Age of Steel (v1.1)

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Written by Rob Leigh

www.isolation-games.co.uk
AGE OF STEEL FIRST EDITION
Written by
Rob Leigh

With contributions from


David Cartwright
Matthew Holland
Chris French

Artwork
Omercan Cirit
Kylie O’Neil
Paul Finnan
Ted Ottosson
Rob Leigh
Stock provided by Pixabay

Proofreaders
Mark Shelby, Lawrence Gillies

Playtesters
Rhiannon Llewellyn-Leigh, Chris French, Alec Woods, Ali Fowler, Helen Parker,
John Portsmouth, Bob Meatcher, Vincent Spencer, Steve Calkum, Michael Calkum, Chris Lewis,
Brandon Dummer, Nathan Wild, Steven Nelson, R.J. Dennis, Jessa Jansen, Katie Dennis, Adam Harmon,
Richard Corley, Jiří Stibor

www.ageofsteelrpg.co.uk

©2017 Rob Leigh. All rights reserved. Reproduction without written permission by the author is expressly denied, except
for the purpose of reviews.

Mention of or reference to any companies or products in these pages is not a challenge to the trademarks or copyrights
concerned.

This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of
the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead is purely
coincidental.
INDEX
Introduction 4 Vehicles 80
Eleanor’s Story 5 Crafting 85
The World of Neres 6 Jake’s Story 87
Molly’s Story 47 Combat 88
The Rules 48 Gerhart’s Story 99
Skills 51 Running the Game 100
Backgrounds 56 Allies and Antagonists 107
Moxie Points 57 Stock NPCs 111
Character Generation 58 Map of Neres 119
Equipment 61 Example character 120
Rigs 77 Character Sheets 122
INTRODUCTION
THE WORLD OF AGE OF STEEL The Mummy and National Treasure; the works of
Age of Steel is a dieselpunk roleplaying game set in Raymond Chandler; the Uncharted and Bioshock
the world of Neres; a world not unlike our own in the video game series; the works of H.P. Lovecraft and the
first few decades of the 20th century. Hellboy comics and movie series.
Obviously the setting has also been heavily
Neres has just emerged from its first global conflict; influenced by the Dieselpunk genre of
a war known as the Great War in which hundreds of speculative fiction.
thousands of men and women died in the mud and MOVIES
horror of the trenches. Casablanca (1942), The Maltese Falcon (1941), The
Technology in Neres has taken a slightly different Mummy trilogy (1999 - 2008), The Indiana Jones
route to our own world; personal mecha powered by movies (1981 - 2008), Sky Captain and the World of
diesel engines are used for numerous applications Tomorrow (2004), Hellboy & Hellboy II (2004 & 2008),
from war to common labor; huge airships ply the The Rocketeer (1991), The Shadow (1994),
airways; bipedal automata act as servants for the rich Porco Rosso (1992)
and gadgeteer inventors construct homemade ray- GAMES
guns in their basement laboratories. The Uncharted series, Wolfenstein, Bioshock &
Bioshock 2, The Tomb Raider series
In the wake of the Great War Neres is a hotbed of
BOOKS AND COMICS
political scheming and economic growth. Industry and
Raymond Chandler’s Philip Marlowe Stories, HP
commerce have come to rule the world which, thanks
Lovecraft’s Mythos series, Mike Mignola’s Hellboy,
to the airship, aeroplane and radio is rapidly becoming
Brian Clevinger‘s Atomic Robo, The Tales of the Ketty
smaller. It is a time of innovation and advancement, as
Jay series by Chris Wooding
well as a time of chaos and conspiracy.
Little do the majority of people know but an ancient
evil is at the heart of the conflict in their world. Eldritch WHAT IS DIESELPUNK?
monstrosities from before the dawn of time seek to Dieselpunk is a genre of speculative fiction based
unmake reality, aided by cults of insane worshipers. on the 1920s to 1950s of our own world, spiced up
with retro-futuristic innovations such as rocket packs
Into this world come the player characters; free and rayguns and combined with occult elements.
agents and soldiers of fortune looking to find their way Dieselpunk stories are generally grim and gritty,
in a new and dangerous era of adventure, technology, featuring strong use of technology and morally-
intrigue and hidden evil. ambiguous themes. Dieselpunk heroes are not ‘good
guys’; they’re antiheroes, gamblers, private eyes and
mercenaries.
THE PLAYER CHARACTERS
Player characters in Age of Steel are drawn from
Like Steampunk, Dieselpunk is a genre dictated
social groups at the fringes of modern society;
primarily by its aesthetics rather than by its thematic
outcasts, visionaries, dissenters and misfits. They are
content. Both grime and glamour have their place in
the people who see the world for what it truly is; a
dieselpunk. Technology in dieselpunk is not clean and
land of opportunity and danger, where playing by the
digital, it is clunky, dirty and analogue. It is a world that
rules will only slow you down.
combines futuristic ideas with retro technology in a
These people are the only ones who have the
blend that never existed in our world.
opportunity to learn the truth about their world and
possibly fight back against the darkness that is slowly
infecting the governments of their home nations. WHAT WILL I NEED?
Introduction

At a minimum you will need two people; one to be the


Gamemaster and the others to be the players.
INSPIRATION You will need several 6-sided dice (referred to herein
Age of Steel has been inspired by a number of
as d6) for each person, some pens or pencils, and
sources; movies such as the Indiana Jones series,
some paper. A good imagination is helpful.

4
ELEANOR’S STORY
The telegram that told Eleanor her brother was dead needed help, just set his jaw and keep struggling until
was printed on very cheap paper. It niggled at her; he made it through or got knocked down trying.
that such terrible news could be delivered in three The letters were no help, so Eleanor put them down
tiny strips of cheap paper glued inexpertly to an on the table by the door and drifted around the
equally cheap piece of card and brought to her by a apartment, picking through her brother’s life in search
bored looking girl who slunk away after she’d been of a clue why he’d upped sticks and flown to Dar-el to
tipped. get himself shot.
Eleanor took one last look at the telegram before
she crumpled it into a compact ball of bad news and Edgar hadn’t lived in the apartment in weeks, from
tossed it into the trashcan by her office door. Lighting what she could tell. No new newspapers in the stack
another cigarette she sat back in her creaky office by the radio, dishes washed and put away neatly
chair and looked out at the grey dawn washing over just like their mother had drilled into them both; the
the soot-streaked roofs of Queensport. The daylight apartment even had the dusty smell of neglect a
was weak and thin, as if the sun wanted to be there as place develops after a few days of being shuttered.
much as Eleanor wanted to be awake. The previous Then she found it; a sheaf of three letters hidden
night’s rain glimmered wetly on the dead forest of poorly behind a faded photograph of their family on
rooftop water towers and chimneys, and on the bright the bedside table. Her mother and father smiled up
tracks of the raised railway across the street. With a at her from the silver nitrate, a six-year-old version of
sigh Eleanor opened the desk drawer, pulled out a herself squinting at the camera while a two-year old
bottle of Highland whiskey and poured a generous Egar grimaced at her from her mother’s arms. She
measure into her coffee. pushed the picture aside and flipped open the letters.
Poor Edgar. To make it through six years of hell in the They were typed and on paper worth a damn sight
trenches only to get shot to death in some back-alley more than the stuff Edgar’s death had arrived on.
gin house half the world away. It didn’t seem right to The letterhead belonged to some club called the
Eleanor, or feel just. “Thorncroft Foundation” and the language used full of
In fact, the more she thought about it, the more she airs and graces Eleanor never had time for.
didn’t like it. The more she didn’t like it, the more The first letter was inquisitive; whoever sent the letters
whiskey she added to her cup until it stopped being knew of Ed’s monetary troubles, and also knew about
coffee and started feeling like something more the stint he’d spent in Queensport jail just after the
sustaining. war for burglary. They dodged around the subject but
With a scowl Eleanor drained her cup and stood. The asked if Edgar was available for work.
pistol from her desk draw went into the holster under The second letter thanked Ed for his reply and
her arm and her cigarettes went into the pocket of her again artfully dodged around the subject of illegal
trench coat. She grabbed her hat from the rack and work, using all kinds of fancy terms like “uncertain
strode out the door. provenance” and “through such means as you deem
fit”. But the promise of money was there nice and
Edgar owned a small apartment across town. It was simple. Enough money that Edgar would have never
still early and the landlady was nowhere in sight, so passed it up.
Eleanor let herself in with a lockpick. Inside Edgar’s The third letter gave Eleanor what she wanted. A
lack of gainful employment was writ large on the floor jeweller in Dar-el Bida, an address and a photograph
in stacks of empty bottles and a pile of red-edged of a large gem. A ruby, the letter said. Acquire at all
letters by the door. costs and bring it to a house in Dar-el for payment.
“Damn it, Ed.” Eleanor muttered to the cold apartment, Give it to a man named Azire Bodho.
thumbing through the letters, “If you needed money
Eleanor's Story

why didn’t you ask me?” But she knew exactly why he Eleanor tucked the letters into her coat and left the
hadn’t. Ed had idolised his older sister, following her apartment. She needed to find the next airship to Dar-
around as a child and following her to war as a young el. A man by the name of Azire Bodho was going to
man. He’d always been running to keep up, to show answer some questions.
her he was just as good as she was despite being four
years younger. He’d never admit to Eleanor when he

5
THE WORLD OF NERES
THE WORLD OF NERES Zhan is the easternmost continent and is covered in
Neres is a world much like our own, with a similar arid grasslands, thick jungle and primeval swamps.
range of climates and a comparable range of seasons. To the south of Zhan is a large archipelago known as
There are four primary continents; Haldora, Vulkovia, Zhan’Mora or more commonly as ‘the Eastern Isles’.
Kijani and Zhan.
Neres also possesses both a northern and southern
Haldora is an expansive continent. In the north it ice cap. The northern ice cap is connected to Prynne
is covered in thick forests, rolling heathlands and by large ice sheets most of the year, and is home to a
towering, snow capped mountains and in the south it number of large arctic predators as well as a scattered
is covered in verdant plains and prairies. population of wandering nomad tribes.
The southern ice cap is comparatively smaller and
Vulkovia is the largest landmass on Neres and is home only to communities of flightless penguins and
divided into three distinctly separate subcontinents; strange, albino whales.
Vulkovia Minor, Prynne (also known as Vulkovia Major)
and Kesh. Vulkovia Minor is a land of shadowy pine Neres has a single moon named Sares which orbits
forests, deep fjords and alpine pastures; Prynne is a the planet once every 30 days.
cold steppeland that gives way to arctic tundra in the
north and Kesh, which lies to the far south, is a land of THE GREAT NATIONS
lush savanna and arid desert. There are five superpowers that lead politics,
technology and society in Neres, referred to as the
Kijani is a large island continent to the south-west of Great Nations. Very few countries exist outside the
Vulkovia and is home to dense tropical jungle and influence of these nations, and those that do have
fertile grasslands. At its heart lies a huge range of very little control over the world’s stage.
ancient mountains covered in towering rainforests. You can find more detailed descriptions of the Great
Nations later in this chapter.

Prynne

Zhan
Haldora

Vulkovia
Minor

Kijani
The World of Neres

Kesh

6
THE HALDORAN THIRD KINGDOM intent on bringing itself into the modern age and is
Covering the entirety of Haldora, the Third Kingdom is one of the most populous nations in Neres.
an ancient empire ruled by a monarchy. At one point
the Third Kingdom ruled almost two thirds of the The Prynnese are a dour, stoic people but are also
entire world; it was said that its borders stretched from very family-orientated and deeply loyal to their
sunrise to sunset. In recent decades the Kingdom friends. They have a rich heritage that they are
has begun to decline in power and influence; many intensely proud of, and are often deeply spiritual and
of its colonies have begun to break away and claim thoughtful individuals. The Theocracy is not without
independence or have joined other nations. Despite its problems though; the church’s secret police have
this Haldora remains a powerful nation. Wealthy, been growing in power in recent years, resulting in a
influential and with one of the most powerful armed growing feeling of unrest in the people of Prynne.
forces in the world, Haldora is not to be trifled with.
Haldora is defined by its long history, which has been THE REPUBLIC OF KESH
recorded continuously for over a thousand years since Hailing from the deserts and savannas of Kesh, the
the days of the First Kingdom; every other nation on Republic is a highly religious nation with a long history
Neres is conscious of Haldora’s age and experience. and a love of trade. Unlike the pious Theocracy, the
Keshi believe that religion should bring happiness
Haldorans are a proud and noble people, with a long and freedom. The Republic can trace their history
military tradition and a famously dry wit. However they back almost as far as the Haldorans, to the ancient
are also bound by a rigid class system and have a Muldoori Empire whose religion the Republic still
reputation for belligerence. follows to this day.
The Keshi and the Theocracy have a long history of
THE LITVIAN EMPIRE rivalry; the Theocracy was founded by exiles from
Located in Vulkovia Minor, the Litvian Empire is a the Muldoori Empire and Kesh and the Prynnese
relatively young but increasingly powerful nation that have never seen eye-to-eye. The religions of the two
is renowned for its technological prowess, its wealth nations are closely linked, but each considers the
and its tenacity. A hegemony of over a dozen smaller other nation to be heretics.
nations, the Empire is a cosmopolitan society that
embraces its diversity and believes it gives them The Keshi people are friendly, generous and lively and
great strength. The main constituent members of the are naturally inclined towards trade. They also have
Empire are Litvic, Astmark, Riland and Yalgir; with each a reputation for lax morals and an inclination towards
country bringing its own traditions and customs to the avarice.
melting-pot that is ‘Litvian Culture’.
THE FREE NATIONS OF KIJANI
Regardless of their country of birth, all Litvians have The Free Nations of Kijani is the youngest of the
a inclination towards technology and progress. Of all Great Nations. Founded only two years ago, the
the nations, Litvians are seen as the most accepting Free Nations are a coalition of allied kingdoms that
of modern society and new discoveries. Other nations make up the majority of the people of Kijani. A proud
often believe that the Litvians have lost a little of and warlike nation, the people of the Free Nations
themselves in their blind pursuit of advancement, have a long history of warfare and conflict with both
however. themselves and the other nations of Neres, which has
earned them a fierce reputation.
THE THEOCRATIC EMPIRE OF PRYNNE The Free Nations are a vibrant and industrious nation,
The Theocratic Empire dominates the subcontinent keen to earn their place on the world’s stage. With
of Prynne, a land covered in sprawling plains, boreal dozens of sub cultures and traditions, the people of
The World of Neres

forests and sweeping steppeland. More commonly Kijani are gregarious and have a great love of history
referred to as ‘the Theocracy’, the Theocratic Empire and stories.
is ruled by the Divine Emperor; supposed successive
reincarnations of the Prophet Mandus. However, due to the fact that Kijani mercenaries
With much of its culture and government mandated fought on both sides during the Great War, many of
by the church, some nations see the Theocracy as a the other nations are slow to trust the Kijani people,
stagnant reminder of older times; however Prynne is who they see as bloodthirsty mercenaries.

7
JOHANN ANSLER humanity, the Institute gave rise to technology that
Johann Ansler is a name known to virtually everyone was spread across Neres. Labour Rigs, radial engines,
in each of the Great Nations; a name both revered and simulacra and mechaugmetics were all produced by
reviled. the Institute. Of particular note was the huge airship
designed by members of the Institute named the
Professor Johann Ansler and his colleagues are Spirit of Creation.
responsible for most of the advanced technology in
Neres. They are also simultaneously responsible for The Ansler Institute concentrated the scientific and
ending the great war and for the largest loss of life in engineering minds of the world into one place where
the history of the world. Ansler murdered thousands they could inspire and feed off each other. Thanks to
to save millions, and for that no one will ever forget or this technological advancement in Neres skyrocketed
forgive him. in the years after the Institute’s creation.

Born the son of a wealthy Litvian shipping magnate, However, just as the institute was a haven for scientific
Johann Ansler was a renowned physicist, electrical discovery, it was also a place unbound by moral or
engineer, mechanical engineer and mathematician. ethical restraints. Some members of the Institute
He invented several notable devices before being carried out research considered immoral by others;
hired by the Litvian government to found a science such as the work of Doctor Julia Weismann who
academy in Eisenstadt. created the Neogenic Serum and Mechaugmetics.
Ansler lead the Litvian science academy for several
years before coming to the conclusion that his One of the major advancements was the so-
inventions, and those of his fellows, should benefit all called ‘Ansler Powercell’. No larger than a human
of Neres, not just Litvic. So in 1259FK Ansler used his fist, powercells are high-capacity batteries that
considerable personal wealth to buy a small island off can contain enough electrical power to fuel large
the west coast of Litvic, Mowena, and declared it an machines for several hours or smaller devices for
independent state. On Mowena he constructed a new days. Although not created by Ansler himself, they
academy; the Ansler Institute. were created by his students utilising a lot of his
theories and so bear his name.
Open to all and any who wished to study and better
The World of Neres

8
With the outbreak of the Great War Ansler and his declared an act of War by Nidec, who demanded aid
colleagues had to redouble their efforts to remain from their political allies; the Litvian Empire.
neutral to all nations. Litvic, Haldora, the Theocracy
and the Republic all attempted to coerce the In the years leading up to 1270FK both the Litvian
respective members of the institute back home. Some Empire and the Third Kingdom had been dueling both
went, applying their minds to the pursuit of war, but politically and economically, with the older and more
the many stayed with the Institute. powerful Haldora trying to prevent the increasingly-
wealthy Litvic from securing trade deals with other
nations. Litvic had also made several highly lucrative
THE GREAT WAR alliances with Kijani nations who, up until only
The defining event of the modern era, the Great War recently, had traded solely with Haldora.
was a global conflict that engulfed almost all of Neres. Due to this tense political relationship between the
Beginning in 1270FK the fighting lasted for six years two nations, Litvic was more than happy to bloody
until finally ending in 1276FK. Hundreds of thousands Haldora’s nose once more and sent their own troops
of young men and women lost their lives during into Nidec. Rather than forcing Haldora to withdraw,
the course of the war, making it the greatest loss of however, this ignited a powder keg that lead to the
human life in recorded history. During the course of total collapse of communications between the two
the war many new technologies were invented and Great Nations and cemented the start of the Great
following the war the political and social upheaval War. A number of skirmishes were fought, with neither
continued to have an impact for years afterwards. side gaining an upper hand. Within weeks both sides
had started constructing the trench networks criss-
The war drew all the Great Nations, who formed into crossing Nidec that would come to define the war.
two opposing alliances; the Haldoran Third Kingdom
and the Theocratic Empire of Prynne formed the Meanwhile Haldora appealed to the Theocratic
Northern Alliance; the Litvian Empire and the Republic Empire to aid them. For a while the Theocracy held
of Kesh formed the Southern Coalition. The various off, not keen to become embroiled in the conflict, until
nations of the Kijani people joined both sides as they learned that their hated enemy the Republic of
mercenaries, while some remained neutral to both. Kesh had agreed to supply the Litvian Empire.
Due to the religious tension between the Theocracy
The primary zone of conflict was centered in and and Kesh that had been escalating over the previous
around the border kingdom of Nidec, a small decade, the Theocracy acquiesced and agreed to
independent country situated between Prynne and supply both munitions and supplies to Haldora.
Litvic. Vast trench networks were dug by both sides, As the war progressed, both Kesh and the Theocracy
spreading east-west across almost the entire country, became more and more involved, until both sides
and vast numbers of infantry waged war there for the were directly involved in the fighting themselves.
entire duration of the war.
Sporadic fighting also took place on the west coast As the war continued the fighting spread across Nidec
of Litvic and the east coast of Haldora and several until the entire country was covered in fortifications
naval engagements took place in the Median Ocean. and sprawling trench networks running east to west.
Airships were used by both sides to bomb enemies Fighting also took place in the Median Ocean as
cities, mostly in northern Litvic and southern Prynne. Haldoran and Litvian naval fleets engaged each other
Limited fighting also took place in Kesh, Kijani and in in an attempt to cut off supply shipments to Nidec.
the Alashambra archipelago. Both sides also sent battleships to engage in shelling
coastal cities, turning the west coast of Litvic and the
The initial trigger of the war was the death of High east coast of Haldora into warzones in their own right.
King Archibald IV of Haldora. Archibald, a well-liked
The World of Neres

ruler, was holidaying in Nidec when he died in an In the winter of 1271FK the Litvians escalated the
apparent hunting accident. While there was no war to a new stage when they sent a squadron of
direct evidence of foul play, the Haldoran parliament airships to bomb Kostek, a Theocracy city close to
insisted it was an assassination and demanded the border of Nidec and a staging post for supplying
an investigation be launched. When the Nidecian the Haldoran troops to the south. Over the course
authorities refused to investigate, Haldora sent a of six nights Kostek was reduced to a fire-scorched
brigade of King’s Guard into the country. This was ruin by the sustained fire-bombing. In response

9
the Theocracy entered the conflict fully, sending a battle that saw the deployment of almost 400 rigs
thousands of its own men and women south to fight and the deaths of over 30,000 men and women.
alongside the Haldorans.
From this point onwards, both sides began to employ THE ANSLER SOLUTION
strategic aerial bombardment of munitions factories, By the spring of 1275FK the fighting had spread to the
rail yards and airfields. Such bombardments were western deserts of Kesh, the northern coast of Kijani
common in northern Litvic and southern Prynne. and across the Alashambra archipelago. Both Litvic
and Haldora had begun experimenting with advanced
As the war continued, the nature of the conflict long-range weapons such as unguided rockets,
changed, as did the technology used by both sides. intending to begin sustained bombing of targets deep
The initial engagements in 1270FK were fought in the inside previously ‘safe’ territory. To many it seemed
manner and with the equipment used in all border that there would be no end to the war except for the
wars at the time; soldiers fighting from defensive mutual destruction of both sides.
trenches and earthworks with bolt-action rifles and
light cannons. Cavalry charges by soldiers in steel One such person was Johann Ansler. Over the five
armour carrying pistols and sabres were used as years of war the professor had seen his ideas turned
shock attacks, especially by Haldora who were into weapons of mass murder; his students leave the
masters of the tactic. In 1271FK a new advancement Institute to return home and fight and others turn their
from Litvic saw the end of such cavalry actions; the talents to creating nothing but new ways to kill their
machinegun. Capable of firing hundreds of rounds fellow man.
a minute, machineguns brought terror and death to Only a few members of the Ansler Institute remained
the battlefields. Cavalry charges and trench assaults on Mowena, those most dedicated to the ideals of the
by the Haldorans were met with hails of gunfire from Institute and the Professor. They watched as Ansler
Litvian machinegun emplacements; the death tolls of shut himself away from the world, refusing to speak
such assaults were unbelievable. to or see anyone except for the brass simulacra that
brought him food or books from the Institute’s library.
THE BIRTH OF THE BATTLE RIG For months Ansler remained in his isolation, until
In response to the rise of the machinegun, the one day in Autumn 1275FK when Ansler emerged,
Haldorans replaced the horses in their cavalry with pale and drawn, from his rooms and gathered his
something considered a farming and industrial remaining students in one of the Institutes old lecture
implement up until that point; the labour rig. halls.
There he explained what he had realised during his
The ‘Ambulatory Power Transfer Harness’, better contemplation; there was only one way to stop the
known as the Rig, was first created by members of the war and save the lives of everyone on the planet. Both
Ansler Institute, including Ansler himself, in 1261FK. sides had to be united against an even greater threat.
Designed to help dock workers unload cargo from Ansler proposed that they become that threat.
airships, Rigs were large metal humanoid vehicles
piloted by a single operator. For years they had been Long before the war Ansler had accidentally
seen as labour devices, nothing more, but by welding happened upon a theory that only had one
plates of heavy steel onto labour rigs, the Haldorans application; a weapon of unrivaled destructive power.
found a slow-moving but nigh-indestructible A beam of particles with a range limited only by line
replacement for their horses. Better still, due to their of sight and with enough power to level mountains.
bipedal nature the rigs could easily navigate the Conscious of what could happen if the theory was
trench networks and wire-strewn battlefields better known to others, Ansler carefully hid his notes away.
than horses, ploughing through most obstacles with Now he realised it could finally serve a purpose; he
The World of Neres

ease. named it his Peace Ray.

With the realisation of the new weapon before them, For months Ansler and his colleagues laboured to
factories on both sides began churning out dedicated build Peace Ray projectors into the huge airship Spirit
‘Battle Rigs’ and weapons for them to wield. The first of Creation, turning the icon of discovery into a war
full engagement fought with dedicated battle rigs on machine of unrivaled power.
both sides was the Battle of Dacem in southern Nidec; They completed their work at the end of spring

10
1276FK. Ansler and his inner circle boarded the airship Days turned into weeks, with soldiers slowly coming
and left their island home behind. Those who chose to the realisation that the days of ‘going over the top’
not to go with them vanished into obscurity, going into into a hail of machinegun fire were perhaps over. In
hiding. Mowena was left empty and abandoned, the one case a group of Litvian soldiers ventured into
only remaining residents were a handful of simulacra no-man’s-land to retrieve their dead and were met
left tending some of the Institute’s larger experiments; by a group of Haldoran soldiers on a similar mission.
processes that could not be easily shut down. Whereas before such meetings lead to gunfire,
instead both groups held a shared vigil for the dead
The following morning, at daybreak, Ansler fired before helping each other recover fallen comrades.
his Peace Ray at the Litvian city of Mirhast, a major Similar scenes of tense diplomacy occurred over the
manufacturing centre for the Litvian’s new unguided following weeks.
rockets. The entire city disappeared in a flash of light
so bright it blinded anyone looking in the direction of Finally in the autumn of 1276FK diplomats from Litvic,
the city for dozens of miles. Over 100,000 people died Haldora, Prynne and Kesh met to agree a permanent
instantly in the blast. When the glare faded, nothing ceasefire and an end to the War.
was left of the city but a shallow bowl of glass two
and a half miles across. Buildings at the edge of the
blast had been neatly sheared in half.
Three hours later Ansler turned his Peace Ray on
the Haldoran city of Durapol, home of their Airwing
manufacturing. Durapol was wiped from the map
in the exact same manner as Mirhast, claiming over
90,000 lives.

Minutes after the destruction of Durapol, Ansler


transmitted a signal to every radio on the globe.

“People of Neres, I am Professor Johann Thaddeus


Ansler. I am a man of peace, of knowledge and
discovery. I am sickened by the conflict that has marred
our world for the past six years; I have been witness to a
world consumed by hatred and bent on self-destruction.
And so I have acted. Today I have destroyed two cities;
Mirhast and Durapol. One Litvian, one Haldoran. Know
this; I have the power to destroy any city on this planet.
No one can stop me. But I will stay my hand, provided
you meet a single demand. Stop fighting. Cease
hostilities at once, and I will stay my hand. Continue,
and I will return, and my punishment shall be swift.”

With that the Spirit of Creation vanished into the


clouds.

Ansler’s actions, what many would come to call


‘The Ansler Solution’ had the effect the Professor
The World of Neres

had desired. Hours after Ansler’s radio broadcast


a tentative ceasefire was called all along the main
front in Nidec, with fighting coming to a halt in other
theatres by the end of the day.
A strange, tense peace followed, with both sides
keeping their forces ready in case the other side ‘Red’ Molly Buchanan, Kijani Smuggler
attacked, but fearing retribution from Ansler if they
attacked first.

11
TECHNOLOGY either the roof of the vehicle or on the back between
Technology in Neres has taken a slightly different the two exhausts. Most Battle Rigs are painted in drab
course to that in our own world. Mostly this is due to colours intended to blend in with the environment
the existence of Johann Ansler and his creation of the they are operating in; typically dark green, dark grey
Ansler Institute. Before the Great War new technology or sandy yellow, although the Theocracy also paint
had begun to proliferate due to the Institute but theirs in jagged grey and white patterns designed to
it was the war itself that caused the real boom in conceal them in the snowy plains of their homeland.
technological advancement. A growing number of Rig pilots have started to paint
Now in post-war Neres devices such as Rigs, designs on their machines such as scantily clad men
Simulacra and the ever-present Anslertech are and women in ‘pin up’ poses, grinning mouths and
common and appear in every walk of life. personal mottos.

Heavy Battle Rigs are huge 20-foot tall Battle Rigs,


RIGS developed in the later years of the Great War to serve
The ‘Ambulatory Power Transfer Harness’, better
as mobile artillery pieces and to hunt smaller Battle
known as the Rig, was first created by members of the
Rigs. Heavy Battle Rigs differ to both Battle Rigs
Ansler Institute, including Ansler himself, in 1261FK.
and Labour Rigs in that they require two crew rather
Designed to help dock workers unload cargo from
than one; one to pilot the Rig and the other to man
airships, Rigs are 12 to 15 foot tall metal humanoids
the weapon systems and control the complicated
piloted by a single operator. The pilot of the Rig sits in
electronic systems. Heavy Rigs are still humanoid but
the chest cavity of the machine and controls it via a
they look a lot more angular and gangly than their
pair of articulated gloves and boots which control the
smaller cousins. Most Heavy Rigs still have arms,
Rig’s arms and legs respectively.
although they lack hands and instead have cannons
There are dozens different manufacturers of Rigs
and machineguns directly built into the forearms.
and hundreds of different models, but generally any
Some newer Heavy Rigs lack arms altogether and
Rig can be assigned to one of three distinct classes;
instead have heavy cannon turrets jutting from either
Labour Rigs, Battle Rigs and Heavy Battle Rigs.
side of their torso. The legs of Heavy Battle Rigs are
long, designed to allow the machines to step over
Labour Rigs are designed for manual labour such
difficult terrain, and are often reverse-jointed like
as construction and carrying heavy loads. They are
the legs of birds, to better balance the weight of the
usually unarmoured (apart from the heavy steel used
machine on top of them.
to construct them) but are more than capable of
tearing apart sheet steel with their bare hands. Labour
Rigs are typically skeletal looking machines, with the AIRSHIPS
cockpit a metal cage open to the air to allow the pilot Airships have been used as the main form of
to communicate to other workers by the expedient international travel for over 100 years. Airships were
method of shouting. The Rigs are humanoid, with initially filled with hydrogen which, although cheap
arms terminating in large dexterous hands and legs and offering superior lift, resulted in several deadly
that end in heavy, stabilising feet. On the back of accidents. Many airship manufacturers began using
the Rig is a large double-exhaust diesel engine that helium to fill their ships but found it expensive and
powers the vehicle. Most Labour Rigs are painted inferior until members of the Ansler Institute created
plain colours such as cream, grey or olive green an artificial lifting gas with the strength of hydrogen
although some private owners decorate them with but without its flammable qualities. This gas, Loftium,
metallic paint or even chrome plating them. is now used in every airship in Neres and allows huge
airships to be constructed. Airships are the most
Battle Rigs are military version of the Labour Rig, first commonly used form of heavy transport, being used
The World of Neres

created in 1272FK to fight in the Great War. Covered in to ship goods between towns and cities and across
thick armour and designed as weapons of war, Battle international borders. Although slower than the newer
Rigs turn normal soldiers into terrifying engines of aeroplane, there is a certain grandeur to airships
destruction. While structurally the same as Labour and the people of Neres have a near-universal love
Rigs, Battle Rigs look a lot more substantial due to of them.
the plates of riveted armour that cover the cockpit,
arms and legs. Battle Rigs are accessed by a hatch in Not all airships are large; in fact a great many are

12
small vessels that can be flown by one or two crew sight in most cities. Simulacra are often found in
and are used to ship goods between cities or to ferry dangerous industrial jobs, such as forges, refineries
small numbers of passengers. and manufacturing plants. Able to work tirelessly
and efficiently, Clanks have replaced a hundreds of
AEROPLANES human workers in recent years, some times leading to
The aeroplane is a relatively new invention, having protests and even anti-Clank riots.
been developed only in the last 20 years. While faster
than airships, they have not been well received by Outside of industry, it is becoming fashionable and a
the general population and as such are still a niche sign of wealth to have a personal Simulacra servant
technology. in the home to answer the door, carry belongings and
This has not stopped several companies from advertise how well-off an individual is.
developing the aeroplane. The most common models
are the seaplane, which is used for both cargo and MECHAUGMETICS
passenger transport, and the biplane which has Created by Doctor Julia Weismann, a member of the
started to become a popular weapon of war due to its Ansler Institute, Mechaugmetics are mechanical limbs
ability to out-maneuver airships. designed to replace arms, legs and other body parts
The aeroplane was first envisioned by a Kesh inventor, lost to injury and disease.
Suhaila Ibnat Khayrat in 1262FK. Khayrat developed When first envisioned by Doctor Weismann,
and tested several basic aeroplanes in the deserts mechaugmetics were intended to help works injured
of her homeland but aeroplanes were never widely in industrial accidents, or people affected by diseases
adopted and seen more as a novelty than as a viable such as polio and bone diseases.
mode of transport. However, when Doctor Weismann left the Institute
during the Great War to return to her homeland of
In 1273FK, during the Great War, a Theocracy Air Litvic, she took her work with her and gave it to the
Service marshal turned to biplanes as a means of Litvian Empire military.
defending airfields from Litvian airships. The small
nimble biplanes were able to launch quickly when Mechaugmetic limbs were mass produced on an
alerted to incoming bombers, climb quickly and industrial scale, allowing injured soldiers to be
attack the slower-moving airships from above. outfitted with powerful new limbs and sent back to
fight in half the usual time required for recuperation.
Following the end of the Great War aeroplanes, While bulky and often unsightly, these replacement
especially seaplanes, have seen greater use. No limbs are invaluable to people who would otherwise
longer seen as a novelty they are becoming a more be left crippled.
common sight in the skies of Neres. Even so, it will be The plans for mechaugmetics were eventually stolen
quite a while before they are completely accepted; by the Northern Alliance, who began manufacturing
airships are still seen as the best method of long- their own versions.
distance travel.
Following the war mechaugmetics are still produced,
SIMULACRA with every iteration more advanced and less
Colloquially known as ‘Clanks’, simulacra are obtrusive than before. With the number of soldiers
humanoid robots powered by specialised long-life injured in the war, mechaugmetics are a common
powercells and programmed with punch cards. They sight. However, they also carry something of a social
resemble metal skeletons with blank dome-like faces stigma. Mechaugmetics are powered by Anslertech
and a card-slot on their chest. While they can perform powercells; a single cell will power a limb for around a
basic tasks when instructed, they are not intelligent week of normal function. However, due to the cost of
The World of Neres

or even problem solving; if programmed to walk a powercells some soldiers who received replacement
certain route and then confronted with a locked door limbs during the war for ‘free’ now find themselves
a Simulacra would simply stop in front of the door and shackled by debt, unable to afford new cells and
wait for it to be opened. stuck with a metal limb they cannot afford to power.

Clanks have steadily become more and more popular


in post-war Neres and are now a relatively common

13
NEOGENIC SERUM of a label of the device’s manner of creation and
One of the lasting and darker legacies of the Ansler operation, rather than one of its manufacturer.
Institute is the creation of Neogenic Serum. Another Anslertech devices are almost always powered by
invention of Doctor Julia Weismann, Neogenic Anslertech powercells; small batteries capable of
Serum allows a user to surpass their natural strength, powering large machines for long periods.
intelligence or social aptitude for a short time. Initially
intended to heal the sick and grant a normal life to the Some devices that many would term ‘Anslertech’,
disabled, the serums instead became addictive and such as mechaugmetics and elixir, are mass-
dangerous drugs. produced, but by and large most Anslertech devices
are usually built by individual inventors in labs
The development of the serums were also fraught and workshops, rather than in large factories. As
with moral lapses. While the experiments to develop such most Anslertech has a custom, jury-rigged
the serum began ethically, they slowly became appearance and usually no two devices operate in
less and less humane, with Doctor Weismann and exactly the same manner.
her team purchasing illegal genetic material from
suppliers in Kesh and, according to rumours, even MODERN SOCIETY
testing the drugs on prisoners from Litvian prisons in In the period immediately following the end of the
exchange for samples of the finished serum. Great War life attempted to return to exactly how it
was before war were declared. However, due to the
Regardless of the methods used to create it, it was changes in politics, technology and society created by
undeniable that the serum was a wonder drug. the war, many people found their old lives impossible
Patients who took the drug could lift dozens of times to return to for various reasons.
their body weight, run for miles without tiring, solve
complex puzzles and even exhibited enhanced social Now, four years after the ceasefire was declared,
skills. society has begun to stabilize. The surge of
However, some patients exhibited strange side technological advancement has plateaued and the
effects, such as distorted musculature, bone general public have become used to the availability
overgrowth and psychopathic behaviour. of technologies that, before the war, were luxuries.
Clanks are now a common sight in most cities and
Realising that the serums were dangerous, Doctor even in the country farmers and labourers are starting
Weismann attempted to bury her formula, but it had to use labour rigs for common tasks.
already been leaked by her fellow researchers.
Daily life for most citizens of the Great Nations is,
Nowadays Neogenic Serums are illegal in almost cultural differences aside, reasonably similar. Most
every country. However they continue to be produced people will own a small house, a car and earn enough
illegally and sold on the black market. money to enjoy the occasional entertainment such as
a visit to the movies or playhouse once a month. Most
ELIXIR homes have a wireless radio which the family gathers
An offshoot of the Neogenic Serum research around in the evening to listen to entertainment
conducted by Doctor Weisman, Elixir is a rare drug broadcasts and the news.
that increases the rate at which a person heals. Private telephones are still somewhat of a luxury, but
Unlike Neogenic Serums, manufacture of Elixir is public telephone booths are now a common sight on
legal and most nations have their own manufacturers most street corners and in diners and airship docks.
responsible for producing it. However, it is expensive Changes in manufacturing have made previous
and difficult to produce, meaning that currently Elixir is luxuries inexpensive and plentiful, meaning more
The World of Neres

reserved for special cases, or those who can afford it. people have access to items previously only available
to the upper class.
ANSLERTECH
Most large cities now feature elevated railways that
‘Anslertech’ is a common word used as a catchall term
carry commuters to work, and airship docks that allow
for advanced technology that shares a common set
small airships to land and offload both passengers
of similarities. Not necessarily created by Ansler -or
and cargo are commonplace.
even anyone from the Institute- Anslertech is more

14
Due to the proliferation of both radio and electrical and attending dance clubs to listen to Slick music. It
telegraph global communication is now much faster has become somewhat fashionable to rebel against
and easier. News travels very fast now compared one’s elders and society in general, leading to the
to before the war, enabling newspapers to feature popularity of both Slick music and the subcultures
stories from around the world, broadening readers that listen to it.
horizons. Similarly, common citizen are now able to
afford the use of telegrams as a matter of daily use, Soldiers who four years ago were fighting in the Great
allowing them to communicate over distances that War now find themselves having to reintegrate into
before the war would have taken days by postal normal society. Some have done so easily, whereas
service in a matter of hours. others find daily life strange and dull and have begun
to look for something else; something to make them
In most of the Great Nations society has changed feel alive again. These men and women are frequently
significantly compared to before the war. Whereas drawn into a life of crime, adventure or both.
previously young adults would spend their time at
home with parents, in school or learning a trade, now RACE, GENDER AND SEXUALITY IN NERES
they are spending more time in pursuit of pleasure, Age of Steel has been written to be a race, gender
joining subcultures such as Flappers or Greasers and sex-neutral setting.

Race has never been much of an issue in Neres. No


one race is seen as lesser to the others; no race has
actively enslaved another and racial tensions do not
exist to the degree that they do in our world. There
is tension between nations, assuredly, but it is not
based on the colour of the other nation’s skin but
rather the fact that they are a foreign nation. There
are racial epithets used by members of some nations
when referring to other nations, but mostly these are
derogatory remarks about that country’s diet (such as
Haldorans referring to Litvians as ‘Hoggers’ because
of their love of pork sausages and other pork-based
foods), their dress (Kijani refer to Haldorans as ‘frill
necks’ because of their historic love of cravats) or
their habits (such as Yalgiri referring to Kesh as ‘sand
counters’ due to their love of money and their sandy
homeland).

Women and men are seen as equals in modern


society, in no small part due to the Great War.
While there had been a long history of female leaders
and women fighting alongside men in past conflicts,
there was also a mild perception that women
and men should adhere to certain stereotypes.
Traditionally Haldoran, Theocracy and Kijani women
occupied roles such as trading, housework and raising
children. Astmark with it’s highly martial culture had
The World of Neres

a long history of female warriors, including several


influential all-female warrior sororities. Women in Kesh
also had a greater degree of freedom.
With the advent of the Great War the final remnants
of gender stereotypes fell away as the need for
engineers, doctors and support personnel increased.
As the Great War reached fever pitch women were
Eleanor Greywood, Haldoran Private Eye

15
finally permitted to enlist as soldiers. Order, opposing them in subtle (and sometimes not
Since the end of the Great War this gender equality so subtle) ways. There are also rumours of cells of
has remained, with women enjoying equal respect in freedom fighters gathering support against the order.
all levels of society.
The post-war youth often show their disaffection
Sexuality is not highly discussed in polite society, with society by joining one of the numerous
but the same can be said for a number of subjects. subcultures found across Neres such as bikers,
Homosexuality is not taboo in Neres, although it is not dieselpunks or riggers. One social movement of note
overly discussed either. There have been a number are the so called ‘Hot Riggers’ or ‘Riggers’. Gangs of
of gay and lesbian leaders and celebrities and no mechanically-inclined young adults, Riggers buy old
emphasis is placed on their sexuality, but it is not labour rigs and upgrade their engines and cowlings,
brought up specifically either. painting them bright colours and with flame-decals.
Extra exhausts are added, often chromed, and the rigs
Reincarnation is a key belief to both the major are shown off at ‘Rig Meets’ and used in races.
religions in Neres. As such, transgender people Although private ownership of a rig is not illegal, the
have been widely accepted for centuries. The noise and disruption caused by the Rigger’s races is
fact that sometimes a soul is reincarnated into a often seen as a nuisance and results in clashes with
body of a different gender is taken as a matter of the police.
course; Transgender people have equal status and Because of their access to powerful rigs and
rights in every county and Nation, they are seen as mechanical knowledge, some Riggers later fall into
regular citizens. Currently surgical transition is an the dieselpunk lifestyle; becoming mercenaries
experimental and dangerous procedure used by and adventurers.
only a few individuals. However, there are rumours
that some doctors in the Litvian Empire using Dr Much of the social unrest is a symptom of the post-
Weisman’s research have started working on a war period. However, some of it is undoubtedly stirred
neogenic serum to aid in transition. It’s effects are up by the unseen Silent War.
currently unknown, if it even exists.
SLICK MUSIC
SOCIAL UNREST Since the end of the war a new style of music has
Since the great war society has seen an increase in rapidly become popular across Neres. Known as
social unrest. Many ex-soldiers, previously promised ‘Slick’ the music is epitomised by soulful trumpets,
a ‘land fit for heroes’, suffered when unemployment moody singers and lyrics that revolve around loss,
rose rapidly and the ambitious wartime programme hardship and the desire for material wealth.
of ‘reconstruction’ failed in the face of an economic Musicians who play Slick are commonly referred to
slump. as ‘Slickers’ or ‘Slick players’ and are seen as louche,
A new concept of ‘labour unions’, especially popular in disreputable and self-destructive.
the Lowlands of Haldora, has added to the unrest with
previously amenable workers now banding together Despite its underground nature, Slick has begun to
and demanding better pay, more reasonable hours influence aspects of society and Slick singers and
and safer working conditions. musicians are starting to appear among the rich and
Both of these situations have lead to riots in some famous (a first since before the war such people were
cities, and a growing unrest in the downtrodden often underpaid and unappreciated).
and disaffected.
ENTERTAINMENT
In the Theocracy the normally obedient population Entertainment is becoming big business in Neres.
The World of Neres

have begun to chafe under the increased presence of The most popular form of entertainment is the radio;
the Midnight Order who, before the war, were much almost every household now has a radio set, which is
less powerful and invasive of the daily life of citizens. generally one of the most expensive and important
However, the Order exerts significant control over items in the home. Radio broadcasts are treated as
the government and the military, making opposing the evening entertainment for most families, with
them difficult and dangerous. Despite this a growing hundreds of stations and broadcasters available
number of Theocracy citizens are standing up to the across the various nations.

16
Most radio broadcasts take the form of serial dramas especially around the coasts of Kijani and Kesh.
or comedies broadcast at the same time every week
and telling stories over dozens of episodes. News Trains are used to get around cities and to carry
reports and music shows are also popular. large quantities of goods across country. In cities
above-ground elevated railways are a common sight,
Movies, black and white motion pictures, have been carrying commuters to and from work every day.
around for 30 years but in the last two years ‘talkies’ Cargo trains -huge diesel-powered behemoths- are
-movies with sound and voices- have appeared and used to carry goods across nations. Luxury trains also
have become massively popular. Shown in large exist, carrying passengers in suites similar to those
‘movie halls’, movies are becoming a highly popular found and intercontinental airliners.
weekend entertainment. For relatively little a patron
can buy a ticket that allows them to watch several Seagoing vessels are used in Neres, but they are
features and usually a newsreel in between. something of a rarity. Most people would prefer to use
The movie industry is rapidly becoming one of the an airship for crossing the oceans. Most sea vessels
wealthiest industries in both Haldora and Litvic. Big are fishing ships or short-range cargo ships.
budget movies, shot on location in exotic settings
such as Alashambra and the deserts of Kesh are RELIGION
becoming more and more common, with movie stars Religion was once highly important in Neres but with
rising in celebrity. the end of the Great War and the rise of technology
many are beginning to turn their back on the spiritual
Theatre has been a popular entertainment for in favour of rational science and human endeavour.
centuries but in recent years has come to be viewed
as somewhat old fashioned and favored by the Of the Great Nations both the Republic of Kesh and
upper class. Music halls, featuring a variety of music the Theocracy are deeply religious. Some citizens of
including Big Bands and Slick Bands, are also popular Haldora and Kijani, especially in the older generations,
although seen as slightly more working class. are still religious but it is beginning to fall out of
fashion. The Litvian Empire is fervently secular, with
Clubs, which are related to music halls but tend to almost the entire population believing that religion is
serve more alcohol and feature more modern music, a relic of the past.
are growing in popularity. They are frequently meeting
places for the subcultures such as flappers and There are two distinct religions practiced in Neres;
slick fans. The Old Way and the Muldoori Faith, although they
share common roots.
TRAVEL
Travel is now an affordable luxury for many. Before the THE OLD WAY
war long-distance travel was expensive and difficult The Old Way is the religion practiced by the
for most people; with the explosion in the number Haldorans and Kijani. It was also the religion practiced
of airships, aeroplanes and automobiles now most in the countries of the Litvian Empire, before they
people can consider travelling to other cities if not turned away from faith in favour of science.
other countries.
The ancient people of Neres believed in a Great Spirit
Airships have been the most popular form of travel for that was the source of all life. This spirit was named
decades and remain so now. Filled with safe Loftium Vaide, often referred to as the All-Mother. In addition
gas and powered by multiple diesel engines, a small to the Great Spirit there existed a host of Lesser
cutter-class airship can carry half a dozen passengers Spirits, which inhabited plants, animals, rivers, rocks
The World of Neres

to another city in a matter of hours. A large airliner can and places such as forests and mountains.
carry dozens of people in style and luxury across the They also believed that the Great Spirit was largely
entire globe. unconcerned with the fate of mankind but she could
be appealed to through the Lesser Spirits. As such,
Although aeroplanes have never been seen as Lesser Spirits were honoured and worshipped with
reliable or popular, seaplanes are growing in number offerings and sacrifices. Portions of a hunt were left to
and are often used to travel short distances quickly, honour the spirit of the animal slain. Gifts were left in

17
forest clearings to bring luck when felling trees, and Shadow across the celestial realm. This Shadow,
so on. the shadow of the divine consciousness, was the
antithesis of the great spirits. A single entity, yet a
Lesser Spirits were also believed to reside within legion of minds, the Shadow sought to destroy all that
every man and woman. Upon a person’s death their Vaide and Seras had made.
Lesser Spirit would be taken by Vaide and woven into
a new body as a newborn child; the same spirit but While Vaide and Seras has laboured to create the
without any memory of it’s past life. universe the Shadow had hidden, watching their work.
Now as they rested the Shadow struck at the great
The Old Way remains largely unchanged in modern spirits and attempted to destroy all they had made. A
times. Modern followers of the Old Way still leave terrible battle was fought in the celestial realm, during
offerings to lesser spirits they wish to appease or which Seras was killed. But with his death the Shadow
curry favour with, but usually at small personal shrines was defeated and Vaide sealed it away, beyond the
located in homes or in sacred gardens found around celestial realm and far from the physical realm. A
cities. In more rural areas entire sacred groves of prison beyond time and thought.
trees are still found, tended to by aging priests and
priestesses, but they are becoming less common in Vaide then took the remains of Seras and used them
the modern, industrialised age. to create mankind, imbuing each and every mortal
with a fragment of her lost Brother. With the leftover
THE MULDOORI FAITH remains she created the moon and hung it in the sky,
The Muldoori Faith is followed by the Keshi and the so that Seras could watch over their creations for all
Theocracy, although in two slightly different forms. time.

