HMS Appolyon Players Guide PT 1 PDF

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H.M.S.

APOLLYON
Player Manual Part I
COMBAT AND
EXPLORATION
I never set out to write a retro-clone, only my own esoteric setting material, but
HMS Apollyon has turned into a retro-clone of sorts – specifically a sort of homage
to the earliest editions of Dungeons and Dragons. I have a copy of the “Whitebox”,
the later “collectors’ edition” that I bought long ago in my youth, but I never really
read it with a critical eye until playing in Brendan S.’s Pahvelorn game on Google+.
Most of the basic rules and mechanics here are pulled or interpreted from the
“Whitebox” and the “Little Brown Books” it contains, but they are more the
product of other’s work and games – Nick W., Ramanan S. and most of all Brendan
S., as well as the players who have stuck with the setting as it has contorted and
evolved, especially Chris H. and Eric B.

I have tried to keep my rules concise, but rather than just offer another set of
retro-clone rules I want to provide my reasoning for why I have adopted them. You
may notice small text boxes below some of the rules, and in these I have tried to
justify why I am using a rule and what I hope to accomplish with it. It’s my belief
that while setting is largely formed by evocative description, NPC interaction and
collaborative storytelling, that rules are still important as they can destroy or
support a setting’s tone. I shy away from too many player-facing mechanics and try
to emphasize “player skill” over “character skill” but mechanics do help make a
setting, especially combat mechanics which largely set the game pace, character
turnover (lethality) and how important central is to the game.

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The intent of the HMS Apollyon setting is to provide players an exploration game in
a setting where life is cheap, the world cruel, and combat against the denizens of the
haunted hull a desperate, not altogether wise gamble. These combat rules are
written with this goal in mind. The rules were slowly developed and modified
through play and thus are esoteric as opposed to systematized. While systematized
rules have an intuitive appeal, I have found that the effort to fit everything into a
structured rule set rather than a collection of smaller subsystems or individual
rules tends to stifle the sort of “rulings not rules” mindset that early Dungeons and
Dragons fosters as well as discouraging the individualized house rules that are
necessary to fill gaps in any rule system in a comprehensible manner that doesn’t
rely on metagaming or “build science” more appropriate to war games.

EXPLORATION
The Exploration Turn
Time spent Exploring the Hull of the Apollyon is chamber will take a turn to cross, regardless of size
measured in turns and each turn being roughly ten – except for extremely large areas which may take
minutes of time, though they are not exact. a couple of turns to move through and many to
Perhaps this is because time in the Hull of the fully explore. This exploration movement assumes
Apollyon doesn’t flow normally, rather it skips: that the scavengers are moving carefully, keeping
starting, stumbling along, rushing forward towards noise to a minimum, checking the corners for
conflict and drawing out decline, decay or pain. ambushes or even conferring with a scout placed
Happy moments burn quick and fierce while ahead (see Party Order and Positioning below)
danger and despair stretch endlessly in the and generally behaving as competent explorers of
darkness. A turn is best viewed not as a discreet a ramshackle and visually complex space. The
length of time but as the duration of an action. true significance of the turn is not to mark the
Each player action (group or individual) requires a passage of time, but to provide a metric for
turn: checking a door for traps, exploring the checking for complications, resource exhaustion
jumbled debris of a forgotten cabin, or chalking and danger, as the GM should roll the Exploration
out a protective circle all take a turn. Die each turn to see what occurs.

Besides actions, movement and exploration are


also measured in turns. A hallway, vault or

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The Exploration Die
Random encounters, usually on a D6, are a fixture includes other common dungeon exploration
of much table top play. The random encounter events related to resource depletion as well as
usually implies meeting a hostile denizen of the random encounters. General die results are as
dungeon creating a risk for prolonged exploration. follows:
The exploration die is “overloaded” however, and

1D6 Exploration Die Result


1 Random Encounter
2 Environmental Encounter (Clues, Strange Occurrences, Wildlife) or Random Encounter
3 Torches/Candles are Depleted
4 Lanterns use ½ flask of oil
5 Magic Dissipates
6 Fatigue Point Accumulates
NOTE: results 3 and 4 can be combined into a single ‘Light Exhaustion” result in some conditions, and one
replaced with an additional random encounter chance in more dangerous areas.

The Exploration Die (or Overloaded Encounter Die) is a wonderful mechanic


as it compresses a great deal of GM side accounting into a single already
existing mechanism (the Random Encounter Die). As the principle non-
combat mechanic for the depletion of character resources the Exploration
Die is much easier to remember to roll then the old Random Encounter Die,
and knowing that something will happen in the game world every turn tends
to both make player choice meaningful and keep players involved in the
game. Personally I try to have my players roll the die, and keep the results
constant as this increases tension over time.

The Exploration Die has one major flaw. It is almost entirely useless if the
items it tracks (light sources, food and spell Duration) are infinite or nearly
so due to a forgiving or non-existent encumbrance system. HMS Appolyon is
a resource management and exploration setting and uses a strict
encumbrance system, with considerable penalties for being encumbered, that
coupled with the exploration die are an effective means of slowly depleting
mundane resources and creating the sense the environment itself is as much
an enemy as the creatures encountered there.

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Light
One of the main effects of the exploration die is to avoid wandering off, collapsing into a useless pile
deplete light sources. Light aboard the Apollyon of anxiety or becoming lost (unless the party has
is a precious resource as most of the more intentionally doused their lights and is remaining
dangerous denizens of the hull operate far better in in one location).
darkness than humanity and its allies. Light is
relatively common even in unexplored, “lost” areas Darkness does allow explorers to surprise monsters
of the ship as some of the ancient light fixtures are ( hull dwellers can still surprise explorers as well)
incredibly durable and the arcane furnaces that with a 2 in 6 chance.
power the Apollyon’s bulk still burn deep within
its hull, however most of the ship is still dark and Combat in total darkness is near impossible for
scavengers without light will quickly become lost scavengers, all combat rolls and abilities receive a
or fall prey to the hull’s many predators. There are 4 point penalty in the dark, including a penalty to
three categories of light used during play and all armor class. Only damage and grappling tests
effect combat and exploration. remain unaffected,.

Darkness: Without light sources, no matter how Targets in darkness (and beyond a light source -
skilled or resilient a scavenger is he is lost, and is he such as the 40' radius of a lantern) are impossible
was not an explorer, inured to the terrors of the to aim missile attacks at. Even hull dwellers
unexplored regions of the hulk, madness would cannot target unilluminated explorers in the dark,
follow close behind the absolute darkness. The except from close range, and explorers cannot use
darkness found aboard the Apollyon is not like missile weapons in the dark beyond
normal darkness, it is a nightmarish almost sentient reaction/reach or melee range (if the weapon can
presence that clings and tugs before closing in be used in melee).
completely.
Dim: Even the tiniest amounts of light provide a
In the darkness even the most skilled scavenger is profound change from the total gloom of darkness.
at a grave disadvantage, capable of moving only Dim light is discouraging and not optimal for most
by touch. Total darkness prevents the use of all scavengers, but it does not create complete
skills (such as searching or disarming traps). Only physical helplessness and rarely induces the total
the skills listen and stealth function in the mental breakdown that true darkness
darkness, and when a character has been in total inflicts. Some sorts of explorers are at home in dim
darkness for two turns the other senses try to take light, having practiced and honed their skills
over for the eyes, providing a +1 (using an X in 6 skulking in the shadowed alcoves of the canneries,
skill system) to the blinded PC’s listening skill. slinking along darkened alleys or scavenging
Worse then the inability to use exploration skills, amongst the rafters of the Rust Gates. Dim light is
being lost in the darkness is both psychically and provided when there are too few light sources for
physically taxing and a scavenger in the dark is the number of explorers and by certain smaller
helpless against traps or obstacles until upon them, light sources (such as candles).
suffering a -4 to all saving throws or statistic based
hazard checks. :Most from civilization suffer debilitating effects
when operating in dim conditions. Without
Another difficulty with darkness is that every turn sufficient light it is still possible to perform
it persists henchman must make a loyalty check to complex tasks, but it becomes far more

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difficult. All skill rolls are at -4 in dim light and Dim light also provides sufficient concealment to
all saves or statistic checks are at -2. Characters hide those in it from missile attacks beyond close
with a Stealth skill of 3 or better are skilled in dim range (from either explorers or hull denizens).
conditions, having skulked among the gloomy
streets or hunted craydogs in the rusted littered Illumination: Most lower deck crew of the
galleries of the hull. The stealthy suffer no Apollyon are comfortable enough in the flickering
penalties in dim conditions, and gain some benefits lights of a torch or lantern to function normally,
to concealment if they are able to function without having only rarely seen the grey skies above the
any bright nearby light sources. vessel or experienced daylight. However, full
Henchman are rarely as brave as true explorers illumination in the hull is not without drawbacks,
and suffer from a -2 to all loyalty or morale checks as light is mostly alien to the ruined decks, and
when in dim light (unless they are skilled in their residents are adept at spotting bright light
Stealth [3 or better] and used to operating in such from a good distance away.
conditions).
While this light provided by flickering torches or
Dim light is sufficiently common in the hull, and oil lamps is not great, delvers into the eldritch gulfs
sufficiently poor to allow explorers to surprise hull of the hull are brave and skilled at functioning in
denizens on a 1-2 on a D6 if all members of the these conditions or at least desperate enough to
party are in dim light (monsters may also surprise push through. There are no penalties associated
explorers). A stealthy character working alone (or with acting while illuminated, though groups with
with other infiltration specialists) and operating in large numbers of blazing lights tend to stand out in
dim light gains a +1 to their stealth skill, but only if the darkness.
they are at least 20' beyond the light radius of any
illumination. This skill bonus is best used for While Illuminated (or in a group that is at least
scouting or setting up a flank attack against partially illuminated) explorers cannot surprise
anything encountered. enemies, unless they are opening a door and
entering a room with the enemies inside - or their
It is difficult for most scavengers to fight properly enemies are entering a room that contains the
in minimal light, attacks go array, finding an allies adventurers through a closed door. Characters or
instead of a foe, and it's hard to see the enemy monsters who are illuminated can be hit by missile
sneaking around the flank. All combat rolls weapons at any range that their light is visible
except damage and grappling tests are at a two (generally twice the light radius it provides).
point penalty, including armor class in dim light.
Stealthy characters who are skilled at functioning Full light grants no modifiers to scavengers’
in dim light do not suffer these penalties (making combat abilities, and while some monsters may
them rather effective at killing other scavengers). dislike or avoid full sunlight, the light of torch and
lantern is not enough to penalize them.

Effects of Lighting on civilized persons and entities


Light Condition Skill Penalties Combat Penalties Surprise Chance
Darkness No Skill use except: -4 to all rolls/AC 2 in 6
+1 to Listen
Dim* -4 to all skills except : -2 to all rolls/AC 2 in 6
Listen & +1 to Stealth
Illuminated None None None**
* Any creature with a stealth skill of 3 or greater may act freely in dim light.
** Illuminated creatures may still be surprised, but may only surprise others when opening a door
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Light Sources
Various types of light are used by Sterntowner to Scavengers often fill their lanterns with the same
fend of the dark, from crude oily dried fish fitted volatile oil that is used for military purposes and a
with wicks to chemic arc lamps. For mechanical lantern makes a decent ad hoc fire bomb when
purposes these light sources can be roughly throw. Lanterns will inflict 1D6/2 damage for the
classified by the number of scavengers they first round and the normal 1D6 the second, though
provide full illumination, and the radius of the unlike oil flasks they can only be targeted at a
light they shed, revealing underworld features and single enemy (burst value 1).
foes.
A lantern takes up one encumbrance slot, as does
Torch : The bright light of an open torch flame each refill/firebomb. They are longer burning
illuminates up to three characters and provides then torches however and each flask of oil will
dim lighting for up to three more. While bright, burn for two light exhaustion pips on the
the flicker firelight is random and distracting, exploration die.
obscuring as much as it conceals beyond 30’.
Torches may be used to set fires, or light oil bombs. Candle: Candles are any small, easily concealed
In combat they are an improvised weapon doing light better suited to finding ones way to the privy
1D6/3 fire damage, but if wielded in the off-hand without disturbing fellow sleepers rather than
their awkward nature means they provide no lighting a room. Candles provide dim light for a
additional bonus for dual wielding. Torches can single explorer and may be tucked in a hat brim,
easily be bundled together with four filling a set in a miner’s helmet or wedged into the top of a
encumbrance slot. backpack. They are primarily used to scout while
remaining inconspicuous.
Lantern: Lanterns come in a wide variety of styles,
but all normal lanterns are assumed to use a Candles can light oil bombs and start fires.
reservoir of flammable liquid to create a steady Candles may be carried six to an encumbrance
and widely spread light, but are not as bright as slot.
torches. Two explorers can be illuminated per
lantern, and two more provided with dim light. Glow Kelp: Bio luminescent seaweed is common
The lantern spreads light out in a soft pool 40’ in aboard the Apollyon and frequently used to light
every direction, though many lamps are made with the homes and businesses of wealthier
shutters to quickly dose them, filters or screens to Sterntowners. The bulbous floatation sacs of the
dim them or a directional lens to focus them in one leathery pickled kelp can be fiercely agitated to
direction (a bulls-eye lantern). For purposes of let off a steady dim light in a variety of colors
game play all lanterns are deemed the same. (green, purple, blue or reddish). Glow kelp lasts
Lanterns are generally contained and so cannot be longer than lanterns or torches, requiring four
used to start fires (unless thrown), they do have the results of lamp exhaustion before dimming to
advantage that they can be attached to belts, uselessness. It can provide dim light for one
backpacks, helmet or other locations leaving the explorer.
hands free for climbing (though this is not advised
in combat as any strike rolling a 15 or above [even Glow kelp is especially useful as it doesn’t depend
if it misses] will shatter the lantern dousing it’s on flame for light and while it cannot start fires it
carrier with flaming oil) unlike torches. Lanterns can be used underwater or in areas where
may also be set down before combat and will combustible gasses might make normal lamps
continue to provide light and it is assumed that all deadly. One large ropey frond of glow kelp (often
scavengers do this, as they are professionals, well worn over the shoulders like a feather boa) will
versed in the dangers of the hull. take up an encumbrance slot.

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Fire Bomb: Hurling firebombs is a time tested Magic: Magical light comes in two basic varieties
tactic in the confines of the hull, fire and light are and numerous flavors from floating flames to rays
both terrifying and dangerous, and both of divine grace that can penetrate deep into the
scavengers and intelligent hull dwellers are often hull. Light spells (and other temporary magical
equipped with a variety of firebombs form crude light) are slightly more effective than a lantern,
Molotov cocktails to sophisticated binary rock lighting a 50’ in diameter circle and providing
milk and phostogene bombs or white phosphorous illumination for up to 4 explorers (and dim lighting
projectors. These weapons all produce a blast of for up to 4 more).
light when they strike (even on a miss) providing
illumination for all within 40’ for two rounds Permanent magic light (or Continual Light spells)
before guttering out. See ‘Explosions’ (pg. 46) for must be tied to a location, and no spell can be
details. memorized over it until it has been extinguished.
This continual, immobile light is very strong
Crude or Improvised firebombs do 1D6 damage however and will fill a chamber (or a 100’diameter
the first round and 1D6 damage the second, circle – whichever is smaller) providing full
effecting up to two targets each (burst value two), illumination for all within its radius. Generally
with each target saving vs. wands to end the attack magical light will not start fires.
(i.e. if the first target saves the bomb misses).
Specially designed, purpose built firebombs,
especially those containing phostogene or
elemental essences spread much farther, burn
longer and do more damage.

