Xenoscape Quickstart Eng
Xenoscape Quickstart Eng
Quickstart
XENOSCAPE
Credits
In Short pag. 5
Setting pag. 5
- History - Materia - Flora - Fauna - Civilization -
Player Specie pag. 8
Rules pag. 10
Actions pag. 12
Combat pag. 15
Recovery pag. 19
Feeding pag. 19
Conditions pag. 19
Artefacts pag. 20
Dream pag. 21
Evolution pag. 21
ADVENTURE - MYCOMACHY
Adventure pag. 24
Synopsis pag. 27
Beginning pag. 31
AREA A: Fungal Forest pag. 31
AREA B: Fumaroles pag. 34
AREA C: Caves pag. 36
Abandoned Arthropoid Nest pag. 39
Ending pag. 46
And now? pag. 48
NPC
Arthropoids pag. 52
Electronic Ghost pag. 56
Feathered Lizard pag. 58
Neurofungi pag. 60
O-dyss-us pag. 64
Terror Of The Living pag. 66
PC
Evadam pag. 70
KT’KT’ pag. 73
Masvinda pag. 76
Naamar Stingfire pag. 79
Plasmotarr The Invictus pag. 82
Servo 12-p9 pag. 85
4
IN SHORT
SETTING
History
XENOSCAPE is set in a distant future, millions of years from now, when all
human civilization memories will have disappeared for good, annihilated
by interplanetary devastation or mass extinction events. The Ancient
Empire of mankind, the apogee of the development of our species, is now
a memory: the colonies no longer respond to any signal and are given for
lost; its imposing buildings have been absorbed by an alien and out of
control nature; the settlers, skeletons floating in containment suits in a
cold and indifferent cosmos.
The tales of the world in which you will find yourself wandering are often
vague, confused and merged with mythology and superstitions; they
hardly manage to accurately describe what happened in the previous
millennia, which therefore remain cloaked in mystery
MATERIA
One of the planets where life has flourished again over the millennia. The
Great Destroyer, a red dwarf star, dominates Materia and mercilessly
warms its surface. Its geography sees mountain areas alternating
with endless plains, radioactive deserts, crystal forests, gravitational
distortions, toxic rainfalls, and scarcity of vast water basins.
It’s rare to come across the ruins of any remains of the Ancient Empire:
buildings, machinery or galactic arks now crumbled or submerged by the
sands of time and an unrestrainable vegetation; creations that the living
“The bigger, species inhabiting the planet don’t understand and can only admire with
the more you wonder and reverence, sometimes using them for shelter.
should listen to it” The ecology of Materia is one of a kind, and its life cycle keeps animal and
plant species in a perfect balance.
Kyrbian Proverb
Flora
Fauna
Animal life on Materia is no less evolved and crazy than its flora: immense
beings crossing its wastelands, indifferent to all that happens at inferior
dimensions, often harmless and devoid of natural predators, swarms of
manta rays that can be tamed through dreams, stone beings capable of
growing up as tall as mountains, space-time deforming primates , and
pheromone-reactive oozes.
The never-ending fight for survival all over Materia brought all its
creatures to develop a wide variety of self-defense systems and lethal
and bizarre hunting methods.
6
Tips
However, Xenoscape
has a living and pulsa-
ting setting, composed
of large, unexplored
alien territories, and
each game group will
be able to customize it,
helping to enhance the
landscape with their
imagination.
7
PLAYER SPECIES
“So aren’t the Clones 1. Clones: the closest thing to a human being. The clones are created
ever going in heat? Or inside underground capsules that, from time to time, activate to
are they always in heat release a specimen in order to repopulate the planet, even though
but they can’t achieve that’s just a theory. Their appearance proceeds from the fusion of all
reproduction? How do human ethnic groups. They do not have sexual features, but they can
Clones’ puppies get born? choose their gender and develop their genital apparatus accordingly.
Also…”
2. Arthropoids: insects evolved to reach humanoid size and shape,
Questions by students structuring themselves in large hives governed through a rigid
during an old Lemurite pyramidal caste structure. Exceptionally, some individuals develop a
class free will generating brain and start an independent life, ending up
being seen as ronin in their tribe’s eyes. Ruthless and disturbing, they
are forever chained to the genetic conditioning that leads them to keep
an ingrained code of honor; they are also the species that mutates the
most, by literally carrying out metamorphosis processes. Arthropoids
are almost always all born male but when a female specimen comes
to life, she becomes a colony’s queen.
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as nothing but another intelligent and develop intellectual abilities and profound
independent species. Mecha-suit have no thoughts, not having to worry about a
gender since they are automatons. body actually of their own. Although
some attempt sociality and symbiotic
4. Squamata: they are perhaps the species relationships as a survival tactic, there
whose arts and technique are more is a large part of Necrocordiceps trying
developed; Squamata are humanoid to conceal their presence in their host
reptiles. Cold and unintelligible, they believe and looking forward to changing it as
they’re a more evolved and certainly more soon as its resources are depleted.
civilized species than any other; although it Necrocordiceps know no gender.
may look like Suqamata have no organized
civilizations at all, it is well known that within
their species there is a particular tribal
ornament and clothing fashion, suggesting
that the representatives of this elusive and
mysterious race usually find themselves
in unknown, secret and terrifying rituals.
Squamata can switch their sexual features
at will.
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RULES
Playing
Characters (PCs):
Points (SP), can be spent to temporarily increase the Characteristics, improving the chances of passing a check, and can be
recovered with rest, care, and nutrition.
When a System drops to 0, the creature passes out (becomes unconscious and awakens when recovering at least 1 SP); if
two Systems drop to 0, the creature goes into a coma (becomes unconscious and cannot be revived); if all the three Systems
drop to 0, the creature dies.
Systems cannot go below 0, nor above their cap.
• Immune System (IS) (Mind + Body) used to increase PCs immune defense
• Energy System (ES): (Body + Reflexes) used to improve PCs physical actions
• Nervous System (NS): (Mind + Reflexes) used to get a bonus on PCs mental activities
Each time a System Point is spent, instead of erasing and writing back the new temporary value, placing one or more dice on
the corresponding area of the character sheet, will be enough to show how many points have been spent, so that the sum
10
of their upper side’s dots represent this
expense.
must be overcome in order to hit them), the Biological Weapons, as well as their diet and sustenance habits.
Some Species morphology too can vary and change as Levels progress (these rules are not included in this quickstart but
they will be in the final version of the game).
Tips:
Some rules and values on the character sheets refer to mechanics explained in the final
corebook only. Ignore these parts when playing the adventure featured in this quickstart.
You can also send us all your suggestions to improve or enrich the gaming experience
based on your feelings to actively contribute to the final product. Please, get in touch!
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Actions
DL 5 = Very Easy (tear a branch from a tree, hit a 4x4 m large target)
DL 10 = Easy (hear a sound 10 meters away, hit a 2x2 m target)
DL 15 = Medium (jumping a 2.5 m wide crevasse, hitting a 1x1 m large
target)
DL 20 = Hard (understand features from a never seen before creature, hit
a target 50x50 cm large)
DL 25 = Very Hard (medicate a Severe Damage, hit a 20x20 cm target)
DL 30 = Extremely Hard (manufacture an automatic crossbow, hit a 5x5
cm target)
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related to the chosen action (as listed below); the sum of these values
determines the Action Value (AV) for that specific check. The SP spent this
way will be marked in the fatigue box to distinguish them from different
expenses.
Prolonged and particularly strenuous tests can cause the loss of further SP
from the reference Systems (that needs to be marked in the corresponding
fatigue box) and the collection of as many Fatigued/ Stressed/Weakened “WE BARTER DIFFERENT MEAT
maluses (see Conditions below); the Narrator will have to choose how to CUTS FOR ANCIENT EMPIRE
attribute these maluses according to each specific case. ARTEFACTS EVERYBODY! WE
To increase both the tension at the table and the realism of the game OWN GOODS COMING FROM
itself, when the Narrator invites the players to make a check with their THE GUTS OF MOUNT X’ARRAT
characters, he should always specify the type of check but NOT the DL. AND THE RAREST NOCTILUCAE
After all, Materia is a planet covered in pitfalls. Even the most elementary BLOOMS YOU CAN HOPE FOR!
challenge could prove to be a mammoth task (or vice versa); don’t let the WE GIVE YOU A 2X1 OFFER FOR
players underestimate a threat since it could be their very last mistake! SENTIENT VIRUS CARRIERS!”
MERCHANTS ATTENDING A
VERMINOID MARKET
Here are some types of Action that you can take, followed by the relati-
ve duration, the reference System from which you can expend points in
order to enhance the check, and the Characteristic that must be used to
calculate the final AV when needed:
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- Perception (1 Action; NS; Mind): includes all checks made to use senses,
including searching for something hidden, identifying a sound, detecting
a scent, or noticing a target.
Each Skill can be used for various checks among those listed above (the
complete list will be included in the final corebook). However, sometimes
checks will indicate specific Skills required to face them.
Summing up:
AV (Characteristic + Skill Levels + SP spent) < DL > failed Action
AV (Characteristic + Skill Levels + SP spent) >/= DL > successful Action
Example
The player wonders what to do, guessing that the trial that stands
before Stingfire could be much more demanding than it seems, and
finally decides to spend 4 points from his Energy System to get a final
value of 20. That AV allows him to climb the steep surface, taking a
few minutes less than expected too.
The speed and intensity (represented by the loss of 4 Energy Sy-
stem’s SP) with which the action is completed cause fatigue to the
Shrub, who may choose to rest for a while before getting back to its
long journey
Resist
During the game, the Narrator may request characters to resist certain
effects that may afflict them: diseases, extreme temperatures, infections,
and other similar events must be countered at all costs to keep characters
in good health. The PCs subject to similar effects can spend one or more
SP from the indicated System, but they will not know the right threshold
14
Example
they must reach to effectively resist the effect; if the value is higher than
the condition’s threshold, the PCs will resist the effect; otherwise, they will
be affected by it.
combat
When two or more creatures have to settle an issue or dispute in a fight, the
narration will suffer a momentary slowdown. Time will then be divided into
Rounds (lasting 6 seconds each) to better manage the various participants’
priority in the scene.
Each creature must determine its Initiative (a Reflex check that can be
enhanced by spending NS); the creatures with the highest value will be the
first to take their Actions during the Turn. All other creatures will follow in
descending order based on their check value.
