Professional Documents
Culture Documents
Airship Pirates
Airship Pirates
1
PART 1: INTRODUCTION AND PLAYING
THE GAME
“Fire’s high and the airbags tight,
Food’s low but the skies are bright,
Props spinning all through the night,
We’re low on cash but we seen another target.
Bla bla to do
CULTURES
GANGER
Attributes: +2 starting wounds, Strength +5,
Agility -3, Intelligence -5
Aptitude: Offence
Talents: Unarmed warrior
PEELER
Attributes: +1 starting wounds, Strength +3,
Agility -3, Willpower +3
Aptitude: Fieldcraft
Talents: Blind fighting
Equipment: All Peelers have a built-in gun in
their right arm, which is revealed when
their hand folds down out of the way of the
barrel. For rules purposes it is identical to a
needlepistol.
TYPICAL NAMES
Automatons have a first name similar to
those
mentioned for the lower class (see above),
followed by a number: Ada-22, Morris-8,
and so on. Automatons who have escaped
the Neovictorian cities will sometimes make
their names more exotic by translating their
number into a foreign language; Ada Vingt-
deux, Morris Acht.
STARTING CASH
0 Helios.
MISBEGOTTEN outside world, and once there you find
prejudice is still rife, due to your odd
“I see there’s the block for folks with purple appearance. Some will come to accept you
skin, There’s the block for folks who have no for who you are rather than what you look
chin, There’s the block for me and all my kin, like, and pirates are more tolerant of life’s
And over there’s the Change Cage where we misfits than most. If you were a member of
throw the rebels in.” the Chuno Ggun, it’s much easier to turn
– Abney Park, Change Cage renegade, but you know your old
organization will not rest until it has hunted
Around the factories of the Neovictorian you down.
cities are vast pools and storage ponds of
noxious chemicals which the Emperor SUITABLE BACKGROUNDS
Victor III won’t let out of the cities to pollute Agitator, Chuno Ggun, Criminal, Factory
the “pristine” wilderness. These toxins have Worker, Prostitute
seeped into the groundwater over the years,
causing mutations in the children of the TYPICAL NAMES
lower (and occasionally upper) classes. Misbegotten often have what seem to be
These misbegotten (as they are officially insulting nicknames attached to their
known by the Imperial government) have normal name, but those who have escaped
one or more mutations, ranging from the from the Change Cage cities wear these as a
purely cosmetic (no chin, purple skin) to the badge of pride, as though challenging
actively useful (armored skin, claws). The anyone to find a problem with their
government tries to classify these mutations. Such names might include: Blue
misbegotten into a limited number of Anka, Fish-Eyed Betty, Lurching Rupert,
specific types and isolate them in their own Scaly Joe, etc.
blocks within the city in order to prevent
interbreeding and the possibility of human STARTING CASH
evolution; there they are treated as little 1 Helios.
better than automata and denied most of
the few rights that the lower classes “enjoy”. MISBEGOTTEN ATTRIBUTES, TALENTS
They are sterilized at puberty to prevent AND
them passing on their characteristics and COMPLICATIONS
most are never allowed out of their home Attributes: All Misbegotten have +5
blocks, being provided menial work in their willpower and +2 starting wounds.
own homes, such as making pins, sewing Aptitude: Defence
mail bags, etc. Theirs is indeed a joyless Talents: You may, if you wish, choose to buy
existence. A “lucky” few who have serious the Mutation talent. This costs experience
combat abilities due to their mutations are points in the usual way. Choose one of those
recruited into the Chuno Ggun (see part 3), listed.
where they Complications: All Misbegotten have the
are used as “terror troops” against escaping Distinctive Features complication. This does
rebels and Neobedouin settlements. not give the character an extra experience
points. Choose one of the following or make
MOTIVATION up something similar: No chin, unusual
Almost anything is better than the life of a color of skin (purple, blue, red, etc.), extra
misbegotten in a Neovictorian city, but fingers and toes, no eyelids, a tail (furry or
escaping from your block is going to be a naked). If you have the Mutation talent, your
major undertaking as you know little of the Distinctive Feature will be related to that
world outside the few streets you call home, talent.
and your inability to blend in with normal
humans makes sneaking about very difficult. Chuno Ggun: Misbegotten with the Armor
Only the most strong-willed make it to the or Claws Mutation may have been chosen as
warriors for the Chuno Ggun. Those who
have escaped to live free as a pirate gain the
Enemy complication and will always be
targeted for death by the Chuno Ggun.
SKYFOLK differences and save their enmity for the
Empire, which would have all live in
“This world is filled with islands, little specks Neovictorian squalor. The sky cities trade
of sand, Mountain peaks in a cloudy sky Each with each other and with their
one’s a different world, and so my sails groundbound allies, the Neobedouin.
unfurled, And I will raise my sails high. When
I am feeling stagnant, my lungs are full of MOTIVATION
mud, I dream of Beijing and Molokai. You have grown up in the freedom of the
When I am feeling down, get myself off the high airs. But there’s more to life than the
ground, And throw my head back to the sky, closed-in culture of your own sky city, and
And fly! you want to see them all. Maybe the city you
And fly!” grew up in has laws or customs of which
– Abney Park, Wanderlust you disapprove, or which you found
oppressive. Maybe you just loved the
In the sky above North America, and built romantic ideal of the pirate life, having
around remote mountaintops, are the cities grown up on Tales of the Airship Pirates and
collectively known as the Skyloft. Most are other such penny dreadfuls. Maybe you
suspended beneath great clusters of helium want to free the Neovictorians from their
gasbags, some floating freely, others oppressive regime. With your undoubted
tethered skills in the sky, you’ll always be welcome
to mountain peaks but able to cut aboard an airship.
themselves loose in an emergency; others
have extended down from their sky-living WHICH SKY CITY?
ways to colonize the tops of mountains, high Players wanting a Skyfolk character should
above the dangerous beasts of the lowlands. choose one of the sky cities described in
The Skyfolk are as varied as the cities in part 3, roll dice to generate a new sky city
which they live, using the tables in part 3, or make up a city
for no two cities have the same form of of their own, using the tables as a guideline.
government, the same ideals, the same The character’s outlook on life will vary
beliefs. Some sky cities are capitalist, some according to his or her home culture, though
communist, some socialist; there are it will obviously be different if they rebel
matriarchies, slave cities and cities of against their home culture rather than
escaped slaves; democracies, autocracies embracing it.
and technocracies; cities that worship God,
Allah, or the Sky Mother; atheist cities that SUITABLE BACKGROUNDS
burn believers at the stake. Yet whatever Academic, Administrator, Air Marine, Air
their religious and political beliefs, they Sailor, Air Navy Officer, Artist, Criminal,
share a common interest in technological Dilettante, Doctor, Gadgeteer, Inventor,
progress – many Skyfolk are knowledgeable Marine Commander, Mercenary, Musician,
on scientific subjects, and children are Pirate/Privateer, Prostitute, Trader,
encouraged to tinker, build, and innovate Showman/woman, Writer
from an early age. Strange gadgets and
unlikely-looking flying machines are a ATTRIBUTES
feature of the sky cities. The various sky All Skyfolk get agility +3 and Intelligence +3.
cities also have an alliance against the All Skyfolk start with the Tech aptitude.