In 798FK a Muldoori nobleman named Mandus Mandus taught that because mankind were made
was gravely injured in battle. As he lay dying he felt from the essence of the Great Spirit, each and every
his spirit rise up to meet Vaide. Mandus claimed man and woman was sacred. It was not Lesser Spirits
that, instead of washing away his memories and that inhabited them, but fragments of Seras. That is
reincarnating him in a new body, Vaide instead spoke why man was reborn again and again.
to him. His writings became highly popular and Mandus
For three days Mandus lay amongst the corpses on rose to a position of great power and authority within
the battlefield while his spirit conversed with the All- the Muldoori Empire. Following his teachings the
Mother. Then, on the third day his spirit returned to his Empire gave up its warlike ways and became a haven
body and he rose, restored and enlightened. of peace and learning, spreading the teachings of
Mandus returned to his home city and began to Mandus across the world.
spread the word of what Vaide had told him.
When Mandus died in 845FK the Empire attempted
Mandus spoke that in the beginning there was to follow his teachings, but after only six years the
nothing but a single nameless divine consciousness. Muldoori Empire began to collapse, divided by
Light dawned on the universe and the light split the religious debate and infighting.
consciousness in two great spirits; one male and one
female. The female spirit was named Vaide and the THE SCHISM
male was named Sares. They were two and yet one. The Schism is the term used to reference the divide
Brother and Sister, yet also Mother and Father. Vaide between the Theocratic Empire of Prynne’s view of
and Sares joined and created the universe, and filled the Muldoori Faith and the view held by the Republic
it with plants and animals, imbuing each with a tiny of Kesh.
The World of Neres

portion of themselves; the Lesser Spirits. And for a


while, all was good. The Theocracy was founded by a group of Muldoori
clerics who were exiled from the collapsing empire for
However, unbeknownst to Vaide and Sares, they were their heretical interpretations of Mandus’ writings. The
not alone in the celestial realm. exiles believed that Mandus, as the chosen herald of
When the Light struck the divine consciousness and the Great Spirit, would be reborn with his memories
created the two Great Spirits it also threw a terrible intact; ready to lead the Empire once more. In fact

18
they believed that the Prophet had already returned need help to escape the Void Beyond and, as such,
to them in the form of a child named Kadir; the son are willing to make pacts with humans in order to
of their leader Birak Bir. As such they believed that all facilitate their escape.
people should worship Kadir as the ‘Divine Emperor’.
To date they have never managed more than a minor
The rest of the Muldoori people maintained that break through into the physical world.
Mandus had always taught that no one man should
be placed above another by birthright. To them the SECRET SOCIETIES
idea of a Divine Empire was heresy. There have always been a number of factions and
Unable to reconcile their differences, the exiles left societies who know of the existence of the Coiled
the Muldoori Empire and travelled north where they Ones. Some factions work for the Coiled Ones,
eventually founded the Theocracy. seeking ways to release them from their prison;
other work to keep them locked away. At times these
Even today the Theocracy and the Kesh - the factions come into direct conflict with each other;
descendants of the Muldoori Empire - cannot other times they work quietly from the shadows.
reconcile the difference in their beliefs. A Prynne and a
Kesh can be in the same room together, but if religion The Muldoori
is raised as a topic things will become unpleasant The first faction to stand against the Coiled Ones
very quickly. Indeed the whole reason the two nations and perhaps the first faction to ever learn of their
entered into the Great War was largely due to it being existence. When Mandus rose to power in the
an opportunity to fight each other. Muldoori Empire he created a number of societies
and orders to combat their servants.
In the years immediately following the end of the For several years the warrior and scholarly societies
Great War tensions between Kesh and the Theocracy created by Mandus stood against the Coiled Ones,
eased somewhat, but now they have begun to rise with no need to hide their existence from the rest of
once more. the world.
With Mandus’ death the societies lost much of their
THE COILED ONES power and were either forced into hiding or were
Whether Mandus actually met and conversed with hunted down and destroyed during the fall of the
the Divine Spirit or not, there is one thing he was Muldoori Empire.
right about; the Shadow of the Divine Consciousness,
which killed the Great Spirit Seras, is very very real. It, While some relics remain in museums or lie buried in
or rather, they, are the Coiled Ones; and they seek to hidden tombs, nothing else remains of these groups
destroy the physical world and kill everything within it. in the modern age.

A single entity, yet also a legion of intelligences, The Exiles


the Coiled Ones still exists beyond space and time The Muldoori clerics exiled from the Empire due
in an eternal void. They can see the physical world to their heretical views were unknowingly lead by
from their prison, but are unable to interact with it worshippers of the Coiled Ones. Birak Bir and his son
except for in a few small locations. These locations, truly believed in the reincarnation of Mandus but their
weaknesses in the walls of their prison, move in advisors were secretly agents of the Coiled Ones.
accordance with celestial conjunctions and the
movement of the stars. Other such locations are fixed, Always careful to hide their true beliefs, the inner
but only ‘open’ at certain times. circle of Coiled One worshippers hid themselves from
When they do reach into the physical world, the the rest of the Exiles while remaining amongst the
The World of Neres

Coiled Ones presence brings madness and death. leadership of the group.
They manifest as pillars of darkness that seem to fold When the Exiles finally founded the Theocracy the
impossibly in on themselves. inner circle set about sinking their claws into every
aspect of the new empire.
While the Coiled Ones want nothing more than to
destroy the physical world, they are not mindless in The Midnight Order
their pursuit of that goal. They fully realise that they The successors of the original inner circle of Coiled

19
One worshippers, the Midnight Order are the secret spies into the Institute.
police of the Theocratic Empire of Prynne.
While not every member of the Midnight Order is a Wherever Ansler went after enacting the Ansler
worshipper of the Coiled Ones, many are. Solution, he is no doubt working against the Coiled
Ones still.
Maintaining both military and secular arms, the
Midnight Order has grown to such size and power that The Thorncroft Foundation
stopping it is all but impossible without attacking the The Thorncroft Foundation was founded by Lord
Theocracy as a whole. Nicholas Thorncroft the year the Great War ended; it
is a society of adventurers, explorers and free agents
They are undoubtedly the most powerful and who are united by a lust for adventure. Initially based
dangerous group of Coiled One worshippers in the in Haldora, the Foundation has spread and now has
world and are actively involved in perpetuating -and offices in Haldora, Litvic, Kesh and Kijani.
even escalating- the Silent War. Secretly the Foundation is also one of the few groups
to know of and directly oppose the Coiled Ones and
The Red Hand their agents.
A vile cult of Coiled One worshippers from the
time of the Haldoran First Kingdom. The Red Hand It is known that Lord Thorncroft was once a member
worshipped the Coiled Ones with blood sacrifice of the Ansler Institute, but left the Institute shortly
and murder and were feared across Haldora for their before Ansler enacted his terrible Solution and ended
violence and debauchery. the War. When asked why he left, Thorncroft will only
The cult was hunted down and destroyed by knights ever cite ‘a difference of opinion’ with Ansler.
of the First Kingdom, but crypts and tombs containing
their relics are occasionally discovered in the forests In truth, Thorncroft was actually a member of Ansler’s
of the Highlands. inner circle and voluntarily left the Institute to act as
an observer once the Solution was enacted. Ansler
The Order of the Dove knew full well he would have to disappear from the
A Haldoran knightly order from the time of the Second public eye once he made his move, so Thorncroft was
Kingdom who swore to hunt down worshippers of nominated to stay behind and keep a watch for the
the Coiled Ones. The order was destroyed centuries Coiled Ones.
ago, but several groups sharing the name have
appeared over the following decades although none Thorncroft genuinely doesn’t know where Ansler
last very long. Who keeps reforming these groups went, and is keen to find out. To this end he has sent
and teaching them of the Coiled Ones is unknown. several of his most trusted agents to try and locate
Perhaps it is a group of hidden lorekeepers, perhaps the Professor, the Spirit and other members of the
ancient books of secrets are circulated by unknowing Institute.
scholars. So far, none have returned with anything concrete;
those who return at all.
The Pira Sag
An Astmarkian warrior clan from the time of the Other members of the Foundation stand against the
Second Kingdom. The Pira Sag still exist today as a Midnight Order and the other agents of the Coiled
mere handful of nobles. The Pira Sag have not actively Ones.
stood against the Coiled Ones in decades but they
still maintain one of the largest libraries of lore on their ANSLER’S DISCOVERY
enemy in the world. Most people on Neres believe that Ansler destroyed
The World of Neres

Mirhast and Durapol to end the Great War. This is true


The Ansler Institute enough, but the great inventor had another reason for
More recently Johann Ansler also learned of the doing so.
existence of the Coiled Ones, and his Ansler Institute
became another bastion against their creeping For years Ansler had suspected that there was an
influence. Ansler was careful to only share the external agency influencing events across the globe;
knowledge of the Coiled Ones with his most trusted pushing Litvic and Haldora into competition with each
colleagues, for fear that the Coiled Ones had sent

20
other; keeping the religious friction between Prynne force the war into the shadows.
and Kesh from dying down; encouraging the border
wars in Kijani. The Ansler Solution ended the Great War, but it did
To the mind of Ansler the clues were discernible as not remove the animosity the Great Nations felt
faint patterns in trade traffic and troop movements; toward each other; animosities the Coiled Ones had
as if some shadow organisation with tendrils in every carefully fostered in the hearts and minds of the
government of the Great Nations was pushing the leaders of each nation for decades and not easily
world towards conflict. However it was nothing he assuaged.
could prove. For a year or two after the end of the war things were
indeed peaceful, but slowly and steadily the Great
As war was declared and his students and fellow Nations began to plot and manoeuvre once more. It
scientists slowly left the Institute to help the war effort began gradually, with politicians and trade deals, but
in their own countries, Ansler became increasingly eventually spies, free agents and assassins became
convinced that some external agency was at work, involved. Agents of the Coiled Ones survived the war,
pushing the Great Nations towards a point of mutual embedded in the governments of the Great Nations,
annihilation. and these agents have been carefully engineering the
Shutting himself away with research materials, notes coming conflict.
and history books Ansler sought to work out who
would benefit from such unrivaled destruction. Now the Silent War, as it has come to be known, is
waged across Neres. It is not fought on battlefields; it
And so Ansler learned of the Coiled Ones. Reading is an engagement fought in back alleys, boardrooms
the ancient visions of Mandus, Ansler realised that the and in hidden research facilities. Sabotage, espionage,
Shadows the ancient prophet had spoken of were the border skirmishes and trade sanctions are the tools
force driving the Great Nations to destroy one another. employed. Both government teams and freelance
mercenaries are used by the Great Nations.
Ansler realised that the Coiled Ones had spread their
influence too far to be stopped; to disrupt their plans It is a war with no allies. The Third Kingdom moves
he would have to stop the Nations themselves from against the Theocracy, fearing their growing power,
desiring war. With a heavy heart he realised there was as much as they move against the Litvian Empire and
one way he could do so; make himself a greater threat Kesh. Similarly Kesh no longer trust their former allies
than all of the Nations combined. the Empire. Everyone moves against everyone.

And so Ansler explained his discovery and his plan to Naming it the Silent War makes it seem like an official
his inner circle. Together they turned the airship Spirit engagement, however it is far more nebulous than
of Creation into the most deadly war machine Neres that. Not even the leaders of some nations know the
had ever seen. war is being fought; it is orchestrated by intelligence
agencies and ministers who feel they are doing
Wherever Ansler and his colleagues aboard the Spirit the ‘right’ thing for their country or sometimes just
went after destroying Mirhast and Durapol, it is almost pursuing their own agendas. Regardless, the masters
certain that they are still trying to stop the Coiled of the Silent War are the Coiled Ones.
Ones and their plans.
From time to time abandoned bases are found across Each of the Great Nations has a stake in the Silent
the world; in the jungles of Kijani, in the deserts of War. Kesh seeks to become the wealthiest nation;
Kesh or even in the icy wastes of the Southern Pole. the Theocracy wants to see all nations become
followers of their church; the Third Kingdom wants to
The World of Neres

reclaim their former glory; the Litvian Empire wants


THE SILENT WAR to become the most technologically advanced
The majority of people believe that with the end of the
nation and Kijani wants to become the most powerful
Great War that Neres is at peace. Following the Ansler
military.
Solution and the ceasefire agreements signed by the
Simultaneously the Great Nations have a shared goal
Great Nations, armies have downsized, fortifications
in the Silent War; to be the first to find Ansler, discover
have been mothballed and life has largely returned
the secret of his Peace Ray, find any new technology
to normal. However in truth all the ceasefire did was
to give them an edge in the coming war, kill the

21
scientist so he cannot interfere again and to stop the BUREAU 12
other Nations from achieving these goals themselves. Bureau 12 is the codename of the Haldoran Secret
Service. Created in 1184FK the Bureau’s initial purpose
To date the Silent War has not escalated beyond was to combat the growing number of spies known
minor engagements, however those involved can to be operating in the Kingdom sent by the fledgling
see that soon the conflict will reach a level where it Litvian Empire, the Republic and the Theocracy.
will boil over into outright conflict. Each of the parties Over the years the Bureau expanded to incorporate
involved is keen to avoid that for now; until they can its own spy networks as well as units of soldiers
find Ansler and neutralise him, the fear of retribution schooled in ‘uncivil warfare’; a polite term for
assassination and guerilla warfare.
keeps the Silent War a game of shadows.

With the start of the Great War, Bureau 12’s services


The effects of the Silent War on the world at large are
suddenly came under high demand, with the number
visible to those who know where to look: increasing
of suspected Litvian and Keshi spies skyrocketing
prices on foreign goods; reports of political tension and paranoia at an all-time high. Similarly their other
in the newspapers; tales of airships vanishing over skills -assassination and irregular warfare- were also
the Median Ocean. By and large these stories are in demand. As their budget increased, Bureau 12
dismissed by the general public; following the Great became more and more powerful with hundreds of
War the common people desperately want peace and agents and authority rivaling that of most generals.
quiet and sometimes willingly ignore signs that all is Although supposedly a secret, Bureau 12 became
not well with the world. well-known to the general public of the Third
Kingdom, with agents appearing in wartime pulp
Key groups involved in the Silent War include the stories and radio plays where they were portrayed
Shadow Office, Bureau 12, the Midnight Order and the as dashing men and women of mystery and action,
Thorncroft Foundation. defending the Kingdom from the evils of the Southern
Coalition.

As the Great War ended with Ansler’s Solution the


AGE OF STEEL WITHOUT Bureau chiefs suddenly saw their power and authority
ELDRITCH HORROR diminishing as Neres moved back into peacetime.
Some people might not want to run Age of Steel Eager to retain the life they had become used to,
with the eldritch horror element of the Coiled some of the Bureau chiefs began looking for new
Ones. That’s perfectly fine; removing the Coiled threats to justify keeping their departmental budgets.
Ones and their machinations is quite easy and Others, driven to paranoia during the war (or by the
adds a new slant on the world and factions within. influence of the Coiled Ones) continued to see threats
everywhere and pressed to retain their spy networks.
Without the Coiled Ones driving the conflicts
Although romanticized by the people of the Third
between the Great Nations the world of Neres
Kingdom, the truth is that most agents are selected
becomes a lot more bleak. Now it is mankind’s
for their callous natures and unflinching loyalty to King
greedy and warlike nature driving the Silent
and Nation. They will stop at nothing to eliminate what
War, rather than an outside alien influence. The they see as threats to the Third Kingdom, even if those
shadowy government agencies are now fully threats are fellow Haldorans.
understanding of what their doing, rather than the
puppets of the Coiled Ones.
THE SHADOW OFFICE
The Shadow Office (or, in Litvian, Schatten Büro) is a
Ansler without the Coiled Ones becomes a
covert military unit created during the Great War to
very different character. No longer did he enact handle espionage and intelligence. Created from a
The World of Neres

his Solution for the good of humanity. Ansler number of elite military units, the Office was given the
murdered thousands to save millions in an act of remit of conducting behind-enemy-lines raids, sowing
calculated genocide. Worse still, he could return terror and disrupting the Northern Alliance chain of
at any moment to do so again. command through assassination and misinformation.
Clad in black and often wearing concealing face
masks, Shadow Office members became ill omens
to the Southern Coalition troops, who dubbed them

22
‘spooks’. Seeing a spook in or near a trench was and a large network of spies and informants both
considered bad luck, and all manner of military overseas and within the Theocracy.
superstitions grew up about them. The Shadow Office
did little to dissuade these legends, seeing them as The Midnight Order is greatly feared by both the other
adding to their fearsome reputation. Nations and the people of the Theocracy themselves.
Their rise to power and authoritarian views concerns
Following the Great War the Shadow Office become many foreign diplomats and their iron grip on the
the de facto Intelligence Service of the Litvian Empire, people of the Theocracy has caused a number of
removing themselves from the military hierarchy and formerly loyal citizens to flee the country in fear of
becoming part of the Imperial Government to increase their lives and the lives of their family.
their influence and authority. Many dissenters who
argued against a military unit becoming part of the Members of the Thorncroft Foundation are especially
government have mysteriously vanished. concerned by rumours that key members of the
Midnight Order are puppets of the Coiled Ones, or
The Shadow Office have a large number of former even knowing worshippers.
Ansler Institute members on their payroll and
as a result are equipped with cutting edge and THE THORNCROFT FOUNDATION
experimental weapons, armour and devices. Some Although a civilian organization and ostensibly
spooks continue to wear the black trench coats and an ‘explorers club’ the Thorncroft Foundation has
obscuring masks from the war, whereas others are involved itself in the Silent War on more than one
more subtle. However, regardless of appearances, the occasion. Members of the Foundation have, in the
Shadow Office retains the sinister reputation past, thwarted the plans of the Midnight Order,
cultivated during the war and, if rumours are true, it is Shadow Office and Bureau 12 by helping rival spies
well deserved. escape or hiding former Ansler Institute members
from the other intelligence agencies.
THE MIDNIGHT ORDER
The Midnight Order are the well-known secret police With offices in almost every nation and members
of the Theocracy. For decades the Midnight Order scattered across the globe, the Foundation is
were nothing more than a small group of priests who excellently placed to intervene in the plans of the
chastised individuals who broke church laws such as other agencies. Orders are sent to Foundation
smoking tobacco or working on holy days. However members by telegraph and safe houses arranged at
in the decade leading up to the Great War, during a moment’s notice. The Foundation has significant
a period of increased piety and religious fervor, the funds; enough to finance missions and purchase the
Midnight Order began to increase their authority and latest equipment for its members.
powers until they became the secret police of the
Theocracy, reporting directly to the Arch Prelate. Lord Thorncroft is keen to stop all three intelligence
agencies, who he believes are so riddled with agents
When the Theocracy entered the Great War to assist of the Coiled Ones that they are no longer working in
their allies the Third Kingdom, the Midnight Order their Nation’s best interests. Whether Lord Thorncroft
assigned ‘Church Officers’ to every military company. is right in his beliefs or not, he has involved himself
These were Order members possessing military and his allies in the Silent War and has begun to
rank equal to an officer and who were responsible attract the attention of the other three intelligence
for ensuring every member of the company adhered agencies. How they will react is still to be seen.
to Church and National beliefs. Church Officers had
the authority to summarily execute any soldiers OTHER AGENCIES
they believed exhibited cowardice, incompetence There are, of course, other agencies involved in
or heretical beliefs. They were also in charge of unit the Silent War. The Free Nations have a fledgling
morale, although most believed that daily prayers and
The World of Neres

intelligence department but currently they are trying


intimidation fulfilled this requirement. to remain unnoticed and are yet to fully comprehend
the depth and severity of the Silent War. Still, they
Due to their presence in both the military and the have dispatched agents to other nations and have
police the Midnight Order had incredible levels of been involved in more than one skirmish to date.
authority and control during and after the Great Kesh prefers to hire freelance agents, rather than
War. Nowadays they are the sole police force of the having its own dedicated spy networks, but even
Theocracy, policing both religious and traditional
crimes. They also have hundreds of military personnel

23
so it has dabbled more than once in the Silent War. Culture
Currently a number of government departments The Haldoran Third kingdom is a nation steeped in
within the Republic are lobbying to create an history and tradition. Although Haldora’s power is
intelligence department, but they are being resisted in decline the people still remember the previous
by the Assembly for unknown reasons. centuries when the Kingdom’s Empire extended
Lastly there are a small number of criminal across the globe.
organisations and free agents who have become Culturally Haldora is still quite feudal with a rigid class
involved in the Silent War, whether knowingly or not. system; all citizens are either of the Noble Class, the
By making deals, accepting payments or just bad Merchant Class or the Working Class. Although in
luck, these people become caught up in the web of recent years the importance of the class system has
intrigue between nations. Few such individuals survive begun to wane, most Haldorans are constantly aware
for long, however. of their place in society and have been raised to
believe that they shouldn’t aspire to anything seen as
‘beyond their class’. A member of the Working Class
NERES GAZETTEER will seldom aspire to an academic life of research, for
Below is a more detailed look at each of the Great and example. Similarly a member of the Nobility will never
Minor Nations. feel truly comfortable lowering themselves to manual
labour. While restrictive, many Haldorans see the
THE GREAT NATIONS class system as comforting; everyone has a role and
knows their place.
The Great Nations consist of the Haldoran Third
Kingdom, the Litvian Empire, the Theocratic Empire of
The Kingdom has a long history of warfare, both
Prynne, the Republic of Kesh and the Free Nations of
internally and with other nations, and many Haldorans
Kijani.
are martially inclined. Insults are settled with swords
or fists in honour duels. Such duels are still perfectly
THE HALDORAN THIRD KINGDOM legal in Haldora, providing they follow legal process
Haldorans are a proud and noble people, with a long and are correctly witnessed, although they are rarely
history and a rich culture. However they are also fought to the death.
acutely aware that their empire is slowly fading and
that soon younger nations such as the Litvians and Art is highly prized in Haldora, as is literature.
Kijani may replace them as the most powerful nation Haldorans are very fond of tragic romance as a theme
on Neres. for their stories and poems. Both writing and painting
are traditionally a pursuit of the Noble class but in
recent decades a number of famous painters, poets
and writers have emerged from the Merchant and
even Working classes.

Politics
The Third Kingdom is an Imperial Monarchy; the ruler
is both King or Queen and Emperor or Empress.
The Third Kingdom was founded and is still ruled by
the Aurelian bloodline. The current High King is David
Aurelian III, who ascended to the throne following the
death of his father, Archibald IV, whose assassination
sparked the Great War. The High King rules absolutely
but is advised by a Royal Council of lords who help
him decree laws, debate foreign relations and decide
The World of Neres

how taxes are spent.

Politically Haldora is divided into six duchies, with


each duchy overseen by a Duke or Duchess. Each
duchy is further divided into several counties. Laws
are dictated by the King and his Royal Council and
passed onto the Dukes and Duchesses who may
choose to keep the law as written or add their own

24
addendums to apply within their duchy. quarrels when faced with outsiders. All Haldorans
Modern affectations are beginning to creep into are fiercely proud of their homeland and will defend
the otherwise feudal system with the introduction any slight against another Haldoran -Highlander or
of the Royal Intelligence Office; a police force with Lowlander- vigorously. They are not a bloodthirsty
royal authority to investigate crimes across duchies people but few foreigners will pick a fight with
regardless of local laws. a Haldoran if they know what’s good for them; a
Haldoran never backs down from a slight to their
Currently the Third Kingdom enjoys good relations honour, perceived or otherwise.
with its wartime ally the Theocratic Empire of Prynne,
with trade flourishing with the northern nation since Both Highlanders and Lowlanders are typically tall
the end of the Great War. Because of this a number of and tend towards thinner builds with hair colours
Theocracy expatriates can be found living in Haldoran ranging from black to brown and occasionally fire-red.
cities and small elements of Theocracy culture, such Highlanders tend to have pale skin and blue or green
as their love of vodka, have become fashionable in eyes, whereas Lowlanders more commonly have
Haldoran culture recently. ruddy skin and brown eyes.

Haldora has had a long and complex history with Fashion in Haldora often has a martial twist. Coats cut
Kijani. Both nations are warlike and have been both to reflect dueling jackets are popular for both men
enemies and allies for extended periods in the past. and women and other military affectations such as
During the Great War Kijani mercenaries fought on epaulettes and military-style caps are also in fashion
both sides, something the Haldorans have not yet following the end of the Great War. Moustaches are
forgotten. The political relationship is currently tense, popular for men, and it is the fashion for hair to be
but trade continues between the two nations. worn short. The current fashion for women is to cut
their hair into bobs.
Relations with the Litvian Empire are frosty at best,
but trade is slowly beginning to return to pre-war History
levels. However Haldora always has one eye on their The current calendar of Neres runs from the founding
former enemies and has invested no small amount of the First Kingdom. All dates are recorded as FK
of money in spies, information networks and any (First Kingdom). The current date is 1280FK; 1280
other countermeasures they believe they can slip years since the founding of the First Kingdom.
past Ansler (if he’s even still watching). No Haldoran is
quick to forget that Ansler was Litvian-born, despite The First Kingdom was founded in 0FK by Queen
the fact that he killed more Litvians than he did Marissa of Hengis, who united a number of Highland
Haldorans with his Peace Ray. clans. The walled cliff-top town where she ruled from
became known as Queensport and has remained the
People capital of the Haldoran Kingdoms ever since.
Haldora is also divided into two distinct ethnicities; The First Kingdom lasted for 208 years until a terrible
Highlanders and Lowlanders. plague ravaged the land, decimating the people and
Highlanders, who hail from the north of Haldora, leaving so many dead that the plague reeves resorted
consider themselves to be the ‘true’ Haldorans. It was to burning bodies in the streets. Records tell how one
in the Highlands that the First and Second Kingdoms of these fires lead to the destruction of Queensport
were founded and where the Third Kingdom has when it burned out of control and there were too few
its seat of power. Highlanders are reserved, cynical people left to extinguish it.
and stoic. They have a dry sense of humour and are
renowned for their acerbic wit. For 300 years Haldora was a lawless land of tribes and
The World of Neres

Lowlanders are the people from the wide open plains clans until a chieftain claiming ancestry to Marissa
of southern Haldora. They are a relaxed, friendly united the people once more and founded the
people with the same stoic outlook as Highlanders Second Kingdom in 510FK.
but much more inclined to laugh, sing and carouse. The Second Kingdom lasted for just over 200 years
Lowlanders make friends quickly and hold grudges before collapsing in civil war.
for a long time.
Although both Highlanders and Lowlanders see The Haldoran Third Kingdom was founded in 942FK
each other as rivals either will instantly put aside their when a warrior named Aurelian lead a huge crusade

25
across the Highlands and into parts of the Lowlands, Some people have begun suggesting the site should
uniting the various tribes, clans and cities into the either be torn down and redeveloped or turned into a
largest Kingdom Haldora had ever seen. monument to the lives lost in the War.
Crowning himself King, Aurelian lead his people into There are also rumours that the ruins are ‘haunted’
an age of reason, discovery and lasting peace. by the people murdered by Ansler’s Peace Ray.
Tales tell of ghostly apparitions walking the ruined
In the 1080s Haldora began to explore the rest of streets; shades of the dead citizens of Durapol who
Neres, sending ever-more sophisticated sailing ships apparently reenact the morning of their last day
to map the world and trade with the people they on Neres.
found overseas. The Haldoran expansion began
shortly after this, with parts of Kijani, Alashambra and Haldoran Names
Vulkovia joining the Kingdom (by choice or otherwise). Male names:
During this period Haldora began it’s long-running Alfred, Avery, Cyril, Douglas, Edward, Archibald,
feud with the Ombombwian Kingdom. Felix, Garrett, Harold, Arthur

The most recent historically-significant event in Female names:


Haldoran history was the assassination of King Arlette, Bridget, Edith, Polly, Silvia, Miriam, Audrey,
Archibald IV in 1270FK. This event triggered a Beatrix, Rowena, Dawn
sequence of events that lead to the Great War.
Surnames:
Geography Blackwood, Carter, Tailor, Smythe, Cooper,
Haldora is an expansive continent, covering a huge Highcliff, Brown, Jones, Williams, Clark
range of climates and environments. The northern
Highlands are covered in thick forests, rolling
heathlands and towering, snow capped mountains. THE LITVIAN EMPIRE
It is a land of harsh, stark beauty. The southern The Litvian Empire is a diverse nation of dozens of
Lowlands are home to sprawling verdant plains and cultures and countries that all come together under
arid prairies that stretch for hundreds of miles. a single flag. Regardless of which country they were
born in, all citizens of the Empire adhere to ‘Litvian
Queensport is the capital of the Third Kingdom. Culture’ and strive to aid the advancement of their
Located on the east coast of the Highlands, nation. However, some Litvians go too far in their
Queensport has existed for over 600 years. The city is quest for progress, sacrificing too much of themselves
sprawling and crowded, with numerous ivy covered and others.
buildings dating back to the Second Kingdom. The
edges of the city are surrounded by gated slums
where the poor are shut away and kept out of sight.
It is in these areas that most heavy industry can be
found, further adding to the misery of the working
poor with the belching fumes and billowing smoke.

Durapol was a sizable town in the east Lowlands


known for its growing industrial works. During the
Great War the town ballooned in size when it became
the site of several airship and biplane manufacturers.
It also became the home of Haldora’s Airwing factory,
The World of Neres

producing huge super-bombers capable of flying


between Haldora and Litvic to launch bombing raids.
The city was destroyed by Ansler as part of his
‘Solution’, claiming over 90,000 lives in a single
moment of cataclysmic destruction.
Nowadays the site is a crumbling ruin; a bowl of fused
glass and melted steel that stands as silent testament
to Ansler’s power and the day the War ended.

26
Culture ruler of Astmark and their descendants. The current
Due to the diverse range of nations that make up the Chamberlain is the young Queen Emilie of Astmark.
Empire, Litvic is a cosmopolitan nation. Although all
member states embrace ‘Litvian Culture’ they each Each country within the Empire adheres to Imperial
have their own traditions and heritages. Litvians Law, a set of edicts created by the Emperor and the
embrace these differences, believing that their Alterrat and enforced by each country’s own police
diversity gives them great strength. force. Most countries also have their own set of local
Litvian children are taught that anyone, regardless of laws which visitors must adhere to in addition to
their birth or social standing, can aspire to greatness. A Imperial Law. However Imperial Law states that no
beggar can become a captain of industry; an engineer local law can supplant or overrule Imperial Law. The
can become Emperor. Litvian society embraces this sanctity of Imperial Law is overseen by the imperial
belief and it is a common theme in their novels, plays police force known as the Aufsicht. Members of the
and silent movies. Aufsicht are recruited from across the Empire and
they have authority to enter any country and oversee
Regardless of their homeland, all Litvians believe any legal matter.
that technology and scientific research are the keys
to the future and the cure of all of society’s ills. Of all Each country must contribute a number of men and
the Great Nations, the Litvian Empire has devoted the women each year to the Imperial Guard; the standing
most time and money to schools, research centers armed forces of the Empire. Following the Great War
and engineering colleges. Due to this, most Litvians the Imperial Guard has shrunk in size but increased
are familiar with technology and many have basic its spending on weapons research and development.
engineering skills and understanding. Rumours abound of simulacra soldiers, new types of
However, this has also lead to widespread battle rigs and advanced Anslertech weapons. The
industrialisation of Litvic, with huge factory complexes shadowy government agency known only as the
sprawling across the landscape in places, belching ‘Shadow Office’ are apparently one of the key groups
choking fumes into the sky. driving the Litvian Empire’s research into new and
deadly weapons.
By and large art is not highly prized in the Empire,
although there is a school of painters called the The Empire has strong relations with Kesh thanks to
‘Observists’ gaining increasing praise for their their wartime alliance. The two countries share a land
technical artwork of machinery. Litvians love literature, border and so trade between them has flourished
however, and every home will have at least a small since the end of the Great War. If there is one area
bookcase of novels and technical manuals. Popular the two allies cannot agree on, however, it is religion.
Litvian fiction tends to be either murder mysteries or Most Litvians are disregardful of organised religion,
‘weird tales’ involving fantastic science and voyages being strong proponents of scientific theory over the
into the unknown. traditions of faith. This has on more than one occasion
caused friction between the two nations, although
Politics to date the incidents have been smoothed over by
The Litvian Empire is ruled by the Emperor, advised diplomats shortly afterwards.
by a council known as the Alterrat formed from the
rulers of each member nation, which is lead by the The Empire enjoys good relations with Kijani, despite
Lord Chamberlain. the fact that Kijani fought for both the Southern
The title of Emperor is, in theory, an elected position Coalition and the Northern Alliance. The Litvians, ever
but to date it has only passed from parent to child pragmatic, have recognised that trade with the Free
within the Drakonoff family, the ruling family of Litvic. Nations is more profitable than enmity and so airships
The World of Neres

and seaplanes regularly cross the Median Ocean to


The current Emperor is Kasimir von Drachenberg, Kijani laden with Litvian trade goods and return filled
the third Drakonoff Emperor, who has held the title with gold, diamonds and other treasures.
since the death of his father 20 years ago. Although
the Lord Chamberlain is an elected official chosen Relations between Litvic and Haldora are,
by the members of the Alterrat from amongst their understandably, still frosty at best. Trade has begun to
number, since the creation of the Empire 134 years cross the ocean once more, but the airship captains
ago the post has always been occupied by the who fly to Haldora are closely scrutinised by the

27
Aufsicht for any signs of spying. Not that Litvic is History
above sending its own spies, of course. The Litvian Empire was founded 134 years ago in
1146FK. Before this each of the member countries
People existed as independent nations, sometimes allies,
The Litvian Empire is made up of 14 countries allied other times rivals. The Empire grew out of an alliance
under the flag of Litvic, the largest and most powerful between Litvic and Astmark created when King Jorge
country in the Vulkovian subcontinent. The constituent of Litvic married Queen Liliana of Astmark and joined
members of the Empire are (in descending order of the bloodlines of their two kingdoms.
size): Litvic, Astmark, Yalgir, Riland, Arnfort, Hamahan, Shortly afterwards Riland and Yalgir joined the allied
Jhen, Celgrad, Lirdansta, Algaria, Driftport, Yanmire, kingdoms, putting an end to the border wars that had
Ferrise and Juntabad. plagued Vulkovia for centuries. The alliance between
the four kingdoms grew and evolved into the Empire.
Native Litvians are jovial, fond of beer and singing but
are also renowned for being mechanically skilled, As the Empire grew several smaller city-states such
whether with carved wooden clocks or hulking as Driftport, Yanmire, Ferrise and Juntabad joined,
automata. They are usually of average height and with until all of Vulkovia was united under the flag of the
healthy, stocky builds. Hair colour ranges from brown Empire.
to black, but blondes are not uncommon.
In 1250FK the Empire founded the Litvian Science
Astmarkians hail from an ancient warrior culture, and Academy with the intention of driving forwards
are almost as fond of honour duels as the Haldorans. the progress of technology and invention. The
They are a grim people renowned for cooking spicy Academy quickly hired Professor Johann Ansler to
food and living high up in the mountains of Vulkovia be its figurehead and for nine years Ansler lead the
Minor. Astmarkians are almost exclusively pale- Academy, creating countless groundbreaking devices
skinned and dark-haired, with hawkish noses and until he left to found his independent Ansler Institute.
heavy brows. Astmarkian men favour long hair and
long drooping moustaches and the women grow their During the Great War the Science Academy was
hair long and tie it into complex braids. lead by Doctor Julia Weisman, one of Ansler’s former
pupils. Under her leadership the Academy was
Yalgir is an eastern nation and is home to a tall, fair- responsible for a number of scientific advancements,
skinned people who are natural sailors with a great such as the self-guided rockets use to deadly effect
love of the sea. Yalgiri are friendly and gregarious, towards the end of the war.
but with a sense of humour that few non-Yalgiri
understand. Following the Great War Litvic is keen to recapture its
lead in scientific advancement, although it is careful
Riland sits on the border of Vulkovia Minor and Kesh to keep an eye on it’s scientists lest they turn into
and enjoys a warm, fertile climate. Rilanders are an another Ansler. The Litvian Science Academy is now
olive-skinned people who are passionate about a striving to undo the reputation it gained during the
great many things including food, wine and romance. war by working on medical technology and labour-
Rilanders can shift moods with a blink of an eye, flying saving devices, rather than mustard gas and weapons.
from spouting praise to hurling insults and back again
in seconds. Geography
Litvic is geographically the largest member of the
Something that is deeply embedded in the psyche Empire. Litvic is a country of dark pine forests and
of all Litvians, regardless of the country of their birth, alpine pastures, although more and more of the
The World of Neres

is the fact that Ansler was born in their Nation. This country is slowly being developed into industrialised
collective guilt is a new occurrence but shows no cities. It’s capital is Eisenstadt, which is also the capital
signs of vanishing any time soon. It manifests as a of the Empire.
caution around Anslertech and its creators; while the
Empire is a melting pot of scientific advancement and Astmark is the next largest constituent of the Empire.
discovery, it is tempered by caution and prudence. It is a highly mountainous country but home to
beautiful forests and towering, ancient castles. The
weather is almost as grim as the people who live

28
there, with snowstorms and heavy rain. The capital massive expansion that then turned into an economic
city of Astmark is Holbazt. collapse following the war when people, drawn to
the city by the numerous manufacturers, left for the
Yalgir is a coastal country north of Astmark. Like exact same reason. Pollution has stained the towering
Astmark it is mountainous but features many fjords skyscrapers black and the rampant unemployment
and lochs that are filled with fish and whales. Yalgir’s has lead to gang culture and organised crime
capital is the bustling seaport Sodenburg, situated on becoming rife.
the western coast. Because of the extreme lawlessness the city is ideal
for smugglers wishing to offload contraband and has
Riland lies to the south of Litvic and is a warm, fertile an extensive black market where almost anything can
lowland covered in cypress trees and olive groves. be bought, for the right price.
The fertile soil of Riland has earned it the moniker
‘Litvics Larder’, a title the Rilanders both relish and Litvian names
begrudge in equal measure. The capital of Riland is Male names:
Timpali, a sprawling city filled with markets. Dieter, Gerhart, Klaus, Hans, Werner, Kurt, Horst,
Ernst, Erich, Otto
The capital of both Litvic and the Litvian Empire is
Eisenstadt, located on the western coast of Litvic. Female names:
It is also the capital of technological advancement Ursula, Ilse, Hilde, Edith, Margot, Gisela, Erna,
Anna, Eva, Lotte
in the empire, with dozens of research stations and
institutes. The city is a marvel of engineering and
Surnames:
architecture, with towering skyscrapers and raised
von Hocheturm, Weber, Schneider, Becker, von
railways threading between the buildings. Simulacra Weissburg, von Flusstadt, Koch, Bauer, Kruger, Hahn
are commonplace, carrying goods and delivering
telegrams and even driving automobiles in places. Rilander names
However the scientific advancement has come at the Note: Rilanders often have multiple first names,
cost of choking by pollution and a decline in moral usually one chosen by their mother and another
standards, with many shady back alleys chosen by their father.

In the southern flatlands of Litvic, near the border with Male names:
Riland, lie the ruins of Mirhast. Marco, Francesco, Luca, Matteo, Fabio, Nico,
Once a thriving factory town, Mirhast was chosen as Kosta, Manis, Angelo, Stelios
the site for the Coalition’s secretive self-guided rocket
Female names:
program during the later stages of the Great War.
Maria, Sofia, Nefeli, Demi, Camilla, Carlotta,
Designed to travel huge distances carrying powerful
Sabrina, Ana, Paula, Silvia
warheads, the self-guided rockets inflicted terrible
devastation on Haldoran and Theocracy targets alike. Surnames:
Mirhast was destroyed by Ansler as part of his Amplio, di Moda, di Aspro, Brusco, Ormanni,
“Solution” killing almost 100,000 people. All that now Manganiello, Ibarra, Vasquez, Dias, Calvez
remains of the town is a bowl of fused glass.
The Litvian government has declared the entire area Yalgiri names
is restricted and erected a fence around the ruins. Male names:
Rumours persist that it is now the site of a secret Johan, Jesper, Edvin, Isak, Arvid, Lexsander, Viktor,
research base attempting to reverse-engineer the Emil, Oskar, Rasmus
Peace Ray.
Female names:
The World of Neres

Linnea, Hanna, Johanna, Tilda, Wilma, Alva, Lovisa,


Driftport is a small city on the south-west coast of
Kajsa, Nora, Lina
Litvic, close to the border of Riland. An independent
city state until it joined the Empire, Driftport sits on a Surnames:
straight known as the Drift and has a reputation for Johansonn, Tildadatter, Akerlund, Sandstrom,
being one of the most dangerous places in the world. Holmberg, Lindgren, Modig, Skold, Eliasson,
Driftport was a major manufacturing plant during the Elsadatter
Great War and the influx of revenue lead to a period of

29
the Theocracy is dull and pious, however beyond the
Astmarkian names rituals and daily obeisance there is a surprising depth
Male names:
and vitality to Prynnese culture.
Tamas, Balint, Roland, Laslo, Marton, Tibor, Andris,
Gabor, Akos, Gergo
The branch of the Muldoori faith followed by the
Female names: Theocracy, Kadirism, encourages daily prayer, up
Eszter, Reka, Dora, Petra, Fanni, Dori, Lilla, Bianka, to three times a day. Morning and noon prayers are
Noemi, Kata often conducted in the home or elsewhere, but
evening prayers are typically conducted at the local
Surnames: temple. After the evening prayers most Prynnese
Eleszem, Szigoru, Eroskar, Balog, Kovacs, Zabo, stay at the temple where a communal evening meal
Orosz, Bakal, Malik, Tvardov is then served. Families mingle and socialise during
this time and business is even conducted. These
evening gatherings, known in Prynnese as bhakash,
are often the highlight of the day for many people
THE THEOCRATIC EMPIRE OF PRYNNE
and can last the entire evening. It is possible to leave
The people of the Theocratic Empire are an austere,
the bhakash after eating, to return home or attend to
thoughtful folk who treasure family and are guided by
other business.
their faith in the Divine Emperor. While many outsiders
The final bhakash of every month is known as the su-
see them as simple and dour, the Prynnese have a
bhakash and lasts the entire afternoon. Most people
deep and vivid history. The growing influence of the
are excused from work for the su-bhakash. The event
Church’s secret police is a worry to many Prynnese
is primarily a religious observance, with several hour-
following the Great War; in recent years the Midnight
long prayers and readings from the Kadirist holy texts,
Order have become powerful indeed.
but there are also several meals interspersed with
the prayers. Marriages are traditionally performed at
the su-bhakash, with several marriages in the same
day common. Couples married in the same day
often socialise with each other afterwards and it is
considered very good fortune for the children of such
couples to marry.

The culture of Prynne has two distinct roots. One lies


in the traditions and beliefs of the Muldoori Exiles who
brought the Divine Emperor north; the other in the
history of the native Prynnese tribes who were united
by the Exiles.
A number of substances, foods and beverages are
forbidden by the Muldoori holy texts, such as pork,
tobacco and various drugs, but one thing that is not
forbidden is alcohol. The Prynnese are particularly
fond of vodka, a spirit brewed from potatoes that
has become quite popular overseas in recent years,
especially in Haldora. It is very common for vodka to
be consumed at bhakash, although becoming overly
intoxicated is considered offensive.
The World of Neres

Culture Politics
Prynnese culture is, unsurprisingly, based around The Theocratic Empire is ruled by the Divine Emperor
faith and religion. From birth the people are raised to who is the absolute ruler of the land, decrees all
believe they are the chosen people of Neres; they are laws and is also head of the state church. The Divine
the followers of the Divine Emperor and by his grace Emperor passes his decrees to the Arch Prelate and
they alone are blessed to live as the Great Spirits the council of High Prelates who then disseminate it to
intended. This might sound to an outsider that life in the people of the Empire.

