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A b b r e v i at i o n s
This list is a ready
reckoner for this book. It
contains a description of any abbreviated
term as it appears in the text. While
many of these are the same as those in
Ascendancy–Rogue Marshal, there are a
number unique to this book.
ABR Armour Bonus Rating
AMP Assea Manipulation Pool
AP Activity Pool
AR Activity Rating*
CAP Combat Activity Pool
CD Constitutional Degrading
CE Critical Effectiveness
CP Construction Points
CR Critical Rounds
CRS Control Response System
DAM Special Damage
IF Intrusion Factor
MA Mental Agility
MI Manifest Integrity
MP Movement Pool
PI Physical Integrity
PR Personal resonance
RR Resource Rating
RV Resource Value
SM Salvage Modifier
SR Spiritual Resonance
TDC Transfer Drain Cache
WBR Weapon Bonus Rating
WD Weapon Damage
WR Weave Rating
YF Yield Factor
*AR is also used for an object’s damage resistance, this is only used for AR/CD values.
Writing, Layout, Art and Design by Tim Westhaven. © Copyright 2012. All rights reserved.ISBN: 978-0-9872922-1-6Published under Broken Tower imprint
Editor: Lisa WesthavenDesign: Tim Westhaven
This book, rules and illustrations are a symbol of the support I have received from the game testing crew: Luke Carpenter, Scott Cherry, Matthew Rigby, Michael Rigby, Michael ‘Head-shot’ Berns, Sonja Ruetzel, Chris ‘Smarties’ Hal-pin, Iain Gray, Matthias Toth, Anthony Lewis, Brian ‘Owl Rider’, Jamie Denholm, Lisa West-haven, Friends, family and those who have advised me along the way.
SPECIAL THANKS GO TO:David Berg, the forum folks on the Forge and RPGnet for their feedback and support.And my wife, Lisa, for all her hard work.
Tim Westhavenwww.fatestorm.com
A B O U T T H I S B O O KSteam and Steel is a source book
for FateStorm™ Ascendancy–Rogue
Marshal. The rules contained in this
book are supplementary. The book
deals with technologies, including
steam, clockwork, tools and magical
machines, as well as skills not cov-
ered in the core rule book, such as
mechanartis, the merging of
technology and magic.
Steam and Steel
C o n t e n t sT e c h n o l o g y i n T h e e n d l e s s c i T y 2Centres of Knowledge 3
Current developments 6
Illegal machines 9
Military machines 10
WHEELS OF PROGRESS 12
Master or Professor 12
Nuts and bolts 12
Prowess of the Adept 12
Aptitudes of note to the adept 13
Technoshaman 15
Esotechnics 15
ne w A d e p T A s s e T s 17New Prowess 17
New Talents 18
Allies 19
Possessions 19
Personalities 21
sT e p p i n g u p A g e A r 23GearHead 23
Inventor 24
MgIver specialist 24
Sapper 25
To o l up 26Miscellaneous 27
Weapons 27
M e c h A n A r T i s 33Design and manufacture 33
Cogmetichs 33
Biometichs 33
Asseametichs 33
Design Process 34
Manufacturing essentials 34
Chassis size 34
Power source 35
Functions 36
Intrusion Factor (IF) 38
IF penalty chart 38
Mechosis Symptoms 38
WarGear and Cogolems 39
WarGear/Cogolem design procedure 40
M e c h A n A r T i s o b j e c T s 4 6A d e p T we Av e s 49wA rg e A r p i l o T i n g 52WarGear Controls 52
WarGear model descriptions 53
i r o n jAw wA r g e A r s 5 4g l o s s A ry 56
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In 1259EC, the Cabal Auchaus unveiled its
great gift to the city: the North Star. This gi-
ant steam train looked like a ship placed on a
track. Work began as a spectacle to take citizens
from the docks at Mareshead Pillar to the opera house and
nation square. Within two years the track was extended to
reach Torn Mount and used to transport troops and pro-
duce from the outer eastern reaches of the nation. In 1283,
the North Star’s sister ship, the Southern Star, was complet-
ed and track work to the southern edges of the city begun.
The North Star brought the steam engine into the public
consciousness, beginning a revolution throughout the city.
Half a century later the technology is still well beyond
the average citizen, those who can afford it are investing
in new steam, gas and clockwork technologies; whether
nazagh chain clocks, steam boiler heaters or pneumatic
chisels.
The northern coastal marches did not
surpass the technology of medieval
Europe until the establishment of the Endless
city, by the survivors of the AvouSvar crusade. The
crusaders returned to Rhythlys with many technological and
esoteric advancements.
With the establishment of the cabals and the founding of
universities, colleges and schools, technological innovation
took off. This was a time of great exploration, study and
experimentation within the nation – both for good and ill.
As the nation grew, a great exhibition was arranged
in 1210EC to display the greatest technological, ar-
cane and mundane achievements. It was at this ex-
hibition that a young nazagh, Deph Quipst, be-
came obsessed with the thought of mechanical and
cogitative engines.
The nazagh had built steam technology and technology that
involved binary switches for centuries, but these were secret
tools that were closely guarded by the nazagh. Deph Quipst
saw the nation was not only on the verge of developing its
own advanced engines, but also the competition and energy
of its citizens was a catalyst for this growth. Deph left his clan
of Tyris Narg and moved to the Endless City.
In 1246EC, Deph showcased a clockwork puppet named ‘the
talented man’ that could play Murigca to a basic level against
a living opponent. Deph’s reputation as one of the foremost
mechanical geniuses in the Endless City was assured and be-
gan the study that was to found a new science: cogmetichs.
He established a new college, the Blue Cord, and began work-
ing on a project he called Gephon the nazagh word for ‘think-
ing’ or ‘thoughts’. Deph wanted his machines to think for
themselves and adapt to their surroundings.
Soon, the Ochre Guild was beginning to experiment with
hybrid objects, including lobe rings and biologically powered
machines. Gaining a number of Cabal patrons, the adepts
at the college were able to fuse machine and flesh –
biometichs. In 1244, after a number of horrific
incidents, biometichs was largely outlawed by
national order outside of Cabal territories.
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S T D O M S WA R T U N I V E R S I T YAs part of the university, the School of Applied Forces and
Determined Results was created in direct competition with
the Blue Cord college.
The primary centre of study for the majority of trainee and
apprenticed adepts in the city, the university portrays itself as
the most progressive school the study of cogmetichs and for
biometichs. To this end, the university spent a fortune (much
from cabal interests) to purchase a nazagh difference engine.
Named ‘Rothyur’ by the nazagh, it dominates the central hall
of the school building on the university grounds, with floors
of offices, laboratories and lecture rooms facing off the central
hall. Because of power limitations placed on the engine by its
creators, Rothyur is powered by a team of three bezmethod in
a flywheel, yet is capable of defining a complex mathematical
equation up to the 29th digit; printing out results, creating an
embossed plate for use as a metal mould and, creating program
punch cards to use in other devices.
The School of Applied Forces and Determined Results main-
tains a strong alumni program and stresses that cabal and
individual loyalties should not interfere with school matters.
The school gains much of its funding from private and cabal
investment for research, as well as the development of new
punch card and metal pin-drum program templates.
p r e r e q u i s i T e s T o M e M b e r s h i p : Sci.Materialist 2, RR 3
benefiTs To MeMbership: Gain Ally: St Domswart University. May
be increased by the sacrifice of a RR point. At rating 1, a
university alumnus. At rating 2, the avatar will have open ac-
cess to libraries and laboratories within the university giving a
+2AP to any investigation or science action carried out
within the university. At rating 3, the avatar may
apply for a research grant that will give the ava-
tar a temporary +1 to RR for a period of three
C e n t r e s o f K n o w l e d g eThe following organisations are devoted to the
study of cogmetichs, biometichs and asseamet-
ichs. Each has a prerequisite for joining, benefits of
membership and penalties for breaking membership. An
avatar may only belong to one organisation at a time.
T H E B L U E C O R DEstablished by the legendary adept Deph Quipst in 1260,
the Blue Cord is a small college dedicated to the further-
ing of the science of cogmetichs, specifically self-regulating,
autonomous machines. The college is run by a Dean and
a board of eight engineers, each of which runs a school:
steam systems; cognition; cogwork and clockwork; springs
and levers; alternative energy sources; fluid systems; control
systems; and explorative materialism.
In 1310, on the fiftieth anniversary of the founding of the
college, Deph retired as Dean and disappeared. He spoke
to colleagues and friends of leaving academia to complete
Gephon; saying he was, ‘close, very close indeed,’ to a ma-
chine with the thinking capacity of a young child. He has
remained in seclusion since.
The college has retained its reputation for the finest cogmet-
ichs education and research. Members of the college must
be adepts and passionate about their field of study. Accept-
ance into the college is based on interview and examples of
work – as well as a hefty entrance fee.
p r e r e q u i s i T e s T o M e M b e r s h i p : Sci.Cogitative 5, RR 4
b e n e f i T s T o M e M b e r s h i p : Able to purchase prowess
of Create Program
p e n A lT i e s f o r b r e A k i n g M e M b e r s h i p : -1 to RR
technology in the endleSS city
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The guild house is a giant factory complex
in the public region of Fens Nook. It’s the
primary source of mercantile enterprise in the
region and the surrounding area has become a
paradise of junk yards, second-hand shops and bazaars.
Many of the older guild members have houses in the re-
gion, considered a sign of privilege and status within the
guild. The guild maintains a few private houses for guild
use and for lodging high-ranking guild members.
Membership in the guild is open to any adept willing to pay
the annual fee. There is a hierarchy of fees that give additional
privileges such as lectures, access to guild libraries, laborato-
ries, storerooms, merchants, lounges and even a restaurant.
Membership also affords discounts in some of Fens Nook’s
inns, taverns, merchants, brothels and boarding houses.
p r e r e q u i s i T e s T o M e M b e r s h i p : Sci.Cogitative 2 or, Tech.Ma-
terial 2, RR2
benefiTs To MeMbership: Gain Ally: Ochre Guild. Rating may
be increased by the sacrifice of a RR point. At rating 2, the
avatar will gain a +2AP to any investigation concerning the
study of mechanartis, owing to library access. At rating 3,
the avatar will gain +2AP to salvage carried out within Fens
Nook due to access to spare parts. At rating 4, the avatar
may add +1 to any acumen AP carried out within Fens
Nook or with another member of the guild. At rating 5,
the avatar may purchase any resource item as if it were one
point less than the stated RV and any salvage gained from
an item within the region of Fens Nook is one point higher
than stated when purchased or salvaged. This is in addition
to all other benefits of an ally.
p e n A lT i e s f o r b r e A k i n g M e M b e r s h i p : Loss of Ally Ochre
Guild. -2AP to any social interaction carried out within
Fens Nook or with a current member of the guild.
game sessions. The university will only give a
grant to a member who proposes the study of
a commercially viable product or discovery. At
rating 4, the avatar may apply to the school to make
use or Rothyur. There is a waiting period (determined by the
Fate). At rating 5, the avatar gains rooms in the school with
an office, adjacent study and laboratory for private practice.
In return, the avatar delivers lectures at the university and
engages in projects appointed by the university.
p e n A lT i e s f o r b r e A k i n g M e M b e r s h i p : Loss of ally gained
through membership and all associated benefits.
T H E O C H R E G U I L D
The five founding members of the Ochre Guild were adepts
and technoshamen who were denied entry into the Blue
Cord. Their studies and experiments were considered too,
eccentric, dangerous or downright mad to be allowed the
air of legitimacy that membership of the Blue Cord would
have granted them.
The guild is home to misfits, and mad geniuses. This repu-
tation does nothing to dissuade many from joining their
ranks – especially those youthful enough to feel
rebellion pulling them away from more con-
ventional organisations.
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technology in the endleSS city
C A B A L U R I S I NCabal Urisin is renowned for its work in the field of asseamet-
ichs and biometichs – machines powered through the power of
magic and living things.
Most famous for their annual street parade, the Astaretare
Ves Tura or the ‘carnival of twisted light’, the cabal likes to
display its wares, from the simple magical motorised rotis-
serie to the frightful armoured cogolems powered by assea
flux field generators. Urisin cabalists are at the forefront of
hybrid technologies and, while only a small cabal, Urisin
has a lot of pull within the Proletariat.
p r e r e q u i s i T e s T o M e M b e r s h i p : Adept or cabalist vocation;
must be a member of Cabal Urisin.
b e n e f i T s T o M e M b e r s h i p : May ignore all acceptance accom-
plishments for the vocational paths leading from adept.
penAlTies for breAking MeMbership: Will lose the benefits of
membership as well as suffer a personality trait of cabal
traitor 1. Depending on the circumstances and vocational
level of the avatar, cabal Urisin may also decide that the
avatar poses a security threat or a threat to their superior-
ity in the field of mechanartis and seek to have the avatar
defamed or assassinated.
T H E S C H O O L O F G E A R S ( V E R D E N M N )This relative newcomer to the city was established by a dis-
graced Reich Count, Varlinos Verdenmu. His reputation for
intricate and meticulous work has gained him a strong following
of artisans, who call themselves Verdenmn. They are known
for the unparalleled quality of their work and champion their
namesake’s obsessive attention to detail and discipline.
The Verdenmn are sought after for their precision timepieces,
astonishingly durable and reliable mechanical systems and
machines that are even the envy of some nazagh. Their de-
sign work is considered avant-garde and the subject of almost
religious reverence from those who follow its trends. Their
designs focus on ‘quality, durability, simplicity and elegance
through intuitive engagement’.
Count Verdenmu is a very private man and, while he is
open to commissions, work is usually undertaken by one of
his fifty apprentices.
Membership to the Verdenmn can only be achieved
through an apprenticeship with a Verdenmn master crafts-
man. While there are no fees, the apprentices must be able
to support themselves as well as pay for their own tools
and materials.
p r e r e q u i s i T e s T o M e M b e r s h i p : Sci.Materialist 5 or, one of
the following Tech.Professional clockmaker, locksmith, en-
gineer, mechanic, artisan 5, RR 4
b e n e f i T s T o M e M b e r s h i p : Personality Perfectionist 3,
Able to purchase prowess of Intricate plans.
p e n A lT i e s f o r b r e A k i n g M e M b e r s h i p : -1 to RR
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C u r r e n t d e v e l o p m e n t sMuch of the Endless City still uses pre-indus-
trial technology, but the growing knowledge of
steam, gas, assea and clockwork has had a profound
effect both on the city itself and upon its citizens.
Perhaps two of the most dramatic changes in the city have
been the introduction of gas lighting to the more affluent
regions and mechanised pumps that allow fresh water to
be pumped into buildings. With the introduction of steam
power, there is now a craze for hot public baths that do not
require natural hot springs.
In Templeport the Gazette spent a fortune on having a
mechanised printing press engineered and built. Capable
of printing over one thousand sheets a day, it has revolu-
tionised the newspaper and allowed it to not only place its
pages on noticeboards throughout the city, but also sell and
deliver individual copies to the more wealthy regions and
individuals.
Many smaller clockwork devices are also finding their way
into use; from portable timepieces and spring-powered en-
gines to sensitive instruments that can adjust to input in a
predictable and precise manner (such as light meters, wind
turbines and multiple gear mechanisms).
Asseametichs has also become something of a known quan-
tity and, while many such items are considered illegal to
manufacture, the legality of such items once obtained is
rarely questioned. Mechanartis limbs are no longer the
realm of dreamers. Plenty of celebrity vigilantes and gladi-
ators have had limbs or organs replaced with mechanical
ones. Indeed, a select number of artisans’ biometich and
asseametich objects have become status symbols. The most
recent was a Verdenmn artist, Uily List Tyhn, who designed
a biometich eye that can be grafted onto a patient’s optical
nerve and directly powered by the recipient’s body.
T H E S O C I E T Y O F T H R E E R I N G SSuspected as revegaite technoshamen, adepts and asseath,
the society has been placed on a Kabar watch list with
Proletariat officers, Torc 24, dedicated to the investiga-
tion. However, members of the Three Rings have foiled all
infiltration attempts. While its teachings remain unknown,
it has been blamed for a number of illegal and terrorist
acts and has been outlawed by the Proletariat. Some believe
the society is a myth perpetrated by the nation’s security
forces in an attempt to hide their own misdeeds. There are
other rumours that say the Society of Three Rings is run by
Nethradii who seek to ‘build’ bodies for their spirits. If it
does exist, the society is militant in its security. Prospective
members are approached by the society to join, and ben-
efits to joining the society remains a mystery as none of its
members have ever been captured and lived to talk.
p r e r e q u i s i T e s T o M e M b e r s h i p : Must be a technoshaman and
approached by the society
benefiTs To MeMbership: Unknown (to be decided by the Fate)
p e n A lT i e s f o r b r e A k i n g M e M b e r s h i p : will be tracked down
and killed by remaining members.
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technology in the endleSS city
A number of cabals are engaged in the devel-
opment of motorised transport, from personal
walking legs to ornithopters and steam engine
wagons. Many devices have been on show at the
great exhibitions or at private functions, but they are not
publically available.
Mass production is not yet a reality. While there are many
cabals looking at mechanisation of certain industries and
jobs, the money, technical requirements and will to pursue
such developments is lacking.
C O M M O N M A C H I N E SThese machines are not necessarily within the grasp of the
majority of the Endless City’s inhabitants, but their exist-
ence is common knowledge.
T R A N S P O R T A N D I N D U S T R YCabal Orica has teamed up with Cabal Auchaus
to produce a number of large steamboats, as well
as taking orders for the manufacture and delivery of
smaller steamboats to individuals. The large steamboats are
currently being used as river cruise ship: along the Gülol one
from Lutard’s Bridge to Ravensburgh; one from Mareshead
Pillar to Templeport; and a third running along the coast
from Templeport to Fort Dünn via Vispin Bay.
Cabal Auchaus has sold much of its steam technology to
Cabal Orica as it is far more interested in its ambitious
railway plans, which include expansion of the current three
lines to Lumar, Prestor Valley and past Rhombadsdhan to
the base of Karg Ranc.
T h e N o r t h S t a rThe North Star, along with her sister ships, the Southern Star and Pride of Corinellis, are the first form of heavy, overland, transport in the nation. Tak-ing passengers and cargo to the far reaches of the nation in steam-powered style. Each track-ship is powered by two giant burners producting enough power for the vehicle to reach up to 30km/hour. The vessels have a crew of twelve and can carry up to thirty passengers in berths to the rear of the ve-hicle. The track-ships make regular stops along their lines to refuel and take on water.
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A R I T H M E T I C U L AT O RThis machine is small enough to sit on a desk,
but heavy enough to preclude mobility. It oper-
ates as a counting machine, calculator or progres-
sive accounts planner. Most large cabals have one and there
are a number in use in Kabar ministries, where there is a
need for large-scale accounts and projected accounts. It is
powered by a rotary handle turned by the operator.
C O G O L E M SThese anthropomorphic machines vary greatly in design, pur-
pose, manufacture and power source. Some are on wheels or
tracks, others are more human, animal or insectoid in appear-
ance. There are those that are about the size of a large dog
and others that stand as tall and wide as a giant.
Cogolems are usually made from metal, with additions in
wood, stone, crystal, glass or other more experimen-
tal materials. Powered by clockwork, steam, air,
water or assea; using combinations of cogwork,
clockwork, piston, pneumatics and arcane pro-
technology in the endleSS city
pulsion, the typical cogolem can move autono-
mously. Most are programmed to perform a
single task or a number of tasks, depending on
the particular control device; and have task specific
tools. Some are capable of undertaking tasks given to them on
an ad-hoc basis while others will require a new program card
or disk in order to complete a different task.
