. There will be the Forbidden.
no clemency for those Sometimes they
who oppose you. serve, sometimes
they chastise.
More ( p50)
More ( p68)
8 MIGHT +1 3
7 DEFT ATTACK HEARTS 7 MIGHT +0 2
10 GRIT 7 DEFT ATTACK HEARTS
8 INSIGHT 10 Average 10 GRIT

9 AURA DEFENSE SPEED 7 INSIGHT 10 Average


9 AURA DEFENSE SPEED
16
Starting Abilities
 Wrath’s Blade ( p51) Starting Abilities
 Withering Glare ( p52)  Fitful Sleep ( p69)
13
 Tenacity ( p52)  Dreadful ( p69)
 Squire Marlow ( p69)

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess

Murder
Princess

Sage
Heretic

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FACTOTUM

Some are born to be great, others have greatness thrust upon them. Factotums
are ordinary folk caught up in exceptional situations; their mundane approach
to extraordinary problems is more effective than others might expect.

CALLING OVERVIEW

Typical Factotums: Crafty merchants, Aptitudes: Factotums have a wide


intrepid explorers, charming courtesans, breadth of expertise and, as a result, have
and stalwart common-folk. balanced Aptitudes. Might is their
only weakness.
15 Abilities: Skills focus on the mastery of
simple things. Whether it’s figuring out an Weapons and armour: Factotums are
ancient device or talking the team out of happy in lighter armor and can use all but
a tight spot, the Factotum will find the most tricky weapons.
5
a solution. Who’d like to be a Factotum? As well as
Advancement: As Factotums rise in Rank relishing the role of an ordinary person
they may become master artisans, social out of their comfort zone, this Calling is
19 masterminds, or even accomplished great for players who like to catalog
surgeons. They’ll also learn to be more and scheme, or invent and create
helpful in a fight. interesting items.

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ABILITIES

CREATING A
STARTING ABILITIES DON’T MIND ME CHARACTER

You start with three Abilities. You have a distaste for direct combat and CALLING

your mind is often looking for a way to SPECIES


help without going toe to toe. HOMELAND
SECOND TO NONE & HISTORY

While now leading a life of high adventure,  During a Fight, your opponents TRAITS

you rely on the little skills that have always will not target you for Attack in any QUIRK

served you well in the past. Turn where you are not intending FINISHING
to perform an offensive Action, or DETAILS

 You have an Edge whenever you doing something that will obviously GEAR

roll for a Check or Contest covered cause them harm or spoil their CHARACTER

by one of your Purviews. plans. For example, healing a friend RANK

would go unchecked but setting up


This replaces the Minor Bonus you a bomb would not. Quick Start
normally receive on rolls related to Factotum
your Purview. Sneak

ELECTIVE ABILITIES Champion


Raider
FACTOTUM PACK You select a new Ability when you reach
Battle
Rank 2, 4, 6, 8 and 10. An Ability can only Princess
You carry your oversized be selected once unless otherwise noted. Murder
backpack around Princess
effortlessly and,
Sage
despite it being STANDARD ABILITIES
Heretic
crammed full, you are
able to produce the Available for selection at Rank 2 or higher.
required item from it
almost instantly. CRAFTING PRODIGY

 You start with a giant backpack that You have a passion and flair for making
is worn instead of a Traveller’s Bag things. With the right materials and a little
or Backpack ( p173). time, you can create wonders.
 The Pack provides 8 additional
 Select a Crafting Discipline
Inventory Slots before you become
to specialise in: Forging,
Overburdened ( p270), and can
Gadgeteering, Tailoring, Artificing,
hold anything that doesn’t exceed
Alchemy or Cooking.
the available Slots, including a
‘rider’ ( p187).  For specific rules on creating
items refer to Craft ( p280).
 You can retrieve and use any item
stored in the pack in 1 Turn, rather  You can use either your Insight or
than the usual 2. Deftness for your Crafting rolls.
 If lost or destroyed, you can  You can identify items related to
make a new Factotum Pack by your Craft with an Insight Check.
spending an evening modifying  You can select this Ability more
a regular Backpack. than once, to gain a new Craft.
Your Pack functions like a normal
Backpack if used by anyone else.

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FOLKLORIST HEALER’S HANDS

You’ve heard the old You have trained as a physician or medic


tales that say even and are able to administer an array of field
the scariest monsters surgery procedures.
can be subdued with
a pinch of spice or Rank 1
deterred by a drop  Heal: After a Fight, you can remove
of moon-plum juice. Is a single Injury ( p259) from
there something to them, a patient.
or are they just stories?
 Harvest: You can remove two
 You may choose a consumable useful body parts from a dead,
material (such as lantern oil or a or inert, creature without
treat) to act as a deterrent to an spoiling them.
Unearthly Adversary. Rank 5
 Unearthly Adversaries include:  Graft: You can now attach a
Asura, Devas, Demons, Undead, Prosthetic Replacement ( p262) to
Unshaped, or any creature with 4 or a patient.
more Allegiance points.

? Requires a Deftness Check


vs Requires a Contest
 A Physician’s Kit ( p176) and a
Your Insight vs. the Adversary’s clean space are also required.
Aura. In addition:
 You must expend 1 Unit of the
An individual can only benefit from
chosen consumable material.
this Ability once a week.
 If a rare or appropriate consumable
is selected, your GM may offer you
a Minor Bonus (+2).
COMBAT COORDINATED
For example, Bright Water against
a Dark Aligned enemy. You can organize a team offensive.
Success: You can choose between
one of two outcomes:  When you perform an Attack Assist
( p256), you target an enemy
 Ability loss: The Adversary loses instead of an ally.
the use of an Ability of your choice.
 Rank 1: Any Attack rolls made
 Protective circle: The Adversary on the chosen enemy during that
cannot enter a circle made from the Turn receive a Minor Bonus (+2).
protective consumable. 1 Unit can
 Rank 5: Any Attack rolls on your
create a circle for a single PC, more
target now receive an Edge,
Units can be used to create larger
9 instead of the Minor Bonus.
circles on this basis.
 The effect lasts for 24 hours.
Failure: You’ve wasted your SILVER TONGUE
6 consumable and look rather silly!
A seductive accent or eloquent phrasing
makes your argument more convincing.
Use of this Ability is subject to the
11 rule of Diminishing Returns ( p256).
 You have an Edge on all
Negotiation rolls as long as you are
given a chance to speak.

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SOCIAL LEARNER  Rank 1: You can create a Local


Good friends share a lot of things without Map of any area you have
even realizing it. If you listen, you journeyed through. CREATING A
CHARACTER
can learn. ◆ If you have enough Local Maps
CALLING
you can combine them into a
SPECIES
 You gain a Purview of your choice Kingdom Map.
from each Character you form a  Rank 5: You are now able to
HOMELAND
& HISTORY
Social Bond ( p279) with. create Region Maps from the TRAITS
 If the Character is GM controlled, appropriate Kingdom Maps.
QUIRK
you should ask your GM what ◆ If you have a map of the four FINISHING
Purviews are available. main surface Regions, you can DETAILS
combine them into a World Map. GEAR
CHARACTER
CUTTING WIT ? Cartography requires an Insight Check RANK

Words may not break their bones, but they Success: You created a usable Map. Quick Start
can still cut deep. Failure: You need 24 hours to reset Factotum
your instruments before trying again. Sneak
 In a Fight, you can attempt to
unsettle an enemy by directing Champion

inflammatory words at them. Raider


ADVANCED ABILITIES
Battle
Princess
vs Requires a Contest Available for selection at Rank 6 or higher.
Murder
Your Aura vs. your target’s Grit. Princess

Success: Your target must either: BOON COMPANION Sage


Heretic
 Immediately attempt to Attack you Sometimes a trusted pet suddenly begins
on their next Turn, or… to talk. This is a phenomenon that is often
 Lose 1 Heart. appreciated, occasionally lamented, but
$ If they have no Hearts left, they never questioned.
must try and Attack you.
 An Animal Companion of your
choice gains the power of reason
STALWART NAVIGATOR and speech.
 Your Companion can speak the
Whether it’s thanks to same languages as you.
wanderlust, a natural
 Your Companion will remain loyal to
sense of direction
you unless you mistreat it.
or an encyclopedic
knowledge of the  Your Companion’s personality
world, you always and vocal tics will be true to their
seem to be able to find animalistic nature.
your way around. For example, a Rokko-Do would be
proud and aloof but a Slime might
 Guide: You are able to act as a be easy going and relaxed.
Guide ( p226) when going on  If the Boon Companion dies, you
a Journey. can select a new Companion to
 Cartography: You can attempt to assign this Ability to, although this
make a Map ( 174) good enough Companion must be in your service
to be used by others or sold. for at least a week before being
eligible.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

TROUBLESHOOTER MASTER OF SPECTACLE

When the proper tools aren’t at hand, you Your showmanship can draw a crowd.
can make do with the next best thing.
 You may attempt to gain the full
 You can attempt an Ability Check attention of anyone within earshot.
that requires a specific tool with an  If uninterrupted, you can make the
improvised alternative. spectacle last for about 10 minutes.
For example, instead of requiring a
Physician’s Kit to perform Healer’s vs Requires a Contest
Hands, you might use a ripped
cloak as a substitute bandage. Your Aura vs. the observer’s Grit.
 Any Checks performed with an  GM Characters roll individually.
inferior substitute incur a Minor  Your GM can choose to make a
Penalty (-2). single roll for groups or crowds.
 Your GM decides whether a
proposed substitute is acceptable.
Is Immortal dandruff just as good as THE BETTER PART OF VALOR
Arcane Powder? Ask your GM.
Running away can’t grant you an extra life,
but it can preserve the one you’ve got.
MULTI-TASKER
 Your Speed Rating increases by a
You make the most of your spare time with single level.
good scheduling and enthusiasm.  If running for your life, you have
Supernatural Leaping ( p107).
 You can perform two Activities
during Downtime, instead of one.
Exception! You cannot Multi-Task if TRICKY COMBATANT
you have chosen Healing an Injury.
You’re better at outsmarting your foe than
you are at going toe to toe.
PACK TACTICS
 You receive a Minor Bonus (+2)
A few extra spikes here, when attempting a Combat Trick
a metal plate or two ( p256).
there, and your bulky
Factotum’s Pack is
now combat ready! FORTUNE’S FOOL
Cower behind it or
swing it at your foes. Why rely on skill when you can cheat fate
13 itself? Just be careful fate doesn’t catch
you trying to pull a fast one!
 On your combat Turn, you can use
your Pack as either:  You can request any roll be
4  A Mighty Weapon ( p153), or… re-rolled if the outcome would have
 A Large Shield ( p169). some sort of effect on you.
Gear Allowance Restrictions don’t  You can only use this Ability once
4 apply when using your Pack as a per game Session and you must
piece of Combat Gear. accept the new outcome… even if
it’s worse!

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COMBAT GEAR ALLOWANCE

You can use Standard, Concealed, Quick, and Lash Melee Weapons and all Missile
CREATING A
Weapons. You can wear Light Armor without penalty, and use Small Shields. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 9 8 9 9 3 - - 0
2nd +1 2 7 9 8 9 9 3 1 - 6
3rd +1 2 8 10 9 10 10 3 1 - 12
4th +2 3 8 10 9 10 10 3 2 - 24
5th +2 3 9 11 10 11 11 3 2 - 36
6th +3 4 9 11 10 11 11 3 2 1 48
7th +3 4 10 12 11 12 12 3 2 1 72
8th +4 4 10 12 11 12 12 3 2 2 96
9th +4 5 11 13 12 13 13 3 2 2 132
10th +5 5 11 13 12 13 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

SNEAK

The Sneak eschews the glory-seeking antics of other Callings in favor of getting
the job done... without being seen or hurt. Others may call them cowards or
cheats, but it’s hard to deny their wily efficiency.

CALLING OVERVIEW

Typical Sneaks: Cunning thieves, Aptitudes: Sneaks are skilled and clever,
mysterious ninja, raffish dandies, and and as such have high Insight and
incorrigible street urchins. Deftness. Avoiding conflict results in low
Might and Grit.
8 Abilities: Skills focus on stealth, agility,
perception and subterfuge. They are able Weapons and armour: Heavy armor and
to play an effective supporting role in large weapons are avoided by Sneaks as
combat and are good at avoiding injury. they are a detriment to their craft. Most
14 Sneaks favor Concealed Weapons.
Advancement: As Sneaks rise in Rank they
learn more tricks to confuse and sidestep Who’d like to be a Sneak? Players who
foes. Some learn to be just as slippery like to outwit and outmaneuver opponents
16 during Negotiation while others study the will enjoy this Calling.
malicious uses of Alchemy.

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ABILITIES

CREATING A
STARTING ABILITIES  You can attempt to take an item CHARACTER
from an individual in the same CALLING
You start with three Abilities.
Battlefield Area as you after you SPECIES
perform a successful Attack, Attack
HOMELAND
LIGHT FOOTED Stunt, or Combat Trick on them. & HISTORY

 The item you can acquire is limited TRAITS


As one might expect,
by the following: QUIRK
you are especially
nimble. You can move  It cannot be armor, an outfit or FINISHING
DETAILS
through terrain that something currently being held
impedes others and by the target. GEAR

scale surfaces with  It must be something within CHARACTER


RANK
deceptive ease. your reach. A worn locket or ring
would count, something sealed Quick Start
away in a backpack would not.
 You are unaffected by Isolated Factotum

( p250) and Precarious ( p251)


 It cannot occupy more than 2 Sneak
Battlefield Conditions. Inventory Slots.
Champion

 You are able to climb vertical Raider


surfaces with the slightest of foot ? Requires a Deftness Check
Battle
holds without being slowed down Success: You snatched it. Princess

or requiring a Check. Murder


Princess

Sage
ELECTIVE ABILITIES
Heretic
FURTIVE
You select a new Ability when you reach
You are so used to skulking around in the Rank 2, 4, 6, 8 and 10. An Ability can only
shadows that you conduct yourself with a be selected once unless otherwise noted.
habitual stealth.
STANDARD ABILITIES
 You always gain the benefit of
Stealthy Movement ( p234) while Available for selection at Rank 2 or higher.
Exploring, even if your Team is
using a different Movement Type.
MANY MASKS
 You have an Edge on Stealth
rolls while acting as a Scout on a You’re able to alter your voice and
Journey ( p228) or Exploring mannerisms to conceal your true identity.
( p233). Very handy when you’re cornered and
there is no obvious escape route.

STICKY FINGERS  You have an Edge on all rolls


involving acting out different
While you would prefer personas to fool others. You might
the term ‘Treasure even be able to trick people you
Hunter’ to ‘Thief’, know if your face is covered.
you’re skilled in
 You have an Edge when attempting
relieving others of
to create Alter-Egos during
their possessions —
Reputation Management ( p275).
even in the midst
of battle.

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KAWARIMI TWITCHY

This technique allows you to nullify an You are wired for self-preservation and
attack via a misdirection. Your opponent have developed an almost supernatural
strikes, convinced their blow has reached sense of danger.
its target… only to discover they’ve hit a
log wearing your hat!  You have an odd reaction that
warns you that you are about to
 If you’ve been hit by an Attack, you do something dangerous without
can attempt to avoid taking any realizing it.
Damage with Kawarimi. Perhaps you sneeze before opening
a trapped door, or maybe your
? Requires a Deftness Check palms itch before you sip from a
Success: You manage to completely poisoned goblet.
dodge the blow by slipping out of
something you were wearing. For
example, a cloak, a hat, or even by SUDDEN STRIKES
tearing off a sleeve.
Thanks to some lessons from a choice
 Normal Outfits used with this
tutor, the Ninja of the Seven Holy Isles or
Ability are only partially removed,
your sucker punching sibling, you have
becoming a Tattered Outfit (
become pretty good at catching others off
p172).
guard with your fists.
 Already Tattered Outfits are
simply destroyed. Embarrassing!  You are able to make Unarmed
 Armor or Outfits of Magical Attacks as if wielding a Concealed
Materials are discarded but Weapon ( p152).
otherwise undamaged.
Failure: You take the Damage.
ABLE ALCHEMIST

This Ability will not work if you have Alchemy allows you to
nothing left to slip out of! create a number of
This Ability may only be used once useful concoctions
per Fight. that greatly benefit
practitioners
of chicanery or
skulduggery.
METICULOUS DUNGEONEER

You have become rather good at  You gain the Crafting Discipline
gathering information with a mere glance, Alchemy ( p282).
5 even when you’re in the most dangerous
 For specific rules on creating items
of places.
refer to Craft ( p280).
 You’re able to perform the Inspect  You can identify potions and
15 Location Action ( p235) without poisons related to your craft with
prompting a roll on the Adventure an Insight Check.
Site’s Encounter Table.  You use Deftness for your
18 Crafting rolls.

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LEGERDEMAIN STOWING

Developing quick fingers Knowing one day you’ll get caught and
CREATING A
is something that patted down, you’ve found an intimate CHARACTER
happens naturally place to conceal a small object (in your CALLING
in your line of work, hair, mouth or... other place). This little
SPECIES
and you’re happy to trick guarantees that you will never be
HOMELAND
use them to fool stripped of that secret something. & HISTORY
or entertain.
TRAITS
 You may hide a single item, no
QUIRK
larger than 1 Inventory Slot,
 You have an Edge on all Deftness FINISHING
somewhere on your person... even
rolls that involve: DETAILS
if naked!
 Removing or attaching an item to GEAR
 The stowed item does not take up
someone’s person without them CHARACTER
one of your Inventory Slots RANK
noticing.
 The stowed item cannot be found
 Picking a lock or tampering with
via conventional search methods. Quick Start
a mechanical device. Factotum
 It takes a Turn to retrieve a stowed
 Performing card tricks, shell
item from its hiding place. Sneak
games and other forms of sleight Champion
of hand.
Raider

INNER DRAMATICS Battle


Princess
FLANKER Your overactive imagination is constantly Murder
Princess
scheming and assessing the odds. If Plan
While a one-on-one fight is not an
A looks like it ain’t gonna happen, then Sage
attractive proposition to you, ganging up
you’ve already got Plan B all figured out. Heretic
on someone certainly is.
 You may cancel an Action you have
 During a Fight, you gain a Minor
made if you are dissatisfied with the
Bonus (+2) on your Attack rolls
results... it turns out you were only
against opponents who are being
playing it out in your mind.
attacked by another character in
the same Turn.  You can now choose a new Action,
but it must be different from the
cancelled Action.

ADVANCED ABILITIES This Ability may only be used once


a game Session, so you are stuck
Available for selection at Rank 6 or higher. with however your second choice
works out.

COMBAT OPPORTUNIST

You aren’t the best shot or the biggest


hitter — but sometimes it’s all
about timing.

 You have an Edge on all Attack rolls


made when you’ve chosen to React
( p258).

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

BORROWED BLADE HIDE IN PLAIN SIGHT

You can lose pursuers even when they


are right on top of you, it’s like you just
vanished into thin air.

 You can attempt to hide while


being observed, assuming there is
room to move, somewhere to hide
and/or something to provide
a distraction.
This Ability can not be used if you
are being Restrained, or in an
empty and well lit room.

Like a rat, you are most deadly when vs Requires a Contest


cornered. When you find yourself Your Deftness vs. the
encircled by the town guard or an angry observer’s Insight.
mob, you have a few manoeuvres to tip
Success: You have ‘disappeared’.
the balance back in your favor.
You remain hidden until you Move
or take another Action. Any foe
 You can attempt to redirect a failed must spend a Turn to re-enter the
Attack roll against you onto another Contest to detect you.
target, if they are in the offending
weapon’s Range.

CAT’S EYES
? Requires a Deftness Check
Success: You redirect the attack Darkness is your ally in all things. You
towards your chosen target. are able to see, or at least sense, in
total darkness.
 If the original Attack roll
exceeds your chosen target’s
Defense Rating, they suffer the  You are immune to the Obscured
consequences. Battlefield Condition ( p251).
 You are immune to the Blinded/
Deafened Ailment ( p268).
CHARMING GRIFTER

You have learned that an innocent smile DESPERATE SCURRY


and a touch of false sincerity can hide
even your most outlandish fabrications. Your quick feet are jokingly referred to as
your ‘Ultimate Technique’.
17
 During Negotiation you add an
Edge to the Primary Negotiator’s  Your Speed Rating increases by a
Aura Check If they are using the single level.
10 Honeyed Words/Outright Deceit
Tactic ( p240).
 If your team is using another
Negotiation Tactic, you can offer
11 ‘total lies’ as an Influencing Factor,
granting a Minor Bonus (+2).

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COMBAT GEAR ALLOWANCE

You can use Standard, Quick, and Concealed Melee Weapons and all Missile Weapons.
CREATING A
You can wear Light Armor without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction applies (Chib, Goblin)
** Large Species restriction applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 10 7 10 8 3 - - 0
2nd +1 2 7 10 7 10 8 3 1 - 6
3rd +1 2 8 11 8 11 9 3 1 - 12
4th +2 3 8 11 8 11 9 3 2 - 24
5th +2 3 9 12 9 12 10 3 2 - 36
6th +3 4 9 12 9 12 10 3 2 1 48
7th +3 4 10 13 10 13 11 3 2 1 72
8th +4 4 10 13 10 13 11 3 2 2 96
9th +4 5 11 14 11 14 12 3 2 2 132
10th +5 5 11 14 11 14 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CHAMPION

The Champion is in their element in any conflict, whether it be a full-scale


war or a tavern brawl. They may be motivated by a noble sense of duty or an
instinctive bloodlust, but force is always their go-to method to get things done.

CALLING OVERVIEW

Typical Champions: Courageous knights, Aptitudes: Rigorous training leaves the


bloody handed marauders, arrogant Champion little time for other pursuits.
monster hunters, and weary old soldiers. Champions have a high Might and Grit,
but low Insight. Better a dull mind than a
4 Abilities: Skills primarily focus on dull sword!
improving combat performance. While
other Callings may be able to muster Weapons and armour: As you’d expect,
similar prowess in battle, none can match the Champion has no restrictions on
15 Combat Gear. No weapon is too great, no
a Champion’s raw power.
armor too bulky.
Advancement: As Champions rise in
Rank, they may broaden their abilities Who’d like to be a Champion? Players
10 to become inspirational leaders and who prefer a direct course of action will
strategists, as well as honing their enjoy this Calling. Why go round it when
destructive capabilities. you can go through it?

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ABILITIES

CREATING A
STARTING ABILITIES INTO THE FRAY CHARACTER

You start with three Abilities. You are able to vary your fighting style to CALLING

suit the battle, applying caution, flair or SPECIES


precision when and where it is required. HOMELAND
COMBAT MOMENTUM & HISTORY

You are a master of cutting a destructive  Each Round during a Fight, you can TRAITS

path through a swarm of enemies. choose between the following: QUIRK

 Daring: Perform an Attack Stunt FINISHING


DETAILS
 If you land a finishing blow against ( p255) without making a wager.
GEAR
an opponent in Melee, you gain a  Tooth and Nail: Use a mundane
Chain Attack against another foe in (non-magical) Attack to harm a
CHARACTER
RANK
the same Area. creature that is normally immune
 Rank 1: You have one Chain Attack to them. Quick Start
per Round which…  Whirlwind Defense: Temporarily Factotum
 Has a Minor Bonus (+2) on the increase your Defense Rating: Sneak
Attack roll. ◆ Rank 1: +1 to Defense Rating. Champion
 Does an extra Heart of Damage ◆ Rank 5: +2 to Defense Rating. Raider
if you land a successful strike. Battle
 All bonuses last until the start of Princess
 Rank 5: You gain a second Chain your next Turn.
Attack, if the previous one also Murder
Princess
finishes its opponent.
Sage
ELECTIVE ABILITIES Heretic

FAVORED WEAPON You select a new Ability when you reach


Rank 2, 4, 6, 8 and 10. An Ability can only
You are intimate with all be selected once unless otherwise noted.
weapons, and tend
to them like a good
parent would their STANDARD ABILITIES
children. But, like all
parents, you harbor a Available for selection at Rank 2 or higher.
secret favorite.
VALIANT
 You gain +1 to your Attack Bonus While all Champions possess great
when using your favored weapon. courage, you can laugh in the face of
 Rank 1: Select a Weapon Type to incomprehensible terror.
favor: Standard, Concealed, Quick,
Master, Mighty, Arc, etc. ( p152)  You have immunity to the Terrified
 Rank 5: Select a second favored Ailment ( p271).
Weapon Type.  You can help allies defend
 This bonus is applied to against the Ailment by shouting
Combination weapons that include encouraging words. Those within
one of your favored types. earshot gain an Edge on their roll
to resist, or remove, the Ailment.
◆ If a weapon combines both favored
types, the bonus increases to +2.

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OPPORTUNISTIC BUTCHER MASTER TACTICIAN

Monster slaying is A working knowledge of combined


often such a wasteful warfare, and the ability to organize the
business, but you troops, is all you need to turn the tide of
see your next kill as a battle.
your next meal. As
you always say, every  If you have a Social Bond with
beast is a an ally, you can grant them an
potential feast. additional Action on their Turn
during a Fight.
 You can attempt to create Rations  This Ability can be used in addition
from slain creatures. to any other Actions you’re allowed
to perform on your Turn.
? Requires a Grit Check This can be used once per Fight.
Success: Dinner is served.
 A Small or Medium sized creature
will yield 3 days worth of Rations BRAzEN DEFENSE
 A Large or Massive creature will You have such contempt for your
yield 6 days worth of Rations. opponents that it’s all the armor you need.
 A Tiny creature might only provide
a satisfying snack.  You get +4 to your Naked
 Colossal creatures might feed an Defense Rating.
entire village, but who’s got time to  This bonus is applied instead
carve it up! of, not in addition to, any bonus
 Harvest: You can also remove one related to the Armor you wear, or
useful body part from the creature any Quirks and Abilities you have.
during the preparation process.
 When you wear Armor you can
This Ability can not be used on choose whether to use the bonus
inedible creatures, such as Undead from Brazen Defense or the one
or Mechanoids. provided by your Armor.

VAGRANT BLADE BRUTE


Much wandering in search of your next The quickest path between two places is
battle has provided you with a natural often right through whatever is in the way.
sense of direction and an affinity with the
townsfolk you meet on your travels.  You get an Edge on any Attack
8 rolls dedicated to Sundering
 You can act as a Guide when on ( 263) something.
a Journey.
 Any non-magical shield used to
 You can attempt to get free Room
18 Parry your physical Attacks is
& Board ( p201) for up to a week.
immediately Sundered, due to the
crushing power of your blows.
? Finding lodgings requires an
2 This Ability can not be used in
Aura Check conjunction with an Attack Stunt
Success: Your stay is free. ( p255).

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BRAWLER  You can enter Berserk Mode while


fighting or participating in a Check
Sometimes you just need to punch
or Contest that calls for brute force. CREATING A
someone, really hard. CHARACTER
 While Berserk, the following applies:
CALLING
 You strike as if wielding a Standard  +2 on Attack rolls. SPECIES
Weapon when fighting Unarmed.  -1 to Defense Rating. HOMELAND
& HISTORY
 If using both hands, treat Attacks as  +2 Might and Grit.
if Dual Wielding ( p254).  You are unable to communicate
TRAITS
QUIRK
or participate in any coordinated
actions or team efforts. FINISHING
DETAILS
GIANT KILLER  After you’ve dispatched a foe, or GEAR
completed the objective of your
CHARACTER
Check or Contest you will: RANK
 Attack the closest individual in
the same Battlefield Area as you, Quick Start
whether it’s friend or foe. Factotum

 Continue to find and Attack Sneak


targets until none are left. Champion

 You can attempt to exit Berserk Raider

Mode at the end of your Turn. Battle


Princess

Murder
? Ending Berserk Mode requires an Princess
Aura Check Sage
Success: You regain control. Heretic
The bigger they are, the harder you hit.
Failure: You must wait until the end
 You do an additional Heart of of the next Round before you can
Damage on a successful Attack make another attempt to exit
against Massive or Colossal Berserk Mode.
Creatures ( p264).
 You get an Edge on any rolls
needed to move between, scale, SENTINEL
or remain on a Colossal Creature’s
Being the toughest among your
Strike Points.
companions means you’re happy to soak
up hits for them when you can.

ADVANCED ABILITIES  You can redirect any successful


physical Attack on an ally
Available for selection at Rank 6 or higher. occupying the same Battlefield
Area as you onto yourself.
BERSERKER  The original Attack roll must now
beat your Defense Rating to do
When the heat of the you harm.
battle is upon you, the
red mist descends This ability can’t be used against
and your rage takes area effects like harmful smoke.
control. This is very
bad news for your
foes... but your allies
should be careful too.

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GALVANIzER UNCANNY STRATEGIST

Bravery, or recklessness, can be contagious. Tacticians live in the moment. Strategists


Your battle scarred body lends credibility to live two steps ahead. Your foes will learn
your bellowing voice. ‘I say kill the beast!’ the difference once it’s too late!

 You gain an Edge on all Aura rolls  You can take a single Action during
when attempting to inspire or an enemy’s Turn to perform a
Negotiate with a crowd. countermeasure to their
 Any Companions have an Edge on intended Action.
Loyalty Checks ( p183).  If your intervention renders the
foe’s declared Action impossible,
they are forced to choose a new
OVERBEARING ANTAGONIST course of action or lose their Turn.
Using this Ability means that you
Your mere presence is overwhelming. A cannot act on your next Turn.
shout, smirk, or simple glare can unsettle
even a worthy opponent.
BOUNDER
 During a Fight, you can use your
Action to attempt to intimidate an Taking up a more advantageous position is
opponent up to 2 Battlefield much easier when you can jump
Areas away. really high.

? Requires a Contest  You gain Supernatural Leaping


Your Aura vs. the target’s Grit. ( p107).
Success: You lock eyes. Your target
is rendered temporarily inactive,
missing their next Turn. ROARING SPIRIT
This ability will only work once on Even when calm and still, your soul
the same target every 24 hours. crackles with a terrifying energy. A mere
Creatures that are incapable of fear look can spread this force outwards,
(such as unthinking machines, sapping the fighting spirit and bloodlust
mindless undead, or colossi) are from lesser warriors in your presence.
immune to such intimidation.
 You can attempt to subdue
opponents of lower Rank with a
INDOMITABLE menacing glower.

You refuse to be broken.


? Requires an Aura Check
17 Success: All adversaries within
 When reduced to 0 Hearts or
below, you can attempt to find shouting distance step back and
some extra vitality. won’t engage you, or your allies,
10 unless you strike first.

? Requires a Grit Check


This ability has no effect on
adversaries with a Rank equal to or
Success: You recover half your higher than yours.
11 maximum Hearts Total, rounded up.
This Ability may only be used once
This ability does not remove any in a game Session.
Injuries incurred.

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COMBAT GEAR ALLOWANCE

You can use any Weapon, Armor, or Shield Type.


CREATING A
CHARACTER
ARMOUR
CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
QUIRK
FINISHING
MELEE WEAPONS DETAILS

GEAR
CHARACTER
RANK

Quick Start
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Factotum
Sneak
MISSILE WEAPONS Champion
Raider
Battle
Princess

Murder
Princess
Thrown Drawn S. Mech.** L. Mech.
Sage
* Small Species restriction still applies (Chib, Goblin)
Heretic
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 10 8 9 7 8 3 - - 0
2nd +2 3 10 8 9 7 8 3 1 - 6
3rd +3 4 11 9 10 8 9 3 1 - 12
4th +4 4 11 9 10 8 9 3 2 - 24
5th +5 5 12 10 11 9 10 3 2 - 36
6th +6 5 12 10 11 9 10 3 2 1 48
7th +7 6 13 11 12 10 11 3 2 1 72
8th +8 6 13 11 12 10 11 3 2 2 96
9th +9 7 14 12 13 11 12 3 2 2 132
10th +10 7 14 12 13 11 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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RAIDER

These skilled warriors approach every obstacle with a potent combination


of speed and precision. Whether acting from a distance or amidst their foes,
Raiders effortlessly weave through danger to land that decisive blow.

CALLING OVERVIEW

Typical Raiders: Steely-eyed archers, Aptitudes: Raiders have well balanced


diligent rangers, ruthless shinobi, and Might, Grit and Deftness. Their tactical
stoic blademasters. mind provides them with good Insight.
However, their loner nature makes them
11 Abilities: Skills focus on movement and poor conversationalists, which results in a
speed on the battlefield. Their talents low Aura.
enable them to combine ranged attacks
with lightning charges. Weapons and armour: While unrestricted
5 in their choice of weapons, Raiders do not
Advancement: As Raiders rise in Rank, employ heavier armor, as speed is their
they can specialise in a diverse array of best defense.
combat techniques. They can also learn to
15 survive in the wilderness and forge their Who’d like to be a Raider? Players who
own arms. like to keep one step ahead of their
opponents and take advantage of the
details during battle.

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ABILITIES

CREATING A
STARTING ABILITIES SIDESTEP CHARACTER

CALLING
You start with three Abilities. Anyone trying to strike
you finds it trickier than SPECIES

it ought to be. You are HOMELAND


LIKE THE WIND & HISTORY
an elusive opponent,
You train long and hard to ensure you able to twist away TRAITS

move with effortless swiftness and grace. from a devastating QUIRK


strike at the very FINISHING

 You start with a Speed Rating last moment. DETAILS

GEAR
of Fast.
 Once per Fight you can Sidestep CHARACTER
RANK
an Attack or Ability that would
normally have hit you.
HUNTER’S FOCUS Quick Start
 You can Sidestep any Attack that
Factotum
The chaos and could be feasibly avoided with a
Sneak
clamor of battle last second manoeuver.
Champion
do not muddy ◆ For example, avoiding a sword
your predatory thrust with a nonchalant turn of Raider

instinct. Once your head or shielding your eyes Battle


Princess
your gaze from a mesmerising gaze.
has singled Murder
 The Sidestep prevents an Attack Princess
out a target,
from connecting with or
all distraction Sage
affecting you.
melts away and Heretic
only your You’ll need freedom to move and
prey remains. adequate space to execute
your Sidestep.
 Once per Fight you can choose a
target for your Hunter’s Focus.
You can do this at any time during ELECTIVE ABILITIES
the Fight.
 Your Focus can be an opponent, You select a new Ability when you reach
but could also be an object you Rank 2, 4, 6, 8 and 10. An Ability can only
wish to destroy. be selected once unless otherwise noted.

 You cannot switch your Focus,


STANDARD ABILITIES
even after your original target
has been defeated or pacified. Available for selection at Rank 2 or higher.
 You gain an Edge on all Attack rolls
made against your Focus. DASHING ATTACKER
 Your GM can grant you an Edge on
Checks and Contests that get you You zip through the battlefield, darting
closer to dispatching your Focus. back and forth while landing blow after
blow on enemies too slow to keep up.
◆ For example, leaping over a chasm
to get within striking distance.
 You can Move through an
additional Battlefield Area on your
Turn during a Fight.

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SILENT STRIDER FREE RUNNER

You can be quiet and unassuming when A sure-footed and decisive stride enables
you need to be, passing undetected by you to navigate a safe path over hazardous
your foes until it’s too late. ground, run up sheer surfaces, and speed
along narrow walls.
 You gain an Edge when making
rolls to avoid detection by sight  You can move through Isolated
or sound. ( p250) or Precarious ( p251)
 You have an Edge on Stealth Battlefield Areas without penalty.
rolls while acting as a Scout on a  This Ability can be used inventively
Journey ( p228) or Exploring to perform otherwise impossible
( p233). Attack Stunts, Attack Assists, and
Combat Tricks ( p255-256).
 You must end your Turn on a stable
TRUSTED COMRADE surface, like the top of a wall or
ledge. If not you will fall and be
Most folk can’t be subject to Falling Injury ( p267).
trusted, and you prefer
the company of
animals. You embrace
RUSHING FIST STYLE
their code: protect the
pack, show no fear, You are a master of a swift and fluid martial
survive another day. In art, able to protect yourself and strike fatal
return you are accepted blows even without a weapon.
as one of their own.
 You make Unarmed attacks as if
 You can forge a special bond with wielding a Quick Weapon ( p153).
an Animal Companion that has
spent a week or more with you:
 Your Trusted Comrades seem to RANGER
understand your words, and you
are able to sense what they are Nature is your friend. It reveals to you the
thinking or feeling. true path through dense bush and yields
nourishment from barren landscapes.
 You and your Trusted Comrades
are able to sense each other’s
presence and, if separated, know  You can act as a Guide when on a
which direction to go in order to Journey ( p226).
find one another.  You get an Edge on your Hunting/
Foraging roll when Camping
 Trusted Comrades will never ( p229).
18 abandon you, and never have to
make Loyalty Checks ( p183).
This Ability can extend to Tamed FAITH IN THE WIND
Monsters with your GM’s Approval.
12 Your mental clarity and steady hand make
an impossible long shot a reality.
Even if you don’t adhere to the two
Companions per PC restriction
17 ( p183), it’s advisable to limit the  The Range of any Missile Weapon
amount of Trusted Comrades you use is extended by 1 Battlefield
to two. Area ( p158).

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I

ARTISAN SMITHY COUNTER FANG

You seek intimacy with the weapons you


CREATING A
wield. To make them is to know them. CHARACTER

CALLING
 You gain the Crafting Discipline SPECIES
Forging ( p283).
HOMELAND
 For specific rules on creating items & HISTORY
refer to Craft ( p280). TRAITS

 You use Deftness for your QUIRK


Crafting rolls. FINISHING
DETAILS

GEAR
CHARACTER
ADVANCED ABILITIES RANK

Available for selection at Rank 6 or higher. When surrounded by lesser warriors you
Quick Start
enter Counter Fang stance. From this
meditative state you visualise the flow of Factotum
FLASH STEP the fight and then, when engaged by Sneak

You levelled up predictable foes, you lay waste to them Champion

your Sidestep. with choreographed efficiency. Raider

Now, as your Battle


enemies find  During a Fight you can choose to Princess

themselves enter the Counter Fang stance Murder

striking thin instead of making an Attack or Princess

air, you take taking another Action. Sage

up a more  While in the Counter Fang stance, Heretic


advantageous any opponent that fails their Attack
position. roll on you is subject to a retaliatory
Attack, Attack Stunt, or Combat
Trick ( p254-256).
 You can now move to an adjacent
Battlefield Area, or a more strategic  The benefit of this Ability lasts until
place in the same Area, whenever the start of your next Turn, when
you use your Sidestep. you can move and re-enter the
Counter Fang stance if desired.
 All other Sidestep restrictions apply
( p35).
This Ability does not allow you to WIND WEARS AWAY STONE
move to an Area you could not
normally enter. You’re a true hunter, able to find a path
through any built-up defense.

BLISTERING PACE  You can attempt to find a weak


spot on an opponent that is the
Already fast, you can now attain almost target of your Hunter’s Focus
inhuman speeds. ( p35).

 Your Speed Rating increases by a


? Requires an Insight Check
single level.
Success: You can ignore any
Defense Bonus the Target has from
Armor and Speed Rating.

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MINDFULNESS LIGHTNING AND THUNDER

While your enemies struggle to focus Diligent training and discipline allow you
in chaotic conditions, you are able to to pacify your enemy with a flurry of blows.
filter out distraction to gain a precious
battlefield advantage.  Once per Turn you can take a
follow-up Action after a successful
 You cannot be Ambushed ( p252). Attack roll.
Even if the rest of your group is  The follow-up Action must be an
caught off guard, you can Move Attack, Attack Stunt, Attack Assist,
and take your Action as normal. or Combat Trick ( p254-256).
 You are immune to the Obscured  Making this follow-up Action is
Battlefield Condition ( p251). physically demanding, and you lose
 You are immune to the Blinded/ a Heart after performing
Deafened Ailment ( p268). the technique.
 If you’ve run out of Hearts you will
roll on the Injury Table ( p260).
SPELL CUTTER

While imperceptible
SURE KILL STRIKE
to regular folk, your
eyes can distinguish To you, execution is an art form.
the tiny distortions
in the air created  To attempt a Sure Kill Strike you
by coalescing mana. must first declare a target at the
A well placed swipe beginning of your Turn.
can sometimes disrupt a
spell’s formation.  Next, you must make an Attack roll
against your chosen target.
If successful…
 You can attempt to nullify a Magic
Ability that has targeted you, or an
ally in the same Battlefield Area. Make an Execution roll
 If your initial Attack roll was over
vs Requires a Contest the Extra Damage threshold, then
Your Deftness vs. the Aptitude + 2 to the result ( p152).
related to the magical Ability’s use.  Next, Divide the end result by 2
◆ If no Aptitude is specified, then use (rounding up).
the caster’s Aura.  To succeed, the result must be
Success: The spell is shattered and higher than your target’s
does not affect its intended targets. remaining Hearts.
Success: Your target loses all their
5
Successful or not, you cannot act remaining Hearts and dies. If it’s a
during your next Turn. PC, they are forced to roll on the
Injury Table ( p260).
18 Failure: Your hit is resolved like a
standard Attack.

13 Sure Kill can only be attempted


once every 24 hours.

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COMBAT GEAR ALLOWANCE

You can use any weapon, as well as Small and Standard Shields. You can wear Light and
CREATING A
Medium Armor without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 9 9 9 8 7 3 - - 0
2nd +2 3 9 9 9 8 7 3 1 - 6
3rd +3 4 10 10 10 9 8 3 1 - 12
4th +4 4 10 10 10 9 8 3 2 - 24
5th +5 5 11 11 11 10 9 3 2 - 36
6th +6 5 11 11 11 10 9 3 2 1 48
7th +7 6 12 12 12 11 10 3 2 1 72
8th +8 6 12 12 12 11 10 3 2 2 96
9th +9 7 13 13 13 12 11 3 2 2 132
10th +10 7 13 13 13 12 11 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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BATTLE PRINCESS

Battle Princesses combine Bright Magic and martial prowess to defend what
they hold most dear. Those under their ward will have hope in their hearts,
even in the darkest of times.

CALLING OVERVIEW

Typical Battle Princesses: Shining warrior Aptitudes: Their strong heart affords them
maidens, tyrants who weep for what must a high Aura. Might, Deftness and Grit are
be done, wandering champions of the well appointed, but following your heart
downtrodden, and pious crusaders. means your Insight is clouded.
6
Abilities: Skills cover conventional combat Weapons and armour: While the primary
techniques, with a focus on defending weapon of any Battle Princess will be their
allies, and the use of Bright Magic to smite Heart’s Blade, they have no restrictions on
11 Armor or Shield use.
enemies. Outside of combat, they serve
well as the lead during Negotiation and
Who’d like to be a Battle Princess?
other social endeavors.
Players who like to mix magic and
19 Advancement: As Battle Princesses rise combat, protect other characters, or enjoy
in Rank they may learn powerful magic, leadership and social roles.
improve their combat effectiveness, and
better defend their allies.

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ABILITIES

CREATING A
STARTING ABILITIES Using your Heart’s Blade CHARACTER

You start with three Abilities.  You can call this weapon into CALLING

existence through force of will. SPECIES

HEART’S BLADE M  Melee Weapons are formed HOMELAND


& HISTORY
instantly and can be used on the
TRAITS
You can call forth a same Turn they are called.
QUIRK
weapon forged from  Drawn and Mechanical Missile
the wishes in your weapons take a Turn to fully FINISHING
DETAILS
heart. These magically form and appear with 4 Units of
GEAR
manifested weapons ammunition included.
are of the finest CHARACTER
 Your Heart’s Blade (and any RANK
quality and grow in
ammunition) will vanish instantly
power and possibility as
on command. Quick Start
you do.
 Only a single form of the Heart’s Factotum

Creating your Heart’s Blade Blade may be summoned at any Sneak


one time: either the primary, Champion
 Your Heart’s Blade grows in power secondary, or combination form. Raider
as you rise in Rank. Add the new
properties to your Heart’s Blade  If the weapon is Sundered or lost Battle

when you reach the required Rank. during combat, you can will it away Princess

and summon a new Blade. Murder


 Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
 Choose a Weapon Type: Quick, HEART’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Master
 Choose a Magical Material: Sun
Gold, Ash Bronze, or Sky Steel
( p289).
 Rank 3: Your Heart’s Blade gains
one of the following properties: Primary form + Weapon Ability
Righteous
 Glittering: +1 on Attack rolls.
 Righteous: The weapon’s Extra
Damage Threshold is reduced by
2 ( p152).
 Sheltering: The weapon can Parry
once per combat in the same
manner as a Standard Shield Secondary form
( 169). Small mechanical missile

 Rank 6: Your Heart’s Blade can now


transform into a secondary form,
pick from the Weapon Types
listed above. Combination form
 Your Heart’s Blade gains the Gun blade
Combination Weapon Ability
allowing a hybrid weapon form
( p160).

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SHIELD OF LOVE M ELECTIVE ABILITIES

Your compassion can manifest itself as a You select a new Ability when you reach
protective force for your allies. This might Rank 2, 4, 6, 8 and 10. An Ability can only
take the form of an iridescent aura or a be selected once unless otherwise noted.
heart-shaped crystal shield.
STANDARD ABILITIES
 Once per Fight you can bestow an
ally within your sight a force field Available for selection at Rank 2 or higher.
that can absorb 1 Heart of Damage,
after which it disappears.
GEMLIGHT M
 You can perform this Ability in
addition to any other Actions A glowing crystal of your favorite color
permitted on your Turn. forms on the back of your hand.
 Rank 1: You can Shield 1 person.
 Rank 4: You can Shield 2 people.  You can make your hand gem glow
at will. It provides light equivalent
 Rank 8: You can Shield 3 people. to a Torch ( p175).
 If you can protect more than one  You can use the gem to transfer
person, you can allocate your a single Injury from a target to
Shields in one go, or as required. yourself with a gentle touch.

B Gain 1 Bright Allegiance Point.


SOUL COMPANION

Just as your heart has the power to


summon mighty weapons, so too can it GLITTERING MACHINE M

muster a loyal companion. This devoted


sidekick never leaves your side and will When not in battle, you are able to
even return, in due time, if struck down. channel your powers to summon a helpful
tool or device, instead of your mighty
Heart’s Blade.
 You begin your adventures with a
magical Companion.
 You can summon a tool made of
 This Companion does not count the same Magical Material chosen
against your normal allowance of for your Heart’s Blade.
Companions ( p183).
 Rank 1: You can summon any
 Create your Soul Companion simple tool, such as a grappling
following the steps listed at the end hook or lock pick.
of this Calling.
 Rank 5: You can summon a simple
◆ Soul Companion Creation ( p47) Techno-Relic or Gadget you are
familiar with. Unlike the real things,
4
your glittering version does not
require fuel or an additional power
source to work.
10  The summoned tool remains, until:
 You swap it for another tool.
 You call for your Heart’s Blade.
5  You invoke Spirit Wings ( p45).

B Gain 1 Bright Allegiance Point.

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LOVE-LOVE CHEF PASSION’S FIRE M

You’re a passionate cook and you pour When you so desire, a brilliant flame
CREATING A
your heart and soul into the food flickers around your Heart’s Blade, making CHARACTER
you make. it all the more deadly. CALLING
SPECIES
 You gain the Crafting Discipline  Blazing Desire: Your Heart’s Blade
HOMELAND
Cooking ( p283). is ablaze and now does Flame & HISTORY
 For specific rules on creating items Damage ( p259) instead of TRAITS
refer to Craft ( 280). Mundane Damage.
QUIRK
 You use Aura for Crafting rolls.  Yearning Embrace: After a FINISHING
successful Attack, the fire can be DETAILS
discharged to engulf your target GEAR
and cause an additional Heart of CHARACTER
COMPASSION CURE Damage. This exhausts the Ability. RANK

Passion’s Fire can only be used


once per Fight. Quick Start
Factotum
Sneak
B Gain 1 Bright Allegiance Point.
Champion
Raider

CRY OF THE HEART M Battle


Princess

A strange sort of empathic magic allows Murder


Princess
you to understand what lies in the hearts
of all those you speak to. Sage
Heretic
 You can target this Ability on
Your kind attention is so sincere that it can anyone you have spoken to for a
dispel ill effects. Your hug can lift a few moments.
dispirited companion, your tears can thaw  After this time you are able to
a petrified ally. discern the primary emotional
motivation that is driving their
 With a touch, you can attempt to current actions and discourse
remove a psychological, physical, (love, greed, fear, etc.).
or magical Ailment ( p268) from  If applicable, information gleaned
someone you care about. from this Ability can be used as an
 Attempting this Ability during a Influencing Factor ( p241) when
Fight requires you to spend Negotiating with the individual
your Action. in the future.
This Ability cannot be used for  This Ability is mostly inconspicuous,
situational Ailments: Toppled, although you may appear to be
Restrained, and Overburdened. staring uncomfortably deep into
your target’s eyes.
? Requires an Aura Check
B Gain 1 Bright Allegiance Point.
Success: The Ailment is removed.
Failure: The Ailment remains, you
cannot make any further attempts
to cure it.

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BATTLE DANCE Failure: You stumble or stutter, and


must apply a Minor Penalty (-2) to a
roll of your choice made this Turn.

After starting a Dance, you can not


use this Ability again for 24 hours.
With your GM’s approval, you can
use this Ability in Linked Contests,
like a chase sequence ( p220).

BATTLE BONDS

You have a merciful nature that can be


Your animated and tuneful battle felt in even your fiercest attacks. Your
commands grant those listening a clemency does not go unnoticed and, in
coordinated, rhythmic, combat flair. the midst of battle, you can make friends
out of enemies.
 You can attempt to coordinate your
allies during a Fight, granting all  Whenever you reduce a foe to 0
participants a Minor Bonus (+2) to a Hearts or less and choose to spare
single roll on their Turn. their life, you can attempt to soften
their resolve.
 This Ability can be used in
conjunction with your other
permitted Actions, but you must ? Requires an Aura Check
declare the use of this Ability at the Success: You form a Social Bond
beginning of your Turn. ( p279) with the beaten opponent.
Discuss with your GM and decide
? Requires an Aura Check on an appropriate Bond. For
example, ‘a begrudging admiration’.
Success: 3 – 2 – 1 – Go! Your Battle
Dance begins…  A Bonded opponent is less inclined
to target you for attack in the
 You can apply a Minor Bonus (+2)
future, and will avoid dealing
to a single roll made on your Turn.
you a finishing blow unless
 Once you have started a Dance, absolutely necessary.
allies in the same Battlefield Area
can choose to join in. To do so they
must make an Aura Check at the
start of your team’s Turn. ADVANCED ABILITIES
Ally success: Your ally jumps into Available for selection at Rank 6 or higher.
9 the groove gaining a Minor Bonus
(+2) for a roll made on their Turn.
AT YOUR SIDE
Ally failure: Your ally makes a
9 misstep, disrupting the Dance. All Your strikes can create opportunities for
Dancers lose their bonus this Turn. your comrades-at-arms to exploit.
An ally can attempt to re-join the
dance on the next Turn.  If one of your Attacks is successful,
20  Each Turn Dancers must make it also counts as an Attack Assist
a successful Aura Check for the ( p256) for the next ally attacking
Dance to continue. the same opponent.

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SPIRIT WINGS M RADIANT BLADE M

The wishes in your heart allow you to Your soul burns so brightly that your
CREATING A
soar… literally! Heart’s Blade transcends its material form CHARACTER
to become a shard of devastating light. CALLING
 You sprout glowing wings, and
SPECIES
now you can fly at your normal  You can activate this Ability at
HOMELAND
Speed Rating. will upon summoning your & HISTORY
 Your wings remain until: Heart’s Blade.
TRAITS
 You call for your Heart’s Blade.  Slice of Light: Your Heart’s Blade QUIRK
is now a glowing shaft of light
 You invoke the Glittering that does an extra Heart of Bright
FINISHING
DETAILS
Machine Ability. Damage ( p259) in addition to the GEAR
weapon’s Mundane Damage.
CHARACTER
B Gain 1 Bright Allegiance Point.  Purifying Flare: After a successful RANK

strike with the Heart’s Blade, the


light can be discharged to irradiate Quick Start
SHINING RESOLVE your target, causing an additional Factotum
Heart of Bright Damage which Sneak
Your spirit is indomitable and will always dispels the Ability. Champion
remain so.
This Ability can be used once per Raider

 You gain Supernatural Will ( p107). Session and lasts for the duration of Battle
the Fight. If Purifying Flare is used, Princess
the Ability is exhausted immediately. Murder
Princess
OPENED HEARTS M Sage
B Gain 1 Bright Allegiance Point.
Heretic
Powerful Bright Magic lies within you. It
can wash away all falsehoods and leave
nothing but the naked truth, including LEGEND IN YOUR OWN TIME
both honest wishes and dark secrets.
Whether it’s your heroic deeds or your
 You can activate this Ability legendary tenderness, you have become
whenever you are speaking to a source of inspiration for public works of
another individual, or at the start of art and epic tavern tales. Your reputation
a Negotiation. precedes you… sometimes.

 Whenever you enter a new


? Requires a Contest
Settlement you can attempt
◆ Your Aura vs. the Grit of anyone Reputation Management ( p275).
in earshot.
 Anyone who loses the Contest is ? Requires an Aura Check
unable to lie, deceive, or mislead Success: You’ve already established
you for a 24 hour period, although a positive Reputation in this locale.
they can still refuse to answer
your questions. ◆ If possible, the Reputation should
be based on heroic efforts made in
 Unfortunately, you are also subject a previous Session. For example,
to the effects of this Ability for the ‘Savior of Homble Village’ or ‘Slayer
same 24 hour period. of the Ooze Beast’.
Failure: The locals have never heard
B Gain 1 Bright Allegiance Point.
of you, or your ‘daring’ exploits.

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NEVER STAND ALONE HEART’S AEGIS M

Your Soul Companion is able to transmute


into a magical suit of Armor that wraps
around you in battle. This armor retains
traces of your Companion’s aesthetics.

 You can turn your Companion into


armor for a specific task or Fight.
 The magic armor has the following
specifications:
 Superheavy Armor ( p163).
 Anti-Hazard Abilities ( p166).
 Mechanical Motion ( p167).
Those touched by your kindness often  No one other than you can wear
come to help you in your darkest hour. the armor.
 The armor lasts until:
 If you’re in mortal peril, maybe
 The task it was activated for is
alone and outnumbered or
completed, or...
stranded without hope, you can use
this Ability to summon help.  You have been reduced to 0
Hearts or less.
 Once activated, your GM will
choose a character with whom you  After you use it, the Armor, and
have a Social Bond ( p279) to come your Soul Companion, will vanish
to your assistance. This could even until the next morning.
be a spared foe with whom you’ve You cannot use this Ability again for
formed a Battle 24 hours.
Bond ( p44).
 The chosen character will B Gain 1 Bright Allegiance Point.
miraculously appear just in time to
offer you required assistance. For
example, they might arrive with
reinforcements or a convenient
escape craft.
This Ability cannot be used again
until you have had the time to
participate in a Downtime Activity
( p273).

18

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SOUL COMPANION CREATION

Your Soul Companion is about to pop


CREATING A
into existence.  Inventory Slots: 6 CHARACTER
 Any carried items are dropped CALLING
Soul Companion creation steps on the spot if your Companion SPECIES
1. Companion Basics: All Soul vanishes for any reason.
HOMELAND
Companions start with the same  Sustenance: They do not need to & HISTORY
basic capabilities. eat, breathe or rest. They vanish TRAITS

2. Companion Type: Decide if your whenever you fall asleep or are QUIRK
Companion is an Animal or a Toy; rendered unconscious. They FINISHING
this will determine their initial disappear forever if you die. DETAILS

Combat Values.  Advancement: When you reach GEAR

3. Companion Abilities: Choose a Rank 5 they gain an additional CHARACTER

Companion Ability. Heart and a new Companion Ability. RANK

4. Companion Details: Define your  Aptitudes: Aptitudes are 2 points


Quick Start
Companion’s appearance lower than your own.
Factotum
and personality.
Sneak
Champion
COMPANION TYPE
Raider
COMPANION BASICS Choose or roll your Companion Type Battle
Princess
All Soul Companions have a similar set of
starting properties. 1-10 Murder
Princess
Guardian Animal Sage
 Languages: Bright Tongue, Your four-legged Heretic
Low Speak. Your Companion will familiar appears
only talk with you unless normal in shape and
otherwise requested. size but inherits your
 Range: They can exist up to 40 ft colors, or any distinct
away from you. Beyond that range markings or patterns
they vanish, only to reappear by you wear.
your side.
 Fighting: Your Companion can only +0 2 12* Fast
provide limited support during ATTACK HEARTS DEFENSE SPEED
a Fight:
* Includes Speed Rating bonus
 Attack: They are not powerful
enough to harm foes, but can
perform Attack Assists ( p256) 11-20
for you or your allies.
Brave Toy
 Health: At 0 Hearts they puff out
Your small,
of existence, but will return after
mechanical doll is
you’ve slept and rested.
dressed like a knight
 Ailments: They are immune to the or soldier. It also
direct effect of Ailments ( p268); sports an emblem of
however they suffer the symptoms great significance
of any Ailments you contract! to you.
 Gear: They cannot use any Gear;
Armor falls off, weapons are +0 2 14* Average
dropped, etc. However, they can ATTACK HEARTS DEFENSE SPEED
carry items.
* Includes Medium Armor bonus
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COMPANION ABILITIES  As if built by Magical Materials


( p288), they do not break when
Your Soul Companion starts with a single blocking a Magical Attack or Ability.
Ability appropriate to their Companion
Type. They gain a second Ability when you
achieve Rank 5. 6-10 Weapon Link: They can transform
and connect to your Heart’s Blade for
extra impact on your next strike.
ANIMAL COMPANION ABILITIES
Choose or roll your Animal’s Ability  Your Companion and your Heart’s
Blade can combine once per
1-5 Mount: When required, they can Session to provide either:
grow in size to carry a rider.  A Minor Bonus (+2) to your next
Attack, or…
 They can act as a Mount ( p191).  Deal an additional Heart
of Damage on your next
successful strike.
6-10 Burrower: They have claw-like
digging tools for rapid excavation.
11-15 Booster: They can convert into
 They can excavate a PC-sized a jetpack, cling onto your back, and lift
tunnel through a Battlefield Area’s you to safety.
worth of soil each Turn.
 You gain the power of flight at an
Average Speed Rating.
11-15 Fighter: They grow fangs, claws
or some other natural weapon.  The boost grants enough lift for you
to reach one visible destination.
 They can now Attack as if wielding  During a Fight, your Companion
a Standard Weapon. loses a single Heart for each Turn
 Their Attack Bonus is now half this Ability is in use.
yours, rounded down.
 They are Battle Ready in Mount form. 16-20 Toter: This chunky toy has a
built in backpack.
16-20 Glider: They sprout small,
 They have 10 Inventory Slots.
vestigial wings incapable of full flight.
 During a Fight, they can use their
 They gain Supernatural Leaping Turn to find and instantly present
( p107). any item they are carrying.

12 TOY COMPANION ABILITIES COMPANION DETAILS

Choose or roll your Toy’s Ability Your Soul Companion will complement
or contrast with your appearance and
5 personality. For example, they may be
1-5 Shielder: They can defend calm and unflappable, like you wish you
themselves and others. were, or faint-hearted so you always have
someone to be brave for.
1  Once per Fight, they can Parry one
Attack made against them, or any You can decide on the details later
as you develop your Princess’
allies in the same Battlefield Area personality during play.
as them, like a Shield ( p169).

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COMBAT GEAR ALLOWANCE

You are always able to use your Heart’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 8 8 9 7 10 3 - - 0
2nd +2 3 8 8 9 7 10 3 1 - 6
3rd +3 4 9 9 10 8 11 3 1 - 12
4th +3 4 9 9 10 8 11 3 2 - 24
5th +4 5 10 10 11 9 12 3 2 - 36
6th +4 5 10 10 11 9 12 3 2 1 48
7th +5 6 11 11 12 10 13 3 2 1 72
8th +5 6 11 11 12 10 13 3 2 2 96
9th +6 7 12 12 13 11 14 3 2 2 132
10th +7 7 12 12 13 11 14 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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MURDER PRINCESS

Dark avengers who wield both blade and spell to destroy what they hate the
most, Murder Princesses are uncompromising and merciless. Whether you’re
the target of their rage, or simply an obstacle in their way, expect no pity.

CALLING OVERVIEW

Typical Murder Princesses: Fearsome Aptitudes: Wrath Magic is taxing on the


black knights, ruthless vigilantes, bloody- body and soul, so Murder Princesses
handed waifs, and nobles seeking have a strong Grit and Aura. While they
vengeance or retribution. have good Might and Insight, their blunt
10
approach results in a low Deftness.
Abilities: Skills blend destructive magic
and martial proficiency. Abilities focus on Weapons and armour: While Murder
intimidation and menace both on and off Princesses use their Wrath’s Blade over all
8 other weapons, they are unrestricted in
the battlefield.
the use of Armor and Shields.
Advancement: As Murder Princesses
rise in Rank, their magical abilities Who’d like to be a Murder Princess?
10 further develop their dark aura making Players who enjoy an aggressive approach
them a talisman among the wronged to problem solving or seek success no
and downtrodden. matter what the cost.

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ABILITIES

CREATING A
STARTING ABILITIES Using your Wrath’s Blade CHARACTER

You start with three Abilities.  You can call this weapon into CALLING
existence through force of will. SPECIES

 Melee Weapons are formed HOMELAND


WRATH’S BLADE M & HISTORY
instantly and may be used on the
TRAITS
You can call upon a same Turn they are called.
QUIRK
weapon forged from  Drawn and Mechanical Missile
your righteous anger weapons take a Turn to fully FINISHING
DETAILS
or untempered form and appear with 4 units of
GEAR
fury. The weapon’s ammunition included.
appearance reflects  Your Wrath’s Blade (and any
CHARACTER
RANK
the magnificence ammunition) will vanish instantly
of your volatile and on command. Quick Start
unyielding psyche.
 Only a single form of the Wrath’s Factotum
Blade may be summoned at any Sneak
Creating a Wrath’s Blade
one time: either the primary, Champion
 Your Wrath’s Blade grows in power secondary or combination form. Raider
as you rise in Rank. Add the new
 If the weapon is Sundered or lost
properties to your Wrath’s Blade Battle
during combat, you can will it away Princess
when you reach the required Rank.
and summon a new Blade. Murder
 Rank 1: Select your weapon’s Princess
primary form and what it is made of. Sage
 Choose a Weapon Type: Quick, WRATH’S BLADE EXAMPLE Heretic
Master, Mighty, Arc, Lash, Drawn Primary form
or Mechanical Missile ( p152). Mighty
 Choose a Magical Material:
Shade Iron, Dew Silver, or Warp
Root ( p289).
 Rank 3: Your Wrath’s Blade gains Primary form + Weapon Ability
one of the following properties: Retributive
 Glistening: +1 to Attack rolls.
 Retributive: The weapon’s Extra
Damage Threshold is reduced by
2 ( p152).
 Denying: The weapon can Parry Secondary form
once per combat in the same Lash
manner as a Standard Shield
( 169).
 Rank 6: Your Wrath’s Blade can
now transform into a secondary Combination form
form from the Weapon Types Chain axe
listed above.
 Your Wrath’s Blade gains the
Combination Weapon Ability
allowing a hybrid weapon form
( p160).

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WITHERING GLARE STANDARD ABILITIES

Your frightful countenance shakes the Available for selection at Rank 2 or higher.
resolve of even the strongest foes.
COUTURIER
 At the start of a Fight you can Glare
at a single enemy at the start of
your Turn.
 Rank 1: The target of your Glare
loses a single Heart.
 Rank 5: Your target must now also
participate in a Contest with you,
their Grit vs. your Aura.
 Success: Your enemy is unnerved
and incurs a Snag on all Attack
rolls against you.
 If this Ability reduces an adversary
to 0 Hearts, or lower, they flee from
the battle or surrender on the spot.
Clothes are a statement of intent, and you
$ A target may only be affected by are always dressed to kill.
one Glare per Fight.
 You gain the Crafting Discipline
Tailoring ( p284).
TENACITY  For specific rules on creating items
refer to Craft ( p280).
Your focus and drive is unequivocal. You
feed on the adrenaline rush of combat,  You use Grit for Crafting rolls.
pushing your body and spirit beyond their
limits for any task deemed worthy enough.
FROST BLADE M
 During a Fight, or other perilous
encounter, you can expend a single Your Wrath’s Blade does not always
Heart to re-roll any failed Attacks, burn with rage, sometimes it is
Stunts, or Might and Grit Checks chillingly dispassionate.
(and Contests).
 The outcome of the second roll  Frost Damage: Your Wrath’s Blade
must be accepted regardless of has iced over and now does Frost
whether the result is beneficial Damage ( p259).
or not.  Freezing Blow: After a successful
If you are out of Hearts when Attack, the ice can be discharged
invoking this Ability, you must roll to freeze one of your opponent’s
14
on the Injury Table ( p260). limbs. The chosen limb is
Restrained ( p270) until your
opponent, or someone trying to
3 assist them, makes a successful
ELECTIVE ABILITIES Might Check to break free. This
exhausts the Ability.
You select a new Ability when you reach
Rank 2, 4, 6, 8 and 10. An Ability can only Frost Blade can only be used once
7
be selected once unless otherwise noted. per Fight.

D Gain 1 Dark Allegiance Point.

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WRATH BOLT M THE HARD WAY

You are able to fill If more level-headed attempts at


CREATING A
your hand with dark, reasoning fail, you are always willing CHARACTER
crackling energy. This to step in and use your unwavering CALLING
charged mana can presence to remind everyone that you are
SPECIES
be hurled at your terrifyingly committed to having things
HOMELAND
enemies or used to your way. & HISTORY
envelop your
TRAITS
Wrath’s Blade.  You get an Edge on all Negotiation
QUIRK
attempts that use Physical
FINISHING
 Wrath Bolts: You are able to fire Intimidation ( p240) or a similar DETAILS
Wrath Bolts at enemies up to one threatening strategy.
GEAR
Battlefield Area away.
CHARACTER
 Bolts strike as Thrown Missile RANK
Weapons ( p158). DESPERATE FRIENDSHIP
 Bolts do 1 Heart of Dark Damage Quick Start
You do not make friends readily but
( p259) on a successful Attack. Factotum
when you commit, you take the
 Wrath Blade: If you envelop your responsibility seriously.
Sneak

Wrath’s Blade with this Ability it Champion

now deals Dark Damage ( p259)  You are now subconsciously Raider
instead of Mundane Damage. connected to anyone you have a Battle
Princess
Social Bond ( p279) with and if
Murder
D Gain 1 Dark Allegiance Point. separated: Princess
 You know which direction to go Sage
in order to find them. Heretic
BULWARK OF DISDAIN  You can sense if any of them are
in mortal danger.
Your utter contempt for those that oppose
you is armor enough.

 You get a + 4 to your Naked BARBED JUSTICE M

Defense Rating.
Your unabated fury manifests itself as large
 This bonus is applied instead spikes or thorns that project from your
of, not in addition to, any bonus Wrath’s Blade, making its wounds even
related to the Armor you wear. more grievous. However, the toll on your
spirit is great.
 When you wear Armor you can
choose whether to use the bonus
 You can choose to inflict an extra
from Bulwark of Disdain or the one
Heart of Damage on a successful
provided by your Armor.
Attack, but lose 2 of your own.
 If you drop below 0 Hearts when
using this Ability, you must roll on
the Injury Table ( p260) after each
successful Attack.

D Gain 1 Dark Allegiance Point.

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CAUSTIC TRUTH M ADVANCED ABILITIES

When physical force fails, you resort Available for selection at Rank 6 or higher.
to psychological assault. By ridiculing
your opponent’s deeply held beliefs, or
SWORD STORM M
competence, you can send your foe into
an unbalancing rage.

 Once per Fight, you can attempt


to enrage your opponent with a
disparaging or spiteful truth.
 Targets for this Ability must:
 Be engaged in a Fight with you
for a Turn or more.
 Be able to understand you.
 Be capable of feeling emotions.

? Requires a Contest
Your Grit vs. your opponent’s Aura. With a cry of defiance you can summon a
Success: Your comment unsettles blizzard of magical blades that tear
your opponent: through anyone nearby.
 Their rage now provides them with
an Edge on all Attack rolls and  On your Turn you can summon
Abilities aimed at you, but… clones of your Wrath’s Blade (or
ammunition if it’s a Missile Weapon)
 This leaves them open to attack. to appear over the Battlefield,
All Attack rolls made against the that rain down upon anyone
enraged foe benefit from an Edge. surrounding you:
 Their rage ends if you die, are no  You make a single Attack roll.
longer visible, or when the current
Fight ends.  The result of the roll is used as
an Attack roll against everyone in
This Ability may only be used on the same Battlefield Area as you.
one opponent per Fight, whether it
 A hit does 2 Hearts of Damage.
is successful or not.
 Characters who have a Social
Bond with you are exempt from
D Gain 1 Dark Allegiance Point.
the Attack.
 After the Storm, the summoned
weapons disintegrate.
You can use Sword Storm once
8 every 24 hours without penalty.
◆ Using a Sword Storm in excess of
this means you have to roll on the
14 Injury Table ( p260) after use.

D Gain 1 Dark Allegiance Point.

15

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RELENTLESS PURSUER BLADE OF DARKNESS M

Chasing down cowardly foes has done You can summon a Wrath’s Blade
CREATING A
wonders for your athletic prowess! composed of pure dark energy, capable of CHARACTER
wounding the soul. CALLING
 Your Speed Rating increases by a SPECIES
single level.  You can activate this Ability at
HOMELAND
will upon summoning your & HISTORY
Wrath’s Blade. TRAITS
ICONOCLAST  Dark Strike: Your Wrath’s Blade is QUIRK
a cosmic void that now drains an FINISHING
You have a reputation for avenging the additional Heart of Dark Damage DETAILS
oppressed… even if you have only done ( p259) in addition to the weapon’s GEAR
so inadvertently. Downtrodden people Mundane Damage. CHARACTER
who know of your deeds will assist you in
 Wrapped in Darkness: After a RANK
whatever humble way they can.
strike with the Wrath’s Blade, the
energy can be discharged to engulf Quick Start
 You can attempt to enlist the help your target and cause an additional Factotum
of any poor, enslaved, or otherwise Heart of Dark Damage; which Sneak
disenfranchised local residents. dispels the Ability. Champion

Using Wrapped in Darkness Raider


? Requires an Aura Check prevents you from using this Ability Battle
Success: The rabble have heard of again for another 24 hours. Princess

you. Assuming they are friendly, or Murder


Princess
at least non-hostile, they will agree D Gain 1 Dark Allegiance Point.
to any reasonable requests you Sage

make of them. Heretic

◆ For example, a street urchin will RED PETAL REVENGE M


direct you into a side alley to hide
you from the town guard, or a Picking a rose in haste can prick your
crowd might deliberately divert or fingers, and so those who wish to do you
obstruct pursuers. harm will suffer the consequences.
Helpers will not be prepared to put
themselves in real danger, or be  If you are hit in a Fight, or suffer
able to muster courage beyond an Ailment caused by an enemy’s
their normal capacity. Ability, you can attempt to get
revenge on your aggressor.

OVERWHELMING MIGHT ? Requires a Contest


Your Grit vs. the attacker’s Grit.
You have a hidden strength powered by
Success: Your attacker suffers the
hatred deep within your soul.
same Damage, or Ailment, that
they inflicted on you.
 You have attained Supernatural
Might ( p107).  If an Ailment can not be applied to
your attacker, they take a Heart of
Damage instead.
Red Petal Revenge may only be
used once every 24 hours.

D Gain 1 Dark Allegiance Point.

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VEXED DISPEL M SPIRITED SLAUGHTER

Fresh from the kill, you have a twinkle in


your eye and a spring in your step.

 If you slay an opponent during a


Fight, you can immediately take
another Action afterwards, as
long as it continues or accelerates
further violence.

Your patience with hostile magic is thin,


and your mere annoyance can unravel
even the most carefully crafted spell.

 You can attempt to nullify a


single persistent magical effect
that is irritating you, or any of
your allies that are located in the
same Battlefield Area as you. For
example, you can try to dispel a
magically inflicted Ailment or a
sorcerous barrier.

? Requires a Grit Check


Success: The magic will be
suppressed so long as you are in
the same Battlefield Area and still
subject to the annoying effect. For
example, the caster would regain
the use of their suppressed Ability
or the sorcerous barrier would
return once you have passed or
been pacified.
 Vexed Dispel can be triggered the
instant you are annoyed, and does
not require an Action to cast.
10
You cannot Dispel magic that is
instant, such as a damaging
magical blast.
19 You cannot use this Ability again for
24 Hours after it has been
successfully used.
19
D Gain 1 Dark Allegiance Point.

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COMBAT GEAR ALLOWANCE

You are always able to use your Wrath’s Blade irrespective of your Species Size. You can
CREATING A
use Standard and Thrown weapons. You can use any armor or shield without penalty. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +1 3 8 7 10 8 9 3 - - 0
2nd +2 3 8 7 10 8 9 3 1 - 6
3rd +3 4 9 8 11 9 10 3 1 - 12
4th +3 4 9 8 11 9 10 3 2 - 24
5th +4 5 10 9 12 10 11 3 2 - 36
6th +4 5 10 9 12 10 11 3 2 1 48
7th +5 6 11 10 13 11 12 3 2 1 72
8th +5 6 11 10 13 11 12 3 2 2 96
9th +6 7 12 11 14 12 13 3 2 2 132
10th +7 7 12 11 14 12 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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SAGE

Sages are the students of the intensive art of Wizardry, learning to manipulate
both ambient and residual mana to great effect. Their powers reflect their
approach to the study of magic: patient, practical, with a dash of whimsy.

CALLING OVERVIEW

Typical Sages: Wise hermits, eager Aptitudes: Hours of research and study
apprentices, mischievous old witches, and have granted the Sage a high Insight, but
court magicians. neglecting their physical development
means they suffer a low Might.
6 Abilities: Wizardry is a curious mix of
practical magic and malign hexes. Sages Weapons and armour: Sages can defend
are inquisitive sorts, skilled researchers, themselves in combat, but it’s not their
and often insufferable know-it-alls. There forte. They may use a limited range of
14 weapons and wear Light Armor without
is little knowledge that can be kept from
them for long. any issue.
Advancement: As Sages rise in Rank they Who’d like to be a Sage? This Calling
13 master increasingly potent magic and is perfect for players who like to employ
can start to dabble in the related fields of clever, light-hearted solutions
artificing and prophecy. to problems.

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ABILITIES

CREATING A
STARTING ABILITIES SAGE’S STAFF M
CHARACTER

CALLING
You start with three Abilities. Staves are an iconic part
of any Sage’s inventory. SPECIES

Your elegant wand, or HOMELAND


GRAND GRIMOIRE M & HISTORY
gnarled walking stick,
carries your personal TRAITS

sigil and is the primary QUIRK


conduit for your magic. FINISHING
DETAILS

GEAR
 Spell Push: With a dramatic gesture
CHARACTER
and a shout, you can use your staff RANK
to magically shove things about.
 The Push can affect things up to Quick Start
15 ft away. Factotum

 The Push exerts the same amount Sneak


of force as an adult human. Champion

 The Push is always executed with Raider

Knowledge is your passion. Your Grimoire, full power and can not be used Battle
Princess
a strange tome that’s always at hand, is with any delicacy.
Murder
filled to the brim with notes of your  If the Push is used in a Check or Princess
discoveries and experiences. Contest, the spell’s Might is the
Sage
same as your Insight. This might
Heretic
 Your Grand Grimoire is a large, include attempting to shove
personalized book that is always against a monster, or moving a
in your hands when needed, but heavy stone.
nowhere to be found when you  If the Push is used as an Attack, it
have no use for it. is treated as an Unarmed strike,
 Only you can write in the Grimoire, and can strike at a target up to 1
but it is quite capable of filling its Battlefield Area away.
own pages! It can magically sketch  Magelight: Your Staff can glow with
pictures of things you stare at for a a radiance equivalent to a Torch
few minutes and record messages ( p175).
you speak into its pages.
 This light can be turned on and
 If you fail an Insight Check when off by lightly tapping the staff.
attempting to recall a piece of
 The light remains in effect as
information, you may consult your
long as you are holding your staff
Grimoire for clues. Stuffed full of
and are conscious.
factual titbits, the tome will allow
the GM to reveal a hint to where  Long, heavy staves can be used as
the elusive piece of information can a Standard Weapon. Shorter wands
be found. double as Concealed Weapons.
 If you die, your Grimoire manifests  While you may only have one Staff
permanently. The tomes of great at any time, creating a new one is
Sages are extremely valuable! as simple as carving your personal
sigil on to your chosen piece.

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PRESTIDIGITONIUM M ELECTIVE ABILITIES

One of the earliest tricks You select a new Ability when you reach
you learned was how to Rank 2, 4, 6, 8 and 10. An Ability can only
animate objects using be selected once unless otherwise noted.
the mana left behind
by another living
STANDARD ABILITIES
creature’s touch. With
this you can breathe Available for selection at Rank 2 or higher.
wondrous life into simple
tools and children’s toys.
EVERYDAY DIVINATION M

 With some singing, or gentle


Divination is such a popular Wizardry skill
coaxing, you can attempt to
that Sages have gained a reputation for
make a single object spring to life
being rather nosy.
and perform the function it was
originally designed for.
 You can tap a reflective surface
 An object needs to have been used once, and politely request to see a
within the last 3 months to retain particular person or object.
the residual mana required for
the spell.  The surface must be larger than
your hand but no taller than
yourself. Mirrors, windows and even
? Requires an Insight Check puddles can be used.
Success: Your chosen object begins
to move. A door knob will rotate ? Requires an Insight Check/Contest
and the door click open, a toy
soldier will march, and a Physician’s  Attempting to see a person, or
Kit will perform surgery. creature, triggers a contest; your
Insight vs. your target’s Aura.
 The object will perform long
enough to complete a single task,  Attempting to see an object
then the mana is expended. requires an Insight check.

 If a Check or Contest is required, Success: You can see and hear your
your Insight is used. chosen target and the immediate
area around them.
 A Melee Weapon may be animated
for a single Attack. The strike uses  The divination lasts for a
your Attack Bonus. few minutes.

 A Shield can float and Parry a single  If you share a Social Bond ( p279)
Attack on you, or a nearby ally, with the target, you may talk to
before falling to the ground. each other, although only you will
be able to hear their words.
 A Missile Weapon can fire a single
16 shot, if ammunition is available. Failure: The view is clouded. A
second try at Divination cannot be
attempted for another 24 hours.
Successful or not, once an object
15 has been targeted by
Prestidigitonium the ambient mana An individual surface may only be
is disrupted and the Ability won’t used for Divination once every
work on it again unless… 24 hours.
7 ◆ The object is used again, although
it takes 24 hours for the required
mana to settle.

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I

MORTIFYING BLOAT M ARCANE ARTIFICING

You have whiled away many hours


CREATING A
tinkering with magical devices. Whether CHARACTER
a passion or a hobby, you have learned CALLING
enough to repair, maintain and even
SPECIES
create such devices in your spare time.
HOMELAND
& HISTORY
 You gain the Crafting Discipline
TRAITS
Artificing ( p282).
QUIRK
 For specific rules on creating things
FINISHING
refer to Craft ( p280). DETAILS

 You can identify Oddities, Artifacts, GEAR


and Gadgets related to your craft CHARACTER
with an Insight Check. RANK
You can agitate the ambient mana inside
 You use Insight for your
another creature, causing it to swell and Quick Start
Crafting rolls.
expand. Performing the spell requires you Factotum
to make an exaggerated gesture; Sneak
exhaling a deep breath into your own Champion
thumb. Huuffff! GLOWING INK M
Raider
You can wring out a Battle
 You can attempt to inflate a single
special luminescent Princess
enemy from up to 1 Battlefield
ink from your staff, Murder
Area away. Princess
drawing on its
Magelight Ability. Sage
vs Requires a Contest Now you can leave a Heretic
Your Insight vs. your target’s Grit. glowing crumb trail or
Success: Your target begins to honor the tavern toilet
bloat. By the start of their next Turn wall with your sigil.
they will be afflicted by the
Ballooned Ailment ( p268).  You can use your Mage Staff as if it
were a giant pen or paintbrush as
 Only one creature may be affected
long as the Magelight Ability
by this Ability at any time. If
is active.
you target another individual,
the previous target will return  The ink glows as brightly as a torch,
to normal size. Otherwise, the but vanishes after a day.
affliction wears off after an hour or  You can squirt ink on an enemy up
if you will it away. to 1 Battlefield Area away with a
successful Attack roll.
D Gain 1 Dark Allegiance Point.  The ink does no damage, but
prevents enemies from hiding in
the shadows.
Victims of this particular ability are
actually quite buoyant and easy to  Targets that are vulnerable to
move around. Why not get creative? light may suffer other ill effects.
Turn an enemy, or reluctant ally, into This is at your GM’s discretion.
a makeshift blockade or emergency
flotation device.
B Gain 1 Bright Allegiance Point.

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HOCUS POX M
 Drastic changes in mass are not
possible. You can transform into a
You can use
Species of a similar size to you. For
malicious mana
example, a human could imitate an
to infect your
Elf or Tenebrate, but not a tiny Chib
foes with a or bulky Promethean.
debilitating
disease.  Your Mask lasts for an hour, unless:
Symptoms  You are caught lying.
include purple  You lose a Heart, suffer an Injury,
spots, mana or are affected by some other
vulnerability and harmful effect.
utter exhaustion.
 You ‘will’ the Mask away.
After use, you must wait an hour
 You can attempt to infect someone
before using the Mask again.
up to 15 ft, or 1 Battlefield Area,
away with Hocus Pox.
D Gain 1 Dark Allegiance Point.
vs Requires a Contest
Your Insight vs. your target’s Grit.
VERY USEFUL CLOUD M
Success: Your target contracts
Hocus Pox and they break out in You can coalesce the
purple spots. moisture in the air into
 Victims have a Snag when making a small cloud. This
rolls to resist other Magical Abilities. odd little being floats
 Victims are afflicted with the along next to you and
Putrefied Ailment ( p270). has some very useful
applications.
 When a victim is reduced to
0 Hearts by this Ailment, they
collapse and are helplessly  Your Cloud is oddly sturdy, despite
exhausted. This will pass with a its gaseous nature, and is about the
week’s worth of rest, but the purple size of a large cushion.
spots remain for another week.  Summoning a Cloud requires:
 Moisture in the air.
Once a chosen target has fallen foul  During a Fight, it requires a
of this Ability, you cannot use it Turn’s worth of gesticulation.
again for another 24 hours.  The Cloud has two key functions:
 Carrier: The cloud can hold 6
D Gain 1 Dark Allegiance Point. Inventory Slots.
4  Messenger: The cloud can
deliver a message, of no more
MURKY MASK M than 40 words, to anyone you are
familiar with.
8 By coating yourself with malleable mana,
 The Cloud’s basic capabilities:
you can mould your features into an
incredibly convincing disguise.  Aptitudes: The Cloud’s
Aptitudes are the same as yours.
14  You can moderately alter your  Combat Values: Hearts 2,
build, coloring, face and height, but Defense Rating 12, and Speed
cannot exactly mimic another. Rating Average.

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 Range: It can exist up to a mile Rank 5:


away from your current location.  Once every 24 hours, you can
 Flight: It cannot float more than conjure a Mana Bomb, a more CREATING A
CHARACTER
20 feet off the ground. violent and deadly variant of the
CALLING
 You can dissipate the cloud at will, Mana Grenade.
SPECIES
which will result in any items it  Mana Bombs work like standard
HOMELAND
carries dropping to the ground. Bombs ( p178), except… & HISTORY
 Anyone mean enough to Attack the  They do Twilight Magic Damage TRAITS
cloud will cause it to dissipate when ( p259). QUIRK
it is reduced to 0 Hearts.
FINISHING
 You can only summon and control B Gain 1 Bright Allegiance Point. DETAILS

one cloud at a time. GEAR

A new cloud cannot be summoned CHARACTER


RANK
for 24 hours after the last one has ADVANCED ABILITIES
been destroyed or dismissed.
Quick Start
Available for selection at Rank 6 or higher.
Factotum
B Gain 1 Bright Allegiance Point.
Sneak
CLOAK OF OBSCURITY M
Champion

ELDRITCH EXPLOSIVES M You can slip behind a mantle of subtle Raider

darkness and become a shadow. While Battle


Princess
you’re not invisible, you are definitely
more difficult to notice for those not Murder
Princess
expecting you.
Sage
Heretic
 When covered by the Cloak,
you use your Insight, rather than
Deftness, when making your Stealth
rolls.
 When your Team is Exploring using
Stealthy Movement ( p234), you
make an independent Stealth roll.
 When Cloaked, even if your
Team is Exploring using Cautious or
Nothing clears a room like a mana Hasty Movement you also benefit
kaboom! You make magical explosives. from the effects of
Stealthy Movement.
Rank 1  If you are Cloaked when discovered
 Once per Fight, you can conjure by a Map or Site Encounter, you
a Mana Grenade, a non-lethal can make a Stealth roll to
weapon designed to subdue. remain hidden.
 Mana Grenades work like regular
Grenades ( p178), except… D Gain 1 Dark Allegiance Point.
 They do Twilight Magic Damage
( p259).
 Targets reduced to 0 Hearts, or
less, are knocked unconscious (or
fall inert if they are Mechanoids or
Undead) for an hour.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

DEMYSTIFY M
 You can target an opponent up to
15 ft, or 1 Battlefield Area, away.
Just as you can weave a
web of mana, so too  During a Fight, Mana Crush requires
can you unravel it. the use of your Action to cast.
Deep knowledge of
mana manipulation vs Requires a Contest
allows you to undo Your Insight vs. your
others’ spells. The target’s Deftness.
performance of this
Success: The target is crushed
counter-magic is usually accompanied by
within a cocoon of mana, taking
a rude or condescending gesture toward
3 Hearts of Damage.
the opposing spell caster.
Failure: The Target avoids the brunt
 You can attempt to end a single of the assault and only takes
persistent magical effect. This 1 Heart of Damage.
might be a curse, arcane barrier, or This spell is physically taxing to cast
the enchantments on an Artifact or and may only safely be used once
Imbued Item. per Fight. Attempting the spell in
 In a Fight, Demystify requires the the same Fight, or within a few
use of your Action to cast. minutes of the last attempt, means
you must roll on the Injury Table
( p260) after the Contest.
vs Requires a Contest
Your Insight vs. the Aptitude
required to cast the opposing B Gain 1 Bright Allegiance Point.
Magical Ability.
◆ If no Aptitude is specified, then
use Aura. PRACTICAL FLIGHT M

Success: The spell is unravelled. Powerful Sages are able to defy gravity
Failure: You cannot dispel the to float and flutter about. While you look
effect, and cannot try to dispel the incredibly elegant, you’re not terribly fast.
effect again for 24 hours.
This Ability only causes Artifacts or  You have two modes of flight at
Imbued items to lose their your disposal…
enchantment for 24 hours.  Drift: A slow and graceful form of
levitation.
 Speed Rating while flying is Slow.
MANA CRUSH M  Lasts until you decide to stop it.
Sometimes even  Thrust: A short, sharp surge of
the patience of speed. You may want to sit astride
16 your Staff for balance.
the wise can
be tested.  Speed Rating while flying is Fast.
By clenching  Thrust lasts for 3 Rounds during
7 your fist you a Fight, or approximately 30
can solidify seconds.
the mana
emanating from  Using Thrust means you cannot
7 your target and use Flight again for 24 hours.
use it to crush like You cannot fly if Overburdened.
a vise.

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HARMONIOUS GEOMANCY M SHADOW PUPPET M

You politely request cooperation from


CREATING A
ambient mana. With some clear spoken CHARACTER
instructions and a bow, or curtsy, you can CALLING
re-arrange a cluttered room, or quickly
SPECIES
assemble a barricade in front of an
HOMELAND
approaching enemy. & HISTORY

TRAITS
 You can attempt to persuade local
QUIRK
mana to manipulate objects in your
FINISHING
immediate surroundings. DETAILS

GEAR
? Requires an Insight Check CHARACTER
RANK
Success: The local mana swirls and
twists to do your bidding. You can seize another’s shadow and, by
proxy, their physical agency. While you Quick Start
 You can perform a simple task that
make menacing gestures, resembling Factotum
would normally require several
those of a puppeteer, your victim dances Sneak
creatures acting together to
to your desire.
accomplish. Champion
Raider
◆ For example: Smashing all the  You can use this Ability on any
breakable pots in a shed at once, creature that casts a shadow and
Battle
Princess
alphabetizing a room full of books, is roughly 10 feet, or 1 Battlefield Murder
or stacking loose stones into a Area, away. Princess
makeshift set of stairs.
Sage
 The area of effect should be no vs Requires a Contest Heretic
larger than a small house. Your Insight vs. your target’s Aura.
 During a Fight, you can manipulate Success: You can control your
a single Battlefield Area to: target for the next 10 seconds, or
 Add the Precarious ( p251) or their Turn during a Fight. For
Sheltered ( p251) Condition to a example, you can make them
Battlefield Area, providing there speak, shout, or even attack
are enough suitable objects themselves (which still requires an
scattered around. Attack roll!).
 Remove an existing Condition  You must repeat, and win, the
from a Battlefield Area, if you can Contest each Turn to retain control
agree with your GM on how this of your target.
Ability could do it. For example, You can only control one Puppet at
pushing away a choking mist. a time.
Successful or not, any objects Failure: The target breaks free of
moved or disrupted by this spell your mana strings and you cannot
have their ambient mana burnt target them with this Ability again
away and cannot be affected by for 24 hours.
this Ability or Prestidigitonium
( p60) for another 24 hours.
D Gain 1 Dark Allegiance Point.

B Gain 1 Bright Allegiance Point.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

MOMENTARY FORTRESS M
 Strength Attacks: The opposing
Aptitude for Melee Weapons, and
other brute force attacks, should be
the Attacker’s Might
 Skill Attacks: The opposing
Aptitude for Missile Weapons, and
other attacks that utilise finesse,
should be the Attacker’s Deftness.
Success: The Attack is blocked, or
dissipated, by a wall of
impenetrable light.
 If successful, the Fortress remains
intact and you benefit from its
protection in the next Turn.
You can create a protective pyramid, Failure: The panel of light shatters
sphere, or cube of light around you that is like glass, and the Fortress cannot
able to repel physical and magical attacks. be used again for 24 hours.

 During a Fight, you can use the


B Gain 1 Bright Allegiance Point.
Fortress to attempt to block one
inbound physical or magical Attack
against you each Turn.
SOOTHING DARKNESS M
 If the Attack targets a Battlefield
Area (like a magic blast) then You can bring forth a blanket of darkness
everyone in the same Area as to temporarily alleviate pain, although its
you benefits from the Fortress… sweet caress cannot heal.
including foes!
 If cast outside of combat, the  You can attempt to Soothe
Fortress can be used to block someone with an Injury ( p259),
harmful environmental effects. For including yourself, within 15 ft or in
example, Impact Damage ( p267) the same Battlefield Area as you.
from falling rocks or Burn Damage
 If your target has multiple Injuries,
( p267) from caustic gas.
you must choose one to Soothe.
 The Fortress is only visible when
struck or resisting a harmful effect.
? Requires an Insight Check
 The Fortress can be erected during
your enemy’s Turn, but this means Success: The effects of the Soothed
you cannot take an Action on your Injury subside temporarily while the
next Turn. Ability is in effect. For example, a
shadow binds a Broken Arm or a
1 ghost limb materialises to replace a
vs Requires a Contest Severed one.
Your Insight vs. the Aptitude related
The Soothing effect lasts until you
to the type of Attack (see below).
use the Ability again, or willingly
12  Magic Attacks: The opposing cancel the effect.
Aptitude used should be the one
required to cast the offensive spell. Failure: The Injury remains and you
cannot attempt to Soothe the same
9 ◆ If none is specified, use the caster’s Injury again.
Grit for directed attacks or Aura
for harmful radiating attacks (or
anything else!). D Gain 1 Dark Allegiance Point.

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COMBAT GEAR ALLOWANCE

You can use Concealed and Standard Melee Weapons, as well as Thrown and Small
CREATING A
Mechanical Missile Weapons. You can only wear Light Armor. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 6 8 8 10 8 3 - - 0
2nd +0 2 6 8 8 10 8 3 1 - 6
3rd +1 3 7 9 9 11 9 3 1 - 12
4th +1 3 7 9 9 11 9 3 2 - 24
5th +2 4 8 10 10 12 10 3 2 - 36
6th +2 4 8 10 10 12 10 3 2 1 48
7th +3 4 9 11 11 13 11 3 2 1 72
8th +3 4 9 11 11 13 11 3 2 2 96
9th +4 4 10 12 12 14 12 3 2 2 132
10th +4 5 10 12 12 14 12 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

HERETIC

A lifetime of dedication is not required for the Heretic, simply the temerity to
read from the Blasphemous Script. The Heretic calls forth entities they do not
fully understand to do their bidding, and risks their immortal wrath.

CALLING OVERVIEW

Typical Heretics: Gloomy youths, Aptitudes: Heretics need an iron will


raving priests, sinister warlocks, and and powerful presence, granting them
daring onmyoji. high Grit and Aura. Dabbling in this dark
art reveals a lack of Insight and their
20 Abilities: Heretic’s talents rely on oft-withered physical forms result in low
summoning the Sealed Names, strange Deftness and Might.
and unpredictable spirits with powerful
magical abilities. Dark spirits wreak havoc Weapons and armour: Arms and armor
10 training is kept to a minimum, though
or obliterate your enemies, while Bright
spirits assist and guide you… that is if all Heretics have a strange fondness for
goes to plan. whips, chains and other corded weapons.
10 Advancement: As Heretics rise in Rank, Who’d like to be a Heretic? Players who
they are able to summon more potent love dark themes and don’t mind a bit of
Sealed Names, gaining access to a wider unpredictability will enjoy this Calling.
range of powerful effects.

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ABILITIES

CREATING A
STARTING ABILITIES  After a short period of observation, CHARACTER
or 1 Turn during a Fight, you can CALLING
You start with three Abilities.
attempt to detect what someone SPECIES
fears the most.
HOMELAND
FITFUL SLEEP & HISTORY

? Requires an Aura Check TRAITS


Sleep is not a
peaceful haven. Success: You learn one thing that QUIRK

While your upsets, scares or disgusts your FINISHING


DETAILS
body is target. The weakness revealed
refreshed, could be emotional or physical. GEAR

your mind is CHARACTER


RANK
plagued with
incoherent SQUIRE MARLOW M
Quick Start
and disturbing
Factotum
images brought Marlow, Whom All Chosen Know, is there
to you by the Sealed to make sure all your needs are attended Sneak

Names. Sometimes you understand the to. This genteel and unfailingly polite Champion
significance of these visions. figure is a great deal more forgiving than Raider
the other Sealed Names. Battle
 Once per game Session you can Princess

ask your GM for clues on anything  Speak his name calmly and Marlow, Murder
Princess
puzzling you about your adventure. a servant-like spirit, emerges from
For example, the location of the shadow to do your bidding. Sage

a nemesis or the answer to a  Summoning takes 1 Action. Heretic


perplexing riddle.
 This secret, or clue, is chosen by ? Requires a Grit Check
your GM, and emerges as a fully
formed thought in your Mind. Success: Marlow will appear and
carry out a single task you give him.
Don’t give everything away when  The task must be something
giving out a clue, but try to make that Marlow can complete in a
sure it is at least helpful! few minutes. He will attempt
to accomplish his task with
competence and endeavour.
DREADFUL
 In a Fight, Marlow performs as a
Extended contact with Custrel ( p186) equipped with a
the Sealed Names Quick Weapon.
has altered your  Marlow vanishes upon the
appearance and completion of his task, or if
mannerisms, making reduced to 0 Hearts.
you deeply unsettling
to be around. You have  He must be summoned again if you
also developed a twisted wish to make further use of
empathy that enables you to sense the his services.
fears and weaknesses of others. Failure: Marlow gently refuses your
request, and promptly vanishes.
 You have an Edge on rolls that After a failed summoning, Marlow
involve intimidating, frightening or can’t be called again for 24 hours.
repulsing someone.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

ELECTIVE ABILITIES  Hostiles within 1 Battlefield Area


of you must make a successful Grit
You select a new Ability when you reach
Check or be Terrified ( p271) of
Rank 2, 4, 6, 8 and 10. An Ability can only
you for 24 Hours.
be selected once unless otherwise noted.
Failure: Galrave honors you with his
grim regard then vanishes. You
STANDARD ABILITIES shudder for a moment, and miss
Available for selection at Rank 2 or higher. your next Turn.

D Gain 1 Dark Allegiance Point.


THE WIDOW PRISMA M

Prisma, The Crystal Martyr suffers for


the chosen, although her curious moans BUSHI MIYABI M
while doing so suggest she receives some
strange pleasure from her sacrifice. Miyabi, Apparition of Borrowed Wrath, is
a raging spirit contained within elaborate
 Upon a cry for help, The Widow armor. Her hand grasps a broken blade,
Prisma will immediately crystalize which she swings with vengeful fury.
in front of you and absorb any
inbound Attack.  Point at an enemy, yell her name,
and Miyabi will materialize next to
 Summoning is instantaneous. your chosen foe.
 Prisma suffers any Damage,  Summoning requires 1 Action.
Ailment, or detrimental effect
directed at you… then dies.
? Requires a Grit Check
 Her dramatic death throes last
a Turn, until she shatters into Success: Miyabi manifests next to
fragments and disappears. your chosen target and engages
them in combat.
Prisma can only be summoned once
every 24 hours.  You can set Miyabi on a foe up to 2
Battlefield Areas away from you.
D Gain 1 Dark Allegiance Point.  She strikes with a
Standard Weapon.
 Her Attack Bonus is always the
DEACON GALRAVE M same as her target’s.
 She has Defense Rating 12.
Galrave, Cloaked in Fear, is a broad and
 Her Speed Rating is Fast.
imposing figure. His terrible smile is
frightening enough, but his laugh is  She evaporates if struck or when
blood-curdling. her target has been killed, but
16 once summoned she cannot be
 Throw your hands in the air and called off or dismissed.
shout his full name and Galrave, a Failure: Miyabi manifests to take a
fearsome spirit, swirls into being. single swipe at you for your
18 impertinence, then vanishes.
 Summoning requires 1 Action.
 When striking you, her Attack
? Requires a Grit Check Bonus is +2 and does 1 Heart
6 of Damage.
Success: Galrave’s laugh echoes
loudly, instilling doubt and panic in
anyone you consider an enemy. D Gain 1 Dark Allegiance Point.

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SEER KASNAH M  Summoning is instantaneous.


Kasnah, Lady of the Orb, looked too often
? Requires a Grit Check CREATING A
into her divining ball and was absorbed by CHARACTER
it. Now she is a small, smooth sphere with Success: Tulpa emerges from the CALLING
an unblinking stare. She is willing to show ground with a yawn and a stretch,
SPECIES
you what she sees. taking the prepared question and
HOMELAND
swallowing it. After some thoughtful & HISTORY
 Whisper her name and Kasnah, a chewing he answers the question,
TRAITS
floating eye, can be drawn forth then returns to his immortal slumber.
QUIRK
from the folds of your clothes. You suffer a Snag on your Grit FINISHING
 Summoning requires 1 Action. Check if you attempt to summon DETAILS
Tulpa again within 24 hours. GEAR

? Requires a Grit Check Failure: Tulpa coughs and chokes CHARACTER

Success: Kasnah floats into the air. on the question. He then lectures RANK

you on the failures of this aeon’s


 You see whatever Kasnah sees from youth before vanishing. Quick Start
her vantage point in the sky. Factotum
No further attempt to summon
 Kasnah can be directed to any Tulpa can be made for 24 Hours. Sneak
point within shouting distance, Champion
enabling you to get unique views of Raider
a location or scout ahead. B Gain 1 Bright Allegiance Point.
Battle
 She has Defense Rating 12. Princess

 Her Speed Rating is Average. MESSENGER KAILA M


Murder
Princess
 She vanishes if struck. Sage
Kaila, Whisper Most Pleasant, is a sultry
Failure: Fickle Kasnah does not Heretic
figure in a flowing dress and decorated
appear but instead you are Blinded
mask. Her voice is quiet but authoritative.
( p268) for 1 Turn.
When she speaks, her message is always
She ignores further summoning heard by those for whom it was meant.
requests for 1 hour.
 Say her name and Kaila appears
D Gain 1 Dark Allegiance Point. ready to deliver a message for you.
 Summoning requires 1 Action.
 Kaila drapes herself over your
YOGI TULPA M
shoulders, and will commit a
message of no more than 50 words
Call on Tulpa, First and Most Patient, when
to memory, then vanishes.
you seek answers. This wizened figure is
said to have studied all things. However,  Your message can be delivered to
whether he actually remembers any of it is a single recipient with whom you
another thing altogether. are at least familiar. Kaila appears
behind the recipient and whispers
 When standing in a quiet area, into their ear, so only they can
politely state his name and Tulpa hear… then vanishes.
will emerge from the ground and  Kaila is amused by attempts to
attempt to answer a single question harm her spectral form.
you ask him. Kaila may only be called upon once
 Your question cannot be spoken, every 24 hours.
but must be written on something
soft, like parchment or cloth. D Gain 1 Dark Allegiance Point.

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WRETCHED JARAH M Failure: Paris scoffs then freezes


your legs and vanishes. You cannot
Jarah, That Gasps Endlessly, was so
move from your current position.
frightened that he shrivelled into a small,
rasping insectoid. Those willing to endure  Paris won’t return unless you are
his revolting appearance may drink of his freed from the ice. This requires
desperate breaths. you, or an assisting ally, to use an
Action and make a Might Check.
 Cry his name in desperation and
Jarah will instantly appear. He’ll D Gain 1 Dark Allegiance Point.
grab your head with his spindly
limbs and move his body across
your face to form a grotesque mask.
ADVANCED ABILITIES
 Summoning is instantaneous.
 You are immune to Suffocation Available for selection at Rank 6 or higher.
( p271) when Jarah is attached,
enabling you to breathe in water or ALTGRAVE ULTIMA M
toxic fumes.
 You are unable to speak while Ultima, Whose Fist is Just, is a massive
wearing this insectoid mask. warrior in ultra-heavy armor who is keen to
mete out justice on your behalf.
 Jarah remains for an hour or until
he is cast off in disgust.
 Throw your arms wide open, shout
Jarah may only be called upon once his name dramatically, and Ultima
every 24 hours. appears to smite a foe.
 Summoning requires 1 Action.
B Gain 1 Bright Allegiance Point.

? Requires a Grit Check


Success: Ultima thunders towards a
COUNT PARIS M
target of your choice. He shouts
The Count, With Heart Most Cold, is a their greatest sin aloud (For
loveless and noble figure. His joyless gaze example: Pride!, Indolence!, or
petrifies those who lock eyes with him. Chicanery!) and hammers them with
his enormous righteous fist.
 Turn dispassionately towards a  You can target any foe up to 1
target, up to 2 Battlefield Areas Battlefield Area away from you.
away, and Paris will materialise by  The target takes 1 Heart of Damage
your side to stare them down. and must make a Might Check:
 Summoning requires 1 Action.  Success: They partially deflect the
blow and avoid further damage.
18 vs Requires a Contest  Failure: They have been smashed
Your Grit vs. the target’s Deftness. to the ground, taking an
Success: Paris levels his icy glare at additional Heart of Damage and
16 your enemy: are now Toppled ( p271).
 Your target is encased in ice and is Failure: Ultima appears behind you
Petrified ( p270). and swats you to the ground before
 The target can be freed if anyone vanishing. You are Toppled.
1
spends a Turn to break the ice.
This requires a successful B Gain 1 Bright Allegiance Point.
Might Check.

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PRINCE JUSTINIAUS M IMPERATRIX DELILAH M

Justiniaus, The Prince in Chains, is bound Delilah, Who Rules Absolutely, is the light.
CREATING A
to his throne with barbed shackles. A She floods the senses with hope to bring CHARACTER
wicked grin graces his torn face when he the peace of dominion to all who would CALLING
inflicts suffering upon others. receive her.
SPECIES
HOMELAND
 Kneel and whisper his name and  Call out her name and Delilah & HISTORY
Justiniaus will appear to ensnare shines forth, taking control of a
TRAITS
your enemies. mind that means you harm.
QUIRK
 Summoning requires 1 Action.  Summoning requires 1 Action.
FINISHING
DETAILS

? Requires a Grit Check vs Requires a Contest GEAR

Success: Barbed chains erupt Your Grit vs. your target’s Aura. CHARACTER
RANK
around your chosen target. Success: Delilah forms around your
 You can target a foe up to 2 target like a halo.
Quick Start
Battlefield Areas away from you.  You can target a foe up to 1 Factotum
 All your target’s limbs are Battlefield Area away from you. Sneak
Restrained ( p270) as the chains  You can control your target for the Champion
circle and constrict around them. next Turn. For example, you can Raider
 The target can be freed if anyone make them speak, drop a powerful
Battle
spends a Turn to break the chains. item, or attack an ally. Princess

This requires a Might Check. The  Delilah vanishes after your target Murder
target loses 1 Heart every time this performs the controlled action. Princess

is attempted, successfully or not. Failure: Delilah (played by your Sage

 The chains will vanish in an hour, GM) decides your next Turn, then Heretic

or when you attempt to summon vanishes with a lingering laugh.