Every following Round, this order will be the same, and a new Initiative
check is only needed every time a new combat sequence begins.
During a Turn, each Creature can take a number of Actions equal to their
Coldness value (including Reactions), and they have to declare their
intentions at the beginning of their Turn by choosing whether to use all the
Actions, only a part of them or none at all and in which way.
Once intentions are declared, players can proceed to resolve the Actions
indicated. It is always possible to give up one or more declared Actions (but
15
Example
If a character intends to fight and hit another creature, the player will
need to choose which Location is targeted. Depending on the target’s size
and body parts, the Narrator can adjust the DL (usually, the DL is noted
next to each creature’s Location).
Then it will be possible to proceed and determine the Action Value, just as
for any other Action (see above).
16
the opponent by passing a Body check with DL equal to the opponent’s
Body check.
Characters involved in a Grapple may decide to inflict Damage by making
Tips:
an attack using their Biological Weapons, choosing Body over Reflexes.
Tips:
Reactions We want your gaming
experience to be as
immersive as possible.
During opponents’ Turns, characters can perform as many Actions (such In order to allow you to
as Dodge) as shown by their Reactivity value. instantly start playing,
Actions taken as reactions are still part of the total number of Actions a you will find pre-cal-
culated combat values
creature can take in a Round, depending on the Coldness value. Taking in the Combat section
Reactions faces a System Points cost as any other Action. on the pre-generated
character sheets at the
end of this quickstar-
Here are some Reactions examples: ter,
Dodge: if the creature wants to react to an attack by dodging it, the DL Also, we suggest run-
ning the action scenes
that the attacker must overcome will be increased by a value equal to the as dynamically as pos-
character’s Rapidity + any Skill Levels providing specific proficiencies. sible. Players shouldn’t
Parry: if the creature chooses to react to an attack by parrying it, the DL be afraid to use their
System Points, becau-
that the attacker must overcome will be increased by a value equal to the se spending instead of
character’s Rapidity (x2) + any Skill Levels that provide specific proficiencies. saving SP during com-
If the attack fails, it will end up hitting the Location or the object with whom bat or any other chal-
lenging situation could
the character has parried. The Location or the item will then suffer 1 Light
make the difference
Damage (+1 per point of Strength owned by the attacker). between a character’s
Attack: attacking using a reaction is only possible during a Round in which life and death.
the player has chosen to Wait, or if a target within his range makes a move
As in reality, fighting
(in this case, a character can perform melee attacks only). can become exhau-
sting in the long run: it
is always better to try
to end a fight as qui-
ckly as possible and
then think about how
to recover any spent
resources.
Damage
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Recovery
Lost SP, Conditions, and Damage taken can be recovered with rest and
healing.Taking a 1 hour rest allows a creature to recover 1 lost SP due to
fatigue or 1 point from a negative Condition (see below). Recovering from an
injury will take adequate care and several days, depending on the wounds
severity, as described here:
-Light Damage: healing at the rate of 1 per day, without any need for treatment. “The human species
-Moderate Damage: Medicine DL 15, turns into Light Damage after 2 days if healed. survival must be the
-Severe Damage: Medicine DL 25, turns into Moderate Damage after 4 days if healed. prime directive in
a catastrophe type
SP lost due to suffering Damage disappear at the rate of 1 per day only if scenario. The cloned
injuries are treated as described above. specimen must be
able to re-activate
Feeding the necessary infra-
structure to sustain the
Each species has a specific and typical diet. If characters don’t meet their Ubernet connection
daily food requirements, they lose 1 SP from a system chosen by themselves system and for them
(marking the loss in the Hunger/Thirst box in order to distinguish it from to receive further
the others), which can only be recovered by feeding. protocol data packages
Foods can be prepared in various ways and confer different nutritional via direct download
values (cooking: Mind DL 15). They are usually divided into Portions to in their pre-frontal
simplify their storage and dosage. cortex…”
Transcriptions from a
Conditions text dating back to the
Ancient Empire
Certain situations can lead the PCs to suffer temporary statuses that can
grant bonuses or malus. Here are some of them:
-Knocked Down: A knocked down target is easier to hit (-5 DL) and cannot
use reactions to try and dodge attacks until it gets back on its feet.
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Artefacts
Example
A typical flint dagger has a Damage scale of 2/10/16, which means
that in the resolution of an Attack it is required a difference value
comprehended between 2 and 9 in order to inflict a Light Damage,
between 10 and 15 to inflict a Moderate Damage, and 16 or more to
inflict a Severe Damage.
Armors and protections often provide a Resistance value that can help re-
duce the final Damage severity.
Example
Masvinda is a Squamata fleeing from some pursuers seeking her
after a theft; unfortunately, she ends up at the bottom of a dead-end
street, and a conflict with the pursuers is inevitable.
Masvinda wins the Initiative and uses her tail to whip one of her op-
ponents: her AV for the attack is 16, but she decides to spend 3 ES
to increase it to 19. The opponent, an adult Primordian, attempts to
dodge, raising the DL from 10 to 13. He is then hit to the torso. The
difference between the AV and the DL is 6; Masvinda has a Strength
modifier of +0, but the Primordian wears a rudimentary bone armor
that grants him Res: +1, thus reducing the difference to 5. Now, com-
paring that difference with the Damage value of the used weapon
(Tail 3/12/18), we see that the attack merely inflicted a Light Damage
to the large primate’s armor. The Primordian just got angrier...
20
Dream
effects
Good Omens: you recover 1 extra SP, you gain a +1 bonus on all
11 checks for the rest of the day
Premonitory Dream: you receive information any topic from the
12 Narrator; you can ask a question about something non-specific to
which the Narrator can only answer with a “yes” or a “no”
Evolution
21
Non-Player Characters (NPCs)
22
ADVENTURE
MYCOMACHY
ADVENTURE
-Evolutionary Factor: 2
On the other hand, after choosing their PCs based on a brief description
given by the Narrator (be careful not to reveal the dark secrets yet),
the players will receive the matching character sheet discovering the
potential of the chosen creature. The pre-generated character sheets can
be found at the end of this adventure, as well as those belonging to the
various creatures that the characters will be able to meet as NPCs (when
a creature appears in bold type, that’s a visual hint pointing you to its
character sheet in this booklet). The players will have to read the chosen
character sheet privately, revealing to the others only strictly necessary
background parts
Only one advancement for each PC is expected during this adventure and
the players will be able to benefit from it only when reaching at least point
4 in Area C. Player and the Narrator will have to choose along which
advancement can be assigned to their PC when they level up, based on
the way the character has been roleplayed (depending on whether the
roleplaying was focused on the PC’s Path or Species), choosing between
two options, as illustrated below.
Note: players who achieved any goal shown in their PC’s background may
also assign the other advancement to their character.
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KT’KT’ - Arthropoid
+1 Path Level:
Safe Defense: when he spends a Round on Waiting, he does not spend any
SP to use his Reactions to Parry or Dodge. However, whenever he spends
SP to enhance his Dodge or Parry checks, he gains a +1 bonus.
+1 Species Level
Extra Eyes: he can see in the dark out to a range of 6m and receives a +1
Initiative bonus and a +1 Reactivity bonus.
EVADAM - Clone
+1 Path Level
Slip Away: once per Round whenever you are targeted by an attack made
by someone no more than 3m away from you, you can use 1 Reaction
and spend 1 NS in order to redirect the attack on another target of the
attacker’s choice. You cannot use this ability if you targeted the attacker
during the previous Round.
+1 Species Level
Sexual Characteristics: Evadam develops male, female, or a combination
of both sexual characteristics. Whenever he takes Interaction checks in
order to seduce someone, it receives a +2 bonus in place of a +1 bonus if it
spends SP, but it gains +1 Stressed in return. Every day, upon awakening,
it gains a 1d6 bonus, which it can spend as it pleases to enhance one or
more checks (the rolled bonus value can be split and assigned to separate
checks); every time it uses this bonus in this way, it gains +1 Stressed.
If the Clone chooses this advancement, O-dyss-us will fall in love with
Evadam, temporarily regaining his sanity.
PLASMOTARR - Necrocordiceps
+1 Path Level
Surprise Attack: Plasmotarr gains a +1 bonus when making an attack
against an opponent surprised; it may also Move once as a free action
afterwards.
+1 Species Level
Improved Parasitism: he can spend IS points instead of NS or ES points at
any time. Plasmotarr’s daily food requirement is doubled. He gains a +1
bonus to its Cerebral Infection resist threshold.
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NAAMAR - Shrub
+1 Path Level
Experiential Wisdom: if it spends at least 8 hours training a Skill, at the
end of this time interval, it gains a permanent (but not cumulative) +1
bonus with the trained Skill.
+1 Species Level
Wood Insensitivity: if it uses a Reaction and 1 IS point, it gains immunity
to any negative condition caused by a single hit for 1 Round. The Damage
severity threshold for each Shrub’s Location is raised by 1.
MASVINDA - Squamata
+1 Path level
Acrobatic Dodge: once per Round whenever she successfully dodges an
attack and such attack fails by 5 or more, she can immediately take a
Move Action for free.
+1 Species Level
Chameleon Hide: perception checks and ranged attacks made by creatures
that use sight against the character, suffer a +2 malus to their DL (+4 DL
when the Squamata stands still).
SERVO12-P9 - Mecha-Suit
+1 Path level
Calculator: +1 Coldness; each NS point spent to improve Initiative grants a
+2 bonus in place of a +1 bonus.
+1 Species Level
Bioelectric Vampirism: if it doesn’t move, it can take 1 Action per Round to
steal 1 NS point from a sentient target within a range of 3m and recover 1
NS. The target will suffer a severe headache. When the Mecha-Suit selects
this advancement, it will become completely detached from other organic
beings, regarding them as mere resources. It will also do everything to
accomplish the mission waged by O-dyss-us, which matches with the
Confederation’s directives.
26
SYNOPSIS
The players are part of a small survivors group who banded together
to face their daily needs. Their guide and leading figure is a pretty old
Clone named O-dyss-us to which everyone is very attached to (for more
information about PCs and NPCs, their backgrounds, and the relationships
between them, see their character sheets).
The adventure begins the night O-dyss-us secretly leaves the group,
giving no explanation, after his genetic programming activates some
puzzling preset blocks of memory.