Many have been put to less-than-legitimate uses and have
fallen into the hands of organised gangs and criminals. There
have also been cases of cogolems going ‘wild’ against their
programming or even, some claim, becoming possessed.
D O C T O R A N D R I L A N K A ’ S F I N E S T W E AT H E R P R O D I G I N AT O RThis tall, unwieldy and uncomfortable-looking apparatus
is attached to the user’s head like a helmet and allows
the wearer to predict the weather for the following day.
It includes a kerosene lamp that heats up a separate glass
apparatus holding a copper sphere inside which is a rem-
oratz gland suspended in a proprietary liquid. Wire coils
link crystal sensors, lenses, water capture tubes, moisture
swabs and heat electrostatic plates to the copper sphere.
The accuracy of the machine’s forecasts has been hotly
debated within scientific circles, with user interpreta-
tion key to success. Initially, many devices were bought
by wealthy individuals in the city (especially those in-
volved in marine or agricultural pursuits); however, since
successful forecasting depends on user skill, demand has
lessened considerably.
D O C T O R I M P P H A ’ S B R E A K FA S T M A C H I N E ( C R A C K , P O P, S I Z Z L E , S L U R P ) This astounding machine takes up the space of three large
tables and consists of a small steam engine, a multitude of pul-
leys, winches, swings, arms, pinchers, forks, spatulas, and pots
and pans. While provided with an easy-to-interpret control panel,
unfamiliar users can easily, burn, scold, scorch, blind or
concuss themselves while using the machine.
Once loaded with the correct ingredients, it
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technology in the endleSS city
S T E A M E N G I N EThe steam engine is becoming more and more
common, from running industrial machines
(such as spinning wheels) to the driving force be-
hind pumps, complex inventions (such as Doctor Imppha’s
break fast machine) and simple machines such as vat mixers
and lumber mill saws.
M A D A M E Z H I O A N ’ S A S T O U N D I N G S O U N D R E P U L S E RMadame Zhioan was a master adept and the one-time con-
sort of the Illiart of Cabal Taakiotochi. While working on
an invention for Cabal Taakiotochi to ward off sea mon-
sters, she created the Astounding Sound Repulser. This pe-
culiar device – which uses an electromagnetic generator, a
captured Shoake and amplification apparatus – can create a
range of sounds that will repel a particular creature. While
the exact sound to repulse a given creature is only found
through trial and error, those made for Cabal Taakiotochi
have included a preset dial for a number of sea creatures.
The Astounding Sound Repulser has been sold to cabals
and individuals. There are rumours of settings for the repul-
sion of all the races and many of Thear’s creatures.
I l l e g a l m a c h i n e s
P R O F E S S O R M O R AY ’ S E X I S T E N S I V E V O I TA L C A R R I A G EProfessor Ezexial Moray is one of the most wanted reve-
gaites the Endless City has produced. His ability to release
dozens of manifesicants from the outer spheres of existence
is broadcast on his wanted posters.
The most famous of these extra-dimensional incursions
was the summoning of a warp wyrm in the pit region
of Leavfearne in 1204. Moray worked within the region
undisturbed and unknown. He built, tested and perfected
the Existensive Voital Carriage: a voital gate constructed to
Moray’s own design, using intricate metal and crystal pillars
to frame the gate. Embedded in the pillars are a
number of moxcatha crystals that open and
maintain the portal, but the real genius of
can produce an adequate breakfast for up
to six people; consisting of dishes such as
crumpets, scones, toast, dumplings, waffles,
pancakes, omelette, scrambled, fried, boiled or
poached eggs, fruit juice, hot kava, milk and fried bacon or
other meats. There are additional modifications that add the
option for braised vegetables, fried beans or mushrooms,
cooked rigor legs and thinrounds (finger-width tuk steaks).
The machine has had a lot of publicity – not least due to its
inventor dying in a freak accident inside the machine’s work-
ings – but remains prohibitively expensive. There are only six
known to exist and these are used in some of the wealthier
boarding houses of the Endless City. Owners use the machine
as an attraction rather than as an effective catering tool.
D R E D G E P U M P While not the most exciting of tools, the ability to remove
large amounts of water and mud has transformed both
engineering and shipping in the Endless City. Regions of
the city once considered too swampy to build on are now
being looked at in a whole new light. There are currently
only a few dredge pumps in use, placed on barges. The
removed soil is used as fertiliser in other regions of the city.
There are concerns, however, that these engines may uncover
more than just new building ground. Many of the swampy areas
within the city limits were the sites of battles during the nation’s
birth and may contain secrets best left hidden in the mud.
G A S T O R C HThis instrument of industry has been modelled on the forcrist
staff. However, instead of being powered by crystals and used
as a weapon (although the thought has occurred to many),
the torch is connected to a supply of pressurised, concentrated
natural gas by a pipe and nozzle. Once ignited, the gas torch
produces intense temperatures and can be used to cut metal,
stone and other materials. Welding metal is a new method of
construction, with mixed results.
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technology in the endleSS city
target’s assean may even be capable of
communicating with the user. The
target and observers remain un-
aware of the vision.
These devices are outlawed
under Order 1166. They
are considered a threat
to the target as accurately
describing the target’s asse-
an could lead to unbreak-
able weaves of compulsion
or estramancy.
There is a rumour that the asseptalobe is capable of dis-
playing the assean of manifesicants otherwise immune to
aura-divining weaves.
M i l i t a r y m a c h i n e s
T H E E A R T H S C R E WThis monstrous contraption was originally built by a small
independent company, J.B. Twist and Sons. First designed
as a mining and tunnelling vehicle for commercial use,
Grancastellan Cabal saw the military potential and bought
the patent and rights.
Powered by a steam engine, a giant iron screw at the front
of the vehicle drives into the earth and pushes the displaced
dirt and rock down gutters alongside the vehicle. Directly
behind the drill is the enginehouse and furnace. When in
use the internal temperature of the enginehouse can reach
up to 80°C and the engineers who drive the machine are
usually protected by arcane means against the intense heat.
Behind the engine and furnace are a number of cylindrical
carriages. These were originally for gathering and holding the
displaced soil and rock from the drill, to be sifted and graded
for precious metals and stones. When Grancastellan bought the
design it was retooled to act as a troop transporter. The
carriages are now fitted out with harness and
attachments for weapons. Each carriage can hold
up to twenty soldiers with full equipment. The
Moray lies in the engine he devised to gener-
ate the assea energy to power it.
The engine produces assea energy for the gate
through the destruction of matter. Reading Mo-
ray’s papers, obtained when his apartments were raided,
it is clear that he experimented with animal, mineral and
vegetable sacrifices. Mineral and vegetable fuel can open
the voital gate, but cannot keep it open. However, animals
and higher beings provide enough assea energy to provide
hours of use.
When Moray used the Existensive Voital Carriage to sum-
mon the warp wyrm in Leavfearne, a family of four were
murdered to power the carriage. The gate remained open
for more than twenty minutes, allowing a number of other
minor warp entities to pass through in addition to the warp
wyrm that went on to destroy the region.
During the incursion, Moray hid with the Existensive
Voital Carriage nearby in Avernsgrove. There he sat on
high ground, affording him a grand view across Leavfearne,
and enjoyed a lunch of cold crab and apple cider while he
watched the warp wyrm kill Leavfearne’s 270 inhabitants
and leave it in ruin.
Moray is in hiding. His Existensive Voital Carriage is thought
to be somewhere in the city, presumably in his possession.
A S S E P T A L O B EThe inventor of this contraption is unknown, although it is
most likely the work of a technoshaman. A plain-looking
wooden box; a lens, viewing hole and a number of wires and
vacuum tubes protrude from machine’s body. Activating the
box enables the user to see the target’s true assean through
the viewing hole. There is a brass fixture at the top of the
device that requires a few drops of the target’s fresh blood to
activate it. It is powered by a crank handle and an internal
generator and requires light to work.
This visual guide to the target’s assean is remarkable
in that it is easily read by the user appearing
as common symbolic and visual clues. When
viewing particularly strong individuals, the
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technology in the endleSS city
are steel and are costly to manufacture.
Once delivered into the chamber the ball
bearings become highly charged through an
electric field. An alternating charge then forc-
es the ball bearing into a magnetic accelerator, which
projects it through the barrel of the weapon.
The gun is heavy and is mounted on two light artillery car-
riages, but VosHenki are trying to design a model for infan-
try. An acid battery provides the main source of power for the
charging capacitors. The weapon is prone to overheating, jam-
ming and breach explosions; however, in trials it has proven
a most formidable weapon. The manufacture and design is
closely guarded by the cabal, although the Kabar and ministry
of arms are keen to have the weapon and are pushing Cabal
VosHenki to release the weapon for field trials.
R E V O LV I N G H O W I T Z E RThis heavy artillery piece has been built to include a semicircular
magazine at its base that can be winched into place and further
manually cranked to load the weapon. It is breach loaded and
uses a firing cap to discharge the shell. The shells are manufac-
tured at one of the ministry of arms’ secret installations.
While a normal howitzer of this size requires a team of
eight bombardiers to man and arm, the revolving howitzer
or ‘crooked finger’, only requires a team of three once in
position. In addition, the weapon can be fired and reloaded
in half the time it would normally take. Only two of these
weapons have been commissioned by the ministry of arms
and are currently deployed: one in Julantii keep and the
other at the Flag gate fort outside of Templeport.
T A N K S , WA L K E R S , F L I E R S A N D F L O AT E R SThere have been a multitude of inventions that can be clas-
sified as military vehicles such as tanks, walkers, floaters
and fliers. These include steam-engine war wagons; giant
walking platforms; fliers using spring turbines; balloons and
airboats powered by gas or steam; ornithopters
under manual propulsion; and water-wheel-
propelled submersibles.
drill can easily pull three of these carriages fully
laden, more at a slower pace. On average, the
machine can drill through thirty metres an hour,
faster through loose material and slower through
solid stone.
Cabal Grancastellan’s idea is to use it as an assault and
siege engine. Capable of tunnelling far beneath the surface
through clay and rock, it is the perfect mining and assault
tool against fortresses and well-defended positions. So far
the vehicle has only been used for tests, but cabal officers
are keen to see it in combat.
The tunnel behind the vehicle needs to stay open to let the
fumes of the vehicle escape and give space for the disturbed
debris. This means that a team of engineers follows the
machine, propping up the tunnel with wooden supports.
If the vehicle becomes stuck, the furnace can last for thirty
minutes without air before becoming smothered. It should
be noted that, without an air supply, the crew will not fair
so well, especially if the engine remains in use.
M A N E AT E R M I N EThis simple spring-loaded device was first designed by a clock-
maker whose workshop was plagued by a colony of scarritt.
Similar to a bear trap, the mechanism responds to pressure
on a flat plate, but the result is a little more involved. Once
the trap is sprung jaws hold the prey, then further claws are
released that hook into the target and pull downward. The
result is a circular spring action that draws the captured prey
further into the mine. In the base of the mine, blades slice
through the target as it is dragged into the trap.
The mechanism of the mine often jams after a few moments
of mincing, but the damage inflicted is usually enough to
kill a small creature.
R AT T L E G U NThis is the most advanced and terrifying mundane weap-
on that has been developed. Created by Cabal
VosHenki, the rattlegun fires ball bearings at
a rate of a hundred per minute. The balls
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employed (see Ascendancy–Rogue Marshal,
page 157) the ebb and flow of HeroCycle can
grant the avatar a temporary increase in grounding
to continue on their desired path to professor. While
the advancement to scholar will bring with it the benefits of the
vocation, the increase in grounding is only temporary.
N u t s a n d b o lt s
P R O W E S S O F T H E A D E P T
ALCHEMYThe alchemy prowess is only available to the materialist voca-
tion.
The typical use of this prowess is in the creation of new sub-
stances and in the invention of substances that possess unique
attributes. This could be an ointment that when rubbed on
fingernails turns them as hard as steel (similar to the claw
weave) or a powder that when sprinkled over a target makes
the target indistinct (similar to the ignore weave).
The difference between this prowess and those available to
the other adept vocations is this prowess deals with sub-
stances rather than systems and tools. The materialists are
magicians of chemistry and science – they can perform
near-impossible feats of creation.
As the prowess may allow the adept to create materials that could
have destabilising effects upon a game, and indeed the world of
Ascendancy, the Fate should be careful of what the adept is al-
lowed to create. The player should also take responsibility for us-
ing this prowess in keeping with the spirit of the game.
One restriction the Fate may wish to put on an adept with
this prowess is to choose a single substance with which they
have perfected a manufacturing technique for each point
achieved in the prowess. All other substances remain prone
to decay, instability or limited application. This minimises the
possibility of a destabilising factor in the game, but still allows
the avatar their glory.
Some examples of new substances that could be
created by an avatar with the alchemy prowess
are: time-lapse adhesive, aura powder (similar
WheelS of ProgreSS
Adepts push the boundaries of science,
technology and even the Chords of Ex-
istence in an effort to explore the possibilities
of the material world.
This chapter expands on adepts and the vocations that the
adept can follow as given in Ascendancy–Rogue Marshal.
It covers planning a vocational path for a player’s adept,
the use of particular aptitudes as well as a detailed explana-
tion of certain prowess only available through the adept’s
vocational paths.
M a s t e r o r P r o f e s s o rThose adepts looking to achieve the vocations of either master
or professor will find it easier with a few essentials. The path
an adept should follow depends greatly not only on their
abilities, but also on the sort of adept they seek to become.
A master began as a mechanic, engineer or artisan. The
master path builds on technical and practical skills, with
time spent in a workshop or over a drafting table, drawing
up technical blueprints and calibrating tools for manufac-
turing tailored parts for the latest invention.
In order to reach master, the adept must achieve the following
vocational path as laid out in Ascendancy–Rogue Marshal:
A d e p T → A r M e c h i T u s → e n g i n e e r → M A s T e r
Adepts wishing to pursue the vocation of master must
possess an MA 4+. This is easiest to achieve during avatar
creation. All other requirements are fairly easy to achieve
through normal FatePoint expenditure.
The professor is an analytical, theoretical and academic adept.
That is not to say that those vocations leading to the professor
result in an adept limited to hypothesis and theory.
To reach professor the adept must follow this path:
A d e p T → M AT e r i A l i s T → sc h o l A r → p r o f e s s o r
The path to professor is marginally easier than that to mas-
ter, although in addition to MA the avatar’s grounding
attribute must be 3+ in order to progress to scholar.
While ratings in attributes can be purchased, their
cost (100 Fate Points x desired rating) is prohibi-
tive. However, if the FS Evolved rules are being
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CREATE PROGRAMThis prowess is only available to the master
vocation and members of the Blue Cord.
As described in Ascendancy–Rogue Marshal (page
140), this prowess allows the master to design and install a pro-
grammable control device into an advanced system. A master
could create a program to allow a machine to vary its functions
dependent on outside stimulus, thereby creating a semi-auton-
omous machine.
While the ability to program a machine to carry out multiple
tasks independent of an operator is a powerful ability, it is still
limited by the function of the machine it is applied to.
Perhaps the most dramatic appearance of this technology
within the world of Ascendancy comes in the form of the
cogolem: large metal and wooden robots with their own
power source and ability to move and interact with their
environment, based on the programs that their creators
have given them. There are myriad smaller robots that can
be seen operating around the Endless City; however, these
machines are rare, expensive and typically fragile, in need
of constant maintenance in order to keep them working.
INTRICATE WORKINGSThis prowess is only available to a Verdenmn artisan.
For every point in this prowess, the Verdenmn gains the
following benefits:
• Addthevalueoftheprowesstoadevice’schassis
size for determining construction points available.
• Decrease any intrusion factor of a device by the
value of the prowess to a minimum of 1.
• AddthevalueoftheprowesstoanyRVofadevice
designed using this prowess once manufactured. The
device is considered of expert manufacture.
A P T I T U D E S O F N O T E T O T H E A D E P TThere are certain aptitudes that form a key set of skills
and knowledge, allowing the adept to develop and
adapt their inventions. Whenever possible, the
Fate should allow a benefit to the develop-
to aura sight), impact foam (expands from a
liquid when exposed to air – dissolves in a
matter of minutes), sleeping gas (similar to cat-
atonia weave) and night vision eye drops (allows
normal vision in lowlight conditions for a limited time).
CREATE CONSTRUCTThis prowess is only available to the armechitus vocation.
Anyone can create a pivot or manufacture a lever; the create
construct prowess goes beyond these simple systems. It allows
the adept to design and build complex machines, with one
drawback, the machine - regardless of its purpose - requires
direct and immediate input from an operator in order for it to
work. A good example is a mechanical tin cutter: in order for
it to work an operator has to be present. Other constructs that
might be made using this prowess include: a pedal-powered
bicycle or pedal boat, spring-loaded harpoon, hand-cranked
printing press, hand -pump or a treadle sewing machine.
All such devices should remain rare and oddities, some may
not become popular due to ignorance or superstition, others
because they are dangerous to operate, expensive or include
rare and prohibitive components.
ADVANCED SYSTEMSThis prowess is only available to the engineer vocation.
It enables the avatar to attach a machine to an engine and a
control device. It gives the adept knowledge of designing and
building a complex machine that, under the direction of an
operator, can carry out a set task or a number of set tasks.
A machine capable of taking a loaf of bread, slicing it, toast-
ing the slices and spreading butter on the slices before gently
ejecting them two slices at a time is an advanced system.
An advanced system typically has a power source other than
the operator as well as a control device that may alter some
of the functions of the advanced system, without changing
the overall purpose of the machine itself.
This prowess needs to be carefully managed within a game so that
its use does not create an imbalance or a situation that
destroys the spirit of the game. The avatar should
feel free to attempt to create their own machines.
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Wheels of Progress
SCI.MATERIALClearly the most important aptitude for those
on the path to being a professor, this aptitude
still has major relevance to those becoming a mas-
ter. Knowledge of materials, their uses, characteristics and
flaws helps in the development of longer lasting inventions
and gives rise to the development of new materials for a
particular invention. This aptitude allows for the theoreti-
cal analysis of substances and also helps with identifying
substances.
SCI.MEDICINEWhile the knowledge of the physical body may not be of
particular use to an adept, when it comes to the more
complex designs used to create biometich devices (see page
33) and indeed esotechnic devices for the technoshaman
(see page 15), the understanding of the physical body and
its intimate workings become vital. Even though these two
studies rely heavily on magical intervention, there needs to
be a sound understanding of how a body works in order to
merge the mechanical and biological.
TECH.MATERIALTech.material is knowledge of substances, applying and creat-
ing them in a laboratory environment. This aptitude is fun-
damental to the success of any adept who deals with raw
components. Any task where the adept needs to take raw
materials, join, modify or manipulate them in order to create
the final product requires this aptitude. This is the practical
knowledge of dealing with various materials from wood to
uranium, iron, water, moxcatha crystals or dracomyr’s blood.
TECH.PROFESSIONAll adepts have a rating in this aptitude in their chosen
field as every adept has at some stage undertaken train-
ing, whether professional or private. Whether it is silver,
or goldsmithing, mining, wagoneering, sailing, clockmak-
ing, locksmithing, blacksmithing, sculpting or even
gambling, the field is for the player to decide.
Clearly, the adept’s professional training can
greatly influence their career.
ment of a new invention if the adept possesses
applicable cross-discipline aptitudes, for
example: a +2AP bonus to the development of a
speedometer if the avatar has the tech.professional
aptitude in clockmaker; or if the avatar is attempting to make
a time-release healing salve using tech.material and also has a
rating in the Sci.life aptitude.
KNOWLEDGE.SPECIALITYAll adepts must choose a speciality knowledge when they
train to become an adept. The speciality is left up to the
player to decide.