Light strikes me as a very important element when exploring dark, dangerous


labyrinths filled with skulking terrors. I know when caving that the idea of
being trapped in the darkness without light is one of the most horrifying fears.
The exhaustion of light sources is intended to risk a Total Party Kill and light
is one of the items that should fill up character’s encumbrance or spell slots.
Light sources also provide an interesting way of balancing surprise, reaction
rolls and initiative. The good chance of monsters gaining surprise on a well-lit
party, dispensing with a reactions roll, and the usefulness of a stealthy
character to mitigate this through scouting (at considerable risk to themselves)
are all intended consequences of this system, some of which go back to the
earliest editions of Dungeons and Dragons.

Magic Exhaustion
Like light, magical spells with persistent effects Exhaustion effect occurs on the Exploration Die
wear off at an unpredictable rate in the doomed (usually a ‘5’) long-term spells and spell effects
cabins of the HMS Apollyon, the gods are far away fizzle or fade. Some spells with longer durations
or fickle and wizardry is never quite the science its will last through multiple spell exhaustion results.
practitioners make it out to be. When the Magical

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Fatigue
The Hull is a strange place, filled with the physical have become exhausted. Exhaustion is a state of
challenges of climbing, fighting and forcing doors being overwhelmed physically and mentally by
as well as the stress of intruding into a terrible, the rigors and horrors of the Apollyon, the stink of
magically charged nightmare. A lot of people old death and rotten metal, the creaking of the
deal with stress and strain by eating, and there is tired hull, and hissing whispers of the damned all
nothing like a quick bite to restore a person take their toll, just as much as climbing slime
physically and mentally. encrusted chains or swinging a crowbar into the
skull of another zombie. While exhausted
Fatigue is modeled as a random effect on the characters receive a -4 to all rolls, cumulative to
“Exploration Die” and when a ‘6’ results the party any other negative effects for darkness, injury or
takes gains a fatigue point, which the GM should encumbrance.
track. When three points accrue the characters

Food and Exhaustion


The GM should clearly describe each fatigue the scavengers to catch their breath and wolf down
point, as there is nothing hidden about the some seaweed crackers, a handful of dried shrimp
characters growing tired and frightened, but after or a few strips of dog jerky. This act of generosity
the third is rolled the negative effects of and camaraderie takes an exploration turn (and
exhaustion – a culmination of hunger, thirst, results in a die roll).
paranoia, minor injury and overwork – are evident
and penalties apply. Fatigue can be overcome with When complete exhaustion has set in (after three
rest and food. The comforting feeling of a full fatigue points accumulate) the party is spent and
stomach and a brief rest is the only way to mitigate penalties immediately accrue. Each party
the penalty of exhaustion, either fending it off member must eat an entire ration and rest for a full
through the occasional snack or with a full meal turn or continue to suffer -4 to all rolls. If a random
and a longer rest. encounter is indicated during this rest period the
party will have not completed their rest and must
Sharing a single ration of food amongst the party engage the encounter while suffering the
as a snack will remove one fatigue point, allowing exhaustion penalty.

Rations Aboard the Apollyon


There is no distinction between preserved and mushroom caps or similar chunks of ‘bread’ made
regular rations on the Apollyon, preserved food is from starchy seaweed. Luxury rations include
largely unnecessary as most expeditions into the dainties imported from the hells or crafted aboard
hull are of a fairly short duration, and much of the form Uptown’s minimal stocks – fresh fruits,
normal food eating in Sterntown is already dried, candies, delicate cuts of spiced meat and goat
salted or canned. Food may be had for 10GP a cheese are common in these rations which provide
ration, or 15GP for an all meat ration (popular excellent eating and make fine trade goods, but
amongst Merrowmen and better for distracting are only available to characters who can trade
carnivores) or 100GP for a luxurious ration. Most outside the Rust Gates.
rations consist of dried or tinned fish, including
shellfish or squid and several flat dried leathery

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Q
The purpose of the fatigue rules is purely to present players with another risk
and reward system. With the strict encumbrance system used in the game the
decision to bring rations, and how many, is a meaningful one. Players may opt to
make more frequent stops, risking dangerous encounters or push on and with less
risk but more danger if the risk manifests itself in a combat encounter for an
exhausted party. More importantly the fatigue system provides another way
(beyond the traditional HP) for characters to have their abilities and resources
tested. There is nothing unreasonable about spell effects that target fatigue or
the addition of fatigue points for undertaking difficult feats of dungeon
navigation or strenuous exercise (long climbs, intense combat, flight from enemies
or moving heavy objects.)

Equipment and Encumbrance


HMS Apollyon is a setting that is first meant to Not all items are considered significant, jewelry,
encourage exploration, and these rules are meant coins up to 1,000 in number, worn clothing (not
to emphasize that exploration decisions as armor), are Insignificant and don’t count towards
important as combat decisions. Resources and the encumbrance total. Multiples of other items
scarcity are the main method of providing this (see below) may be carried before they count as
focus, and everything the characters bring with significant, and some large items (generally
them from Sterntown should be a considered treasure) count as multiple significant items or will
choice on the player’s part. instantly encumber one or more characters (a large
piece of statuary for example).
Encumbrance is not simply a matter of weight, but
also accessibility, bulk and overall balance. To Carrying items over one’s STR stat results in
represent this, and to make sure that encumbrance becoming encumbered, a waddling target for any
can be easily tracked the number of items carried predator one encounters. Encumbered characters
by individual characters makes equipment choice are at a flat -4 to all rolls and stats (including AC).
meaningful. Characters, henchmen and NPCs are It may be possible to quickly shed items while
limited to carrying a number of “Significant Items” encumbered and remove the penalty (dropping a
equal to their Strength. rolled up carpet for example), but even this will
take a combat round to accomplish.

Item Special Encumbrance Rules


Jewelry Insignificant Item
Coins Insignificant up to 1,000 Coins, significant item per 1,000 coins.
Specialist’s Tools 1 Significant Item – contains many small items needed for skills
Torches Up to 4 per slot
Candles UP to 5 per slot
Thrown Weapons Up to 2 per significant Item (Javelins, tomahawks, daggers)
Ammunition 10 – 30 shots per significant item depending on type
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EXAMPLE: Dondo the Filtcher alone has managed to survive an encounter with a pack of revenants of
greed. His companions lay dead around him among mounds of valuables collected by the living corpses
over the years. Between the equipment of his dead companions and the undead hoard Dondo’s fortune is
made. Unfortunately Dondo is not a strong man, his STR of ‘8’ means he can only carry eight significant
items before becoming Encumbered and 12 maximum. Searching through the piles of fine wood furniture
and rotten rugs Dondo finds several items he believes will be the most valuable:

An emerald tiara (an insignificant item) A painting of a garden scene (1 significant item)
In a large gilt frame (1 significant item) A case of ancient whiskey (12 significant items)
A decorative silver tea kettle (1 significant item) Two fine china vases (1 significant item each)
A bundle of steel drill bits (1 significant item) Seven hundred gold pieces (add to total coins)
A pearl covered wedding gown. (1 significant item) A fine wooden dining chair. (3 significant items)

Dondo immediately discounts bringing the whiskey and chair, but even so the treasure includes 7
significant items (assuming he doesn’t have 300 coins on him already) and Dondo will need at least a
lantern or some candles to have any chance of returning to town.

Dondo is no fool however, and knows that a single man laden with treasure, even if he’s a stealthy survivor,
shouldn’t venture into the hull without arms and armor. Dondo retains his blue velvet brigantine (1
significant item), his cutlass (1 significant item) and five candles (1 significant item), he discards his food
ration (1 significant item), his rope (1 significant item), his crossbow (1 significant item), 30 bolts (1 significant
item) and even his lock picks, tiny saws and listening cup (specialist’s tools - 1 significant item). With most
of his equipment discarded, Dondo has space for five significant items. Dondo can’t resist grabbing up the
fine silver engraved revolver slung around the hip of one of his dead comrades, making sure it’s loaded (1
significant item) and adding it to his equipment.

When Dondo slinks back into town, he’s recovered only the following items of treasure:

The painting (cut from its frame and rolled up) The drill bits
The wedding gown The tea kettle
The emerald tiara 700 gold coin

Everything else was left behind, perhaps warranting a follow up expedition, with a pack dog or porters,
but without any guarantee that the treasure will remain.

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Skills
There is a debate to be had regarding the use of skills in tabletop games, including all
the classic “Thieves’ Skills” because it’s often opined that rolling dice to solve a
problem rather than allowing the players to use their creativity to figure out the
puzzle involved diminishes one of the best aspects of tabletop gaming. However, some
undertakings in a fantasy setting are unknowable, and reasonably either too tedious
or unfair to ask players and GMs to adjudicate on an ad hoc basis. A mechanical
component is necessary for certain character activities that can’t be part of player
skill, but are obvious elements of character knowledge. Specifically things that
specialists (or other subclasses) know that cannot be readily known by players but
that are important to in game challenges. The clearest example of this sort of skill
is something like “Arcana” or “Tinker” as no game I’ve been in has available locks to
pick or secret languages to focus hermeneutic knowledge on.

Moreover, focusing on these tasks for too long detracts from the play of other
players who aren’t figuring out the lock puzzle or deciphering the secret inscription.
It also demands that players only play characters whose skills reflect or mirror
their own, an idea antithetical to the fun of tabletop roleplay. On the other end is
something like the “Search” which really should be easy to model with player
knowledge (I pull on the candle holder, I dig through the refuse pile etc.) but
demands a great deal of knowledge by the GM regarding things like secret door
mechanisms and what sort of dungeon dressing is scattered about (both to conceal
valuables and to provide pointless things to search).

While a good GM and a good room description should include important detail, this
isn’t always possible, and sometimes describing the wide variety of detritus on the
floor of an abandoned stateroom that a party might root through is not a good use of
game time. In these cases a skill system is helpful. Skills also have an advantage of
being clear about time and risk, with each skill roll taking One Turn, and
occasioning a roll on the Exploration Die.

Specialists, and many other characters, have a character is a ‘3’ stealth skill will be able to
selection of Skills that provide a large chunk of concealed herself by rolling 3 or under on a D6.
their utility, allowing them to extract knowledge While all characters have the skills force,
and valuables from ancient machines, to save the acrobatics, stealth and search at the level of 1
lives of the gravely wounded, and to move quickly point, characters trained in specific skills will have
or stealthily past obstacles. Skills are noted by a them at higher levels – generally adding 2 points
number from 1 to 5, representing the character’s of skill to class or subclass based skills at levels 1,
chance of success on a six-sided die. Thus a and an additional point at levels 4, 7 and 10.
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Even a single point in a skill, such as the one point triggering a trap, or detection. These extremely
of stealth all characters have indicate a familiarity negative consequences should usually be very
with it and an understanding of failure conditions apparent or the GM should provide a warning such
or likelihood of success. Because of this as “the bomb looks like it’s wired to blow up if a
knowledge, the penalty for most skill roll failures is disarming attempt goes wrong.”
simply wasted time (which can be dangerous and
resource intensive when using the exploration die The point of the variety of skills is to allow greater
system). Only in certain circumstances, such as an utlity for non-combatant characters, more variety
acrobatics attempt in combat, trying to disarm a to exploration and a wider set of scavenger types.
time sensitive trap, emergency surgery on a dying Specialists need not simply be magsmen, sneak
comrade, or sneaking past alert enemies, do skill thief or an assassin, but can be tinkers, scholars,
failures result in catastrophic events such as falls,, charlatans and doctors.
Engineering
Machines, gears, hydraulics, pumps, steam and an advantage (+1 per skill level) to any roll
cogs are a lot like magic to most people, but required to use strange mechanical or
somehow with knowledge of these strange technological artifacts and machines. This bonus
apparatuses normal men can do the work of does not only apply to artifacts from more
magicians both in war a peace. The art of advanced cultures, but to the simple machines
engineering fascinates many as it seems a path to common in an Engineer’s own society. From laying
power, but really it’s the same sort of knowledge explosives, to operating cannon and torsion
that builders, mill keepers, alchemists and siege engines engineers are more skilled then normal
masters have always had, an understanding of soldiers or artisans. A successful Engineering roll
tools, basic forces and the mechanics of the natural will reduce the time and cost of any siege project
world. A successful Engineering test can provide by 50%. Likewise the Engineer’s bonus to use
information about the purpose of almost any devices applies to siege weapons, giving an
machine and mechanism, as the same principles engineer a bonus equal to skill level in any hit or
apply to even the most fantastical ancient or damage rolls required for use and reducing enemy
ruined devices. A skilled engineer will also have saving throws by the same amount.