These artificial memories push O-dyss-us to manually repair and
reactivate some machines, although he does not consciously know what
“No sound can/ unveil
they are or where they’re located.
the secret harsh/ face of
The only thing that drives him is a vague but specific memory that
every thing/ No music,
manages to guide him on his mission.
no melody/ no hope at
The place, an old control base belonging to the Ancient Human Empire,
all/ not in any key”
can be reached through a cave populated by a Neurofungi tribe.
The Clone is approaching that place, driven by some sort of superior will
Al’marrin Chordbreaker,
that controls and directs him, distracting it from the group it has formed
heretic Rhapsode of the
and protected until now.
Harmonic Quantum cult,
song
27
AREA A
28
AREA B
AREA C
29
30
BEGINNING
The adventure begins when the characters start looking for the tracks
left by O-dyss-us. Finding the Clone and bringing it to safety back to their
camp will be their primary mission.
After realizing that their leader’s gone missing, the PCs left the camp to
enter an unexplored region of Materia (finding themselves a day’s walk
away from their refuge; see Map 1). The region is divided into multiple
areas. The Narrator will have to assign a starting area to each character
or group of characters (we recommend that novice players start all
together from Area A).
-Common Items: Here are some easily found items from the environment
the PCs will explore.
For each kilometer travelled through this area, the Narrator will have to
roll 1d6: on a result equal to or less than 2, characters should encounter
1d6 semi-sentient mushroom spots (Herbalism, DL 16 to learn properties;
see window).
31
Fungitoxic Tilling (Adrenal):
Fungitoxic Tilling (Adrenal): This fungal species binds to any animal
life form that spends more than 1 minute touching the fungus. After
2d6 hours from such contact, the Narrator will have to warn any
player controlling an affected character that something is infecting
their PC’s organism (resist 3 IS).
Once a Location is infected, the subject will have the chance to reject
it (resist 5 IS) but she can only do so once every 24 hours and for the
subsequent 1d6 days. When a creature is infected with Adrenal:
- Her daily food requirement increases by 50% for each infected Lo-
cation.
- Every 24 hours, the above infection procedure must be repeated for
each Location adjacent to the infested ones to determine whether
the fungus expands to new Locations; the infestation moves towards
the infected creature’s central nervous system. -For each infected
Location, the subject gains +1 Reactivity and +1 Coldness; also, if the
brain gets infected (Head Location), the character gains +1 Mastery
on all Skills, even those she doesn’t possess.
-If the infection reaches the Head Location, the infected subject will
lose 1 Mind point every 1d6 days. When she becomes Stressed, she
also starts to act on behalf of the vegetal mind and she will try to de-
stroy their Neurofungi opponents at all costs.
-It is necessary to amputate the infected limbs to remove the fungus;
to avoid such an extreme remedy, the characters could also apply a
compress made using Xylanta Roots (Search DL 20), and apply it on
the affected parts. For each day that such a compress is applied to
the infected Location, the subject can spend 1 IS point per affected
location; for each point spent, the infection will disappear from a Lo-
cation within 3d6 hours; moreover, the infection will stop expanding
from the affected Location.
32
Terrain Characteristic
-Encounters: for every 8 hours of permanence in this area (or every 4 hours,
if the characters keep moving), roll 1d6. Roll 1d6 for a random encounter
on a result of 2 or less. Compare the result with the following table:
MEETINGS
33
AREA B: Fumaroles
The nearby forest’s vegetation poorly grows in this area, letting the
limestone terrain below resurface. Only a very thin moss layer, mostly
composed of microfungi, survives in this area. This territory features
multiple smoking craters that limit visibility to 30 meters; a water trickle
from the nearby fungal forest (see above, AREA A) ends up inside one of
these fumaroles where the liquid boils, throwing incandescent splashes
into the air. The footprints near the watercourse also end in this area.
While approaching the site, it is possible to hear the voice of a Clone
speaking to himself: it’s O-dyss-us.
The Clone is dressed in only a few leather straps that allow it to carry a bag
on the side to keep its tools. A worn and dirty rag wraps around his head like
a bandana; the piece of cloth runs down its back, covering it like a cloak.
The Clone is cooking a small eviscerated reptile in a metal pot, boiling
it in the bubbling water of a large crater on the ground. If approached,
it appears confused but calm, alternating some mathematical-religious
ravings, incomprehensible to the characters, with a frantic and exalted
attitude. If questioned, the first addressed words at the PCs will be:
Welcome! Please sit with me! I’ve been living into the wild but reassuring
dreams came to me in the past few days, my friends! Some of my kind
dressed in celestial garments, invited me to reach them to an ancient place;
they instructed me, told me what to do, and dictated the rules to expand
myself throughout the valley. Do you understand? My mind, the minds of all
of us could grow their potential to dominate this whole region and maybe
beyond, who knows! The beasts would bow as we pass by, and the sentient
beings would welcome us as Gods ... It is close ... The place is close, I know ...
34
If asked about his fungal infection or what his intentions are, he replies
referring to itself using the first plural person:
If the characters act friendly and try to get recognized (Interaction DL 14;
Naamar and Evadam have a +2 bonus on this check) O-dyss-us will try to
convince them to follow it on its quest, and it will help them by restricting
the area to the ones shown on the map.
NOTE
The Narrator must ignore this encounter if the PCs encountered O-dyss-
us elsewhere.
Terrain Characteristics
35
MEETINGS
An acid rain starts falling. It lasts for 1d6 hours and deals 1 Light
4,5
Damage to each exposed Location for every 5 minutes of exposure.
AREA C: Caves
36
Terrain Characteristics
-Harvest: (Search DL 7 + 2d6, 2 hours) Success: you find 1 edible root (+1 for every
4 points above 18). One Portion corresponds to 6 of them (after consuming these
Portions for at least 2 days in a row, a character recovers 1 ES). Failure: For each
hour you spend looking for nourishment here, you will have to roll 1d6. On a result
of 1, it will be necessary to roll for a random encounter (see below).
-Hunt: (Search LD6 + 2d6, 4 hours) Success: you find 1 worm (+1 for every 5 points
above 18), long invertebrates that nest among the rocks. One portion corresponds
to 3 of them, and for every 2 Portions, you recover 1 SP of your choice (2, if cooked).
By eating more than 3 portions, you risk intoxication (resist IS 4) and receive +1
Fatigued, which can be recovered only after 4d6 hours. Failure: You must roll 1d6.
On a result of 1 the Narrator must roll for a random encounter (see below).
-Caves: (Search DL 12, 2 hours) Success: you locate the cave that O-dyss-us is
looking for. Failure: Roll 1d6 and, on a result of 5 or 6, the Narrator must roll for a
random encounter (see Encounters below). The different areas of the abandoned
Arthropoid nest are shown on the map:
- Encounters: for every 6 hours of permanence in this area, roll 1d6; roll 1d6 for
a random encounter on a result of 1 Compare the result with the following table:
MEETINGS
38
ABANDONED ARTHROPOID NEST
Inside one of the caves of this rocky area (see Map 2), resides a Neurofungi
tribe that occupied an Arthropoid nest after exterminating them all.
The mushrooms, digging into the depths of the earth attracted by the
electromagnetic fields emitted by the buried machines communicating
with O-dyss-us, opened a passage towards a power plant belonging to
the Ancient Human Empire. They don’t understand how it works, but they
have been able to take advantage of the latent energy still stored in there
to nourish their psionic powers. Each hour of permanence in this Area
could result into a random encounter; roll 1d6: on a result of 1 you will
have to repeat the roll and compare the result with the following table:
MEETINGS
1 - Cave Entrance
1- Cave Entrance
The large entrance to the cave is littered with dozens of flying Arthropoids
corpses that died during the last weeks (Herbalism or Medicine DL 14
reveals a fungal infestation). The nest walls are covered with chitin and
clotted slime to form arches and wall decorations; the interior is completely
dark. The terrain is difficult to walk across (characters can only move at
half their Speed value).
Passing between these stacked bodies, PCs could
notice a cloud of strange dust floating all around: the air is filled with
39
NIDO ARTROPOIDE
ABBANDONATO
2A
1 2
3A
8B
7A
8
Neurofungi spores (see the Neurofungi
character sheets for the description of
the spore effects). These spores activate
the Neurofungi senses located in zone
3 (see next paragraph), which will
henceforth be alerted.
2 - Infested Deposits
3 - Abandoned Cells
41
hesitate to intervene to scare away intruders if their cell is disturbed or if they’ve
been already alerted by the spores in zone 1. In this room, it is also possible to
find Lemurians’ bodies, small semi-sentient mammals, now decomposed and
covered with spores. They still carry objects on them: a sling, a canvas bag and a
vine that can be used as a 10m long rope.
4 - Collective Chamber
The Arthropoids store their prey in this large room, hanging them from the
ceiling inside mucus sacks, waiting to serve them as food for the larvae
below (see zone 5) that would consume them quickly and with extreme
voracity. There are at least a dozen sacks on the ceiling, some containing
unrecognizable dead bodies (there are 3 and a single character can collect
enough meat to make 1 Portion).
The room’s center is entirely made of chitin and takes the shape of a funnel
culminating in some sort of sphincter, large enough to let a medium-sized
creature pass through it, and leading to zone 5. If a 70kg weight, or more,
is loaded into the chitin sphincter, its walls begin to flex, pushing down
whatever they contain; if a creature finds herself in that situation, she can
resist by making a Body check (DL 16). In this area, the fungi infestation on
the walls is thinner and it’s not dangerous.
This area lies 10m below the upper one, and it’s a lot larger. If the characters
fall, they suffer 1d6+1 Light Damages to random Locations (the same Location
can suffer more than one wound), and they end up on the ground. The terrain is
covered with mucus and fungi (a character that makes more than one movement
per Round must succeed on a Reflexes check with DL 13 or slip and fall,
interrupting her Turn). As soon as someone or something touches the ground,
the Arthropoid Larvae living beneath it are alerted. The larvae get ready to satisfy
their irreducible appetite and emerge from the ground at the rate of 1d6 per
Round up to a maximum of 3d6 for each PC present whenever a possible meal
is detected; the larvae retreat within 1 minute, but only if they’ve consumed a
sufficient “meal” or if their prey gets out of their range. If the players have not
alerted the Larvae, they can proceed normally. However, the Narrator can use
this threat later, perhaps when the group leaves the nest; don’t let the tension
drop in these last bits of the adventure, not even for a moment.
A few meters above the larvae incubation area, characters can notice a walkway
and the gateways into zone 6. It looks like this area may have been discovered
after demolishing a segment of the wall.