A specialist knowledge should not interfere with one of the
other aptitudes. For example, knowledge of the biology of
birds would be covered by Sci.life aptitude, although orni-
thology native to a particular region would be considered a
specialist knowledge. The adept’s specialist knowledge does
not have to be something that can inform or add to his or
her inventions – but it should reflect a personal interest.
SCI.COGITATIVEThis aptitude is essential for an adept following the vo-
cational path to master, allowing the adept to understand
complex systems, logic and to develop programs.
For the adept following the path to professor it can give benefits
to study and in combining material components with tools, ap-
plicators and coming up with new ways in which the adept’s
invented substances or sciences can be applied in the real world,
including their successful application and safe development.
SCI.LIFEThe life sciences may not at first appear particularly relevant
to an adept; however, the knowledge of anatomy, biology,
zoology, astronomy and meteorology can be of dramatic
benefit to the adept’s work. A cogolem built with knowl-
edge of anatomy will be sturdier and more capable than
one built without. The creation of a substance to subdue
and control an animal is easier with an understanding
of biology. A device designed to capture static
electricity as a power source may be developed
using the adept’s knowledge of meteorology.
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WheelS of ProgreSS
E S O T E C H N I C SThe prowess of esotechnics is the result of
years of study in two vocations. It allows the
technoshaman some leeway in generating an SR
rating for purposes of determining level of weave allowed to
be placed in the object. If the technoshaman is creating an
asseath object, using a physical object of their own manu-
facture, then they may add the rating of their esotechnic
prowess to their SR rating.
The majority of asseath objects only work when assea is
forced into them to activate the weaves within. Esotechnics
enables an asseath object to be powered either by mundane
means (such as a steam engine) or for one weave imbued in
an object to affect it before an additional weave takes effect
to create a system of weaves that work in a similar manner
to a machine. This usually requires a mundane means of
energy generation, using the attract assea weave to generate
assea, which is then used to fuel the asseath object’s weave
functions. For example, a hand-cranked drill, where the
turning of the wheel generates an attract assea weave to
power the drill bit that has the elemental disruption weave
within it.
The creation of an esotechnic device differs in a few fundamen-
tal ways from the creation of simple asseath objects as follows.
DESIGNFirstly the player, with the Fate’s agreement, creates a
detailed written description of the device, including its as-
sea weave abilities, how to execute the abilities, how the
abilities are powered and the physical qualities of the device
(AR/CD ratings).
From this description, the Fate decribes the process the technosha-
man needs to undertake to get the device ready and imbued with
assea. The first step is the successful design of the object. This relies
upon an understanding of the material components of the object
and how the object is constructed, how it will work and whether
the weave abilities work through a single component or
a working mechanical system generates the weave
abilities of the object.
T e c h n o s h a m a nThe technoshaman is one of the most elusive of
adepts: one who has embraced technology, but also
has a strong affinity for assea and the creativity to
bring the two together. Only technoshamen have the
skill to imbue an object, with intricately moving parts,
with assea. Technoshamen share no common code,
ethics, beliefs or tradition – what makes them what
they are is their ability to merge magic and technology
together seamlessly. The technoshaman is a bridge be-
tween the armechitus and one of the first-level asseath
vocations: thaumaturge, bonechimmer or magii.
Many great, and simple, asseath objects have survived
millennia because they are not easily broken. Although
asseath objects are no stronger than their mundane coun-
terpart and, with moving parts, the chance of malfunc-
tion or breakage increases. But this does not deter the
technoshaman from creating intricate or fragile asseath
machines. Technoshamen are notorious for their se-
crecy when it comes to their inventions.
The path the avatar has taken to reach technosha-
man will influence the sort of inventions they create.
A thaumaturge may seek to create a machine that is
powered by their own blood, a bonechimmer may cre-
ate a visual projector that can project an image of a
deceased creature, a magii may build a tool
that holds a being from one of the outer
spheres of existence.
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Depending upon the nature of the object, the
Fate may rule that the activity pool (AP) for
the avatar’s success is based on MA, SR or
PR. If it is an intricate and complex manufactur-
ing process MA, SR if the object has a strong personal
importance to the avatar, or PR if the object is to be a
personal affect of the technoshaman, prominent in all they
do and who others perceive them to be.
ENCHANTINGOnce the object has been made, it must be enchanted
with the required weaves. The rules for enchanting asseath
objects are used to determine
success. Technoshamen
can add their rating in
esotechnics to the
AP for determining
a successful enchantment
for an object that is a
complex system of their
own manufacture.
The Fate should ask questions such
as the following:
• Can the technoshamanbuild ormanufac-
ture all the physical components necessary?
• Does the technoshaman have all the required
weaves to imbue in the object; or do they need to
find an asseath who does?
• Withthetechnoshaman’scurrentResourceRating,
can they afford the required components (including
weave foci) to complete the task?
The Fate should also determine which of the aptitudes would
best suit the AR for designing the device. For example, a clock
imbued with the phantasm weave that alters the phantasm
projected dependent upon the time of day; the physical de-
sign of such an object would probably rely upon Sci.cognitive
rather than Sci.material, would be based off the avatar’s MA
rating and would gain benefit from the cognitive prowess,
with an additional bonus if the avatar’s tech.profession was
clockmaker, toymaker or similar.
AR modifiers for design of esotechnic devices:
• Componentsmanufacturedbysomeoneelse +2
• Technoshamandoesnotknowallweavestobeused+2
• Objectwillgenerateownassea+2
• Objectincludescomplexsystem+2
MANUFACTUREAlthough many technoshamen work tireless-
ly to gain the necessary skills to manufac-
ture any item they require themselves, that
still leaves the gathering of the necessary
materials, which can often include very rare or ex-
pensive metals, gems or weave components.
When manufacturing the components, the Fate deter-
mines which aptitude best suits the AR. Typically, this
is the ‘tech.’ aptitudes (material, armour, profession)
or part of the technoshaman’s specialist knowledge.
The technoshaman must then have the proper
workspace, tools and equipment necessary
to complete the making of the object.
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number of CAP pips being spent. Therefore, if
an RV2 object is broken, it costs an adept with a
rating 1 in combat repairs 5 pips of CAP to repair
it and the adept will need 5 points of salvage ready to
spend on repairing the item. After the combat has ended, the
object is again considered broken and must be fixed as normal.
Only manufactured objects can be repaired using this prowess
and only a technoshaman with this prowess can fix a broken
esotechnic or asseametich object. Asseath objects cannot be
fixed using this prowess as any weaves imbued into the object
dissipated when the object was damaged.
D E M O L I T I O NThere are two benefits of this prowess. The first is in the
manufacturing of explosives through the use of
tech.materialist. The second is in identifying the critical
weaknesses in a construction (whether building or machine)
in order to demolish it. The player may choose to limit any
explosion to just the object being demolished or to cause
damage to an area.
In dealing with the creation of explosives, every rating
in this prowess the avatar possesses grants the avatar the
ability to manufacture an explosive with an equal amount
of damage (DAM) to the rating. The amount of explo-
sive manufactured is equivalent to a handful (approxi-
mately 250g or 250ml of liquid). For every rating in this
prowess, the explosive created will have a blast radius equal
to 1B. For example, with a rating 3 in this prowess an adept
can create an explosive the size of a fist with a DAM of 3
and a blast radius of 3B. If explosives are combined in a
closely packed location the DAM rating of the explosion
is the combined sum of the explosive values. So, two lots
of 3DAM explosives in a wooden barrel result in a 6DAM
explosion with a blast radius of 6B. However, the adept can
limit the blast radius up to a factor equal to their rating
in this prowess. Therefore if, in the above example, the
adept limits the blast radius as much as possible
the total blast of 6DAM = 6B is divided by
the adept’s rating in this prowess (which is
neW adePt aSSetS
N e w P r o w e s s AFFILIATED AFFILIATED
PROWESS DESCRIPTOR ELEMENT
Applying elemental component SR Any
Combat repairs CE Water
Demolition MA Fire
Gadgetry MA Earth
Sabotage PR Fire
A P P LY I N G E L E M E N T A L C O M P O N E N TThis prowess allows the adept to create a device that makes
use of an elemental substance such as fire, smoke, steam,
water, air, gas, ice or crystal. The elemental component
applied cannot be assea. The method of addition and the
purpose is left up to the Fate and player to determine.
Examples of items that can be created include: a luminous
moss torch, a pair of gloves with a liquid ice component
to give freezing touch, a self-contained stove that uses solar
power rather than fire, or a water-powered bolt thrower.
For each rating in this prowess, the avatar receives +2 AP to
create the item and a benefit to the item itself.
C O M B AT R E PA I R SThis prowess is used by the adept to repair a machine during
combat. When in CR there is not normally enough time for an
avatar to deal with the intricacies of repairing an object. This
prowess allows the adept to attempt a temporary fix of a manu-
factured object during a CR. In such situations, the Fate gives
a number of CR during which time the adept must maintain
concentration in order to attempt a fix.
Any combat repair is only a temporary fix and any further damage
to the item (no matter how small) will result in it breaking again.
The number of discourse actions the adept must expend in
order to achieve the fix is equal to the item’s RV x 3. The adept
is entitled to subtract their rating in this prowess from the
total (but not below a minimum of 3 pips).
In addition, the adept must have available and
expend a number of salvage points equal to the
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N e w T a l e n t s AFFILIATED AFFILIATED
TALENTS DESCRIPTOR ELEMENT
Geek MA Earth
Hacker PR Air
The Touch SR Water
G E E KThis talent is used to understand the workings of a machine
and how the machine can be operated. It will provide a +25%
bonus to any AP to operate a machine that the avatar has no
prior knowledge of. This bonus does not extend to esotechnic
or assemetich devices. Technoshamen, however, may use this
talent on esotechnic or assemetich devices. Adepts can add
+2 to their AP when salvaging a complex machine, owing to
their ability to identify important components as well as the
most efficient method of dismantling the machine.
H A C K E RThis talent allows the avatar to look at a program and
have a general understanding of its purpose and logic. In
order to understand the program, the avatar must spend a
number of CR equal to: MA+grounding+sci.cognitive,
against the AR the programmer used to make the program.
Once the program is understood, the adept can reroute,
subvert or corrupt the program. There are a number of pos-
sible outcomes the avatar can initiate:
• Stoponeactionoftheprogramfromworking
• Reversetheoutcomeofoneactionoftheprogram
• Modifyoneactionoftheprogram
• Addanactiontotheprogram
The modification to the program will work until removed and
any master adept will see evidence of tampering. Only one
action within a program can be modified using this talent.
T H E T O U C HThis talent is rare and those that possess it quickly be-
come known as gifted individuals. Just by thump-
ing, kissing, kicking, tapping, shouting or praying
3) resulting in an explosion with a modified
blast radius of 2B.
If explosives are packed in a container a greater
explosive potential will result in either increased
blast radius or DAM.
The avatar adds the rating in this prowess to their AP for
any demolition activity. The player can decide the direction
of the explosion, any fallout or attempt to weaken a struc-
ture until a later event brings it down. These details affect
the AR for the demolition to be successful.
G A D G E T R YThis prowess gives the ability to quickly manufacture an
object from salvage. While most objects can be created
through salvage given time, this prowess allows the build-
ing of objects in CRs or scenes. The salvage rules (see
Ascendancy–Rogue Marshall page 90) still apply, but the
time required is measured in CAP pips instead of minutes.
In addition, gadgetry allows the avatar to create new
objects. The Fate sets the AR to create the object, based on
the technical difficulty of the task. An object created using
gadgetry does not need to have existed before and can be
an idea solely of the player’s design.
S A B O T A G EThis prowess is the ability to quickly identify key aspects of
a machine or mechanism to effectively disable or damage it.
The avatar can also attempt to booby-trap the device. In order
to sabotage a device or set a booby-trap, the avatar will need
to pass an AR set by the Fate and using the following AP:
M A + Ac u M e n + s c i e n c e .c o g n i T i v e + c o g n i T i v e p r ow e s s .The adept can attempt to conceal the fact that the device has
been tampered with, adding +2 to the AR to succeed. The rat-
ing of the adept’s sabotage prowess is added to any AR for an
opponent to notice that the device has been tampered with or
the booby-trap set.
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R AT I N G 4 A L LY – D I F F E R E N C E E N G I N E T E C H N I C I A NThe difference engine technician is entrusted
with maintenance and operation of a difference en-
gine. The technician is close enough to the avatar that they
are willing to ‘lend’ the avatar time on the engine, slipping
them into the schedule of computations. This is at personal
risk to the technician as, if they are discovered inserting the
avatar’s task into the roster of computations, the technician
will likely lose their job (or worse, depending on their pa-
tron). Access to the difference engine gives the avatar the
ability to increase any program or science.cogitative AP by
25%, as the machine increases the accuracy of any study.
It will also allow a master adept the ability to manufacture
a program on a pin-drum, punch card or whatever other
medium the adept requires.
R AT I N G 5 A L LY – S C H O O L C H U MThe avatar met this ally when they were studying, at a college,
university or during an apprenticeship. They formed a close
friendship, sharing many experiences that brought them to
the point they are now in their lives. They have a deep un-
derstanding of each other’s goals and working methods. They
are the perfect collaborators, trusting each other and willing to
take great personal risk for each other should the need arise.
P o s s e s s i o n s
R AT I N G 1 P O S S E S S I O N – G I A N T W R E N C HThis tool was probably given to the adept during train-
ing. Perhaps not immediately useful, it gives the adept a
sense of comfort and reminds them of where they’ve come
from. To anyone else it would be nothing more than an
old tool, but the adept has found it comes in handy in
a multitude of different situations. The giant wrench is
WBR 2, WD 3 and the adept will incur no CAP penalty
for using the wrench with a tech.combat rating
lower than the wrench’s WBR.
at a machine the avatar is able to make it work
when it has ceased to function (for almost any
reason, including running out of power). This effect
will last for a scene or a number of CR equal to the
adept’s PR+command+3. The machine will not necessarily func-
tion as new or at full capacity, but will function. Machines that
are affected by the touch to cure a minor fault or malfunction will
return to full working condition once the fault has been fixed. Ma-
chines that have been destroyed or are in need of major repair may
be unfixable and even unsalvageable at the end of the scene or CR.
A l l i e s
R AT I N G 1 A L LY – S C R A P C O L L E C T O RThe scrap collector wanders around the Endless City gath-
ering refuse. While not as discerning as an adept when it
comes to salvage, the scrap collector can be a godsend to
an adept when a few rare parts are needed. Let the scrap
collector know what is needed and they will diligently look
for it; in the case of a rare part, the scrap collector will take
some personal risk, if the rewards are high.
R AT I N G 2 A L LY – P R O F E S S O RThe professor ally may be the adept’s old teacher. An adept
may ask the professor to undertake an experiment or research
to aid their own work. Providing the adept is willing to cover
any costs involved and the professor has the time, the profes-
sor will attempt to complete the task requested.
R AT I N G 3 A L LY – T E C H N O S H A M A NThe avatar is lucky enough to know a technoshaman. The
technoshaman has enough respect for the avatar and their
future potential to see that helping them is of mutual ben-
efit. The technoshaman will assist the avatar to complete any
experiment or invention where esotechnic knowledge is re-
quired. The technoshaman will not risk personal injury or
loss for the avatar unless there are sufficient gains to
be made. The technoshaman requires some form
of reciprocal favour in return for assistance.
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charged power into whatever power source
is required by the object: steam, fire, wind,
sunlight, water etc.
For every CR the adept powers up the box, an
equal CR of power can be delivered to a machine. In addi-
tion, the gloves can be used to deliver a full charge as an
electrical attack with a DAM rating equal to the number
of CR the box has been charged with. The box can hold a
maximum amount of charge equal to 10CR; this will dis-
sipate at 1 point of charge per CR once powered.
While wearing the gloves, the adept is at -2AP for any
action that requires a delicate touch (such as legerdemain
tasks and tech.criminal tasks using the hands), but is still
able to use a melee weapon. Missile weapons are slightly
more difficult to use while wearing the gloves, incurring an
additional 2 discourse actions to reload and an additional
-1AP to fire.
The gloves act as ABR 1 and have ABR/AR/CD: 1/2/2. The
box is AR/CD: 2/3.
R AT I N G 5 P O S S E S S I O N – A B O TThis handy little device is a self-winding droid designed to
assist the adept in a particular tech or science aptitude. The
aBot can assist the avatar in a task, but cannot carry out a
task on its own. It is only capable of aiding in tasks that are
described by its particular aptitude and any commands to
do additional tasks will be ignored. The aBot will respond
to the avatar’s vocal commands. The aBot is built with a
multitude of tools, apparatus and manipulators all specially
designed for the aptitude it was designed to aid.
The aBot can assist the avatar in tech.combat and tech.
armour, if either of these aptitudes are chosen as the aBot’s
focus, although the use of such a valuable device in combat
is seen by most adepts as a waste as the aBot is neither ar-
moured nor capable of defending itself against attack.
Many aBots resemble insects, using legs to crawl and
jump, while some have been fitted with wings to
hover around the avatar while giving assistance.
The aBot grants the adept an additional +4AP
R AT I N G 2 P O S S E S S I O N – E VA N D E E R ’ S B O O K O F P R I N C I P L E S [ F I R S T E D I T I O N ]
This book, by the legendary adept Ghenter
Evandeer, contains her musings on alchemical
principles, physics, astronomy and even a treatise on the
possible scientific connections to estramancy. While it is
not very detailed, it is typically the first book an adept
seeks for their library. This is a first edition, of which
only fifty were produced, and contains tables of elements,
mathematical matrices and formulae. The book is indis-
pensable to the adept’s work and allows the adept to
quickly and more accurately produce results in the field.
It gives +1 to any science AP.
R AT I N G 3 P O S S E S S I O N – T R AV E L L A B O R AT O R YThis laboratory contains only the most essential of instru-
ments and apparatus. The equipment is contained in a stur-
dy wooden box, which opens up on both sides in a stepped
fashion to allow more storage space and provide a firm plat-
form on which the adept can carry out field experiments.
There is a selection of glass, copper, lead and steel appara-
tus as well as space for materials and samples. There is a
small burner, a magnifying glass, tongs, pipette and glass
vials. The travelling laboratory allows the adept to carry out
experiments in the field as if in a lab with a penalty of -3 to
the AP. The adept still requires a quiet and well-protected
place in which to carry out their experiments. AR/CD: 3/3
R AT I N G 4 P O S S E S S I O N – W I R E D G L O V E SThese asseametich gauntlets are leather with copper wire sewn
into the leather and insulated to protect the user. Designed by
an unknown technoshaman, the basic design has been copied
and refined by countless others for their own needs. The gloves
are connected to a small box, containing an operator-powered
electromagnetic generator, which charges an ingenious relay of
capacitors. The box must be powered up for the gloves to work.
Once the box is charged, the gloves have the ca-
pability to deliver the stored power to what-
ever they touch. The gloves transform the
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I N Q U I S I T I V EThe avatar has an innate need to discover the
unknown, leading the avatar to take many wrong
turns, but also to make great discoveries. The avatar
always seeks to understand new discoveries and finds it difficult
to draw back from not knowing as much as possible: all doors
must be opened, all boxes shaken, all buttons pressed and all
individuals asked pointed questions. This does not mean that
the avatar is rude, intrusive or prone to illegal behaviour, only
that if the opportunity presents itself for the avatar to make a
discovery, they will take the opportunity. Their thirst for knowl-
edge, can lead them to take risks both physically and socially
and may penalise their AP in diplomacy and stealth actions,
however, they can be awarded the personality as a bonus for
science and investigate actions.
R E C L U S EThe avatar has grown used to their own company and is
distrustful of sharing with others. When working alone they
excel, with potential benefits to any science or tech ac-
tion carried out in private. However, because the avatar
has withdrawn from society they can suffer a penalty when
interacting with others (diplomacy, acumen).