30
When a Divine Emperor dies the Kadirist holy texts tell beyond political jousting but many fear the two
that his soul is immediately reincarnated in the body countries may be the first to reignite the Great War
of a newborn infant related to the previous Emperor. and bring about Ansler’s wrath.
As such the Imperial family is massive and sprawling,
with dozens of branches and scions. When a current Kijani and Litvic seem to be beneath the Theocracy’s
Emperor begins to show signs of age or ill health a rash notice. Trade has resumed with both nations, although
of pregnancies follow as the various bloodlines of the the Midnight Order have taken a special interest in
Imperial family rush to conceive the next host of the Litvic, specifically the whereabouts of Ansler and any
Divine Emperor. When the Emperor finally dies the Arch plans for the Peace Ray he might have left behind.
Prelate and his council take all babies born within the
next week and study them for signs of holiness. Once People
the next Divine Emperor is found the Arch Prelate then The Prynnese are a devout people dedicated to their
governs until the child has reached 15 years of age at beliefs. They are dour, pious and dependable, but also
which point they are crowned as Emperor. capable of rare moments of wry humour and quick
smiles. A common Theocratic saying is “Let’s not be
The current incarnation of the Divine Emperor is Nazar hasty”, and many Prynnese live accordingly, always
IV, who is in his late 60s. Recently the Emperor’s considering their actions before doing anything,
health has begun to decline and already his family even talking. This often leads to Prynnese being
are beginning preparations for his succession. Nazar’s stereotyped as slow-witted or stupid, but it is often far
Arch Prelate is the venerable but politically-powerful from the truth.
Samira Yelenova. There are numerous rumours
that Arch Prelate Yelenova is the true ruler of the A common Prynnese belief is that ‘hardship is nothing
Theocracy, and that Nazar is really her puppet. Such to the faithful’. As such the Prynnese will endure great
rumours are whispered with extreme care due to the hardships without complaint, and almost expect
Midnight Order. such hardships. Many outsiders often see this as
The Midnight Order are the Church’s secret police and pessimism, however it is more of a religious outlook.
are greatly feared by the population of Prynne. Before By suffering the Prynnese believe they enrich their
the Great War the Order was only a small police souls; overcoming an obstacle is more of a reward
organisation with limited power that mostly extended than avoiding it.
to chastising people who broke Church law. During
the Great War the Order extended its reach, becoming Another common trait of Prynnese is their unwavering
a paramilitary organisation with hundreds of members loyalty to those they consider their friends and family.
and thousands of informants and spies. Once a Prynne considers someone a friend they will
Now the Order is the de facto police force of the take any slight against that person as if it were made
Theocracy, with powers to enter citizen’s homes and against them and fight tooth and nail to defend them.
cross any border in the name of the Arch Prelate and
the Divine Emperor. By and large most Prynnese are tall and muscular;
the men sport thick beards and moustaches, and the
The Theocracy is divided into provinces, each of women plait their hair into long braids that sometimes
which is overseen by a High Prelate. The Prelates are reach their knees.
both religious and political leaders who report directly Evidence of the Muldoori exiles’ bloodline is still
to the Arch Prelate in Sivosk. The Arch Prelate, as well apparent in many Theocracy families, although
as assisting the Divine Emperor, also oversees Sivosk. diluted by the more northern features of the people
they interbred with. The holy Imperial family is one of
The Theocracy maintain good relations with their the purer Muldoori bloodlines, retaining the copper
The World of Neres

wartime allies the Haldorans, although in recent years skin and dark hair of their southern ancestors.
the relationship has become somewhat strained with
the increasing power of the Midnight Order and the Most Prynnese have a patronymic or matronymic
restrictions they place on international trade. family name based on the name of an ancestor.
There is no bias towards either gender, generally the
The Theocracy consider the Keshi to be their mortal ancestor did something significant enough to have a
enemies and have enacted several trade embargoes scion named after them. The name of the ancestor is
with the rival nation. As yet things have not escalated appended by -vich for males or -ova for females. For

31
example, Pieter’s ancestor was Vasilie so his surname the sea to the west and south and many of Prynne’s
is Vasilievich. Samira’s surname is Yelenova, for her settlements can be found along their length.
great-grandmother Yelena. To the south of the country are dense forests that
border on northern Litvic and the ruins of what was
History once Nidec. It is here that the fiercest fighting took
The Theocracy was founded 332 years ago by a group place during the Great War and some areas still bear
of religious exiles from the Muldoori Empire who were the scars of war. There are still dozens of fortified
banished from their own lands due to the claims of outposts, watch stations and even defensive walls
their leader, Birak Bir, that his infant son Kadir was the left from the Great War and many of them are still
reincarnation of Mandus. Travelling north, the exiles manned, if only by skeleton crews.
sought out a land they could call their own. Cutting
a bloody swathe through what would become Litvic, Sivosk is the capital of the Theocracy and is home to
the holy warriors arrived in the frozen plains of Prynne, both the state church and the Imperial Palace. It lies
where they began a 100-year long war of unification, on the west coast and is a city of towering baroque
in which they united the scattered tribes who lived churches and beautiful carved frescos. Although
on the steppes and taught them the values of the Sivosk is a thriving modern city it still retains an old-
Muldoori faith. world charm. There a no skyscrapers and very few
Eventually the last tribe fell under the control of the factories and as such the sky remains clear of smog.
fledgling church and the Theocratic Empire of Prynne Such eyesores are kept far away from the holy palace
was founded in 948FK. of the Divine Emperor, in lesser cities.

For decades the newly-formed Theocracy attempted The very north of Prynne connects to the northern
to return to the crumbling Muldoori Empire and unify ice cap and is home to wandering tribes of nomads
their two nations, but the remnants of the Muldoori known as the Alyût. Although nominally part of the
resisted. Eventually the Republic of Kesh was founded Theocracy, the Alyût are often seen as second-
in 972FK, forever rejecting the Theocracy. class citizens at best. They are the remnants of the
pre-Unification tribes and see the Theocracy as a
When the Haldoran King was assassinated in Nidec tyrannical government. The Alyût follow a more
the Theocracy were hesitant to lend the Haldorans agrarian way of life, living in seal-skin yurts and hunting
aid, despite their long standing alliance and the whales and polar bears for their meat and ivory.
proximity of Nidec to the southern border of Prynne.
Slowly however Haldora convinced the Theocracy
to allow troops to land on their shores and move into
Nidec via their borders. Eventually Prynne found itself Theocracy names
fighting alongside Haldora, creating the Northern Note: Due to Muldoori exile bloodlines still
Alliance. present in the Theocracy, a small percentage of
the population have Muldoori names. Below are
In 1277FK the Midnight Order enacted the so called a list of native Prynnese names, but Theocracy
‘revision’; dismantling the previous police force and characters could equally have names inspired by
replacing it with their own Special Police. Since that the Kesh names list.
time many Prynnese citizens have begun to worry that
the order now has too much power and authority. The Male names:
Arch Prelate now gives more radio broadcasts than Sergey, Vladimir, Sasha, Ivan, Oleg, Pavel, Pieter,
the Divine Emperor and there are rumours that the Alexey, Kostya, Ludo
Arch Prelate now runs the Theocracy.
The World of Neres

Female names:
Geography Nastya, Dasha, Maria, Olda, Alina, Katya, Tanya,
Prynne is a very large country with a variety of Yana, Svetlana, Lera
climates and terrains but by and large tends towards
colder weather and flat grass plains. Towards the Surnames:
north-east of the country there are expansive Rehanavich, Olganova, Kuznetsov, Vasiliev,
mountain ranges known as the Chernesk. A number Petrov, Sokolov, Bendlin, Verenich, Galygin, Salko
of wide, cold rivers flow from the Chernesk towards

32
THE REPUBLIC OF KESH While most Keshi live in walled towns and cities
The Keshi are a people with a great love of personal on the banks of rivers or near the coast, a small
freedom, faith and trade. With a long history and percentage of the population are nomadic traders
complex culture, the Republic is often seen as a rival that travel across the desert regions of central
to the Third Kingdom. Many people believe that the Kesh. To these tribes hospitality is vitally important,
Keshi are too lax with their morals, seeing them as stemming from pre-Republic times when travellers
covetous and untrustworthy. in the desert had to trust one another to survive. The
nomads believe that inviting someone into your home
means that person is expected to behave well and
bring no violence, as is the host. It is not unknown for
mortal enemies to act civilly towards each other under
the auspices of hospitality, then resume their feud
once they have left the premises. Even non-nomad
Keshi still respect the laws of hospitality, although to a
much lesser extent.

Trade and commerce are lifeblood to most Keshi; they


believe that all things can have a price. Most Keshi
do not earn their living as a merchant, but almost
all seek out opportunities to turn a profit. Even in
social situations they are comfortable seeing their
interactions with others in monetary terms. Keshi
hosts are not insulted by a guests’ offer to pay for a
meal, nor by a request to purchase an ancient family
heirloom. They are no greedier than other people
-there are plenty of things they wouldn’t contemplate
selling- but they won’t be angry at being asked,
provided a refusal is accepted.
Because of this outlook, Kesh is a country where
almost anything can be purchased for the right price.
Culture Goods considered illegal in other countries can be
Similarly to the Theocracy, life in Kesh is centered found in Kesh marketplaces. Due to this, and the
around their religion. The Keshi variant of the Muldoori Muldoori concept of personal freedom, parts of Kesh
Faith teaches that all men and women contain a are extremely corrupt and crime is a serious problem.
fragment of the divine. Because of this, all men and
women are equal and should never have cause to Despite their love of trade, the Muldoori Faith demands
negatively affect the life of another. This has lead charity and selflessness during times of great hardship
to a society in which great emphasis is placed on and war. During the Great War the Keshi donated
personal freedom. While outsiders sometimes see thousands of Scales worth of food, medical supplies
this as meaning there is no order in the Republic, that and weapons to their allies the Litvians.
is far from the truth. There is considerable structure to
Keshi society. Politics
The Republic is lead by the Assembly, a council
Unlike the Kadirist teachings of the Theocracy, of twelve individuals elected by the citizens of the
the Keshi faith requires no formal prayer times or Republic. Usually the members of the Assembly
organised worship. Everyone is free to worship the
The World of Neres

are drawn from the military, prominent politicians,


Great Spirits as they see fit, at times suitable to them. wealthy merchants and religious leaders; however
Some people build lavish shrines in their homes, anyone can stand for election and in the past
whereas others attend prayers at the local temple. members of the Assembly have come from all walks
For the Keshi religion is a joy and not a chore; by of life.
worshipping the Great Spirits they enrich their own The Assembly rule from the capital Mandit Al-juran,
lives and the lives of others around them. from the so-called Marble Palace. The laws and
edicts decided by the Assembly are passed to local

33
leaders who ensure that their region adheres to the whereas women use more colourful pigments to
law of the Republic. decorate their brows.

The Republic is closely allied to their wartime allies Traditional Republic dress is designed to be cool
and geographic neighbours the Litvian Empire. Kesh’s and allow ease of movement. Men and women alike
northern border is the southern border of the Litvian wear long robes over loose trousers, although suits,
Empire and as such trade passes between the two dresses and vests such as worn in the Litvian Empire
nations at an incredible rate, enriching both countries. are becoming quite popular in recent years. Hats
The Kesh are incredibly fond of their northern are highly fashionable at the moment, with the most
neighbours, but are troubled by the Litvian’s disregard popular design being the traditional red fez for both
of religion. More than once Litvian officials have men and women.
disparaged the Keshi love of religion as ‘out of date’
or as a fear of modern scientific thinking. The Keshi, History
however, see their religion as a personal strength, not The Republic traces its history back to 195FK when
a weakness. It is an area the two will probably never the people known as the Muldoori united the desert
agree on. nomads into the Muldoori Empire. Putting aside their
nomadic ways, the Empire constructed many of the
The Republic also enjoys a surprisingly cordial cities the Keshi still inhabit to this day, including their
relationship with Haldora, considering they were on former capital Alnnakhil al’Abyad.
opposite sides of the Great War. Haldora sees in Kesh
a vast trade opportunity and in Haldora Kesh sees a For centuries the Muldoori Empire endured invasion
vast amount of money. The Keshi were quick to try by the Vulkovian barbarians to the north, civil war,
and repair their relationship with the Third Kingdom plague and natural disasters.
following the end of the Great War and since then
trade has steadily recovered. The more suspicious In 798FK a nobleman by the name of Mandus,
observers point out that this trade is an excellent presumed dead after a battle with raiders, staggered
mask for sending spies to Haldora, but how much out of the desert with a story that would change the
truth is in that observation is yet to be determined. Empire, and much of the world, forever.
Mandus claimed to have died and, rather than his
While the Theocratic Empire considers Kesh their soul being spun back onto the Great Wheel, spent
mortal enemies, Kesh take a much more flippant view several days in communion with one of the Great
of the Theocracy. Live and let live is their motto. They Spirits. Mandus’ claims quickly gained significant
are not stupid, however, and numerous spies have popularity and he became an influential prophet of a
been sent into the Theocracy, and no small part of the new religion.
Republic Guard are always on standby in case of an After only four years Mandus has risen to become the
attack from the far north. new spiritual leader of the Muldoori Empire, with the
majority of the Empire converted to his new faith.
People
The people of Kesh are gregarious, friendly and After nearly 650 years of stability the Muldoori Empire
expressive, but also have a reputation for greed began to collapse as various tribes began to break
and lax moral standards. There is a common Litvian away from the Empire and internal conflicts steadily
saying; “Keep a smiling Kesh at arm’s length if you increased.
have a full purse”. Many historians attribute the collapse to Mandus’
death in 845FK, although in truth the collapse had
Keshi are of average height with bronze skin, dark been slowly building for years preceding the death of
The World of Neres

eyes and dark hair. Men and women traditionally leave the Prophet.
their hair as long as possible, braiding it or wrapping
it up in long colourful scarves. Men are often fond of Geography
neatly clipped beards, especially goatees. The eyes Kesh covers a large area and is made up almost
are considered to be especially attractive in Keshi entirely of desert, badlands and shrublands. To the
culture and both men and women wear makeup south and west there are areas of savanna and even
around their eyes to accentuate them; men usually coastal mangrove swamps but much of the country is
draw simple lines around their eyelids with kohl, arid and dry. There are only three rivers that run from

34
the Nihyat Mountains in the north-west and stretch proud and proudly fierce’. Although exceptions exist, it
to the sea in the west and many towns and cities are is rare for a Kijani to back down from a confrontation,
built along their length. whether a physical fight or a verbal one. Due to their
Rare oases can also be found in the deserts, where similar mindset the Kijani have had a long history of
tribes of nomads often build semi-permanent cities of conflict with the Haldorans, whom they have fought
tents to trade and socialise. on numerous occasions since the days of the Second
Kingdom.
The capital of the Republic is Mandit Al-juran, a city The Kijani are traditionally mercenaries, forming large
of white marble buildings built on the great Savydia companies that hire their services to the highest
Delta and overlooking a great bay of sapphire blue bidder. Due to this the Kijani people fought on both
ocean. Beautiful, wealthy and baking in the desert sides during the Great War, including fighting each
heat, Al-juran is famed for both its markets and its other when they ended up on opposite sides of the
temples, of which there are hundreds. battlefield. This has lead to a measure of distrust of
Since the end of the Great War a sizeable aerodrome Kijani in post-war Neres.
has been built outside the city, creating a huge influx
of trade and tourism from other nations and adding to
the wealth of the city.

Another notable Republic city is Alnnakhil al’Abyad


or ‘Vulture City’; a city in southern Kesh known for
markets where anything can be bought for the right
price. Once the capital of the Muldoori Empire, today
al’Abyad is a dangerous place ruled by the crimelord
Khulman Saede but can also reward the adventurous
with trade and surprising bargains.

Kesh names
Male names:
Khalid, Saeid, Farhad, Rehan, Rashid, Khulman,
Murad, Yousef, Rahad, Alhud

Female names:
Nadia, Mira, Samya, Yasmin, Ayesha, Mohisha,
Majda, Riham, Safiya, Tia

Surnames:
Al’haza, Burhan, Al’Bariq, Fellah, Asem, Hijazi, Due to the fact that the nation is still in its formative
Basiri, Ghazi, Dhawash, Hamid years the Free Nations often have trouble with its
citizens’ disregard of the law. The tribes chafe under
new laws and test the limits of the newly-created
police forces. Outsiders often regard the Free Nations
THE FREE NATIONS OF KIJANI as a lawless place where might makes right; to an
The people of the Free Nations are painfully aware extent this can be true in some areas, but by-and-
of how young and fragile their nation is. Thrust onto large the Free Nations are just as law-abiding as the
the world’s stage with the other Great Nations, the other Great Nations. In fact, due to their desire to
The World of Neres

Free Nations must find their way in the modern world create a stable society, in some parts of Kijani the laws
or risk losing everything they have worked for. This are almost draconian.
is not helped by the Kijani reputation for ferocity and
violence. Many Kijani have an opinion that “Gold makes for
good friends”; physical wealth is highly regarded
Culture because if an individual is wealthy then, by extension,
The Kijani people are renowned for their love of battle so is his tribe. Many outsiders believe that you can
and for their proud natures. It is said they are ‘fiercely

35
buy a Kijani’s loyalty with money and, to an extent, some have become somewhat corrupt.
they are right. However, regardless of how much
money you offer a Kijani he will never turn on those Although there is a level of distrust of the Kijani
he considers his family; whether bound by blood or people from the other nations due to their mercenary
friendship, a Kijani’s family are the one thing they actions during the War, every nation is also painfully
hold more precious than gold. This is a commonly aware of Kijani’s wealth and prosperity. Due to those
misunderstood element of Kijani culture; many people same mercenary actions, the tribes of Kijani almost
consider them to be amoral mercenaries. universally profited from the war. Coupled with the
During the Great War a number of incidents were nation’s gold and diamond mines, every nation in
recorded when Kijani mercenary companies refused Neres is keen to be on good terms with the fledgling
to take part in certain conflicts, knowing that oath- Free Nations.
bound friends were fighting on the opposing side.
On one occasion when a Litvian captain threatened Kijani troops continue to enjoy a reputation for skill
to shoot the Kijani mercenaries who were refusing at arms and ferocity, meaning they are still highly
to fight, the entire company decamped, crossed desired as mercenaries by other nations. Since the
no-man’s-land and offered their services to the end of the Great War Kijani mercenaries have been
Theocracy troops in the opposing trenches. used less conspicuously, being employed as proxies
for the Silent War.
Outside of combat, the Kijani have a great love of
horses and riding. Children are taught to ride from People
a young age and owning a horse is as common as There are countless tribes in the Free Nations, but
owning a good pair of boots. Kijani are excellent most adhere to one of three distinct bloodlines of the
horsemen and regular competitions of riding skill are Kijani people; the mabonde, the mito and the msitu.
common in any Kijani city. All are dark skinned and dark haired, but there the
similarities end.
Kijani are also proud historians and love reading The mabonde, the plains people, are found in the
historical texts about their people and history. north-east of Kijani and tend to be tall, thin and wiry
Historical stories are the most popular genre in Kijani with long hair that both men and women traditionally
writing and the burgeoning movie industry has taken braid into long dreadlocks. They dress in bright
note of this and has begun to produce grand clothes and are an energetic, friendly people who
historical epics. love cooking and singing songs.
The mito, the river people, are found in the north-west
Politics and tend to be slightly shorter, stockier and more
Kijani is traditionally a matriarchal society ruled by a muscular than the mabonde. They are an earnest,
council of Queens, Princesses and Chieftains. While thoughtful people with a tradition of shipbuilding and
men can also hold power they are usually secondary sailing to rival the Haldorans. They are skilled with
to female leaders, who are seen as wiser and with an rifles and several famous snipers during the Great
ability to see further into the future than males. War hailed from their tribes.
The msitu, the forest people, come from the thick
When the Free Nations were founded the Chieftains jungles of the south of Kijani. They are perhaps the
and Queens of the countless tribes met in the city of most warlike of all the tribes and are tall, muscular
Kitakuba and between them elected a council of 16 and both men and women often shave their hair
ruling Chiefs. These 16, known as the Yaju (literally down to fuzz and are fond of facial tattoos. The
translated as ‘the highest’), form the ruling body of msitu’s ancestors founded the Ombombwian
the Free Nations. The decrees of the Yaju are passed Kingdom and they are proud of their heritage and
The World of Neres

to the other Chieftains who disseminate them to the seldom forget to tell others about it.
various tribes.
Law is enforced by a police force drawn from all the Each tribe has its own traditional dress and customs,
tribes. These police are a new feature in Kijani and are but since the founding of the Free Nations there has
still trying to find their feet; many locals do not respect begun to be some cross-pollination of ideas and
them as any individual police officer is not guaranteed styles. Most Kijani prefer traditional loose-fitting robes
to operate in the territory of their home tribe. As a and circular brimless caps, but Litvian and Haldoran-
result, many police officers are heavy handed and style clothes are becoming fashionable, especially

36
along the northern coast in cities such as Dar-el Bida Geography
and Kitakuba. The Free Nations cover the northern and central
areas of the Kijani continent. The northern coast of
History Kijani is covered in fertile grasslands, rolling veld and
Up until 100 years ago all of Kijani was united under arid badlands. Towards the center of the islands, on
the rule of the great Ombombwian Kingdom, ruled the Free Nations’ southern border, being the thick
from the legendary Golden City in the jungles of the jungles of the southlands at the heart of which lie the
south. towering Mweusi mountains. Everything south of the
Founded in 929FK, the Ombombwian Kingdom ruled mountains lies outside of the Free Nations; tribes that
Kijani for 250 years, uniting the disparate tribes with a inhabit the towering rainforests around the mountains
mixture of fear and wealth. are isolationist and generally hostile to ‘outsiders’.
A warlike nation, Ombomwian war-galleys raided
both the southern coast of the Third Kingdom and the Across the northern plains lie several large city-states,
shores of the Republic of Kesh countless times over built during the rule of the Ombombwian Kingdom.
the years. These cities are constructed from local sandstone and
In response both the Haldorans and the Keshi made either painted in vibrant colours or whitewashed to a
war on the Ombombwian Kingdom, although such brilliant white finish. Kijani houses are usually square,
conflicts tended to be short-lived and punitive in flat-roofed and with multiple stores housing several
nature. generations of the same family, giving the cities
towering skylines. Many towers have lush gardens on
When the Kingdom collapsed into civil war in 1179FK their roofs, adding a splash of green to the cities.
the tribes scattered into individual fiefdoms ruled by
queens, warlords or anyone who could hold power. Kitakuba is the capital of the Kijani Free Nations. A
For 100 years Kijani remained a largely lawless nation sprawling city that has expanded rapidly in the last
broken into dozens of small kingdoms, each at various few years, Kitakuba lies on the east coast of Kijani and
states of hostility with each other. is home to the Yuja Council buildings and other such
The Great Nations were quick to exploit Kijani’s lack buildings. Areas of the city are either grossly wealthy
of unity, creating colonies and puppet-states as they or crushingly poor, with very little between. Despite
saw fit. As long as the foreigners paid the Kijani were being the capital of the fledgling nation, Kitakuba has
happy to allow them to do whatever they wanted. a reputation for being a city where a deal can go bad
in seconds, and bad deals end in violence.
When the Great War was declared the individual
tribes sold their services to the highest bidder as Also known as the “City of Sapphires”, Dar-el is a
mercenaries. As such there were Kijani troops on sprawling port city on the north-west coast of Kijani.
both sides during the Great War, which lead to great A city where money can buy anything, Dar-el has a
animosity between former neighbours. reputation for adventure, danger and romance and
has been the setting a number of movies following
After the Ansler Solution brought the war to an end the war. Dar-el was one of a handful of city-states that
the mercenaries returned home, bringing the grudges remained neutral during the Great War and continues
formed during the war with them. This resulted in a to maintain that reputation today, with anyone
period of warfare known as the Grudge Wars, in which welcome in the city providing they cause no trouble.
Kijani was plunged into a state of conflict almost equal That said, Dar-el is frequently the scene of covert
to the Great War itself. missions, assassinations and nighttime gun-battles.

The other Great Nations became highly nervous at The Golden City is the legendary lost capital of the
The World of Neres

the ongoing conflict, believing Ansler would see the Ombombwian Kingdom. Deep within the southern
civil war as breaking the peace he had demanded and jungles of Kijani its exact location has been lost for
return to destroy them as he had threatened. over a century. Dozens of explorers have vanished
Facing increasing external sanctions, the Kijani tribes over the years, searching for the Golden City, and
eventually called for peace with each other, leading to rumours abound of feral savages, cannibals and
the Great Council of Queens and finally the creation of worse inhabiting the lost city.
the Free Nations.

37
The southern jungles are still largely unmapped
Kijani names
and filled with ruins dating from the Ombombwian
Male names:
Kingdom at the earliest. Some ruins are filled with
Akida, Sefu, Reth, Zuberi, Auni, Hashaan, Jabali,
deadly traps; others are home to savage indigenous
Mosi, Malawa, Njau
people unaware of the outside world.

Female names:
Adiah, Tabia, Zalika, Tishala, Chiku, Lakicia, Mosiya,
Nya, Mashika, Sauda

Surnames:
Ajanlekoko, Omiata, Adebowale, Akiloye, Okoye,
Bello, Mbadinuju, Ife, Ngige, Buhari

TIMELINE
Below is an overview of the major historical events in recorded history. All of the Great Nations use the First
Kingdom (FK) calendar, which charts events from the founding of the Haldoran First Kingdom.

0FK Founding of the Haldoran First Kingdom


195 Founding of the Muldoori Empire
208 Haldoran First Kingdom destroyed by fire and plague
510 Founding of the Haldoran Second Kingdom
730 Haldoran Second Kingdom destroyed by civil war
772 Birth of the Prophet Mandus
798 Mandus experiences his Divine Vision
845 Death of Mandus, beginning the collapse of the Muldoori Empire
851 Muldoori exiles begin the War of Unification in Prynne
916 The Chath’Zhan Sun Empire construct the Great Wall around their empire
929 Ombombwian Kingdom unites majority of Kijani
942 The Founding of the Haldoran Third Kingdom
948 End of the War of Unification; founding of Theocratic Empire of Prynne
972 Creation of the Republic of Kesh
1030 The Age of Reason - invention of movable type, gunpowder and basic medical procedures
1080 The Age of Sail - Haldoran and Kesh ships sail and explore the known world
1146 The Litvian Empire is founded
1179 Ombombwian Kingdom collapses into civil war
1259 Johann Ansler creates the Ansler Institute
1261 Creation of the first Labour Rig
1268 Alashambran Uprising
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1270 The Great War; The Haldoran Third Kingdom declares war on the Litvian Empire
1272 Invention of the Battle Rig
1276 The Ansler Solution; Ansler uses his Peace Ray to end the Great War
1277 Kijani Grudge Wars
1278 The tribes of Kijani unite to form the Free Nations of Kijani
1280 Current year

38
MINOR NATIONS styled after a totem animal, believing that their totem
As well as the Great Nations there are a small number will imbue them with its spirit. As such popular totems
of minor nations in Neres. Less powerful or advanced are jaguars, snakes, crocodiles and eagles.
as the Great Nations, the minor nations have much
less influence in global politics. Politics
The Sun Empire is ruled by the Emperor, who rules
with absolute power. The Emperor passes their
THE SUN EMPIRE
decrees to a court of viziers and warlords who then
The Sun Empire is a primitive and reclusive nation
enforce the Emperor’s will throughout the various fiefs
from the eastern continent of Zhan. Centuries ago
and provinces of the empire. Any variance from the
the people of the Sun Empire, the Chath’Zhan, built
Emperor’s will is punished swiftly and brutally, with
a colossal wall around their homeland, isolating
corporal punishment and even summary execution
themselves from the rest of the world for mostly
being commonplace.
unknown reasons. Even today very little is known
about the Chath’Zhan. The entire continent is largely
Due to it self-imposed isolation, the Sun Empire
ignored by the rest of the world, despite the rumoured
has had no political contact with any other nation
riches that lie inside the wall. Despite its large size and
for over 350 years. The traders who come to the
presumably considerable population the Sun Empire
Empire’s port towns are never politically sanctioned
is not considered one of the Great Nations due to its
by their home nations; they are always independent
isolation and lack of technological advancement.
traders. Attempts by various nations to establish
communications with the Emperor have been
Culture
dismissed as impossible by the trader caste, who
What little is known about the Sun Empire is gleaned
reply that the Emperor is “Too pure to share words
from the four port towns that lie outside the great wall.
with barbarians”.
These towns were specifically built by the Chath’Zhan
to maintain trade with the outside world and are
The traders of the Sun Empire do not favour any one
apparently solely inhabited by a caste of traders who
nation above the other in their dealings. Theocracy,
are forbidden from dwelling inside the wall, lest they
Haldoran, Litvian, Kijani and Keshi alike are treated
‘contaminate’ the rest of their people. These traders
equally and with the same apparent distaste. To the
are not even permitted inside the wall themselves,
Chath’Zhan all outsiders are barbarians, regardless of
passing trade goods to their people via an elaborate
their homeland.
pulley system that allows baskets of items to be
hauled up and down the side of the wall.
People
The Chath’Zhan are a short people, usually not
As such, exact details of life inside the wall are hard
standing taller than five and a half feet at the tallest,
to come by. The traders are a tight-lipped people,
with bronze skin, almond-shaped eyes and black
cautious of talking about much beyond silks, rare
hair. The traders encountered in the port towns often
wood and exotic fruit. What they will share is that the
exhibit facial tattoos and bone piercings in their ears,
Empire has a rigid caste system with dozens of castes
nose and lips. Apparently the tattoos and piercings are
including nobles, priests, warriors and merchants.
used to signify caste and position within that caste,
Some castes exist for a single purpose, such as
although exact details are hazy to outsiders.
butchers, whereas others seem much broader in
Women tend to shave the sides of their heads, leaving
their remit. Those born into a caste can never leave
a crest of hair down the center of their scalps; men
it, but it is possible to be assigned to a lower caste as
prefer to leave their hair long and braid it into long
punishment. Rumours of unknown origin tell of a caste
tails that sometimes hang to their waist.
that exists solely to be consumed in cannibalistic
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feasts by the nobles and high priests. When asked


Due to the warm climate of Zhan most Chath’Zhan
about these rumours the traders remain silent.
clothing tends to be light and sparse. Men and
women alike wear short kilts made from linen, often
Technologically the Sun Empire is centuries behind
dyed brilliant shades of red, green and blue. Shawls
the rest of Neres, still utilising bows and arrows,
made from silk are apparently a sign of higher rank
leather armour and elegant two-handed swords to
and are worn by only a few members of the trade
wage war. Warriors apparently wear elaborate masks
caste.

39
The traders are a quiet, watchful people. They do not have claimed dozens of ships who tried to sail around
interact with members of the Great Nations beyond Zhan towards the western coast of Haldora. Coupled
the required amount and share few details of their with the unpredictable currents and tides the plague
lives when asked. the western ocean, many sailors choose to either sail
south, through the Alashambran archipelago to get to
Careful observers have determined that much of Haldora, or turn back east and sail around the cape
the Chath’Zhan life is heavily ritualised with specific of Kesh.
prayer, eating and sleeping times dictated by holy
texts. Certain foods may only be eaten by permitted Perhaps the defining feature of the Sun Empire is the
castes and caste members. Great Wall. Stretching the entire length of the coast of
A great deal of Chath’Zhan culture is centered around the continent, the wall measures an estimated 20,000
their religion. miles in length and stands over 200 feet tall at its
highest point, although some stretches situated atop
History cliffs send it four hundred feet in the air.
Very little is known about the history of the Sun Constructed from large blocks of what appears to be
Empire, apart from its interactions with the outside basalt, the wall is estimated to be around 30 feet wide
world. at the base and 20 feet wide at the top. Engineers
The earliest records of Zhan come from writings of and scientists have proposed that the wall is filled
Muldoori explorers who wrote of a land of steaming with packed earth and that the basalt bricks only form
jungles, savage wildlife and primitive headhunters the exterior of the wall; this would explain how the
who built vast temples dedicated to snake gods. Chath’Zhan constructed such a gigantic edifice in the
These headhunters are presumed to be the course of only 50 years.
forerunners of the Sun Empire. In most places the wall is situated a few dozen
yards from the coastline, in others it has been built
The ancient Yalgiri, who sailed the eastern seas in directly in the sea. The wall is largely undecorated
their longships, wrote of the appearance of the Great but in places it has been carved with huge bas-
Wall in 916FK. The Yalgiri had raided the coasts of reliefs depicting strange animals, figures and snakes.
Zhan before, so the construction of the wall was of What these reliefs mean and why the Chath’Zhan
note to them. From their records it can be deduced carved them is unknown, but everyone who looks at
that the ancient Chath’Zhan constructed the wall them agrees they are disturbing and ominous in the
over the course of about 50 years. Even at this extreme.
time the trade ports existed, and the Yalgiri raiders
slowly began to trade with the fledgling Sun Empire, Since the Chath’Zhan built the wall in 916FK outsiders
exchanging fish, iron and leather goods for silk, gold have tried to bypass it and explore the mysteries
and jade. within. However such efforts are harder than it would
seem. The waters around Zhan are home to strange
Since that time very little has changed with the Sun tides and unpredictable currents that drive ships
Empire. Trade occurs in the port towns, the trader onto the rocks; similarly the air currents are just as
caste regard outsiders as distasteful barbarians, and unstable and airships and planes that attempt to fly
life within the Great Wall goes unobserved. low enough over the wall to land or take photographs
are frequently swept off-course or even caused to
Geography crash land. The crew of such vessels are never heard
From the writings of Muldoori explorers it is known from again. It is possible to fly over Zhan if one goes
that the interior of Zhan is (or was some 400 years high enough, but at such altitudes few details can be
ago) covered in thick jungle. Mangrove swamps discerned beyond the vast green expanse of jungle
The World of Neres

are common around most rivers, home to giant and the occasional sprawling city carved from dark
crocodiles, huge snakes and all manner of strange fish stone.
and insects. Huge mountains tower over the jungle at
the heart of the continent, easily the tallest mountains There are four port towns constructed on the west
on Neres. and southern coasts of Zhan, built outside the Wall to
allow trade with the ‘barbarians’. These port towns are
Off the north and east coasts of Zhan lie an expanse of named Xocha, Achan, Mahua and Tlachal. These ports
largely uncharted and extremely dangerous cays that are as old as the wall, some 350 years, and are built of

40
the same black basalt. The houses are squat, square ALASHAMBRA
and dark but are also refreshingly cool in the tropical Also known as the Eastern Isles and the Eastern
climate. Paradises, Alashambra is an archipelago of dozens
of islands. Once claimed by the Haldoran Third
Religion Kingdom as part of their empire, the islands are now
The Sun Empire worships a snake god or gods they free following a number of bloody rebellions ten years
refer to as the Great Coiled One. It is unclear if this ago.
is a single entity or several; the Chath’Zhan seem Modern Alashambra is a diverse place; some islands
unwilling to explain and carvings and depictions of are teeming metropolises; some islands cling to the
the Great Coiled One show it as both a mass of snakes old tribal ways; some islands are uninhabited ghost-
and a single vast serpent that is composed of many towns still covered in wreckage from the Great War.
smaller snakes. The sprawling cities and slums of the archipelago
The exact nature of the Chath’Zhan worship of the are filled with people from across Neres seeking
Great Coiled One is unknown, but spies have often excitement, adventure and trade; it is said that
witnessed strange, lurid rituals in the trade ports that anything can be bought in Alashambra, for the
hint at blood offerings, mortification of the flesh and right price.
perhaps even human sacrifice.
Culture
Most houses in the trade ports have elaborate shrines The native culture of Alashambra, once heavily
in the common room featuring carved snakes; these repressed by the Haldoran Third Kingdom, is now
shrines are often seen with votive offerings of herbs, slowly resurfacing. This culture, which is based around
feathers and raw meat before them. the sea and its bounty, has been the subject of a
Of great interest to treasure hunters is the large number of motion pictures.
quantity of gold these shrines incorporate in the
statues and inlays. If the apparently low-caste traders For many thousands of years the people of the
can afford such affectations in their shrines, what must archipelago enjoyed a simple style of living, families
the temples inside the wall be like? banded together in tribes usually with a chief or
‘Domei’ supported by the tribal elders. The Domei
would be the patriarch or matriarch of the most
CHATH’ZHAN CHARACTERS successful family, the family who caught, grew or
Chath’Zhan are not intended to be played as traded the most food and brought the most resources
characters; they are an alien, strange people who to the tribe.
see the people of other nations as disgusting The people were neither explorers nor expansionists
barbarians. The people of the Sun Empire worship but they were and are accomplished sailors,
strange gods with terrible, bloody rituals and fishermen and traders reaping the bounty of their
guard their secrets as a miser hoards gold. The archipelago home and travelling amongst the islands
ways of the Sun Empire and the castes are deeply themselves to sell their catches and goods. Tribal
ingrained in the psyche of every Chath’Zhan; even conflicts did arise from time to time, either between
if one were taken away from the Sun Empire they the islands or tribes on the same island and a number
would still consider themselves part of the Empire of accounts of great raids survive in the spoken
and do everything in their power to return. histories as cautionary tales.
The Sun Empire is intended to be a land of Since the occupation and subsequent expulsion of
mystery and danger, where adventurers can the Haldoran Third Kingdom, Alashambran culture has
venture in search of gold, diamonds and secrets. gone through a rapid metamorphosis.
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When the Haldoran explorers discovered the


archipelago they found a wealth of exotic foods
and substances, materials, metals and gemstones.
They also discovered that it was inhabited with spirit
worshipping tribes people dressed in leaves, skins
and feathers. The outsiders thought the natives
primitive, backward and ignorant but, while they were
‘primitive’ they were neither backward nor ignorant.

41
During the occupation Haldoran overseers thought The criminal clans have their representatives in
nothing of how quickly the manual laborers learned the parliament and no-one knows how high their
new skills from mining and metalwork to weaving and influence reaches.
manufacture. Domestic workers were praised for their
obedience and quiet dedication to their work, no-one As a ‘free port’ Alashambra is also a melting pot of
in the grand houses paid heed to whether they were cultures and a prime location for spies to meet their
listening and what they were hearing. handlers to drop-off intelligence, secure the very best
in faked documents or receive new orders. Assassins,
In the aftermath of the Uprising the Alashambrans had thieves and mercenaries can always be hired if
learned many things but mostly they learned that that you know who to speak to. Industrial espionage,
world was interested in them, what they had and how kidnappings, extortion, counterfeit goods, knock-off
it could be obtained and so, like the island traders tech and all manner of smuggling can be arranged or
they had once been, they set out to sell it. bought as long as you can pay the agents and (just as
However, the ‘civilized’ invaders culture left a dark importantly) bribe the right officials and pay the dues
seed in the islands and it grew quickly. the Clans demand.
The exposure to Haldoran politics brought new
definitions of ‘success’ to the archipelago. People
While many families started to trade honestly with The native people of Alashambra are of average
the outside others discovered piracy (the inspiration height and olive skinned with almond-shaped eyes
for many romanticized films about swashbuckling and dark hair.
buccaneers, the reality being much darker) and the
trade in illicit substances and pleasures of the flesh. Alashambrans are a shrewd and adaptive people. On
Though the tribal elders opposed these criminal the outlying islands many still follow the old tribal
activities the tribes or ‘clans’ who dealt in them grew ways but for some this is a honey trap for travellers
rich and influential. Violent conflict became seen as and day-trippers out of the holiday resorts on the
a last, desperate act by the uncouth and intrigue, larger islands.
assassination and blackmail became the tools of On the junk islands the lone scavenger shacks are
internecine war between the criminal clans and the now shanties inhabited by junkers who make a living
legitimate tribes. selling reclaimed parts and opportunistic engineers
who cobble together rigs, combat cars and racing
The Clans control drugs, alcohol, prostitution, machines at the behest of the Clans for the numerous
gambling, animal fights and death matches between underworld ‘sports’ arenas.
human combatants and rigs in underworld arenas
located in the back streets of the so-called pleasure In the cities and their surrounding slums are the haves
districts. These brightly lit regions infest the larger and the have nots. The poorest people dress in rough
cities like ticks on a dog suckling the vital fluids of the but serviceable tunics and short pants with woven
economy from visitor and local alike. Drink, drugs and reed hats. These people supply the manual workers,
any kind of vice can be entertained on these dazzling fishermen and farmers, guides, loggers, construction
streets where darkness seemingly never falls. Behind workers, miners and low income services.
this gaudy facade, in shadowy backstreets away from
the bright saloons, clubs, bordellos and casinos are Those of a more modest income wear work clothes
places where, with the right guide, any number of inspired by the other nations of Neres with bright
darker appetites and perversions can be sated. shirts often adorned with colourful details of flowers,
Any representatives of the civil authorities seen in leaves, birds, fish or waves.
these places are guaranteed to be in the pocket of The ‘middle classes’ of the Archipelago are generally
The World of Neres

the local Clan boss. employed in one of the trading companies that make
up the bulk of the economy or the burgeoning travel
Politics and holiday industry, catering to the needs of affluent
A republic ruled by a Prime Minister, supported foreign travellers.
by a parliament of elders and representatives for
the Domei’s of all the major tribes. The outward The upper classes, Domei’s, Elders Officials and
appearance is one of democracy but beneath the the Heads of the Clans commonly wear simple
surface lies, intrigue and blackmail play a major part. but elegant suits on professional occasions but

42
adorned with the markings of their success as built on various islands, colonies established and the
gilded embroidery or elaborate gold and precious natives traded with and suppressed in equal measure.
stone inlaid jewelry and often mark the islands they The native people treated this with surprising
represent by adding the feathers of some distinctive ambivalence; to them everything that transpired was
tropical bird to their hair or dress. In more relaxed part of the dreamtime and thus not worth worrying
settings simple robes are worn, decorated with about.
patterns that reflect a stylized representation of the
simpler times of grasses and skins. In 1163FK the Haldoran Third Kingdom made a series
of trade deals with the chiefs of the largest islands
Of course, parallel to the legitimate population, never that effectively turned the entire archipelago into a
more than a stone’s throw from ‘normal’ life are the colony of the Third Kingdom. The Theocracy, Kesh
criminal classes. From the lowest street informant and Yalgir colonists were forced out and a concerted
to corrupt ministers and Clan lords, anyone in the effort was waged to bring the people of Alashambra
Archipelago might be an informant, dealer, assassin or into the ‘modern world’.
agent of a foreign power or a local Clan.
In 1268FK the Alashambran people finally rose up
Religion against the Haldorans after a century of repression in
The Alashambran tribespeople of times gone by a series of bloody revolts later known as the Uprising.
didn’t have a ‘religion’ as such, instead believing that The initial cause of the Uprising was a severe tsunami
the world and everything in it are the dream of a that destroyed dozens of villages and drove hundreds
greater being known as Lehksha. of peasants from outlying islands into the cities in
Referred to equally as ‘Him’, ‘Her’ or ‘Them’ Lehksha is search of food and aid. The Third Kingdom refused to
described as both the product of and the source for send additional food to feed the people and, in the
the human spirit, being both its point of origin and final resulting famine, thousands of Alashambrans died.
destination and subsequent rebirth. In response the normally relaxed natives burned
Outsiders have theorised that the Alashambran several large towns and trade ports in protest,
tendency to ‘loose morals’ is a result of a cultural which drew the ire of their Haldoran masters. Due to
belief in the dreamtime and the lack of any inferred rising international tensions, the Haldoran High King
consequence for one’s actions. They fail, however, to Archibald IV ordered an immediate and severe crack-
explain the island peoples peaceful nature before the down on the protestors. However, rather than quell
introduction of Haldoran values. the situation this resulted in a full-scale revolt that
went on to become the Uprising.
With the Haldoran occupation these ‘primitive’ beliefs Stretched thin by tensions with the Litvian Empire,
were suppressed by the Haldoran themselves and by High King Archibald agreed to hand the archipelago
Theocracy missionaries who travelled to the islands to back to the native people rather than be drawn into
spread the word. Many of the tribes spoken histories a protracted war. Agreements were drawn up that
are interrupted and incomplete and the latest allowed the Third Kingdom to retain trade ports on
generations are too dazzled by the prospects of the the islands but handing political power back to the
future to bother with the past but some Elders speak Alashambrans.
of dangers in the histories and dark prophecies yet to
be fulfilled and look to record all that is left. During the Great War the Northern Alliance built
several deep-water naval ports in the island chain,
History using them to launch assaults on the east coasts of
The first recorded history of Alashambra was written Kesh and the Litvian Empire. In response the Coalition
in the late 900s after the archipelago’s discovery by sent several battleships into the archipelago and a
The World of Neres

Haldoran explorers. Before that time the Alashambran number of large naval battles resulted.
people relied on oral tradition, and many of their
legends and stories were subsequently lost during Geography
the Haldoran occupation. It may be that there are hundreds of islands in the
chain but many are little more than sandbanks with
For centuries the islands existed as a tropical paradise a scattering of trees on them whilst a few are vast
exploited equally by the Haldoran Third Kingdom, islands encompassing mountains, plains and tropical
the Theocracy, Kesh and Yalgir. Trade ports were jungles within their sandy shores. Amongst the many

43
sandbanks and islets of the Archipelago there are the city begins to appear almost respectable but it
only a few of any real note to outsiders (unless they’re simply introduces a better class of criminal. Services
searching for the fabled hidden cities or lost temples of all kinds can be sourced from the right agent in
that local stories speak of). the right bar. Mercenaries and muscle, assassins and
arsonists, thieves, smugglers and kidnappers are
The Capital Island Nai’Hwani is a landmass large represented here.
enough to hold three major cities and a number of Extortion and protection rackets are rife here (and
smaller settlements. The areas not covered in city or in most cities of the Archipelago) but, further up
likewise are largely jungle, mountain range or verdant the slopes of the mountains inland, are the serene
plains. palaces of the Clan Lords themselves. Walled
Shangon city is the ‘Capital’ of the Archipelago in that mansions lay at the middle of upmarket housing
the Prime Minister and the tribal council buildings are districts where crime is unknown. No-one drops litter,
here. It is a port city and the docks operate all day and sprays graffiti or even raises their voice for fear of
all night, all year round. The Clans only have a minor disrespecting the Clans Domei’s.
visible presence here.
Tai’keo is the second city of Nai’Hwani and it is
largely dedicated to tourism. Hotels and bars line the Scrap was life. Jei-tan knew it. Since he was a boy
beachfront while museums, music halls and dance on his father’s knee scrap had been life. It was the
clubs fill out a buffer zone between the working city food on their table, the coin in their pockets and
and the tourists playground. Here the Clans have a the liquor that helped him relax with his wife after
greater presence and the Pleasure zones of Tai’keo a hard day.
are well known either as an enticing prospect for a The scrap mountains of the archipelago were rich
new visitor or a gateway to the dark and dangerous fields of opportunity. One day he had hoped to find
underbelly of the Archipelago as a whole. it, the lost tech-treasure that would change his
Jiutai is the smallest city on the Capital Island. This is family’s life. Something so rare and valuable that
where many of the ‘middle class’ islanders live and the Junklords couldn’t fail to raise him up, give him
work in support industries that contribute to the larger a stack of his own and the money to hire his own
cities. As with Tai’keo the Clans have their presence scrappers.
here but it is nothing like the tourist city. The gambling That was then.
dens and bordellos don’t have glowing signs or This was now.
glamorous ‘greeters’ outside. They don’t advertise Huddled in the dripping bowels of a ship like he’d
their presence and the clientele are secretive about never seen, a relic of the deepest evils committed
their comings and goings. during the war he waited. Waited for them to come
for him with their dead eyes, rotting flesh and
The island of Shino’houwe only boasts one city and steel-braced limbs.
shares its name but it is possibly the largest city in He fingered his pistol, another relic of the war and
the Archipelago. Business, pleasure, industry and no help to him now. The monsters would take him
tourism fall within its boundaries as marble hotels and he would never see his wife again unless they
and shining office blocks give way to litter strewn remade him, made him like them and he led them
alleyways and ramshackle slums. This place is where to the surface, to the sun and smiling faces he
the major Clans vie for control of the Archipelago. The would never see again in this life.
island is a constant hive of activities of all kinds. This He gritted his teeth and pressed the cold metal of
is where tourists come to ‘See the real Alashambra’ the old pistol to his temple.
shortly before getting their pockets picked or losing ‘Not yet!’ he thought. He had to stop them getting
all their money in a gambling den. The docks here out. Had to bury them here forever. Then, then he
The World of Neres

are territories belonging to the Clans and they are could use the pistol and escape this nightmare.
packed with stolen goods shipments, narcotics Then he would find his love in another life.
and counterfeit or contraband items. They are also
noticeably absent of any agents of the law. In the back
streets a traveller can find bars, bordellos, gambling
dens, animal fights, bare knuckle and mech-assisted
death matches. Any vice that can be paid for is
represented here. Further from the docks and slums

44
NIDEC class people and marginalised by the Prynnese. In
Nidec is a small border nation situated between the recent months there are rumours that the Midnight
two great lakes of Vulkovia and linked to Prynne in the Order have begun ‘disappearing’ members of these
north and Litvic in the south. Once an idyllic pastoral Nidecian travellers, although proof is hard to come by.
country famed for its wines and cuisine, Nidec was
ravaged by the Great War; even to this day vast ENEBRA
swathes of the countryside lie ruined. Enebra is a quiet, rural island country in the Median
Ocean, to the north of Kijani. It is often seen as a
Before the Great War Nidec was a popular tourist backwards and provincial country by the people of
destination of the aristocracy of both Haldora and the Great nations. Life in Enebra is indeed somewhat
Litvic due to its warm climate, beautiful scenery bucolic compared to the metropolises of Haldora and
and famous vineyards. The Nidecian people had a Litvic; horse-drawn carriages are still the primary form
reputation for their gregarious natures and love of of transport and automobiles, rigs and airships are
singing and dancing. seen as strange and expensive luxuries.
Unfortunately for the Nidecians, High King Archibald The Enebrans took no part in the Great War, although
IV of the Third Kingdom died while holidaying in their they did allow the Litvian Empire to establish a deep
country, apparently shot by one of his companions water port on their west coast. The port was bombed
while hunting deer. When the Nidecian parliament several times by the Haldorans, but the Enebrans
refused to investigate the death, ruling it as a simple maintained that the war was none of their business
accident, the Haldorans sent the King’s Guard into and repeatedly refused Litvian entreaties to join the
their country, beginning the conflict that would Empire and fight the Northern Alliance.
eventually turn into the Great War.
Enebrans are a tanned, weather-beaten people with
Nidec became the primary battleground of the Great simple pleasures and a peaceful, archaic outlook
War; vast trench networks were constructed along on life. People of the Great Nations often mock the
its length by both the Northern Alliance and the Enebrans as backward bumpkins, but the Enebrans
Southern Coalition. Artillery barrages reduced scenic do not care; they see their lives as full and happy and
pastures and peaceful forests to blasted wastelands feel no need to compete with the people of the Great
of mud and barbed wire; towns and villages were Nations, who they believe have lost something of
reduced to shattered ruins by firebombs and long- themselves in the quest for modernisation.
range rockets.
Even the capital Ambiess was heavily damaged,
SALIA
with almost three quarters of the city destroyed by
South of Enebra, in the Median Ocean, is the island
bombardment and fire over the course of the war.
country of Salia. The island is made up of coastal
lowlands, a limestone plateau, and a group of volcanic
The Nidecian people joined the Litvian Empire to fight
hills in the north. Salia became notorious as a den
against the Northern Alliance. However they were
of pirates and thieves some 200 years ago and that
poorly trained and equipped and casualties suffered
reputation continues even today.
were high; following the war there are only a few
thousand Nidecians remaining in Neres.
Settled by Haldora during the Age of Sail, Salia was
While some Nidecians remain in their homeland,
originally a farming colony but was abandoned
attempting to rebuild, the larger number exist within
by the Third Kingdom after repeated attacks by
the Litvian Empire as vagabonds and wanderers.
Ombombwian raiders, Litvian privateers and Rilander
Nidecians are both pitied and begrudged by the
pirates. While the majority of settlers elected to
Litvians; they are pitied because they lost everything
return to Haldora or move north to the larger and
The World of Neres

during the war; they are begrudged because they


better defended Enebra, some people stayed on the
are seen as feeding off the Litvian’s hard work and
island to defend their new homes. No longer part
generosity.
of the Third Kingdom, these settlers quickly found
that allying with the raiders was easier than fighting
A small number of displaced Nidecians also exist
them and in less than a decade Salia had become
within the Theocracy; those who were forced north
something of a freeport, welcoming any ships
instead of south during the early days of the war.
regardless of nationality or intent.
These Nidecians are often treated as a second

45
The island and its inhabitants quickly gained a Zavia is not a rich country; life is mostly agrarian with
reputation for skullduggery and double-dealing due few modern luxuries and the people are a hardy, grim
to their association with the various pirates of the sort. Some leave their home to become soldiers or
Median Ocean. Attempts were made by both the adventurers, but the majority stay on the island as
Haldorans and the Ombomwians to curtail pirate horse breeders, farmers or hunters.
activity on the island, but to no great effect.
SHA PUNJAL
The age of piracy mostly came to an end at the start East of Kesh lies an island covered in dense jungles
of the 1180s when larger, steel-hulled ships became that is home to tigers, elephants and monkeys; Sha
the standard vessel for crossing the ocean. Salia Punjal. The island is also home to the Punjali people,
remained a freeport, offering a stopover to traders who have worshipped the Old Way for millennia,
travelling to and from the various Great Nations, but carving great temples of white stone in the jungles
slowly the island’s wealth dwindled as less and less to honour the Great Spirits. Nominal allies of the
ships needed to dock at their ports. Republic, the Punjali are excellent hunters and
renowned philosophers, artists and spiritualists.
Today Salia is a poor nation. Sailing ships are no
longer common, replaced by airships, and Salia no Due to their strong belief in the Old Way, the Punjali
longer lies on many trade routes. The island has people are loath to cut down much of their jungle
several large ghost towns where bountiful ports once home, for fear of offending the forest spirits that they
stood, overgrown by plants and reclaimed by animals. believe call the trees their home. As such there are
The island is still used by people who want to lie few large settlements on Sha Punjal, with the majority
low or escape unwanted attention; it is often a port of the population scattered between hundreds of
for smugglers who land their airships to offload small towns and villages throughout the jungle.
contraband or refuel before heading on to their In places huge temple complexes called patvisaan
final destination. sprawl through the jungle. Constructed from white
stone and filled with elaborate and detailed carvings
Modern Salians have a mixed heritage of Haldoran, of people, animals and spirits, patvisaan are part
Kijani, Litvian and Rilander. They are a suspicious temple, part village and part government building.
people, always careful when entering into deals Each complex is lead by a council of shamans who
and constantly looking for loopholes and signs of commune with the spirits through fasting, meditating
treachery (or, most would say, opportunities for and consuming psychotropic plants and advise their
treachery themselves) and most make their living as people on how to best exist as one with the
fishermen, traders or crew on smuggling ships. natural world.