Emperor Victor III, who would destroy them Moreover, all Skyfolk are trained in
if he could. The Skyfolk grow up in the high engineer(Ad Hoc Repair) and Sky lore.
air, immune to vertigo, at home in airships TYPICAL NAMES
and flying machines from an early age. Skyfolk tend to have modern US names
Whatever their beliefs, and no matter how followed by surnames associated with the
much they disapprove of the beliefs of other sky – clouds, birds, weather, etc. Last names
sky cities, they tend to respect their
might include: Cumulus, Empyrean, Nimbus,
Snow Goose, Sirocco, Storm, Zephyr.
STARTING CASH
7 Helios.
BACKGROUNDS
Once you’ve sorted out your culture and Starting aptitudes: Knowledge, Social,
Attributes, it’s time to decide on a Intelligence, Agility, Toughness, fellowship
background. This is your character’s past, Skills: Lore(Legal Matters), Bull, Commerce,
what he or she got up to before becoming an Threaten, Logic
airship pirate. Not all backgrounds are Talents: none
available to all cultures – some jobs are just Wounds: 8+1d5
not done in some cultures. Check which
backgrounds are available for your chosen
culture and pick the one that suits your AGITATOR
character concept. Neovictorian (any)
Agitators are subversives, hell-bent on
ACADEMIC exposing the hypocrisy and misinformation
Neovictorian (Upper Class males only), upon which Neovictorian society is based.
Skyfolk Most agitators work alone for the most part
You have studied an academic subject to a – writing inflammatory tracts, scrawling
high level. If you’ve studied in a irreverent graffiti on the block walls,
Neovictorian city (all three Imperial cities in sabotaging polite society, or throwing a
North America have colleges), you’re likely spanner into the factory works. Occasionally
to have a somewhat limited view of the agitators do work together, to produce
world as the textbooks have been rewritten propaganda or to otherwise spread their
to the Emperor’s viewpoint and anyone who agenda of sedition – but when they do, they
does anything too progressive ends up in risk infiltration by the Chuno Ggun. So
the Change Cage. Only the larger sky cities agitators mostly avoid revealing too much
such as Isla Aether have a university, but about themselves or inquiring too closely of
academic freedom is highly valued. You may their fellow revolutionaries. Perhaps you
have fled a Neovictorian city to take to the were beginning to be suspected, perhaps
skies, or perhaps you are studying the other you had just had enough of your dismal
pirates for your doctorate! home, but now you’ve exchanged the stifling
Characteristic bonus: +5 intelligence oppression of the Change Cage city for the
Starting aptitudes: Knowledge, Fieldcraft, freedom of the skies.
Intelligence, Perception, Willpower, Characteristic bonus: +5 Agility
fellowship Starting aptitudes: Social, Fieldcraft,
Skills: Lore(Choose any three), Agility, Perception, Weapon-Skill, fellowship
Engineer(Choose any two) Skills: Deceive, Art(any) or Bull,
Talents: Cold Hearted Conversation, Stealth
Wounds: 7+1d5 Talents: weapon training (hand weapons,
Pistols)
ADMINISTRATOR Wounds: 9+1d5
Neovictorian (Upper Class males only),
Skyfolk AIR MARINE
You may have spent your days shuffling Neovictorian (Servant Class males only),
paperwork, dealing with minor matters of skyfolk
stock or population control, or maybe you You were a soldier who fought for your city.
were in charge of huge numbers of people When your navy needed ground forces, it
and kept the economy of an entire city was you who got sent in on the front line.
running smoothly. Once aboard a pirate You may have been assigned to a particular
airship, you may find yourself in charge of airship, or may have been stationed at a
the ship’s stores, or in command of its men, ground base or in your home city, ready to
depending on previous experience. be assigned transport to wherever you were
Characteristic bonus: +5 Fellowship needed. Maybe you have served your term,
and now put your combat skills to the use of Characteristic bonus: +5 Fellowship
your fellow pirates, or maybe you have Starting aptitudes: Social, Leadership,
deserted to escape the harsh discipline of Weapon skill, Perception, Intelligence,
the marines. Fellowship
Characteristic bonus: +5 weapon skill or Skills: Command, tactics, Ethiquette
+5 Ballistic skill Talents: weapon training (choose any one,
Starting aptitudes: Offence, Defence, gunnery), Iron discipline
Toughness, Perception, Weapon Skill, Wounds: 8+1d5
Ballistic Skill
Skills: dodge or parry ARTIST
Talents: weapon training (choose any three “they say an artist from Block 616
not gunnery), Armour training Revived some old art just for his own kicks
Wounds: 10+1d5 they say his pictures were lewd,
they say his women were nude,
AIR SAILOR So we throw them inside.
Neovictorian (Servant Class males only), Well now that artist can run, he can hide
Skyfolk But sooner or later we’ll throw him inside,
You served as crew on an airship. $is may I don’t think people should see,
have been an Imperial Air Navy ship, an Well that’s not art to me,
airship belonging to a sky city’s navy, a So we’ll throw them inside.”
merchant vessel, or even another pirate – Abney Park, !e Change Cage
ship. Perhaps you jumped ship to escape Neobedouin, Neovictorian (Upper Class only),
harsh discipline, or were originally press- Skyfolk
ganged and are now trying to get back to You once made your living with your artistic
your home, and intend to jump ship again endeavours, whether that was painting,
when you get there. Or maybe you betrayed photography, sculpture, or something more
your previous crew and they are out for abstract or avant-garde. If you are
revenge. Neovictorian, you may well have fled one of
Characteristic bonus: +5 agility the cities after your work was thrown in the
Starting aptitudes: Finesse, Fieldcraft, Change Cage for being too innovative.