S H O W M A NThe showman revels in advertising their accomplishments.
Always ready with a sales pitch for their latest invention or
to show off their knowledge, the showman works to increase
their reputation by, for example, holding lectures on their latest
discoveries at the universities; bragging in the local tavern; or
bankrolling a roving circus dedicated to the avatar’s work, with
posters plastered on street corners and criers hired to spread the
word on the streets. This brash activity gains as many detractors
as it does admirers, but the showman knows there’s no such
thing as bad publicity. This personality can either add or detract
from a particular diplomacy or acumen action. The strength
of the personality can also be used as an indication
of the avatar’s infamy or fame.
when attempting a task with the aBot’s cho-
sen aptitude. AR/CD: 2/2. Most aBots have
a small luminous torch equivalent to a small
candle that can be commanded on or off.
P e r s o n a l i t i e s
FA N AT I CThe avatar is obsessed with some aspect of their work or
study. They are convinced of a particular theory, practice or
science and will react favourably or aggressively, depending
on the opinion of others on the subject. The particular slant
of the avatar’s fanaticism will work its way into everything
the avatar does and says; this is both conscious and uncon-
scious and is easily identified by those around the avatar.
If the avatar attempts to hide their fanaticism, the difficulty
to do so is determined by the strength of their personality.
While there are clearly many drawbacks to this personal-
ity, the benefit comes from the avatar’s unshakable
belief, which allows them to add this personality
to any AP where their fanatical focus can be
invoked .
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C O N T R O L F R E A KThe avatar needs to maintain tight control of their
work and life. Owing to their strong opinions, they
receive a bonus to command AP within duelled actions
where the avatar’s PR is greater than their opponent’s. While
they will make room for new friends, ambitions or
study, they have very strict rules about how
their lives should be conducted. The avatar is
not by definition anti-social, but others
can find their rules and limitations irri-
tating. Everything the avatar does must
be done to their rules and while collabo-
rative work can be initiated it will quickly
be abandoned or sabotaged if the avatar is
not able to maintain control. The avatar finds
it difficult to negotiate change and suffers a
penalty to any diplomacy or acumen AP that
involves negotiation.
P E R F E C T I O N I S TThe avatar is consumed with the need for perfec-
tion and does not accept anything less. The perfec-
tionist avoids anything that might negatively impact on their
work. The perfectionist suffers a penalty to any AP with
regard to their work. However, the Fate should award
a bonus to the results of their success: a higher AR/
CD rating of an object, an increase to any bonus
granted for an invention, or just a greater than
expected (achieved beyond the AR) result.
Perfectionists can wager on results to succeed when
they stand to lose large amounts of time, resources
or reputation (any other reason where failure in their
work could result in drastic personal loss). When fail-
ure occurs, the avatar typically destroys their work.
Most perfectionists develop a secondary
personality that reflects the sense
of loathing or depression
they experience when
they fail.
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Listed here are new vocations that are
available to any adept who fulfils the
prerequisites and acceptance accomplishments
to enter the vocation. These vocations do not sit
within the two established vocational paths as detailed in
Ascendancy–Rogue Marshal. Taking one of these vocations
at any stage of the adept’s career will not disrupt their pro-
gress along their vo- cational path and can be taken
at any stage without incurring a penalty.
G e a r H e a dfp c o s T : 20AT T r i b u T e s : Navigation +1,
Pilot [WarGear] +2, Evasive
manoeuvre +1, Combat repairs
+1, Grounding +1
e q u i pM e n T : WarGear (see below)
p r e r e q u i s i T e s : MA2+, CE2+, Sci.-
Cogitative 2+ or; MA2+, RR5, Nous 2+
Ac c e p TA n c e Ac c o M p l i s h M e n T : Spend six
months with the Iron Jaws on combat trials.
The Iron Jaws are an elite corp that trains
in the use of WarGears for combat. Those
accepted into the Silver Citadel as Gear-
Heads are transported to Fort Dünn on the
western border opposite the Aquistus waste-
lands. Here the Ministry of Arms is con-
ducting secret trials of the WarGears.
While the WarGear trials are whis-
pered about among the cabals and
in many of the colleges and uni-
versities, the details are still
top secret. There are only two
ways of gaining admittance into
the trials: first, be accepted by the
Ministry of Arms as a com-
petent adept, mentally and physically suit-
ed to piloting a WarGear; second (listed
under the prerequisites subheading), have
StePPing uP a gear
enough money to purchase a WarGear from
the ministry and train as a commissioned
GearHead. A general entrant is issued a stand-
ard ‘Hound’ class WarGear when they are accepted
into the Iron Jaws. A commissioned GearHead has the op-
tion of personalising their WarGear before beginning train-
ing or having one built to specification. This ‘leniency’ on
the part of the Ministry is seen as an easy way of testing the
technology and exploring options without paying for it. Most
commissioned GearHeads are trained as
Hawk (reconnaissance), Ant (engineer)
or Gauntlet (assault) troops and can
be selected as officers if they show
outstanding
aptitude. Adepts that
pay for a commission are re-
duced to a RR3 once they have
purchased a WarGear from the
ministry, any further modifica-
tions or personalisations must
then be paid for.
As part of the trials, the ministry
has ordered the Iron Jaws to carry
out sorties inside the Aquistus
wastelands. Many of the new
machines, and their pilots,
have already experienced
combat.
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StePPing uP a gear
M g I v e r s p e c i a l i s tfp c o s T : 20ATTribuTes: Diplomacy +1, Investigation +1, Leger-
demain +1, Nous +1, Salvage +1, Stealth +1, Sabotage
prowess, RigIt talent.
e q u i pM e n T : specialist’s utility tool
prerequisiTes: minimum vocation levels of armechitus and
adjutant
Ac c e p TA n c e Ac c o M p l i s h M e n T : undertaken a special mission
for the Kabar; six months’ training with Troop 101.
Max MgIver was a legendary adjutant and spy for the Kabar.
Instrumental in a number of undercover operations against rogue
cabals, he was renowned for his ability to go into an operation
with nothing and manufacture whatever equipment he needed.
His legend increased with each mission he undertook: he escaped
from a deadly trap, managed to capture forty cabal shrike with
no injuries, build a flying machine out of salvage he obtained in
a hospital kitchen and create an air-powered cannon that brought
down a giant cogolem. He was the Kabar’s top specialist operative
for thirty years before retiring to train the now infamous Troop
101. He died at an old age and was given full military honours.
Those trained using the techniques MgIver developed now
carry his name and the rank of specialist. Their ability to
deal with people as well as machines makes them natural
all-rounders. MgIvers are sent on the most sensitive and secre-
tive of missions, typically to infiltrate cabal regions to gather
evidence of wrongdoing or abroad to gather intelligence.
RIGITThis talent is only available to the MgIver specialist vocation.
The training undertaken by the MgIver brings out their
natural creativity and lateral thinking. This is expressed in
the RigIt talent.
RigIt allows the specialist to create items from salvage at
half the price normally required. In addition, the MgIver is
not limited to their professional knowledge in creating
a technically complex object: if the MgIver needs
to create a clock they do not need the tech.
profession clockmaker.
I n v e n t o rfp c o s T : 10
AT T r i b u T e s : Investigation +1, Know.Speciality
+1, Nous +1, Salvage +1, Any 1 Science +1, Gadgetry
prowess, Personality: [Eccentric] 1
e q u i pM e n T : N/A
p r e r e q u i s i T e s : MA3+, Tech.Profession (Any) 2+
Acceptance accomplishment: design and build a gadget for
personal use.
The inventor usually works alone or with a select few close
associates who share the same passion and vision. The
inventor is always willing to break with convention, try what
is supposedly impossible, improbable, ridiculous or insane. All
inventors seem to acquire a reputation as eccentric.
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the spoils of war – but this usually means
they are in the first breach party of an assault
group; hence the first point.
StePPing uP a gear
SPECIALIST UTILITY TOOLEvery MgIver is issued a small multi purpose
utility tool that is small enough to hold con-
cealed in a fist. The tool contains a small blade,
2B of spooled wire, a fish-hook, a small round mirror, a
magnifying lens, a file and universal lock pick. It also has
a hard edge that can be used as a small lever and a manual
attachment that can cut tin. The outside of the tool has a
strip of flint for starting fires and a spring-loaded needle
to dispense poison. Every MgIver brags to their comrades
about what new use they have devised for the tool. Only
one tool is issued to each MgIver and it is a great dishonour
to lose the tool, which is said to have been designed by the
master himself.
S a p p e rfp c o s T : 10ATTribuTes: Athletics +1, Climbing +1, Nous +1, Sci.Material-
ist +1, Tech.Material +1, Demolition prowess, Grounding +1
equipMenT:Sapper’sAxe(RV3,ABR4[5≠],WD4[5≠],Sapper’s
Helmet (RV4, ABR 3), Satchel, Buckler (RV2, ABR1)
p r e r e q u i s i T e s : MA3+, CE3+, Tech.Materialist 3+, Tech.
Combat 3+, Tech.Armour 3+
Ac c e p TA n c e Ac c o M p l i s h M e n T : one year as a volunteer in the
armed forces in an Ant troop.
Sappers, combat engineers, are some of the first troops to
enter a combat zone and can also be the last to leave. They
are experts in siege warfare, demolition, breaching defences
and establishing the best defences.
Considered elite troops, owing to their specialist knowledge,
they are issued with specialist gear: a broad-rimmed steel
helmet; a thick-headed, sturdy, assault axe; and a leather
satchel for carrying tools and explosives (typically fused gre-
nades); and a buckler for personal defence in close quarters.
Sapper sergeants usually have a flintlock pistol, cutlass and
tower shield replacing the buckler and axe.
While life expectancy among sappers is some
of the lowest in the armed forces, they are
well treated and often get the first pick of
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A S S E A D I S R U P T I O N E N G I N EThese engines have come from numerous
places and the exact science behind them has
yet to be discovered. Created by accident, their
effect on assea is a by-product of their primary function.
They range in size, but the result is the same: cached
assea ceases to be available. Aura detection has revealed
that assea in the surrounding area remains undisturbed,
although any attempt to TDC assea fails while the machine is
running. The area of effect typically ranges from 1 to 5B
around the machine. Only complex machines have created
this disruption and no clear connection between them has
been established.
A S S E A M E T E RThis small, handheld device looks simple, but is one of
the most complex mechanical devices ever made. Through
numerous, carefully calibrated wheels, gears and dials,
it takes samples from the environment and calculates
the amount of assea in the surrounding area. The meter
measures in alurims, a measurement defined by the
technoshaman Verity Lyrus. She developed the alurim after
a number of experiments in the Aquistus wasteland ‘dead
zones’. The meter will give a reading from -10 to 10 as an
indicator of the level of assea present in the environment
with 0 an average reading for a healthy environment -10 a
dead zone and 10 a raw assea source.
These devices are extremely rare. Their origin remains a
mystery and is a source of contention between adepts.
B L O O D O M E T E RThe bloodometer takes a sample of a patient’s blood and
analyses for known pathogens, optimal health conditions and
quantifiable illnesses. The patient incurs 1CD wound. Most
common poisons can be identified by the machine as well as
blood disorders, common illnesses and even a few magically
created conditions that have a physical effect. The
machine takes approximately one day to analyse
one sample of blood.
M i s c e l l a n e o u s
I t e m RV ( S M ) A R / C D N o t e s
Disruption engine - as per device -Assea meter 4(3) 1/4Bloodometer 4(3) 1/3Bonesetter’s gauntlet 4(4) 2/4Crystal armour na 2/3 +4AP MedicineDiving Helmet 3(3) 2/3Drugs: Collective na Know motive weave Ironblood na Fortitude Parniaseed na +2 Acumen Spiderweb na StabiliserEyestalk na 1/2 -3APFire Jumper Suit 4 4/6 ABR 2(suit)Flare 3 - 10B illuminationGyroharness 5(4) 2/3 Lithographic camera 4(3) 1/2Mineral Detector 4(2) 1/3Phantasm Projector 5(1) 1/1Rangefinder 4(3) 2/2Shatterbrac coat 2(2) 5/4Smelter’s helmet 3(2) 3/3Thermal bag 4(3) 2/3Thermal goggles 5(3) 1/3Trace powder 4 naTricorn copper hat 4(2) 2/2Condenser/distiller 4(4) 2/4Wire communicator 3(1) -/1
W e a p o n sI t e m RV ( S M ) W B R / R C R N G . W D N o t e s
Foot Mortar 4(3) -/8 80 -Grenade 3(3) - - 6Jackpole 4(4) 6 - 10DAMArcblade 5(3) 2 - var.Whistling spear 3(3) 4 100 8DAM
tool uP
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in the armour and can replenish up to 6 points
of the wearer’s spent assea pool.
Extremely rare and expensive versions have
been made with weaves built in, powered by assea
stored in the armour. The armour has the same ABR as a
steel breastplate, but half any encumberance owing to its
lighter weight.
D I V I N G H E L M E TThese large, thick brass helmets act as breathing apparatus and
allow for underwater operations, provided there is a continu-
ous cycle of air through the thick rubber, tar and wire cables
connecting the helmet. Typically, the cables are connected to a
pump, either manually operated or run off a generator.
The helmet must stay upright as otherwise it will flood.
However, the air coming into the helmet will reverse this
situation if the helmet is righted. An operator can remain
underwater for as long as they are physically able and as
long as there is an air supply. However, the distance trav-
elled is limited by the length of the cables.
D R U G S Most drugs that are used by adepts are injected, usually
with a piston syringe. The following drugs take 3CR to
become effective and last a period of time described under
the individual drug’s description. Some of the drugs may
have side-effects either during use or after, any such effects
are listed under the drug’s description.
T i t l e D e s c r i p t i o n
Ironblood will grant the fortitude prowess
Spiderweb will stop secondary damage
Parnia seed will increase user’s acumen +2
Collective will grant the user know motive weave
E Y E S T A L KThis strange device looks like a mechanical eye extending
on a series of arms from a hand grip controller and
eyepiece. The operator places the eyepiece to
their eye and uses the controller to move the
This device is made up of various glass
apparatus, copper pipes, wooden control
boxes and brass levers. It can be moved on a
small trolley, but is too heavy, cumbersome and
fragile for one person to carry. The machine is complex
and to read the results, printed on cards, the operator must
have an understanding of medical terminology and standard
measurements (sci.medical). The training required to oper-
ate the machine takes a few hours, but the best readings are
taken by an experienced operator.
B O N E S E T T E R ’ S G A U N T L E TThis leather and metal gauntlet was originally designed for
an adept in laboratory use, but was adapted for use on the
battlefield by a bonesetter. The gauntlet has a number of
extendable metal arms, with pinchers and clamps at the ex-
tremities, that can be used to hold a wound open or closed
while the bonesetter works. In addition, the gauntlet can
be removed and act as a vice and winch to realign broken
or dislocated bones. The gauntlet has a number of tools in
sheaths along the sleeve and room for suturing material,
bandages and a small bottle of spirits. Some versions of this
tool have had weaves placed on them in order to increase
their effectiveness during healing.
AR/CD: 2/3, +4AP to Sci.Medicine, Tech.Medicine
C R Y S T A L A R M O U RThis armour is created through a secret patented process by
a private company: Cassenwerle Primaries. While it comes in
different versions, the most common is a cuirass breastplate
of crystal. The armour is often pale blue, but can be made in
other colours (ruby and emerald being particular favourites).
The armour is amazingly light and durable, equivalent to a
steel breastplate, but it is the crystal’s other properties that
make the armour so sought after. The crystal armour, once it
is calibrated to the wearer by their channelling of assea into
it, increases the wearer’s assea pool by 6 points. In
addition, up to 6 points of assea attack damage
can be absorbed. Any assea absorbed is stored
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tool uP
designed to explode and scatter the grape-
shot at speed. Flash grenades contain a large
powder explosive with an additional chemical
component to produce a bright and blinding flash.
Gas and smoke grenades contain a chemical core that, when
burnt, produces a cloud of vapour with harmful or visually
obscuring results. Grenades are usually heavy and rely on
ignition (fuse) to explode. Standard fuses last between 1
and 3 CR, although an experienced grenadier or sapper
carries additional wick, wax or tallow to extend the fuse. A
grenade explodes across a 10B radius and each grenade has
an individual effect over this area.
G Y R O H A R N E S SThe harness supports a large box, containing the machine, on the
user’s back. The box contains a number of minor machines that
take readings from a gyroscopic tumbler in the middle of the box.
These readings, once calibrated, allow the wearer to maintain a
greater sense of balance and centre of gravity. The encumbrance
caused by the box is negated by the harness: any encumbrance
suffered by the wearer is halved and actions involving agility, ac-
robatics, gymnastics and even some athletic actions gain a +2AP.
The only problem with the harness is its size, which prohibits
most other back-mounted devices or backpacks, and can cause
problems with vehicles. Riding or piloting a flying (or free diving)
vehicle while wearing a gyroharness is near-impossible as the har-
ness constantly tries to drag the wearer into a more stable position.
Any such action while wearing the harness will be at -6AP. The
harness can only support the weight and mass of the wearer, any
large burden (such as the wearer trying to carry a cannon) will
cause the full weight of encumbrance to be experienced by the
wearer and may result in injury (or death).
J A C K P O L E ( P N E U M AT I C S P E A R )This destructive tool is a large jackhammer powered by a
pump and generator, typically running off kerosene or coal.
The spear is so large and heavy that it takes four
people to hold in place while the generator builds
up enough pressure to deliver a single blow
mechanical eye. It is capable of a complete
180-degree span in three axes from the origin
of the operator and at a range up to 1B from
the operator’s position. The eyestalk is used to
see where the operator might be exposed to danger: some
asseath use it to look through voital gates before entering;
military forces and Proletariat spies use it for reconnaissance
and espionage; many private citizens have them installed in
their doors or walls to allow them to safely look beyond
their homes. The limited vision of the eyestalk reduces any
visual action while using the eyestalk by -3AP.
AR/CD: 1/2.
F I R E J U M P E R S U I TThese flameproof suits are manufactured by Cabal Eristera
who are famous not only for these suits but also their fear-
some shrike that wield forcrist staves, flamethrowers and
sticky-fire bombs.
The suits are made of a patented material of considerable com-
plexity and are hard enough to provide a measure of armour as
well as fire protection; this is at a cost to mobility, however, and
for encumbrance purposes the suit has an ABR4.
ABR/AR/CD: 2(suit)/4/6
F L A R EFlares will burn for up to 10CR, providing illumination
over an area of effect 5B in diameter. While able to be held,
thrown or laid on the ground safely, the flare can start a fire
in the presence of combustible fuel.
F O O T M O R T A RThis weapon was designed as an infantry-portable, support artil-
lery piece. It is a simple mortar using black powder primer to
fire a grenade placed inside the tube. The name comes from the
base plate that the operator stands on to stabilise the mortar.
G R E N A D E S Fragmentation, Flash, Gas/Smoke
The fragmentation grenade is a shell around
an explosive core and grapeshot payload,
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equivalent to 10DAM. The generator takes
5CR to build up enough pressure. For difficult
and enduring targets, a mounting bracket can be
moved into place. Both the bracket and the genera-
tor are usually transported on a wagon. Various tool heads
can be loaded onto the spear to allow specialist tasks.
Adepts frequently mount jackpoles on WarGear or cogolems.
L A S S I T E R ’ S A R C B L A D EThis device has a handle with two curved horns around a
stepped bulb. From the hilt a cord runs to a box that contains
a hand-wound generator delivering enough power to create
an electrical discharge in a blade-like arc from the horns.