ZAVIA Over the years many outsiders have come to


Zavia is a large island located at the mouth of the Sha Punjal seeking to commune with the spirits
Zavian sea, to the west of Prynne. It is a land of themselves; as such many people in the Great
windswept moors and dark pine forests, home to Nations see the island as something of a holy land
bears, wolves and a hardy people who can trace their and even during the Great War were loath to damage
ancestry back hundreds of years to one of the tribes the sacred jungles.
who resisted the Muldoori exiles during the war of
unification. Even to this day the Zavians still harbour The Punjali people are olive-skinned and generally
an intense dislike of the Theocracy and their religion. quite thin and lithe. They dress in loose, airy clothing
that helps them keep cool in the sweltering heat of
Zavians are renowned horsemen and are highly their jungle home. Sometimes Punjali shamans can
The World of Neres

skilled at fighting from horseback. During the Great be found travelling in the Great Nations, spreading the
War Zavian mercenaries fought for the Litvian Empire, will of the Great Spirits to others.
outfitting their horses with elaborate gas masks and
steel armour to protect them from the gas and bullets
of their enemies. The Theocracy troops in particular
came to rightly fear the ululating battle cries of the
Zavian heavy cavalry, even after machineguns made
such charges near-suicidal.

46
MOLLY’S STORY
Azire Bodho was dead, which Molly found deeply turned it over. “The base is hollow.” She pulled out her
upsetting because he owed her a great deal of switchblade and after a moment of prying and the
money. The kijani fence lay sprawled on his desk, a base plate came away, revealing a velvet bag stuffed
small constellation of flies slowly orbiting his body into the cavity beneath.
in the downdraught of the ceiling fan that spun lazily
above the tableau. Thin evening light filtered through The smell apparently forgotten, Pieter stepped into
the dusty blinds across the single window, hiding the office and peered over Molly’s shoulder as she
Azire’s face in a pool of gathering shadow. tipped the bag open into her palm. The light from the
“Ugh!” said Pieter, his face twisted in a grimace of window caught what tumbled out with a red gleam.
distaste as he evidently caught a whiff of the corpse. “A ruby!” Pieter breathed, his voice awed. “Big one too.”
The heat of Dar-el Bida had not been kind to Bodho’s “And worth a damn sight more than six hundred
mortal remains; the cramped office was thick with the Eagles.” Molly growled. She gave the office and
stench of death. Bodho’s body another look and tucked the ruby back
“About a day and a bit, don’t you think?” Asked into its bag and slipped the bag into the pocket of her
Molly, prodding the former fixer with a gloved finger, flight jacket.
“Although in this heat, who can tell.” “I think we should get the hell out of here.”
“I do not,” Pieter half-formed a sentence before
gagging and ducking out of the room. “Do not know Outside the heat of the day was slowly giving way to
how you stand smell.” His voice came from the hall the cool of night. Already the sun had set and lights
outside. “How he die?” were coming on in windows and the electric signs
“Slit throat, by the looks of it.” Molly called out, above bars and clubs were flickering into life. Molly
inspecting the crusted blood that had spread across and Pieter stepped out of the building that held
the desk under Bodho’s body. A lot of it had been Bodho’s office and headed across the street to their
soaked up by the mess of papers strewn across car.
the desk, and the floor around it. Molly would have “Uh oh.” Muttered Pieter. “Looks like they left someone
thought the room had been frisked due to the mess, to watch office.”
but from prior experience she knew this was just how Molly looked cautiously in the direction of Pieter’s
Bodho had kept his office. “As messy in death as you casual nod and noticed the kijani woman in a white
were in life.” She muttered, stepping around the desk linen suit and wide-brimmed hat looking in their
and carefully pulling open the draws. direction. The woman met Molly’s eye for a moment
“Molly, you think it best to be here?” Asked Pieter from and vanished around the corner into an alleyway.
the door. He drummed the metal fingers of his right “Shit,” Molly hissed. “Get in the car!”
hand against the door frame, glancing nervously back With a roar a car shot out of the alleyway, the woman
down the hallway to the stairwell. His big face was leaning out of a window, a trench broom in her hands.
scrunched into a mixture of revulsion and worry. “Car! Car! Car!” Yelled Molly, shoving Pieter and
“Six hundred Eagles,” Molly scowled, rifling through leaping into the driver’s seat.
the draws, “Six hundred damn Eagles he owed us. “Drive!” Roared Pieter from the back as he scrabbled
And not a Talon here to show for it.” for the duffle bag he’d left beneath the seat.
“Maybe he keep money in bank?” The car leapt into life just as the other car drew level
Molly shot her partner a flat look and Pieter sighed and the woman in white pulled the trigger of her
and shrugged. submachine gun. Molly stomped the gas and her car
“Da, not likely. So money not here, where is it?” careened forwards, bullets chewing a line across the
“Probably hidden somewhere.” Molly gave up bodywork but none finding their mark. In the back
searching the desk and cast her eye around the seat Pieter let out a string of Prynnese curse-words.
room. It alighted on a small garish statue she’d seen With a bellow he tore a shotgun free from the bag
in the office before; some Litvian Observist piece that and fired it out the window at the windscreen of the
suggested a piston or perhaps an arm. pursuing car, crazing the glass.
Molly's Story

“What?” Asked Pieter, following her gaze. The two cars hurtled down the nighttime street, Molly
“Last time we were here, that thing was on his desk. I pulling ahead but their pursuers hot on their heels.
remember because I thought it was awful.” “Six hundred damn Eagles.” muttered Molly. “This had
“So?” better be worth it.”
By way of answer Molly picked the statue up and

47
THE RULES
STATS SKILL CHECKS
All characters in Age of Steel have three statistics Skill checks are made by rolling a number of six-sided
which describe their innate physical, mental and dice (d6) and counting the number of ‘successes’ in
social abilities. These stats are rated numerically the roll. When using an Untrained skill a success is
from 1 to 5, with human average falling around 2 in any die that rolls a 5 or a 6. If a character is Trained in
each stat. Stats of 5 are extremely rare, and represent a skill then a success is any die that rolls a 4, 5 or 6.
someone who is at the peak of human achievement If a character has Mastered a skill then a success is
in that particular area. Stats of 1 represent someone any die that rolls a 3, 4, 5 or 6. For a skill check to be
who is generally not in good shape, either physically, successful the number of successes in a roll must
mentally or socially. equal or exceed the Difficulty Value (DV) set by the
Gamemaster. The number of dice rolled for a skill
check is equal to the number of points the character
PHYSIQUE
has in the stat associated with that skill.
Physique is a measure of a character’s physical
strength, agility and general constitution. Characters
with a high Physique will find tasks such as climbing, DIFFICULTY VALUES
unarmed combat and stealth easier than those with a When making a skill check, the Gamemaster will
lower score. assign a Difficulty Value (DV) based on how easy
(or not) the task is. The DV indicated the number of
successes a character requires for a skill check to
INTELLECT
succeed.
A character’s Intellect score shows a combination
Some example DVs are listed below.
of their Intelligence, common sense and general
reasoning power, as well as governing how sharp their Task DV Example
senses are. Characters with a high Intellect will find
Easy 1 A task that anyone without training
skills such as Medical, Science and Mechanics easier could complete
than those with a lower score.
Average 2 A task most people could complete

PRESENCE Difficult 3 A task that would require either training


or above-average competence
The Presence stat combines a character’s charisma,
empathy and force of personality. Characters with Hard 4 A task that requires both training and skill

a high Presence will find skill checks relating to


Heroic 5 A task that is generally only possible with
interaction and leadership much easier than those incredible skill
with a lower score.
Impossible 6+ A task that is pretty much beyond a
normal human

SKILLS
Whereas stats represent a character’s innate abilities,
EXAMPLE OF A SKILL CHECK
Jake Flint gets into a shootout with a thug in a grimy
skills represent a character’s learned abilities and
back alley. Jake pulls out his pistol and takes a shot at
knowledges.
the thug; the Gamemaster tells Jake’s player Dave that
the DV for the shot is 3. Jake has a Physique of 4 and is
SKILL LEVELS also Trained in the Firearms skill. Dave rolls a total of 4d6
A character can have a skill at one of three levels; and counts the number of dice resulting in a 4 or more.
Untrained, Trained and Mastered. All characters begin Dave rolls 3, 4, 6 and 5; a total of 3 successes, he hits!
with every skill as Untrained. Any character in Age of
Steel can make a check against any skill; they do not
The Rules

need to possess a skill to attempt to use it. However,


ASSIGNING A DIFFICULTY VALUE
When a player asks to perform an action sometimes
characters who are Trained in a skill will find it much
it is not clear as to what Difficulty Value a you should
easier to succeed. Characters who have mastered a
assign to it. Generally speaking most everyday tasks
skill will find it easier still.
such as climbing walls, picking locks and anything

48
that shouldn’t take a hero too long should have a DV successes rolled by the leading character. The
of 1 or 2. number of characters who can assist with any one
Tasks that require more skill or luck should range check is decided by the Gamemaster.
from DV 2 to 3. Difficulty Values of 4 and 5 should be
reserved for tasks that are truly difficult. DV 6 tasks For example: Red Molly is trying to break down a heavy
should only really appear in times of great peril. door using the Brawn skill. Jake Flint offers to help her
and the Gamemaster agrees that this is an skill check
OPPOSED SKILL CHECKS he can assist with. As Jake is the stronger character
Sometimes two characters come into contest with the pair agree he should lead and Molly will assist. The
each other when making skill checks. In these Gamemaster assigns a DV of 4 to the check and both
situations the DV of a skill check is not determined by Molly and Jake roll their dice. Molly rolls 2 successes
the Gamemaster, instead the characters both make and Jake rolls 3. Molly halves her successes for a total
skill checks and the results are compared against of 1 and adds it to Jake’s 3 successes for a total of 4;
each other. they succeed!

In most opposed skill checks there will be an Certain skills, such as Firearms or Willpower, may be
active character and a passive character; the active ruled by the Gamemaster as un-assistable (it’s very
character is the one making the skill check and the hard for someone else to help you aim a rifle, for
passive character is the one they are trying to beat. example) but each case should be decided by the
The passive character’s skill check determines the Gamemaster as and when players decide they wish to
DV of the active character’s skill check; the active assist each other.
character must equal or exceed the result of the
passive character’s skill check in order to succeed.
If the passive character fails to get any successes then
as long as the active character gets a single success
they succeed. If neither character gets any successes
then both characters fail.

Combat actions are one example of opposed skill


checks; when a character attacks another the attacker
tries to equal or exceed the defender’s skill checks to
determine if they hit their target.

For example: Eleanor Greywood is trying to sneak past a


guard at the entrance of a hidden base. Eleanor’s player THE CONSEQUENCES OF FAILURE
Karen makes a Stealth skill check and the Gamemaster Depending on the task in question, failing a skill check
makes the guard’s Awareness skill check. The guard can be anything from inconvenient to life-threatening.
gets 3 successes and Eleanor gets 4 successes; she The results of failure are not always dangerous,
manages to sneak past him successfully. sometimes tools can be lost or broken, precious
time can be wasted or valuable ingredients can be
ASSISTING OTHER CHARACTERS consumed and need to be gathered again.
At times two or more characters may wish to combine When a character fails a skill check the Gamemaster
their efforts for a particular task. Characters can elect must ultimately rule the effects of the failure, but in
to aid each other with skill checks in certain situations general the lower the Difficulty Value of the check, the
when the Gamemaster deems it appropriate. less unpleasant the results of failing.

When aiding each other, the characters involved must Characters can choose to retry a failed check, but
decide who is taking the lead and who is providing must ask the Gamemaster first. Depending on
The Rules

assistance. Both characters make a skill check against the task, failed skill checks may be re-attempted
the DV assigned by the Gamemaster. The assisting instantly, after a few minutes or hours, or not at all.
character(s) each add half the successes they rolled The Gamemaster determines how soon a character
(rounding down, to a minimum of 1 success) to the can re-attempt a failed skill check. As a guide, you

49
should always bear in mind what the task was and the that character naturally excels.
conditions the test is being made under.
When using a Knack skill, a character gains a
If a character is attempting something fairly routine permanent 2 dice bonus to each roll.
that, if they fail, won’t adversely affect the outcome of
a campaign, they could be allowed to retry the skill For example: Pieter tries to leap a wide gorge in his Rig.
check a few in-game minutes later. The Gamemaster tells Pieter’s player John that the DV
for the leap is 4. Pieter has a Physique of 4 and is also
If the roll is a crucial check that may swing the Trained in the Rig Handling skill. Luckily he also has
balance of the campaign and ultimately decide if the Rig Handling as one of his Knacks, which grants him
players succeed in their goal then the Gamemaster a bonus 2d6 to the roll. John rolls a total of 6d6 (4d6
might well decide they cannot retry; to do so would for his Physique plus 2d6 for his Knack) and counts the
lessen the drama of failing the test and having to find number of dice resulting in a 4 or more. John rolls 3, 4, 6,
an alternative solution. Similarly some skill checks 4 and 5; a total of 4 successes, Pieter makes the leap!
might consume limited resources (such as trying
to light a fire) and the Gamemaster can rule that
failure consumes the resources thus making a retry
impossible. ‘Dames.’ thought Jules as she hurtled headlong
down the back alleys of Tai’keo the tails of her
Some skill checks will have the potential to result trench coat flapping behind her, her hair plastered
in physical harm to a character should they fail, to her face by tropical rain and her fedora lost
especially those involving dangerous stunts or somewhere in the streets behind her. Occasional
potentially harmful materials. Failing a skill check flashes of neon and restaurant backlights the only
should never kill a character outright; the Gamemaster guide in her flight and the strains of Slick music
should always provide a slim chance the character coiled through the narrow alleys like smoke.
can survive (unless of course the player insists on ‘Dames’ll be the death of me.’
throwing his character into deadly situations on a Take the last one with her big blue eyes and sob
regular basis). A Gamemaster can assign a damage story about her husband, here in the free port on
rating to a failed check in the form of a number of d6 ‘business’ and missing now for two weeks. The
rolled to determine damage. authorities couldn’t (or wouldn’t) help so she’d
come to Julie Class, private investigator.
For example: Red Molly attempts to pick a low-quality It was the tears that’d done it. They always did. Big
lock. The Gamemaster assigns the task a DV of 2 but blue eyes full of tears. Jules shook the memory
Molly fails. The Gamemaster tells Molly’s player Sue away as she splashed through puddles and
that she can’t get the tumblers to align and will have to rebounded off dumpsters. Her augmetic arm hung
spend more time getting the lock open; she can make
like a dead weight from her shoulder and that was
another roll shortly. A minor inconvenience, but not a
going to cost a pretty penny to fix.
life-threatening one.
It should’ve been easy, he should have been drunk
Later in the campaign Molly tries to jump her
in some whore’s bed or, at worst, in pieces in a
motorcycle off the edge of a 300-foot deep gorge
flesh-traders cold storage, but no. It had to be
and land on the other side. The Gamemaster assigns
worse didn’t it.
this daring task a DV of 5 and unsurprisingly Sue fails
She’d had an idea that there were darker things
the roll. This time Molly is in serious trouble as she
going on behind the curtains in Alashambra, but
plummets into the gorge. The Gamemaster tells Sue
that Molly will take 5d6 damage from the fall unless she she’d hoped never to stumble across them.
has an ingenious plan to save herself... Now she’d barrelled full tilt into them and all she
wanted was to pack up and run.
Suddenly a wall blocked her path, too high to
KNACKS
The Rules

jump, too rain slicked to climb. She pulled her .38


Some people are just innately better at a particular just as lights followed her into the dead end and
skill than others. Every character in Age of Steel has voices shouted just for a split second before the
three Knacks; these are attached to three separate chatterguns spoke and the lead rain started to fall.
skills and represent the fact that those skills are where

50
SKILLS
Below is a list of available skills in Age of Steel. acting strangely and Jake’s player asks if he can use
his Animal Handling skill to work out what’s bothering
Animal Handling (Presence) them. The Gamemaster assigns a DV of 1 and Jake
Athletics (Physique) makes his check successfully. The Gamemaster tells
Awareness (Intellect) Jake something nearby has the animals rattled; Jake
Bluff (Presence) draws his pistol and readies himself only moments
Brawn (Physique) before a group of mercenaries burst from the jungle in
Demolitions (Intellect) an attempted ambush!
Diplomacy (Presence)
Drive (Intellect) ATHLETICS (PHYSIQUE)
Firearms (Physique) The Athletics skill covers a number of abilities such
Education (Intellect) as running, climbing and swimming as well as feats
Intimidation (Presence) of agility such as swinging on ropes and balancing.
Leadership (Presence) It also covers throwing weapons such as grenades
Linguistics (Presence) and knives. The number of successes required for an
Mechanics (Intellect) Athletics check is based on the task being attempted
Medical (Intellect) and any equipment the character may be using.
Melee (Physique)
Perform (Presence) Example: Red Molly is running after a fleeing spy over
Pilot (Intellect) the nighttime rooftops of Eisenstadt. The GM tells Molly
Reflexes (Physique) that to keep up with the spy she must make an opposed
Rig Handling (Physique) Athletics check as they leap over alleyways and
Science (Intellect) skylights. Molly’s player makes her skill check and gets
Security (Physique) 2 successes, the Gamemaster makes the skill check for
Stealth (Physique) the spy and gets 3 successes. Molly is fast, but the spy is
Streetwise (Presence) faster and manages to lose her amid the smoke stacks
Survival (Intellect) and rooftops. Looks like Molly will have to pick up the
Unarmed (Physique) trail elsewhere.
Willpower (Presence)

AWARENESS (INTELLECT)
SKILL DESCRIPTIONS Awareness covers a character’s sight, hearing, touch
Below follows a description of the various skills and and smell and other less tangible senses. Awareness
an example of how that skill might be used during checks can be made to spot hidden characters or
a game. The examples and descriptions are not items, listen at doors and similar. The number of
definitive; players and gamemasters are encouraged successes required to spot a hiding character is
to come up with their own uses and interpretations of opposed by the hiding character’s Stealth check.
skills.
Example: Red Molly is sneaking through the Grand
ANIMAL HANDLING (PRESENCE) Library of Eisenstadt, trying to locate a rare book
The Animal Handling skill covers the ability to she wishes to ‘borrow’. As she passes an office the
understand and empathise with various animals. With Gamemaster asks Molly’s player to make an Awareness
this skill characters can give domesticated animals skill check; she does so and gets 2 successes. To her
commands and recognise the moods of wild animals. surprise Molly overhears a conversation inside the
This skill is also used when riding horses and driving darkened office: she is not alone in the Library and
vehicles pulled by horses or other beasts. someone else is here for the book!
Skills

Example: Jake Flint is trekking through the jungles of BLUFF (PRESENCE)


Kijani when he encounters a herd of warthogs. The Bluff is the ability to deceive or fast-talk a target into
Gamemaster tells Jake’s player that the animals are believing something false. The number of successes

51
required for a Bluff check is based on the target’s number of successes required for a Diplomacy check
level of suspicion toward the character and the is set by the Gamemaster and is usually based on the
believability of the lie being told. This skill is opposed mood of the character you are interacting with.
by the target’s Willpower skill. Bluff is also used when
playing games of chance, such as poker. Example: Red Molly has managed to end up captured
by Khulman Saede, crimelord of Vulture City. Khulman
Example: Jake Flint needs to get into the back room of is tired of Molly’s interference in his schemes and orders
the Jade Lily Club. The thug at the door initially turns his guards to dispose of her. Molly’s player makes a
him away and Jake’s player asks the Gamemaster if hasty Diplomacy skill check opposed by Khulman’s
he can Bluff his way in. Jake makes a Bluff skill check Willpower skill check. Molly gets more successes than
and the Gamemaster makes a Willpower skill check Khulman; with a few well-chosen words she manages to
for the Thug. Jake beats the Thug’s score and spins a convince the crimelord to lock her up rather than having
tale about having urgent news for the boss, the thug her killed immediately, giving her ample time to plan her
grudgingly lets Jake pass. escape.

BRAWN (PHYSIQUE) DRIVE (INTELLECT)


Brawn covers a character’s ability to lift heavy objects This skill allows a character to drive any land-based
and break items through sheer raw strength. Using vehicle such as cars and motorcycles. Drive checks
Brawn a character can lift objects much heavier than are generally only required when a character attempts
they normally could, making another skill check a potentially dangerous maneuver such as ramming
every round they wish to continue lifting the item. another vehicle or making an emergency change of
The weight of the object and how easy it is to lift direction.
determines the number of successes required.
Example: Jake Flint and his friends are chasing down
Example: Pieter and his friends are trapped in a burning a group of sinister agents in their car. As they hurtle
warehouse. They make it to the exit, only to find it through the slums Jake decides now is the best time
blocked by fallen timbers. Pieter grabs the timber and to run them off the road and attempts to ram the other
heaves and his player makes a Brawn skill check. He vehicle off the road. The Gamemaster asks Jake’s player
succeeds and with a mighty grunt Pieter throws the to make a Drive skill check, opposed by the Drive skill
timber aside, clearing the way. check of the agent driver. Jake’s score beats the agent’s
and he sends their car careening off the road and into
DEMOLITIONS (INTELLECT) the side of a shack.
With this skill characters can properly use, handle,
set and defuse explosives. Demolitions also allows FIREARMS (PHYSIQUE)
a character to create their own explosives, and also The Firearms skill allows a character to use pistols,
recognize other such devices. rifles, shotguns, submachine guns and an array of
other ranged weapons. Firearms checks are opposed
Example: Eleanor Greywood is investigating the rolls, based on the Reflexes check of the target (see
hideout of her nemesis when she opens a door and Combat section for more details)
discovers a time bomb due to explode any second! Although they don’t use gunpowder, both bows and
The Gamemaster asks Eleanor’s player to make a crossbows are also covered by the Firearms skill, as
Demolitions skill check but unfortunately she rolls no are heavier weapons such as artillery.
successes. Eleanor realises there is no way for her to
disarm the bomb and she decides discretion is the Example: Eleanor Greywood finally chases down her
better part of valour and runs for the exit! mark and corners him in a gin joint. The mark isn’t going
without a fight and pulls out a knife. Eleanor decides
DIPLOMACY (PRESENCE) that was the wrong move and pulls out her pistol and
Diplomacy is the ability to befriend, seduce and takes a shot at him. Eleanor’s player makes a Firearms
generally sway others with your charisma. This skill skill check to see if she can plug the mark before he
Skills

can be used to get by in social situations, negotiate takes a swing at her.


with potentially hostile thugs or extract information
from a target without having to resort to violence. The

52
EDUCATION (INTELLECT) specifically languages other than a character’s native
Education covers a variety of learned and acquired tongue. Linguistics checks are made when a character
knowledges such as history, geography, local tries to speak or understand a language other than
information and other random facts. Education checks their own. The number of successes required is
are made when a character wants to dredge their dictated by the difficulty of the language or phrase.
memory for useful information when faced with a A character can know any number of languages; the
problem, or when looking up information in a library. Linguistics skill is a measure of their ability to recall
the right phrase at the right time.
Example: Eleanor Greywood is trying to hunt down a
missing friend. At the friend’s apartment she discovers Example: Jake Flint finds himself deep in the uncharted
a strange leaf on the rug. The Gamemaster asks depths of the Kijani jungles, surrounded by hostile
Eleanor’s player to make an Education skill check and natives. Jake’s player asks the Gamemaster if he can
she succeeds; the Gamemaster tells her the leaf is from attempt to communicate and the Gamemaster tells him
a tree commonly found in the north of Litvic. Eleanor the DV to work out a basic greeting. Jake’s player rolls
deduces that her friend has had some visitors from out his dice and succeeds; he manages to convince the
of town recently. natives to lower their weapons.

INTIMIDATION (PRESENCE) MECHANICS (INTELLECT)


Intimidation is the ability to scare and cajole others The mechanics skill covers a knowledge of
through physical strength and threats. Intimidation mechanical and electronic systems, allowing a
checks are opposed by a target’s Willpower check. character to create, operate and repair such devices.
The DV of an Mechanics check is based on the
Example: Pieter is trying to gain access to the back complexity of the device the character is trying to
room of a bar where he knows a deal is going down. He create or operate, or the degree of damage they are
tries to Intimidate the guard into letting him in without trying to repair. Using the correct tools for the job will
an invite. Pieter rolls his Intimidation skill check and lower the number of successes required, whereas
the Gamemaster makes a Willpower skill check for the improvising tools will increase them.
guard. Pieter wins and the guard is scared by Pieter’s
threats and lets him through. Example: Pieter’s Rig has taken some heavy damage
and is trying to fix it. He finds himself a workshop and
some tools and the Gamemaster gives him a DV based
LEADERSHIP (PRESENCE)
on the how damaged the Rig is and the quality of the
Anyone can shout at a group of people, but it takes
tools Pieter has available. Pieter’s player makes the
skill to have those people listen to what you say. The
Mechanics check and fails; looks like it’s going to take
Leadership skill allows a character to give orders and
him a long time before his Rig is operational again.
have them followed. This skill also covers coordinating
groups of people and giving stirring speeches. The
number of successes required for a Leadership MEDICAL (INTELLECT)
check is based on the mood of the crowd and the This skill covers a character’s medical knowledge,
conditions. including both basic first aid and more advanced
surgical care and knowledge of treatment methods.
Example: Jake finds himself aboard an airship that This skill also covers the knowledge of poisons and
has lost its captain during a firefight. He tries to use his medicines. Using this skill a character can stop a
Leadership to organise the remaining crew and get the character Bleeding Out and also help them to recover
ship airborne before the Midnight Order thugs shooting lost Grit and Wounds. See the Combat section for
at them from the docks swarm aboard. The GM tells more details.
Jake that the crew are scared and confused; the DV to
organise them is 3. Jake rolls his Leadership and only Example: Eleanor Greywood discovers the body of an
gets 2 successes; the Midnight Order get another round informant slumped over his desk with a dart in his neck.
to shoot at the ship. Eleanor’s player asks the Gamemaster if they can use
Skills

the Medical skill to work out what was on the dart. The
Gamemaster gives them the DV of the check and the
LINGUISTICS (PRESENCE)
player makes the roll. The player succeeds and the
Linguistics is the knowledge of languages; more

53
Gamemaster tells them the dart is covered in a poison combat. The DV of a Reflexes check is based on how
from the jungles of Kijani. dangerous the hazard is, or how much warning a
character has.
MELEE (PHYSIQUE)
The ability to use different types of close-combat Example: A thug takes a shot at Jake Flint with a pistol.
weapons such as knives, swords and whips. Melee Jake’s player makes a Reflexes skill check and the
checks are opposed by an opponent’s Melee check Gamemaster makes a Firearms skill check for the thug.
(see Combat section for more details). The thug gets 2 successes and Jake gets 3 successes;
Jake successfully dodges the attack.
Example: A deal turns sour and Pieter finds himself
in a knife fight with a thug. Pieter takes a swing at RIG HANDLING (PHYSIQUE)
his opponent, makes a Melee skill check and gets This skill allows a character to drive both combat and
2 successes. The Gamemaster makes a Melee skill labour Rigs. Rig Handling checks are only required
check for the thug to oppose Pieter’s check and gets 2 when a character attempts a potentially dangerous
successes; Pieter hits the Thug! maneuver such as traversing difficult terrain or leaping
a gap.
PERFORM (PRESENCE)
This is ability covers skills such as acting, singing Example: Pieter is outnumbered and is being chased
and dancing; with this skill a character can entertain through the docks when he spots an unattended Labour
others. The DV of a Perform check is usually set by the Rig. Seeing a chance to level the playing field he hops
audience; a small bar of hicks is easier to impress than in and begins the startup procedure. Normally a skill
a concert hall full of opera aficionados. check would not be required for such a simple action,
but as Pieter is doing it in a hurry the Gamemaster asks
Example: Red Molly is trying to pass off as a cabaret Pieter’s player to make a Rig Handling check to get
singer to infiltrate a club. Despite her best efforts she the Rig operational before his pursuers arrive. Will he
ends up on stage in front of an audience and attempts succeed in time?
a song to keep up her facade. The Gamemaster tells
Red Molly’s player that the DV to masquerade as a SCIENCE (INTELLECT)
passable singer is 1. Red Molly makes her Perform skill Science covers a range of scientific knowledge
check and gets no successes. Looks like she’s got some including physics, chemistry and biology but
explaining to do. also covering more obscure disciplines such as
astrophysics and quantum theory.
PILOT (INTELLECT) Characters can use the science skill to make
This skill allows a character to fly any air-based deductions based on scientific evidence, create
vehicle such as airships and planes. Pilot checks are chemical compounds and other similar feats of
only required when a character attempts a potentially intelligence. The DV of a science check is based
dangerous maneuver such as a loop-de-loop or a on the complexity of the task and any available
dive-bomb. equipment.

Example: Red Molly is flying her biplane, pursued by an Example: Eleanor Greywood is trying to analyse a
enemy plane. In an attempt to lose her tail Molly dives strange compound found in a stolen briefcase. The
into a canyon system. The Gamemaster gives Molly’s Gamemaster gives Eleanor’s player the DV to analyse
player a DV for the maneuver and she makes her the compound and she makes her Science skill check.
Pilot skill check. She succeeds and weaves her plane She fails the check and the Gamemaster tells Eleanor’s
through the narrow rocks, while her pursuer slams into a player that the experiment fails and she only has one
cliff and erupts into a fireball! dose of compound left to analyse. Eleanor better be
careful from now on!

REFLEXES (PHYSIQUE)
SECURITY (PHYSIQUE)
Skills

The Reflexes skill is a measure of how quick your


character’s reactions are. The skill is used to dodge This skill grants a character knowledge of locks as
hazards such as falling debris, explosions and pitfalls. well as other forms of security. Using the Security
Reflexes is also used to oppose ranged attacks in skill a character can either set up their own security

54
systems or break into those set up by others. This skill SURVIVAL (INTELLECT)
also includes basic lockpicking and trap-making. The This skill represents the knowledge required to
DV of a security check is based on the complexity survive in the wilderness, such as navigation, foraging
of the lock being picked or the system being and building shelters. Using this skill in a barren or
circumvented. For creating security systems, see the hostile area will be more difficult than it would be in
Crafting chapter. a more abundant environment. Survival also allows a
character to identify tracks left by people or animals
Example: Pieter wants to pick a lock. The Gamemaster and follow them. Using this skill a character can tell
tells Pieter’s player that the lock is brand new and how old tracks are, the direction travelled and similar
quite complicated; the DV to pick it is 4. Pieter makes information. The state of the ground and the weather
his Security skill check and only gets 2 successes; the conditions will affect the difficulty of the skill check.
Gamemaster tells him it takes 20 minutes before he
realises the lock is beyond him. He can try again, but Example: After a blizzard causes their airship to crash
does he have time before the guards patrol past again? in the frozen tundra of Prynne the party need to look
for shelter. The Gamemaster tells the players that due
STEALTH (PHYSIQUE) to the blizzard and harsh conditions the DV for their
Stealth allows a character to move silently, hide in Survival skill check is 3. If they fail the check they will
cover and generally avoid detection by others. Using take damage from the freezing cold!
stealth a character can sneak past or get the drop on
enemies. Stealth is also used when performing sleight UNARMED (PHYSIQUE)
of hand such as picking pockets. Unarmed covers both learned hand-to-hand
The Stealth checks are directly opposed by the techniques such as martial arts or wrestling and
Awareness check of the person or persons the also rough-and-ready street fighting and brawling.
character is attempting to sneak past. Unarmed checks are opposed by an opponent’s
Unarmed check (see Combat section for more details).
Example: Red Molly, Jake Flint and Pieter are trying
to sneak into the lair of Baron Sladovich. A soldier is Example: Eleanor Greywood gets caught up in a bar
guarding the gate so all three make a Stealth skill fight. A thug takes a swing at her; the Gamemaster
check to sneak past her. The Gamemaster makes makes an Unarmed skill check for the thug’s attack
an Awareness skill check for the soldier and gets 2 and Eleanor’s player makes an Unarmed skill check to
successes. Molly gets 3 successes and sneaks past. Jake defend. The thug gets 2 successes and Eleanor gets 3
gets 2 successes; as the soldier is the passive character successes; she successfully deflects the blow.
this means Jake successfully sneaks past her. Pieter only
gets 1 success however; the soldier spots him!
WILLPOWER (PRESENCE)
Willpower is a measure of a character’s ability to keep
STREETWISE (PRESENCE) their actions their own. Willpower checks are made
Streetwise allows a character to gather information to resist another character’s Intimidation and Bluff
in an urban environment. It could be seen as the attempts, or to resist the effects of some drugs.
urban version of Survival, but with more of an Sometimes a character will be exposed to mind-
emphasis on finding information and services. The bending horrors; in these situations Willpower is
DV of a Streetwise check is based on the rarity of the used to resist fear; the DV of the check is based on
information or service the character is trying to locate. how terrifying the event in question is (see the Rules
section for more details).
Example: Jake Flint is trying to find out if anyone
has been trying to sell a strange emerald in Dar-el Example: Pieter kicks down a door and finds himself
recently. The Gamemaster asks Jake’s player for a face-to-face with a cultist in the midst of an eldritch
Streetwise skill check with a DV of 3. Jake only gets 2 ritual; at the center of the room something huge and
successes but the Gamemaster tells him he still gets the tenebrous squirms. The Gamemaster asks Pieter’s
information he’s after. However the information costs player to make a Willpower skill check with a DV of
Skills

him significantly more in bribes then he’d wanted. 3. Pieter gets 1 success and the sight of the creature
causes him to back away in terror. Seizing his chance
the cultist flees through a secret door.

55
BACKGROUNDS
Backgrounds represent financial and physical assets PERSONAL VEHICLE
of a character, as well social assets that may prove You own a vehicle; maybe a car or motorcycle, a rig or
useful. Backgrounds are purchased during character maybe even an airship or seaplane. This vehicle has
generation but may also be bought with Experience seen you through a lot and, while it might not be the
Points during play. Each Background has three levels. best looking one out there, you’re very fond of it.
Vehicles purchased with this background cannot be
CASH sold (at least for a significant amount), and vehicles
Cash represents a lump sum of money that, once not in the list below cannot be purchased with
spent, is gone forever. You might have earned the this background.
money legitimately, been given it or even earned it
1 Motorcycle, Car, Truck, Airship (cutter)
through less salubrious methods but, at the end of
the day, it’s yours to spend. 2 Luxury car, Labour Rig, Rocketpack, Plane, Airship
(freighter)
1 $50 starting cash
3 Battle Rig, Fighter plane, Seaplane, Airship (heavy
2 $100 starting cash freighter), Airship (recon)

3 $400 starting cash FAVOUR


Someone owes you a favour. Perhaps you saved
JOB someone’s life, or maybe it’s in exchange for a favour
Upside; you have a reliable source of income, plus a
you performed a while ago. In any case, someone
small amount of starting cash. Downside; you have
owes you a solid. Once called in, the favour is repaid.
to earn it. The Job background means you have a
dependable income, as long as you keep turning up.
1 Small favor. They’ll loan you up to $100 cash or
Short breaks are usually ok, but missing work for any
perform a risk-free task for you.
length of time might affect how much you earn from it.
Characters in Age of Steel are not intended to be 2 Moderate favor. They’ll loan you up to $200 cash or
incredibly rich; more affluent citizens would have access perform a slightly risky task for you.
to magnitudes of money more than the values below.
3 Huge favor. They’ll loan you up to $400 cash or
1 $25 a month, $10 starting cash. You do shift-work perform a highly risky task for you.
in a bar.
REPUTATION
2 $50 a month, $20 starting cash. You have a
You have a reputation. Maybe good, maybe bad, but
dependable, if unpleasant job.
at the end of the day it gets you respect.
3 $100 a month, $40 starting cash. You have a Rep may lower the DV of certain checks (such as
decent job. Charm or Intimidate) if the NPC in question has heard
of the character.
HIDEOUT
You have a building that you call home; maybe an 1 You are famous (or infamous) to a small group of
apartment in the city, or a corner office or even a people. You could be the local hero of a small town,
seedy bar you own. While you don’t need to pay rent, a soldier well-known within their regiment or a pilot
you may need to invest time occasionally to keeping it known along a small stretch of the Kijani coast.
in your possession, or maybe tending to its upkeep.
2 You are famous to a large group of people.
Small hideout, no facilities. A small office or You could be a sports star known city-wide in
Backgrounds

1
basement apartment. Queensport, a well-respected poet or a decorated
soldier.
2 Medium, some facilities. A townhouse or a bar. 3 You are famous to a huge number of people. You
could be a movie star, a well-known war-hero or
3 Large, lots of facilities. A large house, manor or
maybe a high-profile doctor.
warehouse.

56
MOXIE POINTS
Moxie points represent a character’s luck, guile and BONUS DAMAGE
innate ability to pull off phenomenal successes in the Spending a Moxie point before rolling damage on
face of adversity. a successful attack will double the damage rolled.
Only one Moxie point can be spent per scene in this
Mechanically speaking, Moxie points are what manner.
separates player characters from NPCs in Age of
Steel. Only player characters have and can spend
SURVIVE DEATH
Moxie points.
A character may spend a Moxie point to miraculously
survive an attack or other event that would otherwise
Characters begin play with a number of Moxie points
have caused their death. However while a character
dictated by the level of Adventure the Gamemaster is
will survive they will not be unscathed; using a Moxie
running. Moxie points are a finite resource; once spent
point this way will result in a Dramatic Injury (see
they are gone. However, Gamemasters can award
Combat section for details).
Moxie points to players as rewards for completing an
Adventure, roleplaying well or succeeding goals.
Bullets smacked into the wall, throwing chips of
Moxie points can be spent for certain bonuses, as stone across the room and irreparably defacing
described below. When spending a Moxie point a the temple that had stood silent and unmolested
player must announce they are doing so before in the heart of the Kijani jungle for the better part
rolling any dice. of two centuries. Alita couldn’t really bring herself
to care that much about the sanctity of the temple,
seeing how those bullets had been aimed at her.
INCREASED SUCCESSES FROM A
That was more the remit of her client; the man
SKILL CHECK huddled next to her, gibbering with each crackle
Spending a Moxie point before making a skill check of gunfire.
will double the number of successes achieved. “They’re shooting at us!”
Players can choose to spend either one, two or three “Yes, doctor, I am painfully aware of the fact.”
Moxie points to double, triple or quadruple their Well, good thing Sipperman had hired her to do
successes respectively. If no successes are achieved, more than just fly him to the ass-end of Kijani. Alita
the number of Moxie points spent count as successes di Pasolini was more than just a passenger service.
(i.e. one, two or three). Spending a Moxie point in this Pulling out her automatic, she darted around the
manner ONLY counts towards successes on skill doorway and onto one knee, pistol cupped in two
checks (i.e. not on damage rolls or other rolls). hands, drawing a bead on the nearest mercenary.
It seemed the mercenary was a better class of
GRIT POINT RECOVERY thug than she’d anticipated. A perfectly-timed
spray of bullets caught Alita full in the chest,
A player may spend a Moxie point to instantly recover
throwing her back through the doorway.
all their Grit Points. The character takes a slug from
With a groan Alita rolled onto her stomach and
a bottle of whisky, shakes themself off and gains a
dragged herself back into cover.
second wind. Only one Moxie point can be spent per
“You’re… alive?” Sipperman looked at the half-
scene in this manner.
dozen holes in Alita’s flight jacket incredulously.
“How?”
TEMPORARY ARMOUR With a grimace she pulled open her jacket and
A player may spend a single Moxie point to grant eased out the ancient silver plate, now dented and
themselves an Armour Value of 10 for the next combat deformed by bullets. The doctor’s face went from
Moxie Points

round. During this time bullets ricochet off cigarette concerned to disapproving.
cases, miss the character by a hair’s breadth or are Alita gave a sheepish grin.
otherwise near-misses. Only one Moxie point can be “I was just borrowing it. Good thing I did, eh?”
spent per scene in this manner. They both ducked as more gunfire rattled across
the room.

