VERMILIUM JUMPSTART v1.1
VERMILIUM JUMPSTART v1.1
Jumpstart
Writing, Design, Layout, Cartography
Ben Giles
Editing
Christine Crabb
Artwork
Alex Vede
What Lies Below Playtesters & Proofreaders
Alb’, Computer-Machine, Felipe Dias, Jared Senters
Vermilium, all unique characters, names, locations, artwork, and the White Witch Games logo are © 2023
White Witch Games, Ltd. All rights reserved.
Permission is granted to print this document, in whole or in part, for personal use only.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
Version 1.1
VERMILIUM JUMPSTART
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contain forgotten treasures, powerful artifacts, and
infinite wealth for those brave or foolish enough REVOLVERS & RED GOLD
to venture after them, and for those able to avoid You may notice the absence of guns in this
or defeat the things that guard them. Fortunes in western-inspired fantasy setting. The level of
shining red vermilium — the unifying currency of technology necessary to create firearms was
INTRODUCTION
the new world, denoted by the V symbol — can be never reached in the Auroras, though the
made by those who are strong of heart and willing imperials’ discovery of ancient artifacts did
to hunt man, monster, or machine. allow them to develop new gear- and steam-
Now, in the third era of this world, is a time of driven machines, including the kind for killing.
antiheroes: bounty hunters, tomb robbers, black The weapon that’s taming the Outer Crescent
market dealers, vigilante drifters, and soldiers is the sixbow: a handheld, six-shot repeating
of fortune all trying to survive in a dangerous crossbow manufactured by the Clockwork
frontier that has yet to be charted, tamed, or even Arms Co. It can turn any unassuming pioneer
understood. To follow the path of adventure is to into a fast-shooting bowslinger to be reckoned
accept a life of desperation, never knowing what with. This development is still imperfect,
the next job will be, or where the next meal will however, as a Critical Failure on a Shooting
come from. They may fight for either side of the roll when using any modern crossbow results
law, or risk their lives to take on jobs no one else in a jam, fixed with an action and a successful
wants to get their hands dirty for, but they must be Repair roll. If this roll is failed, the weapon is
prepared for the consequences. broken and must be mended with an hour’s
work and a further Repair roll, made at –2
Some seek to uncover the mysteries of the
without proper tools or a workshop.
Auroras’ ancient, industrial past, while engineers
repurpose old relics to create new, modern Also absent from this world is another
inventions. Indigenous sorcerers learn to harness western and fantasy trope: gold. Instead,
the chaotic magic that saturates the very earth vermilium is the precious metal found in the
and all that grows from it, while witches risk Auroras, either as bright-red nuggets, in blood-
corruption by taking that power and turning it into like veins, or as dust in the rivers flowing from
something perverse and unnatural. The imperial the Crescent Mountains. Seeing it as a divine
sun priests believe they speak with the divine, gift from their Sun God, the colonial priests,
calling for power from the Great Star in times of the first humans to discover it, made it the
darkness. Collecting artifacts or learning how to unifying currency of a new empire, and so it
harvest plants, animals, and monsters can grant has been ever since.
power beyond reckoning in the new world, and Vermilium (V) can also be found in
from these items creative folks can concoct weird indigenous cultures across the world. Some
and wonderful remedies, make weapons, and even elf tribes use it for jewelry, threading it into
construct new items of power to aid them in their the hair of new brides, or into the dreadlocks
adventures. They’re going to need them. of warriors to show their prowess in battle.
Whatever their background, throughout their Dwarf elders tell the story of a storm of red
careers antiheroes will likely have to battle violent clouds crying for the dead after a terrible
outlaw gangs, corrupt law officials, mysterious battle between their kin, the tears of which
witch covens, hostile warrior societies, supernatural then soaked into the earth and hardened into
beasts, ancient automatons, and magical diseases metal. A similar halfling belief claims that
promising boons in exchange for a sinister cost. If the vermilium veins in the earth carry the
they’re lucky, they’ll live long enough to retire on lifeblood of the natural world, flowing with
a plot of quiet, untainted land after enough blood both magic and memory. Legend even has it
has been spilled and enough vermilium has been that a hidden city of vermilium lies somewhere
earned, but most don’t make it that far. No one said in the southern jungles; the splendorous seat of
the job was supposed to be easy. an elven kingdom lost to time, bearing untold
riches.
