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Page 1: Game Creator - Perilous Journeys · airship pirates, tomb-raiding archeologists, petty thieves, gamblers, gunslingers, and mad scien-tists. Being a skill-based system, the only real
Page 2: Game Creator - Perilous Journeys · airship pirates, tomb-raiding archeologists, petty thieves, gamblers, gunslingers, and mad scien-tists. Being a skill-based system, the only real

Game Creator: Jamie HardySystem Creator: Jamie HardyAuthor: Jamie HardyAdditional Material: Angela HardyEditor & Proofreader: Angela HardyLayout: Jamie Hardy

Cover Art: Tom McGrathInterior Art: Cathey Osborne

www.SmilodonArt.comSupplementary Art: Jamie HardyCover & Border Design: Jamie Hardy

Marketing and Promotion: Angela Hardy

Special Credits: Christopher Clark forhis invaluable assistance, suggestions,feedback, and support in developing thisproduct.

©2012 Perilous Journeys Publishing. All rightsreserved. Reproduction, except for charactersheets is strictly forbidden. Owners of the PDFversion are permitted to print the PDF forpersonal use only. SteamCraft, AetherCraft, andPerilous Journeys are trademarks of PerilousJourneys Publishing. All rights reserved.

Page 3: Game Creator - Perilous Journeys · airship pirates, tomb-raiding archeologists, petty thieves, gamblers, gunslingers, and mad scien-tists. Being a skill-based system, the only real

Introduction....................................4World of SteamCraft.........................6Arcadian Coast.................................6 Commonwealth of Arcadia..............6 Metropolitan Area of New Arcadia. 13Granite Valley................................18Badlands........................................19Central Savannah ..........................23Shadowlands..................................25Northern Laurentia........................26Anatolia.........................................28Cymuria.........................................31Society..........................................32 Racism and Sexism......................32 Social Class..................................32 Customs of the Higher Classes.....36 Entertainment..............................37Customs of Other Cultures................37The Fae..........................................38Technology....................................38 Computer Programming................39 Arcadian Identification Number....40 Science and Magic........................40 Transportation..............................41 Armor and Weapons.....................44 Communication............................44 Sewage and Water........................44 Healthcare....................................44Religion.........................................45 Avalonianism................................45 Khemetic......................................48 Shin-Do........................................49 Tefong..........................................50Noteworthy Guilds & Associations .52 Wanderers....................................52 Cogwork Guild..............................53 Pilots’ Guild..................................53 Arcadian Intelligence Agency.........55 Order of the Silver Keystone..........55 The Order of Eternal Darkness ....56 Technomages................................57 Military.........................................58Character Creation.........................62 Races...........................................63 Edges and Flaws...........................70 Abilities........................................73

Specializations..............................81 Gearing Up ..................................82 Ability List by Attribute.................74Equipment Pick Table....................84Woolies Store Price Guide..............86 Selected Item Descriptions............89Sample Character Creation............98Archetypes ..................................102Game Play....................................107 Fate Points ...............................108 Experience Points (X.P.)..............108 Initiative.....................................112 Combat.......................................113Technology Rules.........................116Augments & Replacements...........116Item Creation and Invention........119Ships............................................123Alchemy.......................................129Magic & the Reawakening............136 Magic and Machine.....................137Elementalism...............................138Enchantment...............................146Necromancy.................................155Shamanism..................................164Sorcery........................................175Theurgy ......................................180Running a Game...........................188 Creating an Adventure................188 Campaigns.................................192 Setting the Mood.........................194Beastiary......................................195 Unseelie Races............................195 Technomage Creations................196 Insects & Animals.......................200 Paranormal Creatures.................202 Spirits and Undead.....................203 Netherbeings..............................206Appendix

Advanced Combat Rules............210Weapons Damage ………………… 212

Character Sheet .….…….………… 214

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in general, anything past six or seven can causeproblems. Additionally, you need this book, somepencils, paper, a character sheet, a set of dice andprobably something to drink. You can get by withtwo ten-sided dice, but the game does use allcommon polyhedral dice. If you do not alreadyown one, you should purchase a standard set ofgaming dice that includes percentile dice with it.Percentile dice are d10 dice, but one is markedwith 0-9 and the other one is marked with tens,from 00-90. For those new to role-playing, allzeros represent 100, not zero. Note, role-playinggames use ‘d’ to denote dice and the number forthe type, e.g., a d20 would be a twenty-sided die.