57
CHARACTER GENERATION
Before you can do anything else with your character, on the level of the adventure the Gamemaster is
first you need an idea of who and what they are. running. Example adventure levels and the suggested
number of bonus Character Points a character playing
in them should start with are listed below:
CORE DETAILS
The Core Details of your character are their Name, Adventure CPs Example
Nation and Concept. Standard 20 Skirmishing with gangsters in the streets
of Eisenstadt

NAME Heroic 25 Venturing into the jungles of Kijani in


What is your character’s name? Each nation has their pursuit of an ancient treasure
own naming conventions. Superheroic 30 A lengthy adventure running from
Haldora to the depths of Kijani and back

Legendary 35 Battling the agents of the Coiled Ones


NATIONALITY
across the entire globe
Which nation does your character hail from? Are they
a proud and noble Haldoran? A cosmopolitan and
BUYING STATS
tech-savvy member of the Litvian Empire? Do they
All characters start with 1 point in each Stat (Physique,
come from Kesh, Kijani or the Theocracy?
Intellect and Presence) for free. Adding an additional
National identity is still an important concept to the
points costs a number of CP equal to the number of
people of Neres; it also can help you think about how
points the character currently has in that stat (see
your character was raised, how they look at the world
table below). The costs of buying more points is
and what is important to them.
cumulative. The maximum for any stat is 5 points but
You can also use your characters nation to contrast;
players and Gamemasters should remember that
is there something about their homeland they do not
stats of 4 or 5 are considered extremely uncommon.
like, or are ashamed of?

Stat CP cost Cumulative cost


CONCEPT
1 Free 0
Concept is exactly what it sounds like; the concept
behind your character! This should help you get into 2 1 1
character, explain to the Gamemaster and other 3 2 3
players what your character is and maybe help you
decide how your character would react to certain 4 3 6
situations. 5 4 10
Your concept can be anything from a single word,
such as “Engineer”, a character from a book or movie BUYING TRAINED AND MASTERED SKILLS
“Allan Quatermain” or even a short sentence that Characters do not start with any Trained skills. To buy
describes your character “washed-up gunslinger a Trained skill costs 1 CP. To Master a skill costs 2 CP;
turned gambler”. this cost is cumulative with the 1 CP paid to already
Your concept could reflect your character’s learn the Trained skill, for a total of 3 CP to buy and
profession, or it could be a description of their then Master a skill. It is advised that Gamemasters
personality or moral outlook. do not allow players to Master any skills unless the
Adventure is Heroic or higher.
Character Generation

SPEND CHARACTER POINTS


Character points (CPs) are used to create the core of BUYING BACKGROUNDS
your character; you use them to buy Statistics, Skills Characters do not start with any Backgrounds.
and Backgrounds. It is important to note that Knacks Backgrounds cost 1 CP per level purchased.
and Moxie Points are not purchased with Character Characters are limited to 3 points worth of cumulative
Points. Backgrounds for each level of adventure difficulty (see
The number of CPs your character starts with is based below).

58
Adventure Total background points STARTING EQUIPMENT
Standard 3 Characters may purchase a number of items of
equipment to begin the game with. The amount of
Heroic 6 money characters have to purchase equipment with is
based on the level of the adventure the Gamemaster
Superheroic 9 is running.
All characters start with a set of simple clothing for
Legendary 12 free; no one runs around naked!

Adventure Starting Money


CHOOSE KNACKS
Standard $350
Characters choose three skills to attach Knacks to.
Heroic $500
MOXIE POINTS
Superheroic $1000
All characters start with a number of Moxie Points
based on the Adventure level. Legendary $2000

Adventure Starting Moxie Points


Standard 3 AN EXAMPLE OF CHARACTER
GENERATION
Heroic 6 Chris sits down with a copy of the Age of Steel
rulebook to create a new character for James’
Superheroic 9 upcoming game.
Chris already has an idea for a character; he’s a big fan
Legendary 12 of the Uncharted series and likes the idea of a Nathan
Drake-style character; a nice guy who keeps getting
himself into tricky situations and who’s not entirely
GRIT POINTS AND WOUNDS clean cut.
Grit Points and Wounds are two stats that represent After reading through the nation overviews, Chris
how much damage your character can physically take decides he likes the idea of his character being from
before they begin the messy business of dying. the Litvian Empire, specifically Riland. He writes
‘Litvian Empire - Rilander’ in the Nationality space of
GRIT POINTS his character sheet.
Grit Points represent near-misses, bruises, small cuts
After thinking about what it is about Nathan Drake
and other minor injuries. They can also represent a
that appeals to him specifically, Chris decides to write
character’s ‘Luck’ that slowly wears down as they are
‘happy-go-lucky tomb robber’ in the Concept space
in combat. All characters have 40 Grit Points.
of his character sheet. It’s a good summary of how he
All Grit Points are instantly recovered at the end of a
wants his character to behave and a brief description
scene. Grit Points can also be received during a scene
of the kind of thing the character gets up to.
by using Moxie Points, the Medicine skill or by using
certain items of equipment.
Looking at the list of suggested Rilander names,
Chris decides that he likes the name Marco. He
WOUNDS notices that Rilanders often have multiple names so
Wounds represent serious injuries that will require adds Luchano as a middle name and then comes
Character Generation

medical attention to fix. Each character has a number up with the surname ‘di Palma’. He likes the idea of
of Wounds equal to their Physique stat. Wounds can his character introducing himself with his full name
be recovered by using the Medicine skill or by using wherever possible; “Marco Luchano di Palma, at your
certain items of equipment. service”. He writes this name in the Name space on
the characters sheet.

James -the Gamemaster- has told Chris the game


is going to be a Heroic level adventure, so Chris has

59
25 Character Points (CP) to spend on creating his owes him a small favour; maybe it’ll come in handy
character. during the adventure.

To start with Chris wants Marco to be physically This gives Marco a total of 4 points in Backgrounds;
capable; he sees lots of climbing temples, running below the maximum total of 6 for a Heroic Adventure.
away from bad guys, and jumping off cliffs in this
character’s future. He decides to spend 3 CP straight Chris does a quick total of all the CP he’s spent so far
away on raising Marco’s Physique to 3 (1 point to raise and realises he still has 3 CP left over. While he could
to 2, 2 points to raise it then to 3). spend it on a few more skills, Chris decides that he
Brains are not Marco’s strongest point, so Chris only wants Marco to be a bit more robust and so decides
puts 1 CP into raising his Intellect stat to 2, making to spend all 3 CP on boosting Marco’s Physique to 4.
Marco about average in that department.
Guile and charm are Marco’s second strongest Having now spent all his CP, Chris moves on to
feature, Chris decides, and so spends 3 CP increasing Knacks, Moxie, and Grit and Wounds.
his Presence to 3.
Chris has spent a total of 7 CP on Stats, leaving him For his Knacks, Chris decides that Marco will be
with 18 for Skills and Backgrounds. naturally skilled at Bluff (Marco is now incredibly good
at smooth-talk), Pilot (he’s not trained in the skill, but
Moving on to skills, Chris picks out several skills he he has a natural aptitude for flying the Osprey), and
wants Marco to have: Athletics (for all that climbing, Security (he’s always had a way with locks).
running, and jumping); Firearms (for when things go Chris marks these Knacks by ticking the box next to
bad); Security (he is a tomb robber, after all); Stealth each skill on the character sheet.
(again, tomb robber); Awareness (to spot traps);
Education (he needs to know a bit about tombs, As the Adventure is Heroic Marco starts with 6 Moxie
after all); Bluff (because things rarely go smoothly); points. Chris writes this in the relevant box on the
Linguistics (Marco’s a travelling sort); and finally character sheet.
Streetwise (for selling off those stolen artefacts).
Raising each of these skills to Trained costs a total of All characters have 40 Grit Points, so Chris writes that
9 CP (1 CP per skill), leaving Chris with 9 CP. As the in the box on the character sheet. As Marco has a
adventure is Heroic, and having already checked Physique of 4 he also has 4 Wounds. Chris notes this
with James, Chris decides to take a single Mastered down as well.
skill. He decides that he will increase Marco’s Bluff
to Mastered, spending 2 CP to do so; Marco is really Because of the adventure level, Marco starts with
good at talking himself out of danger. $500. Chris notes this down and moves to the
After spending the CP, Chris puts ticks in all the Equipment chapter of the book.
Trained boxes on Marco’s characters sheet for the
skills that he bought. He ticks the Mastered box next Chris wants Marco to have a trusty pistol and so buys
to Bluff as well. him a light revolver for $50 and also buys 2 boxes of
Chris has now spent a total of 18 CP. bullets for a total of $10.
Looking at the Backgrounds, Chris wants Marco to Tomb robbing is a dangerous business, and Chris
have his own airship for getting around. By spending sees Marco as the type to get into trouble, so he also
2 CP on the Personal Vehicle Background, Chris can spends $50 on a Silk Vest for some armour.
get Marco a Freighter-class airship. A much-repaired All characters start with a free set of Simple Clothing,
and very battered-looking old blimp by the name of but Chris decides to buy Marco some Hot Weather
Osprey. Chris notes this down on the sheet and also Gear for $30; he imagines Marco will be the type to
writes down a few notes on the Osprey; how Marco have spare clothing aboard the Osprey.
Character Generation

won it in a game of poker and tends to sleep aboard it. Finally Chris combs through the Adventuring
Chris also wants Marco to have a bit of a reputation equipment list and buys a number of items such as
in the underworld. He spends 1 CP on the Reputation rope, survival gear, lock picks and a backpack. He
Background, meaning he is known to a small group of writes down all the items he’s bought on the character
people. Chris decides that group is the Underworld of sheet.
Marco’s hometown. Marking down his remaining cash, Chris decides
Finally Chris spends another 1 CP on the Favour Marco is ready for adventure!
Background. Marco has someone somewhere that

60
EQUIPMENT
In the post-war period of the current age, Neres is a AVERAGE INCOMES
world of technological development and discovery. Although there are variations in pay depending on
Countless new weapons, medical technologies and country, region and profession, below are some
other inventions were created during the Great War example average yearly incomes. These figures
and now, with the reopening of international trade represent someone working full weekly hours
between the Great Nations, there is no limit to what is (something most characters don’t do, due to all the
available. adventuring).

Adventurers with the ability to travel between the Profession Yearly Income Monthly Income

Great Nations and with large amounts of expendable Staff in a dive bar $900 $75
wealth, are keen to purchase anything new and Office worker $1200 $100
cutting edge, and many entrepreneurs count on such Civil servant $1440 $120
individuals to make their fortune. Soldier, enlisted $1320 $110
Soldier, Officer $1560 $130
Currently there are few laws on the international trade
Member of Government $2400 $200
of military goods such as weapons, armour and Battle
Rigs; in most places the ownership of such items is
By comparison, most player characters in Age of
completely legal and limited only by the finances of
Steel have odd income patterns. On one hand, they
would-be owners.
have a less reliable income but at the same time all
they need is one good adventure to bring in a large
CURRENCY windfall of cash. But, once spent, adventurers often
Each of the Great Nations has its own currency; the find themselves back to living off their wits.
Third Kingdom uses the Crown; the Theocracy has
the Kathedra; the currency of the Litvian Empire is the WHAT IS A MARK WORTH?
Mark; the Republic of Kesh uses the Scale and the What does a Mark (or a Crown, or a Kathedra) get
Free Nations of Kijani use the relatively new Eagle. you? Small daily items such as a loaf of bread or a
sandwich from a convenience store will costs less
With the end of the Great War and the reopening of than $1. Something costing around $5 is a once-a-
trade between the various nations, coinage travels week purchase for most people; something usually
across borders and many adventurers will often find considered either a treat or a routine requirement.
Expensive luxuries cost around $10, most people
themselves with a pocket full of different coins and
would save for a few weeks to afford something
notes.
like this. $50 is an investment to most people; it
represents a couple of months of saving. Anything
In practical terms, while the worth of various worth $100 or more is a serious investment for most
currencies fluctuates over time in response to the sale people, such as a car.
of goods across the world, by and large this won’t be
of too much concern to adventurers. Regardless of
the currency used, the prices of all equipment listed UNITS OF MEASUREMENT
in this section is fixed and although prices are listed For centuries most of Neres has used the Haldoran
in Litvian Marks ($) they would be exactly the same in system of measurements. Lengths are measured in
Crowns, Kathedras, Scales and Eagles. miles, yards, feet, and inches. Weights are measured
in tons, stones, pounds, and ounces. Volumes are
measured in gallons, quarts, pints, and fluid ounces.
Each currency is subdivided into its own subunit: 1
Recently some nations (such as Kesh and Kijani) have
Crown is made up of 100 Crests; 1 Kathedra is made
begun using the Litvian system of units, in which
Equipment

up of 100 Orbs; 1 Mark is made up of 100 Pennies; 1 lengths are measured in kilometers, meters, and
Scale is made up of 100 Rings; 1 Eagle is made up of centimeters; weights measured in tonnes, kilograms,
100 Talons. and grams; volumes are measured in litres and
milliliters. The following chapter lists values using the
Haldoran system.

61
WEAPONS at a much greater rate.
Despite the fact that the Great War has been over At close range a character using an Automatic
for four years, Neres remains a dangerous place. weapon gains a bonus 2d6 to their attack roll.
Most people have access to some kind of weapon However, each attack with an automatic weapon
and those who travel the world often carry a pistol or consumes a number of bullets equal to the number in
some other weapon as a means of self-defence. parentheses.
A weapon’s legality depends on where you are. No
one would look twice at a character openly wearing Blast (x)
a pistol on his belt in any part of Kijani, or in Driftport. Blast weapons do damage in a radius equal to the
The same character would do well to conceal it while number in parentheses in yards. A successful Average
visiting the gleaming metropolis of Eisenstadt. Larger (DV 2) Reflexes check allows a character to throw
weapons such as rifles and submachine guns follow themselves aside at the last minute, only sustaining
similar rules, although carrying such weapons openly half damage (rounding up). In situations where an
will attract unwanted attention, even in the most explosion is inescapable (trapped in a tiny room for
disreputable of locations. example) a Gamemaster can rule there may be no roll
to halve damage.

WEAPON STATS Disintegration


All weapons in Age of Steel have the following stats:
Weapons with the Disintegration quality are especially
deadly, literally reducing their targets to dust with a
Damage (DMG) successful hit. A target reduced to 0 Wounds by a
This indicates the amount of damage a hit from the
Disintegration weapon is instantly killed, rather than
weapon inflicts on a target. Damage is listed in d6 (six
becoming incapacitated, with no chance of revival.
sided dice) which are rolled and added together.
Spending a Moxie point will allow a character to avoid
being disintegrated, as per the usual ‘Avoid death’
Range (RNG) rules for Moxie Points.
Only ranged weapons have a range stat; this
indicates the maximum range of the weapon in
Incendiary
yards. Attempting to hit a target at the listed range is
Incendiary weapons spread burning fuel over their
possible, but difficult. Generally weapons are much
target, granting a chance to set the target on fire. Any
more effective at closer ranges.
flammable target hit by an Incendiary weapon must
make an Average (DV 2) Reflexes check or catch fire.
Magazine (Mag) Targets set on fire will take additional damage each
Only ranged weapons have a magazine stat; this
round, see the Rules section for more details.
indicates how many shots the weapon can fire
before it needs to reload. The cost of a magazine of
Heavy
ammunition is noted next in the description of each
Heavy weapons are designed for use by Rigs and are
weapon.
so heavy and have so much recoil they are unusable
by normal humans. Only characters piloting a Rig or a
Qualities heavy Rig can use Heavy weapons.
Any special qualities the weapon has, such as Blast or
Incendiary, are listed here. See the Weapon Qualities
Mounted
section below for specific rules.
Mounted weapons are even heavier than Heavy
weapons and are only found mounted on vehicles or
WEAPON QUALITIES heavy battle rigs.
Some weapons have special qualities; rules which
come into effect in certain situations. Penetrating
Weapons with the Penetrating quality punch through
Equipment

Automatic (x) armour with ease. When a Penetrating weapon hits


Automatic weapons are capable of automatic fire, a target the target’s armour is halved (rounding up)
shooting a number of bullets with each squeeze of before calculating damage taken.
the trigger. This makes hitting targets at close range
much easier, although they eat through ammunition

62
Reach Heavy Revolver
Melee weapons with the Reach quality are longer A large, high-caliber revolver. Famous for its recoil and
than usual and give the user a slight advantage in stopping power, heavy revolvers are carried by those
combat. A character attacking with a Reach weapon who mean business. A box of 30 bullets for a heavy
gains a bonus 1d6 to their attack roll. revolver costs $10.

Scatter Self-loading Pistol


Weapons with the Scatter quality (usually shotguns) A relatively new weapon, the self-loading pistol fires
fire a cloud of projectiles rather than a single bullet. In bullets from a vertical magazine and recocks itself
close quarters these weapons are especially deadly; with every shot. A box of 50 bullets for a self-loading
when fired at close range Scatter weapons inflict +1d6 pistol costs $8.
damage.
Shotgun, Pump-action
Throwing The single-barrelled pump-action shotgun is a
Throwing weapons can be thrown with a with a range versatile and deadly firearm that saw a lot of use in
of 10 plus the thrower’s Physique in yards. Throwing the trenches of the Great War. A box of 40 shotgun
weapon attacks are resolved using the Athletics skill, shells costs $20.
opposed by the target’s Reflexes skill.
Shotgun, Break-action
Two-handed Primarily used for hunting, the double-barrelled
Two-handed weapons are large and heavy and break-action shotgun also makes a formidable
require two hands to use properly. Using a two- weapon. A box of 40 shotgun shells costs $20.
handed weapon one-handed increases the DV of all
attack checks by 1. Shotgun, Sawn-off
An illegal modification of a break-action shotgun,
CONVENTIONAL RANGED sawn-offs are commonly used by less-than-savory
WEAPONS characters. A box of 40 shotgun shells costs $20.

Below are listed the most common ranged weapons


Combat Rifle
in Neres. Following the Great War such weapons are
Combat rifle is a catch-all term for rifles used by the
reasonably easy to come by.
military. During the Great War such weapons were
universally bolt- or lever-action weapons, but since
Light Revolver
the end of the war new self-loading versions have
A small, low-caliber revolver. Favoured by private
become more common. Regardless of the action,
investigators, street toughs and anyone who prefers
combat rifles fire a single shot per pull of the trigger.
to have a little advantage when the chips are down. A
Following the end of the war thousands of these
box of 30 bullets for a light revolver costs $5.
weapons made their way into civilian hands. A box of
50 rifle bullets costs $25.

Weapon DMG RNG Mag Cost Qualities

Light Revolver 2d6 80 6 $50

Heavy Revolver 3d6 100 6 $100

Self-loading Pistol 2d6 100 10 $80

Shotgun, Pump-action 3d6 40 8 $200 Scatter, Two-handed

Shotgun, Break-action 3d6 40 2 $120 Scatter, Two-handed

Shotgun, Sawn-off 3d6 20 2 $150 Scatter


Equipment

Combat Rifle 5d6 500 10 $250 Two-handed

Carbine 4d6 300 8 $200 Two-handed

Bow 2d6 200 1 $120 Two-handed

Crossbow 3d6 80 1 $80 Two-handed

63
Carbine weapons are unlikely to last for more than a few swings.
A shorter version of the combat rifle, carbines were
intended to be fired from horseback or used in the Large Club/Improvised
narrow confines of the trenches. Like combat rifles A heavy, two-handed weapon such as a
thousands of them made their way into civilian hands sledgehammer or even an archaic warhammer. Large
at the end of the Great War. A box of 50 rifle bullets improvised weapons that require two hands to swing
costs $25. such as chairs, statues, and heavy benches also count
as large clubs.
Bow
An archaic weapon that still finds favour with hunters Brass Knuckles
and enthusiasts. A quiver of 20 arrows costs $5. Brass Knuckles are a common street toughs preferred
weapon. A band of metal shaped to fit over the
Crossbow knuckles and turn a simple punch into a deadly blow,
Another archaic weapon that still has a small fanbase, brass knuckles are cheap and easy to conceal. Brass
crossbows are sometimes used by assassins due to knuckles are used with Unarmed skill rather than
their silent nature. A case of 20 bolts costs $5. the Melee skill. They add their damage to the base
Unarmed damage of the character (see the Combat
chapter for details).
CONVENTIONAL MELEE WEAPONS
Melee weapons such as knives and clubs are still
Sword
quite common among the more rough and tumble
Swords are still a reasonably common weapon,
elements of modern society. Other weapons such a
despite the advances made in firearms. Many officers
swords and whips are commonly found in the hands
carried sabres during the Great War, and the nobility
of enthusiasts or eccentrics.
of Haldora are still keen practicers of honour duels.

Knife/Bayonet
Axe
A large knife favoured by street toughs and
A tool that sometimes finds use as a weapon, axes
frontiersmen. Bayonets were issued to all troops
were often used in trench warfare during the Great War.
during the Great War; when wielded by hand they
count as a knife. When attached to a rifle or shotgun a
Machete
bayonet counts as a spear.
Any good explorer will always have a machete at his
side, and more often than not they find themselves
Club/Improvised
using them to hack at more than foliage.
Clubs come in many forms, from heavy cudgels
carried by the police to the intricately carved weapons
Whip
used by tribesmen in the depths of the Kijani jungles.
An uncommon weapon but favored by some eccentrics.
Improvised weapons such as pieces of wood, vases,
and bar stools also count as clubs, although such

Weapon DMG RNG Mag Cost Qualities

Knife/Bayonet 1d6 n/a n/a $5 Throwing

Club/Improvised 2d6 n/a n/a $10

Large Club/Improvised 4d6 n/a n/a $50 Two-handed

Brass Knuckles +1d6 n/a n/a $5

Sword 3d6 n/a n/a $60

Axe 4d6 n/a n/a $40 Two-handed


Equipment

Machete 3d6 n/a n/a $40

Whip 1d6 n/a n/a $20 Reach

Spear 3d6 n/a n/a $30 Reach

Javelin 2d6 n/a n/a $20 Throwing

64
Weapon DMG RNG Mag Cost Qualities

Submachine Gun 3d6 150 50 $250 Automatic(5), Two-handed

Howitzer Pistol 4d6 70 8 $300 Heavy, Penetrating

Buster Rifle 6d6 300 20 $500 Heavy, Two-handed, Penetrating

Flamethrower 5d6 30 25 $750 Automatic(5), Two-handed, Incendiary, Penetrating

Machinegun 5d6 1000 100 $500 Automatic (4), Two-handed

Anti-Rig Rifle 6d6 500 1 $600 Two-handed, Penetrating

Gatkiss Rocket 8d6 500 1 $300 Blast (3), Two-handed, Penetrating

Heavy Machinegun 6d6 1500 250 $800 Mounted, Automatic (5), Penetrating

Light Cannon 8d6 3000 1 $900 Mounted, Blast (5), Penetrating

Heavy Cannon 10d6 6000 1 $1000 Mounted, Blast (8), Penetrating

Light Artillery 10d6 1000 1 $1200 Mounted, Blast (10)

Heavy Artillery 12d6 2500 1 $1500 Mounted, Blast (20)

Spear Flamethrower
Many of the tribes deep within the jungles of Kijani Carried by both foot troops and Rigs, flamethrowers
still make use of spears. When attached to a rifle are deadly and terrifying weapons capable of filling
Bayonets count as a spear. a trench with flaming death in seconds. A canister of
fuel for a flamethrower containing 25 shots costs $50.
Javelin
A lightweight spear designed for throwing. Machinegun
A fully-automatic weapon that became rightly feared
during the Great War for sending thousands of
MILITARY RANGED WEAPONS
soldiers to their deaths. Machineguns are normally
Although the military make use of weapons such as
mounted on a tripod and must be fired from a braced
revolvers, carbines and combat rifles, certain weapons
position to combat their fierce recoil. However,
such as artillery and machine guns are found almost
characters with Physique of 4 or more can carry
exclusively in their hands.
and shoot a machinegun from the hip. A box of 100
machinegun bullets costs $60.
Submachine Gun
Also known as the Trench Broom or the Chattergun,
the submachine gun is an automatic carbine capable
Anti-Rig Rifle
A large bolt-action rifle used by infantry to take down
of spitting out dozens of bullets a minute. A single
rigs and other vehicles. The recoil is so powerful it
drum of 50 bullets for a submachine gun costs $15.
must be fired from a braced position, such as kneeling
Cheaper stick magazines are available for $6 but they
or lying down. Due to the size of the bullets fired, the
only contain 20 bullets.
rifle must be reloaded after every shot. A case of 20
bullets for an anti-rig rifle costs $15.
Howitzer Pistol
The Howitzer pistol is a Rig-sized revolver that fires
huge 0.9 calibre bullets. A box of 20 bullets for a
Gatkiss Rocket
Although there are several different manufacturers
howitzer pistol costs $24.
of these weapons they are almost universally
known as Gatkiss Rockets after the inventor and
Buster Rifle
initial manufacturer. Gatkiss rockets are shoulder-
Buster rifles are the standard armament of Rigs.
launched anti-vehicle rockets that are fired from a
Resembling a huge bolt-action rifle, the Buster fires
Equipment

reusable launcher. Gatkiss rockets are also sometimes


huge 0.9 calibre bullets capable of breaking open a
mounted on Rigs. A single Gatkiss rocket costs $250
Rig or reducing an unarmoured soldier to paste. A box
(the launcher is only worth $50).
of 40 bullets for a buster rifle costs $48.

65
Weapon DMG RNG Mag Cost Qualities

Trench Knife 2d6 n/a n/a $30

Rig Knife 4d6 n/a n/a $50 Heavy, Penetrating

Pneumatic Pike 6d6 n/a n/a $80 Heavy, Reach, Penetrating

Heavy Machinegun trench knife also incorporates a set of brass knuckles,


Found mounted on airships, heavy battle rigs and allowing the user to punch and slash with the weapon.
fighter planes. Heavy machineguns are designed to
chew apart vehicles and shred infantry in seconds. A Rig Knife
box of 250 machinegun bullets costs $200. More of a sword than a knife, the Rig Knife is a Rig-
sized blade capable of cutting through sheet steel in a
Light Cannon single blow.
Light cannon are found mounted on airships and
heavy battle rigs. Light cannon fire large 3-inch shells Pneumatic Pike
that explode on impact. A single light cannon shell A rare weapon, the Pneumatic pike is carried by
costs $90. some Rigs, particularly the Theocracy Imperial Cadre.
Capable of doubling its length in a split-second, the
Heavy Cannon pike is a deadly weapon in the right hands.
Found on heavy airships and as ground
emplacements. Heavy cannon fire 5-inch shells EXPLOSIVES
capable of levelling buildings. A single heavy cannon Explosives come in a number of forms and are used
shell costs $100. for a range of purposes, including warfare.
Grenades and Firebombs are almost universally illegal
Light Artillery for non-military personnel to own, which is why many
Found on some specialised heavy battle rigs and criminals repurpose mining explosives.
also as ground emplacements, light artillery or field
mortars are anti-infantry weapons. A single light Grenade
artillery shell costs $120. Grenades come in a variety of shapes and sizes but
all share the same function; to explode and scatter
Heavy Artillery deadly shrapnel in all directions. Grenades are
Found only as ground emplacements, heavy artillery primarily anti-personnel weapons.
are anti-infantry weapons capable of decimating
entire squads in a single shell. A single heavy artillery Smoke Bomb
shell costs $150. Smoke bombs are simple devices that fill an area with
thick, obscuring smoke. When used a smoke bomb
MILITARY MELEE WEAPONS fills a 10 yard area with smoke. Anyone within this area
Just as only certain ranged weapons are found in the suffers penalties for fighting with obscured vision.
hands of the military, so are some melee weapons;
usually those intended for use by Rigs. Firebomb
Firebombs are small glass vials filled with flammable
Trench Knife liquid and with a burning fuse attached. Improvised
A weapon designed for use in the chaotic hurly- firebombs are sometimes made by simply sticking a
burly of trench warfare, the trench knife is capable burning rag into a bottle of spirits.
of punching through armour with ease. The hilt of a

Weapon DMG RNG Mag Cost Qualities


Equipment

Grenade 5d6 Thrown n/a $20 Blast (5), Throwing

Smoke Bomb -- Thrown n/a $15 Throwing, Special

Firebomb 3d6 Thrown n/a $15 Incendiary, Throwing, Penetrating

TNT Stick 3d6 Thrown n/a $12 Blast (3), Throwing

66
Weapon DMG RNG Mag Cost Qualities

Anslertech Pistol 5d6 40 12 $300 Disintegration

Anslertech Rifle 7d6 400 8 $500 Disintegration

Pulse Grenade 6d6 Thrown n/a $50 Blast (3), Throwing

TNT Stick powered by Anslertech Powercells, one cell will fully


Iconic red sticks of TNT, an industrial mining explosive, reload a rifle. Due to the more powerful blasts, rifles
are an improvised but deadly weapon. Commonly fire fewer charges per Powercell than pistols.
used by criminals to blow open bank vaults,
they also make their way into the hands of more Pulse Grenade
pyrotechnically-inclined adventurers. Pulse grenades are explosives that send out a wave
of deadly energy rather than shrapnel.

BOMBS
Bombs dropped by airships and aeroplanes during ARMOUR
the Great War ranged in size and function from A good suit of armour often means the difference
small bomblets the size of grenades to the huge between life and death. During the Great War a
4,000lbs ‘Executioner’ bombs designed to destroy number of different types of armour were developed,
entire city blocks. Obtaining these weapons in most of them intended to protect troops during
modern-day Neres is highly difficult and as such the deadly trench warfare. Since the end of the
stats for them are not presented here. Bombs war such suits of armour can be found in the many
should be used as more of a roleplaying device; marketplaces and bazaars of Neres.
if the players are faced with a bombing raid they
should use their skills and guile to avoid damage, Thick Leather Jacket
rather than usual combat mechanics. Big enough Although just plain leather, sometimes a stout jacket
bombs will kill dozens if not hundreds of people will slow blows and bullets enough to save a life.
and reduce buildings to rubble. What’s more, it won’t draw any attention to the wearer.
Many adventurers wear leather jackets; quite often
aviator jackets or trench coats left over from the Great
EXPERIMENTAL WEAPONS War.
Experimental weapons employ the seldom-
understood principles developed by Ansler and his Silk Vest
pupils. Very rarely are any two such weapons the Silk vests are an uncommon form of armour, popular
same as most are made individually by isolated before the Great War and still available from specific
inventors. Experimental weapons fire a mixture of traders. Made from multiple layers of silk and canvas,
deadly energies, such as fire, light, sonic blasts or silk vests are easily concealed beneath other clothing,
even beams of negative space. or sometimes are even designed to look like everyday
clothing.
Anslertech Pistol
A small pistol-sized energy weapon that fires beams Flak Armour
of searing light. A range of such weapons can be Made from layers of canvas and steel plates, flak
found in the various markets and traders across vests were issued to every soldier in the Great War
Neres, and each of them vary in design and origin. and are capable of stopping -or at least slowing- even
Due to their complexity and the exotic nature of their
construction, there are no factories that produce Armour Armour Value Cost
these pistols; each is hand-made by an inventor. Thick Leather Jacket 2 $25
These pistols are powered by Anslertech Powercells,
Silk Vest 4 $50
one cell will fully reload a pistol.
Equipment

Flak Armour 6 $200

Anslertech Rifle Steel Vest 8 $300


A rifle-sized energy weapon that fires beams of Storm Armour 10 $600
searing light. Like Anslertech Pistols, these rifles are
Anslertech Suit 12 $2000+
custom made and highly sought after. These rifles are

67
rifle bullets. Following the end of the War thousands incorporate any number of strange protective devices
of suits of flak armour went missing from supply such as magnetic field generators, strange alloys and
depots, finding their way onto the black market. odd material weaves. More often than not they will
Typically a suit of flak armour is sold with a steel also incorporate weapons and equipment, such as
helmet. grapnel launchers and rocketpacks. Some suits even
boost the strength and reflexes of the wearer, granting
Steel Vest bonus dice to Physique checks. When such suits
A much heavier version of flak armour, with far more appear on the market they are usually snapped up by
steel in its construction, steel vests were issued to eager collectors within minutes. Anslertech suits are
assault troops during the Great War to protect them unique items and each one should be designed by
during trench assaults. Typically sold with a visored the player and Gamemaster.
steel helmet. All suits of Anslertech armour cost a minimum of
$2000. Any extra systems such as Rocketpacks,
Storm Armour grapnel guns and telescopes add additional cost to
Storm armour is a full suit of steel armour worn over the suit. Adding a strength or skill-enhancing function
a canvas undersuit and with a fully-enclosed helmet costs $250 for a 1d6 bonus. A suit can have up to
that incorporates a gas mask. Such suits were issued $1000 of extra systems built into it.
to important officers or squads of elite soldiers during Anslertech armour also require Anslertech Powercells
the war. to function. A single Powercell will power a suit for
24 hours.
Anslertech Suit
Anslertech suits are experimental armour designed
EQUIPMENT
by inventors. As such, most such suits are unique and
Only a foolhardy adventurer runs off with only a pistol
and a leather jacket. Rope, toolkits and medical
supplies can mean the difference between life and
death, success and failure.
There are countless pieces of equipment an
adventure-seeking individual could purchase, but the
most significant and useful are listed below.

CLOTHING
Since the Great War the fashion industry has
blossomed and dieselpunks and adventurers are
known for their eclectic sense of style as much as
their exciting adventures.

Item Cost
Simple clothing $10

Expensive clothing $25+

Cold weather gear $30

Jungle gear $30

Hot weather gear $30

Simple clothing
Simple clothing represents what most people wear
on a day-to-day basis. Inexpensive, functional and
Equipment

marginally decorative, such clothing includes shirts,


slacks, blouses, skirts, boots, shoes, hats and so on
made from linen and wool. Every character starts with
a free set of simple clothing.
Gerhart Zweifler in his personal suit of Anslertech armour.

68
Expensive clothing Item Cost
Expensive clothing is worn by the rich and famous or
Rope $2
by people wanting to appear so. Fabrics tend to be
silks and cottons, with expensive cuts and dyes. Such Climbing gear $12
clothing is rarely functional; it’s intended to be worn to Telescope $10
high society functions, not while adventuring. Survival gear $15

Holster $1
Cold weather gear
Thick furs and woollen clothing, designed to help Quickdraw holster $4
explorers in regions such as the polar ice caps and at Ammo Bandolier $6
the top of mountain ranges. Characters wearing cold
Backpack $3
weather gear do not need to make tests for extreme
cold damage. Oil lantern $4

Torches $4
Jungle gear Candles $2
Thin cotton, breathable linen and wide-brimmed hats
Spirit lighter $2
designed to help explorers in regions such as the
jungles of Kijani. Jungle gear does not grant immunity Box of matches $0.50
to any extremes of heat, but it does keep characters First aid kit $6
comfortable in high humidity.
Doctor’s kit $60

Hot weather gear Tool kit $6


Thin cotton robes, breathable linen and protective Mechanic’s kit $60
headscarves designed to help explorers in regions Lock picks $6
such as the deserts of Kesh. Characters wearing hot
Burglar’s tools $60
weather gear do not need to make tests for extreme
heat damage. Gasmask $20

Field radio $100


ADVENTURING EQUIPMENT
Firearms kit $20
Adventuring equipment encompasses devices and
items that are essential for exploring tombs, caves Horse $200
and jungles. Most of these items can be procured Riding gear $20
from hardware stores or specific suppliers.
Holster
Rope A hip or shoulder holster for a pistol.
30 feet of good hemp rope.
Quickdraw holster
Climbing gear A holster for a pistol that allows a character to draw
A 30 foot length of rope, a grappling hook, a set of it a lot faster than normal. A character can draw a
crampons, a set of 10 spikes and a small hammer. weapon from a quickdraw holster as a free action.
Grants a 1d6 bonus to Athletics skill checks to do with
climbing. Ammo Bandolier
Allows a character to hold ammunition in easy-to-
Telescope reach pouches.
With 10x zoom. Could be used to grant a 1d6 bonus to
Awareness skill checks in some situations. Backpack
A rugged backpack allowing a character to store and
Survival gear carry a number of items of equipment.
Equipment

A set of tools and equipment for surviving in difficult


terrain. Includes a compass, sextant, a small blade Oil lantern
and matches. Grants a 1d6 bonus to Survival skill A sturdy brass lantern that burns oil and gives a good
checks. level of light. An oil lantern will burn for an hour and
cast bright light in a 25 foot radius before it needs to

69
be refuelled. A bottle of oil for a lantern, which will Lock picks
refill a lantern entirely, costs $2. Allows a character to perform Security checks without
penalty.
Torches
A bundle of 3 wooden torches with oil-soaked rags Burglar’s tools
wound around them. They give poor light but are Allows a character to perform Security checks without
cheap and easy to find. A torch will burn for half an penalty and grants a 1d6 bonus to Security checks.
hour and cast moderate light in a 15 foot radius before
it burns out and is expended. Gasmask
A canvas and leather hood with glass eye pieces
Candles that protects a wearer from mustard gas and other
A pack of 5 wax candles. A candle will burn for an hour airborne toxins. While wearing a gasmask a character
and cast moderate light in a 5 foot radius before it is immune to any airborne toxins or gases.
burns out and is expended.
Field radio
Spirit lighter A large, backpack mounted radio set powered by a
A spirit lighter is a small mechanical firelighter that small hand-cranked (or in some cases Anslertech)
runs off a small internal reservoir of flammable spirits. generator. A field radio allows radio communication
Used to light fires and cigarettes, spirit lighters are with a range of up to 5 miles (although mountains and
popular amongst the more roguish elements of other terrain can negatively affect the range).
society. If used as a lightsource, a spirit lighter will
burn for 15 minutes and cast dim light in a 5 foot Firearms kit
radius before it needs to be refuelled. Refilling a A kit for cleaning and maintaining firearms of any kind.
lighter costs $1. This kit also allows a user to create new ammunition,
with a variety of bullet casts, powder scales and other
Box of matches tools. Materials for creating ammunition must be
A single match will burn for a minute and cast dim bought separately (see the crafting section for details).
light in a 5 foot radius before it burns out and is
expended. A box usually contains about 50 matches. Horse
While no longer essential to the military or industry,
First aid kit horses remain highly popular in most the Great
A bag containing gauze, ointments and other Nations as riding animals.
equipment. Allows a character to perform Medical
checks without penalty. Riding Gear
Riding gear consists of a saddle, bridle and other
Doctor’s kit items of tack used when riding a horse. Riding a horse
A comprehensive bag of medical supplies. Allows a without riding gear will increase the DV of all Handle
character to perform Medical checks without penalty Animal checks.
and also grants a 1d6 bonus to Medical checks.

Tool kit FOOD & DRINK


A small leather bag containing a few spanners, The various countries of Neres offer a wealth of
hammers and screwdrivers. Enough to perform different foods. Indeed, it is one of the benefits of a life
rudimentary repairs away from a workshop. A tool kit of adventure; constantly trying new and interesting
is allows a character to perform Mechanics checks dishes in exotic locations.
without penalty. Below are a selection of typical meal costs.

Mechanic’s kit Simple meal


Equipment

A large metal case with socket sets, spanners, pliers A small simple meal, such as enjoyed by the majority
and all manner of other tools. Allows a character of people. Although filling a simple meal will sustain a
to perform Mechanics checks without penalty and character for half a day.
grants a 1d6 bonus to Mechanics checks.

70
Item Cost Item Cost
Simple meal $1 Taxi $1 per 2 miles travelled
Hearty meal $2 Tram $1 per ticket
Extravagant meal $5 Airship, local $5 - $50
Mug of beer $0.25 Airship, long-distance $100 - $250
Glass of wine $1 Train, local $10 - $70
Glass of spirits $0.50 Train, long-distance $120 - $200
Bottle of wine $3 Boat, long-distance $200 - $500
Bottle of spirits $2 Seaplane $100 - $300

Travel modifiers
Hearty meal
Budget -25%
A large filling meal that will sustain a character for an
entire day. Luxury +50%

Low Profile +25%


Extravagant meal
An expensive meal typically enjoyed by those with Taxi
money to spare. Although costly, it is no more filling Taxis are common in almost every large town and city.
that a simple meal; an extravagant meal will sustain a The type of vehicle sometimes varies; in Kesh you are
character for half a day. more likely to find pedal-powered taxis called Shuks
than actual motorcars.
Mug of beer
A pint of beer. Each country has its own variation on Tram
beer, from the golden ales of Hadora to the dark bitter Trams are found in most cities, running on rails set
enjoyed in Litvic. into the roads. Tickets are cheap and often valid for
travel to any station in the city. Millions of commuters
Bottle/Glass of spirits use trams to get to and from work every day, although
Strong spirits are enjoyed across Neres, from they are not the fastest (or most private) method of
Haldoran whiskey to Litvian schnapps and Theocracy getting around.
vodka. Gin is also a popular drink, especially in Slick
music bars. Airship, local
A trip on an airship from one town or city to another
Bottle/Glass of wine within the same country. Usually such a trip will be
Red and white wine are enjoyed by those with a more on a small cutter or freighter, although there are also
refined palate (or at least by those who assume they dozens of passenger airships that ferry passengers on
have a refined palate). Most wines come from Riland a daily basis.
and Yalgir, although most countries produce a small
amount. Before the Great War Nidec was also a major Airship, long-distance
producer of wine but now most of their vineyards Either an intercontinental cruise or hitching a ride on
are gone. a long-distance freighter. Such trips are either from
one end of a nation to the other, or between nations.
TRAVEL Airships that cross the Median Ocean from Haldora to
Travel has become big business since the end of the Litvic are the highest priced.
Great War. Whereas before most people were content
to stay in their home countries for their whole lives, Train, local
now more and more people are getting the travelling Trains travel from town to city daily in most countries.
Equipment

bug. Below is a list of typical modes of travel player Some of them can be quite lavish.
characters may find themselves in need of.
Train, long-distance
Long-distance railway travel will consist of one of
three lines; the north-south Haldoran line; the north-

71
south line from Prynne that runs all the way through them as immoral. Kijani banned Opium and Morphine
Litvic and into Kesh (known as the Ivory Rail) or the at the inception of the Free Nations due to chronic
famous Paradise Line that runs around the coast abuse in previous years.
of Kijani. All three lines run a range of cargo trains,
passenger trains and luxury trains. Item Cost

Pack of Cigarettes $1
Boat, long-distance
Sea travel is uncommon, being reserved for heavy Box of cigars $6
cargo or niche sea cruises. That said, ships sail Pipe $5
regularly from many ports across the world.
Pouch of pipe tobacco $3

Seaplane Dose of Opium $15


A growing trend; seaplanes fly from any coastal port. Dose of Morphine $20
At present, most seaplanes only travel short distances Dose of Marijuana $10
although there are rumours of international seaplane
routes in the near future. Pack of Cigarettes
Smoked by almost everyone and recommended by
TRAVEL MODIFIERS doctors for countless reasons. Tobacco is grown in the
Sometimes you have a little more or a little less Haldoran Lowlands, Kesh and Kijani. Cigarettes are
money to spend on travel. Or sometimes you need typically sold in packs of 20.
a little anonymity. Travel costs can be modified by
one of the following additions (but they cannot be Box of cigars
combined). A pack of 5 cigars. Expensive and generally
considered a sign of wealth.
Budget ticket
An extra-cheap ticket. Travelling on the cheap is Pipe
sometimes the only way to get where you need to go, Pipe smoking is a popular pastime in Haldora, Kesh
but it won’t be enjoyable. and northern Kijani. Wooden or clay pipes are the
most common.
Luxury ticket
Luxury transport includes expensive chauffeured cars, Pouch of pipe tobacco
cruise liners (both of the air and sea variety) and the A leather pouch of rich pipe tobacco.
famous Haldoran Express railway. Such transport is
not any faster, it’s just a lot more glamorous. Opium
Either smoked or drunk, opium imparts a euphoric
Low Profile sensation when taken. Taking opium increases the
By booking circuitous routes, registering under false difficulty of all actions by 2 for an hour unless the
names and paying in cash you can keep your travel character passes a DV3 Willpower check.
plans somewhat secret from others. Low profile travel
increases the time taken by 25% as well as the cost, Morphine
but anyone attempting to track the travellers will find Drunk or injected, morphine is more powerful than
any related skill checks 1 DV higher. opium and lasts longer. Taking morphine increases
the difficulty of all actions by 2 for two hours unless
the character passes a DV3 Willpower check.
DRUGS
Drug use in Neres used to be rife before the Great
Marijuana
War, with little or no regulation in any country.
Smoked or chewed, marijuana imparts a relaxed,
Since the end of the Great War both Haldora and
euphoric feeling. Taking marijuana increases the
Equipment

Litvic have enacted a strict prohibition on narcotics


difficulty of all actions by 1 for an hour unless the
except for tobacco. In Kesh drug use is rife and is
character passes a DV2 Willpower check.
becoming a serious problem, to the point that the
Assembly are beginning to consider legal action. The
Theocracy have forbidden drugs for centuries, seeing

72
ANSLERTECH continuous use. An Anslertech lantern casts bright
Anslertech is a catch-all term for high technology light in a 40 foot radius.
devices manufactured by inventors and scientists.
Professor Ansler has nothing to do with Anslertech; Tech Goggles
most of the devices that bear his name were Tech Goggles come in a variety of forms but most
manufactured long after his disappearance. Typically cover both eyes and feature an array of lenses and
no two Anslertech devices, even of the same function, optics that enhance the user’s eyesight.
look the same; each is a unique construction. Tech goggles grant a 20x zoom function which could
grant a 1d6 bonus to Awareness skill check in some
Item Cost situations. They also allow a character to see in low-
Grapple Gun $200 light conditions (but not in complete darkness).

Anslertech Powercell $50


Monotask Simulacra
Vial of Elixir $50 A Monotask Simulacra is the most basic Simulacra
Anslertech Lantern $30 model available and commonly found in heavy
industry where they perform tasks too dangerous or
Tech Goggles $180
unpleasant for humans. As indicated by their name,
Monotask Simulacra $200
Monotask models perform a single basic task such as
Multitask Simulacra $500 operating a forge, carrying heavy loads or
Deluxe Simulacra $900 cleaning sewers.

Grapple Gun Multitask Simulacra


An Anslertech device the size of a large pistol that More sophisticated that a Monotask model, Multitask
uses compressed air to fire a small grappling hook Simulacra are usually used as servants and assistants.
attached to a length of high-tensile wire. Once They can perform tasks such as answering the
attached the grapple gun can be used to reel the
user up to the hook. The grapple gun has a range of
50 yards.

Anslertech Powercell
A small device about the size of a human fist
that is used to power a multitude of items from
mechaugmetics to rocketpacks.