Justiniaus again.  Delilah would never cause you to
Failure: A single chain, directly harm yourself, though she
accompanied by a sinister cackle, might have you throw an important
erupts from the ground and binds item aside or shout at enemies
your dominant arm to your body. you’re hiding from.
Your arm is Restrained ( p270).
 You, or an assisting ally, must use B Gain 1 Bright Allegiance Point.
an Action to attempt to cut the
chains. This requires a Might Check.
You lose 1 Heart every time this is
attempted, successfully or not.
You cannot summon Justiniaus
again until you are freed.

D Gain 1 Dark Allegiance Point.

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DOWAGER COLLETTE M UMBRA DRACONIS M

Collette, Our Maiden of Toxicity, is Draconis, The Silhouette Wyrm, is the


haggard and pale. Her mouth, full of creature of legend who broke the Sun
rotted teeth, spews poisonous breath. Machine and battled with Emperor
Regulus. He is now but a shadow, though
 The Dowager is called upon by his flames still burn real enough.
covering your mouth in mock
revulsion. She spasms into  To call Umbra Draconis you must
existence to belch toxic gas. fall to your knees and shout his
 Summoning requires 1 Action. name at the top of your lungs. The
great dragon emerges, ready to
scorch your enemies.
? Requires a Grit Check
 Summoning requires 1 Turn.
Success: The Dowager appears
above a Battlefield Area of your
choice. She cackles before spewing ? Requires a Grit Check
out a poisonous mist over the Area Success: Draconis breathes dark
below making it Harmful flames on to the Battlefield Area
( p250) until the end of the Fight. you occupy, then vanishes. The
Failure: You begin to choke and flames do not harm you, but
cough on noxious fumes. This everyone else takes 3 Hearts of
prevents you from speaking, and Flame Damage.
therefore calling other Sealed  Draconis’ flames will also Sunder
Names, until the end of your ( p263) combustible objects.
next Turn.  If the Battlefield Area contains
flammable structures or surfaces
D Gain 1 Dark Allegiance Point. your GM can choose to set
them alight, adding the Harmful
Condition to the Area ( p250).
SERVANT PAzUU M Failure: The effects are identical to
Success, except you are also
Pazuu, Of Many Wings, is able to carry harmed by Draconis’ dark flames.
even the largest of the Chosen into the air
Once attempted, you cannot use
despite his withered form.
this Ability again for 24 hours.
 Relax your limbs and whisper his
name and Pazuu arrives to lift you D Gain 1 Dark Allegiance Point.
into the air.
 Summoning requires 1 Turn.

16 ? Requires a Grit Check


Success: Pazuu will immediately fly
you to a spot of your choosing, no
9 greater than 1 mile away.
Failure: Your squirming annoys
Pazuu, who drops you 20 ft above
your chosen spot. You suffer the
13 effects of the Impact Table ( p267).

D Gain 1 Dark Allegiance Point.

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EGOMET M QUEEN AMHIKA M

Egomet, Who Never Came To Be, is Queen Amhika, Dweller in Our Hearts, is
CREATING A
the embodiment of lost potential. He pleasant and obliging. Her soothing voice CHARACTER
sees the other paths you could have and kind embrace will transport you to a CALLING
taken and allows you to follow them, place of safety.
SPECIES
albeit temporarily.
HOMELAND
 With an earnest desire Queen & HISTORY
 Speak your name backwards before Amhika will appear ready to TRAITS
sleeping and awake as your remove you from harms way.
QUIRK
Other Self.  Summoning is instantaneous. FINISHING
 Summoning requires 1 full  Queen Amhika will envelop you, DETAILS
night’s sleep. and up to 5 allies, in her enormous GEAR
 Your Other Self lets you become cape. You drift off into a peaceful CHARACTER
another Calling until you sleep sleep. When you awake you are RANK

again, or until you decide to revert in the place where you always felt
back to your true self. most safe. Quick Start
Factotum
After summoning Egomet, you may  You should choose your safe
not call on him again until you’ve place before play and inform your Sneak

had the opportunity for Downtime GM. This could be your waterfall Champion
( p272). retreat, a relaxing meadow, or your Raider
childhood home. Battle
Princess
Creating your Other Self  Once Amhika has deposited you
safely she cannot be summoned Murder
 Your Other Self retains your Princess
again until you have spent one day
Species, Traits, and Quirks. Sage
actually relaxing.
 Your Other Self can be a Calling of Heretic
your choice but is 2 Ranks lower
than your current Rank. B Gain 1 Bright Allegiance Point.

 In addition to the Calling’s Starting


Abilities, you can choose any
Elective Abilities available to your
Other Self’s Rank.
 You can only have one Other Self.

D Gain 1 Dark Allegiance Point.

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SEALED NAMES

Squire Marlow Widow Prisma Deacon Galrave


Whom All Chosen Know Crystal Martyr Cloaked in Fear
( p69) ( p70) ( p70)

Bushi Miyabi Seer Kasnah Yogi Tulpa


Apparition of Borrowed Wrath Lady of the Orb First and Most Patient
( p70) ( p71) ( p71)

17

3
Messenger Kaila Wretched Jarah Count Paris
A Whisper Most Pleasant That Gasps Endlessly With Heart Most Cold
( p71) ( p72) ( p72)

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Quick Start
Factotum
Sneak
Champion
Raider
Battle
Princess

Murder
Altgrave Ultima Prince Justiniaus Princess
Whose Fist is Just The Prince in Chains Sage
( p72) ( p73)
Heretic

Imperatrix Delilah Dowager Collette Servant Pazuu


Who Rules Absolutely Our Maiden of Toxicity Of Many Wings
( p73) ( p74) ( p74)

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SEALED NAMES

Umbra Draconis
The Silhouette Wyrm
( p74)

18

2
Egomet Queen Amhika
Who Never Came To Be Dweller in our Hearts
( p75) ( p75)

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COMBAT GEAR ALLOWANCE

You can use Thrown, Standard, and Lash weapons. You can only wear Light Armor
CREATING A
without hindrance. CHARACTER

CALLING
ARMOUR
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
Light Medium Heavy* Superheavy* Sm. Shield Std. Shield Lg. Shield*
FINISHING
DETAILS

MELEE WEAPONS GEAR


CHARACTER
RANK

Quick Start
Factotum
Standard Concealed** Quick Master Mighty* Arc* Lash Combo
Sneak
Champion
MISSILE WEAPONS
Raider
Battle
Princess

Murder
Princess

Thrown Drawn S. Mech.** L. Mech. Sage


Heretic
* Small Species restriction still applies (Chib, Goblin)
** Large Species restriction still applies (Promethean, Gruun)

ADVANCEMENT TABLE

RANK ATTACK HEARTS APTITUDES ABILITIES XP

MIGHT DEFT. GRIT INSIGHT AURA START. STAND. ADV.*

1st +0 2 7 7 10 7 9 3 - - 0
2nd +0 2 7 7 10 7 9 3 1 - 6
3rd +1 3 8 8 11 8 10 3 1 - 12
4th +1 3 8 8 11 8 10 3 2 - 24
5th +2 4 9 9 12 9 11 3 2 - 36
6th +2 4 9 9 12 9 11 3 2 1 48
7th +3 4 10 10 13 10 12 3 2 1 72
8th +3 4 10 10 13 10 12 3 2 2 96
9th +4 4 11 11 14 11 13 3 2 2 132
10th +4 5 11 11 14 11 13 3 2 3 168

Bold text indicates the number has increased from the previous Rank.
* You can choose a Standard Calling Ability or an Advanced Species Ability if preferred.

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STEP 2 · SPECIES
Each of Outer World’s sentient species has different mental, social and physical
qualities. Will you be a brawny Gruun or an ingenious Goblin?

ABOUT YOUR SPECIES SPECIES TABLE

Your Species determines your… Choose or roll your Species

Species Abilities: Features unique to your 1-4 Human, Native ( 81)


Species. You start with Innate Abilities and
can, later in the game, develop Maturative
5 Human, Dimensional Stray
Abilities. Magic Abilities are marked with M , ( 81)
and some Abilities affect your Allegiance
( p206), giving you a Bright or Dark Point.
6-7 Chib ( 81)
Species Size: Size can modify your base
Aptitudes and Defense Rating. Size also 8-10 Tenebrate ( 81)
affects your Combat Gear Allowance and
how many Inventory Slots ( 151) you get. 11-13 Rai-Neko ( p82)
This determines the amount of gear you
can carry. 14-15 Promethean ( p82)
Quirk Table: Refers you to the Quirks
( p132) available to your species. 16 Gruun ( p82)

Step 2 Instructions 17 Goblin ( p82)


9 1. Choose or roll on the Species Table
18 Dwarf ( p83)
2. Use the Quick Start Info to fill in
your Character Sheet and then go 19 Elf ( p83)
5 to the main entry for more details.
3. Innate Abilities marked with 20 Bio-Mechanoid ( p83)
require you to take additional steps
described in the Ability’s entry.
1
4. Note down the Quirk Table your
Species uses. You’ll need to know
this in Step 5.

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SPECIES QUICK START INFO

CREATING A
HUMAN (NATIVE) CHIB CHARACTER

CALLING
Your people were You’re diminutive,
once the undisputed charming, and SPECIES

rulers of Outer World, occasionally ruthless. HOMELAND


& HISTORY
and many of you still It can be hard to get
possess the iron will noticed sometimes, TRAITS

and resourcefulness but this can be used QUIRK


that allowed your to your advantage. FINISHING
DETAILS
ancestors to flourish.
More ( p88) GEAR
More ( p84)
CHARACTER
Species Size RANK
Species Size  Small Species ( p106)
 Medium Species ( p106)  -1 Might, +1 Deftness Quick Start
 10 Base Inventory Slots  +1 Defense Rating Human
(Native)
Innate Abilities  8 Base Inventory Slots
Human
 Prodigy ( p85) Innate Abilities
(Dimensional
Stray)

Quirk Table  Easily Overlooked ( p89) Chib

 Inheritor ( p132) Quirk Table


Tenebrate
Rai-Neko
Inheritor ( p132)
Promethean

HUMAN (DIMENSIONAL STRAY) Gruun


Goblin
You shouldn’t be here, TENEBRATE
Dwarf
alone in a strange
You thrive in the Elf
world. You can either
Profound Darkness.
make the best of it, Bio-
Some believe your Mechanoid
or moan about it… or
people were human Species
maybe a bit of both.
once but were Abilities

More ( p86) warped by a sunless


existence.
Species Size
More ( p90)
 Medium Species ( p106)
 10 Base Inventory Slots Species Size
 Medium Species ( p106)
Innate Abilities
 10 Base Inventory Slots
 Leisurely Focus ( p87)
Innate Abilities
Homeland & Histories
 Night Born ( p91)
 Use the Other World Histories
Table ( p126) in Step 3  +1 Dark Allegiance Point
 Shadow Sight ( p91)
Quirk Table
 Inheritor ( p132) Quirk Table
 Inheritor ( p132)

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RAI-NEKO GRUUN

You’re a cat-like being You’re large, brutish,


rumored to be from and irrepressible. Your
a place beyond the robust frame can soak
sky. A curious blend up punishment, and
of natural athleticism your powerful limbs
and techno savvy. can dish it out.
More ( p92) More ( p96)

Species Size Species Size


 Medium Species ( p106)  Large Species ( p106)
 10 Base Inventory Slots  +1 Might
 -1 Defense Rating
Innate Abilities
 12 Base Inventory Slots
 Oldtech Proficiency ( p93)
 Hunter’s Blood ( p93) Innate Abilities
 As Tough as You Look ( 97)
Quirk Table
 +1 Heart Total
 Inheritor ( p132)
Quirk Table
 Inheritor ( p132)
PROMETHEAN

You’re one of the


chosen, a ‘Perfected GOBLIN
Being’. Your immense
physical presence You’re small and
intimidates the impulsive, created for
smaller folk of a dark necessity. Being
Outer World. recklessly inventive
has been both a
More ( p94) blessing and a curse
for your people.
Species Size
More ( p98)
 Large Species ( p106)
 +1 Might Species Size
 -1 Defense Rating  Small Species ( p106)
 12 Base Inventory Slots  -1 Might, +1 Deftness

9  +1 Defense Rating
Innate Abilities
 8 Base Inventory Slots
 Cryptic Heritage ( p95)
 Born of the Sun ( p95) Innate Abilities
8  +1 Bright Allegiance Point  Under Dweller ( p99)
 Gobbo Werks ( p99)
Quirk Table
1  Inheritor ( p132) Quirk Table
 Old World ( p132)

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DWARF BIO-MECHANOID

You are stony and You are a relic of CREATING A


stalwart, a custodian the past, neither CHARACTER
of Underland. human nor machine. CALLING
Designed for endless You have awoken in SPECIES
toil, you relish a war an unfamiliar world
HOMELAND
of attrition. without purpose or & HISTORY
direction. You want
More ( p100) TRAITS
to belong, but
QUIRK
never can.
Species Size FINISHING
More ( p104) DETAILS
 Medium Species ( p106)
GEAR
 10 Base Inventory Slots Species Size CHARACTER
RANK
Innate Abilities  Medium Species ( p106)
 Under Dweller ( p101)  10 Base Inventory Slots
Quick Start
 Sturdy ( p101) Innate Abilities Human
 +2 Base Inventory Slots (so 12!)  Not of Flesh and Blood ( p105) (Native)

Human
Quirk Table  Personal Analytics ( p105) (Dimensional
Stray)
 Old World ( p132) Quirk Table Chib
 Bio-Mechanoid ( p132) Tenebrate
Rai-Neko
ELF
Promethean
You are one of the Gruun
ageless survivors of Goblin
the Dreaming, both
Dwarf
hated and adored in
Elf
equal measure by the
mortal folk. Bio-
Mechanoid
More ( p102) Species
Abilities

Species Size
 Medium Species ( p106)
 10 Base Inventory Slots

Innate Abilities
 Ageless ( p103)
 Immortal Ego ( p103)

Quirk Table
 Old World ( p132)

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HUMAN (NATIVE)

Humanity is a species defined by their drive above all else. While they lack the
unique features and talents of other Outer Worlders, they have a natural affinity
with mana. This allows them to learn and develop more quickly than most.

SPECIES OVERVIEW

Physiology: While some folk think them  Better a hard head than a hard heart.
dull due to their abundance, Humans are  You’ll lament a missed opportunity
a varied bunch, coming in a wide range of longer than a risk that didn’t pay off.
5
shapes and colors.
 If there isn’t a clear path, make one.
Demeanor: With their irrepressible spirit,  No problem is so big it can’t be solved,
humans both invigorate and exhaust other or so small it can be ignored.
12 folk in equal measure. Their insatiable
 Deeds, not thoughts, matter.
ambition has been both a benefit and
threat to the Outer World. History: Humanity has lived on the Outer
17 Outlook: Humans value courage and World since it was first created. They
initiative, though they can often be short- were snatched away from a utopia called
sighted. Beliefs include: Promise and taken to serve as pets, or
slaves, by various eldritch entities.

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They were the first of the non-magical Humans are defined by their dedication
folk to harness the power of mana and to their Calling and strong will. No one
produce the world’s first Sage. With this knows their art better than they do, and
CREATING A
new-found knowledge they cast off their they never give up! CHARACTER
bonds and overthrew their cruel masters,
and so began the 3rd Aeon. Typical Names: Humans’ first names often CALLING

end in vowels. Family names tend to come SPECIES


Adventurers: Humans are natural from heirlooms or family careers. HOMELAND
explorers, dropping promising careers & HISTORY

or discarding social status in favor of an Examples: Darla Cookpan, Yasuke TRAITS


exciting journey. Yojimbo, Sha Hunterbow, Medoro
QUIRK
Mercante, Skippa Luckyshoe.
FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIzE MATURATIVE ABILITY 16.1/1
Human
(Native)
You stand neatly between the largest and Available for selection at Rank 6, or higher,
Human
smallest of Outer World folk. instead of an Advanced Calling Ability. (Dimensional
Stray)
 You are a Medium Species ( p106).
UNYIELDING Chib
Tenebrate
Even the immortal and cosmically mighty Rai-Neko
INNATE ABILITY will buckle in the face of your resolve.
Promethean
Gruun
You start with one Ability.  You are gifted with Supernatural
Goblin
Will ( p107).
Dwarf
PRODIGY Elf

You define yourself through your craft, and Bio-


Mechanoid
seek to master your Calling as quickly as
Species
you can. Abilities

 You start play with an additional


Elective Ability chosen from your
Calling’s Standard Ability list.

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HUMAN (DIMENSIONAL STRAY)

While physically indistinguishable from Native Humans, these strays are


accidental visitors from an entirely different planet. Their ‘Other World’ is one
of science and supermarkets, not one of swords and sorcery.

SPECIES OVERVIEW

Physiology: Dimensional Strays are Outlook: The rituals and beliefs of their
practically identical to the humans of previous home often don’t translate well
Outer World, though they often look lost to Outer World. They either try to make
12
or out of place. sense of it all, or simply complain a lot:
Demeanor: Like their native cousins,  What now?
Strays are also extremely receptive to the  Hey, this is just like that TV show…
3 mana of Outer World. However they are
 Everything here is scary or cute, half the
not used to its giddying influence and
time they are both!
often appear erratic, flustered, amazed,
or otherwise overstimulated. They have  Well that’s a stupid name.
18
equated the sensation to something they  No! Just no!
call a ‘caffeine high’, but other folk aren’t
really sure what this means.

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History: Little is known about Other World Dimensional Strays are oddly versatile
( p313) but historical records suggest and irreverent, two qualities that serve an
that Dimensional Strays have always adventurer well.
CREATING A
visited Outer World. A few have risen to CHARACTER
unexpected prominence and, as a result, Typical Names: The names of these
these ‘other’ humans are widely accepted visitors don’t seem to conform to any CALLING

by the natives. particular convention and vary greatly. SPECIES


HOMELAND
Adventurers: Whether they seek a way Examples: Howell Jenkins, Dorothy Gayle, & HISTORY

back home, or are simply curious about Honda Netsuki, Dora Madrigal. TRAITS
their new surroundings, the Stray is an QUIRK
able, if sometimes unwilling, adventurer. FINISHING
DETAILS

GEAR
CHARACTER
RANK

ABILITIES

Quick Start
SPECIES SIzE MATURATIVE ABILITY Human
(Native)
You’re not too big or too small, in fact Available for selection at Rank 6, or higher, Human
you’re just right. instead of an Advanced Calling Ability. (Dimensional
Stray)

 You are a Medium Species ( p106). Chib


OBSTINATE Tenebrate

You can be very rude! You won’t show the Rai-Neko

INNATE ABILITY proper respect to the divine, refuse to Promethean


obey magical commands, and even insist Gruun
You start with one Ability. that fate is silly. Goblin
Dwarf
 You are gifted with Supernatural
LEISURELY FOCUS Elf
Will ( p107).
Bio-
Back in Other World, time was abundant. Mechanoid
You could spend your evenings and lunch Species
breaks doing whatever you pleased: How did your Dimensional Stray end Abilities

working out, studying, or socializing. up in Outer World? Maybe they


took a ride on an enchanted
amusement park ride, or perhaps
 You have a +1 bonus to an Aptitude had prolonged exposure to
of your choice. theoretical algorithms. Whatever it
was maybe there’s a way back… if
 The bonus can only be applied you want one.
to an Aptitude that has not been
modified by your Traits ( 130). You
won’t know this until you get to
Step 4 of Character Creation.

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CHIB

Most chibs are so short they can’t even look a goblin in the eye without
standing on their tippy toes, but this doesn’t stop them from being intrepid
explorers. It just means they have to be a little more creative than most.

SPECIES OVERVIEW

Physiology: There are two undeniable Their small wisdom has taught them:
facts about Chibs. First, they are tiny.
 Tiny steps get there more safely.
Secondly, they are adorable. Large heads,
doll-like bodies, and large glassy eyes  Don’t yearn for things out of your reach
19 unless you have something to stand on.
make them extremely huggable.
 The world starts wide and wonderful,
Demeanor: Chibs tend to act in an overtly
but ends dark and daunting.
sweet, if occasionally insincere, manner,
9 or an incredibly earnest one. Most are as  Adoration is nice but results are better.
used to being bullied or ignored as they  Only those that stand at your side are
are to being loved and adored, so naivety worthy of your time, even if you can
12 is surprisingly rare. only see up to their knees.
Outlook: Chibs are resourceful, looking
for opportunity even within friendly and
accepting societies.

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History: The Chibs’ origins are a bit of a Typical Names: Chib names are
mystery. The magical ritual that creates descriptive and adorable.
them offers some clues, but there is no
record of them prior to the start of the Examples: Wumble Eveready, Pipi CREATING A
CHARACTER
4th Aeon. They seem to have entered the Sweetnothing, Gosh Shantdie, Cotton
world quietly and unnoticed, which is how Fluffnstuff, Tara Tippytop CALLING
SPECIES
they often remain.
HOMELAND
Adventurers: Chibs are small, cute, and & HISTORY

easy to underestimate. They often take TRAITS


advantage of these qualities, catching QUIRK
unsuspecting opponents unaware. FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIzE MATURATIVE ABILITY 18.1/1
Human
(Native)
You are short in stature with doll-like Available for selection at Rank 6, or higher, Human
proportions, the tiniest of folk. instead of an Advanced Calling Ability. (Dimensional
Stray)

 You are a Small Species ( p106). Chib


ALWAYS BET ON THE LITTLE ONE
Tenebrate

While it seems like the world is out to get Rai-Neko

INNATE ABILITIES you wee ones, fortune often favors you. Promethean
Gruun
You start with one Ability.  Your wondrous luck allows you to Goblin
add a Special Bonus (+6) to the Dwarf
result of one of your die rolls.
EASILY OVERLOOKED Elf
 You can choose to add this bonus Bio-
Small and innocuous, you often after you roll, enabling you to turn Mechanoid
go unnoticed. failure into success. When this Species
happens, the previous outcome Abilities

 A would-be observer is required comedically unravels by some


to make an Insight Check to notice absurd fortune.
you, unless you are making a  This bonus can be stacked on top
conscious effort to be seen. of other bonuses, and is exempt
from the 1 bonus per roll restriction
( p214).
This Ability cannot be used again
until you have been able to engage
in a Downtime Activity ( p273).

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TENEBRATE

Their gaunt appearance and affinity for the night unsettle many folk. Whispers
still persist about their dark and noble bloodline, but it’s now apparent that
they are only as sinister, and desperate, as any other species of Outer World.

SPECIES OVERVIEW

Physiology: Tenebrates are slightly shorter Outlook: Loyalty, honesty, and charity
19 than humans, with a waifish frame. Their are the core of Tenebrate values. They
large dark eyes have faintly luminescent observe the following beliefs:
irises, and their ears possess a distinctive
 Despair serves to strengthen hope.
serrated edge. With maturity, individuals
12 develop physical abnormalities such as  Mercy is the most precious of
horns, spikes, or fangs. all virtues.
 We lead others through the night.
Demeanor: In defiance of their shadowy
1 nature, Tenebrates are often forthright,  Speak plainly; dressing your words only
earnest, and easy to trust. They have cloaks them in shadow.
a tendency to be a bit too serious and  Be generous with kindness, but careful
occasionally a little gullible. with friendship.

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History: Rumored to be the descendants Typical Names: Tenebrate first names are
of the ‘Shadow Monarchs’ of Calian, the usually two syllables long and end in a
Tenebrates first emerged in the Wistful vowel/consonant pair (-ah, -us, -en).
CREATING A
Dark at the beginning of the 4th Aeon, CHARACTER
and from there spread to other regions. Family names come from admirable
qualities, something lovely or a CALLING

Adventurers: Tenebrates who cannot find combination of the two. SPECIES


a purpose in a settled society often set off HOMELAND
in search of it. Examples: Mariah Doeheart, Gavril & HISTORY
Brav, Olean Charita, Richter Goldshield, TRAITS
Their dependable nature makes them Aerowyn Joywing
QUIRK
valuable allies in dark times.
FINISHING
DETAILS

GEAR
CHARACTER
RANK
ABILITIES

Quick Start
SPECIES SIzE MATURATIVE ABILITY 19.1/1
Human
You are slightly shorter and more slender Available for selection at Rank 6, or higher, (Native)

than a typical human. instead of an Advanced Calling Ability. Human


(Dimensional
Stray)
 You are a Medium Species ( p106). MONARCH HOMUNCULI M Chib
Tenebrate
You are able to exert your will on others by
Rai-Neko
INNATE ABILITIES reaching into your blood and claiming an
Promethean
authority long forgotten.
You start with two Abilities. Gruun

 You can attempt to command a Goblin

creature that has at least 1 Dark Dwarf


NIGHT BORN
Allegiance Point. Elf

You are marked by darkness from birth.  During a Fight, issuing a command Bio-
Mechanoid
requires the use of your Action.
 You begin play with 1 Dark Species
Abilities
Allegiance Point ( p206) vs Requires a Contest
 You also begin with one Dark Gift Your Aura versus the target’s Grit.
and must choose or roll on the Dark Success: Your command is obeyed.
Gifts Table ( p207).
 Your command must be something
the target can easily perform in
the next minute, or 1 Turn during
SHADOW SIGHT a Fight. For example ‘Drop your
sword’, ‘Attack the person next to
The shadows hold no secrets from you.
you’, or ‘Kneel before me’.

 You can see in the dark, and do not  The target must obey to the best of
need to rely on a Torch ( p175). their ability, albeit reluctantly.

 You are immune to the Obscured  Once the command is obeyed, the
Battlefield Condition ( p251) if target regains self-control, unless
caused by darkness. re-targeted on the next Turn.

Unlike Underdwellers, you don’t Failure: Your target is forever


suffer a penalty in daylight. immune to your commands.

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RAI-NEKO

Rai-neko are not native to the Outer World. They crash-landed here long ago,
but are now accepted as one of its folk. These naturally curious, catlike people
are constantly searching for ways to expand their knowledge and influence.

SPECIES OVERVIEW

Physiology: Rai-Neko are feline Outlook: Inventiveness, cunning and


humanoids with a broad range of generosity are prized traits among the
physiotypes. Ear size, tail length, body Rai-Neko. These values are reflected in
19 fur and markings all vary greatly and their proverbs:
range from the distinctly animalistic to the
 Curiosity may kill you quickly but
almost human.
boredom will kill you slowly.
6 Demeanor: Rai-Neko are inquisitive  Work smart not hard.
and often unsatisfied when they leave a
 A quick nap provides
mystery unsolved. They are also eager
fresh perspectives.
to enrich the lives of others with their
16  Purr and the world purrs with you.
inventiveness, making themselves at home
whether they are welcomed or not. This  Falling on your back can teach you how
enthusiasm is often confused with being to land on your feet.
nosey or pushy.

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History: The Rai-Neko hail from far Adventurers: The young are encouraged
beyond the sky. A strange vessel carrying to go on at least one expedition in their
them materialized out of nowhere and lifetime, for many it never ends.
CREATING A
crashed down on the Pride Coast CHARACTER
at the start of the 4th Aeon. The survivors Rai-Neko are observant adventurers. Their
who poured out quickly learned how to heightened senses allow them to spot CALLING

survive and settle in their strange opportunities that others don’t. SPECIES
HOMELAND
new environment. In addition, their affinity with technology & HISTORY

Many generations of Rai-Neko have often provides useful alternative solutions. TRAITS
passed since the crash, and there are Typical Names: Rai-Neko parents first QUIRK
none alive that remember their place of give their litter a theme and name it FINISHING
origin. Some desperately try to keep their appropriately, then append individual DETAILS
old ways and sciences alive, but for many second names related to that theme. GEAR
Outer World is now their home. CHARACTER
Examples: Yam Fritters, Ribbon Strand, RANK
Loki Mythus, Mitten Wear,
Excellent Penmanship.
Quick Start
Human
(Native)

Human
(Dimensional
ABILITIES Stray)

Chib

SPECIES SIzE HUNTER’S BLOOD Tenebrate


Rai-Neko
You are slightly shorter and more slender While civilized now, your kind were once Promethean
than a typical human. feral predators. Your heightened senses
Gruun
hark back to that more primal time.
Goblin
 You are a Medium Species ( p106).
Dwarf
 You get an Edge on all Insight rolls
related to the five physical senses: Elf

sight, sound, touch, taste, smell. Bio-


INNATE ABILITIES Mechanoid

Species
You start with two abilities. Abilities
MATURATIVE ABILITY
OLDTECH PROFICIENCY Available for selection at Rank 6, or higher,
instead of an Advanced Calling Ability.
Unlike most folk living on the Outer World,
Rai-Neko are educated from a young age
in advanced technology. PANTHER CONDITIONING

 You get a bonus Purview: You embrace your animal qualities through
Obsessing over gadgets, magitech, rigorous training and meditation. Your hair
and other curious technology. is wilder, your fur unkempt.

 You have an Edge on all Deftness


Checks and Contests.
 You make Unarmed attacks as if
wielding a Concealed Weapon
( p152).

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PROMETHEAN

Referred to as ‘Chosen of the Sun’ due to their prominence in the Sol Alliance,
the Prometheans are billed as the perfect mortals. With their immense stature
and air of arrogant authority it’s easy to see why.

SPECIES OVERVIEW
17  Seek strength first and purpose second.
Physiology: Prometheans tower over the
other folk of Outer World. They are often  Noble defeat is worth more than
supremely muscled. They prefer wide undeserving victory.
12 open spaces where they can stand tall and  Greatness is worth little if it goes
their movement is uninhibited. unnoticed by others.
Demeanor: Fiercely competitive and  You will learn more from worthy rivals
12 somewhat imperious. Prometheans are than you will from servile companions.
respected more often than they are loved.  Throw your all into your trials; your
Outlook: Most Prometheans are reared to strength will return.
rule. Typical mantras include:

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History: Prometheans are relatively new Thanks to their impressive size and build,
to Outer World and their true origins are Prometheans of any Calling have strength
shrouded in mystery and unknown even to throw around and bounce back from
CREATING A
to themselves. The first Prometheans injuries that would cripple other species. CHARACTER
hatched at the start of the 4th Aeon, and
while they were originally all reared in the Typical Names: Promethean names often CALLING

Sol Alliance, it was not long before they evoke serpents and reptiles. They very SPECIES

spread further afield. seldom have family names. HOMELAND


& HISTORY

Adventurers: Prometheans will embrace Examples: Ssark, Gecka, Slyther, TRAITS


a life of adventure if they are unable to Boaan, Mamba.
QUIRK
rise through, or feel restricted by, their FINISHING
society’s competitive social structure. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
SPECIES SIzE BORN OF THE SUN (Native)

Human
Tall and imposing, you tower over You take the title ‘Chosen of the Sun’ very (Dimensional
Stray)
most folk. seriously, embracing The Bright without
question or pause. Chib

 You are a Large Species ( p106). Tenebrate


 You begin play with 1 Bright Rai-Neko
Allegiance Point ( p206). Promethean

INNATE ABILITIES Gruun


Goblin
You start with two Abilities. MATURATIVE ABILITY 21.1/1 Dwarf
Elf
Available for selection at Rank 6, or higher,
CRYPTIC HERITAGE Bio-
instead of an Advanced Calling Ability. Mechanoid
An odd truth is revealed about your Species
origins when you recover from grievous SOL INVICTUS Abilities
injury or trauma.
Thanks to intense training and dedication,
 You can grow back limbs that your strength is unparalleled.
have been severed in battle, or
otherwise lost or removed.  You have attained Supernatural
 To regenerate a limb, you must use Might ( p107).
a session of Downtime to Heal an
Injury ( p273).
Regenerated body parts look
reptilian. The new skin is scaled and
brightly colored.

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GRUUN

Without a home to call their own, and bereft of real direction, the Gruun have
scattered across the Outer World. They are often misjudged because of their
intimidating power and rowdy nature.

SPECIES OVERVIEW

Physiology: Despite their naturally though other folk find them unrefined,
8
hunched posture, there is no doubting rambunctious, or blunt.
the immensity of the Gruun. Designed for Outlook: The Gruun, unlike other species
back breaking labor, they were bestowed of Outer World, do not have a rich cultural
4 with a thick hide and robust frame. identity to draw on, so their wisdoms are a
Demeanor: In spite of their gruff work-in-progress:
appearance, Gruun are just as capable  Be open, be free, be happy.
10 of cleverness as any other species of
Outer World. As relatively new members  If you don’t show people the things
of society, they are curious and open, they can’t see, they will assume that
they can see all that there is.

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 Live like tomorrow’s supper is Adventurers: ‘Everything is safer with a
not guaranteed. Gruun around’ goes the popular adage.
 Be careful with things that are smaller They’re friendly, they’re tough, and they
CREATING A
than your hands. can handle their drink. CHARACTER

 Some problems can only be solved with Gruun bring their might to any Calling CALLING

a good thump, so thump well. they choose, from hulking wizards to SPECIES
lumbering sneaks. HOMELAND
History: The Gruun are a result of the lost & HISTORY
art of flesh crafting, practiced during the Typical Names: Both given and family TRAITS
3rd Aeon. Once the engineered servitor names contain long vowel sounds.
QUIRK
species of the ruined empire of Calian, the
Gruun now wander free. Examples: Droop Theek, Naapo Chuul, FINISHING
Graag Ulook, Kaap Chaak, Leep Nuun. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
(Native)
SPECIES SIzE MATURATIVE ABILITY 22.1/1
Human
While you are not the tallest of the Outer Available for selection at Rank 6, or higher, (Dimensional
Stray)
World species, your girth makes you one instead of an Advanced Calling Ability.
Chib
of the most voluminous.
Tenebrate
CHAIN BREAKER
 You are a Large Species ( p106). Rai-Neko

It is said that the first Gruun were so Promethean

strong that they could shatter bindings Gruun

INNATE ABILITIES with their bare hands. Goblin


Dwarf
You start with one Ability.  You have attained Supernatural Elf
Might ( p107). Bio-
AS TOUGH AS YOU LOOK Mechanoid

Species
You were created to endure physical Abilities
hardship and easily shrug off trauma that
would leave others broken.

 You always have 1 Heart more than


the Hearts Total stated for your
Calling and Rank.

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GOBLIN

Goblins are children of the old world, creations of the Unshaped. While their
inventive and reckless nature results in a fleeting individual existence, the
species is protected by its rapid rate of reproduction.

SPECIES OVERVIEW

Physiology: Goblins are small, spirited History: Goblins are an ancient species
creatures well suited to underground life. and have inhabited the Buried Kingdom
They are able to squeeze into tight spaces ever since the Elves granted them their
and see well in low-light conditions. freedom, on the condition they stay below
Goblins are asexual and reproduce via the surface. Now they dig ever downwards
sporadic spore ejection. in search of a promised land to call their
own.
Demeanor: Bold in nature and recklessly
inventive. While considered odd by most, Adventurers: The rare goblin who
their drive and enthusiasm is infectious. makes their home above ground is
often, unwisely, regarded as harmless or
4 Outlook: Many Goblins are religiously amusingly eccentric.
devoted to their kin. They believe:
Goblins make ideal dungeon scouts and
 What is good for one gobbo is good for can cobble together makeshift machines
17 all gobbos. for unorthodox problem solving.
 Nothing lasts forever; that’s for the best.
Typical names: Goblins like to name
 Everything seems bad if you think about themselves after sounds and sensations.
it for too long.
3
 Music is noise and noise is music. Examples: Itchy, Taptap, Feva, Fud, Glug,
Tingul, Ploop, Klak.
 Things are only as important as the fuss
you make over them.

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ABILITIES

CREATING A
SPECIES SIzE ? Requires an Aura Check CHARACTER

You are runtish, bent, and scrawny. Success: Imagination and will has CALLING
triumphed over physics. SPECIES

 You are a Small Species ( p106).  The exact time taken to construct HOMELAND
& HISTORY
your Werk is decided by your GM.
TRAITS
 Your creation will work as intended
QUIRK
INNATE ABILITIES save for one critical flaw… it falls
apart as soon as you start paying FINISHING
DETAILS
You start with two Abilities. attention to anything else. Your
GEAR
neglect allows reality to
re-establish its uncaring hold. CHARACTER
UNDER DWELLER RANK
 A Werk cannot be repaired.
You thrive in the dark, but struggle to If you later learn a ‘proper’ Crafting
cope with the sunlight. Discipline ( p282), you cannot Quick Start

combine it with your Goblin Human


 You can see in the dark, and do not know-how. They are two
(Native)

need to rely on a Torch ( p175). separate arts. Human


(Dimensional
 You are immune to the Obscured Stray)
Battlefield Condition ( p251) if Chib
caused by darkness.
MATURATIVE ABILITY Tenebrate
 You have a Snag while doing Rai-Neko
anything in bright light, unless your Available for selection at Rank 6, or higher,
Promethean
eyes are shaded in some way. instead of an Advanced Calling Ability.
Gruun
Goblin
SPORE Dwarf
GOBBO WERKS
Elf
At some unpredictable moment during
You tell people you are a master inventor your life, you will sprout another Goblin. Bio-
Mechanoid
with a deep understanding of ancient
technology. This is a lie. You are able  You release a spore which rapidly Species
Abilities
to invent and hastily make tools and evolves into a new Goblin in under
machines that only sound plausible to an hour.
another goblin. For example, a grappling
 The new Goblin has no memories,
hook utilizing a monster’s sticky tongue or
and is your Follower ( p184).
glue made from jam and spit.
 They function like a Goblin Scamp
Your Gobbo Werks are: ( p185).

 Limited to mechanical devices that This Goblin does not count towards
move, propel or contain. the two Companions per PC
restriction ( p183).
 Made from scraps scavenged from
the immediate surroundings.
If your PC dies, and the body has not
 Assembled in under an hour
been completely obliterated, your
without need for specialist tools. GM might allow your spore to pop
 Can produce fire, or even out of the corpse so you can continue
explosions, if a suitable fuel or to participate in the adventure.
combustible is available.
 Ugly and noisy.

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DWARF

The dwarves have always toiled, always fought. Through every era and every
cataclysm, the stone folk have zealously upheld the Creator's final edict: ‘Keep
the place tidy.’ The Buried Kingdom is both home and duty.

SPECIES OVERVIEW
19
Physiology: Dwarves are squat with a Outlook: ‘Rock-hearted’ Dwarves have
bulky, durable frame. They are stone made cold, but fair-minded, philosophies:
flesh and, while now biological organisms,
 You’re only worth what you can create,
16 they possess hard-wearing skin, chiselled
claim, or protect.
features and mossy hair.
 Hard work avoids hard luck.
Demeanor: Warmth and camaraderie do
 Don’t value things you can’t touch.
18 not come easy to the Dwarf. They are
often compared to the stone walls they  Stick your neck out, lose your head.
build; you feel safer when one’s around,  Tradition is the law, the legacy of
but they don’t do conversation. smarter folk.

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History: Dwarves are among the few Dwarves are best when put to work! They
species that have always existed on Outer won’t stop until the job is done, and they
World, formed to assist the Creator with are more than comfortable in the dark
CREATING A
the construction of Promise. They now ruins and caverns. CHARACTER
toil in Old Iron, a portion of the Buried
Kingdom gifted to them as reward for all Typical Names: Dwarves’ no-nonsense first CALLING

their hard work. names are kept to a single syllable. Family SPECIES
names celebrate precious metals, rocks, or HOMELAND
Adventurers: The average stonekin has facial hair. & HISTORY

difficulty fitting in anywhere the sky can TRAITS


be seen, but dwarven misfits have found Examples: Grum Granite, Nish Coppo, Pa
QUIRK
a happy, or at least lucrative, place in the Beardsley, Zey Mustachio, Thud Diamond.
FINISHING
strange world above. DETAILS

GEAR
CHARACTER
RANK

ABILITIES
Quick Start
Human
SPECIES SIzE STURDY (Native)

Human
You stand neatly between the largest and A strong back makes you a strong worker. (Dimensional
Stray)
smallest of Outer World folk.
 You gain 2 Base Inventory Slots. Chib

 You are a Medium Species ( p106).  You are immune to the


Tenebrate
Rai-Neko
Overburdened Ailment ( p270).
Promethean

INNATE ABILITIES Gruun


Goblin
MATURATIVE ABILITY
You start with two Abilities. Dwarf
Available for selection at Rank 6, or higher, Elf
UNDER DWELLER instead of an Advanced Calling Ability. Bio-
Mechanoid
You thrive in the dark, but struggle to Species
STONE SONG M
cope with the sunlight. Abilities

Humming a fragment of the Creator’s tune


 You can see in the dark, and do not transforms the ground beneath you.
need to rely on a Torch ( p175).
 You are immune to the Obscured  From a distance of 20 ft, you can
Battlefield Condition ( p251) if command unworked stone or clay-
caused by darkness. like earth to form simple structures
 You have a Snag while doing such as ramps, walls, or bridges.
anything in bright light, unless your  You must be able to touch the
eyes are shaded in some way. material you are commanding with
your hand and be able to sing.
 During a Fight, or other time-
sensitive situation, the Ability
requires the use of your Action and
has a range of 1 Battlefield Area.
Stone Song can only be used once
every 24 hours.

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ELF

Elves are the physical prison of primordial and unknowable beings known as
the Unshaped. They are now forced to walk the world they once treated as
their playground. Their unearthly grace is both admired and mistrusted.

13 SPECIES OVERVIEW

Physiology: Elves are tall, slender beings. Outlook: Elves are not natural parents,
They move with a fluidity and poise that is preferring to dump their offspring on
18 the doorsteps of other folk, rather than
mesmerizing yet unnatural.
involve themselves in the unrewarding and
Demeanor: Being ageless fosters extreme relentless business of child rearing.
personality traits. Whether they are
5 As a result, the original Elven wisdom
morose, flippant or simply eccentric, Elves
are not terribly invested in the present. was diluted over the aeons as newer
generations were influenced by the
attitudes of those who raised them.

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 Be true to yourself, bend not to the will Adventurers: Elves periodically get
of others. wanderlust. When they tire of their current
 If it is worth doing, do it splendidly. life, they seek out another.
CREATING A
CHARACTER
 Reverence and scorn are currencies of Elves are able to exert an uncommon
equal measure. amount of control over their own reality CALLING

 Drudgery is best handled by the dull. and this can often benefit those who travel SPECIES
with them. HOMELAND
 Patience will wear down the most & HISTORY
steadfast opposition. Typical Names: Elves eschew naming TRAITS
conventions entirely, going with whatever
History: Elves were once beings known QUIRK
sounds good to them at the time. They
as the Unshaped. They bent reality to FINISHING
usually choose a new name every few
their whim and made toys of mortal man. DETAILS
hundred years or so.
Ripped from their endless dreams during GEAR
the 1st Cataclysm, they were forced to Examples: Stardust Silversword, FuSuYi, CHARACTER
take physical form. Now known as the Le’lan Da’zir, Elrodae, Robert. RANK

Elves, they wander the Outer World in


search of purpose or pleasure.
Quick Start
Human
(Native)

Human
(Dimensional
ABILITIES Stray)

Chib
Tenebrate
SPECIES SIzE  You are immune to an Ailment
Rai-Neko
( 268) of your choice, with the
While taller than most humans, you are exception of Overburdened. Promethean
more delicately constructed. Gruun
Goblin
 You are a Medium Species ( p106).
MATURATIVE ABILITY 25.1/1 Dwarf
Elf
Available for selection at Rank 6, or higher, Bio-
INNATE ABILITIES instead of an Advanced Calling Ability. Mechanoid

Species
You start with two Abilities. Abilities
TWILIGHT FLUX

AGELESS Those elves that recall being Unshaped


are able to restore a small part of the lost
While no longer truly immortal, you are balance between the Invincible Bright and
not subject to the ravages of time. Profound Darkness.

 You never age beyond your physical  You can shift your Allegiance Points
prime, and are immune to effects ( p206) between Bright and Dark
that force aging. at will, which affects how creatures
and relics interact with you.
 During a Fight, you need to use
IMMORTAL EGO your Action to use this Ability.
While your dreams can no longer affect Gifts ( p206) are awarded based on
the reality of others, your disillusions can your underlying Allegiance, accrued
prevent certain physical or psychological through Ability selection, not by
conditions from affecting you, simply any shifts of Allegiance.
because you don’t think they should.

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BIO-MECHANOID

Bio-Mechanoids awoke from their digital coma to a world unrecognizable to


the one they left behind. Without a clear recollection of their past purpose,
their existence becomes a search for meaning.

SPECIES OVERVIEW

Physiology: Bio-Mechanoids range from History: The Three Empires began


functional, non-threatening types to creating Bio-Mechanoids in the 3rd Aeon.
creepy, doll-like marionettes; no two Bio- Unlike the Drones before them,
Mechanoids are ever exactly the same. Bio-Mechanoids were created specifically
to integrate into society.
Demeanor: Polite, but inescapably odd.
Their personality settings usually grant The events of the 3rd Cataclysm left most
them enough charm to be seen as mildly of them inert for many centuries, and
eccentric rather than cold or inhuman. many still lie dormant to this day.
12
Outlook: Bio-Mechanoids develop Adventurers: Most Bio-Mechanoids
protocols to make sense of the world: integrate back peacefully into society, but
a few seek higher purpose.
16  Machine and man are kindred.
 Fulfilling your purpose is contentment, Bio-Mechanoids can function in
but choosing your purpose is joy. environments that organics can’t, so it’s
always useful to have a synthetic about.
 Turn but one mind from darkness, and
12
your existence is validated. Typical Names: Nicknames are often
 All experience is data. derived from their model number.
 Our teachings are our legacy. Examples: K3vin, Third, 10/10, Mark Five.

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ABILITIES

CREATING A
SPECIES SIzE MATURATIVE ABILITY CHARACTER

CALLING
You’re constructed to adhere to standard Available for selection at Rank 6, or higher,
humanoid dimensions. instead of an Advanced Calling Ability. SPECIES
HOMELAND
& HISTORY
 You are a Medium Species ( p106). BIT STREAM TRAITS
QUIRK
You are able to communicate with other
INNATE ABILITIES machines. You emit quick, variable tones FINISHING
DETAILS
that are unintelligible to everyone save the
GEAR
You start with two Abilities. other machines in the area.
CHARACTER
RANK
 You can talk to any Techno-Relic,
NOT OF FLESH AND BLOOD
Magitech Item, Other World
You have a synthetic body. You do not eat Device, or other simple machine Quick Start
or breathe and need maintenance rather within earshot. Human
than rest to heal.  You can issue simple commands (Native)

to objects or drones. For example Human


(Dimensional
 You can suffer different effects ‘Deactivate’ or ‘Detonate’. Stray)
when you roll on the Injury Table (  If there is someone already Chib
p260), and must be healed with Bio- operating the device, executing the Tenebrate
Mechanical Treatment ( p262). command requires an Aura Contest
Rai-Neko
 For better or worse, you are immune with the operator.
Promethean
to things that target organic life.  Your command must be something
For example, neither healing the device can immediately carry
Gruun

potions or poisons affect you. out and complete in 2 Turns. Goblin

 You do not need to eat, and are  A machine cannot be asked to


Dwarf

immune to Starvation ( p271). perform a task that requires the Elf

 You must go offline periodically to skill of an operator. For example, Bio-


Mechanoid
recharge. This is the mechanical a magi-rifle can be asked to open
Species
equivalent of sleep. If missed or fire, but cannot aim at a target Abilities
skipped you suffer Fatigue ( p269). without additional assistance.
 This Ability grants no special
control over other self-aware
PERSONAL ANALYTICS machines, such as an advanced
Artificial Intelligence, Drones, or
Your heads-up display affords a greater other Bio-Mechanoids.
perceptive range than organic beings.  Bit Stream communication is
unintelligible to organic folk.
 If you focus, you can detect the
general distance and direction of:
 Any living creatures.
 Sources of great energy, such as
imbued items, powerful undead,
or other mechanoids.
 Your scan has a 50ft range.
 During a Fight, this Ability requires
the use of your Action.

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SPECIES ABILITIES

Your Species will affect your physical and MEDIUM SPECIES


mental capabilities. There are two types of
Species Abilities: Medium Species are between 4-7 feet tall.
Most of Outer World’s folk are Medium.
Species Size: Your physical size affects
your Aptitudes, Defense Rating, Inventory
Slots, and your Combat Gear Allowance. ◆ Base Inventory Slots
 You have 10 Inventory Slots
Supernatural Abilities: These grant you ( p151).
exceptional levels of performance.
 When carried, you take up 8
Inventory Slots plus any Inventory
SPECIES SIzE Slots you have filled with gear.

Playable Species come in three sizes. ◆ Combat Gear Allowance


 You have no restrictions.
SMALL SPECIES

Small Species are between 2-4 feet tall.


LARGE SPECIES
◆ Aptitude & Defense Modifiers Large Species are between 7-10 feet tall
 +1 Deftness, because of your low or are extraordinarily bulky.
center of gravity.
 -1 Might, because you have less ◆ Aptitude & Defense Modifiers
mass to throw around.  +1 Might, because of your extended
 +1 Defense Rating, because you leverage and musculature.
are a small target.  -1 Defense Rating, because you are
a large target.
◆ Base Inventory Slots
 You have 8 Inventory Slots ( p151). ◆ Base Inventory Slots
 When carried, you take up 6  You have 12 Inventory Slots ( p151).
Inventory Slots plus any Inventory  When carried, you take up 10
Slots you have filled with gear. Inventory Slots plus any Inventory
Slots you have filled with gear.
◆ Combat Gear Allowance
 Mighty and Arc Melee Weapons are ◆ Combat Gear Allowance
restricted ( p153).  You can use Mighty and Arc
 Heavy, and Superheavy Armor are Weapons in a single hand without
restricted ( p163). penalty, so you can use a shield too!
 Large Shields are restricted  Concealed and Small Mechanical
10 Missile Weapons are restricted
( p169).
( p158).
◆ Other Factors
◆ Other Factors
3  You gain an Edge on rolls that
involve hiding or remaining unseen,  Armor and Outfits cost 50% more
for example Stealth rolls. than the value displayed on the
Gear List ( p446).
 You can squeeze into spaces larger
12  You can reach higher than most
species cannot.
other species.
 You can ride larger Pets ( p187).


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Make size matter. It can be easy to
forget about Species Size during SUPERNATURAL MIGHT
play, but try to emphasize the
different experiences that the You are able to perform incredible feats
CREATING A
smaller, or larger, folk notice. For of strength and can match the power of CHARACTER
example, small folk may see what’s creatures much larger than yourself. CALLING
lurking under the table while the
taller folk might see what’s hidden SPECIES
 You have an Edge on all rolls
on top of the tall cupboard. HOMELAND
involving your Might Aptitude, & HISTORY
or your GM may decide you TRAITS
SUPERNATURAL ABILITIES automatically succeed in
QUIRK
certain situations.
To regular folk, your performance seems FINISHING
 Your strength allows you to attempt DETAILS
almost supernatural.
feats not possible by weaker folk, GEAR
such as holding up the roof of a CHARACTER
SUPERNATURAL LEAPING collapsing structure. Your GM will RANK
decide what’s possible.
You are able to clear great distances in a
 You can enter into Might Contests
single bound. Quick Start
with Massive Species ( p434).
Human
 During a Fight, you can leap up to  During a Fight, you can throw other (Native)

2 Battlefield Areas away and still PCs up to 1 Battlefield Area away, Human
take your Action. or hurl heavy objects as Thrown (Dimensional
Stray)
Weapons that do 2 Hearts of
 Leaping allows you to reach Damage instead of the usual 1. Chib
elevated locations beyond normal
Tenebrate
reach. For example, jumping up
Rai-Neko
to strike an airborne foe or to gain
access to a distant ledge. Your GM SUPERNATURAL WILL Promethean

will decide what’s possible. Gruun


Your spirit is unbreakable. Goblin
 If you can control your descent, you
avoid Falling Injury ( p267) when Dwarf
 You are immune to the
landing from great heights. Dispirited ( p269) and Terrified
Elf
Bio-
( p271) Ailments.
Mechanoid
 You can never be made to act Species
against your will. You are immune Abilities
to any Ability or other influencing
power that attempts to do so.

SPECIES SIZE COMPARISON

SMALL MEDIUM LARGE

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STEP 3 · HOMELAND & HISTORY


Your Homeland is the place where you grew up, and your History is the life you
led prior to becoming an adventurer.

ABOUT YOUR HOMELAND & HISTORY PURVIEWS

Homeland determines your… Purviews represent areas of expertise


you have developed over the years. They
Bonus language: A form of regional are a combination of instinct, skill and
communication you are fluent in. general know-how. You find things related
History: Describes what you did before to your Purviews easier to accomplish.
your adventures and determines: For example, haggling in a market or
understanding the importance of friends.
Purviews: Useful areas of knowledge
earned from past experience. Anytime you make a Check or
Starting Gear: Belongings you’ve Contest that falls under one of your
decided to take on your travels. Purviews you can ask your GM for a
Minor Bonus (+2) to your roll.
Step 3 instructions Your GM will decide whether your
1. Choose or roll on the Purview is applicable to the roll.
Homeland Table.
2. Add Low Speech to your Character Allow your players some creative
leeway when attempting to apply
Sheet and a Bonus Language
their Purviews, but don’t let them
of your choice, from the ones stretch feasibility too far.
3 available in your Homeland.
3. Choose or roll on the History Table
related to your Homeland. Add STARTING GEAR
16 your History’s Purviews and any 2 On your travels, you can bring along a few
items from its selection of Starting things from home: your favorite snacks or
Gear to your Character Sheet. perhaps your small but vicious pet.
If you are a Human (Dimensional
14 Stray), add Other Wording as your Once you have determined your
Bonus Language, and use the History, you can pick any two items
Other World History Table ( p126). from the listed Starting Gear.

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All languages, except the Creator’s
LANGUAGES Script, have non-verbal forms that
employ gesture or movement.
Despite having a universally understood
CREATING A
common tongue, each geographic region CHARACTER
favors their own forms of communication. HOMELAND TABLE
CALLING

Choose or roll your Homeland SPECIES


You understand Low Speech.
HOMELAND
You know another Bonus Language 1-5 Wistful Dark ( p110) & HISTORY
specific to your Homeland. TRAITS
A land cloaked in shadow. A melancholic QUIRK
place filled with secrets and hope.
FINISHING
Low Speech: Woven into reality by the DETAILS
Akenians, Low Speech forces itself into the Bonus Language (Pick 1) GEAR
minds of all Outer World inhabitants. A High Akenian. CHARACTER
useful but crude tongue. RANK
Dark Tongue.
High Akenian: This lost language is Dream Call.
from a ruined empire, now only used for Wistful Dark
deciphering ancient tomes and runes. Its
Twilight
flowery prose is beloved by linguists.
6-10 Twilight Meridian ( p114) Meridian

Dark Tongue: Spoken by the Asura, the Blazing


A land consumed by a tumultuous sea. A Garden
Undead, and the curious. Its seductive
place of trade and rich culture. Buried
whispering makes even the most horrible Kingdom
suggestions sound tempting.
Bonus Language (Pick 1) Other World
Dream Call: Perhaps the first language, Dark Tongue.
perhaps not. Haunting and poetic, it’s
Fade Song.
used by the strange and Unshaped.
Gleysian Code.
Fade Song: This melodious tongue has
a sonorous syntax which transforms the
simplest sentence into a wondrous tale. 11-15 Blazing Garden ( p118)
Gleysian Code: The fallen Technocracy A hot, lush place filled with glittering
of Gley used this efficient, functional cities, grand ruins and titanic beasts.
language. Today it’s used to decode
Techno-Relic instruction manuals.
Bonus Language (Pick 1)
Bright Speech: The chosen tongue of the Bright Speech.
Deva and servants of Bright. A powerful,
Hoshi-Ban.
bombastic language that makes every
sentence sound like a decree. Fade Song.

Hoshi-Ban: This odd, speedy chatter was


brought to Outer World by the Rai-Neko. 16-20 Buried Kingdom ( p122)
Under Warble: Under Warble is a constantly An underground war zone that is both
evolving tongue with many branching sprawling and claustrophobic.
dialects. Spoken in the Buried Kingdom.
Creator’s Script: These odd glyphs are Bonus Language (Pick 1)
found only in documents left behind by High Akenian.
The Creator. An ancient enchantment Under Warble.
prevents it from being spoken aloud.
Creator’s Script.
Other Wording: The alien, monotonous
jibberings spoken by Other Worlders.

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WISTFUL DARK HISTORIES

A land cloaked in shadow. A melancholic FORSAKEN WANDERER


place filled with secrets and hope.
You are an orphaned
vagabond and have
spent most of your
life crawling in the
darkness. This is
where you developed
your survival strategies.

Purviews
More ( p304)
Staying unseen and unheard.
Bending so you don’t break.
WISTFUL DARK HISTORY TABLE
Succeeding in desperate times.
Choose or roll your History
Starting Gear (Pick 2)
Outcasts
Master Weapon, forgotten sword
( p153).
1-2 Forsaken Wanderer ( p110)
Tattered Outfit, rags ( p172).
3-4 Blight Raider ( p110) Compass, cracked but functional
( p174).
5-6 Shadow Lands Nomad ( p111) Star Gem, hope in the dark ( p180).
7-8 Murk Dweller ( p111)

Commoners BLIGHT RAIDER

9-10 Nightwall Yeoman ( p111) You were a bandit in the


Mana Blight, ruthlessly
11-12 Starlight Farmer ( p111) taking what you
needed, and perhaps
13-14 Guild Agent ( p112) a bit more. You’ve left
that life behind, but
15-16 Town Guard ( p112) the poisoned land has
hardened your soul.
Elite
Purviews
17 Celebrated Artist ( p112)
Swift and ruthless action.
13 18 Magia University Graduate Getting out of tricky situations.
( p112) Taking what isn’t yours.

19 Knight Errant ( p113) Starting Gear (Pick 2)


7
Arc Weapon, bandit spear ( p153).
20 Shard State Patrician ( p113)
Light Armor, bandit leathers ( p163).
16 Rebreather, raider’s maw. ( p173).
Grenades x2, fireberries ( p178).

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SHADOW LANDS NOMAD NIGHTWALL YEOMAN

You lived among a small You lived on the edge of a


CREATING A
troupe, wandering Star Shard’s glow. From CHARACTER
from place to place there, you observed CALLING
to avoid demons and the Shadowed Lands
SPECIES
scrounge for food. It and learned to defend
HOMELAND
was a hard life, but yourself from what & HISTORY
you were not alone, emerged from the dark.
TRAITS
and you valued that.
QUIRK
Purviews FINISHING
Purviews
Spotting what hides in the darkness. DETAILS
Sticking together at all costs. GEAR
Staying focused, even while rushing.
Caring for those important to you. CHARACTER
Finding a weak point. RANK
Pulling your weight.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Drawn Weapon & 10 Arrows, Wistful Dark
Extreme Weather Outfit: Cold, yeoman’s bow ( p158). Twilight
wanderer’s cloak ( p172). Meridian
Light Armor, cuirass ( p163).
Backpack, nomad’s pack ( p173). Blazing
Traveler’s Bag, sling pack ( p173). Garden
Lantern & Oil Units x2, a guiding
light ( p175). Companion: Growl, a trusty friend Buried
Kingdom
( p188).
Hardy Rations x5, journey loaf Other World
( p177).

STARLIGHT FARMER

MURK DWELLER You toiled in the fields


that flourished in
You were one of the few the light of the Star
shaped inhabitants of Shards, harvesting
the Murk, and spent food for yourself and
your time quietly the wealthier residents
living among strange of the realm.
and belligerent
creatures. You are not
easily fazed. Purviews
Sorting the good soil from the bad.
Purviews
Persevering when you ought to.
Dealing with the odd and arcane.
Empathy for all living creatures.
A working knowledge of magic.
Keeping calm in odd situations. Starting Gear (Pick 2)
Treat x10, mama’s cookies ( p177).
Starting Gear (Pick 2)
Trade Goods, star plums ( p179).
Quick Weapon, grass blade ( p153).
Rural Goods, your family’s best
Appealing Outfit, petal pixie shovel ( p179).
clothes ( p173).
Pudge Grub, blue ribbon winner
Booster Cakes x2, moon drop ( p189).
candy ( p177).
Solvent x2 Units, ash elm sap
( p178).

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GUILD AGENT CELEBRATED ARTIST

Raised and trained as an You are a dabbler in


artisan, shopkeeper, several mediums, but
or tavern worker, you talent was not enough
are well versed in to guarantee your
the hustle and bustle success. You’ve also
of Shard’s cities. You mastered the art
joined the regional of shameless self-
guild to travel the world. promotion.

Purviews Purviews
Making and spotting a good deal. Creative Expression!
Working at a brisk pace. Making yourself seen and heard.
Keeping others satisfied. Appreciating the artistic or symbolic.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Artisan’s Outfit, apron ( p172). Concealed Weapon, ornamental
Kingdom Map, Shard trade route dagger ( p152).
guide ( p174). Appealing Outfit, fine robes ( p173).
Packbeast, Shaggy Bumpo, Urban Goods, stylus & parchment
a stubborn thing ( p193). ( p179).
Follower: Scamp, assistant ( p185). Luxury Item, starlight lyre ( p179).

TOWN GUARD MAGIA UNIVERSITY GRADUATE

You’ve worked for the You are an academic,


local constabulary. studying one of the
The job was a taxing University of Magia’s
one: chasing down numerous programs.
miscreants, fending It’s been demanding
off stray monsters, so you’ve decided to
and interrogating any take a gap year.
suspicious travelers.
Purviews
Purviews
Research and close study.
Seeing the truth of a situation.
Pushing yourself to stay focused.
Throwing your weight around.
Recalling useful facts and trivia.
Powering through obstacles.
18
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Traveler’s Bag, satchel ( p173).
Medium Armor, city guard’s uniform
12 ( p163). Master’s Tome, on a subject of your
choice! ( p176).
Large Shield, riot bulwark ( p169).
Translation Journal, Bright Speech
Authoritative Outfit, captain’s hat &
( p176).
16 sash ( p173).
Booster Cakes x2: Insight, cram
Lantern, night watch’s companion
cookies ( p177).
( p175).

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OUTER WORLD SCRIPTS
KNIGHT ERRANT

You have been knighted HIGH AKENIAN


CREATING A
as the result of a grand CHARACTER
and noteworthy deed, CALLING
but now you have
SPECIES
strayed from your
HOMELAND
order to go on quests & HISTORY
that you deem worthy.
TRAITS
QUIRK
Purviews FINISHING
DETAILS
Forthright communication.
GEAR
Knowledge of vanquished evils.
CHARACTER
Finding your courage. RANK

Starting Gear (Pick 2)


Wistful Dark
Medium Armor, questing plate
( p163). Twilight
Meridian
Standard Shield, heraldic heater Blazing
( p169). Garden

Holy Icon, sacred chain ( p180). Buried


Kingdom
Mount, Mokko-Do ( p191).
Other World
DREAM CALL

SHARD STATE PATRICIAN

You were born into one of


Shard’s noble families.
Your privileged life is
a prison of duty and
expectation. You seek
adventure and are in
search of some much
needed excitement.

Purviews
Demanding the proper respect.
Knowledge of political practice.
Stubborn, competitive pride.

Starting Gear (Pick 2)


Small Mechanical Weapon & Bolts
x10, hand crossbow ( p158).
Medium Armor, traveler’s mail
( p163).
Appealing Outfit, fine attire ( p173).
Follower: Custrel, dedicated butler
or maid ( p186).

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TWILIGHT MERIDIAN HISTORIES

A land consumed by a tumultuous sea. A DISGRACED SCION


place of trade and rich culture.
You were the heir to
a premier merchant
family, but your
family’s fortune was
lost or you were
disowned. Now you
survive on nothing but
your bitter memories.

More ( p306)S Purviews


Cunning trickery and deceit.
TWILIGHT MERIDIAN HISTORY TABLE Desperate and dramatic escape.
Choose or roll your History Damaging rumors and cruel gossip.

Outcasts Starting Gear (Pick 2)


Concealed Weapon, tarnished knife
1-2 Disgraced Scion ( p114) ( p152).
Tattered Outfit, once-fine coat ( p172).
3-4 Shadow Sea Pirate ( p114)
Regional Map, Twilight Meridian
5-6 Orphaned Shinobi ( p115) ( p174).
Luxury Item, old party mask ( p179).
7-8 Oldtech Junker ( p115)

Commoners
SHADOW SEA PIRATE
9-10 Twilight Silk Tailor ( p115) Hailing from the strange
isle of Night Haven,
11-12 Medicine Peddler ( p115) you robbed the rich
merchants navigating
13-14 Shining Sea Fisherman ( p116) the Shadow Sea. A
series of misfortunes
15-16 Portian University Graduate has left you without a
( p116) ship or crew.
Elite
Purviews
17 Merchant Scion ( p116) Keeping your head above water.
8
Navigating the unfamiliar.
18 Holy Isle Samurai ( p116) Daring to be foolish.
10 19 Archive Researcher ( p117) Starting Gear (Pick 2)
Quick Weapon, cutlass ( p153).
20 Black Glove Cavalier ( p117)
Compass, ship’s memento ( p174).
10
Grenades x2, deck busters ( p178).
Rural Goods, rope 30 ft ( p179).

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ORPHANED SHINOBI TWILIGHT SILK TAILOR

The Ninja Clans of the The Galvanus Peninsula


CREATING A
Seven Holy Isles are is well known for its CHARACTER
ruthless and secretive. enchanted silk, and CALLING
You were betrayed you used to weave it.
SPECIES
and your clan was You were surprised to
HOMELAND
eliminated by the find your skills were & HISTORY
Shogun’s forces. You transferable to a life
TRAITS
are the sole survivor. of adventure.
QUIRK
FINISHING
Purviews Purviews DETAILS
Remaining unnoticed. Understanding patterns. GEAR
Old and strange secrets. Extremely delicate handiwork. CHARACTER
RANK
Paranoid awareness. An eye for color.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Thrown Missile Weapon, your last Concealed Weapon with Utility Twilight
shuriken ( p158). Ability, scissor knife ( p152+161). Meridian

Costume, colorful fop ( p172). Trade Goods x2 Units, twilight silk Blazing
Garden
Dungeoneer’s Kit, dragon tooth ( p179).
Buried
picks ( p176). Artisan’s Outfit, tailor’s apron ( p172). Kingdom
Adventuring Gear, climbing claws Urban Goods, silk measuring tape Other World
( p179). ( p179).

OLDTECH JUNKER MEDICINE PEDDLER

Your love of Oldtech You were a student of


has matured into medicine on the Holy
practical knowledge. Isle. You travelled
The salvage yards from place to place
of Stahlfeld are your peddling remedies.
playground. Where Sales were slow and
others see trash, you adventuring seemed a
see treasure. more lucrative vocation.

Purviews Purviews
Picking your way through a mess. Practical herbology.
Side-stepping catastrophe. Treating all kinds of wounds.
Tinkering and tooling about. Getting attention discreetly.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Small Mechanical Missile Weapon, Appealing Outfit, kimono ( p173).
old machine pistol ( p158). Traveler’s Bag, medicine case
Light Armor, padded duster ( p163). ( p173).
Lumi-Slime Lantern, slime included Basic Potion x2, teacher’s recipe
( p175). ( p177).
Scanner, Gleysian model ( p181). Arcane Powder x2 Units ( p290).

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SHINING SEA FISHERMAN MERCHANT SCION

You were raised in one You were born to one


of the many coastal of the Galvanus
villages of the Twilight Peninsula's aristocratic
Meridian. Here you families, enjoying a
were taught to read life of plenty. You have
the oceans and reap the means to seek
their plentiful bounty. opportunity in far
off places.
Purviews
Purviews
Level-headed patience.
Getting the deal you want.
Knowing when the tide is turning.
Levelling a critical eye.
Using the right bait for the job.
Remaining unfazed.
Starting Gear (Pick 2)
Starting Gear (Pick 2)
Arc Weapon, trident ( p153).
Quick Weapon, ornate kalis
Hardy Rations x5, bubbler fish jerky ( p153).
( p177).
Appealing Outfit, fashionable baro
Rural Goods, fishing rod ( p179). ( p173).
Coracle ( p197). Oddity, oldtech pocket watch
( p179).
50 Coins, family stipend ( p151).
PORTIAN UNIVERSITY GRADUATE

The famed school of the


Galvanus Peninsula HOLY ISLE SAMURAI
has a focused
As a member of the
and demanding
ruling class, you were
curriculum. Many
expected to be a
students resort to
custodian of society.
cheating due to the
Your kind are elite
competitive ethos.
warriors, diplomats,
and philosophers.
Purviews
Rushing at the last possible minute.
Purviews
Practical know-how.
Maintaining proper etiquette.
Working just enough.
Judging merit in another.
15 Starting Gear (Pick 2) Respecting ritual and tradition.
Backpack, book bag ( p173).
Starting Gear (Pick 2)
Beginner's Tome: Economics &
Trade, classmate’s notes ( p176). Master Weapon, katana ( p153).
20
Booster Cakes x2: Insight, mental Light Armor, tatami cuirass ( p163).
muffins ( p177). Authoritative Outfit, dark
Urban Goods, quill & ink ( p179). kamishimo ( p173).
5
Luxury Item, calligraphy set ( p179).

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OUTER WORLD SCRIPTS
ARCHIVE RESEARCHER

You were trained, and FADE SONG


CREATING A
are currently employed CHARACTER
by, Stahlfeld’s Helical CALLING
Archive. You are a
SPECIES
field agent sent to
HOMELAND
find and return ancient & HISTORY
technology to the
TRAITS
Archive’s laboratories.
QUIRK
FINISHING
Purviews DETAILS
Investigation and analysis. GEAR
Spotting the unusual. CHARACTER
RANK
A working knowledge of ancient tech.

Starting Gear (Pick 2)


Wistful Dark
Large Mechanical Missile Weapon Twilight
& Ammo x5, machine rifle ( 158). DARK TONGUE Meridian

Traveler’s Bag, field satchel ( p173). Blazing


Garden
Lantern, Oil/Fuel Units x2, guide
Buried
light ( p175). Kingdom

Paw Post Membership, Helical Other World


Archive account ( p202).

BLACK GLOVE CAVALIER

You are an aspiring


member of Night
Haven’s Black Glove
order, an aristocratic
organization
dedicated to the GLEYSIAN CODE
Profound Darkness. You
have had dealings with
dark creatures and powers.

Purviews
All matters concerning the
Profound Darkness.
Knowing things you shouldn’t.
Deeply unsettling mannerisms.

Starting Gear (Pick 2)


Lash Weapon, duelist’s chain ( p153).
Medium Armor, plated coat ( p163).
Holy Icon, darkfire circlet ( p180).
Shadow Stone, your precious ( p180).

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BLAzING GARDEN HISTORIES

A hot, lush place filled with glittering KINLESS VAGRANT


cities, grand ruins and titanic beasts.
You are from the
continent of Taaga,
but you have no
home there. Exiled or
orphaned from family
and purpose, your
existence is a hard and
ruthless one.

More ( p308) S Purviews


Finding what you need to survive.
BLAzING GARDEN HISTORY TABLE Moving with quiet certainty.
Choose or roll your History Efficient analysis of a situation.

Outcasts Starting Gear (Pick 2)


Arc Weapon, old spear ( p153).
1-2 Kinless Vagrant ( p118)
Extreme Weather Outfit: Hot,
prickle poncho ( p172).
3-4 Monster Slayer ( p118)
Oil/Fuel Units x10, iron eater’s
5-6 Street Rat ( p119) blood ( p178).
Pet: Purr, feral but loyal ( p190).
7-8 Thunda Clan Barbarian ( p119)

Commoners
MONSTER SLAYER
9-10 Beast Handler ( p119) The gigantic beasts of
your homeland leave
11-12 Village Runner ( p119) a wake of destruction
behind them. You’ve
13-14 Jubilant Performer ( p120) sworn to stop them.
When you’re ready,
15-16 City Scrivener ( p120)
you will return to honor
Elite your oath.

17 Emissary of Sol ( p120) Purviews


The lore of beasts.
13 18 Wyrm Blooded ( p120)
Staying a step ahead of danger.
19 Hinterland Noble ( p121) Finding a weak point.
17 Starting Gear (Pick 2)
20 Startech Adept ( p121)
Mighty Weapon, slayer axe ( p153).
Medium Armor, beast hide ( p163).
6 Beginner’s Tome: Colossal
Creatures, Crow’s Guide ( p176).
Rural Goods, rope 30 ft ( p179).

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STREET RAT BEAST HANDLER

You’ve survived in the You grew up on a ranch or


CREATING A
gutters of the glittering farm, where you trained CHARACTER
city, taking your and domesticated CALLING
chances and evading large creatures. To
SPECIES
the law. Maybe succeed you had
HOMELAND
bigger and better to become just as & HISTORY
opportunities await stubborn as the beasts
TRAITS
outside the city’s walls. you reared.
QUIRK
FINISHING
Purviews Purviews DETAILS
Keeping quiet and staying hidden. Handling things larger than you. GEAR
Death-defying acrobatics. Keeping track of a large group. CHARACTER
RANK
Chicanery and general mischief. Wearing down opposition.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Gem x1, not exactly yours ( p151). Hardy Rations x10, monster feed Twilight
Concealed Weapon, trusty knife ( p177). Meridian

( p152). Rural Item, wool shears ( p179). Blazing


Garden
Solvent Units x2, largzard spittle Rural Item, rancher bell ( p179).
Buried
( p178). Pack Beast: Shaggy Bumpo, sturdy Kingdom

Adventuring Gear, grappling hook but flatulent ( p193). Other World


( p179).

VILLAGE RUNNER
THUNDA CLAN BARBARIAN
Smaller villages cannot
Named after the deadly afford the magical
desert they call home, communication
the Clan are a diverse systems of prosperous
group of nomads cities. They depend
who’ll accept anyone on runners like you to
who pulls their weight. relay messages.
They’ve been your
family up until now. Purviews
Pacing yourself to go the distance.
Purviews
Noticing the small things that may
Getting on with odd individuals. trip you up.
Enduring the harshest conditions. Remembering the important stuff.
Making yourself heard.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Thrown Missile Weapon, skipping
Master Weapon, your mother’s axe stone ( p158).
( p153). Backpack, courier’s pack ( p173).
Light Armor, breastplate ( p163). Basic Potion x2, sunberry mixture
Traveler’s Bag, animal skin sack ( p177).
( p173). Rural Goods, gourd canteen ( p179).
Oddity, old telescope ( p179).

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JUBILANT PERFORMER EMISSARY OF SOL

You used to dance, sing, You preach the


or play an instrument enlightened thinking of
for the wealthy the revered masters
inhabitants of a busy of the Sol Alliance.
city. You tire of the You’ve now been
current culture and given the duty to
yearn to discover the spread these teachings
forgotten songs. across the Outer World.

Purviews Purviews
Ballads both ancient and new. The lore of the Invincible Bright.
Keeping everyone smiling. Grandiose speaking and
Putting on a good show. mannerisms.
Recognizing and chastising the
Starting Gear (Pick 2) duplicitous and unrighteous.
Lash Weapon, ribbon blade ( p153).
Starting Gear (Pick 2)
Light Armor, leathers ( p163).
Light Armor, plated vestments
Appealing Outfit, dancer’s costume ( p163).
( p173).
Holy Icon, sol medallion ( p180).
Luxury Item, musical instrument
( p179). Follower: Custrel, acolyte attendant
( p186).
Vial of Bright Water x3 ( p290).
CITY SCRIVENER

Big cities need official WYRM BLOODED


records, and you
kept the books You are one of Taaga’s
for a respected Lost Dragon Chosen,
philosopher, general, born on an auspicious
or treasurer. You’ve date. Your kin met all
left the post, but your needs and the
haven’t forgotten the ritual marks on your
importance of note-taking. face remind you of their
hopes and expectations.
Purviews
Absorbing a torrent of information. Purviews
Making precise notes and sketches. Bearing the weight of responsibility.
13 Noting and understanding
Remembering important details.
hierarchies of all kinds.
Starting Gear (Pick 2) Respecting rituals and tradition.
20 Authoritative Outfit, scribe’s
uniform ( p173). Starting Gear (Pick 2)
Translation Guide: Fade Song ( p176). Gem x1, a parting gift ( 151).
Urban Goods, pad & pen ( p179). Arc Weapon, wing spear ( p153).
17
Follower: Scamp, assistant page Medium Armor, largzard hide ( p163).
( p185). Compass, destiny charm ( p174).

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OUTER WORLD SCRIPTS
HINTERLAND NOBLE

No-Folk’s Land is a BRIGHT SPEECH


CREATING A
contested area, dotted CHARACTER
with petty warring CALLING
settlements. As a
SPECIES
child of this fringe
HOMELAND
nobility, you learned & HISTORY
from the ruthless
TRAITS
example of despots.
QUIRK
FINISHING
Purviews DETAILS
Radiating quiet menace. GEAR
Rough but efficient leadership. CHARACTER
RANK
Being athletic when necessary.

Starting Gear (Pick 2)


Wistful Dark
Drawn Weapon & Arrows x10, Twilight
hunting bow ( p158). Meridian

Authoritative Outfit, Blazing


Garden
emblematic clothing ( p173). HOSHI-BAN
Buried
Compass, a keepsake from your Kingdom
tutor ( p174). Other World
Riding Mount: Jumbug ( p191).

STARTECH ADEPT

Nyanko is the legacy of


the Rai-Neko and the
technologies they
brought to Outer
World. You are among
the chosen expected
to study and maintain
these aging devices.

Purviews
Working with any technology.
Analysis and troubleshooting.
Providing a reason for anything.

Starting Gear (Pick 2)


Large Mechanical Missile Weapon
& Ammo x5, Rai-Neko rifle ( p158).
Artisan’s Outfit, adept’s coat ( p172).
Scanner, startech monitor ( p181).
Small Spell Engine, startech battery
( p181).

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BURIED KINGDOM HISTORIES

An underground warzone that is both TUNNEL CRAWLER


sprawling and claustrophobic.
You have wandered alone
in the dark corridors
and dank caves of
the Buried Kingdom
for some time. The
unusual habits you’ve
developed can
unsettle regular folk.

More ( p310)S Purviews


Feeling your way through darkness.
BURIED KINGDOM HISTORY TABLE Surviving with what’s available.
Empathy with oddness.
Choose or roll your History

Outcasts Starting Gear (Pick 2)


Concealed Weapon, improvised
1-2 Tunnel Crawler ( p122) shiv ( p152).
Tattered Outfit, dusty rags ( p172).
3-4 Ruin Scavenger ( p122)
Bomb x1, unexploded mine ( p178).
5-6 War Deserter ( p123) Star Gem, hope in the dark ( p180).

7-8 Moss Scraper ( p123)


RUIN SCAVENGER
Commoners
The sunken cities and
9-10 Underland Soldier ( p123) abandoned fortresses
of the Underland are
11-12 Honored Laborer ( p123) filled with valuable
treasure. Valuable
13-14 Forge Hand ( p124) enough that you’ve
risked your life in order
15-16 Field Sapper ( p124) to claim it.

Elite Purviews
Things left over from aeons past.
17 Record Etcher ( p124)
Moving through cramped areas.
8
18 Comrade Agitator ( p124) Noticing traps and other dangers.

19 Resolute Overseer ( p125) Starting Gear (Pick 2)


15 Light Armor, crawling pads ( p163).
20 Apprentice Thinker ( p125) Standard Shield, old soldier’s
bulwark ( p169).
12 Traveler’s Bag, a big sack ( p173).
Lumi-Slime Lantern, you called your
slime Hue-bert ( p175).

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WAR DESERTER UNDERLAND SOLDIER

You once fought in the You fought in the


CREATING A
war between New Ore esteemed ranks of CHARACTER
and Old Iron, but the Old Iron Guard, CALLING
you’ve lost faith in the or the admired
SPECIES
cause. You felt risking Liberation Army of
HOMELAND
your life was more New Ore, enduring & HISTORY
wisely gambled on the propaganda and
TRAITS
personal gain. danger that came with it.
QUIRK
FINISHING
Purviews Purviews DETAILS
Departing without notice. Rank and file conduct. GEAR
Picking away to reveal a weakness. Keeping your gear maintained. CHARACTER
RANK
Knowing when it’s time to go. Staring down the enemy.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Mighty Weapon, rusty war maul Large Mechanical Missile Weapon & Twilight
( p153). Ammo x5, underland rifle ( p158). Meridian

Medium Armor, assault mail ( p163). Light Armor, infantry armor ( p163). Blazing
Garden
Tattered Outfit, old uniform ( p172). Authoritative Outfit, Old Iron or
Buried
Flame Grenades x2, tunnel clearers New Ore military uniform ( p173). Kingdom

( p178). Basic Potion x2, jolt juice ( p177). Other World

MOSS SCRAPER HONORED LABORER

While not particularly You were employed


hospitable, the Sea of in one of New
Sludge coastline is Ore’s communes
relatively peaceful. digging tunnels,
You grew up among repairing railways,
the resilient folk who or maintaining war
carved out a simple machines, whatever
existence there. was needed.

Purviews Purviews
Making even the Performing back-breaking labor.
repugnant palatable. Knowing the right tool for the job.
Rationing what you need. Keeping everyone going no matter
Keeping quiet and unnoticed. how grim it gets.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Extreme Weather Outfit: Cold, Black-out Goggles, New Ore issue
worm skin cloak ( p172). ( p173).
Rebreather Mask, creeper shell Lantern & Oil/Fuel Unit x1, ring-
mask ( p173). handle lantern ( p175).
Hardy Rations x10, shrooms ( p177). Common Rural Item, mattock ( p179).
Oddity, scraping knife ( p179). Pet: Skree, leather wing ( p190).

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FORGE HAND RECORD ETCHER

Of the crafters of Old The history of Old Iron


Iron, none are more is not kept on the
honored than those delicate paper of the
who work with the surface world! You
very metal the nation etched important
is named after. You information onto iron
were an apprentice to sheets to ensure it for
such a master craftsman. future generations.

Purviews Purviews
Digging in and finishing your task. Keeping track of every little thing.
Metal-working tools and weaponry. Making good on a grudge.
Proper procedure and safety. A steady, steady hand.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Standard Weapon with Utility Traveler’s Bag, courier bag ( p173).
Ability, forge hammer ( p152+161). Precise Dabber & Solvent x1 Unit,
Light Armor, protective gear ( p163). etching tools ( p178).
Standard Shield, your latest project Oddity, multi-lens magnification
( p169). goggles ( p179).
Artisan’s Outfit, smith’s apron ( p172). Oddity, metal etching sheet ( p179).

FIELD SAPPER COMRADE AGITATOR

War in the Buried When the citizens of New


Kingdom is often Ore strayed from their
fought between daily duties it was your
mechanized infantry in job to loudly remind
fortified tunnels. Your them of the collective
job was to undermine goals. When called
the enemy’s gun for, you’d exploit their
emplacements, or thwart guilt, fears, or anger.
the advance of their
death machines. Purviews
Working the crowd.
Purviews
Making anything sound bad.
The workings of war machines.
Reading the mood of the masses.
3 Getting behind enemy lines.
Spotting a structural weakness. Starting Gear (Pick 2)
Light Armor, Strategically placed
17 Starting Gear (Pick 2) metal plates ( p163).
Small Mechanical Missile Weapon Appealing Outfit, New Ore
crank pistol ( p158). counter-fashion ( p173).
Backpack, rucksack ( p173). Basic Potion x2, jolt juice ( p177).
7
Bomb x1, demolitions kit ( p178). Grenades x2, havoc crackers
Common Rural Item, spade ( p179). ( p178).

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OUTER WORLD SCRIPTS
RESOLUTE OVERSEER

The nation of Old Iron is UNDER WARBLE, FORMAL OLD IRON


CREATING A
built on a foundation of CHARACTER
hard graft. You were CALLING
an overseer, an almost
SPECIES
religious figure, called
HOMELAND
on to ‘encourage’ & HISTORY
flagging spirits
TRAITS
or believers.
QUIRK
FINISHING
Purviews UNDER WARBLE, NEW ORE SLANG DETAILS
Finding the nail that needs to be GEAR
hammered down. CHARACTER
A stern, intimidating glare. RANK

Identifying the most useful member


of a group. Wistful Dark
Twilight
Starting Gear (Pick 2) Meridian
Lash Weapon, spur cord ( p153). Blazing
Garden
Medium Armor, big pauldrons ( p163).
Buried
Authoritative Outfit, robes ( p173). Kingdom

Holy Icon, Creator's glyph ( p180). Other World

APPRENTICE THINKER

Your unorthodox thoughts CREATOR’S SCRIPT

were recognized by
one of the Thinkers of
New Ore, who took
you in as a student.
You learned radical
new ideas, and ways to
make them sound useful.

Purviews
Making words sound profound.
Convoluted, but useful, planning.
Rude and incessant interruption.

Starting Gear (Pick 2)


Concealed Weapon, dagger ( p152).
Blackout Goggles, for research
trips to the surface ( p173).
Beginner’s Tome: Buried Kingdom
History ( p176).
Booster Cakes x2: Insight, clever
candies ( p177).

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OTHER WORLD HISTORIES

This dull place is populated by inhabitants TRANSIENT


that seem to live uneventful and routine
lives. Outer World scholars find it You never really stayed
fascinating nonetheless. in one place for long.
This strange new
world doesn’t feel
much like home, but
then again the old one
didn’t either. Nothin’
new, huh?

Purviews
Scrounging for what you need.
More ( p313) Enduring harsh conditions.
Communicating in code.
OTHER WORLD HISTORY TABLE
Starting Gear (Pick 2):
Choose or roll your History Tattered Outfit, no shoes and a
Outcasts ripped trench coat ( p172).
Backpack, trusty kit bag ( p173).
1-2 Transient ( p126) Treat x5, candy from a child ( p177).
Commoners Pet: Growl, brave mongrel ( p188).

3-4 NEET ( p126)


NEET
5-6 Retail/Service ( p127)
Not in Education,
7-8 Blue Collar ( p127) Employment, or
Training. You’re young
9-10 White Collar ( p127) and have your whole
life ahead of you, you
11-12 Domestic ( p127) just aren’t sure what
you’re supposed to do
13-14 Military/Law Enforcement with it yet…
( p128)
Purviews
15-16 Education, Faculty ( p128) Trivia related to important persona.
2 Finding the path of least resistance.
17-19 Education, Student ( p128)
Sharp, cynical judgement.
Elite
Starting Gear (Pick 2)
18 Beginner’s Tome: Adventure Sites,
20 Idle Rich ( p128)
Akenia Adventure!! guide ( p176).
Basic Potion x2, energy drinks ( p177).
13 Holy Icon, collectible plush ( p180).
Other World Pocket Device,
Game Gal Advance ( p182).

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RETAIL/SERVICE WHITE COLLAR

You used to wait tables Up until recently, your


CREATING A
or work a cash register. days were spent behind CHARACTER
The new place is filled a desk. You worked a CALLING
with some pretty odd comfy, if a little dull,
SPECIES
characters, but it’s 9-5 routine and day-
HOMELAND
nothing compared to dreamed about taking & HISTORY
the strange types you more risks…
TRAITS
had to serve back home.
QUIRK
Purviews
FINISHING
Purviews Keeping a deadline. DETAILS
Dealing with the unreasonable. Effective multi-tasking. GEAR
Keeping calm when in a rush. Saying just about anything while CHARACTER
RANK
Remembering the particulars. retaining a polite tone.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Wistful Dark
Artisan’s Outfit, sales apron ( p172). Authoritative Outfit, suit & tie ( p173). Twilight
Meridian
Rations x10, box of nuggets ( p177). Treat x2 & Hardy Rations x2,
Urban Goods, company branded packed lunch ( p177). Blazing
Garden
pad & pen ( p179). Oddity, red stapler ( p179).
Buried
Other World Pocket Device, smart Other World Pocket Device, Kingdom

phone ( p182). synth tablet ( p182). Other World

BLUE COLLAR DOMESTIC

You worked with your You cooked and cleaned


hands, doing jobs as a servant, chef, or
that were often stay-at-home spouse.
unappreciated back But now, without
home. Your strong warning, you’ve been
work ethic and practical transported to this
nature will stand you in strange new world. You
good stead here. think you left the oven on!

Purviews Purviews
Putting your back into it. Noticing something out of place.
Knowing your limits and Making others comfortable.
pacing yourself. Working with edible things.
Seeing through pretension.
Starting Gear (Pick 2)
Starting Gear (Pick 2) Standard Weapon with Utility Ability,
Mighty Weapon with Utility Ability, iron frying pan ( p152+161).
sledgehammer ( p153+161). Traveler’s Bag, cute tote ( p173).
Light Armor, hard hat & protective Beginner’s Tome: Outer World
overalls ( p163). Legends, children’s book ( p176).
Traveler’s Bag, tool belt ( p173). Treats x10, perfect cookies ( p177).
Basic Potion x2, coffee flask ( p177).

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MILITARY/LAW ENFORCEMENT EDUCATION (STUDENT)

Unlike most Other This is the sort of thing


Worlders, you are that happens in lazy
armed and trained for fantasy fiction. How
combat. Yet nothing are you going to get
could have prepared to class now? Still,
you for the strange it’s less stressful than
critters you’re up preparing for those end
against here. of semester papers.

Purviews Purviews
Quick but rigorous investigation. Rushing at the very last minute.
Practical athletics. Dedication to learning.
Reading a situation. Expressing yourself loudly.

Starting Gear (Pick 2) Starting Gear (Pick 2)


Light Armor, anti-stab vest ( p163). Master Weapon, aluminium
Authoritative Outfit, uniform ( p173). baseball bat ( p153).
Grenades x2, frags ( p178). Backpack, book bag ( p173).
Other World Side Arm & Ammo x10, Appealing Outfit, school uniform
trusty shooter ( p182). ( p173).
Other World Pocket Device, smart
phone with charm ( p182).
EDUCATION (FACULTY)

Wait a minute, you’re IDLE RICH


the teacher... isn't it
supposed to be the Thanks to wealthy parents,
kids who end up or inheritance, you’ve
on a silly mystical led a luxurious lifestyle
adventure!? Still, it and had everything
beats grading papers. handed to you on a
silver plate. So much
for that.
Purviews
Explaining complicated ideas.
Purviews
Critical assessment against criteria.
Keeping all eyes on you.
Managing stress.
Maintaining an air of superiority,
10 Starting Gear (Pick 2) deserved or not.
Backpack, teacher’s satchel ( p173). Getting what you want.
Urban Goods, pack of chalk ( p179). Starting Gear (Pick 2)
15 Oddity, hand puppet for Gem x1, assorted bling ( p151).
educational use ( p179).
Appealing Outfit, strong look
Oddity, three-hole puncher ( p179). ( p173).
9 Blackout Goggles, shades ( p173).
Other World Pocket Device, Pear
Pad DX ( p182).

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Wistful Dark
Twilight
Meridian

Blazing
Garden

Buried
Kingdom

Other World

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STEP 4 · TRAITS
Your Traits describe your mental and physical strengths and weaknesses. Are
you strong but clumsy, or puny but perceptive?

ABOUT YOUR TRAITS


Step 4 Instructions
Your Traits modify your base Aptitudes as 1. Choose or roll on the Positive Trait
set by your Calling. Your Traits make you Table twice, increasing the resulting
more or less capable than other PCs of the Aptitude by +1 each time.
same Calling and Rank. 2. Choose or roll on the Negative Trait
There are two types of Trait: Table once, reducing the selected
Aptitude by -1.
Positive Traits: These boost your
◆ Note, Positive & Negative Traits
Aptitudes above your Calling’s base level.
will cancel each other out, and 2
Negative Traits: These reduce your Positive traits will stack to provide a
Aptitudes below your Calling’s base level. +2 Aptitude bonus.
As you rise in Rank the Aptitudes
Don’t get hung up on the Traits you adjusted by your Traits will now
think you should have. A mighty track permanently above, or below,
warrior is fun but a perceptive
the value stated for your Calling.
barbarian can be just as effective.

You could think about how you’d


like to describe your character, then
choose Traits that seem appropriate.
For example, ‘Nimble, clever, but
10
cowardly’ would translate as +1
Deftness, +1 Insight, -1 Grit.

18

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POSITIVE TRAIT TABLE


Choose or roll your Positive Traits (twice)
CREATING A
CHARACTER
1-4 +1 Might: You’re more CALLING
powerful or brutish than others
SPECIES
of your kind.
HOMELAND
& HISTORY
5-8 +1 Deftness: You’re more
TRAITS
nimble or elegant than others
QUIRK
of your kind.
FINISHING
DETAILS
9-12 +1 Grit: You’re more rugged
GEAR
or determined than others of
CHARACTER
your kind. RANK

13-16 +1 Insight: You’re more


observant or sharp than others
of your kind.

17-20 +1 Aura: You’re more


charming or fascinating
than others of your kind.

NEGATIVE TRAIT TABLE


Choose or roll your Negative Trait (once)

1-4 -1 Might: You’re more


feeble or scrawny than
others of your kind.

5-8 -1 Deftness: You’re more


clumsy or graceless than
others of your kind.

9-12 -1 Grit: You’re more gutless


or delicate than others of
your kind.

13-16 -1 Insight: You’re more


naive or simple than others of
your kind.

17-20 -1 Aura: You’re more


loathsome or forgettable
than others of your kind.

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STEP 5 · QUIRK
Your Quirk is a unique or peculiar aspect of your character. Will you have a
robotic arm, be unusually resilient to magic, or have great fashion sense?

ABOUT YOUR QUIRK INHERITOR SPECIES QUIRK TABLE

Your Quirk is a unique mental or physical Choose or roll your Quirk (Gruun, Chib, Human,
feature that alters your character in some Promethean, Rai-Neko, or Tenebrate)
way, usually providing you with a distinct
set of Advantages and Disadvantages. 1-7 Spirit Quirk ( p133)

8-14 Physiology Quirk ( p136)


Step 5 Instructions
1. Choose or roll on the Quirk Table 15-20 Fate Quirk ( p139)
related to your Species:
 Inheritor Species Quirk Table:
OLD WORLD SPECIES QUIRK TABLE
For Gruuns, Chibs, Humans (both
types), Prometheans, Rai-Neko, Choose or roll your Quirk (Dwarf, Elf, or Goblin)
and Tenebrates.
 Old World Species Quirk Table: 1-7 Spirit Quirk ( p133)
For Dwarfs, Elves, and Goblins.
 Bio-Mechanoid Quirk Table: For 8-14 Physiology Quirk ( p136)
Bio-Mechanoids.
15-20 Eldritch Quirk ( p142)
2. Go to the Quirk Table you are
8 directed to and then choose or roll
for your specific Quirk. BIO-MECHANOID QUIRK TABLE
3. Add your Quirk to your Character Choose or roll your Quirk (Bio-Mechanoid)
13 Sheet, and follow any additional
instructions listed in your Quirk’s 1-10 Spirit Quirk ( p133)
specific entry.
11-20 Robotic Quirk ( p145)
8 If you get the same Quirk as another
PC, roll a new one! Or work with
your GM to tweak it so it’s not
exactly the same.

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SPIRIT QUIRKS

CREATING A
SPIRIT QUIRK TABLE JUMPY CHARACTER

CALLING
Choose or roll Spirit Quirk You are jittery, skittish or
paranoid. This means SPECIES

1-2 Unhinged ( p133) that while you spot HOMELAND


& HISTORY
potential dangers
3-4 Jumpy ( p133) sooner than most, TRAITS

your nervous outbursts QUIRK

5-6 Pedantic ( p133) can telegraph your FINISHING


approach to enemies. DETAILS

7-8 Clear Intent ( p134) GEAR


Advantages CHARACTER
RANK
9-10 Boring ( p134) " Your Team gains an Edge on all
Insight rolls related to checking
11-12 Curious ( p134) for danger. Spirit Quirks
Physiology
13-14 Always Prepared ( p134) Disadvantages Quirks
# Your Team suffers a Snag on Fate Quirks
15-16 Stylish ( p135) Deftness rolls when it is attempting Eldritch
an Ambush. Quirks
17-18 Miser ( p135) Robotic
Quirks

19-20 Soul Link ( p135) PEDANTIC

You are well read, and you


UNHINGED make sure everyone
knows it. While your
Inflicting grievous harm extensive knowledge
on others doesn’t seem and attention to detail
to bother you. In fact, comes in handy, it can
you quite enjoy it. be grating for those
Perhaps it was your around you. Woe betide
unaffectionate mother anyone who fails to heed your advice, as
or a traumatic past they will suffer a healthy dose of ‘I told
event that is to blame for you so’.
this unrelenting bloodlust.
Advantages
Advantages " You gain an Edge on Insight rolls
" You gain +2 to your Attack Bonus. when attempting to research or
You are vigorously violent. recall information.

Disadvantages Disadvantages
# Your suffer a -1 to your Defense # You suffer a Snag on Aura rolls
Rating. Your enthusiastic when trying to Negotiate or
commitment to causing harm impress someone.
leaves you vulnerable to attack.

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CLEAR INTENT CURIOUS

Despite attempts to The world is a dangerous


hide it, your true yet wondrous place and
intentions are always you want to see it all.
apparent because of Unless restrained or
your revealing body strenuously cautioned,
language and tone you will inadvertently
of voice. This is great explore your
when getting your point surroundings, haphazardly
across, but it makes you a terrible liar. poking around.

Advantages Advantages
" You can communicate simple, " Whenever entering a new room or
one sentence ideas or commands small area, you can opt to use this
without the need to speak. This Quirk to immediately discover a
is helpful when you need to keep single hidden thing, if it exists. For
silent or are interacting with example, a secret door or treasure.
someone who doesn’t speak
your language. Disadvantages
# Using this Quirk while exploring a
Disadvantages room with a trap, or other triggered
# You have a Snag when attempting event, means you set it off without
to lie to someone. You are betrayed a chance to avoid or stop it.
by your expressions and gestures.

ALWAYS PREPARED
BORING
You carry a plethora of
You are unremarkable. unusual items with you.
You’re difficult to notice While everyone you
and easy to forget, travel with is pleased
and while you may when you’ve got just
not be recognized the right tool to hand,
for your successes, at your vast collection can
least you avoid being sometimes spill out at
defined by your failures. exactly the wrong moment.

Advantages Advantages
" An Insight Check is required " Once per game Session, you may
when someone is trying to recall ‘have’ any single item you require.
if you were present at an event or The item must be worth less than
18
situation… unless you were the only 45 Coins and be no larger than a
one there! single Inventory Slot.

20 Disadvantages Disadvantages
# If you are placed at the scene, # Whenever you roll an unmodified
your actions will be attributed to 20 on a Deftness Check random
another, including any positive or assorted junk spills everywhere and
17 heroic deeds you performed. complicates the situation. Your GM
will decide exactly how!

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STYLISH Disadvantages
Your innate sense of style # If you are close enough to a
CREATING A
and panache means qualifying treasure horde, you must CHARACTER
you are always on make an Aura Check to resist the CALLING
the cutting edge of urge to find and plunder from it.
SPECIES
fashion. Whether your
HOMELAND
attire is practical or for & HISTORY
a special occasion, you SOUL LINK TRAITS
always dress to impress.
QUIRK
You are able to connect
Advantages your heart and FINISHING
DETAILS
mind with another.
" You gain an Edge on Aura rolls GEAR
However, when not
where your appearance is a factor.
linked to another, CHARACTER
RANK
Disadvantages your supernatural
empathy crowds your
# You always buy the best. You
mind with a cacophony of
must spend at least 50% more Spirit Quirks
ambient emotions.
on any clothing, armor, or other Physiology
Quirks
accessories… or lose your
Advantages
style advantage. Fate Quirks
" You may choose a single, willing Eldritch
If you want to wear something person to Link with. Quirks

you’ve been given, or found, you’ll  You must be close enough to touch Robotic
Quirks
still need to spend the additional someone in order to establish a
money to get it adorned, gilded, or Link with them.
modified to suit your demanding
aesthetic requirements.  Once Linked, you can share
thoughts and feelings with each
other no matter how much distance
comes between you.
MISER
 You may terminate, or switch, who
The draw of material you are Linked to at any time.
wealth is almost
overwhelming for Disadvantages
you. Precious metals, # When not Linked to another, all
gems, works of art, Checks and Contest rolls suffer a
and even fine clothes; Minor Penalty (-2). Your receptive
you love it all. Find it, mind is distracted by the stream of
grab it, horde it. others’ thoughts.

Advantages
" You are supernaturally aware of
any concentration of valuables.
Temptations range from a stockpile
of gold to a walk-in closet filled
with exquisite garments.
 The valuables must have a net worth
of 5 Gems and be within 300 feet
for you to detect their presence.
 You are able to sense the direction
in which the valuables are located.

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PHYSIOLOGY QUIRKS

PHYSIOLOGY QUIRK TABLE NEARSIGHTED


Choose or roll your Physiology Quirk Years of staring at old
books in dim light has
1-2 Girthsome ( p136) strained your eyes.
As a result you are
3-4 Nearsighted ( p136) extremely well read
but now you require
5-6 Adorable ( p136) a pair of spectacles to
see properly.
7-8 Dark Demeanor ( p137)
 You start with a pair of spectacles,
9-10 Angelic Countenance ( p137) these do not take up one of your
Inventory Slots.
11-12 Big Eater ( p137)
Advantages
13-14 Waifish ( p137) " You gain +1 to your Insight.
" You gain 2 additional Bonus
15-16 Magitech Graft ( p138)
Languages of your choice ( p109).
17-18 Winged ( p138) Disadvantages
# Without your glasses you suffer a
19-20 Grasping Tresses ( p138)
Snag on all rolls that are dependent
on sight.

GIRTHSOME

You’re a robust specimen: ADORABLE


muscular, fat, or bulky
in some way. Your You are childlike, cute,
ample body can soak or otherwise innocent
up more punishment looking. This makes
than most, but it also you incredibly
slows you down. disarming and easy
to agree with, but
also considerably
Advantages less threatening.
" You gain +1 to your Hearts Total.
Advantages
" You gain +1 to your Grit.
" You gain an Edge on Aura rolls
14
Disadvantages when attempting to charm, or
# Your Speed Rating is reduced by convince others of your
a single step. relative harmlessness.
5
Disadvantages
# You incur a Snag on Aura rolls when
attempting to intimidate
2 or impress.

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DARK DEMEANOR BIG EATER

You carry yourself in a A fast metabolism, or


CREATING A
way that suggests a lifetime of plenty, CHARACTER
nefarious intent, even has increased CALLING
if you don’t harbor your appetite
SPECIES
such thoughts. You exponentially. While
HOMELAND
have shifty looking your grocery bill is & HISTORY
eyes and probably high, your love of
TRAITS
dress in black. eating invigorates you.
QUIRK
FINISHING
Advantages Advantages DETAILS
" At first glance, wicked creatures will  During a Fight you can use your GEAR
presume you are a potential ally. Action to inhale a day’s worth of CHARACTER
Rations to restore 1 lost Heart. RANK
Disadvantages
# Conversely, those favoring law Disadvantages
and order will distrust you, and are # You need to eat double the amount Spirit Quirks

quick to blame you for ill deeds. of required Rations for each day Physiology
Quirks
Your demeanor will be dispelled if spent on a Journey ( p222).
Fate Quirks
others witness you perform good
Eldritch
deeds or others provide substantial Quirks
evidence of your true nature. WAIFISH
Robotic
Quirks
You are lean, scrawny,
or otherwise lacking
ANGELIC COUNTENANCE
in substance. While
A guileless smile and this has made you
soothing voice project extremely light on
an aura of heavenly your feet it has,
innocence. Your unfortunately, also
saintly air persists made you prone to injury.
even when you harbor
ill intent. Advantages
" Your Speed Rating is increased by a
single step.
Advantages
" You gain +1 to your Deftness.
" At first glance, benevolent
individuals will assume you are Disadvantages
trustworthy and pass you over for
# You suffer -1 to your Hearts Total.
blame. They are also willing to
accept your more believable lies.

Disadvantages
# Villainous types will assume you’re
out to get them. Maybe they
should get rid of you before you
cause any trouble for them.
The effect is negated if you are
witnessed acting contrary to your
angelic appearance.