The arcblade is wielded like a sabre. When touching a target,
the arc delivers electrical damage with a DAM rating equal
to an amount of discourse actions employed to charge the
arcblade. The generator must charge the hilt before it can be
used against a target. The capacitor of the arcblade can hold
a maximum of 10DAM indefinitely until used.
If the DAM of the attack is greater than the PI of the
target then the target will be stunned for a number of
CR equal to the amount of DAM exceeding their
PI. The target is allowed to modify the DAM
of the attack with any non-metallic armour
and any air elemental resistance.
tool uP
L I T H O G R A P H C A M E R AThis device, mounted on a stand or slung around
the chest, captures still images on lithographic
plates. The images are monotone in shades of sepia
and, while mostly accurate, are prone to distortion and artefacts
around the edges of the picture.
The lithographic plate must be protected from light and
removed to a processing room where an acid bath is used
to develop the picture. There is a reasonably long exposure
time in order for the plate to capture a complete and detailed
image. The photographer usually uses a flash of magnesium
or black powder in order to increase the amount of light and
gain additional exposure over a shorter period of time.
M I N E R A L D E T E C T O RA backpack-carried machine with a hand-held detector, the
machine can be set to register different densities of metal
within a few bounds. These devices have been used exten-
sively on Torn Mount and more than one prospector who
managed to purchase one has made a living from hiring
themselves out to other prospectors.
P H A N T A S M P R O J E C T O RThese globes record their surroundings, usually semi-transpar-
ent with a blurred image of the phantasm placed upon the
globe. They are activated by placing a light source (usually a tea
candle) within the globe to activate the phantasm, which fills the
visible area around the globe. The phantasm works as per the
weave of the same name with a WR7 and lasts as long as the
light source continues to illuminate the globe.
Rare versions of these globes can be repurposed through
assea infusion, the more common version is only able to
display one phantasm. The projector shows what surround-
ed the sphere on recording, including any phantasm and
illusions, allowing for a false vision to be recorded.
R A N G E F I N D E R ( B I N O C U L A R S )These bi-telescopic inventions give an accurate
reading of the range to a target at distance.
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T H E R M A L G O G G L E SThese goggles give thermal vision up to 10B.
Powered by orist crystals, the goggles only work
for a limited time (approximately 20hrs of use) before
the crystal needs replacing. When in use, the goggles glow a
dim yellow in the visual spectrum and bright white in the
thermal spectrum. The goggles allow an operator to see in
total darkness as long as there are sources of heat (or cold)
within the range of the goggles. In places (such as the Warp
and the Ebb) where temperature does not follow the same
laws as in the Material sphere the goggles will be of limited
use. If suddenly exposed to large sources of heat, the goggles
may cause the operator to become disorientated or blind.
When this occurs the operator will suffer a -4AP.
T R A C E R P O W D E RThis white powder was developed under the patronage
of Huithber Canis Frurth. Huither was a vigilante in the
regions surrounding Grimms Pocket, famous for his cun-
ning and ingenuity in capturing and killing his prey. When
this powder is applied to an object it can be located by
using an orist crystal that has been synchronised with the
powder. As the crystal gets closer to the powder it glows a
warm yellow; the variance in luminosity indicating proxim-
ity to the target.
The powder can be sprinkled on a target or mixed with a
liquid to be applied as paint. At least a fistful of powder
must be applied in order to be strong enough for the crys-
tal to work at a reasonable distance. When preparing the
powder for use the crystal is immersed in the powder for at
least a day and warmed through; the most common method
is to place the powder in an iron pot, place the crystal in
the powder and then bury the pot in hot fire coals and ash.
The effects of the powder will last a number of days once ap-
plied to a target, although this is dependent upon the amount of
powder that remains on the target. The powder must be
placed on an external surface (ingestion will negate
the powder’s qualities and is harmless) and can
be washed or brushed off.
They are employed by cabal Dargendas’
artillery, who have had great success in battle
against mercenary forces in Lumar. Useless at
ranges under 100B, they give an accurate reading
of range beyond this to a tolerance of -3/+3B.
S H AT T E R B R A C C O ATThese coats were made by the Gourik’a, an elite cadre of
rangers that patrol the borders of nazagh clan lands. They
look and react as if made of slate, although the wearer suf-
fers no penalty to movement and only a minor impedance
to trying to move quietly (-1AP).
The coat provides ABR2 with +2 earth elemental resistance.
When worn in a mountainous or rocky environment, the
coat provides a +4AP to stealth actions to hide, but not to
move quietly. In addition, the coat gives a +2AP to avoid
grapple, hold and pin attacks.
S M E LT E R ’ S H E L M E TThis solid-steel helmet covers the entire head, face and neck and
has a thick transparent visor. The mask grants the wearer an
ABR of 6 to the head as well as a +1 resistance to fire, but the
wearer suffers a -4AP to investigation actions and a -2CAP. For
purposes of determining an ABR penalty, the helmet is ABR3.
T H E R M A L B A G / S A CThe cost of the research and development of the material to
make these bags led the cabal responsible to disband. The
material is a blend of wool, polymer fibre and illixit (a species
of giant spider) silk. The precise weave is still closely guarded
by the cabal that currently owns the patent.
A person sleeping in a thermal bag can avoid the ill effects of
sub-zero cold and get a comfortable rest. Cabal Jaigen are the
largest purchaser of these bags and have also paid for experi-
ments to see if the fabric could be adapted into a full suit.
The thermal bag will give +10 elemental protection against
cold conditions; however, the bag is a single sheath
and leaves little room for any activity other than
sleeping.
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W H I S T L I N G S P E A RThe whistling spear is a black-powder rocket.
Fired from a stand mount along a rail to estab-
lish trajectory, the rocket has a shaped fuel payload
to give it a parabolic flight path. The angle of initial trajec-
tory determines distance and an experienced operator can
land the rocket within 2B of a target. The rocket has an
explosive head that is primed to explode at the end of the
rocket’s flight or on impact. Typically, the rocket causes an
8DAM explosion.
Whistling spears are typically used in batteries and deployed
on carriages or wagons. While light enough to be carried
by one person, they are too unwieldy to be used this way
in combat.
W I R E C O M M U N I C AT O RThis peculiar device was discovered by an adept who had
been carrying out experiments with insects. On noting that
many insects appeared to communicate by vibration, the
adept embarked on a number of experiments relating to
verbal communication using vibration over audial project-
ion. This resulted in the wire communicator. The device
consists of two metal bits that are connected by a thin
wire. The metal bits are placed between the clenched teeth
of two operators and the wire pulled taut between them.
When speaking without projecting the voice, the vibrations
are picked up by the metal bit and relayed along the wire.
Newer models forgo the two-bit operation to have a single
bit and a strange wire cage that sits over the ear of the
listener, carrying the vibrations to the ear canal. While the
device is not perfect (-2AP language actions) the results are
clear enough for good communication over a range up to
2B without any sound above a whisper. For every additional
bound an extra -3AP to language actions by the users in
order to correctly hear what is transferred along the wire.
These devices are heavily used by Shoughai and
Strumnarch troops, who practise in order to
lessen the device’s limitations.
A number of crystals can be used with a
single quantity of powder and recent versions
of this invention have seen the crystals increase
in warmth, rather than luminosity, to indicate prox-
imity to the target, allowing the tracker to remain incon-
spicuous. This is an innovation that Huithber would have
appreciated: he was killed when tracking an oscallion who
was alerted to his presence by the glowing crystal in his hand.
T R I C O R N C O P P E R H ATThe copper tricorn hat is shielded with rubber and felt.
Also known as a glory crown, it protects against ranged
electrical attacks and acts to power devices.
The hat has two insulated wires that run to a wooden
box encasing a liquid capacitor capable of holding an
electrical charge. Any ranged electrical attack that affects
the wearer diverts to the crown and is discharged into
the capacitor. The capacitor can hold up to 10CD of
electrical damage, after which the energy is discharged
by the hat glowing and crackling with static to protect
the wearer.
Once the capacitor has been charged, the energy within
it can be used to power external devices (such as an
arcblade); however, the capacitor is not fitted with a
variable resistor so it discharges all at once.
WAT E R C O N D E N S E R / D I S T I L L E RThis device, big enough to be transported on a wag-
on, is capable of gathering water from the air. The
condenser runs on wood, kerosene or oil, but can
be adapted to any power source by an armechitus or
greater adept. Running constantly, the condenser can
produce up to a litre of water per hour of operation.
Cabal Jaigen pioneered these machines and have de-
ployed them in the Aquistus wastelands powered by
combustion engines. Spies indicate that Cabal Jaigen
are working on designing smaller, more
portable wind-, solar- and assea-powered
models.
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technology and arcane law. While a single
adept (with arcane knowledge) could manufac-
ture a biometich device on their own, it is more
usual for an adept and asseath to work together.
The asseath must be able to use the following weaves: bind,
heal, glue, mindlink, read aura, and poltergeist. In addition,
the asseath needs to have an assea fetish to expend in the
making of the device equal to an amount of each weave’s
WR. If the device is non-mechanical (such as a lobering)
then the poltergeist weave is not required.
The adept has a much easier task, needing only to de-
sign the device: When designing the device the adept’s
sci.materialist rating cannot exceed either the adept’s own
rating in tech.arcane or half the tech.arcane rating of an
advisor (usually an asseath).
Once the device is built, the asseath executes the weaves
to allow the device to interact with the wearer, the force
of each weave must equal or exceed the RV of the device.
A S S E A M E T I C H S Asseametichs is the perfect blending of assea and technol-
ogy granting the wearer total control over the device or to
create a living force within a technological device.
Only a technoshaman has the understanding of both the
technical and the mystical required to design and manufact-
ure an asseametich device. When designing a new asseamet-
ich device, a technoshaman can use either the tech.arcane or
sci.materialist aptitudes to determine the power source used by
the device. Using tech.arcane results in an assea-powered device.
Manufacturing an asseametich device requires both the
equipment and space to produce a normal cogmetich or
biometich device as well as the equipment and location
needed to create assea weaves or objects.
If the asseametich device is to be incorporated into a physi-
cal form, the technoshaman needs a sample of blood from
the being to bind the weaves of the device to the aura
of the user, fully integrating the device with the
user’s assean. Such devices cannot be used by
another once manufactured.
mechanartiS
Mechanartis is the manufacture of devices
that fuse technology with living flesh
including those that act as if they were living flesh
when worn.
D e s i g n a n d m a n u f a c t u r e Mechanartis devices can be divided into three categories:
cogmetich, biometich and asseametich. Each category has
its own peculiarities, but all share similarities in how they
are designed and manufactured.
Biometich and asseametich objects, which are combined with a
living organism, can cause that organism a form of physical or
psychological trauma. This trauma is induced by a sense of loss
of the being’s original form. The intensity and nature of trauma
caused by a mechanartis device being fused with a living being
is described in terms of an intrusion factor (IF).
C O G M E T I C H S Cogmetichs are the most basic form of mechanartis, but
they are still rare, and costly to manufacture and maintain.
Cogmetichs involves little or no assea, using science and
technology instead. Nearly all cogmetich devices are exter-
nal and work via physical input and control. They do not
inflict IF, but are typically slow and cumbersome.
The design and manufacture of cogmetich devices requires
the create construct prowess. More advanced cogmetich de-
vices, which can be controlled remotely or complete a given
task, require the advanced system prowess. The design and
manufacture of cogmetich devices that can be programmed
requires the previous mentioned prowess as well as the
prowess create program.
B I O M E T I C H S Biometich devices bring together technology and a living
being. The device reads and follows the wearer’s mental
instructions, translated through their aura or nervous system,
and acts accordingly. Biometich devices require an
external power source. The design and manufac-
ture of biometichs requires knowledge of both
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mechanartiS
M a n u f a c t u r i n g e s s e n t i a l s When designing and manufacturing a
mechanartis device, the following process should
be followed.
• Choosesizeofchassis(minimum-3,maximum10)
o Work out construction points (CP)
• Choosechassistype
o Modify available construction points
• Determineminimumyieldrequiredtopowerchassis
o This is achieved by multiplying the chassis
size by the power source yield factor.
• AllocateCPtopowersource
o The minimum CP needed for the power
source to power the chassis is equal to: (re-
quired minimum yield /power source yield
multiplier) with a minimum of 1.
• AllocateremainingCPtofunctions
• DetermineIFeffects
The chassis is acquired first as this is the core structure of
the design. Following this, the power source is purchased and
installed to leave an amount of space for functional devices.
Each piece of a device must be purchased separately and
then installed. The time taken to build a mechanartis device
is equal to a salvaged device of equal salvage modifier, pip
rating (cumulative) and modified as if for durable quality
(see Ascendancy–Rogue Marshall page 90). No part of a
mechanartis device can be made using salvage.
For mechanartis devices designed to be fused or used in
place of a body part, each region of the body can only sup-
port one chassis.
C H A S S I S S I Z EThe size of the chassis determines the number of CP that
are available to support any functions of the device.
The minimum size for a device is -3, the maximum is 10. If
a device is being designed for a particular user to be
worn then the size of the device should be no
less or greater than the user’s size by a factor
Asseametich devices that are external (such
as a hand-held weapon, gauntlet, helmet etc)
can be used by anyone, as long as they under-
stand how the device functions.
When manufacturing an asseametich device, the techno-shaman
needs the usual manufacturing AR followed by the weaves as for a
biometich device and, finally, esotechnics to infuse the device with an
assean of its own (see page 17). The assean assigned to an asseamet-
ich device is a cohesive link between the auras of the mechanics and
the weaves and is built into the device during manufacture.
D e s i g n P r o c e s sBefore a mechanartis object can be manufactured, the adept
needs to design it. If the adept succeeds in the design then
the manufacture of the device is a formality, given the
appropriate conditions and materials.
The AR for a given design is determined by using the
following table, adding any relevant modifiers together with
any others the Fate deems appropriate.
R e q u i r e m e n t A R M o d i f i e r
Cogmetich +2Biometich +4Asseametich +6Chassis +Chassis type AR modificationPowersource +Powersource RVFunctions + most expensive RV of all functions
The adept makes use of the following AP against the design AR
M A + g r o u n d i n g + A p p r o p r i AT e A p T i T u d e
With an addition for any relevant prowess. The appropriate apti-
tude is determined by the type of mechanartis device being made.
T y p e A p p r o p r i at e a p t i t u d e
Cogmetichs Sci.cogitative
Biometichs Sci.materialist (may not exceed Tech.arcane
of Asseath co-designer)
Asseametichs Tech.arcane
To design/manufacture a mechanartis device, the
adept requires access to all major components
as well as proper tools and workspace.
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Mechanartis
P O W E R S O U R C E Every chassis must have a power source that
drives the attached device. The power avail-
able from a power source is described as the yield
factor (YF). There are four types of power sources: cogwork,
steamwork, material and asseametich.
The power source occupies a number of chassis CP, deter-
mined by the chassis size as shown on the table below.
Pow e r s o u r c e cP c o s t
si z e -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
t y P e y f r v
c o g w o r k 3 3 1 1 1 1 1 2 3 5 6 8 9 11 12 15
s t e a m w o r k 3 4 1 1 1 1 1 2 3 4 5 6 7 8 9 10
m a t e r i a l 2 5 1 1 1 1 1 1 2 2 3 3 4 4 5 5
a s s e a m e t i c h 1 6 1 1 1 1 1 1 1 1 2 2 2 2 3 3
COGWORK Cogwork power sources use wound springs to drive cog-
work. As such, cogwork engines must be rewound at reg-
ular intervals, depending upon the chassis used. This is
known as the wind time of the power source.
wi n d t i m e [cr ] = 3 x si z e
The rewind time, which is the length of time before the
engine needs rewinding is equal to:
rewind time = [3 – load] x scenes
The subtraction of load on rewind time is only necessary if
the load is directly applied to the chassis, such as in the case
of a cogolem or WarGear carrying additional encumbrance.
Cogwork engines suffer a -2AP penalty to acrobatics, athlet-
ics, diplomacy and stealth.
STEAMWORK Steamwork sources require regular fuel and water supply in
order to work correctly and need ‘feeding’ every few scenes.
The time between refuelling the engine is equal to:
r e f u e l r e q u i r e d [sc e n e s] = c h a s s i s si z e . Fuel is usually wood, coal or coke but may also be oil
or another combustive fuel. Most common fu-
els are RV 2. A large amount of water must
also be sourced in order to keep the engine
of 1. For every point in size above or below the
user’s size by a factor of 1 the user will incur a
-1AP when using the device.
The number of CP available to a device based on
the chassis size is equal to:
(c h a s s i s s i z e +4 )The RV(SM) for power sources and chassis only applies for
salvage and resource properties not for encumbrance. For
encumbrance purposes, the size of the chassis and power
source replace the RV as the encumbrance factor.
C H A S S I S T Y P E The material used to create the chassis decides its overall strength,
adds a modifier to the manufacturing AP and modifies the avail-
able CP. As well as determining the AR/CD for the chassis.
AR/CD
The AR/CD ratings for a chassis are equal to:
AR = Strength of chassis material.
CD = Chassis size - Chassis AP modifier.
M at e r i a l S t r / I F A P C P m o d . RV ( S M )
Wood 1 +3 +1 1(0)
Copper 2 +2 +2 1(1)
Bronze 3 +1 +3 2(1)
Iron 4 0 0 3(1)
Steel 5 -1 +1 4(2)
Alloy 5 -3 +2 5(3)
Crystal 4 -5 -1 6(3)
m at e r i a l : Material that the chassis is made from.
st r / i f : This is the strength of the material. It is also
the chassis PI, AR and chassis IF.
aP: The AP modifier for the successful design of a
mechanartis device.
cP mo d : Modified to the CP of the device due to size.
rv(sm ): This is the resource value of the material
used in the construction of the chassis.
The salvage modifier for the material
is listed in parenthesis.
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o Parasitic sourcing permenently lowers the
user’s assea rating by a number equal to
the number of functions while the device is
in use (this will be constant for biometich and
asseametich devices, optional for cogmetich). If the user
does not have a high enough assea rating to support the
device, then the device will not work.
o Permeation sourcing works through a runecircuit form-
ing a small voital to draw forth raw assea from one
of the other spheres of existence. There have been
occurrences of entities from the permeated sphere using
the power source as a voital gate to gain access to the
sphere of the Manifest–usually resulting in the death or
possession of the user of the device at the time.
F U N C T I O N S Functions come in four main forms: prowess functions imi-
tate the use of a prowess; talent functions mimic the use of a
talent; assea weave functions act as if the weave were bound
to the device; and merchant item functions make use of a
mundane item as part of the device.
Each function has a CP cost and an RV rating. Certain func-
tions also have other prerequisites or restrictions on where
and how they can be employed. This will be noted under the
function’s description. Prowess functions act as rated equal to
the number of times the function has been installed.
ASSEA FUNCTIONS
Assea functions take the same amount of time to execute as a
normal weave (with the wearer/user expending discourse actions
instead of AMP during CR) and only one assea function can be
used per CR, per device. Assea functions are only allowed to
those mechanartis devices using an asseametich power source.
The following weaves can be used as a device function. CP
will be equal to the weave force required while the RV is equal
to 3+WR of the weave function: anger of the elements, attract
assea, sphere of elemental repulsion, sphere of null,
assea shield, aura sight, create light, disarm trap,
forge aura, lock/pick, read aura, see the hidden,
running correctly. Steamwork power sources also
suffer an additional penalty of -4 to the following
aptitudes: acrobatics, athletics, diplomacy and stealth.