Steampunk is a form of science fiction thatcombines the industrial revolution with theinformation age at a time when steam producedby coal was the dominant source of power. Thisis where the “steam” in the name comes from.“Punk” derives from cyberpunk. Punk is meantto evoke dystopian feelings, also one where theprotagonists are punks. That is, they are arebellious underclass that is using technology asa fashion statement and as a way to survive.Steampunk takes the elements of steam power,spring power, computers, and a dystopian viewand combines them into a society that lookssimilar to the late 19th Century Earth. Steam-punk, however, is not as pessimistic as cyber-punk. It is an era filled with hope. Technologywill be either the savior or destroyer of humanity.It remains to be seen which way things will go.

The term ‘steampunk’ is often used in connectionwith a certain style of aesthetics that has devel-oped. It is (very) loosely inspired by Victorian eraclothing. Corsets and lace are common, but thedress styles are different. Women can wear pantsor short skirts. Gears and technology are partsof clothing. A steampunk look may involve awoman wearing a leather corset with gear pat-terns embossed on it. She may have a short lacyskirt and be wearing goggles on her head.Goggles are a common steampunk look. Somesteampunk fashion goes beyond this to includewhat looks like machinery attached to them.Leather, brass, copper, silver, and bronze arecommon colors – and items – used in steampunkclothing.

In other words, steampunk is a world filled withsteam-powered airships instead of airplanes. Theworld is populated with mechanical monsters,

powerful corporations, exploited workers seekinga better life, and weak governments using thelatest in technology to control its population andthe corporations. Meanwhile, the populaceembraces technology to such an extent that it isincorporated into fashion.

In SteamCraft, characters are not expected toassume any particular role or purpose beyondthose chosen by the players. Players can chooseto play a variety of character types, includingairship pirates, tomb-raiding archeologists, pettythieves, gamblers, gunslingers, and mad scien-tists. Being a skill-based system, the only reallimit to what type of characters are possible is theplayer’s imagination.

To aid in building characters and thinking of whattype of character to play, SteamCraft offers newplayers two things. First, in the character cre-ation section of the book, there is a list of basicarchetypes that would be common as playercharacters. This not only aids in building char-acters, but also in getting a feel for the variouspossibilities. Second, this book details a gameworld where there are multiple themes andstruggles that players can get involved with. Thedegree to which any character is involved in theseevents depends on the GM and other players.The key to remember is that, while this bookprovides a starting place for adventuring, it is notthe end place. Each game table will be a differentversion of the game world. At some gamingtables, the stories in tabloids are true, and atothers they are not. It all depends on how thingsplay out at your own gamming table.

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SteamCraft is set in the world of Tellus on thecontinent of Laurentia. Cymurian explorers oncethought of Laurentia as a new continent in thesouthern hemisphere. Humanoid life was sparseand there were no signs of civilization. However,later expeditions revealed that the new continentwas part of an older continent inhabited by theKhemetic Empire. The large southern section ofLaurentia was uncharted and generally unsettled.When drawing up new maps, Cymurian explorerslabeled the area the Uncharted Territories.Sensing opportunities for wealth and freedom,many people left Cymuria to establish colonies inthe Uncharted Territories.

The focus of SteamCraft is in the UnchartedTerritories. It consists of the Arcadian Coast, theBadlands, the Central Savannah, and the Shad-owlands. The Arcadian Coast is the coastal areaof southwestern Laurentia. The Badlands lie tothe east of the Arcadian Coast. Below theBadlands is the Central Savannah, and below theCentral Savannah are the Shadowlands. Northof the Uncharted Territories lies the KhemeticEmpire. The Khemetic Empire inhabits theequatorial and northern portions of Laurentia,while the Uncharted Territories lie below theequator.