Vial of Elixir
Elixir is a medicinal compound that enhances and
accelerates a person’s healing ability for a short while
when injected. A pale golden liquid, Elixir can heal
severe wounds but cannot regenerate lost limbs or
organs. Elixir is typically sold in single-use syringes
that allow a user to quickly inject it.
When used a vial of elixir will instantly heal 1 Wound,
recover 20 Grit Points, instantly stabilizes a character
who is Bleeding Out and returns an unconscious
character to consciousness. Elixir cannot be used
to remove Dramatic Wounds or to return a dead
character to life.
Equipment

Anslertech Lantern
Brighter and safer than an oil lantern, Anslertech
lanterns are powered by Anslertech Powercells.
One Powercell will power a lantern for 48 hours of

73
door, household chores and fetching and can be MECHAUGMETICS
programmed to respond to vocal commands. While First created by Doctor Julia Weismann to
they look identical to Monotask models, Multitask help workers injured in industrial accidents,
Simulacra are often better cared for and sometimes Mechaugmetics are artificial limbs and organs
dressed by their owners in the manner of butlers designed to replicate the function of the human body.
or maids. While bulky and often unsightly, these replacement
limbs are invaluable to people who would otherwise
Deluxe Simulacra be left crippled.
Deluxe Simulacra are virtually identical to Multitask
models from the point of view of programming. When Dr Weismann left the Ansler Institute to
Where they differ is in their design. Finished with return home to Litvic during the Great War the
lavish casings or modelled to look like classical military leadership suddenly saw the potential in
statues and fitted with musical voice boxes, Deluxe Mechaugmetics and began producing them on
models are intended to show the wealth of their an industrial scale. Soldiers injured in the war were
owners. Due to their refinements, Deluxe clanks are outfitted with powerful replacement limbs and sent
often quite delicate compared to their industrial kin. back to fight. Because of this mechaugmetics are
reasonable cheap and readily available following the
Great War.
SIMULACRA STATS
Simulacra do not have any Trained or Mastered
Mechaugmetics are powered by Anslertech
skills. They cannot perform any task that requires
powercells. A single powercell will power a limb for a
deductive reasoning, problem solving or involving
month if the user only performs day-to-day tasks with
any situation they have not been programmed to
it. When a user pushes the abilities of the limb (lifting
deal with. As such they cannot drive vehicles, pick
heavy objects for example) then the cell drains much
locks or perform medical procedures. They can
faster. Due to the cost of powercells, many recipients
assist characters in the capacity of an extra set of
of mechaugmetics often find themselves in debt
hands at the Gamemaster’s discretion (“Hold this
after only a few years, or stuck with a metal limb they
wrench for me” or “Clamp this shut for me” would
cannot power.
work, for example). Simulacra are not sentient
creatures; they are dumb machines that resemble
Mechaugmetic Charges* Cost
humanoids.
Simulacra are powered by internal long-life Mark 2 arm n/a $75
powercells that last for several years. Mark 3 arm 10 $100

Heavy Mechaugmetic arm 5 $200


MONOTASK SIMULACRA Mark 2 leg n/a $75
Physique: 3
Mark 3 leg 10 $100
Grit points: 30
AV: 8 Mechaugmetic eye 10 $80

Engineer’s eye 8 $120


MULTITASK SIMULACRA Mechaugmetic organs n/a $150
Physique: 2
Steel skin n/a $120
Grit points: 30
*Per powercell
AV: 6
Mark 2 arm
DELUXE SIMULACRA Mark 2 arms are older style, basic mechaugmetics.
Physique: 2 They replace a missing arm with a skeletal, steel
Grit points: 20 alternative. Most versions replace the whole arm from
Equipment

AV: 4 the shoulder, although there do exist models that only


replace the forearm or hand. While they adequately
replace a missing limb, these augmetics are ungainly
and obvious. They do not confer any additional
abilities, and a single Anslertech power cell will power
the arm for a month.

74
Mark 3 arm Mark 3 leg
A more advanced mechaugmetic arm, the mark 3 was Mark 3 mechaugmetic legs are top-of-the line limbs
created following the war using newer materials and that replace a missing leg. A Mark 3 leg can be used
designs. A mark 3 arm can be used to gain +1d6 to any to either gain +1d6 to any Physique skill related to
Physique skill related to strength or grip, or +1d6 to jumping, running or leaping, or to reduce damage
any melee damage roll. Doing so consumes 1 charge from a fall by 1d6. Doing so consumes 1 charge from
from the powercell. For an additional $150 a Mark 3 the powercell. For an additional $150 a Mark 3 leg
arm can be plated with gold or silver or worked with can be made more aesthetically pleasing with the
intricate patterns and designs, making them more addition of inlaid plating or custom designs.
visually pleasing.
Mechaugmetic eye
Heavy mechaugmetic arm An artificial eye. Mechaugmetic eyes tend to be quite
A heavy arm is much larger than a mark 3 arm, with large and bulbous, projecting from the side of the
heavy pistons and hydraulic rams lending it greater head. By engaging the extra lenses the owner of a
strength than a regular mechaugmetic. This increased Mechaugmetic eye can zoom their sight, granting
strength comes at a cost however, as heavy arms them +1d6 to any skill check relating to sight. Doing so
are not made with fine manipulation in mind. Using a consumes 1 charge from the powercell.
charge from the powercell grants a bonus of +2d6 to
any Physique skill related to strength or grip, or +2d6 Engineer’s eye
to any melee damage roll. All actions with a heavy An eye designed for fine manipulation. Featuring
arm related to fine manipulation or delicate work are 1 multiple lenses that can be rotated into position for
DV harder. increased magnification, these augmentations are
unsettling to those not used to them. Using a charge
Mark 2 leg from the powercell grants +2d6 to any skill check
A leg replacement designed during the war, Mark 2 relating to sight. A character fitted with an engineer’s
legs resemble skeletal metal versions of the limb they eye increases the DV of all Diplomacy skill checks
replace. Most versions replace the whole leg from the relating to physical appearance.
hip, although there do exist models that only replace
the leg from the knee down. While functional, there Mechaugmetic organs
are few who would describe these limbs as attractive. A relatively subtle mechaugmetic enhancement.
They do not confer any additional abilities, and a Mechaugmetic organs typically replace the heart,
single Anslertech power cell will power the leg for lungs or digestive tract with artificial versions. They
a month. are also one of the only enhancements that do not
require powercells to function (and as such cannot be
overcharged). A character with Mechaugmetic organs
gains a permanent +1 Wound. They also gain a bonus
+1d6 any Physique skill checks to resist drugs
and poisons.

Steel skin
One of the most obvious Mechaugmetic
enhancements, Steel skin is comprised of dozens of
thin, flexible plates that are fastened directly onto the
skin. Recipients of steel skin look strange, angular and
menacing. Some people who elect to have steel skin
fitted do so because they lost a large amount of skin
due to burn scars; others do so because they enjoy
the fear of others.
Steel skin does not require powercells to function.
A character with steel skin has a permanent AV of 6
and gains a bonus +1d6 to all Intimidate skill checks.
Equipment

However a character with steel skin also increases


the DV of all Diplomacy skill checks relating to
physical appearance.

Pieter Vasilievich is fond of his mechaugmetic arm

75
NEOGENIC SERUMS Cost: $60 per dose
Neogenic serums are range of chemical serums that Aberration: Neogenic Sensualist. Users become
grant an increased ability for a short while. They are dreamy and detached, obsessed with physical
sold in single-use injectors and can be used quickly sensation. At the same time their skin turns slightly
and easily. However, prolonged and repeated use can translucent, their fingers elongate and often their
cause both mental and physical abnormalities. The eyes change colour (turning shades such as purple
manufacture, sale and possession of neogenic serum or brilliant blue or green). The character suffers a 1DV
is highly illegal almost everywhere; the only place to increase to all Physique checks.
reliably purchase them is Kesh and even there their
sale is considered risky.
SKILL SERUM
Neogenic serums grant a bonus to either a specific Effect: +1d6 to chosen skill
skill or to a stat as a whole. The effects of a serum Cost: $40
lasts for a scene. Aberration: Neogenic Atrophy. The character suffers
a 1DV increase to all checks to another skill (chosen
When taking a serum a character must make a DV2 by the Gamemaster). Physical and mental side effects
Willpower skill check. If they succeed then the serum often vary widely with skill serums, with side effects
works as intended with no side effects. If they fail including obsessive behaviour, strange growths or
the check then the serum works as intended but protrusions and psychopathic behaviour.
the character also gains an aberration; a mental or
physical side effect dictated by the Serum they are
using. This aberration lasts until the Serum wears off “So, Mr Grant? You think just because you are a
(at the end of the scene). mercenary you can come to our city, disrupt our
operation, collect your money and leave without...
If a character uses more than one serum in a 24 hour punishment?”
period, the DV of the Willpower check is increased by His augmetic limbs mag-locked to the chair,
1 for each serum previously taken. Hayden Grant could do nothing to avoid the punch
that landed on his jaw. His head snapped back as
PHYSIQUE SERUM his captor went on.
Effect: +1d6 to all Physique skill checks “We are deeply offended that you thought, after
Cost: $60 per dose all the trouble you caused, that you could simply
Aberration: Neogenic Brute. Users become notably board a commercial airship back to Haldora. It’s
more heavy set and brutish, with bloated muscles and like you don’t take us seriously.”
heavy brows and jaw. At the same time their brains Hayden pushed a loose tooth out with his tongue
shrink and thinking becomes difficult, often reducing and spat it and the blood that went with it on the
users to monosyllabic grunting. The character suffers floor at the gangsters feet.
a 1DV increase to all Intellect checks. “Hey, you guys wanna break my legs? Go ahead,
legs are a dime a dozen but a face like this? One in
a million buddy.”
INTELLECT SERUM “You think this is a joke!”
Effect: +1d6 to all Intellect skill checks
“I think,” the mercenary eyed the bodyguards
Cost: $60 per dose
around him, “That this is a waste of both our time.
Aberration: Neogenic Savant. Users become aloof
You want names? I can’t give ‘em to you. Cash?
and cruel, obsessed by facts and figures and with a Cash I got. Name your price. Or maybe you want
sociopathic disregard for others. There are seldom me to do a job for you? I’ll give you a discount on
physical side effects, although sometimes the account of the bind I put you in. How about it?”
user’s skull elongates or becomes egg-shaped. The gangster stopped pacing, turned to him and
The character suffers a 1DV increase to all Presence smiled. “It will not be so easy Mr Grant. For the
checks. insult you have offered us you will go to the mech-
pits and fight. Fight until you die!”
Equipment

PRESENCE SERUM “Hey, woah, easy! Do I look like a labour rig to


Effect: +1d6 to all Presence skill checks you?!”
The smile widened, “Perhaps, if you survive your
first fight, we might even give you a weapon.”

76
RIGS
Rigs are very common in post-war Neres. They are The number of crew required for the vehicle to operate.
used for heavy labour, construction and farming and Passengers
several subcultures have grown up around them as The number of people the vehicle can carry safely.
well. Rig racing is an illegal but popular sport in many
cities and so-called ‘Hot Riggers’ build and decorate Cargo Capacity
their own rigs in garish color schemes. How much cargo the vehicle can carry in on-board
storage. Note that for Rigs this does not represent
Battle Rigs are the mainstay of most militaries, and a how much they can lift.
number of old decommissioned models have made
their way into private ownership following the war. Armament
Any weapons fitted to the vehicle as standard.
RIG SPECIAL RULES
• Rigs have their own Physique stat which Cost
completely replaces the pilot’s Physique for all How much, on average, a new example of the vehicle
skill checks. can sell for.
• The difficulty of all checks relating to fine
dexterity, hand-eye coordination and balance are LABOUR RIG
increased by 2. Rigs were invented several years before the Great
• If a character piloting a Rig attempts a Brawn War by the Ansler Institute to help in construction and
check they count the skill as if they had Mastered heavy labour. Formally known as ‘Ambulatory Power
it (successes on a 3, 4, 5 or 6). Transfer Harnesses’, rigs are found everywhere in
• An Unarmed strike from a Rig does the same modern Neres: on construction sites, pulling ploughs
damage as their Ram Value. on farms, unloading airships in aerodocks, and even
driven by regular (if eccentric) civilians. Civilian rig
VEHICLE STATS owners are commonly referred to a ‘hot riggers’ and
All vehicles (including rigs) have the following stats: often decorate their rigs in outlandish paint-schemes.

Armour value (AV)


Any damage taken by the vehicle is reduced by this
amount.

Structure Points (SP)


Structure points are the vehicles Grit points.

Fuel Tank
The capacity of the fuel tank and how far the vehicle
can travel on a full tank.

Combat Speed
How fast the vehicle moves in combat.

Cruising Speed
The comfortable average speed of the vehicle.

Ram Value
The amount of damage the vehicle deals on a
Rigs

ram attack.

Crew

77
Labour Rig HEAVY BATTLE RIG
AV: 10 Heavy Battle Rigs are huge 20-foot tall walkers
SP: 40 crewed by 2 or more pilots. Unlike Battle Rigs, Heavy
Fuel Tank: 5 gallons/ 100 miles Battle Rigs have weapons permanently bolted onto
Combat Speed: Slow their hulls, resulting in a variety of different models
Cruising Speed: 20 mph being produced by each nation. Some are designed
Physique: 6 to hunt and destroy smaller Battle Rigs, other models
Ram Value: 4d6 act as mobile artillery; using huge cannons to hurl
Crew: 1 (pilot) explosive shells miles.
Passengers: 0 The exact armament of a Heavy Battle Rig depends
Cargo Capacity: 50lbs (onboard), 2 tons (max lift) on its role; the stats below represent a fairly typical
Cost: $400 ‘Rig Hunter’ Heavy Battle Rig.

BATTLE RIG
Battle Rigs are heavily-armoured military versions of
Labour Rigs, first designed to counter the rising use
of the machinegun during the Great War. Battle Rigs
are not fitted with weapons, instead they can carry any
weapons suitably customised for use by their large
fingers. Typically they carry Buster rifles, Howitzer
pistols, Machine Guns, or Flamethrowers.

Heavy Battle RIg


AV: 24
SP: 80
Fuel Tank: 12 gallons/ 120 miles
Battle Rig Combat Speed: Slow
AV: 18 Cruising Speed: 15 mph
SP: 50 Physique: 7
Fuel Tank: 6 gallons/ 100 miles Ram Value: 5d6
Combat Speed: Slow Crew: 2 (pilot, gunner)
Cruising Speed: 20 mph
Passengers: 0
Physique: 6
Cargo Capacity: 400lbs
Ram Value: 4d6
Armament: 1 x Heavy Cannon,
Rigs

Crew: 1 (pilot)
Passengers: 0 1 x Heavy Machinegun,
Cargo Capacity: 50lbs (onboard), 2 tons (max lift) 1 x Machinegun
Cost: $1,000 Cost: $4,000

78
Rigs to scale with one another

BIRTH OF THE BATTLE RIG as always.


I was on watch, hunkered into a hole in the trench
Battle Rigs were first envisioned by Brigadier with a mug of tea, when the shelling stopped. We all
Emuel Smythe of the Haldoran Engineering Corps knew another wave of troops would be coming and
in the summer of 1272FK. At that time the war everyone moved to the firing steps, rifles in hand. The
had slowed to a crushing battle of attrition due to silence following the bombardment was incredible,
the rising use of the machinegun; A new fighting all you could hear was the breathing of the men and
vehicle was needed, one that could traverse the women around you and the patter of the mud as it
deadly mire of no-man’s-land and breach the line flowed down the trenches.”
of enemy trenches. By welding thick steel plates “Then, out of the mists, they came. Figures like
onto a regular Labour Rig, Brigadier Smythe turned men, except much taller and walking with a slow,
it into an engine of war capable of striding over purposeful stride. One of them stepped over a dead
abandoned trenches and bundles of barbed wire, horse in a single step. A young soldier in my section
all the while carrying weapons too heavy for a who had worked as a stevedore before the war
normal soldier to wield. realised they were Labour Rigs, the kind you’d see
unloading an airship at the dock. But you couldn’t
The first makeshift Battle Rigs were deployed see the drivers in these ones; someone had welded
against a Livtian battalion dug into the ruins of a metal plates over them, turning them square and
Nidecian village in Cime. An account of the attack blocky. Someone laughed, someone else swore.
by Litvian lance corporal Gerold Wechsler was We opened fire on them then, but our rifles and
reported by the Litvian News two weeks later, and machine guns were useless. The bullets ricocheted
has been reprinted several times since. off the Rigs and they just kept coming, walking with
that terrible unhurried pace.”
“It was just before dawn, after the bombardment
stopped, that they came. The Haldorans had tried “Then they opened fire. As well as metal plates some
to push over the divide between their trenches and terrible genius had added machine guns to the Rigs
ours twice the previous day; once with troops and and as they walked towards our line they swept
once with a cavalry charge. Both times we cut them them across our machine gun nests, killing most
down and drove them back with our machine guns. I of our gunners. I could see our lines waver then, as
felt sorry for the horses; so many of them still littered everyone realised we were facing something new.
the ground outside the village. I felt less sorry for the When the cry went up that Haldoran and Theocracy
Haldorans. troops were massing behind the line of Rigs, that
Since then the Coalition had been shelling our was when we turned and fled.”
Rigs

position to push us into cover and stop our own


assaults on their trenches. It was the same pattern “War changed that day, and not for the better.”

79
VEHICLES
Since the end of the Great War vehicle ownership has Car
skyrocketed. Previously combustion engines were AV: 6
expensive and generally belonged only to the wealthy SP: 40
or to companies who could afford to maintain them. Fuel Tank: 10 gallons/ 250 miles
During the War, however, new ways were developed Combat Speed: Medium
to produce diesel in larger quantities and for a fraction Cruising Speed: 30 mph
of the price. Ram Value: 4d6
Now virtually everyone owns a motor vehicle of some Crew: 1 (driver)
kind. Some are old clunkers left over from before the Passengers: 1-4 (depending on model)
war (and as such much cheaper to purchase), others Cargo Capacity: 400lbs
are sleek newly-manufactured models. Entire social Cost: $300
groups have formed around vehicle ownership, such
as motorcycle gangs and the so-called ‘Hot Riggers’.
LUXURY CAR
A luxury car is faster and better made, if a little less
MOTORCYCLE durable, than normal cars. In the post war economic
Motorcycles are popular with many dieselpunks, boom dozens of luxury cars were designed and sold
especially the younger generation. Motorcycle to people tired of the austerity of the wartime years.
gangs are becoming a growing problem in both the Luxury cars, such as the Bello-Ricci ‘Leopard’ are
Third Kingdom and the Litvian Empire; groups of modern, stylish and often featured in movies.
delinquents and criminals who roam from town to
town on their iron steeds, looking for trouble. Luxury Car
AV: 6
Motorcycle SP: 35
AV: 4 Fuel Tank: 9 gallons/ 220 miles
SP: 20 Combat Speed: Fast
Fuel Tank: 2 gallons/ 100 miles Cruising Speed: 35 mph
Combat Speed: Fast Ram Value: 4d6
Cruising Speed: 35 mph Crew: 1 (driver)
Ram Value: 3d6 Passengers: 1-4 (depending on model)
Crew: 1 (driver) Cargo Capacity: 380lbs
Passengers: 1 (2 if fitted with a sidecar) Cost: $500
Cargo Capacity: 20lbs
Cost: $150 ($170 with sidecar)
TRUCK
A typical service vehicle. A truck can carry a large
CAR amount of cargo or up to 16 passengers if properly
Following the Great War almost everyone owns a car. fitted out. During the war such vehicles were often
The number of manufacturers is increasing yearly, used to carry troops; a less common role now.
producing a range of styles and classes with different
numbers of seats and boasting new and innovative
features such as on-board radios. The most popular FUEL
manufacturers are currently Dillerton, from Haldora, Fuel is plentiful and cheap in Neres. Oil fields in
and Bello-Ricci Inc. from Riland. Kesh, Prynne and the Median ocean yield large
quantities of oil which is refined into petrol, diesel
and a variety of other liquid fuels. Fuel varies in
Vehicles

price but regardless of the vehicle being refuelled


it usually costs about $0.20 per gallon.

80
Truck Coast-hugger Boat
AV: 8 AV: 10
SP: 60 SP: 80
Fuel Tank: 14 gallons/ 280 miles Fuel Tank: 200 gallons/ 250 miles
Combat Speed: Medium Combat Speed: Medium
Cruising Speed: 25 mph Cruising Speed: 20 mph
Ram Value: 5d6 Ram Value: 4d6
Crew: 1 (driver) Crew: 2 (pilot, engineer)
Passengers: 1 (in cab) Passengers: 6
Cargo Capacity: 1 ton Cargo Capacity: 2 tons
Cost: $400 Cost: $1,800

ROCKETPACK AEROPLANE
A rocketpack is exactly as it sounds; a small rocket Invented shortly before the Great War, aeroplanes
engine fitted with straps and a harness that allows it to were never really successful as a form of air travel
be strapped to the back of the user. When ignited the compared to airships. While they are faster than
wearer is propelled skywards, swooping and soaring an airship, when they were first invented it was not
among the clouds. Rocketpacks are not commercially possible for more than two people to ride in one and
produced but are instead made by inventors in small they were notoriously temperamental and fragile.
batches. As such each rocketpack is slightly different, During the Great War the biplane become popular as
but all of them allow a person to fly, albeit in a rather a scouting vehicle and, eventually, as a fighter craft.
haphazard manner. Rocketpack users are advised to However they are still seen as a niche, strange vehicle.
wear a good pair of goggles and some warm clothing. The stats below represent a small civilian aeroplane
such as a biplane.
Rocketpack
AV: 0 Aeroplane
SP: 10 AV: 8
Fuel Tank: 2 gallons/ 120 miles SP: 50
Combat Speed: Fast Fuel Tank: 80 gallons/ 600 miles
Cruising Speed: 40 mph Combat Speed: Very Fast
Ram Value: n/a Cruising Speed: 150 mph
Crew: 1 (pilot) Ram Value: 4d6
Passengers: 0 Crew: 1 (pilot)
Cargo Capacity: 0 Passengers: 1
Cost: $500 Cargo Capacity: 200lbs
Cost: $1,000

COAST-HUGGER BOAT
Seagoing vessels are relatively uncommon in FIGHTER AEROPLANE
modern-day Neres; with airships so plentiful and Small single-seater aeroplanes were initially used by
efficient, large ocean-going vessels are something the military during the Great War as fast scouts, able
of a rarity. Still, some boats continue to see everyday to locate enemy troops and quickly return to base
use, the most common of which are the small vessels to report. As aeroplanes became more common the
referred to as coast-huggers. Most are fishing vessels pilots began taking rifles up with them, to shoot at
enemy planes. Eventually the planes were fitted with
but a few are used to haul cargo in areas where
machineguns and became weapons of war in their
airships are unsuitable. Such ships generally cannot
own right.
traverse deep water such as the Median Ocean.
Vehicles

81
Fighter Aeroplane Airwing
AV: 10 AV: 10
SP: 60 SP: 100
Fuel Tank: 90 gallons/ 500 miles Fuel Tank: 2000 gallons/ 4000 miles
Combat Speed: Very Fast Combat Speed: Fast
Cruising Speed: 170 mph Cruising Speed: 200 mph
Ram Value: 4d6
Ram Value: 7d6
Crew: 2 (pilot, gunner)
Crew: 4 (pilot, co-pilot, navigator,
Passengers: 0
radio operator)
Cargo Capacity: 170lbs
Armament: 2 x Machinegun Passengers: 6-52
Cost: $2,000 Cargo Capacity: 5-20 tons
Cost: $10,000

SEAPLANE
Seaplanes are steadily becoming popular following CUTTER-CLASS AIRSHIP
the war. Large enough to carry a number of Cutters are the smallest class of civilian airships.
passengers in relative luxury or a large amount of Used for transporting goods between towns and
cargo, seaplanes are faster than airships but can carry cities, cutters require only a single pilot and have a
almost as much for the same amount of fuel. reputation for reliability and ease of use.

Seaplane Cutter
AV: 10 AV: 8
SP: 90 SP: 60
Fuel Tank: 400 gallons/ 2000 miles Fuel Tank: 1200 gallons/ 3000 miles
Combat Speed: Fast Combat Speed: Medium
Cruising Speed: 120 mph Cruising Speed: 80 mph
Ram Value: 6d6 Ram Value: 4d6
Crew: 2 (pilot, co-pilot) Crew: 1 (pilot)
Passengers: 36 Passengers: 6
Cargo Capacity: 1,000lbs Cargo Capacity: 1,000lbs
Cost: $6,000
Cost: $2,000

Haldoran cutter ‘Lucky Sparrow’

Republic ‘Ibis’ class seaplane

AIRWING
Airwings, sometimes also called ‘flying wings’, are
extremely rare gigantic aeroplanes developed by the
Northern Alliance during the Great War. An airwing
has a wingspan of 50 yards, has a distinctive V-shape
and is powered by six large radial engines. Airwings
only saw deployment during the last year of the Great
Vehicles

War, when they were used as long-range bombers.


Following the end of the war a few decommissioned
airwings have been repurposed to either carry huge
amounts of cargo or large numbers of passengers. Litvian Recon-class airship

82
FREIGHTER-CLASS AIRSHIP LINER-CLASS AIRSHIP
Freighters are the most common class of airship; large Liners are huge airships designed to carry passengers
four-engine dirigibles that can carry a large amount across Neres in the utmost luxury. They are not fast,
of cargo for long distances. Some Freighters, known but a voyage aboard a liner is akin to staying in a
as Clippers, lack the large cargo hold and instead can five-star hotel. A trip from Queensport in the Third
carry large numbers of passengers. Clippers are a Kingdom to Eisenstadt in the Litvian Empire could
highly common method of getting between cities. take up to a week on a liner.

Freighter/Clipper Liner
AV: 10 AV: 12
SP: 80 SP: 200
Fuel Tank: 1300 gallons/ 2000 miles Fuel Tank: 3500 gallons/ 4000 miles
Combat Speed: Medium Combat Speed: Slow
Cruising Speed: 60 mph Cruising Speed: 40 mph
Ram Value: 5d6 Ram Value: 5d6
Crew: 2 (pilot, engineer) Crew: 88 (8 bridge crew,
Passengers: Freighter: 8, Clipper: 32 22 engineers, 18 deck crew,
Cargo Capacity: Freighter: 5 tons, 40 service staff)
Clipper: 1,000lbs Passengers: 72
Cost: $3,500 Cargo Capacity: 20 tons
Cost: $12,000

HEAVY FREIGHTER-CLASS AIRSHIP


Heavy Freighters are large airships with six to eight RECON-CLASS MILITARY AIRSHIP
engines, capable of carrying vast amounts of cargo Recon-class airships are military cutters used to
over huge distances. Heavy Freighters are usually patrol the skies. Typically they patrol close to a city or
used to carry cargo over vast distances, such as military installation, keeping unwanted airships away.
between nations. During wartime recon airships were used to map the
countryside and protect larger airships.
Heavy Freighter
AV: 10 Recon
SP: 100 AV: 14
Fuel Tank: 2500 gallons/ 3500 miles SP: 70
Combat Speed: Slow Fuel Tank: 1100 gallons/ 2500 miles
Cruising Speed: 50 mph Combat Speed: Medium
Ram Value: 6d6 Cruising Speed: 90 mph
Crew: 3 (pilot, co-pilot, engineer) Ram Value: 5d6
Passengers: 12 Crew: 3 (pilot, 2 gunners)
Cargo Capacity: 25 tons Passengers: 4
Cost: $7,000 Cargo Capacity: 500lbs
Armament: 2 x Machinegun
Cost: $6,000

Theocracy Destroyer ‘His Divine Wrath’


Vehicles

83
BOMBER-CLASS MILITARY AIRSHIP Sky Fortress
Bombers come in a range of sizes but most are six- AV: 24
engine airships capable of travelling long distances SP: 250
and carrying hundreds of bombs. During the Great Fuel Tank: 3300 gallons/ 2500 miles
War bombers turned swaths of the Theocracy and Combat Speed: Slow
Litvic into infernos with their incendiary bombs. Cruising Speed: 60 mph
Ram Value: 8d6
Bomber Crew: 92 (12 bridge crew,
AV: 18 26 engineers, 36 gunners,
SP: 90 18 additional crew)
Fuel Tank: 2100 gallons/ 3000 miles
Passengers: 100
Combat Speed: Medium
Cargo Capacity: 30 tons
Cruising Speed: 70 mph
Armament: 4 x Machinegun,
Ram Value: 6d6
Crew: 7 (pilot, co-pilot, engineer, 8 x Heavy Machinegun,
4 gunners) 8 x Light Cannon,
Passengers: 2 4 x Heavy Cannon,
Cargo Capacity: 1 ton (not including bombs) 2 x Light Artillery,
Armament: 3 x Machinegun, 1 x Bomb Bay 1 x Bomb Bay
Cost: $10,000 Cost: $25,000

DESTROYER-CLASS
MILITARY AIRSHIP VEHICLE UPKEEP
Destroyers are heavily armed airships designed to
Owning and operating a vehicle, especially an
strike fast and take out enemy airships or ground-
airship or aeroplane, can be expensive. Characters
based fortifications.
can start play with several different types of
Destroyer vehicle by purchasing the Vehicle background, but
AV: 18 this doesn’t necessarily mean they can continue
SP: 100 to afford fuel, repairs and somewhere to keep said
Fuel Tank: 3100 gallons/ 3500 miles vehicle. Numerous adventures can revolve around
Combat Speed: Medium a group of characters’ need to earn, borrow or steal
Cruising Speed: 80 mph enough funds to keep their beloved airship flying.
Ram Value: 7d6 It is not essential to do so, but some Gamemasters
Crew: 25 (5 bridge crew, 4 engineers, may wish to have characters pay upkeep on their
16 gunners) vehicles, to represent the operating costs incurred
Passengers: 30
by vehicle ownership. Generally a vehicle will incur
Cargo Capacity: 10 tons
upkeep fees (not including fuel costs) of 10% of
Armament: 4 x Machinegun,
the cost of the vehicle per year. This doesn’t need
2 x Heavy Machinegun,
4 x Light Cannon, to be paid in one lump sum, but this figure can
2 x Light Artillery be used to work out the daily, weekly or monthly
Cost: $15,000 costs likely to be encountered for keeping the
vehicle running.
It’s important that a vehicle not become so
SKY FORTRESS-CLASS expensive that the characters come to regret
MILITARY AIRSHIP owning it, however.
Sky Fortresses are huge armoured airships that
combine the roles of bomber and gunship. Each
Sky Fortress represents a significant investment by
a national military; destroying them was the focus
Vehicles

of countless missions during the Great War. Since


the end of the war only a few Fortress-class airships
remain in active duty.

84
CRAFTING
Before the war Ansler’s discoveries were featured 2: CRAFTING POINTS
heavily in newspapers, moving pictures and in radio Work out how many crafting points the item requires.
broadcasts. The public clamoured for news on the The number of crafting points for an item is equal to
professor’s inventions and many aspiring inventors its cost divided by 10 (to a minimum of 1).
were inspired to create their own unique devices in
their workshops at home.
3: QUALITY OF WORKSPACE
The area you have available to work will affect the skill
Since the end of the war countless tinkerers and
check to create the item. Better tools and equipment
gadgeteers have set themselves up with workshops
will provide a bonus to the skill check, whereas poor
and garages, selling their custom devices
equipment will impose a penalty. This is in addition to
and weapons.
any bonuses provided by gear.

CREATING AN ITEM Improvised workspace


To create a weapon, armour, item or vehicle use the Building gadgets in a cave with a box of scraps will
below steps below: not yield good results. An improvised workspace
is anywhere that is not intended to be used as a
workshop. Halve the number of successes rolled,
1: DETERMINE MATERIAL COST
rounding down (to a minimum of 1).
The materials needed to create an item cost half the
total cost of the item. For a new invention an end cost
Adequate workspace
should be agreed with the Gamemaster first, then the
An adequate workspace is a regular workshop with
material cost worked out from that.
access to normal tools. There is no bonus or penalty
The character creating the item must procure the
to working in an adequate workspace.
materials before proceeding to the next stage.

The rain rattled against the hull of the airship, a hard Arnulf drew on his cigarette, considering his
counterpoint to the low rumble of the engines and captain’s words, before huffing out a cloud of smoke
creating a sound that Arnulf found oddly soothing. with a shrug.
He flipped another lens down over his eye and “Yeah.”
checked the soldering on the connections once “Oh well, that’s fine then.” Alita gave Arnulf a flat-
more, nodding to himself in approval. eyed look.
“Well?” Asked the room’s other occupant, who didn’t Arnulf heaved his bulk off the stool he’d been sat
seem to be as soothed by the rain as Arnulf was. on for most of the day -most of the month come to
“Looks good, should be fine.” Said Arnulf, pulling his think of it- and looked over his work with a
goggles up onto his forehead and reaching for the critical eye.
pack of cigarettes lying on the workbench. He lit “Look at it this way cap’n,” He said, “If it goes wrong
one with a snap of his spirit lighter, then offered the there’s not much we’ll know about it.”
pack to Alita. “That’s deeply reassuring.”
“Should be fine? Should be? As in, might not be Arnulf nodded. The captain came over to stand
fine?” Said Alita, her annoyance clear in her tone. shoulder-to-shoulder with him as they both stared
She waved the proffered pack away with a hand that down at the huge malformed engine that took up
was all chrome and brass, glittering in the most of the room.
lamp light. “If it works though,” Arnulf took another drag on his
“You’ve been working on this for three weeks, it’s cigarette and smiled, letting the smoke waft through
Crafting

cost us hundreds of Crowns and you’re not even his teeth, “We’ll be the fastest thing in the skies.”
sure it’ll work?” The airship captain’s voice dripped Alita di Pasolini, airship captain and wanted sky
venom as she stalked around the room, punctuating pirate, smiled with him. Suddenly she liked the
her words with jabs of her metal fingers. sound of those odds.

85
Quality workspace before being used to reduce the number of crafting
A quality workspace is well equipped with the latest points for the item.
tools and with access to specialist gear such as arc
welders and alloy furnaces. Double the number of For example: Eleanor and Jake are assisting Pieter in
successes rolled. making an item in a Quality workspace. Pieter is the
lead while Eleanor and Jake are assisting. All three
4: SKILL CHECK characters make their Mechanics skill check; Pieter rolls
The character crafting the item makes a skill check 4 successes, Eleanor rolls 3 successes and Jake rolls
and adjusts the number of successes based on the 2 successes. Between the three of them they have a
quality of the workspace they are using. Crafting total of 6 successes; 4 from Pieter, 1 from Eleanor (3/2
skill checks can be made with either the Mechanics, rounding down = 1) and 1 from Jake (2/1 = 1) which is
Science, Demolitions or Medical skills depending on then doubled because of the Quality workspace bonus
what the character is trying to make. There may be to 12 successes.
some overlap of skills; such as if a character wants
to build an Anslertech pistol they could either use UPGRADING EXISTING ITEMS
Mechanics or Science. Once they have their final Sometimes a character will want to upgrade or
total they reduce the crafting points of the item by change the function of an existing item, such turning
the amount of successes. The character may make giving a pistol the ability to fire fully automatic bursts
one check for every 8 hours of work. Once they have or hiding a blade inside a walking stick. In cases such
reduced the crafting points to 0 the item is complete. as these the skill involved is not building the item
If a skill check reduces the crafting points to a from scratch, but instead making the adaption.
negative number then the crafting time is reduced by
the number of points they went over 0. Upgrading an existing item, vehicle or weapon allows
a player to alter the basic stats presented in the
For example: Pieter wants to make a carbine which equipment chapter or to add new functionality. Such
normally costs $200. The base materials to craft the upgrades should be negotiated with the Gamemaster,
carbine will cost $100. The number of crafting points who will decided how much the upgrade will cost and
required to make the carbine are 20 (200/10 = 20). whether the desired upgrades are balanced.
Pieter is working in his hideout which has previously
been described by Pieter’s player as a garage, the
Gamemaster decides this is an Adequate workspace
(no bonuses).
Pieter then makes his Mechanics skill check for the first
8 hours of work; he rolls 4 successes which reduces the
number of crafting points required to 16.
After several more Mechanics skill checks over the
course of several days Pieter only has 2 crafting points
left. He makes his Mechanics skill check and gets 5
successes. This reduces the crafting points to -3, which
means the carbine is finally finished. Additionally the
last crafting session only takes him 5 hours as opposed
to 8.

ASSISTING A CHARACTER
Multiple characters may wish to work together
crafting a single item. If so one character is the lead,
the other(s) are the assistants (as outlined in the Skills
chapter). Each character makes a skill check; the
Crafting

assisting characters then halve their total successes


(rounding down) before adding them to the lead
character’s successes. This total is then adjusted by
the quality of the workspace they are using before

86
JAKE’S STORY
It was a quiet evening in the Down and Out, with only Jake stopped as the door swung open two people
a handful of patrons nursing their drinks as the clank walked into his bar. The first was a tall Prynnese man,
at the piano played what was meant to be smooth muscular and with a large mechaugmetic right arm.
slick. Jake couldn’t work out of the clank was playing The other was almost half his size; a dark-skinned kijani
the tune right, or if something had kinked inside woman in a leather jacket with a riot of hair tied up in a
it’s mechanical guts and it was just picking away brightly coloured scarf and a scowl on her face.
at random keys; modern music just sounded like Jake shot Eleanor a look and moved over to the pair as
syncopated noise to him, nothing like the big band stuff they walked up to the bar.
he liked but that just wasn’t popular anymore. “Evening Pieter, Molly. What can I get you?”
One of his regulars slid an empty glass across the bar Pieter gave him a wide, friendly grin while Molly gave
and motioned to Jake, who refilled it, slid it back and everyone else in the bar a helping of stink-eye until
scooped up the proffered coins in one smooth motion. they decided their glasses held something more
Not a word was spoken, it was a quiet comfortable interesting that whatever was about to discussed.
routine. The people who came to the Down and Out Jake’s regulars knew when to not listen in.
tended to prefer quiet contemplation and a stress-free “Jake my friend.” Said Pieter, his grin turning sheepish,
environment. “We are needing that favor you owe me.”
Jake sighed. “I figured. What do you need?”
The door swung open, letting in the sounds of the “Do you know a man named Azire Bodho?” Asked
evening, and into the bar stepped a tall woman in a Molly.
Haldoran-style trench coat and hat. She sat down Eleanor’s glass made a quiet clink as she set it down
at the bar, placed her hat next to her and shook out on the bar. Her eyes met Jake’s. He shook his head,
shoulder-length blonde hair. She ran a finger across the ever so slightly.
old scar running from her lip to cheek as she peered at “I think we should talk in the back room.” He said to
the bottles behind the bar. Molly. He nodded to Eleanor, “And my friend here
“By the spirits Flint, don’t you ever get anything decent should come too.”
in this place?”
“I did,” Jake replied, getting down a glass and filling it Molly and Pieter turned to look at Eleanor, a question
with Highland whiskey before setting it before her. “No forming on Molly’s lips, as the door swung open once
one liked it.” more.
Eleanor smirked and took a sip of the drink, pulling a Jake looked up to see a group of men and women in
face afterwards. Jake sighed and leaned on the bar. white linen suits file into the bar. They weren’t making
“So what is it this time? What pried you out of your any effort to disguise the guns on their belts or in
office in Queensport and brought you all the way over holsters under their jackets.
here? Not that I don’t like it when you come by to insult “Good evening, ladies and gentlemen.” Announced the
my stock.” leader; a tall Litvian man with cold blue eyes. His gaze
“My brother, Ed. You remember him Jake?” Jake settled on Molly and Pieter. “I am afraid no one may
nodded. “Well he got himself shot to death somewhere leave until those individuals have returned an item they
in this damn city.” stole from us.”
“Ah, I’m sorry to hear that. He was a good kid.” Eleanor “Stole?” Spat Molly. Jake waved her into silence.
made a curt gesture of dismissal and took another sip “Easy buddy,” He said to the Litvian, whose mooks
of her drink. Her grey eyes hard. were slowly spreading out around the bar. “This is a
“I’m not here for sympathies Jake. I’m here to find out nice place, no need for fighting. What exactly are you
who killed him and why. Do you know a man named looking for?”
Azire Bodho?” “A ruby. These two have it.”
Jake's Story

“A ruby?” Eleanor asked, her voice quiet yet the


Jake pulled another glass down from the rack and question carried across the bar. Jake closed his eye
poured himself a drink, refilling Eleanor’s glass at the and let out a sigh. He knew what that tone of voice
same time. meant.
“I think I do, let me-” He was going to have to redecorate.

87
COMBAT
In the world of Neres violence is a sad fact of life for 2B: ACTIONS
many. For adventurers and toughs who actively seek Starting with the character with the highest Initiative,
out the more dangerous locations on Neres, getting each character involved in the combat may take two
into fist- and gun-fights is an almost weekly if not daily actions chosen from the list of combat actions (see
occurrence. For individuals like these, learning how to below). If the actions of a character with a higher
look after yourself when all hell breaks loose is crucial initiative prevent a character with a lower Initiative
to staying alive. from acting (because, for example, they’re left
bleeding out from a gunshot) then that character is
unable to act.
COMBAT SEQUENCE
If two or more characters have the same Initiative they
The combat sequence begins when one character
act simultaneously (although the players may wish to
(player or NPC) takes action that will cause harm to
make their rolls sequentially to avoid confusion).
another character. At this point the normal narrative
gameplay is replaced with the combat sequence as
Once every character who is able to act has done
outlined below:
so, the round starts again with every player making a
new Initiative check. Any Surprise modifiers no longer
1. Determine surprise
count after the first round of combat. The sequence of
2. Combat continues in rounds:
Initiative and Actions continues until the combat ends,
a. Determine initiative
for whatever reason.
b. Combatants act in initiative order
c. When everyone has had a turn, steps a and
b repeat again until combat ends COMBAT ACTIONS
There are two kinds of combat actions; primary and
1: SURPRISE secondary. Each round a character can perform one
Sometimes the best way to get the drop on someone primary action and one secondary action, although
is to catch them unawares! they can perform them in any order. Speaking or
If a character has passed a Stealth check opposed shouting doesn’t cost an action, but as a combat
by their target’s Awareness check before combat has round only lasts a few seconds characters are limited
begun then they are considered to have surprised to brief sentences, not entire conversations. If a
their target. This grants +2d6 bonus to the attacker’s character cannot or does not want to make a primary
Initiative for the first round. or secondary action, they can only take their other
If the victim of the ambush is particularly agile, action (they can’t swap their secondary action for
however, sometimes they will still beat their attacker’s another primary action, for example).
initiative, even with the +2d6 bonus. In this case, the
hunter has become the hunted! AIM (SECONDARY ACTION)
Aiming can be used in either close combat or ranged
2A: INITIATIVE combat. The character spends their action lining up
At the beginning of each combat round, all on their target, ready to make a more accurate strike
participants roll a number of dice equal to their with their next attack. On the next attack check the
Physique and count the number of dice resulting in a character makes they gain a bonus 1d6 to their Skill
4, 5 or 6 (as if they were making a Trained skill check). check when determining if they hit. If the target they
The resulting number is their Initiative. have been aiming at is removed from combat then
Those with the highest initiative reactive fastest the attacker loses their bonus (i.e. they cannot switch
and strike first; those with the lowest initiative react to a new target and keep the bonus 1d6). A character
slowest. cannot aim for more than one round.
Combat

Gamemasters may wish to roll Initiative for NPCs


involved in combat as a group, or in several sub ATTACK (PRIMARY ACTION)
groups (one roll for bad guys, one roll for allies for The character attacks their target with the weapon
example) to speed up play. (either close combat or ranged) they are currently

88
armed with. The character makes an attack skill check DISARM (PRIMARY ACTION)
and the defender makes a defence skill check. If Disarm can be used in either close combat or ranged
the attacker is successful they deal damage to their combat. The attacker focuses on knocking the target’s
target. See below for details of making attacks. weapon (or any other item held) out of their hands.
Unlike a standard attack, Disarm focuses on not
CALLED SHOT (PRIMARY ACTION) dealing any damage.
Sometimes a character may not want to attack an When making a Disarm attack the attacker makes an
enemy but a switch, rope or something similar. In this attack check as normal but the defender gains +1d6
case they need to make a Called Shot; a variation of to their defence skill check. If the attack is successful
a standard attack. A Called Shot can be made with then the target is disarmed; their weapon is knocked
either a ranged weapon or a melee weapon. out of their hands and must be recovered with the
When making a Called Shot the character is assigned Change Weapon action on their next Initiative. If the
a DV by the Gamemaster based on the size of attack fails then the Disarm misses.
the target and the difficulty of the shot. Hitting a Gamemasters should decide if the weapon (or item) is
chandelier is a lot harder than hitting a small lever, for damaged by the attack.
example. If the character successfully makes the skill
check they hit their target, if they fail then they miss. MOVE (SECONDARY ACTION)
The effects of a Called Shot vary depending on what The move action allows a character to travel at a slow
the attacker was aiming at. Generally the outcome jog or brisk walk. A character may move up to their
should be discussed by the player and Gamemaster Physique plus 10 in yards. Move may be used to move
before the shot is made. into close combat, out of close combat, or anywhere
else suitable. If the move would involve the character
For example: Jake Flint is careening down a track in vaulting over obstacles then an Athletics skill check
a runaway minecart, pursued by enemies in their own may be required at the Gamemaster’s discretion.
minecart. Up ahead Jake spots a lever to switch tracks.
Jake’s player asks the Gamemaster if he can shoot the
RELOAD (SECONDARY ACTION)
lever to change tracks, the Gamemaster tells him he
The character reloads a ranged weapon and readies it
can but the DV of the shot is 4 because he’s travelling
for use.
at high speed and trying to hit a small target. Jake’s
player rolls his Firearms skill check...
STUN (PRIMARY ACTION)
A Called Shot cannot be used to target another A variation of a standard close combat attack. The
character (doing this is a standard attack). attacker focuses on striking the target non-lethally,
stunning them rather than injuring them; as such it
cannot be performed with a ranged weapon.
CHANGE WEAPON (SECONDARY ACTION) When making a Stun attack the attacker makes
The character swaps their weapon for another they
an attack check as normal but the defender gains
have handy. This could be sheathing a sword and
+1d6 to their defence skill check. If the attack is
pulling out a pistol from a holster, grabbing a rifle
successful then the target is stunned; they lose their
from the floor or anything similar.
next action and are reduced to stumbling around in
circles shaking their head. During this time the target
CHARGE (PRIMARY ACTION) increases the DV of any skill checks they are required
A variation of a standard close combat attack. A to make by 1. If the attack fails then the attack misses
character may initiate a Charge if they are not in close as normal.
combat with a target but a target is within a number Although Stun attacks will wear off after a round,
of yards equal to 10 plus the attackers Physique. The Stunned characters can be treated by another
attacker moves into close combat with the target and character with the Medical Skill to remove the effects
attacks them with the close combat weapon they are instantly. Doing so requires the treating character to
currently armed with (or their fists if unarmed). The pass an Average (DV2) Medical skill check. Characters
Combat

attacker also gains a +1d6 bonus to their attack skill may not treat themselves.
check. The defender makes a defence skill check as
normal.

89
TACKLE (PRIMARY ACTION) HITTING YOUR TARGET
A variation of a standard close combat attack. The To hit an enemy in combat, you must make a
attacker attempts to knock the target to the ground successful skill check based on the type of weapon
and place them in a hold to prevent them from you are using. The Unarmed and Melee skills are for
acting normally. close-quarters combat, and the Firearms skill is used
When making a Tackle attack the attacker makes for ranged combat. You must use the appropriate skill
an Unarmed attack check as normal, opposed by for the weapon you are trying to use.
the target’s Melee or Unarmed skill check. If the the
attack is successful then the attacker has successfully Both ranged and melee combat attacks are resolved
tackled their opponent. Tackled opponents cannot with opposed skill checks, with the attacker aiming to
take any action in combat except to try and escape equal or exceed the defender’s skill check. The skills
(which is a secondary action). To escape requires a used by the attacker and defender differ depending
successful Brawn check, opposed by the attacker’s on the weapons the attacking character is armed with
Unarmed or Brawn (choose). If the tackled character and bonus dice may be granted to either attack or
fails to break free they continue to be tackled for defender depending on the situation.
another round.
While holding a tackled character, the attacker cannot If the defender fails to get any successes on their
take any other action except for either releasing the skill check then as long as the attacker gets a single
character or damaging them. Damaging the held success they hit the target. If neither character gets
character inflicts damage equal to one third the any successes then the attack is considered to
attackers Physique stat (rounding up) in d6 have missed.
each round.