MATERIALMaterial power supplies make use of chemical and natural
sources of energy. These power sources are usually contained
within a case to create a battery. While many are large and
cumbersome, they generate efficient power. One of the major
drawbacks to material power sources is that they are costly
and hard to replace. The upside to this is that they don’t
require regular attention like cogwork or steamwork engines
and replacements can be carried and easily interchanged. The
following equation establishes the number of days a material
power source will last before needing to be replaced:
Bat t e ry l i f e [ m at e r i a l ] = 20 [ day s]/si z e
ASSEAMETICH Asseametich power sources are a strange mix of materi-
alist science and arcane technology; such as runecircuits
and assea batteries draining energy from other spheres
of existence (usually the Warp) to power the chassis
and devices. Asseametich devices are very quiet, at most
only issuing a quiet hum. Asseametich power sources
come in four different configurations:
o Bat t e r i e s are a container that holds an assea-retaining
substance (such as moxcatha crystals or similar fetish sub-
stances). The drain on the battery can be replenished at a
later date with the sacrifice of fetish that have an assea el-
emental affinity equal to the functions supported. A battery
only runs out if a catastrophe is applied against the user of
the device and the Fate determines that the catastrophe has
affected the device. Or following 10 or more scenes from
beginning of use.
o transference power is usually achieved through a rune-cir-
cuit ‘sink’, in a similar manner to an asseath taking assea
from the surrounding area. This does not have a negative
impact on the surroundings and still allows
for other asseath to acquire assea from the
environment without adverse effect.
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as damaging a normal object (see page 168
Ascendancy–Rogue Marshal).
NEW FUNCTIONS
New functions can be designed in agreement with the
Fate. In most instances if the function could feasibly be a prow-
ess then it could also be a function design. The IF and RV of a
new function is left up to the Fate to finalise.
FUNCTION DESCRIPTION LISTP r o w e s s f u n c t i o n s C P RV D e s c r i p t i o n
Agility 2 6 As per prowess. Torso chassis only.
Assea whip 1 8 As per prowess. Assea-metich powered only
Cognitive 1 8 As per prowess. Head chassis only
Elemental resistance 2 6 As per prowess. Applies to device, not to user/wearer.
Fortitude 3 7 As per prowess. Torso chassis only
Lightning reflexes 2 6 As per prowess. Torso chassis only
Precision attack 1 7 As per prowess. Head chassis only
Presence 1 6 As per prowess. Head chassis only
Punishing blow 2 6 As per prowess. Arm or leg chassis only
Strength 2 6 As per prowess. Arm chassis only
Talent functions CP RV Description
Assea sympathy 1 9 As per talent. User will suffer a -1 as-sea resistance.
Direction sense 1 6 As talent Fierce 1 6 As talent. Head chassisHeightened Instinct 2 8 As talent. Head chassis Ambidextrous 2 7 As talent. Head chassis Keen sense 1 7 As talent. Head chassis
no sixth sense.
silence, antigravity, assea armour, assea weapon,
speed. In all cases the weave will act as if the
wearer/device is the executing asseath as well as
the target for the weave except in the case of anger
of the elements, which can be targeted as normal. Other assea
functions such as lock/pick and disarm trap will work via touch.
The assea used to power a weave function comes from the assea-
metich engine and so cannot be augmented by the GearHead.
MERCHANT ITEMS
The CP required to install a merchant item is equal to the
items SM. The Fate has final say on whether a device can be
installed. Building a weapon into a device (such as a sword
or pistol) does not increase the weapon’s WBR or WD, nor
does it reduce reload times.
Some items (such as containers, sheaths and certain other
devices) allow additional functions to be awarded to a chas-
sis regardless of the total limit.
ARMORED DEVICES.
CHASSIS ARMOUR CP COST (MATERIAL TYPE AND SIZE)
si z e -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
t y P e a Br rv
l e a t h e r 1 2 1 1 1 1 1 2 2 2 3 3 4 5 5 6
wo o d 2 2 1 1 1 1 2 2 2 3 3 4 4 5 5 6
c o P P e r , B r a s s
3 3 1 1 1 1 2 2 2 3 3 4 4 5 5 6
B r o n z e /i r o n
4 3 1 1 1 1 2 2 3 3 4 4 5 5 6 6
s t e e l /a l l o y
5 4 1 1 1 1 1 2 2 3 3 4 4 5 5 6
The above table gives the RV cost of placing armour on a
chassis determined by the armour’s material type and the
size of the chassis. The RV cost is per chassis armoured.
DAMAGING DEVICES. Apart from the merchant item, each with their own AR/CD rat-
ing, mechanartis chassis and power sources have AR/CD equal
to their PI/size. This does not take into consideration
any armour applied as a function of the chassis.
Damaging a mechanartis device is the same
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can choose the mechosis symptom suffered from
the following list. Each symptom of mechosis
can only be taken once, after which if another pen-
alty is suffered a different symptom must be chosen.
M E C H O S I S S Y M P T O M S
WRAITH This being has become distanced from other beings. Be-
cause of their modifications they have begun to see them-
selves as immortal. They feel disassociated from living crea-
tures around them. This is characterised by an attitude of
cold insensitivity, lack of empathy and care of others. The
wraith gains a personality trait wraith at a rating 3. This will
come into play whenever the wraith attempts to emotionally
connect with another being.
CORPORATIS The sufferer of corporatis despises their own flesh. They
see it as a decaying, disgusting form and will take eve-
ry opportunity to seek a mechanartis replacement for
their body. Most corporatis also self-mutilate to feel
in control of their body. Owing to this, the corporatis
sufferer gains a +1 to the fortitude prowess as they become
inured to physical pain, but suffer a -5 AP whenever dealing
with other beings socially. They also gain a personality: cor-
poratis at rating 3, which affects attempts to empathise with
a living, corporeal being or when someone is attempting to
force the corporatis to feel an emotion. This also adds resist-
ance to emote attacks on the sufferer.
SUBVERT The subvert views mechanartis as an abomination that should
be cleansed from the world. Subverts try to destroy other
mechanartis devices those capable of designing or building
the devices and users of such devices. The exception being
themselves; as they believe that they are a walking advertise-
ment for the horrors of mechanartis integration.
Whenever a subvert sees a user or wearer of a mechanar-
tis device they run the risk of launching into a rage
and attacking to destroy the device or user. The
I n t r u s i o n F a c t o r ( I F ) The IF for a device is based on its physical lo-
cation, its level of integration with the biological
form and opposing elemental affinities that negatively
impact on the user’s assean.
The base IF for location is as follows:
L o c at i o n I F
Head 5
Torso/abdomen 4
Legs/arms 2
Hands/feet 3
I N T R U S I O N I N F L U E N C E As the IF increases so too does the pressure on the avatar’s body to
maintain its innate state. An IF penalty is incurred for every pip of
IF over the avatar’s MI. The majority of penalties are mental or as-
sean in nature as these are the two aspects most affected when using
mechanartis devices. There is, however, a difference depending upon
whether the devices used are cogmetich biometich, or asseametich
in nature.
IF PENALTY CHART
I F a d v. C o g / B i o m e t i c h A s s e a m e t i c h
1 -1 grounding -1 TDC
2 mechosis -1 assean
3 -1CD level mechosis
4 -1AP stealth/diplomacy assea pantera
5 mechosis mechosis
6 -1 grounding or acumen assea stench
7 mechosis mechosis
8 -1TDC -1 TDC
9 mechosis mechosis
10 mechosis mechosis
Penalties are cumulative–an avatar using a device with an
IF 3 higher than their MI suffers the following penalties:
-1 grounding, one form of mechosis (see below),
-1CD level.
When a mechosis penalty is indicated, the player
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This works in a similar manner to a drug de-
pendency (see page 178 Ascendancy–Rogue
Marshall). If the sufferer tries to overcome
their obsession they suffer in a similar manner to
drug withdrawal, becoming distracted and aggressive.
When attempting to carry out a task without the obses-
sion come into play, any advantage the personality trait for
the obsession has over the base rating for an aptitude or
personality trait acts as a penalty to any AP.
Wa r G e a r a n d C o g o l e m sThe cogolem and WarGear are considered by many to be
the highest and most complex forms of the mechanartis art.
For most adepts, the design, construction and development
of a cogolem or WarGear are lifetime achievements and
even once one has been created, there is always room for
perfection through experimentation and modification.
WA R G E A R / C O G O L E M D E S I G NWarGear and cogolems are built in a similar manner to
any other mechanartis device, with more than one chassis
employed and connected together to form the body of the
machine, typically sharing a single power source.
SIZE
When thinking of designing a WarGear or cogolem the adept
must first decide upon a size class. Cogolems may have any size
rating, however, the minimum size for a WarGear is 3. (Any-
thing smaller could not support a pilot) The only exception to
this is a tailored WarGear with a taraen pilot, which may have
a size of 2.
When designing a WarGear/cogolem the adept will require
the same prowess and access to tools and a work room to
manufacture or repair any other mechanartis device. The
amount of CP available for WarGear/cogolem is the same
as other mechanartis chassis.
The construction of the WarGear/cogolem
should follow the following purchasing
procedure:
AR to ignore this impulse is equal to the IF of
the device. If they manage to control their rage
they still want to see the device destroyed. Alterna-
tively, they want to have the device for themselves or
use it in addition to their other modifications.
A subvert’s rage is the same as enraged under the psy-
chology rules (see page 181 Ascendancy–Rogue Marshall).
Subverts are willing to make an exception for close friends
and family as long as they agree with the subvert’s almost
religious views on the evils of mechanartis.
PHOBIA This causes something in particular to become an object of
fear in the mind of the sufferer. Agreed by the Fate, the
chosen phobia should not be something so rare that the ava-
tar will never encounter it (a fear of pink elephants), but
also nothing so restrictive it would stop the avatar from be-
ing able to take part in the story (a fear of air, or humans
for example). When considering a phobia the player and the
Fate, should look at common phobias such as fear of spiders,
heights, snakes, water, cows, open spaces, enclosed spaces, etc.
When faced with a situation where the cause of the phobia
could be encountered, the sufferer becomes shaken. Should
the cause of their phobia becomes visible then they will
need to pass an AR or suffer from being panicked. If the
sufferer has to face the cause of their fear then they have to
pass an AR or suffer from terror.
OBSESSION The player must choose a subject of their obsession (agreed
by the Fate): an object, person, celebrity, particular quality
or manufacture of object, or condition of life. The obsession
takes the form of a personality trait that affects many of the
sufferer’s normal activities. Any aptitude or other personal-
ity trait that is lower than the obsession suffers from being
overpowered by the obsession.
The rating for the personality trait of the obsession be-
gins at an equal rating to the IF of the sufferer’s
mechanartis at the time the obsession is ac-
quired.
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WA R G E A R / C O G O L E M D E S I G N P R O C E D U R E1. Primary chassis
2. Primary power source
3. Cockpit (WarGear only)
4. CRS/CogNition
5. Limb chassis
6. Functions
7. Armour
8. Weapons
mechanartiS
1. CHASSIS (PRIMARY)
The primary chassis of the WarGear/cogolem
forms the internal structure and skeleton upon
which all else rests. The primary chassis, which is
thought of as the torso of the WarGear/cogolem, can sup-
port a number of limb chassis equal to the size rating of
the primary chassis +1. A head does not count as a limb for
this purpose despite a head attachment requiring a separate
chassis. The limbs attached to the primary chassis can not
be of a size rating larger than the primary chassis.
The size of a cogolem is much more instrumental in its
performance than that of a WarGear, which can rely upon
its pilot to do much of the work. The following table works
out a few of the Cogolem’s statistics based on its size rating,
modified by functions and programmes.
S i z e r at i n g C l a s s n a m e T R C E
-2 > 0 Whippet 1 0
1 > 2 Hound 2 1
3 > 5 Mastiff 3 2
6 > 9 Dread 4 4
10+ Maul 5 6
TR rating of a cogolem will indicate the maximum capacity
it is able to carry with regard to item RV.
CE rating of a Cogolem.
2. PRIMARY POWER SOURCE
Next a power source is purchased and in-
stalled in the primary chassis. Enough yield is
required to power not only the primary chassis, but also the
chassis of any limbs added. However, the CP load of a pri-
mary power source can be offset among the attached limbs.
This takes into account the use of peripheral load devices
run off the central power source.
Cogolem and WarGear typically use a single power source
on which all their parts are run. As such, the total CP
for each body location of a cogolem or WarGear
are added together for a the total available CP
when determining a power source.
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4. COGNITION /CONTROL RESPONSE SYSTEM (CRS)
A cogolem requires functions of automation
that the WarGear has an operator to take care
of. The space set aside for a cockpit in a WarGear
is replaced with the mechanisms of a CogNition device in
a cogolem.
COGNITION DEVICESCogNition comes in three forms: automated, programmed and
artificial intelligence. The prowess create automation is required to
build an automated CogNition unit while the prowess of create
programme will allow for the manufacturing of a programmable
CogNition unit. Only a technoshaman can create a CogNition
unit with artificial intelligence using the esotechnic prowess.
CogNition units take up the number of CP as shown on the table,
but can be distributed across the cogolem’s head or torso chassis.
C o g N i t i o n RV C P D e s c r i p t i o n
Automated 4 1 Can only carry out a single looped
task. This task may be altered at a
later time through manual alteration.
Programmed 5 2 Has a list of tasks that it is
capable of performing either when
asked or when a situation (as
stated within the CogNition
program) requires.
Artificial 6 3 Is capable of varied tasks and re-
acting for which it has been briefed
equal to MA 1.
CONTROL RESPONSE SYSTEMS [CRS]The CRS is the technology used within the WarGear to
translate the physical, verbal or mental commands of the
GearHead into action. Every WarGear must have a CRS.
A basic, manual CRS costs 3 CP and RV3 to install. This is
upgradable through the addition of WarGear functions (see
below). The basic CRS uses pedals, levers, buttons, pulleys,
cranks, winches, knobs and dials. A better CRS can be
built into a WarGear during construction at the
cost of a higher RV (Maximum 10).
3. COCKPIT (WARGEAR ONLY)
One of the main differences between the
cogolem and the WarGear is the place-
ment of a cockpit for the GearHead. The
cockpit replaces the need for a CogNition device;
however, the WarGear is capable of having both manual
and automatic functions with programs used to carry out
common or repetitive tasks.
A cockpit must be purchased for a WarGear, giving the pilot
a place to sit and control the WarGear’s actions. There are
three types of WarGear cockpits, each costing an increasing
amount of CP, which must be deducted from the primary
chassis. The following table lists the types and costs.
C o c k p i t t y p e C P C o s t
Harness 1
Frame 2
Shell 3
HARNESSThis type of cockpit is merely a harness within the
WarGear’s chassis. The GearHead sits within this harness
to access the CRS. The harness has an AR/CD of 1/4.
FRAMEThe typical design of this cockpit includes a chair for the
GearHead positioned inside a frame to provide a modicum
of protection and comfort. The frame supports various con-
trols, readouts and provides easy access to function controls.
The frame has an AR/CD of 2/6.
SHELLThis cockpit is completely enclosed, usually having access
via a door, hatch or trapdoor. While not airtight the shell
cockpit can easily be converted to be fitted with a life-sup-
port, amphibious or submersible function. The shell cockpit
is fitted with viewing and listening portals if the WarGear
has no function to fulfil these tasks. The shell cockpit has
an ABR/AR/CD of 1/3/5.
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even made using a rare material (such as a
ceramic, alloy or crystal).
ADVANCED CONTROLSThe WarGear has been fitted with enhanced control
features that allow the GearHead greater control over the
WarGear’s common functions. The benefits of these modi-
fications grant a +2AP for piloting actions.
ADDITIONAL FUEL PAYLOADThe WarGear has been fitted with additional space for fuel
enabling the WarGear to carry twice the regular capacity
of fuel.
AUDIO SENSORSThe inclusion of sound filters, amplifiers and vibration sen-
sors grants the pilot increased audio perception resulting in
a +2AP bonus to any investigation actions.
BALLOON FLOATThe WarGear has been fitted with waterproof floatation
balloons that keep the WarGear afloat in water or a similar
liquid. This does not mean that the WarGear is waterproof
or immune to environmental hazards associated with be-
ing immersed in water. These floatation balloons were in-
vented purely to stop a WarGear from sinking. Any action
while floating in water suffers a -8AP penalty. The WarGear
can float with the aid of a single balloon that has an
AR/CD: 3/3. The balloon is destroyed then the WarGear
will sink.
CARGOBAYThe WarGear has been fitted with additional containers,
harness or boxes that allow for an increase in travelling RR
equal to the value of the cargobay installed.
COMBAT CODINGThe WarGear’s weapon systems and combat manoeuvres
have been hardwired into the its build. This enhances the
combat capabilities of the WarGear by +4CAP when the
WarGear employs a weapon built into its chassis.
APTITUDE PROGRAMS FOR COGNITION/AUTOMATIC CRS
The following aptitudes can be purchased as pro-
grams: any tech., athletics, climbing, investigation. The
maximum rating that can be programmed into a CogNition de-
vice is equal to the device’s RV rating. The program itself costs an
amount equal to the following equation:
p r o g r A M c o s T ( rv ) = r AT i n g o f p r o g r A M M e d A p T i T u d e + 1
While a cogolem may have the aptitude of investigation
the use of the aptitude is limited by the cogolem’s under-
standing of its surroundings and instructions based on its
programming or primary tasks. Cogolem’s with a rating in
tech.combat can be issued with a weapon that has a RV less
than the cogolem’s TR and also a WBR less than the co-
golem’s tech.combat. Only programmed and artificial Cog-
Nition units are capable of reloading a weapon. Automated
cogolems can use hand-held weapons or single-shot ranged
weapons that need manual reloading once fired.
5. CHASSIS (LIMBS)
Each limb supported by the primary chassis on a WarGear/co-
golem must be purchased and accounted for with regard to the
power source yield. The size of the primary chassis will determine
the maximum number of limbs that can be supported (not includ-
ing a head chassis) as well as the size the limb chassis can be. Each
chassis has a number of CP as per the normal rules for chassis
construction (see above). The construct must have at least two legs
in order to walk.
6. FUNCTIONS
Cogolems use the functions common to mechanar-
tis objects. WarGear, however, have their own list of
functions that can be purchased using CP and RV.
ADVANCED ARMOURThe WarGear’s armour has been manufactured using an
advanced technique granting +2ABR per location
purchased. The armour might have been lay-
ered and spaced, additionally hardened or
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Wa r G e a r f u n c t i o n s
Function CP RV Notes
Advanced armour 1 4 additional +2ABR/location
Advanced controls 1 5 +2 pilot aptitude
Additional fuel 2 1 fuel capacity x2
Audio sensors 1 4 +2 Investigate sound
Balloon float 2 3 float on water
Cargobay 1-3 1 carry additional payload
Combat coding 4 5 +4CAP
Crane 2 2 crane for lifting and repairs
Dextrous manip. 2 4 acts as a hand
Ejector 1 3 GearHead emergency escape
Elemental armour 1 4 +2 elemental resistance
Enchanced fuel 1 4 increase in yield
Ground sensor 1 4 +2 investigate ground targets
Hardwired 3 5 +4AP piloting actions
Jack-links 4 5 interchangeable limbs
Jumpgear 2 3 allow the WarGear to jump
Life support 2 5 survival in hostile conditions
Loudhailer 1 1 as per resource description
Mining bit 1 2 7DAM crushing
Passenger seat 1 2 allows for a single passenger
Reinforced chassis 1 5 +2 function points to location
Reinforced cockpit 1 3 +2ABR (suit)
Repair arm 2 3 +2AP repair actions
Shielded cockpit 1 5 assea shield generator
Spotlight 1 2 spotlight
Sub/amphibious 3 3 function underwater
Targeting system 2 5 +3WBR
Thinking cap 1 5 see description (page
Traction spikes 1 1 +2 athletics
Weapon sync 1 4 multiple weapon attacks.