Welcome to the new world. Welcome to
Vermilium.
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VERMILIUM JUMPSTART
SETTING RULES
Vermilium uses the Conviction and Wound Cap
Setting Rules from Savage Worlds. For the purpose MAKING ANTIHEROES
of this Jumpstart, it also uses Dynamic Backlash. A umans in this setting are a diverse race
number of new rules are also included in the full
book to emulate the unfamiliar, survivalist nature
of living in the new world.
H representing the spectrum of people that
made it across the Celestial Ocean to the new
world, and have colonized much of the Auroras.
They are but one of many different bloodlines and
ANTIHEROES
cultures available to players in Vermilium.
Play as flawed, complex antiheroes in a gilded,
morally gray world of magic, machines, and Dwarves are a short, hardy people of the
manifest destiny. northern Winterlands, standing between four
and five feet tall, with pale, bluish skin; white or
CRAFTING hay-colored hair; deep-set gray eyes; and sagging,
Craft customizable armor, weapons, and other elongated ears. They are divided into clans named
adventuring gear, as well as supernatural Artifacts. after the guardian animals representing them,
which can be found expertly carved into the great
HUNTING & GATHERING trees surrounding their territories.
Vermilium provides guidelines for harvesting
Elves are broad-shouldered, lean, and muscular,
creatures for their useful components, and foraging
standing nearly seven feet tall, with pointed ears,
for supernatural ingredients.
blood-orange eyes, black or copper hair, and dark-
STRANGERS IN A STRANGE LAND gray skin. They inhabit the southern continent,
Folks in the new world are suspicious of adventurers divided into kingdoms and tribes ruled over by
and drifters, who are treated as outsiders until they high-born royalty. Proud of their strength, speed
can prove their character. and athleticism, they often hunt and fish on the
move for days on end.
5
Halflings are native to the western woodlands, poxblight, are contracted through exposure; others
eastern plains, and the caverns beneath them. manifest at birth, and cannot simply be cured using
Standing no more than four feet tall, they have the healing power’s Neutralize Poison or Disease
MAKING ANTIHEROES
lithe, athletic bodies; pointed ears; large hazel eyes; Power Modifier. One of the more disturbing
and earthy skin tones the colors of the forest. Many afflictions is the azure agony.
believe in the connection between life, death, the One of two things happened to this hero. He was
earth, and all that grows from it, and care for their either bitten by a skin walker and miraculously
environments as much as their own people. survived, though he is no longer wholly himself,
The sasquatch, gigantic apes born of The Bleed, or he can trace his lineage back to the first skin
were humble beasts given great strength and walkers: the dwarven berserkers of the Sanguine
intellect. They figure in various native folklore and War. Either way, he has contracted the azure
superstition as secretive creatures who take great agony, a supernatural skin disease causing flesh to
care to avoid contact with others, expertly treading painfully shed to reveal a monstrous beast beneath.
well-known paths unseen. As practitioners of He is able to transform into a bestial warrior at
martial arts, and towering over most other folk, will, granted supernatural abilities far beyond what
they are a force to be reckoned with. he would otherwise be capable of, though the more
The same magic that flows through the new the animal within is let loose, the more he risks
world and has blessed it with supernatural form and losing his former self forever.
beauty can just as easily change and corrupt. Orcs Once an antihero acquires the Azure Agony
were once humans of unwholesome provenance, Hindrance, either at character creation or by
cursed from birth and mutated by the magic of the becoming infected from a skin walker’s attack,
Auroras. They are born with bulging muscles and they automatically take the Arcane Background
tough, blistering skin the color of dried blood, and (Gifted) Edge for free, gain a d4 in Focus if they
wicked tusks curving out of their jutting lower don’t already have it, and follow the rules below.