The Arcadian Coast consists of the area west ofthe Arcadian mountains to the Western Ocean.The Arcadian coast is approximately 200,000square miles. The length of the coast is over 900miles. The climate of the Arcadian coast is mostlytemperate due to the Western Ocean, rangingfrom a cool oceanic climate in the south, to asubtropical climate in the north. The southernportion of the Arcadian coast is often overcast anddamp. During the winter, the rainstorms turn tosnow. The snow has minimal effect on the coastand valleys, but makes mountain passes nearlyimpassible. The central to northern portions ofthe Arcadian coast has mild dry summers, andwet winters. The climate allows for a long growingseason, making the area the breadbasket of theUncharted Territories. The far northern regionsof the Arcadia coast are hot and humid through-out the year. The coast consists of marshland,which gives way to thick forest and lush grass-lands.

The Commonwealth of Arcadia consists of former-ly independent countries that have been unitedby force and by treaty. It is often referred to asArcadia or the Commonwealth, but many criticsof Arcadia refer to it as the Arcadian Empire.Arcadia currently controls approximately 205,000square miles, which consist of the entire ArcadianCoast and some strategic outlying areas. Theareas outside of the Arcadian coast includeGranite Valley, which lies between two spines ofthe Arcadian Mountain Range just north of theRed River, and three islands near New Arcadia.They are Bear Island to the north, Siren Island tothe southwest, and Tazmin Island to the south-east.

The Commonwealth of Arcadia has a populationof 2,542,164 as of the last census. There are fourmajor industrialized cities. The capital of NewArcadia has the largest population with 342,782residents. The metro area has a population ofaround 500,000. Kerdref is the largest city in thenorthern region with a population of 198,524residents. Bakersfield is located in the centralbreadbasket region, and has 58,712 residents,who mostly work in agricultural processing.Newport serves as the main port for centralArcadia. It has a population of 66,383 residents.

A Note about Measurements & TimeKeeping

This book is written using U.S. customarymeasurements, e.g. feet, pounds, miles, etc.These measurements differ slightly from the U.K.Imperial system but can be treated as equivalent.Temperatures will be listed in Fahrenheit..

Time has mostly been standardized by railroadswith the Arcadian Coast all being on one timezone. However, some areas without railroads willhave local time keepers who are paid to keeptrack of the time. This time will differ from therailroad time due to sun measurements taken atthe town instead of averaged for the entire coast.

The Uncharted Territories are south of theequator. This means the seasons are reversedfrom what most people are used to. So themiddle of the year is winter instead of summer.There is no harm in ignoring this if it easier forplayers to assume standard months and seasonsfollowing whatever pattern they are used to.

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Due to natural borders, the Uncharted Territoriesare isolated to land travel. The area has oceansto the west and the south. The Titan Mountainscreate a nearly impenetrable eastern border tothe region. The only land access to the regioncomes from the north. The northern portions ofLaurentia are controlled by the Khemetic Empire.

The Khemetic Empire is one of the oldest coun-tries in the world. There are three incarnationsof the Khemetic Empire: the Old KhemeticEmpire, the Middle Kingdom, andthe New Khemetic Empire. The“New” is not used in any officialcapacity. Its current dominioncovers 831,000 square miles.Its borders stretch from theTogo Rainforest in the north,to the borders of the Bad-lands in the south. It con-trols islands off its eastcoast in the KhemeticSea. These islands pro-duce various agricultur-al goods worked byslaves. It has someauthority of islands off itswestern coast in theGreat Western Ocean.

The length of the KhemeticEmpire is just over 2000 miles.The southern portion of the west-ern coast is mostly desert. As youtravel along the coast northwards you passinto grasslands and finally lush forests. The portcities of Zafarana and Dametia are located on thewestern coast. The eastern coast is dotted withwhite sandy beaches that serve as tourist desti-nations. The southern portion of the KhemeticEmpire is desert in the central portions anddotted with mountains and mesas to the east andwest. The semi-arid climate and topographycontinues into the central regions that are filledwith fertile flood plains. Abydos, the capital ofthe Khemetic Empire, lies at the southern edgeof the flood plains.