Agility, Perception, Strength, Ballistic Skill Perhaps you still use your art in the service
Skills: Sky lore, dodge, Navigation(sky), of your crew, or perhaps you have had to
engineer(Ad hoc repair), pilot suppress your creative urges to avoid the
Talents: weapon training (choose any one, ridicule of your shipmates.
gunnery) Characteristic bonus: +5 Fellowship
Wounds: 10+1d5 Starting aptitudes: Social, Focus, Agility,
Perception, Intelligence, Fellowship
AIR NAVY OFFICER Skills: Art(any two), Bull, Charm, Lore(own
Neovictorian (Upper Class males only), Culture), Awareness
Skyfolk Talents: none
You were once in charge of a naval vessel Wounds: 8+1d5
and perhaps had hundreds of men under
your command. You were shown respect AUTOCRAT
and lived a life of relative luxury when in Automaton only
your home port. If you were an officer in the You were a mechanical bureaucrat. In the
Imperial Air Navy, you were a member of Neovictorian city from which you escaped,
the upper class and these things came you were involved with collecting and
naturally as part of your heritage. Now you collating records for the government’s
are aboard a pirate ship. Maybe you were difference engines. You have a phenomenal
demoted or cast out of the service for some memory. You may have been in a back room,
infraction, maybe you hated the orders you shuffling papers, or stationed at an
were given and rebelled. Now your previous important security checkpoint, working an
background could be an asset or a liability – autophrenometer and scanning faces
it’s up to you. against your internal records. Your brain
works differently to that of a human – you di(erent life, but your past crimes still haunt
analyse things logically and are not prone to you, and maybe one day they will catch up
irrational beliefs and superstitions. with you.
Nevertheless, your desire for freedom Characteristic bonus: +5 weapon skill
eventually won out over the satisfaction you Starting aptitudes: Fieldcraft, Offence,
felt at working efficiently. $e world outside Agility, Weapon skill, Strength, Ballistic skill
your previous tidy existence is terribly Skills: Athletics, Dodge, Intimidate, tracking
messy and confusing, but you do your best or interrogation
to help your human shipmates. Talents: weapon training (choose any three
Characteristic bonus: +5 Intelligence not gunnery), Light sleeper
Starting aptitudes: Social, Knowledge, Wounds: 10+1d5
Agility, Perception, Intelligence, Willpower
Skills: General knowledge, Charm, Logic, CLERGYMAN
Commerce Neovictorian (Upper Class males only)
Talents: none Christianity is sadly unfashionable these
Wounds: 8+1d5 days. You did your best, but the church was
usually half-empty of a Sunday evening, the
BEAST DANCER place was falling down and there was little
Neobedouin enthusiasm for your sermons. There are a
You are a highly trained martial artist, an number of reasons why a Clergyman should
expert in the Neobedouin art of Beast become a pirate. Perhaps you were
Dancing. Supremely graceful, the focus of all defrocked for some sin or other. Maybe
eyes when you dance, you are nevertheless traveling with the pirates
a killer, whether with your bare hands or is a way to find new converts. Or maybe you
the favoured weapons of your art, the Claws feel the need to save the souls of the
and the Arm-Blades. You have fought many heathen crew and get them back on the path
a wild beast, using their own techniques to Heaven.
against them. Now you fight others of your Characteristic bonus: +5 Fellowship
own species, and most of them don’t know Starting aptitudes: Social, Focus,
what hit them. Toughness, Perception, Willpower,
Characteristic bonus: +5 Agility Fellowship
Starting aptitudes: Finesse, Offence, Skills: Charm, Etiquette, Lore(Theology),
Agility, Perception, Strength, Fellowship Conversation, Scrutiny
Skills: Athletics or stealth, Dance, Dodge, Talents: unshakable faith, weapon training
Survival, warnagling (choose any one not gunnery)
Talents: exotic weapon training(any Wounds: 8+1d5
Neobedouin melee weapon) or unarmed
warrior CRIMINAL
Wounds: 9+1d5 Neovictorian (any), Skyfolk
This career covers everything from a street
CHUNO GGUN pickpocket or gang enforcer, through the
Neovictorian (Servant Class males, Upper common house-breaker and the gentleman
Class males and Misbegotten males) burglar, to the crime lord at the centre of a
You were a hunter, a killer. Whether hunting web of deceit. Maybe you have given up
down escapees from the Change Cage, or your criminal ways, but more likely you see
wiping out Neobedouin tribes that came too your position as member of a pirate crew as
close to your city, you were the vengeful fist an opportunity to further the scope of your
of the Emperor, crewing the feared black activities.
frigates, bringing death to guilty and Characteristic bonus: +5 Agility or +5
innocent alike. Maybe you commanded such Fellowship
a vessel, or provided the muscle, or perhaps Starting aptitudes: Social, Finesse, Weapon
you were part of a covert team that skill, Perception, Agility, Fellowship
infiltrated other cultures and assassinated Skills: Charm, Bull, Stealth, Security or
the Emperor’s enemies. Now you have a sleight of hand, conversation
Talents: weapon training (choose any two Yes, we’re building steam, I hate the same
not gunnery) routine.”
Wounds: 9+1d5 – Abney Park, Building Steam
Neovictorian (Lower Class, Automaton or
DILETTANTE Misbegotten)
Neovictorian (Upper Class only), Skyfolk You spent your days doing boring, repetitive
You had sufficient money not to need to work in atrocious conditions. You may have
work, but lived a life of leisure, dabbling in learned some sort of craft, but were never
whatever hobbies took your fancy, whether able to use it creatively. Now you have
it be bee-keeping, breadmaking or baritsu. escaped from your life of drudgery and are
Maybe piracy is just your latest fad, or determined never to return.
perhaps you lost your wealth due to some Characteristic bonus: +5 Toughness
misfortune or indiscretion, or gave up the Starting aptitudes: Knowledge, Defence,
boring ennui of it all for a life of excitement. Weapon skill, Strength, Toughness,
Characteristic bonus: +5 Fellowship Willpower
Starting aptitudes: Social, Focus, Weapon Skills: Athletics, craft(any two), Gambling,
skill, Perception, Toughness, Fellowship engineer(Ad hoc repair)
Skills: Etiquette, any four chosen from craft, Talents: weapon training(choose any one
lore, art, performance, instrument or dance melee)
Talents: none Wounds: 10+1d5
Wounds: 7+1d5
GADGETEER
DOCTOR Neobedouin, Neovictorian (Lower Class,
Neovictorian (Upper Class males only), Servant Class), Skyfolk
Skyfolk You have always had a way with machines.