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MAGITECH GRAFT
Disadvantages
Severe injury usually # You suffer -1 to your Hearts Total.
results in hardship for You have pneumatized bones.
survivors, but you # You suffer -1 to your Grit Aptitude.
have been fitted Carrying wings is tiresome.
with a Prosthetic
Replacement. Once If you receive an Injury that targets
commonplace in the your arms, you can choose to have
3rd Aeon, these magitech it affect your wings instead.
grafts are now extremely You can’t benefit from your wings if:
rare… lucky you!  They are Injured or Restrained.
 You are Overburdened.
Choose or roll your Robotic Quirk
 You are wearing Heavy or
Superheavy Armor.
1-7 Utility Servo ( p145)
Replaces your left or right arm.
GRASPING TRESSES
8-15 Sproing Sprockets ( p145)
Replaces your lower legs. Your hair is extremely
long and writhes like a
16-20 Nox-Vision ( p147) living creature. Your
prehensile locks
Replaces your eyes. mostly cooperate
with you, but
Any Injuries to your graft will not occasionally exhibit
heal naturally and will require a will of their own.
Bio-Mechanoid Treatment .
Advantages
" Your hair may act as an additional
WINGED set of arms that can grab,
manipulate, and attack.
You have large, feathered
◆ During a Fight your hair can:
wings. While you
cannot soar, you can  Hold on to things to create an
glide or get extra lift advantage. For example, holding
when you jump. Some a lamp in addition to your sword
think you may be and shield or clinging to a ledge
the spawn of a Deva, while you fire your bow.
others the target of a  Be used to perform Actions and
wizard’s practical joke. Attacks instead of, not as well as,
20 your arms. Your hair can perform
Advantages any task your regular arms could.
" You gain Supernatural Leaping
Disadvantages
( p107).
16 # You have a Snag on any Deftness
" You can glide safely down to earth
rolls involving the use of your legs.
from great heights without risk.
" If falling, or knocked from the sky, You can cut your hair, but it grows
13 you can avoid an Impact Injury back within minutes, in a restless
with a successful Deftness Check to and irritable mood.
slow your descent.

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FATE QUIRKS

CREATING A
FATE QUIRK TABLE MAGE BREAKER CHARACTER

Choose or roll your Fate Quirk CALLING


Every fibre of your soul
SPECIES
seems to lash out and
1-2 Survivor ( p139) reject the magical or HOMELAND
& HISTORY
supernatural. This is
3-4 Mage Breaker ( p139) great when shielding TRAITS

you from curses, but QUIRK


5-6 Young ( p139) less desirable when FINISHING
DETAILS
negating blessings.
7-8 Past Injury ( p140) GEAR

Advantages CHARACTER
RANK
9-10 Weary ( p140) " Any magical Ability directed at
you is nullified if you make an Aura
11-12 Destined ( p140) Check, or win an Aura Contest if Spirit Quirks
you’re targeted by a spellcaster. Physiology
13-14 Dread Orator ( p140) Quirks
Disadvantages Fate Quirks
15-16 Beast Tongue ( p141) # You might nullify all magic that Eldritch
targets you, even those intended to Quirks
17-18 Guardian ( p141) help you and your own spells! Robotic
Quirks
# Magical Artifacts you attempt to
19-20 Crowned ( p141) use might also be nullified.

This ability does not stop you from


SURVIVOR using your own magic on others.
You’ve suffered many Persistent magic effects or Artifact
trials and ordeals in the Abilities resume once you leave the
past and lived to tell area of effect.
the tale. You know
the punishment your
body can take and YOUNG
no longer fear physical
injury as much as you You are significantly
should, knowing you’ll be able younger than the
to bounce back in no time. average adventurer,
barely in your teens.
Advantages You’ve not had your
growth spurt yet, but
" You heal 2 Injuries, instead of the
that’s not gonna
usual 1, when you choose to Heal
stop you!
an Injury during Downtime.

Disadvantages  If you are a Medium or Large


Species your size is reduced by one
# You suffer a Snag on all Deftness
step.
rolls related to avoiding injury. Why
get out of harm’s way when you  If you are a Small Species you gain
mend so quickly? the Adorable Quirk ( p136).
Should you survive to adulthood,
the Quirk is removed.

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PAST INJURY DESTINED

A traumatic incident You are the plaything


has left you with a of whimsical cosmic
distinctive gash on forces. Sometimes
your chest, a missing these forces
eye, or similar intervene to help
indelible scar. This you, other times they
nagging injury reminds seek to hinder.
you to be cautious.
Advantages
Advantages
" You can grant yourself an Edge
" You gain +1 to your Defense Rating
for any single roll once per
due to your caution.
game Session.
This benefit is lost if you aren’t
aware of the Attack. Disadvantages
# Your GM can give you a Snag for a
Disadvantages
single roll once per game Session,
# You suffer -1 to an Aptitude but cannot use it to counter a roll
related to an injury of your choice. you’ve already chosen to grant an
For example, a leg wound might Edge to.
reduce your Deftness.

If your Injury is removed, your Quirk


is also removed. DREAD ORATOR

You’re not sure exactly


how you discovered
WEARY this talent, but you
have the ability to
You are much older than question the recently
your peers, or simply dead. Sometimes their
worn down thanks to spirits have something
years of struggle or to say.
hardship. While no
longer in your physical
Advantages
prime, your experience
is useful. " Once per day you can place your
hand on a corpse that’s less than a
Advantages day old, and ask it two questions
which it will answer truthfully.
" Choose one of the following:
 A scarred soul: You gain +1 to your Disadvantages
1 Attack Bonus. # If you fail an Aura Check the spirit
◆ You also possess a trusty weapon. of the corpse remains with you
This weapon can be of any Type, for a week and a day. During this
except for Combination or Imbued. period, it speaks to you in your
2
sleep and you suffer the effects
 Walker of two paths: You choose,
of Fatigue ( p269). However,
or roll, for an additional History
the spirit may continue to impart
from your Homeland ( p109).
6 useful information to you during its
Disadvantages protracted stay.
# You suffer -1 Might and -1 Grit.

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BEAST TONGUE
Disadvantages
You’ve been able to # You are incapable of abandoning
CREATING A
speak with animals your ward while they are alive. CHARACTER
since you were small.  If your ward is in desperate danger CALLING
Though wild creatures then you must seek them out or SPECIES
tend to be a bit you will be so worried that you HOMELAND
simple minded, they will not be able to sleep and suffer & HISTORY
can be a useful source Fatigue ( p269). TRAITS
of information.
QUIRK
If this character dies, your Quirk
FINISHING
Advantages becomes inactive. DETAILS
" You can talk with one of the ◆ You may reactivate this Quirk by GEAR
following creature categories; bird, choosing another character with CHARACTER
mammal, reptile, insect, or aquatic. whom you have Social Bond RANK

 Animals give simple responses and ( p279) with to become your ward.
do not understand complicated
Spirit Quirks
concepts or vocabulary.
CROWNED Physiology
Quirks
Disadvantages
# You cannot be unduly cruel to As a child you assisted Fate Quirks

animals, or eat animal flesh of any a kindly Fairy, who Eldritch


Quirks
kind. Doing so will remove the Quirk. bestowed upon you a
grand title. While this Robotic
The Ability can be regained by prestige is entirely
Quirks
completing a task designated to unrecognized among
you by the ruler of the offended conventional nobility,
animal’s kingdom. and may even invite
ridicule, immortals treat you with
due respect. Titles include, but are not
GUARDIAN limited to: Queen of Unfinished Songs,
Prince of Grass, Our Lady of Chocolate,
You are an overly and Earl of Lost Buttons.
protective type and
must defend another. Advantages
It could be someone
you’ve grown up with " Your status is honored by Asura,
or a random person Devas, Unshaped, Elves, and
you’ve latched on to. other immortal entities. Usually
Regardless, your devotion this means little more than polite
is unequivocal. hospitality and invitations to private
functions, but your GM can extend
 You must choose a member of your your influence beyond this.
Team to be your ward, a character Disadvantages
of whom you’ve become overly
protective of. # Mortals aware of your ‘noble’
status find it hard to take you
Advantages seriously. You suffer a Snag on any
" You can sense when your ward is in Aura Checks or Contests when
any kind of mortal peril. attempting to impress, intimidate,
or persuade someone who knows.
 You know what direction to go in
order to find them, regardless of
how much distance separates you.

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ELDRITCH QUIRKS

ELDRITCH QUIRK TABLE LYRICAL

Choose or roll your Eldritch Quirk You speak in rhymes or


verse even when there
1-2 Dreamer ( p142) is no reason to do so.
Strangely, success is
3-4 Lyrical ( p142) more likely when your
choice of words flows
5-6 Infested ( p142) smoothly, but ill fortune
awaits should you stumble…
7-8 Peculiar Taste ( p143)
Advantages
9-10 Kin to Fire ( p143) " When you describe your Actions
in rhyme, you gain an Edge on any
11-12 Fairy Cap ( p143) required rolls, but…
◆ You cannot repeat a rhyme you have
13-14 Sneezles ( p144) already used and must not delay
the game longer than 30 seconds
15-16 Masked ( p144) or so when creating a rhyme.

17-18 Ferrous ( p144) Disadvantages


# If you cannot word your Actions in
19-20 Figment Follower ( p144) rhyme, you suffer a Snag on any
required rolls.

DREAMER At the start of a game Session you


can opt to have a ‘day off’, and
Your mind is often in ignore the Quirk until you are feeling
places that do not more poetic.
properly exist,
thinking of things that
could be, instead of
what is. To you, reality INFESTED
seems more flexible. You are crawling with
insects, the residue
Advantages of a slain Asura, or
something equally
" Once per game Session, you can
terrible. The
propose an event that gets you out
infestation has a
of a tricky predicament, subject to
12 vested interest in your
your GM’s approval. For example,
survival and employs
an unexpected rock fall that cuts
strange methods to ensure it.
off your pursuers.
6 Advantages
Disadvantages
# In a game Session where you have " When you choose to Heal an Injury
invoked this Quirk, your GM can during Downtime ( p273), your
8 have your adversaries benefit ‘friends’ can repair a single Injury
from a similar improbable event to you’ve sustained, including the
negate an advantage you possess. regeneration of destroyed limbs or
other mutilated body parts.

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Disadvantages Advantages
# You must consume twice as much " You can converse with burning flame.
CREATING A
food as normal to satisfy your own Fires are not smart, but are observant. CHARACTER
hunger and that of the infestation. " With a successful Aura Check you CALLING
◆ When Starving, the creatures are can prompt flames to perform simple SPECIES
visible beneath your skin which can favors. For example, they can reluctantly
HOMELAND
be unsettling to those that notice. dim or set fire to something within & HISTORY
reach, but they won’t do anything TRAITS
that risks them being extinguished.
QUIRK
PECULIAR TASTE
Disadvantages FINISHING
DETAILS
You have acquired, or # Water is less fond of you. You can
GEAR
were born with, an hold your breath underwater for
CHARACTER
unusual source of only a quarter, rather than the usual RANK
nourishment. While half, of your Grit Aptitude (rounded
you only need to down) before Suffocating ( p271).
consume a tiny portion # You suffer a Snag on all rolls Spirit Quirks
of ‘food’ to survive, when attempting to swim, sail, or Physiology
you’ll starve just the same otherwise traverse a body of water. Quirks
if you don’t eat. Fate Quirks
Eldritch
 You must choose an alternative Quirks
FAIRY CAP
source of nourishment. This could Robotic
Quirks
be a specific type of object, such You have a wonderful little
as coins or buttons, or something hat, but can’t quite
organic but not normally eaten, like remember where you
hair or teeth. got it. Others think it
looks a bit strange,
Advantages but you like it just the
 You only need to eat a single piece way it is. You never
of your peculiar food per day to want to take it off… ever!
sustain you.
 Most of the time your Cap sticks
Disadvantages strangely to your head but
 You are unable to stomach Rations occasionally, at your GM’s discretion,
and other regular food, but can you might need to make a Deftness
drink water, alcohol and potions Check to keep it in place.
with no ill effect.  If the Cap is dislodged fate makes
sure you are able to reclaim it; but it
You suffer Starvation ( p271) if
may require a little time and effort.
deprived of your peculiar food.
Advantages
" You gain +1 to your Defense Rating
KIN TO FIRE when wearing your Cap. It makes
The spirits within the the world feel a bit safer.
flames speak to you in
Disadvantages
whispers that no one
else can hear. You # You lose an extra Heart when you
can talk back, though take Damage from an Attack or other
this makes the water ill effect when not wearing your Cap.
spirits grow jealous You feel weak and afraid without it.
and spiteful.

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SNEEzLES FERROUS

You have a non- Your skin has an iron-like


conventional allergy quality, weapons clang
that never fails to and spark when they
cause a brief, albeit strike you. Your heart is
violent sneezing fit. just as cold and hard.
It’s like a sort of early You are a physical and
warning system. emotional fortress.

 You can choose what causes your Advantages


sneezing fits, it could be a type of " Your Naked Defense Rating is 14.
creature or substance. Discuss and
agree your allergen with your GM. Disadvantages
# The Armor you can wear without
Advantages
penalty is limited to Light Armor.
" If you are within 150ft of your
# You suffer a Snag when attempting
chosen allergen, you sneeze loudly
to do anything where excessive
a few times and then abruptly stop.
body mass is a limiting factor.
Disadvantages # Your suffer a Minor Penalty (-2) on
# The sneezing fits are alarmingly all Aura rolls related to charm or
loud and will alert anyone within persuasion, due to your hard heart.
earshot to your presence.

FIGMENT FOLLOWER
MASKED
Sometimes, when you
You can change your wake up, you are
physical appearance accompanied by
at will. Over the years your imaginary pet.
you’ve taken many Strangely, this pet
forms. If you ever had seems just as real to
a ‘true’ face, you’ve others as it does
long forgotten it. to you.

Advantages  You can choose any Pet ( p188) to


be your Figment Follower.
" You can alter your facial features,
skin, hair, build, and sex in an instant.  Your Pet has an ethereal shimmer
and speaks one of your languages.
 You must maintain something close
to your current height and weight  Every time you wake up you roll to
7
and cannot mimic other species. see if your Pet has manifested.
 Your Pet will vanish if you sleep, fall
Disadvantages unconscious, or die.
16 # You suffer a Snag on Checks and  Even if killed, captured, or lost, your
Contests when resisting effects Pet may reappear after a good sleep.
that alter your body, such as the
Petrification, Ballooned, or Jellyfied Roll to see if your Pet appears today
6 Ailments. Your malleable form is
vulnerable to forced change. 1-14 Pet appears in good health

15-20 No Pet, try again tomorrow

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ROBOTIC QUIRKS

CREATING A
ROBOTIC QUIRK TABLE UTILITY SERVO CHARACTER

Choose or roll your Robotic Quirk Your left arm has CALLING

been modified to SPECIES

1-2 Industrial Frame ( p145) accommodate an array HOMELAND


of specialist tools. & HISTORY

3-4 Utility Servo ( p145) You’ve also been TRAITS


programmed to use QUIRK

5-6 Sproing Sprockets ( p145) them with aplomb. FINISHING


DETAILS

7-8 Translator Module ( p146)  Your left arm contains a Specialist


GEAR
CHARACTER
Kit ( p176) of your choice. RANK
9-10 Battle Scanner ( p146)
Advantages
11-12 Mascot Chassis ( p146) " The Utility Servo works the same as Spirit Quirks
a manual Specialist Kit, except: Physiology
13-14 Buster Arm ( p146) Quirks
 It does not require replenishing.
Fate Quirks
15-16 Nanotech Maintenance ( p147)  It does not take up one of your
Eldritch
Inventory Slots. Quirks
17-18 Bioskin ( p147) " You can use the Servo without the Robotic
Ability normally required, except… Quirks
19-20 Nox-Vision ( p147) you must have a Crafting Discipline
( p282) to Craft items.

INDUSTRIAL FRAME Disadvantages

Your robotic skeleton is # You suffer a Snag on all Deftness


made of a super dense rolls requiring fine motor skills
alloy that increases when using your clunky Servo arm.
your durability and
strength without
increasing your size. SPROING SPROCKETS
However, the extra
weight does slow you. Your thick legs house
giant springs that end
in large metal boots.
Advantages
Your incredible leaps
" You gain +1 to your Hearts Total. are accompanied by
" You gain +1 to your Might. a loud and distinctive
‘sproing!’ sound.
Disadvantages
# Your Speed Rating is reduced by a
Advantages
single step.
" You gain Supernatural Leaping
# You suffer a Snag when attempting
( p107).
to do anything where excessive
body mass is a limiting factor. Disadvantages
# You suffer a Snag when attempting
stealthy actions thanks to your
noisy steps.

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TRANSLATOR MODULE MASCOT CHASSIS

Advanced audio You are small and


receptors and other aesthetically pleasing.
forgotten linguistic You were created to
technologies enable stand out rather than
you to comprehend to fulfil any practical
any spoken objective. You
language. However, probably represented
your mechanical speech a popular brand that was
patterns make conversations awkward. prominent in Gleysian society
during the 3rd Aeon.
Advantages
" You are able to understand any  You are a Small Species ( p106).
audible language, including those  You gain the Adorable Quirk
used by beasts and ones that ( p136).
originate from beyond Outer World.

Disadvantages
BUSTER ARM
# You suffer a Snag on all Aura rolls
that involve verbal communication. One of your arms is
Your robotic syntax can be difficult equipped with a
to follow for native speakers. powerful, long range
energy weapon. It
draws its power from
BATTLE SCANNER your internal energy
reserves, so you need
With a quick glance to be careful how much
you can assess the you use it.
potential threat of any
opponent you engage  Your right arm has an energy
with. However, cannon, it is fitted in such a way that
you’re wired for it does not inhibit your dexterity.
combat which makes Advantages
processing other things
suboptimal. " The cannon functions like a
Mechanical Missile Weapon
(Small), except:
Advantages:
 It does Bright Damage.
" On a successful Insight Check
you can ask your GM for two of  It does not require reloading.
the following data points about a
target: Attack Bonus, Hearts Total, Disadvantages
5 # You can fire the cannon once per
Defense Rating, Speed Rating,
combat Abilities, tactics, or if they Fight without penalty, but…
have any inherent weaknesses.  If discharged again during the
11  During a Fight, you must use your same Fight, your suffer 1 Heart of
Action to perform a scan. Damage for every shot you take.
 If you have 0 Hearts the weapon
Disadvantages: cannot be used, it just gives out a
9
# You incur a Snag on all Insight sad bleep.
Checks that are unrelated to
combat or assessing risk.

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NANOTECH MAINTENANCE NOX-VISION

Unlike other Mechanoids, You have two types of


CREATING A
your body contains a visual sensor, one that CHARACTER
unit of tiny mechanical works in daylight and CALLING
cells that repair another which is ideal
SPECIES
and maintain you. for low light or total
HOMELAND
Unfortunately, these darkness. Switching & HISTORY
artificial cells won’t between these sensors
TRAITS
allow you to benefit from can take a little while.
QUIRK
any outside assistance.
FINISHING
 During a Fight, it requires the use DETAILS
Advantages of your Action to switch between
GEAR
" You recover from Injury in the same regular vision and Nox-Mode.
CHARACTER
way as organic characters. RANK
Advantages
Disadvantages " Nox-Mode makes you Immune to
# You cannot be conventionally the Obscured Battlefield Condition Spirit Quirks

repaired, with the exception of if caused by darkness, smoke, or Physiology


reinstating lost limbs or other other visual obstruction. However, Quirks

replacement parts. making out fine details can Fate Quirks


be difficult. Eldritch
Quirks
Disadvantages Robotic
BIOSKIN Quirks
# While in Nox-Mode, you are
An organic shell Blinded ( p268) by regular light.
surrounds and disguises
your mechanical
exoskeleton. You
superficially appear
like a living creature,
but your thoughts are
undeniably synthetic.

 You must choose which species


your Bioskin replicates: Human,
Tenebrate, or Elf.
 You pass for an organic creature,
unless exposed to close scrutiny.
 While you can’t starve, you must
eat to maintain your synthetic skin
and hair.
 Your Bioskin will completely decay
after three days without food,
revealing your metal skeleton.
 The Bioskin will grow back in three
days if food is consumed regularly.

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STEP 6 · FINISHING DETAILS


Why do you adventure? What color is your hair? Do you have an annoying
habit? What’s your favorite snack? What do people call you?

ABOUT FINISHING DETAILS DESCRIBING YOUR CHARACTER

Finishing details cover any information Your Calling, Species, History, and Quirk
you want to add to further bring your give you the core information about your
adventurer to life. character, but you’ll want to add some
finer details to bring them to life.
Step 6 Instructions
While descriptive information will not
1. Describe your PC, adding as much affect the rules of the game, it can affect
or as little as you desire. how you are perceived by, and how you
2. Describe your Adventure Team with interact with, the other inhabitants of
the other players (optional). Outer World.
3. All characters start with 1-20 Coins The things you describe are entirely up to
(roll a d20), a Functional Outfit, you. Consider the following:
and a Standard Weapon (of
your choice).  Name (you’ll get called something!)
4. Use your coins to buy any  Physical appearance (age, hair, eyes,
additional Gear you want to start skin, etc.)
the game with.  Clothing & personal style
◆ Gear ( p150)  Personality (optimistic, grumpy, etc.)
20 ◆  Likes & dislikes (cheap beer, boasting,
babies, etc.)
If you prefer, you can have the PCs
begin play with 10 Coins each rather
than rolling for an amount. Be as vague or as detailed as you
10
like with your description. If you’re
If you’re unsure where to put all the not sure, you can add the descriptive
information on your Character details during play, once you have a
Sheet, check out the filled-in better feel for your character.
3 example ( p444).
Writing a brief history for your PC
can be fun but don’t make it required
reading for your GM. Your Character’s
◆ real story is about to begin!

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DESCRIBING YOUR TEAM GO SHOPPING

Your group of PCs could be an informal Spend your Coin on equipment and
CREATING A
group of adventure-hungry individuals, supplies to supplement your starting Gear, CHARACTER
or a more organized troupe with a shared but remember to leave enough coins CALLING
purpose and strong identity. in your purse for a fine ale and a good
SPECIES
night’s rest.
Discuss and agree with the other HOMELAND
players what your adventure team is Gear ( p150) & HISTORY

like, considering: TRAITS


QUIRK
 Team name
FINISHING
 Emblem & dress code DETAILS

 Motto or team chant (‘Prepare for GEAR


punishment!’, ‘Believe in beyond’, etc.) CHARACTER
RANK
 How you know each other (childhood
friends, shared mentor, etc.)
 Shared goals (a uniting quest, serving a
mysterious patron, etc.)

Having petty rivalries or differences


between your PCs can create fun
moments during play, as long as it
doesn’t descend into betrayal and
selfish acts. Your team should always
pull together when needed!

You can weave some of the


information your players come up
with into the adventures you create.

IDENTITY APTITUDES QUIRK GEAR


ADVENTURER

MIGHT Curious p WORN OUTFIT


BASE 8
Smash, crush, lift Functional
TRAIT -2 -1 0 +1 +2

8 ABILITIES INVENTORY SLOTS BASE 10


BONUSES/PENALTIES ADDITIONAL SLOTS
• SHADOW SIGHT p
13 raveler s ag
See in the dark, Immune to Obscured
DEFTNESS • NIGHT BORN p reats mama s coo ies
Dodge, sneak, leap
BASE 8
+1 Dark Point & Dark Gift Shovel your family s best
TRAIT -2 -1 0 +1 +2
NAME 8 • E S E p ight rmor travelers cuirass
Mariah Doeheart BONUSES/PENALTIES
S y Steel aster eapon Standard Shield
CALLING RANK
Battle Princess 2 • SOUL COMPANION p , Guardian Animal ow
SPECIES SIZE
GRIT Courageous hurly Paws rrows
Tenebrate Medium Cling, persist, press on BASE 9
HOMELAND bilities ighter ttac s as Standard eapon ations in bag
TRAIT -2 -1 0 +1 +2
Wistful Dark
LANGUAGES 10 +1/2 your Attack Bon., 2 Hearts, 12 Def, Fast
High Akenian
BONUSES/PENALTIES
• S E E p
HISTORY
Starlight Farmer Shied person from eart once per fight
INSIGHT Single-minded • E E right Point p
7
PURVIEWS
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
Gain an Influencing Factor for Negotiation
• Sorting the good soil from the bad TRAIT -2 -1 0 +1 +2

• Persevering when you ought to 6


BONUSES/PENALTIES
• Empathy for all living creatures
Reynaldo Madriñán

DESCRIPTION

ariah wants to see as much of the AURA Charming


Persuade, inspire, terrify BASE 10
uter orld as she can and hopes to TRAIT -2 -1 0 +1 +2
leave it in a better state than she 11
BONUSES/PENALTIES
found it!

COMBAT VALUES SOCIAL BONDS & REPUTATIONS


This adventurer belongs to...

ATTACK BONUS +2 HEARTS TOTAL


Add to my Attack rolls
BASE
Protecting me from injury
BASE 3

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS
3 BONUSES/PENALTIES
Retrieving items takes...
eart s lade aster 18 +3 2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG
ow 20 +2 INJURIES

WEALTH
BASE ALLEGIANCE
DEFENSE RATING SPEED RATING 100 Stones = 1 Coins, 100 Coins = 1 Gem
Match or best this to harm me
BASE 10 Sets Areas I can move through verage STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES
1 ALLEGIANCE
Fangs
13 +2 Light Armor AVERAGE · 1 Area
POINTS DARK
XP
BRIGHT TWILIGHT
+1 Standard Shield FAST · 2 Areas
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
V. FAST · 2 Areas 7 12

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GEAR

Your skill and cunning aren’t the only things you can rely on when out on your
travels. The equipment you carry can often help you out of a tricky spot.

CURRENCY EXAMPLES
ABOUT GEAR

Gear: Gear covers everything from


weapons to books. It even includes
services, hired helpers, and creatures.
Prices: Each item has an indicative price
using one of Outer World’s universal
currencies ( p151). Shekell (Stone)
Galvanus Fishing
Cobble (Stone)
Inventory: Each item carried takes up Villages
Lantern Towns
Inventory Slots. There are rules for how
much you can carry ( p151).
Gear Rules: Each item, or category of
item, has simple rules regarding its use.
Combat Gear Allowance: Weapons,
Shields, and Armor can only be used
penalty-free if your Calling and Species Zenny (Coin)
allow. Combat Gear categories detail the Bright Coin (Coin)
Akenian Empire
exact penalty you suffer for using an item The Sol Alliance
you are not allowed to use.
14
Got an idea for an item that’s not
listed anywhere in Gear? If you have
a Crafting Discipline, you can always
16 make it yourself!
Shadow Pearl (Gem)
If players want to sell any of their Twilight Meridian
‘used’ Gear in the future, assume
they can sell it for half the listed
14 price, and adjust up or down
depending on the circumstances Glimmer Rock (Gem)
of the sale. Buried Kingdom

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PAYING FOR GEAR

CREATING A
CURRENCY COINS CHARACTER

Although trades and barter are still Unlike Stones, Coins are made CALLING

commonplace, the Outer World does have with precious metals and carry SPECIES
a standardized three-tier monetary system, their value wherever they go. HOMELAND
facilitating trade between rising nations Even coins from lost civilizations & HISTORY

and established empires. Every item has a are still accepted; Old Akenia’s Zenny can TRAITS
guide price but actual prices will vary with be exchanged with Shard’s Radiant Crown QUIRK
shop and region. without anyone complaining about FINISHING
exchange rates. A single Coin is worth DETAILS

 10,000 Stones = 100 Coins = 1 Gem 100 Stones. GEAR

 A hundred units of any type of CHARACTER


RANK
currency takes up a single GEMS
Inventory Slot.
The currency of the very Paying
wealthy. Gems are precious
Carrying
stones universally valued in
STONES
spite of regional variance. They Weapon
Types
Reserved for small business will raise eyebrows if they are in the hands
Armor Types
transactions and beggars’ cups, of someone shabby or desperate-looking.
Stone is the umbrella term for A single Gem is worth 100 Coins. Shield Types

cheap, local currency. This Outfits

could be etched pebbles, shells, bits of Wearable


Accessories
colored glass, or teeth!
Wayfinding
Illumination
Specialist’s
CARRYING GEAR Kits

Books
Consumables
INVENTORY SLOTS Filling your Inventory Slots Combustibles
& Chemicals
Each item you equip takes up a  For calculating the number of Slots
set number of Inventory Slots. for objects not listed in this book Miscellaneous

You can only carry so many use the following guide: Curiosities,
Artifacts &
Slots so you’ll need to choose  Keep it simple, most carried Gadgets
your loadout carefully. items should fill 1 Slot. Other World
Items
 Heavy, or otherwise unwieldy,
Determining your Inventory Slots items fill 2 or 3 Slots. Companions
 Medium Species have 10 Slots.  Exceptionally small items can fill Vehicles

 Small Species have 8 Slots. up a fraction of a Slot. Property

 Large Species have 12 Slots.  If an item, like a large chest, Services

 Note that some Abilities and Gear is too cumbersome to be


can increase your Inventory capacity. carried around normally you
will automatically become
 You may carry up to 3 Slots over Overburdened ( p270).
your Inventory limit but suffer the
Overburdened Ailment ( p270).
If you really can’t bear to leave any
 You cannot carry more than 3 Slots treasure behind, invest in a Backpack
over your Inventory limit. ( p173) or a Pack Beast ( p193).

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WEAPON TYPES

Your weapon choice affects what you can  Base Damage: All Weapon Types
do in combat. Will you choose a light deal 1 Heart of Damage, unless
weapon for darting attacks, or an immense otherwise noted.
weapon designed to obliterate?  Extra Damage: A number that grants
Weapons are divided into: you an additional Heart of Damage if
exceeded by your Attack roll total.
Melee Weapons: Used for striking foes in
close combat ( p152). COMBAT GEAR ALLOWANCE
Missile Weapons: Used for targeting
Your Calling and Species limit the Weapon
opponents from a distance ( p158).
Types you can use without penalty.
Weapon Types: Melee and Missile
Weapons are further broken down into Using a restricted Weapon means…
groups that have similar performance  You suffer a Snag on Attack rolls.
during a Fight. For example, a great
axe and a war hammer are both Mighty  You are unable to perform Attack
Weapons. Each Weapon Type has: Stunts or Combat Tricks using
the Weapon.
 Rules & Abilities: Additional rules and
Abilities for wielders of the weapon.

MELEE WEAPON TYPES

Much of the combat in Outer World is STANDARD


resolved within spitting distance of your
foe. A Melee Weapon is a must. Standard Weapons are
simple yet practical death
 To make an Attack with a Melee dealing implements with no
Weapon, you must be in the same added frills.
Battlefield Area as your opponent.
 During a Fight, drawing a Melee  Any Calling or Species can use a
Weapon takes an Action, unless Standard Weapon.
otherwise stated.  Extra Damage: +1 Heart for Attack
roll totals of 20 and above.

UNARMED  1 Slot • 10 Coins

Desperate situations sometimes


CONCEALED
call for adventurers to strike out
14
with their bare hands. Concealed Weapons are usually
small so that they can be
 Unarmed strikes suffer a Snag on hidden about your person
2 with ease.
their Attack roll when directed at
armed or armored enemies.
 Unlike other arms, Concealed
 Extra Damage: None.
Weapons are not immediately visible.
10
N/A • N/A  During a Fight, drawing and striking
with a Concealed Weapon can be
performed in one Action.

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 Weapon Ability, Sneaky Swipe: MIGHTY


If your target isn’t aware of your
These heavy weapons require
Concealed Weapon you may CREATING A
both hands to use. Enjoyed by
attempt to Ambush them, even CHARACTER
warriors who wish to quickly
when you are in plain sight. CALLING
dispatch their enemies.
 Your Target must be in the same SPECIES

Battlefield Area as you, but  When wielding one-handed you


HOMELAND
& HISTORY
otherwise this attack works like a suffer a Minor Penalty (-2) on Attack
normal Ambush ( p252). rolls, Attack Stunts, & Combat Tricks.
TRAITS
QUIRK
 If your Ambush is successful,  Weapon Ability, Crushing Blow:
others using Concealed or You do 2 Hearts of damage, instead
FINISHING
DETAILS
Thrown weapons can join in of 1, on a successful Attack. GEAR
the Ambush.
 Extra Damage: +1 Heart for Attack CHARACTER
 Extra Damage: +1 Heart for Attack roll totals of 20 and above. RANK
roll totals of 22 and above.
2 Slots • 20 Coins
 1 Slot • 5 Coins Paying
Carrying
ARC
QUICK Weapon
Types
Long weapons that allow their
Quick Weapons are lighter wielders to make wide, Armor Types
arms that emphasize speed dangerous strokes that hit Shield Types
over power, prized by those several enemies at once. Outfits
who prefer evasive fighting. Wearable
Accessories
 When wielding one-handed you
 Weapon Ability, Darting Style: suffer a Minor Penalty (-2) on Attack Wayfinding
You gain a +1 to your Defense rolls, Attack Stunts, & Combat Tricks. Illumination
Rating when using a Quick Weapon.
 Weapon Ability, Deadly Sweep: Specialist’s
 Extra Damage: +1 Heart for Attack You can hit two enemies in the same
Kits

roll totals of 22 and above. Battlefield Area with one Attack. Books
Consumables
 1 Slot • 15 Coins  Make a single Attack roll, and
Combustibles
apply the result to both enemies. & Chemicals
 Extra Damage: +1 Heart for Attack Miscellaneous
MASTER
roll totals of 20 and above. Curiosities,
These finely crafted weapons Artifacts &

are often difficult to use and 3 Slots • 25 Coins Gadgets

rather expensive. As such, they Other World


Items
are favored by the warrior elite. LASH
Companions

 Weapon Ability, Perfect Strike: Weapons that incorporate a Vehicles

You gain a +1 to your Attack rolls chain or cord, capable of Property

when using a Master Weapon. reaching foes a considerable Services


distance away.
 Extra Damage: +1 Heart for Attack
roll totals of 18 and above.
 Weapon Ability, Crack!:
2 Slots • 30 Coins You can Attack an enemy up to 1
Battlefield Area away.
 Extra Damage: +1 Heart for Attack
roll totals of 22 and above.

1 Slot • 30 Coins

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MELEE WEAPON EXAMPLES

STANDARD WEAPONS
1. Squire’s Sword 1
Granted to the would-be Knights
of Shard, they bear the inscription
‘Wield me until you’ve
earned another.’

2. Tunnel Truncheon
Simple clubs carried by Old Iron 2
foremen, ideal for prodding idle
workers or smashing saboteurs.

3. Tai Small Staff


Holy Isle Merchants keep these 3
stout spears in their belts, ready
for the rowdy customer or robber.

4. Bandit Razor
Swords that are little more than a
scrap of sharp metal lashed to a 4
handle. Marauders make do.

CONCEALED WEAPONS
5. Chib Knife
Chibs receive a small, leaf shaped
blade upon reaching adulthood.
They bear one of the seven Chib 5
creation runes.

6. Jewelled Dagger
The Merchant Scions of the
Twilight Coast are fond of these
ornate daggers. When on display, 6
they’re a fine symbol of wealth.

13 7. Pride Claw
A row of hooked blades on a palm 7
strap. If you’re careful it can be
hidden in a cupped hand.
1 8. Beard Shanker
A thick, often rusty, needle.
Designed by New Ore
Commandos to slip between
5 Old Iron ring mail. 8

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CREATING A
CHARACTER
QUICK WEAPONS
CALLING
9 9. Crescent Edge SPECIES
Curved blades whirled by pirates HOMELAND
of the Twilight Meridian. A cloth & HISTORY
tethers them to their owner’s wrist.
TRAITS

10 10. Noble Thinblade QUIRK


These slender blades emit FINISHING
harmonic tones when swung with DETAILS
the correct technique. GEAR

11. Crashing Tonfa CHARACTER


RANK
Nimble weapons named after their
11 parent fighting style, ‘Crashing
Waves Upon a Still Shore’.
Paying
12. Crawler’s Sickle Carrying
This slashing blade is also the Weapon
symbol of New Ore solidarity, Types
12 constructed from scrap metal bent Armor Types
into a mostly correct shape.
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
MASTER WEAPONS Kits

Books
13 13. Zenith War Mace
Consumables
Sun-headed maces that are as
large and ostentatious as the Sol Combustibles
& Chemicals
warriors who wield them.
Miscellaneous
14. Daicha Katana Curiosities,
Crafted on the Holy Isles, these Artifacts &
14 finely tuned blades make both Gadgets
swordsmith and wielder proud. Other World
Items
15. Star-Guard Sword
Companions
A dual-edged blade carried by true
Knights of Shard. Its pointed guard Vehicles

15 represents the revered light of the Property


Star Shards. Services

16. Glorious Hammer


Fashioned after the Creator’s
mallet, this Old Iron weapon is
sometimes re-appropriated by
New Ore Guerrillas who scrawl
16
obscenities all over them.

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MELEE WEAPON EXAMPLES

MIGHTY WEAPONS
17. Pride Axe
These weapons commonly sport 17
animalistic motifs. It is customary
to roar loudly when swinging them.

18. Junker Club


Junkers from the Stahlfeld often
use oldtech piping, or other
sturdy salvage, to make
effective bludgeons.

19. Ironseal Sword


Warriors of the Tenebrous Pact
carry these oversized, dark metal
blades, to represent their respect
for The Profound Darkness.

20. Dragon Buster


Designed to wound the colossal
monsters of the Mana Blight.
These sturdy weapons survive
battles that their owners won’t.

10

18 19 20
17

11

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CREATING A
CHARACTER
ARC WEAPONS
21 22 23 24 CALLING
21. Gruun Long Crusher SPECIES
These threshing flails were turned
HOMELAND
against the Gruun’s oppressors in & HISTORY
their fight for freedom.
TRAITS
22. Portian Sibat QUIRK
These barbed spears are used by FINISHING
sailors of the Twilight Meridian DETAILS
to fend off the swarms of odd GEAR
creatures that plague the seas.
CHARACTER
23. Sylvan Lance RANK

Authentic Sylvan Lances were


crafted from Dew Silver. Today’s
mimicries are made from more Paying
mundane metals. Carrying

Weapon
24. Trinity Staff Types
These segmented staves are a
Armor Types
Shrine Keeper’s favorite.
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
LASH WEAPONS Consumables

26 28 25. War Wire Combustibles


& Chemicals
An ancient weapon, once wielded
Miscellaneous
by the Synthetic Soldiers of
previous Aeons. Bio-Mechanoid Curiosities,
warriors see them as a connection Artifacts &
Gadgets
to their past.
Other World
26. Dark Hunter’s Whip Items
Allows those foolish enough to Companions
battle the warped and twisted to
Vehicles
attack from a safe-ish distance.
Property
27. Fairythorn Scourge Services
This multi-thonged whip, covered
in sharp thorns, is employed by the
vicious Alarune. Often coated in
terrible poisons.

28. Cat’s Cord


This traditional Rai-Neko weapon
25 27
is comprised of a metal cat’s paw
attached to a length of thick cord.

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MISSILE WEAPON TYPES

Missile Weapons have two


 Range: 2 Battlefield Areas away.
additional properties:
 Loading Time: These can be both
 Range: Determines how far away a foe loaded and fired in 1 Action.
can be and still be effectively targeted.
 You must use two hands while
 Loading Time: Determines how long it wielding a Drawn Missile Weapon.
takes to load ammunition prior to use.
 Extra Damage: +1 Heart for Attack
roll totals of 20 and above.
 To make an Attack with a Missile
Weapon your target must be within 2 Slots • 10 Coins
its stated Range.
Ammo x5 • 1/2 Slots • 1 Coin
 A unit of Ammo is expended after
each shot, even if you miss.
 During a Fight, equipping a Missile MECHANICAL (SMALL)
Weapon takes an Action.
These compact marvels of
engineering let you take a shot
while keeping a hand free for
THROWN other things.
These small, hand-held
 Range: 1 Battlefield Area away.
weapons are shaped and
balanced specifically for  Loading Time: 1 Action.
throwing. Sneaks love them.  You can fire these Weapons with
one hand, but must load with two.
 Range: 1 Battlefield Area away.  Extra Damage: +1 Heart for Attack
 Loading Time: None, but the weapon roll totals of 18 and above.
must be retrieved before reuse.
 Weapon Ability, Hidden Fangs: 1 Slot • 15 Coins
If your target isn’t aware of your Ammo x3 • 1/10 Slots • 1 Coin
Thrown Weapon, you may attempt
to Ambush them, even when you
are in plain sight. MECHANICAL (LARGE)
 Targets must be in Range, but While more accurate than their
otherwise this attack works like a smaller cousins, these
normal Ambush ( p252). bombastic weapons are more
 If your Ambush is successful, cumbersome to operate.
others using Concealed or Thrown
weapons can join in the Ambush.  Range: 2 Battlefield Areas away.
20  Extra Damage: +1 Heart for Attack  Loading Time: 1 Action.
roll totals of 22 and above.
 You must use two hands to load
and fire these Weapons.
1 Slot • 2 Coins
15  Weapon Ability, Thunderous Shot:
You gain a +2 to your Attack roll.
DRAWN
 Extra Damage: +1 Heart for Attack
1 Drawn Weapons include roll totals of 18 and above.
slingshots, bows, and other
projectiles that require you to 2 Slots • 25 Coins
manually maintain tension.
Ammo x3 • 1/10 Slots • 1 Coin

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I
MISSILE WEAPON EXAMPLES

CREATING A
CHARACTER
1
CALLING
THROWN WEAPONS SPECIES

2 HOMELAND
1. Shinobi Shuriken & HISTORY
Star shaped projectiles from The
TRAITS
Seven Holy Isles.
QUIRK
2. Bandit Knife FINISHING
Found tucked into the sleeves of DETAILS
petty criminals. GEAR
CHARACTER
RANK
3

Paying
Carrying
DRAWN WEAPONS
Weapon
Types
4 3. Chib Staffshot
A slingshot for mischievous types. Armor Types
Shield Types
4. Yeoman’s Bow
Outfits
Used by guards of Nightwall.
Wearable
Accessories

Wayfinding
Illumination

5 Specialist’s
Kits

MECHANICAL WEAPONS (S) Books


Consumables
5. Assassin’s Crossbow
6 Combustibles
Popular with hired killers. & Chemicals

6. Officer’s Pistol Miscellaneous

The Old Iron army presents these Curiosities,


weapons to outstanding officers. Artifacts &
Gadgets

Other World
Items

Companions
Vehicles
Property
7
MECHANICAL WEAPONS (L) Services

7. Goblin Belcher
With a distinct firing noise, this is a
loud and unrefined firearm.

8. Hunter’s Arbalest
Harpoons used for hunting the
massive beasts of No-Folk Land.
8

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CUSTOM WEAPON ABILITIES

It is possible to find, or
commission, weapons  These weapons only benefit from
with enhancements Missile Weapon Abilities when
that improve combat making Missile attacks.
effectiveness or give  These weapons only benefit from
them a dual purpose. Melee Weapon Abilities when
Customized weapons making Melee attacks.
are neither cheap  The Extra Damage value used
nor common. is taken from the base weapon
appropriate to your chosen mode
 All Weapon Types, apart from of attack.
Unarmed, can be customized.
Concealed and Thrown Weapons
 A weapon cannot have more than can only be combined with each
3 Abilities in total, meaning those other, due to their small size.
that have an inherent Weapon
Combining two weapons that each
Ability can only have 2 additional
have an inherent Weapon Ability
Custom Abilities.
will take you to the 3 Ability limit.
Note that some Custom Abilities
Your GM may deem some
are restricted by Weapon Type.
combinations impossible. Common
sense should be the guide.

COMBINATION Coins = (Price of Weapon Type 1 +


Weapon Type 2) x2
Combination merges the
benefits of two Weapon Types,
making them difficult and SHODDY
expensive to forge.
Hastily and carelessly made, these
weapons are easy on the purse but
 Combination Weapons inherit the
unreliable in battle.
properties of their two constituent
weapons in the following way:
 These weapons are Sundered
 The Weapon Abilities of both. ( p263) when you get an
 The usage restrictions of both. unmodified 1 or 2 on your
 Take up the Inventory Slots from Attack roll.
the largest of the two weapons.
Coins = (Weapon Price + Custom
 The Extra Damage of the most Ability Costs, if any) ÷2 (rounded up)
effective weapon.
◆ For example, a Master-Arc
15 Combination Weapon would gain a DISGUISED
+1 to Attack rolls (Master), be able The weapon appears like a walking stick,
to target two foes in the same area jewelry, or other harmless item until
(Arc), require both hands to use carefully inspected or used.
14 without penalty (Arc), and take up 3
Inventory Slots (Arc).
 Discerning this weapon’s real
 If any Missile and Melee Weapon function requires a mistrustful
14 Types are combined, you must person to make a successful
choose which mode of attack you Insight Check.
are using for your Action (i.e Melee
or Missile). Coins = Weapon Price +5

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DANGEROUS RAPID FIRE

While all weapons are inherently harmful, Reloading Mechanical Missile weapons in
CREATING A
these weapons are made to inflict the middle of combat is an onerous task. CHARACTER
maximum damage at the expense of the This technological advancement reduces CALLING
wielder’s safety. the need to do it quite so often.
SPECIES
HOMELAND
Available for Melee Weapons only. Only available for Large and Small & HISTORY
 This weapon’s threshold to deal Mechanical Missile Weapons.
TRAITS
Extra Damage is lowered by 2.  Rapid Fire weapons may be fired QUIRK
 You take 1 Heart of Damage 3 times before they need to be FINISHING
whenever you get an unmodified 1 reloaded, which still takes 1 Action. DETAILS
or 2 on your Attack roll. GEAR
Coins = Weapon Price x10
CHARACTER
Coins = Weapon Price +10 RANK

SPECIAL AMMUNITION
UTILITY
Special Ammunition provides ranged Paying

This allows a weapon to also function as weapons with more tactical options. It Carrying

a simple tool. For example, a Fishing Rod enables you to create distractions, signal Weapon
Spear or a Shovel Sword. for help, or simply do more harm. Types

Armor Types

 You can combine a weapon with a Available for Missile Weapons only. Shield Types

tool that falls under Adventuring  Fireberry Shot: These do Flame Outfits
Gear, Common Rural Goods, Damage instead of Mundane Wearable
Common Urban Goods, or Oddities Damage. Your GM may also allow Accessories
& Luxury Items ( p179). other types of Special Damage Wayfinding

 Utility weapons take up as many ( p259). Illumination


Inventory Slots as the largest of  Flare: Ammunition that creates a Specialist’s
their two components. lingering and visually impressive
Kits

Your GM may deem some effect, such as bright light, when Books

combinations impossible. Common shot. Ineffective as a weapon but a Consumables

sense should be the guide. good signal. Combustibles


& Chemicals
 Heavy: A large, clumsy shot that
Coins = Weapon Price + Tool Price +5 Miscellaneous
incurs a Major Penalty (-4) on your
Curiosities,
Attack roll when used, but does Artifacts &
SECRET COMPARTMENT +1 Heart of Damage on a Gadgets
successful hit. Other World
A small gadget, or hidden cavity, can be Items
 Whistling: Ammunition that makes
incorporated into the pommel, grip or
an ear-splitting scream when fired. Companions
guard of a weapon.
Anyone in earshot must make a Vehicles
successful Insight Check or be Property
 A Secret Compartment allows you Deafened ( p268) on their Services
to stow small items like one dose of next Turn.
a consumable, a gem, or a folded
treasure map. Just like regular ammunition, these
variants are expended after use.
 If you opt to add a gadget, it
must be small enough to be
Coins = Ammo Price x2
incorporated into the weapon, for
example a compass on the pommel
of a cutlass.

Coins = Weapon Price +5

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CUSTOM WEAPON EXAMPLES

1. Rip Ring
Master + Dangerous
Once set in motion by an
expert hand, this serrated
blade’s spinning action can
rip through even the
toughest defenses.

2. Gobbo Grinder 1
Standard + Dangerous
+ Shoddy
A weapon, cobbled together in
a rush from battlefield scraps,
that only the foolish would
trust in battle.

3. Daicha Cane 2
Master + Disguised
These subtle weapons are
carried by outlaw ronin who
don’t want to attract
undue attention.
3
4. Spade Blade
Mighty + Utility
A favored weapon of the
Knights of the Open Road,
who clear away earth and rock
just as often as they
dispatch evildoers. 4
5. Promethean Discus
Thrown + Disguised
Often designed into an
elaborate belt buckle or breast
plate decal. Their curved flight
path is used to great effect,
with masters being able to get 5
the projectile to return to the
mitt after a strike.

6. Trinity Rifle
Large Mechanical Missile
+ Rapid Fire
6
A three-barrelled gun beloved
12 by beast hunters.

7. Gunblade
Small Mechanical Missile
+ Master Weapon
8
Nobles of Shard are particularly
fond of the Gunblade, a
recreation of the swords
carried by the Magi-Knights
5
of Akenia.
7

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ARMOR TYPES

Protective clothing is classified into four LIGHT CREATING A


Armor Types, which group together armor CHARACTER
of a similar performance. For example, Armor that prioritizes speed CALLING
leather rags and a courtier’s mail shirt offer over defensive performance, SPECIES
a low protective value and are considered and covers only the most vital HOMELAND
Light Armor. points on your body. & HISTORY

TRAITS
Each Armor Type has:
 Defense Bonus: +2 QUIRK
 Defense Bonus: The amount the Armor  Max. Speed: Very Fast FINISHING
improves your Defense Rating. DETAILS

 Max. Speed: This is the highest Speed 2 Slots • 30 Coins GEAR


Rating achievable while wearing CHARACTER
the armor. RANK
MEDIUM

COMBAT GEAR ALLOWANCE Robust armor that provides Paying


good protection without
Your Calling and Species limit the Armor heavily compromising your
Carrying

Types you are able to use without penalty. freedom of movement. Weapon
Types

Armor Types
Wearing restricted Armor means…  Defense Bonus: +4
Shield Types
 The Armor’s Max. Speed is reduced  Max. Speed: Fast Outfits
by one step.
Wearable
 You suffer a Snag on Attack rolls. 3 Slots • 60 Coins Accessories
 You suffer a Snag on all Might and Wayfinding
Deftness rolls. HEAVY Illumination
Specialist’s
Thick, durable armor that Kits
provides strong protection for Books
NAKED most of your body, at the
Consumables
expense of combat mobility.
If you are un-armored, either Combustibles
nude or wearing regular & Chemicals
clothes, you are considered  Defense Bonus: +6 Miscellaneous
naked in combat.  Max. Speed: Average Curiosities,
Artifacts &

 Defense Bonus: N/A 4 Slots • 120 Coins Gadgets

Other World
 Max. Speed: Very Fast Items
SUPERHEAVY Companions
N/A Slots • N/A Coins
A weighty protective shell that Vehicles

encases your entire body, but Property

considerably restricts your Services


maximum speed.

 Defense Bonus: +8
 Max. Speed: Slow

5 Slots • 600 Coins

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

ARMOR EXAMPLES

LIGHT ARMOR
1
1. Murk Warden
The protectors of the
mysterious woodlands 3
fashion effective armor
from carved wood
and vines.

2. Bandit Leathers
Assembled from the
scraps of superior work
won during raids. A 2
bandit’s trade requires
swift and stealthy
movement.

3. Sol Skirmisher
This sparkling armor
protects the essentials
but allows its owner to
showcase their
sinewy body.

4 MEDIUM ARMOR
4. Sky Pirate’s Garb
These often gaudy
uniforms adorn the
6 privateers that terrorise
the skies of the
Twilight Meridian.

5. Guard Armor
Armor that is durable in
riotous situations, but
12 also light enough to give
chase to troublemakers.

6. Junk Mail
The Junkers of Stahlfeld
3
hammer suits together
from materials gathered
in the salvage yard.
20

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CREATING A
CHARACTER
HEAVY ARMOR
8 CALLING
7. Trophy Mail SPECIES
Monster hunters will turn HOMELAND
their latest kill into armor, & HISTORY
9
especially if it has a tough
TRAITS
or colorful hide.
QUIRK
8. Yoroi Armor FINISHING
When war calls, the DETAILS
samurai of The Seven GEAR
Holy Isles don this
CHARACTER
battle armor. RANK

9. Holy Knight
Regalia
Paying
Resplendent armor gifted
to the deserving. Fitted Carrying
and decorated for each Weapon
individual knight. 11 Types

Armor Types
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
10
SUPERHEAVY Consumables
ARMOR Combustibles
& Chemicals
10. Dreadnought
Miscellaneous
Plate
12 Curiosities,
The terrifying reputation
Artifacts &
of the Warlords of Gadgets
the Shadowed Lands
comes partly from their Other World
Items
impenetrable armor.
Companions
11. Hex Plate Vehicles
This marvel of dwarven
Property
engineering is impervious
to the makeshift Services
weaponry of the New
Ore’s infantry.

12. Sol Elite’s Armor


The Grand Warriors of
Sols’ armor is both the
secret and symbol of
their invincibility.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CUSTOM ARMOR ABILITIES

Occasionally armor is INTEGRATED


forged with additional
functionality. This can This armor has a weapon or tool built into
range from power one of the arms.
assisted locomotion
to protection from  A weapon or tool can be fitted to
extreme environments. the armor’s right or left arm.
 Integrated items are limited to
 All Armor Types can be customized. those that you could use with one
 A suit of armor cannot have more hand. For example, you cannot
than 1 Custom Ability, more would install a Large Mechanical Missile
compromise defensive integrity. Weapon as it requires two hands
to operate.
Note that some Custom Abilities
are restricted to certain  Integrated weapons do not have
Armor Types. to be drawn, they are always ready
to use.
 Using an integrated item does not
ANTI-HAzARD require your hand to use, enabling
you to carry an additional item.
This armor protects you from harmful ◆ For example, an integrated lantern
gasses, magical radiation, or extreme will allow you to still carry a shield
environments. These suits are also and a sword.
hermetically sealed with systems that
An integrated item does not grant
purify the air and regulate temperature.
you an additional Action and you
must choose to use the integrated
 You are immune to the Harmful item, if it normally requires an
Battlefield Condition ( p250) and Action to use, or the item you are
any other dangerous environmental holding in your hand.
effects.
 Also functions as Extreme Weather Coins = Armor Price + Integrated Item
Clothing ( p172), protecting you Price +50
from both heat and cold.

Coins = Armor Price +100 SPIKED

The ostentatious spikes that cover this


BUOYANT Armor are more than decoration. The
wearer is harder to grab or swallow,
Fitted with inflatable air bags, this armor endearing it to titan hunters all over the
6 prevents you from sinking in water. Outer World.

 You are exempt from any Checks  Any creature attempting to grab,
or Contests your GM might require squeeze, swallow or otherwise
1 you to make attempting to stay smash against you takes 1 Heart of
afloat when wearing the armor. Damage while doing so.
 Deliberately trying to submerge  Your Unarmed attacks now strike
12 in the armor is problematic and like a Standard Weapon.
requires a Might Check.
Coins = Armor Price +75
Coins = Armor Price +50

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CARGO MECHANICAL MOTION

This armor has a built in storage space in a A system of levers, pistons, gears, and
CREATING A
chest or back cavity to protect valuable, or chains allow this armor to move under its CHARACTER
easily damaged, items. own power. Warriors pilot these oversized CALLING
suits rather than wear them.
SPECIES
 The armor provides you with an
HOMELAND
additional 3 Inventory Slots. Only available for Heavy and & HISTORY
 Any stowed items are protected Superheavy Armor.
TRAITS
from water, fire, and other  Despite the usual size restriction, QUIRK
physical trauma. Small Species can use Heavy and FINISHING
 If the armor is destroyed, whatever Superheavy Armor without penalty DETAILS

is stored inside will fall out. if fitted with Mechanical Motion. GEAR
 It takes an hour to adjust the armor CHARACTER
Coins = Armor Price +15 to a pilot’s measurements. It will RANK

need to be adjusted again if a


different pilot wants to use it.
MAGNIFICENT Paying
 Mechanical Motion provides:
Carrying
This armor is a work of art, either gilded,  +2 to your Might Aptitude.
covered in gems, or sculpted like a Weapon

fearsome beast.  Supernatural Might ( p107). Types

Armor Types
 +1 to your Heart Total.
Shield Types
 This armor comes with a closed  The ability to use combat gear as
helmet that gives you an Aura of 12, if a Large Species. Outfits

or 14 for more expensive versions. Wearable


This armor requires routine Accessories
 You can use your armor’s Aura in maintenance or it will lock up. Wayfinding
place of your own for Checks and
◆ Your GM will determine when Illumination
Contests where an impressive
maintenance is required, usually
physical appearance is a factor. Specialist’s
after five or so Fights or a long, Kits

Magnificent (Aura 12) arduous Journey. Books

Coins = Armor Price +25 ◆ Maintenance requires an evening Consumables


and a single use of a Gadgeteer Kit Combustibles

Resplendent (Aura 14) by someone with the Gadgeteering & Chemicals

Crafting Discipline. Failure to do so Miscellaneous


Coins = Armor Price +50
will result in a Snag on all actions Curiosities,
attempted while wearing the armor. Artifacts &
Gadgets
SHADOWED
Coins = Armor Price x10 Other World
Items
This armor is engineered to avoid noisy
movement, and colored to help it blend Companions
into the shadows. Heavy duty protection Vehicles
need not come at the expense of stealth. Property
Services
 This armor provides a Minor Bonus
(+2) when you are:
 Making rolls to hide in shadow.
 Attempting Stealthy Movement
( p234).
 Attempting an Ambush ( p252).

Coins = Armor Price +15

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CUSTOM ARMOR EXAMPLES

1. Beast Killer Suit 1


Medium Armor + Spiked
3
This intimidating armor
is often created with the
carapace, talons, and bones
of the very beasts they are
meant to help slay.

2. Grinning Asura Yoroi


Heavy Armor + Magnificent
Fashioned in the likeness
of Oni or murderous Asura,
these suits are uniquely and
exquisitely crafted. 2
3. Blight Nomad Armor
Light Armor + Anti-Hazard
These specialized suits are
created and utilized by
those that wander the toxic
ruins of the Mana Blight,
hoping to unearth lost
secrets and treasure.

4
4. Chib Shell
Superheavy Armor
+ Mechanical Motion
Meant to give the tiny Chib a
leg up against larger foes.

5. Omni-Maneuver Gear
Light Armor + Integrated
(Grappling Hook)
The Colossus Slayers of
6 Aiden employ armor that
incorporates a grapple wire,
perfect for scaling walls or
17 enormous monsters.

6. Portian Shell Armor


Medium Armor + Buoyant
8 Made from the rainbow
shells of monstrous
crustaceans, this armor is a
staple of the Portian
13 City Guard.

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SHIELD TYPES

Shields come in many different shapes and CREATING A


sizes, but their function is universal: take  You can Parry 1 Melee Attack CHARACTER
the damage intended for the bearer. per Fight.
CALLING
 You may still use both hands when SPECIES
Each Shield Type has: equipped with a Small Shield.
HOMELAND
 Defense Bonus: Like Armor, the Shield  Defense Bonus: 0 & HISTORY
improves your Defense Rating. TRAITS
1 Slot • 15 Coins QUIRK
 If you are hit during combat, and FINISHING
you are armed with a Shield, you STANDARD SHIELDS DETAILS

can choose to Parry the blow and GEAR


avoid taking the Damage. The most common shields are CHARACTER
sturdy pieces of wood or metal RANK
 You can Parry 1 hit per Fight.
that are held in place by a grip
 The type of Attacks you can Parry or strap along their back side.
are limited by your Shield Type. Paying

 A mundane Shield used to Parry a  You can Parry 1 Melee or Missile Carrying

Magical Ability or Attack, including Attack per Fight. This includes Weapon
Types
blows from Imbued or Magitech spells or any special attacks that
weapons, will shatter afterwards. require an Attack roll. Armor Types

 You can only use 1 Shield at a time.  Standard Shields require one hand Shield Types

You can only benefit from your to use, so they affect your ability to Outfits

Shield if you are prepared for an use two-handed weapons. Wearable


Accessories
incoming Attack, so a Shield cannot  Defense Bonus: +1
Wayfinding
be used if you are Ambushed
( p252), meaning: 1 Slot • 25 Coins Illumination
Specialist’s
 You cannot Parry. Kits
 You cannot benefit from your LARGE SHIELDS Books
Shield’s Defense Bonus. Consumables
Enormous bulwarks that are
large enough to obscure their Combustibles
& Chemicals
bearer completely. Effective,
COMBAT GEAR ALLOWANCE but large and difficult to carry. Miscellaneous
Curiosities,
Your Calling and Species limit the Shield Artifacts &
Types you are able to use without penalty.  You can Parry 1 Melee or Missile Gadgets

You can still wield a restricted shield but Attack per Fight. This includes Other World
there are consequences. spells or any special attacks that Items
require an Attack roll. Companions

Using a restricted Shield means…  Large Shields require one hand to Vehicles

 You can Parry and gain the Shield’s use, so they affect your ability to Property

Defense Bonus, but cannot take use two-handed weapons. Services


another Action on your Turn.  Your Speed Rating is reduced by
one step during a Fight.
 Defense Bonus: +2
SMALL SHIELDS
2 Slots • 35 Coins
Favored by fighters who want
to use both hands, Small
Shields are worn on your arm
rather than held.

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SHIELD EXAMPLES

SMALL SHIELDS
1. Chib Buckler 1
These shields often have
endearing shapes, such
as stylized animal faces,
hearts, or flowers.

2. Galvani Targe 2
Disc shaped shields,
favored by duelists and
other dual wielders.

STANDARD SHIELDS
3. Wyrm Scale
The shields of the 3
Dragon Scions of
Taaga often bear their
bloodline’s heraldry. 4

4. Junker’s Bulwark
Some of the old world
signs recovered from
Stahlfeld are actually
pretty sturdy.

LARGE SHIELDS
5. Errant Guard
Decorated shields
carried by members of
knightly orders.

6. Shining Chimalli
These large round shields 5
bear the emblems of the
Dawn Orthodoxy.

17

14

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CUSTOM SHIELD ABILITIES

While shields have a raw simplicity that BARRICADE CREATING A


makes innovation difficult, some craftsmen CHARACTER
still find a way to incorporate an extra trick. Immense bulwarks that can be propped up CALLING
and used as cover. Popular with wielders SPECIES
 A Shield cannot have more than 1 of ranged weapons with slow reload times. HOMELAND
Custom Ability. Any more would & HISTORY
compromise its defensive integrity. Only available for Large Shields. TRAITS
Note that some Custom Abilities are  Thanks to a kickstand, or other QUIRK
restricted to certain Shield Types. stabilizing device, this Shield can FINISHING
DETAILS
stand on its own. You can set it
down and take cover behind it. GEAR
ASSAULT
◆ While behind cover: CHARACTER
RANK
These shields are spiked, have a sharp  The Shield will automatically
edge, or are otherwise weaponized. Parry all Missile attacks directed
at you. Paying
Only available for Standard Shields.  You can make Missile attacks Carrying

 During a Fight, at the beginning of from behind the Shield and still Weapon
your Turn, you can choose to wield benefit from its Defense Bonus. Types

this shield as a Standard Weapon.  You cannot Parry Melee attacks.


Armor Types

◆ Doing so means:  You do not receive the Shield’s


Shield Types
Outfits
 You will not benefit from the Defense Bonus for Melee Attacks.
Shield’s Defense Bonus on your  Setting down or picking up the
Wearable
Accessories
opponent’s next Turn. Shield does not require an Action, Wayfinding
 You can still use it to Parry. allowing you to Move and take Illumination
 If you miss, you can Attack with Actions normally on your Turn.
Specialist’s
another held weapon as if Dual Kits
Wielding ( p254). Coins = Shield Price x20
Books
Consumables
Coins = Shield Price +20
Combustibles
& Chemicals

Miscellaneous
CUSTOM SHIELD EXAMPLES
Curiosities,
Artifacts &
Gadgets
1. Spiked Shield
Other World
Standard Shield + Assault Items
Raiders are an aggressive Companions
lot. A shield that just
Vehicles
blocks is a wasted
offensive opportunity. Property
Services
2. Dwarven Pavis
Large Shield + Barricade
Standard Old Iron army
1 issue, these shields are
thrust into the ground to
protect the infantry as
they reload their rifles.

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OUTFITS

Clothes are for more COSTUME


than just covering your
modesty. They can While they won’t hold up under scrutiny,
be used to protect Costumes allow you to imitate a member
yourself from extreme of a specific social class or profession.
environments,
influence crowds, or  You gain a Minor Bonus (+2) on rolls
bolster your self image. to keep from being recognized at a
glance or within a crowded area.
 An Outfit is a set of clothes that
 A Costume can be worn over a
provides special effects when worn.
Functional Outfit and torn away
 Outfits do not take up Inventory with an Action, destroying it.
Slots when worn, only when they
are being carried. 2 Slots (carried) • 15 Stones
 You can only wear one Outfit at a
time, unless otherwise stated. ARTISAN’S OUTFIT
 Outfits still work when worn with
Light or Medium Armor, but are These outfits incorporate easy-access
obscured by heavier armors. utility pockets or pouches.
 The appearance-based effects of
 This Outfit has pockets designed to
Outfits don’t work on anyone who
carry the contents of a Specialist’s
already knows the wearer.
Kit ( p176). The pockets allow you
immediate access to the Kit.

FUNCTIONAL OUTFIT Kits still need replenishing after use.

These outfits are plain and practical. Outfit Only


2 Slots (carried) • 8 Coins
 This Outfit does not provide any
bonuses or penalties when worn. Outfit + Specialist Kit of buyer’s choice
2 Slots (carried) • 58 Coins
2 Slots (carried) • 5 Stones

EXTREME WEATHER OUTFIT


TATTERED OUTFIT
Clothes that protect you from Outer World’s
These clothes are worn and scruffy, harshest environments, like the frozen
making you look irrelevant or desperate. wastes of the Shadowed Lands or the
You can’t buy a Tattered Outfit but can sweltering deserts of the Blazing Garden.
make one from salvaged scraps or rags.
1
 This Outfit negates the effects of
 You gain a Minor Bonus (+2) on rolls Harmful Areas ( p250) or Terrain
attempting to blend into a crowd, or ( p225) that relate to either a hot
9 when trying to convince someone or cold environment.
you are not worth their time.
 You suffer a Major Penalty (-4) Extreme Heat Outfit
on rolls to convince someone to 2 Slots (carried) • 8 Coins
14 take you seriously, and can attract
negative attention in affluent areas. Extreme Cold Outfit
2 Slots (carried) • 12 Coins
1 Slots (carried) • No Charge!

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APPEALING OUTFIT AUTHORITATIVE OUTFIT

These clothes make you look cute, A regal, or imposing, uniform that marks
CREATING A
elegant, or sexy. you as someone of great standing. CHARACTER

CALLING
 You gain a Minor Bonus (+2) on rolls  You gain a Minor Bonus (+2) on rolls
SPECIES
to charm or convince someone. to intimidate or command others.
HOMELAND
 You suffer a Minor Penalty (-2) on  You suffer a Minor Penalty (-2) on & HISTORY
rolls to intimidate someone. rolls to charm or comfort someone. TRAITS
QUIRK
2 Slots (carried) • 20 Stones 2 Slots (carried) • 20 Stones
FINISHING
DETAILS

GEAR
WEARABLE ACCESSORIES CHARACTER
RANK
Armor and Outfits aren’t
BACKPACK
the only wearable items
an adventurer will find Large, rugged bags that provide you with
Paying

useful in the field. much needed extra storage. Carrying


There are also goggles, Weapon
masks, and practical  A Backpack increases your
Types

storage solutions. Inventory capacity by 5 Slots. Armor Types


Shield Types
 Retrieving an object from a Pack
REBREATHER takes 2 Actions (so 2 Turns). Outfits
Wearable
These masks protect your lungs from  You cannot wear a Backpack and a Accessories
water, gas, and other inhaled substances. Traveler’s Bag at the same time. Wayfinding
Illumination
N/A • 5 Coins
 Wearing a Rebreather makes you Specialist’s
immune to Suffocation ( p271). Kits
TRAVELER’S BAG Books
1 Slot • 15 Coins Consumables
Shoulder bags that provide easy access to
Combustibles
their contents. & Chemicals
BLACKOUT GOGGLES
Miscellaneous
Goggles that block out the light.  A Traveler’s Bag increases your
Curiosities,
Inventory capacity by 3 Slots. Artifacts &
Gadgets
 Blackout Goggles cancel the  Retrieving an object from a Bag
negative effects of the Species requires an Action. Other World
Items
Ability Under Dweller ( p99+101)  You cannot wear a Traveler’s Bag
Companions
 They negate the Battlefield and a Backpack at the same time.
Vehicles
Condition Obscured ( p251) if
caused by blinding light. N/A • 3 Coins Property
Services
Remember to note which items
1 Slot • 2 Coins are stowed in your Backpack or
Traveler’s Bag, as it does take extra
time to access them during a
time-critical situation, such as
a Fight.

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WAYFINDING

While the basic geography


of the Outer World REGIONAL MAP
is widely known Commissioned by Guild Masters and
among scholars, Merchant Scions, these maps show the
detailed information safest paths through one of the four great
on specific regions is regions: Wistful Dark, Twilight Meridian,
scant. Maps are rare Blazing Garden & Buried Kingdom.
and useful!
1 Slot • 20 Coins
 If you have a Map of an area and a
Compass, you may act as a Guide WORLD MAP
( p226) when on a Journey.
These massive maps are the pet projects
of old adventurers or great sages, and are
LOCAL MAP genuine works of art, featuring the whole
of the Outer World in loving detail.
A map focused on a particular settlement,
or adventure site, along with some of 2 Slots • 2 Gems
its surrounding area. These maps often
include detail larger maps cannot. COMPASS
1/10 Slot • 5 Stones Simple devices that point towards the Sun
Machine. While anyone can tell you which
KINGDOM MAP way is Dawnwards, this instrument gives
you the precision required for navigation.
A detailed guide to a large area Needed to get any use out of a map!
containing several settlements, and other
important geographic details. 1 Slot • 20 Coins

1/10 Slot • 2 Coins

18 Local Map

Kingdom Map
9

Region Map
World Map

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ILLUMINATION

The dark shelters unseen


dangers and, while LUMI-SLIME LANTERN CREATING A
CHARACTER
some species are
A portable container for one of the CALLING
better adapted to
small, glowing oozes that populate the SPECIES
low light, many will
Buried Kingdom. These Lanterns are HOMELAND
require the comfort
valued for their simple maintenance and & HISTORY
of a lamp.
dependability. Available in a variety of TRAITS
colors, some even change hues. QUIRK
 Illumination gear lights up an area FINISHING
up to 20 ft from the source, unless  A quick tap of the container will DETAILS

otherwise stated. rouse the Slime and, once agitated, GEAR


it will change from a dull glow to a
 They negate the Battlefield CHARACTER
bright light in seconds. RANK
Condition Obscured ( p251) if
caused by darkness.  Lumi-Slimes must eat 1 Unit of
Rations ( p177) a week or they’ll
Paying
die. A regular handful of small bugs
Carrying
or similarly sized chunks of monster
TORCH
flesh will also work. Weapon
Types
These cheap and disposable light sources  Over time, slimes can erode most Armor Types
come in many varieties. materials and must be kept in their
Shield Types
resistant container.
Outfits
 Torches burn continuously for 1  If your Lumi-Slime escapes, or is set
hour once lit. After this they free, over time they will grow into a
Wearable
Accessories
are expended. Goop ( p382). Wayfinding
 It takes an Action to light a Torch.
Illumination
Lantern Only
Specialist’s
1 Slot • 4 Stones 1 Slot • 8 Coins Kits

Books
LANTERN Lantern with Starter Slime
Consumables
1 Slot • 20 Coins Combustibles
These hand-held devices burn oil and & Chemicals
other fuel for light. Common among the
Miscellaneous
peasantry of the Wistful Dark.
Curiosities,
Artifacts &
 Lanterns burn for 4 hours on 1 Unit Gadgets

of Oil ( p178), but can be snuffed Other World


and relit to conserve fuel. Items

Companions
 It takes an Action to light or
extinguish a Lantern. Vehicles
Property
1 Slot • 5 Coins Services

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

SPECIALIST’S KIT

Surgeons and thieves


alike need access to the PHYSICIAN’S KIT
tools of their trade. For assisting the Injured.
Kits are collections
of implements and
materials that allow DUNGEONEER’S KIT
experts to conduct
specialized tasks. For disabling traps and picking locks.

 Some Abilities require the use of a ALCHEMIST’S KIT


Kit to be performed successfully.
For making simple concoctions on the go.
 A single use of a Kit is expended
each time an Ability is attempted.
 Kits can be used 10 times before MENDER’S KIT
they need replenishment.
For basic repairs and alterations to armor
 A Specialist Kit can only perform and clothing.
the function it was intended for.

New Kit GADGETEER’S KIT


2 Slots • 50 Coins
For repairing and maintaining gadgets and
other technology.
Replenishing a Kit
N/A 25 Coins

BOOKS

Knowledge is a powerful Beginner’s Tome (Insight 12)


weapon, and there is 1 Slot • 6 Coins
much to gain for those
who enjoy a good Journeyman’s Tome (Insight 14)
book. Remember, a
1 Slot • 12 Coins
library is a treasure
trove just as valuable as
Master’s Tome (Insight 16)
any jewel-house or chest.
2 Slots • 18 Coins

TOME Forgotten Lore (Insight 18)


Large reference books and other bulky 2 Slots • 24 Coins
11 collections of knowledge.
TRANSLATION JOURNAL
 Tomes contain knowledge of a
18 single subject area. For example, While everyone understands Low Speech,
The Colossal Creature Catalog or much is spoken in native tongues.
Understanding Akenian Architecture.
 Your GM will answer any question  You can attempt to communicate
16 covered by the Tome’s subject area in the Journal’s featured language
on a successful Check against the with a successful Insight Check.
Tome’s Insight score.
1 Slot • 20 Coins

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CONSUMABLES

Like everyone,
adventurers enjoy a TREATS CREATING A
CHARACTER
hearty meal after Calorie-dense fruits and candies, helpful in CALLING
a long day’s work. negotiations with the ravenous. SPECIES
However, they are
HOMELAND
also partial to energy
 Treats offered in Negotiations can & HISTORY
drinks and other
provide a Minor Bonus (+2). TRAITS
performance-boosting
food stuffs.  1 Treat provides 1 day’s nutrition. QUIRK
FINISHING

 Portable Consumables prevent you 1/10 Slot • 3 Stones DETAILS

GEAR
from Starvation ( p271) when out
CHARACTER
on a Journey. BASIC POTION RANK
 Some Consumables provide you
with additional perks. These elixirs provide a lift for those with
flagging spirits. Paying
Carrying
 If imbibed during Combat, the
RATIONS potion restores 1 Heart.
Weapon
Types
These traveler’s provisions vary from  1 Potion provides 1 day’s nutrition. Armor Types
region to region. In the Blazing Garden Shield Types
they’ll include monster jerky but in the 1 Slot • 10 Coins
Outfits
Twilight Meridian it’ll be dried seaweeds.
Wearable
Accessories
BOOSTER CAKES
 1 Ration provides 1 day’s nutrition. Wayfinding
Magical pastries that enhance one of your Illumination
1/10 Slot • 1 Stone Aptitudes for a limited time… but beware Specialist’s
the hangover. Kits

HARDY RATIONS Books


 You gain a +2 bonus to an Consumables
Simple foodstuffs intended for animal Aptitude, depending on the type of
Combustibles
companions, but edible if desperate. cake, for the first 24 hours. & Chemicals

 You suffer a -2 Penalty on the same Miscellaneous


 1 Hardy Ration provides 1 day’s Aptitude for the following 24 hours. Curiosities,
nutrition for your Mount, or Artifacts &
 Cakes offered in Negotiation can Gadgets
Pack Beast.
provide a Major Bonus (+4).
Other World
 1 Hardy Ration can provide you
 1 Cake provides 1 day’s nutrition. Items
with 1 day’s nutrition, but yuck!
Companions
1/10 Slot • 15 Coins
1/10 Slot • 3 Stones Vehicles
Property
Services

Baby Pudge Bun Bumbo Pellets Gobbo Pop Vitality Fizz Might Muffin
Ration Hardy Ration Treat Basic Potion Booster Cake

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COMBUSTIBLES & CHEMICALS

In Outer World, non-


magical energy is GRENADE
stored in a variety Alchemists make these thrown explosives,
of forms to power effective for taking out small groups.
lanterns and simple
machines. These
 A Grenade can be thrown up to 1
volatile substances can
Battlefield Area away.
also be weaponized!
 Anyone in the Battlefield Area where
the Grenade detonates is a target.
OIL/FUEL
 Targets make a Deftness Check:
Combustible fluids used to power simple  Failure: They are Toppled ( p271)
machines or feed fires. and take 1 Heart of Damage.
 Success: They avoid any ill effect.
 Some Gear requires Oil/Fuel
to function. 1 Slot • 20 Coins
 In a Fight, dousing something with
Oil/Fuel and igniting will cause 1
BOMB
Heart of Damage per Round.
 When a foe reaches 0 Hearts Slow to set off and indiscriminate, these
they must roll on the Caustic/ powerful explosives are best kept for
Burning Injury Table ( p267). strategic demolitions rather than used
 When a combustible object during combat.
reaches 0 Hearts it is Sundered
( p263).  In a Fight, Bombs take an Action to
set, and will detonate at the end of
 Your GM may add the Harmful
the next Round.
Battlefield Area Condition ( p250)
to an Area set ablaze with Oil/Fuel.  Bombs affect everything, structures
and individuals, up to 1 Battlefield
Magical Materials are immune to Area (or 20 ft) away from the point
mundane fire damage. of detonation.
Container of 10 Units  Bombs do 8 Hearts of Damage to
any objects classified as less than
1 Slot • 10 Coins
Very Hard ( p263). This is roughly
equivalent to blowing a man-sized
SOLVENT chunk out of a wall.
 Targets make a Deftness Check:
Acids and other caustic liquids.
 Failure: They are Toppled ( p271)
3  1 Unit of Solvent will do 2 Hearts and take 8 Hearts of Damage.
of Damage to any objects classified  Success: They are only Toppled.
as less than Very Hard ( p263). This Objects made from Magical
is roughly equivalent to burning a Materials are immune to Damage
10 hole through floorboards. inflicted by Bombs.
 In a Fight, you can splash Solvent
on an enemy with a successful 3 Slots • 45 Coins
2 Attack roll. 1 Unit will cause a
Caustic/Burning Injury ( p267)

Container of 1 Unit
1 Slot • 20 Coins
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MISCELLANEOUS

Not every single item


ODDITIES & LUXURY ITEMS CREATING A
an adventurer might CHARACTER
want can be listed in Strange items that tend to serve either a CALLING
Gear, so this section very specific purpose or none at all! You SPECIES
contains guidance for won’t find these items for sale outside of a
HOMELAND
pricing any unlisted wealthy center of commerce. & HISTORY
items you might wish
to purchase. Examples: Spyglass, pocket watch, TRAITS

decorative pottery (2 Slots). QUIRK


FINISHING
 Discuss and agree with your GM 1-2 Slots (varies with item) • 16 Coins DETAILS
any desired item’s utility, size, price,
GEAR
and availability.
TRADE GOODS CHARACTER
RANK

Barrels, sacks or crates of desirable goods


ADVENTURING GEAR bundled up for bulk sale. Adventurers can
Paying
take advantage of their migratory nature
These are tools intended for use in
and make a tidy profit transporting these Carrying
dangerous situations and are unlikely
goods from one region to another. Weapon
to be purchased by ordinary folk. As a Types
result, they are expensive and will attract Examples: A bushel of star plums (Wistful Armor Types
attention if carried around openly. Dark), a barrel of moss whiskey (Buried Shield Types
Kingdom), a bolt of fine silk (Twilight
Examples: Crowbar, grappling hook, Outfits
Meridian), a box of Sol tobacco
pitons, ten foot pole (2 Slots). Wearable
(Blazing Garden). Accessories
1-2 Slots (varies with item) • 8 Coins
Wayfinding
 Unlike other items you carry, you
Illumination
will always find a buyer for your
COMMON RURAL GOODS Specialist’s
Trade Goods at full price in any Kits
Practical items for those that live a simple place that can afford them.
Books
life. These can be easily obtained in small  A Trade Good’s value increases Consumables
settlements and remote locales. to 75 Coins when sold outside its
Combustibles
Home Region.
Examples: Shovel (2 Slots), 30 ft of hemp & Chemicals

rope, 10 Units of lard, bricks (2 Slots). ◆ For example, you may purchase a Miscellaneous
bushel of Star Plums in the Wistful Curiosities,
1-2 Slots (varies with item) • 8 Stones Dark for 25 Coins, and sell it for 75 Artifacts &
Gadgets
Coins in the Blazing Garden.
Other World
COMMON URBAN GOODS Items
3 Slots (varies with item) • 25 Coins
Companions
Useful tools and items required by those
who live in more populated areas. Can be Vehicles

found in large settlements and ports. Property


Services
Examples: Umbrella, hammer, writing
implements and paper products.
1-2 Slots (varies with item) • 12 Stones

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

CURIOSITIES, ARTIFACTS, & GADGETS

These curious trinkets


and devices are rare STAR GEM
and expensive. Fragments of the famed Star Shards, these
Their unusual gems produce a soothing amber glow.
properties make them Considered a holy item in the Kingdom of
equally desirable Shard, they are often seen embedded in
to adventurers and the jewellery and weaponry of the wealthy
curators of oddities alike. and powerful.

HOLY ICON  A Gem functions like other items


listed in Illumination Gear ( p175),
Holy Icons are objects that allow mortals except it does not require Fuel and
to focus their faith to briefly repel cannot be extinguished.
unearthly creatures. These can be holy
 A Gem radiates actual sunlight
symbols, but also items loaded with
and is therefore able to drive away
sentiment or meaning. For example,
creatures susceptible to daylight or
sacred prayer chains or a childhood toy.
bright light.
 You can use your Action to boldly  A Gem can be used to charge
present your Holy Icon in an solar powered Techno-Relics and
attempt to ward off Asura, Devas, Magitech devices.
Undead, Unshaped, or any creature  While a Gem touches your skin
with 4 or more Bright or Dark you temporarily gain +1 Bright
Allegiance Points. Allegiance Point.
 Requires an Aura Contest
1/10 Slot • 3 Gems
 Success: The unearthly one
cannot direct an Attack at you as
long as you continue presenting SHADOW STONE
your Icon.
These smooth, tear-shaped stones are
 Failure: They laugh at your believed to be fossilized blood droplets
pathetic gesture. You cannot from the Dark Dragon of the 3rd
attempt to repel them again for Cataclysm. Those who carry these profane
24 hours. relics are mistrusted.
Your GM may render an Icon
ineffective when held by someone  When exposed, the Stone casts
who does not believe strongly in darkness up to 20 ft from the
what the Icon represents. source. A Battlefield Area the stone
is in becomes Obscured ( p251).
1 Slot • 75 Coins
 The Stone pushes actual sunlight
9
away and provides shelter to those
who cannot endure the daylight.
 While a Stone touches your skin
19 you temporarily gain +1 Dark
Allegiance Point.

1/10 Slot • 5 Gems


4

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LONG GRABBER SPELL ENGINE

This gadget allows you to perform crude Spell Engines are a kind of magical
CREATING A
manual manipulation from a safe distance. battery used to power large or powerful CHARACTER
The Grabber is composed of a telescoping Magitech devices. CALLING
pole with a mechanical gauntlet affixed to
SPECIES
one end and controls at the other.  Spell Engines are constructed from
HOMELAND
Magical Materials ( p288). & HISTORY
 The Grabber enables you to grasp,  Charges: Spell Engines contain TRAITS
poke, or push an object up to 10 ft Charges that are expended when QUIRK
away, or 1 Battlefield Area. operating powerful Magitech
FINISHING
 The shaft of the Grabber can be devices. The number of Charges DETAILS
extended and retracted rapidly, required will depend on the GEAR
allowing you to yoink an object. individual device.
CHARACTER
During a Fight, this requires  Charging a Spell Engine: If you RANK
the use of your Action. have a Magical Ability, you can
Precise tasks requiring fine motor redirect the mana you normally use
Paying
skills are not possible. However, to create the effect to charge the
your GM may allow you to perform Spell Engine: Carrying

more difficult manoeuvres with a  Put your hands on the Engine Weapon
Types
Deftness Check. and expend your Magical Ability.
Armor Types
2 Slots (when collapsed) • 45 Coins  The expended Ability has no Shield Types
effect other than to charge the
Outfits
Spell Engine.
SCANNER  Expending 1 Standard Magical
Wearable
Accessories

These technical wonders are salvaged and Ability creates 1 Charge. Wayfinding
repaired by collectors and researchers.  Expending 1 Advanced Magical Illumination
They are small boxes featuring a crystal Ability creates 2 Charges. Specialist’s
display screen and are powered by  The expended Ability cannot be Kits
ambient mana, allowing for continual use. used again for 24 hours. Books
Consumables
 Small Spell Engines hold
 When activated, this Techno-
1 Charge. Combustibles
Relic enables you to discern the & Chemicals
presence and general location of  Large Spell Engines hold Miscellaneous
any living creatures and sources of 2 Charges.
Curiosities,
great energy (such as magic items, Artifacts &
powerful undead, or synthetic life) Small Spell Engine Gadgets

within 50 ft. 1 Slot • 2 Gems Other World


Items
 During a Fight, operating and
reading the Scanner requires the Large Spell Engine Companions

use of your Action. 2 Slots • 4 Gems Vehicles


Property
Scanners make a loud, distinctive
Services
beeping noise when in use; this
prevents Stealthy Movement
( p234) while Exploring.

1 Slot • 1 Gem

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

OTHER WORLD ITEMS

These objects once


belonged to OTHER WORLD POCKET DEVICE
Dimensional Strays The Game Gal Advance, Peach Pod, and
( p86) and have not
Wildberry Tablet are popular Other World
been manufactured devices intended for entertainment and
on Outer World. communication. While you would assume
These alien devices are these gadgets would cease to function
extremely rare and never across dimensions, this is not the case.
found for sale.
 Strangely, in Outer World these
OTHER WORLD SIDEARM devices work indefinitely without
the need to charge.
These pointy-harm-sticks are not dissimilar
 These Devices can all snap photos,
to the pistols already in use in Outer
record audio, and make odd
World, though these can fire shots in
sounds or tunes on demand.
rapid succession.
 All Pocket Devices include a
 These pistols function as Small version of the Akenia Adventure!!
Mechanical Missile Weapons videogame. The featured game
( p158), with the following world’s similarities to Outer World
differences… is uncanny, meaning it can be
referred to as a Beginner’s Tome
 Weapon Ability, Ammo Magazine: ( p176) for queries regarding the
This firearm holds 10 bullets that ancient ruins and creatures of
can be discharged at a rate of one Outer World.
per Turn, before requiring 1 Action
to Reload. 1 Slot • N/A
 Other World Sidearms begin with
10 Other World Bullets. These Official

cannot be bought, but must be Wintenco


GAME GAL ADVANCE

manufactured by a Gadgeteer able


Seal LLSE

to craft Advanced Items ( p284).

1 Slot • N/A

OFFICE KNIGHT CO. Wintenco

16

17

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COMPANIONS

An adventurer’s life  The Companion is abused, neglected or CREATING A


makes it difficult consistently mistreated. CHARACTER
to develop loyal  They are asked to do something CALLING
friendships. While impossibly dangerous or suicidal. SPECIES
you can always
depend on your fellow  They are asked to betray you in HOMELAND
& HISTORY
adventurers, there will exchange for something they
be times when you’ll deeply desire. TRAITS
QUIRK
need a little bit of extra help.
 When your Companion’s loyalty is FINISHING
DETAILS
questioned, they make a Grit Check
COMPANION TYPES GEAR
or, if you are present, you make an
Companions are hired, or bought, to serve Aura Check to steady their resolve. CHARACTER
RANK
you. There are four types: Success: Your Companion summons
 Followers: Sapient companions, able to the required courage, but may still
Paying
use weapons and equipment. grumble.
Carrying
 Pets: Small loyal animals that have Failure: Your Companion panics,
useful abilities. flees, or refuses instruction. Weapon
Types

 Mounts: Creatures intended to be If you have Recruited ( p275) or Armor Types


ridden long distances. have a Social Bond ( p279) with Shield Types
your Companion you gain a Minor
 Pack Beasts: Large creatures used to Outfits
Bonus (+2) on the Loyalty Check.
pull carts or carry the excess items you Wearable
have accumulated. Accessories

Don’t overuse Loyalty Checks! Save Wayfinding


them for key moments when spirits
 Your Companions follow your Illumination
are well and truly tested.
commands to the best of their Specialist’s
Kits
ability. Unreasonable commands
might trigger a Loyalty Check Books
NAMING COMPANIONS
( p183) or be refused. Consumables

 You can have a maximum of 2 Some Companions may not have an Combustibles
& Chemicals
Companions at any time. identity when your GM introduces them,
simply being the local Scholar or the Miscellaneous

tag-along Scamp. Give them a name, and Curiosities,


Things can get out of control if you Artifacts &
perhaps a backstory and persona. When Gadgets
allow more than 2 Companions for
each PC, but it’s up to you. you invest in them like this, they seem to
Other World
survive longer. Items
While Companions are directed
Companions
by the PC they accompany, you
 Unnamed Companions perish when
are encouraged to provide them Vehicles
a voice when required. Give them they run out of Hearts but named
Property
personality and stick up for them Companions roll on the Injury/
Services
when they suffer abuse. Damage Table ( p260).

LOYALTY CHECKS TRAINING COMPANIONS


Whenever your GM feels a Companion While in your service you can attempt to
may be compelled to retreat, rebel, or teach your Companions new tricks and
otherwise abandon you they must make a techniques during Downtime ( p277).
Loyalty Check. Examples include:

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FOLLOWERS

Followers demand a fee for their services, RECRUITING FOLLOWERS


whether they’re a lowly street rat or a
capable sellsword. While in your service you can attempt
to Recruit your Companions during
Each type of Follower has different
Downtime ( p275). This means your
Aptitudes, Combat Stats, Abilities, and
contracted Follower becomes a loyal
Gear. They also have differences in:
retainer, you no longer have a purely
Services: These are the tasks the Follower contractual relationship.
is prepared to undertake for a fee.
Game Master Characters with Ranks
Recruitment: These are considerations can’t be hired like Followers can,
that might affect your chances of they must be Negotiated with
successful Recruitment ( p275). ( p238) or Recruited ( p275).

Creating a Follower
 Start with the Follower’s listed
base Aptitudes, Combat Stats, and
Abilities, then:
 Add a Trait: Choose or roll on
the Positive Trait Table ( p131).
 Determine their Species:
Choose or roll on the Species
Table ( p80).
◆ Native Humans, because of their
Prodigy Ability, can choose a
Standard Elective Ability from
those listed in the Follower type.
◆ Other Species gain their Innate
Species Abilities.
Followers gained during character
creation count as Recruited.

11

18

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SCAMP SCHOLAR

Youthful sidekicks Scholars are ordinary


CREATING A
who rely on pluck folk with an unhealthy CHARACTER
and enthusiasm to interest in a useful CALLING
compensate for a lack skill or area of
SPECIES
of experience. There’s knowledge. They are
HOMELAND
no shortage of bored, usually motivated by & HISTORY
naive, or desperate boredom, greed,
TRAITS
youth in Outer World. or curiosity.
QUIRK
FINISHING
6 MIGHT +0 2 6 MIGHT +0 2 DETAILS
7 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS GEAR
6 GRIT 6 GRIT
CHARACTER
6 INSIGHT 10 Average 7 INSIGHT 10 Average RANK

6 AURA DEFENSE SPEED 6 AURA DEFENSE SPEED

Paying
Follower Abilities Follower Abilities
Carrying
 Impish: All Scamps have the Young  Specialist Subject: Scholars have a
Weapon
Quirk ( p139). Purview pertaining to a single area Types
 Native Human? Choose an of knowledge. For example, the Armor Types
additional Standard Elective Ability history of ancient Akenia.
Shield Types
from either the Sneak ( 17) or  They also have a Language ( p109) Outfits
Raider ( p35). related to this knowledge.
Wearable
 Researcher: Scholars can perform Accessories
Gear
Research ( p276) on your behalf. Wayfinding
 Tattered Outfit ( p172).
 Native Human? Choose an Illumination
 Standard Weapon with the Shoddy additional Standard Elective Ability Specialist’s
Ability ( p152 + 160). from either the Factotum ( p17) or Kits

Sage ( p60). Books


Services
Consumables
 Scamps will help you with simple Gear Combustibles
tasks. For example, running  Functional Outfit ( p172). & Chemicals
errands, eavesdropping or holding Miscellaneous
 Traveler’s Bag ( p173).
your torch. Curiosities,
 Scholars with a Crafting Discipline Artifacts &
Recruitment also have a Specialist Toolkit Gadgets

 You gain a Minor Bonus (+2) if you ( p176) or access to a Other World

have been generous, paternal, or Workshop ( p200). Items

protective towards your Scamp. Companions


Services Vehicles
10 Stones per day (a treat or trinket)  Scholars will provide you with Property
facts and information about their Services
Specialist Subject.

Recruitment
 You gain a Minor Bonus (+2) if
you have a Calling or Origin that
appeals to the Scholar.

5 Coins per day

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GUIDE CUSTREL

These folk have Combat-ready assistants


travelled further from and squires. Custrels
home than most specialize in acting
would consider safe. as seconds or
They are able to bodyguards in battle,
guide anyone who as well as taking care
wants to venture of little things for their
beyond the city walls. ward or master.

6 MIGHT +0 2 7 MIGHT +1 2
6 DEFT ATTACK HEARTS 6 DEFT ATTACK HEARTS
7 GRIT 6 GRIT
6 INSIGHT 10 Average 6 INSIGHT 10 Average
6 AURA DEFENSE SPEED 6 AURA DEFENSE SPEED

Follower Abilities Follower Abilities


 Wayfarer: These folk can act as  Weapon Proficiency: Custrels can
Guides ( p226) in the Region they use Light Armor and two other
are hired in. For example, the pieces of uncustomized combat
Wistful Dark or Blazing Garden. gear of their choice.
◆ Once Recruited, Guides can lead ◆ They will not be proficient in
in new Regions if they spend one gear which would incur a penalty
session of Downtime scouting. because of their Species Size’s
 Native Human? Guides can choose Combat Gear Allowance.
an additional Standard Elective  Native Human? Custrels can
Ability from either the Factotum choose a Standard Elective Ability
( p17) or Raider ( p35). from the Champion ( p29) or
Battle Princess ( p42).
Gear
 Extreme Weather Outfit ( p172). Gear
 Traveler’s Bag ( p173).  Appealing or Authoritative Outfit
( p173).
 Guides with a Crafting Discipline
also have a Specialist Toolkit  Light Armor ( p163).
( p176) or access to a  Any 2 pieces of combat gear, which
Workshop ( p200). they are proficient in.

Services Services
 Guides will escort you to and from  Custrels will fight alongside, or
6 a location within the Region they protect you, when exploring
are familiar with. dangerous places.

Recruitment Recruitment
18
 You gain a Minor Bonus (+2) if  You gain a Minor Bonus (+2) if
you have a Calling or Origin that you have a Calling or Origin that
appeals to the Guide. appeals to the Custrel.
11
5 Coins per day 8 Coins per day

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ANIMAL COMPANIONS

Beasts make steadfast allies, and are CREATING A


often easier to manage than those needy,  Defense: If an Attack targets you, CHARACTER
grumbling Followers. use your Defense Rating. If your CALLING
Mount is being targeted, use their SPECIES
There are 3 types of Animal Companion: Defense Rating.
HOMELAND
 Pets: Small, domesticated creatures  Attack: You can use your Mount’s & HISTORY
that can even serve as Mounts for Attack or Abilities when riding but TRAITS
the smallest folk. must sacrifice your own Actions for QUIRK
 Mounts: Large, swift animals that the Turn to direct the beast.
FINISHING
get you from place to place  Battle Ready: Creatures trained for DETAILS

more quickly. mounted combat can thrash and GEAR


strike in harmony with their master.
 Pack Beasts: Big brutes for carrying CHARACTER
When riding Battle-Ready Mounts RANK
heavy burdens or the larger folk.
you benefit from an Attack Assist
Animals are purchased and not hired, or ( p256).
Recruited, like Followers. They are sold Paying
(mostly) tame with an appropriate harness, Carrying
saddle or collar.
ANIMAL INVENTORY Weapon
Types

JOURNEYING WITH ANIMALS While animals can’t use your gear, they can Armor Types
certainly carry it. Shield Types
Travelling with Animals can be beneficial, Outfits
but they also have needs that must be  Inventory Slots: An animal’s Wearable
taken into account when on a Journey. Inventory capacity is determined by Accessories
their size, and Slots are filled up in Wayfinding
 Rest: When on a Journey, animals the same way as for a PC. Illumination
need to Camp ( p229), or risk ◆ Some Animals require a harness Specialist’s
Starvation and Fatigue like any and packs to carry Gear, some can Kits
other character. carry items in their mouths or claws. Books
 Grazing: Some Animals can hunt, ◆ Retrieving an item from an animal’s Consumables
or forage, their own day’s Rations Harness takes 1 Action. Combustibles
when Camping ( p229) in a suitable & Chemicals
 Riders: The number of Slots a rider,
environment. Miscellaneous
and all their personal Gear, takes
 Riding Animals: Riding an animal up is simplified to a single number Curiosities,
Artifacts &
doubles the distance you can travel based on their Species Size: Gadgets
in one day when on a Journey
 Small Species: 6 Slots. Other World
( p222). When Rushing, you avoid Items
the effects of Fatigue but the  Medium Species: 8 Slots.
Companions
animal does not.  Large Species: 10 Slots.
Vehicles
Characters with the Girthsome Property
Quirk take up an extra Slot.
Services
FIGHTING WITH ANIMALS An Overburdened rider will
Animals can provide assistance when you Overburden their Mount ( p270).
get into a Fight.

TAMING WILD ANIMALS


Mounted Combat
 Movement: Use your Mount’s Animals, or unintelligent monsters, found
Speed and Abilities when taking in the wild must be Tamed ( p277) during
your Move ( p253). Downtime before they can be used as
a Companion.
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PETS

Animals are domesticated for both


BUzzER
companionship and protection. For
adventurers they are invaluable allies. Named after the curious
humming sound they
GROWL make, these large,
scuttling insects have
These furry canines are chitinous armor and
popular pets among a nasty nip. Vicious
common folk, but also but loyal, Buzzers are
the mount of choice popular with bandits and
for the tiny warrior. nomads due to their hardy nature.
Selective breeding
has resulted in some 7 MIGHT +1 2
distinct breeds but all are 7 DEFT ATTACK HEARTS
uniformly fierce with a
7 GRIT
keen sense of smell.
3 INSIGHT 15* Average
3 AURA DEFENSE SPEED
7 MIGHT +1 3
7 DEFT ATTACK HEARTS
Animal Abilities
7 GRIT
 Buzz Off: When they, or their
7 INSIGHT 14* Fast
owner, are under attack, Buzzers
4 AURA DEFENSE SPEED can raise the pitch of their hum to
an unpleasant level. The Battlefield
Animal Abilities Area they occupy becomes
 Tracking: Growls grant you an Obscured ( p251), unless your ears
Edge on tracking or detecting are protected.
quarry with a particular scent.  Exoskeleton: Their tough shell
 Super Sense: They growl and snarl boosts their Defense by +4*.
if someone unfamiliar close by is  Grazing: They require an
using magic of some kind, even if environment that contains vermin
not visible or obvious. or other small creatures to Graze.
Inventory Slots Inventory Slots
 6 Slots with a harness.  6 Slots with a harness.
 Can be Mounts for Small Species.  Can be Mounts for Small Species.
Fighting Fighting
 Claws and fangs strike like a Quick  Mandibles strike like a Standard
4 Weapon ( p153), providing a +1 Weapon ( p152).
Defense Bonus during a Fight*.
 When mounted, Growls are Battle 75 Coins
7 Ready ( p187).

75 Coins

11

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PUDGE GRUB FUzzCOIL

About the size and weight These hairy, serpentine


CREATING A
of a ripe watermelon, creatures wrap CHARACTER
these bright, doughy themselves around CALLING
creatures waddle their owners, keeping
SPECIES
harmlessly all over out of sight up sleeves
HOMELAND
Outer World. They or inside tunics. Their & HISTORY
are easy prey but venom can be milked,
TRAITS
survive through frequent diluted, and then sold as
QUIRK
asexual division. Most commonly used as an anti-aging remedy. While this odd
low maintenance livestock, they also have elixir does tighten the skin, the effect is FINISHING
DETAILS
practical uses for Adventurers. only temporary.
GEAR
CHARACTER
3 MIGHT +0 1 5 MIGHT +1 2 RANK
3 DEFT ATTACK HEARTS 5 DEFT ATTACK HEARTS
3 GRIT 5 GRIT
Paying
3 INSIGHT 11 Slow 5 INSIGHT 13 Fast
Carrying
3 AURA DEFENSE SPEED 5 AURA DEFENSE SPEED
Weapon
Types
Animal Abilities Animal Abilities
Armor Types
 Directable Decoy: If urged in one  Wearable: The animal will wrap
Shield Types
direction, Pudge Grubs will trundle around a part of your body and
Outfits
away until prompted to stop or go remain there unless forced or
in another direction, much like a ordered off. Easily mistaken for a Wearable
Accessories
clockwork toy. harmless pelt by casual observers.
Wayfinding
 Delicious Decoy: Their sweet smell  Venom: Anyone bitten must make
Illumination
and succulent appearance make a successful Grit Check or become
Specialist’s
Pudge Grubs irresistible to bestial Disoriented ( p269) for 4 Turns. Kits
predators, who must make a Grit ◆ Once poisoned, the afflicted cannot Books
Check to avoid stalking them. be affected by Fuzzcoil venom for Consumables
 Squashy Defense: All crushing or another 24 hours.
Combustibles
squashing Attacks, such as fists or & Chemicals
clubs, do 1 less Heart of Damage. Inventory Slots
Miscellaneous
 Edible: If butchered they provide 3  1 Slot in their mouth, or coiled in Curiosities,
Units of Hardy Rations ( p177). their tail. Artifacts &
Gadgets
 Grazing: They require an Fighting Other World
environment of lush grass, fungus, Items
or moss to Graze.  Strikes like a Concealed Weapon
( p152) and can make a Sneaky Companions

Inventory Slots Swipe at a target, if worn or hidden. Vehicles


A successful hit is also venomous… Property
 6 Slots with a harness.
Services
 Can be really, really, slow Mounts 100 Coins
for Small Species. The distance you
can cover in one day is halved!

Fighting
 Nope.

20 Coins

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SKREE PURR

An umbrella term for Small, capricious feline


small flying creatures, creatures that are, at
covering birds, bats, best, casually attached
and moth-like species. to their owners. While
Quick and intelligent, they avoid a fight
Skree can be trained when possible, their
to be aerial scouts sly interventions can
and messengers. be useful. Most Purrs are
covered in colorful fur, though hairless and
4 MIGHT +1 2 scaled breeds exist.
7 DEFT ATTACK HEARTS
4 GRIT 4 MIGHT +0 2
7 INSIGHT 13* Fast* 8 DEFT ATTACK HEARTS

4 AURA DEFENSE SPEED 4 GRIT


8 INSIGHT 11 Average
Animal Abilities 4 AURA DEFENSE SPEED

 Fast flyer: When in flight, a Skree


is Fast*. When grounded, its speed Animal Abilities
is reduced to Average and its  Slinky: Nimble and acrobatic, Purrs
Defense Rating drops to 11. have an Edge on all rolls involving
 Messenger: Skrees can carry climbing, getting to high places,
messages, or small items, to a and landing safely.
location or character that they are  Occasional Obedience: Purrs
familiar with. They will eventually are able to understand simple
wing their way back to you. commands like “Knock that over”
 Sky Scout: On a Journey, your or “Catch that”, but sometimes
Skree can act as a Scout ( p228) they simply don’t feel like doing it.
with the following differences: You must make a successful Aura
Check to instruct your Purr.
 They get an Edge on their
Stealth roll, as they are small and ◆ Once per session, your GM
airborne. If detected, observers can direct your Purr to act
still might not think anything of it. independently; this might prove
costly or useful. You must make an
 They cannot relay precise Aura Check to stop them.
information, only indicate if the
way ahead has: a serious threat, a  Grazing: They require an area
potential threat, or no threat. containing small mammals or
vermin to Graze.
 Grazing: They require an open area
populated by tiny vermin to Graze. Inventory Slots
13
Inventory Slots  Purrs refuse to wear a harness or
be used as a Mount. However, they
 1 Slot in Talons, or Beak. can snatch and carry small items in
8 Fighting their teeth.