The Old Khemetic Empire covered the same area,but extended farther south to the Red River in theBadlands. During that time, water was pumped

into the desert from aqueducts, creating a lushand fertile area. Burial sites lined an ancient riverrunning north. A southern capital is rumored tohave been built by Pharaoh Nefer. According tofolklore, a large library containing all humanknowledge was built by a group of monks in thetown of Babyl. During that period, necromancersanimated the bodies of dead slaves to constructbuildings and serve as guards for tombs. Manybuildings are believed to be buried under moun-tains of sand.

The current Khemetic Empire seeks to regaincontrol of the Badlands, and believes that theruins of the Old Khemetic Empire below its soiljustify its claim to that area. While artifacts havebeen uncovered that suggest the Khemetic Em-pire controlled the area, archeological evidence

suggests that the technology is tooadvanced to have belonged to the OldKhemetic Empire. This has led to

various theories. One is the DarkAge Theory that suggests the Old

Khemetic Empire was very ad-vanced, and, when it col-lapsed, most of that knowl-edge was lost. Another, TheKingdom of Hiva theory,suggests that there was anancient civilization that ex-isted prior to the KhemeticEmpire. The Old KhemeticEmpire used the technolo-gy left behind to make the

area livable, but its lack oftechnological knowhow led to

the desertification of the Bad-lands, which led to the collapse

of the Old Khemetic Empire.

The current Khemetic Empire points to an oldversion of its language in ruins, as well as therecent discovery of a pyramid similar to the onesit currently builds as proof that the area belongedto them. They have used this to justify theirassertion that the Badlands properly belong tothem and other countries should not lay claim tothe area.

Tensions are high between the Commonwealth ofArcadia and the Khemetic Empire for variousreasons. The Khemetic Empire is strong andwealthy, but it is less advanced than Arcadia.The Khemetic Empire is jealous of the tradingwealth and technological developments of Arca-dia. The most recent issue involves tomb raidingin the Badlands by citizens of Arcadia. The

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New Arcadia PostVol. 15 2nd Day of the 3rd Month, 1880 Evening Edition ¤.02

Workers Seize Factory

Spurred on by the Arcadian Federa-tion of Workers, ungrateful workersseized a Nambu factory. AFW spokes-man for the thugs listed their demandsas higher wages and a 50 hour workweek with a guarantee of two days offper week. According to coppers at thescene, the workers appeared to be highon white lotus. Five police were injuredin an attempt to remove the workersfrom the property. According to anunnamed source within the police de-partment, Nambu managers have calledin Septus Security to remove the dead-beats in the early hours of the morning

Experts: Child EmploymentHelps Build Character

Critics of child labor claim that it isdangerous work that does not benefitchildren. It further lowers wages.Instead, there should be a minimumwage that guarantees a family enoughmoney to raise children and send themto school. Professor Cyrus Boggs of thePolytechnic College of New Arcadia hasresearched the topic and concluded thatthose claims are false. Boggs three yearstudy concludes that children producedby parents living in poverty produceinferior offspring that are generallyincapable of academic work. Further,those children lack discipline. Childrenwho work learn valuable skills anddiscipline. They learn to become bettermembers of the community and notstreet palmers, or white lotus addicts.The best thing inferior stock parents cando is to start their children working at ayoung age.

Bering’sDealer of Hardware and Agricultural

Implements

H.M.S. Adelaide NowBoarding!

The Adelaide is a Luxury Airshipbuilt to provide all manner of accom-modations to our discriminatingguests. She is a Galleon Class Airshipthat was constructed with additionaldecks to provide a wide variety ofextravagances. Children will enjoy thesafe enclosed observation decks, whileparents can take advantage of theonboard casinos. Included with yourticket is access to three square mealsa day from our award winning fullservice kitchen!

If you book as a family, you willenjoy a free upgrade to witness Mr.Worthington’s Vaudeville show. Af-ter the kiddies have gone to bed,prepare to be amazed by the deathdefying feats of Professor Hiram’sFreak Show. Fresh off a tour in theBadlands, Professor Hiram’s geeks areprepared to entertain you with featsof strength and endurance. Watch asexotic purple and green haired Fae eatfire, swallow swords, and eat glass.This is just the beginning of the per-formance!