You have studied medicine, whether it be at Whenever anything breaks down, it’s
a Neovictorian college or one of the Skyloft’s always you people come to, and when you
prestigious medical schools. You know how repair something, you have been known to
to treat everything from a headache to a make it work better than it did in the first
punctured lung. You are probably highly place. And then there’s the way you have of
respected aboard ship for your skills – taking two separate devices and somehow
unless, of course, you were struck o( for combining them into something new. You’ve
dallying with the patients or becoming too never had any formal education in design,
fond of the medicinal alcohol – in which case nor the funding to create your dream
your patients may have a certain wariness... machines, but you’ve always managed to get
Characteristic bonus: +5 Intelligence by without either manual or blueprints. And
Starting aptitudes: Fieldcraft, Knowledge, what with a
Weapon skill, Perception, Willpower, pirate ship’s constant lack of ready cash,
Intelligence there’s always something for you to do.
Skills: Charm, Scrutiny, Etiquette, Characteristic bonus: +5 Agility
Awareness, Medicine Starting aptitudes: Tech, Fieldcraft,
Talents: Cold-Hearted Weapon skill, Strength, Agility, Intelligence
Wounds: 7+1d5 Skills: Drive or Pilot, Awareness,
Engineer(Ad hoc Repair, choose any one),
Factory Worker craft(choose any one)
“Soon came a day under skies that were grey Talents: weapon training(choose any one)
When I knew I couldn’t stay in this ghost Wounds: 7+1d5
town full of Clones and clowns and carbon
copy towns with Kine and swine and nothing GANGER
that was mine, And this town’s decline with Automaton only
my hatred intertwined, So I gather all I find You are a huge, burly mechanical creature,
and I bolted it to me, Fueled my fires and I which bears only a vague resemblance to
grabbed my pliers. I made my own machine, the human form. You worked the docks,
lifting and carrying heavy loads, day in, day
out. You may not be very bright, but you you out of business, one of your devices
knew you were being exploited and that the went wrong and caused a major accident –
humans who commanded you saw you as or perhaps your inventions are not as good
nothing but an unfeeling machine. Now you as you think they are.
are a pirate you have friends, who respect Characteristic bonus: +5 Intelligence
you for your strength if not your intellect. Starting aptitudes: Tech, Knowledge,
Characteristic bonus: +5 Toughness Ballistic skill, Agility, Intelligence, Willpower
Starting aptitudes: Fieldcraft, Offence, Skills: engineer(Ad hoc repair, choose any
Weapon skill, Strength, Toughness, one), Craft(choose any one), Logic
Willpower Talents: weapon training(choose any one
Skills: Parry, Intimidate, Athletics ranged not gunnery), exotic weapon
Talents: Nerves of Steel training(any one advanced ranged weapon)
Wounds: 10+1d5 Wounds: 7+1d5
PROSTITUTE SHAMAN
“And as the sackcloth, sodden, slumps, Neobedouin
Beneath these chipped and china limbs, You were a respected member of your tribe,
The sour flesh pines, thumps and grunts, leading the ceremonies in praise of the
Step right up, boys, tuppence for a spin.” Earth Mother, acting as advisor and healer
– Abney Park, Herr Drosselmyer’s Doll to your people. Now you are aboard a pirate
Neovictorian (Lower Class, Servant Class, ship, you perform similar services for the
Misbegotten or Automaton), Skyfolk crew. But why are you no longer with your
Whether male or female, you sold your tribe?
sexual favors for money. Perhaps you were Did you do something to lead to being
a high class concubine in a sky city where outcast, was your tribe wiped out by beasts
such work was respected; but more likely or black frigates, or did you simply want a
you were being exploited by a pimp or change?
brothel keeper. Perhaps you enjoyed the Characteristic bonus: +5 Willpower
work, but perhaps you felt degraded. If you Starting aptitudes: Knowledge, Leadership,
are a doll it is all you have ever known, and Willpower, Weapon skill, Intelligence,
entertaining your human masters has been Fellowship
the sole reason for your existence. Now you Skills: Charm, Command, Scrutiny,
live the life of an airship pirate. Have you Medicine, Teaching
given up your old trade for more Talents: weapon training (hand weapons,
conventional relationships, or do you still Choose any one not gunnery)
use your sexuality to get what you want Wounds: 8+1d5
from life?
Characteristic bonus: +5 Fellowship SHOWMAN/WOMAN
Starting aptitudes: Finesse, Social, Agility, Neobedouin, Skyfolk
Weapon skill, Toughness, Fellowship You are a born performer. Whether a #re-
Skills: Charm, Commerce, Dance, Scrutiny, eater, juggler, actor, story-teller or
Etiquette or Conversation, Deceive something more exotic, you have made your
Talents: weapon training (hand weapons) living entertaining others. Your act may be
Wounds: 7+1d5 pure entertainment, or you may have a
message to spread (political, religious or
SERVANT philosophical). Now you’re part of a pirate
Neovictorian (Servant Class or Automaton) crew; whether you’ve given up
You were trained from birth, or performance, or whether it’s still a part of
manufactured specifically, to serve the your life, one thing still holds true – the
upper class. You probably worked in a show must go on!
mansion, waiting on table, cooking, cleaning, Characteristic bonus: +5 Agility
gardening, looking after the beasts or Starting aptitudes: Finesse, Social,
serving in some other menial capacity. You Willpower, Agility, Intelligence, Fellowship
would have heard your masters speaking of Skills: Deceive, Charm, Commerce,
the world outside the walls and come to Etiquette, Performance(Choose any two)
realize how you were being exploited. Now Talents: weapon training (hand weapons,
you are among the crew of a pirate airship. Choose any one not gunnery)
Sometimes the life is hard, and you still Wounds: 9+1d5
worry that the Chuno Ggun might hunt you
down – but at least you are free! TRADER
Neobedouin, Skyfolk Starting aptitudes: Fieldcraft, Social,
You were a traveling trader. If you are a Weapon skill, Agility, Ballistic skill,
Neobedouin, you would have moved from Fellowship
tribe to tribe across the continent carrying Skills: Deceive, Charm, Stealth, Track
goods from one place to another. Maybe you Talents: weapon training (hand weapons
smuggled rare meats to the upper class of and pistols)
the Neovictorian cities. If you are a Skyfolk Wounds: 9+1d5
trader, you would have traveled with a
merchant ship, going from exotic port to WRITER
port throughout the Skyloft. Now you are Neovictorian (Upper Class), Skyfolk
crew on a pirate ship. Have you given up Words were always your thing. You read
your old trading ways for piracy, or do you from an early age, and it wasn’t long before
still try to swing a deal when in port? you were emulating your favourite authors.