 Skrees cannot damage targets Fighting


larger than themselves, but they  Purrs cannot damage targets larger
16 can flutter and harry your foes, than themselves, but they can
providing an Attack Assist ( p256). perform Combat Tricks ( p256).
100 Coins 75 Coins

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MOUNTS

Trained creatures that allow you to rest on MOKKO-DO CREATING A


your travels, and maybe lend you some CHARACTER
extra weight during a fight. These fluffy, flightless CALLING
birds are much quicker SPECIES
than they appear.
JUMBUG HOMELAND
Their speed and & HISTORY

Giant insectoids with reliability has made TRAITS


powerful hind legs them one of the QUIRK
that rocket them most common mounts
FINISHING
forwards. Notoriously on Outer World. This DETAILS
dangerous to ride, popularity has also inspired best-of- GEAR
these beasts’ unusual breed shows, races and other novelty
CHARACTER
propulsion method events capable of drawing large crowds. RANK
helps them traverse the Pedigree specimens, with rich or attractive
most tortuous terrain. Jumbugs are also plumage, will cost twice the market price.
famed for the soft chirping sounds they Paying

make while settling down, soothing for 8 MIGHT +0 3


Carrying
both owner and beast. Weapon
8 DEFT ATTACK HEARTS
Types
5 GRIT
Armor Types
9 MIGHT +0 3 5 INSIGHT 11 Fast
Shield Types
9 DEFT ATTACK HEARTS 5 AURA DEFENSE SPEED
Outfits
4 GRIT
s
Wearable
4 INSIGHT 15* Fast Mount Abilities Accessories
4 AURA DEFENSE SPEED
 Useful Beak: The Mokko-Do’s Wayfinding
beak, while unsuitable for combat, Illumination
Mount Abilities is precise enough to grab and hold Specialist’s
 Exoskeleton: Their tough shell onto most items that a human Kits
boosts their Defense Rating by +4* could, though using most of them Books
 Boing: The Jumbug is capable of is still beyond the creature. Consumables
Supernatural Leaping ( p107). Any  Mokko-yolk: When Camping on a Combustibles
jumps attempted during a Fight, or Journey, females can produce an & Chemicals

similarly tense situation, require the egg a day, equivalent to 1 Ration, Miscellaneous
rider to make a Deftness or Might providing the animal is not suffering Curiosities,
Check to avoid falling off and being from Starvation ( p271). Artifacts &
Gadgets
Toppled ( p271).  Grazing: They require an
Other World
 Grazing: They require an environment with lots of grass or Items
environment with plentiful flora or coarse flora to Graze. Companions
fungus to Graze. Inventory Slots Vehicles

Inventory Slots  12 Slots with a harness. Property


Services
 12 Slots with a harness. Fighting
Fighting  Talons strike as Standard Weapons.
 Mandibles strike as a
150 Coins
Standard Weapon.

200 Coins

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ROKKO-DO LARGzARD

The larger and more These irrepressible


fearsome cousin of lizards are admired
the Mokko-Do. These for their ferocity in
creatures are difficult battle, less so for
to train and prone to their servility. The
bluster, but ultimately high price reflects the
fierce and loyal mounts difficult and dangerous
once tamed. Rumors of process of training them.
the flying Black Rokko-do persist despite The legendary flame-breathing Crimson
no recorded sighting for hundreds of Largzard has never been caught, let alone
years. Highly valued steeds among tamed. Used by immense warriors too
noble warriors. bulky for standard Mounts.

9 MIGHT +2 4 10 MIGHT +3 5
9 DEFT ATTACK HEARTS 10 DEFT ATTACK HEARTS
9 GRIT 10 GRIT
5 INSIGHT 11 Fast 4 INSIGHT 15* Average
5 AURA DEFENSE SPEED 4 AURA DEFENSE SPEED

Mount Abilities Mount Abilities


 One Master: Rokko-Do will  Ravenous: These creatures must
become extremely attached to you consume 2 Units of Hardy Rations
if you treat them well. a day. Failure to do so will prompt
 An Aura Check is required to the Largzard to attack and kill for
coax them into allowing another food, usually targeting your smaller
person to mount them. companions first.

 They will refuse to leave you  Scutes: Their thick scales provide
behind if you fall in battle, either fortification, boosting their Defense
dragging your body to safety or Rating by +6* but making them less
standing over you to ward off nimble than other mounts.
attackers until help arrives.  Blood Lust: Directing these violent
 Fearlessly Loyal: Rokko-Dos creatures away from a Fight
automatically pass Loyalty Checks requires a successful Aura Check.
( p183).
Failure means they enter the fray,
often carrying you with them.
Inventory Slots
Inventory Slots
 12 Slots with a harness.
 16 Slots with a harness.
Fighting
15 Fighting
 Beak and Talons strike as
Standard Weapons.  Bite strikes as a Mighty Weapon.

 Rokko-Dos are Battle Ready  Tail strikes as an Arc Weapon.


2  Largzards are Battle Ready
( p187).
( p187).
275 Coins
15 500 Coins

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PACK BEASTS

While other creatures can help you carry GRUBBISH CREATING A


things, Pack Beasts are bred for it. Not CHARACTER
built for speed, just sturdy and resilient. Enormous, multi-legged CALLING
and bulbous; Grubbish SPECIES
are awkward but
SHAGGY BUMPO HOMELAND
stable beasts. Having & HISTORY

These humongous bovids originated in the TRAITS


have a fluffy, charming Mana Wastes, these QUIRK
appearance that creatures are extremely
FINISHING
belies their rugged resilient, and this has DETAILS
frame. Their strength, made them popular with travelers and GEAR
coupled with a traders that operate in inhospitable
CHARACTER
compliant nature, make locations. Most Grubbish have a simple, RANK
them perfect beasts of mask-like face, but some rare specimens
burden. The Bumpo is a paternal animal, look unnervingly human.
and will ‘adopt’ unattached youths, which Paying

they will then vigorously defend. 10 MIGHT +0 3 Carrying

4 DEFT ATTACK HEARTS Weapon


Types
10 MIGHT +0 4 10 GRIT
Armor Types
3 DEFT ATTACK HEARTS 4 INSIGHT 9 Average
Shield Types
10 GRIT 4 AURA DEFENSE SPEED
Outfits
3 INSIGHT 9 Average
Wearable
3 AURA DEFENSE SPEED Pack Beast Abilities Accessories
 Will-less: They are rather dull Wayfinding
Pack Beast Abilities creatures, and will obey their owner Illumination
 Shaggy: A Bumpo may be shorn without question. Grubbish never
Specialist’s
once a year, providing 2 Units of need to make Loyalty Checks. Kits
Bumpo Wool (Trade Goods). Their  Iron Guts: Grubbish can eat spoiled Books
fleece is a great raw material for or even poisonous food. Consumables
crafting Cold Weather Outfits  Filth dweller: Grubbish are immune Combustibles
( p172).
to being Putrefied & Chemicals
 Bumpo Cream: Females can be ( 270), as well as any ill effects Miscellaneous
milked once a day to produce 2 from ingested toxic materials. Curiosities,
Ration’s worth of cream, providing Artifacts &
 Grazing: They can Graze anywhere Gadgets
the animal is not suffering from
there is something organic to eat.
Starvation ( p271). Other World
Items
 Grazing: They require an Inventory Slots
Companions
environment with lots of grass or  20 Slots with harness. Vehicles
coarse flora to Graze.
Property
Fighting
Inventory Slots Services
 Feelers strike as if Unarmed.
 20 Slots with harness.
435 Coins
Fighting
 Hooves and Horns strike as
if Unarmed, a gentle giant.

400 Coins

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COMPANION SIzE COMPARISON

Scamp Scholar Guide Custrel Mokko-Do


Follower Follower Follower Follower Mount
( p185) ( p185) ( p186) ( p186) ( p191)

Purr Skree Fuzzcoil Buzzer Pudge Grub


Pet Pet Pet Pet Pet
( p190) ( p190) ( p189) ( p188) ( p189)

Growl
Pet
( p188)
12

11

19
Shaggy Bumpo
Pack Beast
( p193)

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CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
QUIRK
FINISHING
DETAILS

GEAR
CHARACTER
RANK

Rokko-Do Jumbug Paying


Mount Mount Carrying
( p192) ( p191)
Weapon
Types

Armor Types
Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination
Specialist’s
Kits

Books
Largzard
Mount Consumables
( p192) Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts &
Gadgets

Other World
Items

Companions
Vehicles
Property
Services

Grubbish
Pack Beast
( p193)

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VEHICLES

Mounts won’t be able to


traverse some of Outer  Driving lessons: Your GM will
World’s most hostile decide if large, or sophisticated,
terrain, or cover large Vehicles need a session of
tracts of land or sea Downtime to master. Piloting
without pause. For without any training will incur a
these occasions you’ll Major Penalty (-4) on piloting rolls.
require a Vehicle.

Vehicle Use FIGHTING WITH VEHICLES


 Crewing: To control a Vehicle
Fights can take place on, against, and
without penalty, you need the
between Vehicles.
stated number of personnel.
 Fuel: Each Vehicle requires energy to Vehicle Combat
move. This could come from your
direct physical effort, harnessing an  Battlefield: Vehicles can be
abundant natural resource, or using described as a Battlefield ( p248)
a Fuel or a Spell Engine. during a Fight. Your GM will divide
a Vehicle into specific Battlefield
◆ Unless the vehicle is PC-powered, Areas and apply any appropriate
you avoid Fatigue if you Rush Area Conditions.
( p229) on a Journey.
◆ For example, the cockpit of a
 Traversable Terrain: This describes Walker ( p198) might be 1 Area
the environments the Vehicle is that is Sheltered and Cramped
designed to operate in. and the Walker’s limbs might be
 Journey Time: Unless otherwise represented by another
stated, a Vehicle doubles the Battlefield Area.
distance you can travel in one day,  Damaging Vehicles: Attempting to
when on a Journey ( p222). damage a vehicle is covered by the
Sundering rules ( p263).
Inventory Slots
◆ For example, a Walker’s cockpit
 Vehicles are subject to the same
is made of metal (Very Hard) so it
rules as Animals when carrying
would have a Defense Rating of 18,
Gear ( p187), except Vehicles will
and it is roughly the size of a cart
not move if Overburdened.
which would give it 12 Hearts.
◆ Your GM might rule that some craft
are too large to destroy completely
PILOTING VEHICLES
with normal Attacks.
Vehicles come in a huge variety of shapes  Speed Rating: Your GM will decide
18 and sizes, each designed for a very on a Speed Rating for any Vehicle
specific purpose. when engaged in a Fight.
 Battle Manoeuvres: During a Fight,
11  Standard operation requires no changing the direction or speed of
Checks but your GM will decide if a Vehicle requires the entire crew to
a difficult, or delicate, manoeuvre use their Action.
requires the pilot to make a
15 Deftness Check.
 Piloting rolls suffer a Snag if you
don’t have the required crew.

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CORACLE  Traversable Terrain: If Trailblazing


( p226) you are slowed to
Single person boats used for fishing. Easily foot speed. CREATING A
carried, but not for open waters. CHARACTER
 Journey Time: If pulled by a PC the
CALLING
distance covered in one day is the
Vehicle Use
same as if travelling by foot. SPECIES
 Crewing: 1 pilot. HOMELAND
 Fuel: PC-powered Inventory Slots & HISTORY

 Traversable Terrain: Waterways  80 Slots. TRAITS


QUIRK
and other calm waters, such as
lakes, rivers, or stretches 1 Gem FINISHING
DETAILS
of coastline.
GEAR
BREEzE RIDER
Inventory Slots CHARACTER
RANK
 10 Slots. These difficult to master gliders are rare
treasures coveted by adventurers and
2 Slots (when carried) • 80 Stones collectors alike. Their Sky Steel frames Paying
make them super light, and while they Carrying
are too cumbersome to carry, they can be
VELOCIPEDE Weapon
pulled along like a kite with a little effort. Types
Single person, pedal-powered machines Armor Types
used for speedily getting around urban Vehicle Use
Shield Types
areas. Popular with Paw Post couriers.  Crewing: 1 pilot. Outfits
 Fuel: Thermal winds. Wearable
Vehicle Use Accessories
 Traversable Terrain: Any Terrain.
 Crewing: 1 pilot. Wayfinding
 Take-off requires a running start.
 Fuel: PC-powered Illumination

 Traversable Terrain: Designed to Manoeuvring Specialist’s


Kits
travel along Roads, you are slowed  Landing requires a Deftness Check.
Books
to foot speed on other types of  Making a difficult manoeuvre, such
land Routes. as flying through a crowded space,
Consumables
Combustibles
or stabilizing the Breeze Rider after
Inventory Slots & Chemicals
being hit, requires the driver to Miscellaneous
 10 Slots. make a Deftness Check.
Curiosities,
3 Slots (when carried) • 45 Coins  Failing a Deftness roll to land or Artifacts &
Gadgets
manoeuvre results in a crash and
the rider suffers a Falling/Impact Other World
Items
CART Injury ( p267).
Companions
A small, typically one-beast, cart employed Inventory Slots Vehicles
by merchants, farmers and nomads.
 Breeze Riders can carry a Small, Property
Medium, or Large pilot as long as Services
Vehicle Use they are not Overburdened.
 Crewing: 1 driver.  An additional passenger can hang
 Fuel: A Cart needs to be tethered onto the glider, but piloting rolls
to a Pack Beast, Mount, or a PC suffer a Snag.
with Supernatural Might!  Pets can ride along without
◆ Carts can be chained together in a inflicting this penalty on the pilot.
train but require one beast per cart.
2 Slots (when pulled) • 3 Gems

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SKIMMER Vehicle Use


These versatile craft float just above the  Crewing: 1 pilot and 1 assistant.
ground, making travel across challenging  Fuel: Sails harness the wind.
terrain much faster.  Traversable Terrain: Any.

Vehicle Use Inventory Slots


 Crewing: 1 pilot.  50 Slots.
 Fuel: Skimmers include a Large
Spell Engine. 1 Charge powers the 12 Gems
vessel for three days.
 Traversable Terrain: They glide WALKER
across land and sea, and are not
slowed by Difficult Terrain. The first walkers were created by Goblin
engineers who wanted a means of
Inventory Slots tirelessly traversing the undulating tunnels
of the Buried Kingdom. The pilot, and
 35 Slots.
any passengers, sit inside a metal cockpit
which controls its multiple mechanical
8 Gems
limbs. Walkers are not nimble, but their
long strides allow them to easily move
FELUCCA over terrain that would normally slow you
down, like a swamp or rocky landscape.
This small sailing vessel, employed around
the Twilight Meridian, has become popular Vehicle Use
among adventurers as it only requires a
relatively small crew.  Crewing: 1 pilot.
 Fuel: Walkers include a Large
Vehicle Use Spell Engine. 1 Charge powers the
machine for one day.
 Crewing: 1 pilot and 2 assistants.
 Traversable Terrain: Any
 Fuel: Sails harness the wind, but
overland terrain.
emergency oars require PC-power.
◆ Walkers are not slowed by Difficult
 Traversable Terrain: Open seas.
Terrain ( p225), as their long legs
Inventory Slots negate uneven surfaces.
 80 Slots. Inventory Slots
6 Gems  25 Slots.

6 Gems
CLOUD BREAKER
8 These small sky ships are used by
the wealthy for island hopping in the
Galvanus Archipelago. The vessel’s hull is
constructed from Sky Steel or Floatstone,
20
which keeps the craft perpetually aloft
as well as magically resistant to wear and
tear. Cloud Breakers come with exquisitely
4 decorated anchors which bear the mark of
their constructor’s yard. For locomotion,
sky sailors harness the winds in the same
way as their marine cousins.

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VEHICLE SIzE COMPARISON

CREATING A
CHARACTER

CALLING
SPECIES
HOMELAND
& HISTORY

TRAITS
Coracle Velocipede Cart Breeze Rider QUIRK
Taagan Tub Paw Post Pushbike Traveler’s Wagon Wind Wing
( p197) ( p197) ( p197) FINISHING
( p197)
DETAILS

GEAR
CHARACTER
RANK

Paying
Carrying

Weapon
Types
Skimmer
Gleysian Sky Platform Armor Types
( p198) Shield Types
Outfits
Wearable
Accessories

Wayfinding
Illumination

Cloud Breaker Specialist’s


Kits
Portian Clipper
( p198) Books
Consumables
Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts &
Gadgets

Other World
Items

Companions
Vehicles
Walker
Property
Gobbo Ambulator
( p198) Services

Felucca
Galvanus Trader
( p198)

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PROPERTY

Most folk rent or have


mortgage agreements TOWNHOUSE
with their communities
Boasting 4-6 rooms, and occasionally a
or local landowners.
basement or second floor, townhouses
Adventurers can
are often occupied by wealthier families.
have trouble securing
Less characterful than improvised huts, but
these loans due to their
more solidly constructed.
transient nature and risky
line of business.
 A Town House can comfortably house
4 people and their possessions, 8 in
 The listed prices are a guide and
cramped conditions.
will vary with location. Major cities
and ports will be double or triple 6 Gems
the price.
 Houses left empty for long periods
are prone to burglars or squatters. WORKSHOP
You might need a Companion Crafters need access to a Workshop to
to house-sit. create their complicated constructions.

 Workshops are big enough to


HUT accommodate 2 workers at
once, and stocked with tools and
Small, single-room homes found in rural
materials for crafting.
settlements or as standalone shelters in
the wilderness. Built with local techniques  Workshops are specific to one
and materials, they range from the egg- Crafting Discipline, and include
shaped pods of Shard to the floating tools and enough supplies for 10
lodges of the Galvanus Archipelago. crafting sessions.

 A Hut can comfortably house 2 Workshop (Tools & Supplies)


people and their possessions, 4 in 3 Gems
cramped conditions.
Restock Supplies
80 Coins 30 Coins

19

12

Hut Townhouse Workshop


Starlight Farmer’s Pod Blacktower Residence Merona’s Miraculous Muffin Factory

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SERVICES

Spend a night in a comfy


bed, send a parcel back  Workshops can be rented for a CREATING A
CHARACTER
home, or even board Downtime Crafting session or a
an airship to the other single Repair. CALLING
SPECIES
side of the world.  Materials are not included in the
While not exactly gear, price and must be provided by HOMELAND
& HISTORY
services provide value the craftsman.
TRAITS
to the coin-heavy and  Some Workshops will have basic
QUIRK
time-light. Materials and Additives for sale,
FINISHING
but exotic items will be scarce. DETAILS
ROOM & BOARD  Using a High-end Workshop grants GEAR
you a Minor Bonus (+2) on your CHARACTER
The road is long and unforgiving. A bed Crafting roll. RANK
and a well cooked meal is a simple, well-
deserved luxury. Basic Workshop
Paying
3 Coins per Downtime Session
 Room & Board will provide you Carrying
with adequate food and sleep to High-end Workshop Weapon
avoid the effects of Starvation and Types
Fatigue for a day. 20 Coins per Downtime Session
Armor Types

 More expensive establishments Shield Types


may include extra perks: TREATMENT SERVICES Outfits

 Hearty Meal: A big breakfast You’ve been wounded and your priority on Wearable
Accessories
served alongside a fine beverage entering town is to find the local physician
starts your day well. Gain an (or mechanic!) to patch you up.
Wayfinding

Edge on your first Insight roll of Illumination


the day. Specialist’s
 During Downtime you can pay a Kits
 Excellent Service: Dedicated physican, or Gadgeteer if you are a
Books
and friendly staff leave you Bio-Mechanoid, to remove an Injury
feeling peppy. Gain an Edge on of your choice. Consumables

your first Aura roll of the day. Combustibles


◆ This paid treatment can work in & Chemicals
conjunction with Heal an Injury
Basic Room & Meal Miscellaneous
( p273), enabling you to heal 2
10 Stones a night Injuries during Downtime.
Curiosities,
Artifacts &
Gadgets
 Severed or Mutilated limbs can be
Pleasant Room & Hearty Meal
replaced with Prosthetics ( p262). Other World
20 Stones a night Items
◆ Not all treatment centers will have
Companions
access to prosthetics, or be able to
Luxurious Suite, Hearty Meal, conduct this type of surgery.
Vehicles
& Excellent Service Property
10 Coins a night Remove Injury Services

5 Coins
WORKSHOP RENTAL
Prosthetic Graft
Crafters need an appropriate space 5 Gems
to practice their art. Fortunately, the
required Workshops can be rented from
trade organizations, universities, local
governments, or willing individuals.

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CRAFTER COMMISSION & REPAIR PAW POST SERVICES

If you want a bespoke weapon or potion While there are many local runners,
created, or need your favorite suit of armor they aren’t much help when it comes to
patched up, then commission a Crafter. sending messages or items to another
continent. Fortunately, the Paw Post
 Fixing Standard Gear: Costs ½ provides adventurers with a reliable postal
the list price of the chosen item service. Paw Post Stations appear in many
(rounded up). surprisingly remote places.
 Commissioning Customized Gear:
Costs 50% more than the calculated  Paw Post Stations will deliver
list price (rounded up). messages and items to any other
Paw Post Station, via their network
 Crafting Imbued Gear: Refer to of relay teams.
the costs of Crafting Imbued Gear
( p286), then add an extra 50%  Deliveries are guaranteed to arrive
(rounded up). within 2 months.
◆ Note that not all Crafters are able  Deliveries are insured. In the event
to work with, or have access to, of loss/damage a full refund
the Magic Materials and Additives is offered.
required to make Imbued Gear.
Membership
Varies (See above)  Allows 1 free delivery a month.
Further services must be paid
for normally.
RECREATIONAL ATTRACTIONS
Deliver Message (any distance)
Opera houses, underground spas, and
locations that focus on personal enjoyment 1 Coin
are a rare treat in Outer World.
Deliver Item in same Region
 There are two kinds of Recreational 50 Coins per item (3 Slot Max.)
Attraction, each with a perk:
 Relaxing: Allows you to perform Deliver Item to another Region
both the Socializing and Heal 1 Gem per item (3 Slot Max.)
an Injury Downtime Activities
simultaneously. Membership Card
 Entertaining: Gives you an Edge 5 Gems a year
on your Socializing rolls
during Downtime.

5 Coins per Downtime Session

12

17

18

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INTERCONTINENTAL TRAVEL

Without access to an air or sea-


CREATING A
going vessel, intercontinental travel is CHARACTER
impossible. Fortunately, merchants and CALLING
sailors with large enough ships will offer
SPECIES
passage, for a price.
HOMELAND
& HISTORY
 When on an intercontinental
TRAITS
voyage you can participate in 1
QUIRK
Downtime Activity, limited to what
is available to you on the vessel. FINISHING
DETAILS
 Pets travel free, but a seat must be GEAR
paid for Mounts & Pack Beasts.
CHARACTER
 You can choose to assist the crew RANK

on the voyage. This halves your


fare, but forfeits any chance of
Paying
indulging in a Downtime Activity.
Carrying
 You can try to convince the captain
Weapon
of the vessel to take you into Types
uncharted territory, but this will
Armor Types
cost you double.
Shield Types

Maritime Vessel (Food & passage) Outfits

8 Coins per seat Wearable


Accessories

Wayfinding
Sky Ship (Food & passage)
Illumination
16 Coins per seat
Specialist’s
Kits
Other considerations Books
Trailblazing = Cost x2 Consumables
Working = Cost ÷2 Combustibles
& Chemicals

Miscellaneous
Curiosities,
Artifacts &
Gadgets

Other World
Items

Companions
Vehicles
Property
Services

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CHARACTER RANK

You start out hopeful and determined, motivated by a sense of adventure, but
you’ll need to learn on the job if you want to survive longer than a week.

ABOUT CHARACTER RANK MANA, ALLEGIANCE, GIFTS

Rank: Represents your power in the game Mana: The PCs readily absorb mana, the
world. You start at Rank 1 and can rise to magical energy that flows throughout
Rank 10. The higher your Rank, the more the Outer World. This allows them to
powerful you become, and the more you rapidly develop skills and powers that take
will be respected and revered by those ordinary folk a lifetime to master.
you encounter. Some of the satisfaction
of playing BREAK!! comes from rising Allegiance: When you choose Magic
through the Ranks to become a legend. Abilities that draw on Bright or Dark
sources of mana you will start to form an
Experience Points (XP): To rise in Rank Allegiance ( p206), and the world and its
you must earn Experience points. Your GM inhabitants start to look at you differently.
awards these to you for playing the game
and achieving specific goals or overcoming Gifts: Deepening your Allegiance with the
difficult challenges. Bright or Dark will eventually result in a Gift:
a physical alteration that results from heavy
interaction with such powerful forces.

14

RANK 1 RANK 4 RANK 7 RANK 10

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ADVANCING IN RANK

CREATING A
RANK ACHIEVEMENT XP CHARACTER

CALLING
Rank sets your Base Aptitudes, Combat How Achievement XP is awarded can vary
Stats, and the number and type of Abilities from game to game, it all depends on the SPECIES

you have. goals you set with your GM. HOMELAND


& HISTORY

 You start at Rank 1 and can rise to a Determining Achievement XP TRAITS

maximum of Rank 10. QUIRK


 Discuss and agree with your GM
FINISHING
 You move to the next Rank when how Achievement XP will be DETAILS
you gain the required number awarded before you play. GEAR
of XP stated on your Calling’s
 You will be awarded 1-3 XP for
Advancement Table. CHARACTER
each recognized Achievement at RANK
 Your Calling’s Advancement Table the discretion of your GM.
will tell you whether your new Rank
increases your Aptitudes or Combat Example Achievement XP awards
Advancing
Values, or grants you a new Ability.
1 XP awards in Rank
Allegiance
Use Rank to determine how GMCs  Defeating or pacifying more
react to PCs. A tavern will fall silent powerful or numerous opposition.
when a powerful band of heroes
enter, but no one will notice the
 Braving a peril where failure would
arrival of fledgling adventurers! result in certain injury or death.
 Discovering, or investigating, a new
mystery or adventure.
EARNING XP
 Obtaining some great reward or
XP represent your character’s personal important knowledge.
growth. XP are earned for:  Experiencing something
 Effort: Awarded for spending time wonderfully rare or soul enriching.
playing the game, and…
◆ 2 XP awards
 Achievement: Awarded for progress or
 Accomplishing a goal with an
accomplishing a significant goal.
unorthodox or creative solution.
 Your start with 0 XP.  Making effort to improve or
support a community in need.
 XP are awarded by your GM at the
end of each Session ( p211).  Demonstrating excellent teamwork
during the adventure.
 You receive 1 XP for Effort for each
hour spent actually playing. 3 XP awards
 Your GM also awards discretionary  Converting a hated enemy into a
XP for Achievement. true friend or ally.
 All PCs are awarded equal  Completing some grand multi-
Achievement XP, even if they were session adventure or endeavor.
not directly involved in earning them.
 Willingly sacrificing a valued
 Record the XP on your Character possession or suffering injury to
Sheet. If you have accumulated help others.
enough XP to advance to the next
Rank update your PC accordingly.  Having a Team epiphany or
You start the next Session in your revelatory moment. For example,
new Rank. discovering your patron is the villain!

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ALLEGIANCE

Those who dabble with magic may end up A Gift does not provide a PC with any
with an Allegiance to either The Invincible benefits, but those they encounter
Bright or The Profound Dark. Having an should be suitably reverential.
Allegiance will change the way some Bio-Mechanoid Gifts are mechanical
magic and creatures interact with you. variants. For example, Bone Spikes
might become Protruding Bolts.
◆ Gaining Allegiance Points
 You start with 0 Allegiance Points. BRIGHT GIFTS TABLE
 When you gain a Magical Ability
Choose or roll your Bright Gift
you may also gain a Dark D or
Bright B Allegiance Point.
◆ Record the number and type 1-2
of points you accrue on your Luminescent Tattoos
Character Sheet. Faintly glowing lines have
Creatures, items, and effects can appeared across your body,
also cause you to temporarily, or forming patterns.
permanently, gain Allegiance Points.
3-4
◆ Determining your Allegiance
 Dark Aligned: Your Dark Allegiance Serpent Eyes
Points exceed your Bright by 2 Your eyes never shut, you
or more. don’t blink, you even stare
in your sleep.
 Bright Aligned: Your Bright
Allegiance Points exceed your Dark
by 2 or more. 5-6
 Twilight Allegiance: Neither type Halo
of Allegiance Point exceeds the An arc of softly glowing
other by 2 or more. light crowns your head, but
 Unaligned: You have 1 or less can be covered by a hood.
Allegiance Points.
7-8

GIFTS Resonant Voice


Your voice has developed
If you draw too deeply from one of the an authoritative,
cosmic forces your fragile form will alter. ethereal echo.

◆ Gaining a Gift 9-10


18
 Accruing 3 Bright Allegiance Points Feathers
results in a Gift from the Bright Gift You’ve sprouted long,
Table ( p206). radiant feathers across
10  Accruing 3 Dark Allegiance Points your shoulders.
results in a Gift from the Dark Gift
Table ( p207).
11-12
20 Allegiance Points gained
temporarily from an area or items Aesthetic Consistency
affect your Allegiance but do not Your appearance has
count when calculating Gifts. become unsettlingly
symmetrical.
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13-14 7-8
Scaled Joints Fangs CREATING A
Patches of glistening Some of your teeth have CHARACTER
scales have replaced the sharpened and have grown CALLING
skin around your joints. more prominent. SPECIES
HOMELAND
& HISTORY
15-16 9-10
TRAITS
Prismatic Hair Melodious Voice QUIRK
Your hair has become Your voice can now make FINISHING
extremely long and even harsh words DETAILS
shimmers different colors. sound soothing. GEAR
CHARACTER
RANK
17-18 11-12
Elongation Winter’s Embrace
Your fingers, limbs, face, Your body has become cool
Advancing
and torso are lengthened to the touch, and the air in Rank
just enough to be noticed. around you is chilled. Allegiance

19-20 13-14
Third Eye Gem Bone Spikes
A jewel of your favorite Small, bony protrusions
color has emerged in the have broken through your
center of your forehead. skin in small patches.

15-16
DARK GIFTS TABLE Bestial Mane
Choose or roll your Dark Gift Your hair has become
long, thick and
magnificently unruly.
1-2
Horns 17-18
Horns, or antlers, protrude
from your temples Raptor’s Talons
or forehead. The nails on your hands and
feet have hardened into
sharp curved points.
3-4
Opaque Eyes 19-20
Your eyes have clouded
over and become a single Shadow Mark
flat color. A symbolic inky scar
appears on your cheek
or forehead.
5-6
Devil’s Tail
You’ve grown a small,
non-useful tail that whips
back and forth.

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13

17

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P L AY I N G T H E G A M E

II

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GAME BASICS

Once you’ve created Player Characters and your Game Master has created an
Adventure, you’re ready to start playing the game.

WHAT YOU’LL NEED TO PLAY

 Players & Player Characters (PCs):  Pencils & paper: You’ll need to track
Each Player needs to create a Player changeable information during play.
Character (PC). You will track your PC’s health,
As a player you choose what your PC inventory, and any other notes they
says and does in the game world. feel are helpful.
You need at least 1 player, though the Your GM will track the status of
game is designed to work best with a the GMCs and any other useful
small group of 2-4. information they decide is helpful to
running the game.
 A Game Master (GM): This is a special
type of player that is part referee and  Knowledge of the rules: Your GM
part storyteller. should be familiar with the Rules, but as
a player you are encouraged to help out
Your GM will describe how the game
and make an effort to know how your
world reacts to your PC’s actions and
PC’s Abilities and Gear work.
arbitrates the rules.
If a dispute occurs over the rules your
They also control all the Game
GM’s decision is final.
Master Characters (GMCs) the PCs
encounter on their travels. You’ll also need your Imagination!
4 Get invested in the adventures of
There is only one GM.
your PCs and drag the other players
 An Adventure: This is the quest or in with you!

18 mission that your PCs participate in. The cheat sheets in the appendix are
Your GM can create their own a quick way to refresh your memory
adventure or use a ready made one. when you forget a rule ( p450).

16  A twenty sided die (d20): You will need


a die or other fast random number
generator set between 1 and 20.

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PLAYING THE GAME

A game of BREAK!! can be a short one-off SESSION FORMAT GAME


experience or a longer, repeated activity. BASICS
The game’s length can be broken into A session has three simple phases: CHECKS &
three stages: CONTESTS
 Session Start: Your GM begins a JOURNEY
 A Session: This is a block of time Session with a short summary of what
ExPLORE
allocated to playing the game, typically the PCs have set out to achieve, or are
a few hours. A Session ends when in the process of achieving. NEGOTIATE

convenient for the players. A Session This is a good time for you to
FIGHT
can finish on a natural break or on a clarify anything you are PERILS
cliffhanger. If required, the game can be confused or concerned about! DOWNTIME
resumed on a subsequent Session. CRAFT
 An Adventure: This is a period of  Play: The players and the GM engage
play where the PCs embark on,and in General Play ( p212) and use the
conclude, a quest, mission, or mystery. appropriate Focused Rules ( p215) Playing

A large Adventure can run over when required. the Game

several Sessions.  Session End: At end of a Session your General


Play
 A Saga: This is a sustained period of GM will award you with XP for Effort
Managing
play where PCs engage in a series of and Achievement ( p205). If you have Time
Adventures over many Sessions. A Saga enough XP, your PCs advance in Rank
Rolling Dice
can see the PCs advance from Rank and you can update your Character
Focused
1 to Rank 10. Even at Rank 10 a Saga Sheets accordingly. Rules
need only end when the players feel the It’s also useful to broadly
agree what direction your
game has run its course or reached a
players intend to go in the
logical conclusion. next Session, so you can
prepare ahead of time.

COMPONENTS OF PLAY

Adventure, Maps, GMCs

+ + +

PC PC PC

20

Dice Rules

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GENERAL PLAY

Most of the time, playing is a conversation PLAYERS


between the players and the GM, with
each taking turns to speak and react Players tell the GM how their PCs react to
to what the other is saying. Like any a presented situation.
successful conversation, General Play is
dependent on listening and exchanging  You can ask your GM to provide more
clear information. details about your current predicament
by asking clarifying questions.
“Is the blue glow from the tunnel the
GAME MASTERS exact same color as the ghost knight
Your GM describes the environments we encountered earlier?”
and situations the PCs are in, and the
 You describe your PC’s actions and
actions, and reactions, of any creatures or
intentions to your GM.
characters they are interacting with.
“I move closer to the bank and peer
 Your GM describes what the PCs see, into the rushing river, to see if I can
hear, smell, or otherwise sense. see the bottom.”
“The jungle is alive. Every surface
is teeming with vibrant insectoids,  You can propose a coordinated group
their curious chirps and clicks fill the action, but must get the consent of the
humid air. The thick canopy provides other players whose PCs are required to
the under dweller’s eyes a welcome participate.
respite from the unrelenting sun.” “I think Graag should toss Pipi across
the river tied to a rope. What do you
 Your GM describes any events or think, guys?”
predicaments you encounter that
require you to make a decision or When describing your PC’s actions
take action. you can either role play by putting
on a voice, getting into character,
“An underground river blocks your and referring to your PC in the first
path, it is rushing past at quite a person, or you can simply describe
speed. It’s about 20ft across and what your PC is doing. Communicate
it’s hard to tell how deep it is with in whatever way feels comfortable!
casual observation. There is a tunnel Group conversations can get messy,
entrance on the other side of the people speak over each other and
river, which is illuminated by a comments are missed. If your
distinctive blue light.” players’ intentions aren’t clear, ask
one of them to summarise the
 Your GM describes the consequences group’s plan.
of the PC’s actions (or inaction!) Also make sure everyone who wants
“Slatha responds quickly to your to contribute is allowed to do so.
13 comment, she throws back her chair
and rises to her full height, head and
TRIGGERING FOCUSED RULES
shoulders almost scraping the ceiling.
She points directly at you and says, Large portions of the game are run in
11 ‘What did you call my mother?’” general play but when the PCs perform
specific activities, like Explore or Craft,
Your descriptions don’t have to be
poetic, but should provide enough
the GM will follow simple, set procedures
11 useful information for your players called Focused Rules ( p215) to determine
to react. the outcomes.

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MANAGING GAME TIME

Part of the GM’s job is to describe the  Turns: This is a series of Actions taken GAME
passage of time. Keeping track of time in quick succession by a group with BASICS
during general play is done informally, shared intentions. CHECKS &
when exact timings aren’t critical. For The effects of these Actions are CONTESTS

example, your GM might say “an hour applied one after the other and JOURNEY
passes” or, “a few days go by” before happen before any opposing group ExPLORE
going on to describe your next meaningful can respond. NEGOTIATE
experience or encounter.
The players will agree the order of, FIGHT
and execute, their PC’s Actions on PERILS
THE DIFFERENCE A DAY MAKES one Turn. Your GM will coordinate, DOWNTIME
and execute, any opposing group’s CRAFT
After the Sun Machine was sundered, the Actions on another.
sky ceased to be a useful guide to the time
The group that takes their Turn first
of day. However, the passing of 24 hours in
is the one that triggered the time- Playing
Outer World is still recognized as a day. the Game
critical situation. If there is any doubt,
General
 Acknowledging the start of a new day your GM can have the characters with Play
is important. Your GM will announce highest Deftness from each side enter
Managing
the passing of each day as it depletes a Contest to determine who should Time
resources, such as Rations, and go first.
Rolling Dice
recharges certain expended Abilities.
 Rounds: Once each group has taken Focused
The advent of a new day is Rules
their Turn, a Round has been completed
particularly important when you’re
and, if required, a new one begins.
out on a Journey ( p222).
Groups follow the established Turn
 Adventures can be time sensitive. Your order on subsequent Rounds.
adventure may have a series of events
or encounters that are triggered with
the passage of time. In this case, the ROUNDS, TURNS, ACTIONS
GM will need to keep track of the days
a little more closely. ROUND PLAYER’S
TURN

TIME-CRITICAL SITUATIONS
PC 1 ACTION
When what’s happening moment to
moment is important, for example during
PC 2 ACTION
a Fight ( p244), your GM will split the
game time into small chunks to work out
the sequence of events: PC 3 ACTION

 Actions: Actions are the smallest unit of


game time, they are approximately 10
seconds long.
GM’S
Abilities, and other short tasks your TURN
GM feels take more than a few
seconds, require a character to use
GMC 1 ACTION
their Action.
When an Action is taken, its effects
GMC 2 ACTION
are immediate.
Each character can make 1 Action
per Turn. GMC 3 ACTION

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ROLLING DICE

BREAK!! uses a twenty-sided die (d20).


$ A Penalty will subtract from the
You’ll roll it on four occasions:
rolled result when you’re trying to
 Checks: The majority of die rolls you’ll roll high, but add to the result when
make are Checks ( p218). For these, you’re trying to roll low.
you’re trying to roll a target number or
under to succeed. Applying Bonuses & Penalties
 Contests: In a Contest ( p219), you’re  You can only benefit from one
trying to roll under a target number, Bonus per roll. A Major Bonus is
but higher than the characters you’re used over a Minor Bonus.
competing against.  You can only suffer from one
 Attacks: When making an Attack Penalty per roll. A Major Penalty is
( p254) on an opponent, you’re trying used over a Minor Penalty.
to roll a target number or over to hit.  If both a Bonus and Penalty of the
 Tables: Occasionally you’ll roll on a same level apply to your roll they
table to see what happens. The result cancel each other out.
of your roll is then referenced against  A Major Bonus is reduced to a
a list of outcomes. For example, when Minor Bonus when opposed by a
determining the type of Injury you suffer. Minor Penalty, and a Major Penalty
is similarly reduced when set
BONUSES & PENALTIES against a Minor Bonus.

Bonuses and Penalties represent positive


and negative factors that influence your EDGES & SNAGS
chance of success. They are applied to
your roll because of an Ability, a rule, or at An Edge provides you with another
the discretion of your GM. chance to succeed, while a Snag gives you
another chance to fail.
Awarding Bonuses whenever your
players come up with inventive ways
to gain a situational advantage will Edges
encourage their creativity.  If you have an Edge you roll twice
and use the most favorable result.
Bonuses
 There are two levels of Bonus: Snags
 Minor Bonus (+2): Positively  If you have a Snag you roll twice
affects the result of your roll by 2. and use the least desirable result.
 Major Bonus (+4): Positively Applying Edges & Snags
affects the result of your roll by 4.
 You can only benefit from one Edge
$ A Bonus will add to the rolled result per roll.
12
when you’re trying to roll high,
 You can only suffer from one Snag
but subtract from the result when
per roll.
you’re trying to roll low.
13  If both an Edge and Snag apply to
Penalties your roll they cancel each
 There are two levels of Penalty: other out.
 Minor Penalty (-2): Negatively
17
affects the result of your roll by 2. Having only one Bonus/Penalty, and
 Major Penalty (-4): Negatively Edge/Snag per roll keeps the game
moving quickly and avoids stacking
affects the result of your roll by 4.
the odds too far in one direction.

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FOCUSED RULES

Focused Rules are invoked when you NEGOTIATE GAME


attempt a risky or unpredictable activity BASICS
during play. These procedures determine The Negotiate rules are CHECKS &
the outcome of such activities. used when you CONTESTS

attempt to influence JOURNEY


During a Session you switch back and
a GMC’s actions ExPLORE
forth between General Play ( p212) and
or thoughts.
Focused Rules as the game requires. NEGOTIATE

Negotiate ( p238) FIGHT


There aren’t Focused Rules for every
PERILS
activity the PCs might attempt, but
Checks & Contests can be used for DOWNTIME
most situations that aren’t covered. FIGHT CRAFT

The Fight rules are used


CHECKS & CONTESTS when you engage Playing
in combat with the the Game
Checks and Contests
enemy, or target a General
are used when you
physical object Play
challenge yourself
for destruction. Managing
with a feat of skill, Time
strength, smarts Fight ( p244) Rolling Dice
or bravado.
Focused
Rules
Check or Contest ( p216) PERILS

The Peril rules are used


JOURNEY if you are exposed to
harmful effects like
The Journey rules are
burning, falling,
used when navigating
and drowning.
across Outer World
and determine if you Perils ( p266)
suffer any hardships or
unexpected events on
your travels. DOWNTIME
Journey ( p222) The Downtime rules are
used when you attempt
EXPLORE to do something
productive in the time
The Explore rules are between adventures.
used when you enter
Downtime ( p272)
dangerous locations,
and determine what
you encounter CRAFT
whilst there.
The Craft rules are
Explore ( p230) used when you are
attempting to create,
customize, or repair
an item with your
Crafting Ability.
Craft ( p280)

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CHECKS & CONTESTS

When out on an adventure, you’ll constantly push your PC to their limits, often
pitting them against the rival characters and creatures you meet.

When to use these rules What these rules cover


4 Whenever your PC’s physical or mental  What Aptitudes are used for.
capabilities are in question you’ll need to  When and how to make a Check.
make a Check to see if their attempt is
successful. You’ll enter a Contest if you’re  When and how to enter a Contest.
7 testing your capabilities against another.  Using Linked Contests for prolonged
competitions, like chases.
 Achieving Special Success.
16

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APTITUDES

Aptitudes measure your PC’s physical and CHOOSING APTITUDES GAME


mental capabilities. You must roll under BASICS
an Aptitude score when asked to make a To make a Check you must use an CHECKS &
Check or enter a Contest. appropriate Aptitude. If not explicitly CONTESTS

specified in a rule or Ability, your GM will JOURNEY

MIGHT decide which is appropriate. ExPLORE


NEGOTIATE
Example Checks…
Might is used for tests of FIGHT
strength or brute force. A  Might Checks: Kicking down a door, PERILS
high score means you are breaking free from bindings, lifting an DOWNTIME
athletic or able-bodied. A extremely heavy object.
CRAFT
low score means you are  Deftness Checks: Picking a lock, using
scrawny or feeble. a fiddly device, leaping out of the way
of a monster’s breath. Aptitudes

DEFTNESS  Grit Checks: Holding your breath while Check


Procedure
struggling underwater, keeping focused
Deftness is used for in spite of pain or distraction, resisting
Contest
Procedure
executing precise or the effects of toxic substances. Linked
graceful movements. A Contests
high score means you  Insight Checks: Understanding strange
Special
are agile or nimble. A or esoteric writing, seeing through a Success

low score implies you are clever illusion.


clumsy or uncoordinated.  Aura Checks: Getting the attention
of a crowd, being noticed by the right
people, shaking off the effects of a
GRIT mind altering spell.
Grit is used for tasks that When entering a Contest, characters must
require determination or use appropriate Aptitudes. If not explicitly
resilience. A high score specified in a rule or Ability, your GM will
means you are tough or select Aptitudes for each contestant based
willful. A low score implies on their approach.
you are frail or gutless.
Example Contests…
INSIGHT  Insight vs. Might Contest: Used for
brains against brawn.
Insight is used for quick-
thinking, observation, or  Deftness vs. Might Contest: Used for
comprehension. A high precision against power.
score means you are  Aura vs. Insight Contest: Used in a
perceptive or astute. A battle of passion over reason.
low score implies you are  Insight Contest: Used for a battle
witless or oblivious. of wits.

If you can think of a good way to


AURA apply your highest Aptitude to a
Check or Contest, tell your GM. For
Aura is used to exude a example, If someone is using Might
commanding presence. A to wrestle you to the ground, you
high score means you are could oppose them with Might.
charismatic or alluring. A However, you may have a better
low score implies you are chance of success using Deftness to
wriggle out of their grip.
easy to ignore or dislike.
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CHECK PROCEDURE

START STEP 3

Determining the outcome


STEP 1
 If the result of your roll is equal
Triggering a Check or lower than the selected
Aptitude score, you succeed. The
 An Ability or rule can prompt you consequence of success, or failure,
to make a Check. will be specified in the Ability or
 Your GM can ask you to make a rule you are using, or is otherwise
Check when you attempt a risky or decided by your GM.
challenging action where there is a  If your unmodified roll matches the
consequence to failure. selected Aptitude Score exactly,
 Your GM will ask you to make a you achieve Special Success.
Check when attempting to evade, Special Success ( p221)
endure, or resist an effect.
 If you roll a 20 prior to applying
Checks are not required when there any Bonuses or Penalties, you
is time to make repeated attempts. automatically fail the Check.
You’ll just succeed.
Checks are not possible for tasks or
actions your GM deems impossible, END
or beyond the capability of your
PC. You’ll just fail. Breaking down a wooden door
would be a feat of strength, so Might
would be an appropriate Aptitude
STEP 2 Score to use in a Check, however…

If the PCs are not under any


Making a Check pressure, a Check would not be
 An Aptitude for your Check is necessary. They will eventually break
it down, but…
selected. The Aptitude you use is
described in the Ability or rule you If they are being closely pursued
are using, or if unspecified your GM and they have one shot at busting
will choose one appropriate to the through before they are caught, then
there is a consequence to failure and
situation.
a Might Check would be required.
Choosing Aptitudes ( p217)
 Your GM will declare any If you have a Quirk, Ability, Purview
discretionary Bonuses or Penalties or Trait that’s relevant to the Check
you’re making, ask your GM if you
that apply to the roll.
can benefit from a Bonus. For
2  Roll a d20. example, your Girthsome Quirk
 Apply any Bonuses, Penalties, might improve your chances of
shoulder-barging that door down.
Snags, or Edges to determine the
final result.
11 If more than one PC is attempting
In a time-critical situation, if not the same Check with the same
specified, your GM will decide if objective, for example bashing in
your Check requires the use of the door, you can give the PC with
your Action. the highest relevant Aptitude an
20 Edge or Bonus rather than rolling
several individual attempts. This will
keep the game quick and decisive!

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CONTEST PROCEDURE

START STEP 3 GAME


BASICS

Determining the outcome CHECKS &


STEP 1 CONTESTS
 Winning: A contestant wins if JOURNEY
Triggering a Contest they make their Check and their
ExPLORE
opponent does not.
 An Ability or rule can prompt you NEGOTIATE
to enter a Contest. In the event that both sides make,
FIGHT
or fail, their Check, the winner is
 Your GM will ask you to enter a decided using the following:
PERILS
Contest when your action is being DOWNTIME
opposed by a GMC or another PC.  A contestant with a Special
CRAFT
Success ( p221) wins over a
standard success. If both, or
neither, parties have a Special
STEP 2 Aptitudes
Success then…
Check
Entering a Contest  A contestant with an Edge wins. Procedure

If both, or neither, parties have Contest


 A Contest requires both sides to Procedure
an Edge then…
make a Check. The Aptitude each Linked
contestant uses is described in the  A contestant with the largest Contests

Ability or rule you are using, or if Bonus wins. If both sides have Special
Success
unspecified your GM will choose the same Bonus then…
the Aptitude most appropriate to  A contestant with the largest
the situation for each contestant. Penalty loses. If both sides have
Choosing Aptitudes ( p217) the same Penalty then…
 Resolve the Checks using the  The contestant with the highest
Check Procedure ( p218). natural roll wins. If both sides roll
the same then…
In a Contest…
 Stalemate! The contest does not
 A Bonus might add or subtract
have a decisive outcome and the
from the rolled result, depending
Contest runs into another Round.
on what provides the most
favorable result. Your GM may decide that the
Contest cannot be extended and
 You do not have to use the full
the status quo is maintained.
amount offered by the Bonus if
it will nudge you into failure, just
enough to secure success.
END
 A Penalty might add or subtract
from the rolled result, depending If you have more than one PC
on what provides the least wanting to get involved in a Contest,
favorable result. think about how many could
realistically participate. For example,
In a time critical-situation, if not
limited space may prevent more
specified, your GM will decide if than 2 people clinging on to, and
the Contest requires the use of the wrestling over, the Marquis’ Scepter.
contestant’s Action.

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LINKED CONTESTS

Sometimes your GM will decide that A Linked Contest is great for


victory cannot be decided in a single sustaining tension, as it works like
deuce in a tennis match.
Contest. A protracted struggle will require
a series of Contests to be resolved one For example, you decide a Sneak
after the other. For example, chasing a needs to win a Linked Contest to
foe through busy city streets or trying escape a burly town guard.
to manoeuvre a sky vessel into an In Round 1 the lithe Sneak uses their
advantageous position during a dogfight. Deftness to weave though the busy
crowd and the bulky guard uses
Running a Linked Contest Might to barge bystanders aside.

 If your GM decides a Contest The Checks for the chosen Aptitudes


cannot be completed in 1 Round are made. Both succeed… but the
they will use a Linked Contest. Sneak gets the highest result and
wins the first Contest.
 The contestants are committed to
an ongoing series of Contests. Each Between Rounds, you can tell your
GM that your PC is looking for
individual Contest lasts 1 Round
something in particular to take
and is resolved using the Contest advantage of, like a side alley or
Procedure ( p219). somewhere to hide. Maybe you can
earn a Bonus for your next roll!
Determining the outcome
At the start of Round 2 you then
 Winning: The Linked Contest ends describe the Sneak pulling away and
when one side emerges victorious decide that they reach a noisy
by winning 2 Contests in a row or market where there are many large
by rolling a Special Success pots and hanging rugs.
( p221).
The Sneak decides to dive into
 A Linked Contest can also be won one of the open pots. This Contest
if one contestant gives up or is would now be between the Sneak’s
unable to continue. Deftness and the guard’s Insight. If
the Sneak wins for the second time
 Stalemate! If a Linked Contest is in a row they evade the guard and
interrupted, or there is a change in the Linked Contest is over; if they
circumstance, the Contest can also lose they have just enough time
be brought to a close with neither to pop out from their hiding place
side securing the advantage. to continue the chase, but their
advantage is lost.

10

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SPECIAL SUCCESS

This is a moment of epiphany or supreme If you achieve Special Success while


GAME
mastery when completing a task. researching a city’s history, your GM BASICS
might provide the recorded facts…
CHECKS &
and reveal a dark secret about the CONTESTS
Achieving Special Success monarch’s bloodline.
JOURNEY
 If an unmodified roll exactly If you’re chasing down a thief, ExPLORE
matches the Aptitude selected for Special Success might mean you
the Check or Contest then a Special catch up with them… and knock NEGOTIATE

Success is achieved. them over so they begin the FIGHT


engagement Toppled. PERILS
Effects of Special Success DOWNTIME
 Rolling a Special Success means Have fun narrating the Special
CRAFT
Success to your players. Describe
you not only complete your action,
their effortless, or improbable,
you actually overachieve. triumph and how observers gasp in
Aptitudes
 Discuss and agree with your GM an admiration and disbelief.
additional benefit as the result of Check
Procedure
your Special Success.
Contest
Procedure
Linked
Contests
Special
Success

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JOURNEY

Travelling can be an adventure in itself. You’ll face hazardous environments,


starvation, fatigue, and the locale’s more inquisitive wildlife.

When to use these rules What these rules cover


3 Whenever you move between Settlements  The procedures for Navigating across
or Adventure Sites, you use the Journey large areas, including the possibility of
Rules to determine what happens along getting Lost and having Encounters.
the way.  How to calculate a day’s travel across
20
different Terrain Types and Routes.
These Focused Rules reinforce the
scale of Outer World. They also  The effects of Rushing to your
create opportunities to encounter destination without food or rest.
15 inhabitants that reveal the nature of  What activities you can perform when
the wider world.
you stop to make Camp.

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JOURNEY PROCEDURE

GAME
START You got Lost!? See how badly… BASICS
 If you are Lost you’ll need to roll CHECKS &
STEP 1 on the Lost Table to see where you CONTESTS

ended up at the end of your JOURNEY

Choose where you want to go day’s travel. ExPLORE

 Your GM will present you with an ◆ Lost ( p227) NEGOTIATE

Adventure map of the known local ◆ FIGHT


area and indicate where you are ◆ PERILS
currently situated. On the Map STEP 4 DOWNTIME
choose a destination Map Point CRAFT
and select a Route to get there. See what happens on your travels
◆ Adventure Maps ( p224)  Your GM describes the environment
Journey
 If you want to use a Scout, assign you pass through, and whether Procedure
them before you set off. you have to contend with Harmful Adventure
◆ Scouts ( p228)
Terrain effects. Maps
Navigating
◆ ◆ Terrain ( p225)
Getting Lost
◆  Your GM makes an Encounter roll Map
STEP 2
To see if you meet anyone during Encounters
your travels that day. A Day’s
Work out one day’s travel Travel
◆ Map Encounters ( p228)
 Based on the map’s scale, your GM
will tell you how far you can travel ◆
along your chosen Route in one  and 5Terrains
day. This is determined by the type STEP
of Route you are using and whether
you are hindered by Difficult Terrain. Choose whether to Camp or Rush
 Using a suitable Mount or Vehicle  At the end of one day’s travel,
will double the distance you can if you have not reached your
travel along your chosen Route. destination, you must choose
whether to Camp or Rush.
◆ Mounts ( p191)
◆ Camp ( p229)
◆ Vehicles ( p196)
◆ Rush ( p229)
◆  Next, deal with the consequences
 and 3Terrains of your choice, then plan your next
STEP
day’s travel and return to Step 1.
See if you get Lost
 Following a Path requires a Guide END
or Navigational Tools. Without
them you’ll get Lost! When describing a day’s travel, use
◆ Guides & Navigation Tools ( p226) the environment the PCs are
crossing to create the desired mood.
 Trailblazing a new Route requires Maybe the trip is a pleasant stroll
your Guide to make a successful through scented fields and over
Insight Check. If you attempt it babbling brooks, or perhaps it’s a
slog across rugged wasteland where
without a Guide, you’ll get Lost!
they are plagued by bad weather.
◆ Trailblazing ( p226)

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ADVENTURE MAPS

The Adventure Map provided to you


ROUTES
by your GM shows you the explorable
world around you. Marked on the map Routes connect Points together. While
will be important destinations you can small pockets of civilisation have started to
visit or explore, the local terrain, and any improve links between Settlements, most
established routes that exist. Routes are vague or notional at best.
In the beginning, not every
destination will be marked on your
Adventure Map! Some things you’ll Path: The most common type of
only learn about on your adventures. Route in Outer World.
Routes to these forgotten or remote
places don’t exist, so you’ll have to  Paths require a Guide or
forge your own path.
Navigational Tools to follow without
getting Lost ( p227).
POINTS

Points indicate places of interest. These


destinations range from safe havens that Road: A well-constructed Route
offer the comforts of home to extreme that appears in civilized regions.
places of wonder and peril.
 You can’t get Lost following a Road.
 You can travel twice as far in 1 day
Settlement: Anything from
on a Road as you can on a Path.
glittering cities to shanty towns.

 A city, village, or anywhere you can Waterway: A river or aqueduct


get Room & Board services. quickly traversed with a vessel.
◆ Room & Board ( p201)
 You can’t get Lost following
a Waterway.
Port: Vibrant transport hubs with  When following the banks of a river
1 connections to other continents. by foot you can cover the same
distance in 1 day as if using a Path.
 A settlement with access to  Using a water-based Mount or
Intercontinental Travel services. Vehicle lets you travel twice as far in
◆ Intercontinental Travel ( p203) 1 day as you could on a Path.

A legend showing the distance you


can travel along a Path by foot in 1
Adventure site: Caves, ruins, or day will help everyone calculate
4
2 other areas of intrigue. Journey times quickly. You could
even add markers to the Routes to
 A location that necessitates the use denote a day’s travel.
of the Explore rules.
18
◆ Explore ( p230)

14

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EXAMPLE JOURNEYS

Approx. 1 day’s travel Foothills Mountains GAME


BASICS
along a path (on foot) Difficult Terrain Difficult &
CHECKS &
Impassible Terrain CONTESTS

JOURNEY
ExPLORE
NEGOTIATE

1 2 3 4 FIGHT

PORT TOWN VILLAGE RUINS PERILS


DOWNTIME
CRAFT

1 day 3 days 4 days


Journey
Procedure
Port Town Town Village Village Ruins
Adventure
Travelling along a Travelling along a Travelling along a Maps
Road (on foot) Path (on foot) Path (on foot) Navigating
doubles the distance
Getting Lost
you can cover in 1 day Navigational Tools or Navigational Tools or
a Guide are required a Guide are required Map
Navigational Tools or when using a Path when using a Path Encounters
a Guide are NOT A Day’s
required when using Half the distance Passes through Travel
a Road passes through Difficult Terrain
Difficult Terrain which halving the distance
doubles the journey covered each day
time required to
complete the To traverse the
remainder of Impassable Terrain
the Journey requires appropriate
Gear or Abilities to
cross mountains

ADVERSE TERRAIN  You cannot move through this


terrain unless you have a suitable
Some terrain is not easily traversed. It Mount, Vehicle, or Ability. For
can block or slow your progress and can example, traversing an ocean might
even be hazardous to your health. Your require a seaworthy vessel.
Adventure Map, or your GM, will tell you
when you’ll encounter Adverse Terrain.

Harmful Terrain: Environments that can


Difficult Terrain: Swamps, dense jungle, or alter your physical or mental condition.
any environment that slows progress.
 Entering this terrain, and for every
 You can travel half as far in 1 day subsequent full day spent there,
through Difficult Terrain as you requires a you to make a Grit Check
could otherwise. or you’ll contract an Ailment related
to the environment. For example,
you might become Putrefied in a
Impassable Terrain: Lava plains, magical Spore Forest.
barriers, or other geography that can only ◆ Ailments ( p268)
be crossed under certain conditions.

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NAVIGATING

There are a few factors that influence the TRAILBLAzING


success of your journey between Points.
Not everywhere you want
to go has a nice path
NAVIGATION TOOLS to take you there;
Unless you’re a local, the footpaths of sometimes you’ll
Outer World can be hard to discern. A have to cut a swathe
reliable Map and the right instruments are through the jungle or
what you need to avoid a misstep. rove across uncharted
territory to get there.
 You’ll need a Map and Compass to
avoid getting Lost when following  A Guide can attempt to move
a Path. across the map without following
an established Route.
◆ Wayfinding Gear ( p174)
 Choose, and agree with your GM,
a point on the map you can get to
after 1 day’s travel.
GUIDES
◆ Use the distance you can travel
Who needs a map when you have a Guide? along a Path in one day as a guide.
◆ This will be modified by the use of
 If you have an Ability that enables Mounts or Vehicles, and whether or
you to act as a Guide, or have hired not you are crossing Difficult Terrain.
one, you don’t need Navigation
Trailblazing without a Guide results
Tools to avoid getting lost on a Path.
in a roll on the Lost! Table ( p227).
 A Guide also enables you to
Trailblaze across uncharted areas.
? Requires an Insight Check
 Your Guide makes the Check. If you
have appointed more than 1 Guide,
SPECIAL MOVEMENT
the Guide with the highest Insight
If you are blessed with a unique form makes the Check, but having
of movement you may be able to cross additional Guides grants them an
terrain others would find impossible. Edge on the roll.
Success: You progress to your
 If you can fly, hover, or make desired destination Point.
Supernatural Leaps your GM might ◆ The new Route becomes a Path
allow you to pass over certain types that you can travel along in the
of Impassable or Difficult Terrain future without Trailblazing.
without issue.
15 Failure: Roll on the Lost! Table.
Long Journeys across Impassable
Terrain can still be problematic, even If the PCs are Trailblazing near a
with your Special Movement. For hidden Adventure Site then let
2 example, if you are flying across the them find it, even if their new Route
sea, how far can you get before doesn’t pass though the exact point
you’ll need to rest? Can you carry all indicated on your Adventure Map.
the provisions you’ll need? A clear line of sight is helpful when
4 attempting to Trailblaze. Give a
Bonus if moving through open
terrain or airborne, and a Penalty if
the Guide’s view is obstructed.

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GETTING LOST

If you’re trying to 13-16 Wrong turn GAME


follow a Path without BASICS
Navigational Tools Wait, this isn’t where you meant to go! CHECKS &
or a Guide, or have CONTESTS

failed an attempt at  You’ve travelled as far as intended, JOURNEY


Trailblazing, you’ll but in the wrong direction. Your ExPLORE
end up somewhere you GM will choose, and mark, your NEGOTIATE
didn’t intend to be. current location on your Map! FIGHT
 Encounters and Terrain will be PERILS
LOST! TABLE based on the actual Route taken. DOWNTIME
CRAFT
Roll the result of your poor navigation

1-12 A few missteps Journey


Procedure
Starting Planned
You’re taking the scenic route. point destination Adventure
Maps
Navigating
 You travelled half the distance
planned along your Route. Getting Lost
Actual Map
destination Encounters
A Day’s
Travel

17-20 Full circle


Haven’t you seen this place already…?
Starting Actual Planned
point destination destination  You made no progress on the Map.

Starting
point

Planned
destination
Actual
destination

If the PCs have failed a second


Trailblazing attempt you could
decide they make ‘A few missteps’,
as they are more familiar with
the territory.

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MAP ENCOUNTERS

When travelling between SCOUTS


Map Points you’ll
bump into other Appointing a Scout will give you advance
wanderers. Your GM warning of a Journey Encounter.
will create a list of
Encounters suitable  If the GM announces an Encounter,
for the different areas your Scout will see it first. If the
or Routes on your Scout avoids detection, they can
Adventure Map. alert you to approaching danger.
For example, the Encounters on a Road
from a Port to a Settlement would include ? Requires a Stealth roll
a variety of merchants, as well as a few  Your Scout makes a Deftness Check
opportunistic bandits, whereas on a to avoid detection by the Encounter.
Trailblazed Path through an ancient forest,
the Encounters might be carnivorous  If the Encounter is actively looking
plants and lonely spirits. for danger the Stealth roll is a
Contest: Your Scout’s Deftness vs.
the Encounter’s Insight.
 Your GM will roll on the Map
Encounter Table appropriate to  If you assign more than one Scout,
your location after one full the Scout with the lowest Deftness
day’s travel. makes the Stealth rolls.
 If an Encounter happens, it can Success: Your Scout circles back
occur anywhere along the Route and informs you of the Encounter,
you are following that day. Your GM enabling 1 Turn to prepare.
will decide where. Failure: Your Scout’s been spotted!
They must deal with the Encounter
for 1 Turn before you can assist.

EXAMPLE MAP ENCOUNTERS

16

14

20 The Skullduggeries x3 Merchant of Portia Piddles x6


These ex-adventurers want Druuk is in town to trade his These playful water spirits
your eyes and your Twilight Silk… you guys look enjoy soaking travelers and
tongues for a ritual! like potential customers. capsizing their vessels.

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A DAY’S TRAVEL

Outer World is big and travel is HUNTING & FORAGING GAME


exhausting. If you’re sensible you’ll rest BASICS
at the end of each day but, when needs Why waste your precious Rations when the CHECKS &
must, you can press on regardless. land can provide? CONTESTS

JOURNEY
 As your Camp Activity, you can ExPLORE
After one day’s travel
attempt to Forage or Hunt for food. NEGOTIATE
 You must choose whether you’ll
FIGHT
Camp ( p229) for the night or Rush
? Requires a Hunting/Foraging roll PERILS
( p229) towards your destination.
 You must consume a Ration to  Foraging requires an Insight Check. DOWNTIME
CRAFT
avoid the onset of Starvation and  Hunting requires a Deftness Check.
sleep to avoid the onset of Fatigue.  The area around Camp will only
◆ Starvation ( p271) support one attempt at Hunting Journey
◆ Fatigue ( p269) and one attempt at Foraging. Procedure
Adventure
 If more than one person Hunts/ Maps
Forages, the PC with the highest Navigating
CAMP required Aptitude rolls and receives Getting Lost
a Minor Bonus (+2) on their roll.
Map
You stop to catch your breath in the wilds. Success: You’ve been able to Encounters

source some Standard Rations. Your A Day’s


Travel
When Camped… GM decides how many based on
 You can sleep to avoid Fatigue. the terrain around your camp…
 You can consume a Ration to avoid  6 Rations in plentiful areas.
Starvation… if you have some!  4 Rations in typical areas.
 You can assign a Scout ( p228) to  2 Rations in barren areas.
patrol your camp perimeter while
Your GM may tell you that toxic,
others rest, but they’ll suffer Fatigue.
desolate, or artificial areas will not
 Your GM will roll on an appropriate yield any Rations!
Encounter Table to see if anything
stumbles across your camp.
 You can perform a Camp Activity, if RUSH
you are not acting as a Scout.
You forgo sleep in order to reach your
Camp Activities destination sooner.
 Crafting: Perform Light Repairs
or other small jobs that your GM When Rushing…
decides are possible in the field.  You progress an extra day’s travel
◆ Craft ( p280) along your Route. The Navigating
 Socializing: Bolster your spirits with rules still apply!
others around the camp fire.  While you can eat on the move, you
◆ Socializing ( p276)
will miss your opportunity to sleep
and suffer from Fatigue ( p269).
 Hunting/Foraging: Source Rations
from the surrounding area ( p229).  If you are on a Mount or Vehicle
controlled by somebody else, your
 Grazing: Animals with this Ability GM will decide if you can sleep
can feed themselves if the local while on the move.
environment is suitable.

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EXPLORE

When you arrive at a perilous place, you’ll want to tread carefully, as there are
many hazards and surprises waiting for the impetuous.

When to use these rules What these rules cover


18 Whenever you arrive and move through an The procedure for interacting with
Adventure Site, an unpredictable area, or dangerous areas, including investigating
dangerous area, you use the Explore Rules Locations and having Encounters with
to see how the Locations and Encounters the residents.
4 respond to your presence. Determining the PC’s Positions, and the
related responsibilities, when moving
The Focused Rules create tension
through an Adventure Site.
when exploring an unpredictable
6 area. The more slowly you explore Choosing a Movement Type and the
your surroundings, the more chance impact it has on your interaction with
you have of being discovered. the Adventure Site.

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EXPLORE PROCEDURE

START STEP 4 GAME


BASICS

CHECKS &
Discover what’s at the Location CONTESTS
STEP 1
Your GM describes the Location, JOURNEY
including any visible Access Points
Decide where to enter the Site ExPLORE
to adjacent Locations.
Your GM describes the area NEGOTIATE
Your GM will alert you to any visible
surrounding the Adventure Site FIGHT
Guardian Encounters located at
as you approach, including any PERILS
the Location.
obvious entrances. Your GM may DOWNTIME
even present you with a Map. ◆ Guardian Encounters ( p236)
CRAFT
Choose an Access Point to enter ◆
the Adventure Site. ◆
STEP 5 Explore
◆ Adventure Sites ( p232) Procedure
◆ Choose your Location Actions Adventure
Sites
◆ Once any immediate challenges PC Positions
STEP 2
and Encounters have been dealt Movement
with, you must decide whether Types
Set up your exploration team
to Inspect your current Location, Location
Allocate your PC Positions: Linger in it for while, or Move to a
Actions
Site
Vanguard, Observer, Rearguard, different Location. Encounters
or Scout.
◆ Location Actions ( p235)
◆ PC Positions ( p233)
If you Inspect or Linger, your GM
Choose a Movement Type: will check to see if you have a
Cautious, Stealthy or Hasty. Wandering Encounter.
◆ Movement Types ( p234) ◆ Wandering Encounters ( p236)
◆ If you are not choosing an Access
◆ Point to leave the Adventure Site,
STEP 3 return to Step 2.

Move to a Location
Choose your next Location and END
Access Point.
If you’re using Stealthy Movement, The Explore Procedure works best
when the Adventure Team stays
make the required Insight and
together. While the Team can split
Deftness Checks. up, it will mean that players will
◆ Stealthy Movement ( p234) have to wait as you switch
◆ between groups.

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ADVENTURE SITES

Adventure Sites are unexplored or


ACCESS POINTS
hazardous areas such as ancient ruins,
mysterious fungal forests, or dark castles. Access Points are used to move between
adjacent Locations.
LOCATIONS Your GM will tell you about any Access
Points you observe when you arrive at a
Locations are contained, or discrete, areas
new Location.
within a larger Adventure Site.
In a building, an Access Point might be
Locations vary greatly depending on the
a door or window. In an unrestricted
Adventure Site. They could be used to
outdoor Adventure Site, like a forest, a
represent a room in a tiny dwelling, a
new Location could be accessed simply by
clearing in a forest, or even a city block in
moving in a particular direction.
a forgotten metropolis.
Your GM will describe each Location as You don’t have to rely on obvious
you arrive. The description will depend on Access Points. You can scale walls,
how fast you are moving and whether you pole vault across moats, or attempt
other unconventional ways to
are using any special senses that would
access Locations.
reveal additional information.
While PCs fumbling through an
Your GM will also reveal any traps or unknown area can be part of the
guards (that you notice!) stationed at fun, you might consider giving the
the Location. players a version of the Adventure
Site map with any secret information
removed. This will reduce time
spent describing the Site’s layout
and speed up play.

EXAMPLE ADVENTURE SITE MAP

Grim Wing Roost


Abandoned Village, Twilight Meridian

8
Nest

4 Cap

9
7
6 Town Hall Clock Tower
Windmill 3
14 Bailey
Grain Store 5 2

7 1
Duskward Gate

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PC POSITIONS

GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
REARGUARD OBSERVER VANGUARD SCOUT

Explore
Where you stand in the group comes with
If you are attacked from the front, Procedure
risk and responsibility.
but have a Vanguard in position, Adventure
Sites
you cannot be targeted by the
When moving through an enemy for 1 Turn if you only
PC Positions

Adventure Site, you must choose perform a Tactical Action ( 257). Movement
Types
your PC’s Position: Vanguard, A Rearguard protects you in a Location
Observer, Rearguard, or Scout. similar fashion from behind. Actions
Your PC Position determines what Site
Encounters
threats or information your Insight
Check reveals while using Stealthy
REARGUARD
Movement ( p234).
You defend the rear, making sure you’re
Remember to assign your not being stalked.
Companions ( p183) a PC
Position too!
If a trap or blast is set off behind
you, you can choose to shield
the PCs in front of you from its
VANGUARD effects… but forfeit any Checks to
You peer into the unknown, and can shield avoid the effects yourself.
those behind you from harm. If PCs in front of you are attacked,
you cannot be targeted by the
If a trap or blast is set off in front of enemy for 1 Turn if you only
you, you can choose to shield the perform a Tactical Action ( 257).
PCs behind you from its effects…
but forfeit any Checks to avoid the
effects yourself. SCOUT
If the PCs behind you are attacked,
You move ahead of the pack and provide
you cannot be targeted by the
advance notice of any potential threats.
enemy for 1 Turn if you only
perform a Tactical Action ( 257).
You arrive at a Location first and
can use a different Movement Type
to the rest of the other PCs.
OBSERVER
If you get into trouble it will take 1
You study your surroundings, looking for Turn before the other PCs can get
small details easily missed by others. there to assist.

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MOVEMENT TYPES

When moving through


an Adventure Site STEALTHY MOVEMENT
you need to decide
You move quietly in an attempt to pass
whether speed,
undetected by nearby inhabitants.
caution, or stealth is
your priority. You’ll
want to rush through The PCs can attempt to enter a
collapsing caves but tread Location without being detected by
carefully in booby-trapped tombs. any Guardian Encounters stationed
there. In addition they will attempt
to spot any hidden information or
CAUTIOUS MOVEMENT danger on the way.

You move slowly to take everything in and


spot any hidden dangers. ? Requires a Deftness Check
◆ The character with the lowest
Your PCs will discover all of Deftness makes the Check.
a Location’s hidden items, If there is a Guardian Encounter
noteworthy details, traps, and actively looking for intruders,
Guardian Encounters . No Insight the Stealth roll is a Contest: PC’s
Checks are required, but… Deftness vs. Encounter’s Insight.
Your noisy investigations telegraph There is a Snag on your roll if any
your approach to the Location’s of your Team are wearing Medium
Guardian Encounters ( p236) and Armor, or heavier.
they will have 1 Turn to prepare.
Success: You enter the Location
undetected by any Guardian
While Cautious Movement will Encounters, enabling you to stage
reveal a trigger for a trap, the
an Ambush or Move to the next
players will still have to work out
how to avoid setting it off. Location without consequence.
◆ Ambush ( p252)

HASTY MOVEMENT Failure: You’ve alerted any


inhabitants in the next Location of
You move quickly, eschewing caution. your approach and will have to
confront them on arrival.
Your PCs will remain one Location
ahead of any threat pursuing you ? Requires Insight Checks
through the Adventure Site. For
Your PC Position determines what
example, surging flood water,
you notice whilst moving:
crumbling architecture, or a pack of
hunting Growls, but… Vanguard: Your Check detects
2
danger ahead, such as an
You forfeit your Insight rolls to
Ambush or trap.
detect hidden perils or useful
location details due to your haste, Observer: Your Check reveals
7 and… hidden or significant details
about the Location. For example,
Your frantic footsteps alert a
hidden doors or valuable gems
Location’s Guardian Encounters
fixed into a statue’s eyes
5 ( p236) of your presence.
Rearguard: Your Check detects
dangers from behind, such as a
mysterious advancing mist.

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If a PC Position is filled by 2 or If your Scout avoids detection


more characters, the one with the and spots danger ahead they can
highest Insight makes the Check, alert your Adventure Team to the GAME
BASICS
and benefits from an Edge. threat, allowing you 1 Turn to
take precautionary action before CHECKS &
Empty PC Positions are covered by entering the Location.
CONTESTS
the character with highest Insight, JOURNEY
but they suffer a Snag. Should your Scout set off a trap or
ExPLORE
get caught, it takes you 1 Turn to
NEGOTIATE
arrive and assist.
Using a Scout? FIGHT

Your Scout enters the Location PERILS


first and makes their own Deftness DOWNTIME
Check to avoid detection. CRAFT
Your Scout’s Insight Check only
detects hidden dangers ahead.
Explore
Procedure
Adventure
Sites
LOCATION ACTIONS PC Positions
Movement
Sticking around in one Location for too LINGER
Types
long will increase your chances of getting Location
Actions
caught. Will you keep moving or stay put? You pause to take a breather. Site
Encounters
Once you’ve dealt with a Location’s You Linger if, for any reason, you
immediate challenges you can need to stay in a location longer
make 1 Turn’s worth of Actions than a few minutes.
before you must choose to:
Lingering prompts your GM to roll
Inspect the current Location for two Wandering Encounters
Linger in the current Location ( p236).
Move on to another Location.

If the PCs are in a Location where MOVE


they are undetected by a Guardian
Encounter you might decide that a You can move forward into the unknown
PC’s Action would alert it to their or quickly retrace your steps.
presence, or you might require a
Check to see if they can perform You can avoid an Encounter by
it stealthily. moving on. Tell your GM which
Access Point you will use to get to
INSPECT the next Location.
If desired, you can change your
You stay to investigate the Location. PC Positions and Movement Type
before moving.
Inspecting reveals all the Location’s
You can return to a previously
details, hidden items, and clues.
explored Location, as if it were one
Inspecting prompts your GM to roll move, providing the route you took
for a Wandering Encounter hasn’t been blocked off.
( p236).

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SITE ENCOUNTERS

Adventure Site Consider what senses the Guardian


Encounters can relies on. Are they blind, but
include anything from sensitive to vibrations, or are they
patrolling guards to able to sense magic? Also consider
what might interfere with these
predatory wildlife. senses. Are they asleep? Is there
You might even come something obstructing their view?
across the occasional Does their location have a lot of
lost villager. background noise?

Your GM will create a list of specific


Encounters that relate to the Adventure WANDERING ENCOUNTERS
Site, or zone within an Adventure Site.
For example, an abandoned castle might Wandering Encounters move around the
be a temporary den for bandits, while Adventure Site going about their business.
a twisting cavern might be the lair of a If you hang about too long, they’ll stumble
reclusive monster and her hungry brood. upon you.

Adventure Sites have two kinds Your GM will roll on an appropriate


of Encounter: Guardian Site Encounter Table if you are:
and Wandering. Making lots of noise, or otherwise
If you come across an Encounter making your presence known,
you’ll need to Negotiate, Fight, will draw the interest of the Site’s
avoid, or otherwise pacify them. inhabitants.
◆ Negotiate ( p238) Inspecting a Location ( p235).
◆ Fight ( p244) Lingering in a Location ( p235).
This will prompt your GM to roll
for two Encounters!
Think before you react, while some
Encounters will be hostile they can Encounters that you subdue,
also be benign. They might even be or otherwise stop from free
a potential ally. movement, are removed from the
Site Encounter Table.
GUARDIAN ENCOUNTERS If you are using a Scout, the GM
decides who bumps into the
Guardian encounters are stationed in a Encounter first, the Scout or the
specific Location. They may be standing in main group of PCs.
plain sight or lurking in the shadows.
Sometimes a roll on the Encounter
When moving to a new Location, Table will be uneventful… phew!
your GM will tell you if you spot a Staying in one place is a risk.
Guardian Encounter and whether or
13 not they have noticed you!
When rolling two Encounters you can
have them show up at the same time
to create a more interesting situation.
Unless Guardian Encounters are When two hungry predators turn up,
9 fixed to the spot, you can have have them fight over who gets to
them investigate any disturbances eat the PCs for lunch, or if its an
the PCs cause in nearby Locations. escaped prisoner and a guard patrol
make it a chase scene!
When your players choose Stealthy
15 Movement to creep past a Guardian,
you should decide whether a Bonus
or a Penalty should be applied.
You might even decide stealth
is impossible!

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EXAMPLE GUARDIAN ENCOUNTERS

GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
Sentient hologram
CRAFT
This digital spirit hasn’t spoken
to anyone in aeons. Lonely,
bored, and very chatty.
Explore
Procedure
Adventure
Sites
PC Positions
Movement
Types
Location
Actions
Site
Encounters

Rock Golem Gate Keeper x2


These mana-infused rocks lay scattered in the If sober and awake, these
clearing. They’ll rapidly assemble into a humanoid guards will tell you, ‘Nobody
form when tresspassers are detected. gets to meet the Duke.’

EXAMPLE WANDERING ENCOUNTERS

Aerowyn, Lone Survivor Goop Family x3 Spy-D3R


This orphaned Scamp has These corrosive jellies try If allowed, this erratic drone
survived alone among the to digest any organic will alert more deadly
ruins. She knows things. material they come across. sentinels to your presence.

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NEGOTIATE

Occasionally you’ll want to charm, cajole, intimidate, or otherwise convince


folks to act against their better judgement.

When to use these rules What these rules cover


3 Whenever you want to convince an  Choosing the best Negotiator.
intelligent GMC to act against their better  Defining an achievable
judgement or do something they wouldn’t negotiation Objective.
normally do.
2  Selecting a Tactic for your negotiations
Talking your way out of trouble is a and determining the beneficial, or
great alternative to a Fight, detrimental, Influencing Factors.
especially if the odds are against you.
 Conducting complex negotiations,
15
including addressing larger groups.

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NEGOTIATE PROCEDURE

STEP 5 GAME
START BASICS

CHECKS &
Enter the Negotiating Contest CONTESTS
STEP 1
 Each team makes a Negotiation roll JOURNEY

Determine the Primary Negotiators to determine the winner. ExPLORE

 The GM divides the characters  The Negotiation roll is a Contest NEGOTIATE

involved into opposing teams. and your chosen Tactic determines FIGHT
the Aptitudes each team uses.
 Each team assigns a Primary PERILS

Negotiator. These characters make ◆ Contest ( p219) DOWNTIME

the rolls when Negotiating. ◆ CRAFT

◆ Primary Negotiators ( p240)


STEP 6
PCs are immune to being affected Negotiate
Procedure
by Negotiation, the players are Accept defeat or Push your Point
Standard
always in control of their character’s  If you lose the initial argument you Negotiation
thoughts and actions. have one more chance to change Complex
Negotiation
the other team’s mind.
◆ ◆ Push your Point ( p241)
STEP 2

Determine your Objective


END
 Agree and describe what
the desired outcome of your Get advice for a Negotiation
Negotiation will be. strategy from the other players,
◆ Objectives ( p240) even if their PCs aren’t present at
the scene.

Only use the Negotiate Procedure
STEP 3 for exchanges which have a
significant impact on events, not for
petty squabbles.
Choose your Tactic
 Agree and declare your negotiation If you’d rather role play than roll to
Tactic, this determines which determine the outcome of a
negotiation, ask your GM if it’s OK.
Aptitudes are used in the
Negotiation Contest. While Negotiation normally only
works on GMCs, if your players
◆ Tactics ( p240)
agree, they can use it to resolve an
in-game dispute between their PCs.

STEP 4

Determine Influencing Factors


 Discuss and agree with your GM
whether there are Influencing
Factors that might affect the roll.
◆ Influencing Factors ( p241)

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STANDARD NEGOTIATION

PRIMARY NEGOTIATORS TACTICS

Who you choose to make The best Tactic for


your case can greatly a Negotiation is
affect the outcome of one that pits your
a negotiation. Do you strength against
need a convincing liar your opponent’s
or just someone who weakness. Charm the
can bluntly deliver weak willed, baffle the
the facts? simple-minded.

 Choose your Primary Negotiator.  Choose a negotiating Tactic. This


This is who’ll be doing most of will determine what Aptitudes the
the speaking. Primary Negotiators will use in the
 Choose a Primary Negotiator on Negotiation Contest.
the opposing team, this is who you
Tactics
are trying to influence.
 Physical Intimidation: Break their
 If you are trying to influence
resolve with fear or aggression.
more than one individual, refer to
Your Might vs. their Grit.
Negotiating with Groups ( p242).
 Reasoned Debate: Present them
 If you are negotiating with more
with an irrefutable argument.
than one side, see Negotiating with
Your Insight vs. theirs.
Multiple Teams ( p242).
 Charismatic Appeal: Use sheer
Negotiators must have a shared
presence to subdue.
form of communication.
Your Aura vs. their Grit.
 Honeyed Words/Deceit: Exploit
Select your Primary Negotiator in
conjunction with your Tactic so you
naivety with an economical truth.
can appoint the PC most likely to Your Aura vs. their Insight.
succeed. Use your Sage to reason  Guilt Trip: Leverage shame or good
and your Champion to intimidate. conscience.
Your Insight vs. their Grit.
OBJECTIVES  Tenacious Belligerence/
Random Blathering: Use dogged
Your Objective is what you hope the determination to suppress reason.
Negotiation will achieve. For example, Your Grit vs. theirs.
bluffing your way past security or receiving
clemency from the court.
16 If you think of an alternative Tactic,
 Tell your GM what you want to suggest it to your GM and see if
accomplish with your Negotiations. they agree to it.

 Your GM will decide if your If your players just want to describe


13 how they are presenting their
Objective is achievable and, if not,
help you find a more acceptable argument, you can select the Tactic
that fits their approach for them.
Objective if required.
9
You can make a powerful GMC, like
a king, immune to Negotiation, or
limit the PC’s choice of Objectives.

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The more you know about your
INFLUENCING FACTORS
opponent, the more likely you’ll be
able to come up with something you
A judge will be swayed can exploit. If you have time, do a GAME
by hard evidence, the little digging before you Negotiate. BASICS
greedy by the offer CHECKS &
of coin, and the Of course, you can suggest other CONTESTS
Influencing Factors to your GM and
desperate by the JOURNEY
use them if they agree.
promise of help. Use ExPLORE
what you can to swing NEGOTIATE
a debate in your favor. PUSH YOUR POINT
FIGHT

 If you believe there are Influencing So you’ve lost the Negotiation, don’t give PERILS

Factors that will bolster your up just yet! DOWNTIME

argument, tell your GM. CRAFT


 If you lose the Negotiation Contest,
 Your GM will decide which, if any,
you are allowed one more go but…
Influencing Factors can be applied. Negotiate
 You must choose an alternative Procedure
 If an Influencing Factor does apply,
Tactic and cannot benefit from Standard
you receive a Minor Bonus (+2) to
Influencing Factors. However you Negotiation
your Negotiation roll.
can change the Primary Negotiator. Complex
Negotiation
 Some GMCs are susceptible to
 If you lose a second time it’s case
specific Influencing Factors. If one
closed. The opposing side will not
of these can be exploited, you
entertain any further discussion.
receive a Major Bonus (+4).
 You can only benefit from one
If players persist, have the opposing
Influencing Factor at a time. side walk off, ignore them, or
become hostile.
Influencing Factors
The rules are designed to create
 Evidence: Supporting facts will
decisive outcomes to discussions,
boost your chances. A minion is preventing arguments from going
more likely to betray their master round in circles and taking up
when presented with a history of precious Session time.
their mistreatment.
 Situation: Presenting your case at
the right time and place will help.
A well known thief will be more
amenable to quietly handing back
your coin pouch if confronted
in a tavern filled with off-duty
guardsmen.
 Character: Use your Quirks,
Abilities, or even your appearance
to lend weight to your proposition.
 Bribes: Offering riches, or cake, is a
tried and tested Negotiation aid.

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COMPLEX NEGOTIATION

NEGOTIATING WITH GROUPS MULTIPLE NEGOTIATING TEAMS


Sometimes you’ll need to sway the Sometimes others may attempt to
masses, not just an individual. interfere with your Negotiation.

Small Groups  The interfering team chooses


 When addressing a group of 6 or a Primary Negotiator and an
less your GM rolls for each member Interference Tactic.
of the group.  The Interference Tactic they use
 If you convince at least half of the determines which Aptitude they
group (round up if necessary), the use in the Negotiation Contest.
remaining dissenters are cajoled  The interfering team rolls during
into agreeing. the Contest along with the other
negotiating teams.
Unit/Coalition
 If the interfering team wins, they
 When addressing a group of
successfully sabotage
7 or more that are led by a
your Negotiation.
respected commander, the
commander’s Aptitudes are used  If you decide to Push, the
in the Negotiation, even if you are interfering team can attempt to
addressing the troops. sabotage again.
$ Unless the PCs are exceptionally Interference Tactics
powerful, and have demonstrated
 Bullying: Might is used to stop
this, the Physical Intimidation Tactic
anyone listening to you.
won’t work on large armies.
 Nitpicking: Insight is used to poke
Mob/Rabble holes in your argument.
 When addressing an unfocused  Mocking: Aura is used to deride
group of 7 or more you are limited and undermine your authority.
to the Charismatic Appeal Tactic,
only a passionate rallying cry
will do.
 Your GM will use the average
Grit score of the mob/rabble, a
guestimate is fine.
 Your GM will decide whether a
strong willed or wise GMC in the
crowd rolls independently to the
13 mob/rabble.

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GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT

Negotiate
Procedure
Standard
Negotiation
Complex
Negotiation

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FIGHT

While many conflicts can be resolved with cunning and diplomacy, you won’t
always be able to avoid violence.

When to use these rules What these rules cover


16 Whenever you get embroiled in a physical,  Calculating your Combat Values.
or magical, battle with an adversary and  Creating Battlefields.
the outcome is uncertain.
 Using Actions and Moves.
Don’t use the Fight Rules for
4  The effects of Damage and Injury.
attacks on sleeping or otherwise
incapacitated foes, instead just  How to Sunder inanimate objects.
allow the PCs to slay them or, if they
prefer, knock them unconscious.
 Fighting Colossal foes.
4

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FIGHT PROCEDURE

GAME
START STEP 4 BASICS

CHECKS &
Taking Turns CONTESTS
STEP 1
 The first team agrees which order JOURNEY

Start a Fight their members will act in. ExPLORE

 Determine who started the Fight.  Each member then makes their NEGOTIATE

They will take their Turn first. Move and performs their Action in FIGHT
the agreed order. PERILS
◆ Fight Start ( 252)
◆ Make a Move ( p253) DOWNTIME
 Was the Fight started with an Performing an Action ( p253) CRAFT
Ambush? Determine whether it
was successful and whether the  Your GM will resolve and describe
unsuspecting side misses a Turn. the outcome of each combatant’s
Fight
Actions as they are made. Procedure
◆ Ambush ( p252)
 The opposing team, or teams, then Combat
Values
◆ take their Turn in a similar way.
Battlefields
STEP 2 Area
Conditions
Create the Battlefield STEP 5 Conducting
a Fight
 Your GM describes where the fight End a Fight Actions
is taking place, breaking it down
into Battlefield Areas you can  The fight is over if a team has been Damage

occupy and move between. incapacitated, surrendered, or has Injury Table


escaped to safety. Treatment
◆ Battlefield Areas ( p248)
◆ Fight End ( p253) Sundering
 Some Areas may suffer from a Colossal
Condition which makes it more  If the teams are still trading blows, Combat

challenging to perform return to Step 4.


Actions there.
◆ Area Conditions ( p250)
END

You won’t always be able to win
STEP 3 every battle so know when the odds
are stacked against you and avoid
Position the teams unnecessary combat.
 The GM divides the characters
involved into opposing teams.
 Your GM allocates each combatant
a Battlefield Area to start in.

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COMBAT VALUES

When you participate in a fight you will


frequently reference four key Combat HEARTS TOTAL
Values: Attack Bonus, Defense Rating, Your Hearts Total determines
Speed Rating, and Hearts Total. how much superficial damage
you can take before you receive
ATTACK BONUS a more serious, lasting Injury.
Hearts represent a mix of your fighting
Your Attack Bonus represents spirit, luck, and pain threshold.
how good you are at hitting
things and is a reflection of your ◆ Calculating your Hearts Total
training and killer instinct.
 Your Hearts Total is determined
by your Calling and Rank, which
Calculating your Attack Bonus are both listed on your Calling’s
 Your base Attack Bonus is Advancement Table.
determined by your Calling and Watch out for other factors that
Rank, and is listed on your Calling’s might modify your Hearts Total, for
Advancement Table. example the Socializing
Watch out for other factors that Downtime Activity.
might modify your Attack Bonus,
for example using a Master Weapon. When to use your Hearts Total
 Your Hearts are depleted during a
When to apply Attack Bonus Fight after taking Damage from an
 Attack Bonus applies whenever you Attack ( p254).
perform an Action that requires an
Attack roll.

EXAMPLE COMBAT VALUES CALCULATIONS

ATTACK BONUS HEARTS TOTAL

Calling Calling
Champion, Rank 1 Champion, Rank 1
Base value +1 Base value 3
+ +
Ability Quirk
Favored Weapon, Girthsome +1
Master +1
+
Weapon Type SPEED RATING
Master +1
3
Default
Base value Average
DEFENSE RATING +3 4
1 +
ATTACK HEARTS
Species Armor
Chib, Small Species Medium Armor
Base value 11 15 Slow Maximum Fast
19 + DEFENSE SPEED +
Armor Quirk
Medium Armor +4 Girthsome -1 Rating

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SPEED RATING DEFENSE RATING

Your Speed Rating determines Your Defense Rating represents


GAME
how quickly you can change your ability to deflect or avoid BASICS
location during a battle and harmful targeted attacks. CHECKS &
assists in dodging attacks. CONTESTS

JOURNEY
Calculating your Defense Rating
Calculating your Speed Rating ExPLORE
 Your base Defense Rating depends
 There are four Speed Ratings: Slow, NEGOTIATE
on your Species Size and is
Average, Fast and Very Fast.
modified by the defensive gear you FIGHT
 You start with a base Speed Rating are using and, on occasions, your PERILS
of Average, comparable to the Speed Rating. DOWNTIME
average human’s ability.
◆ Species Size ( p106) CRAFT
Watch out for Abilities and other Armor ( p163)
factors that can adjust your Speed Shields ( p169)
Rating, for example the Raider’s Speed Rating ( p247)
Fight
Procedure
Like the Wind Ability.
Combat
Watch out for other factors that Values
Using Speed Rating in a Fight
might modify your Defense Rating, Battlefields
 Your Speed Rating determines how for example the Champion’s Into Area
many Battlefield Areas you can the Fray Ability. Conditions
move through on your Turn Conducting
( p253). When to use your Defense Rating a Fight
Actions
 During a Fight, when you are aware  Defense Rating is referred to
Damage
of an inbound Attack and are whenever you are targeted by a
Injury Table
free to take evasive action, a high physical or magical Attack. An
Speed Rating provides you with a adversary’s Attack roll must match Treatment

defensive bonus: or exceed your Defense Rating to Sundering

Fast: +2 Defense Rating. hit you. Colossal


Combat
Very Fast: +4 Defense Rating.
BASE DEFENSE RATING & MODIFIERS
Using Speed Rating in Contests
 In Contests where speed is a factor
the following bonuses apply:
If you are one rating faster than
the other contestant you gain a Small Medium Large
Minor Bonus (+2). 11 10 9
If you are two or more ratings
faster than the other contestant
you gain a Major Bonus (+4).
Your GM may decide certain
vehicles or creatures can travel
faster than Very Fast. This means Light Medium Heavy Superheavy
you will not be able to overtake or +2 +4 +6 +8
outrun them.

Armor’s effect on Speed Rating


 Note that heavier armors limit your
maximum achievable Speed Rating.
Std. Shield Lg. Shield Fast Very Fast
◆ Armor ( p163) +1 +2 +2 +4

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CREATING A BATTLEFIELD

A Battlefield can be anything from the


BASIC AREAS
confines of a gloomy cavern to the shell
of an enormous flying turtle. When a A simple set of Areas you can use to
Fight starts, your GM will describe the conduct a Fight without much fuss.
Battlefield to you in terms of Battlefield
Areas and Conditions. Basic Battlefield Areas
An interesting Battlefield will inspire  An Area for each team to start in.
your players to come up with
creative tactics or present an  An Area for the initially empty,
interesting challenge for them to contested zone in between.
overcome. Are the enemy out of
range in an elevated position or is
there a pinch point to exploit? You can stick to Basic Areas until
you’re ready to make things more
Once your GM has described the interesting with Custom Areas.
Battlefield, ask questions to flesh
out potentially useful details. Are
there barrels you can roll towards
CUSTOM AREAS
the enemy or is there a sturdy table
to flip over for cover? Basic Areas are not adequate for more
complicated Battlefields, such as the
BATTLEFIELD AREAS confines of a crystal maze or the expansive
deck of a Sky Ship. For this, you will need
Battlefield Areas describe the separate to create Custom Areas.
physical spaces you can occupy
and move between during a Fight. ◆ Determining the initial Areas
If a location is separated either by a  Your GM will initially only create the
significant distance or has differing Areas required to start the fight.
physical characteristics, your GM could They may add more Areas later.
qualify it as a separate Area.
 Fights that start in a restricted
space, like a small room, may only
◆ Making Attacks between Areas have one Area.
 You can Attack adversaries in the  When they come within range,
same Area as you with any a fight with flying, or swimming,
Weapon, but Melee Weapons are Adversaries will require an Area
most effective at close range. that represents the portion of sky/
 You can only physically Attack water they occupy.
adversaries in a different Area to  Your GM will tell you about any
you with a Weapon Type that has difficult to access Areas that require
an extended range, such as a additional Actions or Abilities to
Missile Weapon. access. For example, an Isolated
2
Area may require you to spend
Moving between Areas
an Action to remove a barricade
 The number of Areas you can Move before entering, or a raised Area
17 ( p253) through on your Turn is set may require Supernatural Leaping
by your Speed Rating. or climbing gear to reach.
The amount of combatants that can
fit in any one Area is decided by Determining your starting Area
6
your GM, it could be a large  Once the Custom Areas are
number for an open field but a determined your GM allocates each
small number for a tiny alcove. combatant an Area to start in.

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Custom Areas should make things
Adding new Areas during a Fight more interesting, not tedious!
 Your GM can add, or remove, Don’t get hung up on exact GAME
Areas as the fight necessitates. distances when creating your Areas. BASICS
For example, a Sage being thrown Keep it simple, fast and fun.
CHECKS &
through a tavern window into the CONTESTS
Only create the Areas you need, not
street would add a new Battlefield all the potential Areas the fight could JOURNEY
Area, whereas a rock slide in a spread into. Add only when required. ExPLORE
cavern siege might seal off a
While not necessary, a place to NEGOTIATE
previously accessible Area.
draw out the Battlefield can help FIGHT
everyone keep track of where PERILS
everything is!
DOWNTIME
CRAFT
WEAPON RANGES

Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
CURRENT AREA 1 AREA AWAY 2 AREAS AWAY
Actions
Melee Weapons Lash (Melee) Drawn Damage
Thrown Large Mechanical Missile Injury Table
Small Mechanical Missile
Treatment
Sundering
BASIC AREAS Colossal
Combat

PC START CONTESTED ZONE ADVERSARY START

EXAMPLE CUSTOM AREAS


STEPPING
STEPPING
STONES
STONES

GRASS BANK 1 BOG


BOG GRASS BANK 2

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AREA CONDITIONS HARMFUL

Fighting on a slippery surface or in the Areas plagued by extreme cold,


midst of a whirling storm is restrictive. fire, or other damaging effects,
Areas subject to such adverse effects have are Harmful.
an Area Condition.
When in a Harmful Area…
◆ Determining Area Conditions
 If you are not adequately protected
 Your GM decides what Areas are from the source of the harm
affected by a Condition prior to you lose 1 Heart at the start of
starting the battle. your Turn, and another for each
 Only Areas perceivably affected subsequent Turn you remain in the
by a Condition will be disclosed by Harmful Area.
your GM, others you’ll discover on  If you are reduced to 0 Hearts you
entering the affected Area! must roll Burning Injuries ( p267)
 Individual Areas can have different for each Turn you remain in the
Conditions to adjoining Areas. Harmful Area.
 Individual Areas can be affected by
multiple Conditions. For example, a
small underground cavern might be ISOLATED
both Cramped and Precarious.
Areas that are blockaded,
Adding new Conditions during a fight elevated, or difficult to enter
 Conditions can change during the from other Areas are Isolated.
course of combat. For example,
setting fire to an Area would add When moving to (or from) an
the Harmful Condition… and Isolated Area…
putting it out would remove it.
 When you attempt to enter, or
leave, an Isolated Area you must
use an extra Move. If you have a
CRAMPED Slow Speed Rating this means you
would need 2 Turns to enter an
Areas that are small and restrict
Isolated Area!
movement, such as an alcove or
a prison cell, are Cramped.  Isolated rules might only apply
in one direction, depending on
the nature of the obstruction.
When in a Cramped Area… For example, a barricade might
 Your Defense Rating does not be designed to make it difficult
benefit from your Speed Rating. for combatants to enter an Area
 Weapon Types other than Unarmed, but easy for those behind the
19 Concealed, and Small Mechanical obstruction to leave.
Missile incur a Minor Penalty (-2) on  If attempting to enter an Isolated
Attack rolls. Area that requires you to climb,
4 Your GM will consider your relative you must make a Might or Deftness
size when applying the Cramped Check. Failure means you waste a
Condition. For example, a Small Turn making little or no progress.
Chib would still have room to
9 manoeuvre in a tight space,
whereas a Massive foe may find a
human-sized space restrictive.

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OBSCURED SHELTERED

Areas afflicted by something Areas with features that offer


GAME
that inhibits the senses are protective cover from Missile BASICS
Obscured. For example, total Weapons are Sheltered. CHECKS &
darkness or shifting illusions. CONTESTS

JOURNEY
When in a Sheltered Area…
When in an Obscured Area… ExPLORE
 Any Attacks directed at you from
 You suffer a Snag on rolls that NEGOTIATE
outside the Sheltered Area suffer
require precision, perception or
a Snag. FIGHT
aiming, including Attack rolls! PERILS
 Your GM may also impose DOWNTIME
additional effects depending on
SUFFOCATING CRAFT
the nature of the obscuration. For
example, deafening noise would Areas troubled by hazards that
also inhibit verbal communication. impair breathing, such as thick Fight
Procedure
smoke, are Suffocating.
Combat
Values
PRECARIOUS Battlefields
When in a Suffocating Area…
Area
Areas that are difficult to  You are subject to the effects of Conditions
balance on, like a surface Suffocation ( p271). Conducting
covered in ice or slippery liquid, a Fight
are Precarious. Actions
If you don’t see a Condition that
Damage
meets your needs, rename and
When moving to a Precarious Area… re-flavor one, or use these examples Injury Table
 You must make a Deftness Check or as guidelines to make up your own. Treatment
be Toppled ( p271) and your Turn Sundering
is ended. Colossal
 If the Precarious Area is elevated, Combat

such as a moss-covered roof, and


you fail your Check, you will slip
and incur a Falling Injury ( p267)
 You can avoid the Deftness Check if
you forfeit your Action.

EXAMPLE BATTLEFIELD CONDITIONS

‘SLIPPERY’ STEPPING STONES


PRECARIOUS
‘SLIPPERY’ STEPPING STONES
PRECARIOUS

‘NOXIOUS’
‘NOXIOUS’BOG
BOG
GRASS BANK 1 SUFFOCATING + HARMFUL GRASS BANK 2

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CONDUCTING A FIGHT

A Fight has 3 distinct stages:


ROUNDS
Fight Start: Where an intent to strike is
announced or an Ambush is staged. A Round represents approximately 10
seconds of elapsed time in a battle.
Rounds: Where each side takes Turns to
Move and take their Actions.  A Round is split into Turns.
Fight End: When all adversaries have  Each team fighting takes a Turn.
been slain, surrendered or fled.  In a Fight, a Turn is where all the
characters from a single team Move
between Areas and perform their
FIGHT START!
desired Actions.
When one set of characters declare they  The players’ team is made up of
are attacking another, a Fight has started. the PCs, their Companions, and any
friendly GMCs.
 To start a Fight simply shout, ‘Fight  Once all of a team’s Moves and
Start!’, or something similar. Actions have been resolved, the
 Your GM will then create and opposing team takes their Turn.
describe the Battlefield.  When all teams have completed
 The team that starts the Fight takes their Turn, the Round is over.
the first Turn.  The team Turn order is maintained
 If there is any doubt as to who for subsequent Rounds.
started the Fight then the  Rounds repeat until Fight End!
characters with highest Deftness on
each team must enter a Contest,
and apply their Speed Rating
bonus ( p247). TAKING YOUR TURN

Members of a team can act individually,


or work together to perform coordinated
STAGING AN AMBUSH group manoeuvres.

As long as there is enough time to hide,


 On your Turn, each team member
sneak or rush an unsuspecting adversary,
can Move then perform an Action,
you can attempt an Ambush.
or vice versa.

 If you are undetected by your  The players’ team should agree


enemy you may attempt to start a among themselves in which order
Fight with an Ambush. each team members goes in.
 The order can change every Turn.
5 vs Requires a Contest ◆
The lowest Deftness among your Let anyone whose Action will
team vs. the highest Insight among benefit the entire team go first. For
your adversaries. example, let the Sage go first so
7 everyone can benefit from the
Success: Your enemies miss their effects of their spell!
first Turn! This means you take 2
If the order isn’t critical to your plan,
Turns before your foes can act.
4 just go clockwise round the table.
Failure: You still take the first Turn
but unfortunately don’t benefit If there is a dispute over which
further from the Ambush attempt. player wants to go first, you decide!
Players with the highest Speed Rating,
and lightest Armor, should go first.
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MAKING A MOVE PERFORMING AN ACTION

Your Move allows you to change the When you’re positioned correctly, it’s
GAME
Battlefield Area you are located in, to time to act. BASICS
escape harm or gain a tactical advantage. CHECKS &
 You can perform one Action during CONTESTS
 If your Speed Rating is Average you your team’s Turn ( p254). JOURNEY
can Move to an adjacent Battlefield  The result of your Action is resolved ExPLORE
Area. immediately, this might impact on NEGOTIATE
 If your Speed Rating is Fast or Very others’ choices. For example, if you FIGHT
Fast, you can Move through up to slay a foe that was also targeted by PERILS
two connected Battlefield Areas. an ally acting after you they may
DOWNTIME
 If your Speed Rating is Slow, you now want to redirect their Attack to
CRAFT
must use the Extra Move Action another opponent.
( p257) to change Areas.
Some Abilities, such as Supernatural Fight

Leaping or Flight, allow you to FIGHT END! Procedure


Combat
access and occupy Areas in A battle concludes when the Attacks stop. Values
unconventional ways. For example, Battlefields
a character with Flight might avoid
 Your GM will declare ‘Fight End!’ Area
a harmful Area Condition that is Conditions
when one of the following occurs:
transmitted by contact with the Conducting
floor, but not an atmospheric effect, A team is dead or incapacitated. a Fight

and a Fast character with An offer of surrender is accepted. Actions

Supernatural Leaping might be able A team Flees ( p258).