TAKE COVER (SECONDARY ACTION)


The character dives into cover. While in cover the
character gains a number of bonus dice to any
defence rolls they are required to make. The number
of dice they gain as a bonus is based on the type of
cover they are in:

Cover Defence Bonus

Soft cover (wooden tables, tree trunks, +1d6


thin metal)

Hard cover (stone pillars, brick walls,


+2d6
thick metal)

As soon as the character moves away from their


cover they lose the defence bonus. Cover may
become damaged over time by attacks aimed at the
character and cease providing a defence bonus, at CLOSE COMBAT
the Gamemaster’s discretion. To hit an enemy in close combat you must be
adjacent to them (generally within a yard) at the start
of your turn.
USE A SKILL (PRIMARY ACTION)
Both combatants make an opposed skill check based
Sometimes a character may want to use a skill in
on the weapons they are armed with; a character with
combat. This could include making a Stealth Check
a melee weapon makes a Melee check; a character
to hide from enemies, using the Mechanics skill to
armed with only their fists makes an Unarmed check.
try and disarm a bomb or using Intimidate to try and
Combat

Characters armed with a pistol, rifle or any other


scare off an attacker.
object make an Melee check (using the item in their
Gamemasters should resolve such skill checks as
hands as an improvised melee weapon).
normal.

90
If a character is attacking a vehicle with a close ATTACK MODIFIERS
combat attack then the driver makes a Drive (or Pilot) In certain situations attacking an opponent will either
skill check to oppose the attack. be easier (due to taking aim for example) or more
difficult (due to fighting in darkness for example). In
If the attacker equals or exceeds the number of these situations a character may gain a number of
successes rolled by the defender then they have bonus dice to their skill check to attack or defend.
successfully hit their target and then roll damage. If Some example Attack Modifiers are listed below
they fail then the defender has successfully parried but Gamemasters are encouraged to add their own
their blows and takes no damage. Attack Modifiers if they believe situation calls for it.

Both attackers and defenders can gain a number


of Attack Modifiers (bonus dice to their skill check)
CLOSE RANGE
If an attacker is using a ranged weapon at less than
depending on the situation (aiming, attacking in
half the listed range then they get a bonus 1d6 to their
darkness, etc.). See below for details.
attack check. Weapons with the Automatic quality
gain 2d6, rather than 1d6 (not in addition to).
RANGED COMBAT
In ranged combat the attacker makes a skill check
with their Firearms skill and the defender makes a skill
COVER
If a defender is in cover (after using the Cover combat
check with their Reflexes skill.
action) they gain a bonus to their defence check
based on the cover they are in. Soft cover (wooden
If a character is attacking a vehicle with a ranged
tables, tree trunks, thin metal) grants a bonus of 1d6
weapon then the driver makes a Drive (or Pilot) skill
to their defence check. Hard cover (stone pillars, thick
check to oppose the attack.
metal) grants a bonus of 2d6 to their defence check.
If the attacker equals or exceeds the number of
successes rolled by the defender then they have DARKNESS
successfully hit their target and then roll damage. If Any combat occurring in darkness without any form of
they fail then the defender has successfully dodged light source grants the defender a bonus 2d6 to their
the attack and takes no damage. defence check.

Both attackers and defenders can gain a number MIST, FOG, SMOKE OR LOW LIGHT
of Attack Modifiers (bonus dice to their skill check) Fighting in mist, fog, smoke or in low light grants the
depending on the situation (aiming, attacking in defender a bonus 1d6 to their defence check.
darkness, etc.). See below for details.

HELPLESS TARGET
RANGED WEAPONS IN CLOSE COMBAT Attacking a helpless target (one that cannot fight
Attempting to use a pistol or rifle in close combat can back, dodge or move) grants the attacker a 2d6 bonus
be done, but is not as useful as some might think. to their attack check.
If a character attempts to fire a ranged weapon in
close combat (as opposed to using it as a club, which
HIGHER GROUND
would count as an improvised weapon) they make an
Attacking a target from higher ground grants the
opposed skill check against their target using their
attacker a 1d6 bonus to attack check.
Firearms skill, opposed by the opponent’s Melee or
Unarmed skill. The defender gains a 1d6 bonus to
their defence skill check. Character using a firearm in LEFT- AND RIGHT-HANDEDNESS
close combat do not get bonus dice being at Your character can be either left- or right-handed
close range. if you choose, it makes no difference, unless you
attempt to use your off-hand to make an attack or
Combat

perform a complex action, at which point the DV of


that action is increased by 1.

91
As long as a character still has Grit Points they can
TWO WEAPON FIGHTING
continue to function. Once a character runs out of
Some characters might want to go into combat with
Grit they lose 1 Wound for every attack that inflicts at
a weapon in each hand. While this is not a bad idea, it
least 1 damage, regardless of how much damage the
doesn’t give them the ability to make two attacks.
attack does.
A character with two one-handed weapons (such
as two pistols or a knife and a pistol) may choose to
Once a character runs out of Wounds they begin
attack with one weapon each turn, but must choose
dying. During this time they are referred to as
which weapon at the beginning of their Initiative.
Bleeding Out. If a character who is Bleeding Out has
However they must declare which weapon is in their
not recovered at least 1 Wound or received successful
off-hand and take a penalty as above if they use
medical attention by the end of the current scene,
that weapon.
they will die.

DAMAGE If a character loses all their Wounds AND Grit then


Once an attack has hit its target the attacker has to they are rendered unconscious and start Bleeding
work out how much damage they’ve done. Out. They can be revived to consciousness, but must
Damage is dealt in d6s; you roll a number of d6 be treated separately for Bleeding Out.
indicated in the weapon entry and add the resulting
numbers together to determine how much damage is For example: Gerhart is hit by an attack and takes
inflicted. 20 damage. He is wearing armour that gives him an
AV of 8 so takes 12 damage (20 - 8 = 12). He loses 12
When using a melee weapon a character gains a Grit points, leaving him on 28. As he took more than
bonus to the roll equal to the character’s Physique 10 damage in a single hit Gerhart’s player makes a
stat divided by three (rounding up). Wound check, rolling a number of d6 equal to his
For example; Flint has a Physique of 5, he gains a +2 Physique. He gets no successes, so also takes 1 Wound.
bonus to melee damage (5/3 = 1.6, rounded to 2). The next round Gerhart takes a massive 36 damage;
after reducing it by his AV, Gerhart takes 28 damage,
Unarmed attacks (fists, feet, head, etc) deal damage reducing him to 0 Grit! Luckily he passes the Wound
based on the character’s Physique stat (see below). save and takes no more wounds. In the next round
Unarmed attacks do not benefit from the Physique Gerhart is hit again for a 10 damage; after reducing this
bonus as melee weapons do. by his AV Gerhart only takes 2 damage. However as he
is out of Grit, this means Gerhart takes a Wound.
Physique Unarmed Damage

1-2 1d6
BLEEDING OUT
3-4 2d6 When a character has lost all of their Wounds they
5 3d6 begin Bleeding Out; they are dying and without aid
will die at the end of the current scene.
Once damage has been calculated the target
As long as a Bleeding Out character still has any Grit
subtracts their Armour Value (if they are wearing
Points they can continue to act, but in this state the
armour). If this reduces the damage to zero or less
DV of all skill checks is increased by 1 and they can
then the target shrugs off the attack. The remaining
only move half as far as usual in combat.
damage is applied to the target; the character loses a
number of Grit Points equal to the remaining damage.
Characters can only recover from Bleeding Out
If an attack does more than 10 damage in a single
through the use of the Medical Skill. To do so another
hit (after being reduced by armour) then the
character must succeed a Average (DV2) Medical skill
character must make a Wound Save, which is a
check. Success means the character is stabilised,
Trained Physique check (a number of d6 equal to the
regains 1 Wound and is no longer Bleeding Out.
character’s Physique, counting any result of a 4,5 or 6).
Combat

Failure means the character regains no Wounds and is


If the character gets 1 or more successes then nothing
still Bleeding Out.
happens; they continue to function as normal. If they
fail the check (rolling no successes) then they take 1
Wound in addition to losing Grit Points.

92
DRAMATIC INJURIES Points or Wounds, how do you regain them?
When a character loses all their wounds but There are a number of ways of regaining both Grit
somehow survives they do not do so unscathed; a Points and Wounds available to players; either using
character who recovers from Bleeding Out will gain a the Medical Skill, using the healing drug Elixir or by
Dramatic Injury. Dramatic Injuries are permanent scars letting injuries slowly heal naturally over time.
and injuries that add to the character; a way of saying An injured character doesn’t need to seek medical
“I’ve been through some stuff”. Dramatic Injuries are aid if they don’t want to (or can’t); their wounds will not
chosen by the player but are purely descriptive in hamper them or increase without aid.
nature; they do not have mechanical effects and are
intended to further roleplay (as opposed to reducing a It is important to note that all Grit Points are instantly
character’s abilities). recovered at the end of a scene.
Some Dramatic Injuries can be a way of justifying
changes in play style (such as a previously combat USING THE MEDICAL SKILL
oriented character taking more of an intellectual The Medical skill can be used to regain Grit Points and
role) or taking mechaugmetics (such as a character Wounds and prevent a character from dying at the
replacing a crippled arm with a mechaugmetic end of a scene.
replacement).
Be aware, however; once you choose a Dramatic Grit Point recovery
Injury it can never be removed, although it can be The Medical skill can be be used to recover Grit
negated in some cases (by mechaugmetics, Points; a successful Medical skill check will restore 5
for example). Grit Points per success rolled on a Medical skill check.
A character can aid any other character in this way.
Players are encouraged to come up with a suitable A character can attempt to help themself, as long as
Dramatic Injury based on the attack and situation they are able to do so (for example not unconscious
that resulted in the character Bleeding Out. Dramatic or tied up).
Injuries should be significant and lasting but not
something that prevents the player from enjoying Wound Recovery
their character. The Medical skill can also be used to restore a single
Some examples are listed below: Wound to a character once per scene. A successful
DV 2 Medical skill check will restore 1 Wound to
Jake Flint is hit by an explosion and begins Bleeding a character. If a character is Bleeding Out this will
Out. His player decides that the blast has blinded him stabilise them and stop them from dying at the end of
on one eye. Despite the fact that he could replace his the scene.
eye with a mechaugmetic, Jake wears an eyepatch out
of bloody-minded refusal to forget his comrades killed Saving Dying characters
in the blast. If a character is dying and has already received
Medical attention to restore a Wound that scene, a
Eleanor Greywood begins Bleeding Out while fighting successful Medical skill check can be used to stabilise
an opponent armed with a sword. Her player decides them but it will not restore any more Wounds.
that Eleanor receivedm a nasty blow to the face which
results in a long scar running from her lip up to her left
HEALING OVER TIME
cheekbone. Although she acts like she doesn’t care,
Wounds are regained with either long-term care or
Eleanor is secretly deeply self-conscious about the scar.
healing over time.

Pieter Vasilievich falls from a car during a high-speed


Long-term care
chase and is run over by a truck. His player decides
Long-term care must be administered by another
that his arm is crippled by the accident and shortly
character; a character cannot perform Long-term care
afterwards Pieter elects to have it replaced with
on themself. Each day a character administers Long-
a mechaugmetic.
Combat

term Care they must make a Medical skill check. Each


success rolled will restore 1 Wound to the character
HEALING being treated.
If your character has been injured and you’ve lost Grit This healing is in addition to healing over time (see

93
below). During Long-term Care the character being character. In such situations no rolls are necessary;
treated must not exert themselves and is limited to the character is dead.
bed rest and recovery.
Even when a character is dead it is not necessarily the
Healing over time end of them. If a character still has any Moxie Points
All characters will naturally heal over time, although remaining they may spend a point to avoid death (at
slowly. A character heals 1 Wound per day without the cost of receiving a Dramatic Injury). Characters
having to roll any skill checks. saved in this manner are instantly healed to 1 Wound.

USING ELIXIR A dead character can also be revived by another


Using a vial of Elixir will restore a number of Grit points character by passing an Heroic (DV5) Medical check,
and Wounds as described in the Elixir entry of the as long as the reviving character reaches them within
Equipment chapter. a few minutes of their death.

For example: During a combat Pieter takes a number Science can also be used to revive a dead character,
of hits and loses 4 Wounds. Pieter has 4 Wounds although characters revived in such a manner often
naturally, leaving him with 0 Wounds and Bleeding Out. come back changed in some manner (either mentally,
Immediately after he is shot Eleanor uses her Medical physically or both). Reviving a character in this manner
skill on Pieter and succeeds: Pieter is stabilised and as requires a Heroic (DV5) Science check, but can be
he hasn’t received medical aid in the scene, also regains attempted at any point following their death as long
1 Wound. as their body remains in a usable form.
The pair escape and Pieter is laid up while Eleanor
administers Long-term Care. The first day Eleanor DAMAGE FROM
makes a Medical skill check and gets 1 success; Pieter
ENVIRONMENTAL FACTORS
heals 1 Wound plus an additional 1 Wound for healing
There are a number of other ways a character can
over time. Pieter is now on 3 Wounds.
take damage apart from gunfire and close combat.
The next day Eleanor could leave Pieter to heal
naturally, but decides she wants to help him and makes
another Medical check, getting 1 successes. Pieter FIRE
regains 1 more Wound and is now fully healed. Fires do damage to characters each round they are in
contact with them. The damage inflicted is based on
the size of the fire. When taking damage from a fire
DEATH a character’s armour is halved (rounding up) before
There are a few ways a character can end up dead in calculating damage taken.
Age of Steel. The most common way is to reduced to
0 Wounds (Bleeding Out) and fail to receive medical Size of fire Damage per round
attention by the end of the scene. Characters can also Small fire (camp fire) 1d6
die through failing a skill check and taking damage Medium fire (bonfire) 2d6
(although this is uncommon) or through negligent Large fire (burning building) 3d6
action by their player. Negligent action is when a Inferno 4d6
player insists on attempting a dangerous action
despite Gamemaster warning, such as jumping into Characters can also be set on fire by contact with
moving machinery or standing next to a bomb that a fire or by being hit with a weapon such as a
is about to detonate. In such situations is it advisable flamethrower. Any flammable target that comes
that the Gamemaster give the player an Impossible into contact with a fire must make an Average (DV
(DV6) skill check to save their character, but the player 2) Reflexes check or catch fire. Burning characters
should be aware the price of failure is the loss of their automatically take 2d6 damage each round unless
character. Even if the player passes the check their they extinguish themselves by passing a DV2 Reflexes
character should suffer extensive damage. check. Other characters can attempt to extinguish a
Combat

Another way a character can die is through conscious burning character by making a DV2 Athletics check.
sacrifice. A player may choose that their character
willingly goes to their death, usually to save another

94
ELECTRICITY VEHICLE COMBAT
Coming into contact with electricity (from a broken Combat involving one or more vehicles runs slightly
generator or an Ansler Coil) will result in a number differently to combat between characters on foot. If a
of D6 damage based on the strength of the charge player character or an NPC is controlling a vehicle in a
(decided by the Gamemaster). This damage will combat situation, apply the rules below.
usually ignore armour. Additionally the character will
be Stunned for a round.
VEHICLE COMBAT ACTIONS
Characters controlling a vehicle may choose from
COLD & HEAT appropriate combat actions as normal. Some actions
A character exposed to extreme cold or extreme heat will not be suitable, depending on the vehicle in
without adequate protective clothing must make a question. For example a character driving a car could
Survival skill check every hour with the DV based on not use the Charge combat action, but a character
how extreme the heat/ cold is. Failure results in 1d6 piloting a Rig could.
damage which ignores armour. There are also a number of combat actions only
available to vehicles, shown below. Some of these
FALLING combat actions are limited to certain vehicle types.
Falling from a height onto an unyielding surface
inflicts 1d6 for every 10 feet fallen. Landing on a Ram (primary action)
softer surface or somehow breaking your fall (such If a character is driving a vehicle they may choose
as making a Reflexes check to grab a rope, etc) may to use the Ram action. The attacker attempts to
reduce damage. slam their vehicle into their target (either a character,
another vehicle or any other suitable target). To
make a Ram attack the attacker makes a Drive or
SUFFOCATION
Pilot check, opposed by the target’s Reflexes (if they
A character denied air through either drowning,
are on foot) or Drive or Pilot check (if they are in a
strangulation or exposure to vacuum must make
vehicle). If the attacker equals or exceeds the target’s
a Hard (DV3) Athletics check every minute. Failure
roll then they hit and deal damage damage based
results in 1d6 damage which ignores armour.
on their vehicle’s current combat speed (see Vehicle
Movement below) and the vehicle’s ram value. If they
POISONS AND GASES fail the check then the Ram misses.
Poisons and toxic gases are sometimes encountered
on adventures, from poisonous snakes and spiders in Accelerate/ Decelerate (secondary action)
ancient tombs to mustard gas used during the war. Accelerate moves the vehicle into the next Combat
speed category (assuming the vehicle is capable of
When exposed to a poison or gas a character must doing that speed). Decelerate moves the vehicle into
make roll a number of dice equal to their Physique the previous Combat speed category. If a vehicle
and count the number of dice resulting in a 4, 5 or 6 Decelerates enough it will come to a stop.
(as if they were making a Trained skill check). If they
get a number of successes equal to or greater than Emergency Brake (primary action)
the poison’s strength (as listed below) then they resist Emergency Brake allows a vehicle to come to a
the effect. If not they suffer the listed effect. Other complete stop in a single round, provided the driver
poisons can be created using the examples below as can pass a Drive or Pilot skill check based on their
a guide. current combat speed (see the table below). If the
check is passed the vehicle successfully comes to a
Poison Stength Effect complete stop at the end of the combat round. If the
check is failed then the vehicle remains moving and
Jungle frog venom 2 Paralysis (2d6 minutes)
goes out of control (see Going out of control).
Black tarantula venom 1 2d6 damage If an aeroplane in flight uses this action then they
Combat

Cyanide (liquid) 2 3d6 damage immediately count as Out of Control. Airships are not
Mustard gas 4 3d6 damage affected by this rule as they can hover in place.

95
unless it has slowed to a stop. Each round a moving
vehicle travels a number of yards based on its current
Combat Speed. This movement is in addition to
any combat actions the driver wishes to make and
is essentially a free action. During this compulsory
movement the vehicle can make a single turn of up to
90 degrees either left or right.

Air vehicles such as planes, airships and rocketpacks


can choose to gain or lose altitude instead of moving.
When gaining or losing altitude the vehicle does not
move forwards but instead increases or decreases
their altitude by one level for each round spent
increasing/decreasing altitude (see below for
altitude rules).

OUT OF CONTROL
Sometimes a character or NPC driving or piloting a
vehicle loses control, usually because of a failed skill
check. When this happens the vehicle is considered
Out of Control.
Each round a vehicle is Out of Control the driver must
Maneuver (primary action)
make a DV3 drive or pilot skill check. If they succeed
There are a great number of maneuvers a driver or
then they have successfully regained control, the
pilot can attempt depending on the vehicle they
vehicle is no longer Out of Control and they can act
are controlling. A driver of a car may want to pull
as normal in the next round. If they fail the check then
a handbrake turn while being chased by another
the vehicle is still Out of Control and they must roll on
vehicle; a pilot flying a plane may try to evade an
the respective table below.
enemy by performing a barrel roll; a Rig pilot may
want to long-jump an obstacle. Land or water vehicle out of control
When a character wants to perform a maneuver they
tell the Gamemaster what they are trying to achieve 1d6 Event
with the maneuver and the Gamemaster assigns a 1 The vehicle continues moving forwards and
DV based on the complexity of the maneuver, the decelerates by one speed category
vehicle’s current speed (see Vehicle Movement
2 The vehicle continues moving forwards at its
below) and any other circumstantial factors. The current speed
player then makes a Drive or Pilot skill check; if they
3 The vehicle continues moving forwards and gently
succeed they perform the maneuver as intended,
drifts 45 degrees either left or right
if they fail then the vehicle goes out of control (see
Going out of control). 4 The vehicle continues moving forwards and
accelerates by one speed category
5 The vehicle continues moving forwards and
VEHICLE MOVEMENT abruptly swerves 90 degrees either left or right
If a vehicle is moving during combat it cannot simply
6 The vehicle engine stalls. It will lose one speed
stop and start like a character on foot; a vehicle must
category each round until completely stopped
move every round if it was moving the round before,

Combat Speed Movement Additional Ram Damage Emergency Break DV Maneuver modifier
Slow 10 yards +0 1 +0
Combat

Medium 20 yards +0 2 +0
Fast 30 yards +1d6 3 +1
Very Fast 40 yards +2d6 4 +1

96
Air vehicle out of control Structure Points equal to the remaining damage.
If a vehicle is reduced to zero Structure Points then it
1d6 Event
is Disabled.
1 The vehicle gains altitude and decelerates by one
speed category If a vehicle is moving when it becomes Disabled then
2 The vehicle continues moving forwards at its it begins decelerating at a rate of one speed category
current speed per round until it comes to a halt. Once it has stopped
3 The vehicle continues moving forwards and gently a Disabled vehicle cannot start moving again unless it
drifts 45 degrees either left or right is repaired to 1 or more Structure Points. If a Disabled
vehicle strikes an obstacle or another vehicle while
4 The vehicle loses altitude and accelerates by one
speed category
moving it will take damage based on its own Ram
Value and its current speed.
5 The vehicle continues moving forwards and
abruptly banks 90 degrees either left or right
If an flying vehicle is in the air when it becomes
6 The vehicle engine stalls. It will lose altitude at its Disabled then it begins losing altitude and
current speed each round until restarted accelerating until it reaches its maximum speed or
impacts with the ground (whichever comes first).
Impacting with the ground will inflict damage on the
ALTITUDE IN AERIAL COMBAT vehicle based on its own Ram Value and its current
In Age of Steel a flying vehicle can occupy one of four
speed. It the vehicle survives the impact it cannot
altitude levels; High, Medium, Low and Ground Level.
start moving again unless it is repaired to 1 or more
A vehicle or character can only attack a target at the
Structure Points.
same altitude or the next adjacent level(s), regardless
of the range of the weapons they are using.
If a Disabled vehicle takes further damage then there
is a chance it will either become wrecked beyond
High Medium Low Ground
repair or even explode. Every time a Disabled vehicle
High     takes damage roll on the chart below:
Medium    
Low     1d6 Result

Ground     1-2 No effect. Vehicle is still Disabled


3-4 The vehicle is destroyed beyond repair. It is now
This is also relevant to characters on the ground little more than a glorified lump of metal.
attacking airborne vehicles or characters; they can 3-4 The vehicle explodes! The resulting explosion
only attack targets at Low Altitude regardless of the does 1d6 damage per 10 Structure Points the
range of their weapons. vehicle had when fully repaired (rounding up).

As mentioned in the movement section, gaining or REPAIRING VEHICLES


losing altitude takes a full round of movement. Structure Points can be restored to a damaged
vehicle with the Mechanics skill. To repair a vehicle a
Characters in vehicles attacking a target in a lower character needs suitable tools and time to work. The
altitude level (i.e. from above) gain a bonus +1d6 to hit. character makes a Mechanics skill check; if successful
then the vehicle regains a number of Structure Points
DAMAGE TO VEHICLES equal to 10 times the number of successes rolled.
Damage to vehicles is handled in the same way as For example: Pieter is repairing his much-loved Battle
damage to characters except that instead of Grit Rig ‘Sasha’. He makes his Mechanics skill check and
Points vehicles have Structure Points. If a vehicle is gets 3 successes; Sasha regains 30 Structure Points.
successfully hit by an attack then damage is rolled
Combat

and then reduced by the vehicle’s armour. If this


reduces the damage to zero or less then the attack
ricochets off the vehicle’s hull. The remaining damage
is applied to the target; the vehicle loses a number of

97
FEAR When confronted with a disturbing event a character
There are strange and terrifying forces at work in must make a Fear check. If they succeed then they
Neres. Agents of the Coiled Ones can summon up shrug off any mental trauma and act as normal. What
strange otherworldly entities and ancient tombs can they’ve seen is weird, but they can deal with it.
contain disturbing murals and artefacts. Should the character fail the Fear check then the
Sometimes a character will be confronted with number of successes by which they missed the DV
something so strange, so otherworldly that they may of the Fear check determines how they react (see the
flee in terror. When this occurs the player needs to table below). Gamemasters can substitute the result
make a Fear check. for one of their own, as long as it is a similar severity.
Fear checks should be rare; one or two in an entire
Margin Event
Adventure. They are to illustrate that there are eldritch
forces at work in Neres; that some things are beyond 1-2 No effect. Although disturbing the sight does
not affect the character.
a character’s comprehension.
3-4 The character is shaken by what they’ve seen;
A Fear check is a standard Willpower skill check, with the next action or skill check they make counts
as 1 DV higher.
the DV determined by the nature and scale of the
disturbing occurrence the character is exposed to. 5-6 The character is shocked. They lose their next
action if in combat or are unable to act for 1
minute if not in combat.
Event DV
7+ The character faints. They will remain
Strange event: a shadow moves at the corner of 1 unconscious for 5 minutes or until woken by a
your eye; the wind seems to whisper your name successful DV2 Medical check.
Disturbing sight: discovering a gruesome murder; 2
a painting shows human sacrifice in lurid detail For Example: While on a case Jake Flint sneaks into
Certifiable strangeness: someone you know to 3 the back room of the Jade Lotus club and witnesses
be dead appears and talks to you; you witness an a strange occult ritual. The Gamemaster tells Jake’s
eldritch ritual player that the scene requires a DV4 Fear check.
Horrific sight: watching a ritual sacrifice; 4 The player makes a Willpower skill check and gets 1
discovering a shrine covered in severed heads success. As the DV was 4, Jake has failed the check by
Occult event: someone uses magic to hurl bolts of 5
3 successes. The Gamemaster tells Jake’s player that
darkness; a statue moves and talks Jake is shaken by the strange and eldritch scene and
suffers a penalty to his next action. As the cultists finish
Indescribable sight: being confronted with the 6
their ritual, Jake prepares to make a Stealth check; will
inescapable reality of the occult; watching reality
tear open and seeing the Void Beyond
the penalty be his undoing?
Combat

98
GERHART’S STORY
The backroom of the Down and Out had, over the stood in one corner, opened up and waiting for him
last few months, become Gerhart’s workshop. It to step into it. With a few deft motions Gerhart closed
had started with Jake letting him keep a few tools the suit around him, powering it up and feeling the
there, then progressed to Gerhart using it to fix the inhuman strength it granted him thrum through his
clank when it broke down, then slowly transformed limbs.
into his own space after that. Now it was barely He strode back across the room, raised a foot to kick
recognisable as the old box room it had once been; the door off its hinges and then remembered where
tables scattered with disassembled devices ran he was. With care he gently opened the door and
down one wall, while the others were covered in tool stepped through into the brawl.
racks and cabinets containing spare parts. A chain Jake had the woman he had been fighting in a
hoist hung from the ceiling, supporting the engine headlock now, and was trying to take her out of
Gerhart was currently working on. Flipping down his the fight by the expedient method of bashing her
goggles, Gerhart thumbed the magnification up to head against the bar. Because of his eyepatch the
it’s maximum, inspecting the weld he’d just made for older barman hadn’t noticed another goon in white
imperfections. He didn’t want it to come apart under drawing a bead on him with a pistol. With a shout
the strain again; the last time had been embarrassing Gerhart dashed across the room and ploughed into
enough. Not to mention, almost fatal. But no one who the gunman, hurling him back with a blow from his
dabbled in Anslertech ever made a breakthrough forearm that sent the thug slamming into the wall.
without breaking some bones, as his old professor Turning, Gerhart punched another thug square in the
always said. chest, dropping her to the floor like a sack of potatoes.
Jake had said something similar, when Gerhart A shot rang out and a bullet ricocheted off Gerhart’s
had crashed his first rocket pack, but slightly more shoulder. As the shooter raised his pistol to fire
disparaging. another shot Gerhart raised his hand, pointed a finger
and squeezed the button built into that gauntlet. The
With an approving nod Gerhart flipped the googles rocket-propelled grapnel shot out of it’s housing on
back to normal vision and picked up his welding torch the back of his arm, catching the shooter in the chest
once more. The welds looked good. and sending him flying back through the window of
Something slammed into the wall behind him with a the bar in a shower of broken glass.
titanic crash, causing several of the tools hung on the
wall to fall off onto the bench below in a cacophony The gunshot seemed to kick the fight up a notch;
of noise. Another crash followed, and then the anyone who had a gun promptly pulled it out and in
unmistakable sound of a gunshot. seconds bullets began flying everywhere. Jake, the
Muttering an oath, Gerhart dropped the welding torch big man he’d called Pieter and two women dived over
and ran to the door, peeking through into the bar. the bar and after a moment of consideration Gerhart
joined them.
Half a dozen men and women in white suits were “Jake, who the hell are these guys?” he yelled over the
involved in a brawl with the patrons of the bar. sound of gunfire.
As he watched a large man with an impressive “I don’t know,” growled Jake, pulling out the sawn-off
mechaugmetic arm lifted one of the white-clad goons shotgun he kept behind the bar, “But they’re going to
and threw him into a table with a crash. pay for this.”
“Spirits damn it, Pieter, not the tables!” yelled Jake The taller woman, who was dressed Haldoran-style,
from where he was grappling with a woman in white. pulled out a long-nosed automatic and the dark-
It looked like the Jake and the regulars were holding skinned girl produced a large revolver from within her
Gerhart's Story

their own, however the thugs in white all had guns. jacket.
Jake had one rule in the Down and Out; no guns, so in “On three,” Said Jake, raising his shotgun. “One. Two.”
a matter of time things would go south for them. “Three!”

Gerhart quickly closed the door and crossed the


workshop to where his suit of Anslertech armour

99
RUNNING THE GAME
Running a roleplaying game can be the most A WORLD OF CONTRASTS
enjoyable part of the roleplaying experience. As the Following the Great War Neres is a world of contrasts.
Gamemaster you can create an adventure, watch as New technology and societal upheaval are the order
the players interact with your plot and help them to of the day and the old world, mired in tradition, is
create a dynamic and exciting story. struggling to adapt.

However, Gamemastering is also a lot of responsibility To capture this you can send the characters to exotic
and it isn’t easy. This chapter will hopefully help locales but show the gritty side of those locations.
prospective Gamemasters understand how Age of Dar-el Bida is a beautiful coastal city but filled with
Steel adventures should run and how to help the vice and danger. The jungles of Kijani are verdant and
players enjoy the game. lush but often home to betrayal and foul deeds.

In a similar vein you can use your games to show the


CAPTURING THE AGE OF
growing divide between the haves and the have nots
STEEL FEEL in post-war Neres. Because of the post-war boom
So what kind of game is Age of Steel meant to be, and in technology and trade some people have become
how do you capture the feeling of the setting in your stupendously rich while others are wretchedly poor.
games? As adventurers the players can dip in and out of both
aspects of society. One minute they can be attending
Age of Steel was written to emulate the kind of action a lavish party and the next be meeting contacts in a
adventure found in Indiana Jones, the Mummy or seedy diner in the poorest part of town.
Uncharted. Not every situation should be solved by
combat, but when the chips are down, the heroes will TECHNOLOGY VERSUS SOCIETY
fall back on their own abilities to solve the problem, Technology is an important part of Age of Steel Even
not go running to the authorities. It is intended to be before the Great War technology was in the middle of
a game of heroic deeds and shady secrets. The plots a period of expansion and the wartime quest for new
the players encounter can range from small and weapons only increased the thirst for advancement.
personal to huge and world threatening. But while technology is advancing rapidly, society is
often left struggling to catch up.
The game world contains elements of action, horror To many people the technology that is plentiful
and investigation but any of these elements can be following the war such as radios, automobiles and
dropped if they do not suit the story you want to tell or Rigs are a strange but welcome facet of their new
suit the kind of game you want to run. lives. Some people are reverent to technology, others
have become numbed by its use and some have
It is important when running Age of Steel to try and become addicts, seeking out as much technology as
capture the feeling of the setting. To help you do they can find.
this, here are some suggested elements to possibly There are also parts of Neres where the rise of
incorporate into your games: technology has yet to reach. In these places, such as
the prairie farms of Haldora and the back woods of
DON’T FOCUS ON MINUTIAE Riland, life still proceeds at an almost medieval pace,
You don’t need to narrate every single action. Think almost blissfully ignorant of the technological marvels
about how scenes occur in movies. Travelling is often taken for granted elsewhere.
Running the Game

a montage. Similarly gearing up for a mission (buying


weapons, obtaining equipment) can be handled GREY VS BLACK
similarly. There are parts of a game where you want An element of Age of Steel that partially relies on the
to focus on characters interacting with each other players as well as the Gamemaster is the idea that the
and the world around them, similarly there are times heroes might not be the most moral of individuals.
you can skip the boring stuff. Learning this balance is Vigilantes, dissidents and outsiders, they are
important to good game flow and pacing. frequently the people who get drawn into adventures

100
because they have no warm, comfortable life to They throw bad guys at the players in waves to try to
otherwise occupy them. They are also the people who wound or kill their characters, so they can feel justified
will take the necessary (but not entirely legal) action that they ‘made the game hard enough’.
to oppose those threats. They are lead by their own
moral compass. The best way to Gamemaster Age of Steel (or any
roleplay game I would argue) is to remember that
However, no matter how morally ambiguous the it is not the Gamemaster’s job to tell a story. It their
player characters are, the bad guys in Age of Steel job to create a setting; what the player characters
should be truly bad. do in that setting is what creates the story. The best
In some media there is the idea that villains should Gamemaster sets the stage, guides the players and
be redeemable, relatable or even pitiable. Although helps make an awesome experience for everyone
realistic, this philosophy can be unsatisfying; players involved.
want a hero to celebrate and a villain to vilify. If you
feel sorry for him, how do you feel satisfied when you That said, while it’s sometimes good to let characters
defeat the bad guy? show off how amazing they are, you must also
Simple; you make the bad guys truly, irredeemably present them with real challenges and real threats.
evil. The player characters are a bunch of sour Without struggle and risk, there is no sense of
tempered anti-heroes but by fighting truly black- accomplishment. It is a very fine balance between
hearted monsters they show that deep down they are allowing characters to breeze through an adventure
good people. with no opposition and challenging them enough that
they feel like they really earned the ending.
ACTION SEQUENCES
An iconic element of action movies and games are Another key rule to remember is pacing. Like a good
the action sequences in which the heroes run through film, a good adventure builds tension and releases it.
collapsing temples, escape burning buildings or A film with all action sequences is dull because after
engage in break-neck car chases. While not every a while we become oversaturated by all the action
Age of Steel adventure needs such sequences, and lose interest. A slow-paced film where nothing
having them can help add to the action-adventure happens is boring for obvious reasons. By mixing
theme. social challenges, mental challenges and good
old-fashioned action in succession you can make a
When adding such sequences there must be a balanced and entertaining campaign.
balance between spectacle and difficulty. If a player
must make too many skill checks then the sequence Also remember that a simple thing done well is better
will quickly become an exercise in rolling dice and than an elaborate thing done poorly. Plots do not
will be boring. The trick is to make the player look need to be complex webs of intrigue; sometimes the
like he or she has achieved something impressive simplest plot can yield the most memorable games.
while setting them a relatively easy task. Done well, a
gameplay-affecting set piece can make a player feel Lasty, don’t be afraid to pause the action if you need
like they’re taking part in a movie without interrupting to calculate or plan. This is not a video game, and
the flow of the game. you are not a computer. It’s better to tell a good story
slowly than a dull one quickly. If the players come up
with a plan you have not anticipated it’s fine to tell
THE PSYCHOLOGY OF them “Coffee break guys” and quickly brainstorm a
GAMEMASTERING resolution.
The psychology of being a Gamemaster is sometimes
Running the Game

hard to achieve. As the Gamemaster you are not trying


THE ‘YES BUT’ RULE
to ‘beat’ the players; you are not opposing teams, you
Gamemasters should be mindful that Age of Steel
are both working together to tell stories of derring-do.
is a game about heroes. When a player asks if their
character can do something, the Gamemaster should
Too many Gamemasters forget this cardinal rule and
usually respond “Yes, but...”.
see their role as the wall the players have to beat
The ‘but’ can include a skill check (such as “Yes but
down. They write a story and then get frustrated
you’ll have to make a DV5 skill check”) or a condition
when the players act outside of the planned route.

101
(“Yes but the bad guy will get to shoot at you first”). their disposal. Because of the surge of discoveries
sometimes humanity becomes lost to advancement.
This is a better solution than the Gamemaster Cities sprawl and fumes choke the sky, while the
constantly telling players no because it helps both factory labourers are forced to endure
sides build the story. terrible conditions.

However, there are some instances where ‘no’ is the INTRIGUE


right answer. If the Gamemaster says no, then their Intrigue is everywhere in Age of Steel, however most
word is final. people are not aware of it. The Great War may have
ended but the Silent War still rages. Agents of every
THEMES nation duel both mentally and physically all over
There are four key themes in Age of Steel. These Neres. Proxy wars are fought in isolated city states
themes can be explored as much or as little as you and on remote islands as research facilities are
want in your games. destroyed and experimental aircraft are sabotaged.
Spies hunt each other through the midnight streets
of cities and adventurers are drawn into the sinister
ADVENTURE dance of espionage whether they realise it or not.
Adventure is probably the most important theme of
Games that explore the Intrigue theme can be
Age of Steel. The game is set in perhaps the twilight
modeled on classic noir movies such as the Maltese
years of adventure in Neres. Technology such as the
Falcon or more modern tales such as the Sin
radio, telegram and aeroplane are making the world
City series.
a rapidly-shrinking place. Whereas before it was
possible to find places uncharted and undiscovered,
now the world is mapped and understood. HORROR
Communication has improved so that news spreads Horror, like Intrigue, is everywhere in Neres but
across the globe in a matter of hours rather than days the majority of people are blissfully unaware of it.
and weeks. The Coiled Ones threaten to destroy the world by
In this world adventure is a rare commodity, but can sinking it into another cataclysmic global conflict.
still be found. Ruins are uncovered in the depths of Scientists also threaten the world with their hubris;
the Kijani jungle, forays are lead into the forbidden either someone will discover a scientific method of
lands of Chath’Zhan. Deals are made in shady back unleashing the Coiled Ones on Neres or someone will
alleys and in brightly-lit gin-joints alike. crack the secret of Ansler’s Peace Ray.
Age of Steel games that explore the adventure theme Science-based horror could also involve the terrible
should play out like an Indiana Jones movie. hubris of creating or rekindling life. Armies of
The Thorncroft Foundation is a good source of cybernetically-reanimated zombies for example.
Adventure based games. As members of the Although the Silent War is primarily the struggle
Thorncroft Foundation the players are sent to find between great nations, there is a much greater threat;
members of the Ansler Institute, lost technology or the Coiled Ones. Only a few people truly know of this
even Johann Ansler himself. En route they can come threat (such as the Thorncroft Foundation); perhaps
up against government agents after the same goals the characters are drawn into the war against the
or perhaps even become involved in the Silent War. Coiled Ones accidentally or by design. Either way,
once they catch the attention of the dwellers in the
darkness, they will never know peace again.
TECHNOLOGY
Technology is the second most important theme
in Age of Steel. Neres features strange technology MEASURES OF TIME
Running the Game

not found in our world; rigs, Anslertech, Neogenic From a gameplay point of view there are three
serums. It also has technology that once appeared in measures of time in Age of Steel (outside of minutes,
our world but is no longer common such as airships, hours, days, etc.). These are Scenes, Adventures and
telegrams and biplanes. Campaigns.
Central to the theme of technology is the concept
that Neres has undergone massive technological SCENE
advancement because of the Great War and society A scene encompasses a number of events in the
is still trying to catch up with the marvels now at

102
same location that occur within a short time of each
AWARDING EXPERIENCE
other. Think of it from the point of view of a movie;
Through their adventures characters will grow in
a scene encompasses the events that take place
knowledge and skills as they have to face new threats
between a fade-in and a fade-out.
and work they way out of tricky situations. By the end
Generally speaking a scene is quite short; lasting a
of a Campaign, the party will have gone from naïve,
few hours of in-game time at the most. For example,
young greenhorns to world-wise, competent heroes!
a scene could begin when the characters arrive at
How do they do this?
a mysterious ruin, include their search for clues and
Experience.
conclude when they discover a hidden trapdoor and
descend into the vaults below. The next scene would
At the end of an Adventure you should aware every
begin as they enter the vaults.
character with a number of Experience Points (Exp)
A scene can cover a much longer period of narrative
based on their performance during the Adventure.
time when the Gamemaster and players want to skip
over mundane and boring events as the characters
A guide to how to determine Experience Awards
move from one key event to another.
is shown below. As always, Gamemasters are
For example: after the players explore the hidden vault
encouraged to adapt these rules and award more or
they find an ancient map directing them to a lost temple
less Exp if they see fit. On average a character should
deep in the jungles of Kijani. The next scene spans
typically gain 2-5 Experience Points per Adventure.
several days as they head back to civilisation, board a
plane, fly south, charter a boat and head up river. The
scene ends when the party arrive at the temple complex
and the next scene then begins. Condition Exp Awarded

Completed the Adventure 2


ADVENTURE Completed the Adventure with style +2
An adventure comprises an entire story. Generally
Roleplayed the character well +1
speaking the Adventure starts when the characters
Defeated a major adversary +2
become involved (voluntarily or not) in the plot and
ends when they have resolved the story one way or Solved a difficult puzzle/ dilemma +1
another. Another less positive ending to an adventure Learned something new +1
can come when the party are defeated; the villains
are successful in their plans and the world is worse
for it. Worse still, an adventure can end because the Note that these awards suggestions are per Adventure.
characters lose their lives in the struggle and there is Experience Points could be awarded at the end of
no one else to continue the fight. each gaming session, but the Gamemaster should
An adventure is over when, from a movie sense, the ensure that the points are reduced accordingly.
words THE END appear. Some plot hooks might be At the end of an average length, average difficulty
left unresolved, but these will hopefully be dealt with Campaign (containing 2-4 adventures) a character
in future adventures. should have earned between 10 and 30
Experience Points.

CAMPAIGN
Experience Points can be spent on Stats and Skills in
A campaign is the largest measure of time and
the exact same way as Character Points are during
comprises a huge story spanning many adventures,
character generation. Experience Points can be spent
usually involving the same characters and an
at the end of the Adventure, before the start of the
overarching plot line that links all the action together.
next Adventure. The costs are exactly the same as
For example: a party of characters may become aware
during character generation and 1 experience point is
Running the Game

of a sinister secret society that seems to be behind a


equal to 1 character point.
number of plots and adventures they have become
involved in over the years. These adventures are all
Backgrounds cannot be bought with Experience
part of the greater campaign in which the party will
Points, although they can be awarded by
eventually go on to battle the masters of the secret
the Gamemaster.
society and thwart their plans to restart the Great War.

103
AWARDING MOXIE POINTS When starting a new adventure Gamemasters may
Moxie points can be awarded at the end of a award existing characters additional Character Points
Adventure as an additional reward. If the character if their combined Character Points and Experience
acted daringly or heroically during the Adventure they Points are not equal to the recommended level.
should earn 1 or 2 Moxie points (encouraging such
actions in the future). However, Gamemasters should When starting a new adventure the Moxie points of
be mindful of the economy of Moxie. an experienced character are reset to the number
dictated by the Adventure level.
A character begins an Adventure with a finite number
of Moxie points. Generally most players will hoard SCIENCE
their Moxie points for moments they feel are the Science is a big part of Age of Steel. Professor Ansler
most important. Sometimes this can result in players opened the eyes of the world to the power of science
not spending Moxie points at all in a campaign. To and since the end of the Great War a great many have
counter this, Gamemasters should be generous begun following the professor’s example, despite the
when awarding Moxie at the end of an Adventure. stigma now attached to such studies.
If a character has spent a point of Moxie during the
Adventure, they should regain at least 1 Moxie to But what can science do? This section does not
encourage such actions in the future. As a campaign specifically relate to the skill Science (although it
progresses and the players reach the conclusion, does include it), but to the broader concept within
some Gamemasters may think the rate of Moxie the game.
awards should decrease, thereby making the
remaining points players have more valuable. While Science in Neres is a little different to science in
this is a legitimate strategy, the end of the campaign our world. Age of Steel is a game about weird and
is perhaps when the most derring-do should occur. As wonderful things, but also about the darkness that
such, do not be too stingy when awarding Moxie. can be unwittingly unleashed by the careless.
Generally science can, with enough time and
resources, be used to do or create almost anything.
OTHER REWARDS However, Gamemasters should be wary of letting
In addition to awarding Moxie points and Experience players have too much freedom. Power and hubris
a Gamemaster can award players with other rewards walk hand-in-hand; if a player creates something
at the end of an Adventure. Suggested rewards that seems powerful, it is perfectly within the
are money, favours from important or influential Gamemaster’s rights to use that device to add drama
individuals or expensive or otherwise hard-to-get to the character’s life.
equipment. These rewards can be simulated by
awarding bonus levels of Backgrounds or by giving One of the uses of Science is to return a previously
the character a set amount of cash. dead character to life.
This can be done at any point after the character’s
BRINGING AN EXPERIENCED death, but generally the sooner the better. The exact
method of returning a dead character to life varies
CHARACTER INTO A
depending on the scientist working on them. Some
NEW ADVENTURE might revive the dead with experimental drugs
More often than not if a player has a character they’ve and hormone injections. Others may transplant the
played in one adventure, they will want to continue dead brain into a new body and reanimate it with
their story in the next game. But what does this mean electrical shocks. Another option is to place the
when that character has racked up a number of head and organs of the dead character in a full-body
Experience Points?
Running the Game

mechaugmetic resembling a simulacra.

Players should record on their character sheets how Science can also be used to create superweapons.
many Character Points and Experience Points have Like Ansler’s Peace Ray, these super weapons are vast
been spent in total on a character. This way when and almost unlimited in destructive power. Generally
starting a new campaign a Gamemaster can work out if player characters create such a device it will take
if the character is equal to the level of the adventure. months of in-game time and consume hundreds
of thousands of Marks in resources. Creating such

104
weapons makes the players a significant threat and By channelling the raw essence of the Dwellers
the world of Neres will react accordingly. through themselves, these servants can create
all manner of strange effects. By doing this these
Science could also feasibly be used to tear open a individuals become conduits for the Coiled Ones,
hole into the Void Beyond and release the Coiled simultaneously corrupting their minds and poisoning
Ones. This is something that has occurred to only their bodies. Such individuals rarely last very long. The
a handful of people to date and those who have more powerful a spell, the more damage it inflicts on
realised the potential have hidden their research the Sorcerer.
carefully. Should any worshipers of the Coiled Ones Without exception player characters should never
stumble on these theories, Neres will be in have access to magic. To use magic requires a person
serious trouble. to give themselves over fully to the Coiled Ones, at
which point they cease to be player characters and
become antagonists.
THE COILED ONES
The Dwellers in the Darkness -the Coiled Ones- are
The only way in which a player character could gain
the major antagonists in Age of Steel games. Vast
access to magic is a part of a retirement plot; in
and incomprehensibly alien in their psychology, they
which a character falls to the Coiled Ones and then
exist outside of reality and plot to destroy the world in
becomes the antagonist of a new campaign. Even
a way that no human can truly understand. But how
then, the player would have to give up playing that
exactly should they be used in a game?
character and create a new one.