jaws. Some can eventually find work in carnivals, • Edge: Arcane Background (Gifted)
factories, farms, or jails, but most perish in the • Arcane Skill: Focus (Spirit)
slums before adulthood. • Starting Power: Shape change (Limitation:
Finally, there are the clockworks. The the hero can only change into a skin walker,
arcane science behind the construction of these as detailed below). Activation costs 7 Power
mechanical marvels is beyond any understanding Points.
of the modern age. Immortal by design, long have • Power Points: 15
these sentient machines slept or remained hidden, • Available Powers: Beast friend (Limitation:
watching the younger bloodlines grow. Until now. beasts linked to feral form), detect arcana, farsight
(Limitation: self), fear, healing (Limitation: self,
NEW HINDRANCES cannot heal wounds caused by azure iron or
magical weapons), protection (Limitation: self),
Characters in Vermilium are often flawed antiheroes smite (Limitation: self), speed (Limitation: self),
with troubled pasts and dark secrets. Yes, they are warrior’s gift (Limitation: self).
the heroes of their own stories, but they are not • Dark Gift: Skin walkers may take Edges that
always honorable in their actions, and are not require Arcane Background (Gifted).
afraid to walk the gray line between good, bad, and • Backlash: Normally, a Critical Failure on a
ugly. At character creation antiheroes may take up Focus roll causes the Game Master to roll on the
to 6 points of Hindrances instead of 4, increasing Bestial Corruption table, which could result
the maximum benefit when spending on Attribute in the permanent lowering of the character’s
raises, Edges, Skills, etc. Focus die, acquiring a new Hindrance, or even
a new Weakness. For now, the Game Master
AZURE AGONY (MINOR)
simply takes control of the skin walker until the
Not available for clockworks or sasquatch.
end of their next turn or until shape change ends,
Many infectious, supernatural diseases plague whichever occurs sooner.
the new world. Some, such as vampirism and the • Hunted Like a Beast: If civilized society ever
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learns the character is a skin walker, it is likely TABOO (MINOR OR MAJOR)
to exile or even hunt them. The antihero has Many indigenous people of the Auroras consider
VERMILIUM JUMPSTART
the Secret (Major) Hindrance. If discovered, the use of modern imperial inventions and ancient
this should be replaced with Wanted or Shamed artifacts to be taboo, rejecting the idea that
(Major) Hindrance. technology, whether old or new, is for the good
• Lunacy: The skin walker automatically of the world. Instead, they prefer to retain the
transforms under the light of the full azure traditions of their people and to better connect with
moon (once every month) at the stroke of nature. Even some imperials have reservations
midnight, at which point they must make a regarding their own advances.
Focus check at –2. If failed, they transform The Minor version of this Hindrance prohibits
under the Game Master’s control. If there are the direct use of ancient mechanical artifacts and
not enough Power Points remaining to activate of arcane devices created by engineers. The Major
shape change, treat as Shorting. version also forbids the use of modern inventions
• Skin Walker Powers: Other than shape change such as steam trains, clockwork crossbows, pocket
and beast friend, a skin walker’s powers can only watches, and, in extreme cases, minted vermilium
be activated while in skin walker form. If they coins.
ever become Incapacitated while transformed,
all active powers terminate immediately. Those who adhere to these beliefs add +1 to any
Spirit roll they make. If these beliefs are betrayed,
the benefits of this Hindrance are lost for a week.
SKIN WALKER PROFILE
• Attributes: Agility, Strength, and Vigor NEW EDGES
each increase by one die type, or two with
a raise. ARTIFACT (BACKGROUND)
• Skills: Athletics, Fighting, and Requirements: Wild Card, Novice
Stealth each increase by one die This antihero begins their adventuring career in
type, or two with a raise. possession of an artifact. Perhaps they found it
• Pace: Increases by 2. buried beneath an ancient ruin, inherited it from
• Bite/Claws: Str+d6. a wealthy relative, or stole it from a collector. The
• Low Light Vision: Skin artifact can be any mundane item, weapon, article
walkers ignore penalties of clothing, or piece of armor. Select one of these
for Dim and Dark benefits to give it:
Illumination.