Damage
to bound over one Area Injury Table
completely, if there is enough head An intervention prevents the
Treatment
room to do so. battle from continuing, such as a
Sundering
rock fall that seals a team off.
Colossal
Combat
SPEED & BATTLEFIELD MOVES

SLOW

+0 AREAS

AVERAGE

+1 AREA

FAST & VERY FAST

+2 AREAS

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ACTIONS

There are four types of Action you can


 If your Attack total exceeds your
perform during a Fight:
weapon’s listed Extra Damage
Combat Actions: Attacking the enemy or number, the strike does an
doubling down on your defenses. additional Heart of Damage.
Custom Actions: Invent your own Actions,  If using a Magical Attack, or Ability,
including audacious stunts or crafty tricks. check to see if there are any other
consequences from a successful hit.
Assist Actions: Focus your energy on Failure: Your strike is poorly
giving others a better chance of success. targeted, mistimed, or otherwise
Tactical Actions: Includes using an ineffective. No Damage is done!
Ability, retrieving useful items from your
backpack, or running away! Dual wielding
 If you’re using a Melee Weapon in
COMBAT ACTIONS each hand you can Attack with your
second weapon only if you fail with
You can flip between offensive and the first.
defensive options during battle.
 Your second Attack roll suffers a
Minor Penalty (-2).
ATTACK
Remember that, like drawing a
Here comes the pain.
weapon, it will also take an Action to
stow it securely. This will prevent a
◆ Choose your Attack dual wielding character from readily
 Choose a Weapon or Ability to performing Actions that require the
use of a free hand, and of course
strike with, then select your target.
prohibit the use of the larger shields.
 Make sure your foe can be harmed
by, and is in range of, your Attack.
 Announce your Attack. For DEFEND
example, “I swing at the Skeleman
with my Glorious Hammer.” During a fight you are always being
actively defensive but, if you completely
forfeit your offensive ambitions, you have
? Make your Attack roll
a better chance of protecting yourself, or
 Roll a d20 and add your Attack someone else, from harm.
Bonuses to the result.
 Remember to check for any Edges,  Announce that you intend to
Snags, Bonuses or Penalties that Defend and take no other Action
might apply to your Attack. on your Turn.
17
 To cause Damage, your Attack roll  You can choose to defend yourself
needs to match or exceed your or another character in the same
target’s Defense Rating. Battlefield Area as you.
6  The defended character gains +2
 Rolling a 20 is always a success.
to their Defense Rating next Turn.
 Rolling a 1 is always a fail.
 A character may only benefit from 2
Success: You do a Heart of Damage!
1 defenders at any one time.
 Note, Damage done can be
increased by Weapons and
Abilities, such as Mighty Weapons.

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CUSTOM ACTIONS Being targeted by an Attack Stunt


Try something strange or unorthodox to  Your GM can have enemies attempt
surprise and overcome your enemies. to use an Attack Stunt on you! If GAME
BASICS
this happens they will propose both
CHECKS &
the success and failure conditions. CONTESTS
ATTACK STUNT
 If an Attack Stunt on you is JOURNEY
Want your strike to disarm your foe, or successful your GM may allow ExPLORE
knock them off their feet? Attack Stunts you to reduce, but not cancel, the
NEGOTIATE
allow you to try, but failure will have a cost. failure condition with a
FIGHT
suitable Check.
PERILS
1. Define your Attack Stunt ◆ For example, if an enemy’s Attack
DOWNTIME
 Choose a Weapon or Ability to Stunt disarms you, the GM might
strike with, then select your target allow you to keep hold of your CRAFT

as if making a standard Attack. weapon with a successful Deftness


Check, but have you suffer a Snag
 Suggest a success condition if you on your next roll.
Fight
Procedure
make your Attack roll.
All Attack Stunts are subject to Combat
◆ For example, “I swipe at the bandit the effects of Diminishing Values
queen with my Staff… and attempt Returns ( p256). Battlefields
to knock her weapon to the floor.” Area
Conditions
2. Your GM defines a failure condition You can always suggest a failure Conducting
condition when you propose your a Fight
 If your GM accepts the feasibility of
Attack stunt, but your GM gets the Actions
your Attack Stunt they will invent a final say. Damage
failure condition.
If a player proposes an Attack Stunt Injury Table
 A failure condition is a negative you deem impossible then suggest a Treatment
outcome should you fail your similar, but more feasible, alternative.
Sundering
Attack. This will be something
equal and opposite to your If you are struggling to come up Colossal
with a suitable failure condition, Combat
proposed success condition.
default to a Snag on their next
◆ For example, “If you try that... Action or give their opponent an
there is a danger you may drop Edge on theirs.
your staff and it will require your Example wagers:
next Turn to retrieve it.”
Entangle (Restrain) an enemy with
3. Make a wager your chain whip, fail and you’ll fall to
the floor (Toppled).
 If you and your GM agree to the
proposed success and failure Hurl a sword at a flying foe that’s out
conditions, a wager is made. of Melee Range, fail and the weapon
lands 1 Battlefield Area away.
 If a wager can’t be agreed on then
your Action will revert back to a Drive an enemy back over a
standard Attack. precipice, fail and you make a Check
to see if you both go over the edge
(refer to the Impact Table!)
? Make your Attack roll
If your Speed Rating is Slow you can
 Roll your Attack as normal. risk performing an Attack Stunt to
Success: Your attack deals Move and make a standard Attack in
the same Turn!
Damage… and you benefit from
your agreed success condition.
Failure: You miss… and suffer the
agreed failure condition.

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Diminishing Returns can apply to a


COMBAT TRICK
Custom Action when directed at any
foe who is expecting it, like an
Forgo your Attack and use cunning,
ancient beast who is used to having
not steel, to put your opponent at a its well known weakness exploited.
disadvantage. Trip them up (Toppled),
dazzle them with your shiny shield
(Blinded), or use some other crafty tactic!
ASSIST ACTIONS
1. Define your Combat Trick Use your Action to give others a better
 Choose a target and state the chance of success with theirs.
intention of your Combat Trick.
◆ For example, “I’m going to pull the ATTACK ASSIST
Skelemaster’s cloak over his head in
order to obstruct his vision.” Focus your Attack on opening up your
foes’ defenses rather than doing Damage.
2. Your GM determines the difficulty Your feint from the right creates a clear
 Your GM decides what effect your striking opportunity for an ally on the left.
Combat Trick has on the fight and
whether it automatically works or 1. Define your Attack Assist
will require a Check or Contest to  Choose the Weapon or Ability you
pull off ( p216). intend to use, then select a target
◆ For example, “If you make a as if making a standard Attack.
Deftness Check you can whip the ◆ Next choose an ally that will benefit
cloak over his face and he will be from your distraction.
Blinded until he takes a Turn to
straighten himself out.” ◆ For example, “I let out a battle
roar and wildly swing my hammer
All Combat Tricks are subject to around to draw the temple
the effects of Diminishing guardian’s attention, so Gavril can
Returns ( p256). get a clean shot at its weak point.”
 Any ammunition, or Abilities with
If your character isn’t great at fighting limited use, are expended if used
you can assist with inventive Combat during an Attack Assist.
Tricks to help turn the tide of battle.
◆ 2. The assisted character Attacks
 On their Turn, the chosen ally
DIMINISHING RETURNS benefits from a Minor Bonus (+2)
to any Attack roll made against the
A unique trick can catch your foe off distracted foe.
guard, try the same thing again however... ◆ An additional Attack Assist, that
targets the same foe and ally, can
7  When you attempt to use the same increase this to a Major Bonus (+4).
Attack Stunt or Combat Trick on
the same target, you suffer a Snag  An Attack Assist lasts for 1 Turn.
on your roll or, if no roll is required,
14 it simply does not work. Monsters work together too! Mooks
 If you sufficiently alter a subsequent will help Bosses with Attack Assists
attempt of an Attack Stunt or and scheming Skelemen love a
cunning Combat Trick!
Combat Trick, your GM may
1
allow you to avoid the effect of
Diminishing Returns.

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TACTICAL ASSIST TACTICAL ACTIONS

Use your Action to help an ally make an Spend time to get into a better tactical
GAME
otherwise impossible Attack. For example, position or use an Ability during a Fight. BASICS
holding a beast’s mouth open so an ally CHECKS &
can throw a bomb into it. CONTESTS
USE AN ABILITY
JOURNEY
1. Define your Tactical Assist Use a Calling or Species Ability. ExPLORE
 Choose a target and state the NEGOTIATE
intention of your Combat Trick.  Using an Ability during a Fight FIGHT
◆ For example, “I’m hurling Charla requires the use of your Action, PERILS
up in the air so she can reach the unless otherwise stated in the
DOWNTIME
Colossus’ Strike Point.” Ability’s description.
CRAFT

2. Your GM determines the difficulty


 Your GM decides if your Tactical EXTRA MOVE Fight
Assist automatically works or if you Procedure

will require a Check or Contest to Don’t stop to act, keep on moving. Combat
Values
pull it off ( p216).
Battlefields
 Forfeit your Action to make an
◆ For example, “If you make a Might
additional Move on the Battlefield. Area
Check... you can get Charla high Conditions
enough to make an Attack roll.”  If your Speed Rating is Slow, you Conducting
need to use the Extra Move Action a Fight
to move to a new Battlefield Area. Actions
Your team can chain a series of Damage
Tactical Assists together to create an
Injury Table
attack opportunity but, like all chains,
if one link fails the whole thing fails. Treatment
Sundering
Colossal
ACTIONS Combat

TACTICAL COMBAT

... +2

Use Ability Extra Move Misc. React Flee Attack Defend

ASSISTS CUSTOM

+2

Attack Assist Tactical Assist Attack Stunt Combat Trick

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REACT FLEE

Second-guess your enemy and disrupt If a Fight is not going your way, get out
their combat plan. before all is lost.

1. Predict an adversary’s Action and  A Fight will end if one side decides
declare your reaction to it. to Flee, as a group, on their Turn.
 On your Turn declare you are going  Your GM may decide the team that
to React by proposing a response takes flight must win a Deftness
to an anticipated event. Contest to get away cleanly, with
◆ For example, “I will crouch in the failure allowing the opposing team
corner and when someone enters, I to take one final Turn.
will trip them up.”

2. Reacting to the anticipated event MISCELLANEOUS ACTIONS


 If the anticipated event occurs
during an opponent’s Turn, you Any task not covered by another type of
may React. Action is considered Miscellaneous.
 Your reaction is resolved according
◆ 1. Define your Miscellaneous Action
to the type of Action attempted.
For example, tripping an opponent  On your Turn, describe your
entering the room would be proposed Action to Your GM.
resolved like a Combat Trick. ◆ For example, “I want to find and
 If successful, your intervention may retrieve the Booster Cake from
disrupt your opponents’ Turn. my backpack”
For example, the Toppled enemy
will no longer be able to Attack ◆ 2. Your GM determines if your Action
as intended. is valid and if it requires a Check

 If the anticipated event does not  Miscellaneous Actions cannot


occur, or you opt to simply wait create a combat advantage or
without proposing a reaction, you cause harm to a foe. If they do
instead act at the very end of your this, they are considered to be a
adversaries’ Turn. Combat Trick or Attack Assist.
 A single Miscellaneous Action must
not take longer than 10 seconds.
FIRST AID  Your GM may decide you need
to make an appropriate Check to
Stop a fallen comrade from dying, or get perform your Action.
them back on their feet.  Your GM will split longer proposals
into a series of Actions spread over
 To perform First Aid you must be a series of Rounds.
5 in the same Battlefield Area as
your patient.  If your GM decides your proposed
Action takes less than a second or
 You can stop an ally dying who two, they may allow you to perform
11 has suffered the Near Death or an additional Action on your Turn.
Mutilated Injury, if you can get to
them within 2 Turns.
 You can wake a character who is
7
Out Cold, but they won’t be able to
make any further Combat Actions for
the remainder of the Fight.

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DAMAGE

Your health is tracked in two ways, with When your GMCs are low on Hearts,
GAME
Hearts and Injuries. provide the players with an BASICS
appropriate description. For
example, ‘You can see in their eyes CHECKS &
CONTESTS
HEARTS that they are losing confidence’ or
‘They start to wheeze and stagger’. JOURNEY
Hearts measure temporary damage and ExPLORE
are depleted during a Fight. NEGOTIATE
INJURIES
FIGHT
Losing Hearts Injuries are lingering ailments sustained PERILS
 You start every Fight with your after losing all your Hearts in a Fight or DOWNTIME
full Hearts Total, regardless of any from other significant sources of harm. CRAFT
losses incurred in previous battles.
 Hearts are depleted in a Fight after Determine your Injury
being struck by a successful Attack.  Roll on the Injury Table ( p260). Fight
Procedure
 The number of Hearts lost from an For the first Injury sustained in a Combat
Attack (Damage) depends on the Fight use the results for Values
Weapon Type or Ability used in Light Injury. Battlefields
the Attack.
For your second Injury use the Area
◆ Weapon Types ( p152) Conditions
results for Severe Injury.
Conducting
For your third, and subsequent a Fight
Losing all your Hearts
Injuries, use the results for Actions
 When an Attack reduces your Critical Injury. Damage
Hearts to 0, or below, you must
 Injuries remain until you receive Injury Table
roll on the Injury Table ( p260) and
proper Treatment ( p262). Treatment
suffer the consequences.
Sundering
 If you are reduced to 0 Hearts in Non-Fight Injuries Colossal
combat from a source other than  Injuries can also be gained by Combat
a weapon attack, for example a suffering a Peril, like falling or
Harmful Battlefield Condition, burning ( p267).
you will be directed to roll on an
alternative Injury Table.  Injuries caused by Area Conditions
are applied at the end of your Turn.
If your Injury permits, you can Fight
on with less than 0 Hearts but must
now roll on the Injury Table every
time you’re hit. DAMAGE TYPES

Damage Types come in many flavors. Each


Reducing an adversary to 0 Hearts
type can be more or less effective against
 When you reduce an adversary to 0 a specific foe. For example, an Asura
Hearts, they do not suffer an Injury. might be immune to Mundane Damage,
Instead, you may choose to slay resistant to Dark Damage, but susceptible
them or spare them. to Bright Damage.
 A spared foe falls unconscious and
wakes a few hours later with their  Mundane Damage is inflicted by
Hearts restored. If desired, you can non-magical weapons.
also choose to leave them with an  Special Damage is magical in
Injury ( p260) of your choice, or nature and includes: Bright, Dark,
leave them with a distinctive scar to Flame, Frost, Lightning, and
remember you by. Twilight Damage.

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INJURY TABLE
Roll your Injury 1st Injury roll (light) 2nd Injury roll (severe) 3rd+ Injury roll (critical)

1-5 Shocked/Stalled Miss your next Combat Turn.


1-3 A solid blow has
1-2 stunned you.

6-10 Armor crash Your armor’s Defense Bonus is reduced by 2.


This penalty lasts until your armor is repaired.
4-6 Your armor absorbs
a dangerous blow. When your Armor Bonus is reduced to 0,
3-4
your armor is destroyed.
If you are not wearing armor, count this
Injury as Wounded.

11-14 Wounded Your maximum Hearts Total is reduced by 1


until you receive Treatment for this Injury.
7-9 You’ve taken a
non-fatal but If this Injury reduces your Hearts Total to 0,
5-6
i nificant un count this Injury as Quiet Death.

15-16 Broken arm Roll to see which arm is broken


10-11 (1-10 right arm, 11-20 left arm).
A blow to your arm
7-8 has left it useless. Your Might Aptitude is halved when making
Checks or Contests requiring the use of
your arms until you receive Treatment for
this Injury.
(R) 1-10 11-20 (L)
If this Injury occurs on the same limb a
second time, count this Injury as Severed.

17-18 Broken leg Roll to see which leg is broken


12-13 (1-10 right leg, 11-20 left leg).
A strike to your leg
9-10 forces you to hobble Your Speed Rating is reduced by a
or crawl. single step.
You suffer a Snag on all Might and Deftness
Aptitude Checks and Contests requiring the
use of your legs until you receive Treatment
for this Injury.
(R) 1-10 11-20 (L) If this injury occurs on the same limb a
3 second time, count this Injury as Severed.

19-20 Out cold You fall to the ground and can no longer
participate in the Fight. You will regain
6 14-15 You are knocked
consciousness once the Fight is over and
senseless and out for
11-12 suffer no lasting damage.
t e re t f t e fi t
An enemy can slay you immediately if they
are unhindered and use their Turn to do so.
19
If you receive First Aid you will be revived
but cannot use any Combat Actions for the
remainder of the Fight.

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Near death You’ll die within 2 Turns if help doesn’t arrive.


16-17 You’re dying, and need First Aid reduces this Injury to Wounded.
urgent attention. GAME
13-14 BASICS

CHECKS &
Severed Roll to see which limb is severed (1-5 right arm, CONTESTS
6-10 left arm, 11-15 right leg, 16-20 left leg) JOURNEY
18 A limb is sliced off,
crushed, or otherwise You’ll need Magical Treatment or a Prosthetic ExPLORE
15-16 detached. Replacement to regain the limb’s function. NEGOTIATE
Until replaced, consider a severed arm as the FIGHT
Broken Arm Injury, and a severed leg as the PERILS
(R) 1-5 6-10 (L) Broken Leg Injury, except you obviously
DOWNTIME
cannot use your severed limb at all.
CRAFT
(R) 11-15 16-20 (L) Re-roll if the limb has already been severed
and not been replaced. If you have no limbs
left, you’ve been decapitated and are dead.
Fight
Procedure

Mutilated You’ll die within 2 Turns if help doesn’t arrive. Combat


Values
19 You’re dying and need First Aid will prevent your death but... you Battlefields
urgent attention. Even suffer a -1 penalty to an Aptitude of your
17 if saved, the injury is choice which is related to the wound. For
Area
Conditions
so terrible it will leave example, -1 Insight for a head blow.
Conducting
you debilitated. a Fight
Bio-Mechanoid? You lose your Robotic
Quirk. The second time your receive this Actions
Injury, suffer the Aptitude penalty above. Damage

Magical/Advanced Treatment is required to Injury Table


remove the lasting effect of the Injury. Treatment
Sundering

Mortal wound You have received a fatal blow and will die, Colossal
no Treatment can save you. Combat
20 You’ve been impaled,
beaten, or lacerated You may take one last Action on your next
18 in such a way that Turn before expiring. Make it count!
death is imminent.
Your body is recoverable, so perhaps there is
a chance at some unnatural resurrection...
Bio-Mechanoid? You lie not dead, but
f ine u a e ne c ance at ein
rebooted but the Advanced Treatment will
suffer a Snag. Failing this, maybe your core
could be transferred to an alternative shell.

Quiet death You are dead. Your body is recoverable, so


perhaps there is a chance at some
You are killed instantly,
unnatural resurrection...
without theatrics.
19

Messy affair You are dead. The fatal blow leaves little that
is recognisable.
You’ve been splattered,
disintegrated, or Bio-mechanoid? Make a Grit Check.
20 otherwise scrubbed Failure results in an explosion doing 2 Hearts
from existence. of Damage to anyone in the same Area as you.
If you succeed, you fall to pieces on the spot.

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TREATMENT OF INJURIES

To fully recover from the


more grievous Injuries, PROSTHETIC REPLACEMENTS
you need to receive Synthetic limbs and body parts can be
proper Treatment and, grafted on to both Bio-Mechanoids and
if healing naturally, a organic folk. These rare parts must be
significant period of salvaged from Techno Relics or engineered
convalescence. by specialised crafters.

TREATMENT  Installing a Prosthetic Replacement


requires a Gadgeteer capable of
Less severe Injuries, those that don’t working with Advanced Items
require Magical or Advanced Treatment, ( p284) to use a Downtime Crafting
can be remedied with a simple medical Session ( p273).
procedure and a little time.  You must provide a suitable
replacement body part prior to the
Treatment for organic characters grafting attempt.
 Treatments for a basic Injury do not
require specialist knowledge, all
PCs are familiar with rudimentary MAGICAL/ADVANCED TREATMENT
medical practice.
 If your Injury requires Treatment Past civilisations had discovered ways in
to remove, you need to use the which magic and advanced technology
‘Heal an Injury’ Downtime could treat grievous wounds. Most of this
Activity ( p273). knowledge was lost in the 3rd Cataclysm.
Finding a practitioner of these forgotten
 You can only heal a single Injury
arts is almost impossible.
during Downtime. If you have
multiple injuries, the least severe
one is the first to be healed. DEATH CURE
 A removed Injury has no lasting
Death is an occupational hazard for
physical effect, although you can
Adventurers, and one that comes sooner
choose whether the Injury leaves
to the impetuous. Researchers furiously
you with a memorable scar.
search for the ultimate cure, believing that
 Certain Abilities can also remove even death can be reversed. Immortals
Injuries. How these work will be and the Undead walk the earth as death-
listed in the Ability’s description. defying proof. Maybe there is a way, but
whatever it is, it will certainly come at a
Treatment for Bio-Mechanoids
great cost…
 You do not repair naturally.
Removing an Injury requires
1
Extensive Repair ( p285) by a
Gadgeteer capable of working with
Advanced Items ( p284).
16
If you want, PCs suffering from a
single Wound can recover between
Sessions without needing Downtime
19 or Repairs.

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SUNDERING

You can attack inanimate


objects in order to OBJECT DEFENSE RATINGS GAME
BASICS
break them or stop Material (Example) Defense CHECKS &
them functioning. For CONTESTS
example, breaking Fragile (Glass) 10 JOURNEY
down a door or ExPLORE
severing shackles that Resistant (Wood) 14 NEGOTIATE
bind an ally.
FIGHT
Hard (Stone) 16 PERILS
Damaging objects
DOWNTIME
 To hit an object, your Attack roll Very Hard (Metal) 18
CRAFT
must be higher than its Defense
Rating. See the Object Defense Supernatural 20
Ratings Table ( p263). (Magical Materials) Fight
 The amount of Hearts an object has Procedure

is dependant on its size. See the Combat


Values
Object Hearts Table ( p263). OBJECT HEARTS Battlefields
 To Damage an object, you need an Area
item as hard, or harder, than the Size Hearts
Conditions
target object. A wooden mallet Conducting
cannot break an iron sword! Hand-held items no larger 1 a Fight
than a knife or dagger Actions
 Objects made of Magical Materials
Damage
can only be Damaged by other Large hand-held items, most 4
items made of Magical Materials. weapons or objects requiring
Injury Table
Treatment
◆ Magic Materials ( p288) both hands to hold or carry
Sundering
 Concealed, Quick, and all Missile
Colossal
Weapons are unable to break Chib-sized, too big to 6 Combat
objects larger than hand-held. carry around easily, but
 Trying to Sunder items larger than not impossible
those in the Object Hearts Table is
Man-sized, about the size of 8
impossible with regular weapons
an average adult human
and attacks. However, portions of
larger objects may be targeted and
Cart-sized, up to the size of a 12
broken. For example, you can’t
caravan or skimmer
destroy a castle wall with a hand
held weapon, but maybe you can
punch a hole in it large enough to The sizes are deliberately vague so
crawl through. don’t get hung up on working out
what size category an object falls
 An object that has lost some of its into, just pick and go.
Hearts is still usable and requires
Destroy the enemies’ gear!
Light Repairs to restore it.
Sometimes attacking an object can
◆ Light Repairs ( p285) be more effective than targeting
a foe.
Sundering items
 An object reduced to 0 Hearts is
broken or unusable and requires
Extensive Repairs to restore it.
◆ Extensive Repairs ( p285)

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COLOSSAL COMBAT

Your pathetic attacks are like raindrops


against the largest of Outer World’s Destroying Strike Points
beasts, but keep the faith, even colossi can  Each Strike Point has its own Hearts
fall. You just have to slay them one piece Total. Reducing a Strike Point to
at a time. 0 Hearts will destroy or disable it.
 The Colossus will be crippled when
Strike Points
it loses one of its Strike Points. The
 Colossal creatures are divided effect will depend on the Strike
into Strike Points that function like Point destroyed. For example,
Battlefield Areas ( p248). These are destroying a limb might disable an
shown on their Creature Map. Attack or hinder its movement and
 When you Attack a Colossus you destroying a shell might reveal the
must target a specific Strike Point. Colossus’ Core Point.
 To Attack with a Melee Weapon
◆ The Core Point
you must be on, or next to, the
Strike Point you are targeting. For  The Core Point is a Strike Point
example, standing on the head that is vital to a monster’s survival.
of a giant serpent or standing in Reducing the Core Point to
the same Area as the leg of an 0 Hearts will kill the Colossus.
enormous insect.
◆ Sweep Actions
 Missile Weapons can target any
Strike Point within Range.  In addition to their normal Action,
a Colossus is able to perform a
◆ Moving across Colossal creatures Sweep Action.
 You can move between Strike  When a Colossus uses its Sweep
Points in the same way as you move Action it targets one of its Strike
between Battlefield Areas. Points with the aim of harming or
hindering anyone located there.
 Depending on the shape of the
For example, it may discharge an
Colossal monster, you may require
electric pulse or lash out with an
Special Movement or need to climb
annoyed swat of its tail.
to access certain Strike Points.

EXAMPLE CREATURE MAP

Head 5
18 Lava gland (core point) 5xx

Torso 5xx

7
Tusk 5

8 Tail 5xx
Legs 5

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GAME
BASICS

CHECKS &
CONTESTS

JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT

Fight
Procedure
Combat
Values
Battlefields
Area
Conditions
Conducting
a Fight
Actions
Damage
Injury Table
Treatment
Sundering
Colossal
Combat

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PERILS

You’ll face many dangers and hardships when out on adventure, from
collapsing buildings and explosive traps to sleep deprivation and starvation.

When to use these rules What these rules cover


14 Whenever you suffer physical or mental  Receiving Injuries from burns and falls.
harm, or alteration, you are experiencing a  Ailments you can suffer at the hands
Peril. For example, being exposed to the of hostile magic or circumstance,
Dispiriting Aura of a powerful Asura or just such as Disorientation, Petrification,
4 being very, very tired. or Starvation.

14

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NON-COMBAT INJURIES

In a Fight, you can avoid Injury with your


skill, pluck, and determination, but these CAUSTIC/BURNING INJURY GAME
BASICS
things can’t help you when you fall afoul of
If you are exposed to a CHECKS &
an environmental hazard. CONTESTS
skin corroding effect,
such as being soaked JOURNEY

FALLING/IMPACT INJURY in acid or caught in ExPLORE


a violent pyroclastic NEGOTIATE
If your body is subject to blast, you will suffer a FIGHT
a sudden impact, such Burn Injury. PERILS
as plummeting from a
DOWNTIME
great height or being
involved in a high  Roll on the Burn Injury Table to CRAFT

speed collision, you determine the burn severity ( p267).


will suffer an Injury.
Non-Combat
Injuries
BURN INJURY TABLE Ailments
 Estimate the height of your fall, or
speed of your collision, then cross Roll your Burn Injury
reference the Impact Table ( p267)
to determine the level of Injury 1-5 Shock
you sustain.
You are singed but otherwise unharmed.
 Once you’ve determined the Injury
level you suffer, roll on the standard
 Your next Action is lost while you
Injury Table.
regain your composure.
◆ Injury Table ( p260)

6-15 Superficial burn


IMPACT TABLE
You suffer a minor but irritating burn.
Determine your Impact Injury
 You suffer a -1 Penalty to all rolls
Height/Speed Injury level until the Injury receives Treatment.
 If you are already suffering from
Under 15ft / 15mph Light Injury
this Injury, and receive it a second
time, treat it as a Serious Burn.
Between 15-30ft / Severe Injury
15-30mph
16-20 Serious burn

Over 30ft / 30mph Critical Injury You suffer painful burns.

 You suffer a -1 Penalty to all rolls


until the Injury receives Treatment.
 You suffer a -1 to your Hearts Total
until the Injury receives Treatment.
 If you are already suffering
from this Injury, and receive it a
subsequent time, your Hearts Total
is further reduced by -1.
 You die when reduced to 0 Hearts.

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AILMENTS

Ailments are lingering effects that alter or BLINDED/DEAFENED


impede a character’s capabilities.
Many things can cause a
Contracting Ailments temporary, or permanent,
 Ailments can be contracted in loss of the senses such
multiple ways. You can be infected as being close to an ear-
by a monster’s bite, cursed by a splitting roar or being
Magitech item, or just given one by blindfolded by guards.
your GM if the situation warrants it.
When Blinded/Deafened…
Removing Ailments  You incur a Snag on all rolls that
 Some Ailments have specific depend on the affected sense until
remedies, others will be dependent the Ailment is removed.
on the source of the Ailment. For  Your GM will also apply other
example, weak magic may simply appropriate restrictions connected
wear off in a few minutes but a to your loss of sense. For example,
powerful hex might require an if Deafened verbal communication
equally powerful counter-spell. would be inhibited.

BALLOONED
CHIBBED
Your body swells to
Certain spells, poisons,
inconvenient proportions.
and curses can cause
This embarrassing ailment
you to shrink in size.
is most often caused by
Unaccustomed to your
spiteful hexes or other
new proportions, you will
malicious magic.
find it tricky to function.
When Ballooned…
When Chibbed…
 Your Speed Rating is Slow.
 Medium Species become Small.
 You suffer a Snag on Might, You suffer all the physical penalties
Deftness, and Grit rolls. of being Small without any of
 You suffer a Snag on Attack rolls. the benefits:
 Attack rolls that target you benefit -1 Penalty to your Might aptitude.
from an Edge. Reduced to 8 Inventory Slots.
 You are buoyant and easy to roll Your Combat Gear Allowance is
about, you float in most liquids. determined by your new size.
18  Armor or other snug clothing may  Large Species become Medium.
rip or fall off, requiring repairs. You lose all the physical benefits of
 You cannot fit through doorways or being Large:
19 into small spaces. -1 Penalty to your Might aptitude.
 To remove the Ailment you must be Reduced to 10 Inventory Slots.
drained or deflated. Gross!
Your Combat Gear Allowance is
3 Rigid or intangible creatures are determined by your new size.
immune to being Ballooned.
 Small Species are immune to
being Chibbed.

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DISORIENTED  Your Defense Rating does not


benefit from any Speed Rating
You are muddled. Maybe
bonus you normally receive. GAME
you are hallucinating or BASICS
have had your perception  To remove the Ailment requires the
CHECKS &
altered in some way. In help of another. Your assistant must CONTESTS
this confused state your be in the same Battlefield Area JOURNEY
actions don’t always match as you and use their Action in an
ExPLORE
up with your intentions. attempt to restore hope.
NEGOTIATE
◆ This requires your assistant to make
FIGHT
When Disoriented… a successful Aura Check. Failure
PERILS
 Any Attack rolls, Contests, or means they cannot help you any
Checks require you to make an further, but others may make DOWNTIME

Insight Check beforehand. additional attempts. CRAFT

◆ If you fail the Insight Check but


succeed on the next roll, your Non-Combat
GM will describe your ‘success’ as FATIGUED Injuries

having an undesirable outcome. Ailments

For example, a ‘successful’ Attack If you adventure for


might hit a random character in the prolonged periods of
same Area as your intended target. time without rest you will
inevitably tire. Fatigue is a
 To remove the Ailment you must
concern when you skip, or
use your Action to attempt to
are unable to sleep.
regain your senses. This requires a
successful Insight Check.
Bio-Mechanoid? You are immune When Fatigued…
to this Ailment if the source is  For each day of missed sleep you
biological, such as a venom. You suffer a -1 Penalty to any Checks,
can still become disoriented if the Contests, or Attacks you make.
source is capable of affecting  Once the accrued Penalty exceeds
your processing, such as an half your Rank (rounded up), you
electrical shockwave. will collapse involuntarily and
cannot be roused for a 24 hour
period, but you will wake
up refreshed.
DISPIRITED
 To remove the Ailment you must
It is not uncommon for sleep for 24 hours straight.
adventurers to become
discouraged, but this
is different. You are
overwhelmed by despair,
your eyes devoid of hope.

When Dispirited…
 You are aware and able to address
others in a soulless whisper, but
you are unable to find the will to
move, defend yourself, or take any
other actions.
 You can be moved by force or
attacked but will not resist.

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JELLYFIED Round 1: You are unable to use


your legs on your Turn.
A curse, or other eldritch
cause, has transformed Round 2: You are now unable to
your body into viscous use your arms on your Turn.
goo. Your semi-liquefied Round 3: You are fully Petrified!
form makes movement .
and manipulation difficult. When Petrified…
 You are unable to move or perceive
When Jellyfied… anything while Petrified.
 Your Might and Deftness Aptitudes  Attacks on you are treated as if
are halved. made on an inanimate object. Your
 Your Speed Rating is Slow. Defense Rating is dependent on
the type of material you’ve been
 You dissolve in water, or similar
transmuted into.
solvents. If submerged, you
suffer the effects of the Harmful ◆ Sundering ( p263)
Battlefield Condition ( p250).  Your Petrified weight is dependant
 You are immune to the effects of on the material you’ve become. A
Falling/Impact Injury. solid stone figure could be used to
barricade a door or crush a foe!
 You can squish through small gaps
or fit into unusual spaces.

PUTREFIED
OVERBURDENED
You start to decay or rot
Carrying an excessive and begin to produce
load not only slows you a fetid odor. A painful
down, it also makes your death awaits, or worse,
movements strained or transformation into a
awkward. Your back horrifying mess.
won’t thank you either.
When Putrefied…
When Overburdened…  You lose 1 Heart per Turn.
 Your Speed Rating is reduced by a  You must make a Grit Check when
single level. you are reduced to 0 Hearts.
 You suffer a Snag on all Might and ◆ Success means putrefaction
Deftness Checks. stops, leaving you weakened but
otherwise unharmed.
◆ Failure means death or a disturbing
PETRIFIED fate specified by the cause of the
11 putrefaction, or by your GM.
A fantastical power roots
you to the spot and
slowly immobilizes you.
7 Maybe you’re frozen stiff RESTRAINED
or perhaps your flesh is
You are tied up, shackled, or
turned to stone.
otherwise prevented from
13 using your limbs. Perhaps
Being Petrified… you’re bound by a length
 Petrification takes 3 Rounds to of rope or maybe gripped
completely paralyze you: by a muscular tentacle.

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When Restrained… TERRIFIED


 You cannot take any actions that So, you’re a big brave
require the precise use of your adventurer eh? The
GAME
BASICS
restrained limb (or limbs). Your GM growl of a fearsome CHECKS &
will decide whether you can Move Proudhound or Galrave’s CONTESTS
and what Actions or Abilities you haunting laugh can JOURNEY
are still able to perform. reduce the bravest soul ExPLORE
 Your GM may allow a successful into a quivering wreck.
NEGOTIATE
Might or Deftness Check to wiggle
FIGHT
or break free of your bonds if they When Terrified…
can be overcome in this way. PERILS
 You suffer a Snag on Checks and
DOWNTIME
Attacks that involve interacting with
CRAFT
the source of your terror.
STARVED
 When Companions or GMCs are
Hunger is a constant threat Terrified they must move away from Non-Combat
for the desperate folk of the source of their terror at full Injuries

Outer World, and as an speed until it is out of sight. They Ailments

explorer you are more will not return unless the threat
likely than most to find has been removed. If trapped, or
yourself short of food. unable to run, they will curl up in a
fetal position or stand trembling,
When Starved… paralyzed with fear, unable to move
or act.
 For each day of missed food
you suffer a -1 Penalty to your
maximum Heart Total.
TOPPLED
 Once the accrued Penalty reduces
you to 0 Hearts, you will perish. A mighty blow or a sneaky
 The Ailment is removed, and your trip has left you lying
Hearts Total restored, when you flat on your back like an
consume 1 day’s nutrition. upturned beetle. Get up
quickly or you’ll be an
easy target.

SUFFOCATED When Toppled…


You are being asphyxiated.  You cannot Move.
Whether it’s thick smoke  Your Defense Rating does not
from a burning wood or benefit from any Speed Rating
an extended period below bonus you normally receive.
the water, you’ll die if you
 You suffer a Snag on all Attack rolls
don’t get air soon.
and Checks involving Might
and Deftness.
When Suffocated…  Anyone Attacking you gains an
 You can hold your breath for the Edge on their Attack roll.
number of Rounds equal to half  You must use your Turn to get back
your Grit Aptitude (rounded down). on your feet to remove the Ailment.
 After this, if you fail to escape from
the source of the Suffocation, you
will fall unconscious and die in the These are just some of the Ailments
that can afflict PCs. Need one that
subsequent Turn unless rescued.
isn’t listed? Create your own!

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DOWNTIME

While adventuring keeps you busy, occasionally you’ll find yourself with time
on your hands. This is the time to relax, recover, plan, and prepare.

When to use these rules What these rules cover


17 Whenever there is a deliberate and  The different Downtime Activities and
significant break in your adventure, you the unique rules for engaging in them.
can indulge in a little Downtime. For  Forming Social Bonds with
example, after completing a quest in the other characters.
16 woodlands your team decides to rest,
celebrate, and prepare for your next  Developing a Reputation that precedes
adventure in a nearby town. you, for better or worse.

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DOWNTIME ACTIVITIES

Adventuring being what it is, any HEAL AN INJURY GAME


Downtime might be your last! BASICS

Convalescence is CHECKS &


 Performing Downtime Activities a tedious but CONTESTS

requires approximately a week’s necessary activity for JOURNEY


worth of in-game time, typically adventurers. Soothe ExPLORE
the period between the end of one your charred flesh in NEGOTIATE
adventure and the start of the next. an elven spa or click FIGHT
 Your GM will determine whether that hip back into place PERILS
there is an opportunity for you to with a dwarven massage.
DOWNTIME
perform a Downtime Activity. Rest well, adventure long!
CRAFT
 Each Activity has its own specific
 You can remove an Injury you
rules to determine the result of
picked up on your travels.
your chosen Downtime Activity. Downtime
 If you have more than one Injury, Activities
Social Bonds
You can include Downtime Activities the least severe one heals first.
Reputations
at the beginning or end of a gaming  Healing requires a relaxing
session or, if you prefer, you can environment and regular meals.
resolve them outside of a Session
over email or lunch!  A second Injury or Ailment of your
choice can be removed, or a lost
limb restored, if you can find and
CRAFTING afford Treatment Services ( p201).
At last you’ve got the  Rest won’t heal Severed or
time to bust out the Mutilated Injuries, they require
tools and fix that Advanced or Magical Treatment.
mechanized gadget ◆ Advanced Treatment ( p262)
or pull on your apron
and bake a fresh Bio-Mechanoid? You do not repair
batch of your signature naturally. Removing an Injury
booster cakes. requires Extensive Repair ( p285)
by a Gadgeteer capable of working
 You can create, modify, or repair an with Advanced Items ( p284).
item of your choice.
 Crafting requires you have an
Ability that grants you a Crafting
Discipline. For example, Artisan
Smithy or Love-Love Chef.
 You will also need the time, tools,
materials and workspace required
by your chosen Crafting Discipline.
Craft ( p280)

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IDENTIFYING A RELIC Reckless Research Failure Table


Techno-Relics, and other Roll a mishap
Artifacts of the bygone
age, usually don’t 1-8 Snap!
come with instruction The item broke and now requires Light
manuals. With a bit Repairs before it can be used.
of trial and error you’ll
have it figured out in
no time. 9-15 Kaboom!!
You are wounded by a violent mishap,
 You can attempt to identify a roll on the Injury Table ( p260).
mysterious item’s powers and
means of operation. 16-20 What the... !?
 Identification requires adequate Your careless prodding has triggered
space to conduct tests. For a mishap unique to the Artifact. Your
example, a small item might be GM will decide what this is.
examined in a ship’s cabin, while
large items might require a barn or
field for evaluation.
PREPARATION

? Requires a Check Yeah, you could spend


◆ The Aptitude Check used depends the week lording it
on the item you’re identifying: up with your friends,
but you prefer to
 Techno-Relics and Gadgets: get organized. Your
Methodical inspection and diligence means
experimentation requires an you’re always prepared.
Insight Check.
 Artifacts: Communing with an item
requires an Aura Check.  Preparation ensures you have the
right gear at the right time.
 Magitech: This blend of magic
and technology can be deciphered  Allocate an amount of money to
using an Insight or Aura Check. spend on your preparations.

Success: You’ve discovered what  When your adventures resume,


the item does and how to leave a number of Inventory Slots
activate it. blank for prepared items.

Failure: After much careful poking  You can use the allocated money
and prodding, the item remains a to ‘purchase’ any items you require
frustrating enigma. You can now: at any point in the game, providing
you have the funds and the
 Continue your research in a required empty Inventory Slots.
11 subsequent session of Downtime.
This subsequent attempt will  Once ‘purchased’, write the item
benefit from an Edge, or… into the blank Inventory Slot.

 Throw caution to the wind and  Allocated money can be converted


9
engage in Reckless Research. back to normal money at any time.
This grants you one more Prepared items would need to have
Check to identify the item. If been available in the settlement
6 you fail again you must roll the where you made your preparations.
consequence on the Reckless Your GM will decide if your
Research Failure Table. requested items are acceptable.

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RECRUITMENT REPUTATION MANAGEMENT

Followers are fine, but Create a scene, or put on


GAME
they only stay for as a public display, that BASICS
long as the money will cause those who CHECKS &
lasts. If you want observe it to gossip. CONTESTS
someone you can Now cement your JOURNEY
depend on, you’ll need notoriety with a few ExPLORE
to do a little convincing. well-seeded rumors.
NEGOTIATE
FIGHT
 You can attempt to convince  You can attempt to engineer a PERILS
another to follow you for a reason Reputation ( p279) in a Settlement, DOWNTIME
deeper and more lasting than a or other location where news CRAFT
pay check. travels quickly. You can then take
 Recruitment requires a Follower advantage of this Reputation later.
( p184) or GMC ( p320) that is ◆ For example, you might throw Downtime
Activities
lower in Rank than you. You can money around and assume the
Social Bonds
then target them with an emotional guise of a ‘generous benefactor’ to
Reputations
plea or a display of worth or power. ingratiate yourself with a village’s
Your GM may decide it is downtrodden community.
impossible for you to recruit a
powerful or stubborn character, ? Requires an Aura Check
such as a king or village elder.
Success: You gain a Minor Bonus
(+2) on all rolls where you lean into
vs Requires a Contest your Reputation. For example,
◆ Aura vs. Grit. You can choose which convincing the impoverished
participant uses which Aptitude. townsfolk to provide you refuge
from the king’s men.
 If you have a Social Bond ( p279)
with the character, or can appeal to Failure: You go unnoticed or have
their weakness or desire, you are created the wrong Reputation. For
awarded a Minor Bonus (+2). example, the villagers now think
you’re ‘vulgar and insincere’!
◆ If both apply, you are awarded a
Major Bonus (+4).
 Spread your Reputation: In
Success: You have a Recruit.
subsequent Downtime sessions, if
 You forge a Social Bond with your you attempt to extend an existing
Recruit, if one doesn’t already exist. Reputation to an adjacent area, you
 The Recruit will remain loyal as long gain an Edge on your roll.
as you provide food, shelter and a  Changing your Reputation:
cut of the spoils. Trying to change, or spread, a
Failure: You have been rejected. contradictory Reputation to an
 You can try again next time you are already established one incurs a
both available during Downtime. Snag on your roll.
Subsequent attempts to recruit the  Using an alter-ego: Put on a
individual benefit from an Edge. costume and a funny voice and
you’re someone else. You can
create a separate Reputation for
If you mistreat, neglect or abuse a
any alter-ego you assume, but
Recruit, your GM will break the
you’ll have to spend your entire
Bond and they’ll abandon you.
Downtime in character!

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RESEARCH YOUR NEXT ADVENTURE SOCIALIzING

Ever since you heard that You’ve got a chance to


story in the tavern, or spend some quality
noticed that cryptic time with a lonely
sigil carved into a spouse, worried
tree, you’ve wanted parent, or travelling
to know more. If companion. It’s just
you spend the week what you need to raise
researching, who knows your flagging spirits.
where it might lead...
 You can attempt to temporarily
 Researching requires a location with increase your Hearts Total by
a source of specialist information. connecting with someone special.
For example, a well stocked library  Socializing requires a PC,
or a wise hermit. Your GM will Companion, GMC, or other
decide if your current location can participant who is willing to spend
support your investigation. time with you.
 First, ask a question about an
object, individual, or place. For vs Requires a Contest
example, ‘How do I slay the Queen
of Weeping Shadows?’ or ‘Where ◆ Aura vs. Grit. You can choose which
can I find the Blade of Bloom?’’ participant uses which Aptitude.
 Next, your GM will tell you what Success: You have renewed
your Research reveals in the form purpose and drive.
of an Adventure Hook ( p332).  You gain +1 to your Hearts Total
For example. ‘Only the Red Sage until the next time you have a
knows the Queen’s weakness. chance for Downtime.
He hides, in fear of his life, in the  If you want to socialize with
Buried Kingdom’ or ‘The Blade of another PC, they must also choose
Bloom is rumored to be located in Socializing as their Downtime
ruins near the town of Beacon.’ Activity. Both of you benefit from
 Now all you need to do is convince the increase to your Hearts Total.
your comrades to follow the trail.  You can establish a Social Bond
Following up on a Researched ( p279) with the other participant
Adventure Hook earns you, and if desired. For example, a romantic
your comrades, 1 XP. interest or friendly rivalry.
 With subsequent successes you
Players who choose this Activity are can redefine the Social Bond
clearly letting you know what they between participants. For example,
are interested in. Use this valuable
‘Infatuation’ becomes ‘Love’.
knowledge when devising
9
new adventures. Failure: You had fun but failed to
connect in a meaningful way.

1 Social Bonds provide Bonuses to rolls


and unlock some Ability features
which makes establishing them a
beneficial, not just fun, thing to do.
18

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TAMING TRAINING YOUR COMPANIONS

Domesticated animals Not all Followers take


GAME
are ready to obey to adventuring BASICS
your commands, naturally, but with a CHECKS &
but spirited beasts little guidance and CONTESTS
caught in the wild perseverance even JOURNEY
will need taming the most challenging ExPLORE
before they can be students can benefit
NEGOTIATE
gainfully employed. from your survival secrets.
FIGHT
PERILS
 You can attempt to tame a wild  For a Companion to advance they
beast and make it your Animal must attempt to win Training Points. DOWNTIME

Companion ( p187). CRAFT

 Taming requires the beast to be vs Requires a Contest


contained or pursued in its natural ◆ Your Aura vs. your Companion’s Grit. Downtime
habitat, so you can earn its trust or Activities
demonstrate your alpha status. Success: If you win, your Social Bonds
Companion gains 1 Training Point.
 You cannot tame a beast that is Reputations
equal or higher in Rank to you. Failure: Teaching is not your thing!
 You cannot tame a Colossus.  After a failed attempt, the next
time you train with the same
 For some beasts your GM may
Companion you receive an Edge on
apply additional requirements. For
your roll.
example, you may need to be able
to fly next to a Thunder Bird in
order to tame it. Spending Training Points
 You can spend your Companion’s
vs Requires a Contest Training Points on improvements.
◆ Aura vs. Grit. You can choose which Companions are limited to a
contestant uses which Aptitude. maximum of two improvements.
 If you can appeal to a beast’s Improvements
weakness you get a Minor
 Weapon proficiency (2 points)
Bonus (+2).
Teach your Companion how to
Success: The beast is tamed: use one of the Weapon or Armor
 The beast now behaves like an Types that you are able to use. For
Animal Companion. Followers/humanoids only.
 Your GM assigns the tamed beast  Skill acquisition (4 points)
as a Pet, Mount, or Pack Beast. Teach your Companion one of your
Failure: The beast remains feral, Standard Elective Abilities. For
you suffer a few scratches and a Followers/humanoids only.
bruised ego.  Enhanced movement (4 points)
 You can try again next time you are Raise your Companion’s Speed Rating
both available during Downtime, by a single step or their Defense
subsequent attempts to tame the Rating by 2. For Animals only.
beast benefit from an Edge.  Value boost (2 points)
Companion gains +1 to their
Attack, Hearts Total, or an Aptitude
of your choice. For any Companion.

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If a player wants to do something


UNIQUE ENDEAVOR
that will distract from the main game,
or that other players aren’t interested
The team wants to take
in getting involved in, suggest they
a break but you’ve still do it as a Unique Endeavor.
got the itch, this time
you’ll just have to go If you and your GM have time
solo. You’ll be back between the main game, you could
before they’ve even always play out the Endeavor in a
noticed you’re gone. separate solo Session!

 You can attempt to complete a mini


quest or mission.
 Tell your GM what you want to
accomplish. For example, you want
to scour local markets to find a rare
ingredient or you want to snag the
map you spotted hanging above
the Duke’s fireplace.
 Your Unique Endeavor must take
no longer than a week, and be
achievable with your current Rank
and resources.
 Your GM will veto any suggestions
deemed overly ambitious, but will
help you come up with a more
feasible alternative.

? May require a Check or Contest


◆ If there is a risk of failure your GM
will ask you to make a roll.
 Your GM will decide whether you
need to engage in a Check or
a Contest based on the nature
of your Endeavor. For example,
finding a rare ingredient might
require an Insight Check, and
yoinking the Duke’s map might
involve a Contest between your
Deftness and his guard’s Insight.
 Your GM may also attach a failure
17 condition to the mini-quest. This
will be disclosed prior to your roll.
 The failure condition will be equal
1 and opposite in weight to the
ambition of the Endeavor. For
example, being caught in the
Duke’s grounds means you flee the
5 town with a bounty on your head.
 You can abort your Endeavor if you
don’t like the failure condition.

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SOCIAL BONDS

During your travels you


can form significant  Your Social Bond with an individual GAME
BASICS
relationships with can change by further Socialising
CHECKS &
your comrades and or when the GM decides the CONTESTS
the folk you meet relationship has taken a turn.
JOURNEY
along the way. Social
Using Social Bonds ExPLORE
Bonds represent these
NEGOTIATE
important relationships.  You benefit from a Minor Bonus
(+2) on all rolls where your Bond FIGHT

Forming Social Bonds with an individual provides extra PERILS


motivation. For example, trying DOWNTIME
 Social Bonds can be forged by
to outperform a respected rival or CRAFT
Socialising in Downtime, through
assist a cherished friend.
the use of certain Abilities, and also
created at your GM’s discretion.  Some Abilities, such as the
Downtime
Champion’s Master Tactician
 A Bond describes the nature Activities
Ability, require a Bond between
of a relationship. They can be Social Bonds
individuals to work.
friendly, romantic, professional, Reputations
or competitive. For example,
‘a cherished friendship’ or ‘a Creating and keeping a record of
respectful rivalry’. Bonds between PCs and GMCs will
 You can have Bonds with an help you run your game. It can also
be used to inspire future adventures.
unlimited number of people, but
only have one Bond at a time with
a specific individual.

REPUTATIONS

Your deeds and conduct


do not go unnoticed.  PCs can attempt to engineer their
Your reputation Reputations ( p275), but they must
can precede you, compete with any existing one.
sometimes this  You benefit from a Minor Bonus
is advantageous, (+2) for all rolls where your local
sometimes not. Reputation works in your favor and
a Minor Penalty (-2) when it works
against you.
 Your GM can define a local
Reputation for your PCs when  Reputations can draw the attention
word, or a witness, of your exploits of influential factions and GMCs
reaches a Settlement. operating in the local area. In this
case, your GM will decide if they’ll
 A Reputation may extend to seek your help or want to stop your
neighboring Settlements if there is annoying meddling.
frequent interaction between them.
 A Reputation describes a
community’s opinion of your PCs. You don’t have to use Reputations,
but having your GMCs form opinions
For example, ‘well-meaning but about the PCs will make your players
incompetent’ or ‘untrustworthy feel like their actions are having a
but effective’. real impact in the game world.

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CRAFT

Whether you’re restoring magical gadgets or baking enchanted booster cakes,


you’ll require the appropriate crafting tools and specialist knowledge.

When to use these rules What these rules cover

3 Whenever you attempt to use your  The procedures for Making,


Crafting Discipline to make, mend, or Customizing, and Repairing gear.
modify an object, you will use the  Calculating the required tools, time,
Crafting Rules to determine what is and materials involved in Crafting, and
11 possible and what the final result is like. their associated costs.
 Imbuing exotic materials to make
enchanted items.
1

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CRAFTING PROCEDURE

START STEP 3 GAME


BASICS

CHECKS &
? Make your Crafting roll CONTESTS
STEP 1
◆ The Crafting roll is a Check. The JOURNEY

Check you are able to Craft the item Aptitude used is determined by the ExPLORE
Ability that grants you the
 Your Rank and Crafting Discipline Crafting Discipline.
NEGOTIATE

determine what type of items you FIGHT


are able to make, customize,  Apply the Edges, Snags, Bonuses, PERILS
and repair. or Penalties that apply to your roll.
DOWNTIME

◆ Crafting Disciplines ( p282)


 If you are Rank 5, or higher, you CRAFT
automatically succeed when
 A Crafter of Rank 1-4 can make making, repairing, or customizing
Basic items. Basic Items associated with your Craft
 A Crafter of Rank 5 and above can Crafting Discipline. You can also Procedure

make Advanced Items and work attempt to make Basic Items Crafting
Disciplines
with Magic Materials and Additives without the required tools, but this
Repairs
in order to make Imbued Items. will require a Crafting roll.
Imbuing
◆ Crafting Imbued Gear ( p286) Success: Your item is ready for use.
Materials
Any materials or costs incurred in
Additives
the crafting process are expended.
Mishaps
STEP 2 Failure: You experience a Crafting
Mishap! See what went wrong on
Check you have the required tools the Crafting Mishap Table.
and materials ◆ Crafting Mishaps ( p294)
 Specialist Kits & Workshops: You
must have access to the stated
workspace or tools required by the END
Crafting Discipline. These can be
purchased or rented. If you want to Craft an item, or
 Materials & Additives: You must Custom Ability, that is not listed in
provide the right amount of this book then propose your design
to your GM for consideration.
Materials and Additives to Craft
your chosen item. These can be Any proposed invention should be
harvested or purchased. appropriate to the Crafting
Discipline being used.
◆ Using Materials ( p288)
◆ Using Additives ( p291) Complicated or Imbued items
should be classified as Advanced
 Customization & Repair: Fixing or Items, and require the crafter to be
modifying an existing item requires Rank 5 or higher.
less materials, tools, and time.
For Imbued items you’ll also need
◆ Repairing & Customizing Gear ( p285) to decide what Magic Materials
or Additives will be required to
construct the item.

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CRAFTING DISCIPLINES

Crafting Disciplines range from Alchemy


to Tailoring and are granted by Calling ARTIFICING
Abilities. Your discipline determines the You can trap spells into
items you are able to craft and the tools rings, amulets, and
that are required to do so. other small trinkets.
 Basic Items: Objects you can make, You can also imbue
repair, and customize from Rank 1. them with additives
that impart their
 Advanced Items: Objects you can
miraculous properties.
make, repair, and customize at Rank 5
and above.
◆ Basic Items (Rank 1)
ALCHEMY  Temporary Artifacts, magical items
that enable you to cast a single
A practical science with charge of the Magical Ability that a
many applications for crafter has imbued into the object.
the creation of useful
substances. With the
right ingredients, an ◆ Advanced Items (Rank 5)
alchemist can concoct  Permanent Artifacts, magical items
glues, poisons, acids, that allow you unlimited use of
and potent explosives. any Magical Ability the crafter has
imbued into the object.
◆ Basic Items (Rank 1)
 Solvents and Oils/Fuels ( p178) and  Unless you already have a ready-
other simple alchemical substances. made object to imbue, Artificing
 Concocting Basic Items requires an requires access to a Workshop to
Alchemist’s Kit ( p176). craft the base object.
 Artificing requires a spell caster to
Advanced Items (Rank 5) perform the Magic Ability that is to
be imbued into the object, this can
 Grenades and Bombs ( p178) and be the crafter or another individual.
other dangerous, or magically
imbued, alchemical substances.
 The properties of a new substance As a Sage with Arcane Artificing you
must be agreed with your GM. can come up with all manner of
enchanted objects. You could imbue
 Your GM may require you to attain a brush with your Glowing Ink Ability
specific Additives or ingredients to or a necklace with Murky Mask.
create your substance.
The use of Abilities that have been
2  Concocting Advanced Items imbued into Permanent Artifacts are
requires access to a Workshop. the same as if they were being
performed by a caster. For example,
a Sun Gold mirror imbued with
This Discipline allows you to mix up Everyday Divination would still be
12 limited to being used once every 24
your own alchemical substances.
How about Rust Juice, an acid that hours and the bearer would need to
only dissolves metals, or Asura’s make a successful Insight Check to
Tonic, a sweet poison that makes activate the Ability.
15 those that consume it more open to
your honeyed words?

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COOKING FORGING

A skilled chef can not only A practical but


GAME
make standard rations demanding discipline BASICS
more palatable but which involves the CHECKS &
they can also conjure heating, shaping CONTESTS
meals that bestow and cooling of metal JOURNEY
the consumer with to create weapons, ExPLORE
wondrous side effects. armor, and other robust
NEGOTIATE
metal tools.
FIGHT
◆ Basic Items (Rank 1) PERILS
◆ Basic Items (Rank 1)
 Rations, Hardy Rations, Treats and DOWNTIME
 Melee Weapons ( p152), Missile
Basic Potions ( p177). CRAFT
Weapons ( p158), and their
 Cooking Basic Items requires Custom Abilities ( p160).
simple cooking equipment.
 Shields ( p169) and their Custom Craft
Abilities ( p171). Procedure
◆ Advanced Items (Rank 5) Crafting
 Light, Medium, and Heavy Armors Disciplines
 Booster Cakes ( p177) and other ( p163) and their Custom Abilities Repairs
Arcane Confections that bestow a ( p166).
Imbuing
magical effect on the consumer.
 Simple tools that are considered Materials
 When ingested, Arcane Confections Adventuring Gear, Common Rural Additives
take effect immediately. Goods or Common Urban Goods Mishaps
 Arcane Confections that restore ( p179).
you to your original state have a
permanent effect. For example, ◆ Advanced Items (Rank 5)
removing an Ailment or growing
 Superheavy Armor ( p163)
back a severed limb.
and their related Custom
 Arcane Confections that boost your Abilities ( p166).
performance or alter your mind or
 Imbued Weapons, Armor, and
body will typically last a few hours.
Shields ( 286) using Magical
 The properties of a new Arcane Materials & Additives.
Confection must be agreed with
your GM.
 Forging requires access to a
 Your GM may require you to attain Workshop ( p200).
specific Additives or ingredients to
create your Arcane Confections.
 Cooking Advanced Items requires
access to a Workshop ( p200).

This Discipline allows you to cook


up your own Arcane Confections.
For example, Sleepy Fizz might
make those that drink it
overwhelmingly tired, or Invis-i-pops
that when sucked render you
semi-transparent.

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GADGETEERING TAILORING

A fiddly, precise discipline Beginners can design and


that requires patience construct appealing, or
and ingenuity. Used practical, outfits but
to create mechanical the very best Tailors
devices: anything from are able to utilize
a simple collapsible enchanted fabrics
ladder to a delicate, and imbue them with
enchanted timepiece. magical properties.

◆ Basic Items (Rank 1) ◆ Basic Items (Rank 1)


 Unpowered or simple mechanical  All Outfits ( p172).
devices like Compasses ( p174),  Simple fabric constructions such as
Long grabbers ( p181), or other tents, sails, and parachutes.
similar inventions.
◆ Advanced Items (Rank 5)
◆ Advanced Items (Rank 5)
 Imbued Outfits ( p287).
 Magitech Gadgets using Magical
Materials ( p288) & Additives  Outfits and clothing accessories
( p291).
with special abilities, such as
gliding, buoyancy, or stealth.
◆ This includes Spell Engines ( p181)
which are used to power  New Outfits and their related
Magitech Gadgets. abilities must be agreed with
your GM.
 Sophisticated machines such as
powered automatons or  Your GM may require you to attain
precision instruments. specific Additives to create an
Imbued Outfit.
 Gadgets and their related abilities
must be agreed with your GM.
 You can only repair and restore  Basic Items require a Mender’s Kit
Techno Relics, like the Scanner ( p176). A Workshop is not
( p181), as such technology can no required, but using one grants an
longer be manufactured Edge on your Crafting roll.
from scratch.,  Advanced Items require access to
a Workshop.
 Gadgeteering requires access to
a Workshop. Alterations
 To change one Outfit into another
Invent your own Magitech gadgets. you make a Crafting roll. Failure
11 For example, a mechanical Skree results in the Outfit becoming
( p190) that can broadcast images Tattered ( p172).
back to its user via a pair of
enchanted spectacles.
3 Design your own Imbued Outfits
and accessories. For example,
Hyper Step Slippers that grant the
wearer Supernatural Leaping.
11

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REPAIRING & CUSTOMIzING GEAR

Fixing, or altering, an
GAME
existing item is quicker Extensive Repairs BASICS
and cheaper than  Objects that are Sundered, or CHECKS &
making a new one. unusable, can be repaired in a day. CONTESTS
Besides, you would
 Extensive Repairs require access JOURNEY
never part with your
to the same facilities needed to ExPLORE
lucky shield.
create the item from scratch. For NEGOTIATE
Repairs: Necessary when example, repairing shattered FIGHT
an item has been damaged or armor would require access to PERILS
Sundered ( p263). an appropriate Workshop.
DOWNTIME
 Extensive Repairs cost a quarter of
Customizations: Made when you want to CRAFT
the item’s listed price or, if you are
add a Custom Ability to an existing item.
repairing a bespoke item, would
For example, adding the Spiked Ability to
only require half the materials Craft
your Heavy Armor.
needed to create it from scratch. Procedure
Crafting
Disciplines
 You can only Repair, or Customize, ? Requires a Crafting roll Repairs
items appropriate to your
Success: The item’s Hearts are Imbuing
Crafting Discipline.
restored and it is fully functional. Materials
 Repairs and Customizations can
Failure: Crafting Mishap ( p294). Additives
only be carried out on Forged
Mishaps
Items, Gadgets, Outfits, and
Permanent Artifacts.
CUSTOMIzATION

Add a new feature to your existing gear.


REPAIRS

The level of repair an item requires  Gear can be customized in one day.
depends on how badly damaged it is.  Adding a Custom Ability to an
existing bit of gear requires access
Light Repairs to the same facilities needed to
create the item from scratch. For
 Objects that have lost some, but
example, adding the Assault Ability
not all, of their Hearts can be
to a shield would require access to
repaired in a couple of hours.
an appropriate Workshop.
 Light Repairs require the use of
 Adding a Custom Ability costs half
an appropriate Specialist Kit.
of the customization’s listed price
For example, a torn outfit would
or, if the customization is bespoke,
require the Tailoring Discipline and
you would need a Slot’s worth of an
a Mender’s Kit.
appropriate Material.

? Requires a Crafting roll


? Requires a Crafting roll
Success: The item’s Hearts are
Success: The item is customized.
restored and it is fully functional.
Failure: Crafting Mishap ( p294).
Failure: The item remains broken.
 Whether you succeed or fail, you
expend 1 use of your Specialist Kit. If you think an object needs more or
less time (or materials) to repair or
customize than stated… change it!

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CRAFTING IMBUED GEAR

The Outer World has many You can use the example Magic
strange substances Materials and Additives listed in this
that, in the hands of a book to create Imbued Gear, but ask
master craftsman, can your GM if any exist to fulfil any
specific ideas you have.
infuse objects made
with Magic Materials You might decide your player needs
with wondrous and to spend a Downtime Session
useful properties. researching substances or seeking
the advice of a Sage when inquiring
about the existence of unlisted
1. Identify your item’s Imbued Materials or Additives. Perhaps a
Gear Type wise hermit can guide them to the
 The item you are creating will fit whereabouts of the Wyrm with the
into an Imbued Gear Type. fireproof scales, or a week in the
library at Aeon alerts them to the
◆ Imbued Gear Types ( p286) existence of a metal that is
translucent when stationary.
2. Choose a Suitable Material to
craft your base item from
IMBUED GEAR TYPES
 The item you are imbuing must
be constructed from one of the The type of item you’re crafting
Suitable (Magic) Materials listed in determines which Magic Materials you
its Imbued Gear Type. make the base item from, and what
Temporary Artifacts ( p287) do not Imbuable Abilities an Additive can bestow
need to follow this rule as they can upon your item.
be made from Mundane Materials.
◆ Magic Materials ( p288) IMBUED WEAPONS

3. Choose an Additive to imbue your Any Weapon Type made of a Suitable


item with Material can be imbued.
 Each Additive has a set of Imbuable
Abilities, one of which can be  Suitable Materials: Magical
infused into your base item. Metals, or other sturdy enchanted
materials, such as Fey Wood.
 The Imbuable Ability Types you can
add to your chosen item are listed  Imbuable Abilities: Attack
under its Imbued Gear Type.
◆ Imbuable Ability Types ( p287)
IMBUED ARMOR
◆ Additives ( p291)
Not all Additives will have an Any Armor Type made of a Suitable
Imbuable Ability that works with Material can be imbued.
20 your chosen Imbued Gear Type.
Additives are not required when  Suitable Materials: Magical Metals,
imbuing a Temporary or Permanent or other sturdy Magical Materials.
14 Artifact with a Magic Material using  Imbuable Abilities: Defense
the Artificing Discipline ( p282). or Eldritch.

? Requires a Crafting roll


10
Success: Your item is safely imbued.
Failure: Crafting Mishap ( p294).

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IMBUED SHIELDS IMBUED CONSUMABLES/EXPENDABLES

Any Shield Type made of a Suitable Any consumable or alchemical compounds


GAME
Material can be imbued. made with Magic Materials can be imbued. BASICS

CHECKS &
 Suitable Materials: Magical Metals,  Suitable Materials: Arcane Powder, CONTESTS
or other sturdy Magical Materials. Bright Water, Shadough, or other JOURNEY

 Imbuable Abilities: Defense. consumable Magic Material. ExPLORE


 Imbuable Abilities: Attack, NEGOTIATE
Defense, Empowering, Eldritch, FIGHT
IMBUED OUTFITS or Glamor. PERILS
DOWNTIME
Any Outfit, or clothing accessory, made of
CRAFT
a Suitable Material can be imbued. IMBUABLE ABILITY TYPES

 Suitable Materials: Twilight Silk, Each Additive has one or more properties Craft
Pixie Blossom Leather, or other it can imbue into an item. Your Imbued Procedure
flexible Magic Material. Gear Type will determine which ones you Crafting

 Imbuable Abilities: Empowering can add to your base item. Disciplines


Repairs
or Glamor.
Imbuable Ability Types Imbuing
Materials
 Attack: Will inflict specialized
PERMANENT ARTIFACTS damage. For example, inflict an Additives

Ailment or do Special Damage. Mishaps

Any jewellery or trinket made of Magic  Defense: Will protect you from
Materials can be imbued. physical harm, or provide resistance
to Magical Abilities.
 Suitable Materials: Any solid
 Empowering: Will enhance your
Magical Material.
natural capabilities or provide you
 Imbuable Abilities Empowering with ones you do not have.
or Eldritch.
 Eldritch: Will cast a spell or similar
magical effect.
 Glamor: Will affect or alter your
TEMPORARY ARTIFACTS
physical appearance.
Any jewellery or trinket made of Mundane
Materials can be imbued. They only have
to be strong enough to hold one charge.

 Suitable Materials: Mundane


Materials can be used, but crumble
or shatter after a single use.
 Imbuable Abilities: Empowering
or Eldritch.

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USING MATERIALS

All crafted items are built


from a base Material. MAGIC MATERIALS
In Outer World there Only Magical Materials are robust
are two distinct enough to permanently survive the
categories of Material. imbuing process. They are also not
Mundane Materials: subject to deterioration or damage in
Cheap and readily the same way as regular materials. Most
available, but unsuitable for importantly, they also posses their own
creating stable enchanted items. unique properties that make them highly
desirable. However, be prepared to pay a
Magic Materials: Rare or exotic materials high price for these rare substances.
that possess unusual properties. They
demand a high price, or require you to  When creating an item from Magic
locate and extract them from dangerous Materials, you need 1 Slot’s worth
or remote locales. Only skilled crafters can of a Suitable Magic Material for
work with Magic Materials. each Inventory Slot that your
final crafted item will take up. For
MUNDANE MATERIALS example, a Mighty Weapon would
require 2 Slots worth of suitable
Wood, metal, stone, fabrics, and other Magical Material to create.
naturally occurring substances.  Items made from Magical Materials
can only be Damaged or Sundered
 When Crafting a mundane item ( p263) by other items made of
from the Gear section of this book, Magical Material.
the cost of the required Materials is
1/2 the amount of the listed price.
◆ Gear List ( p446) Of course, there would be no
cost for any scavenged or freely
 If you’re Crafting a mundane item available Materials.
not listed in the Gear section, find
an existing item of similar size and
complexity to the one you’d like to
make and use that as a reference
for determining the cost of the
required Materials.
◆ You can 1/2 the price of the
Materials when you make the same
item again, as there will be less
waste from experimentation.

5
You can vary the price of Materials
based on the location of the PCs. For
example, the scarcity of wood in a
desert would inflate the price, but in
10 a forested area it would be reduced.

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MAGIC METALS MAGIC STONE

GAME
ASH BRONzE FLOAT STONE BASICS

A red-tinted metal that flickers with an When Float Stone is loosened from its CHECKS &
CONTESTS
internal flame and emits a dull warmth. bedrock it rises into the sky. Used in
JOURNEY
Excavated from solidified magma created sky ship construction and impossible
by mana volcanoes. architecture. Some claim to have seen ExPLORE

entire islands drifting above the clouds. NEGOTIATE


150 Coins per Slot FIGHT
150 Coins per Slot
PERILS
DEW SILVER DOWNTIME
MAGIC WOOD 43.1.1
CRAFT
Although a solid metal, it shimmers and
ripples and is wet to the touch. Mined
from caves on the coast or the bedrock of FEY WOOD Craft
subterranean rivers. Procedure
An immortal wood that grows in the Crafting
150 Coins per Slot forests of Murk and other places of Disciplines
enchantment. Despite being separated Repairs
from the soil it will still occasionally sprout Imbuing
SHADE IRON
berries, leaves, or blossoms. Materials
An inky-black alloy created when metal 150 Coins per Slot Additives
is left to rust in an Asura’s blood. Even Mishaps
metal is tormented when infused with such
concentrated malevolence, it howls and WARP ROOT
groans while in motion.
The transmutable roots of plants growing
150 Coins per Slot in soils rich in dark mana. Warp Root
can be coerced to assume, and switch
between, various shapes.
SKY STEEL
150 Coins per Slot
A vivid blue metal. Found in the rocks
of floating islands or at the peaks of the
MAGIC MATERIALS
highest mountains. Items crafted from
Sky Steel hover a few inches off the floor,
but its gravity-defying nature is easily
overcome with mild downward pressure.
150 Coins per Slot

Ash Bronze
SUN GOLD
Sky Steel
A shining metal bearing the power of the
Invincible Bright, even in shadow it emits
a dim glow. Extracted primarily from the
ground beneath Star Shards and areas
close to the inert Sun Machine.
Sun Gold
150 Coins per Slot
Fey Wood
If you’re feeling generous you could
allow skilled crafters to create
alloys, but combining them might
Warp Root
require an entire Crafting session.

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MAGIC FABRIC 43.1.2 SHADOUGH, SOLID

A hearty and buttery dough crafted


PILOSE BUMPO FLEECE from cereals that grow in the deep
Shadowlands. Food made of Shadough
The luxurious hair of the rare Pilose never spoils no matter how much time
Bumpo naturally absorbs mana. Its wool passes or what it is exposed to. This makes
generates a soft light and quiet popping it an invaluable ingredient among the
noises when it moves. Shadowlands Nomads.
150 Coins per Slot 50 Coins per Unit

PIXIE BLOSSOM LEATHER GRIME GOO, LIQUID


Created from the plant fibers left behind This strange sludge, that perpetually
once a Petal Pixie sprouts, this material is jiggles and wobbles, collects in remote
mildly regenerative, enabling it to smooth areas of the Underland. Lucky Moss
over fine cracks or minor tears. Scrapers can retire if they stumble upon a
150 Coins per Slot rich vein of this enchanted ooze.
50 Coins per Unit
TWILIGHT SILK

A beautiful cloth produced by the BRIGHT WATER, LIQUID


pairing of Sol and Luna moths. The Sweet tasting and effervescent, Bright
material changes luminosity based on the Water is a favorite base component of
surrounding light, dimming slighty when potions. It’s created by soaking a Stargem
in shadow, glowing when in sunshine. ( p180) in 2 Units of water for a month or
Twilight Silk is an essential component of so. Soaking rotten or desiccated food in
arcane fashion. Bright Water restores it to an edible state.
150 Coins per Slot 50 Coins per Unit

MAGIC CONSUMABLES MAGIC MATERIALS

ARCANE POWDER, SOLID

A simple, flavorless substance that allows


mundane chemicals and foodstuffs to
absorb and retain mana. It is the by-
product of spell casting, often carried on Twilight Silk
the wind in university cities and
legendary battlefields. The powder has
1
an unusual physical reaction when placed Bright Water
near anything collecting a large amount of
mana, shifting towards the source of the
20 magic like iron filings towards a
magnetic field. Shadough

50 Coins per Unit


2
Grime Goo

Arcane Powder

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USING ADDITIVES

The most potent


ADDITIVES GAME
Additives are found BASICS
in dangerous and Additives are able to enhance base CHECKS &
remote places, but materials with their magical properties. CONTESTS
occasionally they’ll JOURNEY
turn up for sale in ExPLORE
an obscure market or AKEN’S SUCCOR
NEGOTIATE
luxury emporium.
A beautiful flower that grows mostly in FIGHT
the Wistful Dark. Named after the heroine PERILS
 Additives are prepared and infused
instrumental in defeating the Divine
into your creation during Crafting. DOWNTIME
Rulers, the flower is said to possess her
CRAFT
 To achieve the desired potency, you merciful essence.
need 1 Unit of Additive for each
Inventory Slot your Imbued item Imbuable Abilities Craft
takes up. Procedure
 Defense: Once a day the imbued
◆ Rations, and other small items, item allows you to completely
Crafting
Disciplines
must be made in batches that total nullify a successful Attack or Repairs
1 Slot. Magical Ability that strikes you or Imbuing
◆ For example, a Mighty Weapon will another individual located in the
Materials
require 2 Units of Additive but 10 same Battlefield Area.
Additives
Rations would require 1 Unit.  Empowering: When worn, the
Mishaps
 An Additive can bestow one of its imbued item adds +1 to your
listed Imbuable Abilities ( p287) Hearts Total.
if permitted by the Imbued Gear  Eldritch: Once a day the imbued
Type ( p286). item enables a re-roll on the Injury
 If your Imbued Gear Type allows Table ( p260), you can then choose
a choice of Imbuable Abilities, the most beneficial result.
choose the one you desire.
75 Coins per Unit
Harvesting Additives
 At Rank 5 you can use your ELEMENT GEM
Crafting Discipline to identify and
extract useful Additives from the Energy-filled crystals that form in areas of
environment, or slain monsters. high elemental activity.

Suggest to your GM that a magical


 Attack: Imbued weapons inflict
monster organ or fantastical flora either Flame or Frost damage,
you’ve encountered might be a depending on the gem’s nature.
potential Additive.  Defense: Imbued items reduce
the damage from elemental
effects (Flame or Frost) by 1 Heart,
depending on the gem’s nature.
 Glamor: Imbued items provide
you with flaming hair, frost-covered
skin, or other thematic boosts to
your appearance that grant a Minor
Bonus (+2) to Aura rolls.

50 Coins per Unit

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ENNUI SLUDGE MISTAKE SUGAR

A strange fluid collected from forgotten It is believed that when you resist
ruins and sleepy hamlets, this chemical temptation, the rejected desire sinks
manifestation induces lethargy and into the ground and coalesces into this
listlessness in whatever it touches. impossibly sweet substance.

 Attack: Once a day the imbued  Eldritch: Imbued consumables


weapon can inflict the Dispirited are difficult to resist. If seen, or
Ailment ( p269) on a successful smelled, enemies must make a Grit
Attack. The target must make a Grit Check to resist consuming it. If
Check or be Dispirited for an hour. more than one enemy falls foul of
 Eldritch: Imbued items can slow the temptation, they will fight over
the operation of vehicles and other who should consume it.
moving mechanical contraptions ◆ Creatures that do not require food
to a virtual stop. Any machine in or drink, such as Bio-mechanoids or
physical contact with the imbued the Undead, are immune to
item will refuse to move. these effects.
 Glamor: Imbued items make your
50 Coins per Unit charm, threats, or logic difficult to
resist. You gain a Minor Bonus (+2)
MELTSHROOM to Negotiation rolls.

Odd slimy fungi found in places where 25 Coins per Unit


reality’s hold is weakened. Its foul odor is
diminished during crafting, although those
PRISM FEATHER
with sensitive smell can detect it.
The Prism Rokko-Do has been hunted to
 Attack: Once a day the imbued the edge of extinction. Their iridescent
weapon can inflict the Jellyfied plumage contains an essence that can
Ailment ( p270) on a successful accelerate your movement.
Attack. The target must make a Grit
Check or be Jellyfied for an hour.  Defense: Imbued Shields may Parry
 Eldritch: Anyone ingesting an twice per Fight, rather than the
Imbued Consumable becomes usual once.
Jellyfied for an entire day.  Empowering: Imbued items
 Glamor: Imbued items provide you increase your Speed Rating by
with a malleable appearance. It can 1 level.
make the aged look young, the
sickly more hardy, and hide your 25 Coins per Unit
identity to anyone not inspecting
2 you too closely. This shift in
appearance can be activated and
deactivated at will.

4 25 Coins per Unit

19

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MORPH MUD WONDER DROP

A blood-red clay found in sites where A small dollop of this highly reflective,
GAME
flesh-warped creatures perished. It allows gelatinous goo will boost your creation’s BASICS
control of the physical and mental states potency. Believed to be the remnants of CHECKS &
of oneself or others. the Wondersmith’s organic construction CONTESTS
machines, these droplets are occasionally JOURNEY
 Empowering: Imbued items allow uncovered in excavation sites deep in the ExPLORE
you to temporarily physically warp Buried Kingdom.
NEGOTIATE
your body for a single action,
FIGHT
allowing you to perform an act  Attack: Imbued Weapons do an
PERILS
of Supernatural Might or extra Heart of damage.
Supernatural Leaping.  Defense: Imbued items provide
DOWNTIME
CRAFT
◆ This Ability can be used safely once you with a +2 to your
per day. Exceeding this safety limit Defense Rating.
requires you to roll on the Injury  Empowering: Imbued items Craft
Table ( p260). provide you with +2 to your Procedure

 Eldritch: Once a day, Imbued lowest Aptitude. Crafting


Disciplines
items can attempt to temporarily
Repairs
disfigure a target up to 1 Battlefield 75 Coins per Unit
Imbuing
Area away. If you win a Contest
between your Aura and your You might think of other inventive Materials

target’s Grit, the target’s physical ways to use these Additives. Discuss Additives
form is terribly distorted. with your GM to see if they think Mishaps
your proposed application is possible.
◆ The afflicted incur a Major Penalty
(-4) on all rolls for an hour, after
which their body returns to normal. EXAMPLE IMBUED OBJECT
Fleshless individuals, like Bio-
mechanoids or Undead, are Soul Scorcher
unaffected by Morph Mud.
Base Item
50 Coins per Unit Mighty Weapon

Material
TRAPPED SONG Ash Bronze (2 Slots)

Additives
These tiny pearlescent orbs are the
crystallized voices of the merpeople Element Gem (2 Units),
Flame Damage
who dwell beneath the Shadowed Sea.
The alluring tones sealed inside can be Wonder Drop (2 Units),
harnessed to provide you additional + 1 Damage
charisma. While usually in the possession
of the fearsome Sea Witches, some are
caught in the nets of fortuitous seafarers.

 Empowering: Imbued items allow


Crafting Discipline
you to speak and understand the
language of Dreamcall. Forging (Advanced)

 Glamor: Imbued items grant you an Cost


Edge on all Negotiation rolls. Materials 300
Additives 250
25 Coins per Unit Crafting Commission 213
TOTAL 763

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CRAFTING MISHAPS

When Crafting goes


COMPLICATIONS
wrong sometimes it’s
better to give up and Formulas are precise for a reason! Your
cut your losses. The compound works but has another,
alternative? Press on unintentional, property.
and hope things won’t
be that bad... Roll your Complication

1-5 Foul Smelling


CRAFTING MISHAP TABLE
Your concoction stinks.
Roll your Mishap

 This substance has an


1-10 Aborted Attempt
extraordinarily foul odor. Not only
You discover a critical flaw in the can anyone within 50 ft smell it,
unfinished item, and decide to stop and they can pin-point its origin with
salvage what you can. relative accuracy.

 Only half the required Materials


were expended. You managed to 6-10 Extremely viscous
save what’s left.
You’ve made a sticky mess.

11-20 Flawed Creation  A Might Check is required every


time you try to get a Unit of this
The type of flaw is dependent on the type substance out of its container.
of item your were trying to make.

 Flawed Weapons, Tools & 11-15 Dangerously volatile


Gadgets: You suffer a Snag on any
roll when using this item, including Careful now, your substance is unstable.
Attack rolls, Checks and Contests.
 A Deftness Check is required
 Flawed Shields: You cannot use
whenever you handle this
this item to Parry attacks.
substance. Failure results in an
 Flawed Armor: This item takes up explosion and you suffer the
an additional 2 Inventory Slots than same effect as being hit by a
normally required by the Grenade ( p178).
Armor Type.
 Flawed Combustables &
Chemicals: This item gains 16-20 Half-Potency
2 a Complication.
You might have watered this one down a
◆ Complications ( p294) bit too much.
 Flawed Consumables: This item
20 gains a Side Effect.  The Substance is rather weak - you
◆ Side Effects ( p295) must use 2 Units of it to get the
same effect as a single dose.
 Flawed Imbued Items: This item
15 gains a Curse.
◆ Curses ( p295)

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SIDE EFFECTS CURSES

You swear you followed the recipe but... Willful mana manifested in your creation...
GAME
BASICS
Roll your Side Effect Roll your Curse
CHECKS &
CONTESTS
1-5 Unpalatable 1-5 Jealous
JOURNEY
Your consumable is anything but. Your creation demands exclusivity. ExPLORE
NEGOTIATE
 Consuming this requires a  If you use this cursed item and then FIGHT
successful Grit Check. Failure use another item of the same type PERILS
means you gag and spit it out, (weapon, ring, etc.), the cursed
DOWNTIME
rendering it worthless. item discharges a harmful pulse.
CRAFT
Roll on the Injury Table ( p260).

6-10 Bloating Craft


Procedure
6-10 Draining
Urp! Your consumable plays havoc with Crafting
your digestion, your stomach starts to fizz. Using your creation saps your will. Disciplines
Repairs

 You are bloated for an hour.  Using this cursed item takes a Imbuing

 You need to make a Grit Check Heart from you whenever you Materials

to perform any strenuous physical activate or benefit from its magic. Additives

activity. For example, sprinting,  The item will not activate if you Mishaps
climbing, or making a Melee have no Hearts remaining.
Attack. Failure means you swell up
and are afflicted with the Ballooned
Ailment ( p268) for 2 Turns. 11-15 Mana Imbalance
Your creation crackles with unstable
11-15 Poisonous energy, which attracts harmful magic.

Your consumable tastes great... at first.  Carrying this cursed item means
you incur a Snag whenever you roll
 Consuming this item inflicts you to resist or avoid a Magic Ability.
with the Wounded Injury ( p260).
You will need Treatment ( p262).

16-20 Intelligent

16-20 Alive!! You accidentally imbue your creation with


a fragment of your personality.
Your consumable walks, talks, and maybe
even sings.  This cursed item has Grit, Insight,
and Aura scores equal to yours.
 This ‘consumable’ has a Grit,
Insight, and Aura score equal  The bearer can silently communicate
to their creator. with this item via telepathy.

 The consumable can understand  You need to Negotiate ( p238) with


Low Speech, and it loves to talk. the item to activate its magic.

 Your GM will determine its ◆


personality: frightened, cheerful, or Ask your GM if you can deliberately
eager to be consumed. infuse your creations with one of
these ‘unwanted’ Mishaps.

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12

15

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O U T E R W O R L D

III

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WELCOME TO OUTER WORLD

After a series of tumultuous aeons, Outer World now exists in a precarious


state of peace. Old and new powers seek to find their place in this new era.

Using the setting What this section covers


11 This setting provides inspiration and A ‘probable’ history of Outer World and
context for the PCs’ exploits. Each the events leading to the present day.
major region provides a different set of An ‘indicative’ map of Outer World.
opportunities for adventure, ranging
9 from the discovery and exploration of A brief description of each of Outer
ancient ruins, through to negotiations and World’s major regions, and a few
interactions with emergent nations. off-world places too.

17

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OVERVIEW MAP

It’s the 4th Aeon of Outer World and the Like the planet’s history, Outer World’s
WELCOME
planet is recovering from a war that buried geography is also contentious. Several TO OUTER
empires and ravaged the earth. magical catastrophes and events have WORLD

transformed the landscape, rendering old


The Sun Machine no longer orbits Outer maps useless. While most of the major
World, thus the planet is divided into settlements and trade routes have now
The Octia
Scroll
hemispheres of Day and Night. been accurately plotted, there remain Von Peeble’s
A few young and ambitious nations have many intriguing sites and locations yet to Map
emerged and are attempting to reboot be rediscovered. Wistful
civilization, but most folk struggle with Dark
day-to-day survival. Most of Outer World’s cartographers
Twilight
favor icosahedral projection to portray the Meridian
Ancient knowledge is being planet’s major land masses, and delineate
rediscovered and weaponized by the the surface’s luminous meridians. Von
Blazing
Garden
well-intentioned and the nefarious. Peeble’s World Map ( p302), named Buried
Creatures, both intelligent and bestial, after the famous cartographer and Kingdom
prey on the weak and the vulnerable. explorer who drafted it, is a grossly over- Further
A handful of brave and impetuous simplified representation of Outer World’s Exploration

adventurers wander the planet geography. While useful for educational


discovering forgotten truths, performing purposes, it cannot be relied on for
great deeds, and shaping Outer World’s accurate navigation.
fragile future.
Your PC may know a few key details
about their homeland, but most
won’t have travelled far and the
HISTORY facts have been diluted by myth
and rumor!
The immortals’ retelling of the planet’s
origin and development rarely align and Tell your GM which part of
cannot be relied upon as fact. Great Outer World you’re interested in
exploring, this will be valuable
scholars of the age strive to create a information when they’re creating
definitive chronology of Outer World’s an Adventure.
short and enigmatic history from key
archaeological sites and artifacts. You can decide how much of the
setting information included is
The Octia Scroll ( p300) depicts the apocryphal. Keep what you like and
‘most probable’ sequence of events, yet change what you don’t.
even this account is wildly contested. There are also plenty of empty or
Unfortunately, the scroll, which was a undefined regions on the map, so
compilation and interpretation of earlier add new continents and cultures as
prophetic texts, was vandalized and you see fit.
significant portions have been lost.
You can build the world’s lore into
your adventures or just use its
convoluted history to justify the
existence of any strange beasts or
locations you want to invent.

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OCTIA SCROLL

NIHILITY 1ST AEON: THE DREAMING 2ND AEON: THE REIGN OF THE DIVINE

The Promise The Divine Rulers


is sealed away are banished and
from the covetous trapped behind
Unshaped the Heaven Seal

The First Hero


manifests to lead
humanity and protect
Outer World

Nihility’s end 1st Aeon 2nd Aeon


The Promise The Dreaming The Reign of the Divine
The time before time is T e n er it t e The discarded servants of
brought to an end when a reat r ri e a i tant an the Unshaped now wander
fi ure n n a t e reat r protégé, is coerced by the t e ical real
manifests and fabricates Unshaped to construct
humans and a paradise uter rl a habitable Mortals discover and
for them to inhabit, crust that sits on the surface experiment with the endless
calle r i e f r i e ri inal ener ie f t e n inci le
containment sphere, and ri t an t e r f un
He leaves, for reasons l an r ital un ac ine Dar ne T e re ultin
un n n after ealin i a ic i e irt t tran e
creation away inside a T e n er it t en ne creature
r tecti e ere rin f rt la t in f r
t e fr r i e rtal The strongest of these
T e reat r a i tant are humans, who serve as actors creature uic l a ert t eir
left behind to protect in t eir en le t rie superiority over humanity
r i e fr t e and pronounce themselves
n a e ne T e n a e c il i t e Di ine uler
9 cruelty towards mortals leads
The Unshaped are described t an u ri in T e ir t er i n ta l
a ein f ure tential absent in the face of this
scuttled across the Enamored with the mortal ne t rann rtal tan
1 urface f r i e rebellion, one of the alone in their battle with
covetously, imagining what Unshaped changes its t eir i ine a ter fter
a lie it in Drea t ec e real t e much violence, it is
are referre t a ir t er ulti atel u anit ri
and ingenious use of magic
11 it t e er a i tance that enables them to banish
man is able to defeat the an c ntain t e Di ine
Unshaped, and force them to uler e in t e
ta e ical f r ea en eal

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3RD AEON: THE AGE OF THE THREE EMPIRES 4TH AEON: THE SUNDERED WORLD NOW WELCOME
TO OUTER
WORLD

The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian

Blazing
Garden

Buried
Kingdom
Sol, the Sun Machine,
is shattered by Further
Exploration
Umbra Draconis

The Three Empires of


humanity unite
against the First Hero

3rd Aeon 4th Aeon


The Age of Three Empires The Sundered World
T e Di ine uler l al T e er f t e t e n T e ea en eal i
retainers are forced into i a r in f an ea ene t e un ac ine
hiding and mortals rise, trajectory, halts the sun i attere an uter rl
unopposed, to prominence machine and declares that lie urnt an r en
nce a ain humanity must live in
ar ne until it learn The wounded Hero, now
Many nations are born, but a u ilit an re ect n na e ulu retreat
clear triu irate e er e and creates an infant nation
enia a ri t an inin The Hero and his followers un er t e tatic un ac ine
in alian a real finall eclare ar n efiant
at e in a an le enia t e t i e an r t e a e f t e fallen
a c untr f ir n an ear f li f nati n T e T ree empires, desperate new
Empires unite against the in e er e ar un
T e T ree ire ec e Hero and engage in war t e fra ent f t e un
both the hope and terror of t itter an re lute ac ine t at fell t eart
t e a e in entin arrin
an e er e an in T e re ultin c n ict un The servants of the Unshaped
er rea t e un an t e Di ine uler ee t
Their abuse of destructive machine, and the world's re t re t eir a ter er
magic and technology l e t ra n i lain once more, and belligerent
rin uter rl terr r r a free
continued survival Humanity is victorious and
int ue ti n the Hero is repelled, but their Now a brave new generation
e ire lie in ruin f f l e l re t i ne
world, each with a different
an ur i r ee refu e hope in their hearts; will they
below ground while the be its salvation or
surface recovers from the its damnation?
ae n en in catacl

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There are predictions for the
CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

VON PEEBLE’S MAP

O U T E R
WISTFUL DARK p304
TWILIGHT MERIDIAN p306
BLAZING GARDEN p308
UNCHARTED p312

Crystalia
p305
Seven
Holy Isles
p307
Murk
p305

Shard
p305 Night
Haven
p307
Shadowed
Lands SH AD O WED S H I N I N G
p305 SEA S EA
Sunken
Isles
The Eaten p307
Isle
p305

Aiden
p305
Stahlfeld
W Y R MB LO O D p307
Hollow
WAVES Queen’s
Kingdom
p305

12
Approx. Intercontinental Travel times

1 week 2 weeks 3 weeks 4 weeks


19

1ST AEON: THE DREAMING


NIGHT TWILIGHT

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W O R L D WELCOME
TO OUTER
WORLD

BURIED KINGDOM p310


UNCHARTED p312 The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian
Taaga Blazing
Garden
p309
Galvanus Buried
Archipelago Kingdom
p307 Further
BR IGHTFOAM
Exploration
O C EAN

Thunda
Sands
p309
WY R M B LO O D
WAV E S

Sol Alliance
p309

No-Folk
Land
p309

Pride
Coast
p309

DAY TWILIGHT

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WISTFUL DARK

The furthest continent from the Sun Machine, a dark and melancholy realm
filled with an equal measure of fear and hope.

Sights & sounds Regional dynamics


It’s always night. Shards from the splintered Sun Machine
19 fell here. Those that control the light have
The environment is cool and crisp, the
living see their breath in the air. the power.
The landscape is eerie yet alluring. The last remaining Unshaped hide and
13 scheme in the shadows.
Restless mana and bioluminescent fungi
provide respite from the dark. The ruins of Akenia & Calian harbor
marvels and monstrosities from the past.
The presiding silence is broken by
17 keening spirits and the low groans of Tormented monsters roam the night,
the discontented. both terrifying and pathetic.
The Heaven Seal can be seen in the Stoic forces defend against the horde.
darkened sky. It’s cracking.

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Typical Adventures
CRYSTALIA
Reveal ancient conspiracies.
An isolated land of gossamer and glass.
No one who has ventured there has Pacify, or negotiate with, mischievous WELCOME
TO OUTER
returned. Some theorize it might be so fey and sentient flora. WORLD
beautiful that no one ever wants to leave. Retrieve rare and valuable plant species.
Typical Adventures The Octia
Scroll
THE EATEN ISLE
Explore elegant crystalline geography. Von Peeble’s
Map
Encounter truly bizarre beings. This once divine place is devoid of rational
Discover one of a kind treasures. life after a botched ritual. The isle’s Wistful
Dark
epicenter now sinks into a magical abyss.
Twilight
Typical Adventures Meridian
SHARD
Blazing
Raid the monasteries of the banished Garden
Shard Cities formed around the largest Divine Rulers. Buried
glowing fragments of the broken Sun
Machine, the light and warmth from which Battle unholy beasts. Kingdom

Further
attract the desperate. Shard Patricians Reclaim celestial relics. Exploration
control the cities, but the socio-economic
influence of the Guilds and the Church of
the Sacred Chain make ruling a delicate AIDEN
balancing act.
This military confederacy repels the
Typical Adventures Hollow Queen’s monstrous army from an
ancient fortified wall that divides the dark
Defend established trade routes. continent. The Red Blades, the nation’s
Explore strange ruins at the edges of elite troops, perform daring raids deep
the Star Shards’ light. into enemy territory.
Get embroiled in political ambition Typical Adventures
and corruption.
Defending the wall during a siege.
Slaying titanic creatures.
SHADOWED LANDS
Hunting down monsters that stalk the
There is no law or order in this haunting sewers or breach the wall.
landscape of fungal forests and tundra.
Nomads contend with the constant
threat of the restless dead and desperate HOLLOW QUEEN’S KINGDOM
raiders. The rag-tag Knights of the Lantern
The citizens of Calian were warped into
attempt to protect those most in need.
twisted demons and wretches, and their
Typical Adventures glorious queen reduced to a miserable
and spiteful creature. She commits
Escort nomad caravans. her ‘children’ to a relentless attack on
Battle with the cursed and corrupted. civilisation. Only Aiden stops the advance.
Contend with toxic environments. Her Beloved disguise themselves among
the influential and the powerful, seeking to
weaken the resolve of opposing states.
MURK
Typical Adventures
Murk, home of the fey, is said to contain Scavenging a city long lost to
portals that connect all the world’s great monstrous hordes.
forests together. The Formless Council of
Unshaped meet here, devising ways to Rescuing soldiers of Aiden.
return the world to the era of Dreaming. Seeking the counsel of Dark Magi.
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TWILIGHT MERIDIAN

On the cusp of dusk and dawn, the Twilight Meridian has no dominant land
mass but is instead a series of diverse and interrelated islands.

Sights & sounds Regional dynamics


The sun hangs permanently low. Coin rules, free trade for all.
20
The landscape is painted with long Independent island cultures collude and
shadows and glittering water. compete with each other.
The air is salty and carries the hypnotic The successful exhibit their wealth
12 sound of continuous waves. through the curation of fine art and
The weather is volatile: placid one exotic artifacts.
moment, violent the next. Large bustling ports attract ancient
4 Some islands float like clouds, others lie threats from the deep.
forgotten below the waves. Shinobi plot a rebellion against the elite.
Huge rusting structures, of forgotten Junkers live among the technological
purpose, are silhouetted on the horizon. miracles and dangers of the past.

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THE SEVEN HOLY ISLES GALVANUS ARCHIPELAGO

A glorious land of art, ingenuity and Known as the land of the Eternal Dawn,
WELCOME
perpetual strife. While recently united and considered the most beautiful place TO OUTER
under the banner of the Shogun, the in all of Outer World, Galvanus is a series WORLD
inhabitants still quarrel among each other of prosperous islands that function as
constantly. In Meikyuu, The City of Paths, a global trading hub. Natural beauty is
The Octia
there are whispers of a Shinobi rebellion. marred by the ugly truths of mercantile Scroll
warfare and piracy. The region’s wealthiest
Typical Adventures reside in Portia the Prosperous and their
Von Peeble’s
Map
Undermine a local lord. luxurious palaces are said to contain riches Wistful
from far flung places. Dark
Battle powerful dokabei sorcerers.
Twilight
Flush out (or assist) Shinobi rebels. Typical Adventures Meridian

Run dangerous errands for a Blazing


Garden
Merchant Scion.
NIGHT HAVEN Buried
Engage in maritime battles with pirates Kingdom
An artificial island constructed of Shade Iron and sea monsters.
Further
and overrun with unearthly climbing flowers. Recover lost items from abandoned Exploration
The Duke of Red Roses, the island’s immortal temples on behalf of a local Small God.
ruler, is charismatic and fair but there
are suspicions about what goes on deep
below the foreboding Castle Thornbeauty. SUNKEN ISLES
The Black Glove Cavaliers guard the Duke’s
dark secrets from nosey courtiers. Once considered a manifestation of the
Technocracy’s culture and benevolence,
Typical Adventures these floating cities were a way to expand
Assist the Black Glove Cavaliers with their empire without conquest and
an investigation. conflict. The events of the 3rd Cataclysm
left these constructs submerged.
Thwart the numerous schemes of a
malevolent immortal. Typical Adventures
Plumb the catacombs beneath a city to Make contact with strange
find a missing scholar. undersea inhabitants.
Rescue fishermen from Sea Witches.
STAHLFELD Explore a half-sunken fortress.
Much of Stahlfeld is dotted with ruins of
the fallen Technocracy of the Gley, where
drones wander over rust-covered salvage
yards. The few cities that exist here are
home to brave and ambitious Junkers
who make a prosperous, but risky, living
unearthing Techno-Relics. Most outsiders
arrive via the eccentric Port Bevel and
many gain employment via the Helical
Archive research facility.
Typical Adventures
Find ancient technologies for the
Helical Archive.
Destroy berserk war machines.
Bring ancient factories back online.

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BLAzING GARDEN

Bathed in the glory of the Sun Machine, the Blazing Garden is a bold and
bombastic place full of larger-than-life characters and creatures.

Sights & sounds Regional dynamics


It’s always day. Regulus, the immortal, has created a
7 vast kingdom under the remains of the
The sun is relentless, the horizon is
distorted with a shimmering haze. broken Sun Machine.
The roars of titanic beasts rumble like Beyond civilisation’s limited reach,
14 thunder in the distance. despotic warlords contend for territory.
The glittering cities are bastions of Ancient civilizations lament the
civilisation and comfort. dwindling number of draconic elders.
1 Unruly jungles, expansive deserts, and Shipwrecked off-worlders integrate with
untamed swamps dominate the land. Outer World’s indigenous folk.

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SOL ALLIANCE TAAGA

Named after the broken Sun Machine The final resting place of the Dawn Dragon
WELCOME
that hangs above, the alliance is unified is a splendid land of lush greenery and TO OUTER
by the uncompromising vision and might clear waters. The region provides an WORLD
of Emperor Regulus, the First Hero. The abundance of natural resources for the
region is famed for its sparkling capital local allied clans, which gives them the
The Octia
Aeon, the mightiest city, and its legion of trading leverage to rival even the Scroll
ferocious young warriors. Galvanus Archipelago.
Von Peeble’s
Map
Typical Adventures Typical Adventures
Wistful
Negotiate with imperial agents. Act as escorts for a member of the Dark

Prove your worth in the Arena. Dragon Clan. Twilight


Meridian
Seek out a unique tome in one of the Protect a village from a wild drake.
Blazing
vast libraries of the Alliance. Explore a long forgotten Garden
draconic shrine. Buried
Kingdom
NO-FOLK LAND Further
THUNDA SANDS Exploration
Thanks to the colossal creatures that feed
and roam freely in the region, No-Folk Home to the unruly but courageous
Land is regarded as an inhospitable place. Thunda Barbarians, the sands are revered
Despite this, some enterprising individuals as a place of true freedom and high
have managed to establish small adventure. While you’ll find respite in
settlements… only to find the neighboring one of the region’s oasis towns, you’ll
towns are only marginally more amiable have to contend with the blistering heat,
than the wandering beasts. rampaging mechanical monsters, and the
occasional resurrected Overlord.
Typical Adventures
Typical Adventures
Turning the tide in a border skirmish.
Hunting down a legendary monster. Ally with rowdy freedom fighters.
Stumbling upon an oddly abandoned Wrangle even rowdier beasts.
treasure horde. Break into the stronghold of a
powerful warlord.

PRIDE COAST

This once small nation rose to prominence


after the arrival and assimilation of the
Rai-Neko and their strange Startech
technology. Centered around Nyanko,
the city that grew around the site of their
crashed star vessel, it is a much more
orderly place than much of the Outer
World, though many credit its stability to
the region’s brutal justice system.
Typical Adventures
Assist Startech Technicians with
an experiment.
Deal with bandits and marauders.
Help ranchers round up some
escaped Bumpos.

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BURIED KINGDOM

Below the crust of the earth, an endless battle rages in the burrows and
caverns of the Underland.

Sights & sounds Regional dynamics


A realm hidden from the glare of the Choose a side in the Underland Conflict
6 Sun Machine. or be caught in the crossfire.
Twisting tunnels and cave complexes Forgotten cultures clash and oppose
amaze and confuse. encroaching regional powers.
19 The dim glow from subterranean slimes The most ancient of beings prevent
and gems lights the void. surface dwellers from learning
The sounds of the creaking earth and profound truths.
16 grinding gears echo from deep below.
Bombed out caverns are littered with
the war dead.

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OLD IRON LOST CRYSTAL

The industrious nation of Old Iron might The land of Lost Crystal is filled with
WELCOME
well be the first nation of Outer World. strange architecture and odd creatures TO OUTER
It was established aeons ago by the you will find nowhere else. It is the home WORLD
Dwarves after the Creator’s departure. Its of the eccentric Unterkin, who are the
population grew larger and more diverse supposed architects of Promise. The few
The Octia
when refugees were driven from the who have visited them often comment on Scroll
surface after the 3rd Cataclysm, with these how they manage to be both friendly and
Von Peeble’s
newcomers being quickly indoctrinated exceedingly unhelpful at the same time. Map
into the ways of this ancient kingdom.
Typical Adventures Wistful
Dark
Typical Adventures
Seek the assistance of an eccentric Twilight
Protect a train from New Ore Guerillas. artisan or master crafter. Meridian

Blazing
Destroy a menacing stone-beast. Defeat ‘nowhere’ creatures. Garden
Out a corrupt foreman. Search the immense crystal tomb of a Buried
fallen Unterkin. Kingdom

Further
NEW ORE Exploration
MACHINE LABYRINTH
Established by Goblins seeking a new
home after the end of the 1st Aeon, New This maze of twisted steel and circuitry
Ore is a free-wheeling society just a notch draws in junkers and adventurers like
above benevolent anarchy. New Ore has moths to flame. The Machine Labyrinth’s
always taken in the lost and unwanted, roving battle drones and shifting
and its population was varied even before architecture keep its secrets safe.
the Underland exodus that occurred at the
end of the last age. Typical Adventures

Typical Adventures Capture a stray drone for study.


Do battle with an extremely skilled
Repatriate isolated civilians. War-Mechanoid.
Assist civilians with Try to figure out where all those
community concerns. confounded passages actually lead.
Help tunnel diggers excavate an
ancient structure.
ENTRANCES TO THE BURIED KINGDOM

THE TUNNELS

The contested railways and abandoned


warrens betwixt Old Iron and New Ore
are a perpetual battlefield. The Tunnels
are home to a handful of unfortunates
who are trapped between the two warring
factions. There are claims that long-
forgotten places are hidden away within
this sprawling underworld labyrinth.
Formal entrances to the Buried Kingdom can
Typical Adventures be found in the Wistful Dark and the Twilight
Meridian, though many caverns and fissures also
Help a lost child find their family. connect to the underground realm.
Chase away strange and desperate
monsters of the deep.
Seek out an ancient Tunnel Sage.

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FURTHER EXPLORATION

Whilst you would need many lifetimes to explore every inch of Outer World,
there are also other realms beyond its horizons.