42
6 - Access Hallways
This area, dimly lit by flashing neon lights, gives access to an ancient nuclear
power plant discovered by the Neurofungi, attracted by the active electromagne-
tic fields. Here, the metal walls are visibly worn out by the ages. Everywhere there
are signs of harmless fungal infestations, perhaps weakened by the electricity
still running through the area or because of the composition of the structure it-
self. In order to reach the site, the PCs will have to go through a breach opened
by a collapse that reveals a forgotten access to the power plant. Beyond the rocks
and the dirt, there’s a door to an elevator that once led to the surface, but it’s defi-
nitely not working anymore, crushed by the weight of the tumbled stones and the
passing of time. As soon as the group makes its entrance, O-dyss-us goes crazy,
hallucinates, and starts to run towards zone 7, screaming “They are here! We are
close!”.
In the east complex, there is a group of 4 Neurofungi Infestors that will get aler-
ted whether the PCs make noises beyond a certain threshold (for exam-
ple: if they run after the old Clone, if they yell something, if they drop
a heavy object, etc.); if the Infestors eventually discover the PCs,
will alert their allies in the nearby chambers in order to attack
the intruders all together.
43
7 - Programming Room
Anti-radiation Suit
A humanoid individual no taller than 2m can wear it. It gives complete
protection against ionizing radiation, but it takes just 1 Light Damage to
create a breach in the suit, depriving it of its protective qualities. While
wearing it, a character suffers a -1 malus on all Reflexes and Body
checks. Weight: 0.5 Kg
Decontamination Device
Looking like a small reactor with two handles on the sides, this hi-
tech device allows a character to decontaminate anyone who uses it
from parasites, viruses, and fungi. A 4 hours long Mind check (DL 25)
is required to understand how to use it; when activated, it opens up
creating a platform that emits disinfectant microwaves into a cylindrical
area. Anyone who gets on the platform and stays there for the treatment
duration (10 minutes) will be entirely freed from any harmful infestation
(the character loses 1 IS for each infestation removed this way).
Once found, the device can operate two treatments only before running
out of charge.
44
8 - Reactor Core
Pool 1 has shining plutonium cylinders submerged in it, emitting the blue
light that illuminates the room from underwater; Pool 2 is intact, but
the plutonium cylinders’ containers are held by a mechanical arm that
surmounts the structure: it is inactive and ready to be lowered (a Body
check with DL 20 is required to lower the arm and dip the cylinders into the
water; succeeding on a DL 15 would lower it only by a third of its course);
Pool 3 is empty due to a structural failure that caused the mechanical arm
to collapse over the structure.
Fungal infestation traces are everywhere here. 17 Neurofungi Infestors
are standing in adoration in front of a large specimen of their kinds that
grows from above Pool 1: the Supreme Neurofungi, leader of the tribe. The
most powerful specimen among Neurofungi does not move and only takes
1 Action per Round, as it is too attracted by the strong electromagnetic
waves emitted by the reactor (it will attack any intruder from afar while the
worshiping Neurofungi will move 1d6 meters per Round, but only whether
a PC moves within 10m or less of their leader).
Zone 8B features a small room that can only be seen by passing next to its
door. It contains some office furniture, several knocked over filing cabinets,
and some human beings’ bodies whose fragile bones scattered on the
floor is the only thing that’s left of them (they look like the humanoids from
the holograms; they appear to wear the same clothes, even though they
are now completely rotten and covered in fungal infestations). One of the
corpses carries a functioning ray gun.
Ray Gun
0/2/6 ignores all Res; when found it only got 8 charges left. A Mind check
(DL 18) is required to understand how to use it.
Weight: 0,5Kg
45
FINALE
-If O-dyss-us is still infested by fungi, the parasites will get the better of
him while he is reactivating the reactor.
He will fall victim to a severe nervous breakdown that will give the PCs
only 1 Round to intervene. After that Round, the mad Clone will trigger a
self-destruction sequence that will wipe out the whole power plant after
5 Rounds.
An underground thermonuclear explosion will destroy the mountain to
such an extent that no trace of the complex, the PCs, the Clone, or the
Neurofungi colony will remain, conferring victory to the Adrenal fungus
tribe. The last thing the PCs will see before being blown away by a wave of
blinding light will be O-dyss-us coarsely laughing, drooling, and definitely
insane while mycotic ramifications make their way out of his eyes, ears,
nose, and mouth. One last look at its companions, perhaps a request for
forgiveness, and then.. nothing more.
-If O-dyss-us is stopped or his fungal infection has been removed, the Clone
will activate a repopulation program following the holograms’ interactive
instructions (the directions are so simple and intuitive that, despite the
communication gap, anyone can perform the procedure by passing at
least two 100 hours duration each, Electronics check with DL 20 ; it is
possible to repeat the check in case of failure).
In this case, the ground will start shaking;
Going back outside, the PCs will find out that, for miles and miles, dozens
of incubation capsules have been projected to the surface, releasing
unwitting specimens of Clones set to repopulate the planet. These Clones
are going to be different from O-dyss-us or the other Clones in the group
which are driven by some sort of self-determination and free will. As soon
as they come out of the capsules, they start acting like machines, driven
by implanted memories that push them to look for resources, establish
a base, eliminate hostile presences and restore civilization while trying
to get closer to other hidden Ancient Empire’s headquarters installed
across Materia.
46
These Clones are pushed by a biological impulse, aimed at self-
preservation and the destruction of every obstacle solely: this relentless
behavior makes them very similar to the same fungi population that used
to infest the base. Will they represent a deadly menace to the fragile
ecosystem of this region? What will happen once they settle down?
47
AND NOW?
The characters have gone through all kinds of dangers, they’ve dreamed,
they’ve faced hauntings and terrifying creatures. And now?
Using the rules shown in this quickstart, you can continue this group of
Sentient being’s story, across this region of Materia, thus offering the
survivors new challenges. The second ending, where O-dyss-us activates
the repopulation program, opens up to many different scenarios. Here are
some tips that may answer some players’ questions and generate hooks
for new game sessions.
48
of the cave to blow up the base after activating the Clones? The nuclear
explosion, combined with the destruction of the bond between the Clones
and the place, will cause the humanoids to awaken from the mind control
they were subjected to; now, for the first time in their short life, they are
alone, with limited resources and with the sole purpose of surviving, just
like all other creatures inhabiting Materia.
It will be up to the PCs to figure out how to handle it all: leave the Clones
to their fate, to their right to self-determination, free to grow or die by their
own hand; make O-dyss-us the Clones leader and turn them into an active
community willing to open up to other races and cultures; enslave the
protohumans to exploit them as workers or resources and food retrievers.
The PCs could try to help the Clone get its lost wisdom taking it on a journey
searching for new human bases where the truth about its species may be
hidden; otherwise they may decide to abandon it, letting nature take its
course, devouring the old fool’s life. The Clone could also turn into a key
figure in the community that emerged from the capsules; what will become
of them once they start to breed, invading the area?
A visionary, and perhaps insane leader, may be what it takes for a newborn
community to unite under a common purpose.
49
How will the PCs behave towards their former fellows? Will they try to
stop them, or will they completely cut off any connection with them?
As you can see, there’s so much left for your ideas. There are so many
unanswered questions and endless exploration possibilities.
50
NPC
51
ARTHROPOIDS
Description
Ecology
These insects gather in large colonies that occupy caverns, holes, or hidden and
hard to reach places; there, where the Arthropoids create constructions with their
chitinous slime, they will establish their nest. The roles within this species are
divided into castes: a Queen leads the colony while workers and soldiers operate
to expand the domain, preserve the incubated larvae, and provide food for all. Each
colony’s strict internal regulation leaves no room for free will. Failing in any social
function is equal to breaking a taboo, a dishonor punished with exclusion from the
nest, and sometimes even with extremely violent measures.
Resources
The carapaces of the Arthropoids are quite resistant, and they are often used to create
armor, shields, and weapons; their entrails can be eaten and allow the recovery of 1
ES for every 2 Portions consumed, but only if cooked.
1 Portion = 50 g of entrails
Tactics
-The Larvae appear in groups of 2d6 specimens. They attack in swarms, and
they never retreat.
-The Soldiers join groups of 1d6 specimens and tend to focus their attacks on a
DIET: single target; if they are defending a Queen or a nest, they do not flee or retreat
Arthropoids are strictly under any circumstances.
carnivores. They have
no preferences when
choosing their prey; in
fact, they usually feed
even on the most massive
creatures of Materia
DIETARY REQUIREMENTS:
2 Portions (meat) per day
52
“When a queen decides to move, the whole colony abandons their homes to follow
her to the newly chosen site, sweeping away every civilization on their way and
leaving nothing but destruction behind them.”
53
ARTHROPOIDS
LARVA
Danger
a group of 1-6 These specimens are the Arthropoid people’s infants; they are born from the
hundreds of eggs laid and carried on the body of a Queen; in the very first
days of their lives, they do nothing but feed voraciously and relentlessly. Their
dimensions reach 50cm in length.
SYSTEM POINTS
19
Body Reflexes MIND
8 8 3
• Morphology • Special
Danger Features
a group of 7 or more BODY: DL 16 Res: -1 ABSORB NOURISHMENT: when a
Larva hits with its bite, it sticks to
SPEED: 3m the victim’s body and starts sucking
HEIGHT: 0,4m 1 IS per Round while recovering 1
WEIGHT: 5 Kg SP simultaneously. It is necessary to
INTELLECT: non-sentient pass an opposed check on Body (the
Larva gets a +4 bonus) in order to
• Skills remove the Larva. If the Arthroppoid
is killed, it detaches itself after 1d6
JUMP: +2 hours (otherwise, it will detach from
CLIMBING: +3 the victim’s body only once all its SP
are recovered).
• Actions (1)
• Reactions (0)
54
ARTHROPOIDS
SOLDIER
Danger
Moved by a strong sense of honor and responsibility towards their position in the
hive, the soldiers are in charge of defending the nest at all costs. The soldiers
are assigned to complete various tasks and they never question their orders,
under any circumstances, representing the deadliest and most loyal war force
on Materia.
SYSTEM POINTS
27
Body Reflexes MIND
10 13 9
• Morphology • Special
Features
HEAD: DL 15 Res: +2 (CHOOSE ONE OF THE FOLLOWING)
BODY: DL 10 Res: +2
2X ARMS: DL 12 Res: +2
WINGS: the Soldier can fly at a speed of
2X LEGS: DL 12 Res: +2
6m once per Round.