• Add +2 to any one associated skill roll while
• Size: Size increases by
using the artifact.
1 when transformed.
• Add an additional
damage die to any
weapon.
• Add +2 Armor to
any armor.
• The artifact
grants an Edge of any Rank,
provided the antihero meets all
other requirements.
• The artifact is imbued with
a power of Novice Rank and
15 Power Points that recharge
normally. It is activated with a
suitable skill or Spirit roll,
and any Limitations or
Power Modifiers applied are
permanent.
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If a Critical Failure is rolled when activating the
artifact, the bearer suffers backlash of some kind, be
it taking Fatigue, taking 2d6 damage, or becoming
MAKING ANTIHEROES
Stunned after losing any remaining Power Points,
depending on the item. The benefits of this Edge
are lost if the artifact itself is ever lost, stolen, or
destroyed. Finally, the Artifact Edge can only be
taken at character creation; finding more artifacts
requires adventuring!
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WHAT LIES BELOW SAW & SHACKLE
VERMILIUM JUMPSTART
10
1
2
(a)
(c) (b)
(d) 7
8
DESCENT INTO ANTHRACITE
FIREWATER
AREA 1 ELEVATOR SHAFT Black market tinctures are liquors infused with
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DRAMATIC COMBAT TABLE AREA 4 STAIRS
A small landing just outside of the turntable room
VERMILIUM JUMPSTART
CLUB COMPLICATION
overlooks an ochre-colored, acidic river 2’’ (4 yards)
The presence of the ancient machines below. From the landing, a staircase descends into
is disturbing, forcing a Spirit roll to the water, which flows through a portcullis of
2
avoid being Shaken. A Critical Failure copper poles, preventing things from being carried
requires a roll on the Fear table. away in the current. If anyone falls into the water,
A small quake causes more debris to roll 1d6. On a 1, any worn armor loses one point
fall from the ceiling, forcing a Smarts of protection. Afterwards, they are deposited here.
roll to avoid becoming Vulnerable,
3-5 (c): Successful Notice rolls at –2 spot a concealed
and Shaken on a Critical Failure. An
opening where a length of copper pipe bridging
area of Difficult Ground now covers a
the river enters the rock face opposite the landing.
SBT centered over the antihero.
Crossing the descending pipe requires an Athletics
The stone floor begins to crack and roll to avoid falling. Once the pipe is descended, the
6-8 collapse beneath the antihero, forcing characters find a secret tunnel covered in metallic
an Agility roll to avoid falling prone. silk, leading to Area 5.
The antihero is blasted with steam
from a corroded pipe above, forcing AREA 5 THE SWORD IN THE STEEL
a Vigor roll to avoid becoming At the end of the secret passage is a large flooded
9-J Distracted, and Shaken on a Critical slag pit which has long-since cooled and been
Failure. An area covering a SBT forgotten. Hardened slag covers the chamber,
centered over them obscures vision with acidic water pooling in its pits. Impaled into
(–2), lasting until the end of the round. the central mound is a sword, the Verdigris Blade,
The antihero stumbles across a coil covered in steel thread. Another dead prospector
of rusted chains, forcing a Strength lies reaching for it, their flesh and clothes stripped
Q-A from their bones. The blade is partly exposed,
roll to avoid becoming Entangled, or
Bound with a Critical Failure. glowing with a soft, sickly green light. If the sword
is pulled free, it attracts a swarm of clockwork
When an antihero draws a Club as an Action spiders, ranging in size from that of a tarantula to
Card, note its value and consult the Dramatic that of a wolf, which quickly descend from high
Combat table. Resolve these Complications as free above. Run a dangerous Quick Encounter, with
actions before any others are taken. If the antihero the blade’s wielder adding +2 to any Fighting roll
gets a raise, award them a Benny. they make.