The Adelaide travels along theArcadian Coast using only designatedPilot Guild lanes. Our pilots all holdcurrent Pilot Guild certifications.Don’t be a victim to low qualityairships and boring transportation.Book your next voyage on the Ade-laide now!

Curtis and CompanyManufacturing Co

Saws, Boilers, Woodworking Ma-chines

Bank Robbed!

While the police were deploying forces to dealwith union thugs, Market Street Bank wasrobbed by 3 masked assailants. Witnesses at thescene report that the attack lasted a mere 5minutes. The bank would not release how muchmoney was stolen, but based on previous bankrobberies, the suspects likely escaped with30,000 sprocks.

They feel the upper classes exploit thelower classes. Corporations violate thelaw and human decency in the pursuitof profit. The middle class, generally,wants an end to child labor, saferworking conditions, higher pay, andless time spent at work. This clearlyaligns the middle class with the lowerclass and unions. However, the middleclass often does not support unionsbecause, while many of these changeswould benefit them, they worry thatunions would create instability leadingto job losses as well as limiting theirfuture financial gains.

The youths sense upheaval in the airand are trying to take advantage of it.Unlike their parents that want stabili-ty, the younger members of the middleclass want to take advantage of thesituation to bring about better for-tunes. Some have allied with theunions and lower class. The middleclass uses its education and greaterwealth to assist these groups. Others,however, have realized that educationcan mean independence. They havebecome contract labor instead of dailylabor. They sell their technical skillsto the highest bidder. They buildcustom drones and clacking programs.Sometimes it is for corporations andsometimes it is for some unknowngroup. It doesn’t really matter as longas the sprocks are high enough.

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Are Flesheaters the Result of failedTechnomage Experiments?

In today’s expose in the Underground , we report onProfessor Zachariah Trigwell’s findings of an unauthor-ized autopsy of a mechanically modified flesheater doneby a secret group. Professor Trigwell’s theory is thatthese nefarious creatures are the product of experi-ments that could only be done by those who are capableof mixing magic and machine. It has long been an opensecret that flesheaters were the product of dark necro-mancy. This new monster had metal armor andappendages grafted on to its body, including circularsaws. Without the aid of magic, the body would havebeen incapable of using these new parts. What struckProfessor Trigwell as most odd, is that the lungs of thecreature were covered in an unknown substance.Further, the internal condition of the organs indicatedthat it was alive when it was turned into a flesheater,instead of being an animated corpse. When asked thesecret group he was working for, Professor Trigwellrefused to answer most questions claiming he did notknow any information. He did confirm that at leastone member of the Cogwork Guild was present. Giventhe clothes being worn, he suspected that at least somein attendance were wealthy. Are corporations trying tounderstand how technomages violate the laws of naturein order to enhance their wealth and power? Are theytrying to weaken the government even further, or arethey in cahoots? Stayed turned because as we find out,you’ll find out!

tially more efficient. While modern digital com-puters are forced to use true and false, or on andoff for all of the values, ternary computers canhave on, off, and in-between. The in-betweenallows for more options from the Engines CPU.This advancement has led to computers that areroughly equivalent in abilities as the computerson Earth from the early 1960’s.

Programming is done by celluloid punch cards.Punch cards are cards that contain hole punchesthat tell the machine what to do. It takes dozensof cards for even the simplest program. There isno standard language for engines. Clackers ofteninvent their own languages to do various thingson Engines, and their improvements and pro-gramming skills are well kept secrets.

The National Security Act of 1875 established theArcadian Identification Number (AIN). All personsare required to carry their identification card.Refusal to provide police with proper identificationcan result in a fine or imprisonment. An AIN isrequired to hold a job. Having an AIN entitles theperson to legal protection as well. The AINrecords a person’s address, income, family histo-ry, and criminal background. Companies canrequest a background check on their employeesto ensure that none of them are criminals. Aperson lacking an AIN is someone that does notexist as far as the government is concerned.Those lacking an AIN are not permitted to legallywork or own property. They are also afforded lesslegal protections.