SPEED: 10m
PINCERS: instead of prehensile claws,
(moves along walls by climbing with
the Soldier has pincers (2/10/15 and
no need to make any check)
Grab).
HEIGHT: 1,8m
WEIGHT: 55 Kg
VENOM: when the Soldier hits a target
INTELLECT: Semi-sentient
with its sting (2/10/16), it injects a
venom (resist IS 4), which causes the
• Skills opponent to lose 1 IS for the next 2d6
Rounds and will cause an increasing -1
JUMP: +3 malus on every Action made using the
LONG WEAPONS: +3 Location affected (both the malus and
BRAWLING: +2 the lost SP will be recovered at the rate
PERCEPTION: +2 of 1 per hour). This Arthropoid can use
its venom once every 1d6 hours.
• Reactions (2)
DODGE: +4
PARRY: +5
55
ELECTRONIC GHOST
Description
Danger
Electronic Ghosts are holographic vestiges of crazed programs still
managed by the global Ultracloud; equipped with artificial intelligence,
they often have the appearance of human beings dressed in futuristic
clothes, but their appearance is semi-intangible and often distorted by
the powerful electromagnetic emissions of Materia.
Ecology
They are more present in those areas where the remains belonging to the
Ancient Human Empire lie together with powerful servers that are still
functioning and can process their digital images. The peoples of Materia
regard these distant memories of a forgotten time as ghosts or demonic
apparitions; the Electronic Ghosts’ purpose is to guide the living according
to the directives of the Confederation (the most powerful corporation on
Materia before the human race became extinct).
Resources
Tactics
- it never moves more than 4d6 meters away from the area in which it
appeared.
- When it appears, he starts giving executive orders, and attacks the
machines first and the humans last.
- it always tries to hit the Head with his Electromagnetic Disorder touch.
-It disappears if someone completes the given task.
DIET:
none, but if the central
server they are connected
to is destroyed, they
vanish.
56
SYSTEM POINTS
23
Body Reflexes MIND
0 12 14
• Morphology causes it to lose 1d6 SP per Round. It
passes through material objects and
HEAD: DL 16 is not affected by diseases, poisons,
BODY: DL 11 or other effects influencing organic
2X ARMS: DL 13 living beings.
2X LEGS: DL 13
TERRIFYING: (resist NS 5) when the
SPEED: 9m Electronic Ghost appears, it frightens
HEIGHT: 1,75m those who see it; a creature that fails
WEIGHT: - the check must escape for a number
INTELLECT: Semi-sentient of Rounds equal to the difference
between the SP spent and the
• Skills threshold value.
57
FEATHERED LIZARD
Description
Danger
This large, six-legged reptile species (at least 4m long) is mainly
characterized by a thick dorsal crest covered in a dense multi-colored
plumage, which provides chameleonic abilities. Feathered Lizards’ head
presents three eyes and powerful mandibles whose hooked teeth are
distributed in more than one row; their legs are equipped with retractable
curved claws that allow excellent climbing ability, and an extensible wing
membrane.
Ecology
Its scales and feathers can be used to create armors and decorative
clothing (wearing these feathers provides a +1 bonus on Interaction
checks).
If cooked, its white meat allows to recover 1 ES or 1 IS when consumed;
otherwise, it may cause an intestinal parasitic infestation (resist 2 IS or
suffer +1 Weakened per day), which can be cured only by taking a portion
of healing roots for a number of days equal to the amount of Weakened
DIET: points collected. In order to find the healing roots, it’s necessary to pass
they are strictly
carnivorous, and they
a Search check with DL 16, and 2 hours of searching. The eggs allow to
tend to hunt anything recover 2 IS or 2 ES each. Females usually protect 1d6 eggs, and they do
that moves and appears
smaller than them.
it at the cost of their own lives.
DIETARY REQUIREMENTS: Tactics
1 portion of meat every
two days.
- If not seen, it waits until it finds an elevated position from which to use
Lethal Leap
-If attacked, it defends itself Waiting to make Bite attacks as a Reaction
-If it knocks down a prey, then it attacks, aiming at the target’s Head
Location
-If injured to Head or Body (Medium Damage), it retreats
58
-If protecting the eggs, it spends +1 SP to enhance attacks and reactions
every Round
SYSTEM POINTS
24
Body Reflexes MIND
13 12 4
• Morphology • Actions (2)
59
NEUROFUNGI
Description:
Neurofungi represent one of the most advanced evolutionary stages ever reached by a
vegetal species. Not only do these fungi grow to a considerable size (from 1 meter up
to 3-5 meters), they also develop very complex neural circuits and the ability to move.
Although their vegetal intellects can conceive coherent thoughts, their primary reason
for existence is a compelling desire for unlimited infestation and expansion. In addition
to this consuming obsession, the Neurofungi are characterized by peculiar psionic
abilities that enable them not just to interact with the minds of the most complex
species on the planet but also to communicate and even dominate their will. Despite
their fragile bodies, this species, highly widespread throughout Materia, represents a
concrete threat.
Ecology:
These creatures live in vast colonies constituted by dozens (when not hundreds) of
specimens whose purpose is to expand their domain by continuously spreading the
spores they naturally produce. The Neurofungi divide their duties accordingly to the level
of natural development reached. The youngest specimens are employed as soldiers and
laborers, while the older and more developed Fungi take on the role of leaders and
sovereigns of the colonies. They are essentially focused on nothing but the expansion,
multiplication, and occupation of as much territory as possible; they do not seem to
be guided by any form of morality or tradition, so much so that they’d stop at nothing.
They often enslave entire populations and indiscriminately destroy fragile ecosystems
just to conquer yet another slice of territory to be added to the already vast domain
in their possession. These very particular vegetal beings have reached such a level of
complexity mainly because of their capability to unite in common purpose, under the
guidance of their species’ superior specimens, not only able to enhance each other’s
power but also to develop elaborate offensive and destructive tactics.
Along their evolutionary path and the expansion of their domain, Neurofungi’s historical
enemies have always been other vegetal or fungal species with which they’re forced by
nature to share the territory. Constant and complex plans for the elimination of such
enemies fill the psionic minds of these creatures.
Resources
DIET:
like all mushrooms,
Neurofungi essentially (infestor = 1 Portion, Subjugator = 3 Portions, Supreme = 6 Portions)
need to absorb liquids,
although they can resist
These mushrooms’ fibers are relatively low in nutrients, but allow to recover 1 IS when
long periods without a
single drop of water; 4 Portions are consumed; however, if a character equals or exceeds its daily Dietary
they are also attracted Requirement by eating Neurofungi-derived Portions only, it suffers +1 Fatigued.
to electrical sources that Furthermore, in order to prepare a Neurofungi Portion, it’s required to pass a Cooking
enhance their innate
check with DL 13, otherwise the character faces the risk of being contaminated by the
psionic abilities.
spores that will be discarded (see below).
DIETARY REQUIREMENTS: 1 Portion = 150 g
1l of water per week.
Tactics
-The infestors spread the spores and act as guardians for the colonies; they never
retreat if attacked, but they alert all other Neurofungi in the area.
60
-The Subjugators are used to make their mind-slaves fight and use them as bodyguards,
and in the absence of slaves they use the colony’s infestors. Their nature drives them to
try and subdue the most physically performing targets. Danger
-A Supreme always surrounds itself with at least 2d6 infestors and telepathically forces
them to protect him (they will use their Reactions to stand in the way of the attacks
targeting the Supreme).
NEUROFUNGI
infestor
SYSTEM POINTS
26
Body Reflexes MIND
7 14 10
• Morphology (resist DL 1d6); the effect lasts
for 1 minute or as long as the
HEAD: DL 15 RES: -2 creature remains exposed to
the spores halo; for every
BODY: DL 12 RES: -1 10 minutes of exposure,
4X ROOTS: DL 17 RES: 0 a creature suffers +1
Fatigued and -1 IS.
SPEED: 6m When the Neurofungi
HEIGHT: 1,4m dies, it generates a
WEIGHT: 35 Kg spores blast in an
INTELLECT: Semi-sentient area of 3m around
itself.
61
NEUROFUNGI
SUBJUGATOR
Danger
Among the Neurofungi colonies, the Subjugators represent the elite troops
in command of entire groups of infestors, and those in charge of choosing
the strategies to follow; other enslaved living beings often accompany them,
subjugated by their psionic abilities.
SYSTEM POINTS
36
Body Reflexes MIND
8 14 14
• Morphology creature suffers +1 Fatigued and -1 IS.
When the Neurofungi dies, it generates
HEAD: DL 14 Res: -1 a spores blast in an area of 6m around
BODY: DL 11 Res: 0 itself.
5X ROOTS: DL 15 Res: 0
• Actions (4)
SPEED: 6m
STRENGTH: +0 PSIONIC ATTACK: this Action can target
HEIGHT: 2m a spore-contaminated creature (see
WEIGHT: 65 Kg above) within 40m of the Neurofungi.
INTELLECT: Semi-sentient The target loses 1 NS that has to be
marked in the Damage section (NS
• Skills are recovered at the rate of 1 every 24
hours).
PERCEPTION: +4
CLIMBING: +4 MIND CONTROL: this Action can target
a spore-contaminated creature (see
• Special above) within 10m of the Neurofungi.
The target can be mentally dominated
Features (resist NS 1d6) by the Neurofungi;
in this case, it will have to follow the
ELECTROMAGNETIC AFFINITY: if it Neurofungi orders in its next Turn. At
comes into contact with an electrical the end of each Round, the target can
source, it recovers 1 SP for each Light try to resist the effect again. Otherwise,
Damage it would suffer from the the mental control lasts 1 minute, or
exposure; from now on, resisting the as long as the target remains infected
Subjugator’s special abilities costs +1 SP by the spores. The Subjugator can take
as long as the electromagnetic contact this Action only once per Round for each
persists as well as for the following 2d6 available target.
hours.
SPORES: a Neurofungi releases its ATTACK ROOTS (AV 18) 2/7/14 Range
spores in an area of 3m. Any creature (3m) + Grab (target cannot move)
present in that area risks being spore-
contaminated (resist DL 1d6); the effect
• Reactions (1)
lasts for 1 minute or as long as the
creature remains exposed to the spores
DODGE: +5
halo; for every 10 minutes of exposure, a
62
NEUROFUNGI
SUPREME
Danger
The Supreme Neurofungi are the founders and the eldest beings of a colony;
through their influence, they can communicate and control other living beings.