• CLOCKWORK REVENANT (2 per antihero)
After the violence, let the antiheroes introduce VERDIGRIS BLADE
themselves and describe their quest. A Wounded Damage Str+2d6; Weight 6 lbs; Notes: Min Str d6
Cortez coughs out the following in response: This ancient, ceremonial sword has been left
“I’m forever indebted to you for finding me, to corrode in the depths of this industrial ruin
friends, but I can’t leave. Not yet. This place has for countless centuries.
reawakened, and is building an army. They didn’t Boon: The blade ignores the Armor of any
kill me, but have been keeping me prisoner for days, clockwork it strikes. It glows unnervingly
I’d wager on account of my clockwork heart. From when reawakened constructs are within 24″
what I could learn from the reliefs, these tunnels (48 yards) of it, emitting an ominous green
lead to a foundry overseen by a machinist, which light of Dim Illumination in a 6″ radius.
has clearly become corroded and dangerous from
years of imprisonment. I have to silence the furnace
and its master, lest everything in this valley burn!
You want to be real heroes? Help me.”
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WHAT LIES BELOW
(d): The group can either make their way back struggles to make out the number of animated
up the pipe, or they can ascend a staircase on the clockworks working inside. The passage to the
opposite side of the room to a secret door, which left ends in a locked door surrounded by more
can be opened using a lever next to it. It cannot be glowing mushrooms leading to Area 7, requiring
opened from the other side. a Thievery roll to open. The passage to the right
ends in what appears to be another wall relief. A
AREA 6 BROKEN BRIDGE Notice roll made at –2 determines it to be a secret
The mining cart tracks continuing from the door (d), which cannot be opened from this side no
turntable lead to an incomplete bridge spanning matter what methods are employed.
the subterranean river. Dead roots hang from
the ceiling above. The brick façade of a gatehouse AREA 7 BOILER ROOM
looms over the other side, its entrance decorated A small boiler room lined with thick pipes and filled
with a giant face and headdress of expressionless with more mushrooms. Steam spews from a large
iron. A large, rusting waterwheel slowly turns crack in one of the pipes, causing 1d6 damage each
beside it. Another quake causes more of the bridge round to anyone who gets too close. The pressure
to collapse, with the tumbling iron rails fizzing can be turned off by tinkering with the boiler and
in the water below. Successful Athletics rolls are making a successful Repair roll. A Critical Failure
needed to cross without falling. causes damage to everyone in the room. The crack
Inside the gatehouse are three passages. The is large enough to climb through, allowing the
central passage is blocked by a monumental iron group to crawl down the pipe to another opening
gate, barely concealing the deafening sounds of directly above the walkway suspended over the
industry behind it. It can be opened using Cortez’s factory floor in Area 8. Entering the factory this
clockwork key, or with a Thievery roll at –2. way allows the group to make Stealth rolls vs. the
Either side of the gate is a narrow opening large Iron Maiden’s Notice to remain hidden.
enough to look through. Anyone doing so can get
a good read of the foundry’s layout in Area 8, but
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AREA 8 ROBOT FACTORY Once the Dramatic Task is complete, the Iron
Opening the foundry’s main gate creates a loud, Maiden is unable to use its powers, the furnace
VERMILIUM JUMPSTART
grating noise as it slowly rises, alerting any begins to cool, and the crumbling and collapsing
clockworks inside to the antiheroes’ presence. walls start to stabilize.