Characteristic bonus: +5 Perception Whether you aspired to great literature, or
Starting aptitudes: Knowledge, Social, churned out pulp stories for Tales of the
Willpower, Perception, Intelligence, Airship Pirates, constructed delicate poetry
Fellowship or scribbled copy for the gutter press, you
Skills: Appraisal, Charm, Conversation, were never so happy as with a pen in your
Commerce, Scrutiny hand or an autostenograph at your
Talents: weapon training (hand weapons or fingertips. Now that you’re a pirate, there’s
pistols) rather less time for writing than there used
Wounds: 8+1d5 to be – but oh, the stories you can tell!
Characteristic bonus: +5 Intelligence
Vigilante Starting aptitudes: Focus, Social,
“Each night as I go walking underneath the Willpower, Perception, Intelligence,
lamplight, Fellowship
I bring my baritsu and I’m ready for a fight, Skills: Bull, Awareness, Art(Writing),
My boots of shining brown and my cane’s of Scrutiny, Lore(own culture), Logic
oak, Talents: none
I’ll unleash some hurting on you, justice I’ll Wounds: 8+1d5
invoke.
‘Cause I’m a Victorian Vigilante
Bring some justice on your head,
From the palace to the riverside,
For your troubles you’ll get lead.”
– Abney Park, Victorian Vigilante
Neovictorian (Upper Class only)
$ere are those in the upper class who think
that the Neovictorian slums are sinks of
depravity, and that the Peelers are not doing
enough to keep crime in check. You were
one of those, but rather than just
complaining about it over a sniffer of
brandy, you went out there and did
something. With supreme self-confidence
and mastery of baritsu, you stalked the
night-time streets for the killers and rogues
who preyed on the weak. But perhaps you
realized that it was the system that was
wrong and now wish to change it; or maybe
you just enjoyed the adrenalin rush and
have become a pirate to get that buzz more
often.
Characteristic bonus: +5 Agility
SHIP ROLE
Bla Bla to do
SKILLS
Talents are special abilities and cost. In addition, higher tier Talents are
proficiencies that a character possesses more likely to have prerequisites than lower
either through their intrinsic nature or tier Talents.
through the application of constant use and When selecting Talents, a character can
experience. This is in contrast to Skills choose any Talent from any tier. However,
which represent abilities gained by learning he should be mindful that some Talents
or training. A Talent is an ability which a have prerequisites. A character must meet
character is either capable of or is not, the prerequisites before he takes the Talent.
whereas a Skill is something that they can
be better at by degrees. When a character SPECIALIST TALENTS
Several Talents are not one Talent but
deflects an impossible blow with his power
many, and require a character to select a
sword, falls from an extreme height without
specific specialisation when taking the
taking harm, or predicts the future using
Talent. Thus, when selecting the Peer
cold hard logic he is using Talents. Talent, a character would also choose a
specific group or organization from those
USING TALENTS
listed within the description, such as Peer
Talents differ from skills in that a player
(Imperial Air Navy). Each time a character
usually does not need to use an Action or
gains the Talent, they are in effect taking a
Test to utilise the ability. They are always in
new Talent, and must choose a different
effect, and many Talents give bonuses to
specialisation, so the next time a character
Tests or allow Actions not available to the
selected Peer he might opt for Peer (Helios
common man. In essence, once a character
city citizens). In many cases, group listings
has a Talent, its benefits will always be
are representative as opposed to all
applied to their Actions unless specifically
inclusive, so even though groups like the
noted otherwise.
Specific Neobedouin tribes are not
specifically listed in the Peer specialisations,
GAINING TALENTS
a character could still choose them with the
Talents represent a myriad of special
approval of the GM.
abilities for characters, reflecting their skill
at arms, specific relationships and
TALENT PREREQUISITES
reputations they might have, or any number
Several Talents require the Player Character
of other things that make them better than
to possess a prerequisite before their
the average Joe. Just like Skills, a character
selection. This represents a certain innate
will start play with a number of Talents
ability level required to employ specific
depending on their culture and background
Talents, or a Skill or other Talent necessary
then acquire more as they improve during
to access more advanced capabilities. These
play by spending Experience Points. The
prerequisites may take the form of Skills,
amount of Experience Points required to
Talents, Aptitudes, Characteristic scores, or
purchase a Talent depends on its tier and
even special abilities.
which Aptitudes a character has.
TALENT DESCRIPTION
TALENT TIERS AND CATEGORIES
Below is a listing of the Talents available to
Not all Talents are created equal, and some
characters, presented on the previous three
are unashamedly better than others. For
tables (divided by tier) along with a brief
this reason all Talents are divided into three
description. The full explanation of each
levels, or tiers, rated one to three, with one
Talent is then listed after these tables
being the weakest and three being the most
alphabetically.
powerful. Tiers primarily exist to price
Talents, as higher tier Talents have a greater
TIER 1 TALENTS
Air of Authority Fel 30 Fellowship Affect more targets with Command.
Leadership
Ambidextrous Ag 30 Weapon Skill Use either hand equally well—reduce
Ballistic Skill penalties for using two weapons.
Berserk Charge — Strength Offence Gain an extra bonus to hit when charging.
Blind Fighting Per 30 Perception Suffer half usual penalties for obscured vision.
Fieldcraft
Catfall Ag 30 Agility Fieldcraft Reduce falling damage.
Cold Hearted — Willpower Defence Immune to Seduction, resistant to Charm.
Combat Formation Int 40 Leadership Use intelligence bonus for Initiative.
Fieldcraft
Combat Sense Per 30 Perception Use Per bonus instead of Ag bonus for
Fieldcraft Initiative.
Deadeye Shot BS 30 Ballistic Skill Reduce penalties for ranged called shots.
Finesse
Die Hard WP 40 Willpower Defence Improves chances of surviving Blood Loss.
Disarm Ag 30. Weapon Skill Force opponent to drop weapon.
Defence
Disturbing Voice —. Fellowship Social +10 to Intimidate/threaten, –10 to Charm.