Survival
All worlds have their wilderness, even the moments. With a survival check a character may
artificial floating hell of the HMS Apollyon, and be able to spot the claw marks of the craydog
all have those who learn to survive and thrive in marking its territory, or recognize a poisonous
this wilderness. Survival is not just knowledge of fungus compared to a benign one. Examining the
what specific fungus is edible, or the habits of a few corpses of dead monsters, one skilled in survival
creatures which may be common knowledge of will see more than a carcass, and be better able to
most that scavenge in the hull. Survival is an ethos spot and extract valuable components, such as fur,
and way of understanding that allows its teeth and horns, without damaging them. Survival
practitioners to live and thrive in almost any also covers tracking and other field craft, such as
environment with the knowledge of how to spotting ambushes, setting and detecting snares
determine which unknown plants and animals are and pits in the hull or finding the best spot to cross
dangerous, which are food and how to best track weakened flooring. A successful survival check
and hunt them, using whatever materials are also allows a character to push beyond the limits of
available. Survival provides several bonuses, most exhaustion, ignoring the final pip of Exhaustion.
obviously allowing some understanding of natural
creatures that have been observed for a few

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Piloting or Sailing
Not all machines are stationary, and those that the piloting check to avoid the dangers of weather
move require a different set of skills to direct and and rough seas as well as to arrive at a specific
control than those that don’t. A pilot can get the destination. A successful piloting check may be
most out of any means of transport, from a simple used to avoid any difficulty or safely navigate a
raft to an ancient steam engine or suit of ancient danger (such as maintaining a safe speed in a
powered armor. Piloting skill is most useful when steam engine, or stopping a speeding rail cart) this
operating boilermail or other powered armor, as it check should be made in addition to any intrinsic
adds directly to the suit’s reliability, but the skill mechanic related to the vessel or machine.
has a wide application elsewhere. Most commonly
a pilot may control and navigate a sailing vessel of
any size (assuming there is sufficient crew) and use
Medicine
Not all healing is magical, and there are many battle. Second, the medicine skill can sometimes
things that a knowledgeable chirurgeon can do to prevent death. If the medicine skill is used on a
brush aside the boney talons of death. As a general character (or NPC) suffering a mortal wound (at 0
matter this skill provides knowledge of anatomy, HP or less) in the next round after the wound is
health, disease and injury and can be useful from received the dying individual is allowed an
an investigative standpoint when inquiries about additional death save. Keeping the mortally
the time and nature of death are required. For wounded alive and stabilizing them is difficult
scavengers the most practical application of this however and the medico doing so must spend the
skill however is first aid and battlefield rest of the combat caring for any mortally
medicine. A successful medicine check can wounded rather than taking any other action
provide aid to the wounded in two ways. First by (though the chirurgeon can move the injured
the application of proper medical procedure in the patient at a rate of 10’ or 1 rank per round). The
immediate aftermath of battle a chirurgeon can death save is allowed at the end of combat, when
heal up to 1D6/2 points of damage to an the medicine check is made as well.
individual from wounds received in that
Acumen
An understanding of value and business, this skill On a mechanical level, besides the ability to
includes both the knowledge of business practices appraise objects for value, this skill allows the
and procedures: trade routes, contracts, character to move in higher levels of society and to
commercial paper and deeds as well as the ability impress the wealthy with their knowledge and
to evaluate and appraise items for value. With a class. Any Charisma check or reaction roll
successful skill check the nature, history and value resulting from negotiations dependent on trust,
of non-magical treasure and artifacts can quickly trade or protocol gain a +1 from a successful
be determined and fakes revealed. Likewise, a Acumen check. Unlike the skill Legerdemain, this
successful use of this ability will allow the is real knowledge, the sort useful for setting up a
character to understand the terms of complex legitimate business deal or hiring mercenaries,
documents, bureaucratic processes and the rather than getting investors for a shady scheme or
etiquette of commercial society. seducing a debutante.

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Chemics
The Alchemist and the Assassin both depend on molds), and without this skill even safely obtained
their knowledge of chemicals, solvents, acids, monster poison tends to become inert quickly.
poisons and potions to practice their trade and the Additionally a chemic check is required to
Chemics skill represents this. It may be used to properly apply poison to weapons. Chemics is also
identify poisons, drugs, potions, medicines and a useful skill in medicine as successful uses of the
other substances as well as to manufacture such skill will sometimes (it may be less effective
items. A chemic check is required in almost all against stronger monster poison) allow the
aspects of poison-craft as well to assure the user’s Chemist to create compounds that slow or even
safety and to successfully use poisons. Chemics cure disease, poison and similar toxic effects.
allows the collection and proper storage of poisons
and other dangerous substances (such as slimes and
Scholarship
Scholarship is a skill that represents a character’s purpose of treasure, magical items, constructions or
general and specific knowledge of history, dead dungeon dressing.
languages and other esoteric fields of study useful
in exploration of forgotten areas of the vessel. Between sessions scholarship may be used in lieu
With a successful check, a scholar can decipher of an identify spell as a downtime action to
the meaning of an ancient inscription or even determine the operation, powers and origin of such
understand ancient technology well enough to technological artifacts. Some such artifacts may
explain its purpose and perhaps means of also provide damage or other bonus for each point
operation (though without the detailed of scholarship skill.
knowledge of an engineer). This skill can be used
to gain information about the likely source and
Legerdemain
The skills of the grafter, the actor, entertainer, spy subject, the skill user can trick others into
and courtier. Flattery, disguise, oratory and sleight believing them to be someone else.
of hand to pass a bribe, lift a pocket watch or
dispose of the incriminating evidence as the secret As mentioned above this skill also includes the sort
police kick down the door. Legerdemain consists of sleight of hand associated with the classic thief
of all the ‘soft’ skills of deception and its successful skill “pick pockets”. This has always been an
use will give a character a +1 to any reaction roll underutilized skill, but a large part of that may be
resulting from parlay, or a charisma check based the descriptive name, Legerdemain can be used for
on deception. Additionally this skill includes the anything requiring nimble fingers and deception,
disguise and impersonation so that with a from card tricks to swapping documents during a
successful check, sufficient materials, and negotiation. It also covers forgery and the
knowledge of the habits or class of the disguise’s production of fake items

14 | P a g e
Animal Handling
Beyond the basic care and feeding of animals, control of a frightened beast, and also to compel
there is a great deal of skill in properly motivating animals to act against their natural impulses (such
training and maintaining control of both war and as encouraging most hounds to attack the undead
pack beasts. While it causes little difficulty to or other otherworldly creatures).
handle a single attack dog in combat, a pack of
such dogs or more monstrous creatures demand Animal Handlers also know how to properly care
special skill to control. Animal Handlers may for their pets, and their animals will have +1 HP for
control up to ½ their own level +1 HD of war beast every point of Animal Handling skill.
(more if they are specialists who have elected to
take the Animal Handler subclass). An animal
handling skill check is required to retain or regain
Arcana
A rare skill, limited to those who have actual that the effect of a polymorph spell was temporary,
rigorous training in the magical arts: church or investigate a destroyed skeleton to discover it
inquisitors, academically trained wizards and a had been animated recently by arcane ritual.
few esoteric scholars. Arcana is a powerful skill
however, similar to scholarship, but much more Using this spell to read magical writings means
focused on specific kinds of magical knowledge. that it can be used by non-casters to cast magic-
user spells from scrolls. This use of the spell has a
With a successful application of the Arcana skill a downside however, as failure will result in the
practitioner may emulate the effect of the 1st level destruction of the scroll (while failure to read a
Magic-User Spells “Detect Magic” “Read Magic” magical inscription or conduct an investigation
and “Identify” as well as generally gaining just wastes time). Likewise the Identify function of
knowledge about magical effects or objects. the Arcana skill represents a long study of a
Characters skilled in Arcana may also add or magical object and requires the downtime
subtract their skill to any rolls involving the use of between session to perform, with failure meaning
wards, sigils and similar objects (such as Devil that the item remains unidentified, but another
Shells or Ghost Salt). For example on a successful attempt may be made after the next session of
Arcana Skill check the character could determine play.
Stealth
Stealth is the skill associated with assassins and assassinate him) is required this skill is necessary.
thieves, but useful to any character who wishes to
avoid being spotted. Hiding in shadows, moving One of the more popular uses of the Stealth skill is
silently through piles of trash, and slipping past to try to set up a target for a backstab attack in
guards are all part of the stealth skill. Failure of melee combat. A successful first round using
the skill doesn’t automatically mean that the stealth at the beginning of a combat will allow the
character gives away their presence (if previously specialist to make a backstab attack in the second
hidden), and certainly if given ample time and in round if their target is engaged in melee combat
an environment with concealment options, the skill with another. It cannot be reused in the same
is unnecessary to hide. However, where true skill combat to set up another backstab unless extreme
(sneaking past an alert beast, hiding in the circumstances make such a thing reasonable.
shadows of a pillar, moving across a creaking
wooden floor to loot a sleeping merchant’s
nightstand or slipping behind a guard to

15 | P a g e
Tinker
This is the skill of fixing, understanding and As with most skills this failure on a tinker roll
manipulating small devices and tools. Most often rarely results in catastrophe, especially with traps,
tinkering is used by scavengers to disarm small only in delay (and another random encounter
mechanical traps or their triggers, but is also check), rather than triggering a trap or
valuable for picking locks and to repair jammed permanently jamming a lock. After all, most
firearms or other broken weapons. It’s a fairly locked doors in an exploration game are meant to
similar skill to Engineering, but implies be a minor obstacle rather then something the
mechanical ingenuity and inventiveness rather party has only a small chance of overcoming and
than a grander understanding of machines and most small traps, susceptible to the tinker are
construction. nuisances designed to make the player chose if
they are more afraid of random monsters or
springing traps.
Acrobatics
Any character can climb a rope, scaffolding or Acrobatics can also functions as a combat skill,
rough wall with time and effort, but the acrobat allowing the acrobat to disengage from melee,
can do it quickly, silently and with a fair bit of rush past enemies and make flying attacks from
style. This skill not only replaces the traditional the rear rank, sometimes without wasting a round
“Climb” skill, but allows the acrobat to engage in in movement,. In combat an Acrobatics check may
other athletic feats, such as leaping over chasms or generally be substituted for a Dexterity check.
across rooftops.
Force
Force is a simple skill of properly applying skill is generally applicable to other tests of
strength to break things in an efficient manner. It strength that are beyond a normal ability check
is a universal skill, most commonly used by such as bending metal bars, shifting sarcophagus
scavengers to smash open locked or stuck doors. lids and holding gates shut against a battering
Tools (crowbars, hammers, or wrenches) give a+1 to ram. In some situations an ability check may be
skill bonus in appropriate situations. Failure used to model feats of strength, and in this case the
indicates a noisy and failed opening attempt force skill allows the player to add or subtract 1
requiring an encounter check or breakage. This point from their roll.
Search And Awareness
While passive Listening is often modeled with a or secret doors, specifically examine objects or
Wisdom check or as the result of a random small areas for a trap of some kind, eavesdrop on
encounter roll, active searching and listening at other’s conversations from a safe distance or to
doors is a general skill, which like “Force” is listen at doors for evidence of what’s beyond. It
available to all. Certain varieties of specialists encompasses the traditional listen, find traps and
(thieves, rangers and explorers) may also increase search checks, making it a generally valuable skill.
their ability with this skill. Search is used to search
through a general area for either items of interest

16 | P a g e
The
ENCOUNTER
Surprise
Surprise is difficult for most scavengers to achieve surprised. If the proper light conditions exist for
due to light conditions, as an illuminated group surprise, it occurs on a 2 in 6 chance (though the
cannot gain surprise except when passing through chance is higher for specialized ambush hunters)
a closed door. Only with wise use of scouting, and when it happens the group with surprise gains
stealth and concealment do scavenger bands have a free round of action. Most hull denizens will use a
much chance to surprise hull dwellers, but it is far surprise round to attack, trying to kill their enemy
more common for a group of scavengers to be without risk to themselves, rather than to parley.

Reaction Roll
Upon encountering another group or creature, the GM sense, but doesn’t necessarily dictate the creatures’
will make a reaction roll to determine how the creature actions.
or creatures are generally disposed towards the
Scavenger party. The 2D6 roll provides a general

2 12
or 3 4 5 6 7 8 9 10 11 or
less more
violent angry threat warning guarded Neutral neutral positive helpful amicable friendly

These reactions define the general feelings of the Other factors can modify the reaction of creatures
NPC encountered. A pack of Crayhounds that has and NPCs. These include both situational effects
an amicable reaction may give the adventures such as the scent of blood in the air and long-term
sporting warning with a display of clattering effects like reputation. Reputation with the
claws, allowing them a chance to run before the interlocutor’s faction (-5 to +5) is applied to all
hounds tear the scavengers to pieces, while a reaction rolls, even before parley. Once parley has
violent reaction from a shopkeeper will be to begun a party spokesperson’s Charisma or even
refuse service and possibly call the Stewards or subclass may also effect reaction rolls made in
local enforcers. response to individual proposals by the party.
(Officers, Scoundrels, Preachers and Illusionists all
have abilities that effect NPC reactions).

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Surprise and reaction are often a terribly underutilized aspect of tabletop
games. Reaction rolls have fallen out of favor in some modern systems either
because they can turn a planned fight into a peaceful encounter and vice versa,
or because they don’t feel helpful in combat oriented games. HMS Apollyon is
an exploration game with encounters that are often unbalanced and no reward
for combat. as such reaction rolls (and the player ability to manipulate them
favorably) are both useful and exciting. The danger of depending on reaction
rolls however is that savvy or lucky players will avoid every combat, which
would be equally boring as continuous fighting. Surprise counteracts reaction
rolls, as most denizens of the hull will attack if they gain surprise, even if
they would normally be inclined to parley. Likewise when the scavengers gain
the advantage of surprise they may be reluctant to give it up in favor of talk.

18 | P a g e
Party Order and Positioning
Party order is important to success in combat, and These two scavengers completely fill a 10x10’
many tactics depend on having the right mix of square in combat, and so in many smaller areas
weapons the right distance from the enemy. This is they will be the only party members that can
especially true in the cramped conditions of the engage, or be engaged directly in melee combat.
vessel’s gangways, machine spaces and cabins Generally the vanguard is the best location for
where there is often little room to maneuver or heavily armored and resilient characters as they
adjust party order. will suffer the brunt of combat. If attacked from
the rear, the last two members of a party of
Scouting: Scouts, generally lightly armored, scavengers will fulfill this roll.
stealthy and using only dim light to help conceal
their presence are very useful for mitigating the The 2nd Rank: The 2nd rank consists of the third and
dangers of ambush. Scouts are placed 60’ to 100’ in fourth characters in party order, who can attack
front of the party and will encounter enemies or over the backs of the vanguard with reach
trigger traps before the main body does. A weapons on the first turn of any combat, or fan out
scouting character with a stealth skill has the and engage in melee without penalty assuming
opportunity to make a stealth check when there is sufficient space (generally a room or wider
encountering an enemy (even if surprised) to [20’ plus] corridor.
retreat back to the party and avoid combat,
though the enemy will have spotted the scout if The Body: Somewhat constrained, fifth and
they are fully illuminated. In dim light (generally subsequent members of the party order form the
best when the scout has a stealth skill of 3 or general body of the party. They cannot usually
higher) the scout can avoid the encounter entirely engage directly in melee, but can fire missiles (note
on a successful stealth check and even silently the dangers of firing into melee), cast spells or offer
signal his comrades, retreat or conceal himself, encouragement. Scavengers in the body are
generally to ambush or flank an approaching assumed to be in ranks of two in order from 5th
enemy. party member onward, and to move forward to
displace a character in the rank in front of them
Despite the advantages of scouting it is slower requires a successful dexterity check, and a
than simply marching in a compact, well lit body, combat round. Even when there is sufficient space
and to scout an area requires an additional for the party to fan out (10’ of space for each two
exploration turn (and Exploration Die). characters) it takes a combat round for characters
to do so.
The Vanguard: The party vanguard is shorthand
for the first two characters in the party order.

19 | P a g e
Henchmen and Combat
The stumblebums, urchins and drug addicts – starting morale is ‘6’) and even if they succeed and
“vagabonds” commonly hired by scavengers as manage to survive the combat they will suffer a
linkboys, torchbearers or porters are not permanent loss of one morale point. Inspiring
combatants, and while often armed with a cudgel Leaders such as officers (fighter-subclass) and
or dagger they will not attack monsters on their preachers (clerical subclass) have special abilities
own, instead cowering outside of combat if that will allow them to make even the worst of
possible. Most enemies, especially intelligent foes, henchmen more effective fighters.
will recognize that these henchmen are not threats
and ignore them. Regular Henchmen, those with levels in any class,
hired from a faction, or obtained by carousing or
Vagabonds, this is to say normal 0-level retainers adventure are effectively secondary characters,
without faction affiliation, will not fight under the acting on the same initiative round as their
majority of circumstances. If forced to fight (either controlling character and never checking morale
by an order or to defend themselves from attack) for normal combat where their leader is also
vagabonds must make a morale check (vagabond fighting.