OUTER WORLD UNCHARTED THE HEAVEN SEAL

Nearly all of the inhabited parts of the The Heaven Seal is perhaps the single
Outer World are at least aware of each greatest magical achievement of any age:
other. There are no frontiers, but there are Seven Seals layered into a cosmic mandala
many geographical oddities; land warped that prevents the banished Divine Rulers
by the Unshaped, ruins of past kingdoms from re-entering the Outer World. The
obscured by arcane pollution, and ancient Seal is occasionally visible in the sky
structures buried beneath the surface. thanks to the waxing and waning of mana,
and is emblematic of mankind’s hope,
An attentive traveler will hear tales and determination, and hubris.
rumors of such places, some may even
stumble upon them by chance. No one knows what exists behind the
Seal. Have the Divine Rulers perished
Typical Adventures there? Or do they bide their time, waiting
Rescue a missing person from an for the Seal’s enchantments to fail so they
Unshaped noble’s hidden dreamworld. may wreak their revenge on Outer World?
Explore a city that has been sealed Typical Adventures
away by powerful magic for an aeon.
Seek the wisdom of an ancient deity
Scour a floating island that wasn’t there that calls from beyond the Seal.
just months ago.
Venture beyond the Heaven Seal to find
a crystal flower said to cure all disease.
10
Stop a zealot attempting to destroy the
seal via a powerful ritual.

18

20

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OTHER WORLD ELSEWHERES

WELCOME
TO OUTER
WORLD

The Octia
Scroll

Von Peeble’s
Map

Wistful
Dark

Twilight
Meridian

Blazing
Garden

This alternative dimension, confusingly While most of the Unshaped were forced Buried
Kingdom
referred to as ‘Other World’, is considered into physical form at the end of the 1st
arcane and mysterious to the natives of Aeon, there were many who escaped by Further
Exploration
Outer World. A few claim to hail from this slithering between small folds in reality.
strange realm and seek a way back, but There they found untouched realms
most folk can’t understand why as, by all brimming with primordial potential, and in
accounts, it seems like a dreary place. these places they continued to dream up
new worlds and strange creatures.
If somehow you manage to find yourself
here you’ll need to cover up those pointy Each Elsewhere was created by the
ears or you’ll get funny looks, you might dreams of an Unshaped and can be
even attract the attention of covert accessed through odd but seemingly
government organisations that track and innocuous gates. For example: paintings,
monitor the appearance of any trans- large cracks in the floor, or puddles of
dimensional trespassers. vintage alcohol. Elsewheres can differ
widely in scale and scope, ranging from
Typical Adventures the confines of a single mansion to an
Find a magical beast that’s been taken infinite void.
to the Other World and is now Typical Adventures
wreaking havoc.
Explore a strange dungeon, an Learn a ritual song from dancers for a
abandoned shopping mall which is now festival that never ends.
home to some unsavory creatures. Rescue a scholar who’s lost in the halls
Assist the heroes of the Other World of a library dimension.
in defeating a villain utilizing relics and Seek out an Unshaped warrior who
magic from the Outer World. remembers the weakness of a great and
terrible monster.

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11

17

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G A M E M A S T E R ’ S G U I D E

IV

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BEING A GAME MASTER

As a Game Master, you’ll enjoy a different kind of fun to the other players. You
won’t get to go on adventures, you get to create them!

RUNNING THE GAME


2
 Know the PCs: An understanding of
BEFORE A SESSION
the PCs’ Calling, Species, and Gear
 Know the rules: Have a good grasp of Abilities will help you design suitably
13 challenging situations.
the Focused Rules ( p215) so you don’t
need to constantly check things during  Know your Adventure: Know the
play. Cheat sheets are included in the characters and locations in your
19 Appendix for quick reference ( p450) Adventure ( p318) so you are prepared
 Know your players: Talk to them about for your players’ interactions with them.
their expectations and desires, so you Make yourself some easy-to-
can create Adventures that engage. reference notes!

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IV

DURING A SESSION  If a PC dies: Try to get the player back


into the game as soon as possible. They
 Provide useful descriptions: Keep could take over a Companion
BEING A GM
your narration short, evocative, and ( p183) or Ally ( p321), a new PC could
informative. Monologues will bore your be introduced in the next location or
players, and a lack of useful detail will scene, or maybe they could even come Running
leave them unsure of how to proceed. back as a Skeleman ( p404). the Game
Creating an
 Make the stakes clear: When the PCs  Be impartial: Don’t deliberately Adventure
are about to take a risky action, or one obfuscate information the PCs might Creating a
that will have lasting consequences, reasonably know. Warn them of any GMC
emphasize the potential dangers to the possible dire consequences to their Creating a
player before they act. This will make actions before they plunge in, then let Settlement

the result of any required Checks or the dice fall where they may. Creating an
Adventure
Contests more dramatic… and they  Expect the unexpected: While you Site
can’t say you didn’t warn them! might know where the PCs are heading Creating an
Adventure
 Prompt your players to act: At the for the next Session, don’t have Map
very least, end your descriptions with preconceived ideas of how events will
Creating
‘What do you do?’ If they are still play out. Let yourself be surprised, this Encounters
unsure… subtly present some options is the fun of being a GM. Creating a
with additional description or narration. Saga

 Keep things moving: You are in control RULES & ROLLS


of time in the game world, cut out
content that is not interesting or useful.  Making up rules: If a rule isn’t in the
Use the following techniques to help book, make something up. Discuss
you pace the action: and agree with your players how the
new rule works, and let them know
 Enter late: Set the scene then that it will need to be amended if it
start the action. Present a choice changes the game in unpredictable or
or unfolding situation as soon as undesirable ways.
you can.
 You choose when to roll: Remember,
 Leave early: If the tension or value you decide when a Check or Contest
of a scene is dwindling, wind it up is necessary, not the player. This allows
and cut to the next decision point. you to determine whether a suggested
 Montage: Fast forward through action just happens or is impossible.
what could be long, uninteresting  Narrate the rolls: Use the margin of
experiences to get to the next failure and success of the die roll to
moment that matters. help you describe the outcome. If
 Foreshadow: Signal the presence the roll beats the target number by a
of potential threats ahead of time. long way the success was effortless, if
Anticipation builds tension, tension the result was just below the required
creates engagement. number, describe a painfully close fail.
 Create meaningful choices: While not
every decision will be life or death, AFTER A SESSION
there should be a consequence to
decisions made by players. Make  Collect feedback: Find out what the
players feel like their PCs’ actions players enjoyed and what they did
impact the world around them. not. Discuss what they intend to get
their PCs to do next Session. This
 Keep everyone involved: Make sure
information will be useful to…
everyone who wants to speak has a
chance to do so, and check if everyone  Prep the next Session: Create notes
agrees with important group decisions. and update, or add to, your Adventure
as necessary.

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CREATING AN ADVENTURE

As Game Master, you’ll need to provide the PCs with a quest that involves a
collection of interesting locations and memorable characters.

Have a look through the Outer


World Regions ( p302) with your
players and pick an area everyone is
interested in exploring.

ADDITIONAL CONSIDERATIONS

Adventures, depending on taste, can vary


widely in tone and theme, ranging from
a petty dispute between two farming
communities to a harrowing crawl across a
monster-infested wasteland. When coming
up with an idea for your Adventure,
consider the following:
 Player Characters: Think about the
WHAT IS AN ADVENTURE? capabilities of your players’ PCs, then
create situations with them in mind.
An Adventure is a situation or event the For example, give the Sneak a chance
PCs get involved in. It could be a conflict, to be stealthy and the Champion a
a mystery, a journey, or a mixture of all challenging boss battle.
three. Unlike a story, an Adventure has no
plot or scripted sequence of events.  XP Rewards: Once you’ve discussed
A good Adventure will have the and agreed with your players what you
following properties: will award XP for ( p205), ensure your
Adventure provides ample opportunity
 Reasons to get involved: It could be to engage in those activities. For
responding to the heartfelt plea of example, if you’re going to reward
desperate villagers or the promise of combat then include plenty of
coin for undertaking a perilous mission. disagreeable monsters; if you’re going
Leverage what your players, and their to reward exploration then provide lots
PCs, are most likely to be motivated by. of hidden locations to discover.
 Multiple ways to resolve the situation:  Mature content: If required, discuss
Provide opportunities for the players and agree as a group whether your
to creatively resolve a situation. For adventure will feature graphic violence,
example, allow an antagonist to be sexual content, prejudice, or other
defeated using direct force, stealth, sensitive topics. Once agreed, all
or diplomacy. Create obstacles, players should respect and maintain the
17 not solutions. group’s decisions.
 Meaningful consequences: Make the
repercussions of the PCs’ intervention ADVENTURE COMPONENTS
tangible in the game world. Will the
8 villagers regard the PCs as heroes for Your Adventure will determine what
saving their town or did the temple locations and characters you’ll need
explode and reduce the local area to create. For example, if the PCs are
to ash? to escort a caravan across the Shadow
14
Lands then you might create a map, some
 Fantastical elements: Make the most of
merchants, and a host of undead bandits.
Outer World’s fantasy setting. Fill your
Adventure with strange beasts, magical
artifacts, and enchanted locations.
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GAME MASTER CHARACTERS (GMC) ADVENTURE SUGGESTIONS

Notable inhabitants of
BEING A GM
Outer World that help or ADVENTURE TYPE
hinder the PCs on their
Choose or roll an Adventure type
adventure. These include Running
quest-givers, allies, rivals, the Game
and villains. 1-5 Looming threat Creating an
Adventure
Creating Game Master Characters ( p320) Some external force threatens a Creating a
Settlement. Without intervention the GMC
place is doomed! Creating a
SETTLEMENTS Settlement
For example: Soldiers or bandits
Creating an
Places for PCs to shop, rest, pillage and plunder, or an ancient Adventure
and plan. A Settlement beast poisons the local wildlife. Site

might be under threat Creating an


Adventure
and in need of assistance, 6-10 Fetch quest Map
or simply provide a Creating
convenient base Retrieve a relic or treasure from Encounters
of operations. an Adventure Site to prevent a Creating a
catastrophe or misfortune. Saga
Creating a Settlement ( p328)
For example: The sacred stones must
be returned to the temple or the Deva
ADVENTURE SITES will blight the harvest for 1000 years,
or retrieve the rare herbs required to
Places of danger or mystery revive a poisoned noble.
for the PCs to explore.
Commonly these are filled
with strange creatures, 11-15 Establish a truce
dark secrets, and Resolve a conflict between opposing
forgotten treasures. forces, or Settlements, before
Creating an Adventure Site ( p332) hostilities pass the point of no return.
For example: Stop two rival towns
escalating hostilities over fertile land
ADVENTURE MAP before everybody loses, or prove to
A map that shows the routes the warring kingdoms that they have
between Settlements and been tricked into conflict by the agents
known Adventure Sites. A of a shadowy organisation.
map is required for PCs
to journey across 16-20 Escort mission
Outer World.
Protect an important person or item
Creating an Adventure Map ( p344) from falling into the wrong hands.
For example: Sneak a dethroned ruler
ENCOUNTERS out of his fallen kingdom to keep the
rebel hope alive, or protect a supply
Unpredictable events that caravan on its way to a remote and
occur when the PCs go desperate village.
on a Journey or Explore
locations. Encounters
typically involve meeting
GMCs or Adversaries.
Creating Encounters ( p348)

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CREATING GAME MASTER CHARACTERS

Your Adventure will need a cast of interesting characters to help, hinder,


or confuse the PCs.

GMC TYPES

VILLAIN (BIG BAD)

Primary use: A Villain’s


schemes and activities
threaten the status
quo or obstruct
the PCs’ attempts
to accomplish their
objective. While the
villain could be the main
focus of one adventure they may also be
Game Master Characters (GMCs) not only a recurring presence in a longer Saga,
present dilemmas and challenges to the masterminding several scenarios that the
PCs or provide them with useful services Player Characters involve themselves in.
and information, but they can also be a Typical Villains: Wicked immortals,
source of emotional engagement for your corrupt but charismatic authority figures,
game. Your players will love to hate the ruthless mages, crimelords, and
big bad and they will develop empathy for would-be despots.
those caught in the crossfire.
Creating a Villain
Creating Game Master Characters  Villains can be seen as the heroes of
1. Determine the number and type of their own stories. Give your Villain a
GMCs required for your clear objective and a deeply held belief
chosen Adventure. that explains their course
2. Create and record the GMCs’ of action.
identities, names, and any game  Villains have victims. Whether
related information you think may directly or indirectly, create
be required during play. someone who suffers due to the
3. For Aptitudes, Abilities, and Villain’s machinations.
Combat Values use an appropriate  Villains have henchmen. Some are
Calling/Rank ( p12), Follower loyal, others reluctant. Depending on a
( p184), or Adversary ( p356). Villain’s resources they might even have
spies or armies at their disposal.
14 The GMC types presented here are  Villains have a base of operation. This
loose guidelines, and not rigid could be an Adventure Site such as a
archetypes. They can easily bleed
well-fortified base or a secret lair.
into one another, or even change
16 during the course of play. For  Consider giving your Villain a distinctive
example, a bitter Rival may become gift, an Ability or a magic item, that
a full-on Villain, and a grateful Quest enables them to dominate and exploit
Giver might develop into a true Ally. the people around them.
10
When role playing your GMCs,
put yourself in their shoes. Think
about their desires and fears when
deciding their words and actions.

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QUEST GIVERS RIVALS

Primary use: Quest Primary use: Rivals are


BEING A GM
Givers need assistance. not direct enemies,
They can provide the but compete with the
main invitation to PCs for attention, Running
participate in your fame, and fortune, the Game
Adventure, but also or they can just show Creating an
Adventure
smaller or less urgent up to complicate
Creating a
side quests. proceedings. GMC

Typical Quest Givers: Wealthy nobles, Typical Rivals: Mistrusting officials, Creating a
Settlement
house-bound witches, ambitious bakers, competitive adventure teams, jealous
Creating an
and desperate peasants. love-interests, and scorned allies. Adventure
Site
Creating a Quest Giver Creating a Rival
Creating an
Adventure
 Quest Givers have a problem they can’t  Rivals will have a goal or desire that Map
solve on their own. Either they lack time is aligned with the PCs, but have Creating
and ability or can’t be seen to intervene an opposing approach. They will Encounters
directly. undermine, question, or ridicule the Creating a

 Quest Givers want to claim, or reclaim, PCs’ plans. Saga

something of great importance, or  Rivals have something to prove. They


they are facing, or suffering from, an will sabotage their competitors or take
undesirable predicament. unnecessary risks to showboat.
 Quest Givers propose a reward for  Rivals are relatable. Whilst irritating
solving their problem. The reward will or disruptive, Rivals should also have
depend on what resources they have qualities that are admirable or valuable.
available and their level of desperation.
ALLIES
SERVICE PROVIDERS
Primary use: Allies
Primary use: PCs will believe in the PCs and
not always possess the can be called on, or
resources needed to volunteer themselves,
achieve their goals, to assist. Allies don’t
Service Providers offer solve problems for the
them the possibility PCs, just help out in
to procure assistance. any way they can.
Service Providers are
reliable as long as they are compensated. Typical Allies: Supportive courtiers,
mistreated citizens, and arcane librarians.
Typical Service Providers: Blacksmiths,
cartographers, bakers, apothecaries, and Creating an Ally
other experts.  Allies have a resource they can use to
Creating a Service Provider support the PCs’ efforts. This might be
political influence, a powerful item, or
 A Service provider will either run the time to perform laborious activities.
a Service ( p201), have a Crafting  Allies will have a limit to the amount of
Discipline ( p282), or have access to resource, and risk, they are prepared to
pertinent Tomes ( p176). commit to.
 Experienced or well-trained Service  Allies will have an ethical line that the
Providers may have a relevant Calling, PCs must not cross, otherwise they will
Ability and Traits that support their withdraw their assistance.
primary expertise.

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BASIC FOLK INTERESTING CHARACTERS

Primary use: The For more important GMCs, consider


characters milling adding a few more details to make them
around in the streets more interesting to interact with and more
of your Settlement memorable for your players.
can be used to
 Desires/Fears: What motivates them?
describe a region’s
Do they strive to become the best smith
social structure,
in Outer World or do they fret about
prosperity level, and
the town’s recent decline
general ambience.
in influence?
Typical Basic Folk: Villagers, shopkeeps,  Relationships: How are they connected
miners, refugees, traders, and nomads. to other folk in the Settlement? Do they
Creating Basic Folk: have a secret crush, a debt, or
local rival?
 Have a general description for your  Distinct names: Simple or distinctive
settlers or nomads. Buried Kingdom names will be easier for your players
Miners might collectively be described to remember.
as rowdy and rugged with a strong
sense of purpose, whereas refugees  Distinguishing features: What minor
from the Shadowed Lands might be physical or mental quirks does the
described as fearful and scrawny with character have? If the players can’t
desperate eyes. remember a character’s name, they’ll
certainly remember their flatulence,
 Have a list of occupations or tasks for sarcasm, or enormous purple hat.
your Basic Folk to perform, this will give
them purpose and routine when PCs  Purviews & Gear: For more important
observe them. GMCs, provide them with relevant
Purviews and Gear. A farmer might
 Have a list of typical names for your have a Purview for rearing livestock,
Basic Folk, this will help when the PCs and a well-dressed noble would have an
unexpectedly interact with one Authoritative Outfit.
of them.
If you’re comfortable, you can use
You can use the Tables in Homeland voices, facial expressions, and other
& History Tables ( p108) to give gestures to further bring your GMCs
you ideas for Elites, Commoners, to life.
and Outcasts found in each Region.

Also, remember there is guidance


on naming in Species ( p80).

Aptitudes & Combat Values: If Basic


Folk get embroiled in the action, use the
Aptitudes and Combat Values below.
19

6 MIGHT +0 1
6 DEFT ATTACK HEARTS
15 6 GRIT
6 INSIGHT 10 Average
6 AURA DEFENSE SPEED

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EXAMPLE GAME MASTER CHARACTERS

Villain Quest Giver


Lord Vertex Mucky Paws BEING A GM

Skelemaster ( p406) Factotum, Rank 1 ( p16)


Running
the Game
The wonders of the past can Creating an
inspire us to make a better Adventure

future, don’t you think? Creating a


GMC
Creating a
Settlement
Creating an
Adventure
Site
Death can’t stop me! Creating an
You think you can? Adventure
Fleshy Fools! Map
Creating
Encounters
Creating a
Saga
What’s that, my
dear? Of course I
haven’t forgotten.
I don’t have much
but... if you help me,
I can help you!

Villiany: This cruel noble and his wife Quest Giving: This budget-restricted
were cut down by ‘traitors’ who academic ends up having to do most
opposed their warmongering; he is of her own field work, but will try to
now looking for a way to bring his recruit the PCs with an impassioned
beloved back from beyond the grave. plea and promises of treasure.
He can be found mooching about his Stationed in Homble ( p330), she is
forgotten mansion with a small band investigating the site of a historic
of loyal Skelemen ( p404). battle involving powerful machines.

Role Playing Notes: Has a penchant Role Playing Notes: Naively


for fine wines and foods. When optimistic and prone to deliver
talking in his nasally voice, he will excitable exposition.
occassionaly break off mid-sentence
to respond lovingly, and obediently, Traits: Determined (+2 Grit)
to a voice no one else can hear.
Abilities: Factotum Starting Abilities,
Gear: Soul Stone. This gem contains Rai-Neko Innate Abilities.
the soul of his wife. Vertex just needs
to figure out the ritual, and prepare a Gear: Forgotten Lore Tome,
suitable body, for his spouse to return Machines of the Fallen Empires
as a Skelemonarch ( p408). ( p176), various archaeological tools.

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EXAMPLE GAME MASTER CHARACTERS

Service Provider Rival


Fizz Triboulet
Basic Folk ( p322) Sneak, Rank 1 ( p22)

If you can’t be
happy... be drunk.
Buuuurrp!!

It’s my own special blend


of ale. It’s a little bit
different every time. Fortune favors the
fa t an t e fien i

I’ll be taking that!


Thanks again for all
your help.

Service: Currently lives and works in Rivalry: This rogue always seems to
the Grimy Guts pub, providing Basic be after the same treasure as the
and Advanced Cooking services. PCs. Typically he, and his theatrical
adventuring companions, will let
She specializes in potent potions and
them do the hard work, then swipe
dangerously strong liquor.
the prize at the last moment.
Her casual mixology results in a
regular supply of unpredicatable Role Playing Notes: Uses theatrical
elixirs that she sells on the cheap. speech and gesture, and always has
to have the last word.
Role Playing Notes: Chaotic, hyper,
While ruthlessly opportunistic, he’ll
5 with a frightfully short attention span.
never take advantage of the
mistreated or downtrodden.
Gear: Her ‘Experimental’ potions
may include Additives unknown to
9 Traits: Acrobatic (+1 Deft), Pain
the PCs or suffer from a Side Effect
averse (-1 Grit), Eloquent (+1 Aura).
( p295).
Abilities: Sneak Starting Abilities.
13
Gear: Thrown Weapons (Knives x6),
Appealing Outfit.

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IV

Ally Background Characters


Brave-Dame-What’s-Her-Name Homble townsfolk BEING A GM

Champion, Rank 3 ( p28) Basic Folk: Lumiflorists, pop factory


workers, shroom pickers ( p322) Running
the Game

ura e frien Creating an


Adventure
t e ni t f antern
are here. Creating a
GMC
Creating a
Settlement
Creating an
Pick pretty pink petals Adventure
(Homblelite tongue twister) Site
Creating an
Adventure
Merona is the Map
best boss ever! Creating
Encounters
Creating a
Saga

et fi t ac t e
shadows. Together we keep
t e a e f e ali e

Ally: Will support and assist PCs who Daily Routine: Most folk take shifts
seek to improve the safety and living assisting Merona in the Pop Plant, a
conditions of the Shadow Land folk. brave few harvest the glowing
flowers found in Blackmoor Woods.
As a senior member of the ill-funded
The town is also home to more
Knights of Lantern, she will offer
conventional foragers
what little resources the order
and farmers.
possesses in the name of a worthy
cause. She will also lend her mace
Role Playing Notes: Homble’s
when required.
people are generally happy and
Role Playing Notes: Booming voice, willing to share, but are not naive.
unwaveringly positive, gives They find Large Species fascinating
everyone the benefit of the doubt. and are likely to stare, stalk, and
pester them.
Abilities: Champion Starting Abilities
(Favored Weapon: Mighty), Abillities: Most Homblelites know
and Valiant. the places with the most delicious
tubers and mushrooms, making them
Gear: Heavy Armor, Combination
excellent Guides for the area.
Weapon, Mighty/Utility (Torch).

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GMC SUGGESTIONS MINOR QUIRK


Choose or roll a minor quirk (or two!)
VILLAINOUS MOTIVATION
1 Forlorn
Choose or roll a villainous motivation

2 Pedantic
1-2 The world is a cruel place, so I
shall be crueller.
3 Excitable
3-4 We’re all out for ourselves in
the end, I’m just honest. 4 Stubborn

5-6 There’s no turning back now. 5 Pushy

7-8 It is only natural for the weak 6 Sarcastic


to bow to the strong.
7 Vain
9-10 I must find the limits of my
strength and ambition. 8 Thoughtful

11-12 If my loved one suffered, then 9 Parental


everyone should.
10 Unflappable
13-14 Witless fools! Once all is said
and done, you’ll thank me. 11 Nervous

15-16 Everything is just so... 12 Tidy


tiresome.
13 Morose
17-18 I am an artist and destiny is
my canvas. 14 Dramatic

19-20 When this is over I’ll be more 15 Quiet


powerful than ever.
16 Booming

17 Tactile

18 Clumsy

19
19 Flatulent

20 Fidgety
5

14

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IV

PROFESSION PROMINENT ACCESSORY


Choose or roll a profession (and adjective) Choose or roll a prominent accessory
BEING A GM
Adjective Profession
1-2 Flowing scarf
1-2 Renowned Healer Running
3-4 Billowing cape the Game
Creating an
3-4 Talented Politician Adventure
5-6 Enormous hat Creating a
GMC
5-6 Retired Adventurer
7-8 Giant ribbon & bow Creating a
Settlement
7-8 Mysterious Armorer Creating an
9-10 Huge boots Adventure
Site
9-10 Fugitive Criminal
11-12 Sparkling jewellery Creating an
Adventure
Map
11-12 Charlatan Herbalist
13-14 Chunky belt Creating
Encounters
13-14 Ambitious Researcher Creating a
15-16 Pouches & pockets Saga

15-16 Inept Historian


17-18 Spectacles
17-18 Reclusive Performer
19-20 Distinctive tattoos
19-20 Inventive Philosopher
BACKGROUND CHARACTERS
CLOTHING COLOR Choose or roll an appearance (and adjective)

Choose or roll a color for their attire Adjective Appearance

1-2 Shades of grey 1-2 Rowdy Well-dressed

3-4 Soothing black 3-4 Cautious Scruffy

5-6 Earthen tones 5-6 Docile Similar

7-8 Gentle green 7-8 Jovial Diverse

9-10 Milky white 9-10 Secretive Young

11-12 Sky blue 11-12 Humble Old

13-14 Daring crimson 13-14 Arrogant Flamboyant

15-16 Luminescent yellow 15-16 Proud Dowdy

17-18 Candied pink 17-18 Dignified Rugged

19-20 Prismatic smorgasbord 19-20 Fearful Scrawny

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CREATING A SETTLEMENT

Most Settlements in Outer World develop independently from one another,


and so often vary wildly in size and purpose.

SETTLEMENT FUNCTION

Choose a primary reason for your


Settlement’s existence.
Common examples include:
 Ports: Provide access to sea or
air passage.
 Market towns: Provide access to a
broad range of stalls and
specialist goods.
 Refuges: Provide a place for the weary
and the desperate to shelter.
A Settlement can be a relatively peaceful  Mines/Farms/Oases: Provide access
safe haven for your PCs to plan, rest, and to shops and crafts related to a local
recover, or a place in desperate need natural resource.
of the PCs’ specialist services, or even  Outposts/Keeps: Provide a fortified or
contain problematic locations like deep defensible location near a dangerous or
sewers, abandoned buildings, or other contested boundary.
potential Adventure Sites. Is the town
being pestered by monstrous raiders?
Have the villagers contracted a strange SETTLEMENT SIzE
illness? Does the economy revolve around The size of your Settlement will determine
its world famous hot spring? the amount of Services available to the
PCs and the other inhabitants.
Creating a Settlement
Use the following as a guideline:
1. Choose a Settlement Function.
This is the purpose the Settlement  A single dwelling: Room & Board
serves in the world. 1-10 residents
2. Decide on the Settlement’s Size.  Hamlet: Room & Board
3. Choose the Services available at + 1 additional Service
the Settlement. Population approx. 100
4. Decide on the Settlement’s form of  Town: Room & Board
Governance. + 2 additional Services
Population approx. 1000
7 5. Give your Settlement some Local
Flavor. Name your Settlement and  City: Room & Board
invent some details that make your + 3-5 additional Services
place feel unique. Population approx. 10,000
19 6. If desired, create a map for  Metropolis: Room & Board
your Settlement. + 6 or more additional Services
Population approx. 100,000
10 Think about whether the Settlement
is growing or declining. Are there
large areas of abandoned buildings or
is the Settlement a construction site?

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IV

SERVICES LOCAL FLAVOR

Choose services that fit your Settlement’s Add a few details to differentiate your
BEING A GM
location, size, and function. Settlement from neighbouring locations.
 Room & Board ( p201) You could consider:
Running
 Workshop Rental ( p201)  General description: Describe the the Game

 Treatment Service ( p201) general atmosphere and look of the Creating an


Adventure
 Crafter Commission & Repair ( p202) Settlement. Is it well maintained or run-
Creating a
down? Are the buildings made of stone GMC
 Recreational Attractions ( p202) or mud? Creating a
 Paw Post Service ( p202)  Diet: Delicacies and regional cuisine. Settlement

 Intercontinental Travel ( p203) Is the diet dull and unpalatable or Creating an


Adventure
 Shops (Armories, Adventurer addictively delicious? What local plants Site
emporiums, book sellers, etc…) or creatures can be eaten? Creating an
Adventure
Once you’ve decided on the Services  Customs: Festivals, events, Map
available at your Settlement, you add any superstitions, and practices. Do they Creating
extra details you desire. For example, remember important historical figures Encounters

create menus or price lists, give them or host spectator sports? Creating a
Saga
characterful names, and create GMCs  Language: Greetings, sayings, and
( p320) to run them. slang terms. Do the people offer each
other supportive platitudes, like ‘Go
Location matters. A cultural hub
well friend’, or are they expected to
might have a curiosity shop and a
town on the edge of a monster zone show reverence to their leaders, such as
might have a specialist armory. ‘All hail the duke!’
 Landmarks: Add a striking natural,
fantastical, or architectural feature. This
GOVERNANCE
feature will dominate the Settlement
Decide how your Settlement is run. A and give it unique character. For
small hamlet might look to a trusted example, does it hang off a cliff face or
member of the community to make the is partially buried below ground?
big decisions, whereas larger Settlements  Name: Give your town a distinct or
may have officials who determine and descriptive name for easy recall.
maintain the local laws.
Keep in mind the Region the
Forms of governance include: Settlement is in, as it might
influence the local flavor.
 Anarchy: No enforced order. It could
be either peaceful and harmonious or
chaotic and dangerous.
SETTLEMENT MAPS
 Commune: A council of elders, or
similar forum, discusses and votes on A Settlement map is not always required
issues openly. as you can just describe and narrate
 Democracy: Elected officials represent traversing the streets to the players.
the best interests of their citizens… However, a simple sketch pointing out key
Most of the time. districts, where the local services are, and
other important features will provide your
 Autocracy: All decisions are made by a players with a better sense of place.
self-appointed, or ordained, individual.
A map would be required if the
Most towns will have a group of Settlement comes under attack, or is
‘enforcers’ depending on Settlement subject to hostile occupation, as you
size, it could be anything from local then might treat the Settlement as a
tough guys to a well run constabulary. Battlefield or Adventure Site.

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EXAMPLE SETTLEMENT

Settlement
Homble, Wistful Dark

The Pink Petal 1 Merona’s Pop Plant


Room & Board High-end Workshop,
(Hearty Meal) Cooking

Sheriff’s Office
Residence & Jail

Settlement function & size Services Homble is mostly populated by


Hamlet, population100. Chibs ( p325), so many things
1. The Pink Petal are smaller than expected.
Distillery for Merona Pop, the Small rooms, big breakfasts. Mind your head!
signature line of magical Room & Board, with Hearty
refreshments created by the Meal ( p201).
Troubles
famed local baker.
2. Merona’s Pop Plant. Ruff Riders, the bandit gang
High-end Workshop, roaming Blackmoor Woods,
Governance Cooking ( p201). have been more aggressive
12 Most disputes are resolved with than normal. This has resulted
a communal vote. 3. eriff ffice
Residence & jail. in ifficultie harvesting the
The sheriff will step in to l in er fr t e
resolve emergency situations. Warped Meadow ( p340) that
cal a r
11 are an essential ingredient of
Notable residents In spite of being located near Merona Pop.
the edge of the Shadowed
Merona, celebrity baker. Lands, Homble does its best to A stranger has turned up in
be a cheery, bright place. town with serious wounds, they
14 Eveready, sheriff.
arrel f lu i er light the talk in their sleep of an ancient
Tella, the stranger. weapon and evil plot.
town, which also provide it with
Mucky Paws ( p323), a pleasing and distinct scent.
3rd Aeon archaeologist.

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IV

SETTLEMENT SUGGESTIONS SETTLEMENT GOVERNANCE


Choose or roll a leader
BEING A GM
SETTLEMENT TYPE Adjective Leader
Choose or roll a Settlement
1-2 Wise Elder Running
Adjective Function the Game
Creating an
3-4 Temperamental Child Adventure
1-2 Bustling Port
Creating a
GMC
5-6 Superstitious Council
3-4 Chaotic Market Creating a
Settlement
7-8 Ambitious Mage Creating an
5-6 Fortified Keep Adventure
Site
9-10 Misguided Warrior
7-8 Declining Mine Creating an
Adventure
Map
11-12 Ailing Noble
9-10 Expanding Farm Creating
Encounters
13-14 Deceitful Monster
11-12 Remote Entrance Creating a
Saga

15-16 Morbid Godling


13-14 Historic Outpost
17-18 Jovial Judge
15-16 Serene Refuge
19-20 Anxious Crook
17-18 Deserted Metropolis

19-20 Ramshackle Resort SETTLEMENT TROUBLES


Choose or roll a trouble
LOCAL FLAVOR
1-2 A competing settlement
Choose or roll a local flavor

3-4 Marauding monsters


1-2 Under the shell of dead titan
5-6 Diminishing resources
3-4 Built on a Float Stone island
7-8 A problematic Faction
5-6 Situated amongst ancient ruins
9-10 A terrible secret
7-8 Contained in a giant spire
11-12 A tyrannical leadership
9-10 On a mobile platform
13-14 A curse
11-12 In a precarious location
15-16 A rampaging colossus
13-14 Home to domesticated beasts
17-18 A missing person
15-16 Dedicated to odd traditions
19-20 A strange illness
17-18 Known for its unusual cuisine

19-20 Infested with small creatures

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CREATING AN ADVENTURE SITE

Adventure sites are remote places of interest for the brave and curious. While
often dangerous, they always have something worth discovering within.

ADVENTURE SITE CONCEPT

Choosing a clear concept for your


Adventure Site will help you create a place
with a distinct and cohesive experience.
When coming up with a concept, consider
the following:
 Theme: Think of a structure or place
and then add an evocative adjective.
For example, ice castle, sunken temple,
toxic jungle, or cursed clearing.
 Key challenge: Decide on the primary
impediment that the PCs will face
An Adventure Site can be anything from
at the Adventure Site. For example,
an abandoned city protected by ancient
dangerous inhabitants, magical puzzles,
machines, to a mobile fortress filled with
mechanical traps, or
monstrous raiders. While almost any place
crumbling architecture.
of interest can be an Adventure site, they
should always be interesting enough to Of course you can have multiple
warrant the player’s time. Aim for a blend themes and challenges in a single
of peril and wonder. Adventure Site but limiting it will help
provide it with a unique identity.
Creating an Adventure Site
1. Create a Concept. A theme that ADVENTURE HOOKS
pervades the Adventure Site.
An Adventure Hook provides a reason or
2. Set Adventure Hooks. A series of motivation for your players to visit your
reasons to visit the Adventure Site. Adventure Site. For example, is your site
3. Add some Atmospheric Flavor. the lair of a troublesome beast, the source
Details that make the Adventure of magical pollution, or the last known
Site an interesting space to explore. whereabouts of a powerful relic?
4. Create a Map. A series of When creating your Adventure Hooks,
connected Locations that the PCs consider what the players, and their PCs,
can move through. need to achieve:
5. Describe the Locations. Define
what’s in each Location and what  Are they trying to learn something?
13
challenges it presents to the PCs.  Are they trying to find something?
This includes choosing Guardian  Are they trying to stop something?
Encounters ( p236).
2 6. Create an Encounter Table Your Site can and should have
multiple Adventure Hooks! The Battle
( p348) for Wandering Encounters
Princess might be there to save the
( p236). These are the creatures villagers but the Sage might be there
7 that move throughout the to retrieve forgotten knowledge.
Adventure Site and may turn up
when the PCs make noise or take Your hooks will be even more
compelling if they are linked to the
their time when Exploring. agreed Achievement XP ( p205).

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ATMOSPHERIC FLAVOR  Sensory feedback: When describing


your Adventure Site to your players,
Try to cultivate a distinct atmosphere and appeal to their senses: BEING A GM
sense of place for your Adventure Site.
 Sights: Is it a dark and gloomy cave
When designing the Site, consider or bright and colorful meadow?
Running
the following:  Sounds: Can they hear footsteps the Game

 History: Has the site been recently echoing through the corridors Creating an

constructed or is it a ruin of the past? or chirping insects in the Adventure


undergrowth? Perhaps there’s only Creating a
If it’s a ruin then why was it built? deafening silence. GMC
Add some physical evidence to your Creating a
Locations that hint at the site’s original  Smells: Does the stench of carrion Settlement

purpose and history. For example, a fill the air or do blossoms emit a Creating an

castle’s broken battlements hint at a sweet fragrance? Adventure


Site
forgotten siege or a lingering dark mist  Feel: Is the floor sticky underfoot Creating an
might warn of an ancient hex. or does a warm breeze brush Adventure
Map
If the site is new, what necessitated against their skin?
Creating
its construction and what makes it  Foreshadowing: Judiciously placed
Encounters
dangerous? Is it a make shift camp warnings about imminent danger Creating a
Saga
for ruthless outlaws or a newly help build tension whilst exploring
excavated mine that has unleashed Adventure Sites. For example, piles of
buried horrors. crunched bones signal the existence
Creating a sense of history will of a heavy-jawed predator and the
give your players the impression distinctive scent of perfume warns of
that the world they are exploring the Waste Witch’s recent presence.
does not revolve around them,
Tension is created when your
that it existed before they arrived
players are anticipating something
and will persist after they’ve gone.
horrible but don’t know when or
where they will face it.
 Ecology: What’s the environment like at
the Adventure Site? What sort of flora
and fauna would thrive there? Is it a
toxic area filled with bacterial slimes or
an intensely magical zone that supports
strange mana-dependent plants?

You could design some simple


food chains to help create the
illusion of a functioning habitat.
For example, large corrosive slugs
feed on the Snapweeds, which in
turn snatch Ghostflies and other
passing bugs out of the air.

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CREATING AN ADVENTURE SITE MAP  Adding Access Points: When


conceiving ways to move between your
An Adventure Site Map is simply a set of Adventure Site’s Locations, consider
connected Locations. The map is used adding loops and shortcuts
when the PCs Explore your Site. to provide players more choices
during exploration.
Creating an Adventure Site Map Don’t just connect your internal
1. Create a layout with 5-10 Locations Locations together with doors. Use
( p336). windows, shafts, vents, and atria to
2. Give the Locations names or create more interesting ways to enter or
numbers for referencing later. bypass specific Locations.

3. Join the Locations together to Some Access Points might only allow
create Access Points ( p232). Small Species to squeeze through.

4. Mark the Access Points that will Some Access Points may be initially
serve as the entrance and exits to hidden from the PCs and may only be
your Adventure Site. noticed if they Inspect the Location. For
example, vegetation obscuring a tunnel
entrance or a rug over a trapdoor.
You don’t have to be an artist or
create an accurate plan, your map  Entrance and exits: Consider making
can simply be a set of nodes joined access to the Adventure Site a
together with lines. challenge. For example, is there a moat
Of course, you can create Sites with
or ravine to cross or are the visible
as many Locations as you want, but entrances heavily guarded?
players can explore smaller Sites in Add more than one entrance to present
one or two sessions and they are players with tactical choices. For
at less risk of becoming repetitive.
example, will they prefer to sneak in the
Consider making several related
Adventure Sites rather than a single back door or bluff their way in through
large one if you have a big idea! the main gate?
Also think about what useful
information the PCs could discern from
MAP LAYOUT
the Adventure Site prior to entering.
When designing your map consider: For example, can they see any lights
on inside or get a sense of the size and
 General layout: When mapping out layout of the Site?
your Locations, think about how the
Mark on your map additional
site was created. For example, natural information that might affect
caverns would have an organic layout the players’ navigational
as they were created by a geological decisions. For example, ‘At the
process, whereas a constructed site T-junction do you descend the
would have a more deliberate layout. stairs towards the source of
the foul smell, or move through
 Location function: Create Locations that the crumbling archway towards
6 are congruent with your Site’s current, the thunderous snoring?’
or original, function. For example, a fort
would include an armory, barracks, and
13 a gate house, whereas a palace might
include a grand hall, multiple bedrooms,
and extensive gardens.
Also, think about how the inhabitants
18 are currently using the space. For
example, where do they eat, sleep, etc?
Perhaps there is a Location dedicated
to a specific task or ritual.

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IV
EXAMPLE ADVENTURE SITE MAP
Adventure Site
Titan Grave, Wistful Dark BEING A GM

Running
the Game
5 Skull Creating an
Interactive Adventure
Creating a
GMC
Claw 4 Creating a
Trap Settlement
Creating an
Adventure
Site
p338 Creating an
Adventure
Map
Creating
Encounters
Creating a
3 Heart Saga

Guardians

Chompa Bones 2

p382
1 Entrance

History 1. Entrance 4. Claw ( p338)


This Calian bio-colossus was There is an obvious and Trap
felled by a strike to its Core hazard-free entrance to the An enormous bony hand
Point. A Techno-Relic lodged in site. Approaching from any has created a makeshift
its heart prevents the Titan other angle will require a bridge to the Titan’s skull.
from regenerating. risky and tedious climb. The presence of magical
energy may trigger it to
Ecology 2. Chompa Bones close suddenly.
Creatures that enter the site are These bones appear
rapidly consumed by the almost polished. The 5. Skull
Titan’s support organisms, Chompa’s yield ( p369) Interactive Element
which patrol the site looking can still be harvested. At the zenith of the site is
for matter to convert to bio-fuel the scarred head of the
to maintain the Titan’s stasis. 3. Heart Titan. Inside, the remains of
Guardian Encounter a pilot sit in a chair
Wandering Encounters surrounded by controls
Under the Titan’s shattered
that are labelled in Dark
Digestive Enzymes x6, breast plate lies the
Tongue. With the right
reskinned Goops ( p382). luminous heart, pulsing
knowledge, the Titan can
slowly despite having a
be powered down which
Sensory feedback giant ballista bolt lodged
deactivates the Enyzmes.
in it. The heart is
An acrid smell and gentle
permanently guarded by
purple glow permeate the site.
2 Enzymes.
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CREATING LOCATIONS  Interactive elements: Is there a portal


that leads to different Locations
Locations are self-contained experiences depending on the orientation of a
within your Adventure Site. An individual control dial, or an alchemist’s lab filled
Location can pose a specific challenge to with color-coded potions? Interactive
the players or simply be used to build the elements provide your players, not just
Site’s atmosphere. their PCs, with a challenge that can’t
just be resolved with a good die roll.
Creating a Location Avoid puzzles that only have one
1. Decide if there is a Challenge at solution or, if you do use these, have
the Location. failure result in a disadvantage or
set-back rather than a dead end.
2. Decide on the type and level of
Challenge at the Location.  Environmental hazard: Is there a
fast-flowing river blocking the way or
3. Think about any rewards that will
an unreliable rope bridge crossing the
be extracted from the Location.
ravine? Non-combat challenges will test
4. Describe your Location. the PCs’ Abilities, Gear, and wits.

Vary the type and level of challenge


between Locations to create a blend
LOCATION CHALLENGES of high and low drama.

Challenges include:
LOCATION REWARDS
 Guardian Encounters: Is there a
sleeping guard or sentry drone at Location rewards include:
the Location? If there is a Guardian
Encounter ( p236), consider adding  Information: Is there anything to learn
elements to the Location that will make from the Location? For example, a
the interaction more interesting. For mural might depict a monster’s weak
example, adding pillars might create spot or the remains of a previous
a Sheltered Battlefield Area during a adventurer might yield a useful map.
Fight, or a gravel floor could provide a  Treasure: What valuable items can
Minor Penalty for Stealthy Movement. be retrieved from the Location? For
 Traps: Is there a tripwire or pressure- example, a chest full of coins or an
sensitive flagstone that sounds the ancient Imbued Weapon.
alarm or sets off an eviscerating booby
trap? Traps are set to alert Adventure DESCRIBING A LOCATION
Site inhabitants of unwanted intruders
or to protect their valuables. For each Location think about:
Failing to detect and bypass a trap  First impressions: What are the first
should create a complication for the things the PCs will notice on entering?
PCs. For example, tripping an alarm  Special senses: What additional details
9 will limit the amount of time they have are revealed to PCs that can see in the
in the Location before guards turn up, dark, sense magic, or possess another
or passing a hex line might inflict them extraordinary sense or knowledge?
with an inconvenient Ailment ( p268).
11  Inspection: What is revealed on
Set traps in logical places so Inspection or detected with an Insight
players will blame themselves for Check during Stealthy Movement?
a lack of caution. Make traps with
deadly consequences immediately  Battlefield: What potential Battlefield
1 Areas and Conditions will apply if a
evident to the PCs, so the focus
of the challenge is on figuring out Fight breaks out?
a way to bypass or disarm it.  Access points: What entrances and
exits lead to and from the Location?

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IV
EXAMPLE LOCATIONS

Guardian Encounter
The Shackled Deity BEING A GM

High Challenge, Red Mountain Sanctum, Blazing Garden


Running
the Game
Creating an
Adventure
Creating a
GMC
Creating a
Settlement
Creating an
Adventure
Site
Creating an
Adventure
Map
Creating
Encounters
Creating a
Saga

First impressions: A huge motionless Inspection: The hood has “Let none
figure levitates in front of a large pass” emblazoned on it in
door. Its head is covered with an Bright Speech.
oversized metal hood.
A thin, but noticeable, circle
The stone floor surrounding the surrounds the figure. PCs with
figure is shattered and covered in magical knowledge might know the
dried blood splatters. god cannot leave the circle.
Special senses: Those sensitive to Battlefield: Due to its uneven
mana will detect a powerful Bright surface, the area inside the
energy emanating from the figure’s containment circle is Precarious
metallic hood. ( p251).
This may be a Sage familiar Access points: The door is the
with Bright Magic or a PC primary entrance to the
equipped with a Scanner
Red Mountain Sanctum.
( p181), you decide
who notices it! If the players figure out a way
to scale the perimeter wall, or
Attention: The figure is a minor deity find another way to gain access
which has been magically bound to to the Sanctum, let them. Don’t
the location. force a battle to happen!

It has been forced to attack anyone


attempting to access the doorway.

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EXAMPLE LOCATIONS

Trap
Claw of the Titan
Moderate Challenge, Titan’s Grave, Wistful Dark

First impressions: A giant boney arm Inspection: Vein-like tubes, filled with
acts as a makeshift bridge between a faint luminous liquid, seem to
the lower area of the Titan’s Grave slowly throb.
Adventure Site ( p335) and the huge
exposed skull situated at the top of a Battlefield: Difficult footing makes
steep mound. the arm Precarious ( p251).

Special senses: Bright or Dark The claw is high up, so being shoved
Aligned characters will feel an off would result in Falling/Impact
unpleasant tingle when travelling Damage ( p267).
along the arm. There is a disruption Access points: The skull can be
in the flow of mana. entered by hopping off the end of a
Attention: If a Magical Ability is talon and into a softly glowing
activated while on the hand, or if an eye socket.
individual with 3 or more Allegiance You can decide PCs need to
1 Points passes over it, the claw will make a Deftness Check to hop
snap shut. across to the skull if you want
to increase the sense of
Everyone in its grasp must make a danger and tension.
19 Deftness Check or suffer a Severe
Moving down the forearm will bring
Injury. The claw resets to an open
you back to the base of the mound.
position after 1 Turn.
3

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IV

Interactive Element
Shaft 2 BEING A GM

Flavor, Manathene Refinery, Twilight Meridian


Running
the Game
Creating an
Adventure
Creating a
GMC
Creating a
Settlement
Creating an
Adventure
Site
Creating an
Adventure
Map
Creating
Encounters
Creating a
Saga

First impressions: This large atrium If your players like puzzles,


you can devise a visual code
stretches the entire height of the
for them to decipher. If they
structure and has several openings do it quickly, maybe they can
leading off it at various heights and avoid a Wandering Encounter!
positions, but there is no obvious way
to access them. Battlefield: Depending on their
relative positions, some cubes might
In the middle of the room is a series be considered Isolated ( p250).
of floating platforms, each inscribed
with graphic symbols. As the GM, you can opt to require a
Might or Deftness check to leap onto
All entrances to the atrium have a nearby cubes. Failure might leave the
glowing panel next to them. PC Toppled ( p271).
Special senses: Bio-Mechanoids will Falling from higher cubes will result in
sense the platforms can be spoken to Falling/Impact Damage ( p267).
in Bit Stream and that they can be
asked to reposition themselves. Access points: The many hallways
leading off the atrium are numbered
Inspection: Symbols on the platforms and color-coded.
seem to match those on the control
panels by the door.
Those that can read Gleysian Code
can control the platforms so it is
possible to access the desired exit,
otherwise if the PCs Linger ( p235)
to experiment they will figure it out.

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EXAMPLE LOCATIONS

Environmental Hazard
Warped Meadow
Moderate Challenge, Barkmoor Woods, Wistful Dark

First impressions: The woods open Inspection: Throughout the meadow,


up into a large clearing. A meadow of strange figure-like mounds are
pink, glowing flowers light up the nestled among the flowers (previously
surrounding tree line. Putrefied victims!).
The wreck of an ancient vehicle sits in Those familiar with Techno-Relics will
the center of the meadow. deduce that the vehicle was some
kind of war machine designed to fire
Special senses: Those with huge ballista bolts.
heightened smell can detect the
scent of volatile mana. It seems as if a part of the vehicle is
missing. The more technically minded
Attention: For every 2 Turns spent in may think it was some kind of escape
the meadow, a PC will gain a random pod and be able to guestimate its
Gift ( p206). likely trajectory.
Gaining 4 Gifts requires you to make Inspecting key Locations should
7
an Aura Check or you’ll become reveal new insights or rewards
Putrefied ( p270). so players must decide whether
investigating is worth the risk.
Once outside the circle you’ll return
3 to normal after 24 hours. Battlefield: Anyone inside the
wreck is Sheltered ( p251) from
Being inside the wreck shields you external attacks.
from the warping effect of
13 the meadow. Access points: The path through
Barkmoor Woods ( p346) can be
re-entered from either side of
the clearing.

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IV

Flavor
Hall of Truths BEING A GM

No Challenge, The Creator’s Reliquary, Buried Kingdom


Running
the Game
Creating an
Adventure
Creating a
GMC
Creating a
Settlement
Creating an
Adventure
Site
Creating an
Adventure
Map
Creating
Encounters
Creating a
Saga

First impressions: This quiet, sterile Inspection: Cubes are labelled in


hall is both mundane and grand at Creator’s Script. Subjects include:
the same time. The Promise Project, Art, Starmaps,
and other topics that will baffle Outer
The hall is lined with hundreds of World’s scholars.
shelves full of neatly stacked cubes
that contain a strange glowing liquid. Battlefield: The space between the
shelves is Cramped ( p250).
Special senses: Everything feels alien
and unreal to those sensitive If scaled, the tops of the shelves are
to ‘otherworldliness’. Isolated ( p250).
Attention: A suppression field Any Abilities that require sound are
prevents any sound from being made unusable while the room is muted.
inside the hall.
Access points: There are two tall,
A switch on the wall is able to featureless doors, one at each end of
unmute the room. When audible the the hall. The doors are indistinct from
glowing cubes emit a soft hum, and one another.
footsteps generate an eerie echo.
The ancient information contained in
the cubes can only be retrieved with
a special device, found elsewhere in
the Reliquary.
Items that can be collected, or
can be used in other parts of
your Adventure Site, will
promote exploration.

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ADVENTURE SITE SUGGESTIONS ADVENTURE HOOKS


Choose or roll an Adventure Hook
ADVENTURE SITE TYPE
1-2 Retrieve a legendary relic
Choose or roll an Adventure Site (and adjective)

Adjective Site 3-4 Recover lost tech

1 Crumbling Tower 5-6 Visit a reclusive individual

2 Frozen Temple 7-8 Harvest valuable materials

3 Submerged Forest 9-10 Deal with a troublesome beast

4 Burning Isle 11-12 Access a magical portal

5 Moving Castle 13-14 Conduct, or halt, a ritual

6 Hidden Cavern 15-16 Solve an eldritch mystery

7 Overgrown City 17-18 Stop a sealed entity escaping

8 Confusing Dimension 19-20 Prevent a magical catastrophe

9 Haunted Machine
RESIDENT VILLAIN
10 Toxic Wasteland Choose or roll a Villain (and adjective)

Adjective Villain
11 Infinite Library
1-2 Cunning Noble
12 Immortal Faculty
3-4 Lonely Monster
13 Lifeless Prison
5-6 Misunderstood Asura
14 Floating Laboratory
7-8 Incompetent Undead
15 Spiritual Hotel
9-10 Charming Beast
16 Cursed Observatory
11-12 Ambitious Warrior
7 17 Buried Factory
13-14 Bored Spirit
18 Enchanted Vault
8 15-16 Wicked Witch
19 Sentient Grave
17-18 Deranged Synthetic
20 Alien Elsewhere
19
19-20 Intellectual Godling

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LOCATION ATMOSPHERE INTERACTIVE ELEMENTS


Choose or roll the atmosphere Choose or roll an interactive element
BEING A GM

1-2 Eerily serene 1-2 Portal or teleportation circle


Running
3-4 Oppressively gloomy 3-4 Locked doors with colored keys the Game
Creating an
Adventure
5-6 Ethereal and melancholic 5-6 Security system Creating a
GMC
7-8 Radiant and hopeful 7-8 Floating guide light Creating a
Settlement
Creating an
9-10 Alive and dynamic 9-10 Musical glyphs Adventure
Site

11-12 Homely and quaint 11-12 Secret paths or short cuts Creating an
Adventure
Map
13-14 Filthy and foul smelling 13-14 Changing water levels Creating
Encounters
Creating a
15-16 Dark but comforting 15-16 Long distance communicators Saga

17-18 Sterile and lifeless 17-18 Morphing architecture

19-20 Jubilantly sinister 19-20 Control room full of levers

LOCATION TRAPS ENVIRONMENTAL HAzARDS


Choose or roll a trap Choose or roll an environmental hazard

1-2 Access point seals after use 1-2 Chasm to cross

3-4 Obscuring miasma 3-4 Body of liquid to cross

5-6 Toxic fog 5-6 Access point sealed off

7-8 Magical hex 7-8 Access point out of reach

9-10 Pitfall 9-10 Unstable

11-12 Burning blast 11-12 Vision obscured

13-14 Divides the PCs 13-14 Slippery to traverse

15-16 Release the beast 15-16 Slow to traverse

17-18 Call the guards 17-18 Harmful

19-20 Rock fall or crushing threat 19-20 Suffocating

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CREATING AN ADVENTURE MAP

Your Adventure Map shows the position of, and distances between, your
various Adventure Sites, Settlements, and other notable locations.

POINT & ROUTE PLACEMENT

When drawing your map consider:


 Navigational choice: When connecting
your Map Points together, provide
alternative routes that create a
navigational decision. For example,
one Route requires the procurement
of specialist gear to traverse but the
alternative is much longer and means
you may arrive after the despicable
ritual has been completed.
 Hidden Map Points: These
An Adventure Map is usually a small Local disconnected Adventure Sites, or
Map, but scenarios focusing on travel may isolated Settlements, are not connected
span an entire Region. A good Adventure by existing Routes and can only be
Map aims to provide players with a sense reached by Trailblazing ( p226). When
of scale, scope, and intrigue. placing your hidden Map Points, locate
them inside a Map Zone or specific
Creating an Adventure Map area that provides the players with a
1. Mark your Adventure Sites and small region to focus their search on.
Settlements on your Map and link This avoids direction-less exploration.
them together with Routes, For example, Dizer Gren’s old archives
as required. are rumored to be somewhere in the
Dawnwards Hills.
2. Delineate any distinct Map Zones
that you want to have different  Destination choice: Create a dilemma
Map Encounters or apply the for the PCs about the order in which
effects of Adverse Terrain ( p225). they should explore the Adventure
Map. For example, should the PCs
3. If desired, add smaller points of immediately proceed to the village
interest on your map. about to be sacked by the Villain, or risk
4. Prepare descriptions of terrain, turning up late to seek advice from the
weather, flora, and fauna for your wise woman about his weak spot?
Map or Map Zones.  Long Routes: If there are many days of
5. Create an Encounter Table travel between your key Map Points,
4 ( p348) for your Adventure Map add Small Points of Interest ( p345) to
or Map Zones. These are things make the Journey more memorable.
the adventurers may come across
along their journey. Put as much effort into designing
5 your Adventure Maps as you would
your Adventure Sites.
Your initial Adventure Map only
needs the Points related to your
Adventure. You can add more later
9 as the scope of the game expands.

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IV

MAP zONES SMALL POINTS OF INTEREST

Whether your Adventure Map is Break up long stretches of wilderness


BEING A GM
comprised of one large Zone or several between your primary Settlements and
connected smaller ones, consider: Adventure Sites with smaller locales. These
could include: Running
 History: Think about what formed the Game
the landscape. Was it carved out  Mini Adventure Sites: A structure or Creating an
by a magical catastrophe, a natural area comprised of only 1 or 2 Locations Adventure
geographical process, or was it ( p336) or Encounters Creating a
artificially constructed? ( p348). For example, a Grim Wing GMC

 Terrain Type: How easy is it to traverse nesting in a crumbling turret or a Creating a


Settlement
the Zone? Do the PCs require special mysterious shrine that harbors a curious
Creating an
equipment to avoid harmful or artifact. Adventure
Site
debilitating environmental effects?  Landmarks: These notable features
Are navigational Insight Checks assisted present no challenge but can be used Creating an
Adventure
by wide open vistas, or hindered by an as navigational aids or to add character Map
oppressive mist? to the landscape. For example, a Creating
 Encounters: What sort of characters strange obelisk or distinctive clearing. Encounters
Creating a
and creatures would inhabit the  Single residences: These homes or Saga
Zone? What is their reason for being buildings allow you to place interesting
there? Use this information to guide or useful GMCs ( p320) outside of a
your choices for the Adventure Map’s Settlement. For example, a witches’
Encounter Table ( p348). Crafting Workshop or an Inn that is a
 Hunting/Foraging: When PCs search useful source of local rumors.
for food during Camp Activities
( p229), how abundant are supplies? Is
there anything unusual about the area’s
flora or fauna?

For your Map Zones, create a list of


key words, phrases, or notes that
will help you narrate the sights and
sounds the PCs experience as they
travel through and move between
the different Zones.

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EXAMPLE ADVENTURE MAP

Local Adventure Map


Twinfell, Wistful Dark

Barkmoor Wood

Encounter Zone
p350 Titan Grave
6
Adventure Site
Escape Pod 7
1 day p335
p335
Mini Site

Warped Meadow 4
Mini Site 2 days
p340 1 day
p340

Clearing 3
Mini Site 5 Boo’s Hut
1 day Single Residence
1 day

Homble 2
p330
Village
1 day
p330

1 Cloudhaven
Approx. 1 day’s travel Sky Port
Path (on foot)

History 1. Cloudhaven 5. Bitty Boo’s Hut


Twinfell was the site of a past Sky Port Single Residence
battle between two heroes from A small but important trade This famed Chib gadgeteer
opposing empires. The rituals hub for the region. does not appreciate visitors,
and war machines utilized killed unless they bring her a
them both and left arcane scars 2. Homble ( p330) Techno-Relic to examine.
across the land. Village
A quaint and sleepy town, 6. Titan Grave ( p335)
Terrain source of a popular line of Adventure Site
13 Barkmoor Wood dominates the alcoholic potions. The resting site of the fallen
region, an unusually lush area giant Calian bio-machine,
that feeds off the mana-rich soil. 3. Clearing now partially buried. While
The topology undulates with Mini Site inert, it occasionally twitches
4 unnatural craters and valleys. Trees have been cut back et e an ient re e
and the soil excavated, the
Encounters dig site looks like it was 7. Escape Pod
The road to Cloudhaven is abandoned in a hurry. Mini Site
3 relatively safe, and Encounters A metallic dome, almost
here will be mostly benign, but 4. Warped Meadow ( p340) entirely covered in moss.
entering the Barkmoor Wood Mini Site Inside are skeletal remains
Zone prompts a roll on an A metal structure rusts and information about the
Encounter Table ( p350). a i t l win wer historic battle.

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ADVENTURE MAP SUGGESTIONS MAP (OR zONE) FEATURES


Choose or roll a feature
BEING A GM
SMALL POINTS OF INTEREST
1-2 Rough and jagged
Choose or roll a small point of interest
Running

Mini Adventure Site


3-4 Teeming with life the Game
Creating an
Adventure
1 Monster nest or lair 5-6 Densely filled with structures Creating a
GMC

2 Bandit camp 7-8 Open and desolate Creating a


Settlement
Creating an
3 Gate or portal 9-10 Dominated by a body of water Adventure
Site

4 Broken machine 11-12 Altered by magic Creating an


Adventure
Map
5 Ancient statue or monument 13-14 Home to an enormous creature Creating
Encounters
Creating a
6 Tomb or burial chamber 15-16 Requires specialist vehicle Saga
to traverse
7 Asura/Deva shrine
17-18 Requires Extreme Weather
8 Fallen beast Outfit ( p172) to traverse

9 Embedded weapon or object 19-20 Strange weather

10 Trap or cage FLORA & FAUNA

Environmental Choose or roll a distinctive flora or fauna

11 Chasm or pit 1-2 Animated plants

12 Blocked path 3-4 Glowing flowers or berries

13 Pond or pool 5-6 Oversized fruit

14 Drastic temperature change 7-8 Musical insects

15 Large, distinctive tree or plant 9-10 Observant birds

Abode or business 11-12 Curious reptiles

16 Guide’s cabin 13-14 Brightly-colored mammals

17 Scholar’s study or observatory 15-16 Synthetic organisms

18 Hermit or guru’s retreat 17-18 Pervasive odor, sweet or foul

19 Crafter’s home and workshop 19-20 Water-based ecology

20 Room & board

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CREATING ENCOUNTERS

The characters and creatures found at an Adventure Site, or encountered on a


Journey, provide the PCs with unpredictable physical and social challenges.

E ENCOUNTER TYPES

The type of Encounters you choose


should make sense in the context of your
Adventure’s locations and environments.
Encounters should also be an appropriate
blend of the dangerous and the benign.
For example, you might have weary
refugees in a war-torn area and ravenous
insectoid predators in a toxic jungle.

COMBAT ENCOUNTERS

Predatory monsters, enemy patrols, or


An Encounter can be anything from other malign entities that, if the odds
a talkative travelling merchant to are favorable, will Fight ( p244). When
a bloodthirsty band of Skelemen. creating a Combat Encounter consider:
Encounters should aim to either reinforce
your Adventure’s sense of place, provide  Scale of threat: From a lone Mange
the PCs with new information, or present Bandit scout to a squad of Giga Gruun.
a potentially dangerous situation. Make the players think about whether
a confrontation is actually necessary.
Creating an Encounter Some Encounters might not offer much
of a challenge but others might be
1. Determine the type of Encounter
incredibly difficult, and worth avoiding.
you want to create.
When picking opponents:
2. Choose and create the number
 Think about what Abilities and
and type of GMCs ( p320) or
Gear the PCs possess and decide
Adversaries ( p356) that will be
whether you want to exploit or
involved in your Encounter.
reward their choices.
3. If desired, create a Mood Table for
 Use Adversaries of a similar
your Encounter.
number and Rank if you want a
more balanced Encounter.
Creating an Encounter Table
 Consider whether you want some
1. As a guideline, create 5-10 enemies to arrive or engage after
Encounters per Adventure Site or a few Turns, so the PCs are not
1 Map Zone. immediately overwhelmed at the
2. Allocate ‘No Encounter’ to start of a Fight.
numbers 1-10, and then allocate  Mixed foes: Mixing foes forces your
the numbers 11-20 to your players to make interesting tactical
4 created Encounters. decisions. For example, how will the
PCs get at the troublesome spellcaster
standing behind a wall of brutish
9 minions? Should the PCs target the
enemies’ mounts first, to nullify their
speed advantage, or go straight for the
riders and hope for a swift take down?

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 Battlefield: Trees, pillars, pits, ravines. ATMOSPHERIC ENCOUNTERS
Think about how the location or terrain
might offer unique combat challenges Shimmering mana-moths that momentarily
BEING A GM
or opportunities. Consider creating a settle on the Sage’s staff, tiny Maintenance
Battlefield that skews in favor of the Drones that whir and beep whilst carrying
Adversaries, after all it’s their home turf. out their programmed duties, or other Running
 Consequences: The outcome of a Fight Encounters that create atmosphere but the Game

may have wider consequences than present no risk or reward to the PCs. They Creating an

immediately obvious. Think about what can also be used to foreshadow more Adventure

will happen if the patrol doesn’t report significant Encounters. Creating a


GMC
back or the scout escapes? The enemy Creating a
camp will now be on high alert and MIXED ENCOUNTERS Settlement
might prepare an ambush. Creating an
Adventure
An Encounter can be a blend of Combat, Site
SOCIAL ENCOUNTERS Social, and Atmospheric, or quickly change
Creating an
from one type to another depending on Adventure
Nomadic merchants, cranky hermits, or the PCs’ actions. For example, helping Map

other talkative beings that might be minor resolve a dispute between two squabbling Creating
Encounters
Quest Givers ( p321) or require the PCs to wizards may backfire and result in a
Creating a
Negotiate ( p238). When creating a Social violent conclusion. Saga
Encounter consider:
 Situation: Create a situation that MOOD TABLES
presents a choice or dilemma to your
Intelligent Encounters will react
players. Is the farmer searching the
appropriately to the situation at hand.
woods for his missing child? Are the
For example, responsible town guards
PCs interested in buying the stolen will question suspicious looking PCs
magic items the rogue is offering? rather than lead with an attack. Use an
 Consequences: Think about what the Adversary’s Mood Table, or the generic
PCs might lose or gain from one below, when you are unsure of how an
the interaction: Encounter should react to the PCs.
 If the situation is handled badly, Choose or roll a Mood
how will this impact the PCs?
Examples include: denial of
service, losing out on useful info, 1-5 Friendly
or the creation of a negative local
Reputation ( p279). 6-14 Indifferent
 If the situation is handled well,
how might this reward the PCs? 15-20 Hostile
For example: Learning useful
knowledge or rumors, discounts
Adding an element of chance to an
on service, or gaining a new Encounter prevents programming
Ally ( p321). your players to attack everything
they meet.
Remember to reward heroic
behavior and good deeds with
positive consequences. For OTHER ENCOUNTER TABLES
example, helping a farmer in need
may get the PCs free Room & Board Adventure Sites and Maps are not the only
when they arrive at his hometown. times you can create Encounter Tables.
You could create a Table for moving about
a busy metropolis or to reflect a significant
game world event, such as an invading
army’s occupation or the aftermath of a
magical catastrophe.
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EXAMPLE ENCOUNTERS

Map Encounters
Barkmoor Woods
Choose or roll a Map Encounter

1-10 No Encounter: The leaves rustle, birds chirp, insects chitter.

11-13 Ambush victims: Basic Folk x4 ( p322)

Situation: These workers were clearing part of the woods,


but were chased off by angry ‘forest spirits’. If encoun-
tered, they will be lost, hungry, and confused. They may be
hiding, caught in a trap, or on the run from a real or
imagined threat. The PCs must earn their trust.
Consequences: If calmed and assisted, they will tell the
PCs they have been paid by a local antiquities researcher
to locate some technology purportedly buried somewhere
on the Duskward side of the woods.

14-16 Chompa pack: Chompas x3 ( p368)

Situation: These Chompas have plenty to eat in the forest,


and so are usually sleeping or grazing peacefully
unless bothered.

17-18 Ruff Rider scout: Mange Bandit x1 ( p400)

Situation: The scout has been directed to look out for


anyone who is attempting to cut back the woods. Unless
surprised by a group moving stealthily, the bandit will be
hiding from sight. They will try to escape at the first sign
of trouble.
Consequences: If captured or coerced, the scout can
inform the PCs about their leader’s plan to stop the
researcher’s attempts to dig up Barkmoor forest. If the
scout gets away, they will inform the Rider Patrol of the
PCs’ whereabouts and capabilities.

19-20 Ruff Rider patrol: Mange Bandit x4 ( p400), Proudhound x1 ( p402)


2 Situation: This group has lived in the Woods for some time
and do not take kindly to strangers. They have gotten
suspicious recently thanks to a group of outsiders
chopping down trees and other nonsense. If challenged,
12
this rough bunch will fight smart, using their home terrain
to their advantage. They are not exceptionally violent and
will only kill if forced.
8 Consequences: Polite trespassers may get away with a
warning. If the patrol is pacified or reasoned with, the PCs
may be able to broker a deal between the researchers and
the Ruff Riders.

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ENCOUNTER SUGGESTIONS ATMOSPHERIC ENCOUNTERS


Choose or roll an inspirational place or moment
COMBAT ENCOUNTERS BEING A GM

Choose or roll an opponent (and adjective)


1-2 A moment of silence
Running
Adjective Opponent 3-4 A source of magical Additives the Game
Creating an
Adventure
1-2 Greedy Rogues 5-6 Somewhere a secret is held Creating a
GMC
3-4 Eager Beasts
7-8 Entrance to another site Creating a
Settlement
5-6 Desperate Vagabonds Creating an
9-10 A flock of beautiful creatures Adventure
Site
7-8 Territorial Wildlife
11-12 Something’s final resting place Creating an
Adventure
Map
9-10 Wary Adventurers
13-14 A strange mechanism Creating
Encounters
11-12 Relentless Guardian Creating a
15-16 Abandoned living quarters Saga

13-14 Brash Spellcaster


17-18 An odd rune inscription
15-16 Hungry Ghosts
19-20 A breathtaking vista
17-18 Zealous Warriors
ENCOUNTER COMPLICATIONS
19-20 Terrifying Monster
Choose or roll a complication

SOCIAL ENCOUNTERS 1-2 A slippery surface


Choose or roll a traveler (and adjective)
3-4 An annoying trap (Restrains)
Adjective Traveler

5-6 An alarm
1-2 Distressed Outcast
7-8 Mistaken identity
3-4 Confused Innocent
9-10 A fire trap (Burn Injury)
5-6 Wise Beast

11-12 A cursed or faulty relic


7-8 Cheerful Guide

9-10 Lost Scholar 13-14 A pitfall or tunnel

11-12 Weary Sellsword 15-16 A barrier or divide

13-14 Miserable Behemoth 17-18 Another adventure team

15-16 Wounded Sentinel 19-20 An unstable structure

17-18 Friendly Spirit

19-20 Lonely God


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CREATING A SAGA

A Saga is a string of Adventures following Set your next Saga in the aftermath
the same PCs through their rise in Rank. of the previous one. The exploits of
When developing your Saga, consider: the old PCs have passed into lore;
maybe a few are still around and have
 Saga structure: The Adventures in need of spirited young Adventurers.
your Saga can be completely unrelated
to each other, or they could be linked
together with a uniting theme or a set SAGA SUGGESTIONS
of reoccurring characters. You can also
switch it up depending on your group’s THE SAGA IS ABOUT…
current focus and interests.
Choose or roll a central conceit
 Start small: Start with one simple
Adventure. Maybe just a Settlement
troubled by a ne’er-do-well that resides 1-2 An ancient treasure: Follow the
in a nearby Adventure Site. clues spread across Outer World to
locate, or unlock, a powerful treasure.
 Add a big bad: The machinations of
a super powerful Villain ( p320) can
provide a persistent source of tension 3-4 A conflict between kingdoms:
for your Saga. This big bad could be a Escalating hostilities between powerful
well-known figure or a secretive puppet nations threaten all living things.
master. Include a cast of unsavory
henchmen for the PCs to run into 5-6 A wicked plot: A shadow spreads
before they confront your big bad. across the land with the growing
 Add a patron: A wealthy or powerful ambition of its instigator.
Quest Giver ( p321) who employs the
PCs to procure relics or run dangerous 7-8 A strange visitor: The visitor pits
errands will be able to provide a steady the most powerful Adventurers
stream of Adventure Hooks ( p332). in Outer World against one another.
 Scale up: As the PCs rise in Rank,
increase the challenge and stakes of 9-10 A lost city: A metropolis from a
your Adventure. Low Rank PCs will be previous aeon surfaces, causing ripples
solving local problems, but as they rise in the surrounding regions.
in power they should be dragged into
regional and global conflicts. 11-12 A cursed land: The hex can
 Progress organically: Don’t plan too only be broken by a relic, or individual,
far ahead, let your Saga unfold based in a faraway land.
on the exploits of the PCs. Think about
how the key GMCs will react to current 13-14 Ancient machinery: A device
events and how this might alter the reactivates, causing magical pollution
course of the Saga. and opportunities throughout the land.
4
 Turning points: During your Saga add
pivotal moments that, as a result of the 15-16 A massive labyrinth: A
PCs’ actions or the passing of time, sprawling complex develops under a
alter the game world irrevocably. A large city seemingly overnight.
1
kingdom falls, a ritual is completed, a
curse is lifted. 17-18 A dark secret: In the wrong
 The end: Your final Adventure should hands this forbidden knowledge will
17 provide closure. Have a final showdown bring about the end of the 4th Aeon.
with the big bad, set the climax in a
fitting location, and discuss how the 19-20 A mythic creature: The hunt
PCs will spend their retirement. for a legendary creature causes chaos.

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IV

WHO CAN HELP…


7-8 A grim warrior: Who bears deep
Choose or roll a few Allies scars upon their body and heart.
BEING A GM

9-10 An influential patrician: Blind to


1-2 A desperate waif: They possess
the harm they do in the pursuit
something very important. Running
of wealth. the Game
Creating an
3-4 A clandestine organization: Who 11-12 An ancient order: Dedicated Adventure
seeks to preserve Outer World. to the cause, no matter the cost. Creating a
GMC
Creating a
5-6 An intelligent monster: 13-14 A wicked magician: Who Settlement
Somehow connected to the events at shows little concern for ordinary folk. Creating an
hand. Adventure
Site
15-16 A tragic paladin: Who will Creating an
7-8 A scholar: With rare and protect what they love without question. Adventure
pertinent knowledge. Map
Creating
17-20 An immortal evil: Who is Encounters
9-10 A merchant: An opportunistic slowly reclaiming their power. Creating a
but honest fellow. Saga

11-12 A diviner: Who shows up at WHO’LL COMPLICATE THINGS…


the oddest places and times. Choose or roll a few wildcard GMCs

13-14 A martial order: Protectors


1-2 A curious artist: Who sees the
willing to lay down their lives for a
chance to create something great.
worthy cause.

15-16 A comforting figure: Who will 3-4 A grifter: Who keeps trying to
always provide the deserving a hot con the wrong person.
meal and a warm bed.
5-6 Soldiers: Who have a job to do.
17-18 An old adventurer: Who’s
seen and done it all before. 7-8 An undying entity: Who is
currently content to just observe.
19-20 A fairy: Duty bound to act
as destiny’s guide. 9-10 A sentient artifact: Somehow
linked to the quest at hand.
WHO IS CAUSING TROUBLE…
11-12 A capricious spellcaster: Who
Choose or roll a few Villains is too curious for their own good.

1-2 A wretch: Who possesses 13-14 A daring thief: Who seeks


unearned power, and is poisoned both treasure and thrills.
by illusions of grandeur.
15-16 A ‘Chosen One’: Whose path
is strangely intertwined with the PCs.
3-4 An affable rogue: They are
crueler than they seem.
17-20 A rival adventure team: Who
are in way over their heads.
5-6 A sullen sorcerer: Who must see
this path through to the end.

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20

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A D V E R S A R I E S

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ADVERSARIES
From ancient war machines to supernatural beings, there are a myriad of
unusual opponents willing to confront the PCs on their adventures.

6 USING ADVERSARIES

Adversaries provide a physical threat or The ready-to-use example Adversaries


obstruction that the PCs must defeat, listed are not exhaustive, and GMs are
avoid, or convince in order to progress. encouraged to customise or create their
14
own monsters and antagonists.
Adversaries are primarily used as Site
Encounters ( p236) or Map Encounters
( p228) but can also be used as Villains,
18
Quest Givers, or other significant
GMCs ( p320).

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ADVERSARY DESCRIPTIONS APTITUDES & TRAITS

Adversary’s Primary Aptitudes ( p431) are


ADVERSARIES
RANK & MENACE marked with (P), the values are based on
their Rank and are modified by their Traits.
An Adversary’s Rank, just like a PC’s,
Using
informs the Adversary’s Aptitudes and The displayed values factor in the Adversaries
Combat Values, as well as indicating the Adversary’s Traits. The exact Traits and
Asura, Lajja
number and potency of their Abilities. modifiers are recorded as a footnote so
Bizzer
they may be redistributed to create any Swarm
Menace describes the type of threat an desired differentiation between multiple Blaster Mage
Adversary provides to PCs of a Adversaries of the same type.
similar Rank. Chompa
Traits also provide useful adjectives Chosen one
Menace types include: when describing, or role playing,
Demon,
the Adversary. Blighted
 MOOK Not powerful on their own,
Drones
they’ll usually work together under the
control of a Boss. ADVERSARY INFO Goop
Giga Gruun
 BOSS Roughly as powerful as a single
Category: This describes an Adversary’s
PC. Bosses are often local Faction thematic type, and includes:
Grim Wing

leaders or serve a more powerful Killservants


Mega Boss.  Beast: Weird and wonderful animals. Lalka

 MEGA BOSS Rare and extremely  Celestial Order: Individual beings Master
Villains
powerful opponents with Abilities that attached to the former celestial order:
Mundymutts
make them a match for a group of PCs Devas, Asura, Small Gods, and
by themselves. Divine Rulers. Skelemen
Shadow
 COLOSSUS Beasts so large that fighting  Folk: Beings that live in recognisable Beast
them requires the use of the Colossal communities and interact with PCs just Tiny
Combat rules ( p264). A Colossus is like regular Folk. Unhelpful
Cloud
also a match for a group of PCs.  Monster: Unique creatures that don’t
Undead
have a place in any other category. Peddler
Use Rank & Menace Type as a guide
when creating Encounters for your Includes entities like the stubborn dead Unshaped,
Adventure Sites and Maps, but and the Unshaped. Bellzuub

remember you don’t have to Urarani


balance Encounters precisely. Size: Adversaries that are anything Creating
Running into an unstoppable army other than Medium will have a size- Adversaries
or a defenseless child scout will related Ability denoting the deviation.
present an equally interesting
dilemma for your players. Those that fall into the playable Species
Sizes ( p106) are subject to the same
benefits and drawbacks as the PCs.
COMBAT VALUES
Tiny, Massive, and Colossal Adversaries
Combat Values show the Adversary’s will refer you to any additional rules for
Attack Bonus, Hearts Total, Defense interacting with them.
Rating, and Speed Rating.
Allegiance: Just like PCs, some Abilities
The displayed values factor in any Abilities grant Adversaries Allegiance Points which
or Gear the Adversary has. The modifiers align them to the cosmic forces.
are recorded as a footnote so they may be
removed when necessary. For example,
a Speed Bonus would be removed from ANNOTATED ILLUSTRATION
the Defense Rating if the Adversary was
The illustration will help you describe the
adequately Restrained.
Adversary and the annotations provide a
concise summary of its Abilities and Gear.

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QUICK FACTS PCs with a relevant Ability, such as


Healer’s Hands ( p18), might also be able
These short descriptive sentences guide to extract Crafting Materials ( p288) or
you on how to use and run the Adversary. Additives ( p291) from a monster corpse.

Habitat: Where they’re usually found.


MOOD TABLE
Combat Gear: What they are
typically equipped with. When an Adversary is a chance encounter
you can choose or roll on its Mood
Communication: What spoken Table to see how it reacts to the PCs. In
languages or other forms of addition, a situation is presented in the
communication they use. table to provide an example of how the
mood might manifest.
Tactics: How they think and act when
they Fight. The Mood Table is divided into three bands:
Indicators: Hints and clues you can
add to your Journey or Adventure 1-5 Friendly/Benign
Site descriptions to alert PCs to the
existence of an Adversary. 6-14 Indifferent/Wary
Foreshadowing an Adversary
builds tension, as players are
15-20 Hostile/Bloodthirsty
made aware of danger but not
Mood means not every Adversary
told when it will appear.
PCs encounter will be immediately
hostile, creating more diverse types
Role Playing Notes: A list of
of interaction.
behaviors, mannerisms, and
motivations you can use to bring the
Adversary to life. RESKIN
Customization: Suggested tweaks to Adversaries can be easily converted
the Adversary to create interesting into another similar entity by applying
variations to stop repeat Encounters suggested modifications to their Abilities
from becoming predictable. and appearance.
Small changes to an Avoid the need to create a new foe
Adversary’s Abilities or Gear from scratch by tweaking one of the
can force the players to adopt example Adversaries.
new tactics to deal with them.

PLAYABLE
ABILITIES
Some Adversaries can be easily converted
Adversaries possess and utilize Abilities into a playable Species. On selected
just like PCs. Each Ability is marked with Adversaries, suggestions are made on how
7 its Ability Level ( p433), either Basic B , this can be achieved.
Advanced A , or Legendary L .
Magical Abilities are marked with M , COLOSSUS MAP
4 and any contributions to the Adversary’s
Allegiance Point total are noted. Colossal Adversaries will include a map
of the creature, to use when engaging in
Colossal Combat ( p264). Also listed will
YIELD be any special considerations for moving
10
In addition to their Combat Gear, a slain between the various Strike Points and the
Adversary can possess other useful items effects of destroying or disabling them.
dependant on their role and status.

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EXTREME SPECIES SIZE COMPARISON

ADVERSARIES

Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Colossal
Giga Gruun
( p435)
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

Tiny
( p434)

Small Medium Large Massive


( p106) ( p106) ( p106) ( p434)

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ASURA, LAJJA MEGA BOSS RANK 10

Soul enslaver. Lajja is an Asura tasked with instilling fear and obedience in
mortals. Asura were once a servitor species of the Divine Rulers, and Lajja is one
of a handful that still persist in Outer World. She roams the surface performing
her duties, transforming those she encounters into servile wretches.

Dark Divinity De ra in re ence


Immune to Mundane Damage Recieves an Edge
Dar Da a e in ict on all Aura rolls
ri t Da a e in ict
If in her Area,
Aura Contest or suffer
a eful n i rati n a Status Ailment and
Recovers 1 per Turn 1 Damage per Turn
when suffering from a
Foes reduced to 0
Status Ailment
become a Wretch

c rnful lt
Range: 2 Areas
Damage: 2 (Dark)

nf rtunate ul retc e
era e
20 Wretches provide Attack Assists or can be absorbed to recover 2

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

13 11 MIGHT TYPE Celestial Order


+6 6 Asura
12 DEFT. (P)
ATTACK HEARTS
9 GRIT * SIZE Medium
12 18 ¹ Average 12 INSIGHT (P)
ALLEGIANCE Dark Aligned
DEFENSE SPEED 15 AURA (P)*
7 Dark
¹ Dar Di init * Capricious (-2 Grit)
a nificent ura

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Habitat: With the collapse of the Indicators: Unsettling moans, twisted
celestial order, Lajja has no natural corpses, an oppressive feeling of
place in Outer World. Her presence is guilt or shame.
ADVERSARIES
an unwanted intrusion. She appears
Role Playing Notes: She will
where necessary to snuff out the
sometimes address mortals tenderly,
arrogance and self-determination
other times she’ll resort to relentless Using
of man. Adversaries
bullying. She’ll expose a PC’s
Asura, Lajja
Communication: Dark Tongue. If embarrassing truths and use
necessary she will reluctantly use Low disguised insults as compliments. Bizzer
Swarm
Speech to talk to mortals.
Customization: Create new Asura by Blaster Mage

Tactics: Lajja is cruel and will: changing the Ailment associated with Chompa
their Degrading Presence or by Chosen one
Allow foes to succumb to her altering how they interact and use Demon,
Degrading Presence. their Wretches. For example, healing Blighted
Soften stubborn opponents with them or bestowing them with Drones
her Scornful Bolt. temporary powers. Goop

Use Unfortunate Souls to create a Giga Gruun


meat shield of Wretches. Grim Wing

Recover lost Hearts from Wretches Killservants


as soon as she takes damage. Lalka

Stay behind the front line, hiding Master


Villains
behind her servants.
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

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ABILITIES  Once you have contracted an


Ailment you are immune from
further instances of this effect.
DARK DIVINITY L

Asura have smooth, attractive forms that Corrupting Ailments Table


are impervious to mortal weapons. Choose or roll an Ailment.

 Asura can only be harmed by 1-5 Chibbed ( p268)


weapons made of Magical Materials
You begin to crumple, losing dignity
or by Magical Abilities.
and stature. You continue to grow
 Attacks doing Dark Damage are more bent and crooked. If reduced to
reduced by 1 Heart. 0 Hearts you are transformed into a
 Attacks doing Bright Damage are twisted Wretch whose head can never
boosted by 1 Heart. look up from the ground.
 +8 Defense Rating.
6-10 Jellyfied ( p270)
D Adds 1 Dark Allegiance Point. As your resistance dissolves, so does
your spine. You begin to melt like a
burning candle, facial features slip
away. If reduced to 0 Hearts you
DEGRADING PRESENCE L M
become a semi-molten Wretch.
Lajja is surrounded by a corrupting
atmosphere that crackles with malevolent 11-15 Ballooned ( p268)
mana. Those who succumb to her power
are transformed into wretched slaves. You begin to swell in size. As you
inflate with malevolent mana your skin
 Lajja benefits from an Edge on all becomes unbearably tight. If reduced
her Aura rolls. to 0 Hearts, your rupture and the mana
seeps out. You are a Wretch that wears
 Lajja can activate her Presence your stretched skin like a saggy coat.
at the beginning of her Turn in
addition to other permitted Actions.
16-20 Dispirited ( p269)
 When activated, anyone in the
Your inadequacies become painfully
same Battlefield Area as Lajja must
apparent. Your mind and soul slide
attempt to resist corruption.
towards hopelessness. If reduced to 0
Hearts you become a silent Wretch
vs Requires an Aura Contest with eyes devoid of hope or desire.
Success: Lajja forces your body to
transform via corruptive magic:
If you are immune to the Ailment
 You contract an Ailment from the inflicted, you are spared… but must
6 Corrupting Ailments Table (below). re-roll next Turn if you remain in her
 The transfiguration is painful, lose 1 Presence.
Heart at the start of every Turn. Failure: You have resisted this Turn,
10  If you’re reduced to 0 Hearts, you but must re-enter the Contest next
become a Wretch and are now one Turn if you remain in her Presence.
of Lajja’s Unfortunate Souls ( p363).
9  The corruption only ends if Lajja is D Adds 2 Dark Allegiance Points.
driven off, reduced to 0 Hearts, or
otherwise subdued.

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SCORNFUL BOLT A M
 Wretches do everything they can to
Lajja prefers to watch enemies buckle remain within 1 Area of Lajja.
ADVERSARIES
under her Degrading Presence. However,  Wretches can perform an Attack
she’ll blast stubborn or irritating foes. Assist on someone that Lajja wishes
to target with Scornful Bolt. This is Using
 Lajja can fire her bolt at targets up the only time they will be willing to Adversaries
to 2 Battlefield Areas away. move away from Lajja. Asura, Lajja

 Bolts do 2 Hearts of Dark Damage.  Lajja can destroy and absorb a Bizzer
Swarm
Wretch to regain 2 lost Hearts.
Blaster Mage
D Adds 1 Dark Allegiance Point.  Lajja can use Wretches for Attack
Chompa
Assists or Recovery in addition to
Chosen one
her other permitted Actions.
Demon,
SHAMEFUL INVIGORATION B Blighted
D Adds 2 Dark Allegiance Points. Drones
While Lajja generally delights in the
Goop
humiliation of others, she finds a strange
Giga Gruun
joy in having the tables turned on her.
YIELD Grim Wing

 If afflicted with an Ailment, Lajja Killservants

will recover 1 Heart at the start of Lalka


SHADOW STUFF
each Turn. Master
Villains
 Lajja will inflict herself with a With the right Ability, 3 Units of the
Mundymutts
Corrupting Ailment, using her Asura’s ichor can be harvested and used
Skelemen
Degrading Presence, in order to as a powerful Crafting Additive ( p291).
Shadow
regenerate lost Hearts. Beast
 She can end the self-inflicted  Attack: Imbued weapons do Tiny
Ailment at any time. Dark Damage. Unhelpful
Cloud
 Defense: An Imbued Shield or
Undead
D Adds 1 Dark Allegiance Point. Armor reduces any Attack or Peddler
offensive Ability that does Dark Unshaped,
Damage by 1 Heart. Bellzuub
Urarani
UNFORTUNATE SOULS L
1 Unit • 75 Coins Creating
Adversaries
Lajja usually travels with 4 Wretches.
MOOD TABLE
Wretch Lajja is only focused on achieving her dark
Those who succumb to agenda, and will see the PCs as a threat or
Lajja’s Degrading a tool. Lajja might be:
Presence become
obedient vassals.  Guarding divine treasures or secrets no
mortal should have access to.
+0 10  Summoned and tasked with the
1 Average
annihilation of a powerful foe or region.
ATTACK HEARTS DEFENSE SPEED
 Establishing her own cult or city state
 Gear: Wretches are unable to use that caters to her cruel whims.
equipment in any useful capacity.
 Abilities: None, Wretches forget RESKIN
any Abilities they knew in their
previous life. Apply the Dark Divinity Ability to other
Adversaries to create lesser Asura.

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BIzzER SWARM BOSS RANK 2

Mana-sucking menaces. Bizzers are small flying insects that feed off magic.
While not dangerous on their own, they have a tendency to travel in huge
groups, capable of hindering the spells of even the most experienced casters.

+2 2
COMBAT VALUES

Buzzing Mass
ATTACK HEARTS Can only be hit with large
surface area weapons
12 ¹ Fast 2 and tools or effects that
DEFENSE SPEED target an entire Area

¹ Buzzing Mass (+2) Immune to Ailments


² Buzzing Mass (+1 level)

7
APTITUDES / TRAITS

MIGHT
8 DEFT. (P)
10 GRIT (P)*
8 INSIGHT (P)
6 AURA*

* Persistent (+2 Grit)


Annoying (-1 Aura)
*

TYPE Monster
ADVERSARY INFO

Engulf
Insectoid
Target cannot use magic
SIZE Medium when engulfed
Swarm
This effect lasts 1 Turn
ALLEGIANCE Unaligned after escaping the swarm

Habitat: Bizzer Swarms make their However, soldiers and bandits have
nests in mana-rich environments, for been known to weaponize them for
example wizarding structures or use against arcane foes. Buzz Bombs,
magical biomes. They are infamous glass jars filled with Bizzers, are very
for causing injuries, and even a few popular among raiders in particular.
fatalities, at Shard’s University and its
Indicators: Rusty imbued items, a
rival school in the Galvanus Peninsula,
single Bizzer moving along a wall,
by showing up during an important
that horrible buzzing noise.
magical demonstration or eating the
15
flight spell of a commuting professor. Role Playing Notes: Buzz, buzz buzz.
Buzz buzz!
Communication: Bizzers have no
means of communicating to other Customization: Certain Swarms may
20 creatures, unless you count their inflict an Ailment ( p268) in addition
incessant buzzing. to hindering magic use when they use
their Engulf Ability.
Tactics: Bizzers are instinctual
3 creatures and don’t formulate
combat strategies.

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ABILITIES  The Swarm will do its best to follow


its target, but will abandon pursuit
if it becomes hazardous for the ADVERSARIES
BUzzING MASS B
swarm, such as the target getting
too close to flames or being
The Bizzer Swarm is not a single entity, it is
submerged in liquid. Using
made up of hundreds of tiny bugs. Adversaries
 If the target somehow escapes the
Asura, Lajja
 Bizzer Swarms can only be hit Swarm, they remain unable to use
by Attacks made with large, any magical Abilities for 1 Turn. Bizzer
Swarm
broad objects or that target the Blaster Mage
entire Battlefield Area the swarm Chompa
occupies. Your GM will decide YIELD Chosen one
which objects or strikes will make a
Demon,
significant impact on the swarm. Blighted
ARCANE POWDER
◆ Other Attacks will only kill a handful Drones
of bugs, and won’t impact the A Unit of Arcane Powder ( p290) can be Goop
effectiveness of the swarm. obtained if you collect the bodies from a Giga Gruun
 Bizzer Swarms are immune to slain Bizzer Swarm and grind them up. Grim Wing
Ailments. A few of the bugs may Killservants
be affected, but not enough to Container of 1 Unit
Lalka
incapacitate the swarm as a whole. 1 Slot • 50 Coins Master
 Bizzers can fly and their Speed Villains
Rating is Fast. Mundymutts
BUzz BOMBS
 If the Bizzer Swarm is reduced to 0 Skelemen

Hearts, the swarm has been killed If the PCs are able to capture the swarm Shadow
or reduced to a harmless volume. relatively unharmed, 2 Buzz Bombs can be Beast

created by anyone with a glass jar. Tiny


Unhelpful
Cloud
 Buzz bombs have the Range of Undead
ENGULF B
other Thrown Weapons. Peddler
Unshaped,
Bizzer Swarms surround a target and drain  Once released, the Bizzers will Bellzuub
away any mana on or around them. A target a magical foe with Engulf. Urarani
hungry swarm is noisy and incessant.  A bomb’s swarm only has 1 Heart. Creating
Adversaries
 Engulfing a foe requires the Bizzer 1 Slot • 25 Coins
Swarm to use its Action, but does
not require an Attack roll.
MOOD TABLE
 Engulf can be used on a single
creature or object in the same Area Bizzers are relentless in their thirst for
as the swarm. Bizzers only target mana, if they sense its presence they will
creatures or items with Magical swarm en masse.
Abilities. They have no interest in
non-magical entities.
RESKIN
 The target is unable to use any
Magical Abilities while engulfed by Make the Engulf Ability drain Hearts,
the Bizzer Swarm. rather than mana, to reskin the Bizzer
 Anyone attacking the Swarm Swarm as more conventional
while it is using this Ability will hit bloodsucking insects.
the swarm’s target instead on an
unsuccessful attempt.

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BLASTER MAGE BOSS RANK 3

Hot-headed spell slinger. ‘Blaster Mage’ is a pejorative term coined by Sages


for wizards who can only perform relatively simplistic pyrotechnics.

+2 3
COMBAT VALUES

ATTACK HEARTS

12 ¹ Average
DEFENSE SPEED Magic Shot
¹ Light Armor (+2) Aura vs. Deft. Contest
Range: 1 Area
Damage: 1 (Bright)
8
APTITUDES / TRAITS

MIGHT
11 DEFT. (P)*
Big Magic Shot
9 GRIT (P)
Aura vs. Deft. Contest
6 INSIGHT* Range: 2 Areas
11 AURA (P)* Damage: 2 (Bright)
* Nimble (+2 Deftness)
Impusive (-2 Insight) Mana Burst
Impressive (+2 Aura)
*
Aura vs. Deft. Contest
Anyone in the same Area
TYPE Folk 2 (Bright)
ADVERSARY INFO

Extraordinary
SIZE Medium

ALLEGIANCE Bright Aligned


3 Bright

Habitat: Found anywhere in Outer Indicators: Seared walls, corpses


World, often working alongside covered in neatly burned holes, loud
bandits, mercenaries, and warlords. and brash declarations.
Gear: Light Armor and a Standard Role Playing Notes: Prone to using
Weapon, in case things get physical. insulting or dramatic gestures.
Amused by their own brilliance.
Communication: They speak and
understand Low Speech, as well as Customization: Blaster Mages may
another language appropriate to occasionally take advantage of
their home region. Appealing or Authoritative Outfits.

6 Tactics: They do their best to stick


with what they are good at and will:
Stay behind the front line, hiding
15 behind their allies.
Pummel targets with their Magic
Shots from a safe distance.
14

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ABILITIES vs Requires a Contest


The Mage’s Aura vs. your Deftness.
ADVERSARIES
MAGIC SHOT B M Success: Everyone in the same
Battlefield Area as the Mage suffers
Small, but rapid fire, magical blast. 2 Hearts of Bright Damage. Using
Adversaries
 Once per turn the Blaster Mage Asura, Lajja
can hurl small balls of mana as if a The mana in the targeted
Thrown Weapon. Battlefield Area is temporarily Bizzer
Swarm
disrupted and no Magic Abilities
 Shots do 1 Heart of Bright Damage. can be used there for 1 Turn.
Blaster Mage
Chompa
The Blaster Mage cannot cast Magic Chosen one
B Adds 1 Bright Allegiance Point.
for 2 Turns after using Mana Burst.
Demon,
Blighted

B Adds 1 Bright Allegiance Point. Drones


BIG MAGIC SHOT B M
Goop

An impressive blast that temporarily Giga Gruun

exhausts the Mage. YIELD Grim Wing


Killservants
 The Blaster Mage can attempt to Blaster Mages have amassed d20 Coins Lalka
fire a large flaming sphere at a foe from their nefarious exploits.
Master
up to 2 Battlefield Areas away. Villains
Mundymutts
MOOD TABLE
vs Skelemen
Requires a Contest Choose or roll a Mood
The Mage’s Aura vs. your Deftness. Shadow
Beast
Success: The shot does 2 Hearts of Tiny
1-5 False bravado
Bright Damage. Unhelpful
Cloud
Recently defeated, their confidence is low.
Undead
After firing Big Magic Shot the They may posture aggressively but will Peddler

Mage cannot use any Magical rapidly back out of confrontation. Unshaped,
Bellzuub
Abilities on their next Turn.
Urarani
6-14 Preoccupied
Creating
B Adds 1 Bright Allegiance Point. There is a duel between rival Blaster Adversaries

Mages. The surviving Mage will be jubilant


but their mood will change if
MANA BURST A M the PCs challenge or question them
in any way.
With a snap of the fingers, and some prior
concentration, the ambient mana around
15-20 Vengeful
the Blaster Mage bursts into flames.
One of the PCs resembles an old foe, they
 The Blaster Mage can attempt won’t stop until they are reduced to ash…
to blast everyone in the same or some sense is beaten into them.
Battlefield Area as them with a
pyrotechnic explosion.
RESKIN
 The Mage must first charge the
attack by spending 1 Turn agitating Removing the Mana Burst Ability and
the Area’s ambient mana. During providing more powerful arms and armor
charging, the air around the Mage creates a ‘Blaster Knight’.
shimmers and sparkles.

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CHOMPA BOSS RANK 4

One massive muncher. A distant cousin of the Bumpo, these omnivorous


bovines are much less docile and armed with an enormous tusk-filled mouth.

Mighty Munch
Tusk (Mighty Weapon)
Might Contest or
be Restrained
Win Might Contest to escape
Gnaw
Damage: 1
Spit
Damage: 1
plus beToppled

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

12 MIGHT (P)* TYPE Beast


+3 4¹ Megafauna
6 DEFT.*
ATTACK HEARTS
10 GRIT (P)* SIZE Large
13 2 Slow 3 9 INSIGHT (P)
ALLEGIANCE Unaligned
DEFENSE SPEED 8 AURA

¹ Blubbery Hide (+1) * Brutish (+2 Might)


² Large (-1) Stubborn (+1 Grit)
¹ Blubbery Hide (+4) Lumbering (-2 Deftness)
³ Blubbery Hide (-1 level) Large Species (+1 Might)

Habitat: Any place that has enough Indicators: Big bites taken out of the
flora and fauna to satiate their landscape, deep and wide footprints,
monstrous appetites. the sound of open-mouthed chewing
3 and flatulence.
Gear: Sometimes interesting things
can be found in their dung. Role Playing Notes: They are only
interested in filling their bellies,
Communication: Belches and snorts. and won’t be motivated by anger
7
or retribution.
Tactics: In combat they are motivated
by hunger and will: Customization: Chompas are
occasionally caught and used as
15 Attempt to swallow the closest, or
Packbeasts or even Mounts by
juiciest, prey first.
creatures who favor strength and
Spit rocks, or other parts of the ferocity over speed.
environment, at escaping food.

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ABILITIES YIELD

With the right Ability, the following can be


ADVERSARIES
BIG ‘UN B removed from a slain Chompa…

The Chompa is immense.


CHOMPA HIDE Using
Adversaries
 The Chompa is a Large Species
Can be used to craft a special form of Light Asura, Lajja
( p106).
or Medium Armor that also functions as an Bizzer
Swarm
Extreme Weather (Cold) Outfit ( p172).
Blaster Mage
MIGHTY MUNCH A 2 Slots • 25 Coins Chompa
Chosen one
A Chompa can bite through rock!
CHOMPA TEETH Demon,
Blighted
 A Chompa’s tusks strike as a Mighty The small teeth can be used as a Concealed Drones
Weapon ( p153). Weapon, the tusks as a Mighty Weapon. Goop
 After a successful Attack, a Giga Gruun
1 Slot (tooth) • 15 Coins
Chompa can attempt to draw you Grim Wing
into its mouth, if you are Medium- 2 Slots (tusk) • 30 Coins
Killservants
sized or smaller.
Lalka
MOOD TABLE
Master
vs Requires a Might Contest Villains
Choose or roll a Mood
Success: You’re Restrained ( p270) Mundymutts

in the Chompa’s teeth. Skelemen


1-5 Docile
 You can attempt to escape at the Shadow
Beast
beginning of each subsequent Turn Shh! The Chompa is sleeping off a
Tiny
by winning a Might Contest. satisfying meal. Tread lightly. Unhelpful
Cloud
Inanimate objects, such as boulders,
Undead
can be sucked into the Chompa’s 6-14 Disinterested Peddler
mouth without a Contest.
The Chompa is busy making a meal out of Unshaped,
Bellzuub
 If the Chompa begins its Turn with a factotum’s pack or merchant’s cart. The
Urarani
you in its mouth, it can: aggrieved traveler may offer the PCs a
Creating
 Gnaw: Doing 1 Heart of Damage. reward for chasing the Chompa off. Adversaries
 Spit: Firing you at a target up
to 2 Battlefield Areas away. On 15-20 Hangry
a successful Attack, you and the
target take 1 Heart of Damage It’s starving, deprived of food for hours.
and are Toppled ( p271). On a The PCs look pretty tasty.
miss, you land 2 Battlefield Areas
away and are Toppled. RESKIN

Remove the Chompa’s Blubbery Hide


BLUBBERY HIDE B Ability and provide it with Supernatural
Leaping or Might to create a wolf or bear-
A Chompa’s skin is tough. like beast.
Giving the Chompa an Ability to move
 +4 Defense Rating. Fast in the water will create a monstrous
 +1 Hearts Total. turtle or hippopotamus. They could even
 Speed Rating is Slow. suck in water and spray it back out in a
powerful stream with Mighty Munch!

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CHOSEN ONE BOSS RANK 6

The hero of another story. Occasionally, youths are given great powers and a
quest by the whims of fate. Legends describe how these enterprising figures
fulfill their destinies, but in reality many fail and their exploits go unchronicled.

Legendary Items (Pick 3)

Red Edge
+1 Flame Damage
Favored by Fate Standard Weapon (Flame Brass)
Re-roll once per Session
for a more favorable result Cleary Shield
Parry Magic Attacks
Standard Shield (Sun Gold)
Courageous Determination
When reduced to 0 a Spring Heel Boots
Grit Check will restore 1
Supernatural Leaping

Mighty Mitten
Supernatural Might

Wooly Warm Tunic


Extreme Weather utfit l
r t Da a e in ict
la e Da a e in ict

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

11 MIGHT (P)* TYPE Folk


+4/5¹ 4 Extraordinary
9 DEFT.
ATTACK HEARTS
11 GRIT (P)* SIZE Medium
14 /15
2 3
Average 9 INSIGHT
ALLEGIANCE Unaligned
DEFENSE SPEED 9 AURA (P)*

¹ Red Edge, Master Weapon (+1) * Suprisingly strong (+1 Might)


² Medium Armor (+4) * Spirited (+1 Grit)
3 Cleary Shield, Standard (+1) * Silent type (-1 Aura)

Habitat: Although hailing from Indicators: A valorous battle cry,


remote and peaceful villages, their villages filled with people who have
20
quests can lead them anywhere. had small requests recently fulfilled,
and a trail of slain monsters.
Gear: See Legendary Gear Ability!
7 Role Playing Notes:They believe
Communication: Low Speech and a their quest is just. Challenging their
language based on their homeland. cause will result in being seen as a
true villain to be silenced.
4 Tactics: Bold combatants who rely on
resilience and daring Stunts to: Customization:Experienced Chosen
Ones can have an Elective Champion
Target leaders first.
or Battle Princess Ability. Some travel
Identify and exploit weak spots. with companions, usually a fairy.
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ABILITIES COURAGEOUS DETERMINATION A

Who needs training or experience when


ADVERSARIES
LEGENDARY GEAR A you have an indomitable spirit.