Anyone born in the Commonwealth is issued anAIN at birth. Foreign immigrants and visitors cansecure an AIN as well. It identifies them as atemporary visitor or immigrant. It requires thata full family background be provided, a currentaddress, previous addresses, current occupation,fingerprints, and the payment of a fee. Providedthat there are no outstanding warrants, an AINwill be issued.

The AIN has met with some resistance andtechnological limitations. New Arcadia has fullyadopted the system, as well most major cities,such as Newport. However, implementation hasbeen difficult in the northern regions. Rural areasalso lack the needed engines to fully implementthe AIN. The Commonwealth has established

regional engines that are connected to telegraphlines to help with full implementation. Handissued paperwork from these areas, especiallyones that cannot be verified on the governmentengines, are viewed with suspicion in New Arca-dia.

SteamCraft is a world of science and magic.Magic is generally viewed as having a scientificbasis, but its origins remain a mystery. Theamount of magic in the world ebbs and flows.Currently, there is an increased period of magicalactivity that has enabled about 1% of the popu-lation to be able to do magic. While machinesdominate the world, and very few use magic, it isstill a powerful force. Most governments attemptto restrict access to both, and yet attempt to usemagic and technology to pursue their own ends.Those not registered in the government’s enginesare forbidden from practicing magic. Only certainlicensed individuals are permitted to study sor-cery or necromancy in the Commonwealth.

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Design Point Cost

Edge: 5 design points eachFlaw: gives an additional 5 design points each.Additional attribute increase: 5 design pointsper one point increase

Hit Points: 2 additional Hit Points for every 1Design PointSpeed: 1 additional point for every 1 DesignPoint.Mana: 1 additional point for every 2 DesignPoints

Initial selection of abilities: Every point costs 1design point up to associated attribute’s value.

Fate Point: 5 design points for each FatePoint. Maximum of 2 may be purchased atcharacter creation.

Experience Points: Every 1 design pointequals 2 experience points.

To play SteamCraft, each player will need tocreate a character. Creating a player characterinvolves creating a numerical abstraction of animaginary person. Prior to creating the character,a player should imagine what his character willbe like. There is no need to spend hours creatingthe character, but a player should have an ideaof what the personality is, the race, gender, age,and what skills the character will have. The mostimportant part of the character’s background willbe determining why he is out adventuring. Is helooking for work? Is he an archeologist lookingto raid Khemetic tombs? Is he on a mission torescue a kidnapped relative? Or, could he simplynot resist stealing an airship, and is now a wantedfugitive? Of course, there is nothing wrong withassuming that the character has a job and simplygets swept up in a plot. Perhaps his job is thebasis of the plot. The character could be a privateinvestigator, a journalist, or even a corporatemercenary. The choice is up to the player, but itis advised that all players coordinate with eachother and the GM to determine what types ofcharacters will work best in the game.

Once that has been done, or perhaps before, aplayer should have a copy of the character sheet.A player will then begin building the character byfilling out the character sheet. Character creation

involves the allocation of points to attributes andskills. Attributes represent the character’s men-tal and physical prowess. The skills are moreakin to skill bundles. They are a collection ofskills that are needed to perform tasks. Forexample, thieving skills permit a variety of thiev-ing acts such as pick pocketing, picking locks,safe cracking, and finding traps. It is advised thatthe player fully reads the character creationsection before creating characters so that he isfamiliar with all of his options and can allocatethe attributes and skills appropriately.

After this is done, a player can begin the nuts andbolts of creating the character.  For simplicity,you will find an outline of how to create acharacter below:

1. Select a race for the character.2. Allocate points to the core attributes, stayingwithin the racial guidelines.3.  Add any additional points to core attributes ifdesired, but you must stay within racial guide-lines. Deduct any additions from your designpoint total4.  Select Edges and Flaws and either add orsubtract from the design point total.5. Assign each skill a value equal to 10% of itsassociated attribute except for those governed byWill. Follow standard rounding rules.6. Select 6 skills to allocate skill points.7. If specializations are used, the player shouldselect them now and calculate the values.8. Allocate points to the selected skills.  It costsone design point for each point taken in a skillup to the associated attributes rating, e.g. acharacter has 5 in Melee Weapons and wants toraise it to 20. That would cost 15 design points.Going above the rating of the associated attributecosts two design points for a one point increase.9.  Calculate Hit Points and Speed10. Calculate the character’s Mana Pool if thecharacter possesses an ability that requires theuse of Mana.  The Mana Pool is equal to thecharacter’s Will rating.  The amount of  Mana mayincrease by the selection of certain abilities orrace.  If this is the case, then add those bonusesat this time.11.  If there are any remaining design points, theyshould be used or converted to experience points.12. The player selects his character’s equipment.If the character has spells, then he should selectspells.

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Noringco model 75

The model 75 is a small double barrel pistol. Itis 3.5 inches in length.

Noringco Repeating Musket

The first of its kind, the repeating musket permitsthe firing of up to 4 bullets without the need toreload. It has a lever on the bottom that automat-ically drops a bullet and black powder into thebarrel. Percussion caps are stored on top andeasily slipped into place by a finger to fire.Reloading the gun requires a partial disassemblyof the musket.

Noringco SAR

The SAR is the world’s first single action revolver.It features a six-chamber cylinder located at therear of the gun. Like all revolvers, is requiresremoving the cylinder to load.

Noringco SG

The SG is a 4-barrel pepperbox shotgun. Itfeatures a unique diamond arrangement ofbarrels.

Thompson ABG (Anti-Bandit Gun)

The Thompson ABG is a 10 shot pepperboxfeaturing a hand cranked automated barrelsystem. The barrels are bronzium, while the restis a brassium alloy. Copper and gold inlay areused as decorative features. While somewhatbulky and heavy, the gun is designed primarilyfor defense. Its ease of use makes this a populargun for travelers and shop owners worried aboutbeing the target of bandits.

Thompson AP model 1875

The AP is a double barrel assault pistol. Itfeatures large caliber bullets designed to shootthrough just about anything.

Thompson Carbine Model 1880

This is your standard carbine. It is a shorterversion of their discontinued model 1868 musket.It lacks a bayonet and has a much shorter rangethan a musket. These guns are the favorite ofsmall game hunters and settlers needing a littledefense.

Thompson DBSP

The DBSP is a double barrel small pistol. It isdesigned for easy concealment.

Thompson Harmonica

The Harmonica is a long pistol, featuring abrassium magazine loading system. A magazineholds 7 preloaded bullets with black powder. Themagazine is then loaded into the pistol. Once abullet is fired, the magazine is pushed so as toline the next bullet up with the hammer. Apercussion cap is attached before each shot.

Thompson Star

The Star is a five-barrel large caliber pepperboxpistol.

AlchemistAlcohol, wood

This is a one quart flask of wood grain alcohol,used in experiments and to sanitize wounds.Drinking has been known to cause blindness.

Analgesic

This is a mild pain reliever suitable for headachesand to take the edge off of bullet wounds. Eachpackage contains 50 pills.

Bandages

A set of ten bandages used to dress wounds andstop bleeding. A must have for anyone prone toknife fights and shootouts.

Chloroform

Chloroform is a sweet smelling, cloudy liquid usedfor a variety of purposes by scientists. Alchemistsand field medics use it as a mild anesthetic. Thefumes are known to make a person unconsciousand to prevent the person from moving. Theduration is usually limited, unless additional

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tion, Natural Philosophy, Melee Weapons

GamblerGamblers make their living playing games of skilland chance. They are skilled at playing all typesof games. Gamblers are good at what they do.However, some gamblers are good at cheating,while others are good at playing. Their goal is thesame regardless of their style: to walk away fromthe table alive and with as much money aspossible. Since things don’t always go their way,Gamblers are prepared for a brawl. The life of agambler is the life of a traveler. They travel tocasinos and saloons and most tend to avoidgetting a reputation. The key is to find people toplay to win money from, and being known as acheat or a winner makes people avoidplaying.