Henchmen exist for two purposes in a high lethality game, the first of these is
to provide ready ‘back-up’ characters in case of a primary character’s death. The
second is to soak up attacks and damage preventing characters from dying. As a
Game Master I want to encourage the first sort of use, and while I am not
opposed to the second, I don’t want to make it inexpensive and without
consequences. Thus I try to make hench-people available to my players early in
the game and cheaply (‘Vagabonds’ are available from level 1 with only a
successful Charisma Check and a five GP per session upkeep cost) but I want to
limit their numbers (one per PC) and utility. Henchman that players have
invested XP (from their own total), or obtained using faction reputation are
different, and have both level and abilities from player investment. The player
is far less likely to see a longtime henchman as disposable cannon fodder and so I
have little problem treating them as a species of almost pure back up character.

Initiative
Monsters and Characters both act individually in their number) rolls initiative at the beginning of
order of initiative, with players winning any ties. each combat round with a single D6. Various
modifiers effect initiative, especially heavy armor
Initiative determines the order characters and (which provides a -1 to initiative unless the
NPCs act in combat. Each character and each character has mastered its use or it is an especially
group of enemies (or each enemy depending on fine suit), wielding heavy weapons without

20 | P a g e
sufficient training (a -1 to initiative for non- melee attacks, but a ranged attack may be ‘braced’
fighters). Initiative is also effected by a character’s in the same way, though if it is against a melee
Intelligence, and an exceptional (15 or above) or attacker it will suffer any appropriate penalties.
abnormal (5 or below) will grant a +1 bonus or -1 Bracing with a reactive weapon (which would
penalty to initiative. Creatures often have already allow an attack against any enemy
modified initiative, especially monstrous animals seeking to engage in melee) has the additional
and beasts, whose reflexes are often far faster than advantage of allowing the braced character to
mans’ and who utterly lack the sorts of mental attack against an enemy that is seeking to engage
barriers that most intelligent creatures have to any ally in melee, not just the character with the
engaging in combat. reactive weapon.

Holding Actions: Sometimes characters may wish The second condition when holding initiative
to wait to act later in the round, and while this is action is possible is when a character wishes to
generally impossible there are two special cases. hold a melee attack (a charge most likely) until
First a character may brace for attack with their after allies have fired their missile weapons. The
weapon, which will allow them to make a reactive character holding their action will act on the
attack against a foe that seeks to engage them initiative number one below that of the last missile
prior to the enemy’s action. This is primarily for attacker.

Movement and Actions in Combat


As Mentioned above in the Party Order section, (see below in Flight and Pursuit). When not fully
movement from the rear ranks of a group to the engaged in melee combat reasonable movement
front ranks during combat requires space and and other actions are possible without making a
Dexterity check (Roll Under DEX on a D20). Dexterity check (flanking enemies, intervening to
Other types of movement, such as stepping back allow an ally to disengage, interacting with other
into the rear ranks, also require a Dexterity check parts of the room, grabbing items from the floor or a
and take a round to complete. pack, or passing an item to another character). If
the character wishes to take an action and also
When a combatant is fully engaged or pressed in attack in the same round they must usually make a
melee combat (that is in combat with a Dexterity check against a D20 to succeed. More
numerically equivalent or superior force) they complex actions will likely be impossible without
may not make movement actions except a fighting foregoing a character’s attack.
retreat, unless they wish to risk Breaking Contact

Flight and Pursuit


There will come a time in any game where the potential risk. Because the hull is such a cramped
players or their enemies wish to run from a fight. environment, teaming with aggressive life, running
Doing so is dangerous, especially for anyone is almost always a last option for the creatures that
currently in melee combat, and running through live there as the potential for blundering into
the hull without a clear path for escape is also a another enemy or hungry predator is very high.

21 | P a g e
Breaking Contact
When in melee combat a creature or character having survived any attacks a fleeing character,
must first break contact before fleeing. Breaking NPC or monster has broken contact with a 10’ (or 1
contact is accomplished with a Dexterity check point lead) and may be Pursued. Enemies not in
like any other combat maneuver, however the melee may flee without a Dexterity check and
opponent that the fleeing party most recently may be pursued by anyone not in melee. Breaking
attacked in melee gets a free melee attack. Other out of melee where there are still active enemies is
enemies in melee may attack the fleeing character itself considered Breaking Contact and pursuing
or monster, but only if they have not acted in that creature will be subject to the same Dexterity
round and doing so will use up their action in the check and attack/attacks they would be if they
round. With a successful Dexterity check, and were attempting flight.
Pursuit
When a enemy breaks contact Pursuit is pursuer has caught up and may either
adjudicated with a simple d6 test, with each pip on immediately tackle the fleeing opponent (as a
the die indicating approximately 10’ or one ‘point’. grapple) or attack with a weapon at the beginning
Each creature has a movement statistic rated from of the next round. If the fleeing creature’s
-6 to 6 that is added to or subtracted to their die. movement points are higher they manage to
The fleeing creature rolls a D6 and adds or remain out of their pursuer’s grasp and may add
subtracts their modifier as well as any distance the extra movement points remaining from that
from their pursuers that they have retained from round to the next roll.
the prior round. Results of less than zero indicate
that the fleeing creature has made less than 10’ of Generally a pursuit will end when a creature is out
progress, or is slowed by some obstacle. Pursuers it’s pursuer’s visual range, usually the range of
now roll to catch up to the fleeing creature with a their light sources. A fleeing humanoid may drop
d6 and any additions based on their movement. If any items held in their hands (shields and
the a pursuer’s movement points are greater than weapons) for an additional 1 point of movement at
the fleeing creatures movement points then the any time.
Movement Example types of Combatant
-2 Human in Boilermail. Undead Shark on land.
0 Trained Human in Heavy Armor. Earth Elemental. Most Crawling Death Forms.
1 Trained Human in Medium Armor. Wight or Gunwight
2 Trained Human in Light Armor.
4 Unarmored/Unarmed Human. Craydog or similar beast
5 Ghula Hunter. Unarmored Flying Monkey
6 Spectral Undead

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The purpose of these initiative rules is to make standard combat (without surprise or
ambush) more dangerous and less one–sided. Careful planning to ambush an enemy
should be rewarded, but I want to make the luck of initiative a little less
overwhelming. Staggered initiative within the party also prevents some kinds of
tactical gamesmanship, while making initiative another mechanic that provides
character and monster differentiation and choice. The main reason for individual
initiative is however to streamline play and speed up combat resolution by giving
players a clear order to follow, which I have found useful and even necessary when
running larger parties of up to ten players and fifteen or so adventurers and
henchmen.

DEFENSE
hit Points
Like damage, all Hit Points aboard the HMS are three types of Hit Point generation: High,
Apollyon are generated using six sided dice. Since Intermediate and Low. Generally Fighters will
hit points represent largely intangible things - the have High Hit Point generation, magicians Low
luck to narrowly dodge a bullet with only a hole in and all others Intermediate.
one’s hat, or the sudden rush of adrenaline that
allows the character to fend off a wight’s claws hit Point Progression
with their arm, they should be re-rolled each Level High Intermediate Low
session that begins in a town or haven, representing 1 1D6+1 1D6 1D6
the fact that some days are better than others. 2 2D6+1 1D6+1 1D6
3 3D6+1 2D6 1D6+1
Likewise hit points recover quickly, regenerating 4 4D6+1 3D6 2D6
between sessions, or with a few days of inactivity. 5 5D6+1 3D6+1 2D6
As in all D20 based games Hit Points are 6 6D6+2 4D6 2D6+1
generated based on level. However, since all
7 7D6+2 5D6 3D6
varieties of adventurer share the same D6 hit dice,
8 8D6+2 5D6+1 3D6+1
the number of dice each class rolls varies
9 9D6+3 6D6 4D6
considerable. Like Attack Bonuses below, there
10 10D6+3 7D6 5D6

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Armor Class
Armor class determines the difficulty of injuring a For example, a fine suit of custom made plate
target, and may reflect many factors from armor will give a Fighter or Cleric trained in
nimbleness, immunity to pain or difficult to heavy armor an armor class of 18, but if that
penetrate armor. Armor class is an ascending character choses to wear a shield her armor class
number, that an attack roll on a D20 (adding any will remain 18, ‘wasting’ the 1 point of armor class
applicable bonuses) must match or exceed to hit. normally granted by the shield.
The base armor class of a normal, unarmored
human is 10, while the best armor class (available In general this is will be simple to keep track of, as
only through the use of powered boilermail armor mechanically there are only three types of body
or to extremely powerful outsider entities) is 20. armor aboard the Apollyon: Light Armor, Medium
The best armor available to humans in simple body Armor and Heavy Armor. Within these broad
armor is 18. No amount of bonuses or skill will raise types of armor there is great variation, but no
a character in body armor’s armor class aboven 18. armor class difference.

Armor & Fighting Styles


Armor aboard the HMS Apollyon is incredibly colors and devices of its wearer’s faction, both to
varied, from soft and supple wrappings of walrus advertise loyalty and as a means of gaining
leather and boiled sharkskin scales to fluted revenge on anyone who steals it or removes it from
bronze plate armor. However, despite this visual the original owner’s body. Dealing in second-hand
variety, mechanically armor comes in only the armor is thus rare, and like all skilled craftsmen
three basic categories of: Light, Medium and armorers quickly find themselves working for one
Heavy (which includes Plate Armor) , and the faction or another. This means that characters
more complex category of powered Boiler Mail should be careful to retain their original armor and
armor. All armor comes in two varieties ‘normal’ not expect to upgrade it quickly.
and ‘fine’ armor. Normal armor uses the base
Armor class of its type, while fine armor gains a +1 Light Armor – Base AC 13, Base Movment 2:
or greater to AC when worn by skilled user. Armor designed for movement and comfort or even
Armor use is not limited by class as in many as under-protection for heavier types of armor
systems, but only certain classes are trained in (especially boilermail). Light armor is a favorite
certain armor types and the use of armor without amongst scavengers as this is the only armor which
training penalizes both Armor Class and initiative. allows free movement, including swimming. Some
Armor training varies, especially by subclass (for forms of light armor (fine mesh, or specially made
example high level battle-mages are trained in brigandine) can even be concealed under normal
heavy armor), but as a general rule Fighters and clothes. The base Armor Class of Light armor is 13
Clerics are trained in heavy armor use, while and higher quality light armor will have an Armor
Specialists and Froglings receive light armor class of 14 or even 15 for ancient and advanced
training. Flying Monkeys, Draugr and Passengers forms such as ebonite or antediluvian reactive
begin with Medium armor training. fiber work suits.

Armor aboard the Apollyon is very valuable, and Common forms of light armor include The olive
as such it is commonly marked with the symbols, green or grey dyed leathers of union scavengers,

24 | P a g e
the stiff furred hides often worn by hull dwelling and vision. Heavy armor gives a -1 penalty to
savages, Frogling cord armor, decorative shell initiative, even for the trained user, and a -1 to all
studded shark or walrus leather wraps favored by movement, dexterity, Climb and stealth skill
the fishers, waxed canvas, padded armor, light checks.
chain or scale (usually brass), boiled leather and
bone or shell armor. Heavy armor suits are almost always metal and
the best suits use bronze or steel plated with silver
Medium Armor – Base AC 15, Base Movement 1: or chrome to protect against rust. Painstakingly
Combat armor, sacrificing mobility and ease for crafted full-body suits of thick bronze scales,
greater protection. Medium armor is a fine overlapping in as a dense, high collared jazeriant
balance between protection and movement. are uncommon, but available, and the workshops
Medium armor interferes with swimming, of the Stewards stamp out both their signature
movement related dexterity checks, including lorica of larger overlapping plates and garrison
breaking contact and flight as well as limiting the plate - clumsy and easily adjusted plate armor
use of Climb and Stealth skills (a -1 any roll or reinforced with thick leather.
check). Medium armor is commonly at AC 15 with
advanced and magical suits, such as Frogling Plate Armor – Base AC 18, Base Movement 1: The
carved totem armor or ancient Steward riot gear finest of Heavy armor, crafted and fitted to each
providing protection as high as Armor Class 17. wearer, plate armor is the ideal of protection and
ease of use that heavy armor aspires to. The armor
Medium armor is very popular amongst all the class for plate armor varies between 16 and 18, with
factions of the Apollyon, with faction soldiers a 16 armor class for a half suit, with only light mesh
wearing a wide variety of protection including or leather protection on the limbs and 18 for a full
chain mail and scale armor. The two most popular suit of custom fitted steel plate armor. Plate armor
types of medium armor consist of the brigandines is rare and expensive, more akin to a magical item
(or coats of plates) worn under or as part of most then a scavenger’s supply item, but it has no
Flying Monkey guardsmen’s braided and frogged initiative penalties and the same -1 movement,
great coats, or the breastplates, with or without dexterity and skill penalties as medium armor.
elaborate etching and gilding, that Sterntowners
Fine plate armor is usually only available for
seeking to display a familiarity with violence often
warriors with access to fine armorers and almost
wear.
never seen amongst scavengers. Since a new suit
Heavy Armor – Base AC 16, Base Movement 0: will cost upwards of 10,000 gold pieces it’s a rare
Armor designed first to protect the wearer from a and successful scavenger that can afford plate
wide variety of threats. Heavy armor is slow, armor but still wishes to delve into the hull.
cumbersome and almost essential for the kind of Recovered plate armor is valuable, but an
dense melee of any mass-combat fought in the expensive refitting is required for a new wearer to
narrow gangways and cabins of the Apollyon. use it. Armorers willing to do so, or to remove the
Many warriors find that having the greatest symbols and marks undoubtedly added by its
amount of available protection from every angle is previous owners, are also few and very careful
a fair exchange for somewhat limited movement about who they work with.

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Untrained Armor use
There is no class limitation on what kind of armor a of armor is below the standard amount of
character may wear, but the penalties for using protection for its armor type, simulating the
armor without proper training are significant, if not wearer’s inability to move properly in the armor
crippling. Characters untrained (training is and likelihood that it is not being cared for or worn
determined by class and specialization) in the use in an effective manner. Second, those unused to
of a type of armor may still wear it, but will often armor’s weight and limitations will attack slower
find that it provides them limited protection and move haltingly compared to a well-trained
benefits that are outweighed by its disadvantages user. The penalties below are listed as an
in speed and movement. First the protection alternative to any already existing penalties of the
offered to an untrained user by even the finest suit armor, not as an additional penalty.
Penalties for Untrained Armor Use
Armor Type Maximum Untrained Movement & Dexterity Initiative Penalty
Armor class check Penalty
Light 12 -2 -1
Medium 14 -4 -3
Heavy 15 -5 -5

Armor Class is one of the key, and easiest to ruin, aspects of the combat
system. The limitation of AC to a maximum of eighteen prevents armor class
from keeping pace with or outpacing attack bonuses. Indeed more powerful
creatures and fighters will rarely miss while armor class can be maxed out at
relatively low level. A higher level character’s higher hit points will thus
decrease rather quickly against same level foes, and even a low level enemy
(or a character with poor attack bonuses) has a chance of striking a well
armored foe. The armor limitations also encourage the creation of magical
armors that aren’t simply a matter of increased AC and magical weapons that
don’t simply ad a ‘plus’ to attack and damage. In general combat on the
Apollyon is supposed to feel risky and scavengers should be encouraged to out
think, trick, and suborn the monsters they encounter rather than simply
cutting them down. The other benefit that this armor limitation gives is that
it allows the GM to grant armor increases more readily, evening out of armor
class over time as defensive bonuses are accrued through spells, magic and
skills without ever worrying that a character will become effectively
invulnerable.