CRANEThe WarGear is fitted with a counterweighted
crane that can be used in construction or re-
pairing itself or another WarGear.
DEXTROUS MANIPULATORAnything from a claw to a fully articulated hand, this at-
tachment allows the WarGear to pick up, manipulate and
handle objects in a careful and dextrous manner. Any pen-
alties for size where manual dexterity is an issue are halved.
EJECTORThe WarGear is fitted with a manually operated emergency
ejection system for the GearHead: propelling the GearHead
either forward or behind the WarGear (depending upon
design) up to 10B. Ejectors can also be fitted to passenger
seats.
ELEMENTAL RESISTANT ARMOURThis function must be chosen per armoured section. Each
section reinforced with elemental resistance receives a +2
elemental resistance versus a single chosen element.
ENCHANCED FUEL SYSTEMThrough the addition of improved delivery systems and
engine improvements, the WarGear is capable of doubling
the engine’s yield.
GROUND SENSORThe WarGear has been fitted with vibration sensors that
can determine rough direction and range of movement of
anything heavier than a small dog (10kg). This will give a
+4AP to investigate or hunting actions against ground based
targets.
HARDWIREDThe WarGear’s systems have been hardwired with a li-
brary of typical piloting functions and manoeuvres, which
gives the GearHead +4AP to typical piloting actions.
Acrobatic manoeuvres and other actions that the.
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However, unless an additional cockpit is
allocated to a chassis location, the passenger
is external to the WarGear and exposed to any
hostile attack or effect. The passenger only gains
armour protection from the chassis location it is attached
to. The passenger must be unencumbered to make use of
the seat/harness.
REINFORCED CHASSISThe chassis in a chosen location has been reinforced to pro-
vide additional support. This allows for +2 function points
to the reinforced location.
REINFORCED COCKPITThe chosen cockpit has been reinforced with additional pro-
tection, rollcage and impact-absorbing crush points. This
grants the GearHead an additional +2ABR (suit) while in-
side the cockpit, even if the associated chassis is destroyed.
Only CD to the cockpit or a targeted attack against it
causes the cockpit damage. The cockpit is considered
ABR/AR/CD 2/3/4.
REPAIR ARMThe WarGear has been fitted with a posable arm and grip
that can be used to position repair parts, hold tools, vice
components and many other applications during repair
work. This grants a +2AP to repair actions.
SHIELDED COCKPITA small assea generator has been placed in the cock-
pit of the WarGear (typically under the GearHead’s
seat). Upon activation this creates an assea shield (as
the weave of the same name) around the cockpit. The
shield has a force 10. The GearHead must be capable of
transferring a single point of assea to activate the shield,
costing 2 discourse actions.
SPOTLIGHTThe WarGear is fitted with a spotlight that can
be activated by the GearHead in the cockpit.
JACK-LINKSThese specially machined links allow for the
WarGear’s limbs or members (hands/feet/head)
to be removed and exchanged with a different
version of comparable size/chassis and number of func-
tions. In order to change a jack-link, the WarGear must be
stationary and able to sit down or remain inactive for a
period of time. An adept changing a jack-link requires the
correct tools (RV3) and access either to a winch/crane or
jack (The repair arm or crane function will suffice–as long
as neither function are installed in the limb being inter-
changed). A frame or shell cockpit also be fitted with a
jack-link, making it interchangeable; some adepts use this
function to interchange a cockpit with a CogNition device,
to create a cogolem/WarGear hybrid.
JUMPGEARThe WarGear has been fitted with pneumatic jacks that allow
the WarGear to jump. The WarGear jumps as if it possessed
the strength prowess at a rating equal to its yield. A jump
costs the GearHead 6 discourse actions to employ.
LIFE SUPPORTThe cockpit of the WarGear has been fitted with a hermetic
seal and life-support system that consists primarily of air
and insulation. If the cockpit chassis remains undamaged
the GearHead gains +4AP versus elemental effects, is im-
mune to gas, suffocation, vacuum and drowning and is able
to survive in hostile environments for up to three hours.
After this time the air supply runs out and the GearHead
suffocates or drowns.
LOUDHAILERA loudhailer has been fitted to the WarGear +2 AP performance.
MINING BITThe WarGear has been fitted with a mining bit on a limb.
This tool delivers 7DAM crushing damage when engaged
in a melee attack.
PASSENGER SEAT/HARNESSThe WarGear has been fitted with an
additional seat or harness for a passenger.
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mechanartiS
in an attack, the pilot makes, a single attack
is made. The target must then defend against
this attack and a number of similar attacks
equal to the number of weapons synchronised.
This function must be purchased for each weapon synchro-
nised. Only weapons mounted on the WarGear can be syn-
chronised and, when the feature is used, all synchronised
weapons must be free to attack the same target. A WarGear
with two arms each carrying a blade, synchronised together
could attack with each blade separately or use the synchro-
nised function to have both blades attack the same target,
however, the two arms must be free of any obstacle that
would stop one or both attacking the same target.
7. ARMOUR
Armour can be added to a chassis of a cogolem/WarGear
as per the normal mechanartis design rules. There are ad-
ditional functions listed for WarGear armour that can alter
the nature or effectiveness of the armour.
8. WEAPONS
Both cogolem and WarGear can mount and carry
weapons as per the mechanartis object rules
above as well as the normal
rules of combat.
SUBMERSIBLE/AMPHIBIOUSThe WarGear has been fitted with seals, filters,
valves and pumps, allowing it to be amphibious or
submersible for a period of time without adversely af-
fecting the WarGear. This system adjustment does not enable
blackpowder weapons to function while submerged or for the
GearHead to survive without air for longer than 10CR without
fresh air being flushed into the cockpit. If the engine is combustion
powered then the engine will only continue operation for a maxi-
mum of 10CR before needing oxygen to continue operations. As
part of the amphibious modifications to the WarGear, a snorkel is
included that can be raised or lowered as necessary. This enables
the WarGear to remain submersed over its height and maintain
engine operations as well as external air to the cockpit.
TARGETING SYSTEMThe WarGear has been fitted with a targeting system that
allows for more accuracy in delivering an attack via a
weapon mounted or carried by the WarGear. This will
translate into a +3WBR bonus.
THINKING CAPThe WarGear cockpit has been fitted with the most ad-
vanced control system including a thinking cap. The Gear-
Head’s thoughts are translated directly to the WarGear,
resulting in unprecedented control. The GearHead does not
suffer the control limitation of having aptitude ratings fixed
to the ceiling of their piloting aptitude (see WarGear Con-
trols). This allows the GearHead to use aptitudes other than
their piloting aptitude while within their WarGear.
TRACTION SPIKESThese spikes are typically retractable and act as studs on
the soles of the WarGear’s feet in order to give additional
traction to movement. Traction spikes give a +2AP bonus
on any action where the WarGear’s stability on its feet is
questioned or a factor of success.
WEAPON SYNCThe WarGear has more than one mounted
weapon linked to fire or attack at the same
time. When synchronised weapons are used
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T y p e RV ( S M ) A R / C D M o d .
Flare dampener 5(2) 1/2 +2AP vs
light attack
Low light 5(2) 1/2 +2AP low light,
-1AP in bright light
Thermal 5(2) 1/2 +2AP in dark, -2AP in
warm conditions
B I O M E T I C H N O S EThe biometich nose is usually a filter placed over the nose
(or the place where the nose was), typically meshed into
the user’s blood system and powered by the user’s body.
The biometich nose provides a normal sense of smell, but
it also has one of the following additional features: a toxin
filter, increased sensory perception or the ability to block
all sense of smell.
T y p e M o d i f i c at i o n
Filter +4AP vs inhaled
Heightened +4AP investigate smell
B R A I N C A N I S T E RThe primary functions of a brain canister are life support
to and interface with a disembodied brain. The brain floats
within an aemobolic fluid with wires attached to the lobes
of the brain to facilitate the transfer of electronic sensory
information and thoughts to the associated machinery.
Typically, machines such as a voice box, biometich eyes
and ears are attached to the brain canister, sometimes
even biometich arms and legs are added. The technology
that allows the brain to communicate is similar to that of
the thought cap, however, the life-support system of the
brain canister is unique and cannot be adapted for a full
organism. RV(SM) 6(5)
D E R M A L C A R A PA C EThis armour, fashioned from invented polymers and illixit silk,
can be embedded under the skin. The armour protects
the muscle, bone and organs from most damage,
greatly reducing the risk of critical damage and
These are just a few of the objects that
have been made with mechanartis
techniques and technology. They are rare and
costly to manufacture and, as such, not available
through normal mercantile channels.
A Q U A L U N GThis peculiar device is usually carried on the user’s back. It
contains pumps, chambers and valves that draw-in, separate
and store, oxygen for breathing. The aqualung is powered
by the movement of the wearer, but is less than efficient and
produces barely enough oxygen to sustain the user and the
physical activity required to continue to use the device. It only
sustains a user for a number of CR equal to 5x(PR+Fortitude)
after which the user takes 1CD(KO) damage per CR until
unconscious. If the wearer stops moving they have a number of
CR of air available to them equal to PR+Fortitude before they
start suffocating. RV(SM) 5(4) AR/CD: 3/4
B I O M E T I C H E A R S These devices replace a normal ear that has been damaged
or surgically removed. Biometich ears act as a regular ear
in addition to the particular special feature of the device.
Having both ears replaced with biometich ears doubles the
benefits, if the ears are of the same type.
T y p e RV ( S M ) A R / C D M o d i f i c at i o n
Dampener 5(2) 1/2 +2AP vs sound attacks
Clairaudience 5(2) 1/2 +2AP investigate sounds
B I O M E T I C H E Y E SBiometich eyes are typically made of steel and various
alloys. They can replace a lost or removed eye and grant
an equivalent level of sight to a normal eye, as well as
the additional special feature of the eye. Having both eyes
replaced with biometich eyes doubles the benefits, if the
eyes are of the same type.
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O R A N I S G L O B EThis device comes in two parts: the first is
the oranis globe, a metallic globe surrounding a
moxcatha crystal core; the second is a mechanartis
device contained in a box with a harness.
The box is a conduit for storing and accessing assea weaves. The
globe controls the box and is held in one hand while active. The
wearer of the box can place a number of assea weaves, up to a
WR10, into storage. The oranis globe is placed on the funnel
attachment of the box while the weaves are cast into the box.
The weaves remain in the box until accessed.
Activating the globe, the user can execute the weaves one at
a time, at the cost of one discourse action per weave. The
force of each weave can be augmented with the user’s own
assea pool as normal. RV(SM) 6(4) AR/CD 2/3
P E R E N O R ’ S WAT C H E REffectively a remote-viewing device, a human eye (usually
not one of the user’s) is suspended within a metal-and-
glass ball. The ball, or watcher, is powered by a small
asseametich engine to create an anti-gravity field
and enable the remote viewing function.
The watcher is controlled by a handle.
damage from piercing and bludgeoning weapons
(-50% critical damage), but does not negate
blood loss. The armour can only be purchased as
cuirass or a helmet. It is considered natural armour
ABR2 and can add to damage reduction from externally worn
armour. The flexibility and adaptability of the armour means
that it will not encumber the wearer. RV(SM) 5(1)
F O R G E S H E L LForgeshells are magically created metal bodies that can replace
the skin of the user. Created by technoshaman metalsmiths,
these skins are rare and expensive. The process to ‘grow’ these
shells over the user’s body is long, arduous and potentially fatal.
The user has their skin slowly removed in a bath of special
amniotic fluid while the small individual plates of alloy are
magically fused with their muscles. Few can survive this process
and, of those who do, many suffer lasting mental trauma. Once
attached, the metal skin is as flexible as real skin, bending and
creasing, feeling warm to the touch. Typically silver is the metal
used, although it can be made to look chromatic, gold, brass or
copper. It is also usually smoothed to a mirror finish, but there
have been cases of textured forgeshells.
It takes weeks to manufacture and attach a forgeshell,
during which time the user is incapacitated. The difficulty
of the procedure and the IF penalty that the user incurs is
determined by the size of the forgeshell being applied. RV 7
H A N D B L A D E SThese weapons are embedded in spring-loaded sheaths within
the bones of the arm(s). The blades, the length of a dagger, do
more damage owing to the added strength the blades gain from
their bone mounting. The blades can be activated by vibration,
buttons or a vigorous thrust. The wielder is immune to disarm
attacks against the handblades. Handblades have the following
statistics: WBR2 WD3. When attacking with the blades from
an open hand (not wielding a weapon), the blades give the
lightning strike prowess. A single handblade will take
a day of surgery to install and a week of recovery
time before it can be used. RV(SM) 5(2)
mechanartiS objectS
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T H I N K I N G C A PThis strange device looks like a brass bowl, with
bolts, vacuum tubes, wires and antennae sticking
out. Worn as a helmet, it is capable of translating
thoughts to or from analogue media. It is what allows a
GearHead to pilot a WarGear by thought alone. It has also
been used by master craftsmen to record the process necessary
to complete a technical task and then relay it to someone who
is completely untrained, enabling them to also complete the
task. The cap is uncomfortable and cumbersome, but simple
to operate. It can be powered by a variety of power sources.
There are various programs available, but all only allow a
single technical skill to be employed. This adds +4 to any
AP involving the tech.aptitude. The discomfort of wearing
the cap incurs a -1 penalty to investigate and nous actions
and a -1 encumbrance penalty. RV(SM) 6(4) AR/CD 2/4
V O I C E M I M I C B OXThis device is a small box that is held in both hands. It records
a voice, but also allows the user’s voice to be modulated to
match that of the most recent recorded voice. Voices are
recorded on fragile wax plates that can be removed and
stored for later use. Each voice recorded requires a new
plate. The device can be hooked up to a power source, but
most are manually operated via a crank handle (the noise
of which can impair the quality of the recording) each plate
typically holds approximately 10 minutes of sound. When
used to mimic a voice, the box gives a +4AP to language
actions to impersonate another person’s voice; however, in
order to use the box, it must be held up to the mouth of the
operator – which usually proves conspicuous.
The user tilts the handle to point the ball in
the direction they wish the watcher to move.
Holding the handle transfers the image of what
the watcher sees to the user’s mind. The watcher
hovers at the same height as the handle and, when not in
use, hovers near the handle and follows it about.
The range of the watcher is approximately 30B. Using the
watcher takes some concentration as well as causing mixed
images, if the user is also looking through their own eyes at
the same time. This double vision gives -3AP to any visual
activities. If a user focuses and concentrates on their own vision,
images from the watcher can be ignored; the brain does this
automatically during times of stress or intense concentration
(such as combat).RV(SM) 6(3) AR/CD 1/2
P N E U M AT I C A R M S / L E G SThese limbs are fully machine-worked replacements, each
fitted with pneumatic systems. Preparing the limbs for use
requires 10CR, resetting the limbs after use costs 3 discourse
actions. Pneumatic arms can deliver a strike equivalent
to the powerful blow prowess attack. Pneumatic legs can
be used for athletic, gymnastic and acrobatic actions as if
carried out with the strength prowess. Pneumatic limbs
cause the loss of 1 point in assea per limb. RV(SM) 6(3)
T E L E S C O P I C A R M S , L E G S , W R I S T , N E C KThese telescopic attachments are normally fitted between
joints, enabling either side of the joint to be partitioned off
from the telescopic component. The muscles are wired into
the telescopic attachment and connected via rubber-and-
chain muscle replacements. Powered by the user’s blood
and assea, the limbs are largely maintenance free. The
typical length of a telescopic attachment is 1B, as any longer
than this causes dangerous stress on the patient’s heart and
vital system as well as placing stress on the telescopic links.
Implanting a telescopic attachment is a difficult and time-consuming
operation, taking up to three days, with three weeks of
recovery and adjustment. The patient loses a point
in assea permanently per limb. RV(SM) 5(3)
mechanartiS objectS
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C O M M A N D M A C H I N Ew r : 3 A f f i l i AT i o n : A i r c l A s s : sp o n TA n e o u s
i n f l u e n c e :This weave influences a single machine spoken to by the
asseath. The voice of the asseath must be audible around
the machine although language is no barrier.
This weave can be executed a number of times on the same
machine in order to achieve a more complex combination
of tasks, as long as the machine is capable of them.
d e s c r i p T i o n: This weave allows the asseath to verbally command a ma-
chine to carry out a single task. To succeed, the verbal
command must match a primary function of the machine;
otherwise the weave has no effect. The command should
consist of a single word or short sentence.
Once the command has been obeyed the weave’s influence
ceases and the machine returns to its normal operating pattern.
M A C H I N E P O S S E S S I O Nw r : 4 A f f i l i AT i o n : wAT e r c l A s s : sp o n TA n e o u s
i n f l u e n c e :A single machine (or manufactured object) touched by the
asseath at execution. The machine can be simple or complex.
d e s c r i p T i o n: Machine possession can be used to give movement to
an inanimate object, even when that object has
no means of locomotion, such as candlestick
moving about a room or a sword fighting as
A N I M AT E S H I E L Dw r : vA r . A f f i l i AT i o n : e A r T h c l A s s : sp o n TA n e o u s
i n f l u e n c e :A single shield touched at execution.
d e s c r i p T i o n:This weave was originally devised by anasseath who was
looking for added protection during combat. The weave
animates a normal shield to block any incoming attacks,
whether melee or missile. Many asseath have found the
shield also gets in the way of their targeting. Adepts, how-
ever, have found this weave to be extremely effective in
protecting them while they carry out technical actions.
F o r c e o f w e av e S i z e o f S h i e l d
1-2 Buckler
3-5 Small shield
6-9 Medium shield
10 Large shield
11+ Tower shield
The shield moves to block any incoming melee or missile
attack (visible or invisible); however, it cannot block an
attack that is purely elemental or assea in nature. When
the shield blocks an attack it takes the full damage; as
such, most shields do not last very long. Only one ani-
mated shield can be deployed at a time. The size of the
shield that can be deployed is dependent upon
the force of the weave at the time of execution.
adePt WeaveS
W e av e D e s c r i p t i o n s Name WR Aff . Class . Descr ipt ion
Animate shield var. E S Animate a shield to create an animated barrier for protection.
Command machine 3 A S Verbally command a machine to carry out a single task.
Machine possession 4 W S Possess a simple or complex machine.
Overclock 1 F S Increase the yield output of an engine or machine.
Seizure 2 F S Cause a machine with moveable parts to jam, fuse or break.
Spirit mark 5 W R Forces a spirit to possess an object.
Understand machine 1 A S Gain comprehension of a machine’s purpose.
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S E I Z U R Ew r : 2 A f f i l i AT i o n : f i r e c l A s s : sp o n TA n e o u s
i n f l u e n c e :A single machine touched by the asseath at execution.
d e s c r i p T i o n:When executed against a machine with moveable parts, the
parts of the machine seem to jam, fuse or break. No actual
damage occurs to the machine from the weave and once the
weave has expired the machine restarts or is capable of working.
S P I R I T M A R Kw r : 5 A f f i l i AT i o n : wAT e r c l A s s : r i T u A l
i n f l u e n c e :A single object or machine on which the ritual is performed.
d e s c r i p T i o n:This weave is only available to technoshamen. The tech-
noshaman, through considerable study, has contained a spirit
within a rune. This rune can be placed on an object, including
complex machines, allowing the spirit to imbue the object or
machine in a conscious manner. Granting the spirit control
and comprehension over any of the objects moveable parts as
well as secondary functions (such as a calculator being able to
carry out mathematical calculations). The types of spirits used
to possess objects varies greatly as do their abilities (such as
audible communication or telepathy).