Chosen Ones find themselves in  If reduced to 0 Hearts, the Chosen Using


possession of a handful of Imbued Items One can attempt to shake off defeat. Adversaries
thanks to questing and older relatives with Asura, Lajja
a habit of relic hoarding.
? Requires a Grit Check Bizzer
Swarm
Legendary Items (Pick 3) Success: The Chosen One springs Blaster Mage

 Red Edge: This empowered sword back into action with 1 Heart restored. Chompa
is crafted from Flame Brass. It is Chosen one
a Master Weapon that does an This Ability cannot save them from Demon,
additional Heart of Flame Damage inescapable death, like being Blighted
upon a successful Attack. crushed by a stone block. Drones

 Cleary Shield: A Standard Shield Goop

made of Sun Gold. The bearer may Giga Gruun


also use the Parry granted by this YIELD Grim Wing
item to nullify a Magical Ability Killservants
targeted at them. Besides their Legendary Gear, Chosen Lalka
 Spring Heel Boots: Made of Ones always have d20 Coins collected Master
magical feathers which grants from side quest rewards or fallen foes. Villains
Supernatural Leaping ( p107). Mundymutts

 Mighty Mitten: A mitt created from MOOD TABLE Skelemen

the paw of a powerful beast which Shadow


grants Supernatural Might ( p107). Choose or roll a Mood Beast
Tiny
 Wooly Warm Tunic: This endearing Unhelpful
Extreme Weather Outfit (Cold) was Insufferably friendly Cloud

woven from the legendary Wisdom The PC’s mission seems to align with the
Undead
Peddler
Bumpo’s wool. Chosen One’s and they volunteer their Unshaped,
◆ Attacks that deal Flame or Frost services and tag along, even if unwanted. Bellzuub
Damage do one less Heart Urarani
than usual. Creating
Temperamental Adversaries

The Chosen One wants to trade their rare


FAVORED BY FATE B local fruit and strange looking masks for
something actually useful. They’ll get angry
While destiny ain’t what it used to be, it if a proposed deal is refused.
can still help out its agents in a pinch.
Righteous resentment
 Once a Session the GM can re-
roll, or force a player to re-roll, if A PC has been identified as a true villain.
the result negatively impacts the Whether this is a tragic case of mistaken
Chosen One. identity or actually true is irrelevant.
◆ This even extends to rolls where
the Chosen One isn’t present. For RESKIN
example, to hinder the PCs from
claiming a quest item that the Swapping out the Chosen One’s
Chosen One requires. Legendary Gear for more sinister Imbued
Items will create a villainous character,
rather than a sadly misguided heroic one.

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DEMON, BLIGHTED MOOK RANK 0

Those taken by darkness. Demons were ordinary folk who’ve been warped
by contact with Shadow Blight, a potent strain of Dark Mana. They remember
little of their old lives and exist only with a compulsion to spread the Blight.
Consumed by Darkness Shadow Blight Host
Unarmed Attacks strike as Standard Weapons If enemy reduced to 0 0
Sunlight does 1 per Turn then Grit Check or
Can see in total darkness contract Shadow Blight

Signs of the Beast Winter’s Shackles Caustic Spittle Mocking Beauty Revolting Excess
Unarmed Attack Cold to touch, Acid spit, strikes Make Grit Check Thick blubber,
strikes as Mighty does +1 as Thrown to Attack, miss a +2 Defense
Weapon Damage (Frost) Weapon Turn on failure

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

6 MIGHT (P) TYPE Monster


+0 1 6 DEFT. Demon
ATTACK HEARTS
8 GRIT (P)* SIZE Medium
12 ¹/14 2 Average 5 INSIGHT*
ALLEGIANCE Dark Aligned
DEFENSE SPEED 6 AURA (P)
6 Dark
8
¹ Numb to Pain (+2) * Unrelenting (+2 Grit)
² Revolting Excess (+2) * Dulled (-1 Insight)

2 Habitat: Found where the sun Tactics: Spreading the Blight is a


doesn’t shine: the Wistful Dark, or the demon’s primary goal, they will:
Buried Kingdom.
Die in droves attempting to infect a
5 significant individual.
Gear: Remnants of a previous life.
Target the Bright Aligned ( p206),
Communication: Dark Tongue, they
they are the most offensive.
might reluctantly use Low Speech.

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Indicators: The cry of obscenities in
Dark Tongue, the shuffling of the  If a Demon’s Attack reduces you to
misshapen, a trail of violent revelry. 0 Hearts you must check to see if
you contract Shadow Blight ADVERSARIES
Role Playing Notes: Their primary ( p374).
impulse is to spread the Blight, acting  If you are immune to the Blight, you
like cruel children who find joy in the roll on the Injury Table as normal.
Using
Adversaries
misery of others.
 Once an enemy has been infected, Asura, Lajja
Customization: Invent alternative the Demon will immediately switch Bizzer
Malignant Gifts. For example, add its attention to the uninfected. Swarm

the power to inflict a Status Ailment, Blaster Mage


or modify their natural weapon type Chompa
D Adds 2 Dark Allegiance Points.
(e.g a Lash Tongue). Chosen one
Demon,
Blighted
ABILITIES MALIGNANT GIFT B Drones
Goop
Potent Dark Gifts caused by bad mana.
CONSUMED BY DARKNESS B Giga Gruun

While it is sometimes possible to Each Blighted has 1 Malignant Gift Grim Wing
Killservants
recognize who a demon once was, that Choose or roll a Gift
person is gone, erased by the Blight. Lalka
Master
1-4 Signs of the Beast Villains
 Numb to Pain: +2 Defense Rating.
The Demon has large, exaggerated Mundymutts
 Natural Weapons: Demons have natural weapons. Unarmed Attacks Skelemen
sharpened teeth and nails. Their strike as a Mighty Weapon. Shadow
Unarmed Attacks strike as Beast
Standard Weapons.
5-8 Mocking Beauty Tiny
Unhelpful
 Shadow Sight: Demons can see in
The Demon possesses a haunting Cloud
total darkness without hindrance.
innocence. A Grit Check is required Undead
 Susceptible to Sunlight: Sunlight to harm or hinder them. Failing the
Peddler

will reduce a Demon to ash Check momentarily mesmerizes their


Unshaped,
Bellzuub
in moments. attacker, who misses their next Turn. Urarani
 Demons lose 1 Heart for every Creating
Turn they are exposed to 9-12 Winter’s Shackles Adversaries
sunlight, or the light of a fallen
The Demon’s body is so cold that
Star Shard ( p305). Star Gems
contact results in frostbite. Unarmed
( p180) up to 1 Area away will
Attacks do +1 Heart of Frost Damage.
also have this effect.
 Demons can avoid damage from
13-16 Revolting Excess
sunlight by covering their bodies
in thick clothing and masks. The demon’s flesh has become
tumorous and ponderously thick, they
gain +2 Defense Rating.
D Adds 2 Dark Allegiance Points.

17-20 Caustic Spittle


SHADOW BLIGHT HOST B The demon may spit acidic bile which
strikes like a Thrown Weapon.
The Shadow Blight is contagious, and a
Demon’s attacks can pass on the curse to D Adds 2 Dark Allegiance Points.
the weary.

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YIELD SHADOW BLIGHT

The disease transforms those afflicted


BLIGHTED BLOOD into terrible monsters for whom sunlight
is poisonous. The origins of the Shadow
1 Unit of liquid may be extracted from a Blight are a mystery, the most popular
fallen Blighted by those with the proper theory blames a bio-sorcerous weapon
knowledge. This demonic essence is from the 3rd Aeon.
a popular poison among assassins of
Shard. If Blighted Blood enters the blood
stream, whether from a poisoned blade CONTRACTION
or ingested, the victim must make a Grit
Check to avoid contracting the Only the hardiest folk can resist the Blight.
Shadow Blight.
 When you are reduced to 0 Hearts
1 Unit • 50 Coins or less by a Demon’s Attack, or by
ingesting Blighted Blood, you
risk contagion.
MOOD TABLE
Choose or roll a Mood ? Requires a Grit Check
 Those with 3 Allegiance Points
1-5 Preoccupied (Bright or Dark) gain an Edge on
The Demons are dragging away a few their Grit Check. Their bodies have
nomads. They will ignore the party if they built up a resilience to mana.
don’t interfere. Bio-Mechanoids and the Undead
are Immune to Shadow Blight. The
6-14 Waning villainy GM may decide that other strange
creatures (Goops, Asuras, etc.) are
The demons are feeling lethargic and also immune.
will leave the party alone if they hand Success: You’ve avoided infection,
over one of their number for use in their but the experience has been
sadistic game. extremely unpleasant.
Failure: You now have Stage 1
15-20 Crazed Shadow Blight ( p375).
The party receives no warning. A crazed
group of Demons descend, their eyes full
of twisted intent.

RESKIN

To create an Ascended Demon, a rare


11 individual who manages to retain their
knowledge and Abilities after contracting
the Blight, make a Rank 5 Character and
replace their Innate Species Abilities with
2
Consumed By Darkness, Shadow Blight
Host, and Malignant Gift.

17

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STAGES OF INFECTION STAGE 3


Shadow Blight has 3 stages, each of which Your transformation is ADVERSARIES
drags you further into Demonhood. complete, you are now
a Blighted Demon, your
STAGE 1 mind is lost and you have Using
no control over your actions. Adversaries
Your sleep is feverish and Asura, Lajja
restless. You are plagued  You gain another 2 Dark Points. Bizzer
by surreal nightmares as Swarm
 If you are Rank 2, or lower, you
the Blight seeps in. Blaster Mage
become a Blighted Demon.
Chompa
 If you are Rank 3, or higher, you Chosen one
 You gain 2 Dark Points. become an Ascended Demon.
Demon,
 You suffer the initial effects of See Reskin ( p374). Blighted
Fatigue ( p269). Drones
 After 1 week the infection will Goop
attempt to progress. TREATMENT & CURE Giga Gruun
Grim Wing
With magical intervention, the
? Requires a Grit Check development of Shadow Blight can be Killservants

Success: The infection has stalled, slowed and even reversed. Lalka

but you must continue to make this Master


Villains
Check every week. Respite
Mundymutts
Failure: The infection progresses  Consuming 1 Unit of Bright Water
Skelemen
to Stage 2. ( p290) prevents the progression of
Shadow
the Blight for 1 month. Beast
Further doses of Bright Water will Tiny

STAGE 2 not provide additional benefit. Unhelpful


Cloud
Undead
You hiss obscenities in
Cure Peddler
Dark Tongue when trying Unshaped,
to speak, and struggle to  Ingesting the petals of a Wish Bellzuub
maintain control of your Flower will painlessly end the Urarani
dark thoughts. affliction. Alternatively, a Sage with Creating
Demystify ( p64) can attempt to Adversaries

 You gain another 2 Dark Points. remove the Blight.


 You suffer a Major Penalty (-4) on
all Negotiation rolls, except for vs Requires a Contest
Intimidation. The Sage’s Aura vs. the
patient’s Aura.
 After 1 week the infection will
attempt to progress. Success: The Shadow Blight leaves
the infected in a physically violent
manner that endangers both the
? Requires a Grit Check
patient and the Sage. Both must
Success: The infection has stalled, make a Critical roll on the Injury
but you must continue to make this Table ( p260).
Check every week.  Any Dark Allegiance Points gained
Failure: The infection progresses during infection are removed when
to Stage 3. cured, but any Dark Gifts remain.

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DRONES

Synthetic being. Precursor to the Bio-Mechanoid, these simpler machines


were built to perform repetitive tasks. During the 3rd Cataclysm, the First Hero
rendered all synthetics dormant. Recently they are flickering back to life.

MAINTENANCE DRONE BOSS RANK 2

[protocol error; searching...] These sleepless caretakers of long-forgotten


factories from the previous aeon suffer a strange derangement, developed
while inert, which has caused them to abandon their duties.
a ac ine nt etic
+2 3
COMBAT VALUES

In rampage mode… Immune to ailments


ATTACK HEARTS Minor Bonus (+2) on Might rolls t at affect t e e
+1 Damage
14 ¹ Slow 2
-2 Defense Rating
DEFENSE SPEED
Requires Insight Check Labor Frame
¹ Labor Frame (+4) to exit mode Limbs strike as
² Labor Frame (-1 level) Standard Weapons

7 MIGHT
APTITUDES / TRAITS

10 DEFT. (P)*
8 GRIT (P)
9 INSIGHT (P)*
5 AURA*

* fficient Deftne
* reci e n i t
* ule ura

TYPE Monster
ADDITONAL INFO

Mechanical
SIZE Medium

ALLEGIANCE Unaligned

Habitat: Drones are found in the Role Playing Notes: Maintenance


ruins of ancient Gleysian facilities, but Drones can only speak in a calm and
many wander further afield. polite manner. However, their new
16 ‘emotions’ are poorly regulated and
Communication: Drones exclusively they often say disturbing, morose, or
speak and understand Gleysian Code. incomprehensible things. Drones
Tactics: Maintenance Drones cannot harbor a misplaced sibling rivalry with
15 Bio-Mechanoids.
formulate sophisticated strategies,
they simply identify weak or ‘broken’ Customization: Drones might be
opponents and target them. fitted with limbs that strike as
2 Indicators: Loud clanking noises, different Weapon Types, or with a
bodies that have been crushed and Mender’s Kit ( p176). They may also
torn apart, devices that have been be able to hover, climb, or float
dismantled or badly repaired. depending on their original function.

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ABILITIES YIELD

ADVERSARIES
SYNTHETIC B SYNTHETIC LIMBS

The drone is a mechanical being. The Drone’s limbs can be detached by


Using
someone with a suitable Ability. Adversaries
 Immune to Fatigue, Starvation, Asura, Lajja
and Suffocation.  Drone limbs can be used as Bizzer
 Immune to toxins that target living Prosthetic Replacements ( p262). Swarm

tissue which are ingested, inhaled,  A replaced limb grants you +2 Blaster Mage

or injected. Might, but you suffer -2 Deftness. Chompa

Drones are powered by an engine  Unarmed Attacks with the limb Chosen one

that feeds on ambient mana. If the strike as a Standard Weapon. Demon,


Blighted
flow of mana into the engine is Modifiers are only applied once, Drones
disrupted they will then cease even if multiple limbs are replaced.
to function. Goop

1 Slot (carried) • 200 Coins Giga Gruun


Grim Wing

MAD MACHINE B
PURETECH SALVAGE
Killservants
Lalka
As a result of overexposure to mana, the Opening up a Drone reveals a bounty of Master
Drone now has thoughts and feelings it standardized widgets and gizmos. Villains
wasn’t designed to process. Mundymutts

 Puretech Salvage can be used to Skelemen


 The Drone can enter at will into an repair Techno-Relics. Shadow
erratic, rampaging state that: Beast

 Grants a Minor Bonus (+2) to 1 Unit • 25 Coins Tiny


Unhelpful
Might rolls. Cloud
 Provides +1 Heart of Damage to MOOD TABLE Undead
Peddler
physical Attacks.
Choose or roll a Mood Unshaped,
Bellzuub
 Causes a -2 to their Defense
Urarani
Rating, due to reckless flailing. 1-5 Curious Creating
 Attempting to exit this state Adversaries
requires the Drone to make a The Drone, if undisturbed, stares in
successful Insight Check. wonder at an innocuous creature or flower.

6-14 Dutiful
LABOR FRAME B
The Drone demands explanation for the
The Maintenance Drone’s body is PCs’ presence, and will attack if their
engineered for industrial work. response is unsatisfactory.

 +4 Defense Rating. 15-20 Rampage!


 +1 Hearts Total. The Drone is rampaging. It tosses its
 Maintenance Drones are Slow. current victim aside, and turns on the PCs!
 Mechanical limbs strike as
Standard Weapons. RESKIN

A reskinned Maintenance Drone can be


used as a golem or animated suit of armor.

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WAR DRONE MEGA BOSS RANK 7

[target locked] Lacking the magical mastery of their rivals, the Gleysian
Technocracy developed military technology to level the playing field.
Arcane Afterburner
Supernatural Leaping Advanced Sensor Suite
Can detect organic,
synthetic, or magical
All Range Attack System targets within 100 feet
(Extra Attack) Can see in darkness &
Range: 2 Areas through physical barriers
Damage: 2 (Bright)

Mad Machine
In rampage mode…
Morphic Armament
Minor Bonus (+2) on
Bulwark Mode Might rolls
Large Shield +1 Damage
Crusher Mode -2 Defense Rating
Mighty/Master Requires Insight
Combination Weapon Check to exit mode

Wire Mode
Lash/Arc Synthetic
Combination Weapon
Immune to ailments
t at affect t e e

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

14 MIGHT (P)* TYPE Monster


+5/+6 ¹ 62 Mechanical
12 DEFT.*
ATTACK HEARTS
11 GRIT (P) SIZE Large
15 3/17 4 Average 10 INSIGHT (P)
ALLEGIANCE Unaligned
DEFENSE SPEED 7 AURA*

¹ Morphic Armament, * Powerful (+2 Might)


* - Crusher Mode (+1) * Adept (+1 Deftness)
² Combat Shell (+1) * Souless (-3 Aura)
³ Combat Shell, * Large Species (+1 Might)
* - Gleysian Alloy (+6)
* Large Species (-1)
Morphic Armament,
* - Bulwark Mode (+2)

10 Habitat: War Drones were deployed Identify and focus on dispatching


all over Outer World. Most wander strategic targets, such as magic
the forgotten battlegrounds of the casters or skilled combatants.
3rd Aeon, predominately in the Eliminate large groups of weaker
19
Twilight Meridian. targets using their Morphic
Communication: Drones can only Armament’s Wire Mode and All
communicate in Gleysian Code. Range Attack System.
7 Fight defensively to wear down a
Tactics: War Drones were equipped stronger solo opponent using
and programmed to be ruthlessly their Morphic Armament’s
effective in combat and will: Bulwark Mode.

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Indicators: Corpses slain with MAD MACHINE B
ruthless precision, the squeal of
Arcane Afterburners, a cold voice As a result of overexposure to mana, the
ADVERSARIES
announcing ‘Targets identified.’ Drone now has thoughts and feelings it
wasn’t designed to process.
Role Playing Notes: War Drones are
emotionally unstable. Most have Using

declared war on organics, but a rare  The Drone can enter at will into an Adversaries

few attempt to defy their erratic, rampaging state that: Asura, Lajja

programming and find purpose and  Grants a Minor Bonus (+2) to Bizzer
Swarm
meaning off the battlefield. Might rolls.
Blaster Mage
Customization: Special units may  Provides +1 Heart of Damage to Chompa
have different sorts of Combination physical Attacks.
Chosen one
Weapons included with their Morphic
 Causes a -2 to their Defense Demon,
Armament Ability. Blighted
Rating, due to reckless flailing.
Drones
 Attempting to exit this state
Goop
ABILITIES requires the Drone to make a
Giga Gruun
successful Insight Check.
Grim Wing
IMPOSING FIGURE B
Killservants

War Drones stand tall on the battlefield. ARCANE AFTERBURNER A Lalka


Master

 The War Drone is a Large Species War Drones take up advantageous Villains

( p106). positions using their mana thrusters. Mundymutts


Skelemen
 War Drones have Supernatural Shadow
Beast
Leaping ( p107).
SYNTHETIC B
Tiny
Unhelpful
The drone is a mechanical being. Cloud

ADVANCED SENSOR SUITE A Undead


Peddler
 Immune to Fatigue, Starvation,
and Suffocation. War Drones have an array of scanners that Unshaped,
Bellzuub
help them identify all possible threats.
 Immune to toxins that target living Urarani
tissue which are ingested, inhaled, Creating
 War Drones can sense all targets up
or injected. Adversaries
to 100 feet away or, during a Fight,
Drones are powered by an engine the entire Battlefield.
that feeds on ambient mana. If the
 They can distinguish between
flow of mana into the engine is
organic and synthetic targets.
disrupted then they will cease
to function.  They are immune to the Obscured
Battlefield Condition ( p251).
 They can ‘see’ through physical
COMBAT SHELL B barriers, such as walls or smoke.
 Their hearing is comparable to that
War Drones have a shell made from of an average human.
unyielding Gleysian Alloy.

 +6 Defense Rating
 +1 Hearts Total

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ALL RANGE ATTACK SYSTEM L MORPHIC ARM MODULE

Concentrated mana can be expelled If still intact, the Morphic Arm and its
towards ranged targets. module can be removed by someone with
Basic Gadgeteering.
 Mana Blast: In addition to its other
permitted Actions, the War Drone  With a successful Crafting roll,
can direct an Attack that does the module can be configured to
2 Hearts of Bright Damage towards take the form of one of two Melee
a target up to 2 Battlefield Weapon Types, or a single Melee
Areas away. Weapon and a Standard Shield.
 At the beginning of each Turn
the wielder can choose to shift
MORPHIC ARMAMENT A between forms.

One of the War Drone’s arms has a built-in  When not in use, the Morphic Arm
weapon with multiple configurations. retracts into a small cylinder, taking
up only 1 Inventory Slot.
 At the start of a Turn the War Drone 1 Slot • 210 Coins
can configure its weapon arm into
one of 3 modes:
MOOD TABLE
 Bulwark Mode: Serves as a
Large Shield. Choose or roll a Mood
 Crusher Mode: Strikes as a
Master/Mighty Combo Weapon. 1-5 Self-diagnosis
 Wire Mode: Strikes as a Lash/Ark
The War Drone is attempting to stay in a
Combo Weapon.
non-violent mode. It will speak to anyone
 The weapon is treated as Magical who approaches, eager to learn from the
Material (Gleysian Alloy). experience of others.

6-14 No directive
YIELD
The War Drone is wandering without
purpose. While it doesn’t see the party as
GLEYSIAN ALLOY a threat, it will not hesitate to attack if it
detects a sudden or hostile move.
3 Slots worth of this ‘Magic’ Material
( p288) can be recovered from a downed
War Drone. The specular metal is easy to 15-20 Target locked
work with when heated but super-hard
The War Drone has concluded the PCs are
when cooled.
hostiles, and has subsequently targeted
2 them for termination.
Inherent Ability
 While there is no lasting effect,
Crafters using the alloy gain a RESKIN
14 Major Bonus (+4) to any rolls made
The War Drone can be reskinned as a
during any crafting process.
powerful golem or magitech knight.
1 Slot • 125 Coins
1

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MORPHIC ARMAMENT

ADVERSARIES

Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Bulwark Mode Crusher Mode Wire Mode
Large Shield Master/Mighty Weapon Lash/Ark Weapon Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

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GOOP MOOK RANK 0

Seriously sinister slime. A consequence of another era’s carelessness, Goops


are the sentient waste products of ancient mana-powered facilities. What little
intelligence they possess is dedicated to hunting and absorbing prey.

Corrosive Contact
Deftness Check or
Goop attaches to do 1
Serious Burn per Turn

1 Turn and Might


Check required
to remove

Inexorable Sludge
Can travel across
walls and ceilings

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

6 MIGHT (P) TYPE Monster


+0 1 Slime
8 DEFT. (P)*
ATTACK HEARTS
5 GRIT* SIZE Medium
10 Slow ¹ 6 INSIGHT (P)
ALLEGIANCE Unaligned
DEFENSE SPEED 6 AURA

¹ Inexorable Sludge (-1 level) * Wobbly (+2 Deftness)


* Spineless (-1 Grit)

Habitat: Most common in the Wistful When in groups they swarm a single
Dark, Stahlfeld, and No-Folks Land target hoping to bring them down
due to the prevalence of derelict with a combined effort.
ancient facilities in these regions.
13 Indicators: Walls and floors bleached
Gear: Occasionally they’ll contain the clean, a strong chemical odor,
polished metal belongings of their partially dissolved corpses.
most recent meal.
2 Roleplaying Notes:Goops aren’t
Communication: Odd chemical complicated, they live to dissolve.
burbles that are indecipherable to
non-goops. Customization:Goops charged with
20 unusual mana might have alternate
Tactics: Goops are slow and resort to methods of attack, such as freezing
ambush tactics, dropping from or shocking foes. Others might be
ceilings or hiding in cracks. able to move quickly.

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ABILITIES Attacking an attached Goop


 If striking an attached Goop, the
ADVERSARIES
COLLOID CORPUS B Goop’s prey takes the damage if
the Attack roll is failed.
Goops are oddly colored, semi-solid
Corroding objects Using
masses that are animated by mana Adversaries
trapped within them.  Goops can damage objects
Asura, Lajja
softer than Very Hard ( p263) by
 Goops are gelatinous creatures attaching to them. They corrode at Bizzer
Swarm
devoid of defined shape or limbs. a rate of 1 Heart per Turn.
Blaster Mage

 They cannot hold or use objects. The one exception to this is glass, Chompa
which they cannot corrode.
 They are able to squeeze under Chosen one

doors and into small spaces. Demon,


Blighted
 They cannot be restrained by
YIELD Drones
ropes or similar bonds due to their
Goop
amorphous body.
Giga Gruun
 Goops dissipate in water and lose 1 CONCENTRATED GOOP
Grim Wing
Heart each Turn they spend at least
half submerged in liquid. If a dead Goop is scooped into a glass or Killservants
metal container, it will concentrate into Lalka
1 Unit of Solvent ( p178). Master
Villains
INEXORABLE SLUDGE B 1 Unit • 20 Coins Mundymutts
Skelemen
Goops are sticky and sluggish.
MOOD TABLE Shadow
Beast
 Their tacky surfaces allow them to Choose or roll a Mood Tiny
traverse walls and ceilings. Unhelpful
Cloud
 Goops are Slow. Sated Undead
Peddler
The Goop is in the process of dissolving a Unshaped,
large rock. It burbles peacefully. Bellzuub
CORROSIVE CONTACT B
Urarani

Caustic bodies destroy and consume. Uninterested Creating


Adversaries

The Goop is attempting to return to its


Attaching to prey favorite resting spot without incident, and
 Goops can attempt to stick onto a won’t take kindly to interference.
target in the same Battlefield Area
as them. You can avoid this with a
Aggressive
successful Deftness Check.
 If a Goop attaches successfully The Goop emerges from its hiding spot
to you it causes a Serious Burn and ‘rushes’ the most vulnerable PC!
from the Caustic/Burning Injury
Table ( p267), and again on every RESKIN
subsequent Turn until the Goop is
dislodged or destroyed. Living dungeons, like the interior of a
Removing Goop colossal starfish, might have an immune
system with digestive cells that have
 You can use your Turn to attempt similar properties to Goop.
to remove a Goop. This requires a
successful Might Check. Applying the Goop’s Abilities to another
monster will create a slime variant.

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GIGA GRUUN MEGA BOSS RANK 9

Berserking brute. Larger and meaner than the common Gruun, Giga Gruun
are living siege weaponry from the 3rd Aeon. Without masters, their brutal yet
childlike nature is a danger to anyone they come across.

Giga Body Giga Hide


Sweep: Arc Weapon, Tusks/Hands Magic Attacks do -1i x
Focus: Mighty Weapon, Feet/Head Wins all Might Contests
unless against
Furious Rampage Supernatural Might
+1 Combat Action
Recieves Edge on all
rolls resisting
Magical Abilities

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

16 MIGHT (P)* TYPE Monster


+9 81 Bio-sorcerous
12 DEFT. (P)
ATTACK HEARTS construction
14 GRIT (P)*

14 2 Average 7 INSIGHT* SIZE Massive


DEFENSE SPEED 11 AURA
ALLEGIANCE Unaligned
¹ Giga Body, Massive (+1) * Overpowering (+2 Might)
² Giga Hide (+6) Indomitable (+2 Grit)
Massive Species (-2) Tragically stupid (-3 Insight)

Habitat: Giga Gruun distrust the dark Grab and Restrain opponents in
19 so they remain outdoors in the their enormous hands, or toss them
sunny hemisphere. out of the Battlefield.

Communication: Giga Gruun only In spite of all their anger, Giga Gruun
understand Low Speech and will are fond of tiny creatures and will:
7
get angry when spoken to in Not harm Small PCs or creatures,
another tongue. unless they are attacking them.
Tactics: Giga Gruun are not smart, Attempt to claim any surviving tiny
15
but know they are strong, and will: folk as their pets.

Take pleasure in crushing the Indicators: Broken structures, angry


strongest opponents first. bellowing, massive footprints.

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Role Playing Notes: Violent and YIELD
emotionally stunted, Giga Gruun are
like malicious children. While not
ADVERSARIES
entirely unreasonable, they will get BERSERKER HIDE
aggressive if things get too
complicated for them. 3 Slots of hide can be removed with the
Using
proper Ability. This resilient material can Adversaries
Customization: Some Giga Gruun be used as a Magic Fabric ( p290) for Asura, Lajja
carry massive weapons that do +1 Crafting Outfits as well as Light or
Heart of Damage compared to their Medium Armor.
Bizzer
Swarm
man-sized equivalents.
Blaster Mage
1 Slot • 150 Coins
Chompa
ABILITIES Chosen one
FURY GLAND
Demon,
Blighted
GIGA BODY B This bio-sorcerous organ can be milked to
Drones
produce 2 Units of rage hormone for use
The Giga Gruun are 15 feet tall, and as a Crafting Additive ( p291). Goop

mostly bone and muscle. Giga Gruun

 Empowering: Once per Fight, the Grim Wing


 Giga Gruun are Massive ( p434). Imbued item allows you to perform Killservants
 Sweep Attack: Flailing arms or a Combat Action in addition to Lalka
Tusks strike as Arc Weapons. your usual permitted Action. Master
Villains
 Focus Attack: Stomps and 1 Unit • 75 Coins Mundymutts
headbutts strike as Mighty Weapons.
Skelemen

MOOD TABLE Shadow


Beast
GIGA HIDE L
Choose or roll a Mood Tiny
Unhelpful
These biological war machines were Cloud
manufactured to withstand severe 1-5 Subdued Undead
Peddler
punishment, both physical and magical.
The Giga Gruun is accompanying a local Unshaped,
child out on an errand. They are in Bellzuub
 +6 Defense Rating.
good spirits. Urarani
 Spell disrupting patterns woven Creating
into the Giga Gruun’s skin reduce Adversaries
6-14 Sleepy
the Damage caused by offensive
Magic Abilities by 1 Heart. The Giga Gruun is napping. The PCs had
 Giga Gruun gain an Edge on better not wake it up.
Checks or Contests that involve
resisting the effects of 15-20 Aggro mode
Magic Abilities.
The Giga Gruun is suffering a boredom-
induced rampage… And now it has seen
FURIOUS RAMPAGE L
the PCs.

Giga Gruun are devoid of discipline or


RESKIN
grace, they fight with relentless brutality.
Giga Gruun can be reskinned to represent
 In addition to its other permitted trolls, ogres, and other giants.
Actions, the Giga Gruun can make
a bonus Combat Action ( p254).

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GRIM WING MEGA BOSS RANK 7

Murderous skybound tyrant. Engineered by the lost Calian empire, Grim


Wings are enormous flying beasts that suffer no natural enemy or predator.
They snatch up livestock, tear apart sky ships, and terrorize populated areas.

Sun Blotter
Focused Attack: Mighty Weapon, Jaws/Talons
Sweep Attack: Arc Weapon, Wings/Tail
Wins all Might Contests unless against Mana Blast
Supernatural Might (Extra Attack)
Beam
Bio-Sorcerous Body Range: 2 Areas
Can see in blinding light Damage: 3 (Bright)
& total darkness Target must make
Regenerates 1 per Turn Might Check or be Toppled
Spray
Range: 1 Area
Damage: 1 (Bright)
Affects everyone in the Area

Skybound Destroyer
Swoop Attack
Damage: 3
Can target anyone
in the Areas it
moves through

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

14 MIGHT (P)* TYPE Monster


+7 71 Bio-sorcerous
11 DEFT. (P)
ATTACK HEARTS construction
14 GRIT (P)*
16 /18
2 3
Av./Fast 4 8 INSIGHT* SIZE Massive
DEFENSE SPEED 10 AURA ALLEGIANCE Unaligned
¹ Sun Blotter (+2 Hearts) * Monstrous (+1 Might) 1 Bright
² Sun Blotter, Massive (-2 Defense) Inexorable (+2 Grit)
Bio-Sorcerous Body (+8 Defense) Heedless (-2 Insight)
³ Speed Bonus, Flying (+2 Defense)
Skybound Destroyer (+1 Level)

Habitat: The skies of Outer World. Indicators: Horrible screeches. A


They prefer coastal regions where swift shadow passing overhead.
they can escape to sea if required. Burning corpses and ruins.
6
Communication: Grim Wings cannot Role Playing Notes: Grim Wings are
speak or understand any language, unnatural creatures, created to be
but can sense hostility and fear. living weapons for long forgotten
11 wars. They are only motivated by
Tactics: While violent, Grim Wings hunger, destruction, and a strong
are not mindlessly so, they will: survival instinct.
17 Create panic with strafing runs. Customization: Other ‘models’ might
Isolate and pummel threatening be equipped with Mana Blasts which
prey with everything they have. inflict less damage but cause
Retreat if things turn sour. Ailments like Petrified or Blinded.

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ABILITIES  Spray: The Grim Wing can target


a Battlefield Area up to 1 Area
away. A single Attack roll is made ADVERSARIES
SUN BLOTTER B
and compared to the Defense
The Grim Wing casts a massive shadow. Rating of everyone in the
targeted Area. Those hit suffer 1 Using
Adversaries
 Grim Wings are Massive ( p434). Heart of Bright Damage.
Asura, Lajja
 Sweep Attack: Tail and wings strike Bizzer
as Arc Weapons. B Adds 1 Bright Allegiance Point. Swarm
Blaster Mage
 Focus Attack: Talons and fangs
Chompa
strike as Mighty Weapons.
YIELD Chosen one
Demon,
Blighted
BIO-SORCEROUS BODY B
GRIM EYES Drones

Constructed to revel in ceaseless battle. Goop


With the proper Ability a Grim Wing’s
Giga Gruun
eyes can be removed and used as Crafting
 +8 Defense Rating due to its Grim Wing
Additive ( p291).
toughened skin and feathers. Killservants

 The Grim Wing is resilient to pain  Attack: Imbued Melee Weapons Lalka
and regains 1 lost Heart every Turn. are given the ability to release Master
Villains
 The Grim Wing’s eyes can see in arcs of mana that strike as Thrown
Mundymutts
blinding light and total darkness. Weapons and inflict Bright Damage.
Skelemen
◆ Imbued Missile Weapons no longer
Shadow
require ammunition, and fire bolts Beast
SKYBOUND DESTROYER B that inflict Bright Damage. Tiny
Unhelpful
Grim Wings soar on huge leathery wings. 2 Slots • 150 Coins Cloud
Undead
Peddler
 When flying the Grim Wing is Fast. MOOD TABLE Unshaped,
Bellzuub
 Swoop Attack: Instead of using its
Choose or roll a Mood Urarani
other physical Attacks, the Grim
Wing can make a claw Attack Creating
Adversaries
that does 3 Hearts of Damage to 1-5 Sated
anyone standing in a Battlefield
A Grim Wing flies overhead. It will be back
Area it flies through.
when it has finished digesting its last meal.

6-14 Peckish
MANA BLAST L
The Grim Wing tests the PCs, to see if
Burning eyes can fire concentrated mana. they are an easy meal.

 In addition to its other permitted 15-20 Ravenous


Actions, a Grim Wing can use:
 Beam: The Attack can target an The Grim Wing won’t stop until it makes
enemy up to 2 Battlefield Areas off with one of the PCs for dinner.
away. A hit deals 3 Hearts of
Bright Damage and forces you RESKIN
to make a Might Check or be
Toppled ( p271). Grim Wings can be reskinned as wyverns
or small dragons.

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KILLSERVANTS

Service with a sword. Servants are commonly employed by nobles, the rich,
or the terminally busy. The unpredictable and dangerous nature of the Outer
World has seen the emergence of the Killservant, employees whose duties are
both domestic and martial.

MURDER MAID BOSS RANK 5

They’ll mop the floor with you. Murder Maids will eliminate anyone who
threatens to disrupt the domestic bliss they maintain.

+4/+5 1 4 Out Damn Spot


COMBAT VALUES

Can spend 1 to re-roll


ATTACK HEARTS
a failed Attack
14 2
Average Minor Bonus (+2) on
DEFENSE SPEED Checks & Contests to do with
keeping things tidy
¹ Tidy Battle Stance (+1)
² Tidy Battle Stance (+2)
Immaculate Uniform (+2)

Immaculate Uniform
10
APTITUDES / TRAITS

MIGHT* ealin utfit


11 DEFT. (P)* +2 Defense
10 GRIT (P)
Tidy Battle Stance
10 INSIGHT (P)
Chosen Weapon
8 AURA* Arc, Disguised
* Spirited (+1 Might) +2 Defense
* Careful (+1 Deftness)
+1 Attack
* Demure (-1 Aura)

TYPE Folk
ADVERSARY INFO

Extraordinary
SIZE Medium

ALLEGIANCE Unaligned Back & Forth Without a Fuss


Supernatural leaping

Habitat: Killservants are employed Use Back and Forth without a Fuss
wherever there are folk rich enough to avoid being cornered.
10
to train and hire them. Fight relentlessly, but not with
Gear: They wear their Immaculate suicidal loyalty. After all, who will
Uniform and carry a discrete Chosen clean up the mess if they are killed?
16 Weapon. For example, an Arc
Indicators: An extremely neat
Weapon disguised as a Broom.
and tidy area, soft humming and
Communication: Low Speech and rhythmic footsteps.
6 their employer’s preferred language.
Role Playing Notes: Pleasant and
Tactics: Once an individual has been polite when on duty, but individuals
targeted they will: can be shy, bubbly or brusque.

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Customization: Individual Maids will BACK & FORTH WITHOUT A FUSS
carry different Chosen Weapons.
Murder Maids zip from place to place with
When working in groups, Maids ADVERSARIES
little effort.
will also choose accent colors to
differentiate their uniforms.
 Murder Maids have Supernatural Using
Experienced Murder Maids may know Leaping ( p107). Adversaries
Magical Murder Princess Elective Asura, Lajja
Abilities ( p52). Bizzer
Swarm
YIELD Blaster Mage
ABILITIES
As well as their Immaculate Uniform and Chompa

Chosen Weapon, a Murder Maid will be Chosen one


IMMACULATE UNIFORM B carrying a suitable Common Urban Good Demon,
( p179) such as a dinner service or duster. Blighted
True maids take pride in their appearance, Drones
yet understand their uniform must be fit Goop
for the job at hand. MOOD TABLE
Giga Gruun
Choose or roll a Mood Grim Wing
 Murder Maids wear Light Armor
Killservants
combined with an Appealing Outfit.
1-5 Happy to serve Lalka
 +2 Defense Rating.
Master
The Murder Maid is on a simple errand, Villains
such as collecting their master’s favorite Mundymutts
food or locating an escaped pet. They may
TIDY BATTLE STANCE A Skelemen
ask the PCs for assistance.
Shadow
Maids employ an efficient fighting style Beast
that utilizes the tools of their trade with 6-14 Duty bound Tiny
Unhelpful
deadly effectiveness. Cloud
The Murder Maid encountered is stalking
Undead
 Every Murder Maid has a Weapon a target and really does not have time for Peddler
Type they are proficient in. Using the PCs at the moment. Unshaped,
Bellzuub
their Chosen Weapon provides:
Urarani
 +1 Attack Bonus. 15-20 Vexed
Creating
 +2 Defense Rating. One of the PCs has incurred the wrath of Adversaries

 A Murder Maid’s Chosen Weapon the Murder Maid’s master, or at least they
is always Disguised ( p160). look like someone who has. They won’t
listen to reason unless defeated.

OUT DAMN SPOT B RESKIN

Surviving enemies, like dirt and grime, are The Murder Maid can be used to represent
considered intolerable filth. a zealous soldier or crusader.

 Once per Turn the Murder Maid


can expend 1 Heart to re-roll a
failed Attack.
 Murder Maids have a Minor Bonus
(+2) on Checks and Contests
connected to keeping things tidy.

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BATTLE BUTLER BOSS RANK 5

One heck of a steward. Murder Maids are trained to tidy up messy situations
whereas Battle Butlers prevent them from occurring in the first place. Calm and
unflappable, they are always present when their master requires.
COMBAT VALUES

+4/+5 1 4 nruf e n t n
ATTACK HEARTS Can use Action to stop any
Attack in the same Area as them
17 2 Fast 3 Requires Grit vs Might Contest
DEFENSE SPEED Minor Bonus (+2) on
Checks & Contests to do with
¹ Tidy Battle Stance (+1)
keeping things on track
² Tidy Battle Stance (+2)
Immaculate Uniform (+2)
Speed Bonus (+2)
Quick Weapon (+1) Immaculate Uniform
³ Expeditious Manner (+1 level)
Authorititive utfit
+2 Defense
8
APTITUDES / TRAITS

MIGHT*
10 DEFT. (P)
11 GRIT (P)*
11 INSIGHT (P)* Tidy Battle Stance
9 AURA Chosen Weapon
* A bit thin (-1 Might) Quick, Uitility (Timepiece)
* Stoic (+1 Grit) +2 Defense
* Observant (+1 Insight)
+1 Attack

TYPE Folk
ADVERSARY INFO

Extraordinary
SIZE Medium

ALLEGIANCE Unaligned

Habitat: Found in the service of If isolated, they will withdraw unless
Outer World’s most wealthy, such as they are acting as a decoy.
the Patricians of Shard or the Samurai
of the Seven Holy Isles. Indicators: Noticeably well ordered
areas, the sound of patient footsteps,
Gear: They wear their Immaculate a body of someone slain by clean,
Uniform and carry a notable Chosen precise cuts.
Weapon. For example, a duelling
20 Role Playing Notes: Polite to a fault.
sabre that has a timepiece built in.
They put duty before emotion and
Communication: Low Speech and are respectful no matter what
their employer’s preferred language. their intent.
19
Tactics: Butlers work best when they Customization: Experienced Battle
are part of a team and will: Butlers might know Battle Princess
Elective Abilities ( p42).
18 Attempt to thwart the most
challenging opponent while their
compatriots pick off the rest.

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ABILITIES
 Battle Butlers have a Minor Bonus
(+2) on Checks and Contests
IMMACULATE UNIFORM B connected to keeping things ADVERSARIES

on track.
Battle Butlers wear tailored outfits that
Using
offer additional levels of protection. Adversaries

YIELD Asura, Lajja


 Battle Butlers wear Light Armor Bizzer
combined with an Authoritative Outfit. As well as their Immaculate Uniform and Swarm

 +2 Defense Rating. Chosen Weapon, a Battle Butler will be in Blaster Mage


the possession of an Oddity ( p179) such Chompa
as a teapot or pocket watch. Chosen one
Demon,
TIDY BATTLE STANCE A
Blighted
MOOD TABLE
Drones
Battle Butlers are elegant combatants.
Choose or roll a Mood Goop

 Every Battle Butler has a Weapon Giga Gruun


Type they are proficient in. Using 1-5 Congenial Grim Wing
their Chosen Weapon provides: Killservants
The Battle Butler is trying to dissuade
 +1 Attack Bonus. their master, a Scholar ( p185), from Lalka

 +2 Defense Rating. undertaking a dangerous errand, they may Master


Villains
 A Battle Butler’s Chosen Weapon attempt to convince the PCs to take on
Mundymutts
has a Custom Ability ( p160). the lucrative assignment.
Skelemen
Shadow
6-14 Conciliatory Beast
Tiny
EXPEDITIOUS MANNER B The Battle Butler is travelling with a Unhelpful
Chosen One ( p370) whose quest puts Cloud
The Battle Butlers move with alacrity.
them in conflict with the PCs. The Butler Undead
Peddler
will seek peaceful resolution, if possible.
Battle Butlers are Fast. Unshaped,
Bellzuub
15-20 Ruthlessly antagonistic Urarani
Creating
UNRUFFLED MONOTONY A The Battle Butler serves a master who Adversaries
opposes the PCs. They attempt to thwart
A Battle Butler prefers to prevent a their progress for as long as possible.
disaster rather than mop up afterwards.

 A Battle Butler can use their Action RESKIN


in an attempt to thwart any weapon
The Battle Butler can be used to represent
Attack made in the same Battlefield
a loyal and upright bodyguard.
Area as them.
This Ability must be declared
before an Attack roll is made.

vs Requires a Contest
The Butler’s Grit vs. the
attacker’s Might.
Success: The attacker falters and
cannot act on their Turn.

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LALKA MOOK RANK 0

Exasperating little homunculus. Lalka are small, doll-like elementals whose


sole purpose is to harass and waylay the enemies of their creator. There are
two types: Breeze Lalka, servants formed from the wind and breath, and Mud
Lalka, created from blood and earth.

+0 1
COMBAT VALUES

Elemental Vex
ATTACK HEARTS Move an item (Max. 2 Slots)

13 1 Average
Provide Attack Assist
DEFENSE SPEED Aura vs. Might Contest to
Topple or disarm
¹ Mischievous Miniscule, Tiny (+3)

Arcane Beleaguerment
6
APTITUDES / TRAITS

MIGHT Deft. vs. Grit Contest or be


8 DEFT. (P)* Ballooned for 1 Turn
4 GRIT*
6 INSIGHT (P)
Elemental Vex
7 AURA (P)*
Mud sling
* Nimble (+2 Deftness) (Thrown Weapon)
Flakey (-2 Grit)
Innately magical (+1 Aura)
Arcane Beleaguerment
TYPE Construct Deft. vs. Might Contest
ADDITONAL INFO

Elemental r e etrifie f r Turn

SIZE Tiny

ALLEGIANCE Twilight Aligned


1 Bright
1 Dark

Habitat: Lalka are never too far from Use Attack Assists to help their
their Lalka Jar, the pot or container in masters and employ Arcane
which they were created. A jar may Beleaguerment at key moments.
be positioned to protect a specific
location or carried around by their Indicators: Overturned pots and
master. If freed, Lalka gravitate to furniture, poorly timed pranks and
locations related to their type. Breeze other signs of childish mischief.
Lalka settle in windy valleys and Role Playing Notes: Lalka have
15 caves, while Mud Lalka enjoy swamps simple thoughts. They are belligerent
and river banks. and difficult with everyone except
Communication: Lalka are able to their master or fellow Lalka. Lalka are
speak and understand Low Speech. happy to hurl insults at you but can’t
17 sustain any meaningful dialog.
They tend to have squeaky voices.
Tactics: Self-preservation is not a Customization: More powerful Lalka
factor when confronting foes, they: can reform after using Arcane
2 Beleaguerment or have additional
Use Elemental Vex for hit and run hexes like Mortifying Bloat ( p61) or
attacks to weaken or distract foes. Hocus Pox ( p62).

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ABILITIES
Mud Lalka
 Requires a Contest
ADVERSARIES
MISCHIEVOUS MINUSCULE B Lalka’s Deftness vs. your Might.
Lalka fit in the palm of your hand.  Success: The Lalka splatters itself
over your leg and hardens. You are Using
Adversaries
Petrified ( p270) for 1 Turn.
 Lalka are Tiny ( p434) Asura, Lajja
Bizzer
 Up to 3 Lalka can attempt this Swarm
Ability together, each Lalka adds Blaster Mage
ELEMENTAL VEX B
+2 to their Contest roll and Chompa
Lalkas have a smidgen of elemental power. prolongs the effect by 1 Turn.
Chosen one
Demon,
Breeze Lalka D Adds 1 Dark Allegiance Point. Blighted
Drones
 Can summon a powerful breeze to:
Goop
 Push over, or move, an object no
YIELD Giga Gruun
larger than 2 Inventory Slots.
Grim Wing
 Distract or annoy you, providing
Killservants
an Attack Assist ( p256) to an ally. LALKA JAR
Lalka
 Attempt to blow something out of
your hand or Topple you ( p271). Whoever last held this mundane looking Master
Villains
jar controls the Lalka that was created in it.
◆ Requires a Contest Mundymutts
If a Jar is smashed the Lalka is set free.
Lalka’s Aura vs. your Might. Skelemen
1 Slot • 50 (with Lalka)
Mud Lalka Shadow
Beast
 Can sling grime pulled from their Tiny
bodies as if a Thrown Weapon. MOOD TABLE Unhelpful
Cloud
Choose or roll a Mood Undead
B Adds 1 Bright Allegiance Point. Peddler
Unshaped,
1-5 Preoccupied Bellzuub
Urarani
The Lalka is annoying a commoner and will
ARCANE BELEAGUERMENT B M
ignore the PCs unless they interfere. Creating
Adversaries
When all else fails, Lalka will sacrifice
themselves to temporarily delay their foe. 6-14 Protective
They can even coordinate their efforts with
their fellow Lalka. The Lalka have been ordered to guard a
specific spot or item. They only harass the
 Lalka can hurl themselves at you in PCs if they start poking around.
a self-destructive attempt to slow
you down. 15-20 Annoying
Whether the attempt is successful The Lalka have been sent to harm and
or not, the Lalka is destroyed. hinder the PCs by an old, or unknown, foe.
Breeze Lalka
 Requires a Contest RESKIN
Lalka’s Deftness vs. your Grit.
 Success: The Lalka forces its way Create Lalka related to different elements
into an orifice and evaporates. You by re-theming their Abilities.
are Ballooned ( p268) for 1 Turn.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

MASTER VILLAINS

Heroes on a dark path. In spite of having reached the pinnacle of their


disciplines, or perhaps because of it, these powerful warriors and wizards have
become corrupt and now seek to create or perpetuate a harmful status quo.

OPPRESSOR MEGA BOSS RANK 12

Strength is the only truth. A warrior’s strength is guided by many things: the
pursuit of justice, the rush of meeting a worthy challenge, or the camaraderie
formed in battle. When those joys fade, all that remains is dark necessity.

+13 1 7 attlefiel D inati n


COMBAT VALUES

Bonus Attack if foe


TT T
reduced to 0
20 2 Slow 3 Perform Combat
Stunts without
D D
a wager
1 i t a ter ea n
2 u er ea r r Immune to
attlefiel D inati n Terrifed Ailment
3 u er ea r r le el
all f la e
15 Bonus Attack if
APTITUDES / TRAITS

T (P)*
foe misses their
12 D T
Melee Attack
14 T (P)*
10 T* ar i t
13 (P) Supernatural Might
*D inatin i t
* rre re i le rit atient De tr er
* arr i i ne n i t Supernatural Leaping

T Folk e er urren er
ADVERSARY INFO

Extraordinary If reduced to 0
SIZE Medium Grit Check to
restore 4
Unaligned

Habitat: Found leading rampaging Go on the defensive against


7 armies, ruling lands with an iron fist, numerous, weaker foes to allow
or wandering solo in search of battle. their Wall of Blades Ability to wear
down their numbers.
Gear: A Combination Mighty/Master
Weapon and a suit of Superheavy Utilize Stunts that debilitate and
8 disarm worthier opponents
Armor, both made of Shade Iron.
Separate enemy groups to
Communication: Oppressors know circumvent swarming tactics.
Low Speech and an additional
11
language from their home region. Indicators: The piled bodies of
inferior foes, the loud clanking of
Tactics: Oppressors are exceptional
armor, a voice devoid of fear.
and versatile tacticians and will:

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Role Playing Notes: The Oppressor WALL OF BLADES L
is grim, bitter, or weary. They avoid
pointless chit-chat, but will explain Wild, uncertain, or amateurish attacks
ADVERSARIES
their motivations to other warriors. against the Oppressor invite their wrath.
Customization: Changing the
Oppressor’s combat Gear is a good  The Oppressor may immediately Using

way to personalize them. A master make an opportunistic Attack Adversaries

samurai would have a Sky Steel against anyone who fails a Melee Asura, Lajja

Katana, whereas a Junker Warlord Attack on them. Bizzer


Swarm
may have an ancient Gunblade.
Blaster Mage
Some Oppressors have a fearsome Chompa
mount. Largzards ( p192) are NEVER SURRENDER A
Chosen one
popular, as are tamed monsters. Pushing an Oppressor to their very limit Demon,
Blighted
runs the risk of invigorating them.
Drones
ABILITIES
 If reduced to 0 Hearts, the Goop

Oppressor can attempt to Giga Gruun


BATTLEFIELD DOMINATION L
reinvigorate themselves. Grim Wing
Killservants
Oppressors demonstrate poise and skill far
beyond that of ordinary warriors. ? Requires a Grit Check Lalka

Success: The Oppressor restores 4 Master


Villains
 Oppressors get +2 Bonus to their Hearts, and is ready to fight.
Mundymutts
Defense during a Fight. Failure: They will die, but have Skelemen
 Once per Turn, the Oppressor gets enough time left to say something Shadow
an additional Attack if they reduce to the people who have managed Beast
a foe to 0 with their first Attack. to do the deed. Tiny
Unhelpful
 The Oppressor may attempt Cloud
Attack Stunts ( p255) without This Ability cannot save them from Undead
making a wager. inescapable death, like being Peddler

 Oppressors are immune to the crushed by a stone block. Unshaped,


Bellzuub
Terrified Ailment ( p271).
Urarani
Creating
YIELD Adversaries

WAR GOD’S MIGHT A


In addition to their Combat Gear, noble or
The Oppressor’s strength is appropriately wealthy Oppressors might have jewels, a
overwhelming. crown, or an impressive mantle.

 Oppressors have Supernatural MOOD TABLE


Might ( p107).
Master Villains are always purposeful,
intent on executing some diabolical
scheme. They will see the PCs as tools or
IMPATIENT DESTROYER A
threats and react to them accordingly.
The Oppressor can rapidly close the
distance on their chosen enemy. RESKIN

 Oppressors have Supernatural Oppressors can play the part of a


Leaping ( p107). genocidal warlord, the commander of a
fearsome order, or a fallen hero.

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PEDAGOGUE MEGA BOSS RANK 12

Archsage with a joyless heart. When whimsy and mirth are discarded in cold
pursuit of eldritch knowledge and power, a wizard’s soul will degrade.

Congruent Consciousness
e n all n i t r ll
Extra cti n er Turn f r
a ical ilitie nl

Barrier
Magician’s Apparatus Mu t e e tr e ef re
e a ue can e it
Wizard Sight Defense atin
Can ‘see’ in the dark eart T tal

Mage Flight Requres cti n


t re t re
an r er
Bind
Spell Force
Ran e rea
Can manipulate, lift, push
n i t
ect fr ft a a
i t Deft nte t
an u e a ttac e train all li
Range: 2 Areas
Da a e T le Blast
nfinite eference an e rea
In i t ec t learn ll f e in tar et rea
u eful inf r ati n n i t Deft nte t
e uire cti n an Damage: 2 (Bright)
n i t ec
Burden
Range: 2 Areas
n i t i t nte t
Tar et er ur ene

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

10 MIGHT* TYPE l
+8 7 Extraordinary
13 DEFT. (P)
ATTACK T
10 T* SIZE Medium
12 1 Average 16 INSIGHT (P)*
ALLEGIANCE T ili t Aligned
DEFENSE SPEED 15 (P)* 4 Bright
¹ Light Armor (+2) * Gnarled (-2 Might) 4 Dark
Withered (-2 Grit)
Brilliant (+3 Insight)
15 Overwhelming (+2 Aura)

Habitat: Due to their paranoia, Communication: Pedagogues are


Pedagogues prefer places where they able to speak and understand Low
4 can remain hidden whilst they Speech and 3 additional languages
formulate their plans. This could be a based on their homeland.
remote location or in a busy
metropolis where they can blend Tactics: Pedagogues are ruthless and
13 efficient in battle and will:
with the crowd.
Gear: Light Armor and their Use Blast directly after using Bind
Magician’s Apparatus. to ensnare a group of targets.

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Hurl foes off high places using
 Spell Force: With the use of an
Spell Force.
Action the Pedagogue is able to
Use Burden on annoyingly quick or manipulate, push, or lift objects up ADVERSARIES
mobile opponents. to 15ft away.
Engage in a bit of small talk with  The force can be as delicate or
Using
a group of would-be meddlers so strong as an adult human hand. Adversaries
they can use their Infinite Reference
 If used in a Check or Contest, the Asura, Lajja
on each of them.
bearer’s Insight is used, instead Bizzer

Indicators: The glow of recently of Might or Deftness. Swarm


Blaster Mage
activated mana, spells chanted in  This Ability can be used to Attack
monotone, corpses pulverized by a foe up to 2 Battlefield Areas Chompa

unknown forces. away. This requires an Attack roll, Chosen one


does 2 Hearts of Damage, and Demon,
Role Playing Notes: Pedagogues are leaves the target Toppled Blighted
withdrawn at best and insufferable at ( p271). Drones
worst during interaction. Clearly no Goop
one is as smart as they are, so they  Infinite Reference: The Apparatus
find most forms of discussion entirely is constantly scrying and absorbing Giga Gruun

knowledge for the Pedagogue Grim Wing


pointless. They find exceptionally
to use at a later date. With the Killservants
intelligent individuals intriguing, and
use of an Action the Pedagogue
may actually converse with them Lalka
can attempt to retrieve useful
given the opportunity. Ultimately, Master
information about a particular Villains
however, their schemes and long
person, place, thing, or concept Mundymutts
term goals take precedence.
they may not have heard of before. Skelemen
Customization: Some Pedagogues  Requires an Insight Check Shadow
might use Advanced Sage or Heretic Beast
 Success: They have gained
Abilities instead of Bind, Blast, Tiny
functional knowledge of the
or Burden. Unhelpful
subject referenced: known Cloud
weaknesses, probable location or Undead
Peddler
ABILITIES intentions, etc.
Unshaped,
Bellzuub

MAGICIAN’S APPARATUS L M B Adds 2 Bright Allegiance Points. Urarani


Creating
The Pedagogue has compressed their Adversaries

magical tools into a single worn device.


CONGRUENT CONSCIOUSNESS L M
While it resembles an ornate bracelet or
pendant, it is so much more. The Pedagogue’s mind is active, even
when they sleep, their dreams replaced
 The Magician’s Apparatus has the with rational thought. There is work to be
following functions: done, after all.
 Wizard Sight: The Apparatus sends
out a subtle mana pulse that scans  Benefits from an Edge on all Insight
the environment every few seconds rolls.
allowing the Pedagogue to ‘see’  Can perform an extra Action per
even if in complete darkness or Turn if used to perform one of the
physically blinded. Pedagogue’s Magical Abilities, but
 Mage Flight: The Apparatus the same Ability may not be used
creates a cushion of mana for the twice in the same Turn.
Pedagogue to rest upon, allowing
them to fly and hover. D Adds 2 Dark Allegiance Points.

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BARRIER A M BLAST A M

Mana is constantly flowing within and The Pedagogue is able to agitate large
around the Pedagogue. It is a simple clusters of mana to create a powerful
matter for them to turn it into a flexible, explosion. This spell is a favorite way to
flowing defensive field. clear away rabble.

 The Barrier must be destroyed  The Pedagogue may use Blast to


before the Pedagogue can be target a Battlefield Area adjacent to
targeted directly. the one they currently occupy.
 The Barrier has:
 Defense Rating 16 vs Requires a Contest
The Pedagogue’s Insight vs. the
 3 Hearts
Deftness of those inside the
 The Barrier is active at the beginning targeted Area.
of each Fight (unless Ambushed!).
 Anyone in the targeted Area that
 The Pedagogue can use an Action loses the Contest takes 2 Hearts
to restore the Barrier if destroyed. worth of Bright Damage.
 The GM may decide that easily
B Adds 1 Bright Allegiance Point. destructible objects, such as glass
bottles, are destroyed if caught in
the area of the Blast.
BIND A M
B Adds 1 Bright Allegiance Point.
The Pedagogue is able to coerce dark
mana into thick cords that can entangle.

 The Pedagogue can use an Action BURDEN A M

to attempt to Bind foes in the


The Pedagogue is able to weigh down a
Battlefield Area they currently
target by smothering them in dense mana.
occupy, or any adjacent to it.
 The Pedagogue can use an Action
vs Requires a Contest in an attempt to Burden a target up
The Pedagogue’s Insight vs. the to 2 Battlefield Areas away.
Might (or Deftness if higher) of
those inside the targeted Area.
vs Requires a Contest
Success: Cords of dark mana snare The Pedagogue’s Insight vs.
and wrap around any target that the target’s Might.
lost the Contest. All their limbs are
Success: Heavy globs of dark mana
Restrained ( p270).
cling to the target, making them
19  Restrained targets, or assisting Overburdened ( p270).
allies, may use an Action to make
 Burdened targets, or assisting
a Might or Deftness Check to cut
allies, may use an Action to make
the binding. To do this, a sharp
5 a Might Check to tear away the
implement is required.
accumulated mana.
 The cords dissolve immediately if
they are no longer binding anyone.
D Adds 1 Dark Allegiance Point.
12
D Adds 1 Dark Allegiance Point.

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YIELD MOOD TABLE

Master Villains are always purposeful,


ADVERSARIES
MAGICIAN’S APPARATUS intent on executing some diabolical
scheme. They will see the PCs as tools or
The Apparatus can be used by a Sage, threats and react to them accordingly. Using
though it is a complex and stressful artifact Adversaries
to use. Asura, Lajja
RESKIN
Bizzer
 A Sage must make an Insight Check Swarm
Pedagogues can be used to portray
when attempting to use any of the Blaster Mage
the cruel master of an ancient tower,
Apparatus’s listed Abilities
a schemer seeking immortality, or a Chompa
( p397).
mysterious hooded figure expediting the Chosen one

1 Slot • 5 Gems world’s tragic destiny. Demon,


Blighted
Drones
Goop
Giga Gruun
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

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MUNDYMUTTS

Dogged opponents. The Mundymutts were once relatively unknown to Outer


World’s folk. But now a recent diaspora means the best, and worst, of these
bipedal canines can be found anywhere.

MANGE BANDIT MOOK RANK 0

Ruff neck miscreant. Outcasts banished from their pack for heinous crimes.
The exile extends to their offspring, resulting in the formation of bandit packs.

+0 1
COMBAT VALUES

ATTACK HEARTS
Doggone Good Sense
14 1 Fast 2 Edge on Insight Checks
DEFENSE SPEED & Contests using
hearing or smell
¹ Light Armor (+2)
Speed Bonus (+2) Can smell magic
² Stray’s Step (+1 level)

6
APTITUDES / TRAITS

MIGHT
7 DEFT. (P)*
6 GRIT (P)
7 INSIGHT (P)*
5 AURA*

* Quick paws (+1 Deftness)


* Good nose (+1 Insight)
* Yappy (-1 Aura)

TYPE Folk
ADVERSARY INFO

Animal-kin
SIZE Medium

ALLEGIANCE Unaligned

Habitat: These strays have spread Use ranged attacks when they are
from the Pride Coast, their ancestral low in number.
homeland, in search of coin. Will only engage in melee if they
8 are confident of the win.
Gear: Light Armor, a Standard
Weapon, and some Thrown Weapons.
Indicators: Gnawed sticks, the sound
Communication: Low Speech and of growling and howling, corpses
19 with throwing knives in their backs.
another language related to their
home region. They refuse to learn
Role Playing Notes: Packs consist of
Hoshi-Ban, the tongue of cats.
varied personalities. Universally
20 pragmatic and ruthless, most have a
Tactics: Mange are cowardly
combatants and will: strong sense of loyalty to the pack
and feel they are in it together,
Use ambush techniques. surviving in a cruel world.

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Customization: Senior Mange YIELD
Bandits might know Raider ( p35) or
Sneak ( p23) Elective Abilities. Mange Bandits have 1d20 of ill-gotten
ADVERSARIES
gains. They’ll also have a ‘Cool Thing’:
ABILITIES a piece of Magical Material ( p288) or a
Curiosity ( p180). This is usually buried Using
in a secret location and used as leverage Adversaries
DOGGONE GOOD SENSE B when pleading with the PCs. Asura, Lajja
Bizzer
Mundymutts hear and smell better than Swarm
any other species in the Outer World. MOOD TABLE Blaster Mage

Choose or roll a Mood Chompa


 Mange have an Edge on all Insight Chosen one
Checks and Contests involving
hearing or sense of smell. For 1-5 Skittish Demon,
Blighted
example, tracking or sniffing out a A lone Mange Bandit has just finished Drones
hidden or disguised individual. burying their Cool Thing. They will do their Goop
 Mange can smell mana and can tell best to depart without looking suspicious. Giga Gruun
when magic of any kind is being Grim Wing
used, or was recently used, nearby. 6-14 Passive aggressive Killservants
They can even discern between
Lalka
Bright and Dark mana. The Mange Bandits are camped across a
 Things not native to Outer World bridge or pathway and are asking for small Master
Villains
(Dimensional Strays, Asuras, Devas, ‘donations’. They will turn hostile if the
Mundymutts
etc.) smell ‘off’ and make them PCs are uncharitable.
Skelemen
uneasy. This could explain their
Shadow
infamous dislike of the Rai-Neko. 15-20 Active aggressive Beast
Tiny
Ambush! The PCs have sprung a trap set Unhelpful
up by a pack of desperate Mange Bandits. Cloud
STRAY’S STEP B Undead
Peddler
Bandit pups learn fast that stragglers are RESKIN Unshaped,
Bellzuub
left behind.
Replace Doggone Good Sense with Urarani
another set of Species Abilities to make a
 Mange Bandits are Fast. Creating
swift footed bandit. Adversaries

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PROUDHOUND SELLSWORD BOSS RANK 6

Woofing wayfarer. Proudhounds once belonged to tightly knit clans, but have
dispersed. A few remain in their ancestral homeland trying to eke out a new
life, or struggling to preserve the old one. Many have taken to wandering. The
Proudhounds seek fame and fortune to immortalize their lost clans.
COMBAT VALUES

+4/+5 1 4
ATTACK HEARTS Packsword
Mighty/Master
16 2
Average Combination Weapon
DEFENSE SPEED

¹ Packsword (+1) Canine Pounce


² Heavy Armor (+6)
Supernatural Leaping
Leap Attack
10
APTITUDES / TRAITS

MIGHT (P) +2 to hit


8 DEFT.* +1 Damage
12 GRIT (P)* elf in ict
11 INSIGHT (P)*
9 AURA Fearsome Growl
Grit Contest or
* Rough (-1 Deftness)
Terrifie
* Stalwart (+2 Grit)
* Aware (+1 Insight)
Doggone Good Sense
TYPE l e on n i t ec
ADVERSARY INFO

Animal-kin & Contests using


SIZE e iu hearing or smell
Can ell a ic
ALLEGIANCE Unali ne

Habitat: Most common around the Use Canine Pounce to quickly


Pride Coast, their ancestral dispatch a weakened adversary.
homeland, Proudhounds travel far
and wide in search of worthy foes. Indicators: A wistful howl in the wind,
heavy paw prints, corpses with large
Gear: Heavy Armor and a slash wounds
Packsword (Mighty/Master
Combination Weapon). Role Playing Notes: Proudhounds
are dignified mercenaries and are
Communication: Low Speech and occasionally too honest for such a
19 another language related to their profession. They are tremendously
home region. They refuse to learn loyal, and are unlikely to betray
Hoshi-Ban, the tongue of cats. friends or employers.
4 Tactics: Proudhounds abhor Customization: Proudhound breeds
deception and other tricks and will: also come in Small (Puggoe) and
Seek a head-to-head fight Large (Bernord) varieties. Each clan is
whenever practical. known for having a different Mighty
8
Combination Weapon as their
Target challenging or skilled signature Packsword. Note, Small
warriors first. Proudhounds can still use their
Packsword without penalty.

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ABILITIES YIELD

The body can be stripped of its Heavy


ADVERSARIES
DOGGONE GOOD SENSE B Armor and Packsword. However, a felled
Proudhound is traditionally buried with their
Mundymutts hear and smell better than Packsword and taking one is considered Using
any other species in the Outer World. offensive by other Mundymutts. In Adversaries
addition to their combat gear they will Asura, Lajja
 Proudhounds have an Edge on possess an Oddity ( p179): a chew toy, Bizzer
all Insight Checks and Contests tankard, or a memento from home. Swarm
involving hearing or sense of smell. Blaster Mage

 Proudhounds can smell mana and Chompa


MOOD TABLE
can tell when magic of any kind is Chosen one
being used, or was recently used, Choose or roll a Mood Demon,
nearby. They can even discern Blighted
between Bright and Dark mana. Drones
1-5 Uproarious
 Things not native to Outer World Goop

smell ‘off’ and make them uneasy. The Proudhound is travelling on the same Giga Gruun
This could explain their infamous path as the PCs and loudly singing an old Grim Wing
dislike of the Rai-Neko. drinking song.
Killservants
Lalka
6-14 Suspicious Master
Villains
CANINE POUNCE A
The Proudhound is in pursuit of someone
Mundymutts
accused of a loathsome crime. They will
Proudhounds can bound into battle. Skelemen
challenge the PCs if they act suspiciously.
Shadow
 Proudhounds have Supernatural Beast

Leaping ( p107). 15-20 Baring Teeth Tiny


Unhelpful
 Leap Attack: After leaping, An enemy has hired the Proudhound to Cloud
Proudhounds can use their Action slay or capture the PCs. The Proudhound Undead
Peddler
to deliver a shuddering blow that: will be accompanied by companions if the
Unshaped,
 Gains a +2 to hit. PCs offer a significant challenge. Bellzuub

 Does +1 Heart of Damage. Urarani

 Drains 1 Heart from the RESKIN Creating


Adversaries
Proudhound whether the Attack Proudhounds can be reskinned to make
lands or not. other animalistic humanoids. Swap out
Doggone Good Sense for aquatic abilities
to create toad-men (Croaks), or swap
FEARSOME GROWL B Canine Pounce for the Big Eater Quirk
( p137) to create pig-men (Porcs).
An especially intimidating bark.
PLAYABLE
 Once per Fight the Proudhound
can use their Turn to snarl and bark Mundymutts could be used as a playable
in an attempt to scare adversaries Species if your GM agrees. Whether
within a range of 1 Battlefield Area. Mange or Proudhound, both would have
the following Species Abilities:
vs Requires a Grit Contest
 Innate Ability: Doggone Good Sense.
Success: You are Terrified ( p271)
 Maturative Ability: Fearsome Growl.
until the Proudhound is dealt with.
 Species Size: Small, Medium, or Large.

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SKELEMEN

Magic infused remains. Mana flows through all of Outer World’s living beings,
and some claim it ‘gets in your bones’. The unsleep is a curse for those with
ruthless ambition, those afflicted rise in an endless pursuit of power and riches.

SKELEMAN MOOK RANK 0

Vainglorious bones. Skelemen are the reanimated remains of the greedy or


the criminally ambitious. Death is not the end for the excessively conniving.

+0
COMBAT VALUES

1
ATTACK HEARTS Pull Yourself Together
Reassembles 3 Turns after
10/11 1 Average
being reduced to 0 iii
DEFENSE SPEED

¹ Quick Weapon (+1)


Living Dead
6
APTITUDES / TRAITS

MIGHT Immune to ailments


7 DEFT. (P)* t at affect t e e
5 GRIT*
6 INSIGHT (P)
7 AURA (P)*

* Sneaky (+1 Deftness)


* Brittle (-1 Grit)
* Scary (+1 Aura)
*
TYPE Monster
ADVERSARY INFO

Undead
SIZE Medium

ALLEGIANCE Dark Aligned


2 Dark

Habitat: Old roads, tunnels or ruins Pretend to be normal corpses then


where they can ambush passers-by. suddenly spring into action at an
opportune moment.
Gear: Armed with a Standard or
Defend fallen allies in order to give
Quick Weapon that’s ravaged
them time to Self-Assemble.
by time.
9 Try to take a hostage, to later
Communication: They cannot speak, carefully remove their eyes and
so use mime and gesticulation tongue, for use in their transition
instead. They understand Low into Skelemasters ( p406).
17
Speech and any other languages they
knew in their previous lives. Indicators: The sound of clacking
bones, corpses with eyes and
Tactics: They target the unsuspecting tongues removed, fresh blood on
8 or solitary, working as a group to discarded weapons.
ambush or distract. They will:

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Role Playing Notes: Prone to YIELD
insulting or dramatic gestures.
Amused by their own brilliance.
ADVERSARIES
CLACKING CRANIUM
Customization: Increase the threat
by equipping them with better A Skeleman’s skull remains animated even
weapons or armor. Skelemen could when the rest of its body is crushed.
Using
Adversaries
also be made from the bones of While it will try to be dangerous, gnashing Asura, Lajja
Large or Small Species ( p106). its teeth pointlessly, it is a harmless
Bizzer
novelty item. Swarm

ABILITIES 1 Slot • 5 Coins Blaster Mage


Chompa
Chosen one
LIVING DEAD B MOOD TABLE
Demon,
Blighted
Skelemen are not subject to the afflictions Choose or roll a Mood
Drones
that plague the living.
Goop
1-5 Preoccupied
 Immune to Fatigue, Starvation, Giga Gruun

Suffocation, and aging. The Skelemen are busy distributing the Grim Wing
eyes and tongues of recent victims, one of
 Immune to toxins that target living Killservants
whom may still be bound and alive! They
tissue which are ingested, inhaled, Lalka
ignore the PCs, unless provoked
or injected. Master
or annoyed. Villains
Can only be animated when within Mundymutts
1 mile of a living creature (Bio-
Mechanoids do not count) or a 6-14 Embarrassed Skelemen
Shadow
Skelemonarch ( p408). When out The Skelemen are in the midst of setting Beast
of range they are aware but inert. up a trap or ambush. Awkward. Tiny
Unhelpful
Cloud
D Adds 1 Dark Allegiance Point. 15-20 Hateful Undead
Peddler
The Skelemen are aware of the PCs’ Unshaped,
approach, and haven’t had a chance to Bellzuub
PULL YOURSELF TOGETHER B
mix it up with the living for quite a while. Urarani

You can’t keep an evil Skeleman down. Creating


Adversaries
RESKIN
 When reduced to 0 Hearts, or less,
their bones clatter to the ground, Skelemen can be reskinned as enchanted
but over the next 3 Turns they will dolls or robotic creatures that possess a
reform, all Hearts restored. primitive self-assembly function.
The GM may decide a crushing or
obliterating attack prevents
Self-Assembly. Otherwise, you’ll
need to take a Turn to shatter the
skull to prevent reanimation.

D Adds 1 Dark Allegiance Point.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

SKELEMASTER BOSS RANK 4

Bossy bones. A Skeleman that has claimed the eyes and tongue of the living
gains enhanced vision, the power of speech, and poisonous ambition.

+3/+4 1
COMBAT VALUES

3
ATTACK HEARTS Pull Yourself Together
Reassembles 3 Turns after
14 2 Average
being reduced to 0
DEFENSE SPEED

¹ Master Weapon (+1)


² Medium Armor (+4)
Living Dead
Immune to ailments
7
APTITUDES / TRAITS

MIGHT* that a e t the e h


10 DEFT. (P)*
7 GRIT*
10 INSIGHT (P)*
10 AURA (P)*

* Lazy bones (-1 Might)


Eager hands (+1 Deftnesss )
Brittle (-1 Grit)
Actual eyes (+1 Insight) Hollow Eyed Servant
Silver tongue (+1 Aura) Can see and hear
* everything their
TYPE Monster Skelemen can
ADVERSARY INFO

Undead
SIZE Medium

ALLEGIANCE Dark Aligned


3 Dark

Habitat: Often found accompanying Gather as much information as


large groups of Skelemen. The possible on unknown foes before
boldest use masks and disguises to confronting them directly.
infiltrate cities. Only join a battle when they have
established a clear advantage.
Gear: Usually wear Medium Armor in
conjunction with an Authoritative or Indicators: The sound of wicked
Appealing Outfit. Most will wield a cackling, the glint of a well kept
Master Weapon. weapon among rusted ones,
7 Communication: They have high disturbingly organized Skelemen.
pitched, nasally voices. They can Role Playing Notes: Skelemasters
speak Low Speech and any other are as conniving as their Skeleman
languages they knew when alive. minons, but their love of dramatics is
14
Tactics: Skelemasters stick to the tempered by a sadistic streak and an
same tactics used by Skelemen, increased desire for self preservation.
although they will utilize decoy Skelemasters literally love the sound
6 groups and more sophisticated hit of their own voice and their recently
and run tactics. They are also more acquired tongues can make them
cautious and they will: prone to monologuing or singing.

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If more than one Skelemaster inhabits
 Skelemasters are instantly aware of
the same Adventure Site, they will
anything a Skeleman or Clacking
try to undermine or usurp the other
Cranium within 1 mile of them sees ADVERSARIES
whilst dealing with the PCs.
or hears.
Customization: Arm with different The ability is limited to a 1 mile
weapons, or heavier armor, at the radius from the Skelemaster
Using
Adversaries
lamented expense of style. Toughen
Asura, Lajja
them up with a Champion or Raider’s
Elective Ability. D Adds 1 Dark Allegiance Point. Bizzer
Swarm
Blaster Mage
ABILITIES Chompa
YIELD
Chosen one
Demon,
LIVING DEAD B
YACKING CRANIUM Blighted
Drones
Skelemasters are not subject to the
A Skelemaster’s skull remains animated
afflictions that plague the living. Goop
even when the rest of its body is crushed. Giga Gruun
Its eyes swivel wildly in their sockets and it
 Immune to Fatigue, Starvation, Grim Wing
spits insults at its keeper.
Suffocation, and aging. Killservants

 Immune to toxins that target living 1 Slot • 10 Coins Lalka


tissue which are ingested, inhaled, Master
or injected, except… MOOD TABLE
Villains
Mundymutts
The eyes and tongue are still
Choose or roll a Mood Skelemen
subject to attacks that target living
tissues. Destroying them demotes Shadow
Beast
them to a Skeleman ( p404). 1-5 False humility
Tiny
Unhelpful
The Skelemaster is the sole survivor of a Cloud
D Adds 1 Dark Allegiance Point. calamitous skirmish. After sizing up the Undead
PCs, they will attempt to misdirect them, Peddler
flee, or bargain for safe passage. Unshaped,
Bellzuub
PULL YOURSELF TOGETHER B
Urarani
6-14 Jealous
You can’t keep an evil Skelemaster down. Creating
Adversaries
The Skelemaster likes a weapon, outfit, or
 When reduced to 0 Hearts, or less, other visible item one of the PCs owns.
their bones clatter to the ground, They’ll be willing to let them pass by if
but over the next 3 Turns they will they hand it over.
reform, all Hearts restored.
The GM may decide a crushing or 15-20 Something to prove
obliterating attack prevents
The Skelemaster’s troops have begun to
Self-Assembly. Otherwise, you’ll
question their fighting prowess, so they
need to take a Turn to shatter the
are particularly keen to show they are
skull to prevent reanimation.
worthy of leadership.

D Adds 1 Dark Allegiance Point.


RESKIN

Replacing Hollow Eyed Servants with a


HOLLOW EYED SERVANTS A M Calling Elective Ability can change the
Skelemaster into a solitary undead foe.
Skelemen keep a hollow-eyed vigil for
their masters.
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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

SKELEMONARCH MEGA BOSS RANK 8

Autarch of the fleshless. When an ancient ritual seals a powerful soul within
the body of a Skelemaster, the result is an ageless tyrant.

Macabre Aura Living Dead


Parry nce er un Immune to ailments
a tan ar iel t at affect t e e

Pull Yourself Together Hollow Eyed Servant


Reassembles 3 Turns after Can ee an ear
ein re uce t iiii everything their
ele en can
When at t e ul t ne
i e e

Skelemancy

Soul Stone Skull Shot


1 20 Aura vs. Deft. Contest
Magic Material Range: 2 Areas
Damage: 2 (Dark)

Bone Brambles
Curse of the Skull attlefiel Area
If in the same Area win ec e late
Aura vs. Grit Contest or be
utrefie an l e er Turn
If re uce t
ec e ele an

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

10 MIGHT TYPE Monster


+6 5 Undead
11 DEFT. (P)
ATTACK HEARTS
8 GRIT* SIZE e iu
16 1 Average 13 INSIGHT (P)*
ALLEGIANCE Dar li ne
DEFENSE SPEED 13 AURA (P)* 7 Dark
¹ Macabre Aura (+6) * Just a skeleton (-2 Grit)
Omniscient (+2 Insight)
Terrifi in ura

17 Habitat: Usually found in one of two Tactics: Despite their great power,
places: in their ghastly stronghold, or Skelemonarchs avoid direct
behind a skeletal horde. confrontation, obscuring themselves
5 behind a loyal horde. The living are
Gear: Each Skelemonarch has it own granted audience only to be
individual style, but most are partial subjected to the Curse of the Skull.
to ceremonial regalia.
Indicators: A garrison of highly
11 Communication: They are able to organized Skelemasters and
speak Low Speech, Dark Tongue and Skelemen, the sound of crackling
any other languages they knew when energy, husks of discarded flesh...
they were alive.

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Role Playing Notes: Skelemonarchs HOLLOW EYED SERVANTS A M
are not just heartless, they are
actively cruel. They taunt opposition Skelemonarchs issue their despicable
ADVERSARIES
in hopes of rash retaliation, and commands at the speed of thought.
adorn skeletons under their
command with mementos of their  Skelemonarchs are instantly Using
past lives so they can point them out aware of anything a Skelemaster, Adversaries
to loved ones seeking revenge. Skeleman, or Clacking Cranium Asura, Lajja

Customization: Some Skelemonarchs within 1 mile of them sees or hears. Bizzer


Swarm
might inflict other Ailments with their Skelemonarchs are also able to
Blaster Mage
Curse of the Skull Ability. telepathically communicate with
Chompa
any Skelemen or Skelemasters
within a 1 mile range. Chosen one
ABILITIES Demon,
Blighted
D Adds 1 Dark Allegiance Point. Drones
LIVING DEAD B
Goop

Skelemonarchs are not subject to the Giga Gruun


afflictions that plague the living. MACABRE AURA A
Grim Wing

Mana swirls around the Skelemonarch, Killservants


 Immune to Fatigue, Starvation, and deflecting or absorbing inbound attacks. Lalka
Suffocation. Master
 Immune to toxins that target living  + 6 Defense Rating. Villains

tissue which are ingested, inhaled,  Can Parry once per Round as a
Mundymutts

or injected. Standard Shield ( p169).


Skelemen

Any Skeleman within 1 mile of the Shadow


Beast
Skelemonarch remains animated.
D Adds 1 Dark Allegiance Point. Tiny
Unhelpful
Cloud
D Adds 1 Dark Allegiance Point.
Undead
Peddler
SKELEMANCY A M
Unshaped,
Bellzuub
PULL YOURSELF TOGETHER B Skelemonarchs’ dark magic, characterized
by grand gestures and ominous laughter. Urarani

The Skelemonarch will return. Creating


Adversaries
 Once per Turn, the Skelemonarch
 When reduced to 0 Hearts, or less, can use one of the following:
their bones clatter to the ground,  Skull Shot: The Skelemonarch can
but over their next 3 Turns they will attempt to throw a cackling mana
reform, all Hearts restored. skull at you from up to 2 Areas away.
The Skelemonarch’s glowing Soul  Requires a Contest
Stone is revealed while they are The Skelemonarch’s Aura vs.
inert (20 Defense, 1 Heart). your Deftness.
 It can only be sundered with an  Success: You take 2 Hearts of
Imbued Weapon, an Artifact, or a Dark Damage.
destructive magical Ability.
 Bone Brambles: Twisted bone
 Only if the Soul Stone is spikes erupt in the Battlefield Area
Sundered ( p263) will the the Skelemonarch occupies, giving
Skelemonarch crumble to dust. it the Isolated Condition ( p250).

D Adds 1 Dark Allegiance Point. D Adds 1 Dark Allegiance Point.

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CURSE OF THE SKULL L M  Defense: The Imbued item,


surrounded by dark Mana, can
The Skelemonarch’s hatred of flesh is so
Parry a single Attack once per
strong that it lashes out at anyone nearby.
Fight as if using a Standard Shield
( p169). This is in addition to any
 The Skelemonarch can attempt to Parries the item already provides.
convert you, or any other organic
creature in its Battlefield Area, into  Attack: Once per Turn the Imbued
one of its lifeless subjects. Weapon can fire a cackling mana
skull at a target, with the same
effectiveness as a Small Mechanical
vs Requires a Contest Missile Weapon. The skull inflicts
The Skelemonarch’s Aura vs. Dark Damage.
your Grit.
Success: Your body begins to 1 Unit • 2 Gems
wither and becomes Putrefied
( p270), you lose 1 Heart per Turn. MOOD TABLE
 The Curse won’t manifest if you
Choose or roll a Mood
make a successful Grit Check
when your Hearts reach 0, or the
Putrefied Aliment is removed 1-5 Whimsical
by another Ability, or the
Skelemonarch is slain. The Skelemonarch has recently succeeded
in some dread scheme and is in an unusual
 If the Curse is blocked you will mood. They will gladly allow the PCs to
return to physical normalcy in a few live if they do a little dance, cut off a strip
moments, though you still suffer of flesh, or perform some other belittling
from any lost Hearts if the Fight is or horrific act to amuse them.
still in progress.
 Failing the Grit Check at 0 Hearts 6-14 Curious
results in your flesh melting away.
You have been transformed The Skelemonarch has been locked away
into a subservient Skeleman, or for some time, and is currently unaware of
Skelemaster if you are Rank 5 the state of the world. They may politely
or higher. ask the party for information. This doesn’t
Failure: You resist and are immune guarantee their survival, though.
to the Curse for 24 hours.
Bio-Mechanoids, and other forms of 15-20 Hostile/Bloodthirsty
inorganic life, are immune to The Bony Crusade has begun, and no
the Curse. fleshling will survive!

D Adds 2 Dark Allegiance Points.


16 RESKIN

Replace the Skelemonarch’s Abilities with


YIELD some Advanced Sage or Heretic Abilites
1 to create an undead sorcerer.
If you’re ok with it, players who are
DARK BONE DUST
really, really unhappy about dying
can come back as a Skeleman. In this
The remains of a Skelemonarch carry a
2 case, they lose their Innate Species
small echo of their malevolent power Abilities and gain Living Dead and
which can be used as a powerful Crafting Pull Yourself Together in their place.
Additive ( p291).

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EVIL-UTION

Skeleman Skelemaster Skelemonarch ADVERSARIES


MOOK BOSS MEGA BOSS

Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

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SHADOW BEAST MEGA BOSS RANK 8

The wrath of the departed. Shadow Beasts are born of tragedy. When a large
number of individuals die during a violent or gruesome event, it can poison the
ambient mana. This corrupted mana can coalesce and congeal into a terrible,
destructive mass that lashes out at everything that moves.

Tragic Behemoth
Focused Attack: i t ea n t ite
Sweep Attack: rc ea n ec i
in all i t nte t unle a ain t u ernatural i ht

Forsaken Shadow
unli t in ict Terrifie il ent n t e ea t
Dar Da a e eal
ri t Da a e in ict

Howls of the Lost


f it in rea a e rit ec
r e Di irite

Surging Darkness
an acce late
attlefiel rea

Caustic Miasma
T e attlefiel rea t e
ea t ccu ie i ar ful

17
COMBAT STATS APTITUDES / TRAITS ADVERSARY INFO

16 MIGHT (P)* TYPE n ter


+8 7 Abberation
1 8 DEFT.*
ATTACK HEARTS
11 GRIT (P) SIZE a i e
16 1
Fast 2 8 INSIGHT*
ALLEGIANCE Dar li ne
8 DEFENSE SPEED 13 AURA (P)*
4 Dark
¹ Tragic Behemoth, Massive (-2) * Inexorable (+3 MIght)
Surging Darkness (+6) Clumsy (-2 Deftness)
Speed Bonus (+2) Destructive monomania (-2 Insight)
² Surging Darkness (+1 level) Intense (+2 Aura)

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Habitat: Shadow Beasts are only Indicators: Corpses and scenery that
found in the Wistful Dark due to the have been melted away, dark mist,
region’s high levels of dark mana. terrible cries and moans, an ADVERSARIES
Reports from the Hollow Queen’s acrid smell.
Kingdom suggest they clash with the
region’s other curious creatures. Role Playing Notes: Shadow Beasts
Using
are the personification of suffering Adversaries
Communication: It cannot and rage, they are not interested in Asura, Lajja
meaningfully communicate. The discourse and will attack anything
temporary faces that emerge on its that moves. The howling faces that
Bizzer
Swarm
body only wail in remembrance, and move along their surface are Blaster Mage
the creature itself thinks only individually comprehensible, even if Chompa
of destruction. they only beg or cry. Maybe the PCs
Chosen one
Tactics: The Beasts are instinctual recognize one of the faces?
Demon,
rather than strategic and will: Customization: Replace their Caustic Blighted

Rely on their Caustic Miasma to Miasma with an Ability that is related Drones

clear out weaker foes, saving to the originating event. For Goop

their direct attacks for their more example, innocents gunned down by Giga Gruun

powerful opponents. mercenaries might create a Shadow Grim Wing


Beast that shoots black spines from Killservants
Focus on targets that remind them its body.
of their tragic origin. For example, Lalka

armored warriors may enrage a Master


Villains
Beast who came into being after
Mundymutts
the slaughter of a nomad village by
the Knights of the Sacred Chain. Skelemen
Shadow
Beast
Tiny
Unhelpful
Cloud
Undead
Peddler
Unshaped,
Bellzuub
Urarani
Creating
Adversaries

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ABILITIES FORSAKEN SHADOW B

Shadow Beasts fear light, knowing


TRAGIC BEHEMOTH B instinctively that it is their only real
weakness. Darkness, no matter how
Even though their shape is in constant flux, malicious, only comforts them.
a Shadow Beast is always
frightfully large.  If the Shadow Beast comes within
2 Battlefield Areas of a Star Gem,
 Shadow Beasts are Massive or other source of sunlight, it is
( p434). automatically Terrified ( p271). The
 Sweep Attack: Long neck and Beast will retreat from the source if
limbs strike as Arc Weapons. at all possible.
 Focus Attack: Stomps and bites  Attacks inflicting Bright Damage
strike as Mighty Weapons. receive a +1 Damage bonus against
the Shadow Beast.
 Attacks inflicting Dark Damage do
SURGING DARKNESS B not harm the Shadow Beast, and
will actually restore 1 lost Heart.
The Shadow Beast’s body moves like
liquid darkness, yet remains concrete.  Light from a mundane source, such
as a lantern or torch, only serves to
aggravate the Shadow Beast. They
 The Shadow Beast is Fast.
know it is only a pale imitation of
 +6 Defense Rating, the Shadow what they truly fear.
Beast’s density repels weak Attacks.
 The Shadow Beast is able to D Adds 1 Dark Allegiance Point.
climb sheer surfaces with ease,
and is unhindered by the Isolated
Battlefield Condition.
CAUSTIC MIASMA A

The Shadow Beast is followed by a fog of


HOWLS OF THE LOST B malignantly charged Dark Mana that eats
away at flesh, steel, and bone.
Faces contorted in fear and woe ebb and
flow along the surface of the Shadow
 Any Area the Shadow Beast
Beast, emitting pitiful cries as they surface
occupies gains the Harmful
and submerge. Hear them and despair.
Battlefield Condition ( p250). The
Shadow Beast itself is immune to
 If you come within 1 Battlefield
this effect.
Area of the Shadow Beast, you
must attempt to resist its horror.  Long exposure to this Ability may
damage structures and unattended
15 objects at the GM’s discretion.
? You require a Grit Check
 This Ability is negated by the
Failure: You contract the Dispirited presence of a Star Gem, or other
10 Ailment ( p269). The Ailment lasts form of sunlight, emanating from a
until the Shadow Beast has left source up to one Battlefield Area
your sight. away from the Shadow Beast.
Success: You are immune to this
8 Ability for 24 hours.
D Adds 2 Dark Allegiance Points.

D Adds 1 Dark Allegiance Point.

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YIELD MOOD TABLE


Choose or roll a Mood
ADVERSARIES
SHADOW STONES

A Shadow Beast melts away dramatically 1-5 Preoccupied


Using
when slain, leaving behind up to 3 Shadow The Shadow Beast is in the process of Adversaries
Stones ( p180). These Shadow Stones slaughtering a group of bandits. It pays no Asura, Lajja
are unusual in that they resemble a black attention to the PCs unless they interfere. Bizzer
egg embossed with an eerie looking Swarm
face. It is believed that swallowing one of Blaster Mage
these stones will turn mortals into terrible 6-14 Wistful
Chompa
creatures, but this has not been verified. The Shadow Beast is in an unusual state, Chosen one
This unique variety of Shadow Stone may its wrath has given way to melancholy. It
Demon,
also be ground down for use as a Crafting sifts through the remains of some ruined Blighted
Additive ( p291). home, and is examining a discarded toy. Drones
Goop
 Defense: Imbued Items will reduce
15-20 Inflamed Giga Gruun
the effectiveness of Attacks that do
Grim Wing
Dark Damage by 1 Heart. One of the PCs has a History or Calling
 Attack: Imbued Weapons deal that was responsible for the Shadow Killservants

Dark Damage. Beast’s existence. This is enough to Lalka


earn its relentless fury; it will need to be Master
1 Unit • 50 Coins defeated, outsmarted, or outrun! Villains
Mundymutts
Skelemen
VISCID MIASMA RESKIN
Shadow
Beast
The ominous goop left behind by a fallen Sages theorise that an analogous Beast
Tiny
Shadow Beast seeps into the ground, made of Bright Mana could manifest in Unhelpful
but 3 Slots can be collected by someone the Blazing Garden. There have been no Cloud

acting quickly. It can later be rolled out sightings of this hypothetical ‘Radiant Undead
Peddler
and left to dry. The processed miasma can Beast’ to substantiate this claim.
Unshaped,
be used as a Magical Fabric ( p290) for Bellzuub
Crafting Outfits as well as Light Armor. Urarani

Items crafted from Viscid Miasma are as Creating


Adversaries
dark as the night sky; eyes and mouths
sporadically appear on their surface
blinking or mouthing silently.
1 Slot • 150 Coins

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TINY UNHELPFUL CLOUD BOSS RANK 1

Nimbostratus Nemesis. A strange cousin of the Very Useful Cloud ( p62),


Tiny Unhelpful Clouds are actually the manifestation of another creature’s
unpleasantness. These minuscule menaces stick close to their progenitor, and
work hard to be a pain in the neck for just about anyone else.

+1
COMBAT VALUES

2
ATTACK HEARTS
Made of Sterner Puff
121 Average Snatch and drop items
DEFENSE SPEED (3 Slot max.)
Might Check to resist
¹ Made of Sterner Puff (+2)
snatch attempt

7
APTITUDES / TRAITS

MIGHT
8 DEFT. (P) Personal Rainy Day
9 GRIT (P)* Snag on rolls
if targeted
7 INSIGHT
8 AURA (P)

* Stubborn (+1 Grit)


* Your Worst Friend
Can move up to 2 Areas
TYPE Monster max. away from
ADVERSARY INFO

Manifestation progenitor
SIZE Small

ALLEGIANCE Dark Aligned


2 Dark

Habitat: The Cloud will always be Indicators: The smell of rain, tiny but
found near its progenitor creature. angry mumbling, fallen creatures with
oddly wet hair.
Communication: The Tiny Unhelpful
Cloud can speak and understand Role Playing Notes: Tiny Unhelpful
Low Speech and has a small but Clouds are terrible conversationalists.
angry voice. They usually speak only to heckle,
taunt, and mock anyone they come in
Tactics: The Cloud acts in ways that contact with… even their host!
will help its progenitor defeat their
enemies by: Customization: Some Tiny
20
Unhelpful Clouds may cause Ailments
Swiping, and carrying off, ( p268) or even blast targets with
strategically valuable items. harmful electricity.
10 Focusing their Personal Rainy Day
Ability on any foes that seem to be
a true threat to their progenitor.

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ABILITIES PERSONAL RAINY DAY B

A tiny storm cloud is still a storm cloud.


ADVERSARIES
YOUR WORST FRIEND B

 The Tiny Unhelpful Cloud can hover


The cloud cannot stray far from the above someone its host is openly Using
creature whose negative demeanor hostile towards and pelt them with Adversaries
brought it into existence. localized rainfall and tiny lightning Asura, Lajja
bolts. This is supremely annoying Bizzer
 A Cloud can be inadvertently and often a bit painful. Swarm
created by any creature capable Blaster Mage
 Doing so requires the Cloud’s
of being miserable or unpleasant. Chompa
Action for a Turn and causes the
The progenitor could be another
target to have a Snag on all Rolls Chosen one
Adversary or GMC.
until the end of their next action. Demon,
 The Cloud is able to fly and hover, Blighted
but it cannot move more than 20 Drones
ft (or 2 Battlefield Areas in a Fight) D Adds 1 Dark Allegiance Point.
Goop
away from its progenitor. Giga Gruun
 If the Cloud loses all its Hearts, it Grim Wing
vanishes with an angry ‘hmph!’ It YIELD
Killservants
will reform near its progenitor in 24
Tiny Unhelpful Clouds leaves nothing Lalka
hours, assuming they are still alive.
behind when destroyed, except for Master
 It vanishes instantly if its progenitor anything they were carrying off. Villains
has been slain. Mundymutts
Skelemen
MOOD TABLE
D Adds 1 Dark Allegiance Point. Shadow
Beast
The Cloud’s mood is a direct reflection
Tiny
of their progenitor’s, and it will Unhelpful

MADE OF STERNER PUFF B act accordingly. Cloud


Undead
Peddler
The cloud is more solid than you’d expect.
RESKIN Unshaped,
Bellzuub
 Thanks to its diminutive size and A small, imp-like creature could be created Urarani
Ability to solidify itself, the Tiny using the Tiny Unhelpful Cloud. Creating
Unhelpful Cloud has a +2 on its Adversaries
If one of the PCs is meaner and
Defense Rating.
grumpier than the Tiny Unhelpful
 The Tiny Unhelpful Cloud can Cloud’s progenitor, they may want
solidify its body while floating to swap allegiances. If accepted,
around an object and try to grab this will count as one of their
Companions. The Cloud will
or push over an object. Snatched
evaporate if the PC starts to show
items are usually dropped in very more empathy or generosity.
inconvenient locations.
 If the item is being held or carried,
its bearer may prevent it from
being snatched by making a
successful Might Check.
 The Tiny Unhelpful Cloud is unable
to carry or manipulate objects
that are larger or heavier than 3
Inventory Slots.

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UNDEAD PEDDLER BOSS RANK 3

Buy somethin’, will ya? Cursed merchants who, having perished with an
outrageous unpaid debt, now wander dangerous places looking for business.

+2
COMBAT VALUES

3
ATTACK HEARTS

10 Average
DEFENSE SPEED
Living Dead
Immune to ailments
t at affect t e e
7
APTITUDES / TRAITS

MIGHT
9 DEFT. (P)
8 GRIT*
Corpse Commodities
11 INSIGHT (P)*
12 Slots of useful
9 AURA (P)
items for sale
* Skin n’ bone (-1 Grit)
Shrewd (+2 Insight) Bomb, will self-destruct
rather than get robbed

TYPE Folk
ADVERSARY INFO

Undead
SIZE Medium

ALLEGIANCE Dark Aligned


2 Dark

Habitat: Found almost exclusively in Role Playing Notes: Undead


monster filled dungeons, ruins and Peddlers are consummate deal-
cave networks. Peddlers occasionally makers with a certain charm to them.
wander the roads of the Wistful Dark They will do anything to pursue a sale
and Buried Kingdom. as long as it means some sort of
profit, though they don’t take kindly
Communication: Undead Peddlers to threats or other overly aggressive
are well versed in every language techniques. Being so used to dealing
used in the Outer World, they want with any number of monsters and
to guarantee they can do business unsavory customers, it’s actually
with anyone they meet. pretty hard to phase them.
Tactics: Peddlers are not really into Customization: More fortunate
14 fighting. They will offer a free item if Undead Peddlers travel with
threatened by someone tough, but Skeleman bodyguards. It’s also
happily blow themselves up rather rumored that some Peddlers possess
than let greedy murder hobos make magical inventory boxes that can
13 off with their goods. hold a vast amount of items.
Indicators: Clamor made by the
rattling of merchandise, dungeon
7 inhabitants with gear they wouldn’t
normally have, signs that say “Sale
End is Nigh”.

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ABILITIES YIELD

12 Slots worth of useful items and a


ADVERSARIES
LIVING DEAD B Bomb ( p178) can be retrieved from a
slain Peddler, as long as you were able to
This infernal salesman won’t let death get prevent them from self-destructing. Using
between him and a sale. Adversaries
Asura, Lajja
 Immune to Fatigue, Starvation, MOOD TABLE
Bizzer
Suffocation, and aging. Choose or roll a Mood Swarm

 Immune to toxins that target living Blaster Mage

tissue which are ingested, inhaled, Chompa


1-5 Generous
or injected. Chosen one

Is animated by ambient mana that The Undead Peddler is preparing to Demon,


lingers in the corpse. relocate and keen to offload his current Blighted
merchandise, even at discount! Drones
Goop
D Adds 1 Dark Allegiance Point.
6-14 Busy Giga Gruun
Grim Wing
The Peddler trying is to close a sale with
Killservants
CORPSE COMMODITIES B another customer, and tells the PCs ‘I’ll be
Lalka
with you as soon as I can”.
Thanks to a combination of a large pack Master
Villains
and numerous pockets and pouches, the
15-20 Security! Mundymutts
Undead Peddler always seems to have
something useful for sale. The Peddler is about to be attacked by a Skelemen

customer unhappy with the returns policy. Shadow


Beast
 The Undead Peddler always has If the Peddler spots the PCs he’ll offer
Tiny
12 Slots worth of uncannily useful compensation for protection. Unhelpful
items when encountered. These Cloud
items vary from peddler to peddler, Undead
RESKIN Peddler
but they always manage to be
Unshaped,
useful for the location they are Reanimated Physicians and Ever-living Bellzuub
wandering in. Blacksmiths can be made by giving a Urarani
 A few might stock potent imbued Peddler additional Abilities from the Creating
items or relics, though they are Factotum Calling ( p17) or… Adversaries
wary about showing these to the
wrong type of customer. Create a Dwarf dungeon shopkeep or a
Goblin apothecary by swapping Living
 Most Undead Peddlers are wired Dead with the appropriate
with explosives that they can Species Abilities.
detonate instantly when they are
worried about being exploited. The
explosives are powerful enough to
destroy them and all their wares.
Anyone within 1 Battlefield Area
of the exploding Peddler feels the
effect of the Bomb ( p178).

D Adds 1 Dark Allegiance Point.

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UNSHAPED, BELLzUUB MEGA BOSS RANK 9

The lord of creeping and crawling. As one of the Unshaped, primordial


beings from The Dreaming, Bellzuub roams the places on the edge of reality.
He is an ageless being with no permanent shape, wandering back into the
physical realm in search of amusement and influence.

INSECTOID FORMS
16-20
Crushing Giant
1-5 +2 Insectoid Aspects
cu e ttac
Oppressing Swarm Mighty Weapon, Legs
+2 Insectoid Aspects ee ttac
Can only be targeted with Arc Weapon, Legs
Area Attacks (or Mighty Wins all Might Contests
Weapons) unless against
Immune to Status Ailments Supernatural Might
Fast, +2 Defense Rating Massive Species
+2 Might
-2 Defense
+2 Hearts Total

11-15
6-10 Bladed Hunter
+ 3 Insectoid Aspects
Unseen Crawler
Strikes as Dual Wielding
+2 Insectoid Aspects
Quick/Master
Edge on remaining hidden Combination Weapons
Climb walls or
Tiny Species Uses second arm as
+3 Defense Standard Shield,
+1 Defense & Parry

5 te alue n t inclu e ifier f r ecific n ect i r r ect

COMBAT VALUES APTITUDES / TRAITS ADVERSARY INFO

10 MIGHT* TYPE Monster


17 +6 6 14 D T (P)* Unshaped
ATTACK HEARTS
10 GRIT SIZE Medium (varies)
16 1
Average 14 INSIGHT (P)*
16 ALLEGIANCE Twilight Aligned
D SPEED 11 AURA (P)*
3 Bright
¹ n ect i r * Brittle (-1 Might) 4 Dark
Creeping (+2 Deftness)
Leering (+2 Insight)
Repulsive (-1 Aura)

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Habitat: Bellzuub is the crawling Will do everything in his power
sensation under your skin, the cloud to stack the odds in his favor, and
of pests that accompany decay, the retreat if faced with real danger.
ADVERSARIES
ominous rattle that haunts the dark Uses his Puppets to infiltrate mortal
and desolate. He can manifest settlements, taking over officials
anywhere in Outer World. or community members to act as Using
Adversaries
Communication: Bellzuub spies, guards, and assassins.
Asura, Lajja
understands all of Outer World’s Indicators: Agitated insects, a horrid
languages, though he’s not fluent chittering, the putrid smell of decay. Bizzer
Swarm
when speaking. His phrasing is
awkward and alien. Role Playing Notes: Like all Blaster Mage

Unshaped, Bellzuub believes those Chompa


Tactics: Bellzuub is sneaky. Bellzuub that inhabit the physical realm are Chosen one
is cowardly. He never fights fair and: solely there for his amusement. Demon,
Blighted
Drones
INSECTOID ASPECTS Goop
Giga Gruun
1-3
Grim Wing
Many Leering Eyes
Killservants
Can see in the dark 4-6
Lalka
Recieves an Edge on Venomous Strike
Master
spotting sneak Attacks On successful physical Villains
or Ambushes Attack, Grit Check or Mundymutts
contract an Ailment:
Skelemen
all ne etrifie
r utrefie Shadow
7-9 Beast
Barbed Appendage Tiny
Unhelpful
(Extra Attack) 10-12 Cloud
Strikes as Fluttering Wings Undead
Master Weapon Peddler
Can Fly and
er in efinitel Unshaped,
Bellzuub
Maintains Speed Rating
Urarani
en in
13-15 Creating
Adversaries
Spinnerets
Range: 2 Areas 16-20
On hit, targets are Burrowing Claws
fully Restrained Can burrow/emerge from
Might Check needed soft ground on their Turn
to escape Maintains Speed Rating
Thread can be used to when underground
access Isolated Areas Can’t be physically
attacked if underground

Chittering Puppetry
If killed by Bellzuub, the corpse can be
reanimated as a Puppet
Puppets retain knowledge, Combat
Values, and Abilities
Maximum of 9 Ranks worth of Puppets

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ABILITIES INSECTOID FORM A

Bellzuub’s domain is filth and decay, so he


UNSHAPED L is able to manifest as insects both great
and small.
The Unshaped are ideas or concepts
attached to a cluster of primordial magic.  Bellzuub may take on any insectoid
When they wish to interact with reality, shape, except for Colossal ones.
they must manifest into a physical form. Four examples are presented in the
Insectoid Form Table below.
Formation
 Bellzuub can speak in any Form.
 Unshaped can only adopt one Form
at a time. Forms can be imitations  All Forms benefit from a +6
or monstrous distortions of Outer Defense Bonus.
World creatures. Mimicry is never  Speed Rating is Average, unless
perfect, and the observant will pick stated otherwise.
up on this ‘tell’.  Unarmed Attacks strike as Standard
 Each Form can be further modified Weapons, unless stated otherwise.
with Aspects. Aspects grant the
manifestation additional features. Insectoid Form Table
The number of Aspects allowed is Choose or roll a Form
dependant on the chosen Form.
 Unshaped can shift between forms 1-5 Oppressing Swarm
at will or, during a Fight, at the A cloud of flying bugs that move by
beginning of each Turn. They can the will of a single mind.
also change their chosen Aspects in
a similar fashion.  The Swarm can only be hit by
Attacks that affect entire Battlefield
 After manifesting into their first Areas, or weapons that are large
Form the Unshaped’s Heart Total is enough to swat a significant
set. It is not altered or replenished number of bugs.
if the Unshaped changes Forms
during a Fight.  The Swarm is immune to Ailments.
A few bugs may be afflicted, but
 If reduced to 0 Hearts, the the rest are unaffected.
manifestation is destroyed and the
Fight ends. The Unshaped is not  The Swarm’s Speed Rating is Fast.
dead, but it will take a few hours  The Swarm has 2 Insectoid Aspects.
before it is able to reform.