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Shields
Shields are an effective means of defense, wielding a two-handed weapon, as a shield will
providing a one point bonus to Armor Class. Even offer no advantage. Some sub-classes, such as
the Armor Class bonus of shield cannot transcend “Soldiers” and “Wardens” specialize in shield use
the hard limit of 18 for Armor Class, meaning that and may gain additional benefits from shields.
heavily armored characters should consider

Dual Wielding
Despite its flashy appearance, wielding two offensive weapon with a reactive weapon such as a
weapons at once provides only minimal benefit to throwing axe or pistol. The classic sword and
the untrained, and only in certain circumstances. dagger combination is a boon to the careful
Wielding two weapons allows a player to choose combatant who fears being grappled, as with the
which weapon his character will attack with in a dagger’s close attribute she will be able to
given round and to obtain the defensive benefit of immediately do damage to a grappling foe.
a reactive or close weapon. Thus a character Carrying a reactive weapon in the off-hand allows
wielding a sword and boarding axe might choose the combatant to fend off enemies that seek to
to overpower a weak opponent one round with the close without giving up the ability to fight
axe gaining a strike at another foe should the axe effectively in melee.
attack kill while using the defensive finesse of the
sword the next round. A few subclasses, such as Duelists and Gladiators
gain additional benefits, including multiple
Popular weapon pairings include an offensive attacks at higher levels as they specialize in the
weapon such as an axe or sword and dagger or an use of two weapons.
Two Handed Weapons
Two handed weapons are purely offensive in combat two handed weapons are ideal for warriors
nature and provide no defensive benefit beyond who are already in plate armor, and cannot benefit
killing enemies faster. Two handed weapons from a shield.
universally have the ability of “Heavy” making
them both provide an initiative penalty to non- As noted below in the Weapon Attributes section
fighters and increasing their damage. This applies Two Handed weapons inflict damage by rolling
to polearms as well as two-handed melee weapons two D6’s and taking the higher result.
like executioner’s swords and great axes. In

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BoilerMail
The heaviest armor aboard the HMS Apollyon is strength (allowing the mounting of heavier
not the ornate, custom fitted steel plate armor of weapon and increasing melee damage) to fully
accomplished Passenger Class rakes, but rather enclosed heavy suits that can mount cannons and
rare suits of powered armor - boilermail. The best wield swords and axes weighing hundreds of
known of these machines are the handful of pounds, and augmented with hydraulic
elegant Boarding Suits in possession of the penetration aids or voltaic generators that release
Marines, rarely seen ancient armors, with a deadly charge on impact.
elongated limbs and twisting rounded surfaces
now much marred by increasingly crude repairs. Sterntown is not the only force within the hull to
However, even in these fallen times, powered possess Boilermail armors. The Fishmen apparently
armor suits are still being manufactured in make similar armor formed from the shed skins of
Sterntown, and are held up as feeble proof of their demonic gods, controlled by the souls of
humanity’s great power and rightful dominance. sacrificed thralls rather than clockworks and
Using the limited mechanical and magical difference engines. The Plague Dead have
resources of Sterntown, contemporary boilermail is captured many of humanity’s treasures over the
a shadow of the nimble ancient suits remaining in centuries and armors of all generations have been
the Marine armory or even the smooth gears and reported among their hosts, crudely repaired and
hydraulics of the armor from before the last war. powered by necromantic energies as either
possessed ghost armor or home to an undead
The current state of the art in boilermail clanks, plague seneschal. The most powerful and
smokes and possesses no beauty beyond brutal technologically inclined wild devils sometimes
mass. Modern suits are labeled Boilermail, wear hell armor, though it's a rare devil that can
Steamplate, or Boiler & Plate as they are most long justify to its masters the binding of a greater
often powered by magically augmented steam devil to a suit of armor, even if it is a devil of
turbines, though some are powered by captured another nomenclatura.
devils (diabolic batteries), horolomantic regression
engines, enslaved fire and water elementals The masters of boilerplate technology,
(elemental boilers) or ancient engines roughly acknowledged only in whispers, are the Black
adapted to operating on refined alchemical Gang, the denizens of Sterntown’s other human
oils. Each suit is custom made by an entire shop of city. Deep in the hull, in their fortress of brass and
artisans and can take 10,000 - 500,000 GP to unnatural black iron, lit only by the damned light
manufacture - employing armorers, blacksmiths, of radiation forges, these spawn of the Apollyon’s
engineers, enchanters and a wide variety of engineers, stokers and engine wipers press out
specialized craftsmen. More advanced suits can endless suits of advanced armor, lighter, stronger
take as long as a year to make and require tens of and better armed than anything that Sterntown
thousands of pounds of high quality steel and or has produced in a thousand years.
bronze.
Boilermail is classified by generation, with newer
Boilermail ranges from light exoskeletal suits that generations being the most crude, most prone to
offer protection little better than plate mail, but malfunction and least effective.
provide a dramatic increase to the wearer's

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Generation Description/and Examples
1 (Ancient Artifact Armor): Marine Boarding Suits, Steward Venerable Riot Suits,
Fishman Archon Armor.
2 (After the Great Marooning): New Army Steward Armor, Converted Service Suits,
Advanced Black Gang Armor, Ghost Armor.
3 (Post Catastrophe) Steward Post Flood Suits, Marine Vengeance Armor, Internal
Combustion Suits, Hell Armor, Black Gang Runic Boiler Plate, Plague Armor.
4 (Trade Years) Steward Peacekeeper Exoskeletons, Marine Utility Armor, Pre-
Retreat Private Boiler Plate, Fishman Exalted Thrall Battle Symbiote, Possessed
Armor, Black Gang Heavy Armor.
5 (Sterntown) Great House Vanity Armor, Modern Steward Artillery Exoskeletons,
Civilian Bronze Boiler suits, Merrowman Bone Juggernauts, Frogling Living Totems.

Wearing BoilerMail
Boilermail is a complex apparatus and while Boilermail is theoretically designed for long-term
untrained individuals can wear it, only a skilled operation, it is temperamental technology and best
pilot can wring the best advantage from a suit and employed in pitched battle with a team of
only a skilled engineer can repair power armor mechanics nearby.
from battle damage or the near constant
breakdowns that contemporary suits of armor In addition to the dangers of breakdown, including
suffer from. catastrophic explosions, boiler mail is not
generally ideal for scavenging in the hull. While
The Piloting skill is added directly to a suit’s the more advanced suits have almost the same
Reliability, and is also used in lieu of a dexterity or mobility as an unencumbered human, modern suits
other physical stat check. (Strength checks in are cumbersome, suffering penalties to movement
boiler mail are generally only needed if and initiative. Even advanced armor is still
attempting to do something outside the normal unwieldy, too big to squeeze into smaller hatches
human strength range – forcing doors or breaking or gangways, too heavy for some structural
the grapple of something with a strength of 18 or elements, and impossible to swim in. While
under is automatic). Engineering skill is used to climbing is possible in some boilermail with its
repair boilermail. much augmented strength, ropes and light chains
that would support a normally armored scavenger
Boilermail’s functionality is measured for game will snap instantly under the weight of a half-ton
purposes by a single simple metric, Reliability, iron suit. Finally Boilermail is noisy, and a party
which accounts for an armor’s current state of accompanying such a suit can never hope to
repair, fuel levels, the exhaustion of its pilot, and surprise enemies.
any damage it has suffered from use. While

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Reliability & Malfunction
Every suit of Boilermail has a "Reliability" wearer’s piloting skill) for each successful
indicator. This indicator is used for two engineering roll made by a repair crew. Each
purposes. First it determines how likely the finicky attempt takes one turn, though multiple engineers
armor is to break down in combat, and second it is may work on a suit at a time (allowing multiple
use to reflect damage to the armor. Every time a repair attempts should the first fail), and requires
wearer of steam plate rolls a ‘one’ in combat or at least one set of specialist’s tools.
movement (really anytime) and any time the suit
receives a critical hit from an enemy the pilot must Escape – Normally when a pilot wishes to remove
then roll a D6. If the roll is greater than the suit’s or put on a suit of boilermail the process takes a
current reliability the armor suffers a malfunction full turn, including time to activate or deactivate
and rolls on the malfunction table with a bonus or the suit’s power supply and properly shut down or
penalty equal to their current reliability score. start its systems. When boilermail becomes
Most often this is a temporary hiccup, such as damaged, or otherwise itself becomes a life
running out of fuel, but it can include things like threatening hazard a pilot may abandon the suit
catastrophic boiler explosion and joint damage. with 1d6 rounds of effort and successful Strength
The reliability number is the suit’s basic score, plus check to toggle the emergency releases. This sort
the pilot’s skill modified by -1 each time a of crash deactivation will damage the boilermail
reliability roll must be made. Reliability is by one reliability point, but does not alone require
restored by 1 point (to the suits maximum + the another malfunction check, only repair.

Boilermail is purely a setting item, the idea of clunky powered armor is something
that might not have a place in most fantasy world, but it’s a background setting
element and has been since the Apollyon’s inception. It’s debatable if characters
should ever become equipped with boilermail, but I’ve tried to write these rules so
that it is something that is both powerful and a bit limiting. A suit of boilermail
(piloted by an Engineer fighter, Scholar specialist or Alchemist magic-user) offers
a great degree of combat potency, but also has serious limitations for exploration
and dungeoneering. The idea of the armor is to create a template for powerful
NPCs and monsters, while also providing a potential artifact like piece of
equipment for higher level play.

EXAMPLE: The most successful and well known of Scavenger crew leaders in his generation, Rangvar
the Crowbar owes much of his fame and success to his ownership and canny use of his suit of Boilermail,
‘The Bronze Crab’. A large, fully enclosed 5th generation suit made especially for Rangvar as a reward for
his services to the Collwing Family, the crab is not the best Boilermail, being new and prone to breakage,
but Ragnvar’s excellent piloting skill (He’s a 8th level Engineer with a 5 piloting skill), the suit’s huge
pincers and a rack of incendiary bombardment rockets built into its shell have proved potent against the
terrors of the hull.

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The Bronze Crab – Heavy 5th Generation Boilermail Suit – RELIABILITY: 1, AC: 19, DAM REDUCTION:
– 3, WARD+1 (immune to drowning/gas) DAM BONUS: +3, ATTACKS: 2 x huge pincers (2D6
crushing), (3) Incendiary Rockets (Artillery/Fire) 1D6 EV 10,

Rangvar is an experienced and intelligent scavenger, and does not simply wander into the hull wearing
the Bronze Crab, instead preferring to bring it along disassembled on his expeditions in the care of two
mechanic henchmen and supported by a large crew. The crew will often set up a base camp, scout the area
they wish to scavenge and only then will Rangvar remove the Crab from the train of pack hounds,
assemble it, and stride forward to use its might against whatever challenges have proven difficult for his
scouts to overcome.

Rangvar and his crew have recently discovered an abandoned entertainment district, seemingly
inhabited by well-armed fanatical members of the Cult of the Ravenous. The cannibal demon
worshippers have fortified themselves in an ancient opera hall, armed with several rifles and at least one
small artillery piece, in addition to the normal fel magic, cursed spears and warped hyena demons. The
opera house however is a rich prize, as regardless of what it may contain, the domed roof is plated in gold.
Rangvar and his crew resolve to smash the cult head on, using the Bronze Crab to spearhead their assault.

After a scouting mission to find a way through the crumbling tenement towers around the operahouse that
both avoids the carousel full of malicious ghost children and follows paths that are wide enough (10’
minimum) and strong enough to support the two ton bulk of the Bronze Crab, Rangvar sets off with his
assault crew. Snipers and a hired Thieftaker fire elementalist infiltrate the ruins across from the Opera
well ahead of the main body, as the Bronze Crab’s wheezing alchemical engine and clanking armor plate
will alert the cult sentries and guard beasts.

Deciding to gain whatever surprise he can, Rangvar and the Crab spot a hole in the crumbled masonry of
a storefront across from the opera’s main entrance and he plunges into the building. Negotiating the small
gap require a piloting check, which Rangvar makes easily rolling a ‘3’ on a D6 against his ‘5’ piloting skill.
The cultist guards have heard his approach by now and the cackling calls of a demonic hyena pack as
they are released to hunt barely cover the shouts of men pouring out onto the roof of the opera to prepare
heavy ordinance. Rangvar acts quickly smashing the crab through the storefront and readying a rocket.
To break through this masonry wall the Crab only needs to make another simple piloting test, but
Rangvar rolls poorly, a ‘1’ on his D6, meaning that while the crab succeeds in breaking through the wall
(his skill is 5 in 6 after all) the Crab suffers a blow from the falling bricks and Rangvar must make a
reliability check.

Since Rangvar has a 5 piloting skill and the reliability of the Crab is ‘1’ due to its age and complexity
Rangvar is in no danger as he cannot roll below the suit’s reliability of ‘6’ on the D6 reliability check.
However, the falling wall does jar loose some connections and skews one of the suit’s complex gyroscopes
meaning that next time a reliability test is required its reliability will be only 5.

Rangvar pushes the suit forward into the mass of hyena beasts as the cultists turn their guns on the Crab
and Rangvar’s crew begins to fire their weapons.