Furthermore, their superior intelligence allows them to develop intricate
expansion strategies as well as complex and deep thoughts.
SYSTEM POINTS
42
Body Reflexes MIND
10 12 18
• Morphology TERRIFICANTE: quando viene visto per
la prima volta incute paura (resistere
HEAD: DL 10 Res: 0 SN 4); chi non resiste subisce +1
BODY: DL 10 Res: 0 Stressato e rimane Immobilizzato
6X ROOTS: D L 11 Res: 0 per 1d6 Round se la differenza con la
soglia è 3 o più.
SPEED: 3m
STRENGTH: +2 • Actions (5)
HEIGHT: 4m
WEIGHT: 99 Kg PSIONIC ATTACK: this Action can target
INTELLECT: Semi-sentient a spore-contaminated creature (see
above) within 50m of the Neurofungi. The
• Skills target loses 1d6 NS; every other spore-
contaminated creature within 1m of the
PERCEPTION: +6 Psionic Attack target loses 1 SN. All lost
CLIMBING: +4 NS has to be marked in the Damage
section (NS are recovered at the rate of
• Special 1 every 24 hours).
Features MIND CONTROL: this Action can target
1d6 spore-contaminated creature (see
AFFINITÀ ELETTROMAGNETICA: se above) within 10m of the Neurofungi.
entra in contatto con una fonte elettrica The targets can be mentally dominated
recupera 1 PS per ogni Danno Leggero by the Neurofungi (resist NS 2d6); in
che subirebbe dall’esposizione; da this case, they will have to follow the
questo momento resistere alle sue Neurofungi orders in their next Turn. At
capacità speciali costa +1. the end of each Round, the targets can
RESISTENZA MENTALE: non subisce try to resist the effect again; otherwise,
effetti come Stressato, Impaurito o the mental control lasts 1 minute, or as
Terrorizzato long as the target remains infected by
SPORE: un Neurofungo emette the spores. The Supreme can take this
spore in un’area di 6 m attorno a sé e Action only once per Round for each
chiunque vi si trovi all’interno rischia available target.
di venirne contaminato (resistere SI
1d6); l’effetto durerà per 1 minuto o ATTACK (AV16): 1/6/10 Range (6m) +
finché si rimane esposti alle spore; Grab (target cannot move)
per ogni 10 minuti di esposizione si
accumula +1 Affaticato e -1 SI.
• Reactions (0)
Quando il Neurofungo muore emette
un’esplosione di spore in un’area di 12
m attorno a sé.
63
O-DYSS-US (Clone)
BACKGROUND
Danger
O-dyss-us is an elderly and experienced Clone, endowed with great wisdom but
physically crippled by a leg injury caused by a malfunction of the Biocapsule that
generated him, and that has left him forever limping. His days on Materia have
always been marred by disturbing visions and dreams that deprived him of sleep
for days; the leg pain, the nightmares, the fear, all of these elements led the
clone to develop an unusual introspection activity that led it to gather helpers
and friends who regard it as a guide and a great scholar. It’s got a good-natured,
open-minded personality. He sincerely believes that survival is possible only
through collaboration and sociability; following this belief, he also proved pitiful
towards a Squamata who have tried to rob him (the Squamata is Masvinda,
and she’s currently held prisoner waiting for a chance to prove her reliability).
He considers Naamar his son and Evadam his best friend; however, to all of
them, he’s hiding the mental problems that have started to grip him from time
to time now, trying not to be perceived vulnerable and in the throes of a mental
breakdown. He does not completely trust Plasmotarr. He actually suspects it to
be a Necrocordiceps; despite that, the Clone is giving it the opportunity to show
itself friendly. The Arthropoid Kt’Kt ‘owes him his life, and he’s been his most
trusted bodyguard ever since. He usually chooses diplomacy over confrontation
and a cautious and thoughtful attitude in every sphere of his life; he believes
in the naturalistic traditions and in the legends that concern the Dreamworld
more than anything else. During the adventure, O-dyss-us will leave the group
overnight due to one of his crises: the reactivation of certain computers in a
nearby area caused the awakening of some programmed memories located in
his genome that are driving him to complete a specific mission. (see adventure
synopsis).
After being infected with Adrenal’s fungotoxic culture, his behavior has changed
radically: he’s become more impulsive, fearless in the face of danger; he will
recklessly throw himself towards his objective, without hesitation and not letting
his physical handicap get in the way.
64
SYSTEM POINTS
30
Body Reflexes Mind
10 11 12
• Morphology Weight: 0.1 kg each
-GUN (0/3/7) loaded with 4 shots,
CORPO: LD12 Res:+6 O-Dyss-Us keeps it hidden and does
2X ZAMPE: LD 15 Res:+2 not show it to anyone, but he knows
how to use it. Weight: 2Kg
SPEED: 5m
HEIGHT: 1,77M • Special
WEIGHT: 82 Kg
Features
• Skills
MEDITATIVE TRANCE: if it spends
at least 2 hours meditating, he
COOKING: 4
recovers 1 SP spent on fatigue or
MEDICINE: 4
1 Fatigued / Stressed / Weakened
BRAWLING: 2
level in addition to those normally
ESOTERICISM: 2
replenished via resting. He also
CLIMBING: 2
gains +1 to resist checks on NS for
the next 2 hours.
• Actions (3)
FUNGOTOXIC INFECTION (Adrenal):
ATTACK PUNCH (AV13) 3/8/15 when the PCs find O-dyss-us during
ATTACK STAFF (AV11) 2/7/10
the adventure, O-dyss-us is infected
with a very hard to detect fungus
• Reactions (1)
(Medicine or Perception DL 18). It
loses 1 SP every
DODGE: +4
1d6 days; when
the PCs reach
• Equipment
the core of the
-LONG STAFF Weigh: 0,5 Kg Neurofungi’s lair,
-JUTE BAG Weight: 0,2 Kg the infection has
-LONG DRESS Weight: 0,2 Kg
already reached
-SANDALS (avoids difficult terrain)
Weight: 0,4 Kg the brain,
-FLINT DAGGER (2/10/16) Weight: taking complete
0.5 Kg control over the
-PORTIONS X4 (seeds and nuts)
clone.
Weight: 0.1 kg each
-PORTIONS X3 (dried meat) Weight:
0.1 kg each
-JEWELS X3 (necklace and bracelets)
65
TERROR OF THE LIVING
Description
Danger
These creatures are the result of millennia of evolution contaminated by
radioactive fumes; beings forced by Humans to adapt to the extreme conditions.
Their body is protected by long and sharp spines on the back, and is supported
by a pair of legs suitable for running. There’s no presence of perceptive organs
nor additional distinctive features. On closer inspection, it is possible to notice
a crack that the creature can spread wide open, exposing its internal organs,
an ability used both for defense and for hunting. In fact, the Terror of the Living
can emit ionizing radiations in substantial quantities; Whenever it opens the
“mouth”, revealing its soft parts, the radiations arise, a deadly threat that
terrorize every single living being. The internal organs of its central nervous
system enables the Terror of the Living to orient, identifying radioactive traces
within a range of a number of Km equal to its SP (they “see” even the slightest
radioactivity released by all living bodies). This process provides them with a
detailed topography of the whole landscape around them.
Ecology
the Terror of the Living is seen as a danger, and a death and famine bringer by
all living beings on Materia, so it is usually carefully avoided. Its mere presence
in a region can cause the death or poisoning of plant species, groundwaters
pollution, and eventually forces every other living being to move; also for this
DIET: reason, this species has developed limbs able to allow quick movements and
These aberrations’ long distances displacements without ever getting tired. They are capable of
method to feed is unusual
and disgusting: they
self-reproduction (they generate a single specimen at a time, with a gestation
liquefy their victims cycle of 1d6 + 8 months, a period that they prefer to spend in highly radioactive
(mainly wounded, old or areas) and they sometimes live in small packs of 1d6 + 1 exemplars; it is said
sick animals) thanks to
the radiation emitted by
that their average life expectancy varies from a minimum of 10 to a maximum of
the internal organs they 20 years for the most long-lived specimen.
expose during the hunt.
When the prey is lifeless
and reduced to a pulp, Resources (10 Portions)
these creatures pull out
a sort of an oblong and
extensible oral cavity with
Its thick hide can be tanned and used to obtain leather. Its meat is radioactive
which they consume the and low in nutrients; if ingested, it allows to recover 1 IS for every 3 Portions
dissolved remains. consumed, but it causes the same effects of an exposure to the Terror of the
DIETARY REQUIREMENTS: Living’s guts. 1 Portion = 200g of meat
1 Portion of melted meat
every three days Tactics
-If frightened, it freezes and uses Chest Opening; if attacked anyway, it tries to
escape.
-If attacked, it uses Chest Opening and tries to Dodge, staying on Waiting or
moving away from the attacker.
- If in a pack, at least one of the Terrors uses Chest Opening on the prey, while
the others try to knock them down using Trample.
66
SYSTEM POINTS
30
Body Reflexes MIND
10 12 5
• Morphology TERRIFYING: every creature that
witnesses the Chest Opening Action
BODY: DL12 Res:+6 (see below) for the first time gets
2X LEGS: DL 15 Res:+2 scared (resist 2 NS); a creature that
fails the check suffers +1 Stressed.
SPEED: 12m
HEIGHT: 1,6m • Actions (2)
WEIGHT: 70 Kg
STRENGTH: +3 CHEST OPENING: the central body
INTELLECT: Non-sentient part of the Terror of the Living opens
to reveal its radioactive internal
organs. In order to do this, the
• Skills creature uses an Action and spends
1d6 IS, but it can’t do anything else
PERCEPTION: +6 for the rest of the Turn.
When this happens, all creatures
within 6m of the Terror of the
• Special Living are likely to face the risk
Features of taking 1 Light Damage to a
random Location (resist 1d6
+ 1 IS). A character spending
EMITTING RADIATION: all the 2 consecutive Rounds in that
creatures spending more than 1 range will also suffer +1 Fatigued
and -1 IS per elapsed Round.
minute within 20m of the Terror of After 10 Rounds the creature
the Living are likely to face the risk of becomes Blinded for 1d6 minutes
taking 1 Light Damage to a random per elapsed Round (the Blinded
Location (resist 1d6 IS). condition becomes permanent if the
A Creature spending even more time character remains affected by it for
more than 5 minutes).
in that area could suffer extensive When the Terror of the Living’s
damages: abdomen is exposed, it is possible to
• For each hour spent within hit its internal organs (DL 15 Res: -2
range, a creature suffers +1 located in the Body Location).