As soon as the group makes itself known, the ■ HANNIBAL B. CORTEZ
clockworks attack. ■ THE IRON MAIDEN
Inside the factory, the hard stone floor is • CLOCKWORK REVENANT (2, plus 1 per
scattered with broken bricks, scrap metal, cast antihero*)
molds, and lumps of coal. A partially collapsed
walkway of rusting iron surrounds the perimeter at
EPILOGUE
a height of 2’’ (4 yards) at the door’s level, accessed If the antiheroes fail the Dramatic Task, the factory
via two sets of stairs flanking the entrance. The begins to crumble around them. An inferno quickly
walkway and the high, crumbling ceiling are spreads throughout the forest as the area collapses
supported by brickwork columns. Between them into a fiery pit. This can be run as a dangerous Quick
on the lower level are rows of machinist vices Encounter to let them escape using Athletics or
containing incomplete clockworks in the midst of similar skills. If they fail, they take damage as usual,
being built by animated revenants, directed by the but escape unless Incapacitated. If they succeed in
Iron Maiden as a conductor would an orchestra. escaping with Cortez, either by completing the
Machines building machines, how perverse. task and destroying the machines or by outrunning
the collapse, they can return the baron to Lonely
The Iron Maiden stands before a towering blast
Hollow to collect their reward from Mannix.
furnace that dominates the back wall, kept alive
by wheezing bellows powered by the waterwheel, If this adventure is being run as part of an
casting an orange glow over the room (Dim ongoing campaign, Mannix is willing to issue more
Illumination). A pool of tapped molten slag bubbles lawful jobs around Lonely Hollow, while Cortez
to its right as a large crucible lies broken over it, may offer dirtier work in his growing barony.
while a second syphon to the left fills molds ready
to be cooled and worked. Anyone who falls into the ALLIES & ADVERSARIES
slag or blast furnace suffers 5d6 damage as if it were
lava. The foundry is in a state of major disrepair, HANNIBAL B. CORTEZ
the machines work without care, and the entire Cortez is a small, muscular man with long salt and
complex is close to self-destruction. Feel free to use pepper hair tied in a messy bun, and a vermilium
the Dramatic Combat table during this encounter tooth in his grin. He prides himself on being a
as well. survivor, though his curiosity may be his downfall.
A complex series of valves, gears, brass dials, and Bloodline: Human
rusting pipes climb the furnace like overgrown Attributes: Agility d6, Smarts d6, Spirit d8,
vines. If none of the antiheroes come to the Strength d6, Vigor d6
conclusion, Cortez claims this must be quickly but Skills: Academics d8, Athletics d6, Common
carefully used to deactivate the factory. Run this as Knowledge d8, Fighting d6, Notice d6,
a Challenging Dramatic Task requiring four tokens Persuasion d6, Repair d6, Shooting d6, Stealth d8
over three rounds, with each round requiring a Pace: 6; Parry: 5; Toughness: 5
different Trait: Repair, Strength, Thievery, or Hindrances: Curious, Driven
Weird Science. Different Traits can be used at –2 Edges: Charismatic, Hard To Kill
if the Game Master allows. A single antihero must Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF
take the lead each round, though allies can Support 1, AP 1, shots 6), 20 short bolts, clockwork key.
with the same Trait. Failed Complications do not Special Abilities:
end the task, but instead each failed Complication • Clockwork Heart: If a foe scores a raise when
reawakens another clockwork revenant from Testing Cortez using any skill, the baron is
the vices to join the fight! If anyone thought to Stunned instead of Shaken. However, the heart
somehow jam the waterwheel, a +2 bonus may be grants Cortez the Hard To Kill Edge.
applied to any one of the Task’s rolls.
15
THE IRON MAIDEN CLOCKWORK REVENANT
A tall, skeletal machinist made of metal, the Iron Clockwork custodians have stood guard over
Maiden is one of the rare leaders among the many of the old world’s ruins for centuries. These
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ALABASTER LE STRANGE
VERMILIUM JUMPSTART
d4 d6 d8 d6 d6
PACE: 5; PARRY: 5; TOUGHNESS: 5
SKILLS: Athletics d4, Common Knowledge d6, Fighting d6, Focus d8,
Intimidation d6, Languages (Common Imperial d8, Halvish d4), Notice d6,
Persuasion d4, Shooting d4, Stealth d4, Survival d6
HINDRANCES: Azure Agony, Driven (Minor), Loyal, Mean, Quirk (eats only
meat), Slow (Minor)
EDGES: Arcane Background (Gifted)*, Aristocrat, Menacing, New Powers
POWERS: Shape change (Limitation: skin walker), healing (Limitation: self),
warrior's gift (Limitation: self). Power Points: 15.