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D10 plus
Reliability Malfunction Table Part i
Catastrophic Explosion – The entire suit suddenly explodes like a bomb, pilot is killed
-5 or instantly. Fragments of armor, weapon and pilot make a storm of shrapnel in addition to
Greater the deadly blast. (Burst 10 Range 50’ diameter, Save vs. Explosion damage: death or 4D6
[cover/save]). Suit destroyed pilot killed instantly
Fuel Tank Explosion – The suits fuel reserves burst into flame and cascade outward in a
great flaming torrent. (Burst: 6, Range 30’ diameter, Save vs. Explosion damage: death or
-4 2D6 fire damage [cover/save]). Suit destroyed and pilot burned to death over the course
of one round.
Interior Explosion – Explosions tear pilot compartment blasting the pilot into bloody
-3 fragments. Suit is damaged but can be repaired in a machine shop. Pilot killed.
Interior Steam Venting – The suits cooling system is ruptured and superheated steam, oil or
-2 gases fill the pilot compartment. Pilot will take 4D6 points of damage each round until
they escape from the boiler mail. Suit can be repaired in a machine shop.
Brews Up – The suit begins to burn furiously, roasting the pilot within for 2d6 per round of
damage. The spreading fire will reach the fuel tanks in 1D6/2 rounds resulting in an
-1 explosion that will kill the pilot and do damage to any nearby. (Burst: 6, Range 30’
diameter, Save vs. Explosion damage: death or 2D6 fire damage [cover/save]). Suit is
destroyed.
Major Spalling – Several fragments from the inside of the carapace are knocked free by
the force of the attack or systems failure. These fragments rip through the pilot and will
0 inflict 3D6 points of damage. Suit stops functioning, suit can be repaired in a machine
shop.
Fire – Some portion of the armor bursts into flame. This fire will spread slowly, but is
dangerous if the pilot cannot put it out. Each round after the first the fire does 1D6 points
of damage to the pilot, reduces Reliability by one and requires a new Reliability test. The
1 fire can be put out by immersing the suit in water, magical aid or a mechanic’s successful
Engineering test using bags of sand or buckets of water to douse the flames. Suit damage is
severe and can only be repaired in a machine shop.
Catastrophic Fusing – Several key relays and joint motors or hydraulics fuse, freeze or are
2 destroyed. The suit is non-functional until repaired and the pilot is trapped within until
the suit is repaired at a machine shop or the pilot can escape using the emergency system.
Engine Failure – Internal Systems overload and stutter, smoke pouring from the machine.
3 The engines that provide movement ability are damaged and require repair. Suit cannot
move until repaired, but may still fight or otherwise act.
Joint Fusing – One of the joints or control relays related to a weapon is broken or fused,
4 making one of the suits weapons (or arms if it has no built in weapons) unusable until the
suit is repaired at a machine shop.
Minor Spalling – A fragment of shrapnel is smashed free and ricochets around the cockpit
5 doing 1D6 points of damage to the pilot. Suit remains operational.
Hydraulic Rupture – The hydraulics or servos strengthening the suit are ruptured or
overloaded and the suit loses its augmented strength. Suit loses any bonuses based on
6 increased strength until it is repaired.

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D10 plus
Reliability Malfunction Table Part ii
Fuel Exhaustion – The suit has burnt through its fuel reserves and must be refueled.
7 Fueling will take a turn if performed by an untrained mechanic or can be accomplished in
1D6 rounds by an engineer on a successful skill check.
Seizure – Suit stutters and stops in place, becoming immobile and incapable of action for
8 1D6 rounds. Suit remains operational.
Gyroscope Damage – The internal systems that stabilize the suit and help make its
9 movements more harmonious are damaged resulting in a -1 to all future rolls and piloting
checks. Suit remains operational.
Armor Damage – A large plate of armor springs loose, cracks or is otherwise rendered
10 ineffective. Suit loses two points of Armor Class until repaired. Suit remains operational.
Noxious Venting – Suit vents thick smoke and nauseating gasses, while the pilot is likely
to be protected by the armor’s filters (If suit is an enclosed model), all creatures within 10’
11 must make a save v. poison or suffer temporary blindness from the smoke that lasts until
victims can wash eyes with water. The smoke cloud dissipates in one round. Suit remains
operational.
System Reboot – The control systems and difference engines of the armor experience a
temporary shut down and require 1D6 rounds to reboot. In less advanced suits consider the
12 pilot stunned and disoriented for 1D6 rounds. During this time backup controls can be
used at a -2 to all rolls.
System Stress – Minor failures in several suit systems as the machine is pushed near its
breaking point. While there is no immediate effect beyond grinding sounds and the odd
13 spark or two, if unaddressed this damage will tear the suit apart. Each subsequent point of
reliability damage counts as 2 points.
Noisome Venting – Suit vents gases and pressure in a noisy manner, requiring an
14 immediate exploration die check (on a 1-3 monster encounter, ignoring all other results).
15 Minor Seizure – Suit seizes and cannot function for one round. Suit remains operational.

Boiler Mail Abilities


Strength - Boilermail greatly augments its damage and attack with only the largest, heaviest
wearer’s strength far above the normal human and most advanced of suits having a Strength
range. The lightest most recent suits of exoskeletal bonus of +5 or better.
“scout” armor, while little more than a suit of heavy
armor with hydraulics and a volatile chemic Heavy Weapons – Boilermail alone can
engine riveted to it, still have mechanical strength effectively carry artillery weapons and wield
greater than any human. Though the primary giant sized melee weapons. Giant melee weapons
benefit of this strength is in melee combat, all tend to do damage as two-handed weapons or
boiler mail effectively has a “Force” Skill of 6 in 6, even 2D6 damage. Some of these heavy melee
meaning that locks and bars meant to hold back weapons are further augmented with pneumatic
creatures of normal strength can be slammed punches, voltaic charges, or magical potency,
through by a suit of power armor without any need making them even more capable of slaughter.
for a force check. In combat boilermail is Likewise the heavy ranged weapons of Boilermail
considered in to have a +2 to +10 bonus to melee make a good suit capable of victory over a great

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numbers of lesser foes. Even today’s slow loading other burst weapons (which usually bypass Armor
millatreuses, bomb throwers and muzzle loading Class) against armored suits.
cannon strike with force far greater than any hand
held firearms. Cover – The maelstrom of shrapnel, over-pressure
and heat that characterize most Artillery, grenade
Armor – The armor of boilermail is far more or burst attacks are far less effective against power
effective then that worn by individuals. A suit’s armor then against normal foes. For the purpose of
greater strength and special construction allow it determining saves vs. explosions, shotguns, artillery
to carry much thicker plates of armor or even to and automatic weapon fire a suit of boilermail is
create a fully enclosed shell that will deflect most always considered to be in “cover”, meaning that a
attacks. Boilermail universally has an Armor save vs. device or explosion will entirely negate
Class of 18, and heavier armors can transcend the the damage inflicted by artillery and burst
normal scale of protection with Armor Class that weapons. On a failed save the boilermail armored
reaches 20. character will take usually take ½ damage,
mitigated by the armor’s damage reduction.
Damage Reduction – More important than the
ability of boilermail to completely deflect attacks Environmental Protections/Wards – Heavier and
is the way that it reduces the damage of those older boilermail suits tend to be fully enclosed and
strikes that do penetrate. Generally suits will sealed, granting immunity to gasses and other
provide a flat damage reduction of -1 to -10 to any environmental effects (like drowning). Even
incoming attack. This becomes especially newer, less advanced suits will often grant a
important when combined with the ‘Cover’ rules, “Ward” bonus to saves against poison and spells.
as most enemies will seek to focus artillery and

Saving Throws
Saving Throws represent a creature or character’s Saving Throw Categories Are:
abilities to resist and avoid dangers that aren’t
properly modeled by Hit Points. All saving throws Poison(Endure) – The Save vs. Poison reflects a
are made against a static number that increases characters ability to physically endure toxins,
slowly based on level and class. There are few disease and intoxicants from the paralytic saliva of
modifiers for saving throws, exceptionally high or a Ghula to the effects of overindulgence in mad
low Wisdom grants a bonus or penalty to all saves, kelp. Additionally the poison save is used to
while the various non-human races have flat determine the success of carousing checks and
modifiers to their saving throws. Magical items other situations where physical endurance or
will also sometimes grant bonuses to certain saving resistance is appropriate.
throws. All saving throws are made the same way,
by trying to beat a target number with a single Device (Dodge) – Representing a character’s
D20 roll. For the specific setting of the HMS reflexes and ability to evade or anticipate being
Apollyon the classic five saving throws have been targeted by dread devices including: wands, some
retained but their names changed to be somewhat guns, small bombs and many traps. This is the
less cryptic and to reflect the unique dangers of ability to physically escape physical dangers.
the setting. Additionally a Death Save has been
added to somewhat increase player character Possession(Resist) – Similar to the Poison save, a
survivability and as a potential mechanism for Save vs. Possession measures the character’s ability
introducing and justifying permanent injuries. to resist mental intrusion or control. It applies to

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mind effecting spells, such as sleep, curse and
charm, possession attempts by undead or outsider Explosion(Luck) – Some attacks are so large, so
entities and mundane mental failures such as fear deadly or so puissant that only luck or some kind of
or insanity. intimate understanding of danger can save their
victims. The Save v. Explosion is primarily used for
Spell(Overcome) – Save vs. Spells represents the these sorts of perils and most commonly to mitigate
luck, magical skill or mental fortitude to avoid death and damage from heavy weapons or
magical spells that inflict primarily physical artillery explosions. It also of course applies to the
damage, and indicates the ability to disbelieve, breath weapons of larger monsters.
resist or quickly make a counter sign or
incantation to mitigate magical damage.

The Death Save


A key Saving Throw, not found in the system that itself allows for a saving throw, such as an artillery
this document is derived from, is the player blast or lethal poison. The Death Save ability can
character ‘Death Save’, a special save to avoid be lost through certain magical effects such as
death from normal injury. When a character is dooms, curses and most commonly pacts with
reduced to below zero Hit Points, the player may outsider entities that exchange the character’s soul
elect to make a final saving throw against death for a boon or gift.
and if successful the character will return after the
combat or other damaging incident is concluded Death saves are static, but increase (making
with a single hit point and the understanding that survival less likely) each time the character makes
they are gravely injured. In this state a character one. All characters begin with a Death Save of 10,
cannot act in combat or engage in dungeoneering but this increases by one point each time they roll
tasks unless healed. Additionally should a against it (even if they die and are somehow
character that is gravely injured take any damage, brought back..) Some special subclasses and the
it is a killing blow, without further recourse to the Draugr race use mechanics that reduce, limit or
death save. even ignore the Death Save.
Likewise the death save does not apply if the
character is killed by an attack or danger that

Saving Throw Tables

Fighter Saving Throws


Level Poison Device Possession Spell Explosion
1-3 12 13 14 16 15
4-6 10 11 12 14 13
7-9 8 9 10 12 10
10 6 7 8 10 8

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Specialist Saving Throws
Level Poison Device Possession Spell Explosion
1-3 11 12 15 16 15
4-6 9 10 13 14 13
7-9 6 8 10 12 10
10 4 6 8 10 8

Magic-User Saving Throws


Level Poison Device Possession Spell Explosion
1-3 13 14 13 15 16
4-6 10 12 11 13 14
7-9 8 10 8 10 12
10 6 8 6 8 10

Cleric Saving Throws


Level Poison Device Possession Spell Explosion
1-3 12 14 13 16 16
4-6 10 12 10 14 14
7-9 8 10 8 12 12
10 6 8 6 10 8

Non-Human Saving Throws


Rather than use their own saving throw matrices, their wills can be bent and twisted with a minimal
non-human characters (and some monsters, which expenditure of magic. When saving against
use the same sets of saving throws) use one of the magical effects (regardless of the Saving Throw
above categories of saving throws, but receive used) Flying Monkeys may only ever save as a 1st
bonuses and penalties to certain types. level fighter.

Froglings – Froglings save as Magic-users, but are Passengers – A strange and mixed lot, Passengers
hypersensitive to potential dangers and their generally save as fighters, but Passengers’ outsider
strong legs are capable of twitching into action blood gives them a +1 to Saves vs. Spell and
and catapulting them to safety even without a Possession.
conscious knowledge of a threat. All froglings
gain a +2 to Saves vs. Device. Merrowmen – Magical creatures with powers of
vivamancy and transformation, Merrowmen save
Flying Monkeys – Flying monkeys save as fighters, as Specialists, but gain a +2 to Saves vs. Poison and
however they have serious penalties when saving +1 to Saves vs. Magic.
against spells. As a species created to serve
sorcerers, flying monkeys were designed so that

36 | P a g e
Draugr – The Draugr are dead, or at least living embrace their undead aspect by adopting the
spirits bound to corpses, caught in a strange half- “Horror” subclass, Draugr receive a +3 bonus to all
life. Like all undead they are rather resistant to Saves vs. Poison but otherwise save as magic-users.
poison, though not immune unless they fully

OFFENSE
Attack Bonus
Attack Bonus is a simple bonus to a character or Untrained: Characters or NPCs without any
monster’s ability to hit on a one for one basis. There combat training or experience use this attack
are two separate attack bonuses for ranged and bonus, including magic users and zero-level
melee combat, as some creatures and classes are henchmen or NPCs.
better at one type of combat or another. Base
attack bonuses determined by class, but are Attack Bonus by Level
modified by certain aptitudes and by non-human Experience Warrior Trained Untrained
racial traits.
Level
Warrior: This is the greatest level of martial skill, 1 +2 +0 +0
representing a creature or individual that has not 2 +3 +0 +0
only learned or been trained in combat, but 3 +4 +1 +0
relishes in it or has a natural affinity for violence. 4 +5 +1 +0
Among adventurers it is limited to the Fighter 5 +6 +2 +1
class but many monsters, including almost all 6 +7 +2 +1
predatory animals have a similar attack bonus. 7 +8 +3 +1
8 +9 +3 +1
Trained: The attack bonus for individuals who 9 +10 +4 +1
have been trained in or become accustomed to the 10 +11 +4 +1
risks and experience of combat, but who are not
narrowly focused on warfare. This group consists of
Clerics and Specialists.

Damage
All Damage aboard the Apollyon is calculated weapons that inflicts damage by rolling 2D6 and
using the same D6 as hit points. The vast majority taking the highest result. The second mechanism is
of attacks inflict one Hit Dice (HD) of damage, the ‘exploding’ damage mechanism unique to
easily capable of killing a trained warrior. Some firearms which inflicts an additional dice of
stronger attacks inflict a higher average damage damage every time a ‘6’ is rolled on the damage
through two major mechanisms. The first is an die.
‘advantage’ mechanism, used by two handed

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Some may find these Hit Dice and Damage rules confusing, or feel they are
intuitively wrong. The idea that a maximum level fighter will have a
maximum of seventy – three hit points (and realistically will have far fewer)
might seem shocking to players used to other systems derived from later games.
It is not that the fighters and monsters aboard the Apollyon are less durable
than those in other games, this is simply a more granular way of approaching
Hit Points and damage. Every Hit Point counts, and both damage and Hit
Point reserves are lower than in many systems. I believe this is easier to track
and provides a flatter power level then later edition games. The goal of these
rules is to make damage more serious, while mid-level characters and monsters
may be able to survive several hits with normal weapons, damage quickly
overwhelms Hit Points, especially combined with the Armor Class rules above.
Fights should be quick, potentially dangerous regardless of character level,
and even weak opposition will remain dangerous throughout a campoaign.