Double Team — General Offence Gain additional +10 for outnumbering
opponent.
Enemy — General Social An organization or group particularly despises
the character.
Frenzy — Strength Offence Enter psychotic rage to gain combat bonuses.
Heightened Senses† — Perception Gain +10 bonus to particular sense on
Fieldcraft perception based tests.
Iron Jaw T 40 Toughness Defence Test Toughness to overcome Stunning.
Jaded WP 40 Willpower Defence Ignore mundane horrors.
Leap Up Ag 30 Agility General Stand as a Free Action.
Light Sleeper Per 30 Perception Count as awake even when sleeping.
Fieldcraft.
Lightning Reflexes — Agility Fieldcraft Roll twice and take the highest for Initiative
rolls.
Mimic — Fellowship Social. Character can copy voices.
Peer Fel 30. Fellowship Social Character has good reputation amongst
chosen group.
Polyglot Int 40, Fel 30 Intelligence Social Character has innate grasp of languages.
Quick Draw — Agility Finesse Draw weapon as Free Action.
Radiant Presence Fel 40 Fellowship Character has an inspiring aura.
Leadership
Resistance† — Toughness Defence Gain +10 bonus to particular resistance Test.
Sound Constitution — Toughness General General Gain an additional Wound.
Street Fighting WS 30 Weapon Skill Add half WS to Critical Damage.
Offence
Sure Strike WS 30 Weapon Skill Reduce penalties for melee Called Shots.
Finesse
Takedown — Weapon Skill Make special attack to stun opponent.
Offence
Total Recall Int 30 Intelligence Character can remember trivial facts and
Knowledge. minor details.
Unarmed Warrior WS 35, Ag 35 Strength Offence Improves unarmed attacks.
Unremarkable — General Social Character is easily forgettable.
Weapon-Tech Engineer(any Intelligence Tech Increase potency of advanced weaponry.
one) +10, Int
40
Weapon Training† — General Finesse Use Weapon Group without penalty.
TIER 2 TALENTS
Armour Training — General Defence Gain proficiency with wearing heavy armour.
Armour-Monger Int 35, Intelligence Tech Increase the efficacy of physical armour.
Engineer(Ad hoc
repair) +10
Backstabber Ag 30, Stealth Agility Fieldcraft Add Ag to melee damage in the surprise round.
Battle Rage Frenzy. Strength Defence Parry while frenzied.
Bulging Biceps S 45 Strength Offence Remove bracing requirement from certain
weapons.
Combat Master WS 30 Weapon Skill Opponents get no bonus for outnumbering the
Defence character.
Counter Attack WS 40. Weapon Skill May attack after successful Parry.
Defence.
Crack Shot BS 50 Ballistic Skill Add +2 to ranged Crit Damage.
Finesse
Crippling Strike WS 50 Weapon Skill Add +2 to melee Crit Damage.
Finesse
Deflect Shot Ag 50 Weapon Skill Add WS Bonus to AP against Primitive ranged
Defence attacks.
Exotic Weapon — Intelligence Gain proficiency with one exotic weapon.
Training† Finesse
Foresight Int 30 Intelligence Contemplate to gain +10 bonus to next Test.
Knowledge
Furious Assault WS 35 Weapon Skill On a successful WS Test, gain a free second
Offence attack.
Hard Target Ag 40. Agility Defence –20 to hit character when he Charges or Runs.
Hardy T 40 Toughness Character always heals as if lightly wounded.
Defence
Hatred† — Weapon Skill Gain +10 bonus to attack hated creatures.
Social
Hip Shooting BS 40, Ag 40 Ballistic Skill Characters may shoot when moving.
Finesse
Independent BS 40 Ballistic Skill Fire at multiple targets more than 10 metres
Targeting Finesse apart.
Inspire Wrath Air of Authority Fellowship Inspire crowd to hatred and anger.
Leadership
Iron Discipline Fel 30 Fellowship Comrades resist Pinning and Fear.
Leadership
Killing Strike WS 50 Weapon Skill Spend Fate Point to make melee attacks
Offence unavoidable.
Marksman BS 35 Ballistic Skill Halve penalties for firing at long or extreme
Finesse range.
Mutation Misbegotten Toughness General Gain a mutation. At character creation only.
Nerves of Steel — Willpower Defence Reroll Pinning Tests.
Paranoia — Perception Character is always alert for danger.
Fieldcraft
Precise Blow WS 40, Sure Strike Weapon Skill Reduce penalty for melee called shots.
Finesse
Rapid Reaction Ag 40 Agility Fieldcraft Test Ag to ignore surprise.
Sharpshooter BS 40, Deadeye Ballistic Skill Decrease penalty for ranged called shots.
Shot Finesse
Storm of Iron BS 45, Weapon Ballistic Skill Allocate extra full-auto and semi-auto hits to
Training (any one Offence additional targets within five metres.
ranged)
Swift Attack WS 30 Weapon Skill May make multiple melee attacks.
Finesse
Two-Weapon — Weapon May fight with two weapons.
Wielder† Skill/Ballistic Skill
Finesse
Unarmed Master WS 45, Ag 40, Strength Offence Deadly fighter while unarmed.
Unarmed Warrior
Unshakable Faith WP 35 Willpower Defence May reroll failed Fear Tests.
Whirlwind of Death WS 40 Weapon Skill Make one attack for each melee opponent.
Finesse
TIER 3 TALENTS
Arms Master WS 40, BS 40, Weapon Skill Less penalty for using weapons untrained.
Weapon Training Ballistic Skill
(any two)
Assassin Strike Ag 40, Acrobatics Weapon Skill After making melee attack, test Acrobatics to
Fieldcraft move.
Blademaster WS 30, Weapon Weapon Skill Reroll missed attack, once per Round.
Training(any Finesse
melee)
Blade Dancer WS 40, Two- Weapon Skill Reduced penalties for fighting with two melee
Weapon Wielder Finesse weapons.
(Melee)
Crushing Blow WS 40 Weapon Skill Add half WS Bonus to Damage inflicted in
Offence melee.
Eye of Vengeance BS 50 Ballistic Skill Adds Damage and Pen to ranged attack.
Offence
Fearless Nerves of Steel Willpower Defence Immune to Fear and Pinning.
Gunslinger BS 40, Two- Ballistic Skill Reduce penalties for fighting with two pistols.
Weapon Finesse
Wielder(Ballistic)
Hammer Blow Crushing Blow Strength Offence Make a thunderous strike with a melee
weapon.