Fatigued, and -1 IS
TRAMPLE: (AV 14) it moves, and then
• After 4 hours of exposure, the it makes an attack with Damages:
creature becomes Blinded for 3/7/13
1d6 minutes (Strength +1 for every 5 meters
• After 10 hours of exposure, the covered). If the attack deals at least
creature becomes permanently 1 Light Damage, the target gets
Blinded Knocked Down.
67
68
PC
69
EVADAM
Clone - Scavenger
Evadam is a Clone who recently woke up from its Biocapsule and is still
very inexperienced about the world surrounding it; at its wake it found out
it reactivated a Mecha-Suit too who proved as a trustworthy companion
and wise guide since then.
Its brief existence has been marked by a constant search for instruments
and resources for survival, until it met O-dyss-us’ group, a way more old
and experienced Clone.
In the following years it’s been raised by that old Clone and by its
wandering fellowship led by O-dyss-us visions which implied the creation
of a common home for everybody, a dream that obsessed it ever since.
Among this unusual family Evadam found its place as food and resources
looter and its actions are driven by a genuine and sometimes reckless
curiosity.
Its temper is still to be defined and developed but one thing is for sure:
O-dyss-us welcoming attitude towards newcomers could eventually
Diet: bring dangers to their family circle, and it disagrees with it more and
omnivore more often, even though it represents its best friend and its personal
Requirements: landmark.
1 Portion per day
One night, while the two were on the watch, O-dyss-us confidentially
revealed to Evadam the content of some weird dreams that keeps it
• EQUIPMENT awake at night, something like memories from another life, from another
Shoulder Armor: made from a giant
time or world...
insect carapace. Protects one arm.
(Res:+2). Weight: 1 Kg
Traits
Expert: if you triple the execution time for an Investigation check you get
a +2 bonus instead of +1 when you expend a SP to increase the check
AV. Moreover it takes you double the time to accumulate Fatigued levels
when you use the Investigation skill.
Will to Power: if you have no Stressed levels and you use one Action to
concentrate you will be able to expend NS to enhance your next check
and if you do you get a +1 bonus. Moreover you can expend 1NS in order
to gain +1 Coldness until the end of the current Round.
SPECIAL
Reuse: by spending 8 hours studying and practicing with any item you can
automatically understand how it works. You can use this ability just once.
70
20 20 20
10 10 10
+0 1 5
50 Kg 2 2
EVADAM 2
Head 15
Torso 10
9M legs X2 12
1 1.75M 80KM
71
3
fists/kicks 3 8 15
Stone Dagger 2 6 11
0.5KG
ATTACk (dagger) 13
dodge 5
parry 7
72
, ,
KT KT
Arthropoid - Warrior
Kt’Kt’ is an exile; he rebelled against his colony because he couldn’t
stand the ruthless lack of mercy his queen showed to “genetically
unfit” newborn larvae. The colony rules are rigorous and showing such
compassion, commonly seen as a deviant characteristic, forced Kt’Kt’
on the run and to live in complete solitude, having no more purpose or
hive to protect. This lonely time molded Kt’Kt’ into developing a brooding
and thoughtful personality turning the insect into an even more cold and
lethal killer; despite his disdain towards his colony’s methods, the insect
never completely closed the door to his past.
He is an Arthropoid, and even though he hates to admit it, one day he may
reunite with his kin once again and maybe start a whole new and less
brutal or elitist colony.
O-dyss-us, an old Clone, and Naamar saved his life when, torn by hunger,
he was almost defeated by a gang of hostile Primordians; the insectoid
sees the Clone as a leader since then and he swore to pay his life debt by
offering his unconditioned loyalty. Diet:
Kt’Kt’ will put his very life at stake today to save O-dyss-us from any carnivorous
enemy, but he feels powerless about the night crisis the Clone suffers Requirements:
you need 2 Portions per day
and for whom he has been the only witness: the old Clone babbles and
wanders the camp while undergoing vivid hallucinations from time to
time. • EQUIPMENT
O-dyss-us is not the only one keeping secrets, the Arthtropoid too hides
Quadrispear: very resistant
a dark side under his heavy honorable warrior shell: when the grip of 4-pointed spear made of chitin
hunger calls he is easy prey for his most feral instincts which can turn (1/3/8 ignores Res) Weight: 1 Kg
him into a bloodthirsty monster.
Traits
Assault and Charge: once per Round you can perform a melee Attack as part of a Movement Action; if you move for at least 6m you
gain +2 Strength (on that single Attack) per Reaction you give up for the remainder of the Round. on that single attack.
Parietal Movement: you can move at full speed on vertical surfaces and you can move upside down if you use at least 4 limbs to
keep your grip on the surface (you need no Climbing check to move this way).
Parry and Riposte: if you perform a successful Parry you can take an Attack Action using the same weapon and 1 Reaction despite
you did not spend your Turn Waiting.
Extra Limbs: you have 2 small frontal arms with claws and capable of gripping.
SPECIAL
Favored Weapon: once per Turn whenever you perform an Attack with a Quadrispear you do not spend any SP to do it.
Metamorphosis: whenever you evolve a new Genetic Trait you need to stop for 2 hours during which your external shell will dry out and
you will be unable to move for that duration. At the end of such process you will emerge showing physical changes and a dire hunger
(before starting your metamorphosis process you must be well fed).
73
19 25 22
11 14 9
+1 2 4
55KG 3 1
KT’KT’ 2
head 15 2
torso 10 2
10M Legs X2 12 2
74
3 3
2
Parietal Movement 1 X
Extra Limbs 1 X
claws 2 7 14
bite 2 6 13
Quadrispear 1 3 8
parry 9 Metamorphosis
(SPECIAL)
ATTACK (Quadrispear) 17 +1 Strength
(IGNORe RES)
75
MASVINDA
Squamata - Rhapsode
Masvinda is an individual who went through a difficult daring life since
her birth: abandoned since her very hatching, she had to learn early how
to survive on her own and by any necessary means.
Living on the streets of several multi-ethnical villages, she quickly learnt
how to exploit her broad artistic gift to earn herself a living as a busker or
sometimes as a criminal.
She grew up fast into adulthood, and despite some of her criminal records
partially compromised her reputation, she has been contacted by a
Rhapsode circle belonging to the hermetic Quantum Harmonic sect: they
establish their knowledge on mathematical theories which are expressed
through musical writings.
Masvinda sees this group as a family and is trained to become one of their
spies for infiltration and recovery missions.
During one of these missions she has been surprised by O-dyss-us’ party
while trying to steal some of their food and nowadays she is chained and
Diet: kept as prisoner, constantly guarded by Naamar, her warden.
omnivore The old Clone tribe does not think she may be any threat just because they
Requirements: know nothing about her criminal past or her affiliation to the Quantum
needs 1 Portion per day
Harmonic sect.
Mavinda is patiently waiting for the right time to take action, steal some
• EQUIPMENT food and get back to her masters. The Squamata must recover some vital
Detector Armlet: an hi-tech item
informations on behalf of her cult: find the secret location of an ancient
capable of detecting metal in a 3m forgotten human headquarter, check out its purpose and what’s inside.
radius area; it works for a total of
10 minutes before its batteries run
out. (Res: +2) Weight: 1,5 Kg
Expert: if you triple the execution time for a Dance check you get a +2 bonus instead of +1
when you expend a SP to increase the check AV. Moreover it takes you double the time to
accumulate Fatigued levels when you use the Dance skill.
SPECIAL
Tail: you have a long tail with whom you can perform attacks or move items and you have a
+1 AV bonus when doing so.
Reputation: you can choose to have previous knowledge with a single tribe which will treat
you as a friend (this ability can only be used once; see the background section to know more
about Masvinda reputation).
Cold Blooded: you get a +2 bonus when resisting high temperature effects and a -2 malus
when resisting low temperature effects. Moreover you need to spend at least 1 hour in the
sun each day and performing no physical tasks; lack of this exposure time will result in a
loss of 1 IS per hour. Your sleep requirements are 4 hours per day.
Scales: you have Res +1 on each Location (once a month you undergo a shedding process and
during this time your skin will be scaleless for 4d6 hours).
76
22 23 24
10 13 11
+0 2 5
50KG 3 2
MASVINDA 2
Head 15 1
Torso 10 1
10M legs X2 12 1
77
3
3
2
jewel 0.5KG
earrings 0.1KG
claws 2 7 14
tail 3 9 15
jewel 2 5 11
scales (SPECIAL)
ATTACK (tail) 14
78
NAAMAR STINGFIRE
Shrub - Explorer
Naamar is a young Shrub that knows O-dyss-us way better than anybody
else: it was the Clone raising it and feeding it when it was just a small
bloom until it became its most loyal companion once its roots came out
of the very ground.
Naamar is a simple minded individual, detached from the animal world’s
problems and defined by a kind, yet sometimes involuntarily dangerous,
attitude.
It gained its “Stingfire” nickname because of its unstoppable attraction
to fire, an attraction that can’t help but bring it next to every bonfire in
contemplation even though it knows very well the danger that it may be
approaching.
Naamar is in love with O-dyss-us someway and it will do everything for the
Clone: sometimes it manifests a jealous behaviour and possessiveness
whether another being gets too intimate with it.
It’s been appointed as surveillance guard for Masvinda, a Squamata thief
who has been caught stealing from the camp and now is kept in chains; Diet:
Naamar is a kind warder that treats the reptile as its pet to the point it photosynthesis and soil uptake
developed some sort of attachment to it and to even protect her and feed Requirements:
Needs to absorb 3 water liters per
her on daily basis. day (1 Portion) and to expose itself
Naamar still wonders why O-dyss-us wants to keep Masvinda as prisoner to daylight for at least 1 hour per
(it won’t discuss any order given until the Clone will change its mind). day.
• EQUIPMENT
SPECIAL
Wanderer: you can take a Movement Action per Round with no need of
spending any SP.
Rooting: by spending an Action a Shrub can plant its roots into the ground
(the ground’s Resistance value must be lower than the Shrub one): after 1
hour time the Shrub absorbs watery nutrients from the ground expleting
a 10 square Km area. While its roots are planted the Shrub cannot move
but it can take no other Action than removing the roots which requires an
Action.