Combat Maneuvers
The variety of combat maneuvers listed below is are meant to deal with special situations, and most
not meant to be exclusive or to encompass ever common player efforts to narratively benefit in
possible event in combat. This does not mean that combat can be fit into the categories below. For
most player suggestions for combat maneuvers example attempts to “trip up” or “disarm” armed
need an ad-hoc ruling. It is sufficient to simply call combatants should generally be considered
most offensive actions an attack. The rules below grappling attempts.
Melee Attacks
Melee attacks are made in the standard manner, attack the front rank of the enemy vanguard,
and it is assumed that characters have ready unless they break through the line. Charging is
access to whichever of their weapons they choose risky if the enemy has braced for attack or is armed
to wield at the start of melee. Dropping or placing with reactive or reach weapons, but it does provide
torches on the ground is assumed to take place a +4 bonus to hit.
prior to melee without any penalty as the
characters are trained and experienced Breaking Lines – Breaking through defensive
scavengers, well-practiced at fighting in the lines is difficult, some monstrous enemies (the
cramped and gloomy gangways of the hull. immaterial undead for example) and especially
aggressive fighters like Berserkers may do it
Charging - Characters and enemies may both automatically or with a simple Dexterity check.
attempt to charge into battle against foes that are
not yet in melee. In an open area such charges may Most combatants must first succeed in a Dexterity
target any enemy, but when constrained by narrow check and then succeed in an attack against the
areas or otherwise blocked by a defensive line that front rank of the enemy to break through to the
can’t be flanked charging enemies may only rear rank, which they can attack the next round. If
either of these rolls fails the attacker has been
38 | P a g e
pushed back and achieved nothing. If both are Grappling – Rather than attempting to directly
successful the attacker damages their target and injure an opponent through blows, a combatant
has succeeded in pushing past into the body of the may seek to grapple their enemy, trying to pin
enemy force. This maneuver may be combined them and then restrain them, savage them with
with a charge if there is sufficient room to do so. natural weapons like claws and teeth, stab them
with a close weapon or slowly choke them. The
Bracing – Characters and monsters may “Set for grappling process is somewhat complex, with a
Attack”, allowing them to counter attack the first reaction attack, the grappler’s attack and then a
enemy that seeks to bring them into melee combat. strength check in the first round. In subsequent
If they are not attacked in the round they have rounds damage is automatic, and then the
“Braced” they have simply wasted their action. grappler must roll to maintain the grapple.
Bracing is far more effective for combatants armed A Grappler is subject to a reactive attack from his
with ‘reach’ weapons as they can attack the first target, unless the grappler is attacking a flanked
enemy charging them or an ally and if successful opponent or from stealth. After the target’s
their reactive attack will do double damage reactive attack is resolved, the grappler attacks.
against a charging foe. On a successful attack the grappler then checks
their Strength on a D20. On a failure by the
Outflanking – Usually two combatants may block
grappler, the victim is able to worm free of the
a 10’ area and two more behind them may use
grapple. On a success by the grappler, the
reach weapons to attack over their shoulders. In a
grappled must also make a Strength check on a
constricted corridor this will mean that the most
D20 adding the success margin of the grappler to
normal attacks a vanguard character may face is
his roll. If the grappled makes their strength
four - two from the combatants opposite them, and
check, they can either reverse the hold, controlling
two from foes in the enemy second rank. In a wide
the grapple, or break free in the next round.
open area, such as a room, unless there are two
defenders for every ten feet of space from wall to In subsequent rounds a grapple may be continued
wall both characters and monsters will likely try to and prior to any tests both the grappler and
outflank the frontline, and either attack other grappled inflict any damage they can. In a
targets in the rear or launch flank attacks on grapple close weapons and natural weapons
enemies who are engaged in melee with another (daggers, claws and teeth) automatically hit and
enemy. damage the opponent, regardless of who is
winning the grapple. This makes carrying a
When there is room to outflank an enemy position
dagger a useful addition to any scavenger’s kit,
(the enemy has accessible space to the side or rear)
and makes wrestling beasts such as craydogs very
combatants whose force outnumbers the enemy by
dangerous. While in a grapple an unarmed
more than two to one may take a round to move
combatant cannot do damage unless they are
into position with a successful dexterity check and
controlling the grapple. A grappler who controls
launch an attack the next round with a bonus of +4
the grapple (having won the STR check contest the
to hit that will do double damage. Outflanking
round before) can do 1D6/2 points of damage in
will not work on some monstrous creatures, flying
addition to any damage they do with a close
creatures (including flying monkeys) or on
weapon and can choose to break free from the
Boilermail armored foes.
grapple at any time. Grapple damage that doesn’t
Unarmed Combat – Without special skills, natural use a weapon can be non-lethal if desired.
weapons or equipment (such as brass knuckles or a
After damage is calculated the combatant
cestus) even a trained fighter will be unable to do
currently controlling the grapple makes another
serious damage, inflicting only 1D6/3 points of
Strength check. Succeed or fail, the grappled
damage per attack.

39 | P a g e
combatant then makes a Strength check, adding a penalties, but under no circumstances will
penalty of however many points the controlling aggression or caution produce more than a four
grappler succeeded their Strength check by. If the point benefit.
controlled grappler wins a Strength check they
can either reverse control of the grapple or break Fumbles - When a character, NPC or monsters
free. rolls a natural one on a melee attack roll this is a
fumble, and results in an automatic miss.
When grappled by multiple opponents only one Additionally the target of their attack may make
set of damage calculations and one set of checks is a normal attack in response.
made, but the grappled victim has a +2 penalty to
their Strength check per additional attacker. Critical Hits – On a natural 20 a combatant has
scored a critical and especially effective hit. There
Fighting Style – Not every approach to melee are two options on a critical hit, either to inflict
combat is identical, and a combatant may fight double damage (simply doubling the damage roll
defensively or offensively favoring self- after any modifiers) or to inflict normal damage
preservation over the ability to damage the enemy and narrate an additional beneficial aspect of the
or vice-versa; however, for most, even trained attack. The possibilities of this benefit are limited
fighters, these fighting styles do not represent the only by the player’s imagination, though common
optimal use of their skills. Fighting defensively results are to disarm the enemy, knock them over
will grant a +2 to Armor Class (to the maximum of (preventing their attack the next round), pin then
18) in exchange for a -4 to attack, while fighting against something, push them off or ledge or into
aggressively will grant a +2 to attack and a -4 to another enemy (though in the last case a Dexterity
Armor Class. Special sub-class abilities or the use check is appropriate to see if both enemies lose
of a finesse weapon will make these exchanges their next action).
more even, and even allow greater bonus and

Missile Combat
Ranged Attacks are generally conducted the same consequences apply. Long-arms also suffer a loss
as melee attacks, and with the confined spaces of of accuracy when used at this range.
the Apollyon range is less of a consideration then it
would be in many games. Because of the narrow Long- All other distances are considered long
spaces, short sight lines, low ceilings, and many range, and while some missile weapons might not
obstruction in the hull, bows and rifles are be able to hit more distant targets this is generally
relatively rare, and even the infamous Steward not an issue on the Apollyon.
Standard Rifle (SSR) is more often found in a
Aiming – Taking a round to aim a missile weapon
carbine form. As such range calculations that
at long range will grant a +4 bonus to hit.
would be used in other games are largely absent
However the shooter is disrupted if an attack is
from the Apollyon. There are really only three
directed at them during their aiming round,
significant ranges for the use of ranged weapons
making this maneuver best from concealment or
aboard the Apollyon, Melee, Reach and Long.
surprise.
Melee – When a combatant is in hand to hand
combat they are in melee, and may not use missile
weapons (except for reactive weapons, and then
only in a reactive manner).
Reach – At reach range, missile weapons can be
used, though if fired into melee the normal

40 | P a g e
Firing into Melee – Firing into the constantly Missile Fumbles – Unlike melee fumbles, missile
swirling scrum of melee in narrow gangways lit fumbles are rarely immediately dangerous to the
only by the flickering, pungent light of a whale oil fumbler. Missile fumbles result in the jamming or
lamp is a chancy proposition. Not only is there a breakage of the weapon. Usually this is simply a
chance to strike one’s allies, but the danger of an
unexpected projectile attack from the rear is broken crossbow string or a broken flint and can be
unnerving and can result in a fatal distraction. On repaired in one turn of action. Fumbles with more
a natural roll of ‘5’ or less the attack will strike a shoddily made firearms can result in explosions,
random ally in melee doing full damage though this should be noted in the weapon
regardless of the victim’s AC. description.

Weapon abilities
While damage is nearly identical amongst Close -Close weapons may seem weak at first but
weapons aboard the Apollyon, weapons choice is when in the hands of a certain style of fighter they
important as weapons types provide special are exceptionally dangerous. Close weapons
benefits and bonuses based on the following allow the wielder to do significant damage while
general classes of weapon. grappling. This category includes daggers, claw
weapons like bagh naka, and the natural weapons
Heavy - Heavy weapons suffer a one point of some non-human species and most monsters.
initiative penalty and require two hands or
monstrous strength to use. These weapons inflict Reactive - Weapons that can be used to interrupt
2xD6 taking the highest damage due to their size an attack. When attacked while wielding a
and power. This category includes two-handed reactive weapon the defender will receive an
weapons, pole weapons and most rifles. automatic attack before the attacker can
complete their own. If a defender is capable of
Light or Improvised - Light weapons are generally multiple reactive attacks (with a pistol or if they
less injurious than normal weapons doing D6/2 are carrying thrown weapons in both hands for
damage. This includes improvised weapons such as example) they may only react once to any
clubs, furniture and torches, but also includes most attacker, and each attack against subsequent
throwing weapons like javelins, throwing knives attackers is at a cumulative -1. Reactive weapons
and tomahawks when used in melee. are often held in the off hand and include
throwing knives, tomahawks and pistols. Indeed, a
Reach - Reach weapons can be used from the reactive attack is the only way a pistol can be used
second rank of combat and may be 'set' to receive a in melee combat, though the ability of a multiple
charge, giving up an attack but allowing a shot pistol to engage multiple attackers makes
reactive attack that does 2x Damage to the first them very dangerous
charging attacker to enter the weapon's range (i.e. .
the attack need not be directed at the character Finesse - Finesse weapons are handier then most
with the reach weapon). Pole weapons and spears arms and well suited to attack and defense. These
are reach weapons. weapons allow the near effortless switch between
styles of combat and allow a point for point trade
of attack bonus and AC - making a offensive
combat a +2 to hit/-2 AC and Defensive combat

41 | P a g e
a +2 AC/-2 Hit rather than the normal +2 hit/-4 Crushing - Crushing and penetrating weapons can
AC or +2 AC/-4 to hit. The ability to adjust these mitigate the protection provided by heavy
attack and defense values by greater amounts is armor. When attacking foes in heavy armor these
increased by the "Duelist" sub-class available to weapons reduce the enemy to a maximum AC of
Fighters and Specialists. Stabbing and other light 15. The effect of a crushing weapon will only work
or medium swords, such as arming swords and on opponents that depend on armor or armor like
sabers, are the most common finesse weapon protection (shells, plating or chitin) for defense,
(cleaver like weapons are generally and will have no effect on many otherworldly
"Overpowering" weapons). opponents such as devils and demons despite their
lower armor class. Crushing Weapons are also no
Overpowering - Cleaving and cutting weapons more effective then any other against Boilermail
allow a flurry of dangerous blows that will carry armored enemies (unless they weapon itself is
from one opponent to the next. When a combatant Boilermail sized). Maces and the ubiquitous 'war-
crow' of the Scavenger's Union (a cross between a
lands a killing blow with an overpowering weapon
crowbar and a military pick) are both crushing
they can immediately make an additional attack weapons.
against a nearby opponent. Boarding axes,
cutlasses and falchions are the most common Entangling - Entangling weapons are
weapons in this class aboard the Apollyon. unpredictable and difficult to defend against as
they slide around parries and allow unpredictable
angles of attack. Entangling weapons grant the
wielder a +1 bonus to initiative to model their
range and the difficulty of defending against
them. Flails, chain whips and barbed nets are
common entangling weapons - though monsters
attacking with tentacles may also have this
advantage.

Special Weapons
Silver Weapons – Silver weapons have not simply many creatures immune to normal weapons,
been silvered, but also marked with the proper especially devils. Hexed weapons are costly, up to
sigils and have undergone rituals of purification. ten times the cost of a similar non-magical weapon.
These weapons (including bullets) cost five times Missile weapons may not be effectively hexed, but
the normal cost of a weapon, but have the ammunition can be.
advantage of being able to harm many creatures
that are immune to normal weapons, especially Blessed – Blessed weapons have been imbued
material undead, lyncanthropes and demons. with holy power from one of the Apollyon’s
Missile weapons may not be effectively silvered, churches. They are effective against weapon
but ammunition can be. immune undead of all kinds and sometimes will
harm devils and demons. Blessed weapons require
Hexed – Similar to silver weapons, hexed weapons a good relationship with a church to obtain, and
can be obtained from Frogtown and some other will still cost five to ten times the price of normal
factions. The weapons have been marked with weapons.
powerful fetishes and spells capable of damaging

42 | P a g e
Magic
Spell Casting
Spell casting occurs much like any other combat Counterspells – Almost all arcane spell casters
action, on the caster’s initiative. Spell casting is not may seek to counterspell arcane spells. When a
considered instantaneous, but this is a mechanical caster elects to counterspell for their action they
compromise rather than a decision about the may attempt to counterspell any spell cast nearby
nature of magic in the setting. Spells may still be after they have declared their intent to
interrupted, countered and otherwise interfered counterspell, until their next combat action.
with despite their treatment as a normal, initiative Academic magicians, who specialize in
based combat action. understanding the theory and workings of raw
magic may also elect to counterspell spells cast
Interruption – A spell caster’s concentration and before their initiative, by giving up a future action
ability to cast is interrupted when the caster is that round.
struck in the same round as they are casting. The
caster may still cast if he makes a successful 4D6 Once a counterspell is active, spellcasters that the
Intelligence check, but if the check fails the spell counter spell is directed at (and it must be directed
will be lost. A caster who decides not to cast on a at a specific caster) make a Save vs. Spells to
turn where they are hit does not risk spell loss. successfully cast their spell.

Firearms and
explosives
The HMS Apollyon contains guns of varying significant numbers, except for the simplest of
technological quality, from ancient self-targeting fused hand-bombs. Small arms are generally
weapons that fire caseless, explosive ammunition treated similarly to bows and crossbows, but
to crude black powder gonnes. Bombs, artillery provide several advantages. The most universal of
and rockets are also available, though they are less these advantages is exploding damage.
common and no longer manufactured in any

43 | P a g e
Firearms
Unlike traditional weapons, firearms are maximum damage. This exploding effect even
relatively easy to use effectively, and may by continues to accrue with every roll of maximum
fielded by any class without restriction which damage.
provides an advantage to less martial classes.
Secondly, guns are capable of doing large Generally firearms do 1D6 per bullet, though rare
amounts of damage on a lucky shot, and all weapons do either multiple die of damage or
firearms, including automatic weapons, have the have weapon modifiers (Such as Heavy) that will
ability to do exploding damage, causing an increase their damage potential.
additional die of damage when they hit for their

Exploding Damage
When the damage die for a successful firearm damage die rolled, not subsequent ‘explosive’
attack rolls a ‘6’ it will inflict a second die of dice.
damage and if this second die also rolls a ‘6’ a
third or even additional dice are added until the Example - A rifle attacker hit and rolls a nature
damage die rolls something other than a six. The “6” on their “D6” damage. The player rolls again
raw, natural, die roll determines if the damage for damage and adds it to the “6”. If by rare
‘explodes’, even if the weapon itself does less or chance the shooter rolls a second “6” an further
more damage, and in the case of ‘heavy’ firearms a die of damage is rolled and added. This
six on either die will ‘explode’, though the benefits accumulation of damage continues until a
of weapon modifiers only apply to the first number less than maximum damage is rolled.