Infused Knowledge Int 40, Lore (any Lore (any one) Know a little bit about everything.
one) +10 Intelligence
Knowledge
Into the Jaws of Hell Iron Discipline, Fel Fellowship Comrades ignore Fear and Pinning.
50 Leadership
Lightning Attack Swift Attack Weapon Skill Character may make many melee attacks with
Weapon Skill Finesse single roll.
Finesse
Master Chirurgeon Medicine +10 Intelligence Perform advanced medical procedures.
Fieldcraft
Master Engineer Engineer(Ad hoc Intelligence Tech Gain +10 to Ad hoc repair Tests, and spend
repair) +20, Luck Points to automatically succeed on
Engineer(any two) engineer Tests.
+10
Master Orator Inspire Wrath. Fellowship Affect larger groups with Charm and
Leadership Intimidate.
Mastery† Rank 4 in Selected Intelligence May spend Luck Point to succeed on Test.
Skill Knowledge
Mere Flesh Wounds T 40 or automaton Toughness Focus Add one to your toughness when calculating
received damage.
Mighty Shot BS 40 Ballistic Skill Add half BS Bonus to ranged Damage rolls.
Offence
Never Die WP 50, T 50 Toughness Ignore penalties from Critical Damage by
Defence spending a Luck Point.
Preternatural Speed WS 40, Ag 50 Agility Offence Double speed when charging.
Rapid Reload — Agility Fieldcraft Reduce reload time.
Sidearm WS 40, BS 40, Weapon Skill Reduce penalties for fighting with pistol and
Two-Weapon Ballistic Skill melee weapon.
Wielder (Ballistic,
Melee)
Sprint — Agility Fieldcraft Move more quickly in combat.
Step Aside Agility 40, Dodge Agility Defence May make additional Dodge or Parry attempt.
or Parry
Target Selection BS 50 BS 50 Ballistic Skill May shoot into melee without penalty.
Finesse
Thunder Charge S 50 Strength Offence Break enemies with armoured charge.
True Grit T 40 Toughness Reduce Critical Damage taken.
Defence
AIR OF AUTHORITY Prerequisite: Weapon Skill 40, Ballistic
Tier: 1 Skill 40, Weapon Training (any two)
Prerequisite: Fellowship 30 Aptitudes: Weapon Skill, Ballistic Skill
Aptitudes: Fellowship, Leadership The character is a true master of weapons
The character was born to command, either and there is practically nothing he cannot
motivating or terrifying those under their pick up and use with ease, from autoguns to
charge. When making Command Skill Tests, plasma pistol or chainswords to shock
the character may affect a number of targets mauls. When the character uses a weapon
equal to 100 times their Fellowship Bonus he is untrained in, he only suffers a –10
rather than just 10. If the character is giving penalty, rather than a –20. The only
an Order to his Squad, the order’s range is exception to Arms Master are exotic
increased by 100 metres. This Talent has no weapons, which are so unusual or rare that
effect on hostile targets and only affects they always require their own weapon
NPCs. training Talents to use without penalty, and
gain no bonus when combined with this
AMBIDEXTROUS Talent.
Tier: 1
Prerequisite: Agility 30 ASSASSIN STRIKE
Aptitudes: Weapon Skill, Ballistic Skill Tier: 3
This Talent does not represent true Prerequisite: Agility 40, Acrobatics
ambidexterity so much as sufficient training Aptitudes: Weapon Skill, Fieldcraft
with both hands to make the distinction The character’s natural agility and graceful
moot. The character may use either hand martial form turn him into a dervish of
equally well for any task, and does not suffer death on the battlefield. After making a
the –20 penalty for actions using their off melee attack, a successful Acrobatics Skill
hand. Test allows the character to move at half
Special: When combined with Two-Weapon rate as a Free Action. The character’s
Wielder Talent, the penalty for making opponent does not receive a free attack
attacks with both weapons in the same Turn resulting from this move. The character may
drops to –10. only make this move once per Round.
WEAPON TRAINING
Tier: 1
Prerequisite: None
Specialisations:
Aptitudes: General, Finesse
The character can use all weapons with
Class: Pistol, Basic, Melee, Throwing, and
Vehicle within the group he has selected
with this Talent. When a character attempts
to use a weapon he does not have the
correct Weapon Training Talent for, he
suffers a –20 penalty to any relevant
Weapon Skill or Ballistic Skill Test.
COMPLICATIONS
Bla bla
EQUIPMENT
Bla bla
PART 3: AIRSHIPS
In 2150, airships rule supreme. In a world pressure regulation which put the more
where the ground is dangerous, space for sleek-looking airships of previous eras to
runways at a premium and factories almost shame, and what the airships lack in
non-existent, airships – which can be largely technical refinement is more than made up
hand-crafted and are relatively easy to for by the expertise of their crews.
repair – are the vehicle of choice. Most The only parts of an airship which can’t
airships conform to the same pattern – a easily be hand-built are the engines. While
ship-like wooden hull strung beneath a Jervis & Bottingly and a few other Skyloft
streamlined cylindrical gasbag. Some of the companies (all of them small, traditional
bigger airships have rigid hulls, but most are family firms) produce a range of relatively
blimps, their gas-bags kept in shape by gas efficient steam engines, most diesel and
pressure. Most have individual gas cells gasoline engines are reclaimed from pre-
within, so that a puncture does not lead to apocalypse vehicles and tinkered with to #t
the loss of all lifting gas, and many have their new roles. To an airship pirate, a small,
outer skins made of Calgorite, a rubber-like light, efficient diesel engine is a find worth
material which is “self-sealing”, naturally more than gold.
expanding and bonding together to close
small punctures such as those caused by AIRSHIPS OF THE SKYLOFT
bullets. In the Skyloft, no two airships are alike.