Most technoshamen who attain this level of knowledge
of the Chords of Existence baulk at a spirit mark
being placed on a simple inanimate object
(such as a sword). Most would much rather
place the mark on a more sophisticated
if wielded by the asseath. Complex machines
can also be possessed and their functions made
available to the possessing asseath, regardless of
whether the asseath has any understanding of the
technology or purpose of the machine.
While possessing a machine, the asseath is separated from
their corporal form and remains completely unaware of
their body. If the asseath’s body dies while the anima is
absent then the asseath’s anima remains trapped inside
the object/machine until divorced and banished. The as-
seath’s anima within the object/machine is fully aware of
its surroundings and senses, but is immune to any adverse
effects of this condition. The object/machine takes on
the descriptors, attributes and knowledge (aptitudes) of
the asseath, is able to move an equivalent speed to the
asseath’s original MP as well as take advantage of any
functions, locomotion or tools (including weapons) the
object machine has.
Once the weave has expired, the asseath’s anima returns
to the body and the machine stops any action initiated
by the asseath while in possession of the object/machine.
O V E R C L O C Kw r : 1 A f f i l i AT i o n : f i r e c l A s s : sp o n TA n e o u s
i n f l u e n c e :A single machine touched by the asseath during execution.
d e s c r i p T i o n:This weave increases the output of a machine by an
amount equal to 10% x force of the weave. The effects
of this weave can include an increase in power yield, a
faster response time or an increase in the efficiency of the
action performed by the machine. The effects last for the
duration of the weave.
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machine (such as a cogolem) and
allow the spirit to infuse the ma-
chine with its own personality, ani-
mation and intelligence. This is a danger-
ous proposition, as spirits can be fickle, but
grants the spirit the most freedom to act as a
tool for the technoshaman.
Once the mark is placed on the object (usually
prominently) and the ritual performed, the spirit
enters the object/machine. The technoshaman
must negotiate with the spirit for its coopera-
tion. Most spirits do not ask for much in return,
perhaps an amount of assea. As long as there
is the promise of eventual release and payment,
most will cooperate. However, some spirits are
naturally malicious and may only pretend to co-
operate.
Within the nation of Nebezzenatt it is not illegal to own or
possess a spirit-marked object/machine, but it is illegal to
create one, as the ritual is considered a revegaite act.
U N D E R S T A N D M A C H I N Ew r : 1 A f f i l i AT i o n : A i r c l A s s : sp o n TA n e o u s
i n f l u e n c e :A single machine within line of sight
d e s c r i p T i o n:With this weave, the asseath can learn the purpose and
functions a machine. The AR to operate the machine is
equal to the force of the weave with the force of the weave
takes precedence over any aptitude rating that would nor-
mally be used to operate the machine.
When the weave ends so does the ability to use the
machine, but the asseath can retain the knowledge of what
the machine has been designed to do. However, simple de-
vices can be operated on common principles (nous, knowl-
edge) once the purpose of the device has been revealed.
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P r o w e s s D e s c r i p t i o n
Agility The rating of this prowess
may be added to the Gear-
Head’s pilot aptitude.
Dirty fighting Works as normal
Evasive manoeuvre Works as normal
Feint attack Works with -2AP
Lightning reflexes Will not work while in a WarGear.
Lightning strike Works as normal.
Precision attack May only be used against targets equal
to or greater in size.
Punishing blow Will not work while in a WarGear.
Reverse strike Will not work while in a WarGear.
Sacrifice strike Works as normal.
Superior defence Will not work while in a WarGear.
A S S E A A N D W E AV E E X E C U T I O N W H I L E P I L O T I N G A WA R G E A RWhile the use of assea, and assea weaves, while piloting a
WarGear is possible, the cramped conditions, uncomfortable
surroundings and limited sensory awareness make these tasks
difficult. Any TDC activity carried out while inside a WarGear
means that the GearHead must achieve an AP higher than
the yield of the WarGear using the following AP:
sr+g r o u n d i n g+M e d i TAT i o n*-2*subject to WarGear Control limitations except CRS.
In addition, the construction of the WarGear makes it
difficult for the GearHead to focus, causing a -2AP to any medi-
tation or investigation activity and a -2 foci penalty to any weave
force. No fetish can be expended while piloting a WarGear and
any foci will only grant half (round down) the usual bonus.
Weaves requiring sight, touch, speech or other means of
direct targeting will not work unless the WarGear has
installed functions that would mimic the GearHeads normal
physical abilities (sight, sound, speech).
Only spontaneous weaves may be executed within
the confines of a WarGear.
Wargear Piloting
Wa r G e a r C o n t r o l sMost WarGear have manual controls, and
unless an automatic control system has been
installed all actions by the WarGear are considered man-
ually operated by the GearHead pilot. When an automatic pi-
lot function is installed in a WarGear, switching from manual
to automatic pilot or vice versa is a discourse action.
When a GearHead attempts an action while piloting a
WarGear they are restricted by the WarGear’s Control
Response System (CRS), the WarGear’s size and the Gear-
Head’s pilot WarGear aptitude rating.
The following limitations apply in all cases:
• AGearHead’spilotaptitudeoranotheraptitudecannot
exceed the CRS rating of the WarGear for AP creation
purposes while piloting the WarGear.
• Anyactionthatnormallyusesanaptitudeotherthan
the GearHead’s pilot aptitude, cannot exceed the pilot
WarGear aptitude rating.
• Anyphysicalactivitythatrequiresameasureoffinesse(ac-
robatics, legerdemain, tech.criminal, stealth) is penalised by
an amount equal to the WarGear’s size modifier (positive
or negative, therefore a +3 or -3 is a 3 point penalty).
A C T I O N S P E R F O R M E D O N A U T O M AT E D O P E R AT I O NActions performed while operating on automatic pilot rely
on the programs aptitude rating and use the following AP:
d e s c r i p T o r + AT T r i b u T e + p r o g r A M A p T i T u d e r AT i n g
The descriptor and attribute ratings used remain those of
the GearHead piloting the WarGear.
C O M B ATThe CAP of the GearHead while piloting a WarGear suffers
the normal limitations of piloting mentioned above in WarGear
Controls. A GearHead’s base CAP remains the same.
COMBAT PROWESS WHILE PILOTING A WARGEAR
Many of the combat prowess work differently in
combat when piloting a WarGear. Alterations
to individual prowess are noted below.
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Wargear Piloting
ent on whether the system is manual
or mental, as well as the complexity
of the control system and mechanics
within the WarGear. The CRS is the maxi-
mum base CAP allowed by the GearHead in control-
ling the WarGear
yield The yield of the WarGear is determined by the
power source and the material used to build the
chassis. This is then modified by any excess weight.
pi The PI of the WarGear is dependent upon the
material used for the chassis.
T r This is the travelling resource value of the
WarGear: the ability of the WarGear to carry a
certain amount of cargo, it determines encum-
brance for the WarGear.
M p Determines the speed of the WarGear
M/A Manual/Auto. This describes whether the WarGear has
an automated control system that can override the need
for the GearHead to control certain systems, such as
locomotion, targeting, athletics, combat. All WarGear
have manual controls, but those with automated con-
trols allow the GearHead to make use of the WarGear’s
aptitude ratings instead of their own. This means that
the GearHead has no influence over the action that has
been automated while automatic pilot is turned on (a
discourse action to activate/deactivate).
f u n c . This is the modification threshold of the WarGear
model. This is the amount of function points that
can be removed and swapped for alternative func-
tion choices.
ASSEA WEAVES VS. WARGEAR AND
GEARHEAD PILOTS
While most offensive weaves can target a
WarGear as normal, it is near impossible to target
a GearHead while they are piloting a WarGear. Damage
or effects from weaves targeted at the WarGear work as
normal. A GearHead’s elemental resistance still applies
while piloting, but is not be conveyed to the WarGear.
CRYSTAL CHASSISThe WarGear crystal chassis was designed to allow asseath
to pilot WarGear without loss of their arcane abilities. The
crystal chassis aids the GearHead with assea manipulation,
allowing a GearHead to perform TDC actions without limi-
tation on the piloting aptitude rating. A crystal chassis also
allows the GearHead’s natural elemental resistance to be
passed on to the WarGear.
Wa r G e a r m o d e l d e s c r i p t i o n sThe following chassis models have been designed and built
by the Kabar and benefit from the highest standards in
manufacturing. This affords them a number of benefits that
tailormade WarGear do not have. Each has a number of
function points that indicate the model’s capacity for modi-
fication. Current functions can be swapped for alternative
functions up to this threshold value.
C l a s s S i z e C r s Y i e l d P I T R M P M / A F u n c .
Blooded scarritt 3 5 3 3 3 10 M 3
Raging tuk 4 4 5 6 5 4 A 4
Striking ryphat 4 6 4 5 3 5 M 5
Screaming drac 5 7 7 7 5 8 M 6
size The size of the WarGear is both a description of the
physical size as well as the WarGear’s manoeuvra-
bility and profile. It is not a direct reflection of the
WarGear’s sturdiness, although it is a good indicator.
crs This value dictates how quickly the sys-
tems of the WarGear responds to the
GearHead’s control. This is depend-
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ironjaW WargearS
BLOODED VASROO
Size 3
CRS 5
Yield 3
PI 3
TR 3
MP 10
M/A M
Func.pts 3
RAGING TUK
Size 4
CRS 4
Yield 5
PI 6
TR 5
MP 4
M/A A
Func.pts 4
d e s i g n: Shell Cockpit AR/CD: 2/3, Asseametich engine
we A p o n s : Blade WBR3 WD4, Traction spikes WBR2 WD2
C h a s s i s A B R A R C D F u n c t i o n s / N o t e s
Head 2 2 Binoculars
Torso 1 2 2 Cockpit, Jumpgear
Left arm 1 2 2 Dextrous manip.
Right arm 1 2 2 Dextrous manip.
Left leg 3 3 2 Traction spikes, Adv.Armour,
Weapon sync.
Right leg 3 3 2 Traction spikes, Adv.Armour,
Weapon sync.
The blooded vasroo is a scouting WarGear, designed for
speed and stealth. It has a manual control system and
advanced control features with a small assea engine for
added stealth.
Not designed for combat, the blooded scarritt can only sup-
port light loads and suffers from lower strength loading.
The chassis is mostly constructed of brass with copper fix-
tures. Many GearHeads who pilot the blooded vasroo opt
for advanced armour, hardwired, jumpgear, reinforced chas-
sis or cockpit and a shielded cockpit.
The blooded vasroo’s main offensive capability is
to charge using a jump, landing on the target
with synchronised leg attacks.
d e s i g n: Shell Cockpit ABR/AR/CD: 1/3/5, Steam-
work engine, Iron chassis
we A p o n s : Cestus (gauntlets) WBR2 WD6
C h a s s i s A B R A R C D F u n c t i o n s / N o t e s
Head 3 6 Reinforced chassis, Combat coding
Torso 1 3 7 Thinking cap, Audio sensor, Ad-
vanced controls, Advanced armour,
Cockpit, Engine
Left arm 1 3 8 Dextrous manip., Targeting sys.
Right arm 1 3 8 Dextrous manip., Targeting sys.
Left leg 1 3 6 Traction spikes, Ground sensor
Right leg 1 3 6 Traction spikes, Cargo bay (1)
The raging tuk is the brute of the Ironjaw’s WarGears.
Designed for close quarters assault and siege work the
raging tuk has been designed to hit hard and stand and
fight. The chassis is made of iron and has brass fixtures.
The large steam boilder set to the rear of the WarGear will
need feeding every 3 scenes.
Raging tuk GearHeads favour upgrades of advanced ar-
mour, additional fuel, enhanced fuel, hardwired, shielded
cockpit or weapon synchronisation.
Most GearHeads piloting a raging tuk favour large
cleaving or bludgeoning weapons in both hands
or a weapon/tower shield combination.
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SCREAMING DRAC
Size 3
CRS 6
Yield 4
PI 5
TR 3
MP 5
M/A M
Func.pts 5
STRIKING RYPHAT
Size 6
CRS 7
Yield 7
PI 7
TR 5
MP 8
M/A M
Func.pts 6
d e s i g n: Shell Cockpit ABR/AR/CD: 1/3/5, Asseamet-
ich engine, Crystal chassis
we A p o n s : 2xShort swords WBR2 WD3
C h a s s i s A B R A R C D F u n c t i o n s / N o t e s
Head 4 7 Reinforced chassis, Loudhailer
Torso 1 4 7 Thinking cap, Audio sensor, Ejec-
tor, Elemental armour (Fire),
Shielded cockpit, Cockpit, Engine
Left arm 1 4 7 Dextrous manip., Elemental ar-
mour (Fire), Adv. armour, Assea
armour (force 5, used as a shield)
Right arm 1 4 7 Dextrous manip., Elemental ar-
mour (Fire), Adv. armour, Anger
of the elements (fire, force 3)
Left leg 1 4 7 Ground sensor, Adv. armour,
Loudhailer, Speed (force 3)
Right leg 1 4 7 Ground sensor, Adv. armour,
Loudhailer, Speed (force 3)
The screaming drac is a specialist WarGear designed for
asseaths supporting combat troops. It is the only as-
seath friendly WarGear currently in service with the Iron
jaws and the only one using the crystal chassis.
Most asseath GearHeads piloting screaming drac
will remain outside combat and give asseath suppot
d e s i g n: Shell Cockpit ABR/AR/CD: 1/3/5, Steam-
work engine, Steel chassis
we A p o n s : Howling cannon RC9, RNG.40, 9DAM
C h a s s i s A B R A R C D F u n c t i o n s / N o t e s
Head 3 5 7 Reinforced chassis, Loudhailer,
Combat coding, Targeting system
Torso 4 5 7 Adv. armour, Audio sensor, Think-
ing cap, Hardwired, Reinforced
cockpit, Engine
Left arm 2 5 7 Dextrous manip., Adv. armour,
Cargobay (3, stores black powder
and wadding for cannon), ignitor
and ramrod.
Right arm 2 5 7 Dextrous manip., Adv. armour,
Howling cannon,
Left leg 2 5 7 Ground sensor, Adv. armour,
Traction spikes
Right leg 2 5 7 Ground sensor, Adv. armour,
Traction spikes
The striking ryphat is the heaviest WarGear avail-
able to the nation. This is an officer’s version with
enhanced combat capabilities and howling cannon.
The common version lacks combat coding,
thinking cap, cargo bay and cannon.
ironjaW WargearS
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manifesicants — beings from the outer spheres of existence.mechanartis — the merging of technology and magic.mechosis — mental sickness caused by a high intrusion factor.MgIver, Max — the most famous adept Kabar special agent from Torc 101.Moray, Professor Ezexial — one of the most wanted criminals in the nation.moxcatha — crystals that can hold and release assea energy.Murigca — a strategic board game for two to four players.
nNazagh — one of the five eohlythid races.Nethradii — the title given to natives of the Nether outer sphere of existence.North Star, the — name of the first track ship.
oOchre Guild, the — a guild for inventors and adepts who are denied entry into the major colleges or universities.Orica, Cabal — cabal specialising in steam powered water transport.orist — crystals that can absorb and expel thermal energy.ornithopters — aerial vehicles that can mimic a birds flight.oscallion — title given to criminals who have obsessions with famous individuals.
pPrestor Valley — pastoral region south of Lumar.
qQuipst, Deph — famous adept and founding father of cogmetichs.
rrevegaite — offenders of order 1166, who practise voitancy, estramancy and soultaming.RigIt — the product of special training given to MgIver specialists.Rhythlys — the name of the continent.Rhombadsdhan — regional lumber town.Rothyur — name given to the university of Saint Domswart difference engine.
sscarritt — giant feral rabbits that inhabit the Endless City in a similar manner to rats.School of Applied Forces and Determined Results, the — part of the University of St Domswart.School of Gears, the (Verdenmn) — adept artisans specialising in highly detailed engineer-ing and design.Shatterbrac coat — coat worn by Gourik’a rangers.Shrike — general title given to para-military cabal troops.Skrill — and organism produced from a psuedogyth which produces a syrum used for vari-ous medical and technological devices.Society of the Three Rings, the — secretive organisation outlawed by the Kabar.Sturmnarch — Stormtroopers of the Kabar. Elite special forces.
TTaakiotochi, Cabal — given the office of national defender of the oceans.technoshaman — specialist vocation merging asseath and adept.Templeport — the largest and major nation port.thaumaturge — a second level asseath vocation.Torc 24 — an elite para-military government unit. Torn Mount — an extinct volcanoe which produces the majority of mineral production for the nation.Tyhn, Uily List — designer of a fashional bionic eye.
uUrisin, Cabal — industrial cabal renown for their developments in asseametichs and biometichs.
vVerdenmu, Varlinos — a disgraced aristocrat from the Reiche kingdom who moved to Ashend-rya and established himself as a cogmetichs artisan. Founder of the Verdenmn artisans.Voital — extradimensional portal.VosHenki, Cabal — industrial cabal
wWarGear — mechanical construct, piloted platform.Warp — outer sphere of existence, thought to be the essence of the Chords of existence.warp wyrm
xyzZhioan, Madame — a master adept.
AaBot — a self-winding droid designed to assist an adept. Alurims — a measurement of assea invented by Verity Lyrus.
Aquistus — the land to the west of Nebezzenatt which was destroyed during the War of Five Stones.
Arithmeticulator — a manual machine for mathematical calculations.Armechitus — second level adept vocation.
asseametichs — the fusing of assea and mechanics.Assean — the description of an individual’s Archetype and Ruling Sign.asseath — the term referring to those capable of manipulating assea and objects which harness assea.Asseptalobe — a device which can visually identify a target’s assean.Astaretare Ves Tura — the ‘carnival of twisted light’, annual street parade of Cabal Urisin.Auchaus, Cabal — major cabal developing steam and cogwork technology.Avernsgrove — region of AshendryaAvouSvar — the name given to the crusade against Shiok.
bbiometichs — the merging of flesh and technology.Blue Cord, the — small college dedicated to cogmetichs and autonomous machines.Bonechimmer — second level asseath vocation.bound (B) — the game measurement of movement.
cCassenwerle Primaries — the developers of crystal armour. Cogolem — mechanical, semi-autonomous, construct.Cogmetichs — the science of cog and clockwork mechanics
dDAM — special damage, ignoring armour.Dargendas, cabal — one of the foremost weapon manufacturers in the Endless City.
eEarthscrew — military siege engine capable of drilling through earth and rock.Ebb — this sphere of existence exhibits the reality of dreams.Eristera, cabal — specialists in fire fighting and thermal weaponry.estramancy — the manipulation of another being’s assean.esotechnics — the fusing of an assean into an object.Evandeer, Ghenter — legendary adept.Existensive Voital Carriage — Professor Ezexial Moray invented a portable voital gate with an assea sacrificial engine.
fforcrist staff — thermal weapon.Frurth, Huithber Canis — famous vigilante who pioneered the use of tracing powder.
gGephon — Deph Quispt’s project to create an artificial intelligence.Gourik’a — elite cadre of Nazagh rangers.Grimms Pocket — one of the oldest and most famous regions of the Endless City.Gülol — the river that runs through the nation and Ashendrya.
hiillixit — a giant tarantula like creature with wings. Imppha, Doctor — famous inventor.Intrusion, intrusion factor — the psychological and physical trauma caused by mechanartis devices.
jJaigen, cabal — specialists in exploration and adverse environmental equipment.Julantii Keep — the eastern borders main stronghold.
kKabar — the nation’s ruling organisation.Karg Ranc — one of the major peaks of the Rhikmatta High atlas mountains.
l Leavfearne — region of the Endless City destroyed by a warp worm.
Lumar — pastural region to the east of Julantii Keep. Lutard’s Bridge — major regional market town in the center of the nation.
Lyrus, Verity — inventor of the assea meter and the alurim measurement.
MMagii — second level asseath vocation.
gloSSary
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