Burst
Burst damage is another concept that separates ammunition. Thus a revolver with 'burst 2' uses 3
firearms from other weapons. Some firearms can rounds per shot. Most burst weapons may be fired
shoot multiple bullets quickly. While fully as a single shot as well.
automatic weapons and shotguns are treated
differently (see Cover below), even revolvers can Example - A gunman firing an automatic pistol
be fired as a burst. Burst weapons can strike with a burst value of 3 and rolls a 18 against and
multiple times up to the burst value in a single target which requires a 12 to hit, all three shots in
attack but use a larger number of bullets to do the burst hit (12-18 = 6, so first shot hits on 12,
so. A weapon fired as a burst rolls attack second on 14 and third on 16) each doing damage.
normally, but for every '2' pips above the number Firing this way will quickly empty the pistol’s
needed to hit strikes with an additional bullet. magazine however as each ‘burst’ attack fires 5
Bursts expend large amounts of ammunition rounds of ammunition.
however, using 2x burst value -1 rounds of

44 | P a g e
Cover
Automatic weapons, such as assault rifles and damage. A target of an automatic weapon attack
submachine guns, are weapons with a magazine of who elects to take cover (and they may do so at
over 12 and the ability to exhaust that magazine the time of the attack, unless surprised, in lieu of a
in a single round of fire. Automatic fire is very future action) will take 1/2 damage if they fail
effective, but empties the weapon, and targets are the save, and no damage on a success.
often hit with multiple bullets, ricochets and
fragments. Shotguns are also treated as automatic Example - Spotting a pack of five skulking
weapons for mechanical purposes, as the spread of Merrowmen, Steward Sargent Clotho picks one
fire they throw is better at hitting enemies than a and blasts away with his double barreled
single shot. No attack roll is made for automatic shotgun. The little eel man is not surprised, some
fire; instead the target makes a Saving Throw vs. feral sense of danger warning it and throws itself
Device. On a failed save the target takes normal to the ground, taking cover. Despite taking cover
(if a shotgun) or double (if an automatic weapon) the Merrowman fails it's save against wands,
damage for the gun, and on a success 1/2 taking 1D6/2 points of damage from the
damage. blast. The rest of the Merrowmen eschew cover
charge Clotho, and he has a chance to blast
The only protection against automatic weapon another before the creatures are upon him. The
attacks is cover, not full cover (which is presumed second shot hits the lead Merrowman cleanly,
to prevent attack with ranged weapons) but any doing 1D6 damage. Unfortunately for Clotho
cover, even easily shredded items such as there are now three Merrowmen in melee with
furniture or partial protection like a corner to him, and he is armed with an improvised
peer and fire around. Even diving to the ground club. Worse, the wounded Merrowman has
and remaining prone will provide sufficient cover gotten off the floor and is preparing to join its
to alleviate automatic weapon damage. Such companions the next round.
cover normally gives the attacker a -2 to -4 to hit,
but against automatic and shotgun fire it reduces

Specific firearm Types


Pistols
Pistols are relatively inaccurate at anything but Wielding pistols in company with a melee
close range and receive a -2 to hit from any range weapon is quite somewhat effective however, and
beyond ‘reach’. They have the advantage of paired with a sword or other weapon (not a shield)
being useful in melee combat however, as all the character may attack with the sword and
pistols have the ‘reactive’ modifier. reactively attack with the pistol.

On the first round of melee combat pistols may Dual wielding pistols can be effective in
also be fired as normal without any loss of providing additional attacks during an initial
effectiveness. However, on subsequent rounds round of combat and in reaction to attacks, but
however, the pistol is not as effective a weapon increases the difficulty of aiming. A -2 to hit with
and may only be used reactively. Pistols cannot the first shot and a -4 to hit with the second shot
be used to parry and attack effectively as melee when both pistols are used. With automatic
weapons.

45 | P a g e
weapons this penalty increases by an additional - '6') but they can be concealed quite easily and
1 for every value of "burst" the weapon has. often have multiple barrels.

Black Powder Pistols - Single shot weapons, Revolvers - Most often a cartridge based weapon,
useful because they allow a dangerous initial revolvers can fire multiple shots and have a burst
attack in the first round of melee combat. Like all value of '2' or even ‘3’. Most revolvers have six
muzzle loaded weapons they require three rounds round cylinders, but like all cartridge based
to reload. Blackpowder pistols tend to be of a weapons they require 2 rounds to reload, even
heavier construction than more advanced with a prepared 'quick-loader'.
weapons and some can be equipped with blades
or even built into melee weapons allowing them Automatics - Automatic pistols, including
to be used as either and Improvised or Close submachine guns, are clip loaded, and can have
weapon in melee after firing. high burst values and large magazine capacities.
Some may even be fired on full automatic,
Derringers - Either black powder or cartridge emptying their magazine in a single round and
based these small pistols are only effective in requiring a save to avoid or reduce damage. As
melee combat, and generally do less damage with other clip loaded weapons, automatic pistols
(1D6-2 - with damage still exploding on a roll of take 1 round to reload.

LongarmS
Longarms of various kinds, including muskets and some must be reloaded between shots. Cartridge
rifled muskets, are weapons that are meant to be rifles (even the bolt action ones) can be fired fairly
used at range. Longarms cannot be used in melee quickly, and have a burst value of 2, though their
to fire, only as an ungainly club (doing 1D6/2). smaller magazines mean this is not always
Longarms have the major advantage over pistols desirable (the Steward standard issue rifle has
that most are considered ‘heavy’ weapons, doing only a five round block magazine, meaning it
higher average damage. cannot be fire a burst more than once without
reloading). All cartridge rifles tend to be
Bayonets - Bayonets make a longarm far more accurate at longer ranges. Block, tube, and strip
useful in melee combat, effectively turning the rifles require two rounds to reload. Rare
rifle into a spear (Normal damage and adds the Semiautomatic rifles exist that fire from slightly
reach modifier). Unfortunately, fixed bayonets larger clip magazines, and require only a single
make aiming the rifle more difficult, causing a -2 round to load.
to all ranged attacks. Fixing a bayonet takes 1
round. Scoped Rifles - Either specially designed as
sniper weapons or simple military rifles
Muskets - Harquebuses, Fusils, Jezzails, or any augmented by optics, scoped rifles have great
other muzzle loading longarm are effective either advantages when striking from concealment.
in a massed volley or if in the hands of an expert Using a scope is an exacting process and most
carefully aimed from a distance. These weapons effective with preparation. Scopes add a bonus of
aren’t much more effective than heavy crossbows, +1 to hit per round (in addition to the initial
and share a heavy arbalest’s long loading time. It round’s +4 to hit, up to +10 for a 5 rounds or ½ a
takes three rounds to reload a muzzle loading turn of aiming). These aimed shorts have the
firearm. unique advantage as using the bonus toward
determining a critical hit. That is, any roll that
Cartridge Rifles - Most commonly bolt action when added to the aiming bonus is greater than
rifles using block, tube or strip magazines, though 20 will strike as a critical hit. Additionally, a

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scoped rifle shot against a target that is not in Automatic Rifles - Automatic rifles are longarms
combat (unexpected and from concealment) will that are fully automatic, and generally have
do double damage and take full advantage of large magazine capacities over 12 rounds. They
any backstab ability possessed by the shooter. are usually loaded by clip (1 round loading time),
though some have tube or block magazines (2
Sniper rifles are a subset of scoped weapons, with round loading times). If fired in a burst they act as
very long barrels and fine optics, generally semi-automatic weapons (with a burst value of
capable of even greater damage – doing 2D6 two to four, consuming three to seven rounds). If
exploding damage rather than the 1D6 with fired on full automatic these weapons exhaust
advantage typical to regular rifles. These their entire magazine in a single round, but act as
weapons are near useless at any range closer than a light machine gun, targeting a single creature
long however, as they are unwieldy, hard to aim and automatically hitting for double (usually
without use of the scope, and strike at -4 to hit if 2D6) normal damage. A save is allowed vs.
the shooter doesn’t take a round to aim them. wands for any target, and if the target succeeds
the target takes ½ damage. Targets in cover take
no damage on a successful save, and ½ damage on
a failed save.

Shotguns
Shotguns never require a to hit roll, even though Pepperboxes – An extremely close range weapon
they fire a single round per turn. Shotguns act like resembling a pistol that fires multiple bullets
automatic weapons, targeting a single opponent (either from separate barrels or a single barrel
and necessitating a save vs. wands. Failure means stuffed with bullets). These weapons cannot be
that the target takes full damage from the weapon used effectively outside of melee range, but can be
(not the double damage from an automatic devastating in close quarters as they are ‘Reactive’
weapon) and success means 1/2 damage. Cover weapons that require a single target to Save vs.
provides full protection on a save, and 1/2 damage Device or take full damage. Sawn-off shotguns, as
on a failed save. Shotguns have limited range and well as the traditional gambler's pepper box pistol
can only be used effectively from ‘reach’ range or fall into this category.
melee range (if not actively in melee combat)
Cartridge Shotguns - One of the more common
Solid slugs may be fired from shotguns, making types of advanced firearms aboard the Apollyon
them effectively long arms and removing their are cartridge firing shotguns, these weapons are
special ‘automatic’ modifier. most often single or double barreled break open
weapons that require reloading after every shot (or
Blunderbuss – A blunderbuss or coach gun is a two). Reloading these weapons takes two rounds.
very short range shotgun used to fire balls or any
random bits of jagged metal that can be crammed Automatic Shotguns - Pump or drum fed shotguns
down the distinctive bell shaped barrel. Like all are rare, and have magazines of up 5 to 20
black powder weapons blunderbusses take three rounds. They are identical to shotguns, except that
rounds to reload. Many blunderbusses, like the they need not be reloaded as often, and drum
more advanced pepperbox, are reactive weapons loaded shotguns take only 1 round to reload.
that cannot be used except in the first round of
melee or reactively.

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Explosions
There are these devastating attacks that even and a successful save results in damage as listed for
powerful characters cannot shrug off. Surviving a the artillery weapon. Cover is also discussed above
direct hit by a 12 lb cannon ball is a function of in regard to automatic firearms and shotguns.
absurd luck rather than the abstraction of Hit
Points. Heavy weapons: cannons, catapults, anti- Certain creatures, namely large outsider entities
tank rockets or a falling girder, don’t attack Hit and powerful undead, or almost anything wearing
Points, these are save or die attacks with a Save vs. powered armor, are always considered to be in
Explosion as the only way to prevent annihilation. cover, as are creatures protected by the shield
I call these attacks ‘Artillery Attacks’ after the spell.
most common source of Save or Die attacks aboard
Explosions - Both Artillery Attacks and smaller
the Apollyon. Even if the target saves against an
splash weapons, like grenades, attack Saving
Artillery Attack they will take its listed weapon
Throws directly (either Save vs. Explosion for the
damage.
larger weapons or Save vs. Device for smaller more
Besides a saving throw, the only other protection localized attacks) but can effect multiple targets.
against Artillery Attacks is ‘Cover’; a character or Rather than using a blast area or other location
NPC that has some idea of an impending artillery based mechanic for determining the effectiveness
attack may take cover and if they save will take no of these weapons, each type of explosive or
damage. Taking cover may simply mean dropping artillery has a splash or Explosion Value (EV) that
to the floor, or hunkering behind a shield,, but it indicates the maximum number of targets it can
will allow a miraculous zero damage in the event effect. A small oil bomb might have a value of two,
of a save, and the artillery’s listed damage in event while a shell from a large cannon might goes as
of a failure. The key element of taking cover is that high as ten or twelve.
it eliminates all movement and must be broken to
The weapon doesn’t automatically damage a
act (with the exception of firing certain missile
number of targets up to its Explosion Value, but
weapons – mainly guns and crossbows). This
instead each target (starting at random or by
peculiar mechanic also explain why something
designation of the weapon’s user) rolls the
like a ‘2 inch cannonade’ has a damage listed as
appropriate saving throw, until a target makes the
only 2D6. Outside cover (charging or firing at the
save, When an explosion target makes its saving
mouth of a cannon loaded with grape shot) a failed
throw the chain stops, even if there are still
save is lethal to any normal creature or humanoid
potential targets available.

Grenades
Grenades, oil bombs and other tossed explosives always use the Explosions Saving Throw, but often
have largely the same mechanics as Artillery use the easier Device Saving Throw.
attacks – they attack Saving Throws directly, and
can effect targets up to an Explosion Value until a Oil Bombs: - Explosive fire bombs, either specially
target makes their save. Unlike Artillery, hand made or improvised from lantern oil (the refined
thrown and other small bombs aren’t nearly as whale and fish oil used in Sterntown’s Lamps is
dangerous and only do damage (or ½ damage to a highly flammable) are often employed by
target in cover) if the target fails their saving scavengers. The gout of flame they create is easier
throw. Additionally small explosives do not to avoid then a specially designed weapon, and so

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these firebombs usually have a burst value of two damage as a ‘heavy’ weapon, but more advanced
(2). Oil Bombs do 1D6 damage the first round and or larger explosives may be more effective.
1D6/2 damage the following round to a target
that fails its save. Grenade Fumbles: Thrown explosives can be very
dangerous to the user and if the first target of a
Bombs and Grenades: fragmentation or explosive thrown bomb makes their save with a natural
weapons are more effective then fire in some ways, twenty, the bomb or oil flask has been fumbled and
but do not have the versatility and ease of generally explodes at the user’s feet. The GM
manufacture. A thrown grenade (often a small should treat a fumble with Explosive weapons as
black iron sphere with a fuse, known as a grenado) an attack on the user and their allies, with the
has an explosion value of 3 to 6 (depending on the bomb thrower making the first save attempt.
bomb type). Normal thrown bombs or grenados do

Artillery Weapons
Artillery Weapons aboard the Apollyon, between artillery weapons and other attacks that
generally crew served weapons that would be use the cover mechanism, and one that should be
called “siege weapons” in other games, sometimes repeated, is that artillery attacks, from the effects
do instantly lethal damage to normal targets. of a 20’ mortar, a heavy Gatling gun or even the
searing blast furnace breath of a large feral engine,
These weapons make use of the “Cover” mechanic are absolutely deadly on a failed Save vs. Breath
to prevent them from being entirely devastating. to a victim that fails to take cover. The other
The same mechanic applies to some more distinction between artillery weapons and mere
traditional fantasy attacks such as monster breath automatic weapons is that artillery weapons have
weapons. Details on the Cover and artillery an Explosion Value and are capable of harming
mechanics are above, but the key distinction multiple targets up to this ‘Explosion Value’ (EV).

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