Most airships are lifted by helium, much Though there are shipyards which produce
safer than inflammable hydrogen (though standard designs, owners of airships take
the latter is cheaper). They are usually pride in customizing their craft and making
propelled by either steam engines (fuelled “improvements”, whether it be to speed, li&
with easily obtainable wood or more capacity, weapons capability or interior
expensive but more efficient coal), or by luxury. Some insist on building their own
diesel or gasoline engines. Many augment airships from scratch. Others will buy a
their engines with sails, extending their standard ship from one of the big
range as long as the winds are blowing in shipbuilding companies of Isla Aether and
the right direction. Some of the more tinker with it, so that within six months a
experimental ships augment their li& with sleek design such as Jervis & Bottingly’s
steam and/or hot smoke from steam popular “Tigerfish” model is bristling with
engines, or hot exhaust fumes from diesel extra engines, gun ports, sails, grappling-
engines. hook launchers and the like, and is almost
Though the airships of 2150 usually look unrecognizable to the uninitiated.
ramshackle and hand-built, they are often That said, there are very few within the
remarkably sophisticated, as the people Skyloft who are uninitiated when it comes
who build them, and nurse their often to airships. From the schoolyard to the bar-
idiosyncratic systems, are masters of the art room to the retirement home, nothing is
of lighter-than-air flight. They have more guaranteed to encourage excited
developed systems of ballast control and conversation than airships – lift capacity,
aerodynamics, the latest helium valve, strange customizations that characterize a
Captain “Crazy” Eagle’s forward fin design. Skyloft airship. Only the Imperial Air Navy
Everyone has an opinion, and things can and the Chuno Ggun operate airships for the
often get heated, particularly where alcohol Neovictorians, as no-one outside the
is also involved. People in High Tortuga still military (with the exception of the
speak in awed tones of the Great Brawl of occasional bureaucrat) is allowed to travel.
2147, which took in seven bars, led to the Discipline aboard an IAN ship is harsh, and
serious injury of a hundred-and-thirty- cleanliness and neatness drummed into the
seven people, and began as an argument sailors with severe punishments for non-
over the relative merits of water and sand compliance. IAN airships are always
as ballast. gleaming, their decks scrubbed constantly,
The Neobedouin have been wont to say that their paintwork touched up regularly. The
if all the hot air spoken about airships by officers and sailors of the IAN see Skyloft
Skyfolk could be collected, they’d never airships as messy and inefficient and often
need to buy Helium again. underestimate their capabilities in combat.
Conversely, the Skyfolk describe the
AIRSHIPS OF THE IMPERIAL AIR NAVY Imperial Air Navy as “all scrub and no
The Neovictorians’ airships are made in scrap”, though they are careful to avoid a
factories to a number of tried and tested broadside from an Imperial Frigate, which is
designs. They tend to be sleek and efficient more than most Skyloft airships can cope
and lack the numerous added features and with.
AIRSHIP CONSTRUCTION
All airships follow the same basic design. - Forecastle mounts: an Airship can
Helium balloon stay in the air and a gondola carry even more guns! Forward
to actually have some use being in the air. facing guns are mounted on the
There is a common misconception that Forecastle. While their number is
space in the gondola is the limiting factor not great enough to be as
what can be taken along the trip. The truth devastation as broadsides, they are
is it all comes down to weight. Each basic used to deliver precision shots
design has a few attributes which (usually) which can debilitate opponent
cannot be changed much by customisation. airships.
- Floating capacity: This determines - Aftcastle mounts: Just like the
how much weight the airship can forecastle, more guns can be placed
carry and how high the airship can here. These guns a aft- (or back)
go. facing position.
- Sail Riggings: The size of the airship
limits how many sails can be used in Engines also have some similarities between
manoeuvring the vessel. them. They are characterised by the
- Manoeuvring: The innate ability of following statistics.
an airship to manoeuvre. This is - Engine type: This limits on which
further adjusted by the engine and airship hull this engine can be
additional sails. placed.
- Armour: Armour is used to protect - Weight: Like all airship components
the helium balloons from incoming an engine has a weight.
cannonballs. - Cost: Nothing is free. This holds
- Engine type: Independent of the especially true for engines. Which
weight of an engine block, it needs are sometimes more expensive then
have right size for the airship. the hull on which they are mounted.
Therefore, There is a restriction - Fuel type: What powers this sky
which type of engine can be placed. vessel. Usually this is steam (water
- Air Regulator: Air regulators are plus coals) or diesel. However, some
limited by size, similarly as the more exotic (or advanced) airships
engine block. may be powered by other forms of
- Crew deck: Each Airship comes energy.
equipped with a basic crew deck, - Speed: This denote two things, firstly
this can be further modified and a tactical speed (how much a airship
extended. can move during a combat round)
- Gun decks: There is only some much and a cruising speed.
space for guns. This denoted by - Range: How much fuel is carried
series of numbers, for example 5,6,4. aboard determines the range of the
This means that the upper most gun ship. The given range is for a smooth
deck has five gun mounts, the next windless flight, which is rarely the
one has six gun mounts and the case.
lowest one has four gun mounts.
Always remember that airships are
build symmetrically and therefor
has the specified amount of mounts AIRSHIP HULLS
both on their port- and starboard
side. Gun decks are used to deliver Below follow several airship hull
devastation broadsides. descriptions.
Running out of time, so go over this very d10’s can be used for Canister Shots. Roll a
quickly, the basics are the same as voidship ballistic test (gunnery) modified by range.
combat from rogue trader. There are several On success and for every degree of success
ways to damage an opposing airship Let’s go you score one hit. The maximum number of
over them one by one. hits is determined by the number of
Note: Personal talents do not affect cannons fired. Roll damage only for the first
gunnery! hit, each additional hit deals one extra
damage. Subtract from the damage the
opponents crew level and other defence that
apply to damage, whatever is left is dealt as
MOVEMENT ACTIONS damage to the opponents crew.
FLYING HIGH!
Calculate the remaining Floating capacity
after all components have been installed.
Divide this number by three (rounding
down), this is your floating height level.
Multiply your height level by 50 to obtain
your height above sea level. If there is a
difference between you actual high level and
your floating height level you will start
adjusting. If the difference is 1 you will
move up or down 1 level after three turns. If
the difference is two, you will move up or
down 1 level after 2 turns. If is three you
will move up or down one level each turn.
For each difference above three you move
up or down an additional level.
DAMAGE TO AIRSHIP
Keep score how much damage your airship
has sustained. Each 10 damage lowers your
height level by one.
DAMAGE TO CREW
As you keep sustaining damage to you crew,
you will have less and less crew units to
operate your airship.
FIRE!
Should hurt.
CREW UNITS
Counters used for crew, to distribute during
actions.
BOARDING
CRITICAL HITS
PART 4: ENCYCLOPAEDIA
“We’re the nomads, the Neobedouins,
I don’t want to end up dead again,
On this night we’ve traveled far.
Over desert wasteland, prairie grassland,
Traversed the silken endless sands.
We’ve survived this global scar!”
– Abney Park, Neobedouin
Bla Xlab la
To do