Combat Values & Aptitudes 6-10 Unseen Crawler


 Scores for Combat Values and A scuttling bug that silently observes,
Aptitudes are provided. Alter Bellzuub’s favorite Form.
15 these as required depending on  The Unseen Crawler is Tiny
the Form and Aspects that the ( p434), although noticeably larger
Unshaped chooses. than a regular insect.
 The Crawler receives an Edge on
17
D Adds 2 Dark Allegiance Points. all rolls related to stealth or
avoiding detection.
 The Crawler can climb and cling to
19 surfaces like a spider.
 The Crawler has 2 Insectoid
Aspects.

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11-15 Bladed Hunter 4-6 Venomous Strike


A humanoid mantis creature that is  A Successful Attack injects you
ADVERSARIES
deadly in battle. with a magical venom. You must
 The Hunter’s raptorial legs strike make a Grit Check or be afflicted
as Dual Wielding ( p254) Quick/ with one of the following Ailments: Using
Master Combination Weapons… Ballooned, Petrified, or Putrefied. Adversaries

 Or one of the chitinous legs can  If untreated, Ailments last for Asura, Lajja

also act as a Standard Shield. an hour. Bizzer


Swarm
 This form can forgo the raptorial Blaster Mage
forelimbs in favor of arms that can 7-9 Barbed Appendage Chompa
manipulate standard Gear.  In addition to its other permitted Chosen one
 The Hunter has 3 Insectoid Aspects. Actions, this allows Bellzuub to use Demon,
a sharp tail or proboscis to strike as Blighted

16-20 Crushing Giant a Master Weapon. Drones


Goop
A huge arachnid shape meant to
overwhelm and terrify foes. 10-12 Fluttering Wings Giga Gruun

 The Crushing Giant is Massive  Grants special movement enabling Grim Wing

( p434). Bellzuub to fly and hover. Killservants


Lalka
 Sweep Attack: Legs can flail to
strike as Arc Weapons. 13-15 Spinnerets Master
Villains
 Focus Attack: Legs can stomp to  Can target you from up to 2 Mundymutts
strike as Mighty Weapons. Battlefield Areas away. You must
Skelemen
make a Deftness Check or be
 The Giant has 2 Insectoid Aspects. completely Restrained ( p270). Shadow
Beast
Breaking free requires you, or an Tiny
B Adds 1 Bright Allegiance Point. ally, to use an Action and make a Unhelpful
Might Check. Cloud
Undead
 Can be fired and traversed to Peddler
INSECTOID ASPECTS A reach Isolated or difficult to reach Unshaped,
Battlefield Areas and locations. Bellzuub
Just as Bellzuub’s physical forms are Urarani
not set in stone, neither are the strange
16-20 Burrowing Mandibles Creating
features or powers they possess. Adversaries
 On their Turn, Bellzuub can
 Each Insectoid Form can be submerge, or erupt, from areas of
enhanced by miniature abilities soft earth.
called Insectoid Aspects. Six  Whilst underground, Bellzuub
examples are presented in the retains his current Speed Rating.
Insectoid Aspect Table below.  Whilst buried, Bellzuub is protected
from physical Attacks.
Insectoid Aspects Table
Choose or roll an Aspect D Adds 1 Dark Allegiance Point.

1-3 Many Leering Eyes


 Enables Bellzuub to see in
complete darkness.
 Grants an Edge on any rolls for
detecting danger or movement in
any direction.

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THE VERMINOUS INCANTATION B M CHITTERING PUPPETRY A

Those seeking to deal with Bellzuub with Bellzuub can animate the recently slain by
any sort of finality must perform a ritual infesting them with insects, enabling him
to force him into a permanent state. The to make pawns of pauper and prince alike.
Verminous Incantation has been passed
among arcane scholars for centuries.  Bellzuub can make a Puppet of
Hermit spell casters, town elders, anyone he has killed.
and large libraries could provide this  Bellzuub can control multiple
information to curious adventurers. Puppets, but the combined Ranks
of the animated individuals must
Ritual not exceed 9. For example, a pair
1. First create and present an of Puppets who are Rank 4 and
Enhanted Lure to summon Rank 5, nine Puppets who are all
Bellzuub, he will typically Rank 1, or a single Puppet of
investigate within 1-3 days. Rank 9. Rank 0 characters count as
2. Once Bellzuub manifests, utter Rank 1 for calculation purposes.
the incantation to lock him into his  Bellzuub can release an individual
current physical Form. The bind will from his control at any time to take
last for a period of 24 hours. over a new corpse. The abandoned
3. Finally, if you slay Bellzuub and host collapses in a lifeless heap.
burn his body whilst he is locked in  Individuals under Bellzuub’s control
physical Form, he will remain dead. retain all abilities and knowledge
◆ Reality reacts to an Unshaped’s but have no will of their own.
death with a series of unusual Puppets mimic the living effectively,
events. In Bellzuub’s case, plagues although those close to a host
of confused insects torment nearby might notice that they are ‘out of
Settlements for several weeks. sorts’.
 Bellzuub is aware of everything his
Enchanted Lures Puppets experience.
 A Lure must be something that an  Wounding a Puppet, or exposing
insect would be naturally drawn them to fire, will reveal the bugs
to, but made with Magic Materials hiding inside their body.
or Additives by someone with an
 If a Puppet is reduced to 0 Hearts,
Advanced Crafting Discipline.
they are destroyed and the swarm
 The nature of the Lure will also will evacuate the host, only to
dictate the Form Bellzuub chooses wither and die shortly afterwards.
to manifest in. For example: a
Colossal Creatures, artificial beings,
mixture of honey and Mistake
and creatures that lack a solid body
Sugar might conjure a swarm
are immune to this Ability,
of ant-like creatures, a Stargem
16 lantern might attract a giant moth-
like manifestation, and the bloom D Adds 1 Dark Allegiance Point.
of a magical flower might summon
an unusual buzzing insect.
1

B Adds 1 Bright Allegiance Point.

12
Feel free to add your own method of
forcing Bellzuub into a fixed Form,
or decide on specific ingredients
required to create the Lure.

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BROTHERHOOD OF PESTS A MOOD TABLE


Bellzuub is not the father of all vermin, he Bellzuub does not have random moods.
ADVERSARIES
is more like a beloved uncle. All insects When encountered by the PCs, it will be
and scavenging mammals will answer his for a specific purpose or intent. Maybe
call; while they are not willing to follow his he’s determined to have one of them Using
orders, they are happy to share gossip. serve as a Puppet or has discovered their Adversaries
plans to interfere with his fun. Asura, Lajja
 If Bellzuub, or one of his Puppets, Bizzer
has been located in an area or town Swarm
RESKIN
for at least a week he will be able Blaster Mage

to establish a loose network of Whilst terrifying to mortals, Bellzuub is in Chompa


vermin informers. fact one of the lesser Unshaped. Similar Chosen one

 The network will keep Bellzuub entities can be created by altering his Demon,
Blighted
informed of any local events, Forms, Aspects, and Abilities to reflect
or important discussions, that other types of small creature such as birds, Drones

transpire in the presence of a bug fish, or lizards. Goop

or small rodent. Giga Gruun


You can also use the Insectoid Forms and
 Bellzuub will be aware of anything Aspects without the Unshaped Ability to
Grim Wing

the PCs have done, or discuss create a variety of monstrous bugs. Killservants
doing, if he makes a successful Lalka
Insight Check. If privy to this Master
knowledge he will be prepared. Villains
Mundymutts
Skelemen
B Adds 1 Bright Allegiance Point.
Shadow
Beast
Tiny
YIELD Unhelpful
Cloud
Undead
Peddler
THE VERMIN’S HEART
Unshaped,
Bellzuub
If Bellzuub is permanently slain, someone
Urarani
with the proper Ability can remove his
Vermin’s Heart, a gnarled stone that is Creating
Adversaries
always wet and warm, and use it as a
Crafting Additive ( p291).

 Eldritch: The Imbued item enables


the bearer to communicate with
bugs and other pests. These
creatures will provide one word
answers to simple questions, and
perform basic tasks if appropriately
incentivised to do so.

2 Slots • 300 Coins

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URARANI COLOSSUS RANK 7

The forgotten crystal beast. A killing machine from the 1st Aeon made of
unbreakable glass. Most of its kind have been destroyed or withered away in a
reality they find suffocating, but a few have found a way to remain.
COMBAT VALUES TRAITS / APTITUDES ADVERSARY INFO

16 MIGHT (P)* TYPE Monster


+5 51
6 DEFT.* Aberration
ATTACK HEARTS
13 GRIT (P)* SIZE Colossal
14 2
Average 10 INSIGHT
ALLEGIANCE Dark Aligned
DEFENSE SPEED 11 AURA (P)
2 Dark
¹ Per Strike Point * Inexorable (+3 Might)
² Living Nightmare (+6 Defense) Writhing (-4 Deftness)
Colossal Species (-2 Defense) Unassailable (+2 Grit)
Colossal Species (+2 Might)

Mountain of Glass
Sweep Attack
an e rea
Deft ec r e e traine
i t ec re uire
t rea free f e
Repulse Attack
rit ec r
fall an eT le

Living Nightmare
Dark Da a e in ict
ri t Da a e in ict

19

18

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CREATURE MAP

Prosoma 5 Nightmare Crystal (Core Point) 5xx


Cannot be hit with melee A pulsating purple crystal ADVERSARIES
weapons from the ground. that functions as Urarani’s
Makes an oddly hollow mind and soul, shielded
noise when struck by the Prosoma Using
Adversaries
If reduced to 0 the If reduced to 0
Nightmare Crystal is Urarani is defeated Asura, Lajja
revealed Bizzer
Swarm
Chelicerae 5 Blaster Mage
Forelimbs used to
Chompa
inspect and attack.
Chosen one
If reduced to 0 the
Demon,
limbs can not be used Blighted
to attack
Tail 5xx Drones
Long, whiplike tail
Pedipalps 5 Goop
Legs used for locomotion If reduced to 0 the Giga Gruun
Mountain of Glass Sweep
If reduced to 0 Urarani can Grim Wing
Attack is disabled and the tail
not move and the Prosoma will
cannot be used to attack Killservants
be reachable from ground level
Lalka
Master
Habitat: Urarani only intrudes on Villains
reality to expel a build up of painful Mundymutts
mana. Urarani appears exclusively in Skelemen
Arachnid Armament the Shadowed Lands, perhaps it
Shadow
Smash (pincer) resembles its original home. Beast
an e rea Tiny
Communication: Urarani can only
Damage: 3 Unhelpful
communicate in Dream Call, but its Cloud
Swipe (tail) speech is so distorted that it requires Undead
Tar et tri e int an Insight Check to decipher. Peddler
rit Deft ec r e Unshaped,
n c e ff Tactics: Urarani is uninterested in Bellzuub

Snatch (pincer) fighting, preferring instead to mutilate Urarani

e train tar et the surroundings. If forced to fight Creating


i t ec t e ca e Urarani will target the strongest first, Adversaries

Crush hoping the weak will flee so it can


Damage: 2 continue its frustrated rampage.
Throw Indicators: A landscape covered in
Da a e crystalline webs, garbled cries of
lu eT le lament, the smell of sulphur.
Role Playing Notes: Created and
abandoned by the Unshaped, Urarani
loudly laments its own existence. It
will bemoan the loneliness of
immortality and extol the virtues of
oblivion but its actions are driven by
unbearable suffering.
Customization: Variants might spray
acid or other substances from their
tails and may deal with their suffering
in different ways.

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ABILITIES ARACHNID ARMAMENT B

Urarani’s forelimbs are its primary physical


MOUNTAIN OF GLASS B Weapons. Its massive tail is also an
effective weapon.
Urarani is impossibly large and clearly
unnatural, able to devastate the landscape  Urarani can use one of the
and cover it in its odd webbing. following Attacks on its Turn:
 Smash: On a successful Attack, a
 Urarani is Colossal ( p435).
pincer does 3 Hearts of Damage,
 Sweep Attack: Gooey gossamer and can target you up to 1
can be spewed from the end of Battlefield Area away.
Urarani’s tail, covering large areas
 Swipe: Urarani’s tail can target
in a thick crystalline webbing.
all foes located on one of its
 The web can spray up to 1 Strike Points. On a successful
Battlefield Area away. Attack, the tail does 2 Hearts
 Everyone within a targeted of Damage. In addition, targets
Battlefield Area must make a must make a successful Grit or
Deftness Check or be completely Deftness Check or be knocked
Restrained ( p270) by the web. off Urarani.
 Breaking free requires you, or an  Snatch: On a successful Attack,
ally, to use an Action and make a pincer grabs and fully Restrains
a Might Check. Due to the web’s ( p270) you. You can attempt to
strength, all Checks suffer a Snag. escape at the beginning of each
 Urarani can also target one of Turn by making a Might Check.
their own Strike Points but, due ◆ Uranani can Restrain a maximum
to their size, they are immune to of two enemies at one time.
the effects.  Crush: If Urarani has you in its
 Repulse Attack: Urarani is able pincers, it can crush you and
to blink between The Nihility and do 2 Hearts of damage without
Outer World at will, and any pests requiring an Attack roll.
crawling along its body will find  Throw: If Urarani has you in its
themselves standing on thin air. pincers, it can throw you at a
 Anyone currently resting on one target up to 2 Battlefield Areas
of Urarani’s Strike Points must away. On a successful Attack, you
make a Grit Check or plummet and the target take 1 Heart of
to the ground and are Toppled Damage and are Toppled
( p271). ( p271). On a miss, you land 2
 At the GM’s discretion the fallen Battlefield Areas away and
may also suffer an Impact Injury are Toppled.
( p267). Urarani’s pincers are clumsy
8
tools, and are incapable of
D Adds 1 Dark Allegiance Point.
delicate manipulation.

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LIVING NIGHTMARE B RESKIN

Urarani’s crystalline surface feeds off, and If you remove Urarani’s magical nature,
ADVERSARIES
constantly vents, inky Dark Mana. the colossus could be reskinned as an
enormous, metallic war machine. Add a
 Attacks doing Dark Damage are small crew to man the contraption. Using
reduced by 1 Heart. Adversaries
Asura, Lajja
 Attacks doing Bright Damage are
boosted by 1 Heart. Bizzer
Swarm
 +6 Defense Rating. Blaster Mage
Chompa
D Adds 1 Dark Allegiance Point. Chosen one
Demon,
Blighted

YIELD Drones
Goop
Urarani’s massive body unravels and Giga Gruun
vanishes if destroyed. The memories of
Grim Wing
the encounter will become immediately
Killservants
hazy. Key details will remain consistent,
Lalka
but everyone will recall a slightly different
impression of the events and creature. Master
Villains
Mundymutts
MOOD TABLE Skelemen
Shadow
Choose or roll a Mood Beast
Tiny
1-5 Melancholic trance Unhelpful
Cloud

Urarani has finished venting mana and Undead


Peddler
is preparing to depart reality. They will
Unshaped,
vanish in a few turns unless the party Bellzuub
attempt to interact with them in some way. Urarani
Creating
6-14 Lonely anger Adversaries

Urarani is in the middle of smashing apart


an isolated structure of some kind; folk are
fleeing, some trapped by the destruction.
Urarani is disinterested in the PCs, unless
they interfere.

15-20 Painful rage


Urarani appears out of nowhere, starting
its rampage right in front of the PCs, they
must choose: fight or flight?

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CREATING ADVERSARIES

Fantastical biomes can be home to unique or rare species. Creating your own
creatures will reinforce the world’s strange and undiscovered nature, and
promote the PCs’ use of caution.

ADVERSARY CONCEPT

A solid concept is the foundation of


the Adversary creation process. Once
established, subsequent creative
decisions should be guided by your
chosen concept. Inspiration for your
Adversary can come from anywhere, but
when defining it think about:
 Theme: How does this Adversary fit
in to the Adventure’s environment or
Situation? Is it an aquatic monster for a
half-submerged lair or an ice golem that
guards a frozen keep?
While customizations and reskins are the
quickest way to create new Adversaries,  Key Challenge: What would make
you can also build one from scratch. an Encounter with your Adversary
interesting or challenging for the
Creating an Adversary PCs? Is it elusive or immune to certain
Attacks? Does it have a significant
1. Create a primary Concept for
tactical advantage in its lair? Does it
your Adversary.
have a devastating Melee Attack that
2. List any useful Quick Facts about forces PCs to change their tactics?
your Adversary that will help you
use them during play. QUICK FACTS
3. Choose a Menace and Rank to
determine the level of threat your Coming up with Quick Facts ( p358)
Adversary poses to your PCs. provides you with a framework to develop
your concept. Fleshing out your Adversary’s
4. Choose Aptitudes and Traits that fit
Habitat, Tactics, Communication, etc. This
with your Adversary’s Concept.
will help you to think about how they will
5. Calculate your Adversary’s interact with your PCs.
Combat Values.
Look at the Quick Facts for the
6. Decide on your Adversary’s Yield. pre-designed Adversaries for
7. Create a Mood Table. guidance or inspiration.
8. Choose, or create, Abilities to
11 represent your Adversary’s mental, MENACE
physical, or magical powers.
Adversaries can be one of four types of
Menace, which sets their Rank and will
20 impact what Abilities they can access.
 Mooks or Basic Folk are always Rank 0.
 Bosses range from Rank 1 to 10.
2
 Mega Bosses range from Rank 5 to
Rank 15, and have:
 A Legendary Ability ( p433).

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 An Attack Bonus equal to their COMBAT VALUES
Rank, rather than the value from
the progression table or…  All Adversaries start with a Defense
ADVERSARIES
 An Edge on all rolls related to a Rating of 10 and a Speed Rating
particular Aptitude. of Average.
 Colossi range from Rank 5 to Rank 15:  Use the Adversary Rank Table ( p432) Using
Adversaries
to determine your Adversary’s starting
 They have the Colossal Ability (
Attack Bonus and Hearts Total. Asura, Lajja
p435) which comes with one Sweep
Bizzer
and one Repulse Attack. Swarm
YIELD
 Have a Creature Map ( p435).. Blaster Mage

Your Adversary’s Menace should be A defeated Adversary can provide Chompa

guided by your concept. A bandit treasures that can be harvested. Chosen one
scout would be a Mook, but his Demon,
commander may be a Boss.  Gear: An Adversary will be equipped in Blighted
a way that is appropriate to its Menace Drones
and concept. Goop
RANK
 Mooks will have cheap or mundane Giga Gruun
The exact Rank you select determines your items. Grim Wing
Adversary’s overall strength and potency.  Bosses will have expensive items Killservants
Choose a Rank suggested by your like Heavy Armor, Custom Gear, or Lalka
Adversary’s Menace. Magic Consumables.
Master
 Most living things are Rank 0-2.  Megabosses may have Imbued Villains
Gear or powerful relics. Mundymutts
 Local heroes and villains are Rank 3-4.
 Materials & Additives: If an Adversary’s Skelemen
 Rank 5 and above is far beyond
Ability is connected to their physiology, Shadow
the reach of most mortals. These Beast
they might yield Materials ( p288) or
Adversaries will have local, regional, or Tiny
Additives ( p291) that can be harvested Unhelpful
even global Reputations ( p279).
from their body. Cloud
 Entities of Rank 11 and higher are truly Undead
For example, a heavily scaled monster
legendary: powerful immortals, divine Peddler
might yield a Magical Fabric or an
beings from beyond the Heaven Seal, Unshaped,
Adversary that can spit a fireball might Bellzuub
or landscape destroying Colossi.
yield Additives that enable Imbued Urarani
If you’re worried about creating an Weapons to do Flame Damage. Creating
under, or over, powered monster Adversaries
run a few quick test Fights with your Don’t give your Adversaries any
players’ PCs to see how it turns out. overpowered items you wouldn’t
want your PCs to get their hands on!

APTITUDES & TRAITS


MOOD
Use the Adversary Rank Table ( p432)
to determine your Adversary’s base You can just use the standard Mood Table
Aptitudes, then… ( p358) for your Adversary, or if you prefer
you can craft one that better reflects your
 Choose three Aptitudes appropriate creation’s unique nature.
to your Adversary’s concept to be the
Some Adversaries may not be subject
Primary Aptitudes. The remaining two to mood swings, but programmed
are considered Secondary Aptitudes. robots or deities may always have a
 Pick 2 Positive Traits and 1 clear purpose and intent.
Negative Trait that fit with your
Adversary’s concept.
If you want to add any more Positive
Traits, you should also add another
Negative Trait to counterbalance it.
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ADVERSARY TABLE

MENACE RANK ATTACK HEARTS APTITUDES ABILITIES

PRIMARY SECONDARY # ADV.* LEG.**

MOOK Zero +0 1 6 6 1-2


BOSS 1st +1 2 8 7 2-3
2nd +2 2 8 7 2-3
3rd +2 3 9 8 2-4
4th +3 3 9 8 2-4
COLOSSUS 5th +4 4 10 9 3-5
or
MEGABOSS 6th +4 4 10 9 3-5
7th +5 5 11 10 3-6
8th +6 5 11 10 3-6
9th +6 6 12 11 4-7
10th +7 6 12 11 4-7
11th +8 7 13 12 4-8
12th +8 7 13 12 4-8
13th +9 8 14 13 5-9
14th +10 8 14 13 5-9
15th +10 9 15 14 5-10

** Advanced Abilities are only available at Rank 5 or higher.


** Legendary Abilities are only available to Colossi or Megabosses.

CREATING ADVERSARY ABILITIES ABILITY TYPE

If using or re-theming an existing Abilities are used to define a specific


Adversary, Species, or Calling Ability does property of your Adversary. For example, a
not create the desired result, create an beast might have one Ability to represent
Adversary Ability from scratch. its scaly skin, another for its leathery
wings, and yet another to describe its fire
Creating an Adversary Ability breath. Use Abilities to represent:
8 1. Choose an Ability Type, a primary  Performance boost: Providing a Bonus
focus for the Ability. or Edge on a certain type of roll.
2. For Magic Abilities, determine the  Physical trait: Species Size,
type and number of Allegiance Supernatural Abilities, unusual senses,
2
Points gained. special movement, or any other Ability
3. Choose an Ability Level, the that grants physical power.
potency of the Ability’s effect.  Special attack: Unique offensive
6 techniques or powers.
4. Choose an Ability Limitation. If
required, add a condition that limits  Support: Powers that heal, or assist,
the Ability’s use. themselves or others.

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 Skill: The potential to act as a Guide,  Dealing Special Damage.
know a Crafting Discipline, or possess  Inflicting a hindering or
any similar knowledge-based Ability. non-lethal Ailment. ADVERSARIES
 Magical: Invisibility, levitation, or other
unusual cosmic powers. A Advanced Abilities: At Rank 5 and
above Adversaries have Abilities that Using
provide major powers. Advanced Ability Adversaries
MAGIC ABILITIES
examples include: Asura, Lajja

If the Ability draws on the Dark or Bright Bizzer


 Doing up to 3 Hearts of Damage to an Swarm
Mana it will affect your Adversary’s
individual target. Blaster Mage
Allegiance, just like it would a PC.
When assigning an Allegiance use the  Attacks that affect the occupants of an Chompa
following guidelines: entire Battlefield Area. Chosen one
 Having an Edge on common rolls, such Demon,
 Bright Aligned: Typically Bright
as Aptitude Contests or Checks. Blighted
Abilities are forceful, constructive or Drones
straightforward. They also include  Granting a Supernatural Ability.
Goop
powers that evoke the elemental forces  Increasing the Adversary’s Speed
Giga Gruun
of fire or wind. Rating, or providing them with flight or
Grim Wing
 Dark Abilities: Typically Dark Abilities another form of special movement.
Killservants
are sharp, soothing or deceptive. They  Disabling certain other Abilities or
Lalka
also include powers that evoke the harmful effects.
elemental forces of water or shadow.  Inflicting a deadly or
Master
Villains
 Allegiance Points: Basic and Advanced permanent Ailment. Mundymutts
Adversary Abilities add 1 Allegiance Skelemen
Point, Legendary Abilities will add 2. L Legendary Abilities: Megabosses
Shadow
and Colossal Adversaries have access to Beast
There will always be exceptions to
Abilities that enable them to take on a
these rules, and whether an Ability is Tiny
Light or Dark is ultimately up to you.
group of PCs on their own. Legendary Unhelpful
Ability examples include: Cloud
Undead

ABILITY LEVELS  Enabling a retaliatory strike against Peddler

anyone that misses an Attack. Unshaped,


Bellzuub
Use the Adversary Rank Table ( p432)  Causing a Heart of Damage or inflicting Urarani
to guide the number of Abilities your an Ailment on individuals located in the
Adversary possesses and whether they can same Battlefield Area as them.
Creating
Adversaries
access Advanced or Legendary
Ability Levels.  Providing an opportunity to nullify
Magical Abilities, or turn them back
Base Ability: Prior to modification, against their casters.
an Adversary’s mental and physical  Restoring a lost Heart each Turn, or in
performance is comparable to an average response to receiving a particular type
human adult. Abilities are applied when a of Special Damage.
deviance from this baseline is desired.
 Providing immunity to certain Attacks,
B Basic Abilities: Low-Rank Adversaries such as: Dark or Bright aligned Magic
have Abilities that provide minor powers. Abilities, Attacks made with Mundane
Basic Ability examples include: Weapons, certain types of Special
Damage, or specific Ailments.
 Mimicking a normal tool or weapon.
 Granting a Crafting Discipline or the
ability to act as a Guide.
 Providing a form of specialized
movement, such as climbing
or swimming.

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ABILITY LIMITS EXTREME SPECIES SIzES

If an Ability is particularly potent or useful, Adversaries are not limited to the Species
you can apply a limitation to stop it Sizes used for PCs.
dominating an Encounter.
No Limits: If the Ability only provides a TINY SPECIES
minor perk, one that could be replicated
by a of piece gear worth less than 25 Faeries, micro-drones, funguys, and other
coins, it does not require a limitation. Adversaries that are less than 1 foot tall.

Minor Limits: Abilities that are significantly Defense Modifiers


enhanced versions of normal actions can
 +3 Defense Rating, a tiny target.
be tempered with a Minor Limit.
For example: Tiny Might
 The Ability can be resisted with a  Might is relative to Species of the
successful Check from the target. same size, they always lose Might
 The Ability can be attempted until the Contests with larger foes.
Adversary fails the required roll or,  Tiny Species need to make Might
alternatively, when it succeeds. Checks when attempting to
 The Ability effect only lasts until the perform an action larger Species
Adversary uses the Ability again. take for granted, like pushing a pot
off a shelf or closing a door.
 The Ability can be used safely once.
Subsequent uses during the same Fight Fighting
will result in the Adversary losing a
 Tiny Species can’t cause you any
Heart or risk contracting a
harm with physical Attacks.
detrimental Ailment.
Using Gear
Major Limits: Abilities that can significantly
harm an entire party, inflict a permanent  Tiny Species can’t carry or use gear
negative effect, or significantly restore designed for larger Species.
lost Hearts can be tempered with a Major
Limit. For example: Any Species-specific variations to
this Ability will be noted in the
 The Ability may be resisted via a Adversary’s description.
Contest with the Adversary.
 The Ability may only be used once
every 24 hours. MASSIVE SPECIES
 The Ability may only ever be used once
against an individual. Trolls, ogres, war machines, or other
Adversaries over 10 feet tall.
 The successful use of the Ability causes
Damage to the Adversary, or inflicts
1 them with a temporary Ailment. Aptitude & Defense Modifiers
 The Ability takes a Round to charge,  +2 Might, immense mass.
allowing the PCs to take evasive action.  -2 Defense Rating, hard to miss.
19
As well as the Abilities of the example Massive Might
Adversaries, look at the Species and
Calling Abilities to get a better idea  Might is relative to Species of
of how you can use Ability Limits. the same size, they always win
6 Might Contests with smaller foes
You could give Basic Abilities higher
levels of potency if you apply a
unless their opponent possesses
severe Ability Limit. Supernatural Might.

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 Massive Species only make Might Colossal Might


Checks when performing incredible  Might is relative to Species of the
feats of strength. For example, same size, they always win Might ADVERSARIES

crashing through walls and Contests with smaller foes.


uprooting trees.
Using
 Massive Species may suffer the Fighting Adversaries
Cramped Area Condition when  Fighting Colossal Species requires Asura, Lajja
in internal spaces designed for the Colossal Combat rules ( p264). Bizzer
smaller folk.  In addition to its other permitted
Swarm
Blaster Mage
Actions, a Colossus can perform
Fighting
one of two size-related Attacks: Chompa
 Massive Species have two size Chosen one
 Sweep Attack: Everyone within
related Attacks:
a targeted Battlefield Area must Demon,
Blighted
 Sweep Attack: Strikes as an make a Deftness Check or be hit.
Drones
Arc Weapon.
◆ The Sweep does 1 Heart of Goop
 Focus Attack: Strikes as a Damage and has an additional
Giga Gruun
Mighty Weapon. effect specific to the Colossus.
Grim Wing
For example, a tail lash may
Using Gear
Topple opponents but a toxic Killservants
 Massive Species can’t use or belch might add the Harmful Lalka
manipulate gear designed for Condition to the Battlefield Area. Master
smaller Species. Villains
◆ Make sure to level buildings, Mundymutts
Any Species-specific variations to swipe away bystanders, and
Skelemen
this Ability will be noted in the shake the earth even if the PCs
Shadow
Adversary’s description. avoid the Attack. Beast
 Repulse Attack: Anyone on the Tiny
Colossus must make a Check or Unhelpful
Cloud
be knocked off.
COLOSSAL SPECIES Undead
◆ The Check required depends on Peddler
Kaiju, or other huge Adversaries that are the nature of the Repulse Attack. Unshaped,
Bellzuub
big enough for you to travel across. For example, Might would be
Urarani
used to hold on if a beast shook
Aptitude & Defense Modifiers wildly but Grit would be used to Creating
Adversaries
 +2 Might, titanic mass. endure an electrical pulse.

 -2 Defense Rating, easy to hit but ◆ Remember, falls from height can
extremely tough to penetrate. incur an Impact Injury.

Creature Map & Hearts Total Too big to feel it

 Divide your Colossus into Strike  Due to their immense scale, a


Points that represent each major GM can decide an Ability’s effect
body part, this is the Creature Map. on the Colossus may be diluted.
For example, inflicting an Ailment
 Each Strike Point has the Hearts might have no impact at all or only
Total listed on the Adversary Table. affect a single Strike Point.
 Assign one of the Strike Points
as the Core Point. This should be Land strider
difficult to reach or only exposed  Enormous strides enable a Colossus
in certain situations, such as just to outrun those in pursuit, unless
before the creature releases its using a swift Vehicle or Mount.
devastating breath weapon.

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CHARACTER CREATION • PLAYING THE GAME • OUTER WORLD • GM’S GUIDE • ADVERSARIES • APPENDIx

EXAMPLE ADVERSARY CUSTOMIZATIONS & RESKINS

Mange Bandit
( p400)
Mange Hexer Pit Mange
Increase Rank by 1 Increase Rank by 1
Make Small Species ( p106) Make Large Species ( p106)
Add Sage’s Mortifying Bloat Add Champion’s Brute Ability
Ability ( p61) ( p30)

Remove Doggone
Good Sense Ability.
Reskin Fearsome Growl
to Fearsome Croak.
NEW Create New Ability
Tongue Tachi. Ballistic
tongue strikes as if a
Lash Weapon.
Proudhound Croak Ronin
( p402)

14
Remove Blubbery
Skin Ability.
NEW Create New Ability
6 Hunter’s Haste. This
grants Supernatural
Leaping and upgrades
Speed Rating to Fast.
10

Chompa Snarl
( p368)

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EXAMPLE ADVERSARY CREATION

Eruptle
ADVERSARIES
Mobile volcano

Using
Adversaries
Asura, Lajja
Bizzer
Swarm
Blaster Mage
Chompa
Chosen one
Demon,
Blighted
Drones
Goop
Giga Gruun
Grim Wing
Killservants
Lalka
Master
Villains
Mundymutts
Skelemen
STARTING CONCEPT CREATING ABILITIES
Shadow
A tough Adversary for a Thunda Sands Map Mini Mountain is an Ability that makes the Beast
Encounter is needed to make any Journeys Eruptle Massive ( p434). Tiny
across the Adventure Map a risky undertaking Unhelpful
for PCs. Reskin Chompa’s Blubbery Hide ( p369) Cloud
to Obsidian Shell. This makes Eruptle Slow, Undead

To take advange of the region’s desert on the surface, and grants +4 to its base Peddler

environment the Adversary will be a fabled Defense Rating and +1 to its Hearts Total. Unshaped,
Bellzuub
beast that surfaces sporadically to deliver a Reskin Blaster Mage’s Magic Big Shot
Urarani
fier ar ent n it re ( p367) to Lava Breath. There is no
Allegiance Point gained from the Ability, Creating
Adversaries
as it is non-magical, and it does Flame
DETERMINING BASE VALUES
instead of Bright Damage.
The Adversary is a Rank 7 Mega Boss. The Reskin Belzuub’s Insectoid Aspect:
Adversary Table ( p432) sets the intitial Burrowing Mandibles ( p423) to Sand
Combat Values, Aptitudes, and Abilities. Tunneller. Same Ability except Speed
Combat Values Rating under the surface will be Fast.
Attack Bonus +5, Hearts 5, Defense Rating NEW Create New Ability Sand Shifter. When
10, Speed Rating Average. under the sand the Eruptle can create a
Aptitudes ripple across the surface. Everyone in a
Chosen Primary Aptitudes (11) are Might, attlefiel rea t e ru tle a e
Grit, and Aura. Secondary Aptitudes (10) are through must make a Deftness Check or
Deftness and Insight. be Toppled. This Ability can be used in
addition to the monster‘s allowed Action.
Traits
The Eruptle will be Extremely Rugged (+2 Reskin Murder Princess’ Sword Storm
Grit) but Cumbersome (-1 Deftness) ( p54) to Pyroclastic Blast. There is no
Allegiance Point gained from the Ability,
Abilities as it is non-magical, and its range is
A Rank 7 Mega Boss can have between 3-6 e ten e t attlefiel rea t al n
Abilities and use Advanced Abilities. does Flame Damage, instead of Mundane.

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ADVERSARY SUGGESTIONS 17-18 Can assume multiple forms

ADVERSARY CONCEPT 19-20 Is Immortal and can only be


destroyed by utilizing a
Choose or roll a descriptor and type Weakness (See below)
Descriptor Type
UNUSUAL MOVEMENT
1-2 Primal Beast
Choose or roll a movement
3-4 Frost Serpent
1-2 Crawls along the ground,
5-6 Dreamborn Avian and climbs with ease

7-8 Toxic Insectoid 3-4 Slow but certain slithering

9-10 Fire Plant 5-6 Rolls about like a ball

11-12 Flesh warped Humanoid 7-8 Rapid hopping or leaping

13-14 Undead Reptilian 9-10 Walks in a disjointed or


unnerving fashion
15-16 Magical Ooze
11-12 Wing dependent flight
17-18 Synthethetic Arachnid
13-14 Unnatural flight/levitation,
and is able to hover
19-20 Divine Fish
15-16 Amphibious, moves as well
ADVERSARY ODDITY in the water as it does on land
Choose or roll an oddity
17-18 Phasing/teleportation
1-2 It’s made up of smaller
entities acting in unison 19-20 Moves between reality and
Elsewhere/Other World at will
3-4 Has elemental affinity/immunity
ATTACK METHOD
5-6 Has control of the environment
Choose or roll a method of attack

7-8 Has additional limbs/tentacles


1-2 Crushes and pummels
3 using raw physical strength
9-10 It’s psychically connected with
another entity
3-4 Breath weapon, caustic spittle,
8 shooting Spines
11-12 Has a potent magical
substance growing on it
5-6 Swallows targets whole or by
absorbing them into its body
1 13-14 Possesses a strange relic
7-8 Projects raw magical energy
15-16 Has access to Calling Abilities from eyes or hands

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9-10 Rends and slashes with claws WEAKNESS


Choose or roll a weakness
11-12 Inflicts an Ailment via its Attack ADVERSARIES

1-2 Can be punctured or deflated


13-14 Uses handheld weaponry like a balloon Using
Adversaries
15-16 Uses Bright Magic Abilities 3-4 Is oddly light, so easy to push Asura, Lajja
that blast and strike or throw around Bizzer
Swarm

17-18 Uses Dark Magic Abilities 5-6 Enamored with, or terrified of, Blaster Mage

that hex and hinder its own reflection Chompa


Chosen one
19-20 Weaponizes a Special Defense 7-8 Strangely trusting of a certain Demon,
Blighted
(See below) sort of creature or personality
Drones
Goop
SPECIAL DEFENSE 9-10 Weak against a particular type
Giga Gruun
of magic or Attack
Choose or roll a special defense Grim Wing

11-12 Exceptionally vulnerable to a Killservants


1-2 A squishy body, that absorbs particular Ailment Lalka
physical blows with ease Master
Villains
13-14 Terrified of something
3-4 Skin that is thick, scaled, or non-threatening (Light, a Mundymutts

otherwise difficult to pierce particular color, etc.) Skelemen


Shadow
Beast
5-6 A volatile substance sprays 15-16 Must remain constantly in
Tiny
out of its body when hit motion while active or become Unhelpful
inert for a time Cloud

7-8 Gradually regenerates Undead


Peddler
from wounds 17-18 Repelled by holy signs or a Unshaped,
particular material Bellzuub
9-10 Unusual handmade armor Urarani
19-20 Can only be defeated by a Creating
11-12 Immunity to a specific sort specific weapon, method, Adversaries

of Attack or Damage or ritual

13-14 Bright Magic that deflects or


stops Attacks

15-16 Dark Magic that obscures


and misdirects

17-18 Immunity to Mundane Damage

19-20 Has Mage Breaker Quirk


( p139)

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VI

A P P E N D I X

VI

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IDENTITY APTITUDES
ADVENTURER
MIGHT BASE
Smash, crush, lift
TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

DEFTNESS
BASE
Dodge, sneak, leap
TRAIT -2 -1 0 +1 +2
NAME
BONUSES/PENALTIES
CALLING RANK

SPECIES SIZE
GRIT
Cling, persist, press on BASE
HOMELAND
TRAIT -2 -1 0 +1 +2

LANGUAGES
BONUSES/PENALTIES

HISTORY

PURVIEWS INSIGHT
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

DESCRIPTION

AURA
Persuade, inspire, terrify BASE

TRAIT -2 -1 0 +1 +2

BONUSES/PENALTIES

COMBAT VALUES
This adventurer belongs to...

ATTACK BONUS BASE HEARTS TOTAL BASE


Add to my Attack rolls Protecting me from injury

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS BONUSES/PENALTIES

INJURIES

BASE
DEFENSE RATING BASE SPEED RATING
Match or best this to harm me Sets Areas I can move through
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES

AVERAGE · 1 Area
FAST · 2 Areas
V. FAST · 2 Areas
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QUIRK GEAR
WORN OUTFIT

ABILITIES INVENTORY SLOTS BASE


ADDITIONAL SLOTS

SOCIAL BONDS & REPUTATIONS

Retrieving items takes...


2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG

WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK UNALIGNED GIFTS
ALLEGIANCE
POINTS DARK
XP
BRIGHT TWILIGHT
ALLEGIANCE CURRENT XP XP FOR NEXT RANK
POINTS BRIGHT
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IDENTITY APTITUDES
ADVENTURER
MIGHT BASE 8
Smash, crush, lift
TRAIT -2 -1 0 +1 +2

8
BONUSES/PENALTIES

DEFTNESS
Dodge, sneak, leap
BASE 8
TRAIT -2 -1 0 +1 +2
NAME 8
Mariah Doeheart BONUSES/PENALTIES
CALLING RANK
Battle Princess 2
SPECIES SIZE
GRIT Courageous
Tenebrate Medium Cling, persist, press on BASE 9
HOMELAND
TRAIT -2 -1 0 +1 +2
Wistful Dark
LANGUAGES 10
High Akenian
BONUSES/PENALTIES

HISTORY
Starlight Farmer
INSIGHT Single-minded
7
PURVIEWS
Notice, know, remember BASE
My history grants me a Minor Bonus (+2) on...
• Sorting the good soil from the bad TRAIT -2 -1 0 +1 +2

• Persevering when you ought to 6


BONUSES/PENALTIES
• Empathy for all living creatures
Reynaldo Madriñán

DESCRIPTION

ariah wants to see as much of the AURA Charming


Persuade, inspire, terrify BASE 10
uter orld as she can and hopes to TRAIT -2 -1 0 +1 +2
leave it in a better state than she 11
BONUSES/PENALTIES
found it!

COMBAT VALUES
This adventurer belongs to...

ATTACK BONUS +2 HEARTS TOTAL


Add to my Attack rolls
BASE
Protecting me from injury
BASE 3

WEAPON WEAPON EXTRA ATTACK


BONUSES DAMAGE BONUS
3 BONUSES/PENALTIES
eart s lade aster 18 +3

ow 20 +2 INJURIES

BASE
DEFENSE RATING SPEED RATING
Match or best this to harm me
BASE 10 Sets Areas I can move through verage
BONUSES/PENALTIES SLOW · 0 Areas BONUSES/PENALTIES

13 +2 Light Armor AVERAGE · 1 Area

+1 Standard Shield FAST · 2 Areas


V. FAST · 2 Areas
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QUIRK GEAR

Curious p WORN OUTFIT

Functional

ABILITIES INVENTORY SLOTS BASE 10


ADDITIONAL SLOTS
• SHADOW SIGHT p
13 raveler s ag
See in the dark, Immune to Obscured
• NIGHT BORN p reats mama s coo ies
+1 Dark Point & Dark Gift Shovel your family s best
• E S E p ight rmor travelers cuirass
S y Steel aster eapon Standard Shield
• SOUL COMPANION p , Guardian Animal ow
hurly Paws rrows
bilities ighter ttac s as Standard eapon ations in bag
+1/2 your Attack Bon., 2 Hearts, 12 Def, Fast

• S E E p
Shied person from eart once per fight
• E E right Point p
Gain an Influencing Factor for Negotiation

SOCIAL BONDS & REPUTATIONS

Retrieving items takes...


2 Actions from a BACKPACK
1 Action from a TRAVELER’S BAG

WEALTH
ALLEGIANCE 100 Stones = 1 Coins, 100 Coins = 1 Gem
STONES COINS GEMS
DARK GIFTS
UNALIGNED
19
1 ALLEGIANCE
POINTS DARK Fangs
XP
BRIGHT TWILIGHT
1 ALLEGIANCE
POINTS BRIGHT
CURRENT XP XP FOR NEXT RANK
7 12
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GEAR LIST
Stones Coins Gems Inventory Slots

MELEE WEAPONS p152


Gear Allowance Extra Damage

Standard Weapon Species: All +20 1 10


Callings: All

Concealed Weapon Species: Small, Medium +22 1 5


Callings: Factotum, Sneak,
Champion, Raider, Sage

Quick Weapon Species: All +22 1 15


Callings: Factotum, Sneak,
Champion, Raider

Master Weapon Species: All +18 2 30


Callings: Champion, Raider

Mighty Weapon Species: Medium, Large


Callings: Champion, Raider +20 2 20

Arc Weapon Species: Medium, Large


Callings: Champion, Raider +20 3 25

Lash Weapon Species: All


Callings: Factotum, Champion, +22 1 30
Raider, Heretic

Combination Weapon Species: All*


Callings: Champion, Raider ?* ?* ?*

* Depends on Weapon Types combined

MISSILE WEAPONS p158

Gear Allowance Extra Damage

Thrown Weapon Species: All +22 1 2


Callings: All

Drawn Weapon Species: All +20 2 10


Callings: Factotum, Sneak,
Champion, Raider

Ammo (x5) /
1 2 1

Small Mechanical Species: Small, Medium +18 1 15


Callings: Factotum, Sneak,
Champion, Raider, Sage

Ammo (x3) /
1 10 1

Large Mechanical Species: All +18 2 25


Callings: Factotum , Sneak,
Champion, Raider

Ammo (x3) /
1 10 1

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VI

ARMOR p163
Gear Allowance Defense Bonus
CHARACTER
Species: All +2 2 30 SHEET
Light Armor
Callings: All GEAR LIST
GAME
Medium Armor Species: All +4 3 60 BASICS
Callings: Champion, Raider, Battle CHECKS &
Princess, Murder Princess CONTESTS
JOURNEY
Heavy Armor Species: Medium, Large +6 4 130
ExPLORE
Callings: Champion, Battle
Princess, Murder Princess, NEGOTIATE
FIGHT
Superheavy Armor Species: Medium, Large +8 5 600 PERILS
Callings: Champion, Battle
DOWNTIME
Princess, Murder Princess
CRAFT
INDEx
SHIELDS p169
Gear Allowance Defense Bonus

Small Shield Species: All +0 1 15


Callings: Factotum, Champion,
Raider, Battle Princess,
Murder Princess

Standard Shield Species: All +1 1 25


Callings: Champion, Raider,
Battle Princess, Murder Princess

Large Shield Species: Medium, Large +2 2 30


Callings: Champion, Battle
Princess, Murder Princess

OUTFITS p172 WEARABLE ACCESSORIES p173

Functional Outfit 2* 5 Rebreather 1 15

Appealing Outfit 2* 20 Blackout Goggles 1 2

Authoritative Outfit 2* 20 Backpack N/A 5

Costume 2* 15 Traveler’s Bag N/A 3

Artisan’s Outfit

Outfit Only 2* 8

Outfit and Kit 2* 58

Extreme Weather Outfit

Heat 2* 8

Cold 2* 12
* When carried not worn

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WAYFINDING p174 COMBUSTIBLES & CHEMICALS p178

Local Map /
1 10 5 Oil/Fuel, 10 Units 1 10

Kingdom Map /
1 10 2 Solvent 1 20

Regional Map 1 20 Grenade 1 20

World Map 2 2 Bomb 3 45

Compass 1 20

MISCELLANEOUS p179

ILLUMINATION p175 Adventuring Gear 1-2* 8

Torch 1 4 Common Rural Goods 1-2* 8

Lantern 1 5 Common Urban Goods 1-2* 12

Lumi-Slime Lantern Only 1 8 Oddities & Luxury Items 1-2* 16

Lumi-Slime Lantern & Slime 1 20 Trade Goods 3 25

* Depends on item
SPECIALIST’S KIT p176

New Kit* 2 50
CURIOSITIES ETC. p180
Replenishing a Kit N/A 25 Star Gem /
1 10 3
* Physician’s, Dungeoneer’s,
Shadow Stone /
1 10 5
Alchemist’s, Mender’s, Gadgeteer’s

Holy Icon 1 75
BOOKS p176
Long Grabber 2 45
Beginner’s Tome, Ins.12 1 6
Scanner 1 1
Journeyman’s Tome, Ins.14 1 12
Spell Engine
Master’s Tome, Ins.16 2 18
Small 1 2
Forgotten Lore, Ins.18 2 24
Large 2 4
Translation Journal 1 20

CONSUMABLES p177
OTHER WORLD ITEMS p182

/
1 10 1 Other World Sidearm 1 N/A
Rations

/
1 10 3 Other World Pocket Device 1 N/A
Hardy Rations

Treat /
1 10 3

Basic Potion 1 10

Booster Cake /
1 10 15

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VI

FOLLOWERS p184 PROPERTY p200

Scamp 10* Hut 80


CHARACTER
SHEET
Scholar 5* Town House 6
GEAR LIST

Guide 5* Workshop, with x10 Supplies 3 GAME


BASICS

8* CHECKS &
Custrel Restock Supplies x10 30 CONTESTS
* Per day JOURNEY

SERVICES p201 ExPLORE


PETS p188 NEGOTIATE
Room & Board
Growl 75 FIGHT

Shoddy 10 PERILS
Buzzer 75 DOWNTIME
Functional 20 CRAFT
Pudge Grub 20
INDEx
Luxurious 10
Fuzzcoil 100

Workshop Rental
Skree 100

Basic Workshop 3
Purr 75

Hi-end Workshop 20
MOUNTS p191

Jumbug 200 Crafter Commissions Varies

Mokko-Do 150 Medical Treatment

Rokko-Do 275 Injury 5

Largzard 500 Prosthetic 5

Recreational Attractions 5
PACK BEASTS p193

Shaggy Bumpo 400 Paw Post

Grubbish 435 Deliver Message 1

VEHICLES p196 Deliver Item in same Region 50

Coracle 2* 80 1
Deliver Item to other Region

Velocipede 3* 45
Membership 5

Cart N/A 1
Intercontinental Travel
Breeze Rider 2* 3
Sea 8

Skimmer N/A 8
Air 16

Felucca N/A 6

Cloud Breaker N/A 12

Walker N/A 6

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GAME BASICS

GENERAL PLAY p212 BONUSES & PENALTIES p214

1. GM provides information Bonuses: You can only apply 1 Bonus per roll
 Present a situation that needs response • Major Bonus (+4)
• Minor Bonus (+2)
 Provide information players can use
 Appeal to senses when describing Penalties: You can only apply 1 Penalty per roll
• Major Penalty (-4)
 Suggest actions if players falter
• Minor Penalty (-2)

2. Players describe their PC’s actions  A Bonus is added when trying to roll a high
 Describe action and intent number but subtracted when trying to
roll low
 GM will assess feasibility and...
 A Penalty is subtracted when trying to roll a
 Decide if rule or roll is required and... high number but added when trying to
 Clarify and warn of risk/consequences roll low.
 In the case of a Contest, you don’t need to
3. Resolve consequences of PC actions use the full bonus, just what’s needed to win
 Bonus & Penalties cancel each other out
4. Repeat

EDGES & SNAGS p214

Edges: Roll twice and take the best result, you


can only apply 1 Edge per roll

Snags: Roll twice and take the worst result, you


can only apply 1 Snag per roll

Edges and Snags cancel each other out

CHECKS & CONTESTS

APTITUDES p217 CONTEST PROCEDURE p219

1. Trigger (rules or GM decides)


Might Smash, crush, lift
2. Choose Aptitudes
Deftness Dodge, sneak, leap 3. Determine Bonuses/Penalties and
Grit Cling, persist, press on
Edges/Snags
4. Roll Contest (20 is always a fail!)
Insight Notice, know, remember
5. Determine winner (highest number
Aura Persuade, inspire, terrify for successful Check)
6. Resolve (see if Special Success)
CHECK PROCEDURE p218 Linked Contests: Use Turns, 2 wins in a row
1. Trigger (rules or GM decides) Special Success: Gain an extra benefit if
2. Choose Aptitudes unmodified roll is same as Aptitude used

3. Determine Bonuses/Penalties and


Edges/Snags
4. Roll Check (20 is always a fail!)
5. Resolve (see if Special Success)

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VI

JOURNEY

CHARACTER
JOURNEY PROCEDURE p223 LOST p227 SHEET

GEAR LIST
1. Choose destination and Route
1-12 A few missteps GAME
2. Work out route Travel ½ distance in a day BASICS

3. Roll navigation (if required) CHECKS &


13-16 Wrong turn CONTESTS
4. Move 1 day’s distance 1 day’s travel in the wrong direction JOURNEY

5. Roll Map Encounter ExPLORE


17-20 Full circle
6. Camp or Rush No progress made NEGOTIATE
FIGHT
7. Repeat
PERILS
CAMPING p229
DOWNTIME
ROUTES p224 When camping you can Eat, Sleep, and perform CRAFT
1 Camp Activity...
INDEx
Path Requires Guide or Navigation Tools
otherwise you are Lost Eat Consume 1 Ration to avoid Starvation

Road Can’t get Lost Sleep Rest to avoid Fatigue


Distance in 1 day x2
Craft Downtime Activity
River Can’t get Lost GM decides what’s possible at Camp
Distance in 1 day x2 if using
water-based Mount/Vehicle Socialize Downtime Activity

Hunt/ Hunt: Deft Check


ADVERSE TERRAIN p225 Forage Forage: Insight Check
2+ hunter/foragers grants a
+2 Minor Bonus to roll
Difficult Distance in 1 day 1/2
Rations received depend on terrain
Impassable Need Mount/Vehicle/Special and GM:
Movement to traverse Barren: 2 Rations
Typical: 4 Rations
Harmful Resist Ailment or other condition Plentiful: 6 Rations

Graze Animal Companions with Ability only


TRAILBLAzING p226
Scout Can eat but...
When Trailblazing... No Sleep or other Camp Activity

 Use when no established Route


 Distance same as 1 day’s travel along Path RUSHING p229
 Requires a Guide or Lost When Rushing...
 Guide makes Insight Check or Lost
 Travel an additional day’s distance
 Navigation rules apply
 Can eat but not sleep (GM may allow sleep if
there is a suitable Mount/Vehicle)

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EXPLORE

EXPLORE PROCEDURE p231 MOVEMENT TYPES p234

1. Choose PC Positions
Cautious All Location details revealed (no
2. Choose Movement Type Insight Checks needed) but...
3. Move to new Location Guardian Encounters alerted!
4. Deal with Guardian Encounters
Hasty Outpace pursuing threats or other
5. Perform Location Actions time-based threats but...
6. If Move to new Location, repeat Forfeit Insight Checks to detect
threats and...

PC POSITIONS p233 Guardian Encounters alerted!

Stealthy Make Insight Checks to detect


hidden threats
Vanguard Insight Check to detect threats from
the front PC with lowest Deftness vs. Guardian
Insight to avoid detection, there is a
Protect those behind from Attacks Snag if someone in team is wearing
from the front Medium Armor or heavier
Success: Can Ambush Guardian or
Cannot be targeted by enemy
Move past undetected
Attacks from the rear for 1 Turn (if
Fail: Guardian Encounter alerted!
only Tactical Action and there are
characters behind them) Scouts
Make their own Deft. Check,
Observer Insight Check to detect hidden independent from the rest of Team
environmental information Success: Team has 1 Turn to prepare
Cannot be targeted by enemy Attacks for any threat detected by the Scout
from the front or rear for 1 Turn (if Fail: Scout is on their own for 1 Turn
only Tactical Action and there are
characters in front/behind them)
LOCATION ACTIONS p235
Rearguard Insight Check to detect threats
from behind Inspect All Location details revealed but...
Cannot be targeted by enemy Roll for Wandering Encounter!
Attacks from the front for 1 Turn (if
only Tactical Action and there are Linger Stopping for a few minutes but...
characters in front of them)
Roll for 2 Wandering Encounters!!
Scout Move one Location ahead of the
Move Move to new Location or return to
main team
a previously explored Location...
Able to use Stealthy Movement
No Wandering Encounters!
even if the rest of the team is not

Must deal with Encounters on their


own for 1 Turn before the rest of the
team can catch up

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VI

NEGOTIATE

CHARACTER
NEGOTIATE PROCEDURE p239 PUSH YOUR POINT p241 SHEET

GEAR LIST
1. Choose Primary Negotiators If you lose the initial Negotiation, you have one GAME
chance to Push Your Point, but you... BASICS
2. Choose Objective
CHECKS &
3. Select Tactic & Influencing Factors  Must use different Tactic to first negotiation CONTESTS

4. Roll Contest  No influencing Factors are allowed JOURNEY


ExPLORE
5. If fail, can Push (but only once)
NEGOTIATION WITH GROUPS p242 NEGOTIATE
FIGHT
TACTICS & FACTORS p240 PERILS
Groups Small group (6 or less)
DOWNTIME
Rolls for each group member
Convince ½ the group to win CRAFT
Tactics Physical Intimidation
Your Might vs. their Grit INDEx
Unit/Coalition (7 or more with leader)
Use leader’s Aptitudes
Reasoned Debate
Immune to Physical Intimidation
Your Insight vs. their Insight
Mob/Rabble (7 or more, no leader)
Charismatic Appeal
Can only use Charismatic Appeal
Your Aura vs. their Grit
Use mob’s average Grit
Honeyed Words/Deceit
Your Aura vs. their Insight
MULTIPLE TEAMS p242
Guilt Trip
Your Insight vs. their Grit Interfering Team must choose a Primary
Negotiator and Interference Tactic...
Belligerence/Blathering
Your Grit vs. their Grit
Tactics Bullying: Might
Nitpicking: Insight
Factors Evidence Mocking: Aura

 If the Interfering Team wins the Contest you


Situations
lose the Negotiation
Character

Bribes

 Minor Bonus (+2) if a Factor applies


 Major Bonus (+4) If other side is especially
susceptible to the Factor
 Minor Bonus (+2) if a Treat is used
 Major Bonus (+4) if Booster Cake

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FIGHT

FIGHT PROCEDURE p245 ACTIONS p254

1. Team 1 declares ‘Fight!!’ Tactical React Predict & react to enemy


2. Ambush? Deft. (lowest) vs. Use ability Calling, species, or other
Insight (highest)
Extra move +1 Area
Success: Losing team miss a Turn
3. Determine the Battlefield First aid Stop Near Death Injury

4. Team 1 Turn (Move/Act & resolve) Flee Enemies get free attack

5. Team 2 Turn (Move/Act & resolve) Miscellaneous Non-aggressive


action (10 secs)
6. Repeat from step 3
Combat Attack
Defend +2 Defense
AREA CONDITIONS p250
Assists Tactical assists Create attack
opportunity
Cramped
Lose Speed Rating Defense Bonus Attack assist +2 Attack Bonus
Minor Penalty on Attack rolls (unless Unarmed, Attack stunt Extra effect but Wager!
Custom
Concealed, S.Mechanical)
Trick
Harmful Extra effect but no damage
Lose 1 Heart per Turn
At 0 Hearts roll Burning/Caustic Injury Diminishing Returns: Snag on repeated use of
Isolated the same Custom Action on same enemy
Extra Move required to enter/leave
Might/Deft. Check required if Climb
DEFENSE RATING p247
Obscured
Snag on precision rolls (Inc. Attack rolls)
Size
Precarious
Deft. Check every Turn
Failure = Toppled/Turn over
Small Medium Large
Falling/Impact Injury if elevated
11 10 9
Avoid Check if forfeit Action
Armor
Sheltered
Attacks from outside Area suffer a Snag
Suffocating
You suffer the Suffocation Ailment
Light Medium Heavy* Superheavy*
+2 +4 +6 +8

MOVES p253 Shields Speed

Speed Moves Armor Speed Rating max


S. Shield L. Shield* Fast Very Fast
Slow 0 Areas Superheavy +1 +2 +2 +4
Average 1 Area Heavy Restrictions* for Small species
Fast 2 Areas Medium Armor: -1 Speed Rating, Snag on Attack,
Snag on Might & Deft rolls
Very Fast 2 Areas Light Shield: e cti n t enefit fr
Defense Bonus and Parry

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VI

WEAPON DAMAGE/ABILITIES p152 INJURY TABLE p260

Weapon + Ability Damage Extra Dam. i. 1st Injury ii. 2nd Injury iii. 3rd Injury CHARACTER
SHEET
Melee i. 1-5 Shocked/Stalled GEAR LIST
Unarmed 1 N/A ii. 1-3 Miss a Turn
GAME
Snag against armor iii. 1-2 BASICS

Standard Weapon 1 20+ i. 6-10 Armor crash CHECKS &


CONTESTS
ii. 4-6 -2 Defense Bonus
Concealed Weapon** 1 22+ If no armor > Wounded JOURNEY
iii. 3-4
Ambush in plain sight ExPLORE
i. 11-14 Wounded
Quick Weapon 1 22+ ii. 7-9 -1 Hearts Total NEGOTIATE
+1 Defense Rating iii. 5-6 If 0 Hearts > Quiet Death FIGHT
Master Weapon 1 18+ i. 15-16 Broken arm PERILS
+1 Attack Bonus ii. 10-11 1/2 Might for Checks/Contests DOWNTIME
Mighty Weapon* 2 20+ iii. 7-8 If 2nd time > Severed CRAFT
-2 Attack if 1 handed INDEx
(R) 1-10 11-20 (L)
Arc Weapon* 1 20+
-2 Attack if 1 handed
2 enemies with 1 roll
i. 17-18 Broken leg
Lash Weapon 1 22+ -1 Speed Rating level
ii. 12-13
Attack range 1 Area Snag on Might/Deft Rolls
iii. 9-10
Missile If 2nd time > Servered

Thrown Weapon 1 22+


Ambush in plain sight
(R) 1-10 11-20 (L)
Drawn Weapon 1 20+
2 handed i. 19-20 Out cold
Small Mechanical** 1 18+ ii. 14-15 Unconscious until Fight End
1 Turn reload (2 hands!) iii. 11-12 An enemy can slay you in 1 Turn

Large Mechanical 1 18+ i. - Near death


1 Turn reload (2 hands!) ii. 16-17 Die in 2 Turns if no First Aid
+2 Attack Bonus iii. 13-14
i. - Severed
Restrictions: * Small species ** Large species
ii. 18 Treat as Broken leg/arm but
Snag on Attack, no Att. Stunts or Combat Tricks
iii. 15-16 cannot limb use at all
If already severed > Decapitated!

WEAPON RANGE p158 (R) 1-5 6-10 (L)

(R) 11-15 16-20 (L)


Current Area Melee
1 Area away Lash
i. - Mutilated
Thrown
ii. 19 Die in 2 Turns if no First Aid
Small Mechanical Missile
iii. 17 -1 to Aptitude
2 Areas away Drawn
i. - Mortal wound
Large Mechanical Missile
ii. 20 1 Turn to Act then you die
iii. 18
i. - Quiet death
ii. - You are dead
iii. 19
i. - Messy affair
ii. - There is nothing left of you
iii. 20

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OBJECT DEFENSE RATING p263 Oil/Fuel

Material Defense Rating  Once ignited does 1 Heart per Round


 At 0 Hearts then Caustic/ Burning Injury or
Fragile 10
object Sundered
Resistant 14  Harmful Conditions added to Area (optional)
Hard 16
Solvent
Very Hard 18
 Attack roll needed
Supernatural 20  1 Unit causes Caustic/Burning Injury

Grenade
OBJECT HEARTS p263
 Thrown Range: 1 Area
Hearts Size
 All in Area make a Deft Check or lose 1 Heart
1 Small hand-held and are Toppled

4 Large hand-held
Bomb
6 Chib-sized
 1 Action to Set
8 Human-sized  Everyone up to 1 Area away is Toppled and
must make a Deft Check or lose 8 Hearts
12 Cart-sized
 Structures lose 8 Hearts

MISCELLANEOUS INFO

Battle Ready Mounts

 Provides Attack Assist

Dual wielding

 2nd Attack suffers a Minor Penalty (-2)

Shield parry

 Can parry 1 hit per Fight

PERILS

IMPACT TABLE p267 CAUSTIC/BURNING INJURIES p267

Height Speed Injury level


1-5 Shock
<15 ft <15 mph i. Light Lose next Action
<30 ft <30 mph ii. Severe
>30 ft >30 mph iii. Critical 6-15 Superficial burn
-1 Penalty to all rolls
If 2nd Superficial Burn > Serious Burn

16-20 Serious Burn


-1 Penalty to all rolls
-1 Hearts Total
If you receive a subsequent Burn >
another -1 Hearts Total
If Hearts 0 > Death
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VI

AILMENTS p268 Overburdened

 Speed Rating is reduced by 1


Ballooned CHARACTER
 Snag on all Might & Deft. Checks SHEET
 Speed Rating reduced to Slow GEAR LIST
Petrified
 Snag on all Might, Deft.,Grit rolls GAME
 Snag on Attack rolls  Round 1: Legs freeze BASICS
Round 2: Arms freeze CHECKS &
 Foes gain Edge on Attack Round 3: Petrified CONTESTS
 You are buoyant  You cannot perceive what’s around you
JOURNEY

 Your clothes are ruined  In petrified state you can be Sundered as if an


ExPLORE

 You cannot fit in small spaces or through object (Defense Rating depends on Material) NEGOTIATE
regular sized doors FIGHT
Putrefied PERILS
Blinded/Deafened
 Lose 1 Heart per Turn DOWNTIME
 Snag on all rolls involving removed sense  Make a Grit Check at 0 Hearts CRAFT
Failure: Effect defined by cause INDEx
Chibbed of putrefaction
Success: Putrefaction process ends
 Small Species are immune
 Medium > Small: -1 Might, 8 Inventory Slots Restrained
 Large > Medium: -1 Might, 10 Inventory Slots
 GM decides what actions you can perform
 Note that Combat Gear Allowance changes! with Restrained limb(s)
 GM decides if a Might or Deft. Check
Disoriented to escape from restraints
 Insight Check before every Check, Contest,
or Attack. Starved
 If you Fail the Insight Check but succeed  For each day without food suffer -1 to your
on your next roll the GM will impose an Hearts Total
undesirable outcome or effect
 If you reach 0 Hearts you die!
 Requires an assistant to use an Action and
make Insight Check to remove Ailment  Remove Ailment by consuming 1 day’s worth
of nutrition
Dispirited
Suffocated
 Can’t Move or use Action (unless forced)
 You can hold breath for ½ your Grit Aptitude
 No Speed Bonus on Defense Rating in Turns (values are rounded down)
 Requires an Action from an assistant in the  After this you fall unconscious and die on the
same Area and you must make an Aura Check next Turn if you are not rescued
to remove Ailment
Terrified
Fatigued
 PCs suffer a Snag on Checks and Attacks
 For each day without sleep you suffer a -1 when interacting with the source of terror
Penalty to Checks, Contests, and Attacks
 Companions/GMCs move away or are
 If Penalty exceeds half your Rank you will paralyzed with fear
collapse for 24 hours
 24 hours sleep needed to remove Ailment Toppled

Jellyfied  You cannot Move


 No Speed Rating Bonus on Defense Rating
 Might & Deft. Aptitudes cut in ½
 Snag on all Attacks, Might & Deft. rolls
 Speed Rating reduced to Slow
 Foes gain Edge on Attack
 Immune to Falling/Impact Injury
 It takes 1 Turn to stand up
 Water is now a Harmful Condition for you
 You can squish through small gaps 457
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

DOWNTIME

 Snag when trying to change a Reputation


DOWNTIME ACTIVITIES p273
 An Alter-ego can have different Reputation

Crafting Research next Adventure


 See Crafting rules  Entire team gain 1XP for going on a
Researched Adventure
Healing
Socializing
 You can heal 1 Injury per Downtime
 Your least severe Injury heals first  Your Aura vs. their Grit (or vice versa)
Success: Gain +1 to Hearts Total until next
 Using Treatment Services can remove a 2nd Downtime... and establish a Social Bond
Injury/Ailment
 Severed/Mutilated Injuries need Advanced Taming
Magical Treatment to heal
 Your Aura vs. beast’s Grit (or vice versa)
Identify relic Success: GM assigns beast as Pet, Mount, or
Pack Beast.
 Check depends on relic:  You must be higher Rank than beast to tame
Techno-Relic/Gadget: Insight Check  Minor Bonus (+2) if you appeal to a weakness
Artifact: Aura Check
Magitech: Insight or Aura Check
Training your Companions
Fail: You can carry on with Reckless Research
or try again next Downtime and benefit from  Your Aura vs. Companion’s Grit
an Edge Success: Companion gains 1 Training Point
Fail: Edge on next attempt
 Reckless Research
1-8 Snap > Light Repairs  Training Points can be spent on...
9-15 Kaboom!! > Roll on Injury Table  Weapon proficiency (2 pt)
16-20 What the...!? > Relic related  Skill (4 pt)
 Enhanced movement (4 pt)
Preparation
 Value boost (2 pt)
 Spend money on Gear and choose a number
of Inventory Slots to leave blank. Unique Endeavor
 Choose the Gear you need during play and
write in Slots (or convert back to money)  GM decides if your endeavor is feasible
 GM decides if Check or Contest required
Recruitment

 Your Aura vs. Follower/GMC Grit (or vice versa) SOCIAL BONDS p279
 Can’t recruit Follower/GMC of same or higher
Rank than you  Form a Social Bond with a PC/GMC by
Socializing together during Downtime
 Minor Bonus (+2) if a Social Bond or weakness
is exploited  Minor Bonus (+2) for rolls if a Social Bond
provides you with extra motivation
 Major Bonus (+4) if both apply!

Reputation management REPUTATIONS p279

 Aura Check
 Minor Bonus (+2) on rolls where
Success: You gain a Minor Bonus (+2) when
Reputation helps
using your Reputation
Fail: You are ignored or create the  Minor Penalty (-2) on rolls where
wrong impression Reputation hinders
 Edge when spreading existing Reputation to
new area

458
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VI

CRAFT

CHARACTER
CRAFTING PROCEDURE p281 CRAFTING IMBUED GEAR p286 SHEET

GEAR LIST
1. Choose item to Craft
1. Identify Imbued Gear Type GAME
2. Check tools & materials BASICS
2. Choose Suitable Material
3. Make Crafting roll CHECKS &
3. Choose Additives CONTESTS
JOURNEY
4. Make Crafting roll
CRAFTING DISCIPLINES p282 ExPLORE
NEGOTIATE
IMBUED GEAR TYPES & ABILITIES p286
FIGHT
Alchemy Substances & chemicals
PERILS
Artificing Trinkets & jewelry Imbued Weapons
DOWNTIME
 Suitable Materials: Magic Metals
Cooking Consumables CRAFT
 Imbuable Abilities: Attack INDEx
Forging Weapons & armor
Imbued Armor
Gadget. Mechanical devices
 Suitable Materials: Magic Metals
Tailoring Clothes & accessories  Imbuable Abilities: Defense, Eldritch

REPAIR & CUSTOMIzATION p285 Imbued Shields

 Suitable Materials: Magic Metals


Light repairs  Imbuable Abilities: Defense

 Repair damaged (still usable) item, but not


Imbued Outfits
Sundered item
 Requires 1 Specialist Kit and few hours  Suitable Materials: Magic Fabrics
Success: Restore all object Hearts  Imbuable Abilities: Empowering, Glamor
Fail: Item remains broken, expends
1 use of Kit Permanent Artifacts

Extensive repairs  Suitable Materials: Any solid Magic Material


 Imbuable Abilities: Empowering, Eldritch
 Repair Sundered (unusable) item
 Requires Workshop and 1 day Temporary Artifacts
Success: Usable, with all object Hearts
Fail: Crafting Mishap  Suitable Materials: Mundane Materials
 Imbuable Abilities: Empowering, Eldritch
Customization
Imbued Consumables/Expendables
 Requires the same crafting equipment as
would be needed for manufacturing the item  Suitable Materials: Magic Consumables
and 1 day
 Imbuable Abilities: Attack, Defense,
Success: Item is customized
Empowering, Eldritch, Glamor
Fail: Crafting Mishap

459
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

INDEX

Artificing (Crafting Discipline) p282


A
Artisan’s Outfit (Gear) p172
Abilities p12 Artisan Smithy (Calling Ability) p37
Able Alchemist (Calling Ability) p24 As Tough as you Look (Species Ability) p97
Access Points p232 Ash Bronze (Magical Material) p289
Achievement XP p205 Assault (Custom Shield Ability) p171
Actions p254 Asura, Lajja (Adversary) p360
Additives p291 At Your Side (Calling Ability) p44
Adorable (Quirk) p136 Attack (Action) p254
Advanced Sensor Suite (Adversary Ability) Attack Assist (Action) p256
p379
Attack Bonus p246
Advancing in Rank p205
Attack Stunt (Action) p255
Adventure Hooks p332
Authoritative Outfit (Gear) p173
Adventure Maps p319
Adventuring Gear (Gear) p179
Adversary Categories (Adversary Creation) B
p357
Adverse Terrain (Journey) p225 Back and forth without a fuss (Adversary Ability)
p389
Ageless (Species Ability) p103
Backpack (Gear) p173
Aiden (Location) p305
Ballooned (Ailment) p268
Aken’s Succor (Additive) p291
Barbed Justice (Calling Ability) p53
Alchemist’s Kit (Gear) p176
Barricade (Custom Shield Ability) p171
Alchemy (Crafting Discipline) p282
Barrier (Adversary Ability) p398
Allegiance p206
Basic Areas (Battlefields) p248
All Range Attack System (Adversary Ability)
p380 Basic Potion (Gear) p177

Altgrave Ultima (Calling Ability) p72 Battle Butler (Adversary) p390

Always bet on the Little One (Species Ability) Battle Bonds (Calling Ability) p44
p89 Battle Dance (Calling Ability) p44
Always Prepared (Quirk) p134 Battle Princess (Calling) p40
Ambush (Fight) p252 Battle Ready (Mount) p187
Angelic Countenance (Quirk) p137 Battle Scanner (Quirk) p146
Anti-Hazard (Custom Armor Ability) p166 Battlefield Domination (Adversary Ability)
Appealing Outfit (Gear) p173 p395

Apprentice Thinker (History) p125 Beast Handler (History) p119

Arachnid Armament (Adversary Ability) p428 Beast Tongue (Quirk) p141

Arc Melee Weapon (Gear) p153 Berserker (Calling Ability) p31

Arcane Afterburner (Adversary Ability) p379 Big Eater (Quirk) p137

Arcane Artificing (Calling Ability) p61 Big Magic Shot (Adversary Ability) p367

Arcane Beleaguerment (Adversary Ability) Big ‘Un (Adversary Ability) p369


p393 Bind (Adversary Ability) p398
Arcane Powder, Solid (Magical Material) p290 Bio-Mechanoid (Species) p104
Archive Researcher (History) p117 Bio-Sorcerous Body (Adversary Ability) p387

460
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VI
Bioskin (Quirk) p147
C
Bit Stream (Species Ability) p105
Bizzer Swarm (Adversary) p364 Calling p12 CHARACTER
SHEET
Black Glove Cavalier (History) p117 Calling Table p12
GEAR LIST
Blackout Goggles (Gear) p173 Camp (Journey) p229
GAME
Blade of Darkness (Calling Ability) p55 Canine Pounce (Adversary Ability) p403 BASICS

Blast (Adversary Ability) p398 Cart (Gear) p197 CHECKS &


CONTESTS
Blaster Mage (Adversary) p366 Cargo (Custom Armor Ability) p167 JOURNEY
Blazing Garden (Region) p308 Cat’s Eyes (Calling Ability) p26 ExPLORE

Blight Raider (History) p110 Caustic Miasma (Adversary Ability) p414 NEGOTIATE

Blinded/Deafened (Ailment) p268 Caustic/Burning Injury (Peril) p267 FIGHT

Blistering Pace (Calling Ability) p37 Caustic Truth (Calling Ability) p54 PERILS

Cautious Movement (Explore) p234 DOWNTIME


Blubbery Hide (Adversary Ability) p369
CRAFT
Blue Collar (History) p127 Celebrated Artist (History) p112
INDEx
Bomb (Gear) p178 Chain Breaker (Species Ability) p97
Bonus, Major p214 Charming Grifter (Calling Ability) p26
Bonus, Minor p214 Chibbed (Ailment) p268
Bonuses & Penalties p214 Chittering Puppetry (Adversary Ability) p424
Boon Companion (Calling Ability) p19 Chompa (Adversary) p368
Booster Cakes (Gear) p177 Chompa Hide (Material) p369
Boring (Quirk) p134 Chompa Teeth (Material) p369
Born of the Sun (Species Ability) p95 Chosen One (Adversary) p370
Borrowed Blade (Calling Ability) p26 City Scrivener (History) p120
Bounder (Calling Ability) p32 Clacking Cranium (Gear) p405
Brawler (Calling Ability) p31 Clear Intent (Quirk) p134
Brazen Defense (Calling Ability) p30 Cloak of Obscurity (Calling Ability) p63
Breeze Rider (Gear) p197 Cloud Breaker (Gear) p198
Bright Damage p259 Coins (Gear) p151
Bright Gifts Table p206 Colloid Corpus (Adversary Ability) p383
Bright Speech p109 Colossal Species (Adversaries) p435
Bright Water, Liquid (Magical Material) p290 Combat Actions (Action) p254
Brotherhood of Pests (Adversary Ability) p425 Combat Coordinated (Calling Ability) p18
Brute (Calling Ability) p30 Combat Momentum (Calling Ability) p29
Bulwark of Disdain (Calling Ability) p53 Combat Opportunist (Calling Ability) p25
Buoyant (Custom Armor Ability) p166 Combat Shell (Adversary Ability) p379
Burden (Adversary Ability) p398 Combat Trick (Action) p256
Buried Kingdom p310 Combination (Custom Weapon Ability) p160
Burn Injury Table p267 Common Rural Goods (Gear) p179
Bushi Miyabi (Calling Ability) p70 Common Urban Goods (Gear) p179
Buster Arm (Quirk) p146 Compass (Gear) p174
Buzz Bombs (Gear) p365 Compassion Cure (Calling Ability) p43
Buzzer (Animal Companion) p188 Comrade Agitator (History) p124
Buzzing Mass (Adversary Ability) p365 Concealed Melee Weapon (Gear) p152

461
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

Concentrated Goop (Gear) p383 Dark Tongue p109


Congruent Consciousness (Adversary Ability) Dashing Attacker (Calling Ability) p35
p397
Deacon Galrave (Calling Ability) p70
Consumed by Darkness (Adversary Ability)
Defend (Action) p254
p373
Defense Rating (Fight) p247
Cooking (Crafting Discipline) p283
Degrading Presence (Adversary Ability) p362
Coracle (Gear) p197
Demon, Blighted (Adversary) p372
Corpse Commodities (Adversary Ability)
p419 Demystify (Calling Ability) p64
Corrosive Contact (Adversary Ability) p383 Desperate Friendship (Calling Ability) p53
Costume (Gear) p172 Desperate Scurry (Calling Ability) p26
Count Paris (Calling Ability) p72 Destined (Quirk) p140
Counter Fang (Calling Ability) p37 Dew Silver (Material) p289
Courageous Determination (Adversary Ability) Disgraced Scion (History) p114
p371 Disguised (Custom Weapon Ability) p160
Couturier (Calling Ability) p52 Disoriented (Ailment) p269
Crafter Commission & Repair (Service) p202 Dispirited (Ailment) p269
Crafting Mishap Table p294 Doggone Good Sense (Adversary Ability)
Crafting Mishaps p294 p401, 403
Crafting Prodigy (Calling Ability) p17 Domestic (History) p127
Cramped (Battlefield Condition) p250 Don’t Mind Me (Calling Ability) p17
Creating Adversaries, Ability Levels p433 Dowager Colette (Calling Ability) p74
Creating Adversaries, Ability Limits p434 Downtime p272
Creating Adversaries, Ability Type p432 Drawn Missile Weapon (Gear) p158
Creator’s Script p109 Dread Orator (Quirk) p140
Crowned (Quirk) p141 Dreadful (Calling Ability) p69
Cry of the Heart (Calling) p43 Dream Call p109
Cryptic Heritage (Species Ability) p95 Dreamer (Quirk) p142
Crystalia (Location) p305 Dual Wielding (Fight) p254
Curious (Quirk) p134 Dungeoneer’s Kit (Gear) p176
Curse of the Skull (Adversary Ability) p410
Curses (Crafting) p295
E
Customizing Gear (Crafting) p285
Custrel (Companion) p186 Earning Experience p205
Cutting Wit (Calling Ability) p19 Easily Overlooked (Species Ability) p89
Edge p214
Education, Faculty (History) p128
D
Education, Student (History) p128
Dangerous (Custom Weapon Ability) p161 Effort XP p205
Dark Bone Dust (Additive) p410 Egomet (Calling Ability) p75
Dark Damage p259 Eldritch Explosives (Calling Ability) p63
Dark Demeanor (Quirk) p137 Element Gem (Additive) p291
Dark Divinity (Adversary Ability) p362 Elemental Vex (Adversary Ability) p393
Dark Gifts Table p207 Elf (Species) p102

462
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VI
Elsewheres (Region) p313 Frost Damage p259
Emissary of Sol (History) p120 Functional Outfit (Gear) p172
Engulf (Adversary Ability) p365 Furious Rampage (Adversary Ability) p385 CHARACTER
SHEET
Ennui Sludge (Additive) p292 Furtive (Calling Ability) p23
GEAR LIST
Everyday Divination (Calling Ability) p60 Fuzzcoil (Companion) p189
GAME
Expeditious Manner (Adversary Ability) p391 BASICS

Explore Procedure p231 CHECKS &


G CONTESTS
Extra Move (Action) p257 JOURNEY
Extreme Weather Outfit (Gear) p172 Gadgeteer’s Kit (Gear) p176 ExPLORE

Gadgeteering (Crafting Discipline) p284 NEGOTIATE


FIGHT
Galvanus Archipelago (Location) p307
F PERILS
Galvanizer (Calling Ability) p32
DOWNTIME
Factotum (Calling) p16 Gear p150
CRAFT
Factotum Pack (Calling Ability) p17 Gear List p446
INDEx
Fade Song p109 Gems (Currency) p151
Faith in the Wind (Calling Ability) p36 Gemlight (Calling Ability) p42
Fairy Cap (Quirk) p143 Getting Lost (Journey) p227
Falling/Impact Injury (Peril) p267 Giant Killer (Calling Ability) p31
Fatigued (Ailment) p269 Gifts p206
Favored by Fate (Adversary Ability) p371 Giga Body (Adversary Ability) p385
Favored Weapon (Calling Ability) p29 Giga Gruun (Adversary) p384
Fearsome Growl (Adversary Ability) p403 Giga Hide (Adversary Ability) p385
Felucca (Gear) p198 Girthsome (Quirk) p136
Ferrous (Quirk) p144 Gleysian Alloy (Material) p380
Fey Wood (Material) p289 Gleysian Code p109
Field Sapper (History) p124 Glittering Machine (Calling Ability) p42
Fight Procedure p245 Glowing Ink (Calling Ability) p61
Figment Follower (Quirk) p144 Gobbo Werks (Species Ability) p99
First Aid (Action) p258 Goblin (Species) p98
Fitful Sleep (Calling Ability) p69 Goop (Adversary) p382
Flame Damage p259 Grand Grimoire (Calling Ability) p59
Flanker (Calling Ability) p25 Grasping Tresses (Quirk) p138
Flash Step (Calling Ability) p37 Grenade (Gear) p178
Fleeing (Action) p258 Grim Wing (Adversary) p386
Float Stone (Material) p289 Grime Goo, Liquid (Material) p290
Folklorist (Calling Ability) p18 Growl (Companion) p188
Forge Hand (History) p124 Grubbish (Companion) p193
Forging (Crafting Discipline) p283 Gruun (Species) p96
Forsaken Shadow (Adversary Ability) p414 Guardian (Quirk) p141
Forsaken Wanderer (History) p110 Guide (Companion) p186
Fortune’s Fool (Calling Ability) p20 Guides (Journey) p226
Free Runner (Calling Ability) p36 Guild Agent (History) p112
Frost Blade (Calling Ability) p52

463
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

Imbued Armor (Crafting) p286


H
Imbued Consumable/Expendable (Crafting)
Hardy Rations (Gear) p177 p287

Harmful (Battlefield Condition) p250 Imbued Gear Types (Crafting) p286

Harmonious Geomancy (Calling Ability) p65 Imbued Outfits (Crafting) p287

Hasty Movement (Explore) p234 Imbued Shields (Crafting) p287

Heal an Injury (Downtime) p273 Imbued Weapons (Crafting) p286

Healer’s Hands (Calling Ability) p18 Immaculate Uniform (Adversary Ability)


p389, 391
Heart’s Aegis (Calling Ability) p46
Immortal Ego (Species Ability) p103
Heart’s Blade (Calling Ability) p41
Impact Table (Peril) p267
Hearts (Taking Damage) p259
Impatient Destroyer (Adversary Ability) p395
Hearts Total (Combat Values) p246
Imperatrix Delilah (Calling Ability) p73
Heaven Seal, The (Region) p312
Imposing Figure (Adversary Ability) p379
Heavy Armor (Gear) p163
Indomitable (Calling Ability) p32
Heretic (Calling) p68
Industrial Frame (Quirk) p145
Hide in Plain Sight (Calling Ability) p26
Inexorable Sludge (Adversary Ability) p383
High Akenian p109
Infested (Quirk) p142
Hinterland Noble (History) p121
Influencing Factors (Negotiation) p241
Hocus Pox (Calling Ability) p62
Injury Table (Damage) p260
Hollow Eyed Servants (Adversary Ability)
p407, 409 Inner Dramatics (Calling Ability) p25

Hollow Queen’s Kingdom (Location) p305 Insectoid Aspects (Adversary Ability) p423

Holy Icon (Gear) p180 Insectoid Form (Adversary Ability) p422

Holy Isle Samurai (History) p116 Inspect (Explore) p235

Homeland & History p108 Integrated (Custom Armor Ability) p166

Homeland Table p109 Intercontinental Travel (Journey) p203

Honored Laborer (History) p123 Into the Fray (Calling Ability) p29

Hoshi-Ban p109 Inventory Slots p151

Howls of the Lost (Adversary Ability) p414 Isolated (Battlefield Condition) p250

Human, Dimensional Stray (Species) p86


Human, Native (Species) p84
J
Hunter’s Blood (Species Ability) p93
Hunter’s Focus (Calling Ability) p35 Jellyfied (Ailment) p270
Hunting & Foraging (Journey) p229 Journey Procedure p223
Hut (Gear) p200 Journeying with Animals p187
Jubilant Performer (History) p120
Jumbug (Companion) p191
I
Jumpy (Quirk) p133

Iconoclast (Calling Ability) p55


Identifying a Relic (Downtime) p274
Idle Rich (History) p128
Illumination (Gear) p175
Imbuable Ability Types (Crafting) p287

464
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VI

K M

Kawarimi (Calling Ability) p24 Macabre Aura (Adversary Ability) p409 CHARACTER
Killservants (Adversary) p388 Machine Labyrinth (Location) p311 SHEET

GEAR LIST
Kin to Fire (Quirk) p143 Mad Machine (Adversary Ability) p377, 379
GAME
Kingdom Map (Gear) p174 Made of Sterner Puff (Adversary Ability) p417 BASICS
Kinless Vagrant (History) p118 Mage Breaker (Quirk) p139 CHECKS &
CONTESTS
Knight Errant (History) p113 Magia University Graduate (History) p112
JOURNEY
Magic Shot (Adversary Ability) p367 ExPLORE
Magician Apparatus (Adversary Ability) p397 NEGOTIATE
L
Magitech Graft (Quirk) p138 FIGHT

Labor Frame (Adversary Ability) p377 Magnificent (Custom Armor Ability) p167 PERILS

Maintenance Drone (Adversary) p376 DOWNTIME


Lalka (Adversary) p392
CRAFT
Lantern (Gear) p175 Malignant Gift (Adversary Ability) p373
INDEx
Large Mechanical Missile Weapon (Gear) Mana Blast (Adversary Ability) p387
p158 Mana Burst (Adversary Ability) p367
Large Shield (Gear) p169 Mana Crush (Calling Ability) p64
Large Species p106 Mange Bandit (Adversary) p400
Largzard (Companion) p192 Many Masks (Calling Ability) p23
Lash Melee Weapon (Gear) p153 Map, Local (Gear) p174
Legend in Your Own Time (Calling Ability) Mascot Chassis (Quirk) p146
p45
Masked (Quirk) p144
Legendary Gear (Adversary Ability) p371
Massive Size p434
Legerdemain (Calling Ability) p25
Massive Species p434
Leisurely Focus (Species Ability) p87
Master of Spectacle (Calling Ability) p20
Light Armor (Gear) p163
Master Tactician (Calling Ability) p30
Light Footed (Calling Ability) p23
Master Villain (Adversary) p394
Lightning and Thunder (Calling Ability) p38
Master Villain, Oppressor (Adversary) p394
Lightning Damage p259
Master Villain, Pedagogue (Adversary) p396
Like the Wind (Calling Ability) p35
Master Melee Weapon (Gear) p153
Linger (Explore) p235
Mechanical Motion (Custom Armor Ability)
Linked Contests p220 p167
Living Dead (Adversary Ability) p405, 407, Medicine Peddler (History) p115
409, 419
Medium Armor (Gear) p163
Living Nightmare (Adversary Ability) p429
Medium Species p106
Long Grabber (Gear) p181
Meltshroom (Additive) p292
Lost Crystal (Location) p311
Menace (Adversaries) p430
Lost! Table p227
Mender’s Kit (Gear) p176
Love-Love Chef (Calling Ability) p43
Merchant Scion (History) p116
Low Speech p109
Meticulous Dungeoneer (Calling Ability) p24
Loyalty Checks p183
Mighty Munch (Adversary Ability) p369
Lumi-Slime Lantern (Gear) p175
Messenger Kaila (Calling Ability) p71
Lyrical (Quirk) p142
Mighty Melee Weapon (Gear) p153
Military/Law Enforcement (History) p128

465
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

Mindfulness (Calling Ability) p38 Nightwall Yeoman (History) p111


Miscellaneous Actions (Fight) p258 No-Folk Land (Location) p309
Mischievous Miniscule (Adversary Ability) Non-Combat Injuries (Perils) p267
p393
Not of Flesh And Blood (Species Ability)
Miser (Quirk) p135 p105
Mistake Sugar (Additive) p292 Nox-Vision (Quirk) p147
Mokko-Do (Companion) p191
Momentary Fortress (Calling Ability) p66
O
Monarch Homunculi (Species Ability) p91
Monster Slayer (History) p118 Object Defense Ratings (Sundering) p263
Morph Mud (Additive) p293 Object Hearts (Sundering) p263
Morphic Armament (Adversary Ability) p380 Obscured (Battlefield Condition) p251
Mortifying Bloat (Calling Ability) p61 Observer (Exploration) p233
Moss Scraper (History) p123 Obstinate (Species Ability) p87
Mountain of Glass (Adversary Ability) p428 Oil/Fuel (Gear) p178
Mounted Combat p187 Old Iron (Location) p311
Moving (Fight) p253 Oldtech Junker (History) p115
Moving Through an Adventure Site p234 Oldtech Proficiency (Species Ability) p93
Multi-Tasker (Calling Ability) p20 Opened Hearts (Calling Ability) p45
Mundane Materials p288 Opportunistic Butcher (Calling Ability) p30
Mundymutts (Adversary) p400 Oppressor (Adversary) p394
Murder Maid (Adversary) p388 Orphaned Shinobi (History) p115
Murder Princess (Calling) p50 Other Wording p109
Murk (Location) p305 Other World (Region) p313
Murk Dweller (History) p111 Other World Pocket Device (Gear) p182
Murky Mask (Calling Ability) p62 Other World Sidearm (Gear) p182
Out Damn Spot (Adversary Ability) p389
Overbearing Antagonist (Calling Ability) p32
N
Overburdened (Ailment) p270
Naming Companions p183 Overwhelming Might (Calling Ability) p55
Nanotech Maintenance (Quirk) p147
Navigation Tools p226
P
Nearsighted (Quirk) p136
Neet (History) p126 Pack Tactics (Calling Ability) p20
Negotiate p238 Panther Conditioning (Species Ability) p93
Negotiate Procedure p239 Passion’s Fire (Calling Ability) p43
Negotiating With Groups p242 Past Injury (Quirk) p140
Negotiation Tactics p240 Paw Post (Service) p202
Never Stand Alone (Calling Ability) p46 Peculiar Taste (Quirk) p143
Never Surrender (Adversary Ability) p395 Pedagogue (Adversary) p396
New Ore (Location) p311 Pedantic (Quirk) p133
Night Born (Species Ability) p91 Permanent Artifacts (Crafting) p287
Night Haven (Location) p307 Personal Analytics (Species Ability) p105

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VI
Personal Rainy Day (Adversary Ability) p417 Rapid Fire (Custom Weapon Ability) p161
Petrified (Ailment) p270 Rations (Gear) p177
Physician’s Kit (Gear) p176 React (Action) p258 CHARACTER
SHEET
Pilose Bumpo Fleece (Material) p290 Rebreather (Gear) p173
GEAR LIST
Piloting Vehicles p196 Record Etcher (History) p124
GAME
Pixie Blossom Leather (Material) p290 Recreational Attractions (Service) p202 BASICS

Points (Journey) p224 Recruiting Followers p184 CHECKS &


CONTESTS
Portian University Graduate (History) p116 Recruitment (Downtime) p275 JOURNEY
Practical Flight (Calling Ability) p64 Red Petal Revenge (Calling Ability) p55 ExPLORE

Precarious (Battlefield Condition) p251 Regional Map (Gear) p174 NEGOTIATE

Preparation (Downtime) p274 Relentless Pursuer (Calling Ability) p55 FIGHT

Prestidigitonium (Calling Ability) p60 Repairing & Customizing Gear (Downtime) PERILS
p285 DOWNTIME
Prince Justinius (Calling Ability) p73
Reputation p279 CRAFT
Pride Coast (Location) p309
Reputation Management (Downtime) p275 INDEx
Prism Feather (Additive) p292
Research Your Next Adventure (Downtime)
Prodigy (Species Ability) p85
p276
Promethean (Species) p94
Resolute Overseer (History) p125
Prominent Accessory p327
Restrained (Ailment) p270
Prosthetic Replacements p262
Results of a Day’s Travel (Journey) p229
Proudhound Sellsword (Adversary) p402
Retail/Service (History) p127
Pudge Grub (Companion) p189
Roaring Spirit (Calling Ability) p32
Pull Yourself Together (Adversary Ability)
Rokko-Do (Companion) p192
p276
Room & Board (Service) p201
Puretech Salvage (Material) p377
Rounds p252
Purr (Companion) p190
Ruin Scavenger (History) p122
Purviews p108
Rush (Journey) p229
Putrefied (Ailment) p270
Rushing Fist Style (Calling Ability) p36

Q
S
Queen Amhika (Calling Ability) p75
Sage (Calling) p58
Quick Melee Weapon (Gear) p153
Sage’s Staff (Calling Ability) p59
Quirks p132
Scamp (Companion) p185
Scanner (Gear) p181
R Scholar (Companion) p185
Scornful Bolt (Adversary Ability) p363
Radiant Blade (Calling Ability) p45
Second To None (Calling Ability) p17
Rai-Neko (Species) p92
Secret Compartment (Custom Weapon Ability)
Raider (Calling) p34 p161
Rank p205 Seer Kasnah (Calling Ability) p71
Rank, Adversaries p431 Self Assembly (Adversary Ability) p407, 409
Rank, Character p204 Sentinel (Calling Ability) p31
Ranger (Calling Ability) p36 Servant Pazuu (Calling Ability) p74

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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

Shade Iron (Material) p289 Socializing (Downtime) p276


Shadough, Solid (Material) p290 Sol Alliance (Location) p309
Shadow Beast (Adversary) p412 Sol Invictus (Species Ability) p95
Shadow Blight (Magical Disease) p374 Solvent (Gear) p178
Shadow Blight Host (Adversary Ability) p 373 Soothing Darkness (Calling Ability) p66
Shadow Lands Nomad (History) p111 Soul Companion (Calling Ability) p42
Shadow Puppet (Calling Ability) p65 Soul Companion Creation p48
Shadow Sea Pirate (History) p114 Soul Link (Quirk) p135
Shadow Sight (Species Ability) p91 Special Ammunition (Gear) p161
Shadow Stone (Gear) p180 Special Success p218
Shadow Stuff (Additive) p363 Specialist’s Kit (Gear) p176
Shadowed (Custom Armor Ability) p167 Species p80
Shadowed Lands (Location) p305 Speed Rating p247
Shaggy Bumpo (Companion) p193 Spell Cutter (Calling Ability) p38
Shameful Invigoration (Adversary Ability) Spell Engine (Gear) p181
p363
Spiked (Custom Armor Ability) p166
Shard (Location) p305
Spirit Wings (Calling Ability) p45
Shard State Patrician (History) p113
Spirited Slaughter (Calling Ability) p56
Shield of Love (Calling Ability) p42
Spore (Species Ability) p99
Sheltered (Battlefield Condition) p251
Sproing Sprockets (Quirk) p145
Shining Resolve (Calling Ability) p45
Squire Marlow (Calling Ability) p69
Shining Sea Fisherman (History) p116
Stahlfeld (Location) p307
Shoddy (Custom Weapon Ability) p160
Stalwart Navigator (Calling Ability) p19
Side Effects (Crafting) p295
Standard Shields (Gear) p169
Sidestep (Calling Ability) p35
Standard Melee Weapon (Gear) p152
Silent Strider (Calling Ability) p36
Star Gem (Gear) p180
Silver Tongue (Calling Ability) p18
Starlight Farmer (History) p111
Skeleman (Adversary) p404
Startech Adept (History) p121
Skelemancy (Adversary Ability) p409
Starting Gear During Character Creation
Skelemaster (Adversary) p406 p108
Skelemonarch (Adversary) p408 Starved (Ailment) p271
Skimmer (Gear) p198 Stealthy Movement (Explore) p234
Skree (Companion) p190 Sticky Fingers (Calling Ability) p23
Sky Steel (Material) p289 Stone Song (Species Ability) p101
Skybound Destroyer (Adversary Ability) p387 Stones (Currency) p151
Small Mechanical Missile Weapon (Gear) Stowing (Calling Ability) p25
p158
Stray Step (Adversary Ability) p401
Small Shields (Gear) p169
Street Rat (History) p119
Small Species p106
Sturdy (Species Ability) p101
Snag p214
Stylish (Quirk) p135
Sneak (Calling) p22
Sudden Strikes (Calling Ability) p24
Sneezles (Quirk) p144
Suffocated (Ailment) p271
Social Bonds p279
Suffocating (Battlefield Condition) p251
Social Learner (Calling Ability) p19
Sun Blotter (Adversary Ability) p387

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VI
Sun Gold (Material) p289 Trailblazing (Journey) p226
Sundering Items p263 Training Your Companions (Downtime) p277
Sunken Isles (Location) p307 Traits p130 CHARACTER
SHEET
Superheavy Armor (Gear) p163 Transient (History) p126
GEAR LIST
Supernatural Leaping p107 Translation Journal (Gear) p176
GAME
Supernatural Might p107 Translator Module (Quirk) p146 BASICS

Supernatural Will p107 Trapped Song (Additive) p293 CHECKS &


CONTESTS
Sure Kill Strike (Calling Ability) p38 Traveler’s Bag (Gear) p173 JOURNEY
Survivor (Quirk) p139 Treatment (Service) p201 ExPLORE

Sword Storm (Calling Ability) p54 Treatment Of Injuries p262 NEGOTIATE

Synthetic (Adversary Ability) p377, 379 Treats (Gear) p177 FIGHT

Tricky Combatant (Calling Ability) p20 PERILS


DOWNTIME
Troubleshooter (Calling Ability) p20
T CRAFT
Trusted Comrade (Calling Ability) p36
INDEx
Taaga (Location) p309 Tunnel Crawler (History) p122
Tactical Assist (Action) p257 Turns (Fight) p252
Tailoring (Crafting Discipline) p284 Twitchy (Calling Ability) p24
Taming (Downtime) p277 Twilight Damage p259
Tattered Outfit (Gear) p172 Twilight Flux (Species Ability) p103
Temporary Artifacts (Crafting) p287 Twilight Meridian (Region) p306
Tenacity (Calling Ability) p52 Twilight Silk (Material) p290
Tenebrate (Species) p90 Twilight Silk Tailor (History) p115
Terrified (Ailment) p271
The Better Part of Valor (Calling Ability) p20
U
The Eaten Isle (Location) p305
The Hard Way (Calling Ability) p53 Umbra Draconis (Calling Ability) p74
The Seven Holy Isles (Location) p307 Unarmed Attacks p152
The Tunnels (Location) p311 Uncanny Strategist (Calling Ability) p32
The Widow Prisma (Calling Ability) p70 Undead Peddler (Adversary) p418
Thrown Missile Weapon (Gear) p158 Under Dweller (Species Ability) p99, 101
Thunda Clan Barbarian (History) p119 Under Warble p109
Thunda Sands (Location) p309 Underland Soldier (History) p123
Tidy Battle Stance (Adversary Ability) Unfortunate Souls (Adversary Ability) p363
p389, 391
Unhinged (Quirk) p133
Time-Critical Situations p213
Unique Endeavor (Downtime) p278
Tiny Species p434
Unruffled Monotony (Adversary Ability) p391
Tiny Unhelpful Cloud (Adversary) p416
Unshaped (Adversary Ability) p422
Tome (Gear) p176
Unshaped, Bellzuub (Adversary) p420
Toppled (Ailment) p271
Unyielding (Species Ability) p85
Torch (Gear) p175
Urarani (Adversary) p426
Town Guard (History) p112
Use An Ability (Action) p257
Townhouse (Gear) p200
Utility (Custom Weapon Ability) p161
Trade Goods (Gear) p179
Utility Servo (Quirk) p145
Tragic Behemoth (Adversary Ability) p414

469
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CHARACTER CREATION PLAYING THE GAME OUTER WORLD GM’S GUIDE ADVERSARIES APPENDIx

Vagrant Blade (Calling Ability) p30


Valiant (Calling Ability) p29
Vehicular Combat p196
Velocipede (Gear) p197
Venomous Incantation (Adversary Ability)
p424
Very Useful Cloud (Calling Ability) p62
Vexed Dispel (Calling Ability) p56
Village Runner (History) p119

Waifish (Quirk) p137


Walker (Gear) p198
Wall of Blades (Adversary Ability) p395
War Deserter (Quirk) p123
War Drone (Adversary) p378
War God’s Might (Adversary Ability) p395
Warp Root (Material) p289
Weary (Quirk) p140
White Collar (History) p127
Wind Wears Away Stone (Calling Ability) p37
Winged (Quirk) p138
Wistful Dark (Region) p304
Withering Glare (Calling Ability) p52
Wonder Drop (Additive) p293
Workshop (Gear) p200
Workshop Rental (Service) p201
Wrath Bolt (Calling Ability) p53
Wrath’s Blade (Calling Ability) p51
Wretched Jarah (Calling Ability) p72
Wyrm Blooded (History) p120

Yacking Cranium (Gear) p407


Yogi Tulpa (Calling Ability) p71
Young (Quirk) p139
Your Worst Friend (Adversary Ability) p417

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VI

CHARACTER
SHEET

GEAR LIST
GAME
BASICS
CHECKS &
CONTESTS
JOURNEY
ExPLORE
NEGOTIATE
FIGHT
PERILS
DOWNTIME
CRAFT
INDEx

471
Generated for #1083 Diego Espinoza strife.codename47@gmail.com
Generated for #1083 Diego Espinoza strife.codename47@gmail.com
Writing + Rules Editing + Design + Art
Reynaldo Madriñan Carlo Tartaglia
Naldobean Games Grey Wizard Press

Additional Editing
Lee Williams

Special Thanks
Annah, Billy (Rey’s emotional support)
Fay, Lola, Luca, Fifi, Eva (Carlo’s cheerleaders)
Alice, Britney, Brooke, R.C., ‘That One’ (Legendary playtesters)
Project backers (You made this book possible)
Beta feedback providers (You made this book better)
www.breakrpg.com

© Reynaldo Madriñan + Carlo Tartaglia 2023

Generated for #1083 Diego Espinoza strife.codename47@gmail.com

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