The short answer is; sparingly. The Coiled Ones


cannot manifest in the real world for long, but when CASTING A SPELL
they do they bring with them the all-consuming To cast spells a character must have learned the
ravening darkness. To face them is to die an skill Sorcerery. This is a ‘hidden skill’ that cannot be
unthinkable death. used Untrained and can only be learned through
As such the actual Coiled Ones should only appear being taught by either another Sorcerer, access to a
as the ‘final boss’ of a high level campaign and even sorcerous tome or by contact with the Coiled Ones.
then they should be used with caution. Beating an Sorcery is an Intellect skill.
unknowable god-monster once is a miracle; beating it
every week makes you wonder why they’re so scary. To cast a spell the sorcerer makes a Sorcery
skill check based on the DV of the spell they are
Far more common are the minions of the Coiled attempting. Success means they have cast the spell
Ones; those poor humans duped into worshipping as intended, failure means the spell fails. Regardless
the Dwellers in the misguided belief that they will of success or failure, the sorcerer loses a number of
somehow be granted safety from the apocalypse, or Grit Points equal to the cost of the spell; this is the
even somehow profit from it. price of magic.
These cultists range from robe-wearing lunatics
who gather in ancient tombs to smartly-dressed There is no limit on the number of spells a sorcerer
industrialists who make sacrifices atop towering can cast per day (as long as they have the Grit Points
skyscrapers. No matter how they appear, their goals to cast them). In combat they can cast one spell
are always the same; chaos, death and destruction. per turn.

Sometimes the plans of the Coiled Ones -and by SPELLS


extension their minions- can be simple; other times There are several spells available to sorcerers.
they can be confusingly elaborate. The minds of Sorcerers have access to all spells once they learn
Running the Game

the Coiled Ones are truly alien; no human can really the Sorcery skill. Sorcerers can create other effects as
understand them. They are as strange and alien to us the Gamemaster wishes, but these should exist within
as we are to them. the scope of manipulating darkness and channelling
the essence of the Coiled Ones.

MAGIC Ruinous Spear (DV2, cost 5)


Magic is a rare and powerful ability wielded by only
The sorcerer hurls a blast of rending darkness at
the upper echelon of the servants of the Coiled Ones.

105
their target. This darkness cuts like broken glass and Chill of Night (DV3, cost 5)
freezes flesh. This spell drains heat from an area. The spell affects
This spell counts as a ranged attack with a range of an area the size of a medium room (20ft x 20ft x 10ft).
50 yards and inflicting 3d6 damage. If the sorcerer Any living creatures in the area must immediately
passes the Sorcery check then the attack hits, with no make a DV3 Survival skill check or lose 1d6 damage
Reflexes check by the target to dodge. as per extreme cold. Plants may die from the cold and
water will freeze solid.
Rending claw (DV1, cost 3) The area remains cold for an hour, after which it will
This spell surrounds the sorcerer’s hands with claws slowly return to normal temperature.
of icy darkness. This spell can only be used in close
combat. If the sorcerer passes the Sorcery check
then the attack hits, dealing 3d6 damage. The target
cannot make a Melee/ Unarmed check to dodge. MAGIC? REALLY?
Magic might seem an odd thing to have in a
Tenebrous shield (DV2, cost 4) Dieselpunk RPG. To many people Dieselpunk
The sorcerer surrounds himself, or another individual is set firmly in the realm of science fiction, with
within line-of-sight, with a shield of tenebrous dark magic as something of an anathema to the genre.
However, a lot of classic Dieselpunk draws on
energy that absorb blows and bullets. The target of
mysticism and the occult; pitting heroes against
the spell gains an AV of 10 for the next round. The
the unknowable forces of darkness. As such
shield vanishes at the beginning of the next round.
magic has been included in Age of Steel as
another weapon in the arsenal of the servants of
Walk the shade (DV1, cost 2)
the Coiled Ones. However, do not feel that you
Sorcerers can travel vast distances by stepping into
have to include magic in your campaign.
one shadow and stepping out of another. Using this
spell a sorcerer can travel up to 100 miles instantly, So should every Age of Steel game incorporate
although it can only be used where there are deep magic? No, definitely not.
shadows at least large enough to step into and out of. Magic -if you choose to include it- is best saved
The target destination must be known to the sorcerer for the end-of-campaign badguy, rather than a
and he must have a decent mental image of it before run-of-the-mill mook. It is the unpleasant surprise
casting the spell. that the party’s arch-nemesis can reveal. It can
also be the extra layer of horror to motivate the
Snuff light (DV1, cost 1) party to oppose their nemesis. Being bad to earn
Upon casting this spell all sources of light in an area a little extra money is one thing; sacrificing people
are extinguished. The spell affects an area the size of to dark gods in exchange for otherworldly power
a medium room (20ft x 20ft x 10ft). Small flames such is another.
as candles and lanterns are instantly extinguished
while larger flames dim for a few minutes. Electrical So do the everyday people of Neres know about
lights fade and stutter for a few minutes. magic? Of course not!
Using this spell will lower the DV of Stealth checks Magic is as incomprehensible and outlandish to
and raise the DV of Awareness checks for the duration them as it is to us in our day and age, which is
of the darkness. where a lot of the horror can come from when the
party suddenly realise that what they thought of as
Shadow puppet (DV2, cost 3) real and concrete is shown to be flimsy and small.
The sorcerer summons forth a puppet composed
Lastly magic in Age of Steel does not necessarily
of pure darkness. The puppet can resemble any
mean long robes and occult symbols. Sorcerers
human or animal but is solid black, intangible and
can dress in suits and carry guns, just like any
completely silent. It follows the sorcerer’s commands
other bad guy. Some of them may even dress
Running the Game

and appears marginally sentient, but particularly


magic up as science, disguising (or perhaps
complex instructions may confuse it. A puppet can
genuinely believing) that magic is just an as-
be destroyed by exposing it to bright light. Shadow yet unknown branch of physics. It should be
puppets cannot physically harm an individual, but noted, however, that as yet no one in Neres has
they can be used to scare or lure. The puppet can managed to truly combine science and magic.
travel up to half a mile from the Sorcerer; travelling When they do, the Silent War will become a lot
further than that causes it to dissipate. less silent.

106
ALLIES AND ANTAGONISTS
The dieselpunk subculture is often a small world; LORD NICHOLAS THORNCROFT
there are a number of important people player Lord Nicholas Thorncroft is a member of the Haldoran
characters may meet and interact with over the noble class, a decorated war hero and the founder of
course of their adventures. the Thorncroft Foundation: a world-famous club for
adventurers and explorers.
For much of his life Lord Thorncroft was
PROFESSOR JOHANN ANSLER
indistinguishable from the majority of the landed
The most famous and hated man in the world.
nobles of the Third Kingdom; he attended a good
Professor Ansler’s whereabouts is unknown since
school, managed family holdings and attend parties
he enacted his Solution four years ago and the Third
and soirees as any young dilettante should.
Kingdom, The Litvian Empire and the Theocracy all
When the Great War was declared Thorncroft
offer sizeable rewards for information that leads to his
enlisted in the Third Kingdom Royal Guard and was
capture. Countless other organisations, both legal and quickly promoted to Major. He led a number of
underworld, are constantly on the hunt for the elusive notable engagements, including the famous Battle of
professor. Dichenez Hill.
Rumours persist that Ansler is hiding in hidden
research stations in the jungles of Kijani; in the frozen Following the War Lord Thorncroft has led a more
wastes of the south pole and even deep under the sedate life; after creating the Thorncroft Foundation
Median Ocean. Whether there is any truth to these he has largely vanished from the public eye, only
rumours, there certainly are reports of individuals appearing at the occasional opera or gallery opening.
matching Ansler’s description appearing in the To most people he appears to be just one more of the
strangest of places, only to vanish without a trace hundreds of retired former heroes of the war.
when pursued.
The truth, however, is much different. What most
It is possible that Ansler has drawn a network of people are unaware of is that during the 1260s
agents and allies around him and continues to wage Thorncroft travelled Neres, eventually arriving at the
his own private war against the Coiled Ones and their Ansler Institute. He immediately became close friends
minions. If this is true, anyone who does manage to with Ansler who saw a kindred spirit of discovery
track him down may end up as one of those agents. in the Haldoran Lord. For several years Nicholas
Either that, or dead. lived in the Institute; although he had no real skills
as a scientist or inventor he contributed a lot of his
Professor Ansler is a man of average height and build personal wealth to the more intellectual members
of the group and had a great love of invention and
in his early 50s. He has grey hair that is often left
discovery. During this time he and Ansler were almost
wild and bushy and wears dark glasses at all times.
always found in each other’s company, and were
When he last appeared in public during the Great
nearly inseparable.
War Ansler sported several unique mechaugmetic
augmentations of his own design; devices to
When the Great War was declared Thorncroft’s noble
apparently increase his cognitive powers and speed
birth obligated him to return to the Third Kingdom
of thought.
and enlist as an officer, however Nicholas refused due
to his devotion to Ansler and his ideals. Thorncroft’s
Ansler had a reputation for being a warm, caring family placed him under increasing pressure to leave
Allies and Antagonists

individual always willing to share a few words the Institute, causing the young noble considerable
regardless of whom he was talking to. What he is like torment as he struggled with both his sense of duty
since enacting his terrible Solution is unknown, but and his loyalty to Ansler. Finally it was Ansler himself
those who were with him shortly beforehand describe who convinced Thorncroft to leave Mowena and
him as haunted and traumatised by the truth he had return home, promising that once the war was over
learned about the Coiled Ones. they would see each other again.

After Ansler enacted his Solution and ended the

107
War, Nicholas devoted a lot of money to locating
the professor. Before he disappeared Ansler sent Following the war Pieter returned to his homeland
Thorncroft all the information he had on the Coiled but grew increasingly jaded with the growing control
Ones; the Thorncroft Foundation was founded using the Midnight Order exerted over his people. When a
this knowledge. As such, Lord Thorncroft and the squad of Order special police attempted to lynch a
members of his Foundation are perhaps one of the member of his village for refusing to pay a fictitious
only groups knowingly opposing to the Coiled Ones fine Pieter used a labour rig to stop them, killing
and their plans. one of officers in the process. Realising he would
become a wanted man and that his presence would
Lord Nicholas is a tall, thin man in his early 50s with only endanger his friends and family, Pieter fled his
homeland.
salt-and-pepper hair, a goatee and piercing blue eyes.
He dresses impeccably and is most often found in the
Pieter now works as a soldier of fortune, often taking
Thorncroft Foundation head office in Queensport. He
contracts that involve sticking up for the ‘little guy’. He
is quiet and thoughtful but can become animated and
has worked with Red Molly on a number of occasions
passionate when discussing subjects that matter to
and sees her as a little sister. Recently, and much
him. to Molly’s disgust, Pieter has joined the Thorncroft
Foundation.
Pieter lost his left arm on one such adventure and has
DOCTOR JULIA WEISMAN
replaced it with a powerful mechaugmetic limb. He is
Julia Weismann is a famous Litvian doctor and
also never very far from his favourite Rig, ‘Sasha’.
former member of the Ansler Institute. Specialising
in pharmacology, bioaugmentation and surgical
Pieter is a tall, very muscular man in his mid 40s. He
experimentation, Weismann developed both
has a round, friendly face, a broad chest and a bit of
mechaugmetics and neogenic serum, as well as a
a belly. He has a nearly permanent grin on his face,
number of other drugs and surgical procedures. like nothing can ruin his mood. He’s a gentle giant
During her time at the Institute Weismann was a close although if anyone threatens his friends, or abuses
friend of Anlser but their relationship soured when helpless people, he will quickly use his formidable
the doctor decided to return to Litvic and help her strength to show them the error of their ways.
country during the war. Cold and logical, Weismann
was responsible for a number of the more inhumane
experiments carried out by the Institute. In recent ‘RED’ MOLLY BUCHANAN
years the doctor has largely vanished from the public Molly Buchanan was born in Kijani, her father a
eye; rumours abound that she has begun to regret disgraced Haldoran diplomat and her mother an
her past actions and may even be financing secret officer in a mercenary company. All her life Molly
expeditions to find her former mentor, Ansler. wanted to become a soldier like her mother and
when the war was declared and Kijani mercenary
Dr Wiesman is a woman in her mid 40s with short companies began recruiting she ran away from home,
auburn hair and dark brown eyes. She dresses in well- lied about her age and signed up.
cut suits and speaks in a precise, clipped manner. Although barely 15 Molly had a natural skill at flying
Those who have met her often describe her as having and quickly became an ace biplane pilot. She became
feared in the west of the Median Ocean, shooting
an aura of sadness and regret, especially when she
down numerous Haldoran airships and biplanes for
talks about Professor Ansler.
her Litvian employers. It was at this time she earned
the moniker ‘Red Molly’ for the colour she painted
PIETER ‘THE BEAR’ VASILIEVICH her biplane. After the initial contract with Litvic ended
Pieter Vasilievich, known to many as ‘Pieter the Bear’ Molly surprised a number of people by selling her
is a Theocracy Rig pilot and decorated war hero. Born allegiance to Haldora and flying against many people
Allies and Antagonists

in the rural town of Dhovach, Pieter spent his youth she had previously called allies.
as a farm labourer until Prynne became embroiled
in the Great War. Enlisting in the army with a number Following the war Molly discovered her wartime
of his friends, Pieter discovered he had a knack for reputation did little to help her. There was no call for
engineering and was quickly earmarked for the biplane pilots, especially ones who had killed so many
Theocratic Mechanical Corps. people on both sides. Falling lower and lower, Molly
Eventually Pieter found himself training as a Rig pilot eventually found herself in Vulture City where she
and fought in several key Alliance battles, becoming became an agent of Khulman Saede. For a number of
highly decorated as a result. years she smuggled for the crime lord until she met

108
Pieter Vasilievich who showed her that she could use
her skills for so much more.

While still working as a smuggler, Molly is now self-


employed. She still works with Pieter, who she treats
more like an older brother than a business partner.
She harbours a deep distrust of the Thorncroft
Foundation, who she (correctly) believes know a lot
more than they let on.
She also has a long-standing feud with Khulman
Saede, who to this day has a sizable price on
Molly’s head.
Molly is incredibly hot-blooded and always looking
for a fight. She is a pint-sized powerhouse, barely
over five feet tall, with dusky skin and a riot of wiry
black hair she often binds up in a colourful scarf. She
dresses in an aviator jacket and usually has a scowl on
her face. Most people would call her looks childlike or
even ‘elfin’, although they’d quickly regret doing so to
her face.

JAKE FLINT
Jake Flint is a grizzled former soldier and now retired
adventurer. Little is known about his past except that
he was born in Queensport in Haldora to a family in
the Noble Class. He enlisted in the army several years
before the war but with which regiment and what he
did during the War, Jake is evasive about.
Jake evidently lost his right eye during the war and
now wears an eyepatch out of sheer defiance of Jake Flint, former soldier and owner of the Down and Out
getting it replaced with a mechaugmetic.

Jake owns and runs a bar in Dar-el Bida called the ELEANOR GREYWOOD
Down and Out. It is a well-known watering hole for A former soldier turned private eye and a member
adventurers, smugglers and other shady types. Jake of the Thorncroft foundation. Eleanor is one of the
runs the bar with a watchful eye; any troublemakers Foundation’s top agents in the Silent War and has
are quickly shown the door and anyone who thinks worked with both Jake Flint and Pieter Vasilievich on
they can argue quickly discovers that although Jake is more than one occasion. She spends most of her time
old he is definitely still a capable fighter. in Queensport in Haldora, where she runs Greywood
Investigations; a private investigation firm with a single
In his early 50s, Jake is handsome (if rather scarred) employee: herself.
and although his brown hair is grey at the temples it
makes him look distinguished rather than old. Eleanor is an incredibly tough woman who brooks no
nonsense and is good in a fight. She has a very bleak
Jake has worked for the Thorncroft Foundation in outlook on life; she believes that the world is doomed
the past but is keen to stay out of the Silent War. and that ultimately the Thorncroft Foundation will fail
He has worked with both Pieter and Molly but more in their battle against the Coiled Ones. However she
Allies and Antagonists

commonly partners with Eleanor Greywood. Recently continues to fight and help others; not because it will
he has taken Gerhart under his wing and is teaching change anything but because it is the right thing
the young gadgeteer everything he knows about to do.
adventuring.
A tall, statuesque woman in her mid 30s with
Jake is an excellent source of information and shoulder-length blonde hair and hard grey eyes,
employment; he often acts as something of a hiring Eleanor is a striking woman. An old wound has left
agent for adventurers, connecting them to a jagged scar running from her top lip up to her left
would-be employers. cheekbone but it only highlights her features rather

109
than looking ugly. MEI-WEN ZAIZHI
Eleanor smokes a lot, drinks a lot and generally has One of the most powerful and influential Domei in all
a sour outlook on life. She dresses in nicely-cut suits of Alashambra, Mei-Wen Zaizhi is both politician and
but lets them get rumpled and stained to show she crimelord. Based in Shangon City, Mei-Wen leads
doesn’t really care. her criminal empire openly, fearing little in terms of
punishment or retribution from either the fledgling
government or other crime families.
GERHART ZWEIFLER
An 18-year old mechanical genius, Gerhart was
For years Madam Zaizhi operated a small criminal
born in the Litvian Empire to well-to-do parents who
family under the noses of the Haldoran colonial
despaired at his idolisation of Ansler. Gerhart ran away
police; running whorehouses and gambling dens,
from home in search of adventure at 16, making his
and smuggling opium. Frequent brushes with the law
way to Dar-el Bida. Initially getting himself deep in
made her a hard woman, and she gained a reputation
trouble in the local underworld, Gerhart was saved by
for the brutality with which she enforced the loyalty of
Jake Flint who took the youngster under his wing and
her gang members and punished her enemies.
began teaching him about adventuring.
When the Alashambran Uprising began in 1268FK
Initially smitten, Gerhart attempted to pursue Jake
Mei-Wen lent her support to the separatists,
until the former soldier gently rebuffed him and
supplying them with weapons, supplies, and
instead gave him a job working at the bar in the
safehouses. Her gang also fought for the separatists,
Down and Out, coupled with the occasional bit of
as did Mei-Wen herself, much to the surprise of the
adventuring Jake is too old for.
Alashambran people.
With two years adventuring under his belt, Zweifler
When the Haldorans handed the colony back to the
is now a more seasoned adventurer and even leads
Alashambrans, Mei-Wen found herself celebrated
some missions into the jungles of Kijani himself.
as a hero of the people, a title she did not want nor
Whenever he does go adventuring, Gerhart is never
believe she deserved. However the new government
without his custom suit of Anslertech armour. He has
were keen to capitalise on her fame and made her a
a reputation for being able to build incredible devices
Domei of her own clan, and a minor politician to boot.
and oftens sells them out of one of the back rooms in
However, Mei-Wen soon returned to her life of crime,
the Down and Out.
using her newfound power and fame to swell her
criminal empire, decimating rival gangs and gaining a
KHULMAN SAEDE monopoly on drugs and racketeering in Shangon.
Khulman Saede is the most powerful crimelord in
Vulture City; some people call him the King of Thieves Now Mei-Wen engages in crime with almost
(a title he enjoys) or the Vulture King (a title he is less reckless abandon, convinced that there is little the
enamoured with). Alashambran government can do about her. Whether
Khulman rose to power from the very lowest positions this is true or not, many Alashambrans are beginning
in the Keshi underworld, born on the streets and to mutter that perhaps it is time something was done
clawing his way up the ranks until he now wields more about Madam Zaizhi.
power than most politicians.
Mei-Wen is a short, slight woman in her mid 40s, with
Saede is also one of the few people who knows of short black hair that she wears cut in a fashionable
the existence of the Coiled Ones. Although morally bob and soft brown eyes that belie her true nature.
corrupt, Saede despises the worshippers of the Coiled Despite her petite frame Madam Zaizhi is a fearsome
Ones and has worked with Thorncroft more than once hand-to-hand fighter and a veteran of both the
to oppose them. He believes that Vulture City belongs Alashambran Uprising and the Great War.
Mei-Wen frequently dresses in traditional
Allies and Antagonists

to him and that anyone -mortal or otherwise- who


opposes his dominion should be destroyed. Alashambran dresses decorated with intricate
scrollwork, but has been known to wear Haldoran
Khulman is a tall, muscular man in his late 40s with gowns and even Litvian-style suits when the occasion
an immaculate beard and cold, calculating eyes. He requires. She is a woman of few words and hard
dresses impeccably in white linen suits and a red fez glares, but when she speaks it is with the manner of
and is usually disarmingly polite, even to his enemies. one who is never questioned or disobeyed.

110
STOCK NPCS
Stock Non-Player Characters (NPCs) are disposable Weapons:
mooks for the characters to interact with; when you Light Revolver (roll 2d6, success on 4+, 2d6 damage,
need faceless goons, go for a stock NPC. You can also range 80, clip 6)
use them as the basis for more developed characters. Brass Knuckles (roll 2d6, success on 4+, 2d6 damage)
Most Stock NPCs do not have Backgrounds or Knacks
and only a few trained skills, although these can be Other Equipment:
expanded as required by Gamemasters. Trench coat, Fedora, Cigarettes

NPCS AND WOUNDS HEAVY


Most NPCs do not have Wounds, only Grit Points. Heavies are exceptionally well-trained or just
This is to represent the action adventure feel of downright huge examples of the underworld. These
Age of Steel, where mooks are never as tough as men and women act as bodyguards for higher ups or
the heroes. leaders for smaller groups of thugs.
Unlike player characters, NPCs have variable Physique 3 Grit Points 20
amounts of Grit Points, ranging between 10 Intellect 2 Armour Value 2
and 40 points for most run-of-the-mill mooks Presence 2
(although some large animals and supernatural
creatures may have in excess of 50 Grit to Trained Skills: Mastered Skills:
represent their toughness). Athletics Unarmed
Regardless of their Grit, the first attack to inflict Brawn
a Wound on an NPC (whether by inflicting 10 or Firearms
more damage in a single hit and failing a Wound Intimidate
Save, or through removing all their Grit) kills the Streetwise
NPC. High-level NPCs such as Crime Lords,
Commanders and similar key characters can have Weapons:
Wounds at the Gamemaster’s discretion, in which Submachine Gun (roll 3d6, success on 4+, 3d6 damage,
case they suffer damage and death the same as range 150, mag 20, Automatic (5), Two-handed)
Player Characters. Brass Knuckles (roll 3d6, success on 3+, 3d6 damage)

Other Equipment:
THUG Thick Leather Jacket, Fedora, Cigarettes
Thugs are run-of-the-mill enforcers for the countless
gangs, organisations and companies adventurers will
encounter. Thugs are typically short on brainpower
but heavy on the muscle.

Physique 2 Grit Points 10


Intellect 2 Armour Value 0
Presence 2

Trained Skills: Mastered Skills:


Athletics None
Firearms
Intimidate
Stock NPCs

Streetwise
Unarmed

111
CRIMELORD Weapons:
A leader of a criminal gang, crimelords are powerful Combat Rifle (roll 3d6, success on 3+, 5d6 damage,
individuals who can form the primary antagonist of range 500, mag 10, Two-handed)
an adventure. The true power of crimelords lies in Bayonet (roll 3d6, success on 4+, 1d6+1 damage/
the number of thugs, fences, informants and spies 3d6+1 damage when fixed to rifle)
they control. Most crimelords are highly charismatic,
commanding their followers with a mixture of Other Equipment:
intimidation and coercion. Flak Armour, Uniform

Physique 3 Grit Points 40 COMMANDER


Intellect 3 Armour Value 4 An officer, usually found leading a group of soldiers.
Presence 4 Commanders were traditionally drawn from the
nobles of a country but in recent years many
Trained Skills: Mastered Skills: commanders are drawn from the rank and file.
Athletics Intimidation Commanders are not proof against corruption; more
Awareness Leadership than one military leader has set themselves up as a
Bluff warlord, or taken their troops AWOL in search
Diplomacy of treasure.
Firearms
Streetwise Physique 3 Grit Points 40
Willpower Intellect 3 Wounds 3
Presence 3 Armour Value 6
Weapons:
Self-loading Pistol (roll 3d6, success on 4+, 2d6 Trained Skills: Mastered Skills:
damage, range 100, mag 10) Athletics Firearms
Knife (roll 3d6, success on 5+, 1d6+1 damage, Throwing) Awareness
Diplomacy
Other Equipment: Leadership
Silk Vest, Expensive Clothing, Cigars, Army of thugs Melee
Reflexes
Unarmed
SOLDIER
Weapons:
Each of the Great Nations maintains a standing army
Heavy Revolver (roll 3d6, success on 3+, 3d6 damage,
following the Great War; thousands of men and
range 100, mag 6)
women trained with the latest weapons and tactics
Sword (roll 3d6, success on 4+, 3d6+1 damage)
developed during the war.
Adventurers will sometimes encounter soldiers in the
Other Equipment:
course of their travels, either because they are in the
Flak Armour
wrong (or right) place or because those soldiers are
under the command of an enemy.
STORMTROOPER
Physique 3 Grit Points 20 Every nation has elite soldiers. In the Third Kingdom
Intellect 2 Armour Value 6 they are the King’s Guard; the Litvian Empire calls
Presence 2 them Stormtroopers; the Theocracy has the Imperial
Cadre. No matter the name, Stormtroopers are highly
Trained Skills: Mastered Skills: trained, dedicated soldiers who are more than a
Athletics Firearms match for a dozen regular soldiers.
Awareness Most Stormtroopers are armed with Anslertech
Melee
Stock NPCs

weapons, or pilot Rigs.


Reflexes
Unarmed

112
Physique 4 Grit Points 30
TRADER
Intellect 2 Armour Value 10
Honest traders can be found across Neres, carrying
Presence 2
goods from city to city in airships or sometimes in
seaplanes. Such individuals often offer passenger
Trained Skills: Mastered Skills:
space in their airships, carrying adventurers around for
Athletics Firearms
a reasonable price.
Awareness Reflexes
Leadership Physique 2 Grit Points 10
Melee Intellect 3 Armour Value 0
Rig Handling Presence 2
Unarmed
Trained Skills: Mastered Skills:
Weapons:
Awareness None
Submachine Gun (roll 4d6, success on 3+, 3d6 damage,
Diplomacy
range 150, mag 20, Automatic (5), Two-handed)
Education
Trench Knife (roll 4d6, success on 4+, 2d6+1 damage)
Mechanics
Grenade (roll 4d6, success on 4+, 5d6 damage, Blast(5),
Pilot
Throwing)
Streetwise

Other Equipment: Weapons:


Storm Armour None

Other Equipment:
Freighter-class Airship, Legal Goods

SMUGGLER
A trader who engages in less-than-legal transport
of goods. Smuggling is rife in post-war Neres; the
years immediately following the war saw many trade
restrictions between the Great Nations and severe
rationing and rarity of goods within nations. In these
conditions smugglers discovered they were in high
demand and it became a lucrative career.

Physique 2 Grit Points 10


Intellect 2 Armour Value 0
Presence 3

Trained Skills: Mastered Skills:


Bluff None
Diplomacy
Education
Linguistics
Pilot
Streetwise

Weapons:
Light Revolver (roll 2d6, success on 5+, 2d6 damage,
Stock NPCs

range 80, mag 6)

Other Equipment:
Freighter-class Airship, Illegal Goods

113
Weapons:
CULTIST
Machete (roll 1d6, success on 4+, 3d6 damage)
Unlike thugs, cultists tend to have more brain power
and less muscle; they make up for it in zealous
Other Equipment:
fanaticism. Cultists often worship the Coiled Ones in
Robes
one form or another, whether they know it or not. Such
individuals are drawn from all walks of life, but they
are typically encountered in one of their blasphemous
temples or secret lodges. While they sometimes CULT LEADER
dress in sinister robes and hoods, much of the time Cult leaders are charismatic and insidious individuals,
they look like regular people, making them dangerous often driven half-mad by their communion with the
opponents. Coiled Ones. Whereas many cultists are unknowing
pawns of the Coiled Ones, their leaders know exactly
Physique 1 Grit Points 10
what they serve and have readily thrown their lot in
Intellect 3 Armour Value 0
with the Dwellers in the Darkness in exchange for
Presence 2
power or wealth. Many cult leaders masquerade as
Trained Skills: Mastered Skills: upstanding members of society such as industrialists,
Awareness None religious leaders, and military officers. One of their
Linguistics most dangerous attributes is the undying loyalty of
Melee their followers, who would gladly die for them. Cult
Stealth leaders are prime adversaries for Adventurers.
Willpower

Tulley stood in the quiet warmth of Lord Thorncroft’s unclear but the wreck was destroyed in a large
study, listening to the steady scratch of pen across explosion. He was sent to a local sanatorium due to
paper. Through the huge arched window at the back the subsequent shock and injuries resulting from
of the room he could see the city of Queensport the blast.”
sprawling away towards the ocean, airships drifting “Hmm.” Hummed Thorncroft, “I had been hoping
lazily above the timeworn tiled roofs. we could track down that ship, a shame it was
“Excuse me, Tulley,” said Lord Thorncroft, finally destroyed. Perhaps it’s for the best, though. And
looking up from the letter he’d been writing. “Thank the last?” He picked up the last folder and flipped it
you for waiting. Are those the reports from the open to reveal a photograph of a lantern-jawed and
Alashambran office?” heavy-bruised man grimacing at the camera.
“Yes, sir.” Tulley handed the manilla folders across “One Hayden Grant. Haldoran, former soldier turned
to Thorncroft, who placed them on his desk and mercenary. It seems he was hired by an unknown
flipped open the first. “Three individuals, picked employer to take action against one of the various
up by one of our agents in the Tai’keo police Alashambran criminal organisations. He was caught
department.” and they tried to execute him, but he fought his
Thorncroft raised an elegant grey eyebrow, licked way out, causing significant damage in the process.
a finger and turned a page. A black and white Apparently quite a… resourceful… chap all-in-all.”
photograph of a young woman glared up at him Thorncroft leaned back in his chair, his long fingers
from the folder. steepled in front of his face as he surveyed the three
“Juliet Class?” He asked. folders spread across the desk in front of him.
“A private investigator, sir. She stumbled onto “Good work Tulley. These all seem very promising.
a group of cultists who were kidnapping and Have them transferred to the Alashambran office
sacrificing locals. She seems to have disrupted their and offered the usual introduction package. I think
operation quite successfully, although the resulting these three would be excellent candidates for the
Stock NPCs

fire landed her an arson conviction.” assignment we spoke about yesterday.”


“I see. And this one, Jei-tan?” Tulley nodded solemnly. “Yes, your lordship, I would
“A native Alashambran scavenger. It seems he came agree. I’ll see to it then.”
across a Litvian wreck containing experimental The quiet scratch of pen across paper resumed
wartime revivification technology. Reports are once more as Tulley let himself out of the office.

114
Physique 2 Grit Points 40
COILED ONE POSSESSED
Intellect 3 Wounds 2
While they cannot enter the real world, the Coiled
Presence 4 Armour Value 0
Ones can conduct their essence into a willing (or
sometimes unwilling) living vessel. Doing so allows
Trained Skills: Mastered Skills:
them to control the host, overseeing their plans or
Awareness Leadership
just wreaking havoc. The vessels of the Coiled Ones
Intimidation
never last very long, often only a few days or even
Linguistics
hours. Such individuals look human at a distance, but
Melee
up close are often covered in black veins and move in
Stealth
erratic, jerky motions. While intelligent, such possessed
Willpower
cannot use firearms or complex technology, preferring
Firearms
to tear victims apart with their unnatural strength.

Weapons: Physique 4 Grit Points 50


Self-loading Pistol (roll 2d6, success on 4+, 2d6 damage, Intellect 2 Armour Value 2
range 100, mag 10) Presence 1
Machete (roll 2d6, success on 4+, 3d6+1 damage)
Trained Skills: Mastered Skills:
Other Equipment: Athletics Melee
Expensive Robes, Cult of loyal followers Awareness Unarmed
Brawn
Reflexes

CHATH’ZHAN WARRIOR CASTE Weapons:


Rumours and legends among explorers and Punch (roll 4d6, success on 3+, 3d6+1 damage)
freebooters tell of the vicious and merciless warrior
caste of the Chath’Zhan. These men and women are Other Equipment:
Tattered clothing, Thick skin (2 AV)
the protectors of the secret lands beyond the Great
Wall, and any outsiders who stray into the lands of the
Chath’Zhan are hunted and killed without exception. COILED ONE AVATAR
Stories describe the warrior caste with tattooed and The Coiled Ones cannot truly emerge into reality,
pierced skin, dressed in elaborate armour made from although there are places where reality is ‘thin’
leather and bone and wearing carved totem masks. enough that the Coiled Ones can exert their will. It
is in these places you will find the terrifying Avatars;
Physique 3 Grit Points 20
projections of the Dwellers essence that appear as
Intellect 2 Armour Value 0
vast coiling pillars of undulating squamous tentacles.
Presence 2
These avatars are terrible nightmares of destruction,
snatching up anything within reach and pulling it into
Trained Skills: Mastered Skills:
the center of its horrific, squirming mass. Anyone so
Athletics None
consumed is never seen again.
Awareness
Firearms
Physique 5 Grit Points 80
Melee
Intellect 1 Wounds 5
Stealth
Presence 1 Armour Value 10
Unarmed
Trained Skills: Mastered Skills:
Weapons: Awareness Unarmed
Two-handed Sword (roll 3d6, success on 4+, 4d6+1
damage, Two-handed) Weapons:
Stock NPCs

Bow (roll 3d6, success on 4+, 2d6 damage, range 200, Thrashing Tentacles (roll 5d6, success on 3+, 4d6+2
mag 1) damage, range 10)

Other Equipment: Other Equipment:


Primitive armour (3 AV), Totem mask Rugose Hide (10 AV)

115
ANIMALS BIG CAT (JAGUAR, TIGER, LION)
More often than not adventurers will encounter Big cats exist on almost every continent in Neres.
wild animals on their travels. These creatures are Cougars are common in the lowlands of Haldora;
sometimes friendly but, more often than not, see Tigers and Leopards stalk the jungles of Kijani; Lions
mankind as just another source of food. dominate the savannas of Kesh and Jaguars make
their home in the jungles of Zhan.

Physique 4 Grit Points 30


DOG/ WOLF
Intellect 1 Armour Value 2
Dogs have been man’s loyal best friend for millennia
Presence 1
and adventurers often take a dog along with them
when exploring the wilderness.
Trained Skills: Mastered Skills:
Wolves, dog’s wild ancestors, are often a threat in
Athletics Stealth
northern Haldora, Prynne and the forests of
Awareness Unarmed
northern Vulkovia.
Reflexes
Survival
Physique 2 Grit Points 10
Intellect 1 Armour Value 0 Weapons:
Presence 1 Claws (roll 4d6, success on 3+, 1d6+1 damage)
Teeth (roll 4d6, success on 3+, 2d6+1 damage)
Trained Skills: Mastered Skills:
Athletics None
Other Equipment:
Awareness
Thick fur (2 AV)
Survival
Unarmed
ELEPHANT
Weapons: Elephants are found in both Kijani and Kesh, with
Teeth (roll 2d6, success on 4+, 2d6+1 damage) slight differences between the two species. Keshi
Elephants are smaller than Kijani elephants.
They have been hunted and used as beasts of burden
HORSE for centuries.
Horses have been used as mounts and beasts of
burden for millennia and continue to be popular into Physique 6 Grit Points 50
the modern age. Cavalry remained the elite troops Intellect 2 Armour Value 2
in every nation’s army until the invention of the Presence 1
machinegun during the Great War; it is only in the last
few years that Battle Rigs have replaced horses. Trained Skills: Mastered Skills:
Awareness Brawn
Physique 3 Grit Points 30 Survival
Intellect 1 Armour Value 0 Unarmed
Presence 1
Weapons:
Tusk (roll 6d6, success on 4+, 3d6+2 damage)
Trained Skills: Mastered Skills:
Trample (roll 6d6, success on 4+, 4d6+2 damage)
Athletics None
Brawn
Other Equipment:
Weapons: Thick hide (2 AV)
Hooves (roll 2d6, success on 5+, 2d6+1 damage)
Stock NPCs

BEAR
Black and brown bears can be found in the forests of
both Haldora and Vulkovia. The deadly polar bear can
be encountered in the far north of Prynne, where it is
greatly feared.

116
Physique 5 Grit Points 40
GREAT APE (CHIMPANZEE,
Intellect 1 Armour Value 2
Presence 1 GORILLA)
Gorillas, orangs and chimpanzees are found in the
Trained Skills: Mastered Skills: jungles of Kijani. They have fascinated naturalists
Awareness Brawn for years with their similarity to humans. Some
Survival Unarmed adventurers tell stories of carnivorous apes that inhabit
the vine-covered ruins of the Ombombwian Kingdom.
Weapons: The truth of these tales has not yet been verified.
Huge claws (roll 5d6, success on 3+, 2d6+2 damage)
Massive jaws (roll 5d6, success on 3+, 3d6+2 damage) Physique 4 Grit Points 20
Intellect 2 Armour Value 2
Other Equipment: Presence 1
Thick fur (2 AV)
Trained Skills: Mastered Skills:
Athletics None
Brawn
Survival
Unarmed

Weapons:
Fist (roll 4d6, success on 4+, 2d6+1 damage)
Teeth (roll 4d6, success on 4+, 1d6+1 damage)

Other Equipment:
Thick fur (2 AV)

SHARK
Sharks can be found in the seas off the coast of
Kijani, Kesh, Zhan and throughout the Alashambran
archipelago. They come in a range of shapes and
MONKEY (MACAQUE, BABOON) sizes, but many are capable of killing an unwary
Small, mischievous and sometimes surprisingly swimmer.
dangerous, monkeys are encountered in the jungles
Physique 3 Grit Points 20
of Kijani and Zhan and also found on some islands in
Intellect 1 Armour Value 0
Alashambra. They can be trained and are sometimes
Presence 1
used by entertainers in Kesh to attract crowds,
dancing and performing tricks. They can also be Trained Skills: Mastered Skills:
taught to pick pockets, a skill that has been used by Awareness Unarmed
more than one criminal. Reflexes
Stealth
Physique 1 Grit Points 10
Intellect 2 Armour Value 0 Weapons:
Presence 1 Jaws (roll 3d6, success on 3+, 3d6+1 damage)

Trained Skills: Mastered Skills:


Athletics None
Awareness CROCODILE/ ALLIGATOR
Stock NPCs

Reflexes Crocodiles can be found in both Kijani and Kesh, while


Stealth alligators are found in the Haldoran lowlands and
the Alashambran archipelago. Both can be deadly to
Weapons: unwary adventurers.
Teeth (roll 1d6, success on 5+, 1d6 damage)

117
Physique 4 Grit Points 30 Weapons:
Intellect 1 Armour Value 4 Massive Fist (roll 6d6, success on 3+, 3d6+2 damage)
Presence 1 Fangs (roll 6d6, success on 3+, 2d6+2 damage)

Trained Skills: Mastered Skills: Other Equipment:


Awareness None Thick fur (4 AV)
Stealth
Unarmed

Weapons: TERRORBIRD
Jaws (roll 4d6, success on 4+, 3d6+1 damage) Rumours of strange birds persist in the Alashambran
archipelago. These rumours tell of birds that stand
Other Equipment: taller than a labour rig, walking on long legs and with
Thick scales (4 AV) viciously curved beaks like axe blades. These birds
apparently hunt anything smaller than them, running
it down and hacking their prey to death.
GIANT SNAKE
Giant snakes can be found in the rainforests at the
Physique 4 Grit Points 40
heart of Kijani and in the jungles of Zhan. Some of
Intellect 1 Armour Value 0
these creatures can reach truly titanic size, easily
Presence 1
capable of crushing a person to death and swallowing
them whole. Trained Skills: Mastered Skills:
Stealth Athletics
Physique 5 Grit Points 30
Survival
Intellect 1 Armour Value 4
Unarmed
Presence 1

Trained Skills: Mastered Skills: Weapons:


Awareness Unarmed Beak (roll 4d6, success on 4+, 3d6+1 damage)
Stealth Kick (roll 4d6, success on 4+, 2d6+1 damage)

Weapons:
Fangs (roll 5d6, success on 3+, 2d6+2 damage)
SAURIAN HUNTER
Fossils of great lizards have been found for centuries,
Constrict (roll 5d6, success on 3+, 4d6+2 damage)
but rumours tell of living specimens in the jungles of
Kijani, the deep deserts of Kesh and the jungles of
Other Equipment:
Zhan. These creatures are described as huge bipedal
Thick scales (4 AV)
reptiles with massive jaws, long tails and terrible
appetites. If true, these beasts would make handsome
GIANT APE trophy for any big-game hunter.
Legends of giant apes -gorillas the size of small
buildings or even larger- have been told for centuries. Physique 6 Grit Points 50
Rumour has it these giant beasts can be found Intellect 1 Wounds 6
deep in the uncharted jungles of south Kijani, where Presence 1 Armour Value 6
they rule over tribes of lesser apes. More than one
expedition has gone in search of one; most return Trained Skills: Mastered Skills:
empty-handed, some vanish never to be seen again. Athletics Unarmed
Awareness Survival
Reflexes
Physique 6 Grit Points 50
Intellect 2 Wounds 6
Weapons:
Stock NPCs

Presence 1 Armour Value 4


Jaws (roll 6d6, success on 3+, 4d6+2 damage)
Trained Skills: Mastered Skills: Talons (roll 6d6, success on 3+, 3d6+2 damage)
Athletics Brawn
Awareness Unarmed Other Equipment:
Survival Scaly Hide (6 AV)

118
The Northern Icecap
The White Sea The White Sea
Ivograd
Station 701
Ch
Alyût Lands er
nes Vulkovian
k
M
ts Straits
Theocratic Empire
of Prynne Xocha
Zavian Sivosk
Highlands Sea
Wexbury Kostek
Zavia
Sun Empire
Nidec Astmark Yalgir of Chath’Zhan
om

Ansler Institute Holbatz


gd

Queensport Sodenburg
Li
Kin

Durapol Median tv Achan


ia
n Litvic
hird

Ocean Enebra
Em
Eisenstadt
nT

pi
Salia re Sea of Zhan
ora

Mirhast
Mahua
ld

Driftport Riland
Ha

Dar-el Bida Shangon


Timpali Sha Punjal
Lowlands City
Oakhaven Kitakuba Yalqut Jiutai
Barston Sea Mandit Al-juran
Tai’keo
Indaba N
ih
y El-Kandria
at
Free Nations of Kijani Republic M
ts
Shino’houwe
of Kesh Tlachal
Vulture City
Alashambra
National border
Internal border Great Southern Great Southern
Ocean Ocean
Ansler Station (abandoned)
Major city
Last Hope
Capital 0 500 1000 1500 2000
Ruin The Southern Icecap Miles
Name Marco Luchano di Palma

Player

Nationality Litvian Empire - Rilander

Concept Happy-go-lucky tomb robber

Character Points 25

Experience (total/spent)

Stats
Physique Intellect Presence
Moxie Points 6

4 2 3 Grit

Wounds
40

Armour Value (AV) 4

Skills Untrained: success on 5+; Trained: success on 4+; Mastered: success on 3+; Knack: additional 2d6 on skill check

Physique Intellect Presence


Untrained

Untrained

Untrained
Mastered

Mastered

Mastered
Trained

Trained

Trained
Skills Skills Skills
Knack

Knack

Knack
Athletics  Awareness  Animal Handling
Brawn Demolitions Bluff  
Firearms  Drive Diplomacy
Melee Education  Intimidation
Reflexes Mechanics Leadership
Rig Handling Medical Linguistics 
Security   Pilot  Perform
Stealth  Science Streetwise 
Unarmed Survival Willpower

Weapons
Damage Range Mag Qualities
Light Revolver 2d6 80 6
Backgrounds
Personal vehicle 2 - Freighter-class airship (The Osprey)

Reputation 1 - known in his hometown’s underworld

Favour 1

Equipment
Simple clothing

Light revolver & 60 bullets

Silk vest

Hot weather gear

Rope

Survival gear

Lock picks

Backpack

$334

Notes
Name

Player

Nationality

Concept

Character Points

Experience (total/spent)

Stats
Physique Intellect Presence
Moxie Points

Grit

Wounds

Armour Value (AV)

Skills Untrained: success on 5+; Trained: success on 4+; Mastered: success on 3+; Knack: additional 2d6 on skill check

Physique Intellect Presence


Untrained

Untrained

Untrained
Mastered

Mastered

Mastered
Trained

Trained

Trained
Skills Skills Skills
Knack

Knack

Knack
Athletics Awareness Animal Handling
Brawn Demolitions Bluff
Firearms Drive Diplomacy
Melee Education Intimidation
Reflexes Mechanics Leadership
Rig Handling Medical Linguistics
Security Pilot Perform
Stealth Science Streetwise
Unarmed Survival Willpower

Weapons
Damage Range Mag Qualities
Backgrounds

Equipment

Notes
IT IS AN AGE OF INNOVATION AND ADVANCEMENT
AN AGE OF CHAOS AND CONSPIRACY
AN AGE IN WHICH HEROES MUST BE AS HARD AS STEEL
Age of Steel is a dieselpunk roleplaying game set in the world of Neres;
a world not unlike our own in the first few decades of the 20th century.

Neres has just emerged from its first global conflict; the ‘Great War’ in which hundreds of
thousands of men and women died in the mud and horror of the trenches.
Technology in Neres has taken a slightly different route to our own world; personal mecha
powered by diesel engines are used for numerous applications from war to common labour;
huge airships ply the airways; bipedal automata act as servants for the rich and gadgeteer
inventors construct homemade ray-guns in their basement laboratories.

In the wake of the Great War, Neres is a hotbed of political scheming and economic growth.
Industry and commerce have come to rule the world which, thanks to the airship,
aeroplane and radio is rapidly becoming smaller.

Little do the majority of people know but an ancient evil is at the heart of the conflict in their
world. Eldritch monstrosities from before the dawn of time seek to unmake reality,
aided by cults of insane worshipers.

Into this world come the heroes -the players- who are the only thing standing
between the cosmic evil and all that they hold dear.

Age of Steel is a complete, self-contained roleplaying game. All you need beside this book
is a handful of 6-sided dice, some friends and an imagination.

www.isolation-games.co.uk

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