79
27 26 19
17 10 9
+7 1 4
85KG 2 1
NAAMAR 2
STINGFIRE
head 14 3
torso 8 3
7M legs X2 11 3
99 2.40M 130KM
80
4
fists 2 7 14
Bengala Baton 0 4 8
x3
chain 3 7 16
10 Wanderer (SPECIAL)
ATTACK (BENGALA baton) IGNORes RES
dodge 6
parry 8
81
PLASMOTARR THE INVICTUS
Necrocordiceps - Assasin
Plasmotarr is the latest newcomer in O-dyss-us party; it was infecting one of the
Primordians that attacked Kt’Kt’ the day the group met him and it eventually came up with
the idea that trying to peacefully end the confrontation will avoid any useless bloodshed.
Plasmotarr pretended to be the Primordians leader (showing a more complex and elegant
language than the average member of that species) and started following the Clone’s party
by offering its help during everyday commitments.
Indeed the wise and cunning Plasmotarr well knew that its former tribe of Primordians was
sick and running towards a certain death (so is the body it is actually inhabiting), thus it saw
the chance to obtain a new healthy body amidst O-dyss-us group.
One night it also tried to infect the old Clone body taking advantage when it saw it falling in
a daze-like condition but its mind was divided into weird thoughts, cryptic messages and
forgotten memories of something old and mysterious.
This chaos made its mind hard to read so it gave up going back to its Primordian body
waiting for a better chance to get a new shell.
Since then Plasmotarr wonders what secrets O.dyss-us mind is hiding and if it is conscious
of it; it also theorized that the Clone’s body may contain some secrets that may result in a
great progress for its species.
Nobody knows that Plasmotarr is a Necrocordiceps, but O-dyss-us, the smarter among the
group, probably suspects something; Plasmotarr on his own still pretends to be the leader
Diet: of a fallen Primordian tribe by telling amazingly detailed tales of suspense and adventure,
omnivore slipping sometimes in a way too refined vocabulary for its host-body’s average intellect
Requirements: (Plasmotarr always refers to itself using the first plural person).
you need 3 Portions a day
TRAITS
Fighting Style: you gain a +1 bonus on all Grappling checks: as soon as someone is Grappled by you it is also Immobilized.
Consciousness Transfer: whenever you infect a new body you can choose to transfer 1 of the former host-body memories inside the new one;
during this operation you get to know one more memory from the new body.
SPECIAL
Deadly Strike: confers a +1 bonus on Strength when hitting a vital Location (usually Head or Torso).
Sick: your host-body is dying of an irreversible lung infection. Each day you lose 1 PS.
Cerebral Infection: being a virus you can try to infect other living bodies via prolonged contact (at least 60 minutes), ingestion of biological
matter coming from an infected body or exchange of bodily fluids; you can try and infect any living biological Sentient or Sem-Sentient being
based on your SL (Low or No Danger creatures only).
The infection will act as a Disease (resist 3 IS) with an incubation time of 1d6 hours: if the infection succeed Plasmotarr consciousness will
transfer into the new body and you will take control of it while the previous mind will be muted; if the infection attempt results in a failure
Plasmotarr consciousness will stay in its present host-body.
The infected new body will retain all of its morphology but its Characteristics have to be redistributed using Plasmotarr current values -1:
when passing on to a new body you will therefore have to calculate its new Statistics.
You will keep your Skills and obtain none from the new body: during the infection process the new body accumulates +1 Weakened and +1
Madness conditions (the Necrocordicpes absorbs a memory from its host-body that will go back to one hour before the infection occurred).
The host-body daily feeding need is doubled.
Systems correspond to both the body and the virus so whether the three systems drop to zero at once both beings will die; whether the
host-body receives enough Damages to get killed, Plasmotarr will live on inside the dead corpse unable to move it (any remaining SP will
slowly drop to zero day after day because of starving and the effects of decomposition and whenever they will completely deplete, the virus
too will die).
If the virus’ consciousness jumps from a living being to a new one, the former will get its own consciousness back in 1d6 Rounds (starting
from the moment the consciousness of the virus is transferred which is after the incubation time); the former host-body also accumulates
a +1 Fatigued malus, regains its former characteristics, the ones it used to have before the infection occurred, but its current SP will match
those it had when the Necrocordiceps left it.
82
22 23 19
13 10 9
+3 1 4
65KG 2 1
PLASMOTARR 2
THE INVICTUS
head 14 1
torso 9 1
6M legs X2 11 1
56 1.95M 100Kg
83
3
Fists 2 7 14
bite 2 6 14
parry 7
84
SERVO 12-P9 Mecha-suit - Fanatic
Servo-12 P9 reactivated when Evadam, Clone who then became its
trusted owner, unearthed it during one of its first expeditions.
The robot showed to be obsequious towards the Clone by behaving like
a perfect mechanical butler, programmed to satisfy its protected needs:
behind a mite appearance and an extremely logical and submissive
looking personality, lies a primary directive which overtakes the one that
force it to preserve human life: faith in the Confederation.
The Confederation was the biggest corporation of the Ancient Empire of
mankind and even though it is long extinguished, it is possible to find
traces of its presence across Materia’s landscape.
The Mecha accurately hides this obsession to avoid being treated as a
fanatic whether they should find any instruction or be forced to make a
choice that can result in a progress for the Confederation final yet secret
goal.
Whatever the odds Servo will always follow its prime directives no matter
what even if this means harm to its companions. Diet:
electric
Requirements:
in order to recharge you must
stay close to a sentient being for
at least 2 hours a day (within 2
meters); if not possible you will
start losing 1SP per hour and
such loss can only be healed by
recharging next to a sentient
being at a rate of 1 per hour.
TRAITS Each day you must spend at
least 4 hours self repairing and
Firm Mind: you gain a +2 bonus when you resist on NS. performing system recovery
operations (you can split up this
Arm Mode: by expending 1 ES and 1 Action you can transform into a mechanical time).
exoskeleton and connect to a living being’s arm with whom you have a genetic
bond (in order to form a genetic bond you must stay close to a living being for
a number of hours equal to the target EFx2). When transformed you grant a +4
bonus to the wearer’s Body value (whenever a check is performed using that arm
only) and lowers by 1 the Damage Scale for each fist attack performed with such • EQUIPMENT
arm.
For each minute spent in such mode you must expend 1 more ES and during this Net (3x3m) if thrown on a target
time you are able to speak with your wearer only while your other senses will face and hit it will be entangled until it
is removed (Reactivity DL11)
no changes.
While in this mode you cannot perform anything but Mind based Actions and
enhance the Body value of the wearer ( expending 1 ES will increase it by 1 until Jewel: the jewel is a
the end of the current Round). Confederation pin
In order to return to your original form you must use 1 Action.
Alert: +1 initiative, you can perform a Perception Free Action on each Round.
SPECIAL
Obsession: you gain a +1 bonus on every Action you perform on each Round
during which you accomplish any directive belonging to an Ancient Empire plan
or project.
Inorganic: immunity to poisons, diseases and any other thing affecting biological
bodies only You get Res +2 on each Location.
85
25 18 23
10 8 15
+0 1 7
50KG 2 3
SERVO 12-P9 2
head 16 2
torso 11 2
7M legs X2 13 2
86
3
1
jewel 0.1KG
fists/kicks 3 7 15
long staff 2 7 10
Inorganic (SPECIAL)
ATTACK (long staff) 8
dodge 2
parry 4
87
88
89
LEGENDA ACTIONS
ACTION VALUE (AV) = CHARACTERISTIC + SKILL LEVELS + SPENT SYSTEM POINTS
EF Evolutionary Factor (if the resulting AV is equal or higher than the set DL the action turns out as a success)
Help A character provides a bonus of +1 (or equal to the Levels in a Skill controlled) to a nearby
DL Difficulty Level (1 Action) target. The character cannot take other Actions for the rest of the Round.
sl Species Level WAITING Characters who do not take Actions during their Round can make Attacks and Movements
(1 Action) as a Reaction.
M Mastery SEARCH Includes all checks made to investigate a place, find hidden objects or details.
(Mente, 10 minuti per ogni 3 m quadrati)
pc Playing Character BUILD Allows a character to create objects of different types depending on the Skill used. A Build
(variable duration, depending on the artefact Action requires raw materials, proper tools, and sufficient time available.
npc Non Playing the character wants to build; NS; Mind)
Character DEFENSE Described Later.
sp System Points (1 Reaction; ES; Reflexes)
PHYSICAL Includes all checks made to climb, swim, jump, lift weights, and break objects.
RES Resistance (1 Action; ES; Body)
STEALTH Includes all checks made to hide, move silently, or go undetected.
ES Energy (1 Action; NS, Reflexes)
System
INTERACTION Allows a character to influence NPCs’ behavior and actions by scaring or charming them.
IS Immunitary (1 minute; NS; Mind)
System
MOVEMENT Allows characters to move a distance equal to their Speed.
NS Nervous System (1 Action; ES)
PERCEPTION Includes all checks made to use senses, including those to search for something hidden,
AV Action Value
(1 Action; NS; Mind) identify a sound, detect a scent, or notice a target.
REACTIONS
Can be performed out of one player’s Turn
Dodge If the creature chooses to react to an attack by dodging it, the DL that the attacker must overcome will be increased by
a value equal to the character’s Rapidity + any Skill Levels providing specific proficiencies.
Parry If the creature chooses to react to an attack by parrying it, the DL that the attacker must overcome will be increased by
a value equal to the character’s Rapidity (x2) + any Skill Levels that provide specific proficiencies. If the attacker’s attack
fails, it hits the Location or the object with which the character has chosen to parry. The Location or the item will then
suffer 1 Light Damage (+1 per point of Strength of the attacker).
Attack An Attack with a reaction can only be performed during a Round in which the player chose to Wait, or if a target within
his range makes a move (in this case, the character can only attack in melee).
COMBAT
AV = REFLEXES + SKILL LEVELS + SPENT SYSTEM POINTS
(performing the first Action on your Turn does not cost any System Points but all the subsequent Actions will cost you 1SP each)
INITIATIVE Reflexes check that can be enhanced by spending NS (Nervous System) and determines the
order at which characters take their Turns during a Round
COLDNESS Sets the maximum number of Actions/Reactions each character can take during any Round
REACTIVITY sets the maximum number of Reactions a character can take during any Round
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