GEAR: Azure iron wolf’s head cane (Str+d4), dawnbreaker (Range 5/10/20,
Damage 2d6+1, RoF 1, AP 1, Shots 6), patchwork suit, top hat, shaded
spectacles, 20 short bolts, fish hook made from oyster shell. Encumbrance:
8/40. V81
VIOLENCE LE VAY
Novice Human Bounty Hunter
Life as a bounty hunter isn’t a life one accepts lightly. Your trade is in the bodies
of wanted outlaws and monsters, dead or alive. The red headed stranger has no
home to call her own, because on the road, in the endless expanse of the lawless
Outer Crescent, the hunt never ends.
AGILITY SMARTS SPIRIT STRENGTH VIGOR
d8 d6 d4 d8 d6
PACE: 6; PARRY: 4; TOUGHNESS: 6 (1)
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LADY JAYNE MONTOYA
Novice Half Elf Prospector
d6 d8 d4 d6 d6
PACE: 6; PARRY: 5; TOUGHNESS: 6 (1)
SKILLS: Academics d6, Athletics d4, Common Knowledge d6, Fighting d6,
Languages (Common Imperial d8, Dwarvish d6, Elvish d6, Halvish d6, High
Imperial d6, Sasquatch d4), Notice d6, Persuasion d4, Research d6, Shooting
d4, Stealth d6, Survival d4, Thievery d6
HINDRANCES: Curious, Greedy (Major), Phobia (Major: spiders)
EDGES: Artifact, Explorer, Linguist, Prospector
GEAR: Sixbow (Range 5/10/20), Damage 2d6, RoF 1, AP 1, Shots 6), pickaxe
(Str+d6, medium improvised weapon), boarwhip (Str+d4, Parry –1, Reach
2, target Entangled with raise on Fighting roll), leather jacket (+1), lantern
& oil, 20 short bolts, compass, six-inch elven calendar stone with a bloody
fingerprint over one month. Encumbrance: 18/40. V299
ARTIFACT: An elongated elf skull carved from a milky-green crystal said to hold a part of the world’s consciousness.
Those who gaze into the skull’s eyes hear an inner voice offering them untold knowledge from beyond corporeality.
Boon: Contains the boost Trait power with a Duration of one hour and 5 Power Points. Limitations self and
Smarts-based, “Knowledge”-type skills. Activated using Spirit after one minute of focus.
Bane: A Critical Failure results in a mental overload causing 2d6 damage, ignoring Armor.
ALOYSIUS GRIMM
Novice Half Dwarf Engineer
Being expelled from the Imperial Academy only served to slow, not hinder,
your work. As a young boy, you were always fascinated by the Machinist
Child on display there, spurring your obsession with the relics of the old
world, and the notion of creation.
AGILITY SMARTS SPIRIT STRENGTH VIGOR
d6 d8 d6 d6 d6
PACE: 4; PARRY: 5; TOUGHNESS: 6 (1)
SKILLS: Academics d6, Athletics d4, Common Knowledge d6, Fighting d6,
Languages (Common Imperial d8, Dwarvish d4), Notice d8, Persuasion d4,
Repair d8, Stealth d4, Weird Science d8
HINDRANCES: Doubting Thomas, Quirk (you talk to yourself), Shamed
(Minor), Slow (Major), Sophisticated (–2 penalty to all Survival rolls)
EDGES: Arcane Background (Weird Science), McGyver, New Powers
POWERS: Blast (volatile vial), bolt (sixbow that shoots lightning bolts), darksight
(photosensitive spectacles), relief (hypodermic pep injection). Power Points:
15.
GEAR: Various devices and concoctions, leather lab coat (+1), clockwork
bone saw (Str+d4, light improvised weapon), general tools, amethyst
figurine in the form of a lone horn ram’s head. Encumbrance:
16/40. V250
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