Abilities: Games, Deception, RangedWeapons, Evaluation, Martial Arts,Streetwise

InfiltratorsInfiltrators are trained in covert opera-tions. Their goal is to use stealth,disguise, and subterfuge to infiltratevarious places to secure covert objec-tives. Infiltrators work as spies forcorporations and governments. Aswith any good spy, they are alsotrained to kill. Infiltrators prefer touse traps, poisons, and to makedeaths look accidental, howeverthey are not against using weap-ons to achieve their goals. Mostinfiltrators are not highly skilledin direct combat, and prefer toavoid those situations while on mis-sions.

Infiltrators learned their skills from varioussources. Some began lives as thieves andconmen, while others were bought from anorphanage and trained as spies and assassinsby government agents. Corporations, merce-nary companies, and intelligence agenciescurrently employ most infiltrators. However,some infiltrators have become private contractorshiring out their skills to the highest bidder. Giventhe importance of secrecy, most private contrac-tors use a middleman to arrange contracts.

Abilities: Deception, Espionage, Stealth, Thieving,Scrutiny, Melee Weapons

InvestigatorInvestigators are professionals who specialize infinding criminals, collecting information, andretrieving (usually) stolen items. They use thetools of modern science to collect and analyzeevidence. They are skilled at the art of interroga-tion to acquire information and confessions.Investigators are plugged into the criminal worldenabling them to exploit their connections forinformation.

Most investigators began their careers as bobbiesand worked their way up to detectives. Whilemost investigators work for the Commonwealth,

a growing number have private practices.Private investigators tend to focus on oneof two clientele. They help investigate

crimes of the lower and middleclasses that are low priority for the

police or they work for wealthycorporations. Corporations are often

the victim of other corporations andradical groups. In some sensitivematters, corporations do not want thepolice involved nor do they want todraw attention by using their own

private security forces. Instead,they bring up private consultantsto resolve the matter.

Abilities: Investigation, Street-wise, Ranged Weapons,

Evaluation, Stealth, Scruti-ny

MercenaryMercenaries, or mercs, are profes-

sional warriors. Many began theircareer in the military, but others weretrained by private security. Mercs are hiredguns willing to provide a wide range ofservices ranging from security, bodyguard, enforcer, or combat missions.Most mercenaries belong to a privatesecurity firm or work for companies andother organizations. The remaining mer-cs are self-employed often searching theclassifieds and taverns for employment.

Abilities: Melee Weapons, RangedWeapons, Martial Arts, Athletics,Command

Page 12: Game Creator - Perilous Journeys · airship pirates, tomb-raiding archeologists, petty thieves, gamblers, gunslingers, and mad scien-tists. Being a skill-based system, the only real

Name_____________________________________________ Player Name________________________________________

Race_______________ Gender_____________ Description ________________________________________

_________________________________________________________________________________________________________

Forging

Marining

Melee Weapons

Ranging

Etiquette

Evaluation

Games

Investigation

Scrutiny

Streetwise

Elementalism

Enchantment

Foretelling

Necromancy

Sorcery

Shamanism

Theurgy

Animal Handling

Command

Commerce

Deception

Acrobatics

Aeronautics

Artistry

Espionage

Jury-rig

Ranged Weapons

Stealth

Thieving

Waylaying

Athletics

Martial Arts

Pastoral

Survivalism

Arcanum

Alchemy

Clacking

Electronics

Engineering

Language

Liberal Studies

Natural Philosophy

Steam Locomotion

Perception

Presence

Will

Strength Base Speed

Current Speed

Strength Bonus

Agility Bonus

Armor Factor

Fate Points

Hit Points

Hit Point Tracker

1 2 3 4 5 6 7 8 9 10 11 1213 14 15 16 17 18 19 2021 22 23 24 25 26 27 2829 30 31 32 33 34 35 3637 38 39 40 41 42 43 4445 46 47 48 49 50 51 5253 54 55 56 57 58 59 6061 62 63 64 65 66 67 6869 70 71 72 73 75 75 7677 78 79 80 81 82 83 8485 86 87 88 89 90 91 9293 94 95 96 97 98 99 100101 102 103 104 105 106107 108 109 110 111 112

Specializations

Agility

Fortitude

Knowledge